Dungeonscape
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Product Blurb
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Welcome to the Dungeon!
Since the dawn of the DUNGEONS & DRAGONS game, the dungeon has remained a place of mystery, excitement, and danger. Purple worms burrow through the earth, eager for their next meal. Savage orcs lurk within the darkness, ready to surge forth and lay waste to civilized lands. Strange cults, mutated monsters, and forgotten gods hide within the choking darkness of the dungeon's halls. Nowhere else offers greater prospects for wealth, magic, and power. Yet the horrors that lurk beneath the world never give up their treasures without a fight....
This D&D supplement presents a refreshing new take on dungeon adventures. It shows Dungeon Masters how to inject excitement, innovation, and thrilling adventure into their dungeons. New rules for encounter traps allow DMs to build deadly snares to catch the unwary. For players, the factotum class is a cunning wanderer, a jack-of-all-trades who can cope with anything the dungeon throws at him. New equipment, feats, and prestige classes give adventurers the tools they need to survive the dark beneath the earth.
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This text is quoted from promotion material. Text and images are copyrighted by the original publisher.
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Table of Contents
Chapter 1: The Dungeon as Enemy |
5
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Dungeon Challenges |
5
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Standard Class Options |
8
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New Standard Class: Factotum |
14
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Dungeon Terrain |
20
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Chapter 2: Tools of the Trade |
29
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Packing Tips |
29
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Equipment |
30
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Magic Items |
37
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Adventuring Kits |
42
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Chapter 3: Character Options |
44
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New Feats |
44
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Dungeon Teamwork |
47
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Prestige Classes |
48
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Dungeoneering Guilds |
57
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Sample Guilds |
58
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Chapter 4: Dungeon Design |
63
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Advantages of the Dungeon |
63
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Functions of Dungeons |
66
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Making Dungeons |
71
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Dungeon Themes |
78
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Dungeon Rooms |
84
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Dungeons in Play |
91
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Chapter 5: Dungeon Encounters |
93
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Why Dungeons are Different !! 93
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Combat Encounters |
94
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The Encounter Template |
96
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Stock Encounter Templates |
100
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Alternative Monster Feats |
103
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New Monsters |
105
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New Prestige Class: Dungeon Lord |
108
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New Templates |
111
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Chapter 6: Traps |
117
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Trap Strategy |
117
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Encounter Traps |
120
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Creating Encounter Traps |
125
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New Standard Traps |
128
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Hazards |
139
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Chapter 7: Dungeon Features |
141
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Creating Dungeon Terrain |
141
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Other Dungeon Features |
148
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Finishing Touches |
153
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Feats
Name |
Summary |
Pg
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Combat Tinkering |
+4 bonus on Centraction when using Disable Device or Open Lock; +4 bonus when quickening Disable Device or Open Lock |
44
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Gnome Tunnel Acrobatics |
Gain benefits in combat (see feat description) |
44
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Hammer and Piton |
Drive pitons into Large foe and climb him |
45
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Quick Reconnoiter |
Make Spot and Listen checks as free action; +2 bonus on initiative checks |
46
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Trap Engineer |
Bonuses when dealing with traps after the first |
46
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Trap Sensitivity |
Sense mechanical traps as you sense secret doors |
46
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Tunnel Fighting |
No penalty on attacks or to AC while squeezing |
46
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Undermountain Tactics |
Gain benefits in combat (see feat description) |
46
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Weapon and Torch |
Burn and dazzle foes with lit torch |
47
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Monsters
Numbers in parenthesis after entry denote page number.
A—Ascomoid (105)
R—Rot Grub Swarm (106)
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