Publication:Dungeonscape

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Dungeonscape
ImageNeeded.png
System: Dungeons and Dragons 3.5e 
Abbreviation: Du 
Author: Jason Bulmahn, Rich Burlew 
Publisher: Wizards of the Coast 
Item Code: 956847200 
Publication Date: February 2007 
Format: Hardcover 
Page Count: 160 
ISBN-10: 978-0-7869-4118-6 
Price: $29.95 ; C$37.95
 
Product Blurb
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.

This text is quoted from promotion material. Text and images are copyrighted by the original publisher.

Table of Contents

Chapter 1: The Dungeon as Enemy 5
Dungeon Challenges 5
Standard Class Options 8
New Standard Class: Factotum 14
Dungeon Terrain 20
Chapter 2: Tools of the Trade 29
Packing Tips 29
Equipment 30
Magic Items 37
Adventuring Kits 42
Chapter 3: Character Options 44
New Feats 44
Dungeon Teamwork 47
Prestige Classes 48
Dungeoneering Guilds 57
Sample Guilds 58
Chapter 4: Dungeon Design 63
Advantages of the Dungeon 63
Functions of Dungeons 66
Making Dungeons 71
Dungeon Themes 78
Dungeon Rooms 84
Dungeons in Play 91
Chapter 5: Dungeon Encounters 93
Why Dungeons are Different !! 93
Combat Encounters 94
The Encounter Template 96
Stock Encounter Templates 100
Alternative Monster Feats 103
New Monsters 105
New Prestige Class: Dungeon Lord 108
New Templates 111
Chapter 6: Traps 117
Trap Strategy 117
Encounter Traps 120
Creating Encounter Traps 125
New Standard Traps 128
Hazards 139
Chapter 7: Dungeon Features 141
Creating Dungeon Terrain 141
Other Dungeon Features 148
Finishing Touches 153

Feats

Name Summary Pg
Combat Tinkering +4 bonus on Centraction when using Disable Device or Open Lock; +4 bonus when quickening Disable Device or Open Lock 44
Gnome Tunnel Acrobatics Gain benefits in combat (see feat description) 44
Hammer and Piton Drive pitons into Large foe and climb him 45
Quick Reconnoiter Make Spot and Listen checks as free action; +2 bonus on initiative checks 46
Trap Engineer Bonuses when dealing with traps after the first 46
Trap Sensitivity Sense mechanical traps as you sense secret doors 46
Tunnel Fighting No penalty on attacks or to AC while squeezing 46
Undermountain Tactics Gain benefits in combat (see feat description) 46
Weapon and Torch Burn and dazzle foes with lit torch 47

Monsters

Numbers in parenthesis after entry denote page number.

A—Ascomoid (105)
R—Rot Grub Swarm (106)



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Facts about "Dungeonscape"
AbbreviationDu +
AuthorJason Bulmahn + and Rich Burlew +
Help Wanted ReasonImage Needed +
ISBN978-0-7869-4118-6 +
Item Code956847200 +
Media TypeHardcover +
Page Count160 +
Publication DateFebruary 2007 +
PublisherWizards of the Coast +
SystemDungeons and Dragons 3.5e +
TitleDungeonscape +