The Tome Of Adventure Design

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  the tome of adventure design: Tome of Adventure Design PoD Softcover Frog God Games, Matt J Finch, 2020-07-17 A fantasy adventure game, at its very heart, is about developing an open-ended story of the characters. The referee is in charge of the fantasy world, and the players direct the actions of their characters in that fantasy world. Neither the referee nor the group of players has complete control over what's going to happen, and the result is an evolving set of surprises for both the referee and the players. Unlike the players, as the referee and creator of the game world, most of your work is done ahead of time. To some degree or other, you have to create the groundwork for the adventure before the game starts. Even though no battle plan survives contact with the enemy - and if you're an experienced referee you know exactly what I mean - the game has to start ... with a starting point. This might just be a vague set of ideas, or it might be as complex as a set of maps with a detailed key and well thought-out encounters for the players to run into. The Tome of Adventure Design is organized as a series of books, each one providing resources at every step of the way. The vast majority of the content of each book is made up of random generation tables that we created over a quarter of a century (sigh) for our own use. It shoud be said up front that these are tables for deep design - in other words, most of them are too long, and contain too many unusual or contradictory entries, for use on the spot at the gaming table. There are already many excellent books of tables for use on the fly; the tables in these books are different. They work best as a tool for preparation beforehand, providing relatively vast creative resources for browsing and gathering, rather than quick-use tables designed to provide broad, fast brushstrokes. Our shorter tables tend to deliver cryptic results designed to shock the reader's creativity into filling in the gaps, whereas the longer tables are unusably vast for easy random generation, being designed to shock the reader's creativity into operation by presenting a sea of possibilities.
  the tome of adventure design: Cyclopean Deeps Volume 1 - Swords & Wizardry Matt Finch, 2018-05 Deep beneath the ground, in those regions where the echoes of mankind's feet are seldom heard, where even firelight is a bizarre intruder from a long-forgotten place, the foes of mankind breed and multiply. It is a realm of dark chaos - for these creatures of the echoing deeps count each other as rivals and enemies. It is a place without peace, a place without virtues, a place where every countenance of evil is to be found in sluggish torpor, stirring restlessly in dreams of cruelty and hatred. These dark and deadly provinces are known as the Under Realms. Most named regions in the Under Realms are quite distinct from each other, whether by geological formation or by the types of inhabitants that have established themselves in strategically important areas. Characters who enter this area expecting to find drowic elves, deep gnomes, and other normal features of the Under Realms will swiftly discover the error of their thinking. The Vaults of the Sunless Sea, located to the north of the Cyclopean Deeps, might fit that description, but the Cyclopean Deeps are a different and decidedly more unpleasant area into which the denizens of the Vaults seldom venture. This series of adventures forms a mini-campaign in the depths of the earth, suitable for a party of 4+ characters with an average level of 10-12, or 8+ characters with an average level around 7. For Swords & Wizardry.
  the tome of adventure design: The Tome of Adventure Design , 2011-10-15
  the tome of adventure design: Big Book of Adventure Mazes Dave Phillips, 2003-04-25 Thrill-seekers will love this giant book of labyrinths. More than 90 mazes await in a compilation of 3 books by a maze master: Monster Mazes, Pirate Treasure Mazes, and Wizards and Dragons Mazes. Solutions.
  the tome of adventure design: The Adventure Crafter Tana Pigeon, 2019-03-05 Create Adventure outlines, seeds, and events for any RPG, in advance or on the spot! The Adventure Crafter adds to the Crafter series of Game Master tools a system for randomly generating an unfolding story that you can use as the framework for a custom built adventure or for solo role-play. Using a system of randomly generated story tropes, combined with Character and Storyline management and creative interpretation, the Adventure Crafter can create the structure for an entire adventure, the idea for an adventure that you can develop, an opening scene to an adventure to get you started, or it can be used as a tool to generate inspiration and ideas for your own adventures. Unlimited worlds of adventure await!
  the tome of adventure design: Scenic Dunnsmouth Lamentations of the Flame Princess, 2017-07 Dunnsmouth is diseased and rotten to the core. Beset by malefactors supernatural and mundane, Dunnsmouth slowly dies in the swamp. But within the rot are mysteries to be solved, evil to be fought, and the Weird to be encountered.Scenic Dunnsmouth features an innovative village generation system using dice and playing cards to ensure that every expedition to Dunnsmouth is unique; the adventure never plays the same way twice. The threats, their intensity, which villagers are present, which alliances they hold, and even the village map, are all randomly determined before play. Scenic Dunnsmouth is an adventure for characters of levels 2-5 for use with Lamentations of the Flame Princess Weird Fantasy Role-Playing and other traditional role-playing games.
  the tome of adventure design: Adventures from the Potbellied Kobold Jeff C Stevens, 2021-04-02 Adventures from the Potbellied Kobold provides you with fifteen adventures to use as one-shots, additions to your current campaign, or as inspiration for a new campaign. We've even included a way to link several of the adventures, providing you with a mini-campaign. The adventures range in difficulty from low to mid-level, and many include adjustment suggestions, allowing you flexibility with the adventure's difficulty. The adventures are short and sweet, targeting play times of 1 to 3 hours. Of course some adventures may run a bit longer depending on your play style, group, and how often your adventurers debate over who gets what magic item.
  the tome of adventure design: ZWEIHANDER Grim & Perilous RPG Daniel D. Fox, 2019-06-11 Powered by HTML, this Zweihander eBook edition is published with a nuanced reflowable document layout. It includes: Reflowable text and images Sidebar navigation via device contents Hyperlinked Table of Contents and Index for fast, easy searches Hyperlinked cross-references throughout the book Tap and zoom illustrations This digital format differs from standard fixed layouts and PDFs. We highly suggest users download a sample before purchasing. WELCOME TO GRIM & PERILOUS GAMING Featured on Forbes.com, ranked one of the best-selling fantasy tabletop role-playing games at DriveThruRPG, and having sold over 90,000 copies worldwide, ZWEIHÄNDER Grim & Perilous RPG is a bloodier, grimmer, and grittier version of classical tabletop role-playing games. This revised edition is published in celebration with Andrews McMeel Publishing and features a refreshed layout, new artwork, rules clarifications, color plates by Dejan Mandic, and errata. ZWEIHÄNDER Grim & Perilous RPG is a game where your characters will: Live in a gritty, realistic fantasy world Make morally grey decisions & enact vicious reprisals Uncover insidious plots & political intrigue Take part in heart-pumping chase scenes Venture into the wilderness & survive its perils Desperately fight in clandestine & open field combat Defend themselves from injuries, madness, & mutations Encounter sanity-blasting creatures & their minions Using the Powered By ZWEIHÄNDER d100 game engine, you will create grim characters, write perilous adventures, and build your own low fantasy & dark fantasy campaigns. These rules are a perfect fit for Renaissance and medieval-styled adventures, too. You can also use this book to create your own home-brewed worlds, whether inspired by the works of Andrzej Sapkowski’s The Witcher, George R.R. Martin’s Game of Thrones, Glen Cook’s Black Company, Myke Cole’s The Armored Saint, Robert E. Howard’s Solomon Kane, Scott Lynch’s Gentlemen Bastard series, or other grimdark-inspired media. This all-in-one game includes most of what you need to play: a character creation guide, game mastery rules, and a bestiary brimming with creatures both fair & foul. All that’s left are a few friends, pencils, and a handful of dice. ZWEIHÄNDER Grim & Perilous RPG awaits, and the fate of your grim & perilous tale hangs in the balance!
  the tome of adventure design: Tome of Secrets Walt Ciechanowski, Gareth-Michael Skarka, 2009-12 The Tome of Secrets is a collection of advanced and optional rules for players and game masters of The Pathfinder Roleplaying Game. The 192-page rulebook features: - 8 new classes, including the Artificer, Knight, Priest, Shaman, Spellblade, Swashbuckler, Warlock and Warlord. - Rules for character occupations (what your heroes did before they were heroes). - A system for character drawbacks, fleshing out your heroes with flaws. - New rules for The Pathfinder Roleplaying Game, including Chases, Morale, Stunts, and more! - Game Master tools including a random adventure generator, a monster modifier, and a generator capable of creating over one million magic items!
  the tome of adventure design: The Ultimate RPG Gameplay Guide James D’Amato, 2019-10-08 Improve your RPG campaign with this comprehensive and interactive guide to making the most out of your gaming experience. Whatever RPG game you play, from D&D to Call of Cthulu to licensed games like Star Wars, every detail is important. From setting the scene to choosing the right music or even adjusting the lighting to create the right atmosphere, every choice helps maximize your gaming experience. The Ultimate RPG Gameplay Guide provides practical advice for everything from pre-game preparations and in-game improvisation to working out a plan of attack with your teammates to learning how to lean into the setting of your game. Including instructions, prompts, and activities, it offers everything you need for successful, fun role-playing with your friends every time you play. Create hours of narrative and make the most out of your storytelling skills by setting the perfect scene for your adventure. Whether you need advice on your character or working better with your gaming group, James D’Amato includes everything you’ll need to take your game to the next level.
  the tome of adventure design: Timo the Adventurer Jonathan Garnier, 2020-10-13 Having read every book in his tiny village, young Timo decides it is time to leave home and become a hero. And while that is easier said than done, Timo is determined to succeed. When he rescues an enchanted beast named Broof, Timo gains a gruff and reluctant ally. But little does good-hearted Timo suspect that Broof’s mysterious past will bring complications to his journey.... An engaging hero, surprising plot twists, and a host of fantastical creatures keep readers turning the pages of this spell-binding fantasy.
  the tome of adventure design: Doodle Adventures: The Search for the Slimy Space Slugs! Mike Lowery, 2016-05-17 Draw your way through the story! Doodle Adventures: The Search for the Slimy Space Slugs! is a lighthearted fantasy where the reader first draws him- or herself into the story, and then continues by following prompts and adding more illustrations and doodles. Set in space, the book invites the reader to join Carl, a duck and member of a super-secret international group of explorers, on a journey in search of a very important grail-like object. The book is sturdy paper over board with beautiful cream paper—perfect for defacing! And by the end, the reader will have co-written a tale to return to again and again, and show off to family and friends.
  the tome of adventure design: Mythic Game Master Emulator Tom Pigeon, 2018-01-25 Mythic Game Master Emulator Create dynamic role-playing adventures without preparationFor use as a supplement with other systems NOTE: This product provides the Game Master Emulation rules found in Mythic, a product that contains emulation rules and a full, universal role playing game. Mythic Game Master Emulator is for those who do not want the universal role-playing rules, but just the game master emulator at a reduced price. Mythic Game Master Emulator is a supplement meant to be played with your favorite role-playing games. Most Role-Playing Games operate under the principle that there are players and there is a Game Master. The GM prepares all the details of an adventure, and then runs the players through that adventure. This usually requires a great deal of preparation on the part of the GM. Mythic is different in that it requires no preparation from the GM. Mythic adventures are meant to be played off the cuff, with perhaps a few minutes of brainstorming to come up with the initial setup. Mythic can also be played entirely without a GM. The same mechanics in Mythic that allow a GM to run an adventure without preparation also allows a group of players to do without the GM. In a Mythic adventure, the GM (or players without a GM) can start an evening's entertainment with about five minutes of preparation. As the adventure unfolds, the GM is just as surprised by the twists and turns as the players are. There are various ways in which Mythic can be used: No GM, multiple players Players decide on an opening scenario, and perhaps a few details or two, and Mythic takes it from there. All action is decided through the asking of yes/no questions and the application of logical principles. By answering questions, the adventure moves along, with the occasional random event throwing players a curve ball. The action is broken into scenes, just like in a movie, to keep everything straight. No GM, one player Mythic can be used to go solo. Solo play in Mythic works the same as group play. You're just alone. One GM, any number of players For those who like to be a GM, we have something for you, too. The same tools that allow Mythic to automatically generate adventures on the fly without a GM also work with a GM. This means very little to zero preparation, if you don't want to prepare. Simply create an opening scenario (hey, you can come up with that on the drive over!) and follow Mythic as it guides you along. Mythic will throw in its own twists and turns, so the GM will be just as shocked as the players.
  the tome of adventure design: Four Against Darkness Andrea Sfiligoi, 2017-09-13 Four Against Darkness is a solitaire dungeon-delving game that may also be played cooperatively. No miniatures are needed. All you need is this book, a pencil, two dice, and grid paper. Choose four characters from a list of classic types (warrior, wizard, rogue, halfling, dwarf, barbarian, cleric, elf), equip them, and venture into dungeons created by dice rolls and your own choices. You will fight monsters, manage resources, grab treasure, dodge traps, find clues, and even accept quests from the monsters themselves. Your characters will level up, becoming more powerful with each game... IF THEY SURVIVE.
  the tome of adventure design: Pathfinder Book of the Dead , 2022-04-12 The dead are rising! This blasphemous tome gives players and GMs everything they need to bring the shambling menace of the undead to their Pathfinder adventures. This book includes tools for fighting against the undead horde, but also options for the players themselves to control or even become undead creatures. GMs will find new tools and haunts, as well as information about the undead-plagued lands of the Lost Omens campaign setting. A massive bestiary section full of undead creatures brings more threats for GMs to use and summonable creatures for players, including more versions of classic undead like vampires, skeletons, and zombies. This 224-page hardcover rulebook also includes a full adventure themed around fighting the undead!
  the tome of adventure design: How to Write Adventure Modules That Don't Suck Jobe Bittman, Mike Breault, Anne K. Brown, Timothy Brown, Stephen Chenault, Casey Christopherson, Chris Clark, Michael Curtis, Chris Doyle, Joseph Goodman, Allen Hammack, Jon Hook, 2024-05-14 Goodman Games has established a reputation for publishing some of the best adventure modules in the industry. Now we present our advice on how you can write great adventures! This compilation of articles is authored by two dozen of the industry's best-known adventure writers. Each article gives a different perspective on how to write adventure modules that don't suck, written by authors with decades of experience and prominent published credits. By the time you're done reading this book, you'll be on the path to designing great adventure modules on your own. Bonus: This PDF includes a digital copy of the original How To Write Adventures Modules That Don't Suck (2007). Whether you're an experienced writer or an aspiring novice, you'll find something of value in this book!
  the tome of adventure design: The Classic Dungeon Design Guide Kent David Kelly, 2017-01-06 Deep dwarven cities of the underworld, Infested by conquering orcs, Enslaved by demons of skull and pyre ... Black labyrinths of mad demigods, Proving grounds for daring adventurers And graveyards for greedy fools ... Twisting passages, all alike, Where lurking trolls and shadow beasts Guard the deepest riddles of the nether ... If you have ever wanted to know how to quickly and masterfully create your own mega-dungeon for your pen-and-paper Fantasy Role-Playing Game (PNP FRPG) campaigns, this is the perfect book for you. This Game Master's guide will show you, step by step, how to take your vague-yet-promising ideas and how to sculpt them with precise and careful design decisions (enhanced, if you prefer, by random die rolls), allowing you to conceive an endless mega-dungeon in record time. Best of all, the CASTLE OLDSKULL CLASSIC DUNGEON DESIGN GUIDE is also system-neutral. No matter which of the many FRPGs you choose to play, from basic skill level to advanced, a first edition or a fifth or anything in between, the lessons you master here will serve you in your gaming for years to come. Learn how to make the most of your ever-dwindling prep time, so that you can spend those saved hours gaming with your friends! This old school Guide is filled to overflowing with more than 450 pages of design material and dungeon generation tables. Highlights include: * Hack and slash and beyond. 39 adventure scenarios, with 20 diabolical twists, totaling 780 great ideas for your next campaign. * A myriad of options. Over 10,000 unusual benefactors (quest givers), unusual wilderness encounters your players will never forget, and extensive rumor and dungeon history generation systems. * Every endless labyrinth ever, under one cover. Extensive details on realistic underworlds, hundreds of dungeon dressing ideas, over 10,000 room types, and much more. * The imagined made real. A complete second book is included herein as a detailed example of dungeon design, featuring over 60 pages of specific examples. The Goblin Head campaign environment supplement reveals exactly how a 13-level mega-dungeon can be conceived in a matter of hours. The CLASSIC DUNGEON DESIGN GUIDE is brought to you by Kent David Kelly of Wonderland Imprints, a role-player and Game Master with over 30 years of play experience. Best of all, if there are any other materials you would like to see relating to dungeon design, feel free to contact the author. Many more CASTLE OLDSKULL supplements are being prepared specifically to support the players, initiates and Game Masters of the Old School Revival (OSR). This Guide is your gateway to the realms of sword and sorcery. Join us for the adventure! (A complete reference work designed to supplement existing pen-and-paper Fantasy Role-Playing Games. 12 chapters, over 100 section topics, 60,000 words, 475+ pages; organized via a fully ordered table of contents. Just one of the proud creations available now from Wonderland Imprints - Only the Finest Works of Fantasy.)
  the tome of adventure design: The Gates of Death Charlie Higson, 2018 PART STORY, PART GAME - PURE ADVENTURE! A new way of telling stories and in many ways the birth of modern gaming, these books captured the imaginations of a generation of kids - it's great to think that a new generation are going to be similarly captivated bestselling author Charlie Higson A long-time fan of Fighting Fantasy, Charlie Higson brings his own brand of heart-stopping action, terrifying monsters and page-turning plotting to Allansia... expect the unexpected! In this addition to the multi-million-copy-selling Fighting Fantasy series, YOU- the hero - must respond to a call for help from the people of Allansia. Your quest to the Temple of Miracles in the Invisible City will be challenging and dangerous, and your simple mission will soon take a darker turn as you face the legendary Gates Of Death. On the other side waits the Queen Of Darkness, Ulrakhaar. To stop her, and save Titan from destruction, you will have to venture further than ever before... to the Kingdom Of The Dead. ABOUT THE SERIES The multi-million copy globally bestselling choose-your-own-adventure series is repackaged and reignited for a brand new generation of children. All you need is a dice and you can choose which way the story goes Be careful - the main character can die at any point! 20 million copies sold worldwide in 32 languages Perfect for kids who love gaming A great way to encourage children away from gaming on screens and get them back into reading books!
  the tome of adventure design: Rise of the Drow Jonathan G. Nelson, Stephen Yeardley, 2014-06 The Underworld is boiling from the flames of war - Matron Maelora of House Gullion has taken control over the drow city of Holoth via a coup d'état - allying herself with the alien Vidre and siphoning power from an artifact granted by these enigmatic, crystalline schemers, she indeed triumphed and funneled the souls of her captives through the artifact to gain immense power. Unbeknownst to her, half of the souls have been funneled to the greedy clutches of the alien Vidre and sacrifices have become harder and harder to come by. Not one to be dictated what to do, the matron managed to sever the binding ties and arcane entwinements of the pact between her and the Vidre via the help of Naraneus the Spider Goddess for the promise of a conquest of the worlds above - the goddess has spoken and so it shall be done. The Vidre, meanwhile, prepare for war - their thirst for souls must be slaked. Rise of the Drow is a Pathfinder Roleplaying Game compatible adventure for 4-6 PCs of Levels 6-18. This book is hardbound, over 550 pages and is presented in full color on premium paper.
  the tome of adventure design: On Downtime and Demesnes Mike Evans, Arnold Kemp, Chris Tamm, 2019-12-15 Do you sometimes wish you didn't have to put in so much effort into engaging your players in tabletop role-playing games? Wouldn't it be nice if they couldn't wait to play around in your world? If they were pushing you to spend more time in the land you create?On Downtime and Demesnes contains: Systems that motivate playersSimple usable procedures that workCreativity and inspiration for adventureNo longer will your players wonder what their characters should do with all their gold. It includes clear, common-sense rules for everything from starting a cult, making sacrifices to gods, to hiring mercenaries and building vehicles and castles.Going to an arena fight? Take seconds to determine the purse, peruse mechanics to handle the arena crowd, pick some ideas for interesting arenas, and select an opponent like the Necrourge: a master of the dark arts of necrourgy, who raises the bodies of traitors or other criminals after they have been forced to fight in the arena and died. What's it for?The downtime goals give agency to players, and let them build a dynasty. Imagine a group eager to explore your world because they have their own plans! These objective procedures give players tools that fire a desire to dive into your creative world, discover its detailed history, and make their mark on it.It gives your players the tools to make their wildest ideas come to life, without breaking your campaign or your suspension of disbelief, all the while driving them to adventure in your world. On Downtime and Demesnes is filled with tools that work. Build a flying ship, enchant it; or build a wizards tower and raise fortifications in the surrounding lands. All with simple, scalable, rules compatible with the 5th edition of the world's most popular role-playing game!This is a book used in every game you run. Your next campaign, the one after that, the one after that. . . Not one wasted word. Every page is crammed with content and creativity. No filler. Tools that let players build castles and control land, without disassociated mechanics. This is the stronghold book you've been looking for
  the tome of adventure design: The Art of The Adventures of Tintin Weta Workshop, 2011 An incredible visual insight into one of the most eagerly anticipated films of 2011. In autumn 2011 Steven Spielberg and Peter Jackson are teaming up to launch The Adventures of Tintin: Secret of the Unicorn. The first of two movies being produced, this film will bring to life the enormously popular books by Herg� in performance-captured, 3D form. Starring Jamie Bell (of Billy Elliot fame) as Tintin, the intrepid young reporter whose relentless pursuit of a good story thrusts him into a world of high adventure, and Daniel Craig as the nefarious Red Rackham, this will be the film of Christmas 2011. Published alongside the groundbreaking film, this book will reveal the incredible creative design process behind it. The conceptual design and visual effects for the movie are being created by Weta, the multi Academy Award winning company behind blockbusters such as Avatar, The Lord of the Rings, District 9, King Kong, The Chronicles of Narnia and many others. The designs for the book will be put together by the very same Weta artists, giving the readers a true inside story on the how the original comics were transformed into the final look on the big screen.
  the tome of adventure design: Tome of Adventure Design Revised Matt Finch, 2022-10 Tome of Adventure Design is a comprehensive, start-to-finish resource for designing fantasy adventures for your favorite tabletop role-playing game. It is system neutral, and can be used with virtually any fantasy game. This book includes random generation tables for almost every step of the design process: locations, villainous plots, designing new monsters, and bizarre environments in strange, unknown planes of existence. Thousands of micro-prompts in the margins add additional brainstorming power to the process, and the book is filled with design advice from award-winning author Matt Finch.
  the tome of adventure design: American Home Michael Webb, 2001 Includes Millford Plantation and Drayton Hall as well as Mount Vernon and Monticello.
  the tome of adventure design: Book of Lairs for 5th Edition Wolfgang Baur, Steve Winter, James J. Haeck, 2016-10-25 Fight the Monster in its Den... If You Dare! Book of Lairs brings you 24 great monster lairs for 5th Edition play of the world's greatest roleplaying game! Each of these exciting and unusual battlegrounds comes with a complete short adventure, including a hook, area hazards, tactics, and treasures. Stage your 5th Edition fights in unforgettable locations like: Alchemist's Guildhall Necromancer's Cistern Den of the Rotten Kings Lost Halls of Everforge Citadel of the Void Dragon Tomb of the Scorpion Prince Imperial Ghoul Outpost Umbral Vampire Lair Sky Stairs of Beldestan And 15 more! Designed by some of the top names in the RPG industry, Book of Lairs is sure to add an aura of wonder and mystery to your game! Book of Lairs uses standard monstesr as well as surprising new creatures from teh Tome of Beasts, and both monster books are required for maximum playability. A DM's version of each lair map is included with numbered locations. An additional digital map pack is available from Kobold Press for use with a projector or for online play
  the tome of adventure design: Min Stuart Tolley, 2016-05-31 An inspiring visual survey of the resurgence of minimalism in contemporary graphic design Minimalism has informed some of the greatest graphic design in the history of the art form. It gave us the Helvetica font and decluttered web design, and it allowed graphic designers to focus with renewed diligence on the relationship between form and function. Today’s resurgence in minimalist graphic design—as creators move away from the ornate, decorative patterns that have saturated our visual culture for the past decade—calls for a closer look at the movement in its new, contemporary context. Min showcases around 150 outstanding minimalist designers working across a wide range of formats and media—from independent magazines and album cover designs to corporate identity and branding. Three sections—“Reduction,” “Geometry,” and “Production”—define key approaches to minimalism in its visual forms. Each section presents a range of contemporary works, all produced in the past three years. These are accompanied by exclusive interviews with leading practitioners and proponents of minimalist design (Jessica Svendsen, Made Thought, Eric Hu, and others) that offer an in-depth look at their creative processes. Finally, essays tracing the evolution of minimalism in graphic design allow for a useful comparison of the first wave of minimalism in the 1960s to its renascent form today.
  the tome of adventure design: Encyclopedia Magica Dale S. Henson, 1994
  the tome of adventure design: Ride Out! Gestalten, 2018-08-30 Pack light and get on your bike. Ride with friends on a weekend trip or for the long haul. Experience the most exciting motorcycle road trips in the world.
  the tome of adventure design: Tome of Horrors 5e Edwin Nagy, G. Scott Swift, 2019-12 Now for 5th Edition! Frog God Games unleashes the next iteration of its iconic Tome of Horrors series for 5th Edition. Hordes of sinister adversaries, restless dead, and other horrific monstrosities to gleefully challenge your players' expectations. Bursting with hundreds of creatures, new additions as well as converted classics, in a library-bound and stitched full color volume, the next Tome of Horrors will be a must have for your 5th edition campaign. Everybody needs more monsters. The Tome of Horrors for Fifth Edition includes a selection of creatures from earlier volumes as a kick off for an entire series of fifth edition books.
  the tome of adventure design: The God That Crawls Lamentations of the Flame Princess, 2017-07 A murdering cult. A religious order dedicated to protecting sacred history. An ancient catacomb full of danger and reward. The God that Crawls A dungeon chase adventure for characters of levels 12 for use with Lamentations of the Flame Princess Weird Fantasy Role-Playing and other traditional role-playing games.
  the tome of adventure design: The Lazy DM's Workbook Michael Shea, 2018-11-09 The Lazy DM's Workbook contains a wide range of tools, maps, and reference sheets to help you run your fifth edition fantasy roleplaying game--and is designed to be useful right at the table. This book contains numerous fifth edition rules references, guides, and random generators to help fire up your imagination as you prepare and run your games. The workbook also contains ten lazy lairs: full-color maps and quick descriptions of locations common to most fantasy roleplaying games. When the characters take a game session in a direction you didn't expect, you can use any of these lairs with minimal prep time, running it straight out of the book. The Lazy DM's Workbook is an indispensable reference, designed to be kept at your side as tales of high adventure unfold at your gaming table.
  the tome of adventure design: Mordheim Tuomas Pirinen, Rick Priestley, 2023
  the tome of adventure design: Spin/Adventures in Typography 2 , 2016
  the tome of adventure design: The Dungeon Dozen Jason Sholtis, 2014-03-22 An idea book for Fantasy Roleplaying Games offering answers to such eternal questions as What's in the Giant's Lunchbox? and Why is there an Underworld? The Dungeon Dozen provides over 200 system-agnostic random tables designed to fuel game ideas for GMs and players of fantasy role playing games. These tables run the gamut from quick monster generators, encounter tables, strange treasures, weird hirelings, and solutions to at-the-table quandaries for when the players take an unanticipated turn.Loaded with black and white old school dungeon art calculated to spur on the imagination, the PDF is thoroughly book-marked and has a quick-reference guide and full index.
  the tome of adventure design: Easier RPG Publishing 2025 Peter Rudin-Burgess, 2024-12-28 Hints, Tips, and Thoughts on Publishing on DriveThruRPGNote: Buying this title as the PDF will also give you the 2023 and 2024 versions of the PDF if you interested in how the publishing process is evolving.This book was born out of the DriveThruRPG.com Pocketquest game jam. That is an annual game jam intended to bring new people into publishing. I found myself sharing many of the lessons that I have learned the hard way to help people get the best start they can in this industry.Someone made a joke that I should write this book as part of my little white 'easier' book series, and I thought, why not?The chances of you making your living from writing for RPGs are slim to non-existent. Doubly so if you are an American*, but the chances of you making a noticeable difference to your quality of life are high. The contents are correct as of December 2024, and I have committed to updating this book as the DriveThruRPG site evolves, bugs get resolved, new bugs get introduced, and the long-awaited new website and publisher tools will become available.*Free or low-cost healthcare, education, and state pensions make a huge difference to how much you really need to earn to survive.
  the tome of adventure design: Adventure Tourism and Outdoor Activities Management Ian Jenkins, 2019-02-04 An essential resource for those wishing to understand the key factors behind the operation of an adventure tourism company and how to be able to deliver a profitable as well as a sustainable product. It discusses important factors such as how the use of technologies and the current importance of environmental impacts and climate change are areas that are key to adventure tourism firms. To remain profitable companies need to address these issues along with the important elements of risk and safety. Created from the author's experience in delivering adventure tourism courses over the last 20 years, this long-awaited book is aimed at both university courses on adventure tourism and outdoor recreation as well as those working within the industry.
  the tome of adventure design: Tempus: An Epic Shifter Fantasy Adventure Robert M. Kerns, 2024-08-06 A final sacrifice. War averted. The world changed forever. The impending Second Faerie War looms large in Vicki’s and Wyatt’s worries. The shifters are on-side and awaiting the clarion call to act. The Magi? Not so much… Then, Miles takes matters into his own hands, and the world will never be the same.
  the tome of adventure design: Starting Your Career as an Interior Designer Robert K. Hale, Thomas L. Williams, 2016-08-02 Starting Your Career as an Interior Designer contains all the necessary tools and strategies to successfully launch and grow a professional design business in the competitive world of interior design. Drawing on the authors' extensive experience, this book includes case studies, and personal anecdotes that help teach you how to: • Choose a design field • Obtain and keep clients • Garner referrals • Market and position your business • Bid competitively on projects • Manage sales • Organize a budget • Manage start-up costs and cash flow • Promote your business • Branch out into product and architectural design • Design within a retail environment • Set pricing guidelines • Sell to your target demographic • Set up your office Readers will find a history of the business side of interior design as well as various career tracks available to today’s budding entrepreneur. This updated second edition also examines the current state of the interior design industry, and what's in store for the future of firms. Any early career interior designer or student looking for practical advice on the ins and outs of running a design firm will need this one-stop guide. Allworth Press, an imprint of Skyhorse Publishing, publishes a broad range of books on the visual and performing arts, with emphasis on the business of art. Our titles cover subjects such as graphic design, theater, branding, fine art, photography, interior design, writing, acting, film, how to start careers, business and legal forms, business practices, and more. While we don't aspire to publish a New York Times bestseller or a national bestseller, we are deeply committed to quality books that help creative professionals succeed and thrive. We often publish in areas overlooked by other publishers and welcome the author whose expertise can help our audience of readers.
  the tome of adventure design: Libyrinth Pearl North, 2009-07-07 In her debut novel, Pearl North takes readers centuries into the future, to a forgotten colony of Earth where technology masquerades as magic and wars are fought over books. Haly is a Libyrarian, one of a group of people dedicated to preserving and protecting the knowledge passed down from the Ancients and stored in the endless maze of books known as the Libyrinth. But Haly has a secret: The books speak to her. When the threat of the rival Eradicants drives her from her home, Haly learns that things are not all she thinks they are. Taken prisoner by the Eradicants, who believe the written word to be evil, she sees the world through their eyes and comes to understand that they are not the book-burning monsters that she has known her entire life. The words of a young girl hiding in an attic—written hundreds of years before Haly's birth—will spark the interest of her captors and begin the change necessary to end the conflict between the Eradicants and Libyrarians. With the help of her loyal companion Nod, a creature of the Libyrinth, Haly must mend the rift between the two groups before their war for knowledge destroys them all. Haly's life—and the lives of everyone she knows—will never be the same. A powerful adventure that unites the present and future, Libyrinth is a fresh, magical novel that will draw in young readers of all genres. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
  the tome of adventure design: The Universal Sherlock Holmes Ronald Burt De Waal, 1994
DriveThruRPG
The Tome of Adventure Design Revised offers a comprehensive guide for creating engaging RPG adventures, with detailed tools and resources for game masters.

Tome of Adventure Design Paperback – July 17, 2020
Jul 17, 2020 · A fantasy adventure game, at its very heart, is about developing an open-ended "story" of the characters. The referee is in charge of the fantasy world, and the players direct …

Tome of Adventure Design - Fantasy Adventure Builder - Kickstarter
Tome of Adventure Design - Fantasy Adventure Builder. PC/Mac/tablet app for designing and creating adventures for D&D and other fantasy role-playing games AND to create your OWN …

Tome of Adventure Design (Revised) - Dungeon Masters Guild
Mar 4, 2023 · Tome of Adventure Design is a comprehensive, start-to-finish resource for designing fantasy adventures for your favorite tabletop role-playing game. It is system neutral, …

Tome Of Adventure Design – Roleplay Rescue’s Blog
May 17, 2022 · Although deeply rooted in the so-called Old-School Renaissance (of which Matt Finch remains a leading force), it is a detailed and practical guide that outlines the key …

Tome of Adventure Design | RPG Item - RPGGeek
The Tome of Adventure Design by Matt Finch presents advice and tables on topics ranging from villainous motives to monster design to dungeon creation.

Seed of Worlds: Review: Tome of Adventure Design
Jan 29, 2025 · Review: Tome of Adventure Design tl:dr; a creativity boosting tool for the long-haul DM. Tome of Adventure Design arrived over the Christmas, something that had been on my …

Kickstarter - Tome of Adventure Design - Fantasy Adventure …
Oct 3, 2023 · The Tome of Adventure Design - Fantasy Adventure Builder (TM) is a PC/Mac/tablet software product that helps you build creative adventures for fantasy roleplaying games such …

Tome of Adventure Design, The (2nd Edition) - Noble Knight …
May 2, 2025 · A fantasy adventure game, at its very heart, is about developing an open-ended “story” of the characters. The referee is in charge of the fantasy world, and the players direct …

Tome of Adventure Design Revised - amazon.com
May 26, 2022 · Tome of Adventure Design is a comprehensive, start-to-finish resource for designing fantasy adventures for your favorite tabletop role-playing game. It is system neutral, …

DriveThruRPG
The Tome of Adventure Design Revised offers a comprehensive guide for creating engaging RPG adventures, with detailed tools and resources for game masters.

Tome of Adventure Design Paperback – July 17, 2020
Jul 17, 2020 · A fantasy adventure game, at its very heart, is about developing an open-ended "story" of the characters. The referee is in charge of the fantasy world, and the players direct …

Tome of Adventure Design - Fantasy Adventure Builder - Kickstarter
Tome of Adventure Design - Fantasy Adventure Builder. PC/Mac/tablet app for designing and creating adventures for D&D and other fantasy role-playing games AND to create your OWN …

Tome of Adventure Design (Revised) - Dungeon Masters Guild
Mar 4, 2023 · Tome of Adventure Design is a comprehensive, start-to-finish resource for designing fantasy adventures for your favorite tabletop role-playing game. It is system neutral, …

Tome Of Adventure Design – Roleplay Rescue’s Blog
May 17, 2022 · Although deeply rooted in the so-called Old-School Renaissance (of which Matt Finch remains a leading force), it is a detailed and practical guide that outlines the key …

Tome of Adventure Design | RPG Item - RPGGeek
The Tome of Adventure Design by Matt Finch presents advice and tables on topics ranging from villainous motives to monster design to dungeon creation.

Seed of Worlds: Review: Tome of Adventure Design
Jan 29, 2025 · Review: Tome of Adventure Design tl:dr; a creativity boosting tool for the long-haul DM. Tome of Adventure Design arrived over the Christmas, something that had been on my …

Kickstarter - Tome of Adventure Design - Fantasy Adventure …
Oct 3, 2023 · The Tome of Adventure Design - Fantasy Adventure Builder (TM) is a PC/Mac/tablet software product that helps you build creative adventures for fantasy roleplaying games such …

Tome of Adventure Design, The (2nd Edition) - Noble Knight …
May 2, 2025 · A fantasy adventure game, at its very heart, is about developing an open-ended “story” of the characters. The referee is in charge of the fantasy world, and the players direct …

Tome of Adventure Design Revised - amazon.com
May 26, 2022 · Tome of Adventure Design is a comprehensive, start-to-finish resource for designing fantasy adventures for your favorite tabletop role-playing game. It is system neutral, …