Whether you're a novice DM getting ready to referee your first AD&D
game or an old pro who's running an established campaign, there's
something for you in the Campaign Sourcebook and Catacomb Guide. We've
included dozens of helpful tips to help you better organize your games,
design adventures, and make your NPCs come to life. In addition, we've
included a number of settings for unusual dungeons. In short there's
something for everybody in this exciting addition to the AD&D
system.
"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Friday, October 31, 2025
DMGR1: Campaign Sourcebook and Catacomb Guide (1990) - second copy
From the web:
Subscribe to:
Post Comments (Atom)
Popular Posts
-
From the back cover: Did you ever wonder what a phylactery is? Do you know what the difference between a cloak and a robe is? The Magic En...
-
From the back cover: "Welcome to Endier, one of the smallest domains in Anuire. Carved from the treacherous forest known as the Spid...
-
From the web: A classic adventure for characters from fifth through tenth level. The players are set with a riddle that references Wave, W...
-
I can't think of a game other than D&D that captured my imagination like Shadowrun did when I first saw it. There was something abou...
-
From the back of the book: A Guide to Transylvania is an indispensable accessory for any Masque of the Red Death campaign, or for a campa...
-
From the web: "A super-duper-sized adventures in the Complex of Dimness, the dark reflection which shows Alpha Complex clones...
-
From the web: FEATURES "Strangers in the Night" Wandering Monsters in D&D - Philip Palmer "Dealing with Demons"...
No comments:
Post a Comment