DUNGEON MASTER BOOKS


Netbooks

Version Pages Size (zip) Format Download
Crime and Punishment

1997

1 file

67k

html

crime.htm
Critical Hits & Fumbles - Spells & Weapons

-

1 file

48k

html

critfumb.zip
Game Master Pack 1 - 7 files 81k doc dmpack1.zip
Game Master Pack 2 - 7 files 99k doc dmpack2.zip
Game Master Pack 3 - 5 files 32k doc dmpack3.zip
Great Elemental Netbook 1 Sep.99 177 343k doc genb1.zip
Great Elemental Netbook 2 Sep.99 147 322k doc genb2.zip
Make the World a
Happening Place
- 3 files 32k html events.zip
Missile Damage Resolution 1995 1 file 25k html arrows.htm
Netbook of Riddles 3.0b 90 51k doc riddles.zip
Netbook of Names Jul. 94 17 50k doc names.zip
Nik-Nak Handbook - 54 99k doc niknak.zip
Plots Netbook 1-5 - 160 250k doc plots.zip
Plots Netbook 6 - 67 202k doc plots6.zip
Psionics in Planescape

-

1 file

45k

doc

psiplane.zip
Time Unit Combat System for AD&D 2nd Ed

1997

1 file

11k

html

tucs.htm
Traps Collection 1 - 49 67k doc traps.zip
Traps Collection 2 - 62 83k doc traps2.zip
Unearthed Arcania

1.1/1998

196

255k

doc

arcania.zip
Unearthed Arcania

-

-

-

-

 Move There
Whimsy Cards 1980's 1 file 12k html whimsy.htm
X.P. Award System 2.0 2 5k doc xp.zip



Contents :


Crime and Punishment
~ Gary J. Sled ~ (From Olik A. Ringald page) The most detailed system ever on criminal acts and what punishments they are rewarded with. Takes on a procedural approach, where one starts with the crime itself, and then applies modifiers for such diverse aspects as the situations around the crime, the dispositions of the magistrate and the solicitor, weather, bribes, and more, ending with detailed descriptions on the punishment, and even the chances of avoiding it.

Critical Hits & Fumbles - Spells & Weapons ~ ? ~ Charts and Tables for critical hits and fumbles for both spells and weapons. Fumbles for spells are also categorized by types of spells. Critical and fumbles for weapons are categorized by types of weapons, slashing,
trusting, crushing, polearms, spikes etc. Includes physical after effects from critical hits.

Game Master Pack 1 ~ Silverfist, Jason Seeley, Woodelf, Jason Kuznicki, Ole A. Ringdal and Rich Staats ~ Enhanced AD&D, optional rules, Adventures Sketches, Book of Alignments, How to have a great campaign, The Glossary of Castle Terms, How much does a coin weight? and The World Creation Book.

Game Master Pack 2 ~ Dave Shawley, The Mad Hatter, Glenn E. Elliott, Xeno, llan Longley, and Ole A. Ringdal ~ Book of Classes and Kits, Character Point Generation System, Alternate Spellcasting Rules and Miscast, The Book of Perception, an Optional Attribute, Empowered Familiars and The Fumbles by Weapon Types Book.

Game Master Pack 3 ~ Mark J. Carrasco, Jim Heath ~ A Character and Spell sheet. Net Equipement List and Jim's Weather Generator.

Great Elemental Netbooks 1 & 2 ~ Itzhak Even & David "Draegarius" Alexander ~ Not much may be common to all Outer Planes, but some things; like spells and psionic abilities for surviving in them, are constant. This section also contains new Inner Planar Sects (the Brotherhood of Alchemy, the Evolutionists), new spells and psionic powers designed for
surviving in the Inner Planes. Also described in this document are the Lords of the Quasielemental Planes. Mephits they may be, but they're still major powers in their Elemental Planes. Basically, this chapter is a splattering of new information about the Inner Planes in general; cutters wanting more specifics can go towards the chapters that follow.

Make the World a Happening Place ~ Rick Underwood ~ Unlike in a simple game or simple campaing, in a fully run continuity campaign the characters are not the centre of the universe. They interact with a living and breathing world, a world which acts independantly of the characters, and calls for an accounting of the characters' actions. The major link between each adventure for this type of campaign is the party and the world in which they live. Linked adventures such as hunting a major villian, quest for an artifact etc, are then a part of the continuity campaign, rather than the entire campaign. A continuity campaign can be as complex as the DM has time to allocate to its creation. There is no doubt the continuity campaign requires more time to prepare. This article aims to illustrate how such a campaign can be produced, and how it affects game play.

Missile Damage Resolution (Embedded Missiles) ~ Syzygy ~ Here is a draft of some rules that can be used to simulate the danger inherent in getting shot by an arrow, beyond mere hit points. Please give any comments you have on how reasonable, playable, and useful the guidelines seem to you, as well as any recommendations for improvement. These guidelines are freeware (all rites reversed!), and can be used, reproduced, altered, or thrown out the window at will (as long as no pedestrians might be hurt by the falling debris).

Netbook of Names ~ Robert Christian ~ Still looking for names for you Businesses, Items, Locations, People, Characters and Catch All? Here's a few nice ideas in the Netbook of Names.

Netbook of Riddles ~ Mark Manning ~ Gee! Those darn quests without puzzles and riddles are so boring! Well, not anymore! Hundreds of Riddles in this book.

Nik-Nak Handbook, The Complete ~ ? ~ New magic items, wizard spells, wu jen spells, advanced rules about magic, new devices, new dragons.

Plots Netbooks (1-5) ~ Compiled by Phil Scadden and Aaron Sher ~ Your scenarios and adventures needs more plots, more challenges. You were not prepared enough for another big campaign? Get this book right now and send your pc's into the adventure (can include non fantasy plots).

Plots Netbooks (6) ~ Compiled by Phil Scadden and Aaron Sher ~ As above, more new plots for you! (includes non fantasy plots).

Psionics in Planescape ~ Heregul, Member of the Sign of One ~ Psionics are the powers of the mind, and in the Outer Planes, where belief is power, the study of psionics is a respected art, although somewhat rare, art. Cutters able to manipulate their environments with their minds are respected by most bloods keen enough to realize their power over their surroundings. 'Course, psionics are just as affected by the nature of the Planes as magic is, and a mindbender should be aware of these changes before they wander into the Abyss (or beyond). In some cases, these changes mirror the changes found in the Planes of Chaos, Planes of Conflict, and Planes of Law boxed sets. In other cases, they reflect the nature of the specific Planes. However, because of the individual nature of psionic abilities, the planes are more likely to modify their use. Some graybeards say it's because of the magical nature of the planes; it permeates all things and a lone mindbender can't help but be influenced by it.

The information presented within this document in entirely optional; it need serve only as a guide for individual DMs to construct their own rules regarding psionics in the Planescape setting.

The Complete Planeswalkers' Handbook was sadly negligent in giving psionicist level limits for the various extraplanar races, so I have attempted to write my own level limits and descriptions of the various races and how they react to character class.
This work refers to much from the Will and the Way, the Dark Sun resource for all things related to psionics. It is since out of print, but may be found on TSR's site at http://www.tsr.com/ADND/WillWay.html. I recommend that you download it; this document expands on much of what is found within it, except towards the direction of the Planescape setting. All page references to the Will and the Way are references to the RTF file from TSR's website, since I believe it to be more widespread among Planescape players than the book version.

To the players out there, remember that this material doesn't take effect unless your DM wants to use it: it involves a few changes that are more prominent that many planar magical alterations. Also, to DMs out there, don't try and spring this whole thing on the players at once; incorporate it slowly into your campaigns.


Time Unit Combat System for AD&D 2nd Ed ~ Design: Nils-Børge Malkenes / Co-designers: Nils Petter Skjervheim & André Simonsen ~ This new combat and initiative system was first thought of in the early summer of 1997. I felt a need for a better combat system than the original AD&D-system. That system took to long time to play and I noticed that many players weren't paying too much attention to the parts of the battle that didn't involve their own PCs. But still I didn't want to make a totally new system that changed any other parts of the game. So I sat down with the intention of making a system that:
1. Was faster to play than the original AD&D-system.
2. Made players more observant during battleplay.
3. Made its rules from excisting AD&D rules and terms.
And so I came up with the TimeUnit combat system. The core idea was inspired by the computer game "X-Com - Terror from the Deep", but I didn't want any rounds in my new system. I wanted each battle to be an ever ongoing activity, with no pauses.

Traps Collection 1 ~ Jason Seeley ~ A whole lot of Traps for all the nasty or practical dungeon masters. 3 Traps compilations : The Trap Collection, Generic Traps and Traps, Traps, Traps.

Traps Collection 2 ~ Jason Seeley ~ People are so evil that they come up with more traps, this book is double the size of Traps Collection Vol.1 Get traps for free.

Unearthed Arcania ~ Edited by The Arcanium ~ An accessory for the 2nd edition Advanced Dungeons & Dragons Fantasy Roleplaying game. By the members of the ADND-L mailing list and the internet community. Contains Places of Interest, Denizens and Power, Game Mechanic, Spells, Magic Items, Adventures and Gamin Aid. Not to be mistaken with the ancient previous Unearthed Arcana from TSR. For an chilling preview, read the preface
from Gary Gygax
.

Whimsy Cards ~ Lion Rampant ~ Transcription by Brandon Blackmoor ~ Around a decade ago, a little company called Lion Rampant came out with a neat game device called Whimsy Cards. This was a deck of cards with plot devices on them. Each player would get one at the beginning of the game, and would play them at some point during the game when it would make the story more interesting (or make the PC's lives more difficult!). If the GM liked the use of the Whimsy Card, the player might get another one to replace the one she played (use of Whimsy Cards is always subject to GM approval and/or modification).

Whimsy Cards influenced quite a few games, although you haven't been able to buy Whimsy Cards themselves for several years now. You can, however, buy Storypath Cards from Three Guys Gaming. Storypath Cards are just as much fun, and in many ways are superior to, Whimsy Cards (for one thing, you get more cards). I suggest you run right out and buy a pack or two of Storypath Cards.

To give you a feel what Whimsy Cards were like, this is a listing of the various cards that were found in a Whimsy Card deck.

X.P. Awards System ~ Ole A. Ringdal ~ For the last ten years or so we've enjoyed playing the Dungeons & Dragons and Advanced Dungeons & Dragons roleplaying games, we have always lacked a balanced and proper set of rules for awarding experience point bonuses to player characters perfoming acts worthy of such. The problem has been that while the Dungeon Master's Guide provides rules and guidelines for awarding experience points, those rules are not scaled to take into account how much the awards will be worth to PCs of higher levels (than those for which the rules were obviously intended Therefore, we have created and adapted to our gaming a more balanced system for handing out experience awards, taking into account the levels the PCs are on, thereby making sure that every action worthy of an experience award really means something to the PC(s) receiving the award. No matter what level he is on.