Book of Challenges - Dungeon Rooms¸ Puzzles¸ and Traps (3e)
Aus der offiziellen D&D3e-Linie kommt das 'Book of Challenges'¸ mit etwa 50 spielfertigen 'Erlebnissen'¸ die sich leicht in eigene Abenteuer einbetten lassen. Dazu gibt es Anleitungen zum Bau einener Dungeon-Räume¸ Puzzel und Fallen. Alles ergänzt durch Experten-Tips¸ so daß auch Anfänger das Optimum für Ihre Spielgruppe herausholen können.
Danger Around Every Corner and Behind Every Screen!
The greatest threat to any adventuring party is a devious Dungeon Master. This book is spring-loaded with ideas¸ both subtle and sinister¸ that will ensure every gaming session is appropriately hazardous¸ including:
- Over fifty encounters designed to be dropped into any campaign.
- Scalable scenarios that can be pitted against characters from 1st to 20th level.
- Advice for creating your own deceptive and deadly situations.
Dungeon Masters who want to keep their players on their toes will be inspired by the invaluable material within these pages.
To use this accessory¸ a Dungeon Master also needs the Player's Handbook¸ the Dungeon Master's Guide¸ and the Monster Manual.
Product History
Book of Challenges (2002)¸ by Mike Selinker with Daniel Kaufman¸ Gwendolyn F.M. Kestrel¸ and Skip Williams¸ is a DM's book for D&D 3e. It was published in June 2002.
Continuing the 3e Line. The 3e softcover splat line was mostly filled with player books - starting with Hero Builder's Guidebook (2000) and running through Stronghold Builder's Guidebook (2002). The line included one book that was mostly intended for GMs¸ Enemies and Allies (2001)¸ but you couldn't tell that from the cover¸ which was brown¸ just like the rest of the line.
Book of Challenges was something different: it was a blue-covered book¸ clearly marking it as a companion to the 3e Dungeon Master's Guide (2000). It was also one of just a few blue-covered books in the whole 3e line¸ alongside the hardcover Manual of the Planes (2001) and Deities and Demigods (2002).
Book of Challenges was the last of 3e's softcover splat books. After that¸ Wizards moved away from splat books for 3e; when they returned with D&D 3.5e (2003)¸ the splat books would be hardcover¸ like the rest of the line.
It Takes a Meanie. Mike Selinker had a reputation for being the meanest GM at Wizards of the Coast. He says that he treated players like they'd just keyed his car¸ and so he had a good collection of wicked traps¸ tricks¸ and puzzles. He also had a reputation as being the "puzzle guy"¸ with puzzles published in Dragon¸ GAMES¸ and even the New York Times. Add those up¸ and it's no surprise that the Powers that Be at Wizards suggested that Selinker write some of his D&D puzzles and traps up in a new sourcebook. He assembled the team of Kaufman¸ Kestrel¸ and Williams¸ and they got to work.
However¸ Book of Challenges isn't just a book of traps and puzzles. It's a book of encounters. Many of them include puzzles¸ tricks¸ and traps¸ but it also features complicated combats. Their ultimate goal? To have no sympathy for the PCs! All of the encounters are also carefully correlated¸ to ensure a variety of CRs and monsters.
Finally¸ the Book of Challenges is also a book of advice that tells GMs how to create great encounters of their own.
A History of Traps. The idea of tricks and traps goes back to D&D's origins as a competitive game. The short list of "traps and tricks" in OD&D (1974) was pretty innocuous¸ with sinking rooms and teleport traps being mainly a danger to mapping. However¸ one of TSR's first adventures¸ S1: "Tomb of Horrors" (1978)¸ showed the flip side of traps - with many of them being of the infamous insta-death sort.
Traps were prevalent throughout D&D's early dungeon crawl days¸ then they started to fade away in the more plot-oriented adventures of AD&D 2e (1989). Meanwhile¸ Flying B
The greatest threat to any adventuring party is a devious Dungeon Master. This book is spring-loaded with ideas¸ both subtle and sinister¸ that will ensure every gaming session is appropriately hazardous.
A comprehensive source of encounters to challenge characters in any campaign. Book of Challenges is a compendium of traps¸ encounters¸ and minidungeons that Dungeon Masters can easily insert into any campaign of any level. It offers all-new material that will show DMs how to add excitement to their adventures.