Name |
Description |
Download |
AdvSketches
[Jason Seeley] |
Nine
adventure ideas; some are quite elaborate and well-written, but a few are
very short. |
AdvSketches_HTML.zip |
AltSpellUses |
A
few, very imaginative descriptions of how one can use ordinary spells to
great effects. Quite funny. |
AltSpellUses_ASCII.zip |
Blackmoor11
[Irving Galvez] |
The
author here speculates a bit about the mysteries of the ancient land of
Blackmoor from the Old D&D game, and how things are today. |
Blackmoor11_W60.zip |
BookOfArrea
[Cris Kincade] |
Somewhat of a campaign sourcebook, this file of close to ninety pages contains
a lot of information about the world of Arrea and its inhabitants. Within
are also detailed descriptions of Arrea's races, monsters, and deities,
as well as new weapons, kits, spells, magical items, optional rules, and
some notes on NPCs some of their adventure journals. The information here
is tailored for the world of Arrea, but is easily adapted to other worlds
and campaign settings. |
BookOfArrea_PDF.zip |
CastleTerms |
Confused
by architectural concepts in fantasy literature? Well, here's a comprehensive
guide to medieval architecture, castles in special, with each term explained.
Can't remember where I found it, though. |
CastleTerms_ASCII.zip |
CombStoryFree |
Detailing
the three campaign types (railroad, open ended, and matrix), these notes
explain these terms and provide information about how they work for the
creative DM. |
CombStoryFree_ASCII.zip |
Designing
Cool PCs
and Forming a Gaming Group [Rich Staats] |
Using
clever acronym methods, Rich Staats here gives advice on how to create interesting
player characters, as well as on how to assemble a party of adventurers.
Whether you're an inexperienced or seasoned player or game master, this
article can help breathe some new life into your campaign. Three pages of
very valuable material. |
CPCGGroup_PDF.zip
CPCGGroup_W2K.zip |
Curse Curse Curse Them All |
A
short little thing with some ideas for curses. (Time for the DM to have
some fun, too, heh.) |
CurseThemAll_PDF.zip |
DAGE
-- Dark Ages Campaign World
[Eric Dobbs] |
A
richly detailed and well-written campaign world. Includes a map. |
DAGE_HTMLGIF.zip |
Ways
to Make the Dice Roll High Numbers [Unknown Source] |
Mathematical
nerds would have you believe in the laws of probability. Equal probability,
bell curves, and averages are supposedly how the dice work. Of course, they
are all fools. |
DiceRollHigh_PDF.zip |
Flower
Powers
[Jon Winter] |
Another
of those wonderful works that helps flesh out the atmosphere and reality
of role-playing games, as opposed to most works that are usually crammed
with new rules and stats. This is an eight-page really nice work detailing
exciting parts of the Planescape flora, but although this is intended for
Planescape campaigns, I see no problem spicing up one's conventional gaming
world with whatever is found within this ingenious piece of work. Combine
this with Desmond Reid's AD&D Guide to Trees and you've pumped some real
life into your campaign, literally. |
FlowerPowers_PDF.zip
FlowerPowers_W2K.zip |
GenericTraps |
Eleven
new traps to trouble your characters. Diagrams accompany some of them. Imaginative
and surely fun to play. |
GenericTraps_ASCII.zip |
GM
Principles [Rich Staats] |
A
short little thingy detailing a set of five principles and axioms that are
essential to good game mastering. There are many different ways one can
game master a campaign or an adventure, and while possible to have fun using
almost any method, I firmly believe that the principles given here are essential
to good game mastering. These have also appeared in print and in seminars
several times, but as the saying goes, "good things can't be said too often"
(or something like that). And this is definitely the case here. Compulsory
reading for game masters, seasoned as well as inexperienced ones. |
GMPrinciples_PDF.zip
GMPrinciples_W2K.zip |
How
to Have a Great AD&D Campaign
[Jason Kuznicki] |
62
rules and recommendations on how to make your campaign work better. |
GreatADnD Campaign_ASCII.zip |
Guide
to Trees [Desmond Reid] |
A
nice little thingy detailing twelve different varieties of trees found in
the Forgotten Realms. Although intended to be world-specific, it is perfectly
usable as an alternative source of inspiration to any campaign. I wish you
people would write more of these sweet little works. There are other aspects
to a good campaign setting than loads upon loads of dangerous monsters,
fantastic spells, evil cults, and magic items, you know. Nice to read something
about real life, real nature, for a change. |
GuideTrees_PDF.zip
GuideTrees_W97.zip |
Jim's
Weather Generator [Jim Heath] |
A
tiny work that nevertheless seems quite sufficient to handle enough weather
for any adventure or campaign. Simple, but adequate, unless detailed weather
is essential to the campaign. |
JimsWeather Generator_ASCII.zip |
Kengir
[Kurt A. Johnson] |
Kengir,
The Land of Rivers, is a new campaign setting loosely based on the historical
land of Sumer about four thousand years ago. It includes every bit of information
you need to start a campaign in this very alternative and exciting era of
human history. Very well written, this work has been designed using a large
amount of reference material and historical notes, and is without doubt
one of the most exciting works of this kind I have ever seen. A real gem,
and a must-see. |
Kengir_W20.zip |
Liber
Ivonis - The Paths of Darkness
[John Cunningham] |
"The
Paths of Darkness" is an excellent work detailing the various dark cults
and Quabals thriving in the Gothic Earth (Ravenloft). Well written and with
a very good design, this work provides the information you need to run those
cults, with all their background information, their granted powers, their
roles in society, and the individuals belonging to those groups. A good
reference source, with a dark and evil touch. |
LiberIvonis_PDF.zip |
Making
an Adventure [Mark Green] |
A
valuable aid for new and experienced DMs alike who want to create their
own adventures. Includes hints and tips, as well as addressing issues such
as open and closed system adventures. |
MakingAdv_ASCII.zip |
Memorable NPCs
[Rich Staats] |
Along
the lines of Designing Cool PCs and Forming a Gaming Group, Rich Staats
here utilizes the same acronym method for creating non-player characters.
While the value of non-player characters is often underestimated, campaigns
and scenarios never fully reach their potential without interesting characters
for the PCs to interact with, so this work could also (along with GM Principles)
be considered compulsory reading for game masters. |
MemorableNPCs_PDF.zip
MemorableNPCs_W2K.zip |
MyCastleDesign |
An
interesting angle on the construction of your own castle, this work tells
the story as it really happened in someone's campaign. It covers both construction
in general, and how the castle's defenders would best react to special forms
of attack (i.e. magic). I can't remember where I found it, though, or who
really made this. |
MyCastleDesign_ASCII.zip |
The
Mythos of Polynesia Revisited
[John Storch] |
A
nice, interesting article about Polynesian mythology and how it can easily
fit into the AD&D game. Included are notes on many gods and their avatars,
as well as several new magic items. An alternative and interesting read,
this is a fitting diversion from the "standard" medieval gods and mythos
almost all of the typical AD&D campaigns revolve around. |
MythosPolynesia_PDF.zip
MythosPolynesia_W2K.zip |
Net
Traps Book
[Jason Seeley] |
An
extensive collection of traps, this compilation has enough trouble for your
characters to keep them occupied for a long time (if they still live, that
is). |
NetTraps_HTML.zip |
NightBudoir
[Ross W. Gould] |
Another
of those sweet little works that has nothing to do with new spells, monsters,
or magic. This one-page little gem is a presentation by Alymer, Master Alchemist,
of himself and his repertoire of cosmetic products for wealthy women. A
humorous read, and definitely worth the download. |
NightBudoir_PDF.zip
NightBudoir_W2K.zip |
Teaching
an Old Mage New Tricks
[Jim Schofield] |
Along
the lines of "Alternative Spell Uses" (see above), this little thingy provides
some very imaginative and creative new ways to use old spells. |
OldMageNewTricks_PDF.zip
OldMageNewTricks_W97.zip |
Pantheon
of the Empire, 5th Edition
[Robert Hall] |
In
short: A magnificent fantasy pantheon. Long version, according to the author:
"This document contains a detailed, integrated pantheon for a prosperous
human empire, suitable for use in any heroic fantasy setting. The Pantheon
of the Empire contains a universal creation myth, along with the individual
deities' holy symbols, portfolio, areas of interest, allies, foes, holy
days, temples, worship, philosophy, personality, manifestations, undead
effects, priestly benefits and limitations, specialty priests, and unique
spells. A CC2 library of the holy symbols is also included. Contributions,
enhancements, and corrections to this NetBook are welcomed." That pretty
much sums it all up, eh? As always, Robert Hall delivers a very nice work.
Highly recommended. This 5th Edition update is pretty significant, so be
sure to get this one. |
PantheonEmpire5_PDF.zip
PantheonEmpire5_W2K.zip
PantheonEmpire5_HTML.zip |
Plots
[Phil Scadden & Aaron Sher] |
Plots
and twists -- Many ideas for new adventures and encounters. |
Plots1_HTML.zip
Plots2_HTML.zip
Plots3_HTML.zip
Plots4_HTML.zip
Plots5_HTML.zip |
Plots
and Adventure Ideas
[Benjamin Jud Quinton] |
Twenty-five
plots and adventure ideas, spanning a wide variety of topics. Some "standard-type"
plots are here, but there are also many quite original ideas that could
easily be expanded into full-fledged adventures. |
PlotsAdvIdeas_ASCII.zip |
NetBook
of Riddles
[Mark Manning] |
A
nice collection of riddles to puzzle your players. |
Riddles_ASCII.zip |
Table
Chaos |
An
obscure artifact (or magical item, whatever) that has fifty different effects
to bestow upon anyone who touches it. Not a "great" work per se, but more
than good enough for anyone wanting to use an item similar to the Deck of
Many Things. (As you may have guessed, IMHO is randomness one of the most
fun aspects of role-playing games.) |
TableChaos_PDF.zip |
Trap
Collection
[Jason Seeley] |
An
extensive collection of traps, this compilation has enough trouble for your
characters to keep them occupied for a long time (if they still live, that
is). |
TrapCollection_HTML.zip
TrapsTrapsTraps_HTML.zip |
TricksTraps
[Jason Seeley] |
Almost
50 imaginative tricks (and traps) to challenge your players. |
TricksTraps_HTML.zip |
Whimsy
Cards
[Lion Rampant] |
Some
time during the 1980s, there existed a gaming accessory consisting of a
deck of cards with small plot devices on them. Nice enough, but the geniality
is that each player gets one at the start of the game, and is allowed to
play the card at any time to make the game more interesting. Needless to
say, this clever little trick will undoubtedly provide some very nice twists
and more fun to your games. Originally published by Lion Rampant, transcription
by Brandon Blackmoor. |
WhimsyCards_PDF.zip
WhimsyCards_W2K.zip |
Guidelines
for World Design
[Rich Staats & Juha juuso Vesanto] |
A
detailed and well-organized work describing how to make the most of world
design. Good procedures helping you to design realistic worlds -- This is
a must for the creative DM. |
WorldCreation_HTML.zip |