For the discerning Dungeon Master looking to build a more dangerous lair. This book contains 50 traps, ready for use in your 5th Edition Roleplaying Game, and the rules to build countless more. Featuring the same custom trap creation system seen in The Total Party Kill Handbook to let you easily build exactly the trap you want for heroes from level 1 to level 20, the Trap Compendium adds new components, extra upgrades, and unique traps you haven't seen before. Assail heroes with rolling boulders that spew fire as they go, fill corridors with webbing before unleashing a swarm of poisonous spiders, or even telekinetically hurl trespassers into a sphere of annihilation. The traps in this book offer a true challenge for your players and will make them think twice before rushing in unprepared.
Are your players crushing your carefully constructed encounters or overcoming your mightiest villains with ease? The Total Party Kill Handbook - Volume 2 is here to remind overconfident heroes that you are a DM to be feared. Within its pages you will find encounters all types, ranging from simple 1st-level adventures to unstoppable gauntlets of death. Fully compatible with the 5th Edition of the world's greatest roleplaying game, and ready to run on a moment's notice, this book gives DMs the tools necessary to bring a challenging, satisfying, and extremely dangerous experience to your game table.
With twenty-five encounters, scalable difficulty adjustments, and detailed tactics, you will find yourself running these devious and difficult encounters over and over again. Masterfully deliver on a balanced and challenging game session that your players will never forget. With your brains and the Handbook's brawn, your players will be on the edge of their seats, praying for a lady luck to snatch victory from the jaws of defeat.
Detailed at the book's conclusion, the Hazard Workshop awaits you - a plethora of hazards and the means to create them. This workshop for building unique and deadly environments ensures players will never call your content easy again. If you cackled manically at the content found within this book, you may also enjoy its predecessor - the Total Party Kill Handbook - Volume 1, similarly guaranteed to add to your game's body count.
To you players, remember - the sting of defeat makes hard-earned victory all the sweeter...
Dungeon Masters rejoice and players beware The Total Party Kill Handbook is here to help you take your game to the next level of challenge and fun with 25 encounters, running from level 1 to level 20, all designed to be dropped into your existing campaign. Every encounter can be scaled up or down to fit groups that are several levels higher or lower, and the tactics scaling sections let you make the monsters smarter or dumber to further tweak the difficulty to match your party. Within the pages you'll also find the Trap Workshop, a revolutionary trap creation system that will let you build traps that damage, disable, and debilitate adventurers, making your dungeons even more dangerous. You tell the story, this book provides the numbers.
The City of Sands adventure module starts where the Domes of Ishaq-Zahur leaves off, sending a party of heroes from the peril of the desert tombs to the streets of the sandy metropolis, Archensheen. There the players will find themselves caught in the middle of a fierce struggle for political power and ancient artifacts as factions from all across the city vie for control of relics from the Nartheneen's glory days. Choosing a side may make more enemies than it does friends, but can the heroes survive if they choose to stand alone?
This 126-page adventure supports the 5th Edition of the world's oldest roleplaying game, and will take a party of 7th level characters to 9th level over 10 to 12 sessions of play. It is intended to be run following the previous module, the Domes of Ishaq-Zahur, but the city of Archensheen and the factions therein can be dropped into your existing game with minimal effort.
The City of Sands adventure module starts where the Domes of Ishaq-Zahur leaves off, sending a party of heroes from the peril of the desert tombs to the streets of the sandy metropolis, Archensheen. There the players will find themselves caught in the middle of a fierce struggle for political power and ancient artifacts as factions from all across the city vie for control of relics from the Nartheneen's glory days. Choosing a side may make more enemies than it does friends, but can the heroes survive if they choose to stand alone?
This 126-page adventure supports the Pathfinder Roleplaying Game system, and will take a party of 7th level characters to 9th level over 10 to 12 sessions of play. It is intended to be run following the previous module, the Domes of Ishaq-Zahur, but the city of Archensheen and the factions therein can be dropped into your existing game with minimal effort.
The standards in this book will enhance teaching and learning. The list of the book's contributors reads like a Who's Who in the field of instructional supervision. These standards are practical, specific, and flexible, so that schools and districts can adapt them to their own contexts and goals. Each set also includes activities for professional development.