Campaign Sourcebook and Catacomb Guide

Campaign Sourcebook and Catacomb Guide is a 2-edition Advanced Dungeons & Dragons accessory. It is the first book in the DMGR series. "Whether you're a novice DM getting ready to referee your first AD&D&reg; 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 game system."

Description
Designed to aid Dungeon Masters in creating immersive and captivating adventures, this sourcebook provides a wealth of information and resources for building intricate campaigns and exploring treacherous catacombs.

The sourcebook begins by offering guidance on campaign creation, providing tips and tools for crafting engaging storylines, developing memorable non-player characters (NPCs), and constructing detailed settings. It helps Dungeon Masters breathe life into their worlds, from creating diverse cultures and societies to establishing compelling conflicts and mysteries.

One of the standout features of the Campaign Sourcebook and Catacomb Guide is its in-depth exploration of catacombs. Catacombs are sprawling underground labyrinths filled with peril and hidden treasures, making them perfect settings for thrilling adventures. This supplement offers extensive guidance on designing catacombs, including mapping techniques, encounter tables, and trap suggestions. It also provides inspiration for catacomb-themed adventures, such as tomb raids, undead encounters, and quests for ancient artifacts.

The book also contains a wealth of new character options for players. It introduces new classes, subclasses, and kits that are thematically tied to the catacomb environment, allowing players to create characters uniquely suited for delving into the depths. Additionally, new spells, magical items, and creatures specific to catacombs are included, adding variety and excitement to gameplay.

To aid Dungeon Masters in running catacomb adventures, the sourcebook provides guidelines for managing exploration, handling traps and puzzles, and running combat encounters in the claustrophobic and dangerous environment. It also presents a collection of sample catacombs, complete with maps, descriptions, and encounters, ready for immediate use or customization.

Contents

 * Chapters:
 * Logistics of Play
 * Styles of Play
 * Pacing and Theatrics
 * Uses of Judgment
 * Creating the Campaign
 * Creating the World
 * Maps and Map Making
 * Creating the Adventure
 * Making NPCs Live
 * Dungeon Settings
 * The Dungeon Campaign
 * Generic Dungeons
 * The Great Pyramid
 * The Primitive Temple
 * The Modern Temple
 * The Limestone Cavern
 * The Beehive Fort
 * The Castle on Moors

Credits

 * Written: Paul Jaquays and William W. Connors
 * Edited: William W. Connors and Warren Spector
 * Black and White Art: Thomas Baxa, Valerie Valusek, and George Barr
 * Color Art: Keith Parkinson, Dean Morrisey, and Jeff Easley
 * Graphic Design: Linda Bakk and Dee Barnett
 * Typography: Gaye O'Keefe
 * Cartography: Dave Sutherland
 * Special Thanks: Douglas Niles and Kim Mohan