RPG Resource: Click here for home page
 
 
Main Menu
 What's New
 Reviews
 Genre Resources
 Master System List
 Complete Product List
 Shared Campaigns
 Community Content
 General Resources
 Game Companies
 Journals
 Inspirations
 Board & other games
 Copyright Statement

Dungeons & Dragons 3e/Pathfinder RPG
 Rules
 D&D Core Rules
 Pathfinder Rules
 Additional Rules - WotC
 Additional Rules - others
 Character Classes
 Character Races
 Arcane Magic
 Divine Magic & Religion
 Psionics
 Monsters
 Undead
 Evil
 Warfare
 Equipment & Items
 Alchemy & Herbs
 World Building
 City Resources
 Natural World
 Sea & Ships
 The Planes
 Dreams
 NPCs
 Blueprints Floor Plans
 Settings & Scenarios
 1-on-1 Adventures
 Ados: Land of Strife
 Adventure Keep
 Adventureaweek.com
 Aldor
 Arcana Evolved
 Arcanis
 Archipelagos
 Argyle
 Arthad
 Ave Moloch
 Basic Paths
 Black & White Adventures
 Bleeding Edge Adventures
 Bluffside
 Broken
 Campaign Gems
 Castlemourn
 Cerulean Seas
 Cities of Fantasy
 Crown: City of the Fallen
 Dawnforge
 Dragonlance
 DragonMech
 Drel
 Dungeon Crawl Classics
 Eberron
 Eldoria
 Eden Odessey
 Elemental Lands
 Epic Tales
 Erde
 Fighting Fantasy
 Folkloric
 Forgotten Realms
 Foul Locales
 Freeport
 GameMastery Modules
 Ghostwalk
 Gothos
 Grave Undertakings
 Greyhawk
 Instant Adventures
 Iron Heroes
 Judges Guild
 Kaidan
 Kingdoms of Kalamar
 Legends of Fantasy
 Legends & Lairs
 The Lonely Coast
 Midgard
 Midnight
 Myrik
 Myrra
 NeoExodus: A House Divided
 Nyambe
 Oathbound
 Original Adventures
 Paizo Adventure Paths
 Pathfinder Chronicles
 Pathfinder Modules
 Pathfinder Player Companion
 Pathfinder Society
 Penumbra
 OSRIC
 Parsantium
 Ptolus
 Ravenloft
 Redhurst Academy of Magic
 Rituals of Choice
 Rogue Genius Games
 Rokugan
 Santiago AP
 Scarred Lands
 Sidetrek Adventure Weekly
 The Sinking
 Sovereign Stone
 Urban Adventures
 Violet Dawn
 Way of the Wicked
 What Lies Beyond Reason
 Wicked Fantasy Factory
 Windhaven
 World of Warcraft
 Zeitgeist
 Scenarios
 Multiple Level Campaigns
 1st Level
 2nd Level
 3rd Level
 4th Level
 5th Level
 6th Level
 7th Level
 8th Level
 9th Level
 10th Level
 11th Level
 12th Level
 13th Level
 14th Level
 15th Level
 16th Level
 17th Level
 18th Level
 19th Level
 20th Level

Search



Dungeons & Dragons: Book of Adventuring

Book of Adventuring

If there ever was a college course in being a D&D adventurer, this would be the textbook.

Publisher's blurb: "This book presents everything a character needs to become a successful adventurer, from detailed advice on how to get the most out of every piece of equipment to what to expect when travelling outside the boundaries of his own world. The book is divided in three parts, opening with The Adventurer's Craft, which gives detailed advice on the options that depend on the adventurer's own efforts and planning. It starts with the matter of equipment, sometimes a deciding factor in the success or failure of a plan; while the next chapter explains matters of tactical importance, centring around the adventuring party and the roles that each character can fulfil within one. Next comes an exhaustive look at the role of magic and its uses in the different situations that adventurers might find themselves in and the options a spellcaster can choose when specialising in certain tasks. Finally a chapter dealing with the establishment of a home base, a place where adventurers can rest, recover and regroup.

"The second part is A World of Adventure, which focuses on those aspects of a character's life that are outside of his control and to which he must adapt and learn before trying to survive or thrive. This section starts with the most common milieu of an adventurer's travels: the wild places of the world, which include the underground landscapes where evils lurk. The next chapter details civilisation, where adventurers find challenges of a very different nature. Last comes the strangest adventuring stage of all in the form of the otherworlds, the alien planes of existence that are the home of gods, demons and all sorts of fantastical creatures.

"The last part of the book, Playing the Adventurer, consists of topics that focus more on the players than on their characters. Featuring optional activities they can take 'out-of-character' and outside of the game to improve the flow of a gaming session, as well as to solve disputes and use all the tools that Internet technology offers contemporary gamers."

More when I get hold of a copy!

Book Details:
Authors: Adrian Bott and Alejandro Melchor
Publishers' Reference: MGP8804
ISBN: 1-904577-68-7
Hardback, 256 pages
Date: January 2004

Buy this product:

Product page last updated: 31 December 2006