Book of Challenges: Dungeons & Dragons Accessory Paperback – Jun 1 2002
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About the Author
DANIEL KAUFMAN has written numerous articles for TopDeck magazine and has had Star Wars Roleplaying Game adventures published in Star Wars Gamer and on the Wizards of the Coast website. He lives in Washington state.
GWENDOLYN F. M. KESTREL recently contributed to both Magic of Faeren and Defenders of the Faith for the new edition of the Dungeons & Dragons game. She lives in Washington state.
MIKE SELINKER has designed dozens of products. Selinker's puzzles appear regularly in Games Magazine, the New York Times, and Dragon Magazine. He lives in Washington state.
SKIP WILLIAMS is a senior designer for the Wizards of the Coast roleplaying games division. His most recent credits include the latest edition of the D&D Monster Manual, and the D&D adventure Deep Horizon. He lives in Washington state.
Inside This Book(Learn More)
Top Customer Reviews
So for that part, the book is surely worth your money.
However, there is no rules on trapconstruction (sure they are in the DMG and "Song And Silence".
The traps you find have no calculated prices.
The advice on building puzzles is nice, but building a puzzle that fits in your campaign still is up to your imagination.
Some of the traps are smart, but all in all, I feel this book does not offer you anything.
As a DM setting up traps is the fun and joy of the game and if you need this book to do that, I think you should consider asking one of your players to take over DM'ing.
After all, what is being a DM about besides setting up traps and "ugly" encounters?
The content of the book would urge me to give it one star only, but the pro's mentioned in the first lines have raised it to two..... (doubt doubt doubt doubt....)
At the worst, there are some rather odd interpretations of what sort of odd encounters one might theoretically find in a dungeon, but there are so many presuppositions to the encounters as to render them useless in any but the most generic ways.
That said, there are some interesting ideas in a few of the encounters, and the scaling of the encounters to match party levels is solid.
If you're desperate to add some random (and I do mean random) encounters, take a look, but generally speaking I'd recommend finding longer modules with better story arcs.
There are descriptions that can be read to the players, so that too much information isn't given away, and there are numerous sidebards describing related topics.
Some puzzle encounters describe how to create similar puzzles, so that the DM can generate his own dastardly encounters.
On the downside, the maps are only adequate, and nothing to write home about, and there is not much other 'flavor' art.
Still, this is a really worthwhile purchase, and I'll be including some of these dastardly encounters in our next adventure!
Most recent customer reviews
I thought this book would be chalk full of traps and challenge ideas for dungeons/caves etc, but it turns out to really just have four examples of setting where there are... Read morePublished on June 22 2004 by Forrest B. Crock
this book turned out to be nothing of what i expected. i expected it to be a book of traps and various kinds of challenges in it, to give ideas to DM's who need a little help from... Read morePublished on March 31 2003 by Forrest B. Crock
A seasoned DM probably wouldn't get much out of this book, but for those just starting out, it provides a lot if inspiration for building memorable games.Published on Nov. 5 2002 by Robert Nephew
this is a really good book, especialy for dm's who want to give their player an encounter that is hard because of the situation. Read morePublished on July 25 2002
This book makes it sound like it's a primer for playing logic games with your players. And it's got those. Read morePublished on July 16 2002