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The Adventure Guide’s Handbook
The Gods & Monsters Adventure Guide’s Handbook
Running the Game
Managing Game Sessions
Organizing Game Sessions
Reasons and examples
What is this game about?
What happens during an adventure?
Choosing opponents
Adventures
Campaigns
Kinds of Adventures
Reasons for Adventures
Foreshadowing Adventures
Designing Adventures
What comes next?
Traps
Overpowering Player Characters
Using prewritten adventures
Characters
Players
Player characters
Non-player characters
Reaction Rolls and Ability Rolls
Automatic success and failure
Experience
Gaining New Skills and Abilities
Archetype-Only Abilities
When Spells Collide
Bringing In New Characters
Playing Evil
The World
Concept
Conflict
Magic
Divine Intervention
Sorcerors, Prophets, and Psychics
Moral Codes
Where to start playing?
How to end playing?
Money
Availability of Equipment
Weather
Creatures
Wandering Monsters
Creating New Creatures
Optional Rules
Classical Sorcerors
Player-centric Combat
Exceptional Success
Gods
Motivation
Power
Moral Codes
Demigods, Elder Gods, Spirit Gods, and Heroes
Avatars
Involving the Gods
Worshippers at War
More Information
Other Planes of Existence
The Astral Plane
The Ethereal Plane
Arcane Lore
Places of Power
Riddles
Magic Items
Magical Item Examples
Adventure of the Empty House
Players’ Background
Guide’s Background
The Adventure
Crosspoint
The Neighbors
The House
The Upstairs
The Basement
The Ripper Murders
A Glimpse of the Underground
The Wrap-Up
Open Source License
GNU Free Documentation License
0. Preamble
1. Applicability and Definitions
2. Verbatim Copying
3. Copying in Quantity
4. Modifications
5. Combining Documents
6. Collections of Documents
7. Aggregation with Independent Works
8. Translation
9. Termination
10. Future Revisions of this License
Gods & Monsters Adventure Guide’s Handbook