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Completeness: 5 / 5 |
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This project is complete in all aspects it set out to cover, and no further work is expected. {{#set: Completeness=5}}
If you feel this project does not deserve the current completeness measure, start a discussion and the rating will be discussed. |
Frank and K | |
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Date Created: | 2005 |
Status: | Completely transcribed |
Editing: | Please don't alter it. |
Rating: |
Dungeonomicon
[[Summary::This is the third installment of our series exploring portions of the D&D experience that don't work at all, began with the Tome of Necromancy and continued with the Tome of Fiends. This work focuses on the most central of perplexing legacies: The Dungeon. We know you love Dungeons, but you probably have more than a little difficulty justifying them to yourself or to other players of the game.]]
Contents
Chapter 1: Social Structures in D&D
- Living With Yourself After a Raid
- Razing Hell: When Genocide is the Answer
- The Hands of the Divine
- Temporal Authority in D&D
- Wish and the Economy
- Wartime Economies Make for Shortages
- Coins are Big and Heavy
- Bad Money Drives Out Good: The Penalties of Paper
- Powerful Creatures Have a Powerful Economy
- The Service Economy: The Profession Rules Don't Work
- Bringing the World out of the Dark Ages
- Easter Egg Class Features: Artifact Swords and Powergloves
- Your Money is No Good Here
- It's not Stupid, it's Advanced!
- Material Components: A Joke Gone Way Out of Hand
- Some Spells Don't Work
- Some Effects Don't Work
Chapter 8: Sample Adventuring Locations
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