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OPEN GAME LICENSE Version 1.0a
Dangerous Dungeons
Goblins’Lairs
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
Williams, based on original material by E. Gary Gygax and Dave Arneson.
Master Accessories, Dangerous Dungeons, Goblinsʼ Lairs © by Øone Roleplaying Games
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5 -Maps
21- Goblin Dungeon, 1st level (color)
22- Goblin Dungeon, 1st level (B&W)
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Welcome,
This book presents all the material you need to write a dun-
geon-based adventure actually without the adventure itself.
If you need a dungeon ready to throw before your players
or if you need a solid platform to build your own detailed
adventure, Goblins’Lairs will prove very useful.
How to use this book
The book is divided in three sections: maps, handouts and
monsters. Together these sections form the bare bones of
adventures. You are free to use this accessory as you wish;
the PDF ile is free for you to modify, it will allow you to save
a copy with your modiications.
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Maps
The maps are the irst step for a dungeon-based adven-
ture. Since the goblins usually occupy complexes formerly
belonged to other races, you will ind a broad selection
of building and dungeons complexes. For each dungeon
or building you will get: a line art map, easy to print with
minimum ink waste, a color map with its black and white
version and, where needed, perspective and axonometric
views. Each map has blank spaces for your numbers and
notes. Intelligent text ields allow you to change the maps
with minimum effort. Simply type your room number (or
anything else you want) on the room and it will appear on
each room of each version of the chosen map. This will work
for the map title also: simply click on the title and change it,
the title will change in each version of the same map. A small
sword points always northward, click on the text to change
the orientation of your map.
Alternatively, if you are not conident with computers, you
can print out the maps and use a pencil to mark your rooms
and add notes.
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Handouts
The handouts section provides several handouts you can use
to give the players clues and hints about your adventure. For
each handout there is a “ready” version, which also shows
you how can use it and a “blank” version you can customize.
There is a text ield on each blank handout, but you can print
it out and draw on it to show to your players dungeons sec-
tions, strange symbols or anything you need to show.
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Monster Stats
The last section presents a wide range of ready-to-use
monsters stats. Obviously the stats do not cover all but you
can copy and paste the stats on another text document and
modify them to best suit your needs. Some high level foes
are provided. They are high-level characters you can use as
main villains in your adventures by adding background in-
formation and other notes.
4
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