Books > Science Fiction & Fantasy > Gaming > Pathfinder
Monthly median sales (top 30)
$3,428
The median book price
$17.49
Bestseller's daily sales
39
50th book's daily sales
1
Average number of pages per book
173
Monopoly/Olygopoly detected
Yes
Performance tracking
Competitiveness
Volume sales
Book price
Volatility
New releases
Self published
Matching KDP categories
fiction > science fiction > hard science fiction
59.76%
nonfiction > literary criticism > science fiction & fantasy
54.77%
juvenile > fiction > science fiction
54.77%
fiction > science fiction > steampunk
54.77%
Keyword requirement
science fiction, dystopian
Best selling keywords
Median title & subtitle length is 20 words:
- So You Want to Be a Game Master: Everything You Need to Start Your Tabletop Adventure for Dungeon's and Dragons, Pathfinder, and Other Systems
- The Game Master's Book of Traps, Puzzles and Dungeons: A punishing collection of bone-crunching contraptions, brain-teasing riddles and ... RPG adventures (The Game Master Series)
- The Game Master's Book of Random Encounters: 500+ customizable maps, tables and story hooks to create 5th edition adventures on demand (The Game Master Series)
- The Game Master's Book of Non-Player Characters: 500+ unique bartenders, brawlers, mages, merchants, royals, rogues, sages, sailors, warriors, weirdos ... RPG adventures (The Game Master Series)
- The Game Master's Book of Astonishing Random Tables: 300+ Unique Roll Tables to Enhance Your Worldbuilding, Storytelling, Locations, Magic and More ... RPG Adventures (The Game Master Series)
- Indie success
-
10%
- Volatility
- New releases
- KDP Select
100%
10.53%
0%
Extract of the best seller list's front page
Front-page bestsellers:
Become the Ultimate Game MasterThanks to tabletop roleplay, millions of fans are creating unforgettable collaborative stories. No matter what roleplaying game you want to play, this book is the key to unlocking endless adventure!Award-winning game designer Justin Alexander has created an incredible compendium of advice, perfect for any aspiring Game Master. This book is packed with the strategies you need to create amazing dungeons, battles, roleplay encounters, and more. Full of practical, hands-on advice, just hearing the first chapter of this book will have you ready to run a game in less than an hour. From there, Justin teaches you all the skills and techniques you need to explore dungeons, solve mysteries, steal priceless artifacts, unravel strange conspiracies, and venture forth on epic journeys!No matter what game you're playing, this book is the key to unlocking the limitless realms of your imagination.PLEASE NOTE: When you purchase this title, the accompanying PDF will be available in your Audible Library along with the audio. Read more
The Game Master's Book of Traps, Puzzles and Dungeons provides GMs with endless options for populating their adventures with challenging riddles, puzzles, spiked pits, Rube Goldberg-style deathtraps and much more - everything they need to push player character to their limit and bring new levels of excitement (and anxiety) to their game play.Whether part of a pre-planned adventure or a random encounter, these brain teasers, puzzles and traps will make every dungeon crawl, fortress break-in, or temple sacking that much more fun. GMs will find more than 60 challenging puzzles, 60 unique traps and 50 modular dungeon chambers, each with its own set of possible encoounters, meaning GMs can generate a fully-functional (or completely dilapidated) dungeon in a few rolls of a dice. With intricate technical illustrations, beautifully rendered top-down location maps and three one-shot adventures, written by RPG inflencers including Jasmine Bhullar and the creators of the Three Black Halflings podcast, The Game Master’s Book of Traps, Puzzles and Dungeons is the ideal tool for any GM hoping to put the fun back in fun-geon*.*not a word. Read more
Make your PCs sweat with villains and minions designed to challenge them as never before!- New deluxe edition of Masters, Minions and Tactics from the award-winning fantasy art studio Jetpack7- Includes more than two dozen deadly BBEGs, including 5 new villains exclusive to this edition- Villains for low level and high level parties, plus tactics for more than 75 different minions and Big Bads- Completely reedited and redesigned, with exclusive guidelines for creating your own original villains and minions, as well as three exciting one-shots adventures!A game master’s biggest challenge can be prep time. With busy lives in mind, this book provides new and exciting content to help GMs save hours of time preparing for a game. Inside, readers will find twenty-five “Big Bosses,” along with insights into how they use their minions strategically in order to decimate any heroic threat that might cross their paths. The Game Master’s Book of Villains, Minions and Their Tactics provides tips and strategies that readers can use to “drag and drop” a BBEG into a new or existing game, with full color illustrations, lore, stats, combat tactics, and special abilities for each exciting entry. You’ll also find detailed tactics and combat strategies for more than 75 minions and bosses found throughout the 5E game. In addition to providing three exciting one-shot adventures, the book also shows you how to create your own original villains, minions and monsters – the best of the worst your game has to offer. Read more
In a game packed with infinite possibilities, what are GMs to do when their players choose what they have not prepared?As every GM knows, no matter how many story hooks, maps or NPCs you painstakingly create during session prep, your best-laid plans are often foiled by your players' whims, extreme skill check successes (or critical fails) or their playful refusal to stay on task. The Game Master’s Book of Random Encounters provides an unbeatable solution. This massive tome is divided into location categories, each of which can stand alone as a small stop as part of a larger campaign. “Taverns, Inns, Shops & Guild Halls” section includes maps for 19 unique spaces, as well as multiple encounter tables designed to help GMs fill in the sights, sounds, smells and proprietors of a given location, allowing for each location in the book to be augmented and populated on the fly while still ensuring memorable moments for all players. Each map is presented at scale on grid, enabling GMs to determine exactly where all of the characters are in relation to one another and anyone (or anything) else in the space, critical information should any combat or other movement-based action occur.Perhaps more useful than its nearly 100 maps, the book's one-shot generator features all the story hooks necessary for GMs to use these maps as part of an interconnected and contained adventure. Featuring eight unique campaign drivers that lead players through several of the book's provided maps, the random tables associated with each stage in the adventure allow for nearly three million different outcomes.The book also includes a Random NPC Generator to help you create intriguing characters your players will love (or love to hate), as well as a Party Makeup Maker for establishing connections among your PCs so you can weave together a disparate group of adventurers with just a few dice rolls.Locations include taverns, temples, inns, animal/creature lairs, gatehouses, courts, ships, laboratories and more, with adventure hooks that run the gamut from frantic rooftop chases to deep cellar dungeon-crawls, with a total of 97 maps, more than 150 tables and millions of possible adventures. No matter where your players end up, they'll have someone or something to persuade or deceive, impress or destroy. Read more
From the #1 Best-Selling author, Jeff Ashworth, comes the latest addition to The Game Master series, with more than 500 NPCs ready to populate your campaign whenever you need them! As is often the case in tabletop roleplaying games, players often venture into locales or look for answers in places and among people busy Game Masters simply didn’t anticipate. Or, just as often, an adventure won't have fully fleshed out characters in place for the locations and encounters outlined for gameplay. The Game Master's Book of Non-Player Characters solves these issues and more by providing Game Masters with the information they need to “fill in the holes” in their campaign play. It will enable GMs to instantly add depth, color, motivation and unique physical characteristics at a moment's notice to unexpected or underwritten characters as they pop up during gameplay, ensuring every session is a memorable one for players and GMs alike.This edition also includes more than 50 hand-drawn illustrations of select NPCs detailed in the book, 3 bonus one-shot adventures, and a foreword by online influencer Jasmine Bhullar. Read more
Pathfinder RPG: Pathfinder Monster Core (P2)
Logan Bonner
None
More than 300 random tables designed to help you build a new world from scratch or take your existing RPG campaign to new levels of creativity and excitement, plus 3 exciting one-shot adventures!While The Game Master's Book of Astonishing Random Tables is not a wondrous item, you'd be forgiven for assuming it has magical properties. That's because within these pages are countless adventure hooks - side quests and travel complications and chase sequences and skill challenges and other encounters suitable for any environment. And that's just one section. These table results aren't just short line listings of random answers either. Inside, you'll find rich, fully examined results and supplemental pieces of text that provide you with all the information you need to use them effectively. With this book by your side, you can develop an entire campaign setting, its pantheon, its various continental forms and proclivities of its population. From the big questions ("Where does magic come from?," "Who's in charge?," "Why are we at war with our neighbors?") down to the most minute detail ("Can my party avoid paying property taxes on their new keep if it's actually an instant fortress?"), this book has you covered. Develop a rich tapestry of trade and commerce by randomizing your realms economy or find out who's really pulling the strings by rolling on the Puppet Government table. Want more ideas? How about a table or curses or dreams or wild magic results or spell scroll side effects or a random potions generator or a list of things your party shouldn't tough (but probably will)? All those and much, much more are waiting within.So relax, unwind and unleash the unknown. By letting this book spark your creativity and set the stage for each session, you can focus on the important things like how to properly destroy that instant fortress). Read more
Experience the wonder and terror of dragons as they were meant to be!- New and expanded edition of Legendary Dragons from the award-winning fantasy art studio Jetpack7- Includes more than two dozen world-shattering dragons, including 6 new dragons exclusive to this edition- Dragon cults, dragon riders, aerial combat, magic items and much more- Completely reedited and redesigned, plus 3 exciting one-shots adventures!Game Masters and players alike are familiar with dragons and the threat they present in the world’s most popular tabletop roleplaying game. They’ve become so well-known, however, that some might say the magic has worn off them a bit. Even with the benefit of high-profile gaming supplements, they've become generic monsters, making the dragons in “Dungeons & Dragons” a shadow of their former imposing selves.In The Game Master’s Book of Legendary Dragons, readers will find more than two dozen truly epic beasts, each of which comes with a complete backstory, a history, motivations, lair actions, legendary combat actions and more. These creatures are designed to be a worthy focus to any campaign, whether as a mind-blowing BBEG for an unforgettable, high-level climax, or as a motivating force that runs in the background of a lower level adventure. Game Masters will also find new dragon-kin, drakes, kobolds and dragon races, plus new dragon-related organizations, skills, classes and magic, including dragon riders, dragon hunters, enhanced spells, aerial combat and airship options, dragon cults, magic items and more.The Game Master's Book of Legendary Dragons will provide endless ideas for Game Masters and countless hours of epic-level fun for adventurers willing to test their mettle against the baddest beasts the game has to offer. Read more
Introducing the first book in The Game Master's new "Handbook" series!Is your roleplaying in a rut? Flip the table and try something new! Proactive roleplaying will re-energize your players – and your game. Most adventures in traditional TTRPGs start out the same way: Something bad happens and your players have to muster their courage to stand against it. Whether it’s rescuing the little dog that was kidnapped by the local troll, stopping an assassination attempt at the archduke’s wedding or recruiting an army to disrupt the construction of a world-ending ritual site, the party will always find a way to save the day. After all, what kind of heroes would they be if they let the dog, duke or entire population die? Saving the day is fun, but it starts to get repetitive after a while. If you’re using a “bad guys try to do stuff, good guys try to stop them” engine to drive all your sessions, you’re taking all the agency out of your players’ hands. Bad stuff happens, good people have to try to stop it, roll, rinse, repeat.There’s a better way to play (and prep) your sessions. The Game Master’s Handbook of Proactive Roleplaying shows you how to convert your TTRPG gameplay from predictable action/reaction cliches to player-driven narratives that put all the choices (and most of the prep work) in the hands of your players. The goals are theirs. The decisions are theirs. Everything that happens in the world you’re building together occurs not because you planned it, but because the PCs are following their own paths, rather than Game Master breadcrumbs, to the scene of the next adventure. The proactive approach ensures every battle has tension, every faction has a function and every session is high-stakes (and an absolute blast), putting the players and their characters in the driver’s seat so you can sit back and simply put giant goal- (and soul-) crushing roadblocks in their way.You’ll also find:• Foreword by Ginny Di with an afterword by Jeff Ashworth• Writer’s block-breaking charts• Case studies from decades of sessions• Templates for goal-driven NPCs and factions• A modular adventure setting and much more!The Game Master's Handbook of Proactive Roleplaying is compatible with your favorite 5th edition Fantasy Tabletop RPGs! Read more
Become the Ultimate Game MasterThanks to tabletop roleplay, millions of fans are creating unforgettable collaborative stories. No matter what roleplaying game you want to play, this book is the key to unlocking endless adventure!Award-winning game designer Justin Alexander has created an incredible compendium of advice and maps, perfect for any aspiring Game Master. This book is packed with the strategies you need to create amazing dungeons, battles, roleplay encounters, and more. Full of practical, hands-on advice and sample maps, just reading the first chapter of this book will have you ready to run a game in less than an hour. From there, Justin teaches you all the skills and techniques you need to explore dungeons, solve mysteries, steal priceless artifacts, unravel strange conspiracies, and venture forth on epic journeys!No matter what game you’re playing, this book is the key to unlocking the limitless realms of your imagination. Read more
Pathfinder RPG: Pathfinder Player Core (P2)
Logan Bonner
The Pathfinder Player Core presents a new entry point to Pathfinder Second Edition, with everything a player needs to learn how to play the game! Choose from eight ancestries, eight complete character classes, and hundreds of feats and spells to make unique characters ready for deadly adventures in a world beset by magic and evil! This 464-page hardcover tome is the definitive rules resource for all Pathfinder Second Edition players! Pathfinder Player Core is the first core rulebook for the fully remastered Pathfinder Second Edition RPG! These rules are compatible with previous Pathfinder Second Edition rulebooks, incorporating comprehensive errata and rules updates and some of the best additions from later books into new, easier-to-access volumes with new presentations inspired by years of player feedback. Along with the GM Core, Monster Core, and Player Core 2, these books provide a new foundation for the future of tabletop gaming! Pathfinder Player Core includes: • Easier to Learn! We’ve taken feedback from the Beginner Box and the Core Rulebook and made this new entry into the Pathfinder Roleplaying Game easier to navigate and get right into the fun. • Complete character creation rules, walking you through building a character by selecting your Ancestry, Background, and Class, with a focus on the bard, cleric, druid, fighter, ranger, rogue, witch, and wizard! Core ancestry options include human, dwarf, elf, gnome, goblin, halfling, leshy, and orc! • A mountain of options allowing you to customize your character including versatile heritages, like the changeling and nephilim, skills and feats, and hundreds of spells (including dozens of new ones), ensuring that the character you build represents your hero not just in story, but in rules as well! • Everything you need to know to start playing, from advice on how to explore the world to tips on surviving deadly combats with terrifying foes. • A primer on the world of Lost Omens so that your character can be a part of an exciting and diverse world! • Rules and tools to advance your character through play, taking them from a fresh-faced adventurer ready to take on the world to a veteran hero, wielding powerful magic that can reshape reality! • Fully integrated errata from the first 4 years of Pathfinder Second Edition, including revisions to the witch, expanded options for every character class, streamlined spells, new equipment, and more! • This is the first Pathfinder product published under the new Open RPG Creative (ORC) license, giving players and Game Masters even more freedom for making their own creations based on Pathfinder Second Edition. Read more
The Pathfinder Player Core presents a new entry point to Pathfinder Second Edition, with everything a player needs to learn how to play the game! Choose from eight ancestries, eight complete character classes, and hundreds of feats and spells to make unique characters ready for deadly adventures in a world beset by magic and evil! This 464-page softcover tome is the definitive rules resource for all Pathfinder Second Edition players! Pathfinder Player Core is the first core rulebook for the fully remastered Pathfinder Second Edition RPG! These rules are compatible with previous Pathfinder Second Edition rulebooks, incorporating comprehensive errata and rules updates and some of the best additions from later books into new, easier-to-access volumes with new presentations inspired by years of player feedback. Along with the GM Core, Monster Core, and Player Core 2, these books provide a new foundation for the future of tabletop gaming! The pocket edition presents the same contents as the standard edition in a smaller sized softcover for a lower price and better portability. Pathfinder Player Core includes: • Easier to Learn! We’ve taken feedback from the Beginner Box and the Core Rulebook and made this new entry into the Pathfinder Roleplaying Game easier to navigate and get right into the fun. • Complete character creation rules, walking you through building a character by selecting your Ancestry, Background, and Class, with a focus on the bard, cleric, druid, fighter, ranger, rogue, witch, and wizard! Core ancestry options include human, dwarf, elf, gnome, goblin, halfling, leshy, and orc! • A mountain of options allowing you to customize your character including versatile heritages, like the changeling and nephilim, skills and feats, and hundreds of spells (including dozens of new ones), ensuring that the character you build represents your hero not just in story, but in rules as well! • Everything you need to know to start playing, from advice on how to explore the world to tips on surviving deadly combats with terrifying foes. • A primer on the world of Lost Omens so that your character can be a part of an exciting and diverse world! • Rules and tools to advance your character through play, taking them from a fresh-faced adventurer ready to take on the world to a veteran hero, wielding powerful magic that can reshape reality! • Fully integrated errata from the first 4 years of Pathfinder Second Edition, including revisions to the witch, expanded options for every character class, streamlined spells, new equipment, and more! • This is the first Pathfinder product published under the new Open RPG Creative (ORC) license, giving players and Game Masters even more freedom for making their own creations based on Pathfinder Second Edition. Read more
Pathfinder RPG: Pathfinder GM Core (P2)
Logan Bonner
Unleash your imagination, creating worlds and stories beyond measure with the new Pathfinder GM Core for Pathfinder Second Edition! This comprehensive 336-page hardcover rulebook gives Game Masters everything they need to craft thrilling tales of adventure, from a single-night’s dungeon delve to complex epics spanning years. Within these pages you’ll find clear guidelines for creating new hazards and monsters, tools to design challenging, balanced encounters, and rules for rewarding characters for the dastardly challenges you array before them! Pathfinder GM Core also contains a dragon’s hoard of magic items and treasure to entice and reward your players, from simple healing potions to magic weapons and armor and legendary artifacts, including dozens of brand-new items! Pathfinder GM Core is the second core rulebook for the fully remastered Pathfinder Second Edition RPG! These rules are compatible with previous Pathfinder Second Edition rulebooks, incorporating comprehensive errata and rules updates and some of the best additions from later books into new, easier-to-access volumes with new presentations inspired by years of player feedback. Along with the Player Core, Monster Core, and Player Core 2, these books provide a new foundation for the future of tabletop gaming! Pathfinder GM Core includes: • The rules needed to run a game of Pathfinder, including guidelines for creating challenging encounters, determining success, and giving out rewards. • Advice aimed at making you an incredible Game Master, along with tools to ensure you and everyone else at your table has a safe and enjoyable experience. • Guidelines to help you create your own content, from campaigns and adventures to hazards and monsters. • Rules subsystems to help you handle a wide array of game situations, including rules for chases, duels, research, infiltration, and more! • A guide to the world of Lost Omens, with a look at several important regions, an examination of the peoples and cultures of the world, and a glimpse into what lies beyond the veil of the universe! • Fully integrated errata from the first 4 years of Pathfinder Second Edition, including improvements to staves and talismans and all-new apex magic items! • Published under the new Open RPG Creative (ORC) license, giving players and Game Masters even more freedom for making their own creations based on Pathfinder Second Edition. Read more
“A good fit for any downtime moment in any genre.” —Forbes Take your tabletop roleplay to the next level with this first-of-its-kind card deck filled with questions to help you get to know your character and your party!Your adventuring party does a lot together, fighting side by side, and saving the world (or destroying it, depending your alignment): but at the end of the day, how well do you know them? This deck gives you the opportunity to share your character’s backstory, and even create new details, through question-based roleplay. Created by the RPG expert, author, and podcaster James D’Amato, this deck has 150 unique and interesting question cards to spark discussion, inspiration, and collaboration. Read more
Cut down your Game Master prep time with 25 1D100 random tables.Do you play Dungeon & Dragons, Pathfinder, or other fantasy tabletop role-playing games? If so, these random tables come in handy any time your players are searching or exploring.Don't waste your time prepping things your players will never see. Just pull out these tables and create a quality gaming experience simply by rolling dice.Find items for a wizard's chambers, campsites, desks, and more. Also, exciting random encounters for different terrains and rumors and odd jobs. Plus 600 fantasy names for non-player characters.25 1D100 Random Tables for Fantasy Tabletop Role-Playing GamesHere's a list of some of the random tables:Items in a Wizard’s ChamberItems in an Alchemist's LabItems in a CottageItems in a Bandit’s HideoutItems in a OfficeItems in a WarehouseItems in a Royal TombItems in a Noble's BedchamberItems in a Port Master’s OfficeItems on an Adventurer’s Dead BodyItems in a Hunter’s CampItems in a Ship Captain’s QuartersItems on a Dead GoblinItems in Fantasy DeskItems in an Inn’s KitchenWeapons, Armor, and EquipmentBook TitlesPotion IngredientsMedicinal HerbsCulinary Herbs & SpicesGemstonesForest EncountersMountain EncountersSwamp EncountersSeafaring EncountersCatastrophesRumors & Odd JobsWant more random tables? Get the other books in the series!www.dicegeeks.com Read more
Up your game with everything you need to run your next tabletop roleplay game with expert advice, gameplay guidance, and playable content from RPG expert James D’Amato.How do I make combat more interesting? How do I encourage my players to role-play? How do I avoid my sessions ending in disaster? Leading an RPG can be a challenge, but The Ultimate Game Master’s Guide is here to help! With advice from RPG expert James D’Amato, you’ll find answers to all these questions and more, along with guidance for bringing your game to life from behind the GM screen. James covers everything you need to know to bring your GM game to the next level including: -How to make player decisions meaningful -How to add more roleplay to your adventure -How to keep combat interesting—and memorable -How to make NPCs dynamic, but keep them from stealing the show -And so much more! Add excitement to your game and keep players fully engaged with The Ultimate RPG Game Master’s Guide. Read more
Pathfinder Beginner Box (P2)
Logan Bonner
Take the first step into an amazing world of fantasy adventure! The Pathfinder Beginner Box contains everything you need to learn how to play the Pathfinder Roleplaying Game, including rules to create your own fantasy hero and tools to make your own amazing stories. Will you be a courageous fighter, charging headfirst into battle, or a sly rogue, moving quietly to strike at foes from the shadows? Maybe you will be a knowledgeable wizard, wielding incredible arcane spells or a wise and pious cleric, using the power of your deity to shape the world for the better. It is all up to you! Inside you will find a rich toolbox, filled with everything you need to get started, including rules for character generation, an introductory adventure, guidelines to build your own campaign, character sheets, a full-color map, character pawns, and dice. This deluxe box set is the ideal introduction to the Pathfinder Roleplaying Game, leading the way to a lifetime of adventure! The Pathfinder Beginner Box includes: • An 80-page Hero's Handbook, including rules for character generation, a solo adventure, skills, spells, and equipment. • A 96-page Game Master's Handbook, containing an introductory adventure, over 20 pages of monsters, rules for building your own adventure, and magic items. • Four premade characters so you can jump right into the action and four blank character sheets if you want to make your own hero. • Over 100 character and monster pawns to use on the full-color double-sided adventure map. • Four game reference cards to help players remember their actions. • A complete set of polyhedral dice, including a d20, d12, d10, d8, d6, and d4. Read more
Do you play Dungeons and Dragons or Pathfinder RPG? Create fantasy shops for your players to explore.Players will often want to explore cities as much as they want to explore the wilderness. Not only do shops offer goods and services for the player characters, but they can also be a valuable resource in handing out quests or building story hooks.Twenty Shop types with myriads of combinations: Armor, Barber, Books, Bowyer, Brewery, Divination, Fletcher, General Store, Macabre & Oddities, Magic Pets, Medicine, Music, Potions, Robes, Tack, Tailor, Toys & Tinkers, Wands, Weapons, and Writing Supplies.Each shop has naming options plus special and mundane wares. Also, DMs or GMs can assume the shops have a selection of ordinary goods if desired. All are arranged in random tables, so they can be generated quickly.Flesh out stores with Years in Business, Number of Employees, Shop Appearance tables, Person Descriptors tables, Desk and Storeroom tables, Shopkeeper Rumors, and a Secrets table.Never tell your players there are no shops on the street. Use this resource to create a shop on the fly and populate your worlds with interesting items and non-player characters. Good luck and good shopping. Read more
This is a collection of maps for use in the Dungeons and Dragons role playing game. The maps are fullycompatible with the Player's Handbook and the Dungeon Master's Guide.Features:✓ 100 Unique Maps (Different Sizes)✓ High Quality✓ Background Story for each Map✓ Creative and New✓ Great as a gift to play with Friends Read more
Need adventure ideas for Dungeons & Dragons or Pathfinder? Cut down your GM prep with 1000 quest options.This book is a collection of quests or adventure ideas for the use in fantasy tabletop role-playing games. The ideas are organized by a broad topic and are placed in a random table format. Each table has one hundred ideas. You can use these adventure ideas to run RPG sessions in several ways.You can read through the tables and choose an idea. You can take several ideas and combine them into one scenario for a campaign. You can roll randomly on a table to find an adventure on the fly. You can also use these ideas as side quests within original or premade campaigns.The first six tables contain ideas that range from story hooks to scenarios to globe-spanning adventures. These tables are organized under the topics: Dungeons Hooks, Royal Quests, Forest Quests, Doorways to Another World, Town Quests, and Sea Quests.The next three tables are as follows: Questing Beasts, Quest Objects, and Lost Cities. Here you will find the name of a thing and a bit of context. These are meant to be used as the goal of the quest. How the goal is attained is up to the gamemaster.Meta-Quests is the last table in the book. It is a list of simple ideas that can be used as micro-quests much like collecting feathers in Angry Birds or bobbleheads in the Fallout videogames. Read more