Book of Challenges


Book of Challenges is a supplemental rulebook for the 3rd edition of the Dungeons & Dragons role-playing game that presents a number of ready-made dungeon encounters that a Dungeon Master can insert into a scenario.

Contents

The encounters in the Book of Challenges include straightforward traps. It also includes challenging logic puzzles, riddles and even role-playing encounters where combat or mechanics skills play a secondary role. All are categorized by challenge ratings and run from CR 1 to CR 22. The book includes advice for DMs on constructing similar traps to the ones presented including tutorials on basic logic puzzles.

Description of sample traps

All of the Treasure, None of the Traps—A series of already-sprung traps in a spiral corridor that automatically reactivate once the players reach the center.
Fire and Water—A logic puzzle that connects the pulling of colored levers with musical tones to prevent the players from accidentally unleashing either lava or rushing water.
Curse of Iron—A magically-locked door that bears a riddle, the solution to which is the only sure means of entry.
Medusa's Traveling Casino—Not a trap per se, but a series of gambling games meant to part the PCs and their gold.

Publication history

The book was published as a paperback edition by Wizards of the Coast in June 2002. It was authored by Daniel Kaufman, Gwendolyn F.M. Kestrel, Mike Selinker, and Skip Williams. Cover art was by Todd Lockwood, with interior art by David Day and Wayne Reynolds.
Mike Selinker was the lead designer.

Add-ons

The reviewer from Pyramid noted that for the Book of Challenges, Wizards of the Coast put up one preview encounter with a logic puzzle on its website, and provided two web enhancements dealing with useful equipment and scrolls used for gaining information in a dungeon, plus a bonus encounter for when a lone scout goes ethereal.

Reception

James T. Voelpel of mania.com commented, "This new supplement has whatever a dungeon master needs to properly confound any adventuring party if you need an encounter on short notice. The book is 127 pages of black and white, however, and this is where a problem come into play. The artwork and maps are average at best, and although it is of a good length, the price is somewhat unreasonable for the format. If you are willing to fork over this somewhat large amount, the contents are a must-have for a veteran or rookie dungeon master."