Author: Chris Doyle
Publisher: Goodman Games
ISBN: 9780979161797
Category : Games
Languages : en
Pages : 95
Book Description
Dungeon Crawl Classics 13
Author: Chris Doyle
Publisher: Goodman Games
ISBN: 9780979161797
Category : Games
Languages : en
Pages : 95
Book Description
Publisher: Goodman Games
ISBN: 9780979161797
Category : Games
Languages : en
Pages : 95
Book Description
Crypt of the Devil Lich - DCC RPG Edition
Author: Chris Doyle
Publisher: Goodman Games LLC
ISBN: 9781956449266
Category : Adventure games
Languages : en
Pages : 0
Book Description
Goodman Games is proud to announce the Re-release of one of its most cherished Dungeon Crawl Classics: The Crypt of the Devil Lich! Updated and converted for both 5E and the DCC RPG rules sets, this classic deathtrap dungeon was inspired by the dreaded Tomb of Horrors! The heroes are sent into the Devil Lich's crypt to destroy her before she can return to power, as foreseen in a prophecy. However, the unknowing heroes have actually been tricked into entering her crypt to free her from her prison. If they are truly heroes, they will uncover the deception and defeat the evil Devil Lich before she can unleash her dark designs on the surface world. This adventure module is a conversion of the classic dungeon module DCC #13: The Crypt of the Devil Lich, originally published in 2004 by Goodman Games. The Crypt of the Devil Lich was truly a unique design, an homage as the classic meatgrinder-style trap-filled dungeons popular in the late '70s and early '80s. The adventure is designed for a group of four to six 7th level characters. The original adventure was designed for the 2004 1st Annual GenCon Dungeon Crawl Classics Team Tournament, a tradition that continues today. With some effort on the GMs part, the adventure can be used for campaign play.
Publisher: Goodman Games LLC
ISBN: 9781956449266
Category : Adventure games
Languages : en
Pages : 0
Book Description
Goodman Games is proud to announce the Re-release of one of its most cherished Dungeon Crawl Classics: The Crypt of the Devil Lich! Updated and converted for both 5E and the DCC RPG rules sets, this classic deathtrap dungeon was inspired by the dreaded Tomb of Horrors! The heroes are sent into the Devil Lich's crypt to destroy her before she can return to power, as foreseen in a prophecy. However, the unknowing heroes have actually been tricked into entering her crypt to free her from her prison. If they are truly heroes, they will uncover the deception and defeat the evil Devil Lich before she can unleash her dark designs on the surface world. This adventure module is a conversion of the classic dungeon module DCC #13: The Crypt of the Devil Lich, originally published in 2004 by Goodman Games. The Crypt of the Devil Lich was truly a unique design, an homage as the classic meatgrinder-style trap-filled dungeons popular in the late '70s and early '80s. The adventure is designed for a group of four to six 7th level characters. The original adventure was designed for the 2004 1st Annual GenCon Dungeon Crawl Classics Team Tournament, a tradition that continues today. With some effort on the GMs part, the adventure can be used for campaign play.
Dungeon Crawl Classics Role Playing Game
Author: Joseph Goodman
Publisher: Dungeon
ISBN: 9780982860953
Category :
Languages : en
Pages :
Book Description
Youre no hero. Youre an adventurer: a reaver, a cutpurse, a heathen-slayer, a tight-lipped warlock guarding long-dead secrets. You seek gold and glory, winning it with sword and spell, caked in the blood and filth of the weak, the dark, the demons, and the vanquished. There are treasures to be won deep underneath, and you shall have them.
Publisher: Dungeon
ISBN: 9780982860953
Category :
Languages : en
Pages :
Book Description
Youre no hero. Youre an adventurer: a reaver, a cutpurse, a heathen-slayer, a tight-lipped warlock guarding long-dead secrets. You seek gold and glory, winning it with sword and spell, caked in the blood and filth of the weak, the dark, the demons, and the vanquished. There are treasures to be won deep underneath, and you shall have them.
The Goodman Games 2019 Yearbook Presents: Riders on the Phlogiston
Author: Goodman Games
Publisher: Goodman Games LLC
ISBN: 9781950783250
Category : Fiction
Languages : en
Pages : 0
Book Description
One of the most popular releases of the year returns! This annual compilation of articles for DCC RPG includes Riders on the Phlogiston, the 2018 Gen Con tournament adventure module. In addition it includes a yearbook of the great new Goodman Games community content from the last year! Made in the USA.
Publisher: Goodman Games LLC
ISBN: 9781950783250
Category : Fiction
Languages : en
Pages : 0
Book Description
One of the most popular releases of the year returns! This annual compilation of articles for DCC RPG includes Riders on the Phlogiston, the 2018 Gen Con tournament adventure module. In addition it includes a yearbook of the great new Goodman Games community content from the last year! Made in the USA.
Swords & Wizardry Complete Rulebook
Author: Matt J. Finch
Publisher:
ISBN: 9781622839582
Category : Games & Activities
Languages : en
Pages : 140
Book Description
This is the game we played 20 years ago. True to the original style and philosophy that made the game great. Simple, flexible rules allow players and game masters alike to roll play and roleplay. This stand-alone tome provides all the rules you need to play the game. Use as a rules set for other retro-clone games, as well as your old modules.
Publisher:
ISBN: 9781622839582
Category : Games & Activities
Languages : en
Pages : 140
Book Description
This is the game we played 20 years ago. True to the original style and philosophy that made the game great. Simple, flexible rules allow players and game masters alike to roll play and roleplay. This stand-alone tome provides all the rules you need to play the game. Use as a rules set for other retro-clone games, as well as your old modules.
Tome of Adventure Design PoD Softcover
Author: Frog God Games
Publisher:
ISBN: 9781943067367
Category :
Languages : en
Pages : 318
Book Description
A fantasy adventure game, at its very heart, is about developing an open-ended "story" of the characters. The referee is in charge of the fantasy world, and the players direct the actions of their characters in that fantasy world. Neither the referee nor the group of players has complete control over what's going to happen, and the result is an evolving set of surprises for both the referee and the players. Unlike the players, as the referee and creator of the game world, most of your "work" is done ahead of time. To some degree or other, you have to create the groundwork for the adventure before the game starts. Even though no battle plan survives contact with the enemy - and if you're an experienced referee you know exactly what I mean - the game has to start ... with a starting point. This might just be a vague set of ideas, or it might be as complex as a set of maps with a detailed key and well thought-out encounters for the players to run into. The Tome of Adventure Design is organized as a series of "books," each one providing resources at every step of the way. The vast majority of the content of each book is made up of random generation tables that we created over a quarter of a century (sigh) for our own use. It shoud be said up front that these are tables for deep design - in other words, most of them are too long, and contain too many unusual or contradictory entries, for use on the spot at the gaming table. There are already many excellent books of tables for use on the fly; the tables in these books are different. They work best as a tool for preparation beforehand, providing relatively vast creative resources for browsing and gathering, rather than quick-use tables designed to provide broad, fast brushstrokes. Our shorter tables tend to deliver cryptic results designed to shock the reader's creativity into filling in the gaps, whereas the longer tables are unusably vast for easy random generation, being designed to shock the reader's creativity into operation by presenting a sea of possibilities.
Publisher:
ISBN: 9781943067367
Category :
Languages : en
Pages : 318
Book Description
A fantasy adventure game, at its very heart, is about developing an open-ended "story" of the characters. The referee is in charge of the fantasy world, and the players direct the actions of their characters in that fantasy world. Neither the referee nor the group of players has complete control over what's going to happen, and the result is an evolving set of surprises for both the referee and the players. Unlike the players, as the referee and creator of the game world, most of your "work" is done ahead of time. To some degree or other, you have to create the groundwork for the adventure before the game starts. Even though no battle plan survives contact with the enemy - and if you're an experienced referee you know exactly what I mean - the game has to start ... with a starting point. This might just be a vague set of ideas, or it might be as complex as a set of maps with a detailed key and well thought-out encounters for the players to run into. The Tome of Adventure Design is organized as a series of "books," each one providing resources at every step of the way. The vast majority of the content of each book is made up of random generation tables that we created over a quarter of a century (sigh) for our own use. It shoud be said up front that these are tables for deep design - in other words, most of them are too long, and contain too many unusual or contradictory entries, for use on the spot at the gaming table. There are already many excellent books of tables for use on the fly; the tables in these books are different. They work best as a tool for preparation beforehand, providing relatively vast creative resources for browsing and gathering, rather than quick-use tables designed to provide broad, fast brushstrokes. Our shorter tables tend to deliver cryptic results designed to shock the reader's creativity into filling in the gaps, whereas the longer tables are unusably vast for easy random generation, being designed to shock the reader's creativity into operation by presenting a sea of possibilities.
Castle Whiterock
Author: Chris Doyle
Publisher: Goodman Games
ISBN: 9780979332944
Category : Games
Languages : en
Pages : 723
Book Description
Publisher: Goodman Games
ISBN: 9780979332944
Category : Games
Languages : en
Pages : 723
Book Description
Original Adventures Reincarnated #4 - The Lost City
Author: Goodman Games
Publisher: Goodman Games
ISBN: 9781950783434
Category :
Languages : en
Pages :
Book Description
Lost in the sweeping dunes of an expansive desert! Your band, separated from its caravan during a sandstorm, stumbles upon the ancient ruins of a city, mostly buried in the sands. One of the structures, a prominent step pyramid, juts above the sandy wastes, beckoning for exploration. There must be untold riches secluded inside its dusty halls and crypts. But, more importantly, you desperately hope there is water, food, and relief from the unrelenting sun to be found therein. For without those basic necessities, your band will succumb not to some fell beast, but this harsh environment instead. Onward, as all heroes wish to meet their end while swinging a sword or unleashing arcane magic! So, check your weapons, adjust your armor, and inventory your precious remaining food and water supplies. High adventure awaits in the underground chambers and tiers of a pyramid covered by the sands of time. But what of the peculiar masked humans who rule the upper levels of the pyramid? And what of the dark master that rules these humans from the lower levels of the forsaken halls? An adventure inspired by the classic pulp stories such as Robert E. Howard's famous Conan story Red Nails. This tome is an homage to the original dungeon crawl and sandbox setting first explored decades ago as B4: The Lost City. Herein, you will find high-quality scans of the original Basic edition adventure module, plus commentary by a variety of gaming luminaries. This includes an interview with Harold Johnson, the module's original developer, who also discusses his work on playtesting, Dragonlance, and other TSR titles. Also, herein is a full fifth edition conversion of the original adventure as well as brand new additional dungeons, such as the fully developed lower pyramid, additional details on the Lost City itself, and the dreaded Lower Catacombs. Although converted for the most recent edition, this material is presented in a distinct early 1980s style, tone, and presentation. This is the perfect setting for a fully playable fifth edition mini-campaign, starting at 1st level and reaching all the way up 7th level or beyond. Made in the USA.
Publisher: Goodman Games
ISBN: 9781950783434
Category :
Languages : en
Pages :
Book Description
Lost in the sweeping dunes of an expansive desert! Your band, separated from its caravan during a sandstorm, stumbles upon the ancient ruins of a city, mostly buried in the sands. One of the structures, a prominent step pyramid, juts above the sandy wastes, beckoning for exploration. There must be untold riches secluded inside its dusty halls and crypts. But, more importantly, you desperately hope there is water, food, and relief from the unrelenting sun to be found therein. For without those basic necessities, your band will succumb not to some fell beast, but this harsh environment instead. Onward, as all heroes wish to meet their end while swinging a sword or unleashing arcane magic! So, check your weapons, adjust your armor, and inventory your precious remaining food and water supplies. High adventure awaits in the underground chambers and tiers of a pyramid covered by the sands of time. But what of the peculiar masked humans who rule the upper levels of the pyramid? And what of the dark master that rules these humans from the lower levels of the forsaken halls? An adventure inspired by the classic pulp stories such as Robert E. Howard's famous Conan story Red Nails. This tome is an homage to the original dungeon crawl and sandbox setting first explored decades ago as B4: The Lost City. Herein, you will find high-quality scans of the original Basic edition adventure module, plus commentary by a variety of gaming luminaries. This includes an interview with Harold Johnson, the module's original developer, who also discusses his work on playtesting, Dragonlance, and other TSR titles. Also, herein is a full fifth edition conversion of the original adventure as well as brand new additional dungeons, such as the fully developed lower pyramid, additional details on the Lost City itself, and the dreaded Lower Catacombs. Although converted for the most recent edition, this material is presented in a distinct early 1980s style, tone, and presentation. This is the perfect setting for a fully playable fifth edition mini-campaign, starting at 1st level and reaching all the way up 7th level or beyond. Made in the USA.
Gothghul Hollow
Author: Anna Stephens
Publisher: Warhammer Horror
ISBN: 9781800260757
Category : Fiction
Languages : en
Pages : 368
Book Description
Fantastic Horror story from the exciting Mortal Realms of Warhammer Age of Sigmar. The Hollow. A lonely Shyishan town, obscured amongst wild moorland, inhabited by folk of vigilant routine. What remains of the once illustrious Gothghul family endures season upon season of monastic isolation in their castle on the hill. Aaric Gothghul, made callous by loss, shuts himself in his study and broods over arcane texts, while his strange and formidable daughter wanders the forests alone. But when the town is threatened by a spate of sinister manifestations, the quiet formality of their days end. Worse still, the upheaval disturbs a terrible family secret – a chilling memory that Aaric has kept buried for twenty-five years. Now, father and daughter must set aside their differences and search for answers to an ancient curse that is somehow linked to their past. Aided by a straight-talking sharpshooter and a shrewd man of faith, they seek to fathom the forces that assail the Hollow. Scholar. Sorceress. Killer. Priest. Four people divided by their secrets and lies, bound together by horror, must unite their strengths to uncover a diabolic mystery – the clue to which they have but one incomprehensible word: Mhurghast.
Publisher: Warhammer Horror
ISBN: 9781800260757
Category : Fiction
Languages : en
Pages : 368
Book Description
Fantastic Horror story from the exciting Mortal Realms of Warhammer Age of Sigmar. The Hollow. A lonely Shyishan town, obscured amongst wild moorland, inhabited by folk of vigilant routine. What remains of the once illustrious Gothghul family endures season upon season of monastic isolation in their castle on the hill. Aaric Gothghul, made callous by loss, shuts himself in his study and broods over arcane texts, while his strange and formidable daughter wanders the forests alone. But when the town is threatened by a spate of sinister manifestations, the quiet formality of their days end. Worse still, the upheaval disturbs a terrible family secret – a chilling memory that Aaric has kept buried for twenty-five years. Now, father and daughter must set aside their differences and search for answers to an ancient curse that is somehow linked to their past. Aided by a straight-talking sharpshooter and a shrewd man of faith, they seek to fathom the forces that assail the Hollow. Scholar. Sorceress. Killer. Priest. Four people divided by their secrets and lies, bound together by horror, must unite their strengths to uncover a diabolic mystery – the clue to which they have but one incomprehensible word: Mhurghast.
Dungeon World
Author: Sage LaTorra
Publisher:
ISBN: 9780988639409
Category : Fantasy games
Languages : en
Pages : 408
Book Description
Dungeon World is a roleplaying game of fantasy adventure. Explore a land of magic and danger in the roles of adventurers searching for fame, gold, and glory.
Publisher:
ISBN: 9780988639409
Category : Fantasy games
Languages : en
Pages : 408
Book Description
Dungeon World is a roleplaying game of fantasy adventure. Explore a land of magic and danger in the roles of adventurers searching for fame, gold, and glory.