This boxed set is bursting with the puzzles, foes, and magic only found in a DCC RPG adventure.
Inside you will find the God Eaters? grand alchymical experiment, with its spinning alembic and rotating elemental spheres. This takes the form of a large game board, approximately 17" x 22", with four separate spinning maps that attach to the board.
An adventure booklet of 112 pages provides hitherto unknown monsters, perils, and traps. These lurk in the forgotten corridors, certain to bring a quick end to overconfident explorers.
Players will have the opportunity to study and manipulate the fabled Alembic Key, a relic rife with Theophagic sigils and zodiac signs. But beware, foolhardy reavers! Rotating the key spins the dungeon, transforming the PCs and altering reality itself! Left in the hands of a fidgety player, it could easily spell the end of the multiverse. This physical prop is composed of two spinning dials and is used by players during the adventure.
And as befitting DCC #100, the adventure is replete with player handouts in the form of a 28 page booklet containing over 40 illustrations of the Alembic, its elemental spheres, and the terrors lurking within the dark halls, as well as the infamous Sheaves of Chaos.
Finally, any adventure is only as good as the judge running it. Music of the Spheres is Chaos was designed with the judge in mind. The boxed set includes the Bookmark of 4 Parts ? a tool for referencing the PCs? own changes.
A Level 0 Adventure for DCC RPG
The Queen?s Onyx Jubilee is set to begin, marking the 95th year of the merciful monarch?s glorious reign. While the entire realm celebrates the good fortune of their long-lived sovereign, a group of common villagers fights to stay alive. For them, the festivities have become a nightmare, as the sounds of revelry are replaced by screams of terror ? their own!
Imprisoned in opulence, marked for death, hunted by creatures both grotesque and foul. This ragtag group of unsuspecting villagers must band together to brave the vile mysteries that haunt this place and stand defiant in the face of death itself ? if they hope to escape the Veiled Vaults of the Onyx Queen and save their very souls!
This 0-level adventure funnel begins in media res with the characters awakening deep within an opulent palace where they are set to become unwitting sacrifices to the corpse-god Mordiggian. There they must piece together the clues as to their whereabouts, contend with a ghoulish death cult, stop a vile sacrament, close a gate to the underworld, and ultimately confront the Corpse-God himself ? if they want to escape the Charnel Palace and save their very souls.
A Level 1 Adventure for DCC RPG
Doom blankets the land as rumors spread of a dire evil rising in the east. For the first time in living memory, the winter snows have arrived before the harvest, bringing with them an unnatural bitter chill, and in taverns and inns travelers whisper of strange creatures emerging from the ancient forest said to leave entire villages standing silent and empty of inhabitants.
Now a call has gone out across the valley to gather the clans to discuss the dark tidings and decide how to oppose this growing threat. As the banners of a dozen chiefs and thanes are raised, the PCs must ready for an uncertain war against an unknowable foe from the spaces between dimensions!
A Level 0 Adventure Funnel for DCC RPG
There?s something strange blooming up at the old manor on Cob Hill. Locals hired by the new owner have gone missing. Unknown to all, an ancient blood pact is being honored, allowing a demonic being entrance into the world.
DCC #103: Bloom of the Blood Garden is a 0-level funnel designed to kick off a new campaign or serve as a one-shot adventure. The adventure details the twisted gardens of Cob Hill, the crumbling manor, and the dark spaces beneath it, all of which hold terrors for the adventurers to encounter and hopefully survive. The adventure is designed for use with Dungeon Crawl Classics RPG.
A Level 0 Adventure
Find out why this is among the most-celebrated adventures for DCC RPG!
Since time immemorial you and your people have toiled in the shadow of the cyclopean ruins. Of mysterious origins and the source of many a superstition, they have always been considered a secret best left unknown by the folk of your hamlet.
But now something stirs beneath the crumbling blocks. Beastmen howl in the night and your fellow villagers are snatched from their beds. With no heroes to defend you, who will rise to stand against the encircling darkness? The secrets of Chaos are yours to unearth, but at what cost to sanity or soul?
An introductory adventure for the Dungeon Crawl Classics Roleplaying Game, Sailors on the Starless Sea pits a mob of 0-level adventurers against the legacy of the Chaos Lords and their corrupted hordes. Delving beneath the crumbling ruins, the characters discover ancient crypts, a starless sea, and an ancient ziggurat, where death and treasure await in equal measure!
It has been years since the last virgin was sacrificed: and now the pit beast awakens once more! Every generation it stumbles forth on undulating tentacles from its resting place deep below the great ravine, its towering blubbery mass ravaging the land before returning to slumber for decades. But this time is different. The Great Beast strikes with intelligence: bands of faceless gray-robed men emerge from the tenebrous depths, herding the beast?s roaming tentacles before them. The enigmatic people of the pit live despite the passage of ages! The earth shakes each night as they herd the primordial tentacles ever further, while the villagers ask: is any man brave enough to put the sword to this menace?
Villagers have gone missing! A mix of clues, superstitions, and omens point to the brooding citadel of the emerald sorcerer. This silent monolith has sat undisturbed atop a windy ridge for centuries. Legends say that a green-skinned sorcerer dwells there, where he conducts strange experiments and builds enigmatic machinery. His green-skinned constructs patrol the grounds of his citadel, and he is seen only rarely when he ventures out on nefarious errands that end in horrid screams and strange lights coming from his citadel. Now it is time to penetrate his inner sanctum?
At the end of a forgotten back alley, in the weird and otherworldly marketplace of faiths known as the Bazaar of the Gods, stands the ruins of a forgotten chapel. Once the cult of the Carnifex was celebrated throughout the City of a Thousand Gates. But a band of holy warriors rose against the cult of executioners and torturers, casting down her signs and scattering her devotees to the winds. The fate of the cthonic goddess, and ? more importantly ? her fabled jewels remains a mystery?until this night.
Set amid the sprawling decadence of Punjar, Jewels of the Carnifex offers low-level adventurers a chance to plumb the mysteries beneath the city?s soiled streets, plumb forgotten crypts lavished with weird artifacts, and ? for the quick and daring ? claim the lost Jewels of the Carnifex!
Summoned by a coven of foul witches, the adventurers are bid through the Black Gate and across the multiverse, in pursuit of the crown of the fallen Horned King. There, in the icebound gloom of Thrice-Tenth Kingdom, they must pit their wits and brawn against his dread servants. His sullen citadel looms above the darksome woods and elfin ice caves, ruling over the mystic kingdom. Do you dare to ascend the throne of bones and declare yourself master of the Wild Hunt? Whatever your answer, the land beyond the Black Gate is sure to present a grim challenge for the even the hardiest of adventurers!
A Level 4 Adventure for DCC RPG
The mad wizard Emirikol is terrifying the city! Striking without reason and sending his winged apes to slaughter the populace, the famous archmage has gone too far. Now a coffer of jewels is offered to those who would dare defeat him. The ever-changing walls of his Shifting Tower are guarded by a host of diabolical traps, fiendish guardians, and unimaginable terror. Will your adventurers come out victorious?or lose their very souls in the attempt?
Punjar: wide-eyed madmen stalk the streets pronouncing the end of days, mail-clad priests crush the skulls of heathens underfoot, and timorous virgins are offered up in sacrifice within sooty temples. But even the greatest of shining temples and the strangest of mystery cults don?t dare to challenge the terrifying finality of Death.
Until now. In Blades Against Death, the adventurers cross between the realms of the living and the dead, and wager their souls in a desperate bid to steal a soul from Death?s hoary grasp. To win over the God of Dooms, you must be the most daring, stalwart and cunning and ? when all else fails ? willing to test your blades against Death!
A mid-level adventure for the Dungeon Crawl Classics Role Playing Game, Blades against Death offers characters a once in a lifetime escapade. Those that return from the Realms of the Dead will have earned the true title of adventurer, while those that fail will spend eternity in Death?s service.
Evil lurks beneath the ocean! For years it has slumbered, but now it rises once again, threatening to wash over the surface world like a monstrous wave. Only a handful of stalwarts stand between the nefarious schemes of the deep and a world drowned in sorrows, but first they must navigate a wizard?s sanctum, a magical prison, and the most unusual dungeon they?ve ever faced! Can they stem the tide in time or will they lose themselves forever to the Sea Change curse?
Giants stalk the shifting sands as the lost city of Stylos awakens from its deathless slumber. The Fourth Age of Man is at hand! All that stands between the gigantic hordes of Stylos and their conquest of the world is your band of adventurers. Sinister traps, implacable foes, and the crushing tread of the dread Colossus all lurk within these pages, eager to test the courage and cunning of even the most accomplished adventurers.
Giants stalk the shifting sands as the lost city of Stylos awakens from its deathless slumber. The Fourth Age of Man is at hand! All that stands between the gigantic hordes of Stylos and their conquest of the world is your band of adventurers. Sinister traps, implacable foes, and the crushing tread of the dread Colossus all lurk within these pages, eager to test the courage and cunning of even the most accomplished adventurers.
For as long as men remember, the Lord of Evil Amphibians carried out unspeakable rites in his squatting temples situated far from civilization. Tales of human sacrifice, squirming servants, and rich but loathsome treasures were whispered of his followers. Now, unexpectedly, his servants have seemingly vanished, leaving behind their fanes to molder in the marshes. A brave band of adventurers gathers to explore one such tabernacle, eager to discover what riches?and terrors?the Lord of Evil Amphibians has left behind?
A Level 2 Adventure for DCC RPG
Awash in a sea of phlogiston, three wizards battle for mastery of reality! But with each new day, all gains are lost and the game begins anew. It is up to the adventurers to upset this ancient balance, winning free of the shrinking demi-plane before all is reduced to the roiling stuff of raw Chaos!
Will you strike a bargain, swearing fealty to one of the fell masters? Or will you attempt to master your own fate, pitting your luck and skill against arcane foes? Whatever you decide, you must act quickly, for gray worms press in from all sides and time grows short!
An exploration-based adventure for 2nd level PCs, Fate?s Fell Hand challenges new and old players alike. Only the most cunning of PCs can hope to thwart the machinations of three dire wizards and escape Fate?s Fell Hand!
A Level 1 Adventure for DCC RPG
This updated 2nd printing includes all-new cover art by Russ Nicholson, as well as a new bonus adventure!
At the mercy of Chaos! Abducted by the Court of Chaos, the adventurers face hard choices if they want to return home. The Host of Chaos desires a legendary artifact held by the Scions of Law and need patsies to retrieve it. Faced with an eternity of servitude, the party must sneak into the Plane of Law and steal the Yokeless Egg from under its guardians? watch. But not all is what it appears when the Court of Chaos is concerned and serving the Host may destroy the party from within. Can they survive the Intrigue At the Court of Chaos?
New Bonus Level 2 Adventure ? War Pit of the Chaos Wizards
Six sorcerers seek leadership of a secret convocation of Chaos-wizards, which is earned by the wizard who fields the winning team in a gladiatorial contest fought in the Sea of Chaos!
One of these wizards she wants your adventurers as her team. Since a competitor?s team must be the product of their own magic, she proposes to slay your characters and then raise them as powerful, un-dead insect-ghoul hybrids. Of course, she promises you great rewards if you deliver victory.
A Level 3 Adventure for DCC RPG
This updated 2nd printing includes all-new cover art by Stefan Poag, as well as a fresh editing pass and a brand-new backup adventure! ?Floating Oasis of the Ascended God? by Stephen Newton, in which the player characters are sent to a floating island where they encounter bizarre underlings of an absent deity!
Centuries past, Lady Ilse ascended to scion of House Liis by trading the archdevil Mammon what he wanted most: her immortal soul ? and a diabolical betrothal. The triumph proved hollow, for every year on the eve of her fell covenant, she was beset by visions of Mammon and her foul promise. Seeking to save herself, she was buried alive, swaddled in the holy symbols of a dozen divergent faiths. This desperate ploy held Mammon at bay for centuries?but a devil can afford to wait a very long time.
After hundreds of years, the last of the holy wards has fallen. The devil has come to collect his due. Tonight a storm crashes against the ancient manor house and forgotten spirits rise from the muck and mire. The fallen belfry tolls once more, announcing the hellish fete. As the adventurers arrive to explore the Black Manse, Mammon calls for his winsome bride. He will leave with a soul at the end of the night. The only question is: Whose?
Bonus Adventure: This module also includes the bonus adventure Floating Oasis of the Ascended God, by Stephen Newton! In this level 1 adventure, the player characters are sent to a floating island where they encounter bizarre underlings of an absent deity!
This digest-sized adventure module presents three short encounters in the Shudder Mountains, all compatible with the setting presented in DCC #83: The Chained Coffin.
A Level 4 Adventure for DCC RPG
To save a soul and forge a ring! A ghostly enchantress calls for aid, her salvation hanging in the balance. Brave heroes are needed to complete the creation of a magical ring, a process that will take them from gritty city streets to sun-scorched deserts to the ruins of an ancient fortress atop a windswept peak. Are the adventurers up to the task or shall a sinister demon claim the souls of not only the enchantress but the heroes as well? Only luck, courage, and wits will triumph against adversity and allow the adventurers to claim the Ghost Ring for themselves!
After three decades of preparation, the evil troll Grimtooth has finally thrown wide the gates of his abode to all comers. The troll has sent ravens far and wide inviting delvers to share in the vast wealth of his treasure room. Of course, there is a catch. The adventurers must wend their way through a maze of traps in Grimtooth?s Museum of Death, a curated collection of the deadliest and most devious traps ever assembled in one place. Along the way, they might even cross paths with a few of Grimtooth?s allies: Grimtina, Spike the Grimdog, and Sludgeworth. Tread lightly, delver. There are no refunds for this tour.
A Level 5 Adventure for DCC RPG
For a thousand years Mezar-Kul has known only war, and now the Overlord reigns supreme. From his gargantuan metal fortress he rules the blasted remains of the planet?s last city. Hope seems lost ? until visitors arrive from a distant world, bringing uncanny, magical powers. Your adventurers must pick a path through twisted ruins, ancient missile silos, strange monorail systems, and a conflict with four deadly factions to save a world ? or destroy it!
Hail, wizard of Aereth! Forget everything you think you know about the magic. Mastery of the occult lies beyond the comprehension of your world?s primitive societies and warring kingdoms. Your cantrips and legerdemain are mere parlor tricks in the face of true power. The Star Cabal, peerless practitioners of the arcane arts, extends a rare invitation to join their ranks. Hurtling through the cosmos in a marvelous flying city, the magicians are revered as lords of creation by the spacefaring races of a thousand suns. Ascend to the stars and seize your rightful seat in the vaunted halls of power? if you dare.
A Compilation of Adventures for Character Levels 1-5. This compilation collects seven DCC adventures previously published in hard-to-find other editions. Each short adventure is suitable for a single session. Collectively they provide adventures for characters up to 5th level!
The compilation includes these adventures:
To save a city?to save a world! The end is nigh. A shadow falls on Punjar, and panic fills the streets. This doom cannot be fought, and it cannot be outrun. Unless... From the lightless depths below the city streets, you must find the way to P?quoth and the indifference of the fate-denying Madka. The clock is ticking. There will be no victory without sacrifice. Without the courage, cunning, and strength to face an immortal, your souls will surely fall prey to the Dread God Al-Khazadar!
A level 4 Adventure for DCC RPG
The stories have reached you: A world beneath our own, lit by a brilliant sun and ruled by sages beyond reproach, where magic has replaced the spoken word, the weakest slave is like unto a superman, and the domes gleam with hammered gold.
You?ve spilled enough blood to know better.
Your trek to discover the truth will take you through endless caverns, ancient causeways and along unknown rivers. An expedition worthy of true explorers, Journey to the Center of µereth offers characters the adventure of a lifetime ? or the means to a quick doom. The Journey awaits!
Embroiled in a curse from the dawn of history, you have become pawns in a cosmic struggle between the King of Elfland and the ancient dragon-god, Baphotet Kor. Will you stand with the last Empress? Will you face the dreaded Bone Dragon? Or will your bones lie bleached beneath an unchanging sky? This adventure is a test of player skill that will push characters to the edge and beyond?Beyond the Dragonwall.
A new level 2 adventure using the DCC RPG rules!
Far to the west, beyond civilized lands, lie the Tolomak Islands -- volcanic peaks covered in pestilential jungle and bestriding sunken ruins. The legends say the Tolomaks are home to treacherous witches, ferocious cannibals, moon demons, and worse! Wise are those who steer well away from these accursed jungle isles, but not everyone is wise. For the legends also speak of power unimaginable and treasures beyond the limits of mortal avarice. Now, under the light of the triple moons, a band of intrepid adventurers sails ever nearer the islands. With luck, they will escape with a fortune; without it, they may not keep their souls.
Ten thousand flawless killers surround the city. Utterly silent in battle and in death, they seem unconquerable. They mean to choke the life out of an age-old city and leave it an empty ruin.
The city calls upon its heroes to defeat this unnatural menace. The heroes gather to ponder the question: how do you defeat an impregnable foe?
And then a wizard from a far-off world whisks the heroes away to fight battle of a very different sort, leaving them with a strange pink glow around their eyes?
The Isle of Dagon: to common folk, it presages death, pestilence, and woe. To warlocks, witches, and wizards, the isle offers a wealth of occult power, forbidden knowledge, and spells beyond the ken of mortal man. But before you can lay claim to the island?s secrets, first you have to survive its fabled spell duels ? a series of death matches where only one caster may reign supreme.
Wizards and elves will be tested to the fullest of their abilities. To triumph, parties must also survive the machinations of the other contenders and their wicked retinues. For when vying for the title of Master of Dagon, and battling against some of the most powerful sorcerers to tread the Known Worlds, you will need every advantage you can glean. Will you and your companions sit passively by, awaiting whatever fate befalls you? Or will you take the fight to your foes?
And when your life ? and those of your companions ? hangs on the casting of a single spell, will you have the courage to accept Dagon?s challenge?
The time for questioning has passed. Black-sailed ships have come to ferry you and your companions to the fabled death matches. It is time to Enter the Dagon.
It hangs like a grim moon over the world, an ancient prison fashioned from the divine remains of a dead god. Within this ivory prison is an evil so powerful that even the Scions of Law could not destroy it. Soon, however, its long imprisonment may be at an end.
An alien mass of writhing, terrible life has emerged from the Void of the Stars to collide with the floating prison, unleashing even stranger foes into the God-Skull. As the Keepers of the prison and their monk allies fight the invaders, that ancient evil begins to plot its escape. Can the heroes intervene to both repel the alien invaders before they reach the world below and keep a terrible power imprisoned? Or will one or both threats tear the world apart in a campaign of conquest and revenge?
A Level 3 Adventure for DCC RPG. For time uncounted the Star Wound of Abaddon lay dreaming in a dark corner of the world, a grim testament to things terrible and best left forgotten. Born of atrocity and annihilation, it exists within the colossal bowl of a fallen comet, long-shunned by man and creature alike. But now something calls from its insufferable emptiness, promising paradise to all who enter. Men and women from across the realm renounce their gods and make great pilgrimages into its cadaverous wastes?despite that all who enter never return.
What unknown horrors and nightmare pleasures haunt this place? Who calls out from the blood black emptiness within? Are there any who can stem the tide of innocent souls lost beyond its hoary gate? A band of brave adventurers set off in search of answers?but will they find only death instead?
Get ready for Xcrawl, the live-on-pay-per-view death sport RPG, now powered by the unstoppably old-school Dungeon Crawl Classics rules! And this holiday season, Xcrawl is breaking open a bottle of over-the-top dungeon crawl insanity, and serving it up for some New Year?s Evil!
Strange things are afoot in Toronto! The spirit of the New Year is driving the Gods to drink, whipping the fans into a frenzy, and inspiring the staff to start the party before the team even makes it to the green room! Can a low-level squad, faced with shady jousters, wet jesters, hell pugs, and cubical zombies ? not to mention poetry, puzzles, and traps galore ? survive to ring in the New Year? And will the sponsors still pick up the tab now that the dungeon has gone mad?
Start the countdown! Nunc est bacchandum atque Xcrawl ludendum!
A level 2 holiday adventure module for DCC RPG!
Star Notch, a town that keeps the Sovereignight more joyful and true than any other in all the Shudder Mountains, is beset by a host of evils so horrible as to try the faith of honest folk. When a group of fiendish creatures strikes at the town?s heart, it?s up to our mountain heroes to vanquish an ancient evil and restore the light of the Divine to the hills.
This is a 2nd level adventure set in the Shudder Mountains?and if the adventurers play their hand well, they just might learn the true meaning of the season.
A level 2 DCC Horror adventure.
The alligator-infested waterways of the Twilight Marsh harbor a mystery. Last year a child went missing for a week, before being found deep within the marshlands. So far from home, that it was unimaginable as to how she could have gotten there. Despite being questioned, Little Idris said nothing. She only smiled.
You see, Little Idris has a secret?
But those events of last year refuse to remain buried, and something ancient has been released in the swamp. Strange cries have been heard in the darkness, indistinct shapes have been seen among the mangroves, and local children tell whispered stories of a lurker, coming for them out of the darkness. A horror that threatens the lives of all it encounters.
Whatever it is, it is not human.
Whatever it is, it kills without mercy.
Whatever it is, it must be stopped.ÿ
Can you survive? the Night of the Bog Beast?
You?re no hero.
You?re 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.
Return to the glory days of fantasy with the Dungeon Crawl Classics Role Playing Game. Adventure as 1974 intended you to, with modern rules grounded in the origins of sword & sorcery. Fast play, cryptic secrets, and a mysterious past await you: turn the page?
You?re no hero. You?re 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.
Return to the glory days of fantasy with the Dungeon Crawl Classics Role Playing Game (Softcover). Adventure as 1974 intended you to, with modern rules grounded in the origins of sword & sorcery. Fast play, cryptic secrets, and a mysterious past await you: turn the page?
Each character sheet comes with a scratch-off box for each ability score and other key statistic. Before the game you distribute them to your players. They use a coin to scratch off the appropriate boxes, then you let the dungeon diving begin!
Angels, Daemons and Beings Between: Extended, Otherworldly Edition is a Patrons supplement for the Dungeon Crawl Classics Role Playing Game.
Patrons. More than mere supernatural benefactors, they are the schemers whose plots set worlds into motion. They are beings who amuse, enthrall, and terrify the mortals who dare to bargain with them! 24 new and fully developed patrons and demi-patrons for the Dungeon Crawl Classics Role Playing Game. Included are 66 new spells, more monstrous minions, and new spellburn and patron taint tables to use in your DCC campaign. 188 pages of DCC goodness by Daniel J. Bishop, Paul Wolfe and David Fisher. A must for DCC enthusiasts!
The inside contains three panels of the most frequently consulted tables, and the outside contains three new Doug Kovacs paintings.
Heavy-duty screen for DCC RPG!
This is a very thick, durable cardboard version of our classic screen. In technical terms the screen is printed on 2mm thick boards, meaning when all three panels are laid upon each other whole screen is more than 6mm thick.
You really have to hold it to appreciate it. This is a durable screen!
A Gonzo Post-Apocalyptic Campaign Setting and Sourcebook based on the articles of Crawling Under a Broken Moon!
Foretold in the ancient calendars, early in the 21st century a rogue object from deep space hurtled near the Earth and struck the Moon. Its impact caused catastrophic destruction around the globe, ripping the very fabric of time and space itself; yet mankind still survived. Centuries later, the planet is reborn?a strange new place of alien wonder and death: a world ruled by savagery, cruel sorcery, and twisted science. Now is the time for the mighty to rise up and take their place in this perilous and untamed land. Will they bring justice or suffering? Only time will tell?
An accessory that gives your character life like never before!
Your journey from lowly gongfarmer to mighty hero has been a long and dangerous one. You?ve vanquished terrible foes, pried the jeweled eyes from profane statues, mastered forbidden magics, and paid homage to powerful deities. Now, you must ensure your legendary deeds resound down the eons. The DCC RPG Character Record Folio is here to help.
This 16-page gaming aid provides all the space necessary to record every aspect of your character. From ability scores to the names of the demons who clamor for your soul, you?ll find a place to record it all.
The Character Record Folio also contains handy reference tables, sections for use with MCC RPG, DCC Lankhmar, and DCC Dying Earth characters, wet/dry erase friendly areas for recording important if fleeting character information, plus two interior cover pockets for storing extra gaming records, maps, and other material you might need at the gaming table.
Life might be short and hard in DCC RPG, but, with the Character Record Folio, at least you?ll perish in an organized manner.
A level 7 adventure for DCC RPG.
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 (available seperately), 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 update version 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.
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Goodman Games is proud to launch its line of DCC Dying Earth adventure modules with DCC DE #0 The Black Obelisk. For thousands of years, worshippers of the divine Omaet-ko have kept vigil at the Black Obelisk, awaiting the return of the Great God. A pilgrimage departs on a journey to the holy city, but can these travelers survive the perils of the trip?
The Black Obelisk is a 0-level funnel softcover adventure designed to kick-off a brand new campaign set in Jack Vance?s Dying Earth. The adventure also contains patron information for the demon Ohmvos, a powerful potential antagonist or ally. The adventure is designed for DCC Dying Earth, but it can be used in any DCC RPG setting with minimum changes.
Goodman Games presents the next adventure in its DCC Dying Earth line based on the stories of Jack Vance.
DCC Dying Earth #1 The Laughing Idol of Lar-Shann pits adventurers against the machinations of the demon Lar-Shann, his bellowing idol, and his power-mad monks. The PC must infiltrate the demon?s temple and overcome the terrors beneath it to succeed in their quest.
The Laughing Idol of Lar-Shann is a softcover adventure designed for 1st level characters. It details the demonic temple of Lar-Shann and the strange occupants that dwell there. Although designed for DCC Dying Earth campaigns, it can easily be used in any DCC RPG setting with minimum changes.
Goodman Games continues its line of adventures for DCC Dying Earth with DCC DE #2 The Sorcerer?s Tower of Sanguine Slant. A towering spire of gravity-defying frozen blood beckons adventurers to plumb its depths. Lurking within its sanguine walls is the black IOUN stone, protected by vat-birthed monstrosities and the ghost of a long-dead magician. The Sorcerer?s Tower of Sanguine Slant is a softcover adventure designed for 2nd level characters. It describes a most unusual wizard?s tower and the bizarre occupants encountered therein. Although designed for DCC Dying Earth campaigns, it can easily be used in any DCC RPG setting with minimum changes.
Goodman Games is proud to announce the release of DCC DE #3 Magnificent Machinations at the Great Exposition of Marvels.
This adventure presents a lavish and strange competition of magicians, inventors, and mountebanks vying for a fabulous prize. When the Crystal of Ciz goes missing, the PCs must contend with corrupt merchants and demon-bound witches to reclaim it, relying as often on deduction and investigation as swordplay and spellcraft to solve the crime.
Magnificent Machinations at the Great Exposition of Marvels is a softcover adventure for 3rd level characters. Inside it are details about the City of Cuirnif, the Manse Ashtark, and a new spell for your DCC Dying Earth campaign. Although designed for DCC Dying Earth, it can easily be integrated into any DCC RPG setting with minimum changes.
Goodman Games presents DCC DE #4 Mind-Weft of the Moonstone Palace as the next adventure in its DCC Dying Earth product line.
Travel to the lands north of the Falling Wall, where rumors spread of the strange disappearance of magicians and the reappearance of a magical palace thought long destroyed. Upon venturing within the palace, the adventurers discover that time itself has fractured. Mind-Weft of the Moonstone Palace is a softcover adventure for 4th level characters. The module challenges players by presenting multiple timelines woven together to create a unique adventuring experience. Although designed for DCC Dying Earth campaigns, it can easily be added to any DCC RPG setting with minimum changes.
Goodman Games is proud to present DCC DE #5 Penumbra of the Polar Ape, the next adventure in the DCC Dying Earth line.
A mysterious aura surrounds a distant star and the adventurers must travel into the cosmos to discover its origin. What first appears to be a small moon is soon discovered to be the egg of a star-dragon about to hatch! Only a quick-thinking party can prevent a stellar catastrophe. Penumbra of the Polar Ape is a softcover adventure for 5th level characters. The adventure details an entire moon that the party must explore and chart in order to solve its mystery and avert disaster. Although designed for DCC Dying Earth campaigns, it can easily be inserted into any DCC RPG setting with minimum changes.
Goodman Games continues their adventures on Jack Vance?s Dying Earth with DCC DE #6 The Great Visp Hunt.
The adventurers are sent to deal with a predatory visp?a bizarre monster birthed under the fading sun?that?s wreaking havoc on a small village. But no hunt is guaranteed and it?s far too easy for the predator to become the prey in the last days of Earth. Will the party survive the Great Visp Hunt?
The Great Visp Hunt is a softcover adventure for 2nd level characters. It details multiple monster lairs that must be explored in the hunt for the visp, making this an easy adventure to drop into any ongoing DCC Dying Earth campaign. It can also be easily integrated in any DCC RPG setting with minimum changes.
Goodman Games is proud to announce the release of DCC DE #7 Phantoms of the Ectoplasmic Cotillion.
Rumors of a ring that can overcome death itself spur the adventurers into entering the subterranean lair of long-dead magicians. There they must overcome the restless spirits of the deceased, surviving legacies of failed experiments, and the Ectoplasmic Cotillion?an everlasting dance macabre that threatens the very souls of the living.
Phantoms of the Ectoplasmic Cotillion is a softcover adventure for 3nd level characters. It describes a haunted wizards? laboratory containing the ring of revivification, a new magical item for your DCC Dying Earth campaign. It can also be easily added to any DCC RPG setting with minimum changes.
Goodman Games presents DCC DE #8 The House on the Island as the next adventure in its DCC Dying Earth product line.
A storm strands the adventurers on a strange island populated by monsters and ancient ruins. They are offered one hope of survival?rescue the son of the friendly water weird and keep the treasures she offers in return. The House on the Island is a softcover adventure for 3nd level characters.
It describes an exotic island, a living house, and an underground alien world, brought to you by the imagination of the legendary Erol Otus! Although designed for DCC Dying Earth campaigns, it can easily be used in any DCC RPG setting with minimum changes.
Explore the singular world of Jack Vance?s Dying Earth, set in the distant last days of the world, where magic and science blend together and querulous sorcerers feud endlessly! With Dungeon Crawl Classics Dying Earth you will discover the tools to play in Cugel?s and Rhialto?s world, seek the mighty Pandelume, or fall to an indifferent grue while searching for scintillant baubles among the ensorceled remains of the ancient earth.
This boxed set contains comprehensive rules options and new material for the Dungeon Crawl Classics RPG explicitly designed to capture the setting of the Dying Earth. Within you will find new classes, creatures, patrons, spells, and more inspired by the Dying Earth stories for use in your DCC RPG game including four new classes for DCC RPG: magician, vat-thing, wayfarer, and witch, as well as new rules for ?grudge tokens? to track the resentments that characters accumulate with every minor imprecation they encounter.
This set also includes a beautiful map of the world of Dying Earth illustrated by Doug Kovacs. A copy of the Dungeon Crawl Classics rulebook is required to use this boxed set.
A level 1 DCC adventure set in The Empire of the East! Sent to find the location of a mysterious artifact, the adventurers find themselves imprisoned in a remote forest outpost and must fight their way out against overwhelming odds. Thus begins an overland journey across the Western shore, encountering merciless bandits, mutant monsters and a mysterious wizard, all while being pursued by the vengeful forces of the East.
Great dangers and even greater treasures await! Can they reach the ancient site and capture an artifact powerful enough to change the outcome of the war before they're caught? Join the battle for freedom! The players must engineer a thrilling jailbreak to learn the location of a lost relic of the Old World. To reach the resting place of the Howling God, the adventurers must overcome a bevy of dangerous animals changed by the powers of the Old World, bloodthirsty bandits, Empire patrols, and wizards and their demons standing in their way. Plumb the forgotten secrets of the Old World and learn if the Howling God still lurks in the deepest reaches of an ancient installation.
Mother was wrong: There are monsters in the closet. Terror seeks out the adventurers in the safety of their own homes, drawing them into a tailored web of vengeance long-deferred. Torn from their beds, the PCs find themselves trapped in the House of Tattered Remnants, the home and prison of an eldritch entity known only as the Sempstress. The adventurers must overcome patchwork horrors, unearthly craftsmen, and even the unravelling of their own realities if they hope to defeat the Sempstress in her lair and escape the House. Or will they be unmade by the Sempstress? evil?
A raging storm has made the waters around Devil?s Reef impossible to navigate safely. The noble galleon, The Royal Dawn, has run aground and Princess Kaeko from faraway Fu-Lamia is now missing! Untold riches and glory await those who successfully find the princess and safely deliver her to Black Sand Port. As the greedy and ambitious adventurers set out to find the princess, their thoughts linger on the few Royal Dawn survivors that washed up on the beach with bodies that were corrupted by strange frog-like mutations. What kind of evil awaits the adventurers on that forbidden island?
A level 3 DCC adventure set in Lankhmar!
A cache of invisible ice diamonds and an overlord?s ransom in gold rilks?amid the drunken revelry of midwinter solstice, Cold Corner was never riper for a heist.
But to pull it off risks the ire the Snow Women and their skalds?cruel axe-men eager for the chance to prove their devotion to their cold mistresses. And with the power to shape cold ? and the blinding blizzards, shattered bones, and frozen bodies that must surely follow?the sorceress matriarchs of the Snow Clan are not to be trifled.
Some would say you?d be a fool to cross the Snow Women north of the Trollstep Mountains. They?d be right, but that?s never stopped you before?
In the grand tradition of Gray Mouser and Fafhrd, a dangerous heist set in a distant land
Test your arcane mastery in spell battles with the sorcerous Snow Women
Encounter deadly and strange new foes like the invisible polar worms and the Snow Clan skalds
Officially licensed from the estate of Fritz Leiber.
A level 4 adventure set in Lankhmar! Votishal the Silent is on the rise! Ascending from antiquity, the religion threatens to dominate Lankhmar?s Street of the Gods. Alas, something is killing the clergy! Desperately offering a fortune in reward, they?ve abandoned their temple. But it is by no means vacant. Intrepid souls must face nickers, alley-bashers, and magical guardians, while avoiding sinister traps to uncover the building?s secrets. Even the sewers have something to hide. Only keen minds and blades can stop the violence for Votishal!
A level 5 adventure set in Lankhmar! A member of your gang awakens in an alleyway with foggy memories of a deal made, a job taken, a partner slain, and a heist planned. They struggle to remember the details, but you all agree that breaking into an abandoned temple should be a simple matter ? in and out. Yet the heist is on a collision course with something sinister.
What begins as an easy job becomes anything but, as the you confront cultists, vengeful spirits, and the servitors of a long-forgotten god. While seeking an easy score, you uncover a plan to strike a blow into the heart of Lankhmar, and no one is safe from the blasphemous plot. A choice needs to be made. Will you stand with the city, or risk letting it descend into chaos? Curse the gods of Lankhmar for their cruel joke that, in the shadowed alleyways of Lankhmar, there is no such thing as a ?simple matter.?
A level 1 adventure set in Lankhmar! Death has come to Lankhmar! It begins as a minor stirring of strange, dangerous coincidences. A ladder falls. A fire erupts. An onlooker plummets from a rooftop, skull cracking on the chiseled stone below. As conspiracies loom and rumors abound, your band of adventurers must survive the hostile streets of the city and discover the secret that will keep you from Death?s cold reach.
Time is running out, and the Lords of Necessity have a dark quota yet to fill as you search for the secret that will fend off the fingers of Death himself. Your quest leads you to a mysterious manor where you must circumvent flood and flame to reach the cage of the long-hidden burned man who offers a gift that just might save your life. This adventure is suitable for level 1 characters, with information inside about scaling up the threats for any character level. Death knows no level restrictions!
A heist gone wrong brings an unlikely group of thieves together and sets off a search for forgotten treasures hidden in the City of the Black Toga! Can our heroes of questionable moral character survive the twisting chase that leads through the Plaza of Dark Delights, crosses paths with Sheelba of the Eyeless Face, and delves into one of the oddest tenements in Lankhmar? Not if the Thieves? Guild has their way!
A heist gone wrong brings an unlikely group of thieves together and sets off a search for forgotten treasures hidden in the City of the Black Toga! Can our heroes of questionable moral character survive the twisting chase that leads through the Plaza of Dark Delights, crosses paths with Sheelba of the Eyeless Face, and delves into one of the oddest tenements in Lankhmar? Not if the Thieves? Guild has their way!
From the most famous city in the history of fantasy comes a sword-and-sorcery adventure to test the finest gamers! The Greatest Thieves in Lankhmar is a level 3 Dungeon Crawl Classics boxed set that sends characters into the hot cellars beneath Thieves? House, across the sooty rooftops of the City of Sevenscore Thousand Smokes, and on to a mad dash through the palace of the Overlord. Featuring design leads Harley Stroh and Marc Bruner with cover art by Doug Kovacs, this boxed set comes with everything you need to run an epic adventure over several sessions, whether you run it as a tournament or as part of an ongoing campaign.
Goodman Games is happy to announce the arrival of DCC Dice: Mighty Dice of Arms, a collection of 14 dice intended for use with Dungeon Crawl Classics RPG. This handsome grey and gold dice set includes a full array of ?funky dice? used to play DCC RPG and contains an insert featuring new Mighty Deeds of Arms for warriors and dwarves. Mighty Dice of Arms DCC Dice Set is one of Goodman Games? two new ?evergreen dice? sets that will be consistently available for sale, helping new players acquire the dice they need and dice aficionados to add more to their collections. This DCC Dice set includes d3, d4, d5, d6, d7, d8, d10, d12, d14, d16, d20, d24, d30, and d% dice. Text by Harley Stroh with cover artwork by Doug Kovacs.
Goodman Games is happy to announce the arrival of DCC Dice: Motes of Mercurial Magic, a collection of 14 dice intended for use with Dungeon Crawl Classics RPG. This beautiful sparkling dice set includes a full array of ?funky dice? used to play DCC RPG and contains an insert featuring new mercurial magic effects for wizards and elves. Motes of Mercurial Magic DCC Dice Set is one of Goodman Games? two new ?evergreen dice? sets that will be consistently available for sale, helping new players acquire the dice they need and dice aficionados to add more to their collections. This DCC Dice set includes d3, d4, d5, d6, d7, d8, d10, d12, d14, d16, d20, d24, d30, and d% dice. Text by Harley Stroh with cover artwork by Doug Kovacs.
This annual compilation of articles for DCC RPG includes Riders on the Phlogiston, the 2018 Gen Con tournament adventure module. This year?s release includes four separate booklets: the adventure module, a player?s jack, a judge?s pack, and a book of handouts. Your local group can play the adventure just like the tournament format that was used at Gen Con and Origins! In addition, a fifth booklet included herein includes a yearbook of the great new Goodman Games community content from the last year! All of it contained under a gorgeous wraparound cover!
Building on the immense popularity of the Dungeon Crawl Classics Team Tournament at Gen Con last year, the program guide this year ?presents? Dungeon Crawl Classics: The Black Heart Of Thakulon the Undying. This double-sized DCC adventure comes complete with pre-generated characters and scoring instructions so fans can run their own tournament at home! The adventure is recommended for level 4 characters. See how talented your home group is ? and whether they can beat the Gen Con scores!
The Dungeon Crawl Classics: The Black Heart of Thakulon the Undying (2018 Gen Con Program Guide) is 112 pages and includes a color gallery showcasing the great games of 2017.
Officially licensed by the estate of Fred Saberhagen, this hardcover sourcebook offers everything you need to play DCC RPG campaigns in the world of the Empire of the East.
Thousands of years ago, the ashes of nuclear fire changed the world. The weapons of mass destruction ceased to work as the laws of physics altered. In their wake came elementals and demons, creatures from the darkest dreams and nightmares of mankind. Magic returned to the world. Humankind arose from the ashes and rebuilt society, just as the vile Empire of the East wielded the demonic powers of Orcus to sweep across the globe. Now it falls to a small group of resistance fighters to reclaim freedom for humanity!
Inside you will find:
In this special Valentine?s Day-themed adventure, the PCs play a group of adventurers who face the wrath of an offended deity who has substituted the heart of a young cleric with that of a mechanical bear. To save the cleric, the PCs must face candy heart puzzles, feral fluffees, and other obstacles if they are to keep hope alive and once again know love in the age of gongfarmers.
Ever been dumped so hard you transformed into a bloodthirsty mutant monster? We see you, hero.
Olathvee, Mad Un-God of mortal passion, lies heartsick after his romantic advances went ignored by the otherworldly object of his affection. Now his cosmic desolation grips our entire world, separating every lover from their other and threatening to end civilization within a generation. The only chance for mankind is a dangerous quest that will pit our lovelorn heroes against Olathvee?s own castle guardians, mutated by metaphysical anguish into horrifying creatures. Who dares to delve into the darkest, loneliest corners of Castle Heartache?
This is a 3rd level holiday adventure inspired by true events.
Includes original Valentine?s card images to give out to your?loved ones?
The wizard Vello was known for the creation of magically-imbued sweets of various types, which all have a minor magical effect when consumed, and this is reflected in the dice bearing their name. Those who would follow in Vello?s flavorsome footsteps be warned?the wizard is said to have been turned into foodstuff themselves by a candy golem of their own creation!
A complete set of 14 dice for DCC RPG! The dice are a swirl of cotton candy pink and baby blue and gold numbers.
Includes all the dice required for DCC RPG: d3, d4, d5, d6, d7, d8, d10, d12, d14, d16, d20, d24, and d30, plus a percentile d%.
The annual Goodman Games community-building sourcebook is back?but let?s not talk about the year!
The year that shall not be named: it was the year we all learned to game online, and we shall celebrate it for that.
In the latest annual community yearbook from Goodman Games, the company celebrates what made this year special. Online connections brought regular gaming back to our lives, and the convention season took on a whole new look.
As always, this volume contains a wealth of new DCC RPG content, including new monster fumble tables and new mighty deed rules. There is an interview with TSR legend Russ Nicholson, a new mini-adventure, and pictures and photographs from this year ? the year we want to forget but can?t help remembering.
At least we can remember the good times, including Cyclops Con, DCC Day, Bride of Cyclops Con, and all the great online games.
Goodman Games closes the book on another year with our annual yearbook release.
Celebrate the great year of gaming that was 2021 with this terrific compilation of all-new material.
This annual release from Goodman Games is one part new gaming material, one part retrospective, and one party celebration of all the cool things Goodman Games and its fans accomplished during past year. The 2022 Yearbook contains a bevy of information both entertaining and useful. Within its pages, you'll find interviews, art galleries, new monsters for both Dungeon Crawl Classics and 5e campaigns, two new adventures for 5e and DCC RPG, photographs, random tables, and more!
No matter if you like your dice traditional or funky, the Goodman Games 2022 Yearbook makes a handy addition to any gaming library. Don't let time pass you by. Pick up your copy today! Celebrate the great year of gaming that was 2022 with this terrific compilation of all-new material. Includes new level 1 DCC RPG adventure "When Tolls the Bell of Ruin" by Marzio Muscedere. Along with a new level 12 5E adventure "Secret of the Slayer's Sword" by Alex Kurowski Tables for using a d11 in both DCC and 5E. Rules for Doom Beard and the GG Joe Wizard Vandroid! Four Foul Foes for DCC - new monsters. Plus! Interviews, tons of photos, art, The Wizard Van, reflections on the year from the Goodman Gang, and more! Much, much more!
A level 15 adventure for 5E.
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 (available seperately), 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 update version 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 15th 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.
Contents:
Details:
This level 7 adventure module for the FEF line is fully compatible with your Fifth Edition Fantasy core rulebooks and supplements for the world's most famous RPG, and is ready to play in your home campaign. Situated on the shores of a major trade route is the town of Gullhem, a bastion of law and order in an all-too-often lawless world. Beyond the borders of this walled port town is the vast Blackwood Forest.
Encompassing hundreds of square miles, this cursed land swallows whole any who dare cross its borders. It is rumored to be cursed, the home of undead and demonic horrors of every variety. After a barroom brawl, our heroes are tasked by the Baron of this community to rescue his son, Viktor, who was mysteriously kidnapped from his room overnight, with no sign of intrusion, save a mystical pointer directly at the forest. Now, the heroes find themselves facing the machinations of an evil necromancer, his legions of the undead and fanatical cultists, and a plot to overtake the entire city and spread the influence of the Negative Energy Plane across the entire world. This all-new 5E Adventure module includes two new monsters, a new spell, a new magic item, and a new town that can serve as the launching point for many future adventures!
Your band of adventurers is gaining quite a reputation for yourselves in the borderlands. A local patron encourages you to investigate a recently aggressive band of frogfolk, stirring in the nearby fens. The frogfolk have displaced a benevolent tribe of lizardfolk, and rumors persist they gather resources for an all-out war. The frogfolk have even cut twisting passages through the tall reed grass to defend the route to their hill-top lair. Something sinister must be behind these actions!
Following a trek through the stinking morass of the reed maze, your band finds a hidden shrine once dedicated to the Earth Mother but now the lair of the frogfolk leader. But all is not as it seems in this desecrated temple. What foul eldritch sorceries have corrupted the frogfolk leader and can the heroes put an end to its diabolical machinations?
Along the windswept sea coast are several natural stone columns, sacred to the Sea Goddess Pelagia. One of these pillars is the tower of a reclusive wizard, a devout follower of Pelagia. But the wizard has gone missing, and the locals suspect foul play. Surely a powerful wizard must have many enemies!
A band of fledgling heroes is tasked with entering one of the Pillars of Pelagia to contend with all manner of magical defenses, while uncovering cryptic clues to the wizard?s disappearance planted by an unknown benefactor. The insidious evil plot they uncover could spell eventual doom for the surface world. But the Pillars are sacred to Pelagia, and the Sea Goddess herself might just play a minor role, aiding the heroes as they attempt to thwart a nefarious plot.
From the fog-shrouded streets of Lankhmar to your gaming table!
Monsters and Magic of Lankhmar is filled with more terrible beasts and new magic than the pages of Skrith of the Scrolls, each presented in a ready-to-use fifth edition format. More than 20 new monsters and over 15 new spells and magical items are included here, each one from the fantastic stories of Fafhrd and the Gray Mouser, as written by world-renowned fantasy author, Fritz Leiber.
Produced in cooperation with the Fritz Leiber Estate, Monsters and Magic of Lankhmar is the perfect way to introduce a dash of Lankhmar into your fifth edition campaign or to create adventures set in the world of Nehwon?all without the need of Ningauble?s Cave to do so! Get ready to venture to the land of Lankhmar and see what adventure awaits you and your players?
Dungeons and Dragons players will remember the "Expedition to the Barrier Peaks" adventure module as a "Blast from the Past". You could buy it in 1980. Expedition to the Barrier Peaks will include scans of the original 1E iterations, a conversion to 5E, and new 5E material filling in some gaps from the original 1E module. Originally run as a tournament adventure at Origins II, the adventure was published by TSR in 1980. Expedition to the Barrier Peaks is a famous adventure module because it mixes science fiction and fantasy. For this reason, it is both well known and an enduring favorite for those who played it during its heyday.
The 5E conversion is consistent with the original design principles, and it also offers new avenues for exploration. In the adventure, characters come across a spaceship that has crash landed into a fantasy world and have to deal with the consequences. These consequences include robots, plant people, and a zoo of alien creatures. It also has ray guns?ray guns! The OAR volume will also include complete scans of the original 1E publication. This includes both the adventure booklet as well as the extensive book of handouts that was part of the original publication. Dedicated fans may already know that the handout art changed between printings. Three handout illustrations were changed between the first (1980) and second (1981) printings of Expedition to the Barrier Peaks, and most of the remaining handouts were renumbered. The OAR volume will include scans of both versions of the handout booklets. For fans who have an old ragged copy of Expedition to the Barrier Peaks in their personal collection, they will soon be able to discover a fresh copy with handouts that they many never have had the chance to see before!
They fled from the far-flung land of Averoigne: the Amber family, a bloodline of wizards and warriors persecuted for their dark sorcery and occult crimes. In their new world, they built a lavish manor for themselves, the fabulous Castle Amber. For a time, the Ambers flourished, their magical and military might having little equal. Then, however, jealousy and murder struck the heart of the family and the Curse of Stephen Amber descended upon the castle like a fell and heavy hand. Now, the Ambers dwell beyond space and time, imprisoned with their monstrously transformed servants and suffering under the family?s dead patriarch?s death-sent doom.
It is into this mad manor that the party awakens, plucked from their homeworld and imprisoned in the heart of Castle Amber. To escape, the heroes must negotiate a path through the insane Amber family home, overcoming the clan?s machinations, dangerous servants, cunning traps, and bizarre phenomena. Only by finding a way to break the Curse of Stephen Amber will the party be able to return home. Failure means a lifetime of imprisonment in Castle Amber, a place where lifetimes can be very short indeed?
Within its pages, you will find high-quality scans of the original first edition adventure module, plus commentary by renowned contemporary game designers and writers. A full fifth edition conversion of the original adventure is included, as well as brand new additional adventure encounters and an expanded Castle Amber.
Goodman Games expands its partnership with Wizards of the Coast with the sixth release in the Original Adventures Reincarnated line!
The Village of Hommlet thrives again. Years ago, this quaint village nearly fell prey to a great, neighboring evil. The nearby Temple of Elemental Evil, a grand edifice of wickedness, was defeated after a great battle and thrown into ruin forever?or was it?
Bandits have started to ride the roads again, and there are other ominous signs afoot. It is whispered that the demonic evil at the heart of the Temple was not truly conquered but merely imprisoned. Even now, agents of evil, malevolent beasts, and far worse creatures are conspiring to return the Temple to power and enslave the surrounding lands. Hommlet and the neighboring ruins may hold clues, but not everyone is to be trusted. Surely danger lies hidden in this idyllic region.
Sharpen your swords and axes. Purchase your iron rations and tinderboxes. And don?t forget at least one 10-foot pole. Great adventure awaits those that dare confront the Temple of Elemental Evil!
GM Gems is filled with a wealth of information and ideas to empower every aspect of your game. Never run boring, vanilla games and never be caught flat-footed!
This updated hardcover edition is systems-neutral yet uses DCC RPG stat blocks when default rules are required. The updated hardcover edition features amazing new cover art by legendary TSR artist Laura Lakey. The completely new layout includes new interior illustrations by Stefan Poag in addition to the originals by William McAusland, plus a two-page spread on the endsheets by OSR favorite Peter Mullen.
GM Gems is written by veteran game masters, and includes:
Rules Set: Systems-neutral, designed to be used with any RPG, using DCC RPG for default rules where necessary.
Goodman Games Gen Con 2015 Program Book
The Goodman Games Gen Con Program Guide is back for the third year in a row! This massive collection of old-school RPG awesomeness includes new material for DCC RPG, Metamorphosis Alpha, Xcrawl, and every other product line supported by Goodman Games! Within these pages are four adventures for DCC RPG, new devices and mutations for Metamorphosis Alpha, interviews with Doug Kovacs and Lou Zocchi, Archmage Abby, fiction in the Xcrawl universe, full color pages of photos and art, a special preview of Mutant Crawl Classics, and so much more!
One of the most popular releases of the year returns for the fourth year in a row! The Goodman Games Gen Con Program Guide is an annual compilation of one-off materials for fans of Dungeon Crawl Classics, Metamorphosis Alpha, and everything else Goodman Games publishes. This year?s huge 160-page issue includes these articles:
Yes, this IS the sourcebook that includes the rules for Dinosaur Crawl Classics, the DCC conversion you heard about it!
One of the most popular releases of the year returns for the fifth year in a row! The Goodman Games Gen Con Program Guide is an annual compilation of one-off materials for fans of Dungeon Crawl Classics, and everything else Goodman Games publishes.
Can you go where no troll dares to tread? Long ago, the elves killed Grimtooth?s father in a great battle. They hid the troll leader?s body and his mystic warhammer somewhere in the vast plains beyond Trapsylvania. After years of searching, Grimtooth has finally located his father?s tomb, but the elves have magically rigged it so that no troll can enter. Now Grimtooth is looking for a party of foolhardy adventurers to enter Grimfang?s Tomb and return with the legendary warhammer?
Your solid hardback edition!
For the first time ever: the Legendary locations of Grimtooth?s Traps revealed! And fully compatible with DCC RPG! For over 30 years Grimtooth?s numerous Traps books have horrified players and inspired gamemasters with hundreds of dangerous devices, deadly deathtraps and hilarious hijinx! Now Grimtooth (with a little help from kid sister Grimtina) will take you on a personally guided tour of his realm and the central hub of his vast Traps empire.
Run your own Grimtooth campaign or pick and choose locations you can use in your own single location adventures. Explore Grimtooth?s caverns, visit his Inner Sanctum, escape the Deathmaze Testing Center, attend Warthog?s School for Trolls, take a ride on Grimtooth?s Airship, tour Grimtina?s Petting Zoo or get lost in the Infinite Corridor of Hallways and many more gigantic places of doom.
Each of these infamous locations include maps, descriptions, Non-player character details, scenarios, all with in-depth DCC stats and lots of art by Traps artist SS Crompton. And can you uncover the horrendous secret that lies deep beneath Grimtooth?s caverns and back into his family?s history? It?s a great read and a useful campaign setting all in one book. What are you waiting for?
Your standard softcover edition!
For the first time ever: the Legendary locations of Grimtooth?s Traps revealed! And fully compatible with DCC RPG! For over 30 years Grimtooth?s numerous Traps books have horrified players and inspired gamemasters with hundreds of dangerous devices, deadly deathtraps and hilarious hijinx! Now Grimtooth (with a little help from kid sister Grimtina) will take you on a personally guided tour of his realm and the central hub of his vast Traps empire.
Run your own Grimtooth campaign or pick and choose locations you can use in your own single location adventures. Explore Grimtooth?s caverns, visit his Inner Sanctum, escape the Deathmaze Testing Center, attend Warthog?s School for Trolls, take a ride on Grimtooth?s Airship, tour Grimtina?s Petting Zoo or get lost in the Infinite Corridor of Hallways and many more gigantic places of doom.
Each of these infamous locations include maps, descriptions, Non-player character details, scenarios, all with in-depth DCC stats and lots of art by Traps artist SS Crompton. And can you uncover the horrendous secret that lies deep beneath Grimtooth?s caverns and back into his family?s history? It?s a great read and a useful campaign setting all in one book. What are you waiting for?
Goodman Games has published more than 200 adventures and built an institutional knowledge on how to write adventure modules that don?t suck. Many of our adventures are ?modern classics? that have been in print for many years, in some cases earning multiple printings as they continue to sell year after year. For years we have run seminars at Gen Con and other conventions by the name ?How to Write Adventure Modules That Don?t Suck?. Now all that institutional advice, all those great seminar discussions, all of our hard-earned lessons and experience, are consolidated into an easy-to-digest book of the same title.
Twenty five authors, all of them with impressive credits in RPG adventure design, have written themed articles addressing a wide variety of topics. Along with each article, each author has provided a fantasy RPG encounter that demonstrates the concepts they address. The book is designed to be usable with any RPG, in any genre, under any rules set. Developer James M. Ward has hand-selected the authors and managed the topics to maximize the utility of the book. You can read the book straight through, or flip to the section that addresses your specific concerns. By the time you?re done reading the book, your own adventure-writing efforts will improve. How to Write Adventure Modules That Don?t Suck is a 28-page book of short articles.
Goodman Games is pleased to present the biggest RPG sourcebook you have seen!
In the earliest days of role-playing, Bob Bledsaw Sr. and Bill Owen co-founded Judges Guild in Decatur, Illinois to publish products compatible with Dungeons & Dragons. When their first product debuted at Gen Con 1976, it heralded the next chapter in the Golden Age of RPG publishing. Judges Guild introduced the concept of the adventure module, among many other innovations, and changed the course of Dungeons & Dragons play.
This second volume of the deluxe oversized hardcover series contains three iconic Judges Guild adventure modules: The Book of Treasure Maps, The Caverns of Thracia, and Dark Tower. All three titles are presented in their original form. They have been scanned directly from original printings, then digitally cleaned and restored, to present the highest possible quality.
This volume also includes full reproductions of the first 6 issues of The Dungeoneer. These Golden Age zines have never before been reprinted in their original format.
It also includes new material by Michael Curtis, fully authorized by the Judges Guild: a newly-created random table that determines the contents of a wizard's or alchemist's workshop, suitable for use in ransacking the Alchemist's Laboratory (Level D, Room #3) or the Wizard's Workshop (Level E, Room #2). Citadel of Fire also includes a second new chapter which provides more detail and game statistics on the eight apprentices of Yrammag which are briefly described within the original adventure.
An Adventure for Character Levels 8-10. An ancient evil has overtaken a once holy shrine. Thus, a sleepy mountain hamlet becomes a focal point for mysterious disappearances and even stranger legends of what lurks beneath the village. Vile enemies and strange allies, knowing neither sleep nor age, seek to involve the unwary in a titanic battle of good vs. evil. Do you dare discover the secrets behind the myths, or attempt to exterminate the ancient evil that lies within? Riches, power, glory and death! All are in: Dark Tower.
This special Silver Edition of the classic Judges Guild adventure module is converted to the 3.5 rules set, and includes all new art as well as new material to expand the beloved original!
The original Tegel Manor, scanned from an original printing, authorised by the Judges Guild, with two 11ž17 maps (one is double-sided landscape and castle map, other is the players map of the castle), and with new material by Michael Curtis: alternate paintings for the manor, plus a complete Temple of Tsathoggus mini-adventure.
In cooperation with Judges Guild, Goodman Games is pleased to present the original Thieves of Fortress Badabaskor!
Published in the same 1E rules set as the original edition, this volume is scanned from an original printing. It also includes new material by Michael Curtis, fully authorized by the Judges Guild: a new and expanded look at the dragon caves on Dungeon Level Three (including a new map!) and a more detailed examination of the factions at work on Dungeon Level Four.
The tiny speck of the first colonization starship moved sluggishly through the cold depths of space. There was much mankind didn?t know about the stars, and one of those mysterious effects slashed into the starship Warden 300 years ago. Now the ship drifted through the darkness, lost and in trouble. While many intelligences move about its decks, none of them work to help the starship find its way.
Generations later, you are a native on the starship Warden. As a true human, mutant, or robot, you fight to survive, unaware that the radiation-saturated world around you is in fact a starship, one of mankind?s greatest achievements. Can you uncover the secrets of the starship Warden and steer it back on course, or will you simply try to live another day?
The very first sci-fi RPG returns in a deluxe oversized hardcover featuring the original 1976 rules plus loads of extras and new material! This is a 136-page compilation of the original 1976 edition of Metamorphosis Alpha, plus the supporting articles from Dragon magazine, introductions by Tim Kask and Jon Peterson, all-new monsters and NPCs by James M. Ward, and new adventure modules by James M. Ward, Michael Curtis, and Jobe Bittman. It features the very first publication ever of Mr. Ward?s original playtest notes for the 1976 edition of the world?s most first science fiction RPG!
This is the limited-edition gold foil cover for Doom on the Warden! Legendary game designer James M. Ward brings you Doom on the Warden, a Metamorphosis Alpha adventure of horror in space. The adventure includes pre-generated characters, and is playable as part of a campaign or as stand-alone play. Doom on the Warden is a new frontier for Metamorphosis Alpha, in both style and substance, and for the first time the pre-generated characters include wolfoids!
Written for the original 1976 edition of Metamorphosis Alpha, this adventure expands on the mysterious involvement of Earthƒ??s military aboard the starship Warden. There is new information on what happened in the Wardenƒ??s early days. Unraveling the mystery sends the characters through 4 distinct geographical regions, into the secret military command dome, and beyond. Along the way, they will be confronted by threats old and new across 54 possible encounter areas.
Mutant Crawl Classics is here and begging to be played! This 3-panel judge?s screen contains all the essential game tables and reference material you?ll need to run adventures in Terra A.D.
Younglings on their Rite of Passage are shocked to regain consciousness with no memory of how they came to be in a gigantic insect hive far to the north of their homelands, laboring as drone-slaves of the savage ant-men. In a land where an ?insect revolution? has taken place, the PCs must contend with insectoid mega fauna and a maze-like underground installation before facing the ominous Overmind: a building-sized insect queen cybernetically linked to an ancient chaotic AI.
A Level 2 Adventure for MCC RPG!
The rescue of a feral manimal child leads to an amazing discovery ? she hails from the fabled lands of Zuu itself! But when manimal enforcers attack your village and retrieve the child, your Seeker team must locate the legendary city to rescue her. However, the savage bestial madman who rules there has designs to convert all Terrans into his submissive subjects. Only by leading a manimal revolution can the Seekers hope to stop him!
Featuring cover art by legendary fantasy artist Ken Kelly!
A menace awakens in the irradiated ocean depths of Terra A.D., one desiring the conquest of the lands above. Standing between an army of mutant genetic experiments and world domination is an isolated research facility miles beneath the ocean?s surface. From within that remnant of the ancient times, a most unusual intelligence seeks heroes to act on its behalf. The characters soon find themselves in a hostile environment, beset by enemies on all sides, but with rich rewards awaiting them if they can prevent the mutant army?s conquest. Will they succeed in thwarting an evil spawned in the glowing depths of the post-apocalyptic future or will they breathe their last breath deep, deep under the sea?
A Level 2 Adventure for MCC RPG!
It?s thrills on wheels as the Seekers find themselves trapped aboard a runaway train! The robotic conductor has lost contact with its engineer subroutine, so it falls upon the ?stowaways? to stop their out-of-control journey. All that?s standing between them and victory is a train filled with hungry mutant worms, a railcar threatening to jump the tracks, and a sentient AI who refuses to be deactivated! Stow your luggage overhead and buckle up for a wild journey across Terra A.D.
A meteor strike in the taboo crater country opens up a huge chasm in which lies a largely intact city of the Ancient Ones. The resulting land rush to go claim the newly available cache of ancient artifacts draws interested parties from all over Terra A.D., and at the direction of your tribal elders, that includes you and your Seeker team.
It rises ? silent, ancient, and ominous ? from the depths of the Monster Ocean. A curious relic of the Ancient Ones, long forgotten beneath the waves. Then, without warning, alien creatures never before seen on Terra A.D. spill forth the ravage the land! This is the Retreat of Delirium, home to strange super-science and creatures not of this world. What fiendish plans do they have in store for the rad-blasted world of Terra A.D.? Venture through the Retreat?s glowing door and discover what awaits beyond!
When your hothouse jungle home is suddenly flooded with dispossessed refugees, they all tell the same tale. A conquering horde of warlords wielding magic boom sticks are wiping out whole villages and enslaving the inhabitants ? all in the name of a surviving Ancient One they worship as a god. The tribal elders send you and your Seeker team out to investigate, and if possible infiltrate, the temple of the great and powerful ATOZ.
When your tribe?s prize possession ? a functioning medibot ? finally breaks down, your Seeker team is given a holy quest. Take the dead bot on a long and perilous journey to the the monks of The Holy Medicinal Order in hopes that their shamans can repair it. But the monks are not as the legends portray, and there is definitely something dark and dangerous going on in the holy monastery.
The Ancients called it Beta Collection Unit NC-787. Its mission ? to find, collect, and categorize animals and plants, record their DNA, and when required, strip invasive mutant DNA from extant creatures to create genetically pure stock. Then the Great Disaster came. Beta Collection Unit NC-787 sat dead and inert for ages while the world evolved around it for thousands of years.
When stories of a rogue ?smart metal? being the size of a mountain come to your village, no one takes them seriously, at least until the treaded 10-story-tall monstrosity begins cutting a gigantic swath through your hothouse jungle homeland. Invulnerable to even the mightiest mutations, your only hope to stop its menacing march is to find entry to its interior and access its power sources and sinister inhabitants.
When a terraquake reveals that your jungle village has existed for centuries atop an installation of the Ancient Ones, your good fortune seems to good to be true. Surely enough artifacts and ancient lore exist to satisfy desires for power both subtle and gross. But your tribe?s Seeker teams are all out on missions, so it falls to you and your youngling friends to volunteer for an exploration of the hidden treasures and knowledge that lie in the reliquary beneath your feet. Some of you will even make it back. Probably.
The most holy of ancient relics, The Data Orb of Metakind has been passed down between tribal shamans and mystic mutants from generation to generation for thousands of years. If you can successfully bond with the golden orb?s AI, tetrabytes of arcane technological data can be yours, if you but survive its use. For while knowledge is power, it comes at a price.
For centuries it has lurked in the dark, forgotten by man and mutant ? a terrible entity left behind by the Ancients? meddling in cosmic forces they did not fully understand. Trapped in this world, this alien intellect seeks only to escape, but to do so, it requires lives. What the adventurers think is just another forgotten vault left behind by the Ancients may in truth contain the most terrifying threat they?ve ever face: the Evil of the Ancients!
You?re no zero. You?re a wasteland wanderer: a mutant, a seeker, a robot-killer, a stoic shaman guarding forgotten ancient sciences. You seek triumph and technology, winning it with mutations and magic, soaked in the radiation and quantum fields of the mutated, the savage, the semi-sentient, and the artificially intelligent. There are treasures to be won in the taboo lands and ruins, and you shall have them.
Return to the glory days of science fiction gaming with the Mutant Crawl Classics Role Playing Game. Adventure like it?s 1978 again, with modern rules grounded in the origins of post-apocalyptic role playing. Fast play, a mysterious future, and 100% compatibility with the DCC RPG system await you ? just activate your artifact? Rules Set: Mutant Crawl Classics RPG, an OGL system fully compatible with Dungeon Crawl Classics RPG.
The bleeding edge in role-playing tools has mutated to a new form!
A new way to create zero-level characters for your MCC funnel. The DCC Scratch-Off Character Sheets are a huge hit! So, of course, Goodman did some for Mutant Crawl Classics! Instead of rolling up 10 0-levels before the game, you can now save time by using these scratch-off character sheets!
Yes, scratch-off, just like the lotto.
Each character sheet comes with a scratch-off box for each ability score and other key statistics. Before the game, you distribute them to your players. They use a coin to scratch off the appropriate boxes, then you let the mutant mayhem begin!
Each pack comes with 10 randomized scratch-off character sheets and a set of alternative rules to implement them!
Triumph & Technology Won by Mutants & Magic
You?re no zero.
You?re a wasteland wanderer: a mutant, a seeker, a robot-killer, a stoic shaman guarding forgotten ancient sciences. You seek triumph and technology, winning it with mutations and magic, soaked in the radiation and quantum fields of the mutated, the savage, the semi-sentient, and the artificially intelligent. There are treasures to be won in the taboo lands and ruins, and you shall have them.
Return to the glory days of science fiction gaming with the Mutant Crawl Classics Role Playing Game. Adventure like it?s 1978 again, with modern rules grounded in the origins of post-apocalyptic role-playing. Fast play, a mysterious future, and 100% compatibility with the DCC RPG system await you ? just activate your artifact?
You?re no zero.
You?re a wasteland wanderer: a mutant, a seeker, a robot-killer, a stoic shaman guarding forgotten ancient sciences. You seek triumph and technology, winning it with mutations and magic, soaked in the radiation and quantum fields of the mutated, the savage, the semi-sentient, and the artificially intelligent. There are treasures to be won in the taboo lands and ruins, and you shall have them.
Return to the glory days of science fiction gaming with the Mutant Crawl Classics Role Playing Game. Adventure like it?s 1978 again, with modern rules grounded in the origins of post-apocalyptic role-playing. Fast play, a mysterious future, and 100% compatibility with the DCC RPG system await you ? just activate your artifact?
Featuring the limited edition wraparound cover art by Peter Mullen.
A gong shivers? the mists part to reveal a grisly visage lying upon a mound of rubble, dead but for one glowing, malefic eye? It speaks, in a voice of cold command:
It is time now for Tales From The Magician?s Skull #10!
You are surely delighted once more to hold an issue of my incomparable magazine in your febrile hands! Marvel upon marvel lie before you, so many of them in abundance that you will doubtless caper in wild abandon once you understand the boon I have granted you!
In this issue, you will find nine new stories.
Behold the wonders of Tales From the Magician?s Skull #11!
Strange realms of horror and adventure lay in the pages ahead, spun to life by master tale tellers recruited by The Skull himself for your entertainment! Do not delay in the expression of your joy; instead, shout from your rooftops and tell all you know of his magnificent accomplishments!
Eight new narratives fill the pages of issue #11 and include material crafted from these yarns for the Dungeon Crawl Classics role-playing game.
Tales From the Magician?s Skull is the premiere magazine of sword-and-sorcery fiction, providing all-new stories from some of the industry?s top writers.
Tales From the Magician?s Skull is a printed fantasy magazine dedicated to presenting all-new sword-and-sorcery fiction by the finest modern crafters in the genre. These stories are the real thing, crammed with sword-swinging action, dark sorceries, dread, and ferocious monsters?and they hurtle forward at a headlong pace.
The fourth issue of Tales From the Magician?s Skull continues the great material that we put in place with the previous issues. This issue contains 8 new stories by some amazing talent!
In each issue, we present an appendix of game statistics for the various creatures, spells, and items described in each issue. All of these stats are for the Dungeon Crawl Classics Role-Playing Game system.
Tales From The Magician?s Skull is a magazine of all-new swords & sorcery fiction. Issue #5 features cover art by Sanjulian, and stories by Adrian Cole, James Enge, John C. Hocking, Violette Malan, Adrian Simmons, and C.L. Werner. The magazine is edited by Howard Andrew Jones and published by Joseph Goodman of Goodman Games. Each story is lovingly illustrated by industry stalwarts, and issue #5 features art by Chris Arneson, Randy Broecker, Samuel Dillon, Jennell Jaquays, Doug Kovacs, Peter Mullen, and Russ Nicholson.
Behold! I have fashioned a magazine like those from fabled days of yore. It overflows with thrilling adventures. There are swords, and there is sorcery. There are dark deeds and daring rescues. There are lands where heroes fear to tread. Dare you imagine it? Picture this as well ? maps to wondrous and terrible places. Electrifying art for every tale. Guides to bring the terrors within to your own game table. All I lack are a few paltry shekels. Grant them to me, and I shall fling open a new portal to a world of ancient wonders! Join me, mortal dogs! Together we shall storm the gates of Valhalla!
Tales From The Magician?s Skull is a magazine of all-new swords & sorcery fiction. Issue #6 features cover art by Doug Kovacs of Fafhrd and the Gray Mouser as we launch our new series of stories set in Fritz Leiber?s Lankhmar! Licensed by Leiber?s estate, these new stories and novellas faithfully expand upon the legendary tales of Lankhmar?s most famous duo.
Praise me, Mortal Dogs, for once again I bring tales to terrify and delight in equal measure! Oh, great was my pleasure when these stories were presented to me, and I only wish I might witness your first reading of the wonders herein. Doubtless you shall spring forth to cavort in glee and windmill your arms in reckless abandon!
Once you understand the splendors I have delivered unto you, neglect not to venture into the Facegram and Instatweet and Blood reads to tell others of my magnificence!
Last, but not least, it has come to my attention that some of you continue in your misapprehension that water chestnuts are food. I have not yet learned the sinister secret behind their manufacture, or the goal of those who hide them amongst flavorful meals that otherwise lack the texture of Styrofoam, but I pledge to unravel the mystery and visit my wrath upon all those involved!
Tales From The Magician?s Skull is a magazine of all-new swords & sorcery fiction. Issue #7 features cover art by legendary fantasy artist Sanjulian.
Cease your wailing, mortal dogs, for once more I have granted your fondest wishes and returned with fantastic tales of sword-and-sorcery! No more must you pace forlornly before your mailbox waiting for salvation only I can deliver, contenting yourself with the reading of street signs and the backs of cereal boxes! Now that you hold my peerless magazine in your hands once more, it is time to be transported to realms of wonder!
Your praise has reached me, and I am somewhat pleased. While the limerick was of questionable merit, three of the odes were quite fine, and the concerto for trombone and guitar brought me true delight. I expect more and greater tribute in the weeks to come! Tales From The Magician's Skull is a magazine of all-new swords sorcery fiction. Issue #8 features cover art by legendary fantasy artist Ken Kelly.
Cease your wailing, mortal dogs, for once more I have granted your fondest wishes and returned with fantastic tales of sword-and-sorcery! No more must you pace forlornly before your mailbox waiting for salvation only I can deliver, contenting yourself with the reading of street signs and the backs of cereal boxes! Now that you hold my peerless magazine in your hands once more, it is time to be transported to realms of wonder!
Your praise has reached me, and I am somewhat pleased. While the limerick was of questionable merit, three of the odes were quite fine, and the concerto for trombone and guitar brought me true delight. I expect more and greater tribute in the weeks to come!
Tales From The Magician?s Skull is a magazine of all-new swords & sorcery fiction. Issue #9 features cover art by legendary fantasy artist Sanjulian.
NOW WITH ePUB! Tales From the Magician?s Skull #9 is also available in ePub format. It is included with a print purchase of the latest issue, or available as a stand-alone item.
Let?s look at the table of contents!
STORIES
ARTICLES
The Dungeon Alphabet
An A-to-Z Reference for Classic Dungeon Design
Now updated to the same text as the fourth printing! This newly expanded version with 16 pages of additional content!
Designing dungeons is as easy as A, B, C! The Dungeon Alphabet compiles twenty-six classic dungeon design elements in one place to assist the game master in creating subterranean challenges. A is for Altar, B is for Books, and C is for Caves: The Dungeon Alphabet has advice, hints, and randomized tables that bring new life to your adventures. Suitable for any rules system, the entries are accompanied by outstanding art from classic fantasy illustrators, with a foreword by noted game designer Zeb Cook.