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Cthulhu Alphabet Leather Hardback Sourcebook

Cthulhu Alphabet Leather Hardback Sourcebook

An A to Z reference for Lovecraftian Mythos Design!

A is for Angles, B is for Books and C is for Cultists. Game masters of any rules system will find twisted inspiration for creating madness-inducing game ingenuity from ancient, underground worlds. This tome contains haunting text and cleverly authored random tables to help you create necronomic stories of forbidden traits, dangerous powers, and lore transcribed from the ravings of madmen.

Beware the fear-provoking illustrations by artists in the thrall of hte elder gods that will haunt your dreams. All of this, and more, from the libraries of Miskatonic University and Goodman Games!

This grimoire is compatible with all fantasy and horror role playing games.

Dungeon Crawl Classics #35A: Halls Of The Minotaur (On Order)

Dungeon Crawl Classics #35A: Halls Of The Minotaur (On Order)

The adventure Halls of the Minotaur was originally published in the limited-run boxed set DCC #35: Gazetteer of the Known Realms, which has been out of print for many years. Long been sought after by collectors, Halls of the Minotaur is finally being reprinted in a stand-alone format! This limited-edition ?mini-module? reproduces the original version in its entirety, utilizing the original 3.5-edition rules.

A villainous minotaur has been terrorizing the village for months, slaying villagers at random and slipping away with stolen children. A heroic paladin comes to the rescue, pursuing the minotaur to its lair in the Thornswild Forest. When the paladin fails to return, it falls to the village farmers, mere commoners, to discover his fate and to save the village from the minotaur?s depredations. The trail of the knight leads the heroes past deadly kobold traps, natural dangers, packs of feral dogs, and to the foot of a mysterious basalt tower in the heart of the woods...

Rules Set: d20 v3.5.

Dungeon Crawl Classics #66.5: Doom Of The Savage Kings

Dungeon Crawl Classics #66.5: Doom Of The Savage Kings

A Level 1 Adventure

High above the windswept moors and darksome woods, the village of Hirot is under siege. Each night, as the sun sinks beneath the western mountains and the candles burn low, a devil-beast stalks the village streets, unleashing its savage fury on the living. From warlord to pauper, crone to child, no one is safe.

Defeating the immortal hound will require more than mere blades or even spells. To slay the beast, the characters must delve into the mysteries of the land and its Savage Kings. Only then, armed with relics forged from a bloody past, can the most cunning and courageous of adventurers challenge the hound of Hirot!

Dungeon Crawl Classics #67: Sailors On The Starless Sea (On Order)

Dungeon Crawl Classics #67: Sailors On The Starless Sea (On Order)

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!

Dungeon Crawl Classics #68: The People Of The Pit

Dungeon Crawl Classics #68: The People Of The Pit

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?

Dungeon Crawl Classics #69: The Emerald Enchanter

Dungeon Crawl Classics #69: The Emerald Enchanter

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?

Dungeon Crawl Classics #70: Jewels Of The Carnifex

Dungeon Crawl Classics #70: Jewels Of The Carnifex

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!

Dungeon Crawl Classics #71: The 13th Skull

Dungeon Crawl Classics #71: The 13th Skull

Thirteen generations ago, the ambitious first Duke of Magnussen made a fell pact with an unknown power, who asked for but one thing in return: the thirteenth daughter born to a Magnussen duke. Now, generations hence, the daughter of Duke Magnussen XIII is stolen away by a hooded executioner riding a leathery beast. As it wings back across the city walls to drop behind the Duke?s mountain-top keep, all who watch know it alights in the Magnussen family crypts, where the devilish secrets of thirteen generations have been buried and forgotten ? until now?

This adventure module also includes The Balance Blade, a short level 2 adventure in which a wizard?s patron makes a simple request: travel to another plane to retrieve a legendary blade of neutrality. But once the journey is in motion, the wizard finds that not all is as it seems!

Dungeon Crawl Classics #72: Beyond The Black Gate

Dungeon Crawl Classics #72: Beyond The Black Gate

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!

Dungeon Crawl Classics #73: Emirikol Was Framed!

Dungeon Crawl Classics #73: Emirikol Was Framed!

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?

Dungeon Crawl Classics #74: Blades Against Death

Dungeon Crawl Classics #74: Blades Against Death

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.

Dungeon Crawl Classics #75: The Sea Queen Escapes! (On Order)

Dungeon Crawl Classics #75: The Sea Queen Escapes! (On Order)

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?

Dungeon Crawl Classics #76: Colossus, Arise!

Dungeon Crawl Classics #76: Colossus, Arise!

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.

Dungeon Crawl Classics #77: The Croaking Fane

Dungeon Crawl Classics #77: The Croaking Fane

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?

Dungeon Crawl Classics #78: Fate's Fell Hand

Dungeon Crawl Classics #78: Fate's Fell Hand

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!

Dungeon Crawl Classics #79: Frozen In Time

Dungeon Crawl Classics #79: Frozen In Time

A Level 1 Adventure for DCC RPG

Eons-old secrets slumber beneath the forbidden Ghost Ice. Since the time of the Elders, the local tribes have shunned the crawling glacier, knowing it as taboo land that slays all who tread its frigid expanse. Now, the Ghost Ice has shattered, revealing hints at deeper mysteries entombed within its icy grasp. Strange machines and wonderful horrors stir beneath the ice?

Frozen in Time is a level 1 adventure for any DCC RPG campaign. It also includes new material for judges who want to send their adventurers in a Stone Age setting!

Dungeon Crawl Classics #80: Intrigue At The Court Of Chaos

Dungeon Crawl Classics #80: Intrigue At The Court Of Chaos

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.

Dungeon Crawl Classics #81: The One Who Watches From Below (On Order)

Dungeon Crawl Classics #81: The One Who Watches From Below (On Order)

A Level 1 Adventure for DCC RPG

The rumors are true! The secret cave of the mystics holds a hoard of treasure vast enough to buy the kingdom seven times over. Gold coins piled as high as snow banks! Gleaming swords and jewel-encrusted wands crackling with arcane energy! Precious gems as large as your fist! The only thing standing between your present circumstances and a life of fabulous wealth is a pesky, slumbering elder god with a penchant for consuming entire worlds, an endless army of vat-grown hybrid monstrosities, a veritable tidal wave of disembodied eyes with awesome powers, giant acid worms, and a curse with the power to rip the still-living eyes from your skull. Do you have the mettle to stare down a god or will your eyes forever adorn the vault of The One Who Watches From Below?

The winner of the Mystery Map Adventure Design Competition! In June 2012, Goodman Games sponsored a special adventure design competition. Our Free RPG Day 2012 adventure module included an incomplete adventure map. Readers could complete the map, send in their associated adventure proposal, and compete for a $1,000 contract to write that adventure. A panel of distinguished judges read the flood of proposals, and finally whittled the field down to a handful of contenders. After lengthy debate, a winner was chosen.

This adventure is the winner of the Mystery Map Adventure Design Competition. There were many great submissions to the competition, but Jobe Bittman?s stood out above them all. This adventure has a strong Appendix N theme, unique encounters that your players will remember for a long time, many highly visual scenes that will stand out in your players? minds, and some terrific twists and turns. It also features one of the most creative player handouts you have ever seen. Prepare for a very fun time.

The second printing includes an additional 8 pages of new content, with a complete patron description for Shigazilnizthrub plus three new spells. The cover for the second printing also has the title printed in metallic foil.

Dungeon Crawl Classics #82: Bride Of The Black Manse

Dungeon Crawl Classics #82: Bride Of The Black Manse

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!

Dungeon Crawl Classics #83 The Chained Coffin Hardback (On Order)

Dungeon Crawl Classics #83 The Chained Coffin Hardback (On Order)

A whispered voice calls from a coffin bound in chains, urging the heroes into the depths of the Shudder Mountains, a place rife with superstition and forlorn secrets. In the shadowy, pine-grown valleys of the Deep Hollows lurk mysteries of a bygone age and a new evil emerging from the ruins of the past. The adventurers must plumb the mountains? secluded reaches to root out this rising terror before its power comes to fruition. Standing in their path are cackling witches, subtle devils, lingering spirits, and a foul thing that moves in the night. Can the heroes appease that which lies within the Chained Coffin and thwart the dawn of a new and terrible age?

DCC #83: The Chained Coffin was originally released way back in 2014. The boxed set proved immensely popular, and not just for the spinning map puzzle. The Appalachian-style fantasy setting of The Shudder Mountains, inspired by the works of Appendix N author Manly Wade Wellman, provides a unique place for your characters to adventure. Michael Curtis did a wonderful job of bringing The Shudder Mountains alive, and several supplemental volumes were published. Now we are offering a hardcover book that compiles all material from the original DCC #83: The Chained Coffin boxed set, including all the stretch goal booklets, as well as much, much more: All content from DCC #83.1: Tales of the Shudder Mountains and DCC #83.2: Death Among the Pines. The Shudder Mountain material published in several Gen Con Program Guides. Moon Eyes and Fire-Flies, a new adventure set in the Shudder Mountains. Buzzard Hollow, a new Shudder Mountains mini-setting. Ma Bigginty?s Book of Backwoods Wisdom, a collection of inspiring material that will bring The Shudder Mountains to life in your game.

The Spinning Wheel Puzzle: This adventure includes a number of supernatural locations. The entrance to one is blocked by a supernatural door. This door comprises a special spinning wheel puzzle that forms a central puzzle in the adventure: Beyond the ancient bridge is a 40? wide, 30? deep ledge that lies perpendicular to a sheer rock face. Set into the rocky cliff at the far side of the ledge stands a great stone archway sealed by an imposing door. Blue bolts of lightning ripple silently across the door?s face, hinting at magical wards or seals. In the center of the door are three circular dials set one inside the next. Each dial bears several different symbols, no two of which repeat. And yes, the hardcover DOES come with the spinning puzzle wheel! The hardcover edition features new art by fantasy legend Ken Kelly. A Level 5 Adventure for DCC RPG

Dungeon Crawl Classics #83.1: Tales Of The Shudder Mountains

Dungeon Crawl Classics #83.1: Tales Of The Shudder Mountains

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.

Dungeon Crawl Classics #84.2: Synthetic Swordsmen Of The Purple Planet

Dungeon Crawl Classics #84.2: Synthetic Swordsmen Of The Purple Planet

When even the native lifeforms of the Purple Planet begin to wither and die under the weirdling sun?s punishing rays, you and your party of interplanetary freebooters quickly conclude that something is going wrong with the very sky above your heads. What ancient mysteries lie in wait for you at the planet?s northern pole, as you explore the timeworn and failing biosphere plant found sprawling there amongst the ice peaks? Will you save your harsh but adopted home, or hasten its eventual doom?

This adventure features new background material that expands the campaign setting, including a new House of Ascended Masters, new weapons and ancient technology to plunder, and a surprising new species of Kith warriors.

Dungeon Crawl Classics #84.3: Sky Masters Of The Purple Planet

Dungeon Crawl Classics #84.3: Sky Masters Of The Purple Planet

When a legendary race of demonic beings pours out of the double-mooned sky and raids the party?s camp, events are set into motion that will lead them far southward to the equatorial region of the Purple Planet. Between the party and their destination lie air-ships and aerial combat, pirates and plunder, and the silver-spined Sky-Spire of the Sky Masters of the Purple Planet!

When a legendary race of demonic beings pours out of the double-mooned sky and raids the party?s camp, events are set into motion that will lead them far southward to the equatorial region of the Purple Planet. Between the party and their destination lie air-ships and aerial combat, pirates and plunder, and the silver-spined Sky-Spire of the Sky Masters of the Purple Planet!

Dungeon Crawl Classics #85: The Making Of The Ghost Ring

Dungeon Crawl Classics #85: The Making Of The Ghost Ring

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!

Dungeon Crawl Classics #86: Hole In The Sky (On Order)

Dungeon Crawl Classics #86: Hole In The Sky (On Order)

A Level 0 Adventure for DCC RPG

The Lady in Blue, a mysterious figure of cosmic power, enlists a band of simple peasants for a strange task. They are to follow an invisible bridge until they arrive at a hole in the sky ? and then jump through. Death awaits all but the bravest, strongest, and luckiest, but the Lady offers a reward beyond all the riches of the world: the chance to change the very stars these peasants were born under, and thus change their destiny.

Dungeon Crawl Classics #87.5: Grimtooth's Museum Of Death

Dungeon Crawl Classics #87.5: Grimtooth's Museum Of Death

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.

Dungeon Crawl Classics #87: Against The Atomic Overlords Sketch Cover (On Order)

Dungeon Crawl Classics #87: Against The Atomic Overlords Sketch Cover (On Order)

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!

Limited edition featuring Doug Kovacs? original pencil sketch for the cover art.

Dungeon Crawl Classics #88.5 Curse Of The Kingspire

Dungeon Crawl Classics #88.5 Curse Of The Kingspire

Strange mists and weird lights glimmer and seethe along the banks of the Drachenvold Swamp. The folk of Kingshire have vanished like ghosts, leaving only strange idols in their wake. At the heart of the fetid marsh, ruins of an ancient keep are all that remain of a once mighty band of rebel eladrin lords. But the ruined keep is home to a hungry curse capable of drawing the heroes back through time and space. Cast into a foreign realm of endless horror and bloodshed, it will take all your courage and cunning to end...the Curse of the Kingspire!

Dungeon Crawl Classics #88: The 998th Conclave Of Wizards

Dungeon Crawl Classics #88: The 998th Conclave Of Wizards

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.

Dungeon Crawl Classics #89: Chaos Rising

Dungeon Crawl Classics #89: Chaos Rising

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:

  • Elzemon and the Blood-Drinking Box
  • The Imperishable Sorceress
  • Glipkerio?s Gambit
  • The Tower Out of Time
  • The Jeweler That Dealt in Stardust
  • The Undulating Corruption
  • The Infernal Crucible of Sezrekan the Mad
  • Dungeon Crawl Classics #90: The Dread God Of Al-Khazadar

    Dungeon Crawl Classics #90: The Dread God Of Al-Khazadar

    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

    Dungeon Crawl Classics #91.1: The Lost City Of Barako

    Dungeon Crawl Classics #91.1: The Lost City Of Barako

    The pleasure palace of Barako rises above the Bleak Shores atop enormous stone pylons. The palace arches towards the cavernous gloom, lit by a thousand lanterns fueled by the rendered flesh of a thousand lamenting souls. Within the city, hellish figures dart and whirl in the flickering light, prostrating themselves before their Aghartan masters, all to the cacophonic beat of a thousand alien instruments. What adventures will you find here?

    Dungeon Crawl Classics #91: Journey To The Center Of Aereth

    Dungeon Crawl Classics #91: Journey To The Center Of Aereth

    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 ereth offers characters the adventure of a lifetime ? or the means to a quick doom. The Journey awaits!

    Dungeon Crawl Classics #92: Through The Dragonwall

    Dungeon Crawl Classics #92: Through The Dragonwall

    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.

    Dungeon Crawl Classics #93: Moon-Slaves Of The Cannibal Kingdom

    Dungeon Crawl Classics #93: Moon-Slaves Of The Cannibal Kingdom

    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.

    Dungeon Crawl Classics #94: Neon Knights (On Order)

    Dungeon Crawl Classics #94: Neon Knights (On Order)

    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?

    Dungeon Crawl Classics #95: Enter The Dagon (On Order)

    Dungeon Crawl Classics #95: Enter The Dagon (On Order)

    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.

    Dungeon Crawl Classics #96: The Tower Of Faces (On Order)

    Dungeon Crawl Classics #96: The Tower Of Faces (On Order)

    The Rodney Award-winning adventure from Gamehole Con IV, now a Level 6 Adventure for DCC RPG!

    The adventurers have been summoned to a mysterious black tower made of glass. They are given a simple mission: protect the mage?s estate while he is distracted weaving a mighty spell. Surviving the five days of his spellcasting requires quick wits and sharp blades, for the estate has mischievous guests and strange visitors. In the end, the mage demands one final task: stand by his side as he binds a great horror from beyond!

    Dungeon Crawl Classics #97: The Queen Of Elfland's Son

    Dungeon Crawl Classics #97: The Queen Of Elfland's Son

    Strange attacks in the night plague the people of Eng. Slaughter and shadows keep the villagers inside after dark. Mighty adventurers are needed to seek out the source of these threats and stop them for good.

    This quest will take the heroes to the very borders of Elfland and pit them against the cruelty of the Unseelie Court of Faerie. Will the heroes overcome the machinations of the Queen of Elfland or will they fall victim to the glamours and wiles of Elfland?s malicious nobility?

    Dungeon Crawl Classics #98: Imprisoned In The God-Skull

    Dungeon Crawl Classics #98: Imprisoned In The God-Skull

    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?

    Dungeon Crawl Classics 2015 Holiday Module: Advent Of The Avalanche Lords

    Dungeon Crawl Classics 2015 Holiday Module: Advent Of The Avalanche Lords

    A showdown at the icy gates of civilization! Father Frost has gone missing and Krinnleton faces explosive turmoil from within. A band of newly-arrived adventurers offer hope that the nefarious forces from the north may be routed. But the magical dome around the elven town crumbles and the might of the vile Avalanche Lords strengthens! The heroes must survive their journey through the icy wastes, past the hideous shiver serpents, beyond the edge of the snowy peaks to the old woodman's lava-drenched workshop. Only then might they defeat the marching mammoths wielding the pulsating polar energy of the terrible Celsion Engine!

    Dungeon Crawl Classics 2017 Holiday Module: New Year's Evil

    Dungeon Crawl Classics 2017 Holiday Module: New Year's Evil

    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!

    Dungeon Crawl Classics RPG (Softcover)

    Dungeon Crawl Classics RPG (Softcover)

    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?

    Dungeon Crawl Classics RPG: Angry Hugh Limited Edition Hardback

    Dungeon Crawl Classics RPG: Angry Hugh Limited Edition Hardback

    Glory & Gold Won by Sorcery & Sword

    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...

    Dungeon Crawl Classics RPG: Annual (On Order)

    Dungeon Crawl Classics RPG: Annual (On Order)

    ALL NEW MATERIAL! A book that has become a legend, despite never before being published! The DCC RPG Annual was originally conceived as an annual publication that would exist in some form to showcase the brilliance of the DCC RPG community. This would be the DCC RPG Annual, published each year to distribute these gaming creations. The best of things happened: the DCC RPG Annual was never needed. The DCC community burst forth a verdant jungle of inspiration, with ripe fruit on every limb.

    Blogs and personal posts; zines; community publications; the Gongfarmer?s Almanac; officially licensed third-party works: there is a vast supply of inspiration from whence the DCC judge can draw and iterate. Still, we had a wealth of material that needed a home, so The DCC RPG Annual became a reality. Here?s what you?ll find in this hardcover volume: New Magic, New Quests and Journeys. Explore the lost continent of Mu! New Judge?s Rules, New Magic Items, New Monsters, And Moustaches. Yes, you read that right?there are rules for moustaches in this book. You know you need it. You absolutely do not need the DCC Annual to play Dungeon Crawl Classics, nor does any material in this Annual supersede or otherwise change the baseline game experience as expressed in the core rulebook. There is no rules bloat: only new vistas of imagination.

    Dungeon Crawl Classics RPG: Beastman Edition (Softcover)

    Dungeon Crawl Classics RPG: Beastman Edition (Softcover)

    Glory & Gold Won by Sorcery & Sword. 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. Adventure as 1974 intended, with modern rules grounded in the origins of sword & sorcery. Fast play, cryptic secrets, and a mysterious past await you: turn the page? This limited edition softcover printing of the DCC RPG core rulebook features an all-new cover by Doug Kovacs! In an homage to the most popular DCC module of all time, Sailors on the Starless Sea, this ??beastman cover? shows a Chaos Lord looming over his beastman army. This cover can be placed beside the original cover of DCC #67: Sailors on the Starless Sea to seamlessly form a two-panel image!

    Dungeon Crawl Classics RPG: Demon Skull Re-issue Special Edition (On Order)

    Dungeon Crawl Classics RPG: Demon Skull Re-issue Special Edition (On Order)

    Celebrating the history of DCC RPG with a re-issue of our classic DCC Skull Foil cover! Glory & Gold Won by Sorcery & Sword. 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. 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... New with the 7th Printing: Free PDF with print purchase (digital code printed on inside cover of book). Sewn-in satin ribbon bookmark in hardcover edition. A new mini-adventure in the back, Yddgrrl?s Maze, which replaces The Abbott of the Woods mini-adventure from the previous printing. 24 new pages at the back (bringing total length to 504 pages), which include a DCC photo gallery including photos of our Gen Con tournament winners, 8 pages of quick reference tables, plot summaries for the DCC module line, and more.

    Dungeon Crawl Classics RPG: Egyptian Lich Cover

    Dungeon Crawl Classics RPG: Egyptian Lich Cover

    Glory & Gold Won by Sorcery & Sword

    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. 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?

  • Sewn-in satin ribbon bookmark in hardcover edition.
  • A new mini-adventure in the back, Yddgrrl?s Maze, which replaces The Abbott of the Woods mini-adventure.
  • 24 new pages at the back (bringing total length to 504 pages), which include a DCC photo gallery including photos of our Gen Con tournament winners, 8 pages of quick reference tables, plot summaries for the DCC module line, and more.

    This limited edition features gold foil cover art of an Egyptian-style lich by Doug Kovacs.

  • Dungeon Crawl Classics RPG: Judges Screen (2mm Cardstock)

    Dungeon Crawl Classics RPG: Judges Screen (2mm Cardstock)

    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!

    Dungeon Crawl Classics RPG: Peter Mullen Slipcover (On Order)

    Dungeon Crawl Classics RPG: Peter Mullen Slipcover (On Order)

    Glory & Gold Won by Sorcery & Sword

    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. 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?

    This edition of the core DCC Rulebook has an alternate cover with art by Peter Mullen.

    Dungeon Crawl Classics RPG: Quick Start Rules

    Dungeon Crawl Classics RPG: Quick Start Rules

    This book includes two adventures: the enduring classic Portal Under the Stars 0-level adventure for new players. Plus in a flip-book format, an all-new level 1 adventure, Gnole House by Michael Curtis, inspired by the works of Lord Dunsany and Margret St. Clair who first wrote of the creature called the ?gnole,? which Gary Gygax later evolved into the better-known gnoll!

    These starter rules were written specifically to introduce judges and players to the DCC RPG system. In some areas, rules have been condensed and simplified. These rules will serve primarily to get characters through their first level 0 adventure and their first level 1 adventure. Although the rules go up to level 2, for the full DCC experience and play at levels up to 10th, please refer to the Dungeon Crawl Classics RPG rulebook!

    Dungeon Crawl Classics RPG: Shanna Dahaka Limited Edition Hardback

    Dungeon Crawl Classics RPG: Shanna Dahaka Limited Edition Hardback

    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. 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?

    New with the 7th Printing: Free PDF with print purchase (digital code printed on inside cover of book). Sewn-in satin ribbon bookmark in hardcover edition. A new mini-adventure in the back, Yddgrrl?s Maze, which replaces The Abbott of the Woods mini-adventure from the previous printing. 24 new pages at the back (bringing total length to 504 pages), which include a DCC photo gallery including photos of our Gen Con tournament winners, 8 pages of quick reference tables, plot summaries for the DCC module line, and more. This limited edition features cover art of Shanna Dahaka by Doug Kovacs.

    Dungeon Crawl Classics: Horror Module #2 Sinister Sutures Of The Sempstress

    Dungeon Crawl Classics: Horror Module #2 Sinister Sutures Of The Sempstress

    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?

    Dungeon Crawl Classics: Horror Module #3 Shadows Under Devil's Reef

    Dungeon Crawl Classics: Horror Module #3 Shadows Under Devil's Reef

    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?

    Dungeon Crawl Classics: Horror Module #6 The Web Of All-Torment (On Order)

    Dungeon Crawl Classics: Horror Module #6 The Web Of All-Torment (On Order)

    A level 3 DCC Horror adventure.

    A group of adventurers finds the perfect place to retire: a sweet little inn in a quiet town. But is it what it seems? Lurking beneath the surface of this idyllic spot is a secret so evil as to defy mortal comprehension. This is the Web of All-Torment, the source of all the world?s nightmares, and escaping may be the greatest challenge the adventurers have ever faced.

    This shadow realm is the domain of horrors whose seemings can never be trusted, and even the imprisoned have become instruments of torture.

    Dungeon Crawl Classics: Lankhmar #1: Gang Lords Of Lankhmar

    Dungeon Crawl Classics: Lankhmar #1: Gang Lords Of Lankhmar

    A level 1 adventure set in Lankhmar! The City of the Black Toga: Home to hundreds of back alley courts, rotting tenements, and an endless number of gangs, whose fortunes rise and fall as surely as the tides of the Inner Sea. Each gang vies against the others, pitting beggar against bravo, slayer against thug, and gang lord against gang lord. It?s a Lankhmar story that?s been told a thousand times, and would be entirely forgettable, save for one key element: the characters.

    The initial stakes are small as the gangs vie for control of a small slum. But as bodies begin to appear in the Hlal and the shadow war threatens to spill over into street violence, the price of blood favors those who trade in swordwork and black magic. If they hope to survive, the PCs will need to be both deadly and cunning by turns. For when the first rule of thieves is to never kill the hen that lays brown eggs with ruby in the yolk, old hands know it won?t be long before the Thieves? Guild moves to protect their interests. May Death himself have mercy on those who stand in their way.

    Dungeon Crawl Classics: Lankhmar #10: Unholy Nights In Lankhmar (On Order)

    Dungeon Crawl Classics: Lankhmar #10: Unholy Nights In Lankhmar (On Order)

    An unnatural night cloaks Lankhmar in perpetual gloom as unknown killers perform ritual murders on its rooftops! When a specialist in the employ of the party turns up dead, they must investigate the murder to retrieve what is theirs. Unfortunately for them, doing so leads them into the web of a fiendish plot. Vile sorcery strives to resurrect one of the most feared Mingol warlords in Nehwon?s history! Can the heroes stop this foul rite before it is too late or will unholy night reign forever in the City of the Black Toga? A level 2 holiday adventure set in Lankhmar! Officially licensed from the estate of Fritz Leiber.

    Dungeon Crawl Classics: Lankhmar #11: The Rats Of Ilthmar (On Order)

    Dungeon Crawl Classics: Lankhmar #11: The Rats Of Ilthmar (On Order)

    Tired of facing the same old kobolds? Blackdirge?s Dungeon Denizens take the very best original monsters from the pages of over 55 Dungeon Crawl Classics adventures, converts them to 4th edition, and compiles them in one volume. Here you?ll find unique monstrous foes from levels 1 to 30, plus a few old classics updated for the newest edition of the world?s most popular role-playing game.

    Dungeon Crawl Classics: Lankhmar #2: The Fence's Fortuitous Folly

    Dungeon Crawl Classics: Lankhmar #2: The Fence's Fortuitous Folly

    A level 2 adventure set in Lankhmar! Follow those hands! Rooga the Fence has a weakness for the strange and bizarre. When a curious pair of silver-plated skeletal hands animates and escape the shop, where will they lead? Legend claims they will reveal the way to buried treasure. Will the PCs follow? Following the twisted path, adventurers encounter once-slumbering magic now called back from beyond the grave. Someone, or something, wants them to explore the vaults beneath Lankhmar?s streets. The Fence?s folly is fortuitous?but fortuitous for whom?

    Dungeon Crawl Classics: Lankhmar #3: Acting Up In Lankhmar

    Dungeon Crawl Classics: Lankhmar #3: Acting Up In Lankhmar

    A level 3 adventure set in Lankhmar! A corrupt Duke of Lankhmar?s foibles paraded before the masses for their entertainment puts an acting troupe in trouble. Threatened by the insulted Duke and his private guard, the performers need assistance to make it through their final performance of ?The Fiascos of Duke Hogfat.? With nobody else to turn to, the troupe hires the PCs as their evening?s protectors. Will the play end in a standing ovation or will the Duke and his thugs bring down the house on the troupe and their defenders?

    Dungeon Crawl Classics: Lankhmar #5: Blasphemy And Larceny In Lankhmar

    Dungeon Crawl Classics: Lankhmar #5: Blasphemy And Larceny In Lankhmar

    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.?

    Dungeon Crawl Classics: Lankhmar #6: Cheating Death

    Dungeon Crawl Classics: Lankhmar #6: Cheating Death

    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!

    Dungeon Crawl Classics: Lankhmar #7: A Dozen Lankhmar Locations

    Dungeon Crawl Classics: Lankhmar #7: A Dozen Lankhmar Locations

    A setting book for Lankhmar! Travel the fog-shrouded streets of Lankhmar and visit some of its most infamous sites! From the home of Muulsh the Moneylender to the Silver Eel to the winding passages of Thieves? House, this book provides the judge with a detailed look at a dozen interesting locales inside the City of the Black Toga. Suitable for planning adventures or when the players take an unexpected turn, A Dozen Lankhmar Locations provides information and maps to aid any judge running a city-based adventure in the City of Seven-Score Thousand Smokes or other fantasy metropolis.

    Dungeon Crawl Classics: Lankhmar #8: The Land Of Eight Cities

    Dungeon Crawl Classics: Lankhmar #8: The Land Of Eight Cities

    A setting book for Lankhmar! North of Lankhmar lies The Land of the Eight Cities, a young realm lying in the shadows of the Great Forest and rich in natural resources. This barely-tamed wilderness is rife with opportunities for adventure and riches, but also contains hitherto-unknown dangers. Nevertheless, for adventurers who?ve worn out their welcome in Lankhmar, the Forest Land is a welcoming place to escape their enemies in the City of the Black Toga.

    This work is based upon an unpublished manuscript written by Fritz Leiber, one never before seen outside of his personal papers and discovered during a research trip to the University of Houston library. For the first time in decades, new information, creatures, and even gods, all created by Leiber, are presented for use in your DCC Lankhmar campaign! You?ll find details on the people, places, customs, and history of The Land of the Eight Cities, as well as plenty of inspiration for adventures to place there. It?s the perfect resource for when the Thieves? Guild is breathing down your players? necks and they need a place to lay low! Also included in this book is a report University of Houston research trip and select photos of the personal papers and possessions of Fritz Leiber, Harry Otto Fischer, and others housed in the university?s Special Collections department. These images and background information will interest fans of Leiber?s creative genius regardless of whether they are gamers, readers, or both.

    Dungeon Crawl Classics: Lankhmar Boxed Set

    Dungeon Crawl Classics: Lankhmar Boxed Set

    The boxed set officially licensed from the estate of Fritz Leiber! Enter the thrilling world of Fritz Leiber?s Nehwon, home to the legendary city of Lankhmar and the infamous heroes Fafhrd and the Gray Mouser! Prepare yourself to battle members of the city?s nefarious Thieves? Guild in fog- shrouded alleys, to barter for cursed curios in the Plaza of Dark Delights, and to seek the wisdom of Ningauble of the Seven Eyes and Sheelba of the Eyeless Face! All this and more is possible with DCC Lankhmar.

    This boxed set contains comprehensive rules options and new material for the Dungeon Crawl Classics RPG explicitly designed to capture the unique setting of Nehwon and Lankhmar, the City of the Black Toga. Inside, you?ll find new spells, monsters, magical items, patrons, and rules to make your DCC RPG campaign more like Leiber?s exiting stories?including the popular ?Fleeting Luck? mechanic where good fortune blesses your characters one minute, only to dash their hopes the next. This set also includes a detailed look at Lankhmar and provides the judge with an assortment of descriptions, tables, and adventure ideas to get their DCC Lankhmar campaign up and running with a minimum of effort, including the adventure No Small Crimes in Lankhmar and a beautiful city map illustrated by Doug Kovacs. A copy of the Dungeon Crawl Classics rulebook is required to use this boxed set.

    Inside this box you will find: The Judge?s Guide to Nehwon (104 pages). Compendium of Secret Knowledge (40 pages). Lankhmar: City of the Black Toga (44 pages). Dungeon Crawl Classics Lankhmar #0: No Small Crimes in Lankhmar (12 pages). A gigantic 33? x 17? poster map of the City of Lankhmar. Another 17? x 22? map of Nehwon. A 3-panel judges screen with tables specific to the DCC Lankhmar setting. An exclusive issue of the Goodman Games Gazette. Plus download codes for a digital edition.

    Dungeon Crawl Classics: Lankhmar: Masks Of Lankhmar (On Order)

    Dungeon Crawl Classics: Lankhmar: Masks Of Lankhmar (On Order)

    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!

    Dungeon Crawl Classics: Riders On The Phlogiston

    Dungeon Crawl Classics: Riders On The Phlogiston

    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!

    Dungeon Crawl Classics: The Black Heart Of Thakulon The Undying

    Dungeon Crawl Classics: The Black Heart Of Thakulon The Undying

    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.

    Dungeon Crawl Classics: The Empire Of The East

    Dungeon Crawl Classics: The Empire Of The East

    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:

  • Rules for magic tailored to the post-apocalyptic fantasy setting of the Changeling Earth, including new spells and summonings to enrich any DCC campaign
  • Character options for adventuring in this world
  • A discussion of demons, elementals, and monsters, including stats for creatures compatible with any DCC and MCC campaign
  • Lost technology of the Golden Age of Man, and its effect on the Changeling Earth
  • Statistics for all of the major characters from the trilogy, also usable as NPCs in any DCC or MCC campaign
  • Two short low-level adventures to start your campaign
  • And more!
  • Dungeon Crawl Classics: Yearbook #8 - The Year That Shall Not Be Named

    Dungeon Crawl Classics: Yearbook #8 - The Year That Shall Not Be Named

    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.

    Dungeons And Dragons RPG: Module 1: Glitterdoom

    Dungeons And Dragons RPG: Module 1: Glitterdoom

    Centuries ago, the glitterdoom came to the dwarves of Steelhand Clan! This divine curse transformed the dwarves into hellish forms with an insatiable greed for gold. Now, a chance encounter breaks open long-sealed gates to unleash the glitterdoom again. Can your adventurers delve into the forgotten halls to confront the subterranean menace?

    This all-new 5E adventure module includes a new dwarf sub-race and a new PC background!

    Dungeons And Dragons RPG: Module 10: The Castle In The Sky

    Dungeons And Dragons RPG: Module 10: The Castle In The Sky

    Bold adventurers cross paths with an ancient castle, adrift in the winds above. What they find there is a history of intrigue and warfare, with time folding and unfolding all around them. They are heroes foretold by the architect and ruler of the palace, the ancient elven wizard Kaligby. He looks to them, across time and space, to aid him in uncovering the ancient evil that has led to centuries of warfare and death. What will the characters find as they walk the history of the Castle in the Sky?

    Dungeons And Dragons RPG: Module 12: The Forgotten Hive

    Dungeons And Dragons RPG: Module 12: The Forgotten Hive

    Beneath the crumbling walls of a keep lies an unexplored warren of caverns stretching into unknown darkness. Within the depths, an ancient evil stirs and grows hungry. Forgotten horrors, once relegated to legend, are on the move ? with only your band of heroes between them and their goal.

    What begins as simple exploration rapidly becomes a struggle against denizens of the underworld, and the very environs of underworld itself. Through crumbling caverns and against long-trapped foes, the party is confronted with a threat that places the future of the surface world in jeopardy. Your heroes must act quickly to secure the world, or face the consequences of their failure to halt the advance of the denizens of The Forgotten Hive.

    Dungeons And Dragons RPG: Module 13: Mystery Under The Monastery

    Dungeons And Dragons RPG: Module 13: Mystery Under The Monastery

    Deep beneath the Trayban Monastery, a group of monks has gone missing. Your party is sent into the treacherous tunnels to find them, but you weren't expecting to do battle with crystalline creatures that hunger for gemstones and that have overrun a peaceful bazaar in search of food. Your fellow adventurers will need to avoid the traps, find the missing caravan, repel the unknown attackers, and seal up the largest geode cavern ever encountered to prevent further attacks.

    Dungeons And Dragons RPG: Module 14: Beneath The Keep

    Dungeons And Dragons RPG: Module 14: Beneath The Keep

    During a brief stop-over at a wilderness stronghold, a simple trip to a local provisioner reveals foul play! The shop has been broken in, and the shopkeeper is missing?but the place has not been burglarized. The heroes are thrust into an investigation. Clues discovered by the heroes hint at larger corruption that festers among the border lands surrounding the stronghold. What sinister forces lurk beneath the keep?

    Dungeons And Dragons RPG: Module 15: Drowning Caverns Of The Fish-God

    Dungeons And Dragons RPG: Module 15: Drowning Caverns Of The Fish-God

    The village of Drydale has a problem. People are disappearing in the night. Worse, some return bearing the scars of a horrific surgical procedure and possess strange new powers. These unfortunates have no memory of their ordeal beyond a terrible vision of drowning in the dark. The adventurers arrive in time to stop a group of icthyoid monstrosities from abducting Drydale?s blacksmith, and then track the creatures back to a network of caverns. There they face a host of enslaved minions and uncover an otherworldly evil lurking in the black waters beneath the mountain. Will the heroes end the threat to Drydale? Can they avoid eternal servitude in the drowning caverns of the fish god?

    Dungeons And Dragons RPG: Module 2: Fey Sisters Fate

    Dungeons And Dragons RPG: Module 2: Fey Sisters Fate

    The cries of battle echo in the rustic wilderness, as a pair of fey sisters defend the ancient Briarwood against invaders. When the town of Bur Hollow sends militia men to support their fey allies, they disappear without a trace. The adventurers must enter the Briarwood and save them!

    This all-new 5E adventure module includes two new spells and a new PC background!

    Dungeons And Dragons RPG: Module 3: The Pillars Of Pelagia

    Dungeons And Dragons RPG: Module 3: The Pillars Of Pelagia

    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.

    Dungeons And Dragons RPG: Module 4: War-Lock

    Dungeons And Dragons RPG: Module 4: War-Lock

    Devilish sorcery and ancient steel merge in the form of a reborn menace rising in the wild hills on civilization?s verge. As the badlands burn with wildfire, an arcane warlord gathers his monstrous troops under his tattered banner. He is rumored to be immortal, and it will take tremendous bravery, immense cunning, and more than a little luck for stalwart adventurers to end his campaign of malice. Can your mighty heroes locate the War-lock?s one weakness before his forces drown the realm in blood and fire?

    Devilish sorcery and ancient steel merge in the form of a reborn menace rising in the wild hills on civilization?s verge. As the badlands burn with wildfire, an arcane warlord gathers his monstrous troops under his tattered banner. He is rumored to be immortal, and it will take tremendous bravery, immense cunning, and more than a little luck for stalwart adventurers to end his campaign of malice. Can your mighty heroes locate the War-lock?s one weakness before his forces drown the realm in blood and fire?

    Dungeons And Dragons RPG: Module 6: Raiders Of The Lost Oasis

    Dungeons And Dragons RPG: Module 6: Raiders Of The Lost Oasis

    Fifth Edition Fantasy is here! This adventure module is fully compatible with the fifth edition of the world?s first fantasy RPG, and is ready to play in your home campaign!

    Captured! While trekking across a trackless wasteland, your stalwart band has fallen into the clutches of a nefarious gang of desert raiders. Imprisoned in a subterranean chamber, you are bereft of all of your equipment and magic items, save for a few tattered loincloths. But as chance would have it, an opportunity to escape the cell presents itself. To escape, you must head deeper into an ancient sealed tomb, armed with nothing but your wits and anything you can find along the way. Getting to the surface is just one of many challenges, as you still need to recover your precious equipment, and flee the Lost Oasis, which is surrounded by an inhospitable sea of solid glass!

    Dungeons And Dragons RPG: Module 8: Eye Of The Leviathan

    Dungeons And Dragons RPG: Module 8: Eye Of The Leviathan

    Fifth Edition Fantasy is here! This adventure module is fully compatible with the fifth edition of the world?s first fantasy RPG, and is ready to play in your home campaign!

    Murder! Ripples of shock pour through the wee hours of the sleepy fishing shanty of Port Scuttle. An innocent young fishmonger, beloved by the locals, has been brutally murdered in her own shop. Stunned by the grisly act, the typically hardened townsfolk turn to powerful heroes to investigate the gruesome deed. Could the fishmonger?s recent discovery of a massive black pearl be a possible motive? The heroes? goal is to not only bring the perpetrator to justice, but determine the twisted purpose behind the ghastly act. Concerned townsfolk decry that the evildoer must hang for his or her despicable crime. Yet when the heroes finally track down the murderer, he is already dead by the noose, and the investigation has truly only begun. Clues hint at even darker designs, as an ancient evil stirs to reclaim a once lost malevolent relic.

    Dungeons And Dragons RPG: Module 9: The Fallen Temple

    Dungeons And Dragons RPG: Module 9: The Fallen Temple

    Fifth Edition Fantasy is here! This adventure module is fully compatible with the fifth edition of the world?s first fantasy RPG, and is ready to play in your home campaign!

    Fighting against the biting winds and relentless snow to reach the other side of the mountain range known as the Demon?s Teeth, a team of adventurers passes the evenings around the campfire listening to your guide?s folktales of horrific beasts, bottomless ice pits, and a forgotten temple and its corrupted priestess. And now, with temperatures dropping and a legendary beast in pursuit, these heroes must decide whether to push on or take shelter and fight against an awakened evil that demands worship or delivers death.

    Dungeons And Dragons RPG: Original Adventures Reincarnated #3 Expedition To The Barrier Peaks (Hardback)

    Dungeons And Dragons RPG: Original Adventures Reincarnated #3 Expedition To The Barrier Peaks (Hardback)

    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!

    Dungeons And Dragons RPG: Original Adventures Reincarnated #4: The Lost City

    Dungeons And Dragons RPG: Original Adventures Reincarnated #4: The Lost City

    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 to 7th level or beyond.

    Dungeons And Dragons RPG: Original Adventures Reincarnated #5: Castle Amber (On Order)

    Dungeons And Dragons RPG: Original Adventures Reincarnated #5: Castle Amber (On Order)

    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.

    Dungeons And Dragons RPG: Original Adventures Reincarnated #6: The Temple Of Elemental Evil (On Order)

    Dungeons And Dragons RPG: Original Adventures Reincarnated #6: The Temple Of Elemental Evil (On Order)

    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 - A Tome Of Inspiration For Fantasy Game Masters

    GM Gems - A Tome Of Inspiration For Fantasy Game Masters

    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:

  • Alchemical Mishaps
  • Empty Rooms Worth Describing
  • Extraordinary Campsites
  • Familiar Creatures with Unfamiliar Faces
  • Short Encounters for Short Attention Spans
  • Unique Taverns and Inns
  • Unusual Holidays
  • 100 Unique Treasures
  • And much, much more!

    Rules Set: Systems-neutral, designed to be used with any RPG, using DCC RPG for default rules where necessary.

  • Goodman Games Gen Con 2014 Program Guide

    Goodman Games Gen Con 2014 Program Guide

    Goodman Games Gen Con 2014 Program Book.

    Our annual Gen Con program guide enters its second year with a whopping 96 pages of jaw-dropping adventures! This year?s program guide features new adventures, including The Emerald Enchanter Strikes Back for Dungeon Crawl Classics, and Coming of Age for Metamorphosis Alpha. The program guide also includes new Xcrawl fiction, a spotlight on the DCC cover design process, and a new DCC RPG monster. All this is alongside a wealth of previews, staff bios, insider info, and other fun tidbits. Plus the return of Archmage Abby!

    Goodman Games Gen Con 2015 Program Guide

    Goodman Games Gen Con 2015 Program Guide

    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!

    Goodman Games Gen Con 2016 Program Guide: Metamorphosis Alpha 40th Anniversary

    Goodman Games Gen Con 2016 Program Guide: Metamorphosis Alpha 40th Anniversary

    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:

  • A 36-page-long full-color illustrated interview with legendary TSR artist Erol Otus.
  • Three new DCC RPG adventures, including the new 0-level funnel Not In Kansas Anymore, plus the Gen Con 2015 spell duel tournament Way of the Dagon, and the new level 0 funnel Death by Nexus.
  • Brand-new fiction in the style of Appendix N.
  • An article celebrating the 40th anniversary of Metamorphosis Alpha, with four new ?tables of 40? by creator James M. Ward.
  • Several articles with new material for DCC RPG games, including 1970?s 0-level characters, new magic items, and a new patron.
  • Reports from the road from the last year, including con recaps and Road Crew games.
  • And much, much more!
  • Goodman Games Gen Con 2017 Program Guide: Dinosaur Crawl Classics

    Goodman Games Gen Con 2017 Program Guide: Dinosaur Crawl Classics

    Yes, this IS the sourcebook that includes the rules for Dinosaur Crawl Classics, the DCC conversion you heard about it! You can read the Dinosaur Crawl Classics designer?s notes right here for more info!

    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. This year?s huge 108-page issue includes these articles and features:

  • The Dungeon Alphabet by Michael Curtis
  • 2016-2017 Mailing Labels by Stefan Poag and Brad McDevitt
  • Dinosaur Crawl Classics by Marc Bruner
  • The Return of Scravis by Marc Bruner
  • Lovercraftian Monsters for DCC by Jon Hook
  • The Thing That Should Not Be by Jon Hook
  • Sisters of the Moon Furnace by Marc Bishop
  • A Visual History of the Band by Doug Kovacs
  • Real Life Adventures: The Goodman Games 2017 Creative Retreat by Joseph Goodman
  • Real Life Adventures: The Alamo by Marc Bruner
  • Goodman Games Poster Contest by the Goodman Games Community
  • Con and Event Recap by the Goodman Games Community
  • Grimtooths Trapsylvania (Hardcover)

    Grimtooths Trapsylvania (Hardcover)

    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?

    Grimtooths Trapsylvania (Softcover)

    Grimtooths Trapsylvania (Softcover)

    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?

    Grimtooth's Ultimate Traps Collection (Silver Foil Hardcover) (On Order)

    Grimtooth's Ultimate Traps Collection (Silver Foil Hardcover) (On Order)

    500 of the world's greatest traps! For any role-playing game! Five classic Traps books collected in one volume, giving you over 500 engines of destruction, delver dicers and player character crushers. Now remastered and with new art by original Traps artist Steven S. Crompton. This collection also includes an entirely new section of never-before-seen traps from Grimtooth's archives, along with behind the scenes articles on the origins of Grimtooth and the Traps phenomenon. Plus rare art, Grimtooth comics, Trap puzzles, and more!

    Judges Guild Deluxe Oversized Collector`s Edition

    Judges Guild Deluxe Oversized Collector`s Edition

    In the earliest days of role-playing, Bob Bledsaw 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.

    Now, 40 years later, Judges Guild has authorized Goodman Games to publish archival collections of classic Judges Guild material. This volume contains 1970?s-era Judges Guild RPG publications, scanned from the original publications and digitally restored. Contained within these pages you will find the legendary adventure modules Citadel of Fire, Tegel Manor, and Thieves of Fortress Badabaskor. Each of these adventures changed the course of role playing. Also included herein are scans of the original Judges Guild Journals, the gaming periodicals that were shipped with each installment of Judges Guild mail order product. The Judges Guild Journals have never before been reproduced in any format. Finally, you will find a number of historical essays, as well as all-new game material expanding the original adventures, all authorized by the Judges Guild.

    Gamers today who seek to recapture the excitement of their youth will find it in the pages of the Judges Guild. This book connects you to an era of unbridled imagination. It collects some of the finest work of Judges Guild in its original published form. This is the Golden Age of Role Playing presented as it originally happened, when the concept of ?adventure module? had never been seen before.

    This massive oversized hardcover book measures 12? wide x 18? tall. It is 232 pages long, including four gatefold pages. It ships with a dust jacket inside a custom-printed corrugated shipping box to keep it protected in transit.

    Judges Guild Originals: Citadel Of Fire

    Judges Guild Originals: Citadel Of Fire

    ,p>In cooperation with Judges Guild, Goodman Games is pleased to present the original Citadel of Fire! 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 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.

    Judges Guild Originals: Dark Tower

    Judges Guild Originals: Dark Tower

    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!

    Judges Guild Originals: Tegel Manor

    Judges Guild Originals: Tegel Manor

    The original Tegel Manor, scanned from an original printing, authorised by the Judges Guild, with two 1117 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.

    Judges Guild Originals: The Thieves Of Fortress Badabaskor

    Judges Guild Originals: The Thieves Of Fortress Badabaskor

    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.

    Metamorphosis Alpha RPG: Deluxe Collectors Edition

    Metamorphosis Alpha RPG: Deluxe Collectors Edition

    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!

    Metamorphosis Alpha RPG: Doom On The Warden

    Metamorphosis Alpha RPG: 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 Earth??s military aboard the starship Warden. There is new information on what happened in the Warden??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.

    Metamorphosis Alpha RPG: Doom On The Warden Gold Foil Edition

    Metamorphosis Alpha RPG: Doom On The Warden Gold Foil Edition

    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 Earth??s military aboard the starship Warden. There is new information on what happened in the Warden??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 #0: Judge's Screen

    Mutant Crawl Classics #0: Judge's Screen

    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.

    Mutant Crawl Classics #1: Hive Of The Overmind

    Mutant Crawl Classics #1: Hive Of The Overmind

    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.

    Mutant Crawl Classics #10: Seeking The Post-Humans (On Order)

    Mutant Crawl Classics #10: Seeking The Post-Humans (On Order)

    The characters hail from a village so successful that it approaches a genuine bronze age settlement. But it is threatened by a bizarre weather event that leaves this once-thriving city-state unable to feed itself. As the characters go on the first Rite of Passage adventure their tribe has undertaken in generations, they find an AI willing to trade salvation for a dangerous quest.

    The PCs must find an artifact for the AI and upload it in a far-off colony of survivors dwelling in low-orbit over Terra A.D. On the way the PCs will discover secrets and great danger, and perhaps find a clue to the fate of the world. A Level 0 Funnel for MCC RPG!

    Mutant Crawl Classics #11: The Omnivary Of Eden (On Order)

    Mutant Crawl Classics #11: The Omnivary Of Eden (On Order)

    After generations of digging, your tribe has finally uncovered the long-buried entrance to the Garden of the Gods. Foretold by an ancient prophet, the Garden is rumored to contain the Seeds of Creation - the essence of all planetary life hidden away before the apocalypse. These priceless seeds must be retrieved and protected at any cost, lest they be abused, or worse, destroyed by the factions who abhor all aspects of life that inhabited Terra A.D. before the Great Disaster. A level 2 MCC adventure.

    Mutant Crawl Classics #2: A Fallen Star For All

    Mutant Crawl Classics #2: A Fallen Star For All

    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.

    Mutant Crawl Classics #3: Incursion Of The Ultradimension

    Mutant Crawl Classics #3: Incursion Of The Ultradimension

    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!

    Mutant Crawl Classics #4: Warlords Of ATOZ

    Mutant Crawl Classics #4: Warlords Of ATOZ

    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.

    Mutant Crawl Classics #5: Blessings Of The Vile Brotherhood

    Mutant Crawl Classics #5: Blessings Of The Vile Brotherhood

    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.

    Mutant Crawl Classics #6: The Apocalypse Ark

    Mutant Crawl Classics #6: The Apocalypse Ark

    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.

    Mutant Crawl Classics #7: Reliquary Of The Ancient Ones

    Mutant Crawl Classics #7: Reliquary Of The Ancient Ones

    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.

    Mutant Crawl Classics #8: The Data Orb Of Metakind

    Mutant Crawl Classics #8: The Data Orb Of Metakind

    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.

    Mutant Crawl Classics #9: Evil Of The Ancients

    Mutant Crawl Classics #9: Evil Of The Ancients

    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!

    Mutant Crawl Classics RPG

    Mutant Crawl Classics RPG

    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.

    Mutant Crawl Classics RPG: Gold Foil Convention Edition

    Mutant Crawl Classics RPG: Gold Foil Convention Edition

    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?

    This is the limited edition gold foil cover Convention Edition of Mutant Crawl Classics! This collectible edition is not normally available from retailers and comes with a stunning Gold Foil Cover by Stephen Poag!

    Pathfinder RPG: Maximum Xcrawl RPG: Anaheim Crawl

    Pathfinder RPG: Maximum Xcrawl RPG: Anaheim Crawl

    A level 6-8 Pathfinder adventure

    Anaheim ? where even the mighty had better duck! Join DJ Hat Trick, the League of Saturday Morning Evil, the Steampunk Ninja Rodeo Clowns, and the whole gang in the Anaheim Crawl! It?s the latest in Live On Pay Per View Mayhem from the game that makes hobgoblins chew every bite 32 times?Xcrawl!

    This was the featured Xcrawl tournament adventure at GenCon 2015!

    This edition has been written under the Pathfinder rules set.

    Pathfinder RPG: Maximum Xcrawl RPG: Boston Crawl

    Pathfinder RPG: Maximum Xcrawl RPG: Boston Crawl

    Bang out and ship up to Boston!

    Ladies and gentleman, it?s the game that turns brass dragons green with envy, Maximum Xcrawl! Powered by the mighty Pathfinder gaming engine, Xcrawl is where dungeon hack and slash goes prime time and sells advertising space on the cooling corpses of your enemies.

    The BostonCrawl is the first full-lethal event of its kind to be held in Beantown, and the locals are taking it very seriously. Get ready for DJ Molly Militia?s undead redcoats, the Hockey Stick of Doom, and a creature that is equal parts devastatingly dangerous and wicked refreshing ? the beer golem!

    Pathfinder RPG: Maximum Xcrawl RPG: GM Screen

    Pathfinder RPG: Maximum Xcrawl RPG: GM Screen

    This three-panel GM screen has everything you need to make your Xcrawl game easier! It summarizes all the rules that are specific to Xcrawl, such as Mojo, Fame, grandstanding, and the scoring system. As well as, of course, the grappling rules!

    Tales From The Magicians Skull #4

    Tales From The Magicians Skull #4

    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 Magicians Skull #5

    Tales From The Magicians Skull #5

    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.

    Tales From The Magicians Skull #6

    Tales From The Magicians Skull #6

    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.

    The Dungeon Alphabet Expanded Foil Edition

    The Dungeon Alphabet Expanded Foil Edition

    The Dungeon Alphabet compiles inspirational tables on classic dungeon design elements toassist the game master in creating subterranean challenges. This third printing adds eight new topics to the existing twenty-six for thirty-four tables of inspirational materials.

    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.

    The entries are accompanied by outstanding art from classic fantasy illustrators and are compatible with all fantasy role playing games. This third printing adds Russ Nicholson to the artist lineup, and also features new illustrations by Jeff Easley, Jim Holloway, Peter Mullen, Michael Wilson, and Brad McDevitt, including brand new endsheets.

    The Monster Alphabet Gold Foil Cover

    The Monster Alphabet Gold Foil Cover

    The best-selling Dungeon Alphabet now has a sequel! Designing monsters is as easy as A, B, C! A is for Android, B is for Breath Weapon, C is for Crossbreed! Game masters of any rule system will find inspiration for creating strange, new abominations: random tables of traits, powers, and lore; awe-inspiring illustrations by your favorite fantasy artists old and new; and rolling handfuls of dice directly on monster generation diagrams.

    The entries are accompanied by fantastic art from classic fantasy illustrators and are compatible with all fantasy role playing games. Features a foreword by Frank Mentzer, and illustrations by Jeff Easley, Erol Otus, Doug Kovacs, Jim Holloway, Peter Mullen, and others.

    This version has an alternate art Gold Foil cover.