This boxed set is bursting with the puzzles, foes, and magic only found in a DCC RPG adventure.
Inside you will find the God Eaters' grand alchymical experiment, with its spinning alembic and rotating elemental spheres. This takes the form of a large game board, approximately 17" x 22", with four separate spinning maps that attach to the board.
An adventure booklet of 112 pages provides hitherto unknown monsters, perils, and traps. These lurk in the forgotten corridors, certain to bring a quick end to overconfident explorers.
Players will have the opportunity to study and manipulate the fabled Alembic Key, a relic rife with Theophagic sigils and zodiac signs. But beware, foolhardy reavers! Rotating the key spins the dungeon, transforming the PCs and altering reality itself! Left in the hands of a fidgety player, it could easily spell the end of the multiverse. This physical prop is composed of two spinning dials and is used by players during the adventure.
And as befitting DCC #100, the adventure is replete with player handouts in the form of a 28 page booklet containing over 40 illustrations of the Alembic, its elemental spheres, and the terrors lurking within the dark halls, as well as the infamous Sheaves of Chaos.
Finally, any adventure is only as good as the judge running it. Music of the Spheres is Chaos was designed with the judge in mind. The boxed set includes the Bookmark of 4 Parts ? a tool for referencing the PCs' own changes.
A Level 1 Adventure for DCC RPG
Doom blankets the land as rumors spread of a dire evil rising in the east. For the first time in living memory, the winter snows have arrived before the harvest, bringing with them an unnatural bitter chill, and in taverns and inns travelers whisper of strange creatures emerging from the ancient forest said to leave entire villages standing silent and empty of inhabitants.
Now a call has gone out across the valley to gather the clans to discuss the dark tidings and decide how to oppose this growing threat. As the banners of a dozen chiefs and thanes are raised, the PCs must ready for an uncertain war against an unknowable foe from the spaces between dimensions!
A Level 0 Adventure Funnel for DCC RPG
There's something strange blooming up at the old manor on Cob Hill. Locals hired by the new owner have gone missing. Unknown to all, an ancient blood pact is being honored, allowing a demonic being entrance into the world.
DCC #103: Bloom of the Blood Garden is a 0-level funnel designed to kick off a new campaign or serve as a one-shot adventure. The adventure details the twisted gardens of Cob Hill, the crumbling manor, and the dark spaces beneath it, all of which hold terrors for the adventurers to encounter and hopefully survive. The adventure is designed for use with Dungeon Crawl Classics RPG.
A 0 level funnel or 1st level adventure!
Goodman Games is proud to announce DCC #104 Return to the Starless Sea. It's a race back in time to stop the Chaos Lords' nefarious plots which threaten the present. Despite the best efforts of some lucky gongfarmers, Chaos hasn't been defeated. Now, the heroes must match wits and brawn with leviathans, dragons, and the melt-men to do so!
Return to the Starless Sea is a giant all-new module consisting of both a zero-level funnel and a 1st level adventure. Run originally as the 2022 Gen Con DCC Tournament, the adventure can be played as an at-home tournament, but also serves as a sequel to DCC #67 Sailors on the Starless Sea, or to launch a brand new DCC RPG campaign.
A 2nd-level adventure for Dungeon Crawl Classics that ties in with the classic Dark Tower
Goodman Games is happy to announce DCC #15 By Mitra's Bones, Meet Thy Doom! The ancient conflict between Set and Mitra rears its head anew when the characters discover that relics of the slain Mitra remain in the scaly hands of Set's servants. The party must overcome the machinations and horrors of an un-dead menace to steal back the god's bones. The party will discover that the war between Set and Mitra is far from over and that a lingering evil remains under the shifting desert sands.
By Mitra's Bones, Meet Thy Doom! is a 2nd-level Dungeon Crawl Classics adventure that can be played as a stand-alone adventure or used as a means to introduce Jennell Jaquays' famed Dark Tower adventure into any DCC RPG campaign.
A 2nd-level adventure for Dungeon Crawl Classics that ties in with the classic Dark Tower.
Goodman Games is happy to announce DCC #15 By Mitra's Bones, Meet Thy Doom! The ancient conflict between Set and Mitra rears its head anew when the characters discover that relics of the slain Mitra remain in the scaly hands of Set's servants. The party must overcome the machinations and horrors of an un-dead menace to steal back the god's bones. The party will discover that the war between Set and Mitra is far from over and that a lingering evil remains under the shifting desert sands.
By Mitra's Bones, Meet Thy Doom! is a 2nd-level Dungeon Crawl Classics adventure that can be played as a stand-alone adventure or used as a means to introduce Jennell Jaquays' famed Dark Tower adventure into any DCC RPG campaign.
This is a special variant cover of DCC #105 featuring Jennell Jaquays. Fifty percent of proceeds from this edition will go to the fund to help pay for Jennell's medical bills.
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?
Summoned by a coven of foul witches, the adventurers are bid through the Black Gate and across the multiverse, in pursuit of the crown of the fallen Horned King. There, in the icebound gloom of Thrice-Tenth Kingdom, they must pit their wits and brawn against his dread servants. His sullen citadel looms above the darksome woods and elfin ice caves, ruling over the mystic kingdom. Do you dare to ascend the throne of bones and declare yourself master of the Wild Hunt? Whatever your answer, the land beyond the Black Gate is sure to present a grim challenge for the even the hardiest of adventurers!
A Level 4 Adventure for DCC RPG
The mad wizard Emirikol is terrifying the city! Striking without reason and sending his winged apes to slaughter the populace, the famous archmage has gone too far. Now a coffer of jewels is offered to those who would dare defeat him. The ever-changing walls of his Shifting Tower are guarded by a host of diabolical traps, fiendish guardians, and unimaginable terror. Will your adventurers come out victorious?or lose their very souls in the attempt?
Punjar: wide-eyed madmen stalk the streets pronouncing the end of days, mail-clad priests crush the skulls of heathens underfoot, and timorous virgins are offered up in sacrifice within sooty temples. But even the greatest of shining temples and the strangest of mystery cults don't dare to challenge the terrifying finality of Death.
Until now. In Blades Against Death, the adventurers cross between the realms of the living and the dead, and wager their souls in a desperate bid to steal a soul from Death's hoary grasp. To win over the God of Dooms, you must be the most daring, stalwart and cunning and ? when all else fails ? willing to test your blades against Death!
A mid-level adventure for the Dungeon Crawl Classics Role Playing Game, Blades against Death offers characters a once in a lifetime escapade. Those that return from the Realms of the Dead will have earned the true title of adventurer, while those that fail will spend eternity in Death's service.
Giants stalk the shifting sands as the lost city of Stylos awakens from its deathless slumber. The Fourth Age of Man is at hand! All that stands between the gigantic hordes of Stylos and their conquest of the world is your band of adventurers. Sinister traps, implacable foes, and the crushing tread of the dread Colossus all lurk within these pages, eager to test the courage and cunning of even the most accomplished adventurers.
Giants stalk the shifting sands as the lost city of Stylos awakens from its deathless slumber. The Fourth Age of Man is at hand! All that stands between the gigantic hordes of Stylos and their conquest of the world is your band of adventurers. Sinister traps, implacable foes, and the crushing tread of the dread Colossus all lurk within these pages, eager to test the courage and cunning of even the most accomplished adventurers.
For as long as men remember, the Lord of Evil Amphibians carried out unspeakable rites in his squatting temples situated far from civilization. Tales of human sacrifice, squirming servants, and rich but loathsome treasures were whispered of his followers. Now, unexpectedly, his servants have seemingly vanished, leaving behind their fanes to molder in the marshes. A brave band of adventurers gathers to explore one such tabernacle, eager to discover what riches - and terrors - the Lord of Evil Amphibians has left behind?
A Level 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!
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! Includes expanded mini-campaign setting, The Forlorn North. Please note: digest-sized edition is shrunk from regular-size edition so font size is quite small.
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!
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.
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
Ten thousand flawless killers surround the city. Utterly silent in battle and in death, they seem unconquerable. They mean to choke the life out of an age-old city and leave it an empty ruin.
The city calls upon its heroes to defeat this unnatural menace. The heroes gather to ponder the question: how do you defeat an impregnable foe?
And then a wizard from a far-off world whisks the heroes away to fight battle of a very different sort, leaving them with a strange pink glow around their eyes?
The Isle of Dagon: to common folk, it presages death, pestilence, and woe. To warlocks, witches, and wizards, the isle offers a wealth of occult power, forbidden knowledge, and spells beyond the ken of mortal man. But before you can lay claim to the island's secrets, first you have to survive its fabled spell duels - a series of death matches where only one caster may reign supreme.
Wizards and elves will be tested to the fullest of their abilities. To triumph, parties must also survive the machinations of the other contenders and their wicked retinues. For when vying for the title of Master of Dagon, and battling against some of the most powerful sorcerers to tread the Known Worlds, you will need every advantage you can glean. Will you and your companions sit passively by, awaiting whatever fate befalls you? Or will you take the fight to your foes?
And when your life - and those of your companions - hangs on the casting of a single spell, will you have the courage to accept Dagon's challenge?
The time for questioning has passed. Black-sailed ships have come to ferry you and your companions to the fabled death matches. It is time to Enter the Dagon.
It hangs like a grim moon over the world, an ancient prison fashioned from the divine remains of a dead god. Within this ivory prison is an evil so powerful that even the Scions of Law could not destroy it. Soon, however, its long imprisonment may be at an end.
An alien mass of writhing, terrible life has emerged from the Void of the Stars to collide with the floating prison, unleashing even stranger foes into the God-Skull. As the Keepers of the prison and their monk allies fight the invaders, that ancient evil begins to plot its escape. Can the heroes intervene to both repel the alien invaders before they reach the world below and keep a terrible power imprisoned? Or will one or both threats tear the world apart in a campaign of conquest and revenge?
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!
DCC Day is July 20, 2024!
DCC Day celebrates its fifth year with another incredible value for gamers and retailers! The 2024 kit contains an exclusive hardcover foil variant of DCC #104: Return to the Starless Sea, plus the all new DCC Day Adventure Pack, and DCC Day #5 adventure module! Here's what is included in the 2024 DCC Day pack:
A level 2 DCC Horror adventure.
The alligator-infested waterways of the Twilight Marsh harbor a mystery. Last year a child went missing for a week, before being found deep within the marshlands. So far from home, that it was unimaginable as to how she could have gotten there. Despite being questioned, Little Idris said nothing. She only smiled.
You see, Little Idris has a secret?
But those events of last year refuse to remain buried, and something ancient has been released in the swamp. Strange cries have been heard in the darkness, indistinct shapes have been seen among the mangroves, and local children tell whispered stories of a lurker, coming for them out of the darkness. A horror that threatens the lives of all it encounters.
Whatever it is, it is not human.
Whatever it is, it kills without mercy.
Whatever it is, it must be stopped.
Can you survive? the Night of the Bog Beast?
You're no hero.
You're a reaver, a cutpurse, a heathen-slayer, a tight-lipped warlock guarding long-dead secrets. You seek gold and glory, winning it with sword and spell, caked in the blood and filth of the weak, the dark, the demons, and the vanquished. There are treasures to be won deep underneath, and you shall have them.
Return to the glory days of fantasy with the Dungeon Crawl Classics Role Playing Game. Adventure as 1974 intended you to, with modern rules grounded in the origins of sword & sorcery. Fast play, cryptic secrets, and a mysterious past await you: turn the page?
Each character sheet comes with a scratch-off box for each ability score and other key statistic. Before the game you distribute them to your players. They use a coin to scratch off the appropriate boxes, then you let the dungeon diving begin!
Angels, Daemons and Beings Between: Extended, Otherworldly Edition is a Patrons supplement for the Dungeon Crawl Classics Role Playing Game.
Patrons. More than mere supernatural benefactors, they are the schemers whose plots set worlds into motion. They are beings who amuse, enthrall, and terrify the mortals who dare to bargain with them! 24 new and fully developed patrons and demi-patrons for the Dungeon Crawl Classics Role Playing Game. Included are 66 new spells, more monstrous minions, and new spellburn and patron taint tables to use in your DCC campaign. 188 pages of DCC goodness by Daniel J. Bishop, Paul Wolfe and David Fisher. A must for DCC enthusiasts!
Goodman Games is proud to present Original Adventures Reincarnated #7: Dark Tower, updated and expanded from the 1979 classic for both 5E and DCC rules sets and published as 3 volumes in a handsome slipcase. Ranked as one of the Top 30 adventure modules of all time, Dark Tower is considered by many to be the first mega-dungeon. It was one of the first modules to utilise the newley released (at the time) Advanced Dungeons and Dragons rulebooks, which authoer Jennell Jaquays incorporated into the original design.
Dark Tower is an entire mega-dungeon forming a mini-campaign with many hours of classic-style old school adventure - now completely converted into the DCC rules set!
The adventure is designed for level 3 characters, and players can expect to gain several levels of experience by the end of their adventures in the Dark Tower.
Volume one of the three-volume slipcase contains a reprint of the original Dark Tower Adventure from 1979, plus introductory essays by John Rateliff, Eric Mona, Justin Alexander, James Maliszewski, Jon "Taco" Hershberger, Stephen Newton, and others.
Volume two contains a conversion of Dark Tower to DCC rules. This hardcover converts the village of Mitra's Fist, all four levels of the dungeon, the White Tower of Mitra, the Dark Tower of Set, Redmoon Pass, the Lostlands Gazetteer, and more. It contains new monsters, NPCs, player handouts, spells and magic items, as well as new content such as expanded wilderness encounters, two new small mini-dungeons, and pregenerated characters.
Volume three is the Chosen Sons of Set published in DCC rules. Expanding on concepts presented in the original adventure, this new material allows you to build a mini-campaign in the Lostlands centered around Dark Tower. Each of the included scenarios is built around one of the villainous Chosen Sons of Set, horrid reptilian creatures trying to destroy Mitra and the forces of good. This hardcover also includes rules for creating your own Chosen Sons of Set, as well as a variety of new monsters, NPCs, spells, magic items, and more.
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!
Goodman Games is proud to present Monsters & Magic of Dark Tower for the Dungeon Crawl Classics RPG. This collection of new monsters, magic items, and spell is suitable for any DCC RPG campaign and draws inspiration from the classic adventure Dark Tower by Jennell Jaquays.
Monsters & Magic of Dark Tower contains nearly 20 new monster, 6 new spells, and 14 magic items. You'll also find complete descriptions of the gods Mitra and Set for use in your DCC RPG campaign. Dark Tower isn't required to use this supplement, but it will allow judges to utilize Monsters & Magic of Dark Tower to its greatest effect.
A Judge's Best Friend Gets a New Edition!
Judging can be hard work, but not with the DCC RPG Reference Booklet at your side. This book collects most of the commonly consulted DCC RPG tables in a single volume, making it perfect for quickly finding the information you need to keep your game running smoothly. Regardless of whether you're a judge or a player, you'll find the Reference Booklet equally useful, containing almost 60 important tables and charts right at your fingertips.
The DCC RPG Reference Booklet has been around for nearly a decade and judges near and far swear by it. You'll find it an indispensable additional to your DCC RPG toolbox, no matter if you're running your first game or your one hundred and first. It's like leveling up without the pesky XP cost. This new edition published by Goodman Games uses the gender-neutral language common to the 10th Printing of Dungeon Crawl Classics.
A reference booklet with all the commonly-used charts from the DCC RPG. Features new cover art by Doug Kovacs and interior illustrations by Stefan Poag.
A Gonzo Post-Apocalyptic Campaign Setting and Sourcebook based on the articles of Crawling Under a Broken Moon!
Foretold in the ancient calendars, early in the 21st century a rogue object from deep space hurtled near the Earth and struck the Moon. Its impact caused catastrophic destruction around the globe, ripping the very fabric of time and space itself; yet mankind still survived. Centuries later, the planet is reborn?a strange new place of alien wonder and death: a world ruled by savagery, cruel sorcery, and twisted science. Now is the time for the mighty to rise up and take their place in this perilous and untamed land. Will they bring justice or suffering? Only time will tell?
An accessory that gives your character life like never before!
Your journey from lowly gongfarmer to mighty hero has been a long and dangerous one. You've vanquished terrible foes, pried the jeweled eyes from profane statues, mastered forbidden magics, and paid homage to powerful deities. Now, you must ensure your legendary deeds resound down the eons. The DCC RPG Character Record Folio is here to help.
This 16-page gaming aid provides all the space necessary to record every aspect of your character. From ability scores to the names of the demons who clamor for your soul, you'll find a place to record it all.
The Character Record Folio also contains handy reference tables, sections for use with MCC RPG, DCC Lankhmar, and DCC Dying Earth characters, wet/dry erase friendly areas for recording important if fleeting character information, plus two interior cover pockets for storing extra gaming records, maps, and other material you might need at the gaming table.
Life might be short and hard in DCC RPG, but, with the Character Record Folio, at least you'll perish in an organized manner.
A level 7 adventure for DCC RPG.
Goodman Games is proud to announce the Re-release of one of its most cherished Dungeon Crawl Classics: The Crypt of the Devil Lich! Updated and converted for both 5E and the DCC RPG rules sets (available seperately), this classic deathtrap dungeon was inspired by the dreaded Tomb of Horrors!
The heroes are sent into the Devil Lich's crypt to destroy her before she can return to power, as foreseen in a prophecy. However, the unknowing heroes have actually been tricked into entering her crypt to free her from her prison. If they are truly heroes, they will uncover the deception and defeat the evil Devil Lich before she can unleash her dark designs on the surface world.
This adventure module is a update version of the classic dungeon module DCC #13: The Crypt of the Devil Lich, originally published in 2004 by Goodman Games. The Crypt of the Devil Lich was truly a unique design, an homage as the classic meatgrinder-style trap-filled dungeons popular in the late '70s and early '80s.
The adventure is designed for a group of four to six 7th level characters. The original adventure was designed for the 2004 1st Annual GenCon Dungeon Crawl Classics Team Tournament, a tradition that continues today. With some effort on the GMs part, the adventure can be used for campaign play.
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Goodman Games is proud to launch its line of DCC Dying Earth adventure modules with DCC DE #0 The Black Obelisk. For thousands of years, worshippers of the divine Omaet-ko have kept vigil at the Black Obelisk, awaiting the return of the Great God. A pilgrimage departs on a journey to the holy city, but can these travelers survive the perils of the trip?
The Black Obelisk is a 0-level funnel softcover adventure designed to kick-off a brand new campaign set in Jack Vance's Dying Earth. The adventure also contains patron information for the demon Ohmvos, a powerful potential antagonist or ally. The adventure is designed for DCC Dying Earth, but it can be used in any DCC RPG setting with minimum changes.
Goodman Games presents the next adventure in its DCC Dying Earth line based on the stories of Jack Vance.
DCC Dying Earth #1 The Laughing Idol of Lar-Shann pits adventurers against the machinations of the demon Lar-Shann, his bellowing idol, and his power-mad monks. The PC must infiltrate the demon's temple and overcome the terrors beneath it to succeed in their quest.
The Laughing Idol of Lar-Shann is a softcover adventure designed for 1st level characters. It details the demonic temple of Lar-Shann and the strange occupants that dwell there. Although designed for DCC Dying Earth campaigns, it can easily be used in any DCC RPG setting with minimum changes.
A 2nd level adventure.
Goodman Games is proud to announce DCC DE #10 Passage to the Manse of Erudite Wonderment, the latest adventure in our DCC Dying Earth product line. In this adventure, the party must survive a perilous journey across the wilds of the Dying Earth to the enigmatic home of one of the world's last magicians. Along the way, they'll have to overcome dangers both magical and mundane, not to mention the inter-party grudges!
DCC DE #10 Passage to the Manse of Erudite Wonderment was inspired by the DCC Dying Earth team's visit to the home of Jack Vance wherein they enjoyed the opportunity to view the famed writer's personal possessions and speak with his son, John Vance, about his father and his fantastical work.
A copy of the DCC Dying Earth Boxed Set is suggested to play this adventure.
Goodman Games continues its line of adventures for DCC Dying Earth with DCC DE #2 The Sorcerer's Tower of Sanguine Slant. A towering spire of gravity-defying frozen blood beckons adventurers to plumb its depths. Lurking within its sanguine walls is the black IOUN stone, protected by vat-birthed monstrosities and the ghost of a long-dead magician. The Sorcerer's Tower of Sanguine Slant is a softcover adventure designed for 2nd level characters. It describes a most unusual wizard's tower and the bizarre occupants encountered therein. Although designed for DCC Dying Earth campaigns, it can easily be used in any DCC RPG setting with minimum changes.
Goodman Games is proud to announce the release of DCC DE #3 Magnificent Machinations at the Great Exposition of Marvels.
This adventure presents a lavish and strange competition of magicians, inventors, and mountebanks vying for a fabulous prize. When the Crystal of Ciz goes missing, the PCs must contend with corrupt merchants and demon-bound witches to reclaim it, relying as often on deduction and investigation as swordplay and spellcraft to solve the crime.
Magnificent Machinations at the Great Exposition of Marvels is a softcover adventure for 3rd level characters. Inside it are details about the City of Cuirnif, the Manse Ashtark, and a new spell for your DCC Dying Earth campaign. Although designed for DCC Dying Earth, it can easily be integrated into any DCC RPG setting with minimum changes.
Goodman Games presents DCC DE #4 Mind-Weft of the Moonstone Palace as the next adventure in its DCC Dying Earth product line.
Travel to the lands north of the Falling Wall, where rumors spread of the strange disappearance of magicians and the reappearance of a magical palace thought long destroyed. Upon venturing within the palace, the adventurers discover that time itself has fractured. Mind-Weft of the Moonstone Palace is a softcover adventure for 4th level characters. The module challenges players by presenting multiple timelines woven together to create a unique adventuring experience. Although designed for DCC Dying Earth campaigns, it can easily be added to any DCC RPG setting with minimum changes.
Goodman Games is proud to present DCC DE #5 Penumbra of the Polar Ape, the next adventure in the DCC Dying Earth line.
A mysterious aura surrounds a distant star and the adventurers must travel into the cosmos to discover its origin. What first appears to be a small moon is soon discovered to be the egg of a star-dragon about to hatch! Only a quick-thinking party can prevent a stellar catastrophe. Penumbra of the Polar Ape is a softcover adventure for 5th level characters. The adventure details an entire moon that the party must explore and chart in order to solve its mystery and avert disaster. Although designed for DCC Dying Earth campaigns, it can easily be inserted into any DCC RPG setting with minimum changes.
Goodman Games continues their adventures on Jack Vance's Dying Earth with DCC DE #6 The Great Visp Hunt.
The adventurers are sent to deal with a predatory visp - a bizarre monster birthed under the fading sun - that's wreaking havoc on a small village. But no hunt is guaranteed and it's far too easy for the predator to become the prey in the last days of Earth. Will the party survive the Great Visp Hunt?
The Great Visp Hunt is a softcover adventure for 2nd level characters. It details multiple monster lairs that must be explored in the hunt for the visp, making this an easy adventure to drop into any ongoing DCC Dying Earth campaign. It can also be easily integrated in any DCC RPG setting with minimum changes.
Goodman Games is proud to announce the release of DCC DE #7 Phantoms of the Ectoplasmic Cotillion.
Rumors of a ring that can overcome death itself spur the adventurers into entering the subterranean lair of long-dead magicians. There they must overcome the restless spirits of the deceased, surviving legacies of failed experiments, and the Ectoplasmic Cotillion - an everlasting dance macabre that threatens the very souls of the living.
Phantoms of the Ectoplasmic Cotillion is a softcover adventure for 3nd level characters. It describes a haunted wizards' laboratory containing the ring of revivification, a new magical item for your DCC Dying Earth campaign. It can also be easily added to any DCC RPG setting with minimum changes.
Goodman Games presents DCC DE #8 The House on the Island as the next adventure in its DCC Dying Earth product line.
A storm strands the adventurers on a strange island populated by monsters and ancient ruins. They are offered one hope of survival - rescue the son of the friendly water weird and keep the treasures she offers in return. The House on the Island is a softcover adventure for 3nd level characters.
It describes an exotic island, a living house, and an underground alien world, brought to you by the imagination of the legendary Erol Otus! Although designed for DCC Dying Earth campaigns, it can easily be used in any DCC RPG setting with minimum changes.
Explore the singular world of Jack Vance's Dying Earth, set in the distant last days of the world, where magic and science blend together and querulous sorcerers feud endlessly! With Dungeon Crawl Classics Dying Earth you will discover the tools to play in Cugel's and Rhialto's world, seek the mighty Pandelume, or fall to an indifferent grue while searching for scintillant baubles among the ensorceled remains of the ancient earth.
This boxed set contains comprehensive rules options and new material for the Dungeon Crawl Classics RPG explicitly designed to capture the setting of the Dying Earth. Within you will find new classes, creatures, patrons, spells, and more inspired by the Dying Earth stories for use in your DCC RPG game including four new classes for DCC RPG: magician, vat-thing, wayfarer, and witch, as well as new rules for ?grudge tokens? to track the resentments that characters accumulate with every minor imprecation they encounter.
This set also includes a beautiful map of the world of Dying Earth illustrated by Doug Kovacs. A copy of the Dungeon Crawl Classics rulebook is required to use this boxed set.
Mother was wrong: There are monsters in the closet. Terror seeks out the adventurers in the safety of their own homes, drawing them into a tailored web of vengeance long-deferred. Torn from their beds, the PCs find themselves trapped in the House of Tattered Remnants, the home and prison of an eldritch entity known only as the Sempstress. The adventurers must overcome patchwork horrors, unearthly craftsmen, and even the unravelling of their own realities if they hope to defeat the Sempstress in her lair and escape the House. Or will they be unmade by the Sempstress' evil?
A 1st-level adventure for DCC Lankhmar!
An exiled nobleman arrives in Lankhmar bearing a fortune in jewels, spurring the PCs to stage a daring robbery. They soon discover that the noble's estate also harbors a sinister cult with terrible plans for Lankhmar.
The House of Jade and Shadow is a 1st-level adventure that mixes both role-playing opportunities with rip-roaring action, just like the classic tales of Fafhrd and the Gray Mouser did. This adventure includes multiple player handouts, pitting their minds as well as their sword-arms against horrific foes to escape the House of Jade and Shadow. This adventure is for use with DCC Lankhmar, but can easily be inserted into any DCC RPG campaign with minor adjustments.
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!
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.
From the most famous city in the history of fantasy comes a sword-and-sorcery adventure to test the finest gamers! The Greatest Thieves in Lankhmar is a level 3 Dungeon Crawl Classics boxed set that sends characters into the hot cellars beneath Thieves' House, across the sooty rooftops of the City of Sevenscore Thousand Smokes, and on to a mad dash through the palace of the Overlord. Featuring design leads Harley Stroh and Marc Bruner with cover art by Doug Kovacs, this boxed set comes with everything you need to run an epic adventure over several sessions, whether you run it as a tournament or as part of an ongoing campaign.
Goodman Games is happy to announce the arrival of DCC Dice: Mighty Dice of Arms, a collection of 14 dice intended for use with Dungeon Crawl Classics RPG. This handsome grey and gold dice set includes a full array of ?funky dice? used to play DCC RPG and contains an insert featuring new Mighty Deeds of Arms for warriors and dwarves. Mighty Dice of Arms DCC Dice Set is one of Goodman Games' two new ?evergreen dice? sets that will be consistently available for sale, helping new players acquire the dice they need and dice aficionados to add more to their collections. This DCC Dice set includes d3, d4, d5, d6, d7, d8, d10, d12, d14, d16, d20, d24, d30, and d% dice. Text by Harley Stroh with cover artwork by Doug Kovacs.
Goodman Games is happy to announce the arrival of DCC Dice: Motes of Mercurial Magic, a collection of 14 dice intended for use with Dungeon Crawl Classics RPG. This beautiful sparkling dice set includes a full array of ?funky dice? used to play DCC RPG and contains an insert featuring new mercurial magic effects for wizards and elves. Motes of Mercurial Magic DCC Dice Set is one of Goodman Games' two new ?evergreen dice? sets that will be consistently available for sale, helping new players acquire the dice they need and dice aficionados to add more to their collections. This DCC Dice set includes d3, d4, d5, d6, d7, d8, d10, d12, d14, d16, d20, d24, d30, and d% dice. Text by Harley Stroh with cover artwork by Doug Kovacs.
This annual compilation of articles for DCC RPG includes Riders on the Phlogiston, the 2018 Gen Con tournament adventure module. This year's release includes four separate booklets: the adventure module, a player's jack, a judge's pack, and a book of handouts. Your local group can play the adventure just like the tournament format that was used at Gen Con and Origins! In addition, a fifth booklet included herein includes a yearbook of the great new Goodman Games community content from the last year! All of it contained under a gorgeous wraparound cover!
Officially licensed by the estate of Fred Saberhagen, this hardcover sourcebook offers everything you need to play DCC RPG campaigns in the world of the Empire of the East.
Thousands of years ago, the ashes of nuclear fire changed the world. The weapons of mass destruction ceased to work as the laws of physics altered. In their wake came elementals and demons, creatures from the darkest dreams and nightmares of mankind. Magic returned to the world. Humankind arose from the ashes and rebuilt society, just as the vile Empire of the East wielded the demonic powers of Orcus to sweep across the globe. Now it falls to a small group of resistance fighters to reclaim freedom for humanity!
Inside you will find:
In this special Valentine's Day-themed adventure, the PCs play a group of adventurers who face the wrath of an offended deity who has substituted the heart of a young cleric with that of a mechanical bear. To save the cleric, the PCs must face candy heart puzzles, feral fluffees, and other obstacles if they are to keep hope alive and once again know love in the age of gongfarmers.
Ever been dumped so hard you transformed into a bloodthirsty mutant monster? We see you, hero.
Olathvee, Mad Un-God of mortal passion, lies heartsick after his romantic advances went ignored by the otherworldly object of his affection. Now his cosmic desolation grips our entire world, separating every lover from their other and threatening to end civilization within a generation. The only chance for mankind is a dangerous quest that will pit our lovelorn heroes against Olathvee's own castle guardians, mutated by metaphysical anguish into horrifying creatures. Who dares to delve into the darkest, loneliest corners of Castle Heartache?
This is a 3rd level holiday adventure inspired by true events.
Includes original Valentine's card images to give out to your?loved ones?
The wizard Vello was known for the creation of magically-imbued sweets of various types, which all have a minor magical effect when consumed, and this is reflected in the dice bearing their name. Those who would follow in Vello's flavorsome footsteps be warned - the wizard is said to have been turned into foodstuff themselves by a candy golem of their own creation!
A complete set of 14 dice for DCC RPG! The dice are a swirl of cotton candy pink and baby blue and gold numbers.
Includes all the dice required for DCC RPG: d3, d4, d5, d6, d7, d8, d10, d12, d14, d16, d20, d24, and d30, plus a percentile d%.
Goodman Games is proudly presents Goodman Games Yearbook #11, our annual release that collects both brand-new gaming material for Dungeon Crawl Classics and 5E, and provides a look back at the year that was. Inside you will find new monsters, traps, adventures, game design advice, and more, plus plenty of great full-color pictures documenting everything Goodman Games got up to in 2023.
Goodman Games Yearbook #11 is a 96-page softcover book containing a wide array of great (and sometimes off-beat) RPG content, plus essays and articles about Goodman Games' Road Crew, convention appearances, interviews, and wonderful, full-color pictures. It's the perfect keepsake for everyone who was part of the 2023 Goodman Games' gaming experience or just wished they were part of the action!
The annual Goodman Games community-building sourcebook is back - but let's not talk about the year!
The year that shall not be named: it was the year we all learned to game online, and we shall celebrate it for that.
In the latest annual community yearbook from Goodman Games, the company celebrates what made this year special. Online connections brought regular gaming back to our lives, and the convention season took on a whole new look.
As always, this volume contains a wealth of new DCC RPG content, including new monster fumble tables and new mighty deed rules. There is an interview with TSR legend Russ Nicholson, a new mini-adventure, and pictures and photographs from this year ? the year we want to forget but can't help remembering.
At least we can remember the good times, including Cyclops Con, DCC Day, Bride of Cyclops Con, and all the great online games.
Goodman Games closes the book on another year with our annual yearbook release.
Celebrate the great year of gaming that was 2021 with this terrific compilation of all-new material.
This annual release from Goodman Games is one part new gaming material, one part retrospective, and one party celebration of all the cool things Goodman Games and its fans accomplished during past year. The 2022 Yearbook contains a bevy of information both entertaining and useful. Within its pages, you'll find interviews, art galleries, new monsters for both Dungeon Crawl Classics and 5e campaigns, two new adventures for 5e and DCC RPG, photographs, random tables, and more!
No matter if you like your dice traditional or funky, the Goodman Games 2022 Yearbook makes a handy addition to any gaming library. Don't let time pass you by. Pick up your copy today! Celebrate the great year of gaming that was 2022 with this terrific compilation of all-new material. Includes new level 1 DCC RPG adventure "When Tolls the Bell of Ruin" by Marzio Muscedere. Along with a new level 12 5E adventure "Secret of the Slayer's Sword" by Alex Kurowski Tables for using a d11 in both DCC and 5E. Rules for Doom Beard and the GG Joe Wizard Vandroid! Four Foul Foes for DCC - new monsters. Plus! Interviews, tons of photos, art, The Wizard Van, reflections on the year from the Goodman Gang, and more! Much, much more!
Seven 5E adventures in one mighty hardcover volume, covering levels 1-12!
The Compendium of Dungeon Crawls Volume 1 is a 200-page hardcover collection of seven previously published adventures (FEF #1-7), most of them out of print. These stand-alone, world-neutral adventures are suitable for a variety of character levels, and are easy to import into an existing campaign. These are fully compatible with the fifth edition of the world's first role playing game.
Explore the cursed ruins of a dwarven stronghold, escape a dusty trap-laden tomb and the clutches of desert raiders, or confront a dragon in its cavern lair deep in the jungles of the south. These are but a taste of the adventures contained herein, each playable in one to three sessions.
Eight 5E adventures in one mighty hardcover volume, covering levels 1-10!
The Compendium of Dungeon Crawls Volume 2 is a 200-page hardcover collection of eight previously published adventures (FEF #8-15), most of them out of print. These stand-alone, world-neutral adventures are suitable for a variety of character levels, and are easy to import into an existing campaign. These are fully compatible with the fifth edition of the world's first role playing game.
Uncover the mysteries in the catacombs below a monastery, explore the cellars and natural caverns beneath a wilderness keep to solve a crime, or discover a forlorn temple in the frozen wastes. These are but a taste of the adventures contained herein, each playable in one to three sessions.
A level 15 adventure for 5E.
Goodman Games is proud to announce the Re-release of one of its most cherished Dungeon Crawl Classics: The Crypt of the Devil Lich! Updated and converted for both 5E and the DCC RPG rules sets (available seperately), this classic deathtrap dungeon was inspired by the dreaded Tomb of Horrors!
The heroes are sent into the Devil Lich's crypt to destroy her before she can return to power, as foreseen in a prophecy. However, the unknowing heroes have actually been tricked into entering her crypt to free her from her prison. If they are truly heroes, they will uncover the deception and defeat the evil Devil Lich before she can unleash her dark designs on the surface world.
This adventure module is a update version of the classic dungeon module DCC #13: The Crypt of the Devil Lich, originally published in 2004 by Goodman Games. The Crypt of the Devil Lich was truly a unique design, an homage as the classic meatgrinder-style trap-filled dungeons popular in the late '70s and early '80s.
The adventure is designed for a group of four to six 15th level characters. The original adventure was designed for the 2004 1st Annual GenCon Dungeon Crawl Classics Team Tournament, a tradition that continues today. With some effort on the GMs part, the adventure can be used for campaign play.
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This level 7 adventure module for the FEF line is fully compatible with your Fifth Edition Fantasy core rulebooks and supplements for the world's most famous RPG, and is ready to play in your home campaign. Situated on the shores of a major trade route is the town of Gullhem, a bastion of law and order in an all-too-often lawless world. Beyond the borders of this walled port town is the vast Blackwood Forest.
Encompassing hundreds of square miles, this cursed land swallows whole any who dare cross its borders. It is rumored to be cursed, the home of undead and demonic horrors of every variety. After a barroom brawl, our heroes are tasked by the Baron of this community to rescue his son, Viktor, who was mysteriously kidnapped from his room overnight, with no sign of intrusion, save a mystical pointer directly at the forest. Now, the heroes find themselves facing the machinations of an evil necromancer, his legions of the undead and fanatical cultists, and a plot to overtake the entire city and spread the influence of the Negative Energy Plane across the entire world. This all-new 5E Adventure module includes two new monsters, a new spell, a new magic item, and a new town that can serve as the launching point for many future adventures!
Your band of adventurers is gaining quite a reputation for yourselves in the borderlands. A local patron encourages you to investigate a recently aggressive band of frogfolk, stirring in the nearby fens. The frogfolk have displaced a benevolent tribe of lizardfolk, and rumors persist they gather resources for an all-out war. The frogfolk have even cut twisting passages through the tall reed grass to defend the route to their hill-top lair. Something sinister must be behind these actions!
Following a trek through the stinking morass of the reed maze, your band finds a hidden shrine once dedicated to the Earth Mother but now the lair of the frogfolk leader. But all is not as it seems in this desecrated temple. What foul eldritch sorceries have corrupted the frogfolk leader and can the heroes put an end to its diabolical machinations?
A level 1 adventure for 5E
The village of Dreigrenzdal has an enormous problem! On the morning of the town's annual Spring Market Festival, the chieftain of a clan of neighboring stone giants is found asleep in the town square. When all attempts to awaken the giant fail, the characters must venture into an enchanted grove called the Cradle Wood to search for answers. There, they are caught up in an ancient feud between a hag named Goodie Grimjaw and her wicked sisters.
Can the heroes help Goodie maintain the sorcerous ritual that keeps her evil sisters in check? Or will the party fall prey to the machinations of Goodie's cursed elder sisters, Gertie and Grizzie, and their steel-toothed, construct minions?
The Cursed Crones of the Enchanted Grove is an all-new 5E wilderness crawl adventure suitable for an introductory group of 1st-level characters.
A level 12 adventure for 5E
Lady Leda Adelhorn is a fallen celestial, imprisoned in her ancestral estate on the peak of Mount Ontarr. Heroes are summoned to assist with her redemption by gathering numerous sacred gems to power an enchanted scepter. With the scepter fully restored, Lady Adelhorn can finally confront an evil dragon and regain favor with her deity, The Father of Dragons. It's a race against time in a planar journey to collect the gems before it's too late. But can the heroes overcome a fallen celestial's pride and arrogance and win the day?
The Prism of Redemption is an all-new fifth edition dungeon crawl adventure suitable for a group of four to six 12th-level characters. This adventure features planar hopping through a series of magical mirrors, facing a series of boss battles highlighting the unique rules of fifth edition play. This adventure was originally a two-round team tournament held in 2021 and includes the original scoring system to recreate a team competition. The adventure also contains an alternate start, presented for classical campaign play without the trappings of tournament play.
A 6th-level adventure for 5E that can serve as a tie-in to the classic adventure Dark Tower.
Set in the bustling city of Shadhalia during the largest open-air market in the realm, the Seven Days of Gold, this adventure pits the heroes against an ally of the Serpent God bent on recovering a powerful relic to unleash a diabolical curse.
FEF #25: Seven Days of the Serpent God is an all-new 32-page softcover adventure, fully compatible with the fifth edition of the world's first fantasy role playing game. This adventure is a perfect lead-in to a Dark Tower campaign, or can be easily dropped into your own campaign setting.
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.
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?
Goodman Games presents a supplement for Fifth Edition Fantasy, Monsters & Magic of Dark Tower, a collection of new game material ready to add to your game.
The diabolical forces of the serpent god Set clash with the Mitra's faithful legions in the sandy wastes of the Lostlands. Herein, you will find new foes to battle, allies, recently rediscovered new enchantments, and wondrous magic items, unearthed from the wastes of the desert. All are presented in a ready-to-use fifth edition format.
Monsters & Magic of Dark Tower is an all-new softcover collection new monsters, spells, and magic items, fully compatible with the fifth edition of the world's first fantasy role playing game. This new material is perfect to import into a Dark Tower campaign, or any existing campaign with a desert theme.
From the fog-shrouded streets of Lankhmar to your gaming table!
Monsters and Magic of Lankhmar is filled with more terrible beasts and new magic than the pages of Skrith of the Scrolls, each presented in a ready-to-use fifth edition format. More than 20 new monsters and over 15 new spells and magical items are included here, each one from the fantastic stories of Fafhrd and the Gray Mouser, as written by world-renowned fantasy author, Fritz Leiber.
Produced in cooperation with the Fritz Leiber Estate, Monsters and Magic of Lankhmar is the perfect way to introduce a dash of Lankhmar into your fifth edition campaign or to create adventures set in the world of Nehwon - all without the need of Ningauble's Cave to do so! Get ready to venture to the land of Lankhmar and see what adventure awaits you and your players?
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!
Goodman Games is proud to present Original Adventures Reincarnated #7: Dark Tower, updated and expanded from the 1979 classic for both 5E and DCC rules sets, and published as 3 volumes in a handsome slipcase. Ranked as one of the Top 30 adventure modules of all time, Dark Tower is considered by many to be the first mega-dungeon. It was one of the first modules to utilise the newley released (at the time) Advanced Dungeons and Dragons rulebooks, which authoer Jennell Jaquays incorporated into the original design.
Dark Tower is an entire mega-dungeon forming a mini-campaign with many hours of classic-style old school adventure - now completely converted into 5th Edition rules sets!
The adventure is designed for character levels 7-8, and players can expect to gain several levels of experience by the end of their adventures in the Dark Tower.
Volume one of the three-volume slipcase contains a reprint of the original Dark Tower Adventure from 1979, plus introductory essays by John Rateliff, Eric Mona, Justin Alexander, James Maliszewski, Jon "Taco" Hershberger, Stephen Newton, and others.
Volume two contains a conversion of Dark Tower to 5E rules. This hardcover converts the village of Mitra's Fist, all four levels of the dungeon, the White Tower of Mitra, the Dark Tower of Set, Redmoon Pass, the Lostlands Gazetteer, and more. It contains new monsters, NPCs, player handouts, spells and magic items, as well as new content such as expanded wilderness encounters, two new small mini-dungeons, and pregenerated characters.
Volume three is the Chosen Sons of Set published in 5E rules. Expanding on concepts presented in the original adventure, this new material allows you to build a mini-campaign in the Lostlands centered around Dark Tower. Each of the included scenarios is built around one of the villainous Chosen Sons of Set, horrid reptilian creatures trying to destroy Mitra and the forces of good. This hardcover also includes rules for creating your own Chosen Sons of Set, as well as a variety of new monsters, NPCs, spells, magic items, and more.
Goodman Games Gen Con 2015 Program Book
The Goodman Games Gen Con Program Guide is back for the third year in a row! This massive collection of old-school RPG awesomeness includes new material for DCC RPG, Metamorphosis Alpha, Xcrawl, and every other product line supported by Goodman Games! Within these pages are four adventures for DCC RPG, new devices and mutations for Metamorphosis Alpha, interviews with Doug Kovacs and Lou Zocchi, Archmage Abby, fiction in the Xcrawl universe, full color pages of photos and art, a special preview of Mutant Crawl Classics, and so much more!
One of the most popular releases of the year returns for the fourth year in a row! The Goodman Games Gen Con Program Guide is an annual compilation of one-off materials for fans of Dungeon Crawl Classics, Metamorphosis Alpha, and everything else Goodman Games publishes. This year's huge 160-page issue includes these articles:
Can you go where no troll dares to tread? Long ago, the elves killed Grimtooth's father in a great battle. They hid the troll leader's body and his mystic warhammer somewhere in the vast plains beyond Trapsylvania. After years of searching, Grimtooth has finally located his father's tomb, but the elves have magically rigged it so that no troll can enter. Now Grimtooth is looking for a party of foolhardy adventurers to enter Grimfang's Tomb and return with the legendary warhammer?
Your solid hardback edition!
For the first time ever: the Legendary locations of Grimtooth's Traps revealed! And fully compatible with DCC RPG! For over 30 years Grimtooth's numerous Traps books have horrified players and inspired gamemasters with hundreds of dangerous devices, deadly deathtraps and hilarious hijinx! Now Grimtooth (with a little help from kid sister Grimtina) will take you on a personally guided tour of his realm and the central hub of his vast Traps empire.
Run your own Grimtooth campaign or pick and choose locations you can use in your own single location adventures. Explore Grimtooth's caverns, visit his Inner Sanctum, escape the Deathmaze Testing Center, attend Warthog's School for Trolls, take a ride on Grimtooth's Airship, tour Grimtina's Petting Zoo or get lost in the Infinite Corridor of Hallways and many more gigantic places of doom.
Each of these infamous locations include maps, descriptions, Non-player character details, scenarios, all with in-depth DCC stats and lots of art by Traps artist SS Crompton. And can you uncover the horrendous secret that lies deep beneath Grimtooth's caverns and back into his family's history? It's a great read and a useful campaign setting all in one book. What are you waiting for?
Your standard softcover edition!
For the first time ever: the Legendary locations of Grimtooth's Traps revealed! And fully compatible with DCC RPG! For over 30 years Grimtooth's numerous Traps books have horrified players and inspired gamemasters with hundreds of dangerous devices, deadly deathtraps and hilarious hijinx! Now Grimtooth (with a little help from kid sister Grimtina) will take you on a personally guided tour of his realm and the central hub of his vast Traps empire.
Run your own Grimtooth campaign or pick and choose locations you can use in your own single location adventures. Explore Grimtooth's caverns, visit his Inner Sanctum, escape the Deathmaze Testing Center, attend Warthog's School for Trolls, take a ride on Grimtooth's Airship, tour Grimtina's Petting Zoo or get lost in the Infinite Corridor of Hallways and many more gigantic places of doom.
Each of these infamous locations include maps, descriptions, Non-player character details, scenarios, all with in-depth DCC stats and lots of art by Traps artist SS Crompton. And can you uncover the horrendous secret that lies deep beneath Grimtooth's caverns and back into his family's history? It's a great read and a useful campaign setting all in one book. What are you waiting for?
Goodman Games has published more than 200 adventures and built an institutional knowledge on how to write adventure modules that don't suck. Many of our adventures are ?modern classics? that have been in print for many years, in some cases earning multiple printings as they continue to sell year after year. For years we have run seminars at Gen Con and other conventions by the name ?How to Write Adventure Modules That Don't Suck?. Now all that institutional advice, all those great seminar discussions, all of our hard-earned lessons and experience, are consolidated into an easy-to-digest book of the same title.
Twenty five authors, all of them with impressive credits in RPG adventure design, have written themed articles addressing a wide variety of topics. Along with each article, each author has provided a fantasy RPG encounter that demonstrates the concepts they address. The book is designed to be usable with any RPG, in any genre, under any rules set. Developer James M. Ward has hand-selected the authors and managed the topics to maximize the utility of the book. You can read the book straight through, or flip to the section that addresses your specific concerns. By the time you're done reading the book, your own adventure-writing efforts will improve. How to Write Adventure Modules That Don't Suck is a 28-page book of short articles.
Goodman Games is pleased to present the biggest RPG sourcebook you have seen!
In the earliest days of role-playing, Bob Bledsaw Sr. and Bill Owen co-founded Judges Guild in Decatur, Illinois to publish products compatible with Dungeons & Dragons. When their first product debuted at Gen Con 1976, it heralded the next chapter in the Golden Age of RPG publishing. Judges Guild introduced the concept of the adventure module, among many other innovations, and changed the course of Dungeons & Dragons play.
This second volume of the deluxe oversized hardcover series contains three iconic Judges Guild adventure modules: The Book of Treasure Maps, The Caverns of Thracia, and Dark Tower. All three titles are presented in their original form. They have been scanned directly from original printings, then digitally cleaned and restored, to present the highest possible quality.
This volume also includes full reproductions of the first 6 issues of The Dungeoneer. These Golden Age zines have never before been reprinted in their original format.
It also includes new material by Michael Curtis, fully authorized by the Judges Guild: a newly-created random table that determines the contents of a wizard's or alchemist's workshop, suitable for use in ransacking the Alchemist's Laboratory (Level D, Room #3) or the Wizard's Workshop (Level E, Room #2). Citadel of Fire also includes a second new chapter which provides more detail and game statistics on the eight apprentices of Yrammag which are briefly described within the original adventure.
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.
A 3rd-level adventure for MCC RPG!
Goodman Games proudly presents MCC #15 The Mutant Menace of Lab 47. A surprise attack leads to the discovery of the birthplace of the first mutants of Terra A.D. - a secret Ancient facility predating the Great Disaster. The PCs must match wits and weapons with a sinister cult that looks to the night sky for answers.
The Mutant Menace of Lab 47 is a 3rd-level adventure that mixes post-apocalyptic adventure with UFO conspiracy theory. The characters will meet mutants of terrestrial and extraterrestrial origin as they try to thwart the cult that would unleash both upon the world. This adventure includes a detailed secret government base as well as new information to take your MCC campaign out of this world!
It rises - silent, ancient, and ominous - from the depths of the Monster Ocean. A curious relic of the Ancient Ones, long forgotten beneath the waves. Then, without warning, alien creatures never before seen on Terra A.D. spill forth the ravage the land! This is the Retreat of Delirium, home to strange super-science and creatures not of this world. What fiendish plans do they have in store for the rad-blasted world of Terra A.D.? Venture through the Retreat's glowing door and discover what awaits beyond!
When your hothouse jungle home is suddenly flooded with dispossessed refugees, they all tell the same tale. A conquering horde of warlords wielding magic boom sticks are wiping out whole villages and enslaving the inhabitants - all in the name of a surviving Ancient One they worship as a god. The tribal elders send you and your Seeker team out to investigate, and if possible infiltrate, the temple of the great and powerful ATOZ.
When your tribe's prize possession - a functioning medibot - finally breaks down, your Seeker team is given a holy quest. Take the dead bot on a long and perilous journey to the the monks of The Holy Medicinal Order in hopes that their shamans can repair it. But the monks are not as the legends portray, and there is definitely something dark and dangerous going on in the holy monastery.
The Ancients called it Beta Collection Unit NC-787. Its mission ? to find, collect, and categorize animals and plants, record their DNA, and when required, strip invasive mutant DNA from extant creatures to create genetically pure stock. Then the Great Disaster came. Beta Collection Unit NC-787 sat dead and inert for ages while the world evolved around it for thousands of years.
When stories of a rogue ?smart metal? being the size of a mountain come to your village, no one takes them seriously, at least until the treaded 10-story-tall monstrosity begins cutting a gigantic swath through your hothouse jungle homeland. Invulnerable to even the mightiest mutations, your only hope to stop its menacing march is to find entry to its interior and access its power sources and sinister inhabitants.
When a terraquake reveals that your jungle village has existed for centuries atop an installation of the Ancient Ones, your good fortune seems to good to be true. Surely enough artifacts and ancient lore exist to satisfy desires for power both subtle and gross. But your tribe's Seeker teams are all out on missions, so it falls to you and your youngling friends to volunteer for an exploration of the hidden treasures and knowledge that lie in the reliquary beneath your feet. Some of you will even make it back. Probably.
The most holy of ancient relics, The Data Orb of Metakind has been passed down between tribal shamans and mystic mutants from generation to generation for thousands of years. If you can successfully bond with the golden orb's AI, tetrabytes of arcane technological data can be yours, if you but survive its use. For while knowledge is power, it comes at a price.
For centuries it has lurked in the dark, forgotten by man and mutant ? a terrible entity left behind by the Ancients' meddling in cosmic forces they did not fully understand. Trapped in this world, this alien intellect seeks only to escape, but to do so, it requires lives. What the adventurers think is just another forgotten vault left behind by the Ancients may in truth contain the most terrifying threat they've ever face: the Evil of the Ancients!
You're no zero. You're a wasteland wanderer: a mutant, a seeker, a robot-killer, a stoic shaman guarding forgotten ancient sciences. You seek triumph and technology, winning it with mutations and magic, soaked in the radiation and quantum fields of the mutated, the savage, the semi-sentient, and the artificially intelligent. There are treasures to be won in the taboo lands and ruins, and you shall have them.
Return to the glory days of science fiction gaming with the Mutant Crawl Classics Role Playing Game. Adventure like it's 1978 again, with modern rules grounded in the origins of post-apocalyptic role playing. Fast play, a mysterious future, and 100% compatibility with the DCC RPG system await you - just activate your artifact? Rules Set: Mutant Crawl Classics RPG, an OGL system fully compatible with Dungeon Crawl Classics RPG.
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?
Behold the wonders of Tales From the Magician's Skull #11!
Strange realms of horror and adventure lay in the pages ahead, spun to life by master tale tellers recruited by The Skull himself for your entertainment! Do not delay in the expression of your joy; instead, shout from your rooftops and tell all you know of his magnificent accomplishments!
Eight new narratives fill the pages of issue #11 and include material crafted from these yarns for the Dungeon Crawl Classics role-playing game.
Tales From the Magician's Skull is the premiere magazine of sword-and-sorcery fiction, providing all-new stories from some of the industry's top writers.
Cease your wailing, mortal dogs, for once more I have granted your fondest wishes and returned with fantastic tales of sword-and-sorcery! No more must you pace forlornly before your mailbox waiting for salvation only I can deliver, contenting yourself with the reading of street signs and the backs of cereal boxes! Now that you hold my peerless magazine in your hands once more, it is time to be transported to realms of wonder!
Your praise has reached me, and I am somewhat pleased. While the limerick was of questionable merit, three of the odes were quite fine, and the concerto for trombone and guitar brought me true delight. I expect more and greater tribute in the weeks to come! Tales From The Magician's Skull is a magazine of all-new swords sorcery fiction. Issue #8 features cover art by legendary fantasy artist Ken Kelly.
Cease your wailing, mortal dogs, for once more I have granted your fondest wishes and returned with fantastic tales of sword-and-sorcery! No more must you pace forlornly before your mailbox waiting for salvation only I can deliver, contenting yourself with the reading of street signs and the backs of cereal boxes! Now that you hold my peerless magazine in your hands once more, it is time to be transported to realms of wonder!
Your praise has reached me, and I am somewhat pleased. While the limerick was of questionable merit, three of the odes were quite fine, and the concerto for trombone and guitar brought me true delight. I expect more and greater tribute in the weeks to come!
Tales From The Magician's Skull is a magazine of all-new swords & sorcery fiction. Issue #9 features cover art by legendary fantasy artist Sanjulian.
NOW WITH ePUB! Tales From the Magician's Skull #9 is also available in ePub format. It is included with a print purchase of the latest issue, or available as a stand-alone item.
Let's look at the table of contents!
STORIES
ARTICLES
The Dungeon Alphabet
An A-to-Z Reference for Classic Dungeon Design
Now updated to the same text as the fourth printing! This newly expanded version with 16 pages of additional content!
Designing dungeons is as easy as A, B, C! The Dungeon Alphabet compiles twenty-six classic dungeon design elements in one place to assist the game master in creating subterranean challenges. A is for Altar, B is for Books, and C is for Caves: The Dungeon Alphabet has advice, hints, and randomized tables that bring new life to your adventures. Suitable for any rules system, the entries are accompanied by outstanding art from classic fantasy illustrators, with a foreword by noted game designer Zeb Cook.
A Level-0 adventure for Xcrawl Classics!
Goodman Games is proud to present Xcrawl Classics RPG core rulebook, the exciting game of live-streamed Xtreme Dungeon Crawling! In Xcrawl, professional adventurers team up to challenge manufactured dungeons for fabulous prizes with the whole event streamed live on spell phones.
Xcrawl Classics is a complete RPG with new classes, spells, monsters, and more suitable for populating your Xcrawl campaigns. Enjoy creating improbable encounters not found in a standard fantasy setting that players will never forget. Triumph over parachuting velociraptors, karate dragons, and more for fame and fortune! Xcrawl Classics is 100% compatible with Dungeon Crawl Classics RPG, meaning it's a snap to use material for one game in the other.
A level-1 adventure for Xcrawl Classics.
Goodman Games is excited to announce XCC #1: The Crawl Formerly Known as Terror on the Tundra, the second adventure for the brand new Xcrawl Classics RPG. When DJ Hotdeath invites you to his big event in his hometown of Minneapolis, it could be your big break! But this is not the Minnesota Nice you may have heard about.
XCC #1: The Crawl Formerly Known as Terror on the Tundra is a 1st-level XCC adventure that will test the skills and performance of would-be Xtreme Dungeon Crawling superstars. They'll face off against the worst Minnesota has to offer: ravenous mosquitoes, orcs dressed as Vikings, and animated lutefisk! You better bring your cold-weather gear and your appetite if you want to win this dungeon crawl.
A level-2 adventure for Xcrawl Classics.
Goodman Games is pleased to present XCC #2: Tropicrawl Cataclysm for the Xcrawl Classics RPG. It's a rumble in the jungle as DJ Flexxx brings the heat with this year's Miami Tropicrawl! Fabulous prizes and certain death await anyone foolish enough to enter the arena to face insane gatormen astride turbo-powered jet skis, exploding volcanic caverns, and amazing cash prizes.
XCC #2 Tropicrawl Cataclysm is a 2nd-level adventure perfect for continuing your players' rise to Xtreme Dungeon Crawling superstardom. Can they survive against the dreaded Lizard King and his Skunk Ape servants? One thing's for sure: this ain't no Spring Break!
A level-3 adventure for Xcrawl Classics.
Goodman Games is happy to announce XCC #3: Please Xcrawl! Don't Hurt ?Em for the Xcrawl Classics RPG. DJ Rosie the Riveting invites only the bravest, most cunning, most tenacious adventurers to her legendary Detroit event. You KNOW you have to make the scene! But come prepared ? she's got war turtles, purge zombies, killy putty, and more at her disposal. No scrubs need apply!
XCC #3: Please Xcrawl! Don't Hurt ?Em is a 3rd-level adventure for Goodman Games unbelievably exciting and unusual Xcrawl Classics RPG, the game of Xtreme Dungeon Crawling. Motown comes alive as DJ Rosie the Riveting tries her best to weed out those unworthy of Xcrawl stardom and lucrative corporate sponsorship deals.
A level-4 adventure for Xcrawl Classics.
Goodman Games is happy to announce XCC #4: Death in the Dungeon of Tomorrow for Xcrawl Classics RPG. The PCs' professional adventuring careers are doomed unless they find some way to earn enough money to become members of the Adventurer's Guild again. Luckily, some researchers from UCLA's Technomagic Department make them an offer: spend one weekend allowing them to map their moves onto a virtual dungeon for fast cash. What could go wrong?
XCC #4: Death in the Dungeon of Tomorrow is an unpredictable Xcrawl adventure for 4th-level Xcrawlers, and the first adventure to take place outside of the normal arena setting. Get ready for digital dragons, fish from space, nightmare wolves, and Xcrawl's first-ever recurring villain!
A level-5 adventure for Xcrawl Classics.
Goodman Games is happy to announce XCC #5: Bay City Firestorm for Xcrawl Classics RPG. The San Francisco crawl a venerable staple of the West Coast Xcrawl season, and this year DJ N-10 means to take it to the next level! Think you're ready for a super-sized baseball showdown, the L.A.V.A. monster, and a pinball challenge that must be seen to be believed? All this and much, much more await the Empire's Bravest!
XCC #5: Bay City Firestorm is a 5th-level Xcrawl Classics RPG adventure set in City by the Bay and is sure to challenge even the most experienced dungeon-crawling athletes. Written by the creator of Xcrawl Classics, this adventure will have the PCs experiencing the ultimate Fog of War.
A collection of single-room encounters for Xcrawl Classics.
Goodman Games proudly presents XCC #6: Dooms 2 Go for Xcrawl Classics RPG. Fresh designers answer the question, ?What to do when you just need one more room to make your Xcrawl happiness complete??
XCC #6: Dooms 2 Go compiles several single-room encounters for the Xcrawl Classics RPG. Add them to extant dungeons, run them as intricate one-encounter single adventures, or use them as models for writing your own amazing adventures for the Worlds Funnest Death Sport. Featuring deadly ball crawls, zero-gravity challenges, Lovecraftian-inspired puzzle rooms, plus ?Drakes on a Plane,? these are a collection of rooms your players won't soon forget!
Welcome to Xcrawl, a fantasy world where the most popular sport is Xtreme Dungeon Crawling! Professional adventurers pit themselves against manufactured dungeons live-streamed via spellphones throughout the North American Empire.
Each dungeon is designed by a Dungeon Judge (or DJ) who builds arenas filled with horrific monsters, lethal traps, magical hazards, and challenging puzzles that you won't find in your normal dungeon setting. You think dragons are tough? Wait until you're face-to-face with hang-gliding velociraptors, killy putty, zombie dance battles, and gobin go-cart races!
Xcrawl teams dream of becoming superstar influencers and living celebrity lifestyles few in the Empire can imagine. They risk life and limb for endorsement deals and corporate sponsorships, slaying foes for fabulous cash prizes. Do you have what it takes to achieve eternal fame or will you perish for the entertainment of the masses?
Xcrawl is fun - monster-slaying, sports-car-winning, crowd-pumping, face-on-the-cereal-box dungeon fun. You've never seen dungeon crawling like Xcrawl before!
XCC RPG is a complete role-playing game of dystopian fantasy.