Dungeon Crawl Classics Dying Earth Boxed Set


Book Description

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. Inside this box you will find: Player's Libram (64 pages). Primer of Practical Magic (104 pages). Intimate Anatomy of Several Creatures and Personages of the Twenty-First Aeon (96 pages). A 22" x 17" map of the environs of the Dying Earth.




The Dying Earth


Book Description

New races of man had evolved, new species of beast; science had vanished and magic had arisen to dominate the twilight of our world as it dominated the earth's morning. The Dying Earth is Jack Vance's finest work - a stunning evocation of a world peopled by wizards, witches, demons, monsters, dashing princes and forlorn maidens. A bejewelled gallery of strange and wonderful beings in the eminent tradition of Tolkien and William Morris. Jack Vance's preferred title for this collection is Mazirian the Magician, but while we have elsewhere deferred to his wishes, in this case the book is so famous under a title of which he apparently strongly disapproves that we concluded it would be absurd to change it. All Jack Vance titles in the SFGateway use the author's preferred texts, as restored for the Vance Integral Edition (VIE), an extensive project masterminded by an international online community of Vance's admirers. In general, we also use the VIE titles, and have adopted the arrangement of short story collections to eliminate overlaps.




Dungeon Crawl Classics Dying Earth #9 Time Tempests at the Nameless Rose


Book Description

Goodman Games is proud to present DCC Dying Earth #9: Time Tempests at the Nameless Rose. An expensive dinner bill sends the characters on a quest through time and space, traveling back to the Dying Earth's distant past to aid--or thwart--one of three magicians. The players' choice of who to aid has ramifications on both the adventure plot and their long-term future! Time Tempests at the Nameless Rose is the latest adventure in the DCC Dying Earth line based on the incomparable works of Jack Vance. The adventure features all the backstabbing and magical rivalry one would expect from the Dying Earth and is intended for 2nd level characters. A copy of the DCC Dying Earth Boxed Set is suggested to play this adventure.




Dungeon Crawl Classics Role Playing Game


Book Description

Youre no hero. Youre an adventurer: a reaver, a cutpurse, a heathen-slayer, a tight-lipped warlock guarding long-dead secrets. You seek gold and glory, winning it with sword and spell, caked in the blood and filth of the weak, the dark, the demons, and the vanquished. There are treasures to be won deep underneath, and you shall have them.




Dungeon Crawl Classics Dying Earth #11: Arch-Daihaks of Dying Earth


Book Description

Cabals of magicians vie for a powerful magical artifact known as "the God Husk" in this dimensions-spanning adventure set in Jack Vance's Dying Earth. Originally run as the 2023 Gen Con tournament, this adventure pits scheming wizards against one another. Will the PCs triumph or be lost among the bubbles of time and space?




Dungeon Crawl Classics Lankhmar #1: Gang Lords of Lankhmar (DCC RPG Adv. )


Book Description

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. Made in the US.




Dungeon Crawl Classics Dying Earth #4: Mind Weft of the Moonstone Palace


Book Description

A level 4 adventure 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, it can easily be integrated into any DCC RPG setting with minimum changes. Based on The Dying Earth Book Series by Jack Vance.




Dungeon Crawl Classics Dying Earth #5: Penumbra of the Polar Ape


Book Description

A level 5 adventure 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, it can easily be integrated into any DCC RPG setting with minimum changes. Based on The Dying Earth Book Series by Jack Vance.




The Man of Gold


Book Description

Governess and sleuth Harriet Unwin investigates the murder of her employer in a Victorian mystery by the Gold Dagger Award–winning author of The Governess. For a respectable governess like Harriet Unwin, her first few weeks in the wealthy yet inhospitable home of the Partingtons are as unhappy as any she could remember. The bone-chilling cold, the grim sparseness of the meals, and the embittered meanness of old Mr. Partington all contribute to an overall air of gloom. If not for the kindness shown by Mr. Partington’s son, Richard, her spirit would surely be crushed. But worse is yet to come for Harriet. When a chance discovery reveals Mr. Partington’s most cherished secret, Harriet is sure that the shock is what causes the old man’s fatal heart attack. The doctor, however, thinks otherwise. It was neither illness nor old age that killed poor Mr. Partington. It was poison. And when suspicion falls on Richard, it’s up to Harriet to find the real killer and save an innocent man from the gallows. Author of the popular Inspector Ghote series, H.R.F. Keating writes the charming and chilling Harriet Unwin mysteries under the pseudonym Evelyn Hervey.




Dungeon Crawl Classics Annual Foil Ed. (DCC Compilation, Foil, Hardback)


Book Description

Special Foil Edition! Spoken about for half a decade in hoary whispers, at long last Goodman Games brings you: the DCC RPG Annual. Much of the material for the DCC Annual was written between 2012 and 2014, when the original need was perceived. In many ways, it springs forth from the original inspirations of DCC RPG, which were psychically close at that time. There are magic swords. There are patrons. There are even more tables for making monsters unique. There are rules for making cleric deities more distinctive. There are rules for patron weapons and magic rings. There is the lost continent of Mu, and the hidden places between worlds. And there are rules for magical moustaches. You absolutely do not need the DCC Annual to play DCC RPG, nor does any material in the 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. Made in the US.