Dungeon Crawl Classics Tome of Adventure, Volume 1


Book Description

This hardcover compilation of adventure modules presents DCC RPG fans with seven complete adventures, now collected into a single hardcover volume for the first time! Written by legendary DCC authors Joseph Goodman and Harley Stroh, the hardcover includes these popular adventures: DCC #66.5: Doom of the Savage Kings DCC #67: Sailors on the Starless Sea DCC #68: People of the Pit DCC #69: The Emerald Enchanter DCC #70: Jewels of the Carnifex DCC #71: The 13th Skull DCC #72: Beyond the Black Gate Made in the USA.




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.







Castle Whiterock


Book Description




Tome of Adventure Design PoD Softcover


Book Description

A fantasy adventure game, at its very heart, is about developing an open-ended "story" of the characters. The referee is in charge of the fantasy world, and the players direct the actions of their characters in that fantasy world. Neither the referee nor the group of players has complete control over what's going to happen, and the result is an evolving set of surprises for both the referee and the players. Unlike the players, as the referee and creator of the game world, most of your "work" is done ahead of time. To some degree or other, you have to create the groundwork for the adventure before the game starts. Even though no battle plan survives contact with the enemy - and if you're an experienced referee you know exactly what I mean - the game has to start ... with a starting point. This might just be a vague set of ideas, or it might be as complex as a set of maps with a detailed key and well thought-out encounters for the players to run into. The Tome of Adventure Design is organized as a series of "books," each one providing resources at every step of the way. The vast majority of the content of each book is made up of random generation tables that we created over a quarter of a century (sigh) for our own use. It shoud be said up front that these are tables for deep design - in other words, most of them are too long, and contain too many unusual or contradictory entries, for use on the spot at the gaming table. There are already many excellent books of tables for use on the fly; the tables in these books are different. They work best as a tool for preparation beforehand, providing relatively vast creative resources for browsing and gathering, rather than quick-use tables designed to provide broad, fast brushstrokes. Our shorter tables tend to deliver cryptic results designed to shock the reader's creativity into filling in the gaps, whereas the longer tables are unusably vast for easy random generation, being designed to shock the reader's creativity into operation by presenting a sea of possibilities.







How to Write Adventure Modules That Don't Suck


Book Description

Goodman Games has established a reputation for publishing some of the best adventure modules in the industry. Now we present our advice on how you can write great adventures! This compilation of articles is authored by two dozen of the industry's best-known adventure writers. Each article gives a different perspective on how to write adventure modules that don't suck, written by authors with decades of experience and prominent published credits. By the time you're done reading this book, you'll be on the path to designing great adventure modules on your own. Bonus: This PDF includes a digital copy of the original How To Write Adventures Modules That Don't Suck (2007). Whether you're an experienced writer or an aspiring novice, you'll find something of value in this book!




Dungeon Crawl Classics RPG Egyptian Lich Ed.


Book Description

One of the rarest DCC RPG covers is now available to the general public! Previously available only to Road Crew members and at select conventions, the legendary Egyptian Lich cover has only been seen by the DCC RPG elite. This edition features the interior text of the latest 7th printing, and is fully compatible with all previous printings. The cover art is printed in gold foil on a faux leather surface, and features art by Doug Kovacs. Made in the U.S.




Greenwood of the Fey Sovereign


Book Description

This 20-page, stand-alone adventure is created for the DCC RPG system in a PDF, or in a softcover PRINT format. It can be easily adapted to any fantasy RPG system. The adventure is primarily for low-level characters and newer players, but in testing, it was also enjoyed by veteran gamers of all ages. It is not setting specific and can be placed into any fantasy world near ancient woodlands.War is looming. The Earl of Nanch and his neighboring elven kingdom are sharpening the spears of aggression. Those on the border are split between two dangerous dynasts. Pressed into duty for lord and country, the peasants and gong farmers of Nanch find themselves in a strange and unnerving forest full of denizens older than the practice of naming. In this new world, the rules of life and death are a game of whimsy practiced by fantastic forces, and bizarre ancient feuds re-ignite in the chaos of war. Those errant attendants of Nanch will be fortunate to survive the madness of either ruler!




Liber Arcanum


Book Description

Game supplement for DCC game system