Roleplaying Games - Dungeons & Dragons - d20 - Goodman Games

 

Etherscope

In 1876, Harold Wallace discovered something that changed the world: Etherspace. The might of Victorian industry drove forward, breaking down the frontiers of technology. Steam engines became smaller, weapons became more powerful, and cybernaughtics replaced limbs lost in bloody imperial wars. Then mankind learned to step into Etherspace itself.

Cyberpunk Victoriana

Now it's 1984. In this alternative world of out-of-control technology, Etherspace is the new frontier. Punk scope riders fight evil industrialists while occult investigators war against Etherspace demons. Mysterious System Agents lurk in the shadows as treasure hunters raid Lemurean ruins for lost secrets. Jack in, scope up, and get ready, because the options for an Etherscope game are endless!

Etherscope is a complete OGL role playing game containing everything you need to create a character, play an adventure, start a campaign, and explore Etherspace!

288 pages, hardback.

$39.99

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Etherscope: The Great Metropolis

In a world of out-of-control technology where every city chokes on its own filth, one city showcases the extremes. Smokier than London, more corrupt than New York, more productive than Detroit and seedier than Amsterdam, this true megacity supports a population of over 100 million people. Welcome to The Great Metropolis.

It is a city of smoke-charred brick, streets packed with wagons, and skies black with bloated cargo zeppelins. A city where corrupt officials grow rich as the workers suffer; a city bled dry by punishing taxes. This is a city on the edge of chaos -- and a city of hope, where heroes are forged from the scraps of society. Revolutionaries threaten London's rule, tab-jammers and Scope riders flood Etherspace from ruined slums, and secret societies battle the ether demons. Can you rise to become a hero in the city that is quintessentially Etherscope?

144 pages.

$24.99

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Upload: Etherpunk

Take the Red Pill

Life is harsh on the streets of the Prime Reality. There's only one way to survive: violence -- sometimes real, sometimes jacked in to the Etherscope. From New York's spires to Berlin's blackened streets, Scope riders jump the rails whilst street mercenaries and industrialists work the mean streets and factories, looking for pleasure, profit, freedom, or something else entirely. Industrialists, corporate militia, street mercenaries, and the mysterious System agents are both enemies and allies. The best way to gain an edge: upload the right skills and techniques.

Upload the Etherpunk Revolution

This character upload is a must for any Etherscope player or GM. Update your character to the next iteration with new feats, advanced classes, and prestige classes. Cybernaughtics boost your power and versatility, and new combat styles transform your avatar. Hundreds of new options are at your command: which will you upload? Etherscope books are published under the Open Game License and are compatible with d20 Modern rules.

96 pages.

$21.99

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Etherscope: Mysteries of the Occult

Forgotten secrets open to your eyes. Demon hunters track their nemeses through wild Etherspace while ritual occultists master ancient rites long lost to the world. Take control of the ether's mysterious forces with new occult talents and feats, along with 7 advanced classes and 4 prestige classes

Etherscope's rainy streets and shrouded Scope domains hide ancient dangers and unknowable beings. Discover secret societies that have manipulated events for centuries. Learn of strange creatures that science denies. Behold the antediluvian civilisations that throve before the catastrophic Earth-Wrack. Discover truths about Etherscope demons and System agents, and the alien entities they serve: the maddening Great Old Ones and the mysterious System.

112 pages.

$19.99

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The Lemurian Candidate

Steampower's first official adventure for Goodman Games' excellent new Etherscope setting of Victorian cyberpunk is out now!

The Lemurian Candidate is an adventure for levels 4-6, and is the first in a series of loosely connected adventures that can be played individually or as part of a longer campaign. The Lemurian Candidate starts with the theft of a priceless Lemurian artifact and leads to the PCs becoming embroiled in a web of intrigue and conspiracy in the dark corners of the Etherscope, where nothing is quite what it seems and nobody is quite who they claim to be.

$14.95

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Etherscope: Just a Delivery 

In 1874, Harold Wallace discovered something that changed the world: Etherspace. The might of Victorian industry drove forward, breaking down the frontiers of technology. Steam engines became smaller, weapons became more powerful, and cybernaughtics replaced limbs lost in bloody imperial wars. Then mankind learned to step into Etherspace itself.

Do you accept the challenge?

Now it's 1984. In this all-new adventure, the heroes are asked to help deliver a package for an old private investigator. Finding the package requires investigation, intrigue, danger -- and a trip to etherspace. Delivering it isn't so easy, either, after several agencies show up to claim possession. Diplomacy, theft, and force of arms all come into play before the package finds its final destination!

$3.00

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Dungeon Crawl Classics #2: The Lost Vault of Tsathzar Rho (3.5 edition)

An Adventure for First Level Characters

Remember the golden days of role playing, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Well, those days are back. Dungeon Crawl Classics feature bloody combat, intriguing dungeons, and no NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know must be there somewhere.

In The Lost Vault of Tsathzar Rho, a defenseless village asks the characters to slay an out-of-control ogre. Sounds easy enough. But the ogre, who used to be nothing more than a nuisance, has become crazed and psychotic. When the characters arrive at its cave, they find a subterranean portal has connected the cave to a much larger underground complex. Something in that complex has transformed the ogre and many other local creatures into fiendish marauders. In fact, it's the lost vault of Tsathzar Rho, an ancient wizard and prophet of the Outer Gods, who are gathering their foul minions for battle.

32 pages.

$10.99

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Dungeon Crawl Classics #11: The Dragonfiend Pact

The small town of Welwyn has been beset by a string of robberies. The heroes are led to the natural cave system located at the bottom of the town well, which they must explore to find the burglars. But once they're in the cave system, things get much more difficult! The "burglars" turn out to be mere pawns in a much darker game. To get to the source of the crimes, the heroes must shrink themselves with potions of improved reduce person and explore a series of dangerous rat warrens where their prey is larger than they are!

Features:

  • A unique dungeon crawl that requires the heroes to shrink themselves in order to complete their mission
  • 16 keyed encounter areas covering a wide range of encounters
  • A great low-level module that positions successful PCs as heroes of the village, ready to pursue future adventures
  • For 2nd level characters

$2.00

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Dungeon Crawl Classics #12: The Blackguard's Revenge

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere.

When the heroes come into town, word arrives that a nearby cloister of the god of valor is under siege by an army of undead. The adventurers travel to help defend the bastion of paladins, only to discover that these undead are actually ancient enemies of the paladins' order. They have discovered a way to exact vengeance for slights committed centuries ago, but to finish their plan they must breach the cloister's catacombs! Can the heroes battle them to the catacombs and defeat their horrific blackguard champion?

Features:

  • You've asked for it: a DCC featuring an undead army. Here it is! A blackguard's army of wights, devourers, and mohrgs are ready to face your noble heroes.
  • 48 keyed encounter areas against a relentless army of undead
  • Includes four illustrated player handouts
  • A magic item of near-artifact power holds the power to sway the battle -- will the heroes discover this fact in time to save the paladins?
  • 4 illustrated player handouts

$11.99

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Dungeon Crawl Classics #13: Crypt of the Devil Lich

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere.

This special tournament module was used for the First Annual Dungeon Crawl Classics Open Tournament in at Gen Indy 2004. The module includes the official tournament scoring system and pregenerated characters, as well as almost two dozen illustrated player handouts.

An ancient prophecy sends the heroes into the crypt of the Devil Lich to destroy her before she can return to power. Once inside, they must face horrors that could only be dreamt of by a mad half-drow half-fiend lich!

Features:

  • The most vicious dungeon crawl since Tomb of Horrors, created in homage to this classic with the goal of providing an even greater challenge
  • An adventure destined to be legend, created collaboratively by 10 talented dungeon designers
  • Color! The first DCC to feature color interior art
  • The same module enjoyed by 52 gamers in the First Annual Dungeon Crawl Classics Open Tournament at Gen Con Indy 2004
  • 25 keyed encounter areas, each one a unique challenge, with a whopping 22 illustrated player handouts
  • The longest DCC to date -- 96 pages of dungeon crawl action! Good for many, many sessions of home play
  • Highlights from the convention tournament, including 2 pages of color photos, the Erol Otus art of the convention winner, a Roster of Heroes recording all those who tried to best the Crypt at Gen Con '04, the tournament scoring rules and pregenerated characters, and more

$24.95

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Dungeon Crawl Classics #15: Lost Tomb of the Sphinx Queen

An Adventure for Character Levels 14-15

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere.

Legend tells of a long-dead empire of sphinxes, ruled over for millennia by a great queen named Ankharet. She fell into darkness and her empire was shattered, as her subjects rebelled and cast her down. Unable to kill her, it is said that they bound her with great magic and buried her in a tomb, to wait for the foretold heroes who would be able to slay her and end her evil forever. Their empire in ashes, the sphinxes scattered to roam the world in bitter freedom, save a single great androsphinx.

On the edge of the mysterious Barren Hills, between the mountains and the Great Desert, there is a gigantic statue of a crowned gynosphinx, ancient beyond reckoning. At its feet, a great androsphinx known as Khubsheth the Prophet has dispensed counsel and prophecy to all who come to him for longer than mortal records can tell. The heroes have come to visit Khubsheth, whether for counsel, prophecy or out of curiosity, but as soon as he lays eyes on them, he attacks! Upon his defeat, he tells them that they are the heroes foretold by the legend of Ankharet. Ankharet ruled over a long-dead empire of sphinxes, but she fell into darkness. Her subjects rebelled and cast her down, but were unable to kill her. It is said that they bound her with great magic and buried her in a tomb, to wait for the foretold heroes who would be able to slay her and end her evil forever. Kubsheth the Prophet tells the heroes that they must enter the tomb of the long-dead sphinx queen, kill her, and destroy her cursed crown, an artifact of tremendously evil power. As his blood seeps into the sands, a doorway opens at the base of the statue, leading down into darkness...

If you enjoy this adventure, look for the rest of the Dungeon Crawl Classics series!

48 pages.

$12.99

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Dungeon Crawl Classics #16: Curse of the Emerald Cobra

An Adventure for Character Levels 6-8

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere.

Centuries ago, a seemingly immortal yuan-ti warrior known as Xiuhcoatl, the Emerald Cobra, ruled over the vast Eztenqui Jungles with an iron fist. Finally, a wizard managed to end the evil serpent's reign of terror by trapping its life essence in a magical staff. The staff became both the figurative and literal heart of Voltigeur, resting in an enchanted case in the center of the town as a symbol of victory. But now the magic staff has vanished. Since the disappearance, merchant caravans traveling to Voltigeur have been savagely attacked. The few survivors report that their attackers were serpent-men swearing fealty to the reborn Emerald Cobra! Legends speak of an old pyramid near Mount Icpitl that was once the Emerald Cobra's palace. Can the heroes locate this ancient ruin and destroy the reborn Emerald Cobra?

If you enjoy this adventure, look for the rest of the Dungeon Crawl Classics series!

48 pages.

$12.99

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Dungeon Geomorphs

Unlike other Dungeon Crawl Classics, this volume does not present a completed adventure. Instead, it presents a set of DM tools that will make your job easier. This book of dungeon geomorphs gives you everything you need to map out exciting underground adventures. The geomorphs are modular map segments designed to be combined in a variety of ways. There are 124 map segments, encompassing mazes, dungeons, underdeep caverns, monstrous lairs, castles, ruins, halls, and many other intriguing places to explore. Together they combine to make thousands of possible maps!

Features:

  • 124 unique map tiles, each with dozens of areas to explore.
  • Consistent entry and exit points between map tiles, so they can be easily combined.
  • Maps are organized according to theme: caves, castles, ruins, hallways and corridors, lairs, the underdeep, mazes, dungeons, and temples.
  • Includes blank map tiles so you can create your own geomorphs.

32 pages.

$10.99

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Dungeon Crawl Classics #14: Dungeon Interludes

Six Adventures for Character Levels 1-13

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere.

This module is a collection of six related adventures designed to be played nonconsecutively over the course of a campaign. Each adventure builds on the one before it, but is complete and stand-alone. This allows the DM to weave an ongoing plot line into his larger campaign, which gets revealed bit by bit, one episode at a time. As the heroes progress in level, they slowly uncover a great plot by an ancient summoner to forge the Oculum Infernae, a terrifying artifact that will allow him to read the heavens with perfect clarity. Only by stopping his efforts can the heroes ensure that the evil wizard won't summon an army of unspeakable terror!

If you enjoy this adventure, look for the rest of the Dungeon Crawl Classics series!

Features:

  • A new approach to adventures: six stand-alone modules designed to be played at different times in a campaign, which slowly weave a connected storyline
  • Each adventure can be played on its own, or they can be tied to the larger metaplot
  • Six separate adventures each with its own distinct theme, including such unique settings as a paladin's burial sanctuary, the lair of a xill trophy hunter, and a wizard's tower sinking into a tar pit
  • A climactic finale where the PCs must stop an evil summoner from bringing an army of devils into the world
  • 16 illustrated player handouts

88 pages.

$18.99

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Dungeon Crawl Classics #17: Legacy of the Savage Kings

An Adventure for Character Levels 4-6

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere.

For centuries, the Great Swamp has hidden hints of an ancient culture of barbarian kings. While passing through this miserable bog, the PCs encounter Stygoth the Damned, a half-dead black dragon driven mad by a mysterious disease. Delving further, the heroes discover that the disease is tied to the very swamp itself. A great corruption once infested this place, destroying the savage barbarian kings and leaving only mighty statues as their legacy. Now this corruption has returned, and a terrible Witch Queen is mining the corrupted swamp-earth to produce evil, blighted artifacts. In order to stop the spread of these evil weapons, the heroes must enter the ancient caves of the savage kings, put to rest the corrupt legacy of their downfall, end the disease that scars the land, and then face off against the Witch Queen herself.

If you enjoy this adventure, look for the rest of the Dungeon Crawl Classics series!

Features:

  • The first Dungeon Crawl Classics module to have a detachable cover. The inside cover is a 2-page map spread, just like the classics!
  • An exploration-style adventure where the PCs gradually unearth a greater mystery.
  • More than 50 keyed encounter areas with a wide variety of monsters, puzzles, traps, and hazards.
  • 7 illustrated player handouts.

40 pages.

$12.99

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Dungeon Crawl Classics #18: Citadel of the Demon Prince

An Adventure for Character Levels 12-13

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere.

An apocalyptic cult of demon worshipers has been kidnapping farmers from the local hamlets and offering them up as sacrifices to their blasphemous idols. The heroes are called in for what appears to be a simple mission: hunt down the demon worshipers, beard them in their lair, and demolish their dark abbey, down to the last stone. But this cult is under the direct control of a demon prince with much larger ambitions. The heroes' exploration of the dark abbey soon leads them into a portal to another plane, where they discover the demon prince's hellish scheme -- and learn they have only hours to save their world from being destroyed! Can they defeat the demon prince in his own evil citadel?

If you enjoy this adventure, look for the rest of the Dungeon Crawl Classics series!

Features:

  • A haunting, atmospheric adventure showcasing new demonic opponents, both original and pulled from open gaming sources.
  • A classic dungeon crawl where the stakes grow progressively larger with each passing room.
  • A magical puzzle your players will remember for years to come.
  • 8 illustrated player handouts.
  • Includes appendix with stats for 12 new monsters, some from the Tome of Horrors and some completely new
  • Utilizes material from the Demon Hunter's Handbook, though ownership of that book is not required.

64 pages.

$15.99

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Dungeon Crawl Classics #19: The Volcano Caves

An Adventure for Character Levels 7-9

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere.

Odd things are happening in the area around Mount Rolnith, a dormant volcano. When spellcasters wield fire magic, they feel drawn to the mountain. Local farmers and their animals disappear, leaving clawed footprints and signs of struggles. Open flames tilt, all pointing to the same spot: a cave in Mount Rolnith's craggy face. The heroes decide to investigate these occurrences, and a torch serves as their compass, pointing directly into the cave's mouth...

If you enjoy this adventure, look for the rest of the Dungeon Crawl Classics series!

Features:

  • A classic exploration-type adventure.
  • An alien environment where the heroes encounter a variety of new monsters.
  • Creative puzzles and arcane mysteries.
  • Three different levels of dungeon crawling action that will defy your players' expectations!
  • 9 illustrated player handouts

48 pages.

$12.99

  Quantity 

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Dungeon Crawl Classics #21: Assault on Stormbringer Castle

An Adventure for Character Levels 12-14

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere.

The coastal town of Argalis has been struck by three gale-force hurricanes in the last three weeks. While the first two storms succeeded in devastating the town, the final added insult to injury by destroying more lives than property. Argalis' leaders know a local storm giant called Stozari Stormbringer sent the hurricanes against them for failure to pay her annual "good weather" tribute. Argalis' leaders want an end to the storms, and they've decided the best solution is to eliminate the giantess herself. They need heroes willing to storm her castle and kill this storm tyrant once and for all!

If you enjoy this adventure, look for the rest of the Dungeon Crawl Classics series!

Features:

  • A classic battle against giants!
  • A dungeon where stealth is important: Stozari Stormbringer knows you're coming, so how will you sneak up on her?
  • 7 player handouts!

32 pages.

$10.99

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Dungeon Crawl Classics #22: The Stormbringer Juggernaut

An Adventure for Character Levels 14-16

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere.

The Stormbringer family of storm giants has long extorted gold from coastal towns as a "good weather tax." Fed up by rising taxes, the towns recently sent a band of stalwart adventurers to finish off Stozari Stormbringer for good (as witnessed in DCC #21: Assault on Stormbringer Castle). But when the adventurers struck down Stozari, they only made her more powerful. Through eldritch rituals, her life force has been transferred by her daughter into the Stormbringer juggernaut, a massive 800-foot-long giant-scaled assault ship bristling with weapons of war. Capable of laying siege to a large city or defeating an entire navy of human ships, the juggernaut is a potent weapon to bring larger cities under the control of the Stormbringers. Now this living juggernaut has set sail for the coast, and only the heroes can stop it!

$10.99

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Dungeon Crawl Classics #23: The Sunken Ziggurat

An Adventure for Character Levels 5-7

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere.

A recent earthquake has exposed an ancient ziggurat long buried in the earth. When the heroes are called to investigate, they find more than just a buried structure. The dragon-queen Tiamat was slain on this site, and the ziggurat was built eons ago to seal her taint. Now that it has resurfaced, evil magics flow into the surrounding lands! The heroes must descend into this ancient edifice, defeat the monsters that dwell within its bowels, and replace that seal that prevents Tiamat's evil from leaking into the world!

If you enjoy this adventure, look for the rest of the Dungeon Crawl Classics series!

$12.99

  Quantity 

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Dungeon Crawl Classics #24: Legend of the Ripper

An Adventure for Character Levels 1-3

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere.

The city is gripped in fear! The Ripper has returned after a 125-year absence and is once again carving a trail of blood through the slums of Millers Court. Also returned is the ghost of Mari Kell, his last victim from more than a century ago, and she haunts the streets where she was killed. The city watch is at a loss to solve this supernatural mystery, much less apprehend the Ripper himself. All the clues point back to the hovel where Mari Kell was slain long ago. If the heroes are brave enough to enter, will they find the Ripper himself there?

If you enjoy this adventure, look for the rest of the Dungeon Crawl Classics series!

Features:

  • A classic plot -- with a fantastic twist
  • An urban dungeon crawl that begins in a city and ends in lost caves under the sewers.
  • All-new Jeff Dee cover art
  • Written by ENnie-nominated author Andrew Hind (writer of Dungeon Crawl Classics #5: Aerie of the Crow God)
  • World-neutral location designed to be dropped into the seedy underside of any city in your campaign

$12.99

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Dungeon Crawl Classics #25: The Dread Crypt of Srihoz

An Adventure for Character Levels 9-11

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere.

For leagues uncounted, a path has followed the tortured contours of a cliff which hangs over the storm-battered shore of the icy northern seas. The eternally damp rock is covered in places by a sickly film of grey mosses and lichens, which is the sum total of all the life forms able to scratch out an existence in this gods-forsaken hell. For atop the cliff stands the entrance to the dread crypt of Srihoz, a vampire of ancient name and deadly reputation. Only the bravest adventurers dare enter this place...

If you enjoy this adventure, look for the rest of the Dungeon Crawl Classics series!

Features:

  • A classic battle against a powerful vampire
  • A deadly crypt that has defied intrusion for thousands of years
  • An adventure born of the mind of longtime DCC cartographer Jeremy Simmons

40 pages.

$12.99

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Dungeon Crawl Classics #26: The Scaly God

An Adventure for Character Levels 4-6

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere.

A mountainside stronghold important to local trade has been completely destroyed. When the heroes investigate the situation, they find a tribe of savage goblinoids occupying the stronghold. But the goblinoids couldn't possibly have inflicted the damage evident on the mighty stronghold's foundations. The more the heroes dig for clues, the more they uncover, until soon they find an underground cavern complex unbeknownst to the nearby towns -- and in that cave, they come face to face with the goblinoids' scaly god himself...

If you enjoy this adventure, look for the rest of the Dungeon Crawl Classics series!

Features:

  • Classic enemies that lead to unexpected foes
  • A cavern crawl with a surprise at the end
  • 19 new monsters, some from OGL sources such as the Tome of Horrors and others entirely new

80 pages.

$18.99

  Quantity 

GG011472

 


Dungeon Crawl Classics #27: Revenge of the Rat King 

An Adventure for Character Levels 4-6

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere.

In Dungeon Crawl Classics #1: Idylls of the Rat King, our heroes defeated a vicious wererat and his minions. Now the Rat King is back! Investigating a ring of slavers, the heroes find themselves in the city's slums. Unknown to them, the entire dungeon is a ruse designed to lure them into the Rat King's clutches. Baited deep underground, the PCs square off against an army of wererats and slavers. When they face unbeatable odds, they can't avoid being captured and tossed into a dungeon cell! Bereft of armor, weapons or equipment, they must fight their way through a rat warren, past the collapsed tomb of an undead warrior, and back into the sewers of the Rat King!

If you enjoy this adventure, look for the rest of the Dungeon Crawl Classics series!

Features:

  • A sequel to the most popular DCC of all
  • A classic "captured by slavers" style adventure
  • An ending that no one will see coming...
  • Printed in two editions with different cover art on each

32 pages.

$12.99

  Quantity 

GG011521

 


Dungeon Crawl Classics #28: Into the Wilds 

An Adventure for Character Levels 1-3

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere.

A classic introductory adventure, Into the Wilds sends the adventurers to Wildsgate, a frontier keep beset by a wicked curse and savage foes. In their battles against bat-riding goblins, savage cannibals, and evil rebels, the heroes uncover rumors of a lost vault left behind by the infamous thief Zamuk the Swift. Along the way they meet villagers with hidden agendas, discover a nefarious scheme, and learn the lore of the Wilds!

If you enjoy this adventure, look for the rest of the Dungeon Crawl Classics series!

Features:

  • All-new cover art by legendary TSR artist Jim Roslof!
  • A classic cavern complex exploration-style adventure
  • A suspenseful plotline that reveals itself slowly as the heroes progress in their exploration

65 pages.

$14.99

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Dungeon Crawl Classics #29 - The Adventure Begins

An Adventure Compilation for Character Levels 1-2

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere.

Let the adventure begin! This compilation of twenty all-new 1st-level adventures is especially designed to kick-start new campaigns. Written by experienced adventure authors, these stand-alone modules will challenge your heroes with war-worms, hang-gliding kobolds, a hundred-foot-tall colossus, giant bees, an ancient wizard's tower, trained monkeys, dangerous mushrooms, a gigantic white salamander -- and more!

If you enjoy this adventure, look for the rest of the Dungeon Crawl Classics series!

Features:

  • All-new cover art by legendary TSR artist Jim Roslof!
  • TWENTY adventures for 1st-level characters, every one of them suitable for kick-starting an entire campaign
  • A wide variety of plot hooks and unique encounters to spice up your game

$34.99

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Dungeon Crawl Classics #30: Vault of the Dragon Kings

An Adventure for 10th Level Characters

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere.

This special tournament module was used for the Second Annual Dungeon Crawl Classics Open Tournament at Gen Con Indy 2005. It includes the official tournament scoring system, pregenerated characters, and illustrated player handouts. In the lofty reaches of a distant mountain range lies an ancient vault shrouded in mystery. An evil dragon has penetrated the vault in order to bring about a new age of dragons -- an age that has no place for the likes of man, dwarf or elf. Only the heroes can stop him!

If you enjoy this adventure, look for the rest of the Dungeon Crawl Classics series!

Features:

  • All-new front cover art by TSR legend Erol Otus -- and all-new back cover art by TSR legend Jeff Dee!
  • A brutal dungeon that only the strongest will survive
  • Tournament results and recap, including PC death rates by level

128 pages.

$21.99

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Dungeon Crawl Classics #31: The Transmuter’s Last Touch

An Adventure for Character Levels 1-2

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics adventures don’t waste your time with long-winded speeches, weird campaign settings, or NPCs who aren’t meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you remember, and the secret doors you know are there somewhere.

Deep inside a catacomb at the base of a steep mountainside, the heroes encounter what appears to be a tribe of ordinary kobolds. But soon it becomes clear that these scaly humanoids have tapped into an ancient magic that augments their bodies! Exploring deeper into the mountain, the heroes learn more about the mysterious transmutation magic that haunts these old catacombs...

If you enjoy this adventure, look for the rest of the Dungeon Crawl Classics series!

Features:

  • A complete adventure for only $2
  • A fun twist on the classic 1st-level "kobold adventure"

$2.00

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Dungeon Crawl Classics #32: The Golden Palace of Zahadran 

An Adventure for Character Levels 14-16

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics adventures don’t waste your time with long-winded speeches, weird campaign settings, or NPCs who aren’t meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you remember, and the secret doors you know are there somewhere.

While investigating rumors of a dangerous blue dragon wreaking havoc in the deep desert, the heroes tumble under the sands into the magically sealed dome of an ancient palace. The temporarily weakened dome reseals above them, and they are left to explore the golden palace of Zahadran, once seat of power for the legendary Caliph Ardishir the Magnificent. But the dome is weak because it has been assaulted by the mythical storm demon Azi Dahaka and his trapped minions, evil creatures that were sealed under the magical dome to keep them from ravaging an unsuspecting world. To escape from the golden palace, the heroes must defeat Azi Dahaka and his minions, uncover long-buried arcane secrets, and close a gateway to the otherworld!

If you enjoy this adventure, look for the rest of the Dungeon Crawl Classics series!

Features:

  • A "city in a bottle" adventure where the heroes must use their wits and swords to escape
  • A Persian theme that adds exotic flavor to a classic adventure
  • Six new monsters keep the players on their toes

Writer: Greg Oppedisano
48 pages.

$12.99

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Dungeon Crawl Classics #34: Cage of Delirium

An Adventure for Character Levels 6-8

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics adventures don’t waste your time with long-winded speeches, weird campaign settings, or NPCs who aren’t meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you remember, and the secret doors you know are there somewhere.

For decades, the ruined mansion south of town has been the source of furtive whispers and ill omens. While many have forgotten the night the sky burned red and the old halls fell to flame, all know that now its grounds are a dead place, where only fools and the suicidal dare tread. Yet those who do remember that fateful night nearly forty years ago can tell another tale: a tale of generosity, good intentions, and an unlikely romance, but also of jealousy, blasphemous curiosity, and demoniac insanity. The mansion to the south wasn’t just some fop’s manor house, they say, but a hospital – an asylum of the insane. Now the heroes must infiltrate the long-abandoned, fire-scarred, and cursed halls of Haverthold Asylum. Can they put to rest the spirits that still stalk the ruin’s halls?

If you enjoy this adventure, look for the rest of the Dungeon Crawl Classics series!

Features:

  • Includes Gates of Delirium, a complete soundtrack on CD specially cued to the adventure! Each room instructs the DM to cue the appropriate track, providing a truly immersive role playing experience.
  • Produced in cooperation with the award-winning musicians from Midnight Syndicate.
  • A truly unique adventuring experience that mixes puzzle-solving, mysteries, NPC interaction, and combat like you’ve never seen it before.
  • Written by Dragon editor Wes Schneider with cover art by TSR legend Erol Otus.

64 pages plus CD.

$24.99

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Dungeon Crawl Classics #36: Talons of the Horned King

An Adventure for Character Levels 3-5

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics adventures don’t waste your time with long-winded speeches, weird campaign settings, or NPCs who aren’t meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you remember, and the secret doors you know are there somewhere.

Traveling through the frozen wastelands of the north, the heroes arrive in a town in turmoil. A nobleman has disappeared, and the town is danger of being attacked by nomadic creatures called kra-dhan. To help the town, the heroes travel through narrow, icy ravines to a druidic circle of stone known as the Talons of the Horned King, which is believed to be the source of the town’s problems. There they discover a sinister tribe of kra-dhan - and the ruins of a spaceship buried beneath the Talons!

56 pages.

$13.99

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Dungeon Crawl Classics #39: The Ruins of Castle Churo

DM Screen and Adventure for Character Levels 1-3

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics adventures don’t waste your time with long-winded speeches, weird campaign settings, or NPCs who aren’t meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you remember, and the secret doors you know are there somewhere.

This 8-panel DM screen, designed especially for 3.5 rules, includes all the reference panels a DM needs during his game. It is illustrated with gorgeous art from the Dungeon Crawl Classics line, and comes packaged with The Ruins of Castle Churo, a new adventure for character levels 1-3. The heroes have to bring justice to marauding bandits who have taken refuge in castle ruins – but this castle was long ago destroyed by a magical accident whose effects still linger!

DM Screen Design: Todd Rooks
Adventure Writer: Alex Anderegg
Cover Artist: Leo Winstead

8 panel DM screen plus 16-page adventure.

$24.99

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Dungeon Crawl Classics #40: Devil in the Mists

An Adventure for Character Levels 7-9

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics adventures don’t waste your time with long-winded speeches, weird campaign settings, or NPCs who aren’t meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you remember, and the secret doors you know are there somewhere.

A deadly blue mist fills the streets of Fair Haven, slaying many of the small town’s inhabitants and driving the rest insane. The mist’s source is hidden in the town’s dark sewers. To save Fair Haven, the heroes must explore the catacombs beneath the town, solve an ancient riddle, and defeat a sahuagin menace. But their journey does not end there – for an unspeakable devil from a forgotten plane of existence lurks within the mists...

This adventure can be played as a sequel to Dungeon Crawl Classics #7: Secret of Smuggler’s Cove, or can be played on its own.

If you enjoy this adventure, look for the rest of the Dungeon Crawl Classics series!

Writer: Mike Ferguson
Cover Artist: Brad McDevitt
Cartographer: Jeremy Simmons

48 pages.

$12.99

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Dungeon Crawl Classics #41: The Lost Arrows of Aristemis

An Adventure for Character Levels 1-3

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics adventures don’t waste your time with long-winded speeches, weird campaign settings, or NPCs who aren’t meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you remember, and the secret doors you know are there somewhere.

There have always been caravan raiders. But in the last few years, the raiders have turned into slavers and expanded to helpless farms and villages. The slavers have struck even the Holy Order - but one recovered victim has brought back wild tales of holy artifacts of Aristemis! Can you break the slavery ring and recover the relics?

If you enjoy this adventure, look for the rest of the Dungeon Crawl Classics series!

64 pages.

$15.99

  Quantity 

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Dungeon Crawl Classics #42: Secret of the Stonearm

An Adventure for Character Levels 2-3

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics adventures don’t waste your time with long-winded speeches, weird campaign settings, or NPCs who aren’t meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you remember, and the secret doors you know are there somewhere.

A merchant’s beautiful daughter is missing, and only the heroes can save her! The search leads to a band of assassin-thugs called the Stonehands, whose magically enhanced stone hands give them great powers. To rescue the merchant’s daughter, the heroes must best teeming jungles, deadly cults, a demigod’s tomb, and a wizard with ancient magic at his fingertips!

If you enjoy this adventure, look for the rest of the Dungeon Crawl Classics series!

32 pages.

$10.99

  Quantity 

GG012099

 


Dungeon Crawl Classics #43: Curse of the Barrens

An Adventure for Character Levels 3-5

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics adventures don’t waste your time with long-winded speeches, weird campaign settings, or NPCs who aren’t meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you remember, and the secret doors you know are there somewhere.

The headwaters of the Hendata de Danne river -- or “the Heart of the Danne” -- can be traced to a series of ice caves in the slowly melting glaciers of the Saint’s Blood Mountains. It is in those ice caves that the curse of the barrens originates. This mysterious curse has poisoned the waters of the Danne and driven two barbarian tribes to war. The only way to stop the war and end the curse of the barrens is to travel to the Heart of the Danne in search of a lost fertility idol...

If you enjoy this adventure, look for the rest of the Dungeon Crawl Classics series!

48 pages.

$10.99

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Dungeon Crawl Classics #44: Dreaming Caverns of the Duergar

An Adventure for Character Levels 1-3

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics adventures don’t waste your time with long-winded speeches, weird campaign settings, or NPCs who aren’t meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you remember, and the secret doors you know are there somewhere.

While journeying through the treacherous peaks of the Ul Dominor mountains, the heroes are caught in an avalanche! They find the road ahead blocked by rubble – as well as the road behind. But the avalanche opens a cave in the mountainside, leading to a labyrinth of dark, forbidding caverns. With nowhere else to go, the heroes make their way into the unexplored cave, and soon find themselves battling duergar cultists with a sinister agenda...

If you enjoy this adventure, look for the rest of the Dungeon Crawl Classics series!

48 pages.

$12.99

  Quantity 

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Dungeon Crawl Classics #46: Book of Treasure Maps 

A Compilation of Adventures for All Levels

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics adventures don’t waste your time with long-winded speeches, weird campaign settings, or NPCs who aren’t meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you remember, and the secret doors you know are there somewhere.

Treasure maps have been a staple of great fantasy adventures for generations. This module expands this notion by offering six great treasure map adventures to d20 gamers. Covering a wide range of levels, each of the adventures revolves around a treasure map of some kind, and the book includes beautiful handouts to bring the maps to life in the hands of your gamers. The traditional “pirate’s booty map” is represented, of course, and we’ve also taken some steps forward on the concept of “treasure map” – including one map that, after assembly by the DM, resembles a giant 20-sided gem with inscriptions upon it! Each of the adventures is stand-alone and world-neutral, and given the nature of the treasure map concept, they’re easy to drop into any campaign.

If you enjoy this adventure, look for the rest of the Dungeon Crawl Classics series!

112 pages.

$21.99

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Dungeon Crawl Classics #47: Tears of the Genie

An Adventure for Character Levels 6-8

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics adventures don’t waste your time with long-winded speeches, weird campaign settings, or NPCs who aren’t meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you remember, and the secret doors you know are there somewhere.

The desert city-state of Ashareet is plagued by a terrible curse. The only way to free the city before its people are destroyed is to sprinkle the tears of a djinni upon a cursed oasis. The heroes must travel to the Tomb of the Lost King, where a powerful effreet’s dungeon complex has long imprisoned a noble djinni. Only by freeing him and uncovering the ritual for breaking the curse can the heroes save the city!

If you enjoy this adventure, look for the rest of the Dungeon Crawl Classics series!

48 pages.

$12.99

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Dungeon Crawl Classics #48: The Adventure Continues

An Adventure Compilation for Character Levels 4-6

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics adventures don’t waste your time with long-winded speeches, weird campaign settings, or NPCs who aren’t meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you remember, and the secret doors you know are there somewhere.

The adventure continues! This compilation of all-new 4th-level adventures is especially designed to continue new campaigns. They’re perfect sequels to DCC #29: The Adventure Begins, or any other level 1-3 adventures. Written by experienced adventure authors, these stand-alone modules will challenge your heroes with feral elves, undead fiddlers, evil fey, dreamscape nightmares, ghostly Neanderthals -- and more!

If you enjoy this adventure, look for the rest of the Dungeon Crawl Classics series!

256 pages.

$34.99

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Dungeon Crawl Classics #49: Palace in the Wastes

An Adventure for Character Levels 6-7

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics adventures don’t waste your time with long-winded speeches, weird campaign settings, or NPCs who aren’t meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you remember, and the secret doors you know are there somewhere.

This special tournament module was used for the Third Annual Dungeon Crawl Classics Open Tournament at Gen Con Indy 2006. It includes the official tournament scoring system, pregenerated characters, and illustrated player handouts. The adventurers seek the ruined palace occasionally glimpsed deep within the forbidding Achsfel Wastes. Within, they discover evidence of the palace’s builders, the tortoise-like falsoom, and begin to piece together why it was built. Soon they face a series of titanic battles against a twisted servant of Law, a giant weapon of Chaos, and the severed (but very alive) hand of a demigod!

If you enjoy this adventure, look for the rest of the Dungeon Crawl Classics series!

128 pages.

$21.99

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Dungeon Crawl Classics #50: Vault of the Iron Overlord

An Adventure for Character Levels 7-9

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics adventures don’t waste your time with long-winded speeches, weird campaign settings, or NPCs who aren’t meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you remember, and the secret doors you know are there somewhere.

Chaos reigns in the kingdom as the king and queen have died, leaving no heirs. The heroes are commissioned to go into the king’s vault to retrieve the scepter of succession, a magical relic that legends claim to be able to determine who should be the rightful ruler of the kingdom. The king kept his treasures in no ordinary vault, however. The so-called Vault of Rings was designed to not only keep out thieves but to train his heir, who would be unable to access the kingdom’s wealth until he or she could overcome the trials and obstacles found within the vault...

This special module marks the fiftieth adventure in the Dungeon Crawl Classics series. The adventure features a unique map composed of concentric rings that rotate as the characters explore the dungeon. The module is printed to include a map on the inside cover that physically rotates, so the DM can follow the dungeon rotation as the players explore!

If you enjoy this adventure, look for the rest of the Dungeon Crawl Classics series!

Writer: Monte Cook
40 pages with rotating map.

$14.99

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Dungeon Crawl Classics #51: Castle Whiterock

An Adventure that takes Characters from Level 1 to 15

The Greatest Dungeon Story Ever Told

"As the flame of my second life sputters and dims, I find myself thinking more and more on those heroes who, though we first met as enemies, granted me another opportunity to sip from life's cup. Great were their deeds and deep their wisdom, yet the tale of their adventures in Castle Whiterock has not been told: the helpless lives they saved and the wicked lives they ended, the diabolic ingenuity of their adversaries, the desperate moments when hope was faint, and their final victory over the terrible dragon Benthosruthsa."

"If I am granted sufficient time, I will see this amended. The world will know of the champions of Castle Whiterock."

-Koborth the Risen, General (retired)

Castle Whiterock is a complete campaign. This box holds more than 700 pages of material, enough to take new characters to 15th level and fuel a campaign for years. It contains:

  • Four books detailing the dungeon’s 15 levels and 14 sub-levels, colored according to level: red book, blue book, green book, and black book. Every map location is fully described with stats included.
  • A 56-page gazetteer of the Kingdom of Morrain, including the town of Cillamar.
  • A 48-page book of maps.
  • A 32-page book of player handouts.
  • A poster map showing Cillamar on one side and the final two levels of the dungeon on the reverse.
  • Six loose-leaf character sheets of the pregenerated heroes, ready to play out of the box, plus one blank character sheet to copy for later use.
  • A 16-page index and glossary.

$99.99

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Dungeon Crawl Classics #51.5: The Sinister Secret of Whiterock

An Adventure for Character Levels 1-3

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics adventures don’t waste your time with long-winded speeches, weird campaign settings, or NPCs who aren’t meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you remember, and the secret doors you know are there somewhere.

Just outside of the border city of Cillamar lies a hidden ruin, once home to a clan of gnomes, now the lair of twisted aberrations that shun the surface world and its people. The heroes are called to explore this ruin. They pick their way through subterranean byways and galleries, past deadly traps and ancient caverns, to discover the eldritch source of the aberrations: a malevolent crystal monolith hidden atop an island in the center of an underground lake. But ending the crystal’s curse carries its own repercussions...

If you enjoy this adventure, look for the rest of the Dungeon Crawl Classics series!

$2.00

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Dungeon Crawl Classics: Saga of the Dragon Cult

An Adventure Path That Takes Characters From Level 1 to 10

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics adventures don’t waste your time with long-winded speeches, weird campaign settings, or NPCs who aren’t meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you remember, and the secret doors you know are there somewhere.

Before there was Áereth, the Known Realms, or the gazetteer that hints to the myriad of adventures set therein, there was Tsathzar Rho, the Witch Queen, Nockmort the Mad Treant, and Pyraxus the Red Dragon. Fearsome villains all, the four reigned with terror and violence across the Known Realms, and a many a troupe of aspiring heroes fell before their evil machinations. Now all four classic villains can be found together in this single, epic adventure path. Saga of the Dragon Cult is a collection of four classic DCC adventures that takes PCs from 1st level all the way to 10th level and beyond. Beginning play as mere apprentices, woodsmen, petty thieves, and sellswords, the PCs grow to become mighty legends, of whom tales of heroism are recounted across the North. By the final chapter, the fate of civilization rests in the hands of the PCs, as they chase a fearsome red dragon back to its lair.

This boxed set includes the adventure modules DCC #2: Lost Vault of Tsathzar Rho, DCC #6: Temple of the Dragon Cult, DCC #10: The Sunless Garden, and DCC #17: Legacy of the Savage Kings. It also includes a 32-page adventure path guide that ties these four modules into one cohesive adventure path with plot adjustments, new interludes, and more details on the world of Áereth, for a total of 168 pages of adventure!

Boxed set with 5 modules (total of 168 pages).

$19.99

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Wicked Fantasy Factory #0: Temple of Blood

A Level 1 Adventure

Your adventures are already exciting... characters explore dungeons, crush monsters, and score loot. But maybe you want your adventures to be more. Maybe you want adventures that are things of legend. Maybe you want adventures that are wicked sick. That’s what Wicked Fantasy Factory gives you: axes hacking, spells exploding, and blood spewing.

Don’t just crawl through dungeons... make them sorry they ever met you!

An ancient temple. A sinister villain. And plenty of kobold ass to kick! The king’s latest wife has gone missing. In an effort to rescue her and other young lovelies, the heroes descend beneath the city streets and find themselves in the ruins of an ancient temple. The villain — who has given himself to dark powers — draws on the magic of the place to complete his vile rituals. The heroes confront vicious kobolds, giant vermin, and the magic of the ancient temple. The Temple of Blood needs cleaning — and there’s plenty of bad guys that the heroes can use to mop the floor!

16 pages, color interior covers.

$2.00

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Wicked Fantasy Factory #1: Rumble in the Wizard’s Tower

An Adventure for Character Levels 1-3

Your adventures are already exciting... characters explore dungeons, crush monsters, and score loot. But maybe you want your adventures to be more. Maybe you want adventures that are things of legend. Maybe you want adventures that are wicked sick. That’s what Wicked Fantasy Factory gives you: axes hacking, spells exploding, and blood spewing.

Don’t just crawl through dungeons... make them sorry they ever met you!

In Rumble in the Wizard's Tower, the heroes assault Morrick Tower to stop a calculating warlord from overthrowing the kingdom! They bludgeon the warlord’s hired goons and come nose-to-nose with strange creatures and effects left over from the wizard who once called the tower home. Mystic traps and powerful minions — including the warlord’s flame-flinging lover and the ghost of his murdered father — also confront the heroes. Even time is juiced up: Drawing on the powers of an extraplanar entity, characters enter the fantasy equivalent of bullet time!

$10.99

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Wicked Fantasy Factory #2: Against the Iron Giant

A Level 3 Adventure

Your adventures are already exciting... characters explore dungeons, crush monsters, and score loot. But maybe you want your adventures to be more. Maybe you want adventures that are things of legend. Maybe you want adventures that are wicked sick. That’s what Wicked Fantasy Factory gives you: axes hacking, spells exploding, and blood spewing.

Don’t just crawl through dungeons... make them sorry they ever met you!

In Against the Iron Giant, the heroes confront a gigantic, iron-shod, town-crushi