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Roleplaying Games - Dungeons & Dragons - d20 -
Goodman Games
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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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
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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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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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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
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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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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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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
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GG011472

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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
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GG011521

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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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GG011513

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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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GG011580

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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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GG011609

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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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GG011628

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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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GG011676

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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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GG011703

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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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GG011957

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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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GG012079

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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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GG012209

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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
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GG012098

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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
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GG012099

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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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GG012190

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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
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GG012129

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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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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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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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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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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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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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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 |
|
|
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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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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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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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 | |