Dungeon Crawl Classics Tome of Adventure, Volume 1

Dungeon Crawl Classics Tome of Adventure, Volume 1 PDF Author: Joseph Goodman
Publisher: Goodman Games LLC
ISBN: 9781950783380
Category : Fiction
Languages : en
Pages : 0

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

Dungeon Crawl Classics Tome of Adventure, Volume 1

Dungeon Crawl Classics Tome of Adventure, Volume 1 PDF Author: Joseph Goodman
Publisher: Goodman Games LLC
ISBN: 9781950783380
Category : Fiction
Languages : en
Pages : 0

Get Book Here

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

DCC RPG Slipcased Tomes of Adventure

DCC RPG Slipcased Tomes of Adventure PDF Author: Goodman Staff
Publisher:
ISBN: 9781961756328
Category : Games & Activities
Languages : en
Pages : 0

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Book Description
This beautifully constructed slipcase is custom-fitted to the four hardcover volumes in the Dungeon Crawl Classics Tome of Adventure series that are contained within. The slipcase has new art by Doug Kovacs and contains Tome of Adventure Volume 1, Volume 2, Volume 3, and Volume 4.

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

Dungeon Crawl Classics Annual Foil Ed. (DCC Compilation, Foil, Hardback) PDF Author: Goodman Games
Publisher: Goodman Games
ISBN: 9781946231864
Category : Games & Activities
Languages : en
Pages : 207

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Book Description
Special Foil Edition! Spoken about for half a decade in hoary whispers, at long last Goodman Games brings you: the DCC RPG Annual. Much of the material for the DCC Annual was written between 2012 and 2014, when the original need was perceived. In many ways, it springs forth from the original inspirations of DCC RPG, which were psychically close at that time. There are magic swords. There are patrons. There are even more tables for making monsters unique. There are rules for making cleric deities more distinctive. There are rules for patron weapons and magic rings. There is the lost continent of Mu, and the hidden places between worlds. And there are rules for magical moustaches. You absolutely do not need the DCC Annual to play DCC RPG, nor does any material in the Annual supersede or otherwise change the baseline game experience as expressed in the core rulebook. There is no rules bloat: only new vistas of imagination. Made in the US.

Dungeon Crawl Classics Role Playing Game

Dungeon Crawl Classics Role Playing Game PDF Author: Joseph Goodman
Publisher: Dungeon
ISBN: 9780982860953
Category :
Languages : en
Pages :

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

Dungeons of Dread: S Series Classic Adventure Compilation

Dungeons of Dread: S Series Classic Adventure Compilation PDF Author: Gary Gygax
Publisher:
ISBN: 9780786964611
Category : Dungeons and Dragons (Game)
Languages : en
Pages : 0

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Book Description
Dungeons of Dread is a hardcover collection of four classic, stand-alone Advanced Dungeons & Dragons(TM) adventure modules -- S1 Tomb of Horrors, S2 White Plume Mountain, S3 Expedition to the Barrier Peaks, and S4 The Lost Caverns of Tsojcanth -- complete with original black-and-white interior art.

The Mysterious Tower

The Mysterious Tower PDF Author: Joseph Goodman
Publisher:
ISBN: 9780977641802
Category :
Languages : en
Pages : 0

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Book Description


Dungeon Crawl Classics #83: The Chained Coffin (DCC RPG Adv., Hardback)

Dungeon Crawl Classics #83: The Chained Coffin (DCC RPG Adv., Hardback) PDF Author: Goodman Games
Publisher:
ISBN: 9781946231819
Category : Games & Activities
Languages : en
Pages : 162

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Book Description
Includes spinning wheel puzzle in plastic pouch.

Castle Whiterock

Castle Whiterock PDF Author: Chris Doyle
Publisher: Goodman Games
ISBN: 9780979332944
Category : Games
Languages : en
Pages : 723

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Book Description


The Adventure Begins

The Adventure Begins PDF Author: Bret Boyd
Publisher:
ISBN: 9780977073849
Category : Dungeons and Dragons (Game)
Languages : en
Pages : 0

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Book Description
Targeted at older gamers, this guide profiles 20 adventures for first level characters. Contributers to this specially designed book include Jason Little, Harley Stroh, and Matt Sprengeler.

Tome of Adventure Design PoD Softcover

Tome of Adventure Design PoD Softcover PDF Author: Frog God Games
Publisher:
ISBN: 9781943067367
Category :
Languages : en
Pages : 318

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