Grimtooth's Traps Too

Grimtooth's Traps Too PDF Author: Paul O'Connor
Publisher:
ISBN: 9780940244788
Category : Fantasy games
Languages : en
Pages : 62

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Book Description

Grimtooth's Traps Too

Grimtooth's Traps Too PDF Author: Paul O'Connor
Publisher:
ISBN: 9780940244788
Category : Fantasy games
Languages : en
Pages : 62

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Book Description


Grimtooth's Traps Fore

Grimtooth's Traps Fore PDF Author: Elizabeth Danforth
Publisher: Flying Buffalo
ISBN: 9780940244832
Category : Fantasy games
Languages : en
Pages : 70

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Book Description


The Wurst of Grimtooth's Traps

The Wurst of Grimtooth's Traps PDF Author:
Publisher: Sword & Sorcery Studios
ISBN: 9781588461391
Category : Dungeons and Dragons (Game)
Languages : en
Pages : 0

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Book Description


Keep on the Shadowfell

Keep on the Shadowfell PDF Author: Bruce R. Cordell
Publisher:
ISBN: 9780786948505
Category : Dungeons and Dragons (Game)
Languages : en
Pages : 0

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Book Description
A guide to the role-playing game that provides information on its commands, inidividual campaigns, scoring, extras, tactics, and the secrets of the multi-player mode. This adventure takes characters from 1st level to 3rd level.

Original Adventures Reincarnated #1 - Into the Borderlands

Original Adventures Reincarnated #1 - Into the Borderlands PDF Author: Goodman Games
Publisher:
ISBN: 9781946231352
Category :
Languages : en
Pages :

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Book Description
The Borderlands. An untamed wild region far flung from the comforts and protection of civilization.

Citybook 3

Citybook 3 PDF Author: Greg Gorden
Publisher:
ISBN: 9780940244726
Category : Fantasy games
Languages : en
Pages : 92

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Book Description


How to Write Adventure Modules That Don't Suck

How to Write Adventure Modules That Don't Suck PDF Author: Jobe Bittman
Publisher:
ISBN: 9781946231086
Category : Fiction
Languages : en
Pages : 0

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

Citybook 1

Citybook 1 PDF Author: Larry DiTillio
Publisher:
ISBN: 9780940244702
Category : Citybook I (Game)
Languages : en
Pages : 117

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Book Description


Havens of the Damned

Havens of the Damned PDF Author: Jess Heinig
Publisher: White Wolf Publishing
ISBN: 9781588462251
Category : Fantasy games
Languages : en
Pages : 0

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Book Description
Where the Undead Stay Almost every Kindred has a haven, and those who don't are a sorry lot indeed. From a prince's sprawling estate to the steam-tunnel nest of a Nosferatu, havens say much about their owners. This collection of unique havens looks at the specific needs of the Kindred who maintain them and gives advice for how to incorporate them into a story. Dwellings of the Kindred The purpose of Havens of the Damned is to encourage players and Storytellers to view havens as something more than simply where the Kindred rest during the daylight hours. A folio of interesting havens, this book introduces the perfect way to introduce new story hooks to any chronicle.

Into the Odd

Into the Odd PDF Author: Chris McDowall
Publisher:
ISBN: 9781506196589
Category :
Languages : en
Pages : 48

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Book Description
Into the Odd contains everything you need to create a character and explore an industrial world of cosmic meddlers and horrific hazards. This is a fast, simple game, to challenge your wits rather than your understanding of complex rules.You seek Arcana, strange devices hosting unnatural powers beyond technology. They range from the smallest ring to vast machines, with powers from petty to godlike. Beside these unnatural items that they may acquire, your characters remain grounded as mortals in constant danger.The game is 48 pages, containing:Original artwork from Jeremy Duncan, Levi Kornelsen, and others.The fastest character creation out there, getting you playing as soon as possible.Player rules that fit on a single page, keeping a focus on exploration, problem solving, and fast, deadly combat.The complete guide to running the game as Referee. From making the most of the rules to creating your own monsters and Arcana. Sample monsters, arcanum, traps, and hazards.Character advancement from Novice to Master Rules for running your own Company, and taking it to war with an original mass combat system.Complete guide to the Odd World, from the cosmopolitan city of Bastion and its hidden Underground, through to backwards Deep Country, the unexplored Golden Lands.The Iron Coral, sample expedition site to test the players' survival skills.The Fallen Marsh, a deadly wilderness to explore.Hopesend Port, a settlement to regroup and sail on to further adventure.Thirteen bonus pages of tools and random tables from the Oddpendium.