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  •  
    457

    A level 15 adventure for 5E Goodman Games is proud to announce the re-release of one of its most cherished - Dungeon Crawl Classics: The Crypt of the Devil Lich! Updated and converted for 5E, the dreaded Tomb of Horrors inspired this classic deathtrap dungeon! The heroes are sent into the Devil Lich's crypt to destroy her before she can return to power, as foreseen in a prophecy. However, the unknowing heroes have actually been tricked into entering her crypt to free her from her prison. If they are truly heroes, they will uncover the deception and defeat the evil Devil Lich before she can unleash her dark designs on the surface world. This adventure module is a fifth edition conversion of the classic dungeon module DCC #13: The Crypt of the Devil Lich, originally published in 2004 by Goodman Games. The Crypt of the Devil Lich was truly a unique design, an homage to the classic meatgrinder-style trap-filled dungeons popular in the late '70s and early '80s. The adventure is designed for a group of four to six 15th-level characters. The original adventure was designed for the 2004 1st Annual GenCon Dungeon Crawl Classics Team Tournament, a tradition that continues today. With some effort on the GMs part, the adventure can be used for campaign play. All-new cover art by Sanjulian! A detailed introduction chapter including notes on how to adjust the adventure for higher or lower levels, using it during campaign play, notes on how to run the adventure as a team tournament, and the devilish backstory of the Devil Lich and her dark machinations. All new interior artwork and cartography Dozens of player handouts, in the tradition of the classic modules Tomb of Horrors and Expedition to the Barrier Peaks. Six fully developed pre-generated Player Characters based on the original tournament player characters. The original team tournament scoring system. Designed for Fantasy Grounds version 4.1.8 and higher.

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    137

    A Level 3 Adventure for MCC RPG! For centuries it has lurked in the dark, forgotten by man and mutant - a terrible entity left behind by the Ancients' meddling in cosmic forces they did not fully understand. Trapped in this world, this alien intellect seeks only to escape, but to do so, it requires lives. What the adventurers think is just another forgotten vault left behind by the Ancients may in truth contain the most terrifying threat they've ever face: the Evil of the Ancients!

  •  
    137

    An entire 24-page supplement devoted to a single artifact of the Ancient Ones! The holiest of ancient relics, The Data Orb of Metakind has been passed down between tribal shamans and mystic mutants from generation to generation for thousands of years. If you can successfully bond with the golden orb's AI, tetrabytes of arcane technological data can be yours, if you but survive its use. For while knowledge is power, it comes at a price.

  •  
    137

    A level 5 adventure for Mutant Crawl Classics RPG! The Ancients called it Beta Collection Unit NC-787. Its mission - to find, collect, and categorize animals and plants, record their DNA, and when required, strip invasive mutant DNA from extant creatures to create genetically pure stock. Then the Great Disaster came. Beta Collection Unit NC-787 sat dead and inert for ages while the world evolved around it for thousands of years. When stories of a rogue "smart metal" being the size of a mountain come to your village, no one takes them seriously, at least until the treaded 10-story-tall monstrosity begins cutting a gigantic swath through your hothouse jungle homeland. Invulnerable to even the mightiest mutations, your only hope to stop its menacing march is to find entry to its interior and access its power sources and sinister inhabitants.

  •  
    137

    A level 2 adventure for Mutant Crawl Classics RPG! It rises -- silent, ancient, and ominous -- from the depths of the Monster Ocean. A curious relic of the Ancient Ones, long forgotten beneath the waves. Then, without warning, alien creatures never before seen on Terra A.D. spill forth the ravage the land! This is the Retreat of Delirium, home to strange super-science and creatures not of this world. What fiendish plans do they have in store for the rad-blasted world of Terra A.D.? Venture through the Retreat's glowing door and discover what awaits beyond!

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    137

    A level 3 adventure for Mutant Crawl Classics RPG! When your hothouse jungle home is suddenly flooded with dispossessed refugees, they all tell the same tale. A conquering horde of warlords wielding magic boomsticks is wiping out whole villages and enslaving the inhabitants -- all in the name of a surviving Ancient One they worship as a god. The tribal elders send you and your Seeker team out to investigate, and if possible infiltrate, the temple of the great and powerful ATOZ.

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    341

    One of the most popular releases of the year returns for the fourth year in a row! The Goodman Games Gen Con Program Guide is an annual compilation of one-off materials for fans of Dungeon Crawl Classics, Metamorphosis Alpha, and everything else Goodman Games publishes. This year's huge 160-page issue includes these articles: - A 36-page-long full-color illustrated interview with legendary TSR artist Erol Otus. - Three new DCC RPG adventures, including the new 0-level funnel Not In Kansas Anymore, plus the Gen Con 2015 spell duel tournament Way of the Dagon, and the new level 0 funnel Death by Nexus. - Brand-new fiction in the style of Appendix N. - An article celebrating the 40th anniversary of Metamorphosis Alpha, with four new "tables of 40" by creator James M. Ward. - Several articles with new material for DCC RPG games, including 1970's 0-level characters, new magic items, and a new patron. - Reports from the road from the last year, including con recaps and Road Crew games. - And much, much more!

  • - A Judges Guild Classic Reprint
     
    257

    Reprinting the classic adventure from Judges Guild An adventure in the wilderness stronghold of a band of brigands that includes the background and statistics of an evil local deity, plus history, maps, and keyed room descriptions of a five-level dungeon carved out of the side of a mountain. The first three levels are fairly easy and suitable for breaking in new and inexperienced players; but the lower two are far tougher, and include a cavern that has a series of four dragon dens, indicative of the difficulty of the lower levels.

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    137

    A Level 5 Adventure for 5E Devilish sorcery and ancient steel merge in the form of a reborn menace rising in the wild hills on civilization's verge. As the badlands burn with wildfire, an arcane warlord gathers his monstrous troops under his tattered banner. He is rumored to be immortal, and it will take tremendous bravery, immense cunning, and more than a little luck for stalwart adventurers to end his campaign of malice. Can your mighty heroes locate the War-lock's one weakness before his forces drown the realm in blood and fire?

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    137

    A Level 3 Adventure for 5E Along the windswept sea coast are several natural stone columns, sacred to the Sea Goddess Pelagia. One of these pillars is the tower of a reclusive wizard, a devout follower of Pelagia. But the wizard has gone missing, and the locals suspect foul play. Surely a powerful wizard must have many enemies! A band of fledgling heroes is tasked with entering one of the Pillars of Pelagia to contend with all manner of magical defenses, while uncovering cryptic clues to the wizard's disappearance planted by an unknown benefactor. The insidious evil plot they uncover could spell eventual doom for the surface world. But the Pillars are sacred to Pelagia, and the Sea Goddess herself might just play a minor role, aiding the heroes as they attempt to thwart a nefarious plot.

  • av Jason Vey
    341

    Thousands of years ago, the ashes of nuclear fire changed the world. The weapons of mass destruction ceased to work as the laws of physics altered. In their wake came elementals and demons, creatures from the darkest dreams and nightmares of mankind. Magic returned to the world. Humankind arose from the ashes and rebuilt society, just as the vile Empire of the East wielded the demonic powers of Orcus to sweep across the globe. Now it falls to a small group of resistance fighters to reclaim freedom for humanity! Inside you will find: - Rules for magic tailored to the post-apocalyptic fantasy setting of the Changeling Earth, including new spells and summonings to enrich any DCC campaign - Character options for adventuring in this world - A discussion of demons, elementals, and monsters, including stats for creatures compatible with any DCC and MCC campaign - Lost technology of the Golden Age of Man, and its effect on the Changeling Earth - Rules for handling healing in a DCC Empire of the East campaign - Details on the city of Erdip, an Empire-occupied settlement teeming with adventure seeds - Statistics for all of the major characters from the trilogy, also usable as NPCs in any DCC or MCC campaign - Two short low-level adventures to start your campaign - A comprehensive random adventure generator system that allows judges to quickly create exciting scenarios, complete with antagonists, goals, treasure, and setbacks, with just a few rolls of the dice this updated and revised second edition includes eight more pages of gaming material, new NPCs, secrets, and more!

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