DCC RPG Tome of Adventure Volume 4: The Purple Planet

DCC RPG Tome of Adventure Volume 4: The Purple Planet
Title DCC RPG Tome of Adventure Volume 4: The Purple Planet PDF eBook
Author Harley Stroh
Publisher
Total Pages 0
Release 2024-10
Genre Games & Activities
ISBN 9781961756311

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Prepare for Harley Stroh's sword-and-planet fantasy epic! Your characters are cast across the cosmos to a foreign world. Left to die beneath a weirdling sun and its sickening rays, their survival depends as much upon a quick wit as a quick blade. Even the finest chain hauberk must fail beneath the crush of an alien horde. DCC RPG Tome of Adventure Volume 4 is a level 4 exploration-style adventure spanning scores of leagues. On the Purple Planet, your characters cross hundreds of miles of alien wasteland, where they face predatory creatures, deadly mushroom jungles, and thousands of factious savage man-beasts locked in an endless war. In the course of the sprawling hex-crawl, characters have the opportunity to assume mastery of their own warbands, pit faction against faction, plumb ancient burial mounds, respect the age-old taboos, and experiment with deadly artifacts - the remnants of the Last War. How characters meet each challenge determines whether they discover the secrets to returning home, or slip beneath the sands of the wastes, succumbing to the perils of the Purple Planet. For those few with the courage to remain, we offer a world for the conquering.

DCC RPG Tome of Adventure Volume 2

DCC RPG Tome of Adventure Volume 2
Title DCC RPG Tome of Adventure Volume 2 PDF eBook
Author Goodman Staff
Publisher
Total Pages 0
Release 2024-10
Genre Games & Activities
ISBN 9781961756298

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Seven DCC RPG Adventures In One Volume! Tome of Adventure Vol. 2 collects 7 adventure modules published for the DCC RPG rules set, mostly written by DCC legend Harley Stroh and the DCC Director of Product Development, Michael Curtis. Within the covers of this book lurk sea queens, framed wizards, terrifying giants, time-frozen robots, and even more fantastic dangers, each demonstrating why Dungeon Crawl Classics is the perfect game to capture that classic "sword and sorcery" style of adventure. Whether this is your first taste of DCC RPG or you're well acquainted with its flavor, you'll find a feast unlike any other inside the Tome of Adventure Vol. 2!

DCC RPG Tome of Adventure Volume 3: DCC Lankhmar

DCC RPG Tome of Adventure Volume 3: DCC Lankhmar
Title DCC RPG Tome of Adventure Volume 3: DCC Lankhmar PDF eBook
Author Goodman Staff
Publisher
Total Pages 0
Release 2024-10
Genre Fiction
ISBN 9781961756304

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Adventure in the City of The Black Toga! DCC RPG Tome of Adventure Vol. 3 collects 7 adventure modules published for the Dungeon Crawl Classics Lankhmar campaign setting, officially licensed from the estate of Fritz Lieber! Explore the back alleys of Lankhmar and pit yourself against thieves' guilds, undead denizens, corrupt officials, and even death itself! Each module demonstrates why Dungeon Crawl Classics is the perfect game to capture that classic "sword and sorcery" style of adventure exhibited by Fafhrd and the Gray Mouser. Whether this is your first taste of DCC Lankhmar or you're well acquainted with its flavor, you'll find a feast unlike any other inside the Tome of Adventure Vol. 3!

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

Dungeon Crawl Classics #83: The Chained Coffin (DCC RPG Adv., Hardback)
Title Dungeon Crawl Classics #83: The Chained Coffin (DCC RPG Adv., Hardback) PDF eBook
Author Goodman Games
Publisher
Total Pages 162
Release 2019-11-19
Genre Games & Activities
ISBN 9781946231819

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Includes spinning wheel puzzle in plastic pouch.

Dungeon Crawl Classics #71

Dungeon Crawl Classics #71
Title Dungeon Crawl Classics #71 PDF eBook
Author Joseph Goodman
Publisher Goodman Games LLC
Total Pages 0
Release 2024-04-09
Genre Fiction
ISBN 9780985681111

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A Level 4 Adventure for DCC RPG Thirteen generations ago, the ambitious first Duke of Magnussen made a fell pact with an unknown power, who asked for but one thing in return: the thirteenth daughter born to a Magnussen duke. Now, generations hence, the daughter of Duke Magnussen XIII is stolen away by a hooded executioner riding a leathery beast. As it wings back across the city walls to drop behind the Duke's mountain-top keep, all who watch know it alights in the Magnussen family crypts, where the devilish secrets of thirteen generations have been buried and forgotten - until now...

Castle Whiterock

Castle Whiterock
Title Castle Whiterock PDF eBook
Author Chris Doyle
Publisher Goodman Games
Total Pages 723
Release 2003-11-20
Genre Games
ISBN 9780979332944

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Tome of Adventure Design PoD Softcover

Tome of Adventure Design PoD Softcover
Title Tome of Adventure Design PoD Softcover PDF eBook
Author Frog God Games
Publisher
Total Pages 318
Release 2020-07-17
Genre
ISBN 9781943067367

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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.