KOBOLD Guide to Plots & Campaigns - "Whether you’re a new gamemaster or a seasoned vet looking for a new angle to shake up your game, these 19 essays by expert gamemasters help construct your campaign from the ground up—and keep your players engaged until the dramatic conclusion. Kobold Guide to Plots & Campaigns shows how to begin a new campaign, use published adventures or loot them for the best ideas, build toward cliffhangers, and design a game that can enthrall your players for month or even years. Want to run an evil campaign, or hurl the characters into unusual otherworldly settings? Want to ensure that you’re creating memorable and effective NPCs and villains? We’ve got you covered. Complete with discussions on plotting, tone, branching storytelling, pacing, and crafting action scenes, you’ll find all the tips and advice you need to take on the best role in roleplaying—and become an expert gamemaster, too! Featuring essays by Wolfgang Baur, Jeff Grubb, David “Zeb” Cook, Margaret Weis, Robert J. Schwalb, Steve Winter, and other game professionals."
The Adventurers Almanac - "Written in the similar vein of The Dungeon Alphabet, The Adventurers’ Almanac is not a hard and fast “this is how things should be done” gaming supplement, but a spring-board for your own creativity. With a little mental elbow grease, it’s possible to turn the hundreds of adventure ideas waiting inside its pages into full-blown, epic campaigns that will keep your players entertained and waiting to see what happens next. Suitable for any fantasy roleplaying game, The Adventurers’ Almanac is the perfect resource for any game master lacking in that most precious of commodities—Time, itself. So make you sure your dues are paid to the “Order of Adventurers, Explorers, and Treasure-Seekers,” stop by your local chapterhouse for your copy of The Adventurers’ Almanac, and get ready for a year of unforgettable adventure!"
Hubris: A World of Visceral Adventure -HUBRIS WON 2017 ENNIE FOR BEST ELECTRONIC BOOK! "Hubris is a weird fantasy setting that uses the awesome Dungeon Crawl Classics rules! In this book you will find 10 territories filled with tables and charts to generate interesting locations and encounters, new occupations, 4 new classes, 5 new playable races, 3 new spells, 4 new patrons, including 3 patrons spells for each, 11 new and terrible gods, 14 tables and charts for a GM to use to aid them in their game or create interesting/fun situations, two new adventures to kick off a campaign, and 51 new enemies (including enemies that are unique thanks to random generation). Hubris is hackable! Each territory can be used as the GM wills! Need a desert, swamp, or frozen tundra for your game? Use what's in Hubris!
The Ruins of Undermountain (2e) - "UNDERMOUNTAIN is a dungeon setting for AD&D 2nd Edition campaign play: the oldest, largest, and deadliest dungeon-crawl in the Forgotten Realms campaign setting. It is the place where intrepid adventurers endeavor to become veterans, to win a place among the rich and famous - if they survive its depths. Enter an endless maze where waiting death bears a thousand faces and treasures lie hidden in a thousand places. It's just the setting for long running, memorable, great AD&D game play, the perfect locale you'll never forget. So please, come in. Mind your step among the skulls. Oh, yes - good luck - you'll be needing it. The Ruins of Undermountain campaign set includes: A 128-page book describing Undermountain, its history, its horrors, and details of the first three levels of the dungeon; a 32-page adventure book for use exclusively with Undermountain and Waterdeep; Four full-color maps of the vast and dangerous dungeon and; Eight new monsters."
Night Below: An Underdark Campaign (2e) - Night Below, the first epic campaign adventure for the AD&D game, is designed to take the player characters from 1st level to 10th level and beyond. The PCs start as beginning adventures on a routine courier mission who soon become drawn into combating a sinister plot that menaces the pleasant land of Haranshire. By the end of Book I, The Evils of Haranshire, the player characters should have worked their way up to 5th level. Book II, Perils of the Underdark, shifts the scene underground as the characters search the seemingly endless realm of the underdark to discover the fate of the kidnappers' victims. By the time they reach the dark cavern of The Sunless Sea in Book III, they should each be 10th level or above, ready at last to confront the ultimate evil behind the far-reaching conspiracy. Inside are Three 64-page books compromising a single grand-scale adventure, which can be placed in any AD&D world. 16 Player Handout sheets featuring art, maps, charts, and letters. 8 two-sided DUNGEON MASTER Reference Cards providing cutouts, monster rosters, and two new evil deities. An eight-page booklet of new MONSTROUS COMPENDIUM entries, detailing three new races and two new monsters. 6 full-color poster maps detailing all the important locations in the entire campaign setting.
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