On a Crisis of Housing - Hi. It is wild times out there. From October 21st to October 31st, I'm donating 20% of my proceeds on DTRPG to the Rape, Abuse, and Incest National Netw...
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|There are many logos belonging to third party publishers of DM's Guild products but only THIS can be on the product's cover as a logo. Branding for third parties? The horror!|
“[The Midderlands] as a small area campaign supplement is the best I’ve ever seen, displacing Dave Arneson’s Blackmoor First Fantasy Campaign area, which up until now -- and that’s decades -- has been my favorite one.” - Matt Finch (Creator of Swords & Wizardry).Yeah, its "that good."
Firstly, and most-importantly - This is not a revised version, this is EVEN MORE content and game-juice.
The Midderlands setting gets bigger, expanding out into Havenland (the country that The Midderlands is set in) and its bordering lands, in a dark, twisted, and viridian version of the British Isles.
If you want to know a bit more about the original 'The Midderlands' setting book, then check out the original Kickstarter for more information, or watch my interview with the creator of Swords & Wizardry, Matt Finch.
What is going to be in the new 'The Midderlands Expanded' book?
- 50+ pages of content previously released in The Midderlands Additions, and The Midderlands Additions II, but as part of a glorious, high specification, hardback format.
- Approx. 170 pages of new, previously unseen content.
- More awesome artwork.
- More locations.
- More items.
- More spells.
- More flora and fauna.
- More monsters.
- More classes.
- More adventure hooks.
- More adventure.
- More discovery.
- More green-hued, dark-fantasy weirdness.
Kickstarter provides a funding platform for creative projects. When a creator posts a project on Kickstarter, they’re inviting other people to form a contract with them. Anyone who backs a project is accepting the creator’s offer, and forming that contract.
Kickstarter is not a part of this contract (this is where Kickstarter washes their hands of any responsibility in ensuring the honesty of creators) — the contract is a direct legal agreement between creators and their backers. Here are the terms that govern that agreement:
When a project is successfully funded, the creator must complete the project and fulfill each reward. Once a creator has done so, they’ve satisfied their obligation to their backers.
Throughout the process, creators owe their backers a high standard of effort, honest communication (all three of the above examples lack such), and a dedication to bringing the project to life. At the same time, backers must understand that when they back a project, they’re helping to create something new — not ordering something that already exists. There may be changes or delays, and there’s a chance something could happen that prevents the creator from being able to finish the project as promised. (usually this is
If a creator is unable to complete their project and fulfill rewards, they’ve failed to live up to the basic obligations of this agreement. To right this, they must make every reasonable effort to find another way of bringing the project to the best possible conclusion for backers. A creator in this position has only remedied the situation and met their obligations to backers if:
they post an update that explains what work has been done, how funds were used, and what prevents them from finishing the project as planned; (this requires a breakdown of expenditures - "living expenses" is not a legitimate expense)
they work diligently and in good faith to bring the project to the best possible conclusion in a timeframe that’s communicated to backers;
they’re able to demonstrate that they’ve used funds appropriately and made every reasonable effort to complete the project as promised; (we know #ConManKen used pencil dice money for film making - he said so himself)
they’ve been honest, and have made no material misrepresentations in their communication to backers; and (look at the above examples - they are poster boys for "material misrepresentation of communications to backers)
they offer to return any remaining funds to backers who have not received their reward (in proportion to the amounts pledged), or else explain how those funds will be used to complete the project in some alternate form.
The creator is solely responsible for fulfilling the promises made in their project. (again, Kickstarter just takes their cut) If they’re unable to satisfy the terms of this agreement, they may be subject to legal action by backers.But there's more. If the PDFs are completed or the films are fully edited and are released to backers in digital form, then the physical products become due. When the physical products become due and there is no money to print, press, pack and ship then the accounting of monies is questioned. If funds haven't been used appropriately, the contract is violated.
POLYHEDRAL DUNGEON is an ultralight modern take on old school roleplaying.
Using the new and simple to use and extend POLYHEDRAL SYSTEM, you can have countless hours of fun delving into dungeons and stealing dragon's hoards.
Features of the game include:
The book comes in a fully layered and bookmarked digital version, in both color and grayscale formats. Full sized character sheets are available in both formats too. There is also a downloadable full-sized cover that can be used to make your own print-at-home version!
- Create new characters for play in about 5-10 minutes.
- Choose from the classic old school character tropes, but with slight twists. Play classic dungeon crawls with a flexible unified system that’s easy to learn and extend - make up your own content, or use any of the official Expansions, including The Advanced Rules which provides many new options for play, The Book of Monsters which expands and explores the Monsters in the game, The Book of Loot for more complete treasure and loot options, including many unique items, and The Book of Magic, which expands Talents and rules for magical and divine characters.
- Designed for quick pick-up play as well as to handle large groups of players who have little experience in tabletop roleplaying - a perfect beginner’s game and still fun for experts.
- Pocket-sized, so that you can take it wherever you’re going.
- Includes dice printed in the page margins in case you forget your own, or if you need to make a secret roll as the Judge!
- Includes a Giant Badger!
- Layered and unlayered PDF versions included!
- Also includes The Crypts of Bes-Amat, a free adventure showcasing how simple it is to create and run adventures for the game and system, as a separate download.
THROUGH DUNGEONS DEEPER
A Survival Guide For Dungeoneers As Written By A Survivor
150 pages (145 content, 1 note, 2 covers, 2 blank)
Have you ever wanted a primer on dungeon delving and dungeoneering? Ever wanted to know the stuff that real experts know about how to survive and thrive while looting dungeons of everything they have that's valuable and isn't nailed down?
THIS BOOK IS FOR YOU!
Written by master dungeoneer halfling Maximillian Sparfoot, veteran of a thousand dungeon delves (according to his own bio). Follow along with Max as he:
So, what are you waiting for? Buy Max's super guide to dungeoneering today for yourself or a loved one who is considering delving in the darkest dungeons. You don't want them being unprepared, do you? DO YOU?
- Explains the 10 Dungeon Axioms!
- Introduces you to his 78 Rules of Dungeoneering, including preparation, your role in the party, how to fight wisely, and how to make a last will and testament, among other Very Important Rules If You Don't Want To Die! Tactics! Strategy! Other stuff!
- Gives you important information about magic items, curses, owlbears, traps, mimics and gelatinous cubes!
- Tells you the important things you need to know about the races and professions that you'll be dungeoneering with!
- Includes a sample simple will from Stonehand & Associates, lawyers to dungeoneers!
Downloads include the PDF, mobi, epub, and raw text version of files.Yep, that's an affiliate link above. Shoppin' through The Tavern's affiliate links keeps the taps flowing and the lights on here at The Tavern :)
You’ve been asking about it. You’ve been reading about it. You’ve heard a lot about it.
And now you can pre-order it.
Original Adventures Reincarnated: Into the Borderlands is now available for pre-order! This 384-page hardcover reprints the classic Dungeons and Dragons modules B1: In Search of the Unknown and B2: The Keep on the Borderlands, in both their original format and updated for Fifth Edition Dungeons and Dragons. And there is even a full-color 16-page cover gallery insert!
The expected release date for Into the Borderlands is May, but we are hoping (cross your fingers!) to have some early-release copies available at Gary Con in March!
Inside this book you will find high-quality scans from multiple printings of the original first edition adventure modules, plus commentary by such gaming luminaries as Luke Gygax and Mike Mearls. Full fifth edition conversions of both adventures are included, as well as brand new additional adventure locations to further expand and develop the Borderlands. This is a fully playable mini-campaign to start off your new fifth edition adventures, with a distinct old-school vibe.$49.99. I think I need this.
WWII: Operation WhiteBox is a roleplaying game of WWII special forces action designed for compatibility with the Swords & Wizardry WhiteBox roleplaying game.
In WWII: Operation WhiteBox, the player characters (PCs) play the role of WWII special forces operatives. They may be formally trained and part of an officially designated special forces unit such as the SAS or U.S. Army Airborne, or they may simply be guerilla fighters dedicated to making life hard for the German Army. They may also be covert agents working for organizations such as the SOE or OSS. Whatever their affiliation, their job is to complete missions behind enemy lines, paving the way for the next Allied advance.
WWII: Operation WhiteBox is a standalone game that uses the Swords & Wizardry WhiteBox rules as its base. In addition to standard gameplay rules, the game contains the following:
Yep, that's an affiliate link above. Shoppin' through The Tavern's affiliate links keeps the taps flowing and the lights on here at The Tavern :)
- CHARGEN: This includes Attributes, Nationality, Rank, Profession, etc.
- NEW CLASSES: Eight new classes including the Charmer, Combat Engineer, Grunt, Maquis, Sniper, Tactician, Wheelman, Uberlaufer, each with their own unique abilities.
- GEAR AND WEAPONS: A list of typical WWII weapons and gear. Weapons are statistically grouped by function (Large Rifle, Small Handgun, Submachinegun, etc.) with some named examples to add flavor (M1 Garand, Derringer, MP40, etc.).
- PLAYING THE GAME: Rules for Saving Throws, Surprise, Reaction Rolls, Movement, etc.
- PERSONAL COMBAT: Rules for "theater of the mind" combat including new rules for automatic weapons, using cover and concealment, and explosives.
- VEHICLE COMBAT: Rules for "theater of the mind" vehicle combat (basically the same as personal combat) and vehicles grouped and statted out (Small Truck, Medium Tank, Small Aircraft, etc.) with named examples to add flavor (Kubelwagen, M4 Sherman, Brirish Spitfire, etc.).
- GAMEPLAY EXAMPLE: A gameplay write up to show some of the new concepts in action.
- COMMON NPCs AND ANIMALS: Stats and descriptions for civilians, soldiers, and common European animals.
- COVERT SPECIAL FORCES EQUIPMENT: Descriptions of some real world equipment designed and/or used by special forces during WWII.
- THE WWII CAMPAIGN: This chapter gives an overview of the different theaters, major events of the different time periods, and lots and lots of tips for running a WWII campaign.
- SPECIAL FORCES IN THE EUROPEAN THEATER: An overview of various Allied special forces units such as the SAS, LRDG, OSS, etc., resistance organizations such as the French Maquis and the Norwegian Milorg, an German special forces units such as the Brandenburgers. This chapter also runs down how to design a special forces mission as well as the different types of missions commonly undertaken.
- WWII TIMELINE: A chronological timeline of major WWII dates and events.
- HISTORIC WWII SPECIAL FORCES ACTIONS: Contains a brief description of real world historical missions undertaken by units like the British Commandos, Jedburghs, etc.
- RESISTANCE AT THE PONTEVILLE BRIDGE: A sample mission deep in Normandy.
- MASS COMBAT RULES: Quick and dirty rules for resolving Mass Combat as well as how to incorporate PC missions into the results.
- MINI-SETTINGS: Nazi Superscience, Nazi Occult, and Nazi Space elements to liven up your game!
Fifty years ago, a magician known as Melchior the Despoiler, rumored to be consorting with dark forces near the town of Southfork was investigated by a troop of militia and a priest... all of who returned from his tower as undead attempting to slay their own families. They were defeated, and after a petition for aid, the Duke lent the village his trebuchet and his men leveled the mage's tower. Shortly before this assault was mounted, Melchior’s apprentice Xander escaped with a few books, a wand and a magical blade.
Now that Xander has died. His apprentice, Aurelia, together with her henchmen, have returned to find the master's library. Unknown to them, goblins have been living in the ruins for 30 years...There's an affiliate link above. Affiliate links keep the taps flowing and the lights on here at The Tavern. We thank you.
Mithgarthr takes its mechanics from the fifth edition of the world's most popular role playing game, but molds them against its grim setting. Characters start at zero level with just the skills they have from their mundane profession (of which there are nine to choose from) and a desire to make a better life for themselves. Players may choose from seven races including the murine Ratten and the winged, hawk-like Fjothr. Life is cheap and death comes often, but those adventurers who survive long enough to attain first level have eight iconic classes to choose from. Magic is cast using a point system, and is less common than usual. Monsters have their own magic system, drawing their power from Orcus.
Included in the core rulebook are everything you need to play the game! Character creation rules, combat, adventuring, equipment, magic, monsters, world setting information, and even a fully fleshed out town and surrounding wilderness to start in.Yes, that's an affiliate link. Keep the beer cold and the snack bowls filled here at The Tavern.
Campaign Map Progress:
For those that don't know, the first 10 maps have been released electronically. We have the first 5 or so in print. We've had to halt progress on the maps until February because not enough people bought into the Miniatures (we lost about $16k on those) (THIS! Don't mix minis with your RPG Kickstarter). We didn't realize this until it was too late due to waiting for all enough of the survey responses to come in. We're still waiting on some final number crunching to give the go-ahead to continue the Campaign Maps.Have efforts been made to put money back into this project to get the project back on track? Yes. Bob II has used money received from Goodman Games's JG Kickstarters to pay Christina and Rob for a couple of more maps to be made. Bob III has paid for product to be printed that was being consigned by Blackblade Publishing at various conventions; the proceeds of which went back into the project.
Three separate scenarios for the Alpha Blue roleplaying game! Here are the titles... I Wear My Heart on My Sleaze (you're attending a space party and looking to score), Emergency Escape Sequence Delta Cream (your ship runs into trouble and you've got to get the fuck out of there), and Outer Rim Jobs of Ta'andor (your crew of spacers are looking for employment and crazy shit happens along the way).I'm sure you see the theme here ;)
Grab bags are back! Once every couple years we give fans the chance to get a giant box of Goodman goodness at a great price. The catch? We pick what goes in the box!
This offer is only available to customers in the USA. Sorry international folks, but shipping this many pounds of books overseas is cost-prohibitive!
This year we are offering two sizes, the 1” deep box and the huge 3” deep tab-lock boxes. The 1” box is $25 and the 3” box is $50. We will stuff the box full of books and send it your way. Each small grab bag holds approximately 2.5 pounds of books, and each large grab bag holds approximately 8 pounds of books. Which books will you get? We guarantee no duplicates in the box, and that all contents are in English. Otherwise, it can be anything from any of our product lines: Dungeon Crawl Classics, Age of Cthulhu, Xcrawl, Judges Guild, Metamorphosis Alpha, Fifth Edition Fantasy, systems neutral, maybe even older 3E or 4E titles. Only the gods themselves know for sure!
There is a new grab bag feature this year:
We may include a T-shirt as well! When you place your order, tell us your T-shirt size in the comments field. If the stars align, you may get a T-shirt in your size along with the rest of the grab bag contents.
Dice Roll Dungeons is a collection of 20 different encounter scenarios, designed to work with D&D, Pathfinder, or any other fantasy-based RPG! Dice Roll Dungeons turns the act of detailing your encounters into a game of dice; it provides a fun and easy framework for your encounters, so you can generate ideas instantly and pick and choose from all of your favourite results!So, I know what it says but it doesn't really says what it is. Eh, maybe I'm overthinking it.
You start by gathering your favourite set of dice and rolling your trusty d20! The result of your twenty-sided dice roll will give you your DUNGEON SETTING, corresponding to what you rolled. From there, you flip to the chapter of the book that coincides with your result, and you will be given an overview of the location, lore about the dungeon itself, and other interesting sidenotes about potential hazards and inhabitants. After that, you can further customize the dungeon by rolling other dice on ADVENTURE HOOKS, the BOSS FIGHT of the dungeon, a variety of ENEMIES and DANGERS, and, of course, totally customized TREASURE!