1993: Earthdawn - 1974 is an important year for the gaming hobby. It is the year that *Dungeons & Dragons* was introduced, the original RPG from which all other RPGs would ...
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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!
|Because I didn't have an easy way to replace him with a pile of shit|
|This is the post that got James banned: "Will unsold product be available as a Stretch Goal reward in future Kickstarter projects?"|
For Coin & Blood is an old-school inspired roleplaying fantasy roleplaying game, which takes the direction of playing the scum and villains in most fantasy campaigns!
Playing assassins, cult leaders, blackguards and more, For Coin & Blood is a different look at the otherside of the coin of fantasy roleplaying games. Inspired by the writings of authors such as Kate Elliot, Joe Abercrombie, Sarah Monette, Glen Cook, Anna Smith Spark, Scott Lynch, and more, For Coin & Blood is fantasy roleplaying about antiheroes, thieves and assassins, rooted in the darkest recess of mankind’s depredations.
While most roleplaying games hide their murderers under the mantle of “hero” (I mean, what “hero” invades underground complexes in search of treasure and murders the denizens because their whole species is “evil?”), For Coin & Blood makes no pretenses about what it asks you to be. You’re the villains that other campaigns fight. You’re the cult leaders, assassins, fallen nobles, murderers, mercenaries, necromancers and thugs.
Bastions of Timber & Stone
Adventure does not limit itself to dungeons of earth and stone, but calls the seeker to plunder the halls of war and worship; from the spires of looming towers, to castles set in forbidden glades deep in ancient heartwood and to the sunken and abandoned places lost in time. Not all are hidden – some are welcoming bastions for the wayward traveler, and others are the holdings of creatures most foul; still more bear foreboding edifices, casting a mocking shadow – be they castle, ruin or manor, each beckons a promise of loot, a glimpse of chance, and portends fate.
An aspiring Castle Keeper will often have many floor-plans of places through which unsuspecting player characters dare to venture, generally taking the forms of underground complexes or even wilderness or urban areas, but many likely do not have much stock for the "other" locales such as bastions, keeps, temples, and castles. This tome will remedy that situation and provide the Castle Keeper the tools and templates to design such from nothing or, if desired, to modify an existing structure with new and unknown which may be otherwise familiar traits.