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  • av Nick Baran
    208,-

    Standing proudly at the top of a rising craggy knoll, the Tower of House Jenulane was once a bastion of strength and protection for the surrounding lands. The Protectorate, a chivalric knighthood gathered around House Jenulane, are bearers of the word of Gorhan the Helmed Vengeance. For generations they held encroaching dangers at bay, rising to the occasion when evil actors took root in the region. Sadly, corruption has set in and the Protectorate no longer lives up to its name, nor its noble mission. Still, a squire or eager defender of righteousness could find good here. The teachings are still held in the library. The Path of the Valorous, a test of faith, is still intact upon the grounds - even if few true believers stand within the tower's walls. Many stories remain to be told about the Tower of House Jenulane. Here you will participate in its return to prominence...or you will bear witness to its fall. The Protectorate of Jenulane is an adventure module designed for 1 character, levels 0-2. This adventure includes 6 detailed NPCs, 8 new monsters, 20 rumors, a detailed mini-sandbox location, and the 12 variable encounters that form, The Path of the Valorous. The adventure also includes 8 adventure hooks to draw Tower Jenulane and its inhabitants into a larger campaign. If you want to deepen the experience of this adventure, pick up The Stennard Courier Vol. 1 (which details the town of Stennard), The Tome of Debasement (which adds unique spells for the Orange Coven from this adventure), Wide-eyed Terror (a 2-hour encounter that can stand alone, or be set before/after the events of Precipice), or Rabid Dogs (new occupations, character classes, and a couple of roadside encounters based around Stennard).

  •  
    205,-

    A level 12 adventure for 5E Lady Leda Adelhorn is a fallen celestial, imprisoned in her ancestral estate on the peak of Mount Ontarr. Heroes are summoned to assist with her redemption by gathering numerous sacred gems to power an enchanted scepter. With the scepter fully restored, Lady Adelhorn can finally confront an evil dragon and regain favor with her deity, The Father of Dragons. It's a race against time in a planar journey to collect the gems before it's too late. But can the heroes overcome a fallen celestial's pride and arrogance and win the day? The Prism of Redemption is an all-new fifth edition dungeon crawl adventure suitable for a group of four to six 12th-level characters. This adventure features planar hopping through a series of magical mirrors, facing a series of boss battles highlighting the unique rules of fifth edition play. This adventure was originally a two-round team tournament held in 2021 and includes the original scoring system to recreate a team competition. The adventure also contains an alternate start, presented for classical campaign play without the trappings of tournament play. It's 64 pages of action and adventure!

  •  
    138,-

    A Level 2 Adventure for MCC RPG! It's thrills on wheels as the Seekers find themselves trapped aboard a runaway train! The robotic conductor has lost contact with its engineer subroutine, so it falls upon the "stowaways" to stop their out-of-control journey. All that's standing between them and victory is a train filled with hungry mutant worms, a railcar threatening to jump the tracks, and a sentient AI who refuses to be deactivated! Stow your luggage overhead and buckle up for a wild journey across Terra A.D.

  •  
    138,-

    A level 6 adventure for 5E Local magistrates hire your party to find a pirate captain, suddenly active again after having disappeared for many years. His trail leads to Catastrophe Rock, a barren island surrounded by a dangerous atoll known as a death trap for ships. You must brave the dangerous waterway, find the villain's lair, and put an end to his days of plunder and killing! But is there something even more sinister behind the recent spate of pillaged ships? And what secrets may bold searchers find within the ancient caverns of Catastrophe Rock? How will you fare against the tricks, traps, and illusions of these master deceivers? What hope have you against the monstrous denizens and the Sea Strangers themselves? And how will you escape this lonely place to tell the tale? Caverns of the Sea Strangers is a 5E sea adventure and dungeon crawl suitable for a group of 6th-level characters. The adventure contains a complete adventure, new monsters, and a magical artifact that might take your campaign in an entirely new and exciting direction.

  •  
    422,-

    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.

  •  
    138,-

    A level 2 adventure for 5E Set within an old citadel in the city of Broadgard is the Crylla Auction House. The Crylla clan are an eccentric merchant family of tieflings with a long history in the city. Many of Broadgard's elite are highly anticipating the opening of the auction house. Its inaugural event is the sale of a plethora of enchanted items. Such prized commodities are sure to draw unsavory buyers and seedy undesirables, so extra security has been hired to secure the vault--including the heroes. But the citadel itself has many buried secrets, the local thieves' guild makes a run for the treasure, and one of the enchanted items has a mind of its own! Perhaps it will not be a quiet night for our heroes. What lurks in the citadel's depths, and can the heroes survive... one night in the sinister citadel? Get out of the dungeon and into the city for a thrilling adventure! One Night in the Sinister Citadel is an all-new 5e urban-based adventure suitable for a group of 2nd-level characters. Skill with a blade is not always the answer, especially in the confines of city walls. The characters will also need timely sleuthing and a glib tongue to unravel the mystery behind the Crylla Auction House. This adventure is designed to be completed in a single session and includes a new spell as well as a bevy of new magic items.

  •  
    224,-

    Goodman Games closes the book on another year with our annual yearbook release. Celebrate the great year of gaming that was 2021 with this terrific compilation of all-new material. - Includes new level 2 DCC RPG adventure "Black Mountain Lights" by Michael Curtis - Includes new DCC RPG tournament-style event "The Pits of Lost Agharta" by Harley Stroh - Plus a hand-painted Virtual Table Top map and token pack for "The Pits of Lost Agharta" to take the adventure online! - Includes the all-new 15th-level adventure "The Monastery of the Dawning Sun" for 5E, written by Chris Doyle - Also contains "The Stache Stash II: Stache of the Titans" by Brendan LaSalle - And much, much more.

  •  
    1 111,-

    This is the gold foil edition of the Metamorphosis Alpha Deluxe Collector's Edition. The content is the same as the color cover, but the cover features a reflective gold-foil image on a leatherette surface. The tiny speck of the first colonization starship moved sluggishly through the cold depths of space. There was much mankind didn't know about the stars, and one of those mysterious effects slashed into the starship Warden 300 years ago. Now the ship drifted through the darkness, lost and in trouble. While many intelligences move about its decks, none of them work to help the starship find its way. Generations later, you are a native on the starship Warden. As a true human, mutant, or robot, you fight to survive, unaware that the radiation-saturated world around you is in fact a starship, one of mankind's greatest achievements. Can you uncover the secrets of the starship Warden and steer it back on course, or will you simply try to live another day? The very first sci-fi RPG returns in a deluxe oversized hardcover featuring the original 1976 rules plus loads of extras and new material! This is a 136-page compilation of the original 1976 edition of Metamorphosis Alpha, plus the supporting articles from Dragon magazine, introductions by Tim Kask and Jon Peterson, all-new monsters and NPCs by James M. Ward, and new adventure modules by James M. Ward, Michael Curtis, and Jobe Bittman. It features the very first publication ever of Mr. Ward's original playtest notes for the 1976 edition of the world's most first science fiction RPG!

  •  
    138,-

    An Adventure for 0-Level Characters The adventure Halls of the Minotaur was originally published in the limited-run boxed set DCC #35: Gazetteer of the Known Realms, which has been out of print for many years. Long been sought after by collectors, Halls of the Minotaur is finally being reprinted in a stand-alone format! This limited-edition "mini-module" reproduces the original version in its entirety, utilizing the original 3.5-edition rules. A villainous minotaur has been terrorizing the village for months, slaying villagers at random and slipping away with stolen children. A heroic paladin comes to the rescue, pursuing the minotaur to its lair in the Thornswild Forest. When the paladin fails to return, it falls to the village farmers, mere commoners, to discover his fate and to save the village from the minotaur's depredations. The trail of the knight leads the heroes past deadly kobold traps, natural dangers, packs of feral dogs, and to the foot of a mysterious basalt tower in the heart of the woods... Please note: This module was originally published at 8.5"x11", and has been reduced to fit digest-sized 8.5"x5.5" pages. The font size is small! But the format is fun. Rules Set: d20 v3.5

  •  
    139,-

    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!

  •  
    141,-

    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.

  •  
    138,-

    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.

  •  
    138,-

    A level 4 adventure for Mutant Crawl Classics RPG! When your tribe's prize possession -- a functioning medibot -- finally breaks down, your Seeker team is given a holy quest. Take the dead bot on a long and perilous journey to the monks of The Holy Medicinal Order in hopes that their shamans can repair it. But the monks are not as the legends portray, and there is definitely something dark and dangerous going on in the holy monastery.

  •  
    139,-

    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.

  •  
    139,-

    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!

  •  
    186,-

    Behold the wonders of Tales From the Magician's Skull #11! Strange realms of horror and adventure lay in the pages ahead, spun to life by master tale tellers recruited by The Skull himself for your entertainment! Do not delay in the expression of your joy; instead, shout from your rooftops and tell all you know of his magnificent accomplishments! Eight new narratives fill the pages of issue #11 and include material crafted from these yarns for the Dungeon Crawl Classics role-playing game. Tales From the Magician's Skull is the premiere magazine of sword-and-sorcery fiction, providing all-new stories from some of the industry's top writers.

  •  
    186,-

    You are surely delighted once more to hold an issue of my incomparable magazine in your febrile hands! Marvel upon marvel lie before you, so many of them in abundance that you will doubtless caper in wild abandon once you understand the boon I have granted you! In your glee to reach the delights within you may have failed to note an important milestone. This is the tenth issue of my glorious periodical, and I have contacted the heads of state throughout your mortal realm. Congratulatory missives from the wisest of them are surely winging their way to me at this very moment! Most of those who doubted my resolve are long since transmogrified into more useful shapes; the others surely rue the day that they wondered aloud if I could sustain a magazine devoted to the greatest of all genres in this modern age. Look on my works, you slaggards, and despair! In celebration, I acquired a most wondrous device, a small box with a glowing screen that deploys whirling glyphs of doom that must be matched one to the other in rapid succession. It is known as The Tetris, and it is most diverting. I predict that it will be highly regarded by mortals everywhere! Once you finish reading the stories inscribed within these pages you are ordered to try it for yourself! But I have wasted enough time with you. Go, read what I have found for you, then chant my praises -- so sayeth The Skull! Tales From The Magician's Skull is a magazine of all-new swords & sorcery fiction. Issue #10 features cover art by legendary fantasy artist Sanjulian.

  •  
    138,-

    A Level 4 Grimtooth adventure compatible with DCC RPG Can you go where no troll dares to tread? Long ago, the elves killed Grimtooth's father in a great battle. They hid the troll leader's body and his mystic warhammer somewhere in the vast plains beyond Trapsylvania. After years of searching, Grimtooth has finally located his father's tomb, but the elves have magically rigged it so that no troll can enter. Now Grimtooth is looking for a party of foolhardy adventurers to enter Grimfang's Tomb and return with the legendary warhammer....

  •  
    331,-

    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!

  •  
    923,-

    Goodman Games is pleased to present the biggest RPG sourcebook you have seen! The Judges Guild Deluxe Oversized Collector's Edition Volume One compiles three of the most famous Judges Guild adventures: Citadel of Fire, Tegel Manor, and Thieves of Fortress Badabaskor. All three are scanned from original printings, and a gallery of the classic covers is included. This deluxe oversized hardcover also includes five issues of the legendary Judges Guild Journal, the oversized 11"x17" newsprint journal originally shipped to Judges Guild subscribers. Includes introductory articles about the founding of the Judges Guild and their impact on the role-playing industry. Includes supplemental material to expand out all three adventure modules. Reprints the hard-to-find Judges Guild Fantasy Catalog. A massive volume that reprints the newsprint journals at actual size. Reprints the original hand-drawn map for Tegel Manor, including the author's own notes.

  • - A Judges Guild Classic Reprint
     
    266,-

    We, too, share your desire to rid the world of the arrogance of the Pureblood wizards. But you are too late. The wizards have obtained the relic they long have sought. With it they will have power unimaginable to the fools who stride about in the shadow of their tower. We will send aid, but we expect payment. Do not think to challenge us. You know not what you deal with. Our messengers will contact you. Ensure that they are not delayed in their return... Just outside the rough-hewn timber hamlet of Aztlan lies the ancient and mysterious Citadel of Fire: an embodiment of evil and destruction since its stones were first laid. Inside the town of Aztlan, itself a nest of intrigue and danger, there lies an evil temple dedicated to an ancient god to which the masters of the Citadel pay homage. Together the denizens of the Temple and Citadel have made plans to overthrow their rival powers and subjugate the innocents of the land. Meanwhile, just outside of town, sits a not-so-quiet graveyard with a sinister and deadly secret. Are you brave enough to explore the secrets of Aztlan and put an end to the evil that is The Citadel of Fire?

  • - A Judges Guild Classic Reprint
     
    224,-

    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.

  •  
    138,-

    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?

  •  
    138,-

    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 Jim Wampler
    272,-

    Triumph & Technology Won by Mutants & Magic You're no zero. You're a wasteland wanderer: a mutant, a seeker, a robot-killer, a stoic shaman guarding forgotten ancient sciences. You seek triumph and technology, winning it with mutations and magic, soaked in the radiation and quantum fields of the mutated, the savage, the semi-sentient, and the artificially intelligent. There are treasures to be won in the taboo lands and ruins, and you shall have them. Return to the glory days of science fiction gaming with the Mutant Crawl Classics Role Playing Game. Adventure like it's 1978 again, with modern rules grounded in the origins of post-apocalyptic role-playing. Fast play, a mysterious future, and 100% compatibility with the DCC RPG system await you -- just activate your artifact...

  • av Jason Vey
    290,-

    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!

  •  
    249,-

    This is a very thick, durable cardboard version of our classic screen. In technical terms the screen is printed on 2mm thick boards, meaning when all three panels are laid upon each other whole screen is more than 6mm thick. You really have to hold it to appreciate it. This is a durable screen!

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