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Cover of Dungeon Crawl Classics #97: The Queen of Elfland's Son
Dungeon Crawl Classics #97: The Queen of Elfland's Son
Dungeon Crawl Classics RPG
Level 1
20 pages
0

Strange attacks in the night plague the people of Eng. Slaughter and shadows keep the villagers inside after dark. Mighty adventurers are needed to seek out the source of these threats and stop them for good. This quest will take the heroes to the very borders of Elfland and pit them against the cruelty of the Unseelie Court of Faerie. Will the heroes overcome the machinations of the Queen of Elfland or will they fall victim to the glamours and wiles of Elfland’s malicious nobility?

Cover of Dungeon Crawl Classics #3: The Mysterious Tower
Dungeon Crawl Classics #3: The Mysterious Tower
3.5 Edition
Levels 3–5
32 pages
0

The Characters come across an ancient wizard's tower. The nearby keep has been reduced to rubble over the ages, but the tower is in perfect condition. It is surrounded by an impenetrable force field that cannot be breached - not even by the ghost of the long-dead wizard, who has been trapped within for centuries. Surely there must be great treasure within this magical abode. But how to get to it?

Cover of Dungeon Crawl Classics #68: The People of the Pit
Dungeon Crawl Classics #68: The People of the Pit
Dungeon Crawl Classics RPG
Level 1
31 pages
0

It has been years since the last virgin was sacrificed: and now the pit beast awakens once more! Every generation it stumbles forth on undulating tentacles from its resting place deep below the great ravine, its towering blubbery mass ravaging the land before returning to slumber for decades. But this time is different. The Great Beast strikes with intelligence: bands of faceless gray-robed men emerge from the tenebrous depths, herding the beast’s roaming tentacles before them. The enigmatic people of the pit live despite the passage of ages! The earth shakes each night as they herd the primordial tentacles ever further, while the villagers ask: is any man brave enough to put the sword to this menace?

Cover of Dungeon Crawl Classics #66.5: Doom of the Savage King
Dungeon Crawl Classics #66.5: Doom of the Savage King
Dungeon Crawl Classics RPG
Level 1
18 pages
0

At long last, the first adventure ever published for DCC RPG is now available! This is the updated second printing that was first released at Gary Con 2014. It features a fresh edit and several new pieces of art! High above the windswept moors and darksome woods, the village of Hirot is under siege. Each night, as the sun sinks beneath the western mountains and the candles burn low, a devil-beast stalks the village streets, unleashing its savage fury on the living. From warlord to pauper, crone to child, no one is safe. Defeating the immortal hound will require more than mere blades or even spells. To slay the beast, the characters must delve into the mysteries of the land and its Savage Kings. Only then, armed with relics forged from a bloody past, can the most cunning and courageous of adventurers challenge the hound of Hirot!

Cover of Dungeon Crawl Classics #81: The One Who Watches From Below
Dungeon Crawl Classics #81: The One Who Watches From Below
Dungeon Crawl Classics RPG
Level 1
24 pages
0

The rumors are true! The secret cave of the mystics holds a hoard of treasure vast enough to buy the kingdom seven times over. Gold coins piled as high as snow banks! Gleaming swords and jewel-encrusted wands crackling with arcane energy! Precious gems as large as your fist! The only thing standing between your present circumstances and a life of fabulous wealth is a pesky, slumbering elder god with a penchant for consuming entire worlds, an endless army of vat-grown hybrid monstrosities, a veritable tidal wave of disembodied eyes with awesome powers, giant acid worms, and a curse with the power to rip the still-living eyes from your skull. Do you have the mettle to stare down a god or will your eyes forever adorn the vault of The One Who Watches From Below? The winner of the Mystery Map Adventure Design Competition! In June 2012, Goodman Games sponsored a special adventure design competition. Our Free RPG Day 2012 adventure module included an incomplete adventure map. Readers could complete the map, send in their associated ­adventure proposal, and compete for a $1,000 contract to write that adventure. A panel of distinguished judges read the flood of proposals, and finally whittled the field down to a handful of contenders. After lengthy debate, a winner was chosen. This adventure is the winner of the Mystery Map Adventure Design Competition. There were many great submissions to the competition, but Jobe Bittman’s stood out above them all. This adventure has a strong Appendix N theme, unique encounters that your players will remember for a long time, many highly visual scenes that will stand out in your players’ minds, and some terrific twists and turns. It also features one of the most creative player handouts you have ever seen. Prepare for a very fun time. We think you’ll enjoy this adventure as much as we did.

Cover of Dungeon Crawl Classics #12.5: Iron Crypt of the Heretics
Dungeon Crawl Classics #12.5: Iron Crypt of the Heretics
3rd Edition
Levels 11–13
24 pages
0

Many centuries ago, a band of paladins fell from grace. These blackguards were defeated after a great battle and their grim fortress, the Iron Tower, was razed. A small abbey was established near the ruins, where generations of monks mixed ancient eldritch wards, mighty clockwork traps, and multiple fail safes to build the Iron Crypt of the Heretics. Three mighty vaults ensured that its evils would be sealed for all eternity. But unbeknownst to the brotherhood, their impregnable crypt had a single weakness: the very monks that had built it, for they knew its secrets. When a devourer stole into their abbey, the profane beast forced the monks to help it inside the Iron Crypt. It successfully broke into the first of three vaults, releasing an army of wights. The story of the devourer and his wight army is told in Dungeon Crawl Classics #12: The Blackguard’s Revenge. Now, in the Iron Crypt of the Heretics, the heroes must venture into a crypt designed by the world’s greatest thieves, magicians, and seers, solve its puzzles and deadly traps, and seal it once more from the outside world.

Cover of Dungeon Crawl Classics #5: Aerie of the Crow God
Dungeon Crawl Classics #5: Aerie of the Crow God
3.5 Edition
Levels 7–9
64 pages
0

Lady Elisabeth Pendour beseeches the heroes for their help. They must recover a key that was on her husband’s body when he perished trying to clear an ancient tower. The tower was once a coastal fortress, but now it lies in ruins, occupied by black-feathered rook harpies who worship a foul carrion crow demon. Lord Pendour sought to free his subjects from fear by clearing the rampaging rooks from their nests. But he failed, and unless the heroes can recover his body, the crow god will come for his wife, too…

Cover of Dungeon Crawl Classics #1: Idylls of the Rat King
Dungeon Crawl Classics #1: Idylls of the Rat King
3.5 Edition
Levels 1–3
36 pages
0

Remember the golden days of role-playing, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Well, those days are back. Dungeon Crawl Classics feature bloody combat, intriguing dungeons, and no NPCs who aren’t meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know must be there somewhere. In Idylls of the Rat King, goblin bandits are once again attacking the silver caravans, killing innocent miners and stealing cargo. The goblins have taken up residence in an abandoned mine northwest of Silverton. Someone must get rid of them. But this is no ordinary abandoned mine. It was deliberately barricaded generations ago when the Gannu family, founders of Silverton, discovered an unspeakable evil on its lowest levels. And these are no ordinary goblins, for the curse of the Gannu family courses through their veins…

Cover of Dungeon Crawl Classics #80: Intrigue at the Court of Chaos
Dungeon Crawl Classics #80: Intrigue at the Court of Chaos
Dungeon Crawl Classics RPG
Level 1
28 pages
0

At the mercy of Chaos! Abducted by the Court of Chaos, the adventurers face hard choices if they want to return home. The Host of Chaos desires a legendary artifact held by the Scions of Law and need patsies to retrieve it. Faced with an eternity of servitude, the party must sneak into the Plane of Law and steal the Yokeless Egg from under its guardians’ watch. But not all is what it appears when the Court of Chaos is concerned and serving the Host may destroy the party from within. Can they survive the Intrigue At the Court of Chaos?

Cover of Dungeon Crawl Classics #72: Beyond the Black Gate
Dungeon Crawl Classics #72: Beyond the Black Gate
Dungeon Crawl Classics RPG
Level 5
24 pages
0

Summoned by a coven of foul witches, the adventurers are bid through the Black Gate and across the multiverse, in pursuit of the crown of the fallen Horned King. There, in the icebound gloom of Thrice-Tenth Kingdom, they must pit their wits and brawn against his dread servants. His sullen citadel looms above the darksome woods and elfin ice caves, ruling over the mystic kingdom. Do you dare to ascend the throne of bones and declare yourself master of the Wild Hunt? Whatever your answer, the land beyond the Black Gate is sure to present a grim challenge for the even the hardiest of adventurers!

Cover of Dungeon Crawl Classics #11: The Dragonfiend Pact
Dungeon Crawl Classics #11: The Dragonfiend Pact
3rd Edition
Level 2
16 pages
0

The small town of Welwyn has been beset by a string of robberies. The heroes are led to the natural cave system located at the bottom of the town well, which they must explore to find the burglars. But once they’re in the cave system, things get much more difficult! The “burglars” turn out to be mere pawns in a much darker game. To get to the source of the crimes, the heroes must shrink themselves with potions of improved reduce person and explore a series of dangerous rat warrens where their prey is larger than they are!

Cover of Dungeon Crawl Classics #69: The Emerald Enchanter
Dungeon Crawl Classics #69: The Emerald Enchanter
Dungeon Crawl Classics RPG
Level 2
16 pages
0

Villagers have gone missing! A mix of clues, superstitions, and omens point to the brooding citadel of the emerald sorcerer. This silent monolith has sat undisturbed atop a windy ridge for centuries. Legends say that a green-skinned sorcerer dwells there, where he conducts strange experiments and builds enigmatic machinery. His green-skinned constructs patrol the grounds of his citadel, and he is seen only rarely when he ventures out on nefarious errands that end in horrid screams and strange lights coming from his citadel. Now it is time to penetrate his inner sanctum…

Cover of Dungeon Crawl Classics #9: Dungeon Geomorphs
Dungeon Crawl Classics #9: Dungeon Geomorphs
3.5 Edition
32 pages
0

Unlike other Dungeon Crawl Classics, this volume does not present a completed adventure. Instead, it presents a set of DM tools that will make your job easier. This book of dungeon geomorphs gives you everything you need to map out exciting underground adventures. The geomorphs are modular map segments designed to be combined in a variety of ways. There are 124 map segments, encompassing mazes, dungeons, underdeep caverns, monstrous lairs, castles, ruins, halls, and many other intriguing places to explore. Together they combine to make thousands of possible maps!

Cover of Dungeon Crawl Classics #96: The Tower of Faces
Dungeon Crawl Classics #96: The Tower of Faces
Dungeon Crawl Classics RPG
Level 6
24 pages
0

The adventurers have been summoned to a mysterious black tower made of glass. They are given a simple mission: protect the mage’s estate while he is distracted weaving a mighty spell. Surviving the five days of his spellcasting requires quick wits and sharp blades, for the estate has mischievous guests and strange visitors. In the end, the mage demands one final task: stand by his side as he binds a great horror from beyond!

Cover of Dungeon Crawl Classics #83: The Chained Coffin
Dungeon Crawl Classics #83: The Chained Coffin
Dungeon Crawl Classics RPG
Level 5
30 pages
0

A whispered voice calls from a coffin bound in chains, urging the heroes into the depths of the Shudder Mountains, a place rife with superstition and forlorn secrets. In the shadowy, pine-grown valleys of the Deep Hollows lurk mysteries of a bygone age and a new evil emerging from the ruins of the past. The adventurers must plumb the mountains’ secluded reaches to root out this rising terror before its power comes to fruition. Standing in their path are cackling witches, subtle devils, lingering spirits, and a foul thing that moves in the night. Can the heroes appease that which lies within the Chained Coffin and thwart the dawn of a new and terrible age?

Cover of Dungeon Crawl Classics #74: Blades Against Death
Dungeon Crawl Classics #74: Blades Against Death
Dungeon Crawl Classics RPG
Levels 4–5
24 pages
0

Punjar: wide-eyed madmen stalk the streets pronouncing the end of days, mail-clad priests crush the skulls of heathens underfoot, and timorous virgins are offered up in sacrifice within sooty temples. But even the greatest of shining temples and the strangest of mystery cults don’t dare to challenge the terrifying finality of Death. Until now. In Blades Against Death, the adventurers cross between the realms of the living and the dead, and wager their souls in a desperate bid to steal a soul from Death’s hoary grasp. To win over the God of Dooms, you must be the most daring, stalwart and cunning and – when all else fails – willing to test your blades against Death! A mid-level adventure for the Dungeon Crawl Classics Role Playing Game, Blades against Death offers characters a once in a lifetime escapade. Those that return from the Realms of the Dead will have earned the true title of adventurer, while those that fail will spend eternity in Death’s service.

Cover of Dungeon Crawl Classics #82.5: Dragora’s Dungeon
Dungeon Crawl Classics #82.5: Dragora’s Dungeon
Dungeon Crawl Classics RPG
Level 1
28 pages
0

Eons past the fabled sorcerer-kings of Parhok perished in a rain of eldritch fire. But legends hold that one tribe survived the apocalypse, fleeing with their slaves to a hidden city, where the greatest enchanters of all time could sleep away the centuries, and awaken in a future age as rulers of a ruined land. Now once more the forbidden spells of the Parhok threaten the good folk of the Known Realms. A kingdom lies ensorcelled, a royal family ensnared by the forgotten dweomers of a long-dead race. When the best attempts of seers and diviners have failed, it falls to the heroes to save the kingdom. Have the sorcerer-kings risen to reclaim their bejeweled thrones? Or has a more sinister power bent their ancient magics to its sinister will? Only the most courageous and cunning of heroes will emerge victorious from Dragora’s Dungeon.

Cover of Dungeon Crawl Classics #75: The Sea Queen Escapes
Dungeon Crawl Classics #75: The Sea Queen Escapes
Dungeon Crawl Classics RPG
Level 3
20 pages
0

Evil lurks beneath the ocean! For years it has slumbered, but now it rises once again, threatening to wash over the surface world like a monstrous wave. Only a handful of stalwarts stand between the nefarious schemes of the deep and a world drowned in sorrows, but first they must navigate a wizard’s sanctum, a magical prison, and the most unusual dungeon they’ve ever faced! Can they stem the tide in time or will they lose themselves forever to the Sea Change curse?

Cover of Dungeon Crawl Classics #24: Legend of the Ripper
Dungeon Crawl Classics #24: Legend of the Ripper
3.5 Edition
Levels 1–3
40 pages
0

The city is gripped in fear! The Ripper has returned after a 125-year absence and is once again carving a trail of blood through the slums of Millers Court. Also returned is the ghost of Mari Kell, his last victim from more than a century ago, and she haunts the streets where she was killed. The city watch is at a loss to solve this supernatural mystery, much less apprehend the Ripper himself. All the clues point back to the hovel where Mari Kell was slain long ago. If the heroes are brave enough to enter, will they find the Ripper himself there?

Cover of Dungeon Crawl Classics #10: The Sunless Garden
Dungeon Crawl Classics #10: The Sunless Garden
3.5 Edition
Levels 6–8
30 pages
0

After arriving at a seemingly abandoned trading post, the heroes discover to their horror that all the inhabitants have been transformed into black trees! Upon further investigation, they find clues that lead them to the hidden lair of Nockmort, a treant gone bad. Nockmort has been transformed by the strange radiation of a meteorite he discovered, and now he is a terrible force of evil. The characters must enter his sunless garden to save the town. And along the way they just might discover fabulous treasure...