Grimtooth's Traps Too

Grimtooth's Traps Too
Title Grimtooth's Traps Too PDF eBook
Author Paul O'Connor
Publisher
Pages 62
Release 1982-01-01
Genre Fantasy games
ISBN 9780940244788

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Grimtooth's Traps Fore

Grimtooth's Traps Fore
Title Grimtooth's Traps Fore PDF eBook
Author Elizabeth Danforth
Publisher Flying Buffalo
Pages 70
Release 1986-01-01
Genre Fantasy games
ISBN 9780940244832

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The Wurst of Grimtooth's Traps

The Wurst of Grimtooth's Traps
Title The Wurst of Grimtooth's Traps PDF eBook
Author
Publisher Sword & Sorcery Studios
Pages 0
Release 2005-03
Genre Dungeons and Dragons (Game)
ISBN 9781588461391

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Trial of the Underkeep

Trial of the Underkeep
Title Trial of the Underkeep PDF eBook
Author Ryan Durney
Publisher
Pages 56
Release 2009-10
Genre Games
ISBN 9780984090006

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Trial of the Underkeep is a Dungeons & Dragons adventure optimized for 4th edition. Some things are better left buried and entombed, like an entire castle that slid into the earth 1000 years ago, hiding its shameful secrets. It was only a matter of time until it its doors were blundered upon and unsealed, unleashing unimaginable horrors upon a small town. What unknown abominations stir in the slimy subterranean castle? Something has punctured through from another plane of existence. It has tasted your world and found it easy to digest. Worst of all now you have been afflicted by its presence and you must save yourself as well. Can anyone survive the Trial of the Underkeep? 19 New Creatures 26 New, unique Artifacts and Treasures, some that are as dangerous as the Monsters!

How to Write Adventure Modules That Don't Suck

How to Write Adventure Modules That Don't Suck
Title How to Write Adventure Modules That Don't Suck PDF eBook
Author Jobe Bittman
Publisher
Pages 0
Release 2024-05-14
Genre Fiction
ISBN 9781946231086

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Goodman Games has established a reputation for publishing some of the best adventure modules in the industry. Now we present our advice on how you can write great adventures! This compilation of articles is authored by two dozen of the industry's best-known adventure writers. Each article gives a different perspective on how to write adventure modules that don't suck, written by authors with decades of experience and prominent published credits. By the time you're done reading this book, you'll be on the path to designing great adventure modules on your own. Bonus: This PDF includes a digital copy of the original How To Write Adventures Modules That Don't Suck (2007). Whether you're an experienced writer or an aspiring novice, you'll find something of value in this book!

Havens of the Damned

Havens of the Damned
Title Havens of the Damned PDF eBook
Author Jess Heinig
Publisher White Wolf Publishing
Pages 0
Release 2002-05
Genre Fantasy games
ISBN 9781588462251

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Where the Undead Stay Almost every Kindred has a haven, and those who don't are a sorry lot indeed. From a prince's sprawling estate to the steam-tunnel nest of a Nosferatu, havens say much about their owners. This collection of unique havens looks at the specific needs of the Kindred who maintain them and gives advice for how to incorporate them into a story. Dwellings of the Kindred The purpose of Havens of the Damned is to encourage players and Storytellers to view havens as something more than simply where the Kindred rest during the daylight hours. A folio of interesting havens, this book introduces the perfect way to introduce new story hooks to any chronicle.

Masks of Nyarlathotep

Masks of Nyarlathotep
Title Masks of Nyarlathotep PDF eBook
Author Larry DiTillio
Publisher
Pages 0
Release 2010-06
Genre Games & Activities
ISBN 9781568823294

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Masks of Nyarlathotep is a Lovecraftian exercise in horror and mystery. This Call of Cthulhu roleplaying classic is a series of linked adventures forming one long and unforgettable campaign. Horrifying deeds and dangerous sorcery dog those who dare attempt to unravel the fate of the Carlyle Expedition. Set in 1925, adventures begin in New York, then move overseas to England, Egypt, Kenya Colony, Shanghai, and western Australia. Such extended globetrotting requires wit and planning by the players. Their investigators must have steady finances, good language skills, and a willingness to persevere despite governmental interference and cultist harassment. Meanwhile the keeper must bring to life different exotic locales, recreate the sensibilities of other cultures, and balance non-player-character foes and friends to allow each investigator to earn his or her own destiny--ultimate triumph, perhaps, or perhaps madness and agonizing death.