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    Dungeons & Delvers Core Rulebook

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    3 Ratings
    NOTE: I've been informed that there is an issue with downloading large files (and this one is pretty big). It is being worked on, and will hopefully be resolved soon. If you have any issues downloading this PDF, send an email to david.m.guyll@protonmail.com and I'll send you a link to download it another way. Dungeons & Dragons how we would do it, extensively playtested and altered from its classic chassis so as to better justify its existence (except for the core mechanic, of course):Flexible character creation and progression. Classes besides spellcasters get to make meaningful choices throughout the course of the game: you're never locked into an archetype or path. You can also to one degree or another control the complexity of your character, and care was taken to help ensure that the complex choices weren't the "best" ones.Different take on races, classes, and monsters. While many races and critters are inline with what you'd expect, many creatures have been tweaked or wholly reimagined both visually and/or mechanically. Elves are fairly similar, but instead of a high- or wood variant, you choose from light or dark. Instead of tieflings you have cambions, and there's one flavor for every sin. Kobolds are a collection of diminutive spirit-folk, a few of which possess overtly magical capabilities (such as conjuring flames). Ghouls are shapeshifting demons that can steal the visages of those they devour. Angels aren't all simply winged humanoids (and when they have wings tend to feature lots of eyes).Split hit points. Characters and most monsters have a pool of Wound and Vitality Points. Vitality Points better represent minor injuries and exhaustion, whilst Wound Points are more akin to "meat" points. VP recovers relatively quickly through increasingly longer periods of rest (starts at 10 minutes, and goes up from there), while WP replenishes far more gradually (x per day). Some attacks--such as a spider's venomous bite--and effects also only function, or function differently, depending on whether they inflict WP damage.Armor grants Damage Resistance. While armor makes you harder to "hit" (or rather, harm with weapon attacks), it can also absorb a bit of the damage. Some attacks can bypass armor, either partially or entirely (such as penetrating weapons and psychic attacks). Luckily armor can be made from various materials, making them more resilient and able to better resist different sorts of attacks.Less reliance on magic (and magical healing). While magic is assumed to exist by default, the game operates just fine without it. This is made easier thanks to Vitality Points and alchemical potions, but you can tweak VP (and WP) recovery and potions to make things even deadlier.Varying magic systems that actually make sense. No more pseudo-Vancian magic (which doesn't make any sense). In fact, there's no unified magic system that applies to everyone (though a few classes rely on similar mechanics because it made sense). Each system is built around the concept of flavor-first: figuring out how it would work or be explained "in game", and then reinforcing it mechanically.Simple, effective crafting. Learning a craft requires time and money, and the more you make the better you get. Some require a roll, but it's a straightforward process. Keep at it, and eventually you'll be able to craft items of a quality superior to what you could normally purchase.Waste not, want not. Not all treasure is gold and gems, and not every beast happens to have a hoard, but if you don’t mind getting your hands dirty many monsters have something someone wants (including you, if you're practicing a craft skill). 
    $13.49
    74.99% OFF
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    Dungeons & Delvers Core Rulebook Hardcover + PDF

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    2 Ratings
    NOTE: I've been informed that there is an issue with downloading large files (and this one is pretty big). It is being worked on, and will hopefully be resolved soon. If you have any issues downloading this PDF, send an email to david.m.guyll@protonmail.com and I'll send you a link to download it another way. ANOTHER NOTE: A shipping charge will be added in the cart before purchase. This is generally $5 US or less and is charged by the printer. Additionally, if you buy this book and don't already have the PDF, let me know and I'll send you the PDF for free. If you bought the PDF, there's currently no way to discount this further to avoid the cost, but I can send you some other Dungeons & Delvers merch to make up for it. Dungeons & Dragons how we would do it, extensively playtested and altered from its classic chassis so as to better justify its existence (except for the core mechanic, of course):Flexible character creation and progression. Classes besides spellcasters get to make meaningful choices throughout the course of the game: you're never locked into an archetype or path. You can also to one degree or another control the complexity of your character, and care was taken to help ensure that the complex choices weren't the "best" ones.Different take on races, classes, and monsters. While many races and critters are inline with what you'd expect, many creatures have been tweaked or wholly reimagined both visually and/or mechanically. Elves are fairly similar, but instead of a high- or wood variant, you choose from light or dark. Instead of tieflings you have cambions, and there's one flavor for every sin. Kobolds are a collection of diminutive spirit-folk, a few of which possess overtly magical capabilities (such as conjuring flames). Ghouls are shapeshifting demons that can steal the visages of those they devour. Angels aren't all simply winged humanoids (and when they have wings tend to feature lots of eyes).Split hit points. Characters and most monsters have a pool of Wound and Vitality Points. Vitality Points better represent minor injuries and exhaustion, whilst Wound Points are more akin to "meat" points. VP recovers relatively quickly through increasingly longer periods of rest (starts at 10 minutes, and goes up from there), while WP replenishes far more gradually (x per day). Some attacks--such as a spider's venomous bite--and effects also only function, or function differently, depending on whether they inflict WP damage.Armor grants Damage Resistance. While armor makes you harder to "hit" (or rather, harm with weapon attacks), it can also absorb a bit of the damage. Some attacks can bypass armor, either partially or entirely (such as penetrating weapons and psychic attacks). Luckily armor can be made from various materials, making them more resilient and able to better resist different sorts of attacks.Less reliance on magic (and magical healing). While magic is assumed to exist by default, the game operates just fine without it. This is made easier thanks to Vitality Points and alchemical potions, but you can tweak VP (and WP) recovery and potions to make things even deadlier.Varying magic systems that actually make sense. No more pseudo-Vancian magic (which doesn't make any sense). In fact, there's no unified magic system that applies to everyone (though a few classes rely on similar mechanics because it made sense). Each system is built around the concept of flavor-first: figuring out how it would work or be explained "in game", and then reinforcing it mechanically.Simple, effective crafting. Learning a craft requires time and money, and the more you make the better you get. Some require a roll, but it's a straightforward process. Keep at it, and eventually you'll be able to craft items of a quality superior to what you could normally purchase.Waste not, want not. Not all treasure is gold and gems, and not every beast happens to have a hoard, but if you don’t mind getting your hands dirty many monsters have something someone wants (including you, if you're practicing a craft skill).For some in-depth reviews (and other generally nerdy content), check out Bruce Lombardo's Youtube channel!
    $56.99
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    EPIC!

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    In the Adityan homeworld, The Cronos, an ancient power source, has awakened and disrupted from its slumber by events taking place far away on the remote desert planet Cha'alt. The Cronos will drag its Adityan Guards all the way across the galaxy and into the path of a group of scoundrels forcefully recruited to police the ass of the Galaxy - also known as the Outer Rim - as part of the Wretched Legion. Neither Adityans nor Legionaries are interested or prepared to save the Galaxy. First and foremost, they must survive the threats and treachery of Theta Blue, the most infamous space station in the system. This Wretched Space scenario was written for the Cha'alt Game Jam and it is the first episode for Wretched Cha'alt, a series of adventures mixing the two universes. EPIC! is inspired by Alpha Blue, and takes place mainly in Theta Blue, a wretched knock-off of the famous space brothel. https://youtu.be/KoX36w6ZSRE
    $6.50
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    Escape From the Flesh Catacombs

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    A gorgon setup a lair in a series of catacombs, which she transformed into a subterranean gallery of sorts using petrified victims that she would "modify" to various degrees, including breaking them apart and bonding parts to other statues. The PCs are her latest acquisitions. The good news is she was slain before she had the chance to add them to her collection, causing everything she'd ever petrified to turn back to flesh. This includes both creatures and numerous sections of the catacombs that she'd renovated using leftover chunks of stone from her "art supplies". The bad news is that, even though her various art projects either died immediately or shortly thereafter, due to her choice of lair, in most cases either their souls could not pass on, or their corpses were possessed by demonic entities from the underworld. An undead-infested catacomb is bad enough, probably even worse than if it was inhabited by just a lone gorgon, but the PCs were unconscious before they were brought there: they have no idea where they are or how to get out, and no tools to defend themselves with. If they want to escape, they’ll need a combination of cunning and luck to literally carve their way to freedom.
    $3.99
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    Expanded Wretched RPG

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    Are you ready to embrace the gritty, morally ambiguous world of anti-heroes? The revised and expanded Wretched Role-Playing Game invites you to explore the dark and cinematic Wretchedverse where you can take on the roles of complex, flawed protagonists in a variety of settings spanning dark fantasy, post-apocalyptic wastelands, and beyond. This comprehensive core rulebook contains everything you need to immerse yourself in the Wretchedverse. just grab some dice and prepare to walk the line between hero and villain.This definitive guide beckons you to the Wretchedverse, a game where the line between hero and villain blurs, and the path of the anti-hero is fraught with moral complexity. Spanning a myriad of grim settings—from the dark lands of fantasy to the desolate wastelands of the apocalypse and the neon-lit corners of future noir—this core rulebook is your all-access pass to a cinematic universe where shades of gray dominate the landscape.Highlights Include:Character Creation: The Expanded core book includes lifepaths for all of our main Wretched settings, from Bastards to Space.Occupation and Archetypes: A comprehensive compilation of archetypes, from the Wretched Bastards' dark fantasy realms to the futuristic dystopias of Wretched New Flesh.Skills: Includes a new, streamlined alternative approach.Perks and DrawbacksEquipment: A list that encompasses different tech levels.Optional Wretchedness: Life in the Wretchedverse is fraught with peril, but this chapter introduces mechanisms to balance the scales in favor of our anti-heroes.Vehicle Combat: This section takes the dynamic combat of the Wretchedverse to new speeds, integrating expanded rules from various settings.Battlefield Combat: Drawing inspiration from Wretched Chambara!, this chapter enhances the combat experience with large-scale conflicts.Settlement and Domain Management: Building upon the original settlement management rules, this revised edition adds layers of complexity.City Generator: Build your own Wretched city.Hacking: From Wretched New Flesh and Wretched SpaceAdversaries: Featuring a selection from the extensive Wretched Bestiary.Fear and Insanity: Expanded rules for sanity delve into the psychological torment and resilience of characters facing the unspeakable horrors of the Wretchedverse.Magic and Psionics: Delve into the arcane or harness psychic talents to bend the world to your will.Rules Summary and Glossary: A consolidated overview of the core mechanics and a comprehensive glossary support players and game masters.
    $14.00
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    Good Guys Never Win

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    Join the super villain Tag on a coast to coast crime spree across the USA of Wretched Vigilantes. Encounter dozens of new wretched villains, heroes and super spies. Discover new powers and drawbacks for the Wretchedverse. Find out how super humans are treated in New York, Nevada, Tennessee and other parts of the US. Lean why it is that Good Guys Never Win (135 pages).
    $8.50
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    GPH1: Alabaster Alcazar of the Earth Genies

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    Seek out the Topaz of Earthly Perfection reputed to be held within a mountainside palace. An old school module-style dungeon with an earth genie theme. Drop in to any high level campaign. OSR-compatible. 20 pages.
    $4.00
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    GPH2: Coral Basilica of the Water Genies

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    Seek out the Emerald of Aquatic Perfection reputed to be held within an undersea palace. 
An old school module style dungeon with a water genie theme.
 Drop in to any high level campaign. OSR-compatible. 22 pages.
    $4.00
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    GPH3: Marble Acropolis of the Air Genies

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    Seek out the Sapphire of Aerial Perfection reputed to be held within a palace in the sky.
 An old school module style dungeon with an air genie theme.
 Drop in to any high level campaign. OSR-compatible. 20 pages.
    $4.00
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    GPH4: Obsidian Fortress of the Fire Genies

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    Seek out the Ruby of Fiery Perfection reputed to be held within a molten stronghold.
 An old school module style dungeon with a fire genie theme.
 Drop in to any high level campaign. OSR-compatible. 32 pages.
    $6.00
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    Halls of Cauldron Mountain

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    Travel to an ancient volcano overrun with purple worms wher ecults to dragons and halls to Dwarven gods once stood. As you delve deeper and deeper, a passage to Cthonia, the twisting and turning maze of subterranean tunnels might even be uncovered...but first you must survive the Halls of Cauldron Mountain! This module is free of licensing and may be shared, modified, and altered as you wish.
    Free