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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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    MECC1 - The Valley of Karaccia - PRINT

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    PRINT EDITION!! Responding to a flier promising payment for kobold heads, the party has gathered in the town of Brink. From there, they set out on an expedition to the Crimson Caverns, the known location of the kobolds’ lair. After proving their mettle against the vicious scamps, the PCs are implored by the local head of the Church of Erm to recover a needed artifact from Fallsbarrow to save the life of an important cleric. Not long after, during the annual Brightbloom festival, the town is overrun by giant spiders who take the festival princess into the Brinkwood. In their effort to save her, the PCs will uncover a plot by a tribe of elves to use her as a sacrifice. The PCs will have to aid them to convince the elves to release their prisoner. This new, revised version of RC1 - The Valley of Karaccia not only updates RC1 to the C&C rules, but trims the fat from RC2 and adds The Brinkwood Thicket into one 40-page starting campaign Written for Troll Lord Games' Castles & Crusades RPG, but easily ran with your OSR flavor of choice with minimal effort. Check out a preview here! Castles and Crusades ® is a product of Troll Lord Games©
    $24.99
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    MECC2 - Nefford and Beyond - PRINT

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    PRINT EDITION!! In the first, a simple bounty on orcs turns into a game of tribal politics with the PCs trying restore an ages-long truce which has been disturbed. The second involves boat-stealing lizardmen. Finally, the PCs will be hired by a town of elves to help with a “dragon” problem, and then gets caught up with a talking wyvern, ninja turtles, and evil serpentmen in a lost temple (oh my!). 
    $24.99
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