Introduces 160 pages of new classes, ancestries, weapons, spells, untamed beasts, underworld oddities, magic items, adventures, and more. The digest-sized hardback book includes rules for new elements, stats, random tables, and human-drawn OSR artwork for immediate integration into your Shadowdark campaign.
16 Cult Domains like Archon, Ash, Nightmares, and Symmetry. Each contains a write-up, rumor & encounter tables, plot generators, magic items, and at least one stat block.
3 Occult Classes that approach the darkness from different angles.
Add a more expansive portfolio of options to ShadowDark Core.
Upgrade your Overland Hex Crawl, Dungeon and Treasure Experiences
Expand the options available in your ShadowDark game with a powerhouse supplement offering a wealth of choice for Shadowdark players and GMs.
Life-Paths are designed to offer mechanical and narrative flavored boons and banes. They come from key points in a character’s past, with the player holding the power to choose what path is tread, but the dice holding their fate.
Life-Paths are also designed to inspire the player and GM in fleshing out their
character’s story, with the narrative of events (and outcomes) easily expanded upon.
Combined Heroic and Mass Combat
These mass combat rules are designed to be used together with your existing TTRPG combat rules: one round your Warrior player may use these rules to cut through a goblin hoard, and the next round they’ll challenge the boss using your existing TTRPG combat rules, while the mass combat continues on around them.
In this supplement, you’ll find a comprehensive list of actions for each of the six stats, advanced class talents for all current classes, and alternate ancestral talents you can choose from. Additionally, there are character descriptions to give your adventuring crawlers some extra flair. Also includes 5 ancestries, 4 classes, and 50 pre-generated crawlers.
In this supplement you'll find expanded lists of 32 melee and 20 ranged weapons, new armor, and essential adventurer's gear. Dive into Marketplaces with details on clothing, travel, lodging, unique oddities, libations, and delicious foods. Discover new mounts like War Boars, Rams, and Dogs, plus livestock. Master 12 medieval musical instruments, and add 10 new poisons to your arsenal. Plus, enjoy intoxication rules with a "Stinking Drunk" table, and full stats for all new mounts and creatures!
A MUST READ
This booklet is an introduction to “old school” gaming, designed especially for anyone
who started playing fantasy role-playing games after, say, the year 2000 – but it’s also for
longer-time players who have slowly shifted over to modern styles of role-playing over
the years.
A MUST READ
Principia Apocrypha is a new, free Primer for OSR and other Old School Style RPG Gaming in the form of a collection of Apocalypse World-style GM and Player Principles, with text from Ben Milton, Steven Lumpkin, and David Perry.
Into the Wyrd and Wild is a supplemental book for those seeking to incorporate a weird and terrifying wilderness into their role-playing game. Players and GMs who enjoy a level of horror and prefer the sweeping, darkened landscapes of forest and mires to the well-trodden cobblestone of dungeons need look no further when it comes to books.
Into the Cess and Citadel is designed to turn the traditional city into a more immersive dungeon-like adventure setting.The book provides rules for everything from small urban-dungeon exploration to a total urban conversion with a world filled with disasters, factions and encounters that react to the player's actions.
The Book of Gaub is an anthology of creepy magic and micro-fiction, fit for all game systems and tailored to retro/old school D&D in the style of Wonder & Wickedness. Written by seven authors, their concerted effort fleshes out the Seven Fingers of the Hand of Gaub, manifest through the filigrees of cobwebs and nails, false memories, and nightmares you want to forget.
This is THE Bestiary.
This book aims to provide a GM with the tools they need, as they need them, without slowing down a session. In the middle of a game, a GM doesn’t need to be told that Bears live in caves or that Ghosts haunt graveyards. They know that. What they need are interesting prompts that are difficult to invent under pressure; names, details, motivations, secrets, riddles, maps, twists, etc.
Blogpost by Goblin Punch detailing The Underclock.
The underclock is an alternative random encounter rolling system using a dice countdown mechanic to build suspense.
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