12 evocative hand-drawn dungeons for any dungeon crawl game, each with its own distinct theme.
These maps are designed to make GM-ing on the fly easier by giving you just the inspiration you need. Use the map as the basis for a full dungeon adventure, or just take the ideas you like. Great for old-school gaming! ... [click here for more]
How to Host a Dungeon is a solo game of dungeon creation where you build a dungeon through its history from the dawn of time.
In each age of How to Host a Dungeon, different forces drive how your dungeon evolves. In the Age of Civilization, Dwarves may build their first underground cities, or Dark Elves may build their slave pits deep beneath the surface. In the Age of Monsters, orcs, goblins, dragons,... [click here for more]
It is said that when the largest and most ancient of purple worms know that the time of their death is near, they make their way through rock, earth, and water to the legendary Purple Worm Graveyard. The graveyard is said to lie somewhere in the barren Rockspyre mountains, but its exact location is unknown. Now and then an adventuring expedition sets out on a hunch or clue... [click here for more]
The Unusual Encounters is a selection of 19 strange and unusual denizens for your dungeon crawl role playing game. Only in this tome can you learn of the curious Dungeon Pope, the dreadful Eye of Introversion, and terrible Pseudo-Lich, or the mysterious Highly Enchanted Cocktail.
This book contains 19 original illustrations and short write ups for each monster, plus a few random tables. If you're... [click here for more]