By Goodman Games

Glory & Gold gained via Sorcery & Sword

You’re no hero.

You’re an adventurer: a reaver, a cutpurse, a heathen-slayer, a tight-lipped warlock guarding long-dead secrets and techniques. You search gold and glory, profitable it with sword and spell, caked within the blood and grime of the susceptible, the darkish, the demons, and the vanquished. There are treasures to be gained deep beneath, and also you shall have them.

Return to the distinction days of delusion with the Dungeon move slowly Classics function enjoying online game. experience as 1974 meant you to, with glossy ideas grounded within the origins of sword & sorcery. quick play, cryptic secrets and techniques, and a mysterious earlier watch for you: flip the page…

Show description

Read or Download Dungeon Crawl Classics RPG: Core Rulebook PDF

Similar role-playing games books

Traps & Treachery II: A Sourcebook of Deadly Machinations (Legends & Lairs, d20 System)

The realm simply received a bit extra risky.
Fantasy Flight video games is proud to announce a moment ebook of lethal machinations that DMs can use to pulp, pulverize, and puree their participant characters. within the culture of the unique Traps & Treachery, this publication will contain hundreds and hundreds of recent poisons, mechanical traps, magical traps, and mind-bending dungeon puzzles. The booklet could be generously illustrated through extra of the shrewdpermanent mechanical illustrations that graced the 1st Traps & Treachery ebook.

Pathfinder Companion: Cheliax, Empire of Devils

Town of Westcrown, as soon as the capital of Cheliax, is now yet a shadow of its former glory. Pauper nobles and self-made princes vie for keep watch over in a city perched at the fringe of self-destruction. With whole districts deserted and left to bandits and monsters, Westcrown is a urban short of heroes.

Pathfinder Player Companion: Pirates of the Inner Sea

Information on pirate strongholds, from the tropical isles of the Shackles to the Varisian urban of Riddleport and past, current a variety of innovations for freebooters, corsairs, scallywags, or even government-sponsored privateers through the internal Sea quarter. Pirate-themed archetypes, new spells and magic, feats, piratical personality qualities, a pirate slang primer, and extra wait for plunder during this player-friendly ebook!

Angmar: Land of the Witch King (MERP ICE #2300)

Angmar contains:

- four significant ground plans
- eight B&W maps
- Cultures, herblore & directions for operating your individual adventures
- A 16" x 20" full-color double-sided removable mapsheet, part number one of which information the NORTHERN MISTY MOUNTAINS, part #2, maps out the town of CARN DÛM

Trolls, Giants, Dragons, Bears, Wargs, Orcs and naturally THE WITCH KING OF ANGMAR

BACKGROUND

"It is ever so with the issues that males start: there's a frost in Spring or a blight in summer time, they usually fail in their promise" (LotR III, p. 182).

Elendil and his heirs prepared kingdoms once they got here to Middle-earth from Numenor; Gondor within the South, and Arnor within the North. either have been reasonable and filthy rich kingdoms first and foremost of the 3rd Age. at the moment the heritage of the 2 kingdoms parted; the big name of Gondor rose, yet that of Arnor fell into darkness. forces introduced the destruction of the North state. the 1st was once the waning of the Dunedain who dwelt in Arnor. the second one, and much higher used to be the shadow that got here from the land of Angmar. the boys of Arnor withstood the evil energy of the Witch King for 6 lengthy centuries, a tribute to the power and gear of the Dunedain of the North.

Arnor had suffered relatively little within the warfare opposed to Sauron on the end of the second one Age, and the dominion must have prospered. even though the numbers of the Dunedain have been diminished, they have been nonetheless nice. The weather of Arnor used to be gentle and the land was once fertile and freed from enemies. For a number of hundred years issues went good, however the air of Eriador appeared unwholesome for the descendants of Numenor. Arnor fell into decline lengthy sooner than the land held any whisper of the shadow of Angmar. For purposes unknown the Dunedain deserted their capital of Annuminas upon the beaches of Lake Nennuial, and withdrew to the lesser fort urban of Fornost.

The country of Arnor used to be doomed to "a frost in Spring, and a blight in summer time. " The heirs of the dominion may perhaps not agree at the succession to the throne of Arnor within the 9th century of the 3rd Age. In T. A. 861 the power of the northern realm was once divided into 3 kingdoms: Cardolan, Rhudaur, and Arthedain. The quarreling persevered; Rhudaur and Cardolan contested the ownership of the tower of Amon Sul and its Palantir. The watch on evil slept within the north; males became inwards and anxious themselves with their very own affairs. The rumours of evil multiplying within the mountains didn't curiosity them; for Arthedain and Cardolan at the least, the mountains have been a ways off. None gave their recognition to the unpromising valley in a northern fork of the Misty Mountains.

The Witch King arose in Angmar through the realm of Malvegil of Arthedain, your time among T. A. 1272-1349. males grew to become conscious of the growing to be evil within the mountains, yet Angmar was once nonetheless getting ready its strength. No attacks at the Dunedain got here till Argeleb, the son of Malvegil, assumed the throne.

The subsequent sixty years have been darkish ones for the Dunedain of the North. The Dunedain of Rhudaur have been pushed out through evil hillmen in league with Angmar and Argeleb used to be slain in conflict. jointly Arthedain and Cardolan held the elements Hills opposed to Angmar. In 1409 T. A. the Witch King of Angmar published his deadliest attack. Amon Sul was once raised and burned and the Dunedain have been compelled to escape westward. Cardolan used to be laid to waste. support got here to the Dunedain from the Elves of the gray Havens, Rivendell, and Lorien. The armies of Angmar have been repelled from Fornost and the North Downs, and compelled to withdraw to Angmar. The shadow of the North used to be contained for a time.

ANGMAR

The land of Angmar is among the grimmest areas in all of Middle-earth. it's not black and twisted like Mordor, yet heartbreakingly chilly and barren. It lies in a northern fork within the Western Misty Mountains, and within the jap Misty Mountains. Little job is established upon the barren simple among the fork within the mountains; the border safeguard of guys is determined within the rolling hills upon the sting of the low plateau. those males watch the lengthy border street that runs from Carn Dûm to the southern tip of Angmar. The orcs favor the security of the tunnels within the mountains. within the East the Witch King has no border protect; the mountains bar access into Angmar from that path, other than to those that be aware of the orcish tunnels.

Additional resources for Dungeon Crawl Classics RPG: Core Rulebook

Example text

Doing so is a sin against his beliefs. , being merciful to a foe while worshipping the god of war); healing a character of an opposed alignment or healing or aiding a character of an opposed belief or deity (even if of the same alignment); failing to support followers of the same beliefs when they are in need; calling on the deity’s aid in a frivolous manner; and so on. When a cleric commits a sinful act, he may incur an additional increase in his disapproval range. This could amount to an increase of +1 for minor infractions all the way up to +10 for significant transgressions.

This kind of weapon must be chosen at 1st level, and the modifier remains fixed over time, even if the dwarf’s Luck score changes. Languages: At 1st level, a dwarf automatically knows Common, the dwarven racial language, plus one additional randomly determined language. A dwarf knows one additional language for every point of Int modifier, as described in Appendix L. Action dice: A dwarf receives a second action die at 5th level. Dwarves always use their action dice for attacks. A dwarf’s shield bash is always in addition to his base action dice.

DC 20 is a perfectly smooth surface with no visible handholds. A normal stone wall is DC 10. Pick lock: A mundane lock is DC 10. An extremely well crafted lock is DC 20. Some locks of legendary manufacture and notable difficult are DC 25 or higher. Page 35 Find trap and disable trap: A large, bulky trap is DC 10. This would include traps like a pit in the floor, a spring-loaded axe, or a dropped portcullis. More subtle traps are DC 15, DC 20, or even higher. A natural 1 on a disable trap check triggers the trap.

Download PDF sample

Rated 4.28 of 5 – based on 30 votes