goodmangames
First Post
Hi everyone,
Goodman Games has posted full details of its June and July releases. In addition to the previously announced Dungeon Crawl Classics #8: Mysteries of the Drow, we’ve also got the following coming up:
Complete Guide to Rakshasa (June)
Complete Guide to Vampires (July)
Dungeon Crawl Classics #9: Dungeon Geomorphs (July)
For full information and cover art, you can visit our Upcoming Releases page at http://www.goodman-games.com/upcomingreleases.php . Here are some of the details...
COMPLETE GUIDE TO RAKSHASA
June, GMG3005, 48 pages, $12.99
At the dawn of creation, the rakshasa openly ruled all the world. Greatest among them was one called Ravana, acknowledged by even the most egotistical rakshasa as their rightful king. He had been born into the world many times, growing in power with each incarnation, until finally he brought all mortal races under the power of rakshasa.
However, Ravana's rule was destined to end. He overlooked one particular mortal hero, who was reincarnated time and again, thwarting Ravana's schemes whenever he appeared. Finally, as Ravana was closing his grasp around the last few creatures who resisted his rule, this hero was born into the world one more time.
Under the name Ramachandra, this hero battled Ravana's allies and armies, overcoming them every time with his lethal archery and iron courage. What followed were battles that lasted years and filled the oceans with blood, but finally Ramachandra's bowmanship overcame Ravana's might, and the rakshasa lord was slain.
Rakshasas hold that when they die, they are judged by their great king Ravana. Those who possessed great power and cunning are reborn as even mightier individuals, and the greatest rakshasa will someday return as Ravana. In fact, before his last battle Ravana foretold that he would be reborn one more time into the world, prepared to enslave it forever with his wickedness. But he also warned that his ancient nemesis would return, wielding a flaming sword and mounted on a white horse as noble as himself.
The Complete Guide to Rakshasa takes you into this world of ancient myth and unbridled ambition in a journey where each adventure is merely one episode in an eons-spanning quest. Become a rakshasa undertaking grand schemes in the hopes of returning as Ravana. Hunt Ramachandra in whatever form he may take. Or simply take the reins of power and rule for a century or two...
Features:
* True revelations of the history, lore, and goals of the malevolent rakshasa.
* Rules for playing rakshasa and yaksha (half-rakshasa) as player characters.
* Rules and background for those who would defeat the rakshasa: the new yogi base class, the Hunter of the Firstborn prestige class, and organizations such as the Order of the Asthra and The Shattered Gate.
* Extensive DM guidelines on how to play a rakhasa to maximum effect. How do reincarnation, immortality, infinite patience, and absolute deceit manifest in game terms?
* New equipment, feats, magic items, and monsters to round out the rakshasa pantheon.
And much more, all of it compatible with the 3.5 revision!
COMPLETE GUIDE TO VAMPIRES
July, GMG3007, 64 pages, $14.99
Vampires are the product of unnatural concentrations of negative energy generated through war, famine, cannibalism, or great injustice. The standard vampire that we know as the common variety is far removed from this first cause, but it still thrives on the same negative energy. Vampires have a natural sensitivity to places where negative energy pools, and this is why they are often found at the center of wars, revolutions, and corruption.
But there is more to this story. Unbeknownst to all but the most erudite sages, vampires are a necessary byproduct of the natural order of things. The process that forms a vampire spawn from a creature slain by a vampire actually sucks ambient negative energy out of the prime material plane, concentrating it in the undead life force of the newly revived spawn. Vampires act as living conduits of negative energy, channeling it into themselves through their own actions, then feeding off it and destroying it in the process.
Thus, the deities that govern good and law allow vampires to exist. Their followers are sent to defeat the vampires, but the scales can never tip too far. By their very nature, vampires act as lightning rods for negative energy; as they feed off it, they reduce its concentration in the world, and they absorb the foul byproducts of human conflict that would otherwise attract far greater evils.
A few vampires gain true insight into their natural position in the world. These arch-vampires do not accept that the gods should "allow" vampires to exist. The most powerful arch-vampires become demi-gods and travel to the outer planes, where they direct armies of minions and sponsor other arch-vampires.
For generations, the old gods regarded the arch-vampire demi-gods as a natural correction mechanism, much like wolves who feed on overpopulated deer. But now the wolves seek to become king. The vampire armies are becoming more active, and the forces of good have stepped up their efforts against them. For the first time, the scales are tipping toward the vampires' favor.
The Complete Guide to Vampires takes you into this world of bloodlust and power in an exploration of the greatest monster of all time. Learn of the many varieties of vampire, the strange energy that connects them all, and the greater implications of their presence in the world.
Features:
* Answers to the origin, true nature, and role of the vampire, complete with history, background, and motivations.
* Rules for playing vampires as player characters, complete with racial levels that dovetail with the standard MM vampire.
* Six new kinds of vampire, plus new rules to round out the vampire experience: blood points, aging categories, and more than two dozen feats especially for vampires.
* Special prestige classes for vampires and other free-willed undead: the arch-vampire, lightning zombie, necrologist, and soul stealer -- plus the Veldrane Hunter, he who would hunt the vampire.
* New equipment, magic items, and monsters.
* Everything the DM needs to slot vampires easily into his game, including dozens of pregenerated stat blocks at different CRs, plus advice on running a campaign full of vampires.
And much more, all of it compatible with the 3.5 revision!
DUNGEON CRAWL CLASSICS #9: DUNGEON GEOMORPHS
July, GMG5008, 32 pages, $10.99
Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere.
Unlike other Dungeon Crawl Classics, this volume does not present a completed adventure. Instead, it presents a set of DM tools that will make your job easier. This book of dungeon geomorphs gives you everything you need to map out exciting underground adventures. The geomorphs are modular map segments designed to be combined in a variety of ways. There are 124 map segments, encompassing mazes, dungeons, underdeep caverns, monstrous lairs, castles, ruins, halls, and many other intriguing places to explore. Together they combine to make thousands of possible maps!
Features:
* 124 unique map tiles, each with dozens of areas to explore.
* Consistent entry and exit points between map tiles, so they can be easily combined.
* Maps are organized according to theme: caves, castles, ruins, hallways and corridors, lairs, the underdeep, mazes, dungeons, and temples.
* Includes blank map tiles so you can create your own geomorphs.
Goodman Games has posted full details of its June and July releases. In addition to the previously announced Dungeon Crawl Classics #8: Mysteries of the Drow, we’ve also got the following coming up:
Complete Guide to Rakshasa (June)
Complete Guide to Vampires (July)
Dungeon Crawl Classics #9: Dungeon Geomorphs (July)
For full information and cover art, you can visit our Upcoming Releases page at http://www.goodman-games.com/upcomingreleases.php . Here are some of the details...
COMPLETE GUIDE TO RAKSHASA
June, GMG3005, 48 pages, $12.99
At the dawn of creation, the rakshasa openly ruled all the world. Greatest among them was one called Ravana, acknowledged by even the most egotistical rakshasa as their rightful king. He had been born into the world many times, growing in power with each incarnation, until finally he brought all mortal races under the power of rakshasa.
However, Ravana's rule was destined to end. He overlooked one particular mortal hero, who was reincarnated time and again, thwarting Ravana's schemes whenever he appeared. Finally, as Ravana was closing his grasp around the last few creatures who resisted his rule, this hero was born into the world one more time.
Under the name Ramachandra, this hero battled Ravana's allies and armies, overcoming them every time with his lethal archery and iron courage. What followed were battles that lasted years and filled the oceans with blood, but finally Ramachandra's bowmanship overcame Ravana's might, and the rakshasa lord was slain.
Rakshasas hold that when they die, they are judged by their great king Ravana. Those who possessed great power and cunning are reborn as even mightier individuals, and the greatest rakshasa will someday return as Ravana. In fact, before his last battle Ravana foretold that he would be reborn one more time into the world, prepared to enslave it forever with his wickedness. But he also warned that his ancient nemesis would return, wielding a flaming sword and mounted on a white horse as noble as himself.
The Complete Guide to Rakshasa takes you into this world of ancient myth and unbridled ambition in a journey where each adventure is merely one episode in an eons-spanning quest. Become a rakshasa undertaking grand schemes in the hopes of returning as Ravana. Hunt Ramachandra in whatever form he may take. Or simply take the reins of power and rule for a century or two...
Features:
* True revelations of the history, lore, and goals of the malevolent rakshasa.
* Rules for playing rakshasa and yaksha (half-rakshasa) as player characters.
* Rules and background for those who would defeat the rakshasa: the new yogi base class, the Hunter of the Firstborn prestige class, and organizations such as the Order of the Asthra and The Shattered Gate.
* Extensive DM guidelines on how to play a rakhasa to maximum effect. How do reincarnation, immortality, infinite patience, and absolute deceit manifest in game terms?
* New equipment, feats, magic items, and monsters to round out the rakshasa pantheon.
And much more, all of it compatible with the 3.5 revision!
COMPLETE GUIDE TO VAMPIRES
July, GMG3007, 64 pages, $14.99
Vampires are the product of unnatural concentrations of negative energy generated through war, famine, cannibalism, or great injustice. The standard vampire that we know as the common variety is far removed from this first cause, but it still thrives on the same negative energy. Vampires have a natural sensitivity to places where negative energy pools, and this is why they are often found at the center of wars, revolutions, and corruption.
But there is more to this story. Unbeknownst to all but the most erudite sages, vampires are a necessary byproduct of the natural order of things. The process that forms a vampire spawn from a creature slain by a vampire actually sucks ambient negative energy out of the prime material plane, concentrating it in the undead life force of the newly revived spawn. Vampires act as living conduits of negative energy, channeling it into themselves through their own actions, then feeding off it and destroying it in the process.
Thus, the deities that govern good and law allow vampires to exist. Their followers are sent to defeat the vampires, but the scales can never tip too far. By their very nature, vampires act as lightning rods for negative energy; as they feed off it, they reduce its concentration in the world, and they absorb the foul byproducts of human conflict that would otherwise attract far greater evils.
A few vampires gain true insight into their natural position in the world. These arch-vampires do not accept that the gods should "allow" vampires to exist. The most powerful arch-vampires become demi-gods and travel to the outer planes, where they direct armies of minions and sponsor other arch-vampires.
For generations, the old gods regarded the arch-vampire demi-gods as a natural correction mechanism, much like wolves who feed on overpopulated deer. But now the wolves seek to become king. The vampire armies are becoming more active, and the forces of good have stepped up their efforts against them. For the first time, the scales are tipping toward the vampires' favor.
The Complete Guide to Vampires takes you into this world of bloodlust and power in an exploration of the greatest monster of all time. Learn of the many varieties of vampire, the strange energy that connects them all, and the greater implications of their presence in the world.
Features:
* Answers to the origin, true nature, and role of the vampire, complete with history, background, and motivations.
* Rules for playing vampires as player characters, complete with racial levels that dovetail with the standard MM vampire.
* Six new kinds of vampire, plus new rules to round out the vampire experience: blood points, aging categories, and more than two dozen feats especially for vampires.
* Special prestige classes for vampires and other free-willed undead: the arch-vampire, lightning zombie, necrologist, and soul stealer -- plus the Veldrane Hunter, he who would hunt the vampire.
* New equipment, magic items, and monsters.
* Everything the DM needs to slot vampires easily into his game, including dozens of pregenerated stat blocks at different CRs, plus advice on running a campaign full of vampires.
And much more, all of it compatible with the 3.5 revision!
DUNGEON CRAWL CLASSICS #9: DUNGEON GEOMORPHS
July, GMG5008, 32 pages, $10.99
Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere.
Unlike other Dungeon Crawl Classics, this volume does not present a completed adventure. Instead, it presents a set of DM tools that will make your job easier. This book of dungeon geomorphs gives you everything you need to map out exciting underground adventures. The geomorphs are modular map segments designed to be combined in a variety of ways. There are 124 map segments, encompassing mazes, dungeons, underdeep caverns, monstrous lairs, castles, ruins, halls, and many other intriguing places to explore. Together they combine to make thousands of possible maps!
Features:
* 124 unique map tiles, each with dozens of areas to explore.
* Consistent entry and exit points between map tiles, so they can be easily combined.
* Maps are organized according to theme: caves, castles, ruins, hallways and corridors, lairs, the underdeep, mazes, dungeons, and temples.
* Includes blank map tiles so you can create your own geomorphs.