Posted on July 31, 2012 by Megan
Those wizards! Give them half a chance and they will conduct bizarre experiments without a thought for their neighbours… and this adventure, designed for 8-10 2nd-level characters, is all about stopping one such wizard in his tracks. He lives on a clifftop near a village, and the rascal has even been using some of the locals in his experiments. Maybe some of the locals were friends or relatives of the characters, or maybe these budding heroes have been asked to help out.
Posted on July 26, 2012 by Megan
Back in the mists of time, I wandered into a meeting of the university’s then wargames club and over the sound of jawbones hitting the floor at the sight of a woman, a lanky fellow asked “Would you like to play D&D?”
Opening this work takes me back to the sheer wonders and excitement that followed. The whole style, the artwork, the words, are redolent of those early books that soon found their way onto my bookshelves alongside the botany textbooks… and yet, this isn’t merely another retro-clone, it is a coherent game in its own right, bringing its own freshness and elegance to the core of fantasy role-playing: the small band of adventurers battling enormous odds and terrifying monsters in search of awesome magics and heaps of treasure.
Posted on July 13, 2010 by spikexan
Shadows of Leningrad is the third in Goodman Games’ Age of Cthulhu series. These adventures, set in the 1920s, allow for pulpish globetrotting (Luxor and London set the scenes for the first two adventures). While these adventures can possibly become rather violent, their design strongly favors a traditional investigative format. With an unforgiving setting (early Communist Russia), a generous sampling of supernatural entities, and mundane threats, the adventure proves to be a daunting one.
The book’s smart layout ran a printer-friendly gambit of basic two-column text, minimal artwork, and good looking bordering along the headers and footers. When sidebars popped up, they were positioned at the bottoms of the pages.
Posted on February 15, 2010 by Michael Brewer
When I first saw Goodman Games’ D&D 4e adventure, Death Dealer: Shadows of Mirahan, I had mixed reactions. First, I love Frank Frazetta’s Death Dealer. I’ve seen all the Frazetta paintings, read the novels by James Silke, collected the comics written by Glen Danzig, and bought the Molly Hatchet album with Death Dealer on the cover when I first saw it back in the 80s (it was actually released in 1978).
However, the gamer in me balked. I was wondering how they could pull off an adventure about the Death Dealer without having the nearly omnipotent figure overshadow the player characters. There is only one Death Dealer, and surely the players would not be playing as the legendary anti-hero. I was also wondering how the adventure dealt with non-human races (I couldn’t remember reading about elves and dwarves in the novels).
Posted on December 10, 2009 by spikexan
I’m surprised it took this long. I know there have been flirtations between Dungeons & Dragons and Call of Cthulhu in the past; however, the affair is now fully public. Two of the biggest games in the market now have a serious connection. This book offers nearly fifty pages of how to bring Lovecraft’s creations into your beloved fantasy game. It’s essentially a small book of monsters. It’s just happens to be a damn good book of monsters.
Erik Nowak’s graphic design and layout catches the reader’s attention towards exactly what you need. Stats are blocked out differently than the flavor text. Bold fonts and borders keep the reader wrangled into the material.
Posted on April 28, 2009 by Flames
The magazine comes in a robust 60 pages. That is not as big as their major competitor, but it is very, very, full. The initial editorial lays out all of the article types that the magazine plans to pursue in the coming quarters and every one seems interesting and with a constant mind toward having something for all players. There was always an eye toward having both solid fluff (flavor) and rules (crunch) in each article. More over, a focus on making sure the flavor and crunch aligned. Readers will notice if there is a disconnect and will be turned off by a product that does a bad job of aligning these two very important aspects of game design. That is not the case here.
The articles are similar to classic articles we, as a gaming generation, have all grown up with. There are articles that detail new weapons and talk about the fighters that use them, articles that introduce a new god, his followers and other important doctrines of the faith.
Posted on February 9, 2009 by Flames
Age of Cthulhu fans, here is your chance to play Death in Luxor using Trail of Cthulhu! Death in Luxor is the exciting new Call of Cthulhu adventure from Goodman Games, officially licensed to use the BRP rules from Chaosium. This conversion document allows you to use the Trail of Cthulhu rules from Pelgrane Press […]
Posted on January 14, 2009 by teampreston
The first half of the adventure is a straight up series of linear deadly encounters. By linear I mean that while there are a few options given, there is really only one path to succeed. By deadly I do indeed mean DEADLY. A party of 1st Level Adventurers needs to be balanced and smart. They need to be absolutely cautious or face mortality. True Dungeoneers only please! All other should stay on the porch. No real RP at all in the first half. It’s a series of combat encounters and traps only.
The second half of the adventure introduces some roleplaying opportunities. Actually, it’s a big opportunity for characters with social skills to shine because failure at this stage could almost certainly result in TPK as well. Poor rolls and accidentally insulting a faction can result in a massive attack or ambush by vastly overwhelming forces.
Review by Jeff Preston
Posted on January 8, 2009 by Flames
Goodman Games has a new Age of Cthulhu series, which starts with Death in Luxor. Set in 1924, this adventure centers around a group of investigators as they explore a murder/suicide and the events that could have provided the catalyst for the violence. This adventure comes in at exactly fifty pages (including cover art) and, due to its structure, is a hefty read.
The author, Harley Stroh, also directed the game’s art, which is one of its strongest features. The cover art provided by Eddie Sharam depicts the adventure’s more Sanity-blowing moments and is, quite simply, one of the better cover pieces I’ve seen in ages.
Review by Todd Cash
Posted on January 4, 2009 by Flames
Goodman Games has posted details on their February and March releases!
DCC #61: CITADEL OF THE CORRUPTOR (FEBRUARY)
GMG5060, 48 pages, $12.99
Level 7-9 adventure. In a world of arcane magic and divine might, some secrets are best left hidden. When the forces of the wicked Mountain King discover an eldritch weapon of unmatched power, the future of the Northlands hangs in the balance. Following in the wake of bloody, madness-induced slaughter, can the heroes prevail where an army has perished? Blood and madness are in store, for where Lord Ablair the Corruptor passes, death must surely follow. Only the most cunning and courageous of heroes can triumph against the Citadel of the Corruptor!
More info at http://www.goodman-games.com/5060preview.html
Posted on December 18, 2008 by Flames
TWO DOLLAR SALE! Goodman Games 3.5 d20 products are only $2.00 until December 31, when they go off sale forever. Buy now while you still can! This sale includes: DragonMech Complete Guide Series Xcrawl …and many more d20 titles. Get ’em before they disappear forever, these titles are available at RPGNow.com.
Posted on December 13, 2008 by Flames
In the age of the pharaohs, a great and unfathomable evil rose from the murky depths to cast its gibbous shadow over ancient Egypt. At the cost of his empire, Ramesses III imprisoned the horror beneath the sands of Luxor, where it has slumbered ever since.
In 1924, a team of visiting archeologists unearthed the last remaining testament of that ancient mystery, only to unleash a terror from out of time. Now death stalks the dusty streets of Luxor and a new age of horror is at hand. Can your investigators succeed where the mightiest of pharaohs have failed? Or will they fall victim to Luxor’s secret past?
Death in Luxor is available at the Flames Rising RPGNow Shop.
Posted on December 9, 2008 by Flames
Goodman Games’ first Age of Cthulhu adventure, Death in Luxor, is at the printer now.
While we all await its arrival, Goodman Games has posted previews to help you explore the mysteries of Luxor, starting with the mysterious Old Persian (pdf preview).
Posted on November 26, 2008 by Flames
One of the challenges of any fantasy role-playing game is coming up with new, unpredictable and fearsome foes to tangle with your heroes.
“The Random Esoteric Creature Generator” by Goodman Games is sub-titled “For Classic Fantasy Games and their Modern Simulacra.” Simply put, it’s a monster-maker for d20 and similar fantasy
The 31-page .PDF document is filled with random roll charts to help you design bizarre and unique creatures, giving you everything from size and body shape to special attacks and defenses.
Review by Michael Erb
Posted on October 17, 2008 by Flames
Our author begins his book by informing us that table-top RPGs are at a crossroads. They are at a point in time where they must make a choice between a new system, something revolutionary and different, and the power of nostalgia, classic systems and tradition on the other. This is an easy assumption to make, casting your eyes about to the RPG market and seeing the 4E update and change in D&D in what seems, especially to outsiders, as very dramatic ways. It is from this premise our author builds his book. I would claim this is his thesis statement; the foundation of the argument for the book. Unfortunately, it couldn’t be more wrong.
Review by Vincent Venturella
Posted on October 10, 2008 by Flames
This is fairly hefty for a PDF, though it would make a slim book, 90 pages of rather dense rules information providing information for playing the aforementioned classes as well as a little supplementary information in the form of appropriate magical items and the idea of a post-cataclysm gaming in a fantasy world. The approach here differs from that hinted at in the Wizards’ books particularly in naming the source of Barbarian and Druidic power ‘Primal’ and that of Bards and Monks ‘Ancient’, rather than the ‘Nature’ spoken of in the official line.
Review by James ‘Grim’ Desborough