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The Dying Earth RPG
Robin D. Laws, John Snead, Peter Freeman, Pelgrane Press
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A future, unimaginably distant… The sun, now in its dotage is a swollen maroon orb. It stutters and blinks. At any moment it may finally go out.… A future, unimaginably distant… The sun, now in its dotage is a swollen maroon orb. It stutters and blinks. At any moment it may finally go out. Earth, immensely old… Dig anywhere and find a buried city or the shore of a vanished sea. Deodand-haunted woods stretch from decadent Kaiin to the Land of the Falling Wall. Erbs and grue hunt in the wilds. Isolated villages embrace surprising customs. Larger towns favor debauchery and mincing murder. Magic, rich and colourful… Enchantment shapes the world. Any dabbler may know a few simple cantraps. Magicians in lavish manses struggle to master Earth’s last great spells, while all-powerful cabals intrigue against rivals or plot revenge for ancient feuds. Visit the Dying Earth Enter this vivid world in the first roleplaying game authorized by master fantasist Jack Vance. Here a flashing sword is less important than nimble wits, persuasive words, and a fine sense of fashion. Create an adventurer for any of three different kinds of stories: a typical mortal such as Cugel the Clever, surviving by wits and cunning an ambitious magician searching for lost lore, like Turjan of Miir a supreme mage to rank with Rhialto the Marvellous, commanding the omnipotent but quarrelsome sandestins. The Dying Earth features easy, fast-playing rules that encourage creativity and interaction. No knowledge of Jack Vance’s work is needed for play, but fans of the stories will enjoy the comprehensive summary of the world’s places, creatures, and known spells. Authorized and approved by Dying Earth fantasy novelist JACK VANCE Based on the Dying Earth book series by Jack Vance. Produced and distributed by agreement with Jack Vance c/o Ralph Vicinanza Ltd.
The Kaiin Player's Guide
Robin D. Laws, Pelgrane Press
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Explore the most decadent city in a world of decadence. 100,000 words by Robin D Laws describe 100,000 inhabitants in this innovative and highly… Explore the most decadent city in a world of decadence. 100,000 words by Robin D Laws describe 100,000 inhabitants in this innovative and highly play-tested source book. PCs are assumed to be knowledgeable veterans of the White-Walled City, not ignorant mooncalves. No longer will the GM be the sole arbiter of adventures; players are encouraged to choose from hundreds of plot hooks and contacts to create sublime gaming sessions. From the self-indulgent aristocrats of Odkin Prospect to Prince Khandive’s pleasure barge, the whole city is mapped out using fine words, pictures and… maps. The ideal supplement for long-term adventuring in the Dying Earth.
The Scaum Valley Gazetteer
Jim Webster, David Thomas, Pelgrane Press
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A source book for the Dying Earth RPG Welcome to the finest river valley in gaming! From the Maurenron Mountains to Sanreale Bay, the valley is thick… A source book for the Dying Earth RPG Welcome to the finest river valley in gaming! From the Maurenron Mountains to Sanreale Bay, the valley is thick with ancient forests, picturesque ruins and somber tombs. It is alive with vibrant towns and glittering palaces. It teems with eerie creatures, exhilarating predators and glittering palaces. Complete with frightful curses, new spells, creatures and magic items, the Scaum contains sufficient material (locales, characters and adventure outlines) for many months of exceptional gaming. Suitable for any level of play from Rogue to Arch-Magician. Exotic Vistas… Outlandish inhabitants… Vibrant dangers and curses… Limitless adventure! Aeons to erode – yours for a pittance! Suitable for any level of play from Rogue to Arch-Magician. In development from the moment DERPG was conceived! The magnificent map is also available.
Demons of the Dying Earth
Ian Thomson, Pelgrane Press
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DEMONS OF THE DYING EARTH: a sourcebook for the Dying Earth RPG. Sucked up from unspeakable subworlds, demon are fearsome and worthy opponents for… DEMONS OF THE DYING EARTH: a sourcebook for the Dying Earth RPG. Sucked up from unspeakable subworlds, demon are fearsome and worthy opponents for Turjan-level magicians. (And powerful and fearsome horrors for their lesser Cugelesque colleagues.) Even Turjan’s mentor Pandelume was given pause by an otherworldy abomination. With witches, demonists, Valdaran’s Green Legion and horrific magic in equal measure, the Demons of the Dying Earth will put your most blasé Turjanic hero or magician in fear of their soul. This book does not offer reckless instructions on how to create and play witches and warlocks, nor how to use demonic forces to casually attack your foes – for such would make a mockery of the dangerous and blasphemous nature of the awful demonic legacy of previous aeons. Instead we provide the resources to fully describe occult horrors, insane archenemies, cruel and secretive demonic cults, and dangerous journeys to the bizarre sub-worlds. In this work Demons are presented as a ‘very bad thing’. Those magicians who do wish to take up demonology as magical specialty can expect to suffer awful consequences for their taste of power – possibly to turn up again as a superior henchman to the campaign’s most intractable foe. (In advanced campaigns, Diabolist PCs to some extent break this ruling – protected in their viewing of demons and sub-worlds as an abstract pedantic specialty.) Discover a new angle on Dying Earth RPG: foes that even the most jaded of magicians and adventurers will find sufficiently abhorrent to unite them in their attempts to outwit, evade, thwart and destroy their mutual enemy. But beware, your most favourite spells may prove useless against beings of other dimensions, and even your precious magical adjuncts may lack efficacy. A new world lurks amidst the shadows of the old! Written as a partner-publication to Turjan’s Tome, Demons also stands alone and can be used by Cugelesque-favoring GMs with great benefit.
Primer of Practical Magic
Jeanry Chandler, Pelgrane Press
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THE PRIMER OF PRACTICAL MAGIC: Give your D20 magician a taste of the Dying Earth Designed to assist exploring the Dying Earth milieu using the D20… THE PRIMER OF PRACTICAL MAGIC: Give your D20 magician a taste of the Dying Earth Designed to assist exploring the Dying Earth milieu using the D20 system, there is also nonetheless a vast array of material herein that a GM could use equally as well to instead enhance any D20 fantasy game towards a more atmospheric classic Vancian/Dying Earth tone. The Primer of Practical Magic hearkens to a time when players didn’t know all the spells in the rulebook yet, or all the monsters one could possibly encounter; a time before players argued about every rule, because they were still caught up in the mystery of the game. Toward this noble end of casting a shadow of renewed mystery over the D20 gaming experience, The Primer includes many features which the discerning gamer will appreciate. The Primer of Practical Magic is filled with extraordinary spells, items and new powers for the magicians in your campaign. Whether you wish to spin your enemies to death with Phandaal’s Gyrator, or control them like a puppet with Clambard’s Rein of the Long Nerves, this is the libram for the discerning wizard’s library. And for those who always felt there should have been some element of danger and uncertainty to spellcasting, the Primer introduces an optional spell failure system, based on the system in the Dying Earth RPG! The Primer contains Over 100 spells of all levels and schools 22 magic items including Cloud of Knives and Laccodel’s Protective Rune 34 carefully wrought cantrips Instructions on growing your henchmen and other creatures in a vat New character classes including the fearsome diabolist Rules for binding powerful but squabblesome magical creatures – sandestins All these magical abilities find their way to the d20 system from the Dying Earth RPG, but do not required any knowledge of that background to use it. This version includes a newly updated twenty-page codiciliary, with additional material and errata. Using this supplement to run d20 D&D games requires use of the third edition Player’s HandbookTM by Wizards of the Coast Inc.
Gomoshan's Tomb
Ian Thomson, Pelgrane Press
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A Turjan-Level pdf adventure for the Dying Earth RPG Strap on your rapiers, snatch up your spell-books and hold onto your wide-brimmed hats! A… A Turjan-Level pdf adventure for the Dying Earth RPG Strap on your rapiers, snatch up your spell-books and hold onto your wide-brimmed hats! A renowned collector of antiquities has uncovered the location of an ancient tomb, and has hired a band of resourceful individuals to accompany him on a journey of plunder into Kaiin’s Old Town ruins. Fiendish traps, demons, & arcane magics undoubtedly guard priceless magical relics and mountains of loot… The Old Town itself presents the very real chance of an encounter with Chun the Unavoidable… Chances are slim to non-existent that everyone will make it back alive… A typical day out for a Turjan-Level adventurer! This is a large mid-range Turjan-level adventure designed for use in isolation as an introduction to Turjan-style play, or to fit into an ongoing campaign. It contains a packed 47-page adventure, plus 26 pages of maps, illustrations, a player’s rules summary, and full notes and complete character sheets for pre-generated PCs and GMCs.
Fields of Silver: Adventures Beyond the Songan Sea
Lynne Hardy, Pelgrane Press
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FIELDS OF SILVER: Adventures Beyond the Songan Sea Abandon now your most frivolous banter and your lightning repartee, for they will only serve to mar… FIELDS OF SILVER: Adventures Beyond the Songan Sea Abandon now your most frivolous banter and your lightning repartee, for they will only serve to mar your progress through a world no longer so colorful but more deadly dark! Difficulties you faced before are but pale shadows of the challenges that now await you. Welcome to the Dying Earth as it was originally written: hard, cruel and at the mercy of natural justice. Fields of Silver gives somber warriors and potent magicians a chance to show their capabilities. Written for powerful, driven characters in the style of Turjan of Miir, you can solve mysteries, uncover secrets and deal with ancient evils. The adventure carries your characters right across the continent, from Almery to Erze Damath, taking in a host of wonders along the way. It pitches them against dangerous foes in their quest to put right a misdeed so great that it could shake the very foundations of a mighty city. Who is responsible for the slaughter of the characters’ friends? Who is the mysterious Lady and why does she need their help? Even armed with heads full of spells and flickering rapiers, dare your characters face the scion of an ancient daihaki, it’s crazed acolytes and the weird magics of a former aeon? With a wealth of descriptive material on the eastern lands in the original stories, the book also functions as a richly detailed sourcebook for those regions. Turjan’s Tome is an invaluable adjunct to running Fields of Silver, which is effectively a Turjanic campaign. Note also that the information in Fields of Silver (particularly the city of Erze Damath and travel on the Scamander River) is expanded upon greatly in the final supplement to the Footsteps of Fools series: “And Thence to Almery”.
The Compendium of Universal Knowledge
Peter Freeman, David Thomas, Ian Thomson, Jim Webster, Pelgrane Press
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The complete encylopedia of the Dying Earth. For the Dying Earth roleplaying game, the Compendium includes more than two hundred adventure seeds, game… The complete encylopedia of the Dying Earth. For the Dying Earth roleplaying game, the Compendium includes more than two hundred adventure seeds, game statistics for eighty creatures, more than a dozen spells and cross references to all our other publications. The Compendium is also lavishly illustrated, with beautiful maps. It includes reliable information on everything that has ever existed*… It contains expansions, speculations and comments from a variety of noteworthy pedants … When you are not poring over its pages, its sturdy frame will add character to your bookshelf! *This is not strictly true!
Rhialto's Book of Marvels
Robin D. Laws, Pelgrane Press
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The Rules of Archmagical Omnipotence Too long have the Dying Earth’s arch-magicians labored without a sourcebook to call their own. Now you can fully… The Rules of Archmagical Omnipotence Too long have the Dying Earth’s arch-magicians labored without a sourcebook to call their own. Now you can fully immerse yourself in the impossibly powerful milieu of the world’s most notable denizens. With new rules for competitive play, you can finally prove to your fellow wizards that you are the most quick-witted, fashionable, seductive, and pedantically obstructive of them all! Armed with the information in this invaluable tome (a bargain at treble the price), you can: Dominate arch-magical politics, mastering the rules, regulations and customs of the Conclave! … Construct elaborate manses, packed to the rafters with rare and expensive artifacts — then animate them and send them into battle against each other! … Uncover the quirks, secrets and foibles of 22 arch-magical colleagues… Disdain wizardly robes in favor of a terrifying new role: the horrifically mighty archwarrior… Delve into the forbidden secrets of the lackadaisical and omnipotent sandestins.… Contemplate schemes to enslave those most dangerous of entities, the gods themselves!
The Creep of Inacurracy
Ian Thomson, Pelgrane Press
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A Rhialto-Level pdf adventure for the Dying Earth RPG New arch-magicians pit their wits against a terrible curse and a worthy and mysterious foe, in… A Rhialto-Level pdf adventure for the Dying Earth RPG New arch-magicians pit their wits against a terrible curse and a worthy and mysterious foe, in an effort to impress Ildefonse’s Conclave sufficiently to gain the highly coveted Auxiliary Membership. Not just living guidance on using the Rhialto-Level rules, but a full and dangerous escapade in its own right. Arch-magician PCs face not just embarrassment, but the actual threat of annihilation! You are new to chug ownership… Desperate for the recognition of your self-proclaimed peers (the Conclave)… Eager to illustrate your own worth (at the expense of the dignity of your fellows)… and invited to a fine luncheon by the noble Perrin! This is a complete multi-part adventure adventure designed specifically as an introduction to Rhialto-style play. This scenario caters for new arch-magicians – either upgrading your Turjanic PCs or for starting afresh.
The Dying Earth Revivification Folio
Robin D. Laws, Pelgrane Press
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What, Pray Tell, Is a Revivification Folio? This book presents a new, streamlined way to introduce and play the Dying Earth Roleplaying Game. It… What, Pray Tell, Is a Revivification Folio? This book presents a new, streamlined way to introduce and play the Dying Earth Roleplaying Game. It presents a slightly tuned version of the Skulduggery rules system, as also seen in the standalone rulebook of the same name. You do not need the Skulduggery book to play the game. All the rules you need to play appear in this exquisitely presented folio. The adjusted rules presented in this volume address the primary stumbling blocks GMs confronted when pitching the game to their groups. Some players demonstrated regrettable resistance to the setting’s piquant ironies. Many feared that they couldn’t muster the verbal eloquence it calls for. Then they would play. Within moments, aided by the tagline system and the reversal-filled core mechanics, they’d be spouting perfect Vancian dialogue, backstabbing and swindling with aplomb. The Revivification Folio rules get players started within minutes. They set aside the extended, decision-heavy character generation of the original version for a system based on the random distribution of cards, which together take the place of a conventional character sheet. Players step more readily outside their established comfort zones when you can get them playing right away. When they spend less time creating their characters, they’re more open to seeing them meet the ironic comeuppances the game so often demands. Now you can immerse them in the unique vibe of the game before they have time to doubt their ability to keep up. Changes to the tagline rules bring them to the forefront. They train players to speak in elevated Vancian lingo. Entering the Dying Earth has never been easier.
On the High Road to Kaiin
Ian Thomson, Pelgrane Press
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On the High Road to Kaiin (& sundry other articles of equally fine quality) Scenarios and articles for Cugel-level The Dying Earth RPG. Within this… On the High Road to Kaiin (& sundry other articles of equally fine quality) Scenarios and articles for Cugel-level The Dying Earth RPG. Within this substantial booklet you will find: A comprehensive gazetteer of Azenomei Town – its customs, inhabitants, and opportunities for misadventure and malfeasance. Followed by an accompanying piece on Pergolo: the Manse of Iucounu, including full plans and room index & contents for two floors of this extensive iconic location. ‘The High Road to Kaiin’: An extensive, darkly humorous, murder-mystery. A large fully-detailed scenario, utilizing several classic Vancian concepts adapted to new circumstances. Including full-color deck-plans for a highly unusual mode of transport that would be the envy of Captain Wiskitch himself! High Road leads directly into ‘A Walk in the Woods’ – a nail-biting race for survival against the inhospitable expanse of the Great Forest of Da and its varied slavering denizens. (In the author’s game series, this two-part scenario was the immediate prequel to The Exasperating Cadaver adventure.) A large article on the ‘Deities of the Dying Earth’ – replete with new cantraps, spells, magic items, and suggestions for including the influence of these Overworld entities in your games. Plus, full details on the Aumoklopelastianic Cabal and Solar Emosynaries! ‘Dabbling with Magic’: Detailed notes on how to practically introduce more potent magic to your Cugelesque characters as they head towards the lofty heights of Liane-Level gameplay. (Including a number of dangerously incomplete spells of ‘less than perfect utility’ likely to be learned by our unwitting rogues – and used at their peril!) More ‘Cantraps’ than you can shake a stick at! Being mostly minor spell-like effects for Cugel-Level characters who aspire to learn the magical arts. ‘Gilgad’s Wilderness Survival Guide’ offers numerous peculiar enchanted items, a range of cunning capacities (Tweaks) that your characters can attempt to master, and a bounty of efficacious Tag-Lines harvested from the original stories and the author’s addled perspectives. An alternative ‘Exotic Weaponry of the Dying Earth’ article that was created independently of (and at the same time as) the one found in Issue 6 of the Excellent Prismatic Spray. ‘The Royal Cartographers’. An introductory framework plus a full set of itineraries that turn the entire Scaum Valley Gazetteer publication into an expedition on behalf of Prince Kandive of Kaiin. The characters are employed to compile a comprehensive guide to the peoples, locations, and oddities of the lands he sees as his eastern domains. The introduction also includes a congruent in-game opportunity to reside for some weeks among the upper echelons of society in the Great Palace of Kaiin – even if your adventurers are rogues of the lowest sort!
The Exasperating Cadaver
Ian Thomson, Pelgrane Press
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The Exasperating Cadaver (& sundry explorations of Kaiin Old Town) A Cugel-Level scenario for The Dying Earth RPG “Such flourishing prose and tangible… The Exasperating Cadaver (& sundry explorations of Kaiin Old Town) A Cugel-Level scenario for The Dying Earth RPG “Such flourishing prose and tangible flavor. It’s almost as if I was there!” (Lesorix of Perne) The bulk of this publication is ‘The Exasperating Cadaver’ scenario, wherein our rascally protagonists are hired to take a mysterious package from one part of Kaiin to another – secretly in the dead of night. Which couldn’t possibly end up in a race against time across the entire city. This multi-part escapade heavily references The Kaiin Player’s Guide. It is designed specifically to be an introductory adventure for the Guide, and you need access to that sourcebook in order to run this! Inside are also extra details (& floorplans) for the infamous Odkin Prospect Hotel – sufficient for it to be a potential homebase for a series of Kaiin-based scenarios. This work closes with a whole extra section – a major appendix location guide and adventure ideas for Kaiin Old Town. Including expanded information on the horrifying Chun the Unavoidable. The scenario that ran immediately before this one in the author’s House Campaign is now also available: On the High Road to Kaiin. “This was a lot of fun. You were never quite sure where things were going, beyond being certain that nothing would turn out the way you expected. It all had a wonderful far-future feel, combined with a gloriously decadent and doomed aspect.” Philipp Grawe (Grom the Intractable: Escaped Vat-Grown Bodyguard)
The Dying Earth Map Collection
Sarah Wroot, Pelgrane Press
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A fine selection of Dying Earth maps for game enhancement, all by the magnificent Sarah Wroot You know, there’s just something about a good quality… A fine selection of Dying Earth maps for game enhancement, all by the magnificent Sarah Wroot You know, there’s just something about a good quality map: the GM places it onto the table and instantly everyone has a feel for where they are in the larger scheme of things. A great map not only enhances the atmosphere, but also hugely assists the GM in creating a believable game world. Plus a map provokes visual curiosity in the Players. And can even inspire entire scenarios! (See below.) The Dying Earth map (see above) is a full color map of the the known world, shipped to you in a sturdy card tube. Based on an original map by the estimable Steve Dempsey, it underwent multiple revisions by our dedicated staff until it reached its current state of perfection. The printed area is 34.5cm x 23cm. An attractive map of the Scaum Valley Region is an invaluable companion for the Scaum Valley Gazetteer and a piece of art in its own right. As it appears before them, watch your Players gaze with wonder as if seeing the land laid out below them from a great height. (Hopefully as they pass above it in a magical palace, or at least an enchanted floating bed, rather than as they are plummeting to their doom!) Its visual richness was directly responsible for the scenario framework: The Royal Cartographers. KaiinMap The Kaiin map is a limited edition full color map of the white-walled city, signed by the arist and shipped to you in a sturdy card tube. It was based on the original map Robin D Laws used for his excellent Kaiin Player’s Guide. And it inspired the fan-scenario The Exasperating Cadaver, which has PCs harried all over the city. The printed area is 11.5 inches x 12 inches, 32 x 27.5cm. Delivered in a sturdy tube.
The Excellent Prismatic Spray 2
Peter Freeman, Gary Gygax, Lynne Hardy, Robin D. Laws, Lizard, Sasha Bilton, Phil Masters, Steven S. Long, Nicholas H. M. Caldwell, Colin Spiers, Jim Webster, Pelgrane Press
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The XPS series features adventures, background and words of wisdom for the Dying Earth RPG, and is indispensable to fans of the Dying Earth. In the… The XPS series features adventures, background and words of wisdom for the Dying Earth RPG, and is indispensable to fans of the Dying Earth. In the second issue Robin D. Laws presents “Phasms”, an adventure for powerful arch-magicians; Gary Gygax details the influence of Jack Vance on the D&D game. Phil Masters, Steven Long, and many other stellar names present material of comparable interest.
The Excellent Prismatic Spray 3
Steve Dempsey, Peter Freeman, Lynne Hardy, M.D. Jackson, Robin D. Laws, Lizard, James Maliszewski, Paul Rhoads, Ian Thomson, Jim Webster, Pelgrane Press
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The XPS series features adventures, background and words of wisdom for the Dying Earth RPG, and is indispensable to fans of the Dying Earth. The third… The XPS series features adventures, background and words of wisdom for the Dying Earth RPG, and is indispensable to fans of the Dying Earth. The third issue includes The Gold and Amber Cabal, an adventure for aspiring mages; The Valley of the Graven Tombs, laden with ghosts and curses; and The Laughing Magician, part one of a three-part adventure series in which the characters must race up the Scaum river against stiff opposition, as well as articles by Robin D Laws and Lizard.
The Excellent Prismatic Spray 4 and 5
Ed Greenwood, Lynne Hardy, Robin D. Laws, Lizard, Sarah Wroot, David Thomas, Thomas Russell, Peter Freeman, Steve Dempsey, Mark Baker, Kurt Brown, Pelgrane Press
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Double Book-Size Issue of ‘The Excellent Prismatic Spray’ (Volume 1, Number 4/5) A source book for the Dying Earth RPG To Ascolais, the Falling Wall… Double Book-Size Issue of ‘The Excellent Prismatic Spray’ (Volume 1, Number 4/5) A source book for the Dying Earth RPG To Ascolais, the Falling Wall and Beyond! This first double volume of the XPS is so vast in scope that it has graduated to its own page as a sourcebook in its own right. Once the heart of the reach of Grand Motholam, the Land of the Falling Wall and Ascolais are now picturesque ruins. The people are strange, the places stranger, the opportunities and diversions unparalleled. This double issue of The Excellent Prismatic Spray is your well-nigh irresistible invitation to discover the Dying Earth’s heartlands for yourself. While waiting for Time’s death rattle, why not: Defraud merchants amid the probity and decorum of cruel Lumarth and its ruinous neighbour Aktabras… Lose yourself (or your pursuers) in Forrell’s Port, gateway to the Sousenene Coast… Cross the Plain of Standing Stones… Discover whether you or any of your fellows are unknowingly vat creatures… Hide from your enemies in cosmopolitan Efred, City of Sanctuary… Tangle with mermelants in Aldusfeld Village… Interfere with cranes in white-walled Kaiin… Or take the opportunity to hunt mutroons and social status in the Great Da Forest. Ascolais and the Land of the Falling Wall features adventures, recipes, ghosts, ships, vat creatures, gods, daihaks and demons. The material is suitable for all levels of play and will satisfy every palate, however ghoulish or finicky. CONTENTS: Vance’s Spell of the Ineffably Pleasurable Prolonged Hour and What It Did To Me (Ed Greenwood) The Den-Phu Cranes [adventure] (Robin D Laws) The Dying Earth Needs You (Lynne Hardy) A Map of The Known World (Sarah Wroot) Efred, City of Sanctuary (David Thomas) Mermelants Unite! (Thomas Russell) ARCANA of Grashpotel (Peter Freeman) The City of Lumarth (Ian Thomson) Caravan to Akatabras [adventure] (Ian Thomson) Forell’s Port (Lizard) Home Brewed Heroes [Vat Creature PCs] (Ian Thomson) The Laughing Magician [adventure] (Steve Dempsey) The Sculpted Chair (Lynne Hardy) The Luminarion (Mark Baker) Ghosts of the Forgotten Past (Kurt Brown) The Encroaching Green (Lizard & Ian Thomson) Cozeners Expedients (Various)
The Excellent Prismatic Spray 6
Keith Baker, Monte Cook, Greg Saunders, Grashpotel, Lynne Hardy, Steve Dempsey, Mark Ricketts, Lizard, Jim Webster, Pelgrane Press
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The XPS series features adventures, background and words of wisdom for the Dying Earth RPG, and is indispensable to fans of the Dying Earth. Issue Six… The XPS series features adventures, background and words of wisdom for the Dying Earth RPG, and is indispensable to fans of the Dying Earth. Issue Six features an article on Vancean magic by Arcana Unearthed author Monte Cook; a d20 conversion of Dying Earth rules by Keith Baker, creator of the new Eberron campaign setting for Wizards of the Coast. Hogshead’s Mark Ricketts gives sterling advice on adding horror into your Dying Earth games. XPS 6 also includes adventures, new weapons, cults of the Dying Earth and much more. With such well-known names and an attractive layout, XPS 6 is a must for any Dying Earth player, and others besides.
The Excellent Prismatic Spray 7 and 8
Jim Webster, M.D. Jackson, Lizard, Lynne Hardy, Nicholas H. M. Caldwell, David Thomas, Jeanry Chandler, Justinian Merrihew, Greg Saunders, Ian Thomson, Pelgrane Press
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TOOTH, TALON & PINION: Excellent Prismatic Spray Double Issue #7/8 The second double-issue of the Excellent Prismatic Spray magazine to be so… TOOTH, TALON & PINION: Excellent Prismatic Spray Double Issue #7/8 The second double-issue of the Excellent Prismatic Spray magazine to be so voluminous as to (in this case literally) claw its way into being a DERPG sourcebook in its own right! Stranger, stay your hand a while… Wonder at the pets of the Dying Earth, frolic in the icy streets of The Hidden City in the Mountains, gawp at Bildazan, God of Merchants and Thieves. Once again Pelgrane Press spares no expense or effort to bring to your attention what they most modestly assure me must surely be the finest collection of scenarios, background information, and plot hooks for the Dying Earth as has ever been collected into one place. But lest you think that we have succumbed to chronic philotherianism we also venture into other areas and continue to elucidate and examine the farther corners of our ancient world. Twenty creatures are detailed here by our most reliable commentators, offered with their Known Facts, reliable Scholarly Conjectures with game effects, and Adventure Hooks for unsuspecting PCs: The familiar deodand gets a new lick of paint in the Carnival of Grotesques… There is a choice of dangerous and docile pets… You might learn the secrets of the Twk-Folk… choose your words carefully with the Equivocal Leucomorph… And Grashpotel’s walking tour enlightens us on the culinary merits of beasts, although many of his students end up on the menu! So, stranger, should you merely be desirous of titillation, of generously endowed maidens dressed in unlikely and uncomfortable combinations of chain mail and leather, of facile stories and shallow plots suitable only for the most juvenile, then carefully place this back on the shelf where your betters can find it. If, on the other hand, you are a person of wit and discernment, welcome, this book has found its rightful home. This also serves as a companion volume to the DE Compendium, being made up of much high quality material originally intended for an earlier version of that work. CONTENTS: Editorial: Jim Webster The Letters of Bracht, Green Legionnaire: M.D. Jackson Pets of the Dying Earth: Lizard The Hidden City of the Mountains: Lynne Hardy The Twk-men: Nicholas Caldwell Grashpotel’s Symposium: David Thomas The Clevenger Collectors: Jeanry Chandler The Duniwassal Mattock: Justinian Merrihew The Travelers Guide to the Exotic and Quixotic Bildazan, God of Merchants and Thieves: Greg Saunders The Animal Apocrypha: Ian Thomson A Treatise on the Origins and Intelligence of Certain Dumb Beasts: David Thomas
Cugel's Compendium
Aaron Allston, Robin D, Laws, Phil Masters, Pelgrane Press
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CUGEL’S COMPENDIUM OF INDISPENSABLE ADVANTAGES (Cugel-Level expansion book for the DERPG rules) We have made this book indispensable for purely… CUGEL’S COMPENDIUM OF INDISPENSABLE ADVANTAGES (Cugel-Level expansion book for the DERPG rules) We have made this book indispensable for purely commercial reasons. It contains Arcane Items of Obvious Utility such as the Mutable Deck; Fashions, Fripperies, and Distracting Baubles and a new power, the Tweak: spend ability points & gain a distinct temporary advantage. Procure Advantage: Negate a blunder with the “Forgive my Companion, who was Dropped at Birth” tweak, or Persuade your mount to eat a rival’s hat using the Riding tweak: “There’s Turnips In It For You” Arcane magical items and intriguing equipment: The cornucopia of discreditable secrets, Distracting Baubles, The Diamonds That were Kathakl Thark, Spring-Heel boots and 3 dozen other practical adjuncts. 24 simple but clever Cantraps from Ian Thomson, aiding you to such feats as instantly cleaning your clothes, momentarily dazzling an opponent, and leaping out of harm’s way Plus learn to negotiate to your advantage, dress outrageously with the Random Costume Generator and line your pockets with guaranteed confidence tricks. Disclaimer: In certain strictly-limited circumstances some contents may occasionally be dispensable!
Footsteps of Fools 0: Day of the Quelo
Ian Thomson, Pelgrane Press
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THE DAY OF THE QUELO: A Cugel-Level pdf adventure for DERPG. The noble Twegg, merchant of Kaiin and breeder of fine (if somewhat freakish) beasts,… THE DAY OF THE QUELO: A Cugel-Level pdf adventure for DERPG. The noble Twegg, merchant of Kaiin and breeder of fine (if somewhat freakish) beasts, needs an urgent delivery made. Thus he is seeking a few reliable fellows to deliver a ‘quelo’ – a sluggish and good-natured beast – to its new owner, only one day’s walk along the tranquil Derna Road. What could be a simpler way to earn a purse of terces? A relaxing day in the country, Good cheer and jovial companions… Money for nothing… THINK AGAIN! And welcome to the nightmare that is: The Day of the Quelo! Of middling difficulty, easily adaptable for novices. A full adventure in its own right and also highly suitable to be played as an introduction to DERPG. (Predesigned character sheets are included.) It also has potential to be added into the Footsteps of Fools series – either the first amateur series (where it was originally run) or the full professional series (where it can be added into Strangers in Saskervoy). In the original series it commences in Kaiin and use of the Kaiin Players Guide can expand its scope, but the KPG is not essential to running Day of the Quelo.
Footsteps of Fools 1: All's Fair at Azenomei
Ian Thomson, Pelgrane Press
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ALL’S FAIR AT AZENOMEI (Footsteps of Fools: Part 1) Once every year, at the start of summer, Azenomei holds its annual ‘Great Fair’, under the shadow… ALL’S FAIR AT AZENOMEI (Footsteps of Fools: Part 1) Once every year, at the start of summer, Azenomei holds its annual ‘Great Fair’, under the shadow of Pergolo: the manse of Iucounu the Laughing Magician. This event attracts not only traders of great renown, but also royalty and other notables from as far as Kaiin. And the town council makes considerable funds through renting out the prime positions and levying a tax on all goods bought and sold beyond a certain price. Naturally, this vast market attracts professional thieves and confidence tricksters in equal proportion to genuine merchants. And into this bustling arena of opportunity step our heroes… The chance to work for an unusual sponsor… The chance to compete for the title of ‘Monarch’ of the Great Fair in a series of traditional contests.. Prizes, mysteries, and rivalry… Nonetheless, surely an easy opportunity for cash and glory! After all, what could go seriously wrong? This can be run as a stand-alone adventure, or as the start of the Footsteps of Fools epic adventure arc, leading into Strangers in Saskervoy.
Footsteps of Fools 2: Strangers in Saskervoy
Ian Thomson, Pelgrane Press
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STRANGERS IN SASKERVOY (Footsteps of Fools: Part 2) Strangers in Saskervoy follows on from All’s Fair At Azenomei, and leads into The Lords of Cil. A… STRANGERS IN SASKERVOY (Footsteps of Fools: Part 2) Strangers in Saskervoy follows on from All’s Fair At Azenomei, and leads into The Lords of Cil. A bumper adventure pack, advancing Cugel-Level adventuring in new directions. Ten or more gaming sessions – across five interlinked episodes – covering the PCs’ experiences in the realm of Saskervoy after being rudely deposited on Shanglestone Strand. Will they conquer unhappy circumstance and make a name for themselves through cunning and bold action, or will they once again end up fleeced and fleeing for their lives? Fate will present them with ancient ruins, forgotten treasures, bizarre magic, peculiarly vicious half-men, urban escapades, and the chance to work for local notable Twango of Flutic on a number of almost insignificant errands. This publication contains maps, illustrations, appendices, tag-lines for all sessions, GMCs, location guides, and a pair of repulsive bibelots. Could any adventurous rogue ask for more? A mini series of hazardous adventures of dubious legality – travelling around Saskervoy in the employ of ‘Twango of Flutic’. Motivated by his promise (which at the GM’s discretion may or may not be genuine) to transport them back to Almery. The gift of free foreign travel… Introducing the concept of an arch-nemesis… Exploring the furthest reaches of civilisation… Collecting the severed sections of an ornate Overworld being… Ah, Saskervoy, jewel of the north! What opportunities you present for our delight! This could be run as a stand-alone adventure, but is intended as the second in the Footsteps of Fools epic adventure arc. Running it separately would mean that you couldn’t run the whole series for the same players. [A detailed Guide to Saskervoy Town is available for free here, and is an invaluable adjunct to this publication. Plus a map of the Saskervoy Reach is also available for free] It is not essential to own Turjan’s Tome in order to run the adventures in this publication, though it would be helpful. Turjan’s Tome comes into it’s own later in the series, where lack of it would mean considerable extra work.
Footsteps of Fools 3: The Lords of Cil
Ian Thomson, Pelgrane Press
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THE LORDS OF CIL (Footsteps of Fools: Part 3) The Lords of Cil follows on from Strangers in Saskervoy and leads into Beyond the Mountains of Magnatz.… THE LORDS OF CIL (Footsteps of Fools: Part 3) The Lords of Cil follows on from Strangers in Saskervoy and leads into Beyond the Mountains of Magnatz. This major episode has our dashing adventurers advancing out of Saskervoy and into the ancient Empire of Cil. Along the way, the fates have them stumble upon an ancient tomb, and offers the chance to take the identities of long-lost Lords of Cil Arriving at the Grand Palace of Cil as the rightful heirs and custodians, they have the chance to explore the majesty of the airy Grand Palace, interact with refined and courteous nobles, and dine in the finest inns of the industrious and thriving town. Oh wait! That was last aeon. Coughs nervously: Pretenders to the crumbling throne, mutter… Political Intrigue, ahem… Exploring the furthest reaches of civilisation… Demonic Infestation, blah, … Cobwebs, Flashing rapiers… This can be run as a stand-alone adventure, but is intended as the third in the Footsteps of Fools epic adventure arc. Running it separately would mean that you couldn’t run the whole series for the same players. It comes complete with detailed maps, including the vast haunted Palace of Cil itself, tag-lines, and even a staff roster so you can track who is still alive! If you are planning to continue running this series, we advise you buy Turjan’s Tome before running Lords of Cil. Nonetheless this module could be run without it, with the GM needing to spend significant time to invent details for magical effects. Turjan’s Tome is obviously essential if you are advancing your PCs any way beyond the Cugelesque.
Footsteps of Fools 4: Beyond the Mountains of Magnatz
Ian Thomson, Pelgrane Press
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A picaresque series of adventures for the Dying Earth, featuring the evolving exploits of advancing Cugel-level characters. BEYOND THE MOUNTAINS OF… A picaresque series of adventures for the Dying Earth, featuring the evolving exploits of advancing Cugel-level characters. BEYOND THE MOUNTAINS OF MAGNATZ (Footsteps of Fools: Part 4) You may have thought your adventurous rogues were trapped in the barren north until the sun went dark. But no, the former Lords of Cil are on the move again. Initially reprising their roles as the heralded Lords, the adventurers must: Evade becoming victim to the vast ancient menace of Magnatz in the sinister town of Vull Progress through a series of greater and lesser challenges, both natural & magical, as they struggle across the savage mountains Explore strange hospitality in the valley of the mighty Pharesm And survive lands populated by an army of basilisks, before at last winning free to the civilized lands of the east The other adventures in the series are “1: All’s Fair at Azenomei“, “2: Strangers in Saskervoy” and “3: The Lords of Cil“, all available in PDF form from the webstore. The next publication in this series (“5: And Thence to Almery“) wraps it all up. It carries the PCs from the Northern Scamander, through Erze Damath, and via Old Romarth back to Azenomei and an epic confrontation with Iucounu the Laughing Magician. Turjan’s Tome is essential as an adjunct to this publication if you are evolving PCs towards full Turjanic capacity, as you need to refer to specific rules, spells, items etc and add them in. The Tome also allows significant and easy expansion of BMM in the adventurous Cugel style, as many spells and effects from the Tome are referenced within. But it is not technically ‘essential’ if you are content to improvise, invent magic, and keep your PCs more Cugelesque.
Footsteps of Fools 5: And Thence to Almery
Ian Thomson, Pelgrane Press
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AND THENCE TO ALMERY (Footsteps of Fools: Part 5) This publication follows on from Beyond the Mountains of Magnatz and is the final in the epic ‘In… AND THENCE TO ALMERY (Footsteps of Fools: Part 5) This publication follows on from Beyond the Mountains of Magnatz and is the final in the epic ‘In the Footsteps of Fools…’ series. Stranded in the desolate barren reaches of the upper Scamander, all seems lost until a peculiar band of pilgrims and their raft are discovered. After the perils of the mighty river, and colorful escapades at diverse unique small settlements, the PCs may with luck & skill arrive alive at decaying & decadent Erze Damath: the mysterious city of the Black Obelisk. Numerous hazardous adventures fill the weeks, whilst PCs determinedly seek the means to safely cross the vast & desolate barrens that now are all that remains between them and ‘home’. Eventually reaching squalid & pompous Old Romarth, they seek out a set of legendary allies, with whose aid they hopefully arrive at Azenomei. If so they can confront their arch-nemesis – Iucounu the Laughing Magician – in a twisted & desperate battle of wits & magic around the echoing corridors of Pergolo. Oh Iucounu, scourge of my days, how I curse you! One day soon I shall stand at the gates of Pergolo, with your corpse sprawled at my feet! What twisted games he does play; but they will be amongst his last – for I am vengeance! This could be run as a stand-alone adventure, but is intended as the finale in the Footsteps of Fools adventure arc. Using it separately would mean that you couldn’t ever run the whole series for the same players. (The bare minimum recommended for running this series are: ‘All’s Fair At Azenomei’, ‘Strangers in Saskervoy’ & ‘And Thence to Almery’.) And Thence to Almery comes complete with detailed maps (including Pergolo the daunting manse of Iucounu), pages of tag-lines, and multiple options & suggestions as to how to run the showdown with Iucounu as a grand confrontation to end all grand confrontations! Essential adjuncts to running the later chapters of this work are the Guides to Old Romarth (free download) and to Azenomei. You will also need Turjan’s Tome if you want to avoid massive re-invention of standard items and spells that are heavily referenced here, especially in their dealings with Iucounu. Finally, this publication has an appendix of adaptation notes that allow you to easily incorporate the Turjan-Level adventure-book Fields of Silver as a grand finale to the Erze Damath chapters.
The Dying Earth RPG Quick Start Rules
Robin D. Laws, John Snead, Peter Freeman, Pelgrane Press
download, pdf
RULE BOOKS Dying Earth RPG (the original rulebook) Turjan’s Tome of Beauty & Horror (advanced rules for Turjanic play) Rhialto’s Book of Marvels… RULE BOOKS Dying Earth RPG (the original rulebook) Turjan’s Tome of Beauty & Horror (advanced rules for Turjanic play) Rhialto’s Book of Marvels (advanced rules for Rhialto-Level play) The Primer of Practical Magic (Rules for taking D20 play into the Dying Earth, or the Dying Earth into D20 play) The Dying Earth Revivification Folio (A different, streamlined way to run DERPG. A slightly tuned version of the Skulduggery rules.) The Quickstart Rules (A downloadable free zipped pdf outlining the marvelous original rules system) SOURCEBOOKS [Background information packs also using including adventure outlines] The Compendium of Universal Knowledge (the DERPG encyclopedia if you will) The Kaiin Players Guide (sheer tons of information about the city of Kaiin and its inhabitants) Demons of the Dying Earth (bringing occult horrors into play to test your jaded and over-confident PCs) The Scaum Valley Gazetteer (massive details on an entire region of the Dying Earth) Cugel’s Compendium of Indispensable Advantages (items, cantraps & new rules to enhance Cugel-Level play) Ascolais & the Land of the Falling Wall (bumper double edition of the XPS in paperback form) Tooth, Talon & Pinion (bumper double edition of the XPS in paperback form) Fields of Silver (an adventure series in and around Erze Damath and the Silver Desert) PDF ADVENTURES The Day of the Quelo (The official sample Cugel-Level scenario) The Exasperating Cadaver (Another Cugel-Level scenario) On the High Road to Kaiin (Scenarios and articles for Cugel-level games). Gomoshan’s Tomb (The official sample Turjan-Level scenario) The Creep of Inaccuracy (The official sample Rhialto-Level scenario) All’s Fair At Azenomei (Part 1 of the Footsteps of Fools series) Strangers in Saskervoy (Part 2 of the Footsteps of Fools series) The Lords of Cil (Part 3 of the Footsteps of Fools series) Beyond the Mountains of Magnatz (Part 4 of the Footsteps of Fools series) And Thence to Almery (Part 5 of the Footsteps of Fools series) OTHER DYING EARTH RPG ITEMS The Dying Earth Map Collection (proudly produced by Sarah Wroot) The Excellent Prismatic Spray magazines (full of adventure and amusement)
Turjan's Tome
Robin D. Laws, Ian Thomson, Pelgrane Press
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A source book for the Dying Earth RPG If you are more interested in dark fantasy than humorous escapades, or collecting the last 100 Spells rather… A source book for the Dying Earth RPG If you are more interested in dark fantasy than humorous escapades, or collecting the last 100 Spells rather than conning a stall holder of his terces, then this is the tome for you. The first volume of Jack Vance’s Dying Earth has a very different tone to the later books. It has elements of horror, powerful sorcery, and even genuine heroics. This supplements lets you roleplay these puissant magicians, questers and driven heroes. Gain options for Magician characters, and get advice on playing Turjan-level campaigns… Encompass new, esoteric spells, scribbled by madmen and fraught with danger in their use… Face untold peril as you follow adventure hooks set on the Dying Earth and beyond… Uncover arcane items from the ruins, or guarded by otherworld beings… Gain new powers (Tweaks) such as “Occult Horrors too Numerous to Detail”… Discover contacts and potential enemies of cruelty and renown… Create Vat creatures as retainers, bodyguards or even companions.
The Excellent Prismatic Spray 1
Steve Durrant, Peter Freeman, Ian Harac, Lynne Hardy, M D Jackson, Phil Masters, David Thomas, Jim Webster, Pelgrane Press
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The XPS series features adventures, background and words of wisdom for the Dying Earth RPG, and is indispensable to fans of the Dying Earth. In the… The XPS series features adventures, background and words of wisdom for the Dying Earth RPG, and is indispensable to fans of the Dying Earth. In the second issue Robin D. Laws presents “Phasms”, an adventure for powerful arch-magicians; Gary Gygax details the influence of Jack Vance on the D&D game. Phil Masters, Steven Long, and many other stellar names present material of comparable interest. Our first issue features the much-feared Pirates of the Jhardine Coast, the Vineyards of the Scaum, Zamaranth a Turjan-level adventure set in the Forest of Da, as well as career advice from Phil Masters and hints on play by our foremost playtesters. This issue is now made most generously available as a free pdf download.
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Cugel's Compendium
Aaron Allston, Robin D, Laws, Phil Masters, Pelgrane Press
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CUGEL’S COMPENDIUM OF INDISPENSABLE ADVANTAGES (Cugel-Level expansion book for the DERPG rules) We have made this book indispensable for purely… CUGEL’S COMPENDIUM OF INDISPENSABLE ADVANTAGES (Cugel-Level expansion book for the DERPG rules) We have made this book indispensable for purely commercial reasons. It contains Arcane Items of Obvious Utility such as the Mutable Deck; Fashions, Fripperies, and Distracting Baubles and a new power, the Tweak: spend ability points & gain a distinct temporary advantage. Procure Advantage: Negate a blunder with the “Forgive my Companion, who was Dropped at Birth” tweak, or Persuade your mount to eat a rival’s hat using the Riding tweak: “There’s Turnips In It For You” Arcane magical items and intriguing equipment: The cornucopia of discreditable secrets, Distracting Baubles, The Diamonds That were Kathakl Thark, Spring-Heel boots and 3 dozen other practical adjuncts. 24 simple but clever Cantraps from Ian Thomson, aiding you to such feats as instantly cleaning your clothes, momentarily dazzling an opponent, and leaping out of harm’s way Plus learn to negotiate to your advantage, dress outrageously with the Random Costume Generator and line your pockets with guaranteed confidence tricks. Disclaimer: In certain strictly-limited circumstances some contents may occasionally be dispensable!
Footsteps of Fools 0: Day of the Quelo
Ian Thomson, Pelgrane Press
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THE DAY OF THE QUELO: A Cugel-Level pdf adventure for DERPG. The noble Twegg, merchant of Kaiin and breeder of fine (if somewhat freakish) beasts,… THE DAY OF THE QUELO: A Cugel-Level pdf adventure for DERPG. The noble Twegg, merchant of Kaiin and breeder of fine (if somewhat freakish) beasts, needs an urgent delivery made. Thus he is seeking a few reliable fellows to deliver a ‘quelo’ – a sluggish and good-natured beast – to its new owner, only one day’s walk along the tranquil Derna Road. What could be a simpler way to earn a purse of terces? A relaxing day in the country, Good cheer and jovial companions… Money for nothing… THINK AGAIN! And welcome to the nightmare that is: The Day of the Quelo! Of middling difficulty, easily adaptable for novices. A full adventure in its own right and also highly suitable to be played as an introduction to DERPG. (Predesigned character sheets are included.) It also has potential to be added into the Footsteps of Fools series – either the first amateur series (where it was originally run) or the full professional series (where it can be added into Strangers in Saskervoy). In the original series it commences in Kaiin and use of the Kaiin Players Guide can expand its scope, but the KPG is not essential to running Day of the Quelo.
Footsteps of Fools 1: All's Fair at Azenomei
Ian Thomson, Pelgrane Press
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ALL’S FAIR AT AZENOMEI (Footsteps of Fools: Part 1) Once every year, at the start of summer, Azenomei holds its annual ‘Great Fair’, under the shadow… ALL’S FAIR AT AZENOMEI (Footsteps of Fools: Part 1) Once every year, at the start of summer, Azenomei holds its annual ‘Great Fair’, under the shadow of Pergolo: the manse of Iucounu the Laughing Magician. This event attracts not only traders of great renown, but also royalty and other notables from as far as Kaiin. And the town council makes considerable funds through renting out the prime positions and levying a tax on all goods bought and sold beyond a certain price. Naturally, this vast market attracts professional thieves and confidence tricksters in equal proportion to genuine merchants. And into this bustling arena of opportunity step our heroes… The chance to work for an unusual sponsor… The chance to compete for the title of ‘Monarch’ of the Great Fair in a series of traditional contests.. Prizes, mysteries, and rivalry… Nonetheless, surely an easy opportunity for cash and glory! After all, what could go seriously wrong? This can be run as a stand-alone adventure, or as the start of the Footsteps of Fools epic adventure arc, leading into Strangers in Saskervoy.
Footsteps of Fools 2: Strangers in Saskervoy
Ian Thomson, Pelgrane Press
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STRANGERS IN SASKERVOY (Footsteps of Fools: Part 2) Strangers in Saskervoy follows on from All’s Fair At Azenomei, and leads into The Lords of Cil. A… STRANGERS IN SASKERVOY (Footsteps of Fools: Part 2) Strangers in Saskervoy follows on from All’s Fair At Azenomei, and leads into The Lords of Cil. A bumper adventure pack, advancing Cugel-Level adventuring in new directions. Ten or more gaming sessions – across five interlinked episodes – covering the PCs’ experiences in the realm of Saskervoy after being rudely deposited on Shanglestone Strand. Will they conquer unhappy circumstance and make a name for themselves through cunning and bold action, or will they once again end up fleeced and fleeing for their lives? Fate will present them with ancient ruins, forgotten treasures, bizarre magic, peculiarly vicious half-men, urban escapades, and the chance to work for local notable Twango of Flutic on a number of almost insignificant errands. This publication contains maps, illustrations, appendices, tag-lines for all sessions, GMCs, location guides, and a pair of repulsive bibelots. Could any adventurous rogue ask for more? A mini series of hazardous adventures of dubious legality – travelling around Saskervoy in the employ of ‘Twango of Flutic’. Motivated by his promise (which at the GM’s discretion may or may not be genuine) to transport them back to Almery. The gift of free foreign travel… Introducing the concept of an arch-nemesis… Exploring the furthest reaches of civilisation… Collecting the severed sections of an ornate Overworld being… Ah, Saskervoy, jewel of the north! What opportunities you present for our delight! This could be run as a stand-alone adventure, but is intended as the second in the Footsteps of Fools epic adventure arc. Running it separately would mean that you couldn’t run the whole series for the same players. [A detailed Guide to Saskervoy Town is available for free here, and is an invaluable adjunct to this publication. Plus a map of the Saskervoy Reach is also available for free] It is not essential to own Turjan’s Tome in order to run the adventures in this publication, though it would be helpful. Turjan’s Tome comes into it’s own later in the series, where lack of it would mean considerable extra work.
Footsteps of Fools 3: The Lords of Cil
Ian Thomson, Pelgrane Press
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THE LORDS OF CIL (Footsteps of Fools: Part 3) The Lords of Cil follows on from Strangers in Saskervoy and leads into Beyond the Mountains of Magnatz.… THE LORDS OF CIL (Footsteps of Fools: Part 3) The Lords of Cil follows on from Strangers in Saskervoy and leads into Beyond the Mountains of Magnatz. This major episode has our dashing adventurers advancing out of Saskervoy and into the ancient Empire of Cil. Along the way, the fates have them stumble upon an ancient tomb, and offers the chance to take the identities of long-lost Lords of Cil Arriving at the Grand Palace of Cil as the rightful heirs and custodians, they have the chance to explore the majesty of the airy Grand Palace, interact with refined and courteous nobles, and dine in the finest inns of the industrious and thriving town. Oh wait! That was last aeon. Coughs nervously: Pretenders to the crumbling throne, mutter… Political Intrigue, ahem… Exploring the furthest reaches of civilisation… Demonic Infestation, blah, … Cobwebs, Flashing rapiers… This can be run as a stand-alone adventure, but is intended as the third in the Footsteps of Fools epic adventure arc. Running it separately would mean that you couldn’t run the whole series for the same players. It comes complete with detailed maps, including the vast haunted Palace of Cil itself, tag-lines, and even a staff roster so you can track who is still alive! If you are planning to continue running this series, we advise you buy Turjan’s Tome before running Lords of Cil. Nonetheless this module could be run without it, with the GM needing to spend significant time to invent details for magical effects. Turjan’s Tome is obviously essential if you are advancing your PCs any way beyond the Cugelesque.
Footsteps of Fools 4: Beyond the Mountains of Magnatz
Ian Thomson, Pelgrane Press
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A picaresque series of adventures for the Dying Earth, featuring the evolving exploits of advancing Cugel-level characters. BEYOND THE MOUNTAINS OF… A picaresque series of adventures for the Dying Earth, featuring the evolving exploits of advancing Cugel-level characters. BEYOND THE MOUNTAINS OF MAGNATZ (Footsteps of Fools: Part 4) You may have thought your adventurous rogues were trapped in the barren north until the sun went dark. But no, the former Lords of Cil are on the move again. Initially reprising their roles as the heralded Lords, the adventurers must: Evade becoming victim to the vast ancient menace of Magnatz in the sinister town of Vull Progress through a series of greater and lesser challenges, both natural & magical, as they struggle across the savage mountains Explore strange hospitality in the valley of the mighty Pharesm And survive lands populated by an army of basilisks, before at last winning free to the civilized lands of the east The other adventures in the series are “1: All’s Fair at Azenomei“, “2: Strangers in Saskervoy” and “3: The Lords of Cil“, all available in PDF form from the webstore. The next publication in this series (“5: And Thence to Almery“) wraps it all up. It carries the PCs from the Northern Scamander, through Erze Damath, and via Old Romarth back to Azenomei and an epic confrontation with Iucounu the Laughing Magician. Turjan’s Tome is essential as an adjunct to this publication if you are evolving PCs towards full Turjanic capacity, as you need to refer to specific rules, spells, items etc and add them in. The Tome also allows significant and easy expansion of BMM in the adventurous Cugel style, as many spells and effects from the Tome are referenced within. But it is not technically ‘essential’ if you are content to improvise, invent magic, and keep your PCs more Cugelesque.
Footsteps of Fools 5: And Thence to Almery
Ian Thomson, Pelgrane Press
download, pdf
AND THENCE TO ALMERY (Footsteps of Fools: Part 5) This publication follows on from Beyond the Mountains of Magnatz and is the final in the epic ‘In… AND THENCE TO ALMERY (Footsteps of Fools: Part 5) This publication follows on from Beyond the Mountains of Magnatz and is the final in the epic ‘In the Footsteps of Fools…’ series. Stranded in the desolate barren reaches of the upper Scamander, all seems lost until a peculiar band of pilgrims and their raft are discovered. After the perils of the mighty river, and colorful escapades at diverse unique small settlements, the PCs may with luck & skill arrive alive at decaying & decadent Erze Damath: the mysterious city of the Black Obelisk. Numerous hazardous adventures fill the weeks, whilst PCs determinedly seek the means to safely cross the vast & desolate barrens that now are all that remains between them and ‘home’. Eventually reaching squalid & pompous Old Romarth, they seek out a set of legendary allies, with whose aid they hopefully arrive at Azenomei. If so they can confront their arch-nemesis – Iucounu the Laughing Magician – in a twisted & desperate battle of wits & magic around the echoing corridors of Pergolo. Oh Iucounu, scourge of my days, how I curse you! One day soon I shall stand at the gates of Pergolo, with your corpse sprawled at my feet! What twisted games he does play; but they will be amongst his last – for I am vengeance! This could be run as a stand-alone adventure, but is intended as the finale in the Footsteps of Fools adventure arc. Using it separately would mean that you couldn’t ever run the whole series for the same players. (The bare minimum recommended for running this series are: ‘All’s Fair At Azenomei’, ‘Strangers in Saskervoy’ & ‘And Thence to Almery’.) And Thence to Almery comes complete with detailed maps (including Pergolo the daunting manse of Iucounu), pages of tag-lines, and multiple options & suggestions as to how to run the showdown with Iucounu as a grand confrontation to end all grand confrontations! Essential adjuncts to running the later chapters of this work are the Guides to Old Romarth (free download) and to Azenomei. You will also need Turjan’s Tome if you want to avoid massive re-invention of standard items and spells that are heavily referenced here, especially in their dealings with Iucounu. Finally, this publication has an appendix of adaptation notes that allow you to easily incorporate the Turjan-Level adventure-book Fields of Silver as a grand finale to the Erze Damath chapters.
The Dying Earth RPG Quick Start Rules
Robin D. Laws, John Snead, Peter Freeman, Pelgrane Press
download, pdf
RULE BOOKS Dying Earth RPG (the original rulebook) Turjan’s Tome of Beauty & Horror (advanced rules for Turjanic play) Rhialto’s Book of Marvels… RULE BOOKS Dying Earth RPG (the original rulebook) Turjan’s Tome of Beauty & Horror (advanced rules for Turjanic play) Rhialto’s Book of Marvels (advanced rules for Rhialto-Level play) The Primer of Practical Magic (Rules for taking D20 play into the Dying Earth, or the Dying Earth into D20 play) The Dying Earth Revivification Folio (A different, streamlined way to run DERPG. A slightly tuned version of the Skulduggery rules.) The Quickstart Rules (A downloadable free zipped pdf outlining the marvelous original rules system) SOURCEBOOKS [Background information packs also using including adventure outlines] The Compendium of Universal Knowledge (the DERPG encyclopedia if you will) The Kaiin Players Guide (sheer tons of information about the city of Kaiin and its inhabitants) Demons of the Dying Earth (bringing occult horrors into play to test your jaded and over-confident PCs) The Scaum Valley Gazetteer (massive details on an entire region of the Dying Earth) Cugel’s Compendium of Indispensable Advantages (items, cantraps & new rules to enhance Cugel-Level play) Ascolais & the Land of the Falling Wall (bumper double edition of the XPS in paperback form) Tooth, Talon & Pinion (bumper double edition of the XPS in paperback form) Fields of Silver (an adventure series in and around Erze Damath and the Silver Desert) PDF ADVENTURES The Day of the Quelo (The official sample Cugel-Level scenario) The Exasperating Cadaver (Another Cugel-Level scenario) On the High Road to Kaiin (Scenarios and articles for Cugel-level games). Gomoshan’s Tomb (The official sample Turjan-Level scenario) The Creep of Inaccuracy (The official sample Rhialto-Level scenario) All’s Fair At Azenomei (Part 1 of the Footsteps of Fools series) Strangers in Saskervoy (Part 2 of the Footsteps of Fools series) The Lords of Cil (Part 3 of the Footsteps of Fools series) Beyond the Mountains of Magnatz (Part 4 of the Footsteps of Fools series) And Thence to Almery (Part 5 of the Footsteps of Fools series) OTHER DYING EARTH RPG ITEMS The Dying Earth Map Collection (proudly produced by Sarah Wroot) The Excellent Prismatic Spray magazines (full of adventure and amusement)
Turjan's Tome
Robin D. Laws, Ian Thomson, Pelgrane Press
download, pdf
A source book for the Dying Earth RPG If you are more interested in dark fantasy than humorous escapades, or collecting the last 100 Spells rather… A source book for the Dying Earth RPG If you are more interested in dark fantasy than humorous escapades, or collecting the last 100 Spells rather than conning a stall holder of his terces, then this is the tome for you. The first volume of Jack Vance’s Dying Earth has a very different tone to the later books. It has elements of horror, powerful sorcery, and even genuine heroics. This supplements lets you roleplay these puissant magicians, questers and driven heroes. Gain options for Magician characters, and get advice on playing Turjan-level campaigns… Encompass new, esoteric spells, scribbled by madmen and fraught with danger in their use… Face untold peril as you follow adventure hooks set on the Dying Earth and beyond… Uncover arcane items from the ruins, or guarded by otherworld beings… Gain new powers (Tweaks) such as “Occult Horrors too Numerous to Detail”… Discover contacts and potential enemies of cruelty and renown… Create Vat creatures as retainers, bodyguards or even companions.
The Excellent Prismatic Spray 1
Steve Durrant, Peter Freeman, Ian Harac, Lynne Hardy, M D Jackson, Phil Masters, David Thomas, Jim Webster, Pelgrane Press
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The XPS series features adventures, background and words of wisdom for the Dying Earth RPG, and is indispensable to fans of the Dying Earth. In the… The XPS series features adventures, background and words of wisdom for the Dying Earth RPG, and is indispensable to fans of the Dying Earth. In the second issue Robin D. Laws presents “Phasms”, an adventure for powerful arch-magicians; Gary Gygax details the influence of Jack Vance on the D&D game. Phil Masters, Steven Long, and many other stellar names present material of comparable interest. Our first issue features the much-feared Pirates of the Jhardine Coast, the Vineyards of the Scaum, Zamaranth a Turjan-level adventure set in the Forest of Da, as well as career advice from Phil Masters and hints on play by our foremost playtesters. This issue is now made most generously available as a free pdf download.
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The Dying Earth RPG Quick Start Rules
Robin D. Laws, John Snead, Peter Freeman, Pelgrane Press
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RULE BOOKS Dying Earth RPG (the original rulebook) Turjan’s Tome of Beauty & Horror (advanced rules for Turjanic play) Rhialto’s Book of Marvels… RULE BOOKS Dying Earth RPG (the original rulebook) Turjan’s Tome of Beauty & Horror (advanced rules for Turjanic play) Rhialto’s Book of Marvels (advanced rules for Rhialto-Level play) The Primer of Practical Magic (Rules for taking D20 play into the Dying Earth, or the Dying Earth into D20 play) The Dying Earth Revivification Folio (A different, streamlined way to run DERPG. A slightly tuned version of the Skulduggery rules.) The Quickstart Rules (A downloadable free zipped pdf outlining the marvelous original rules system) SOURCEBOOKS [Background information packs also using including adventure outlines] The Compendium of Universal Knowledge (the DERPG encyclopedia if you will) The Kaiin Players Guide (sheer tons of information about the city of Kaiin and its inhabitants) Demons of the Dying Earth (bringing occult horrors into play to test your jaded and over-confident PCs) The Scaum Valley Gazetteer (massive details on an entire region of the Dying Earth) Cugel’s Compendium of Indispensable Advantages (items, cantraps & new rules to enhance Cugel-Level play) Ascolais & the Land of the Falling Wall (bumper double edition of the XPS in paperback form) Tooth, Talon & Pinion (bumper double edition of the XPS in paperback form) Fields of Silver (an adventure series in and around Erze Damath and the Silver Desert) PDF ADVENTURES The Day of the Quelo (The official sample Cugel-Level scenario) The Exasperating Cadaver (Another Cugel-Level scenario) On the High Road to Kaiin (Scenarios and articles for Cugel-level games). Gomoshan’s Tomb (The official sample Turjan-Level scenario) The Creep of Inaccuracy (The official sample Rhialto-Level scenario) All’s Fair At Azenomei (Part 1 of the Footsteps of Fools series) Strangers in Saskervoy (Part 2 of the Footsteps of Fools series) The Lords of Cil (Part 3 of the Footsteps of Fools series) Beyond the Mountains of Magnatz (Part 4 of the Footsteps of Fools series) And Thence to Almery (Part 5 of the Footsteps of Fools series) OTHER DYING EARTH RPG ITEMS The Dying Earth Map Collection (proudly produced by Sarah Wroot) The Excellent Prismatic Spray magazines (full of adventure and amusement)
Turjan's Tome
Robin D. Laws, Ian Thomson, Pelgrane Press
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A source book for the Dying Earth RPG If you are more interested in dark fantasy than humorous escapades, or collecting the last 100 Spells rather… A source book for the Dying Earth RPG If you are more interested in dark fantasy than humorous escapades, or collecting the last 100 Spells rather than conning a stall holder of his terces, then this is the tome for you. The first volume of Jack Vance’s Dying Earth has a very different tone to the later books. It has elements of horror, powerful sorcery, and even genuine heroics. This supplements lets you roleplay these puissant magicians, questers and driven heroes. Gain options for Magician characters, and get advice on playing Turjan-level campaigns… Encompass new, esoteric spells, scribbled by madmen and fraught with danger in their use… Face untold peril as you follow adventure hooks set on the Dying Earth and beyond… Uncover arcane items from the ruins, or guarded by otherworld beings… Gain new powers (Tweaks) such as “Occult Horrors too Numerous to Detail”… Discover contacts and potential enemies of cruelty and renown… Create Vat creatures as retainers, bodyguards or even companions.
The Excellent Prismatic Spray 1
Steve Durrant, Peter Freeman, Ian Harac, Lynne Hardy, M D Jackson, Phil Masters, David Thomas, Jim Webster, Pelgrane Press
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The XPS series features adventures, background and words of wisdom for the Dying Earth RPG, and is indispensable to fans of the Dying Earth. In the… The XPS series features adventures, background and words of wisdom for the Dying Earth RPG, and is indispensable to fans of the Dying Earth. In the second issue Robin D. Laws presents “Phasms”, an adventure for powerful arch-magicians; Gary Gygax details the influence of Jack Vance on the D&D game. Phil Masters, Steven Long, and many other stellar names present material of comparable interest. Our first issue features the much-feared Pirates of the Jhardine Coast, the Vineyards of the Scaum, Zamaranth a Turjan-level adventure set in the Forest of Da, as well as career advice from Phil Masters and hints on play by our foremost playtesters. This issue is now made most generously available as a free pdf download.