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 Hottest Non-Core Books from Steve Jackson Games
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GURPS After the End 2: The New World

GURPS After the End 2: The New World


It's Hellish but It's Home Civilized society is a thing of the past. Murderous creatures lurk around every corner. Even the environment itself seems out to get you. The worst thing you can do is travel into the wastes unprepared. The only way to survive is to know what hazards you'll be facing and how to overcome them. And GURPS After the End 2: The New World has...   [click here for more]
Steve Jackson Games  $11.00

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GURPS Boardroom and Curia

GURPS Boardroom and Curia


Strength In Numbers From street gangs to armies, through political and religious groups, to businesses all the way up to multinational corporations, organizations feature prominently in many adventures. They can be tough to get a handle on, though. Juggling lots of people and resources can leave you feeling like "GM" stands for "General Manager," not "Game Master"! GURPS Boardroom...   [click here for more]
Steve Jackson Games  $9.00

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GURPS Classic: Autoduel – Car Warriors

GURPS Classic: Autoduel – Car Warriors


GURPS Autoduel: Car Warriors provides 36 pre-generated duellists, MONDOs, troopers, bikers, and dregs for your GURPS Autoduel campaign. Its selection of 100-point characters make "instant" player characters, and busy GMs will delight in the variety of non-player characters. It also includes cut-apart counters – vehicles and obstacles – on the...   [click here for more]
Steve Jackson Games  $6.00

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GURPS Classic: Deadlands Dime Novel 1 – Aces and Eights

GURPS Classic: Deadlands Dime Novel 1 – Aces and Eights


Jim Wright high-tails it out of Denver, one step ahead of his would-be killers, on a journey that takes him from a fancy riverboat on the Mississippi to the dingy warehouses and opulent mansions of New Orleans. Now Wright has to figure out who wants to kill him, and why, and what a New Orleans gambler has to do with his murdered partner back in the Disputed Lands . . . Aces and Eights...   [click here for more]
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GURPS Classic: Deadlands Dime Novel 2 – Wanted: Undead or Alive

GURPS Classic: Deadlands Dime Novel 2 – Wanted: Undead or Alive


Sean Bailey was a mean ol' cuss . . . and that was before a ghost rock mine caved in on him. Now he's out to get even with the people who killed him off. It's up to bounty hunter Caleb Harling and his friends to stop him before he turns Bailey's End into a ghost town. Wanted: Undead or Alive! is the second in our series of fiction set in the world of GURPS Deadlands. There's...   [click here for more]
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GURPS Classic: Deadlands – Hexes

GURPS Classic: Deadlands – Hexes


In the Weird West, a deck of cards can be a lethal weapon. For hucksters, poker isn't just a game – it's a path to supernatural power. The huckster tries to master a manitou, an evil spirit from Indian mythology – but the consequences of failure can be deadly. For everyone. GURPS Deadlands: Hexes is a collection of spells for your GURPS Deadlands game. Some of...   [click here for more]
Steve Jackson Games  $8.00

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GURPS Classic: Deadlands – Varmints

GURPS Classic: Deadlands – Varmints


Look out, pardner! Varmints has dozens of new monsters ready to make your trail ride a trip through Hell! Featuring conversions of all the nastiest fiends and beasties from the original Deadlands game, as well as all-new critters with both GURPS and Deadlands stats, Varmints will give your posse nightmares for a long, long time ....   [click here for more]
Steve Jackson Games  $13.00

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GURPS Classic: Discworld Also

GURPS Classic: Discworld Also


In GURPS Discworld, gamers visited the strange and wonderful setting of Terry Pratchett's best-selling novels. Everyone had such a good time that we booked a second trip! Our guide for GURPS Discworld Also is again Phil Masters; he promises that the Dungeon Dimensions are not on the itinerary, and Mr Dibbler's meat pies are not on the menu. You will, however, visit the...   [click here for more]
Steve Jackson Games  $13.00

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GURPS Classic: GM's Screen

GURPS Classic: GM's Screen


Put the amazing flexibility and power of the GURPS roleplaying system at your fingertips with this GM's Screen. Seven fact-packed panels feature all the charts, tables, and other essentials. Also included is a copy of GURPS Lite, the 32-page core of the GURPS rules designed to provide a simple introduction to the system. It's everything the enterprising...   [click here for more]
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GURPS Classic: Goblins

GURPS Classic: Goblins


Life in London is nasty, brutish, and short. So are you. This game more or less relates to the sad lives and hard times of persons living in late Georgian London – that is, the city is more or less London, the individuals concerned are more or less persons, and King George is more or less late. The year is 1830. A roleplaying game usually sends characters on an exploration in which they seek elusive...   [click here for more]
Steve Jackson Games  $11.00

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GURPS Classic: Horror GM's Screen

GURPS Classic: Horror GM's Screen


A four-panel tableau is all that stands between you and your rabid players! On the front is the full-color art from the four "Summer of Horror" covers by Christopher Shy. On the back is a selection of GURPS charts and tables chosen especially for the GURPS Horror GM, with special attention to Fright Checks and magic. It also includes a 17" × 22"...   [click here for more]
Steve Jackson Games  $4.00

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GURPS Classic: Horseclans

GURPS Classic: Horseclans


The Horseclans Are Coming! They ride the plains of a post-holocaust America, mind-reading prariecats by their sides. They're deadly warriors . . . for honor, for loot, or just for the joy of a good fight. They would follow their leader, the undying Milo Morai, straight to Hell. And they'd come back with trophies. Now, Robert Adams' bestselling Horseclans series comes alive in this supplement...   [click here for more]
Steve Jackson Games  $8.00

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GURPS Classic: Ogre

GURPS Classic: Ogre


For more than 25 years, the mighty Ogre cybertanks have terrorized boardgamers and miniature players around the world. Now the Ogres are coming to roleplaying. Take the part of a GEV pilot, driving his craft at fighter-plane speeds a foot off the ground . . . a ragged partisan, armed only with determination and a nuclear bazooka . . . or a brand-new artificial intelligence, awakening to a world in...   [click here for more]
Steve Jackson Games  $9.00

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GURPS Classic: Reign of Steel

GURPS Classic: Reign of Steel


It is 2047 A.D. The robot revolt is over, and the machines have won. Ruthless Artificial Intelligences have exterminated most of humanity, while the survivors are hunted like animals, or face slow death in the robots' brutal labor camps. But a lucky few have escaped death or enslavement. While most of mankind has succumbed to despair, some refuse to give up hope. Around the world small groups of dedicated...   [click here for more]
Steve Jackson Games  $9.00

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GURPS Classic: Screampunk

GURPS Classic: Screampunk


Warning: Contained in this slender volume are Horrors so great that Unmarried Women, or those in Delicate Condition, should read with Great Caution -- and Protective Eye Wear, if available. It is an Age of Revolution; the world has been cruelly purged . . . in fire, and blood, and steam. From the past, untold horrors wait to clutch at men's souls. It is an Age of Invention; even...   [click here for more]
Steve Jackson Games  $4.00

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GURPS Classic: Steam-Tech

GURPS Classic: Steam-Tech


The Mad Scientists, Illuminated Thinkers, and Inspired Tinkerers of the Steampunk Age have brought their finest, their deadliest - and their strangest - work together in one place. GURPS Steam-Tech has it all, from weapons and armor to analytical engines, automata, vehicles, pharmaceuticals, and even living plant and animal creations! GURPS Steam-Tech...   [click here for more]
Steve Jackson Games  $9.00

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GURPS Classic: Steampunk

GURPS Classic: Steampunk


An Age of Discovery The 19th century's heroes were adventurers, pioneers, and scientists, from explorers in the African jungles to inventors in basement workshops. They transformed the world. Enter an age of high adventure - the Age of Steam. GURPS Steampunk offers you everything you need to build a Steam Age character or campaign: Rules for steam age technologies, including...   [click here for more]
Steve Jackson Games  $9.00

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GURPS Classic: Supporting Cast

GURPS Classic: Supporting Cast


A Cast of Thousands Are you tired of shuffling through reams of loose paper and scribbled notes? Do you just make up names and statistics for NPCs off the top of your head? Are your players getting tired of meeting the same characters in every adventure? Well, no more! GURPS Supporting Cast is the definitive collection of non-player characters for any roleplaying campaign....   [click here for more]
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GURPS Classic: Time Travel

GURPS Classic: Time Travel


Anything Can Happen! GURPS Time Travel is the complete guide to dimension-hopping adventure. Now GURPS players can tie all their campaigns together . . . adventuring across time, or in parallel universes, to visit every GURPS worldbook ever published. Winner of the 1991 Origins Award for...   [click here for more]
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GURPS Disasters: Hurricane

GURPS Disasters: Hurricane


Chaos abounds during the rain of terror. Into every life some rain must fall . . . but when a lot of rain falls all at once, you may find yourself in the eye of the storm. GURPS Disasters: Hurricane is your guide to one of the most devastating forces that nature can unleash. It includes information on the science of hurricanes, a discussion of what makes these phenomena dangerous,...   [click here for more]
Steve Jackson Games  $7.00

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GURPS Dragons

GURPS Dragons


Dragons! The most fabulous of all fabulous beasts. Throughout history, around the world, tales of fire-breathing monsters have stirred awe and terror. Now . . . play a dragon. Take to the air with prodigious wingbeats, soaring effortlessly for hundreds of miles. Terrify your foes with fire, claws, and teeth. Gather your hoard. Study ancient lore and magic . . . and take human form to walk...   [click here for more]
Steve Jackson Games  $20.00

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GURPS Dungeon Fantasy 01: Adventurers

GURPS Dungeon Fantasy 01: Adventurers


In the beginning, an adventure consisted of meeting an old wizard in a tavern, and following the dusty map he gave you and your friends. Inevitably, you were led to a complex series of rooms, usually underground, filled with monsters and their treasure. You slew the monsters, took the treasure, and returned to the tavern to celebrate (or heal your wounds). Now Dungeon Fantasy 1: Adventurers...   [click here for more]
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GURPS Dungeon Fantasy 02: Dungeons

GURPS Dungeon Fantasy 02: Dungeons


"You open the door, and discover a 10 by 10 room. You see a large orc, and a chest." When adventures were just hack-n-slash, running the game was easy. Roll for the monster. Randomly determine the treasure. Move on to the next room. But how do you recreate the fun and simplicity of the dungeon crawl using the GURPS system? Dungeon Fantasy: Dungeons...   [click here for more]
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GURPS Dungeon Fantasy 04: Sages

GURPS Dungeon Fantasy 04: Sages


Dungeon fantasy is mostly about hacking and slashing. Mostly. But there are brave souls who seek enlightenment in the dungeon. Most end up skewered, burned, and eaten, but occasionally, knowledge truly does prove to be power. Dungeon Fantasy 4: Sages lets you play one of the few who successfully mix reading with bleeding, wordplay with swordplay, erudition with eradication...   [click here for more]
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GURPS Dungeon Fantasy 05: Allies

GURPS Dungeon Fantasy 05: Allies


Would you rather face a roomful of bloodthirsty monsters alone, or with a 500-pound grizzly bear at your side? Dungeon Fantasy 5: Allies has all the information you need to bring various types of supernatural help to your Dungeon Fantasy game. For druids, this book contains more than a dozen useful animal companions, from anacondas to wolverines....   [click here for more]
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GURPS Dungeon Fantasy 06: 40 Artifacts

GURPS Dungeon Fantasy 06: 40 Artifacts


"You open the chest and find a bone whistle and two crystal spheres full of swirling yellow smoke." "Uh-oh . . . I remember the last bone item. And those purple spheres." What would a dungeon crawl be without amazing treasures that you simply can't buy at Ye Olde Magick Shoppe? Boring! GURPS Dungeon Fantasy: 40 Artifacts saves GMs from this fate . . . and...   [click here for more]
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GURPS Dungeon Fantasy 07: Clerics

GURPS Dungeon Fantasy 07: Clerics


When trapped in the dankest corners of a forsaken dungeon, there may be little left to do but pray . . . but for a special class of hero, prayer is enough. Dungeon Fantasy 7: Clerics covers the powers and possibilities of those who find strength in faith. All manner of religious servants in a Dungeon Fantasy game will find this material beneficial....   [click here for more]
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GURPS Dungeon Fantasy 08: Treasure Tables

GURPS Dungeon Fantasy 08: Treasure Tables


In a GURPS Dungeon Fantasy campaign, there's no such thing as "too much treasure" . . . but over 80 trillion possible treasures should last a while! Dungeon Fantasy 8: Treasure Tables contains everything you need to deck your halls - and dungeons, towers, and arcane temples - with goodies. Ample tables (almost 50 of them!) let you generate...   [click here for more]
Steve Jackson Games  $12.00

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GURPS Dungeon Fantasy 09: Summoners

GURPS Dungeon Fantasy 09: Summoners


The awesome eldritch energies harnessed by those who can summon allies from thin air should never be used for deeds as frivolous dungeon-crawling expeditions -- unless there is the promise of really good loot. Dungeon Fantasy 9: Summoners details the amazing abilities of those who can bring powerful beings into the world. Anyone who seeks to tap the natural and unnatural...   [click here for more]
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GURPS Dungeon Fantasy 10: Taverns

GURPS Dungeon Fantasy 10: Taverns


"You meet in a tavern . . ." Thus begins a thousand tales of dungeon-delving escapades, and once the quest is at an end, the alehouse welcomes heroes home. In worlds of Dungeon Fantasy, the tavern need not exist merely as an alcoholic alpha and omega; it can also serve as the focal point for adventure! Dungeon Fantasy 10: Taverns covers...   [click here for more]
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GURPS Dungeon Fantasy 11: Power-Ups

GURPS Dungeon Fantasy 11: Power-Ups


Dungeon Fantasy 1: Adventurers gave you powerful delvers who could cut a swath through the world and take its stuff. Dungeon Fantasy 3: The Next Level added racial templates, rules for mixing professions, and all-new power-ups, making your adventurers even more awesome. Now Dungeon Fantasy 11: Power-Ups raises the...   [click here for more]
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GURPS Dungeon Fantasy 12: Ninja

GURPS Dungeon Fantasy 12: Ninja


Look around you, right this instant. Do you see anything threatening? No? Uh-oh. That means there might be a ninja in the room. GURPS Dungeon Fantasy 12: Ninja brings these black-clad butt-kickers to your Dungeon Fantasy campaign. The ninja uses a mix of special powers, combat abilities, wits, and gadgets to accomplish his goals . . . and if his...   [click here for more]
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GURPS Dungeon Fantasy 13: Loadouts

GURPS Dungeon Fantasy 13: Loadouts


Gear Up! Dungeon Fantasy is about killing things and taking their stuff, not dying of boredom while shopping for stuff. There are times when you want to pick out and tweak every last item of equipment for your new fantasy hero . . . but in most cases, starting gear ends up replaced, used up, broken, or lost within an adventure or two. So why waste valuable...   [click here for more]
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GURPS Dungeon Fantasy 14: Psi

GURPS Dungeon Fantasy 14: Psi


The Mind Defined! When you're roaming through a dungeon and you meet something elemental, transcendental, or hell-bental on destruction . . . it's time to get mental! GURPS Dungeon Fantasy 14: Psi lets you introduce the power of the mind to any Dungeon Fantasy campaign. Written by GURPS mastermind Sean Punch, this supplement...   [click here for more]
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GURPS Dungeon Fantasy 15: Henchmen

GURPS Dungeon Fantasy 15: Henchmen


My People Will Handle It Sometimes you want a faithful assistant, not a mighty peer with his eye on your share of the loot! From the snarling barbarian's glib agent to the fragile wizard's hardy bodyguard, all the way down the pay scale to horse-minders, potion-tasters, and valets, there are countless roles that delvers need filled yet deem beneath them. GURPS Dungeon Fantasy 15: Henchmen...   [click here for more]
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GURPS Dungeon Fantasy 16: Wilderness Adventures

GURPS Dungeon Fantasy 16: Wilderness Adventures


Back to Nature Is a dungeon absolutely essential to killing things and taking their stuff? Not really! Every fantasy hero spends at least as much time trekking through the wilds as skulking underground -- and of course the great outdoors is big, which spells opportunity. So don't let the "Dungeon" in GURPS Dungeon Fantasy 16: Wilderness Adventures fool you. This weighty...   [click here for more]
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GURPS Dungeon Fantasy 17: Guilds

GURPS Dungeon Fantasy 17: Guilds


Membership Hath Its Privileges Delvers need civilization in the sense that without it, selling loot, collecting rewards, buying better gear, and scoring lucrative quests would be difficult. On the other hand, paying taxes, obeying petty laws, and kowtowing to your "betters" . . . well, those aspects aren't so appealing. While even the toughest heroes rarely go it alone, savvy ones would sooner...   [click here for more]
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GURPS Dungeon Fantasy 18: Power Items

GURPS Dungeon Fantasy 18: Power Items


More Power for Your Powers Delvers love gear . . . and cool abilities . . . and loot. Power items are where the three meet: Kill the monster, grab the treasure, and transform a valuable-but-useless bauble into a potent adventuring tool, exploiting the fact that the fanciest items can hold the most supernatural energy. The result is a reserve for fueling your spells, powers, and special...   [click here for more]
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GURPS Dungeon Fantasy 19: Incantation Magic

GURPS Dungeon Fantasy 19: Incantation Magic


A brand new kind of magic user for your dungeon-crawler game Why let wizards have all the fun? Become an incanter with this supplement, and bend reality to your will. These flexible magicians can conjure a variety of effects, but must prepare their most potent rituals in advance. With everything from new gear to new spells, GURPS Dungeon Fantasy 19: Incantation Magic...   [click here for more]
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GURPS Dungeon Fantasy 20: Slayers

GURPS Dungeon Fantasy 20: Slayers


Evil Must Die In GURPS Dungeon Fantasy, all adventurers do their share of slaying . . . killing monsters and taking their stuff is the whole point of delving! When the enemy is a demon, sinister cult leader, or shambling undead horror, the usual strategy is to sic the cleric or holy warrior on them. But sometimes, Evil is just too powerful. GURPS Dungeon...   [click here for more]
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GURPS Dungeon Fantasy Adventure 1: Mirror of the Fire Demon

GURPS Dungeon Fantasy Adventure 1: Mirror of the Fire Demon


A Reflection of Adversity An eldritch mirror holds the key to demonic power. Courageous and mighty adventurers must face impossible odds to track it down. You have to stop those guys from taking the treasure you plan to steal! GURPS Dungeon Fantasy Adventure 1: Mirror of the Fire Demon presents an adventure for four or more GURPS Dungeon Fantasy...   [click here for more]
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GURPS Dungeon Fantasy Adventure 2: Tomb of the Dragon King

GURPS Dungeon Fantasy Adventure 2: Tomb of the Dragon King


It's dangerous, disturbing dragons . . . Bold adventurers are recruited to retrieve a lost artifact. But the tomb wherein it dwells is crawling with lizard cultists, lurking monsters, and – of course – a few dragons. Can the delvers use their swordfighting, sneaking, and spellcasting abilities to complete their quest and get out alive? GURPS Dungeon Fantasy Adventure 2: Tomb of the...   [click here for more]
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GURPS Dungeon Fantasy Career Guide

GURPS Dungeon Fantasy Career Guide


Know Your Place GURPS Dungeon Fantasy 1: Adventurers simplified GURPS character creation for hack 'n' slash gaming. Then 35 supplements came along – plus dozens of issues of Pyramid – and vastly expanded heroic career options. "More is better" is the delver's motto, but deciding what role to play shouldn't feel like a puzzle for the players to solve before...   [click here for more]
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GURPS Dungeon Fantasy Denizens: Barbarians

GURPS Dungeon Fantasy Denizens: Barbarians


Civilization Is for the Weak Orderly farms and towns can provide you with ale, but they also create structure that crushes the spirit, replacing righteous rage and self-reliance with ridiculous manners and clothing that'll get you killed in the real world. Come the next dark age, when dragons darken the skies, demons wander the frozen wastes, and the cities are in ruins, those fancy bards...   [click here for more]
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GURPS Dungeon Fantasy Denizens: Swashbucklers

GURPS Dungeon Fantasy Denizens: Swashbucklers


Slaying in Style! This is your in-depth guide to giving your GURPS dungeon delver some finesse and flair! With tons of detail on the swashbuckling professions, GURPS Dungeon Fantasy Denizens: Swashbucklers helps your daring, dashing rogue speak with a sharp tongue, nimbly evade enemy blows, and – of course – dress the part. It even provides variety,...   [click here for more]
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GURPS Dungeon Fantasy Encounters 1: The Pagoda of Worlds

GURPS Dungeon Fantasy Encounters 1: The Pagoda of Worlds


Where peace and tranquility lead to peril and treasure The tavern rumors promise adventure; the beacon in the dangerous wilderness promises respite; both are correct, and both lead to an abandoned monastery. The Pagoda of Worlds is an ancient spiritual retreat holding many secrets and hazards for GURPS Dungeon Fantasy heroes . . . including the promise of a gate to other...   [click here for more]
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GURPS Dungeon Fantasy Encounters 2: The Room

GURPS Dungeon Fantasy Encounters 2: The Room


You See A Room, 10 Yards By 10 Yards Dungeon delvers spend much of their careers exploring creepy crypts, forbidden fortresses, tenebrous temples, and so on. Traditionally, such places consist of room after room, behind the doors of which wait monsters, traps, and loot. But not all areas are created equal, and the most memorable prove to be far more than they seem at first glance. GURPS Dungeon...   [click here for more]
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GURPS Dungeon Fantasy Encounters 3: The Carnival of Madness

GURPS Dungeon Fantasy Encounters 3: The Carnival of Madness


Come One, Come All! Everybody loves the circus! But it takes more than stale popcorn, some carnies, and few sad-looking caged animals to interest delvers. They demand magic, puzzles, fighting, and of course, loot – even (sometimes especially) when having fun during the downtime between dungeons. GURPS Dungeon Fantasy Encounters 3: The Carnival of Madness provides all...   [click here for more]
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GURPS Dungeon Fantasy Monsters 1

GURPS Dungeon Fantasy Monsters 1


"What do you mean, 'It's made of ice and breathes fire'? That doesn't make any sense!" "Maybe it's vulnerable to heat and cold?" "Uh, somehow, I don't think that's how it works . . ." Dungeon Fantasy is all about killing things and taking their stuff. But no loot worth having sits unguarded, and high-minded (or greedy) adventurers often make killing monsters its...   [click here for more]
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GURPS Dungeon Fantasy Monsters 2: Icky Goo

GURPS Dungeon Fantasy Monsters 2: Icky Goo


Puddings and Oozes and Slimes, Oh My! When you think of Dungeon Fantasy, three sorts of monsters come readily to mind: serious bosses, like liches and dragons; in-between threats, like trolls and dire animals; and hordes of lesser foes, like orcs and zombies. But another very old, very basic category of enemy lurks in every dungeon, and that's goo -- squidgy, nasty,...   [click here for more]
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