has released the Bestiary book for Adventures Dark and Deep. What DM couldn't use some more monsters to throw at unsuspecting PCs?Source
From the release:
The Adventures Dark and Deep™ Bestiary contains Over 900 monsters in one book, including well over a hundred brand-new monsters, with tons of illustrations.
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Need we say more?
The Adventures Dark and Deep™ Bestiary is the third core rulebook for the Adventures Dark and Deep™ game, an expansion and revision of the original 1st Edition rules that defined the role-playing hobby for a decade. Based on Gary Gygax's original plans for expanding the game, Adventures Dark and Deep™ gives you new character classes like the jester, savant, mystic, and mountebank; new spells; a new combat system; new monsters; rules for weather and natural hazards; new magic items, and tons more. And it's all compatible with most old-school games, so you can use it with all your old and new adventures, settings, and supplements.
If you liked 1st Edition, you'll love Adventures Dark and Deep™.
has posted their Game Master's Toolkit for Adventures Dark and Deep up online.
From the update:
The second of the core rulebooks for Adventures Dark and Deep™ is now available! The Game Masters Toolkit gives a ton of tools that the game master can use to help run his games, and almost everything is generic enough to be applicable to any sort of OSR-compatible rules. Here are just a few highlights:
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Guidelines on what sort of races (sub-races, underground races, etc.) can be included in a campaign, and the potential impact of the choices you make
NPC generation (including two big tables of physical and personality traits to give NPCs a little color quickly)
Dungeons, wilderness, and underwater environments and hazards (including pits, weather, privation, swimming, etc.)
Non-melee combat-- tournaments, hunting, etc.
Rules for creating detailed treasure hoards that are more than just coins and gems
Ships and waterborne travel
Notes on creating a campaign setting; bottom-up vs. top-down philosophy; classical, underground, and Mythos-inspired campaigns; religions and deities (including a complete sample religion from history-- the Norse); the various other planes of existence (including variant systems and cosmologies)
Notes on creating adventures; storylines vs. sandboxes, wilderness adventures, and urban adventures; and tips on handling clues for players, meta-knowledge, and problem players
A comprehensive listing of magic items, including rules for intelligent items, selling magic items, etc.
An appendix with more than 80 random tables for the game master to use as inspiration, to fill in details, provide quick answers to common questions, etc. Everything from "What does that elf have?" to "What's on that evil altar?" to "What is that mountebank doing here?" to "Why are those humanoids raiding the village?" to "What happened to me in the tavern last night?" to "What is the city watch doing here?"
And of course tons more stuff
The rules are being released under the OGL, and as usual all hard copies of the book come with a complementary pdf copy. The whole is copiously illustrated, and features a cover by awesome gaming artist Christian N. St. Pierre.
has their Adventures Dark and Deep game already funded. All they need now is pictures. That's what they're looking to fund with their latest Kickstarter.
From the campaign:
The third and final core rulebook for the Adventures Dark and Deep rpg is currently the subject of a Kickstarter campaign to pay for illustrations for all 900 creatures contained in the book.
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Adventures Dark and Deep explores what the world's most popular rpg might have looked like if Gary Gygax had been allowed to keep developing it, rather than leaving TSR in 1985. It is based entirely on his public plans for his revision of the game, and other public writings.