"Dungeoneer"
Artist Matt Ray (2018)
seen from China
seen from United States
seen from Venezuela
seen from India

seen from Malaysia
seen from Poland
seen from United States
seen from United States
seen from United States
seen from United States
seen from China

seen from United States
seen from Mexico
seen from United States
seen from United States
seen from China

seen from Australia

seen from Malaysia
seen from China
seen from China
"Dungeoneer"
Artist Matt Ray (2018)
Influential RPG adventure writer, artist, and video game creator Jennell Jaquays has died.
She was a founder of the Dungeoneer zine before it was sold to Judges Guild. Her D&D adventures Dark Tower and Caverns of Thracia became classics, often studied as examples of adventure design. She also wrote and illustrated for TSR, Metagaming, Steve Jackson Games, and many other publishers. Her video game career included developing many of Coleco's titles in the 1980s and level design for the Quake sequels at id Software in the 90s, and she co-founded the SMU Guildhall video game program.
She recently was hospitalized for symptoms of Guillain-Barré syndrome, and a GoFundMe to cover her medical expenses is still active.
Azag (2021) is a neat 2-volume rule set and game setting. This is the limited edition from LFOSR. It descends, primarily, from Dungeoneer/Advanced Fighting Fantasy, which makes it a cousin of sorts to Troika. I am tempted to call it the less weird cousin, but that isn’t entirely true — it is just a different sort of weird.
Three attributes. Basic rolling is 2d6, rolling high in opposed contests, rolling low when testing your attributes. Unlike Troika, other dice can be swapped in to simulate greater ease or difficulty — climbing during a blizzard, say, might warrant 2d8 or 2d10 for a Stamina test, depending on the severity of the storm. Combat is more formally structured than Troika, but still pretty fast and loose compared to other games. There are mechanics for social encounters, too, with an ante system that spends Luck, which I really like — it is nice to have a mechanical underpinning for social stuff if you need it. Spellcasting is point-based and the player rolls for success, putting it essentially in line with the skill system. Failure invites calamity. And spellcasters can duel; in this case, casting is an opposed test, and the loser suffers calamity (rather than the cast spell effect — you’re basically dealing with raw arcane energy in a duel). Its a fun, flexible little system!
The world is nice too, cobbled thematically out of early-20th century pulp traditions, particularly Clark Ashton Smith’s stories and Lovecraft’s Dreamlands, both of which feel less explored than say, Conan. It feels a little more restrained and fuzzier at the edges than something like Hyperboria or even DCC. I loooove Logan Stahl’s art, particularly the cover of Volume 2, featuring a snoozing Tsathoggua. In game terms, the world is defined by micro fiction and random tables for encounter seeds and such. These make for an interesting approach that is atmospheric without being overly locked into specific details.
I have steadily been making the slimes fancier.
Torin Quinn
Take the role of a master of a dungeon and control a horde of minions! Take an active approach in battle as you command your minions to perform a variety of tactics! This is the most up to date of the Dungeonkeep, the third class I've ever made. Hope you enjoy!
[DRIVE]
[HOMEBREWERY]
The Dungeon-Pal! Cursed by a mean wizard into having no friends, this resourceful rogue invented the impressive Dungeon-Pal! Whenever you are left languishing alone in the lair of some giant creature and need a wand, a heal, or a detect traps, look no further!