DCC Lankhmar #14, MCC #14, and TFTMS #9!|Goodman Games

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DCC Lankhmar #14, MCC #14, and TFTMS #9!|Goodman Games

We’ve got a titanic trio of terrific tomes for you today!

If you like DCC RPG, MCC RPG, or just reading fantastic sword-and-sorcery tales, this week has something for you! The latest modules are now available at your FLGS and in our online store, along with the newest issue of Tales From the Magician’s Skull!

Let’s take a look!


Cease your wailing, mortal dogs, for once more I have granted your fondest wishes and returned with fantastic tales of sword-and-sorcery! No more must you pace forlornly before your mailbox waiting for salvation only I can deliver, contenting yourself with the reading of street signs and the backs of cereal boxes! Now that you hold my peerless magazine in your hands once more, it is time to be transported to realms of wonder!

Your praise has reached me, and I am somewhat pleased. While the limerick was of questionable merit, three of the odes were quite fine, and the concerto for trombone and guitar brought me true delight. I expect more and greater tribute in the weeks to come!

Tales From The Magician’s Skull is a magazine of all-new swords & sorcery fiction. Issue #9 features cover art by legendary fantasy artist Sanjulian.

NOW WITH ePUB! Tales From the Magician’s Skull #9 is also available in ePub format. It is included with a print purchase of the latest issue, or available as a stand-alone item.

Let’s look at the table of contents!


STORIES

Three Festivals by James Enge 

A Tale of Morlock Ambrosius 

Kalx, brazen defender of the city, had left a trail of ruins in his wake. Morlock followed the trail until he passed the border of the city — the line that Zlynth had called the pomerium. By the time Morlock caught up to the brazen monster, Kalx was already outlined in scarlet flames, fighting a cloud of Furies. 

The Raven-Feeder’s Tower by Philip Brian Hall

The skeleton was held upright by a tall stake driven deep into the ground, to which support its spine was fixed by leather bonds. The breastplate covered bare white ribs and the helmet’s visor protected merely the empty eye-sockets of a morbidly-grinning skull. 

Blue Achernar by Tais Teng 

An Homage to Clark Ashton Smith 

Lady Magida had slept in the tombs of magicians so feared that their names had never been written down, walking into their death-dreams, leafing through their grimoires that had long ago turned to dust. When she strode through the necropolises the ghûls fled like whimpering hares.

Pawns’ Gambit by Nathan Long 

A Tale of Fafhrd and the Gray Mouser 

The monks howled at this violation of their sacred place, and Mouser saw he had been incorrect when he had thought them all unarmed. From every sleeve sprang a dagger, and they held them high as they rushed to encircle him. 

Orphan Maker by S.E. Lindberg 

“It is her time to sacrifice,” Ingrid explained while adjusting her mother’s hair. “Ma resisted. She escaped from the Bleeding Tree.” She laughed while shrugging. “But her blood is stronger than her faith!”

The Necromancer and the Forgotten Hero by D.M. Ritzlin 

The wound was still fresh, but not a drop of blood escaped from it. Hyallbor wondered what sort of necro- mantical energies were sustaining him. 

The Glass Dragon by David Gullen 

Rhayder staggered grey-skinned from the mouth of a labyrinth of seventy-seven turns wielding a felling axe with a head of star-forged iron. 


A level 3 DCC adventure set in Lankhmar!

A cache of invisible ice diamonds and an overlord’s ransom in gold rilks—amid the drunken revelry of midwinter solstice, Cold Corner was never riper for a heist.

But to pull it off risks the ire the Snow Women and their skalds—cruel axe-men eager for the chance to prove their devotion to their cold mistresses. And with the power to shape cold – and the blinding blizzards, shattered bones, and frozen bodies that must surely follow—the sorceress matriarchs of the Snow Clan are not to be trifled.

Some would say you’d be a fool to cross the Snow Women north of the Trollstep Mountains. They’d be right, but that’s never stopped you before…

  • In the grand tradition of Gray Mouser and Fafhrd, a dangerous heist set in a distant land
  • Test your arcane mastery in spell battles with the sorcerous Snow Women
  • Encounter deadly and strange new foes like the invisible polar worms and the Snow Clan skalds

A Level 2 Adventure for MCC RPG!

It’s thrills on wheels as the Seekers find themselves trapped aboard a runaway train! The robotic conductor has lost contact with its engineer subroutine, so it falls upon the “stowaways” to stop their out-of-control journey. All that’s standing between them and victory is a train filled with hungry mutant worms, a railcar threatening to jump the tracks, and a sentient AI who refuses to be deactivated! Stow your luggage overhead and buckle up for a wild journey across Terra A.D.

  • The ramshackle vehicle threatens to jump the rails at any moment, increasing the tension the longer the players take to stop it
  • Can be used by the judge to connect various MCC adventures into a Terra-spanning campaign
  • Who hasn’t dreamed of a running gunfight along the roof of a moving train?

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