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Dungeon Crawl Classics 35: Gazetteer of the Known Realms Paperback – November 1, 2006

4.2 4.2 out of 5 stars 6 ratings

Certain adventures only come around once. Like when the grizzled old warrior decides to go after the dragon, and asks who's coming with him. Or when the dark-eyed sorceress slowly surveys the crowd of peasants, waiting for one to step forward and pull the sword from the stone.
This boxed sets contains those adventures. Dungeon Crawl Classics #35: Gazetteer of the Known Realms brings together the Dungeon Crawl Classics modules into one comprehensive world. This magnificent set includes:
• Gazetteer of the Known Realms, a 120-page book describing the archetypal fantasy world of Aereth.
• Three 24"x36" poster-sized full-color maps of Aereth ready to host your adventures.
• GM's Guide to the Known Realms, a 136-page sourcebook describing deities, equipment, creatures, and NPCs, plus rules for starting campaigns with 0-level characters and adventure paths that you can build from existing DCC modules.
• A 24"x36" poster-sized players' map of Aereth.
• Halls of the Minotaur, a 32-page adventure module for 0-level characters perfectly suited to starting off your campaign in Aereth.
• The Thief Lord's Vault, a 32-page adventure module for levels 4-6 that sends the heroes into the legendary treasure vault of Cazul the Chaotic.
So take up your broadsword, blow the dust off your spellbook, and saddle the horses. The mailed Kings of the North are calling out your name, demanding an audience. It is up to you to give an answer.

Product details

  • Publisher ‏ : ‎ Goodman Games (November 1, 2006)
  • Language ‏ : ‎ English
  • Paperback ‏ : ‎ 256 pages
  • ISBN-10 ‏ : ‎ 0977960226
  • ISBN-13 ‏ : ‎ 978-0977960224
  • Item Weight ‏ : ‎ 3.75 pounds
  • Dimensions ‏ : ‎ 9.1 x 1.7 x 11.5 inches
  • Customer Reviews:
    4.2 4.2 out of 5 stars 6 ratings

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Customer reviews

4.2 out of 5 stars
4.2 out of 5
6 global ratings

Top reviews from the United States

Reviewed in the United States on October 8, 2016
Here lies the content that inspires a lot of what's in DCC RPG adventures and content in the rulebook.

The rulebook is really light on its handling of Deities. Well, this boxed set has the whole kit and kaboodle of them and descriptions galore which help you flesh out your ideas regarding the gods and goddesses of the realm.

It isn't canon anymore. Goodman Games will probably produce material at variance or at tangents from what's in here, but... if you are a fan of DCC RPG, you might want to buy it.
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Reviewed in the United States on July 10, 2007
Anyone old enough to remember the first wave of role-playing games in the late 70's/early 80's will love this entire line of products. DCC 35 is the glue that holds the entire campaign together. This product is an excellent jumping-off point for the Dungeon Crawl Classics experience.

The Gazeteer provides details on cultures, religions, and politics. The Gamemaster's Guide provides details on rules and character creation options unique to the setting. The two adventure modules are complete and ready to run. This boxed set is well worth the price of admission.

The maps are a little lacking in detail, but they are perfectly servicable. The only drawback I could find is that nowhere in either rulebook is there a discussion on languages. I took this as an opportunity to add my own flavor to the setting rather than seeing it as an obstacle.

This product would be a good way to introduce younger gamers to the way things used to be in RPG gaming. No complicated backstories to remember, no NPC's with plot immunity, just 100% dungeon crawl.
4 people found this helpful
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Reviewed in the United States on January 7, 2008
This campaign package was worth every penny.
Unlike other campaign worlds, The Goodman Games campaign world is just generic enough to allow the user to add his own flavor without having to do a complete rewrite of the material.
It includes maps, demographic information and additional religions and monsters.
Well worth the investment.
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Reviewed in the United States on January 1, 2007
This product is a solid world with an interesting background. The box set contains the following:

The GM's guide contains creation, gods of the world, history, small bestiary and rules for starting with zero level characters.

The Gazetteer contains info for the lands and geographical features as well as organizations.

Halls of the Minotaur, an adventure for zero level characters

The Thief Lords Vault, an adventure for 4-6 level characters.

4 maps. The maps are the worst thing in the box. They have little detail and can be very hard to read depending on the map feature that the print overlaps. I would run this world except for the horrible maps. I would have rated this product at four stars if it had decent maps.
6 people found this helpful
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Top reviews from other countries

Loose Bones
5.0 out of 5 stars Better than Greyhawk?
Reviewed in the United Kingdom on March 12, 2007
This Dungeons and Dragons 3.5 campaign setting boxed-set comes with 4 map posters, 2 source books, and 2 adventures (so a reasonably priced 320 page package). The maps are beautiful but not very useful - probably the best way round (you can draw your own versions on a hex-grid). The GM Guide contains "crunch" (with a few new spells, cleric domains, pieces of equipment and feats - supporting the innovative Mesoamerican area especially), but makes plenty of room for "fluff" too (with descriptions of gods, ancient history and some good NPC portraits - both the words and the artwork).

The gazetteer gives rules-independent flavour for 40-odd nations and many wilderness areas, mentioning history, key people and hints of adventure; sample settlements include castles (a simple rules variant beyond the DMG) as well as thorps and metropolises. The descriptions are concise and avoid repetition, and set the tone for a classic fantasy world where there really is adventure at every turn - from Mordor-esque hordes to an imperial guardsman who needs help with unspecified covert missions. Around half covers a traditional European fantasy settings, with an Aztec and pirate New World (including a version of the Yuan-Ti(tm)) and desert fringes for Egyptian/ 1001 Nights escapades. Though clearly inspired by classic Greyhawk (and Mystra?), it avoids dry medieval realism (Kingdoms of Kalamar) or excessive de-mystifying detail (Forgotten Realms). It also defines it's own atmosphere without eccentric props (Eberron's steampunk aspect). So, I judge this the best 'vanilla' D&D camaign setting on the market today, worth 5 stars.

Then there's the 2 fully formed Dungeon Crawl Classic modules: the tough 0-level Lair of the Minotaur (exercising the introduced low-powered rules variant), and 6th-level Thief Lord's Vault puzzle dungeon. This is my first experience of the Goodman DCC line - they've hooked me, and I'm glad I started here.
2 people found this helpful
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