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Dungeon Crawl Classics 35: Gazetteer of the Known Realms Paperback – November 1, 2006
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.
- Print length256 pages
- LanguageEnglish
- PublisherGoodman Games
- Publication dateNovember 1, 2006
- Dimensions9.1 x 1.7 x 11.5 inches
- ISBN-100977960226
- ISBN-13978-0977960224
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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:
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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.
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.
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.
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.
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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.
