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Our primary focus at Gooey Cube has always been to empower Gamemasters to run the best game possible. To fulfill this goal, we launched our flagship campaign, Red Star Rising with all the tools needed to run an enthralling game, innovatively designed to save GMs hours of session preparation. An incredible story meets clever game design, all packed into a magnificent box. Explore everything that comes in the box, we are sure you will be amazed!
A key component of our easy-to-use design, our GM Reference Book holds all stat blocks and other pertinent information necessary for the main plot. Not only this, but optional encounters, which we call Not-So-Random-Encounters, or NSRE’S, are included. Each one is more than a one-line hook, and make for intriguing, captivating, and occasionally humorous additions to the game. With spiral binding, the GM Reference Book is intended to lay next to the Adventure Book, for effortless reference.
Within the Adventure Book, the riveting tale of the Hanataz unfolds in a manner designed to entertain the GM, as well as their players. With passages to read directly to the players distinct from text for the GMs eyes only, and number and color codes directing to handouts and stat blocks, there is very little a GM must do but familiarize themselves with the content, and embellish upon it only if they desire to. The spiral binding allows you to easily reference the information within the GM Reference Book, as they are purposefully designed to be used in tandem.
Created by a maestro of map making, every area the Player Characters visit is painted in glorious detail - plus a bonus black and white map! Two versions of a single map are included; one spoiler-free for the players, and one for the GM. The GM's version is labeled clearly with directions to encounters and areas of interest within the GM Reference Book.
Never worry about a player forgetting what their item does ever again! Every item found as part of the Red Star Rising campaign is included as an individual item card. On the front is stunning artwork of the item. On the reverse, a detailed explanation of what the item does. From weapons to armor to scrolls to potions, players can keep these cards and refer to them as needed!
Scrolling through image-hosting websites for hours finding art that is close enough to work for an NPC is now a thing of the past! Every friend, ally, and adversary is depicted on incredible full-color handouts. They can be held up when prompted by the Adventure Book, and players will be surprised by their GM appearing to have memorized everything about the NPC! In reality, everything needed to know is written on the reverse side, with space for notes about accents, relationships, mannerisms, or other personal flairs a GM may bring to the character.
We believe art is important to a game. Art inspires the imagination and when players are shown one of our attention-grabbing location artworks they are further immersed into the game. Not simply static landscapes, our art dynamically catches actions, atmosphere, and critical plot scenes. Everything a Player Character sees is depicted in art, including visual aids for puzzles.
Inspiration is a fine enough reward for doing well in the game, but we like to shake it up here at Gooey Cube! Shake it up too by using Gooey Reward Cards. Choose a card from the deck! Will you receive an extra attack action? Temporary hitpoints? Or the coveted hero or fate points, which can change the destiny of a Player Character? Whatever you draw, Gooey Reward Cards add an extra layer of fun to the game!
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A Physical and Digital PDF Copy of Chapter Three: The Coldest of Blood
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A Digital PDF of Chapter Three: The Coldest of Blood
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A Physical and Digital PDF Copy of Chapter Three: The Coldest of Blood
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The days loom dark as the wagons roll on toward Prondadol. Nearby, the fetid, stinking Blackrot Bog constantly reminds you of the shadows that lie upon your hearts. In the sky, Zaraghast – the dreaded red star – burns day and night, bringing much fear to you and your fellow members of the Blue Veil. It was a horrid omen, this red face of death in the heavens. Now you have lost one of your leaders, and two others are gravely injured. Then, as the wagons draw near the King’s Causeway – the long, wood-and-stone bridge that traverses the bog – a terrible storm sweeps in. Before it breaks, you will need to make camp; or face the blizzard's fury while on the causeway. There is no option. Though your instincts would have you avoid it, you must pull from the road and set camp at the edge of a small forest that borders the bog. Known as the Mistwood Hollows, it has a fearful and dark reputation. But as the troupe prepares the site, Vestia and Brayan come to you. The prints of more than a few Ogres have been seen at the wood's edge. Not knowing where they are and how many they are will put the sheltering troupe at serious risk. Before the storm hits, you have a job to do – enter the dark woods beside the road and locate the Ogres. Observe the creatures, count their numbers, and report back.
What follows is a fearful and intense journey beneath a shadowy canopy of Dumal-Wood and Shadepine as the snowstorm closes in on the troupe’s location. Quickly after that, the hunters become the hunted, as ghastly creatures track the party. But the woods hold more than just evil denizens; a foreboding tower reaches up like a blackened fang towards the darkening sky; A strange spirit walks the paths, and a long-lost secret will soon be discovered.
But back at camp, something has gone terribly wrong.
Death comes on the howling wind in “The Coldest of Blood.”