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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. 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 Digital PFD and Physical Copy of Chapter Four: The Dreadmist Curse
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A Digital PDF of Chapter Four: The Dreadmist Curse
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A Digital PFD and Physical Copy of Chapter Four: The Dreadmist Curse
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Reeling from shock and sorrow, and half-buried under a thick blanket of snow, the Zatis face grim choices and a difficult road ahead. Yet before they can choose a path forward, an imposing company of shadowy travelers catches them unawares. Do these strangers bring further misery, or perhaps an unexpected glimmer of illumination in these darkening times? In either case, the journey ahead promises deepening dangers. In such dire times the Zatis may be forced to rely on the assistance of outsiders. A small village at the edge of the bog could provide information on the party’s missing kin, but there is something amiss in this tiny hamlet. And just what will be a most fearful discovery. Whatever surprises the village holds, the Zatis cannot linger for long, and must eventually confront the decision before them: fall back towards the dubious safety of Nevermore, or press on towards Prondadol and the unknown. But before the consequences of their choice can unfold, they find the mists closing in around them, and the gates of a grand, dreary manor looming up ahead, barring their way. Whatever the Zatis ultimately intend to do, it seems fate has more immediate plans for them in this foreboding estate…