New Weird Frontiers Core Rulebooks In The Online Store!

The Wild West just got weirder!

The ever-popular DCC-driven Weird Frontiers Core Rulebook has just come out with a new version — and it’s double the fun! The original massive Weird Frontiers Rulebook was just so dang huge it was time to separate it in two — a Core Book, and a Magic Tome!

Both of these hardcover books comprise the core rules for Weird Frontiers and come as a bundle — and they are available today in our Online Store!

Plus! We’ve also just uploaded a FREE DCC RPG Quick Reference Sheet from Stefano Grassi, listing all of the essentials of combat, magic, etc. in one ready-to-print file.

And don’t miss the many other Weird Frontiers items, some newly restocked, in our Online Store today.

Let’s take a look!

Weird Frontiers RPG – Two Hardcover Core Rulebook Bundle – Print + PDF

Welcome to the Frontier.

Things have gotten plum weird since the events of The Seven Days of Night brought an end to the war, revealing the presence of an evil thicker than the darkest molasses that’d make the Devil himself blush! You can turn tail, or take the fight to the night, and you ain’t about to be called yeller!

So, saddle your horses and clean those irons, ‘cause there’s something slithering across the dark frontier and it’s dead set on making vittles out of you and your ragtag posse.

Weird Frontiers RPG is a standalone weird west role-playing game influenced by the works of HP Lovecraft and folklore pulled from all over the world. The game offers a new take on the genre with a rule set based upon and compatible with the popular Dungeon Crawl Classics RPG published by Goodman Games.

Within the pages of the Weird Frontiers RPG, you’ll find a complete self-contained role-playing game spread across two volumes. This is the Core Book, which contains all the rules of play and character generation. The Magic Tome contains the spells, contraptions, miracles, and formulae that occultists, revelators, mountebanks, and belamite characters will need.

Within the pages of these two volumes, you’ll find

  • 12 playable classes all kissed by the supernatural
  • A complete rule set compatible with the DCC RPG that also introduces several new mechanics to help throw your players into a haunted west filled to the brim with tentacled weirdness!
  • “Death Crawls West” and “Lost Souls Canyon”. Two ready-to-run adventures written by Peter C. Spahn, Brandon Goeringer (Death Crawls West), and Steve Bean (Lost Souls Canyon).
  • 200 spells, contraptions, elixirs, and miracles for those classes gifted with the talent of channeling the arcane/divine.
  • The deep lore on the Seven Days of Night and the return of magic into the weird West.

This is a two book bundle comprising the Core Rulebook and Magic Tome for Weird Frontiers (items not sold separately)

See All Weird Frontiers Items in the Online Store

For those who don’t know, Weird Frontiers is a stand-alone RPG that uses the DCC RPG system, and has all of the rules included in two core books. Creator David Baity has modeled a world where eldritch fantasy meets classic old-west shootouts, with just a touch of Lucha libre. It’s an untamed adventure by the most brutal means imaginable!

Weird Frontiers Adventure: Not So Fast, Billy Ray!

A Level 2 Adventure By Brendan LaSalle For The Weird Frontiers RPG

Of course, everybody knows ol’ Billy Ray, but now he’s missing, and arcane researchers are being drawn to the sleepy town of Ogallala, Nebraska, by a powerful magical disruption. Perhaps you’re a friend of the simple man, maybe he owes you money, or just maybe you’re a magical sensitive being lured to the town by dreams of power. No matter the reason, Ogallala calls and you aim to answer.

Not So Fast, Billy Ray is a module designed for 4-7 level 2 adventurers in the world of Weird Frontiers.

Weird Frontiers Adventure: The Malevolent Seven

A Level 3 Adventure By Bob Brinkman For The Weird Frontiers RPG

Seeking resolution to a nightmare that foretells their deaths, the PCs must race against time to gain as many tools as they can to reduce the power of the “Malevolent Seven.” Questioning the locals, confronting ancient mysteries, and even beseeching near-forgotten gods, the trailhands must prepare for one HELL of a showdown.

The Malevolent Seven is a Weird Frontiers adventure designed for a group of 4-6, 3rd-level trailhands. It is intended for an established group of adventurers.

Weird Frontiers Adventure: Nest of Snakes

A Level 3 Adventure By Michael Curtis For The Weird Frontiers RPG

Nest of Snakes is an adventure for the Weird Frontiers role-playing game and is designed to be played with a group of four to six 3rd-level characters.

The adventure concerns a debased family of French aristocracy dwelling in a dilapidated plantation manor in the swamps of Louisiana. The family’s depraved occult practices and their long isolation have transformed them into a clan of rougarou—a creature that shares traits with both werewolves and vampires. The family estate harbors both terrors and treasures for the party brave and dedicated enough to survive this metaphorical serpents’ nest.

Weird Frontiers Adventure: Dig Three Graves

A Level 3 Adventure By Harley Stroh For The Weird Frontiers RPG

An open-world investigation set in the weird west of the Weird Frontiers roleplaying game. Dig Three Graves pits the characters against impossible odds and a secret society ripped from actual history. To triumph, the characters will have to rely on far more than just a fast draw or lucky incantation. For when the hoofbeats thunder and the skies darken, it’s long past time to sort the quick from the dead.

Suitable for characters of 2nd to 3rd level.

Weird Frontiers Dice: Dead Ned’s Knucklebones

A special set of dice made by IMPACT Miniatures to commemorate the release of the Weird Frontiers RPG

You won’t find a more beautiful set of dice this side of Texas, hombre! Rumor has it they were won during a poker match with none other than the Finger Thief himself. Throwing these bones catches the eyes of Lady Luck, often bringing good fortune to the fella that holds them. Beware though, as the Finger Thief don’t tale too kindly to losing them bones. Sooner or later he’ll find ya and be callin’ for ya out in the street, irons a-blazin’.

Each tube contains 14 copper and gunmetal dice – d3, d4, d5, d6, d7, d8, d10, d12, d14, d16, d20, d24, d30, d%

Weird Frontiers RPG – Trail Map (Digital Version)

Crafted by master cartographer, Jared Blando, the Weird Frontiers trail map is a beautiful representation of the various transformed states and territories after the dark period known as The Seven Days of Night. 

While some points of note are included within the pages of the core rulebook, the maps were also designed to leave plenty of areas to spark, both the mind of players and judges playing the game.

NOTE: This is not a printed product. You are purchasing a digital version of the map for your own personal use.

Weird Frontiers RPG – Judge’s Screen – PDF

A screen to help Judges master the world of Weird Frontiers!

Every excellent judge keeps a well-thumbed rules book at hand when they weave tales of outrageous adventure to their game group. Over time, book markers are added to the rules book for those often-sought tables and references that get turned to for nearly every session. This compilation of charts, tables, and rules is just that. These are the bits of information that get referenced at every game at my table, and I’m sharing them with you. 

NOTE: This is not a printed product. You are purchasing a digital version of the Judge’s Screen for your own personal use.

Weird Frontiers RPG – Form-fillable Character Sheet

With the Weird Frontiers RPG form-fillable character sheet you’ll be able to quickly fill and keep track of your heroes as they blaze a trail across the weird west!

This character sheet should be used for characters 1st level and up. A zero-level (funnel) sheet is also included.

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