Friday, December 7, 2018

Let's Read Polyhedron: Issue 8

Check out previous posts in this series HERE.

Well, if you can't tell by the cover, Gangbusters has been released, and this issue promotes it with a cover image and a couple of articles. This issue is also a much more professional looking affair, with more artwork throughout and a more consistent layout. It is no coincidence that it is the first issue under new editor Mary Kirchoff.



The Letters section is pretty standard fare. There is some reference to late issues being sent out, and you can tell that they have gone through the natural, expected sorts of struggles getting this off of the ground. The White Rabbit column suggests that the logistics of doing this sort of thing back in the 80s were nightmarish, with its talk of bounced checks and Canadian exchange rate fiascos.

The main section is part two of the Mike Carr interview. After some discussion of Fight in the Skies, the conversation moves to Top Secret. The most intriguing tidbit is what Mike mentions regarding the early draft. He says it was not so much a roleplaying game and was more "pre-programmed...with more of a flow chart type of arrangement". It would be interesting to see what that looked like.



Encounters is a new column that basically makes a little mini-scenario out of the cover image. So here Jim Ward does this Gangbusters shootout with Big Bernie, Lefty Fingers, and gun moll Maria Kirchinetti.

Someone must have pissed in Mentzer's cornflakes before he wrote this installment of Notes for the Dungeon Master, as it is solely devoted to screwing players over in sadistic ways. He gleefully suggests rear surprise attacks with carrion crawlers ("Ever see what the player...looks like when he's got to make 40 saving throws...before doing anything?") and casting time stop to steal spell components just for kicks. Sheesh.

Figure Painting is what it sounds like. Nerd's Quest is a forgettable fiction blurb. Rune Scry is a cryptogram puzzle.

Mentzer's Spelling Bee encourages strict record keeping of spell components as a way to control spell use in your game. It is really up to you if you consider this good advice. The main issue for me is the game could just paradoxically become a quest for spell components if you follow the 1e rules to the letter. However...there is a certain romantic quality in forcing your MU to carry around a live carp. So I am torn.

Mark Acres, one of the designers of Gangbusters, presents an article on starting a GB campaign. It is short but provides sound advice on different types of characters, NPCs, and motivations.



Dispel Confusion mentions that it is the only official source for rules answers and that Sage Advice in Dragon is more or less opinion. I found this interesting. We learn you can't haste a hasted creature. A bard returning from a long journey in which he gained 20k xp is out of luck, he can't train past 2nd level and really only gets credit for 4k. Sorry bud.

There is a little comic. Kim Eastland is now taking over as RPGA coordinator from Mentzer, as Mentzer will be devoting his time to what will become BECMI. The issue ends with a catalog page and membership drive info. I don't know if this means the Nor comic is cancelled or coming back.

Well, there is the sense reading through these that they are slowly getting better. I can't recommend tracking down print copies unless you are a really obsessed collector; there just isn't a lot of useful gaming material. At least not yet. If you are hardcore into Gangbusters though, you might try and find it.


Wednesday, November 21, 2018

Let's Read Polyhedron: Issue 7

You can check out other entries in this series HERE.




We have a serviceable, generic cover from Scott Roberts. In the editorial piece at the beginning, Mentzer mentions he is stepping away a bit from the newsletter saying "Essentially I'm to be #2, right after Gary....I hope to...reorganize the books a bit", alluding to the upcoming BECMI D&D products. This is all at some point in '82.

Nothing too intriguing in the Letters section. Dispel Confusion, which is kind of the Q&A section, explains that rangers cast druid spells at their level-7, magic user spells at their level-8. Also, ranged cure spells are called too powerful and "would need lots of playtesting before addition to a campaign".

The big interview piece is part 1 of 2 with Mike Carr, designer of Fight in the Skies and author and editor of various D&D and Top Secret products, including In Search of the Unknown, one of the most famous adventures of all time. He talks about how he got into gaming, how he worked at the Dungeon Hobby Shop, editing AD&D, that sort of thing. He waxes nostalgic about Wednesday game nights, playtesting early material with Gygax and Ward, and attending early conventions, then indulges in a little bit of a pissing contest between Gen Con and Origins, which you see a lot of in other mags around this time.

After this, Gygax steps in to address a question in a previous issue about actions per round. He basically says that D&D combat isn't meant to be a true, detailed representation of actual combat, that things are happening each round that aren't checked for ("parrying, fencing, circling for general position"), and that "combat is glossed over". This feels sort of like when he explains hit points. It is an interesting reminder of how new some of these concepts were at the time, and how some folks had a hard time balancing fantasy abstractions with reality.

Spelling Bee is surprisingly good this time, it goes through a number of Cleric spells with tips for each. It reminds me why I allow spontaneous casting as a houserule though, as many of these spells see so little play compared to Cure Light Wounds.

Campaign Clues provides some tips for Top Secret admins regarding time, scale, and how organizations might work in a campaign. I would really like to play some Top Secret sometime; guess I will have to run it myself to make it happen.

Ranch Encounters is for Boot Hill and provides, well, encounters on a ranch. There are also tables for job openings and pay. I could see this being useful for any western game. Notes for the Dungeon Master discusses replacing higher level PCs after they die, along with a few "trick" sorts of dungeon elements, including a magical corridor that shrinks the PCs without them realizing it. Actually could be pretty cool when I think about it.

There is a page on a membership drive for the RPGA, followed by a mouthwatering gift catalog.



This is followed by quick wrap-up of recent conventions. The issue ends with another Nor comic, which is actually getting pretty good.

All in all another fascinating little peek into the gaming of yesteryear.



                                                                                                                                                           



Monday, November 19, 2018

The Fourthcore Crew Have a New Kickstarter Up: 5e Team Deatchmatch

I was a big fan of 4thcore. Some of those folks have moved on and now do some cool stuff for 5e. It is weird, I just recently heard about some kind of upcoming 5e competition series that is going to be live-streamed, then a few days later I was made aware of this. My money is on this being waaaay cooler than whatever the other thing is.

5TH EDITION TEAM DEATHMATCH KICKSTARTER

It has already funded and the thing is apparently already written. These guys are endlessly creative and really know how to kill...errr challenge a PC. For more on what they do, check out their home base, DEFY DANGER.

Saturday, October 13, 2018

Hundreds of OSR Blogs in an Easy-to-Read Format!

The inestimable Ramanan S of Save vs Total Party Kill fame and originator of the Rammies, the only RPG award that has ever truly mattered, has given anyone that enjoys reading about old school gaming a great gift.

CHECK IT OUT

Friday, October 12, 2018

OSR Guide for the Perplexed Questionnaire


You might see this questionnaire popping up a lot. I have enjoyed reading what other people had to say and thought I would add my two cents.

1. One article or blog entry that exemplifies the best of the Old School Renaissance for me:
Hard to point to one but stuff like THIS gives me warm fuzzies.

2. My favorite piece of OSR wisdom/advice/snark:
 



3. Best OSR module/supplement: Wow these questions are tough. I'll cheat a tad and go with Richard LeBlanc's d30 books .


4. My favorite house rule (by someone else): MUs being able to spontaneously cast from their spellbooks rather than prepare specific spells. Forget who mentioned it, but it allows for much more variety and creativity in play. 


5. How I found out about the OSR: When I got back into gaming I was looking at buying old 1st edition AD&D books and discovered that not only were people still playing it, they were making clones of it, adventures for it, blogging about it, etc 


6. My favorite OSR online resource/toy: Hmmm THIS is about as awesome as it gets. Also the Greyhawk weather generator


7. Best place to talk to other OSR gamers: Well that is kind of the question right now. I immediately fell in love with G+, but it is going away. I am optimistic with what I have seen on MeWe. 


8. Other places I might be found hanging out talking games: Here, G+MeWe, rarely on various forums. 


9. My awesome, pithy OSR take nobody appreciates enough: You cannot have a meaningful campaign if strict time records are not kept. I wrote that. 

10. My favorite non-OSR RPG: If you don't think pre-7th Call of Cthulhu is OSR, then CoC. If you do, then...maybe Savage Worlds.


11. Why I like OSR stuff: Nostalgia, creativity, DIY spirit, amazing talent, cool people, fun games.


12. Two other cool OSR things you should know about that I haven’t named yetTHIS spreadsheet, THIS Patreon. 


13. If I could read but one other RPG blog but my own it would be: Old Grognardia posts. 


14. A game thing I made that I like quite a lot is: I think I did a pretty good job with this adventure.


15. I'm currently running/playing: Running a weekly 1e/BX mashup game, playing in a bi-weekly Castles and Crusades game. Occasionally run a BX Stonehell game for my daughter. Jump into online games here and there when I can. 


16. I don't care whether you use ascending or descending AC because: Oh, but I DO care.


17. The OSRest picture I could post on short notice


Friday, September 21, 2018

Let's Read Polyhedron: Issue 6

You can check out previous posts in this series HERE.

Ok, let's see if Polyhedron can bounce back from a weak issue 5.


So I dig the Boot Hill sort of cover.

In the letters section someone writes in about a religious group trying to ban D&D from their school. Ah, memories of the satanic panic. What is interesting is TSR replies here that if you need help with "these sorts of problems" to write to them with "Attention: Duke" on the envelope. Maybe I don't know my TSR lore as well as others, so if you know anything about "Duke" and if their job was just dealing with crazy moms 24/7, let me know.

Where I'm Coming From references TSR's acquisition of SPI. Notes from HQ mentions how to become a Top Secret game admin for the RPGA, and again plugs the RPGA belt buckles (I want one).

Part 3 of the Jake Jaquet interview is terminally boring. They talk about calling the mag Dragon instead of The Dragon. Jake likes basic D&D over AD&D. There is a little talk about how computers could eventually influence the hobby but nothing is particularly prescient or worth mentioning.

Notes for the Dungeon Master basically talks about complaints about "realism" in D&D, something that has always seemed kind of silly to me. It is game about, like, elves and dwarves and stuff. This issue is a bummer so far.

Mercifully, Jim Ward manages to give us something worth reading with some Gamma World items. The Weapons of the Ancients include things like a Crystal of Seeing (glorified telescope) and a Holarator (used to project holograms). The flavor here is good and at least it is gameable material.

Spelling Bee spends a lot of time talking about adjudicating illusion spells. Dispel Confusion covers thief armor (no studded leather allowed), monks wearing bracers of defense (they can, but wouldn't want to according to the author...yeah right), and then a question/answer that really struck me as odd.

Someone asks about to-hit rolls for monsters with just hp listed. With AD&D, I always just used the max level on the HD chart as the base (16+ for AD&D), but here they say to divide the total hp by 4.5 for the HD and extrapolate from there. This would make many monsters/gods even more powerful...to the point where there would never be a point in rolling anything. Did anyone play that way? Like a Tarrasque would be a 66+ HD creature. I'm no mathematician, but using this system with the AD&D charts, the THACO would be 0 around 23 HD....so yeah, 66 HD would be what, THACO -21? I know its a tough monster, but sheesh. Weird answer imo. I looked at BECMI, knowing it deals with very high levels, and a 35+ HD monster has a THACO of 1, which is much more sensible. In fact, from 25-35 HD, all monsters stay at THACO 2. Maybe they didn't think this one through before answering, but they probably killed a LOT of PCs in the wake of this answer. Hey wait, now it is growing on me.



There is a solitaire scenario for Fight in the Skies. A list of some RPGA charter members. Tips on how to run your own D&D tournaments. The issue ends with another "Nor" comic.

Another not-so-good issue. Maybe #7 will be better.

Sunday, September 16, 2018

Classic-Era Waterdeep Products to Use (and Avoid) with Dragon Heist

The D&D community is abuzz with excitement about the new Waterdeep module, Dragon Heist. Aside from maybe Curse of Strahd, there seems to be more chatter and anticipation surrounding this release than any other so far. There is already a steady stream of fan content coming out on the DM Guild site, but as Waterdeep is probably the most famous D&D city of all time (other than maybe the City of Greyhawk), DMs can also benefit from the classic-era products that came before. Here are a few to check out (and some to avoid).

CITY SYSTEM: HIGH USABILITY 



Known for its massive map collection of the city, the real strength of this set comes from its booklet. Filled with random tables and useful info to expand your campaign, this is in my opinion the #1 classic-era product for Dragon Heist DMs.


VOLO'S GUIDE TO WATERDEEP: HIGH USABILITY


The creative travel-guide presentation of this book serves it well, effectively humanizing (demihumanizing?) the city with flavorful entries. Compatibility with the City System map keys is a huge plus. Part of what makes this and the City System box so useful is that most of the material doesn't rely on then-current events.


FR1 WATERDEEP AND THE NORTH: MODERATE USABILITY


This was the Waterdeep bible for a while, and it is a good book. Much of it could find some use in your game, but a good portion is focused on then-current events. I am no Realms expert but I am pretty sure they have been like exploded and put back together a lot of times since this came out, and a lot of the NPCs have been dead and buried for years.


THE RUINS OF UNDERMOUNTAIN: LOW USABILITY


As I expect most Dragon Heist DMs will segue into the upcoming Dungeon of the Mad Mage, you can skip the original Undermountain. There is scant Waterdeep or Yawning Portal info to be found here.


FRE3 WATERDEEP: COMPLETELY USELESS



Don't be fooled by the title. This is one of the worst modules TSR ever released. This is a novel tie-in that makes the Dragonlance adventures look like sandboxes. The party doesn't even get railroaded to Waterdeep until towards the end. A couple of generic floor plans are all you might find useful in this turd.

Note: I don't own the City of Splendors box set, so I didn't feel comfortable recommending it. From what I understand, it reprints a lot of FR1 and the City System, so I never felt the need to seek a copy out. That said, it could be another good option, just keep in mind it might overlap a lot with other products.

Monday, September 10, 2018

With Friends Like These...



Gygax's The Village of Hommlet is widely regarded as one of the greatest intro adventures for D&D and for good reason. It is the template for thousands of adventures that followed, with its manageable "home base", down-the-road dungeon, and campaign-starter plot. One of the great things that doesn't get mentioned a lot is how it introduces several NPCs that are there just to befriend, then betray the players. This kind of diabolical double-crossing is highly effective when not overused, and can give campaigns a real cinematic quality, with a-ha moments and unexpected reveals. Here are a couple of other ways I have used friends and former allies against the PCs.

RISE OF THE MEATSHIELDS

It is not surprising that the 1e DMG spends so much time discussing the morale and treatment of henchmen and hirelings. After all, the term "meatshield" isn't exactly loving, and it reveals a long history of shoddy treatment.  How much abuse are they supposed to take? How many of their friends do they need to see die before they have mutiny on their minds? A well timed revolt can prove a disastrous reminder to the PCs that their actions have consequences. Henchmen can hold grudges just as easy as the villains of a campaign. This won't be appropriate for some tables, but if you have a group of players that flippantly churn through henchmen like butter, it could be a fun twist. They know the patterns and weaknesses of the PCs, and as the song says they "work hard for the money so you better treat [them] right". Their family members may also have revenge on their minds for lost loved ones; this can even allow for long-term plotting against PCs over years of game time.

I KNEW I RECOGNIZED THAT GUY

Undead are the gift that keeps on giving, especially when they kill PCs. PCs killed by undead will often rise again as undead themselves. Some very memorable encounters have happened in my games over the years when the party encounters a fallen comrade. This doesn't have to be driven solely as a combat challenge; you can play up the drama of seeing an old friend literally falling apart, or depending on the tone of your campaign, it could even be milked for comedy. Never let a dead PC go to waste.



Have you ever done anything similar in your games?


Sunday, August 12, 2018

Review: The Blasphemous Roster

So today I am reviewing The Blasphemous Roster by Michael Raston with Ben L and Trent B. The layout is by Luke Gearing.



So, Raston's home game is set in and around a sprawling, aged, and corrupt city called Infinigrad. The city is filled with competing Guilds that hire "Guild Dogs" to do their bidding. What this book does is give you tons of random tables to create the Guilds and generate missions for PCs to attempt for them.

The first thing that jumps out when looking at this is the layout. The layout feels like the DIY punk and skate zines of my previous life, with tons of public domain images presented collage-style throughout. It feels very much at home within the current OSR zine scene.



The table content is varied and interesting. The tone itself is on the weird and dark side, with a hint of gonzo. The adventure generator is particularly strong, offering tables for the target of the job, what the Guilds want done with it, the location of said target, the danger to be found there, and finally the reward. Let's try one.

Let's see what that Guild of maniacs wants this time. Hmmm...they want us to find this mad scientist sort of dude. Apparently he needs to be "revived or resuscitated", so who knows what the hell happened to him. We are given a lead about some sleazy flooded bathhouse. Ah, perhaps he drowned? This all sounds dangerous, even for us, but the Guild is promising us a tamed monster for our troubles. We're in!

Man, I sure do enjoy rolling on random tables.

I would recommend this to folks that are into OSR zines and random tables. You know who you are. There is enough content here to generate a lot of gaming material. I think I will enjoy this most in the printed format, as that will allow for easy flipping from table to table, and seems to me more suitable given the zine feel of the product. I can't say as to whether the layout will be for everyone, but I like it. Another thing that was cool about reading through this was getting to peek into someone else's campaign. The setting is very gameable, and the Guild device, while not wholly original, provides an endless stream of adventures for PCs. I would be interested in seeing other Infinigrad supplements that reveal more about the setting.

Check The Blasphemous Roster out in pdf HERE and in print HERE!

Sunday, July 1, 2018

Let's Read Polyhedron: Issue #5



If you would like to read other entries in this series, click HERE.

Issue #5 follows the pattern of the other early Polyhedrons, with the main feature being an interview. In this issue we have part 2 with then-Dragon editor/publisher Jake Jaquet. Unfortunately, the substance is not all that compelling, mainly dealing with RPGA membership info and Dragon mag not being a "house organ". No really interesting tidbits. He badmouths the Fiend Folio a little bit.

The art throughout is hit or miss, with a recycled Tramp image and a cover with some super shiny helmets going on.

There is a plug for a TSR belt buckle I wish I owned. Talk of the R series modules being late.

Notes for the DM has tips on balancing encounters vs the number encountered roll. Some readers offer sadistic ways to kill PCs, such as ten foot pole mimics.

The Round Table recaps some tournament play from GenCon XIV. Dispel Confusion clarifies some rules. Dragon breath does damage equal to starting hp in AD&D, current hp in Basic. Saddlebag carrying capacity. Enlarge spell info. Bag of Tricks offers a few tips from readers, none of which are really worth noting. Crappy issue so far.

Spelling Bee reprints a couple of spells from Against the Giants, "Crystalbrittle" and "Energy Drain". Crystalbrittle turns metal into fragile crystal, which is ok, but for a 9th level spell it is awful, especially since it is 9 segments and you need to touch the item.

We get some tips on mini painting, some cryptogram puzzles, and a list of RPGA charter members. A Top Secret gadget contest and Gamma World art contest are mentioned.

The issue mercifully ends with a Nor comic in which nothing happens.

Probably the worst issue yet, they can only get better from here!






Saturday, August 26, 2017

Let's Read Polyhedron: Issue 4


If you would like to read the other posts in this series, click here.

Wow, it is has been forever since I blogged. It is what it is. Today we look at Polyhedron #4. This issue is not dated, but must have come out sometime in early 82'. This issue is notable as it is the first issue to reveal the title "Polyhedron", still one of the great RPG mag names. A gent named Bill Huber won the contest to name it, and received a 2 year RPGA membership and a choice of RPGA module. Other possible names mentioned included "Quasit" and "Readings Gathered for Personality Assimilation". Wow.

So there is a cool Top Secret sort of Larry Elmore cover. Very 70s/early 80s, and I can picture the dude with a suitcase full of cocaine.

The letters section contains one from Gygax, who would often write letters to various TSR mags. Here he references the prior Jim Ward interviews and mentions the somewhat familiar story of how they met. Gygax basically noticed some of Ward's Appendix N-era books and invited him to play some games.

Mentzer's editorial mentions possibly producing AD&D posters of the core books, some notes on the AD&D tourney at Gen Con, and Gygax's yet-to-be-published cantrips for AD&D.

The majority of the issue is part one of an interview with Dragon editor/publisher Jake Jaquet. Just like previous issues, the interview is the highlight. It is great to read old interviews as they aren't really colored by the passage of time, and the answers, while undoubtedly tinged with a bit of marketing-speak, generally feel more accurate that interviews 30 to 40 years after the fact. Anyway, Jaquet talks about how he got the job and his philosophy for the mag.

Jaquet and moustache


The most interesting stuff comes as they start talking about Gamma World. Jaquet states that Gamma World came about from a series of anonymous notes, then simply titled "Mutant", given to him by Tim Kask to edit into something comprehensible. He and Jim Ward then worked on them, adding a bunch of ideas from Metamorphosis Alpha. The interview goes into some depth about the development of the game, what he would change if he was doing it all over again, and the ideas they had to expand it (that were never realized). I wonder how much truth there is to the anonymous piece; I always just assumed Jim Ward came up with it, although I admit I have never bothered researching it in any depth. Anyway, very interesting. The Jaquet interview will be continued over the next couple of issues.

There is a short piece by Don Turnbull extolling his love for illusionists.

Spelling Bee goes into detail about the fireball spell and lightning bolt, and the dangers of using them in dungeons.

Notes for the Dungeon Master offers a few trick and trap ideas, none of which are particularly intriguing, although the author does recommend using "THAC0", which I know was around long before 2e but here is implied to have been in wide use since at least 82'.

Dispel Confusion tackles the Wall of Force spell, holy water uses, and ways to learn spells if you blew your "chance to know" check.

Basically Speaking is a short article that aims to help new players. Very basic info such as dice notations, etc, and key pages of the Moldvay rulebook.

There are a few notes on upcoming RPGA events, then the mag ends with the first installment of the comic "Nor", in which a spaceship crash lands on a typical faux Middle Ages fantasy world.



That's it for this issue! I will try to do these more often.






Wednesday, December 7, 2016

Classic Fourthcore Adventures Now Available On DriveThru!




I posted a while back about how the Fourthcore crew had written the best 3rd party 5e adventure in existence. This is still the case. They now have all of the classic Fourthcore products up for free or pay-what-you-want. These were the height of 4e design; deadly, old-school, challenging modules that broke the rigid 4e mold and killed an awful lot of characters. Even if you never got into 4e, you owe it to yourself to check them out.

CLICK HERE!

Friday, December 2, 2016

Secret Santicore 2015

So the entries from last year's Secret Santicore are trickling out. Unfortunately, it doesn't look like there will be a compilation pdf this year. I can understand why; it is a ton of work. Honestly I am just thankful to be able to start seeing what folks did. I will probably compile my own personal pdf at some point. EDIT: I just heard that a compilation for last year's submissions is underway and that they just wanted to get it out via blog for the time being. That is GREAT NEWS!

Anyway, I thought I would post a pdf of my entry. It is pretty silly, but overall I am pleased with the spirit of the thing. My request was:

"I request a selection of very British magic items from various layers of the social strata. Artifacts of dubious merit with downsides to balance out upsides preferred."

SEE WHAT I DID HERE




Tuesday, March 22, 2016

A 5e Must-Buy: Fortress of the Ur-Mage

"The Ur-Mage opens the doors of his Fortress once each decade, allowing the heroes and demigods of the realm to enter."



With the advent of the 5e SRD and DMs Guild, the 3rd party floodgates have been opened. There was already a ton of stuff coming out anyway, but in the scant few months that DMs Guild has been up, there are over 1000 3rd party offerings on that site alone already, with more being added every day. It is probably impossible to read it all, and keeping track of even the adventures seems like a full-time job (but thank you Merric!).

Anyway, how does one sift through all of this to find worthwhile products? For every interesting idea, safe bet, and no-brainer, there are one hundred or more complete and total mysteries, abject failures, and gross money-grabs. 

Well, I can at least point you to one product that I consider the first true 5e 3rd party "must-buy" that I have encountered. Don't get me wrong, there is plenty of good stuff out there, but there is only one offering so far that I really think DMs should rush and buy immediately. And that would be Fortress of the Ur-Mage

From some of the minds that brought you 4thcore, this "tournament deathtrap dungeon" carries on their rich tradition of turning system assumptions upside down, shaking them, throttling them, then curb-stomping them into oblivion.

This is not an adventure made to gently insert into a campaign. This is a one-shot meant to test the mettle of even the most experienced players. This can be run in a tournament setting, with multiple tables attempting the dungeon at once, or with a single group. The party or parties score points based on how much they accomplish. You know that annoying thing where it is hard to gauge how long a one-shot might take? You won't experience that here. After five hours of play, finished or not, "a horde of summoned Spectral Death Knight Cavaliers atop fleshless horses" gallop through and slaughter the party. Kinky. Determined parties will want to try again and again to reach the final chamber.



This adventure is filled with all of the trappings we have come to expect from the 4thcore crew: fantastically grim set-piece encounters, a myriad of cruel and creative monsters, powerful and interesting magic items, and killer cartography and artwork. I was so pleased to see that the legendary Crypt Thing, Robert Waluchow, had done the maps and art for this. He is a great talent.

This thing comes with everything you need to get right to it: pregens, handouts, magic item cards, everything. Priced at a mere $6.66 (!), the value of what you get here puts a lot of 5e pricing to absolute shame.

If you are looking to run an event at a convention or if you have a group of seasoned players that think they have seen it all, you owe it to them to grind their bones into powder with this module.
Published by "DDE Adventures", it is unclear what future 5e plans these demented souls have in store for us, but follow them HERE to find out.







Saturday, January 23, 2016

Review: Tales From The Game Tavern #2

A while back I posted about how we are living in the golden age of the RPG zine, and the passing of time has only reinforced this view. It seems a week doesn't go by without some awesome new zine coming out.

I have been a fan of Grand DM's excellent Ultanya blog for quite some time, and it is great to see that he has thrown his hat into the zine ring. Today I thought I would take a look at issue #2 of Tales From The Game Tavern.


This is a holiday themed issue, but what with all the blizzards and snow going on, it still seems timely. There is a good bit of content for the price, with 28 pages of material (not including the cover). I enjoyed the variety, as you get class material, items, monster stuff, an adventure, as well as a recipe (!) in one issue.

Some of the material focuses around Krampus, which is nice and gameable. Highlights of the issue for me are a very nice hex crawl adventure, and "Krampusnacht Curios", some flavorful items that tykes might find in their shoes. These are minor enchanted items that eventually lose their powers; I like introducing things like that into my games, as they encourage use and do not affect long-term game balance.

An example of the high quality of the layout 

There is a "roast beast" soup recipe, the term taken from The Grinch that Stole Christmas, which I found a nice touch. It calls for a "turkey carcass". Yum...carcass!

This is a very creative and welcome addition to the burgeoning OSR zine scene. The stats provided are loose and generic, and thus fitting for any OSR game. Pick up one yourself and check back frequently at Ultanya to grab past and future issues.