Tabletop Gaming Feeds

The Mists Creep In - 'Of Gods & Monsters', James Ward's Tainted Lands, and The Role Of The Divine

Swords & Stitchery - Mon, 09/20/2021 - 16:38
" Mythic epics are the driving force behind fantasy role playing games! Castles & Crusades is no exception. Here for the first time C&C branches out into the ether and brings you OF Gods & Monsters a book we guarantee you’ll want and use. Written by James M. Ward this book stands along side the Monsters & Treasure as a tremendous resource for adventure and fun.""James M. Ward returns to a subjectNeedles
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The Tainted Lands & The Vampire Queens of Europe Campaign Set Up Using Old School Resources

Swords & Stitchery - Sun, 09/19/2021 - 17:54
 So its been a long while since we've cracked the spines of classic Castles & Crusades & old school supplements with Halloween rolling around the corner. I've been looking into possibly running a Bruce Campbell Vs The Army of Darkness meets Vampire Hunter D Bloodlust hence my grabbing James Ward's Tainted Lands last night. The mists of the Tainted Lands have coming rolling across Middle Ages Needles
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Reviews & Commentary A Groats-worth of Grotesques From The Skull as a Complete Gentleman Co By G. Edward Patterson III For Your Old School Campaigns

Swords & Stitchery - Sat, 09/18/2021 - 20:23
" Being a SYSTEM-AGNOSTIC Role Playing supplemental treatise ON MONSTERS; which is to say a BESTIARY for your Tabletop Games of Fantasy. Styled in the manner of the Baroque Period; a Curiosity Cabinet of Creatures for enlivening the table!""The over 100 entries were gathered out of sundy authors, philosophers, physicians, and poets; sacred and profane. The illustrations are collages of diverse Needles
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Final Cards Have Arrived

The Splintered Realm - Sat, 09/18/2021 - 17:25

It took about two weeks, but the third draft of the deck of Shakespeare Deathmatch came in - and the cards are perfect! I'm so happy with the printing, and I finally banished all of the little layout gremlins that were messing with the cards. I'm going to go through to dot I's and cross T's on the DriveThru site, and the cards should be up for sale in a few hours. I can't wait for people to start playing this game. 

By the way, I recommend the hard plastic box for an extra dollar - totally worth it.

First impressions of 'The Adventurers Spellbook' PDF For Castles & Crusades Rpg

Swords & Stitchery - Sat, 09/18/2021 - 06:19
 Just recieved my copy of the 'The Adventurers Spellbook' pdf  from Troll Lord Games Kickstarter & my first impressions on the book start now. 'The Adventurers Spellbook'  is massive clocking in at two hundred & fifty eight pages of Castles & Crusades spell goodness. Why is this book so massive?! Well, 'The Adventurers Spellbook' is a compilation of the spells scattered across a number of Castle Needles
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Immortality Inc., Eldritch Wizardry, & Godbound rpg 'Its The End of Earth As You Don't Know It' Play Session Report 10

Swords & Stitchery - Fri, 09/17/2021 - 18:10
 D&D Supplement III: Eldritch Wizardry (1976), by Gary Gygax & Brian Blume, is the third of four supplements for the OD&D game. It was published in May 1976. This book represents one of the backbones of my Godbound campaign that's been on going on & off now for three or so years. The appearance of an immortal of Entropy & Chaos has signaled the possible death kneel of an Earth across space & timeNeedles
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The Tournament Adventure That Tested My Limits as a DM

DM David - Thu, 09/16/2021 - 12:09

For tier 2 of my Dungeons & Dragons weekend, I ran Necropolis of the Mailed Fist, billed as a “punishing one-session tournament dungeon designed for four 8th‑level 5th Edition characters.” My group relishes punishing tournament D&D games and once made the annual D&D open championships the center of our gaming year, so the Necropolis seemed tailor made. See Why the awesome Dungeons & Dragons Championship should return.

Necropolis author Sersa Victory specializes in tournament-style deathtraps flavored like the concentrated essence of every graveyard-and-murder-themed heavy metal album cover. The Necropolis delivers. In the first room, one character had his eyes torn out. The adventure includes a creature called a constellation of living spheres of annihilation. For the right audience it works brilliantly, and I ran it for the right crowd.

That said, because every room includes a page or two of connected puzzles, traps, and monsters, I often found running the adventure taxing. As I flipped pages, I sometimes worried that I failed to keep the fast pace needed for maximum engagement. Confession time: I love encounters with more in play than monsters to kill, but this adventure layers so much into every scene that I wished for a bit less. I feel so ashamed. A more measured approach to heaping punishment would have limited the simultaneous moving parts that demand a DM’s attention.

Later in the weekend, when I ran a tier 4 adventure of my own making, I took the lesson to heart and eliminated some complicating elements from an encounter that hardly seemed to need the filigree.

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Heroes of Wargaming Games Workshop & Empire of the Petal Throne rpg- More Metamorphosis Alpha rpg - Slow Boat Generational Ships Observations

Swords & Stitchery - Thu, 09/16/2021 - 11:41
 Let's return to Empire of the Petal Throne rpg's enemies of mankind, way back in April of 2021 we covered 'Heroes of Wargaming'. And there's an interesting observation from the Hobglobinry blog from 2018 entitled,' The qhal and the Slann. Or: did CJ Cherryh invent the Old World?' Hmmm. No, I don't think she did because of one of the comments of JC; "Tekumel was probably an influence on Lustria Needles
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Design Structure of D&D Basic on One Page A4 ... or is it?

The Disoriented Ranger - Thu, 09/16/2021 - 06:50

Among other things, I'm working on The be67 Supplement. As the name on the tin says, it's not a complete set of rules, which was a difficult decision to make ... Can you play this without knowing D&D Basic or Labyrinth Lord or any of the other clones? I'm not sure. So to be on the safe side, I decided to go with the supplement approach. For that I felt it necessary to give the reader an designer's approach to tinkering with D&D by explaining what all the pieces are and how they work together. What's more, I wanted all that on a double page A5. It's ... a tall order, I guess. Still gave it a shot, and I'm reasonably happy with it. However, I wanted some eyes on this, so here we are. What do you guys think?

Well ... not saying it's not. [source]

Basic D&D and Labyrinth Lord, Quick and Dirty

This is the general overview of the elements that make the game. Knowingthis (and knowing LL or D&D Basic)will help you understand what we did here andwhere we deviate. How that comes together and how it plays will be explained in the subsequentpages of this supplement. So, buckle up.

What kind of game?

Role-playing games, as we understand them in the context of the original game, are about telling fantastic stories with a specific set of rules that allow a group of PLAYERSnarrating setting-specific roles, with the game system and a GAMEMASTER(GM or Labyrinth Lord or Dungeon Master) providing the stage, feedback and rulingsfor their actions. The GM is considered to be the final arbiter in the game.

The interplay between players and GMcreates an ongoing story while the system offers tools to specify and resolve turning points in said story, usually by using an assortment of dice and with the system output shaping the narrative in a way that produces a very specific playing experience.

What kind of playing experience?

System and GM provide SETTING, STAGEand OPTIONShow to interact with all that. Stagemeans a basic set-up what kind of story is offered in the greater context of the setting. Classically, we are speaking of some sort of fantasy world filled with wonder and magic and monsters, with the stage being anything from a town for adventurers exploring dungeons for fame and glory to the chance to play political intrigue on a king’s court. A starting point like that is usually aimed to result in a collection of ADVENTURESthat sums up to what is called a CAMPAIGN.

With the stage set like that, players will chose the CHARACTERS(the “roles”) they want to use to explore their possibilities. This is considered a team effort, as the originalgame doesn’t allow all tools for every role, but instead different facets of the whole for different roles. That distinction is called CLASSES. The classes available are heroes one would expect in the gaming world (or setting), like archetypes of a sort.

To simulate growth for classes, characters collect EXPERIENCE. Experience is a measure of the success the characters have in their adventures and the players’ skill. Experience is collected in points (EXPERIENCE POINTSor XP) and character growth occurs in stages. With reaching a certain point limit, characters gain what is called a LEVEL (they LEVEL-UP). Each level-up comes with certain benefits that give a character more powerful tools to overcome the challenges GM and system are proposing in a campaign.

The core gaming experience, then, is about playing specific characters in an on-goingcampaign while using the tools available to the group to interact with the storyin order to gain XP and levels utilizing dice and wits againstanadjusting and intelligentopposition in form of the GM and the system.

What game tools, then?

The tools available to characters generally are expressed in abstract values andfall into four categories: active, passive, intermediate and special. Active tools interact, passive tools react, intermediate have qualities of both or are derived from the first twoand special is everything else (for instance class-relatedabilities).

The active valuesare called ATTRIBUTESand comprise of the physical (STRENGTH, DEXTERITY, CONSTITUTION)and mental (INTELLIGENCE, WISDOM, CHARISMA)capacities ofa character.

Attributes are expressed in numbers between 3 (low) and 18 (high) and give a basic understanding of how a character measures against other characters or the gaming world. It also shows strengths and weaknesses a character has, with high values giving bonuses and low ones giving penalties (usually range from-4 to +4).

The main passive values are called SAVING THROWS, classically comprisedof BREATH ATTACKS, POISON or DEATH, PETRIFY or PARALYZE, WANDS as well asSPELLS or SPELL-LIKE DEVICES.

They mirror the attributes but map more the gaming world than representing individual characters. Attributes deviate between characters but remain static as the character grows. Saving throwschange depending on class and level but aren’t individualized between characters.

Intermediate tools are HIT POINTS (HP), which give a measure of a character’s life force, ARMOR CLASS (AC), which measures how well a character is protected against harm, and an ATTACK VALUE, which shows the chances a character has to hit successfullyagainst an AC. All intermediate tools are decided by class, change as characters gain levels and are modified by attribute bonuses.

Special tools can be anything from THIEVES SKILLS to SPELLS and MAGIC ITEMS classes or characters might have access to. They are usually very specific and give classes or characters some depth or flavor. DM TOOLS(like MORALE of non-player entities, e.g.) also fall into this last category and differ greatly between between editions and variants.


And that's that. If the rules variants and additions in the supplement follow up on this scheme, would the understanding of it (and the original game, of course) add to the reading/playing experience? Is it necessary at all? And is it "complete", as in, did I succeed? Please, help a guy out, if you can :)


In other news,  you can check out a free preview of the Ø2\\'3|| (that rpg I published) right here (or go and check out the first reviews here). This will be with the general populace for a little while now, but we will do some sales in the near future, of course. If you are in Europe, I'd put this on hold for a bit (wishlist it, or something). OBS still prints in the UK and since that isn't Europe anymore, tolls are mandated. No one needs those extra costs. They are working on the problem, and I'll do a happy sale as soon as they switch printers ...

If you already checked it out, please know that I appreciate you :) It'll certainly help to keep the lights on here ...

Just look at that beauty ...

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Autumn Nocturn - The D&D Rules Cyclopedia (Basic), Nightshift Veterans Supernatural Wars, & The Invisible College rpg

Swords & Stitchery - Wed, 09/15/2021 - 18:52
 Over the past twenty four hours or so my brain has been wracked to start putting my mind set in the fact that Autumn is offically starting. Here in the Connecticut Autumn started a lot sooner & its got me in the mind of Horror specifically B/X OSR Horror gaming. And the one book that I turn to frequently here is the D&D Rules Cyclopedia (Basic). This blog post goes back to this one here. If the Needles
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Don't Touch That Dial - Neon Lords of the Toxic Wasteland rpg - 'The Carcosa Slaughter Tour ' Session report one

Swords & Stitchery - Tue, 09/14/2021 - 17:39
 The group of adventurers were looking long & low in the tooth. Even Skuzz the neon mohawked mutie  warrior  was looking a bit haphazardly. The party of adventurers had been fighting almost none stop for three days across the wasteland. Narrowly escaping several cults that wanted to sacrifice them to alien gods and god knows what else. St. Stallone the cyborg knight was getting a bit fried. 'Needles
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Why Does Rime of the Frostmaiden Have Just One Magic Weapon?

DM David - Tue, 09/14/2021 - 12:15

Spoilers for magic items in Rime of the Frostmaiden.

As written, Rime of the Frostmaiden includes a typical number of magic items, but only one useful magic weapon, a +2 trident. That count excludes the Berserker Axe, which attaches a harsh curse, and 6 laser rifles, which I don’t count as magic. Some players will relish letting their rogues and rangers become raygun-blasting snipers, but many players, including those with greatsword-wielding barbarians, may not fancy where a laser rifle steers their character.

Dunegon masters can change the adventure’s loot to fit their players, and you, I, and the designers all know it. Surely though, the lack of magic weapons comes by design, from a choice the authors made because they felt it enhanced the adventure.

What motivated this choice?

The stinginess reinforces the scarcity and struggle that sets the adventure’s early tone. ThinkDM writes, “It’s meant to convey desolation at the surface level of Icewind Dale, literally and figuratively. This sets a contrast to the high magic stuff happening later in the adventure.”

The adventure mainly avoids granting magic items that only suit a particular class or character, favoring wondrous items, protective items, and even a wand of magic missiles that any character can use. This avoids the awkward moment when the party finds a +2 longsword even though everyone wants a rapier. (DM hint: When you announce the find to that party, pronounce “longsword” as “rapier.”)

D&D’s fifth edition design aims to play fine without magic items, but a lack of magic weapons weakens fighters, rangers, and rogues against creatures resistant to bludgeoning, piercing, and slashing from non-magical attacks. Every character suffers moments like when the fireball-blasting sorcerer enters the forge of salamanders. However, the game makes creatures resistant to non-magic weapons common enough to lead the designers to give monks and druids fist and claw attacks that count as magic. The D&D Adventurers League gives out magic weapons to any fifth-level character who wants one. This avoids both penalizing the classes that need them and the awkward moments when a group finds the wrong type of magic sword.

In Frostmaiden, a certain infestation of vampires could overwhelm a party without magic weapons. At best, that barbarian spends a night feeling ineffective. Hope you found a laser rifle.

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Adapted From Godzilla The Series Season One Episode ' Freeze ' For Cepheus Atom & Those Old School 2d6 Science Fantasy Role Playing Campaign

Swords & Stitchery - Tue, 09/14/2021 - 06:27
 First discovered by the Nazi Anartica expediation of 1938 when they established contact with several alien species in the polar regions. And they also discovered the Ice borers a species of mutated Kuiju mole rats with very specia mutations. The ice borer species uses a specialized organ on the top of their heads to rapidly heat the surrounding air & burrow through the ice, snow, and slush of Needles
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Empire of the Petal Throne rpg & Metamorphosis Alpha rpg - From Ares Section Dragon issue #101 'The Man Machines of Gamma World' By James Ward & Rudy Raupp

Swords & Stitchery - Mon, 09/13/2021 - 20:16
" I have never written an MA adventure like this one before. In the fourth version of the MA rules I presented a storyline where the ship runs into an invisible asteroid filled with mushroom and crystal life forms. That storyline has always needed a transition piece that ties the starship Warden into the asteroid. This is that adventure. Take any of your characters from pure strain humans to Needles
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Here’s the A5E Tarrasque!

Blog of Holding - Mon, 09/13/2021 - 18:04

I want to show you the biggest, toughest monster in the Advanced 5E Monstrous Menagerie: the tarrasque.

The original 5E (O5E) tarrasque is – maybe not a pushover – but vulnerable against fairly low-level parties, especially compared to the tarrasque of earlier editions. For instance, since it has no regeneration and no ranged attack, it can be soloed by a level 1 aarakocra cleric with Sacred Flame. Silly exploits aside, I just don’t think it has a chance of standing up to an optimized level 20 party… and if the tarrasque can’t, no one can.

Enter the Monstrous Menagerie tarrasque.

Click to expand



Click to expand

I’m hoping this is the definitive 5e tarrasque.

The MoMe tarrasque is elite, which is a mythic-like class of monster in the MoMe which is as hard to defeat as two monsters of its Challenge Rating – in other words, as tough as two standard O5e tarrasques. According to my much more ambitious encounter calculations (which are also in the Monstrous Menagerie), this is just at the edge of what a level 20 party can accomplish. If you can trivially beat this tarrasque at lower level, I’d like to hear about it!

This tarrasque is designed to be a two-stage fight – where the second stage is optional.

Stage one is fairly similar to fighting the original tarrasque. It’s a bit tougher than the original – for instance, it has a recharge 5-6 Godzilla-like breath weapon that can drop many characters in one hit (though that’s not usually a problem at level 20), and it has an ability that allows it to knock flying creatures in a 300-foot radius out of the sky, including that pesky level 1 aarakocra cleric.

Once you’ve dealt around 600 points of damage – around the same as the O5E tarrasque’s hit points – the tarrasque has had enough. It turns around and retreats. You’ve saved the city and won the day!

Here’s where you can choose to make things harder on yourself. If you try to finish off the tarrasque while it’s wounded, you enter Stage 2 of the battle. And remember, you brought this on yourself.

In stage 2:
-It has another 600 hit points.
-It regenerates 50 points a round.
-That breath weapon that the tarrasque could use instead of its regular attacks, if it rolled a 5-6? It can now do every turn, along with its other attacks.
-It can only be killed by the use of a wish spell while it’s at 0 hit points.

In other words, defeating a tarrasque is still within the realm of possibility for, say, a well-equipped group of 16th level characters. Killing the beast is very much a stretch goal.

Speaking of stretch goals: You can get the Monstrous Menagerie via the A5e Kickstarter! Sign up for it now.

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Mail Call & Quick Review of Zozer Games Hostile Setting Book Redesign

Swords & Stitchery - Mon, 09/13/2021 - 17:16
Things are up to Lulu's usual packing standards & that right there pisses me off but fortunately we're not in the New England Winter weather.. yet. Say what you want about Troll Lord Games but they package their stuff right. The revised  Hostile rpg setting book arrived from Lulu & its glorious colour. This is a from the ground up redesign & it shows in the product. The graphics are great, the Needles
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OSR Review & Commentary On Stars Without Number Rpg - Dresdner Multipurpose Corvette For Your Old School Science Fiction Campaigns

Swords & Stitchery - Mon, 09/13/2021 - 03:23
 ANGRY GOLEM GAMES has been providing star ships & sci fi rpg supplies for a number of years including the latest one that we'll be covering the Dresdner Multipurpose Corvette. This is three level starship with NPC's, adventure seeds, & more. So for my own 'After The Fall of Mankind' campaign I've been looking for other OSR resources. This brings up  the Dresdner Multipurpose Corvette which is a Needles
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[REVIEW] Temple of 1000 Swords

Beyond Fomalhaut - Sun, 09/12/2021 - 19:33

Temple of 1000 SwordsTemple of 1000 Swords (2021)

by Brad Kerr


3rd level

Temple of 1000 Swords is a 24-page dungeon adventure with 19 keyed locations, and a heavy sword theme. How heavy? More swords than you can stake a stick at, and that’s a sword-shaped stick with another hidden sword in it. The temple of Gladio, God of Swords, is overflowing with a myriad swords; they have been collected into enormous piles and mounts, swept to the sides of the corridors, flung into watery caverns, and just scattered here and there. Furthermore, as seen on the cover, parts of it are based on the tarot; and if that would not be enough, the temple dungeon is split between two rival factions, a band of mermenfolk and the platypus-based humanoid drukks fighting their age-old battle through the temple corridors. There is a strong weirdo energy to the module; it is absurd, but it is a working absurdity, just on the dividing line between the plausible and the ludicrous. It is wickedly funny.

Most everything is smooth and polished. Brad Kerr understands adventure writing. The booklet is finely balanced between the utilitarian and the flavourful. Information is placed at your fingertips; cross-references are impeccable, and there are helpful notes to help you understand and run the scenario. “Accessibility” is sometimes overdone (this seems to be a problem with official Old School Essential modules), but here, it is just right.

And the content is strong. Random encounters introduce interesting variations on the “it attacks” theme: a gelatinous cube full of swords, a “tumble-weed” of amassed swords rolling towards the party, or the aftermath of a bloody battle. There is a special magic sword broken into nine parts (appropriately called “The Nine of Swords”) to track down and reassemble. Above all, a 1d100 table of weird swords you can find if the party starts searching random sword piles for something interesting. Since Gladio can turn anything into a sword, this could be anything, including (taking five random rolls) a tin sword, a scissors sword, a star-shaped triple sword, a fishing rod sword, or a ceramic sword. This strange table is the sort of thing in a module that takes up relatively little real estate, but like Tegel Manor’s portrait gallery, adds an entire new layer to the exploration process.

The temple rooms are populated by two interesting factions of utter idiots. The drukks are bloody, short-tempered platypus-man brutes. The mermaid queen is an unhinged, vainglorious fool who offers to marry anyone who can bets her in combat. This is a great way to encourage player initiative: make the enemies dangerous, but with wide open flaws to be exploited and turned to your advantage. Elsewhere, there are ample opportunities for strange discoveries and interacting with dungeon denizens, including the dead, the damned, and a living god who is surely played by Brian Blessed, and whose “sole concern is that people kill each other with swords.” Gladio is a dick, and he is great.

Not quite the Temple of
1000 Corridors, is it.The whole module is a riot, and a springboard for further adventures. All good. Except... Why does an otherwise excellent module I have only praised so far receive three stars instead of an upper four? There is a flaw running through the scenario, and this flaw is the map. Yes, it is a map with multiple branching routes, interesting secret passages, and water (an under-utilised feature). But it is too small for what it is trying to do; basically a central dungeon loop with minor appendages attached to it. There are consequences. The random encounters make little sense, because it is a small, compressed space which is all keyed and populated with encounters. There is insufficient room for the random critters to come from, to retreat to, or to ambush a surprised group. There are two factions who have supposedly been waging bloody war against each other for several years, but these are pipsqueak groups (4d6+3 mermen vs. some 3d4+6 drukks altogether), and they live right across each other with only a corridor to separate them. Some battleground! Imagine Red Nails playing out in a small college dorm, and you get the idea:

“’Aye, she went willingly enough. Tolkemec, to spite Xotalanc, aided Tecuhltli. Xotalanc demanded that she be given back to him, and the council of the tribe decided that the matter should be left to the woman. She chose to remain with Tecuhltli. In wrath Xotalanc sought to take her back by force, and the retainers of the brothers came to blows in the Great Hall. There was much bitterness. Blood was shed on both sides. The quarrel became a feud, the feud an open war. From the welter three factions emerged – Tecuhltli, Xotalanc, and Tolkemec. Already, in the days of peace, they had divided the city between them.’

‘And where might these men be found’, growled the Cimmerian with his mouth full.

‘See that door on the left, barbarian? That 30’ by 20’ chamber be Xotalanc territory. And that 10’ by 10’ storage closet yonder, there dwells Tolkemec, the Dark Shadow! Beware his coming!’”

It lacks a certain oomph, don’t you think?

What Temple of 1000 Swords needs is room to breathe, to have grandiose empty halls and convoluted corridors separating its 19 main encounter areas. It needs to be a real dungeon in the old-school sense. Consider the following: if you extended the map to about three or four times the size, made it much more maze-like, and inserted 30-40 empty rooms, meandering hallways, chokepoints, bypasses,  and secret passages, now you would have something. You could have drukk and merman factions with reserves of 50-70 warriors each, duking it out. You could have long stretches of space where random encounters can happen. You could have a general dungeon texture to be navigated and where discovering a “special” area is a meaningful find. Let the sword generation / random encounter table take care of the rest! And you could have room for a range of player decisions. Now that would be a kickass module (and if you redraw the map yourself, it will be).

Temple of 1000 Swords is an absurd idea taken to its logical conclusions, an inspired shitpost in module form. I find it genuinely funny, and mostly well done, but the map is a letdown. This problem is, of course, a malaise: 5e and other modern editions feature so small dungeons that vast underground spaces are a forgotten art even in old-school gaming. The use of empty spaces, especially, is under-utilised. (Yes, I am as guilty of overkeying my dungeons as other people.) Nevertheless, the point stands: the map matters, and here, Temple of 1000 Swords could use much, much improvement.

This module credits its playtesters, and has a nice special thanks section to boot. Classy!

Rating: *** / *****

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Expanding Horizons - Using X6 Quadmire by Merle M. Rasmussen To Expand Your Old School Campaigns

Swords & Stitchery - Sun, 09/12/2021 - 06:22
 If you've been following last blog entry here  Then you know about the fact that our heroes have stumbled upon a world where the remains of a post apocalyptic  Florida hold  the Minrothad Guilds  Bruce Nesmith's X7 The War Rafts of Kron. But what you night not know is the fact that the seas surrounding the X7 are actually the seas of Dread. That's right those Seas of Dread from X1 Isle of Dread.Needles
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