Tabletop Gaming Feeds

Review & Commentary On Cha'alt By Venger Satanis For OSR Games, D20 Crimson Dragon Slayer, & D&D fifth edition

Swords & Stitchery - Sat, 08/03/2019 - 07:26
"Cha'lt is  a campaign setting  &  megadungeon called Cha'alt.  It's gonzo, eldritch, post-apocalyptic science-fantasy, and about 218  pages geared to both the OSR and 5e D&D audience." I was sent a copy of Cha'alt by Venger Satanis because I supported the Kickstarter for this 218 page megadungeon. Its another reworking of Venger's D2o neoclone system Crimson Dragon Slay  & a mega dungeon Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Pathfinder 2.0 from Paizo

Gamer Goggles - Sat, 08/03/2019 - 02:32
PATHFINDER SECOND EDITION UNLEASHED! Advance your game with rules that are easier to learn, faster to play, and endlessly customizable. REDMOND, WASHINGTON (August 1, 2019): Today, Paizo released the highly anticipated second edition of the Pathfinder Roleplaying Game. The 640-page Pathfinder Core Rulebook contains everything players and Game Masters need to build deeply customizable characters and weave fantastic stories and adventures, while the 360-page Pathfinder Bestiary contains more than 400 monsters from Aeons to Zombies, with more lore and more intuitive game stats than ever before. A new Adventure Path, a standalone adventure, character sheets, condition cards, and more all launch today, providing players with a full slate of adventures and accessories for their campaigns.
“We’ve spent years of development improving the design of Pathfinder to provide deeper character customization, faster gameplay, and crafting rules that are easier for players to learn. We’re excited to see how Pathfinder Second Edition empowers your storytelling and creates shared experiences that last a lifetime!” said Erik Mona, Paizo’s Publisher and Chief Creative Officer.
Your story awaits! Dive into a murder mystery with the 64-page Fall of Plaguestone standalone adventure. If epic campaigns that take your character all the way to 20th level are more your style, start with the Hellknight Hill adventure and embark on a continent-spanning conflict against cultists, slavers, and a fiery draconic devastation in the Age of Ashes Adventure Path.
For a single evening of storytelling, join tens of thousands of players as an agent of the Pathfinder Society, a legendary league of explorers, archaeologists, and adventurers dedicated to discovering and chronicling the greatest mysteries and wonders of an ancient world beset by magic and evil. The new season starts today, so it’s the perfect time to join! Learn more at PathfinderSociety.club.
Pathfinder accessories, like the double-sided Fall of Plaguestone Flip-Mat, GM Screen, Combat Pad, Character Sheet Pack, and Condition Cards, also release today immerse Pathfinder players even more deeply in their new adventures.
Paizo’s official licensed partners also join us for the launch of Pathfinder Second Edition!
Accessories: Campaign Coins releases Pathfinder Hero Point Tokens, a new dice tray, and the Pathfinder Second Edition logo pin. Q-Workshop adds a Second Edition dice set. Dog Might launches the Pathfinder Valhalla GM Screen and Dragon Sheath.
Actual Play: Join The Glass Cannon as they play Silent Tide on YouTube, as well as their live performances in Indianapolis during Gen Con! Don’t miss Geek & Sundry’s weekly Knights of Everflame Tuesdays at 4 p.m. Pacific, Paizo’s very own Oblivion Oath Thursdays at noon Pacific, and Dragons & Things live on Twitch at 6 p.m. Pacific every Friday.
Audio: Syrinscape releases the Fall of Plaguestone SoundSet, giving GMs and players a deeper and more immersive experience as they adventure through the Fall of Plaguestone adventure.
Miniatures: WizKids releases the Legendary Adventures Preview Pack, featuring 8 monsters and heroes from Pathfinder Second Edition, followed in September by the 44-figure Legendary Adventures booster set and Goblin Village premium set.
Online: Create a brand new Second Edition character with Hero Lab Online and play with friends around the world on virtual tabletops like Fantasy Grounds and Roll20, and d20Pro.
Online Rules: Archives of Nethys has the official Pathfinder Second Edition SRD available at PFRD.Info.
Terrain: Dwarven Forge begins preorders on the Fall of Plaguestone Adventure Kit.
Translations: New Order Editora launches Pathfinder Second Edition in Brazil with the Pathfinder Core Rulebook (PDF) in Portuguese, with additional products released in October and December. Devir (Spanish), Ulisses Spiele (German), and Black Book Editions (French) are all at work on Second Edition releases as well. Stay tuned!
Pathfinder Second Edition is one of the most-supported roleplaying game launches in history with more than 1,000 pages of rules, lore, adventures, and accessories available for purchase now. Pathfinder products are available at your favorite local game store, book store, online retailer, and paizo.com. PDFs are available exclusively at paizo.com.
To start playing today, visit PathfinderSecondEdition.com.               About PaizoPaizo Inc. is one of the world’s leading hobby game publishers. Since 2002, millions of players have joined the goblin army by playing the Pathfinder® and Starfinder® roleplaying games across tabletops, at conventions, at their favorite local game store, and digitally on virtual tabletops. Paizo.com is an online retail hobby destination for millions of gamers that carries the latest products from top hobby game publishers. Players also find accessories, like dice and maps, miniatures, T-shirts, goblin plush toys, and the newest releases to quickly replenish those adventuring supplies for the next dungeon run. Copyright secured by Digiprove © 2019
Categories: Tabletop Gaming Blogs

Free OSR PDF Dragon Foot Resource ~ Guide To The Realms of Aedenne For Your Old School Fantasy Campaign

Swords & Stitchery - Fri, 08/02/2019 - 23:03
"A new gaming world  of adventure  designed for First Edition Advanced Dungeons & Dragons, but of course easily adapted for use in all roleplay games." Download It Right Over HERE This is a campaign world designed in the vein of the classic first edition AD&D game but easily adaptable to any OD&D world or retroclone currently on the market. The world is described by Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

The Revenge Of The Rumps - Tegel Manor 1977 By Judge's Guild Campaign Notes

Swords & Stitchery - Fri, 08/02/2019 - 18:28
"Tegel Manor is an adventure involving Tegel Manor, a great manor-fortress belonging to the Rump family, whose only living member is Sir Runic the Rump, who has tried to sell the manor with no luck, and would reward anyone who could rid the manor of his corrupt, dead ancestors" Well let's charge into today's entry. Like a bad dream Tegel Manor has reared its head in my world once Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Flip Through 89: Pathfinder 2.0 Bestiary Second Edition

Gamer Goggles - Fri, 08/02/2019 - 11:37

In this Flip Through Matt takes a look at the new Bestiary for Pathfinder 2.0. He takes a good look at Dragons, Ghouls, Ghasts, and Vampires.

The Bestiary for second edition is awesome – I can’t wait to pit a dragon against my characters.

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Categories: Tabletop Gaming Blogs

Omniverse: The Spirit of '76, or Get Down America!

Sorcerer's Skull - Fri, 08/02/2019 - 11:00

In 1976, America’s dissatisfaction with the Presidential candidates offered by the major parties went in some strange directions. The All-Night Party, holding their convention in New York City, wound up nominating a security guard working the event. Who was also a talking duck.

The Constitutional question of whether a nonhuman from an alternate earth actually qualifies as an American citizen was never answered, because a photo published on the day of election suggesting inter-species sex destroyed Howard the Duck’s campaign.

The second most unusual candidate of that year was a super-villain, though admittedly, a super-villain in disguise. Ruby Thursday, a pipe-smoking young Californian, was actually ahead in the polls for a time. Her vague but proactive slogan “New Heads for Old” resonated with younger voters. Just when her campaign was gathering steam she was forced to reveal her head was actually a red sphere of flexible polymer circuitry at a public event. Her campaign was effectively over, as was her cabal’s attempt at world domination, thanks to the Defenders.

Notes on Running B3 Palace of the Silver Princess (Basic) By Tom Moldvay, & Jean Wells

Swords & Stitchery - Fri, 08/02/2019 - 07:46
I've been thinking more about B3 Palace of the Silver Princess by Tom Moldvey & Jean Wells as well as  the Adventurer,Conqueror, King rpg. Today I came across a very interesting post on the Alexandrian blog and its author's attempts to reskin the Green Moldvay module & Jean Wells original orange  version.  It  might make sense that there's more going on below the module' surface. Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Flip Through 88: Pathfinder 2.0 core Rulebook Second Edition

Gamer Goggles - Fri, 08/02/2019 - 04:53

In this Flip Through Matt Takes a look at the Pathfinder 2.0 Core Rulebook. He focuses on the layout, design and some of the subtle changes he noticed from the playtest.

This is a beautiful book!

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Categories: Tabletop Gaming Blogs

Gen Con 2019 Video Blitz 1: Pathfinder 2.0 W/Erik Mona and Jason Bulmahn

Gamer Goggles - Fri, 08/02/2019 - 02:45

In this Gen Con Video Blitz Matt caught up with Paizo and chatted about Pathfinder Second Edition with Erik Mona and Jason Bulmahn. We chat about the 3 action economy, beasts empowering GM’s, combat and multiclassing.

I am so happy that this is now our game!

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Categories: Tabletop Gaming Blogs

[BLOG] OSR Module O4: The Sincerest Form of Flattery

Beyond Fomalhaut - Thu, 08/01/2019 - 18:16

A long time ago, when I was a beginning PhD student, I noticed that a professor from a rival faculty had taken my first published journal article, and released it pretty much word by word under his name as course material. Shaken, I sought advice from my department head, a chain-smoking old grump who had been well known for his strictness and foul mouth, and somewhat less so for his golden heart. He listened to my woes, and gave me three pieces of advice:
  1. This is not Western Europe. You can't fight them and win.
  2. You should be proud you have something worth stealing.
  3. Always stay two steps ahead of the fuckers.

He was right, and I have lived by that wisdom ever since. But that doesn’t mean I don’t notice.
***
The question of imitation can be tricky in something like old-school gaming. The systems and supplements we use are often homages, and ideas get around, as they do in creative communities. It is not surprising to discover a module based on Keep on the Borderlands (although there have been surprisingly few genuinely good ones) or The Tomb of Horrors (although it is a module whose lessons are far less universal than people think). People can also take ideas and build something interesting upon them, or develop the subject of a forum conversation into something more substantial. Or run an adventure and decide they can do it even better. Fine and good – this is how a lot of refinement and incremental innovation happens. But it is only right in this situation to give credit for the original idea, and if possible, notify the idea’s originator. It is not a matter of life and death – but it is a matter of basic courtesy. And the opposite seems to be happening ­ with surprising regularity these days.
I am not talking about the time some psycho from Hungary stole a very early (2003) prototypeof The Barbarian King, and published a shoddy 5e conversion on the DM’s Guild under his own name. That guy is just cuckoo insane. Nor am I talking about the people just republishing free material for a few bucks (as I hear, this has happened to Kellri’s netbooks on several occasions), and I am sure as hell not talking about outright dirtbags like James L. Shipman. Those are clear cases of theft. No, I am talking about small things I have been noticing. Thus…
***
 Exhibit 1: The Great Wheel Gets Even Greater
Make Wheels Great AgainRight: Echoes From Fomalhaut #03, p. 2. (2018)Left: Winning entry from the 2019 One Page Dungeon Contest (2019)
Well, one wheel is 50' and the other one is 500', so it is clearly different. Moar giant wheels = Moar fun. No harm no foul.
Exhibit 2: Disco Inferno

BURN BABY BURN!
Left: April's Fool post from Beyond Fomalhaut (2018)
Right: New hotness from J. Halk Games (2019).


Stoked!Actually, this one doesn't stop here, because it turns out Velour Palace of the Disco Emperor has already been the subject of a heated IP battle, with the module's author trashing a larcenous upstart. No kidding.



You tell 'em, Joe!

Now that he is informed, it is no longer a coincidence. Well, well, WELL! The things you learn on the Internet.
AWKWARD!There is also this thing:
UH-OHLanguage gap aside, you will note that Velour Palace of the Disco Emperor's first convention appearance was 24 November 2018. Except it was a different convention, a different Disco Emperor module (obviously), and a different designer - my good friend Premier, the only one who had, in fact, asked me if he could run with the idea. (Of course he could.) All testers and con players had agreed it was a great adventure. I have even been reminding Mr. Premier that he might want to publish it, and there might even be an interested publisher (presumably not J. Halk Games).
So here our story ends. 
But wait! This just in! Turns out Luke Gygax himself also wants in on the Disco Emperor dollars!


STOKED
I am honoured to, ah, inspire none else but Melf the Elf. That, Ladies and Gentlemen, is what I call "an OSR Thief class"!

***
So that's how things work in the murkier corners of our cottage industry. What am I going to do about it? Well... Largely nothing. I will surely be flattered a bit. Inspiring people is reassuring you are doing something right.

But I will also sure as hell try to stay two steps ahead.


Categories: Tabletop Gaming Blogs

Friends shall gladden each other

Torchbearer RPG - Thu, 08/01/2019 - 13:00
Walhall, die Götterwelt der Germanen (ca. 1905) by Emil Doepler

[41] Friends shall gladden each other | with arms and garments,

As each for himself can see;

Gift-givers’ friendships | are longest found,

If fair their fates may be.

[42] To his friend a man | a friend shall prove,

And gifts with gifts requite;

But men shall mocking | with mockery answer,

And fraud with falsehood meet.

Hávamál, from The Poetic Edda, translated by Henry Adams Bellows

Hello friends!

How much do you make use of relationships in your games? Do the PCs frequently call in at home so their parents will do their laundry? Do they lean on their friends for help? Do they seek instruction and guidance from their mentors? Do they seek out their rivals for a loan? Why not?

The world of Torchbearer is a cold and lonely place. Trying to navigate it without friends and family who have your back is so much harder. Being a loner might seem romantic, but you may feel differently when you’re dead broke, hurt, sick, and in desperate need of a hot meal and a safe place to sleep. 

It’s a good idea for adventurers to make friends and influence people. Those friends can make the difference between life and death when you’re truly hard up. But I want to deal with making new friends and gaining new mentors in a later post. For today, let’s just take a closer look at what parents, friends, mentors and even enemies are good for.

Unless you are that unlucky, foolish loner, you have parents, a friend, a mentor or maybe even an enemy, and even loners have enemies. Each can offer some solace in your time of need. (Yes, even your enemy will help; what better way to put you in debt?)

Here are some thoughts that Luke and I have put together regarding what your relationships can do for you. Keep in mind, though, that your relationships may ask things of you as well.

Parents

You will find your parents in your hometown unless an event indicates otherwise. Your parents work the same trade you chose as your hometown skill. Your parents, annoyingly, have the same trait you chose as your hometown trait (even if you changed it later). Your parents are busy trying to keep their heads above water. Your parents are privately worried about you.

You do not have to pay for room and board. Instead, you pay a tax of querulous glances, inquiries about the stains on your undergarments and investigations into the recesses of your pack.

  • Your parents home counts as: Roll d6: 1-2: Stables, 3-4: Flophouse, 5: Inn, 6: Hotel. Roll the first time you visit your parents. Note the result. The old place isn’t quite as you remember it.
  • Your parents will provide for you as they are able (according to the accommodations rules).
  • They will also provide reasonable small craft or trade items that could be generated with their skill. Doing so will eat into their livelihood, but no, you take it; you need it.
Town Friend

Your town friend is someone you know from way back. Maybe you grew up together. Maybe you were first loves, but your lives went separate ways. Maybe they caught you stealing but were kind enough to let you go.

You decided in which settlement your town friend lives and what their profession is when you created your character.

  • Your town friend will put you up when you’re in town. Their accommodations: Roll d6: 1-2: Stables, 3-4: Flophouse, 5: Inn, 6: Hotel. Roll the first time you visit your friend. Note the result.
  • Your friends will provide for you as they are able (according to the accommodations rules). You do not have to pay for room and board.
  • Your friend will also loan you 1D of coin if you’re desperate. It’s not charity, it’s friendship. You need it. Here, I’ll just leave it on the table then.
Adventuring Friend

Your friends in the life truly understand you. More than anyone else, they know the choices and sacrifices you’ve made. Meeting your adventuring friend in town is always a welcome event. They can’t provide you with a roof to hide under, but they will share whatever they have with you: food, wine and coin. Nothing is too much.

  • When you meet your friend out in the world and spend time reminiscing, you may make one free test to recover from the angry or afraid conditions (provided the circumstances permit it).
  • If you have your wits about you and don’t need to blow off steam, your friend will instead offer you a rumor (roll on the Rumor Events table).
Mentor

Your mentor is a powerful figure who inspired you to live the life of danger. Full of knowledge and experience, your mentor will pass on wisdom when possible, but will never step in and solve your problems for you.

Your mentor is the same class as you, but four levels higher. Once you reach 7th level, your mentor will retire from the life, but perhaps still be available to dispense advice.

  • A magician’s or ranger’s mentor will write a new spell into your spell book when you attain levels 2-5.
  • Mentors for adventurers, burglars, clerics, paladins, thieves and warriors will train you in your specialty or a skill of the GM’s choosing whenever you meet in camp or town.
Enemy and Rival

Your enemy is always ready to thwart your plans, foil your schemes and beat you to the punch. What more could an adventurer ask for?

Enemies can appear at the discretion of the GM at any time during an adventure or in town, but they often crop up in town.

  • Your enemy’s class is determined by the GM.
  • Your enemy or rival is your level +1.
  • Enemy accommodations are: Roll d6: 1-2: Flophouse, 3-4: Inn, 5-6: Hotel.
  • Your enemy will offer substantial loans of at least 2D of coin or help on Resources tests.
  • Your enemy will help with Circles tests when in town.
  • Your enemy will befriend your friends.
  • Your enemy will ingratiate themselves to your parents and mentors.
  • Your enemy will poach your hirelings.
  • Your enemy will compete with you to be first to a dig site, to impress a notable personage or win the favor of a settlement.
Categories: Tabletop Gaming Blogs

Weird Revisited: Zyrd

Sorcerer's Skull - Thu, 08/01/2019 - 11:00
The original version of this post appeared in 2016. I've reused the name Zyrd at least twice since.
Someone fucked up. Wizards blame the gods--who are dead or gone and can't defend themselves. It's official church policy to blame the hubris of man and unofficially to suggest that means wizards. Whoever did it fucked up. Whoever did it opened a rent in the fabric of the universe and chaos poured in and the world was dissolved.

Gods, Wizards, or devils, somebody made a last ditch effort to save something. Gods were sacrificed, either willingly or unwillingly, and a haven was created: a hypercube hewn from the bodies of titans left to drift in amundic chaos. Zyrd.
Buried deep in the center of Zyrd is a cross of land, the Crux. Once civilization was more than the Crux, but over time, things have broken down. Beneath the Crux is the Underworld--any direction from the Crux is the Underworld. It holds out the chaos and traps the monsters spawned by it in its labyrinthine depths. 
But the chaos keeps creeping in. The only way to save Zyrd is to clear it. To reclaim the dungeon depths and the riches of ages lost there.

That's where you come in.

Commentary On Running B3 Palace of the Silver Princess With Adventurer,Conqueror, King As Old School Campaign

Swords & Stitchery - Thu, 08/01/2019 - 05:47
Not long ago, the valley was green and animals ran free through golden fields of grain. The Princess Argenta ruled over this peaceful land and the people were secure and happy. Then one day, a warrior riding a white dragon appeared in the skies over the castle, and almost overnight the tiny kingdom fell into ruin. Now only ruins and rumors remain, and what legends there are tell of a fabulous Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Road to Ekra - Jousting Tournaments

Two Hour Wargames - Wed, 07/31/2019 - 19:10

Road to Ekra is two complete stand-alone games in one. In it you are a knight that travels the tournament circuit, moving from town to town in search of Fame & Fortune and adventure along the way.
The game has rules for the actual tournament, the joust, as well as rules to use between tournaments. Road to Ekra is set for you to travel from the Edge of the Nation, through the Center and ending at the Heart. Along the way you stop and enter a tournament, each one getting more difficult and rewarding
Between tournaments you go on adventures from carousing in taverns to confronting enemies in combat and everything in between as you move from town to town.
Road to Ekra uses the game mechanics found in Talomir Tales, our Fantasy rules. You can bring your existing Stars in from the other books or take your Star from this book to the others.  

Categories: Tabletop Gaming Blogs

The Caves of the Unknown Adventure Options For B2 Gary Gygax's Keep On The Borderlands

Swords & Stitchery - Wed, 07/31/2019 - 17:21
So over on Facebook a post came up on last night's B2 Keep On The Borderlands commentary,'What do you do about the Caves of The Unknown?' Well, I didn't know about B2.5 Caves of the Unknown By By Charley Phipps, Thom Wilson, Mike Badolato from ThrowiGames & NTRPGCon a B/X  module Levels 2-4. Brice over at the Ten Foot Pole blog has a pretty solid review of  the adventure. Glen Halstrom also Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

The Temple of the Blood Moth

Ten Foot Pole - Wed, 07/31/2019 - 11:13
By Jacob Butcher Abrasax Press OSR/5e Levels 3-5

A science-fantasy horror dungeon for Old School versions of Dungeons & Dragons. You stare into the face of planetary death. Fight or drown.

What’s that little Timmy? Lassie is trapped in the well? Errr, I mean, people are bitching that a 24 page adventure is $8 without a preview? Well, obviously then, I have no common sense and will buy it.

This 24 page digest-sized adventure details four levels of a cult temple over about six pages, with about 31 rooms total .. and a few extra unnumbered/empty rooms thrown in on the map. Resembling those Psychedelic Fantasy adventures, it is ripe with unique monsters and treasure. Combined with evocative writing, it makes a great OD&D weird-ass adventure … without, I think, going in to gonzo territory. It’s a good adventure.

The writing here is short and bursting with evocative bits. “1: Sun-Lit Chapel. Rows of pews. Tall stained glass windows depict the Sun-God and moths at each stage of their life-cycle. Yarrow Bren the cultist can be found praying to the Blood Moth for power, offering everflowing blood in return.” That is a rock fucking solid description. 1. Sun-Lit Chapel. Not Room 1. Not Room 1 Chapel. It gives the room a name, Chapel, and then also adds a descriptor word to it, Sun-Lit. Thus, immediately, we get the sense of this room. It doesn’t do this consistently, for every  Feeding Pit there are three Courtyards, Shrines, and Stairwells, but when it does it it’s great. Note also the brief flashes of evocative imagery. Rows of pews. Tall stained glass. Combined with the Sun-Lit we get a perfect mental image of the chapel. Sun streaming in through those tall stained glass windows, rows of pews with a solitary figure praying at one end. That is EXACTLY what evocative writing should do. The creature in the room is doing something, praying, with aspects of his personality and additional “action” relayed in his request and offering. This is exactly the sort of writing that I’m looking for. It makes an impact. “Cistern: Unlit torch sconces. Vaulted brick ceilings. Filled to your shins with dark, lukewarm water.” Nice.

And it does it while also being terse. That’s not a requirement, but it IS generally an easier way to make an adventure usable at the table. The longer the writing then the more thought has to go in to editing, layout, and the use of whitespace and organization to make it scannable at the table. Or you can just keep the writing terse. Both work. 

It’s full of creepy imagery, like a stained glass porthole in the floor, heavy leaden glass, almost covered in dirt … and you can see something moving on the other side. Nice. 

Magic treasure is unique. It’s all new and weird … like “pearl snails” that turn blood in to water over an hour. And then there’s more conventional magic treasure also, like arrows and needle knives. But no generic +1 swords, thank Vecna. Imagine that, a designer adding original content to their game. Almost like value .. hmmm.. May be something in that … Anyway, monsters are unique also, which I always like. Keeps the players guessing. I should note that the conversion notes from OSR to 5e are essentially “find a similar monster and stat it that way.” A little loose for many in the 5e crowd, but ok in my book … mostly because I’d just do it on the fly.

Wanderers table has then engaged in some activity and is arranged progressively, with deeper levels getting a d8, d10, d12 wanderer die all on the same table, reusing the lower level entries while adding new entries. I’ve always loved the elegance of that mechanic, when it’s appropriate to use it, like it is here. AT least one of the hooks is ok, with the party sent to find/kill/etc someone in a village … only to find everyone has disappeared. It’s not ground-breaking, but it adds a complication to an otherwise generic quest.

It could be better. Monetary treasure is VERY light for an OSR game. Gold=XP and there ain’t no coin XP to speak of in here, which is a hyperbolic way of saying treasure or the non-magical variety is VERY light indeed. There’s a stinker here and there in the room descriptions. Room 28: Golden Altar is described as “he High Priest performs rituals and sacrifices here in order to progress the eventual coming of the BLOOD MOTH.” Well, ok, that’s a mega-lame description, especially in light of the others present in the adventure. There’s also a place or two where sound or light should have been noted on the map or in other room descriptions. In one area, in particular, a giant larvae bashes itself against the door. That’s something you need to know BEFOE The party reaches the room, to communicate to the party in previous rooms or as they approach. Sometimes its important to know things before people reach an area. That can be done in the text or much more elegantly via the map for sound/light, etc. 

This is a good adventure. Creepy. Evocative. Usable. A great journeyman adventure for whipping out to play. The way EVERY adventure should be.

This is $8 at DriveThru. This appears to be a part of the ZineQuest Kickstarter thing, with the designer having a blog, Flowers for the Titan Corpse. It appears to have some ties to the art side of the RPG world, with a Thank You to the Fall 2018 Simulation Art class. No doubt the designer labours under the impression that people should get paid for their work. Of course, writing is even less appreciated than art, the barrier being far lower. The resulting flooded marketplace makes it challenging to price anything above $0. For self-published work a PWYW structure may be best, reserving payment to work-for-hire. I’d pay $8 for this, knowing what I know now. But a $8 blind buy is a thing indeed, given that at least 99% of everything on DriveThru is crap. I’d guess the price is related to the kickstarter pledges. But, anyway, no preview.


https://www.drivethrurpg.com/product/282346/The-Temple-of-the-Blood-Moth?1892600

Categories: Tabletop Gaming Blogs

Wednesday Comics: Bronze Age Book Club

Sorcerer's Skull - Wed, 07/31/2019 - 11:00

I started a podcast with fellow Hydra heads Jason Sholtis and Robert Parker, and my friend and fellow blogger, Jim Shelley (though he couldn't make the first episode). Take a listen! We discuss Destructor #1 form Atlas Comics. Check it out:

Listen to "Episode 1: DESTRUCTOR #1" on Spreaker.

Fantasy Medieval Style Law. Part 2

Bat in the Attic - Wed, 07/31/2019 - 10:54
The Arrest
As Sigurt and Thil enter Lado's shop, the one of the two Greene men following them runs to tell Aldus and Marcus where Sigurt is. Unfortunately for Sigurt, the Greene has gathered everybody and ready to move. Several minutes later everybody arrives at Lado's shop.

Lado was successful at covering his discomfort at the arrival of Sigurt and Thil and managed not to tip them off that something was amiss. Their conversation about provision was interrupted by a loud insistent knock at the door. When Lado answered he see Marcus with his posse backed by a City Guard patrol standing nearby.

Marcus presents his writ and then turns to Sigurt and Thil announcing he is here to arrest Sigurt for the murder of his brother. Sigurt puts his hand on his weapon but Thil noticing the posse and the guards stops the Northeron. Thil examine the writ and finds it in good order. Sigurt and Thil get in to a heated argument until Thil pointed out the dozen or so armed individuals outside in the street. Thil will take Sigurt's gear and get back to Corbin to see what can be done. But for now they are out numbered.

To everybody's relief, Sigurt surrenders after giving his gear to Thil. Marcus, the city guard, and his posse take Sigurt to the nearest Jails and has Sigurt locked up. The writ is signed by the Jailor indicating that the arrest has been made.

The Trial
Aldus and Marcus Green return to Alderman Mallory and present him with the signed writ. Aldus requests that Sigurt be tried at the next assizes for the murder of his son. Alderman Mallory agrees and issues a Writ to compel Sigurt to appear before the commission of oyer and terminer when it assembled in 18 days at the monthly assize to answer for his crimes. Aldus pays the Alderman another two shilling for this writ.
Rob's Notes: Eastgate as a freetown is not allow to try capital crimes. The king holds monthly assize in where felonies can be heard and adjudicated. In this fantasy kingdom, the Grand Jury is a group at the assize that issues indictments requiring the named individuals to appear at the next assize. Indictments can be presented to the Sheriff or Aldermans to secure a writ to arrest the named individual to force them to appear.

The Commission of Oyer and Terminer, actually hears the case and renders a verdict. To have the commission hear a case the plantiff has to secure a writ in order to be put on the schedule or docket.

It is quite possible that the indictment step is skipped as in the case of Sigurt. In which case, if a suitable authority, like an Alderman or a Sheriff, issues a writ to put the case on the docket.
In the 18 days that follows these things happen.

Both the Greenes, and the Adventuring Party gather witnesses who would swear an account of the events that led to the death of Micheal. The Adventuring Party has a hard time of it due to the Greenes better connections. However they manage to find a merchant who was present during the incident who happened to be a rival to the Greenes.

Sigurt sits in jail and one of the adventuring party makes sure that he has food, water, and clothing each day. Medieval Jails provide minimal food and water. The expectation is that the family will keep the prisoner supplied. Luckily none of the jailers wants to mess with the Adventuring Party after the first visit so Sigurt is able to get everything that the party delivers until the assize.

When the day of the assizes arrives, Sigurt and the other prisoners to be tried are escorted by the city guard to the commons where the tents and the commission's benches are set up. It is cloudy day with rain drizzling off and on so everybody is in a foul mood and ready to get this over with.

At first the trial goes badly for Sigurt as the Greene line up an array of witnesses swearing that Sigurt instigated the fight with no provocation. And other testifying to Micheal's good character. However prior to the trial Thil managed to find out that one of the commissioners was a knight whose son got in trouble because of Micheal's rowdy ways. Thil's investigation and persuasion abilities (along with a few quiet Charm Persons) allows him to highlight Micheal's rowdiness.

At the conclusion of the trails, the commission finds Sigurt guilty of manslaughter not murder and fines him double weregild (400 shilling or 4,800 sp) for Micheal's death. The Greene family wanted death is not happy with the verdict. The party pays Sigurt's fine and quickly leaves Eastgate on their long delayed expedition to the Barradine Ruins. It unlikely the Greenes will be able to exact any type of vengeance unless the party returns to Eastgate.

Wrapping it up
I deliberately made the resolution more peaceful than would likely be the case. Odds are that Thil and Sigurt would have made a scene at Lado's shop. Either fleeing through the back of Lado's shop or attempting to take on the posse and the guard. Each with their own negative consequences.

But the scenario path I opted for allowed me to illustrate each part of how medieval style justice would work in a fantasy RPG campaign. The key to Sigurt paying a fine and not hanging from a noose is Thil clever work in discovering that others were negatively by Micheal. Thus painting the incident as one where a crime has been committed, manslaughter, but caused by Micheal's history of drunkenness. However because the Adventuring Party had no local ties it was a uphill battle at every step.
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