Tabletop Gaming Feeds

Kickstarter - Installation 665 (MCC RPG Adventure)

Tenkar's Tavern - Tue, 03/26/2024 - 23:28


A 3rd Level Mutant Crawl Classics Compatible Adventure by Julian Bernick -  MCC / DCC

I'm a huge fan of DCC and MCC adventures, even if my gaming group isn't a fan of the system. That's okay, good adventures can be played with any ruleset :)

The Installation 665 Kickstarter is 8 bucks in PDF and 20 bucks in Print plus PDF (plus shipping).

The book will be of the same quality as our previous offerings, saddle-stitched and printed locally on 8 1/2 x 11 premium silk paper. I’ll personally pick up the books, so there’s no added shipping time once the printer has them ready.

We are ready for print. The writing, editing, layout, and art are all complete. You will most likely get this book in your hands much sooner than the reward date suggests.

No AI was used for artwork or writing.


 

The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. The Tavern DOES NOT do "Paid For" Articles and discloses personal connections to products and creators written about when applicable.

DTRPGAmazon, and Humble Bundle are affiliate programs that support The Tavern.  You can catch the daily Tavern Chat cast on AnchorYouTube or wherever you listen to your podcast collection. - Tenkar  

Categories: Tabletop Gaming Blogs

Kickstarter - The Complete Virgin Mine AD&D/5E Mega-Dungeon!

Tenkar's Tavern - Tue, 03/26/2024 - 01:38

I've been following Art of the Genre for years now. Scott's work is always high-end, and the artists he secures for the covers are second to none. His orange spin releases fit nicely with the orange spin AD&D 1e books.

The Complete Virgin Mine is Scott's latest Kickstarter and is a compilation of seven parts initially released as soft-cover adventures (Folios), brought under one hardcover, orange-spined book. Or snag the individual releases - but then you won't have the orange spine...

I really need to organize my 1e collection/Folio Hardcovers to get that full "orange shelf" look ;)

The Complete Virgin Mine is a 7 part mega-dungeon with another series of rooms in the higher levels that feature access to 'the shadow realm' in which even more monsters can be encountered!  It is a project that is four years in the making, and has taken on a 'life of its own', much like that original Roslof Keep campaign (see below). As this project compiles 6 Folio adventure modules (#26-#31) and 5 mini-adventures, and a bonus 'boss monster' encounter for the final endgame (is the book cover giving anything away?) I thought it was important to offer the first five modules in both physical and PDF format, AND also produce Folio #31, The Dungeon of Death, which can also funded ONLY in this Kickstarter (for all you looking to keep your Folio collection complete!). 

 

The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. The Tavern DOES NOT do "Paid For" Articles and discloses personal connections to products and creators written about when applicable.

DTRPGAmazon, and Humble Bundle are affiliate programs that support The Tavern.  You can catch the daily Tavern Chat cast on AnchorYouTube or wherever you listen to your podcast collection. - Tenkar  

Categories: Tabletop Gaming Blogs

Manufactured Mutants - Adding in The 2d6 Details into Hostile's Colony Earth Using Other 2d6 Resources

Swords & Stitchery - Mon, 03/25/2024 - 17:11
 Mutation in Cepheus Engine & Hostile has been on my mind lately because of rereading Dragon magazine issue 109 May 1986 which contains in the Ares section  'The Double Helix Connection  Mutants In Traveller Gaming  " By Michael Brown. We've got artificial mutant breeds that have been produced on Earth to help with the ecological collapse. These are self Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Grave Titan Harvest

Ten Foot Pole - Mon, 03/25/2024 - 11:11
By Joseph R. Lewis Dungeon Age Adventures OSR Levels 5-8

Far below the Fields of Petrichor is a vast cavern containing the skeletal remains of a long-dead Sonorous Titan, a whale-like beast that once floated through the skies of a lost age. Amongst the bones are ravines and grottos home to bizarre creatures and lost treasures that are as beautiful and valuable as they are deadly. Ghostly shapes swim through the air. Glowing mushroom groves hide frightened creatures. And the Titan’s bones sing sadly as an ambitious wizard and his weary hirelings dig for its precious marrow..

This 29 page adventure details an underground cavern with a MASSIVE skeleton that is being mined. It’s got a decent amount going on, to explore, and is full of interactivity. Of a sort. This early Lewis design is one of his weaker offerings, lacking the verve of his later fare.

The ol villagers say that in that field nearby, haunted by ghosts, there is a hut. And in the hut an old woman, surviving amongst them. A trip by the party reveals she’s been set there to guard a teleport stone, by a wizard. But, oh yeah, he is supposed to give her this religious tome in exchange, holy to her, and he’s been dragging his feet. So, you know, maybe you can come in and she doesn’t have to kill you if you’d kindly go fetch it for her? Note the bones of this, a fetch quest done right. You’re bargaining a little more than usual and it is essentially a hook to get you to the underground cavern … that you know nothing about at that point. We also see some hints of what will become a trademark of the Lewis Style Of Things. On the way to her hut, through the ghost fields, you might be attacked by a paint of ghosts. But, also, you probably know, at this point, that there was a battle in that field between two rival gangs … and sure enough the two ghosts are in different colours. You could set them against each other, by simply pointing that out. Taking the world around you and seeing option A or B … and instead selecting hidden option C. And, then, again, the woman, if she attacks you? It is as a monk. But, also, she splits herself in thirds, all with her full stats! No explanation at all. She just does it. No magic item. She just does it. THIS is the idiosyncratic D&D I love. What’s that line from Fargo? There are no rules. 

You’re now inside a cavern a mile long and half a mile wide with a large skeleton in the middle taking up a lot of it. You’re also in a small mining camp. The wizzo in question is mining the skeleton for marrow in order to make a flying boat. Wanna help? Or kill him and take the boat? Or help him and THEN kill him to take the boat? This encounter kind of exemplifies most of the encounters in this adventure. There’s something going on and you could do something about it to help, or profit, or some combination of the two. And, maybe, even throw in that hidden option C. At one point the ghost of the skeleton whale wants to be put to rest. And you could do that. Or you could help the wizzos apprentice get the ghost in to her wand. Or, you could take hidden option C and convince the ghost to go in to YOU. Yeah magic ghost spirit inside of me giving me weird powers! The entire adventure is like this. 

And, the entire adventure, being just like this, is a little devoid of what we might call standard dungeon encounters. The only combats here are the ones you are going to explicitly be getting in to, for the most part. Just about everything can be talked to, moreso, I think, than any other adventure I’ve reviewed. Or, at least of the ones that don’t just suck because of lack of interactivity beyond simple talking. For talking here can, and frequently does, result in a combat with one or the other of the parties involved. 

And there’s a wide variety f shit going on beyond those talk to situations. Rust Monsters breeding like rabbits, of a sort. A termite mound full of beetle shells than be sold to a jeweler for 100gp. Or a spicer for 150gp. Nice variable treasure! And the magic items are almost all unique and great, well described and interesting. 

The descriptive text here, while fine, is also not quite up to the standards in later works. There’s no over reveal in read-aloud, and certainly its a far bit better than most adventure. But it’s also not quite the very high standards achieved in his later works. Similarly, the various situations encounters don’t quite have the depth of some of the later ones. I don’t think that formulaic is the right word, but it tends close enough that I considered using the word. And, also, for each encounter that seems similar there is also a goat in a goat pen, bleeting in pain, that if fucked with bursts forth with parasitic beetles. Always a good one that! Lure em in and smack em. ?Plus, there are ghost piranhas! How can you blast an adventure with ghost piranhas?! 

Thusly, a weird environment full of weird people who want weird things that you can help with and/or stab them for. I’m gonna regret this, because it’s a fine adventure. But, also, as an earlier work, it doesn’t really stand out the way the later works do. Lewis does, though, remain one of the standout designers working today and I wouldn’t hesitate to purchase any of his later adventure sight unseen.

This is $2.50 at DriveThru. The preview is fifteen pages. More than enough to get an idea of what the encounters are like. You get a real sense of the adventure from this preview. 

https://preview.drivethrurpg.com/en/product/274909/grave-titan-harvest?1892600

Categories: Tabletop Gaming Blogs

Talislanta Final Edition

Sorcerer's Skull - Mon, 03/25/2024 - 11:00


The 6th edition of the Talislanta game and setting (being billed as the final edition) by Everything Epic released in pdf to crowdfunding backers last week. I haven't gotten a chance to review the books in depth yet, but being as Talislanta is a setting that I'm quite fond of I couldn't wait to share some initial thoughts.

One of the main questions for me regarding this edition was going to be how updated was it going to be? I mean this is several different ways. Most (or at least several) editions have advanced the timeline and altered some of the cultures or the political climate. For example, the Arduans became Aeirads and "evolved" in a more human direction in 3e (as I recall), and at some point, the Quan Empire was overthrown by their soldiers, the Kang. 

It looks like this edition has again updated the timeline, changing the political picture and bringing in some of the cultures/species which had appeared in the spinoff setting Midnight Realm--though I'm unsure if there's in "in world" reason given for this last part.

The other, large question of updating was in terms of modernization. The desires and expectations of gamers are different in 2024 than they were in 1987 and even in 2006. The art and presentation in the new edition is largely in keeping with modern gaming which is both more heroic in its depiction of the characters and sexied up at times as well. This will not afford you the chance to play a Marukan dung-merchant, if such was ever your desire.

Given Talislanta's age and source material there were aspects that would be problematic in the current era. Their approach to this is varied, one might even say haphazard. Some things have been removed; others were tweaked in an attempt to ameliorate the more problematic elements. Others appear to have been left as they have always been. I guess this could be viewed as the middle road, which I guess was the way to go, I'm just not sure how they chose what got changed and what didn't.

System-wise, this is just another tweaking of the system Tal has had since the beginning, which is fine, because I think it's a pretty good one.  I have read in places that there is a need for some errata, but that's sort of to be expected.

Anyway, look for more posts on this as I get to read more. Maybe I'll continue my survey of Talislanta across editions and some point.

Thought: Players, not the GM, are Responsible for Campaign Continuity

Tenkar's Tavern - Sun, 03/24/2024 - 19:08

This last week (or so) I have noticed that I haven't slung dice since maybe before Thanksgiving(?), even if I had since then it definitely was last year, so like....WTF? Work has been keeping me busy, but that's like a M-F endeavor that so doesn't impede on the normal every-other-Friday night game.

Now I'm not calling out my GM, which I probably should......but I realized that I was getting a weak-ass fix by playing a turn-based "RPG" on my Xbox....it's more like sustenance-gaming, just enough to take off the edge of withdrawal. Kind of like a Vampire feeding off of cow's blood. Sure, it'll kind of get the job done, but just isn't the same.

Now as much as it might feel good to throw my GM under the bus for me not playing, and I'm only saying this for sake of my fellow players who I know read this, I should have options.....and one of those options is to once again pick up the GM shield again...

....so I have been thinking heavily about running a game again, but I haven't broached the subject with anyone until now (SURPRISE fuckers!, I mean fellow players who read this...)

As is (probably) natural, I've been thinking of my last campaign. It was a current-edition (low magic fantasy) HackMaster game set in the last-edition (High Magic fantasy) game world, with a plausible (if you take the last two national-level tournaments as cannon) backstory explaining the transition from magic-rich to magic-poor. I had a blog for the campaign which is somewhat broken as I had hosted portions, mostly graphics, on my own domain. I fixed part of it today, so if anyone is interested (https://garweezewurld.blogspot.com/2013/07/the-adventure-begins-16th-haarkiev.html).

The whole idea wasn't so much to keep an online journal for sharing, but to help me keep track of NPCs and past events. The blog really was too much work, mostly because of the graphics. I should have used something like Tiddlywiki instead.

Reviewing all this info I have come to what might be an unpopular opinion: It is not the responsibility of the GM to provide campaign continuity.

As the GM I want to create the game world and let the players loose in it. I decide some big-picture stuff that'll happen to the game world and as the players interact, if they change to course of things I'll adjust and if they don't well the big things still happen. As far as actual campaign continuity, well that's the player's responsibility. As the GM I put things together and the players do what they do. As they discover and interact with the world, the onus is on them to remember the NPCs and to enjoy or suffer the repercussions of their interactions.

It is also the responsibility of the players to "pass down" information to other players and other player characters. If there is a total party wipe (Total Party Kill) then I hope the players arranged for some manner of contingency. Henchmen or protégés need to be created before the PCs kick the bucket specifically so that campaign information doesn't die out. 

This why I like when GMs don't necessarily ensure the party knows exactly what they're fighting unless they've met one/some before. I think the whole aspect of exploration, in every sense of the word, is... underrepresented in a lot of games. The big strokes for sure, but the little things that would actually be new to the PCs.....not so much. I know it's more difficult for players to not go off of player knowledge, but when PCs encounter zombies (for example) for the 1st time, that should be a HOLY SHIT moment for them. Hell, even with the glut of video games, movies, and TV shows with zombies in them....can you imagine how freaked out you'd be in real life if you stumbled across some zombies?!

I like it when games have a mechanic for these first-time interactions with what should be some horrific/strange/otherworldly encounters. Subsequent times not so big of a deal and if the party can maintain that campaign continuity then maybe those subsequent PCs can not be as scared/subject to penalty.

As a GM one of the ways I've encouraged players to do this campaign continuity, maintenance really, is to provide some bonus XP for keeping campaign journals. In-game they are remittances "back home" to those henchmen or protégés and allow the transfer of XP from one PC to another. This is really a HackMaster (4th edition) concept, so I'm just giving the broad strokes. PCs can funnel XP to future PCs essentially through "adventuring through correspondence", allowing for these future PC to not have to start at 1st level.

Just some thoughts I'm tossing "out there" as I'm contemplating a new campaign when I pick up the mantle of GM once again.


Categories: Tabletop Gaming Blogs

Next up!

Two Hour Wargames - Sun, 03/24/2024 - 18:48

 


Categories: Tabletop Gaming Blogs

Night's Dark Terror 10: Xitaqa 1, Round the Houses

Roles & Rules - Sun, 03/24/2024 - 14:46

This is part of a series of posts with a scene-by-scene critique, appreciation, and improvement of the 1986 TSR module B10, Night's Dark Terror

Neolithic ruins at Ҫatalhöyük - an inspiration? World History Encyclopedia.

The ruins of Xitaqa are a very difficult location, even for super-powered 5th edition D&D heroes. The party has to make their way through a platoon of hostile goblins who cohabit with a troop of rock-throwing baboons. It's likely they have no real effective area damage spells, so infiltration should occur to them. When they get to the tower there are three tough fights in succession as they seek the captive Stephan Sukiskyn and chase his captor, the evil wizard Golthar. This bad guy will surely kill Stephan out of spite if he is given any time to react when alerted of the players' approach. Luckily he is cooped up in a windowless tower. Still, with Stephan's rescue in mind, there's little time to rest and recuperate in between bouts of combat.

First, though, there's a logical course of action for Golthar that the module authors missed. Stephan's capture creates a stalemate: the wizard knows that the tapestry he seeks belongs to his captive's family, but the strongest army he could command failed to take it by force. Why doesn't he just let the family know (by a message wrapped around an arrow shot into the front gate of the homestead) that he has Stephan and is willing to trade him for the tapestry? He'll try to disguise his intentions by asking for both tapestries in the hall, the secret map one and the one of a horse, passing the request off as a consolation trophy in acknowledgement that he was defeated, a small price to strike a peace. He'll also be explicit that any attempt to ambush the exchange or rescue Stephan will result in the captive's death. Such threats, for adventurers, were made to be ignored. But if the heroes do let the exchange go ahead, they will have more leeway to attack Golthar in stages. Not infinite leeway; the wizard will likely leave Xitaqa to mount his own expedition to the Lost Valley a few days after learning of its secret.

Some editing is also needed to have the defenders of the ruined village make sense. As Loshad told the party before the werewolf fight, creatures leave their lair during the active period -- but this isn't reflected in the three groups inhabiting Xitaqa, and we're led to believe that bats are active in the day. Here's a more sensible disposition of Xitaqa's home team that, incidentally, gives the infiltrators a bit more of a chance.

1. The baboons are massed and awake around dawn and dusk. By day most of them fan out into the hills around the ruins looking for forage. Only 5-8 apes -- those that are injured, unwell, old, or caring for very young ones -- stand guard on the top level of the canyons, but they will make noise if they sense strangers approaching. By night the baboons are all at home and have holed up in their designated building lairs, with only 2-3 insomniacs keeping watch up top.

2. The goblins sleep indoors by day, with a patrol as described going through the canyons - perhaps with makeshift parasols if the day is sunny? By night most of the goblins go hunting, and 12 or so of them are left doing various household tasks, going through the streets in groups of 1d4 individuals.

3. The bats from the tower flit around by night and will harass the party if they hear strangers moving about above the canyons. Fortunately, any fight with bats does not need to make noise as their screeches are infrasonic, and the combat will only be noticed within a range  of 30' by creatures moving in the canyons below.

4. Don't forget the mounted Iron Ring operatives who lair in the ruins. They ride out in the morning to patrol the area between the holls and the river, and at night can be found in the empty building next to the stables S.

5. Finally, there is the retinue of Vlack, and these hobgoblin soldiers watch the entrance to the tower at X4 night and day, a pair of them on the steps in front of the double doors.

From these dispositions it becomes clear that the party will have a hard time sneaking up to the tower, but if they do so it should be at night, given the limited range of goblins' dark vision. A single alarm going up will likely alert the whole complex, and although goblin squads will likely arrive in dribs and drabs, the graver threat to the mission is Golthar being alerted by his hobgoblin lieutenant Vlack. All the same, there is a plausible sequence of events that makes the rescue of Stefan a possibility, if a difficult one...

The next two episodes will focus on the rooms in the base and the main part of the tower. They involve much speculation beyond the "facts" in the adventure as written, helping to add weight to what the Hutaakans were up to and weave a golden thread of meaning through the players' encounters with their artifacts.

Categories: Tabletop Gaming Blogs

Artists I Like: Bruno Prosaiko

Doomslakers! - Sun, 03/24/2024 - 13:00

It's a series!

Bruno Prosaiko is a Brazilian artist whose work I first encountered when I saw a pretty kickass character sheet he created. From that point I followed him on Instagram, FB, or wherever fine arts are served.
Bruno's work is stylized, as they say, and has a strong sense of design from composition to color choice (his color eye is fantastic!). I'm not sure what medium he works in. Possibly digital, but I'm not familiar enough to say. I think his colors are probably digital, but even that is not certain to me and I haven't done the research to find out because honestly all that matters is how incredible he is.
You can find him across the RPG universe (check out the covers of Knock magazine 3 and 4) and even comic books too










Categories: Tabletop Gaming Blogs

Bundle of Holding - Goodman D20 Monster Guide

Tenkar's Tavern - Sat, 03/23/2024 - 21:04

It's strange. I kinda missed the whole D20/3.0 Era of gaming. Sure, I picked up the core books upon release and snagged the random Forgotten Realms release, but I stepped away from gaming from 1997 to 2007, give or take a few months. When I did return to gaming, the OSR had firmly taken root, even if it was young. The rest, as they say, is history.

This is a long, roundabout way of saying I missed these Goodman Games D20 Monster Guide releases when they were fresh. Hell, this is the first I've heard of them, and it makes them a tempting pick-up.

Of course, the Minor Threats Collection is less interesting, I think, than the Major Threats Collection, but you can't get the second without getting the first.

Adventurer! This all-new Goodman d20 Monster Guides Bundle presents 13 big d20 System monster sourcebooks from Goodman Games. Published in 2006-2009 for D&D 3.x, these inventive and detailed treatises describe, in 32 to 128 pages each, adversaries both major (beholders, liches, rakshasas) and minor (velociraptors, wererats). As d20 System supplements, these d20 Guides work as-is with Pathfinder 1E – and gamemasters of Fifth Edition and compatible "ampersand fantasy" systems can easily adapt the extensive discussions of monster physiology, social structure, culture, tactics, and campaign use. It's 770 pages of terrific monstrous classification, explication, and interpretation for an unbeatable bargain price.

For just US$9.95 you get all six d20 System monster sourcebooks in our Minor Threats Collection (retail value $46) as DRM-free ebooks, including Doppelgangers, Dragonkin, T-Rex, Treants, Velociraptors, and Wererats.

And if you pay more than the threshold price of $18.98, you'll level up and also get our entire Major Threats Collection with seven more sourcebooks worth an additional $60, including Beholders, Drow, Fey, Liches, Rakshasas, Vampires, and Werewolves.

The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. The Tavern DOES NOT do "Paid For" Articles and discloses personal connections to products and creators written about when applicable.

DTRPGAmazon, and Humble Bundle are affiliate programs that support The Tavern.  You can catch the daily Tavern Chat cast on AnchorYouTube or wherever you listen to your podcast collection. - Tenkar  

Categories: Tabletop Gaming Blogs

Saturday Morning Art Rumble 1

Doomslakers! - Sat, 03/23/2024 - 13:49

Saturday mornings are very special to me. When I was a kid, they meant cartoons. As an adult working a Mon-Fri office job, they mean no work. In any case, this is sacred space. I think I'll celebrate Saturdays by posting some of my drawings, old and new, because I don't post consistently enough on this blog.

This week, I'm going to roll my 3000+ sided die and randomly pick a 5 drawings. I'll give each some ♥s for giggles. I was gonna make it a whole contest thing but there's no way in hell I'll maintain that over time. I know myself too well. But fuck all that, let's ROLL!

I got 754, 794, 2925, 1809, and 2533. Oh god I'm scared. But here we go.

♥♥♥


♥♥
Oh... the 2010s era JVW. Lots of catgirls. ♥♥♥
Title header thing for a GOZR comic I didn't finish. Yet. ♥♥
Everyone loves a good Zarp! ♥♥

Oh damn, got a tie! How to break it?? The only fair way is to do a roll off. Graveyard Catgirl vs. Back Scabbard... Each rolls 1d20...

Oh snap! Catgirl got an 11 and Back Scabbard got a 18. Shit, even with her +3 for Charisma she can't beat him. Back Scabbard for the win.

 

Categories: Tabletop Gaming Blogs

Beneath the Reeds

Ten Foot Pole - Sat, 03/23/2024 - 11:11
By James S. Austin Tacitus Publishing OSE Level 7

Magic offers the chance to do amazing things.  But one who practices the arts should be mindful of the proper methods to manipulate the Weave.  One such soul paid the price for his attempts to reach beyond the mortal veil, experimenting with necromancy.  His untimely death has left behind an active circle, continuing to pull upon the corruptive energies.  The lingering effects now bring great harm to those who draw too near.

This twelve page “Q-Encounter presents four ghouls and two wraiths for the party to stab, in one encounter. It is exactly what you think it would be, based on that description. 

I’m working through my wishlist! That means those of you waiting for a review of that $200 adventure, or that 600 page adventure, may begin to hope again! And, it also means I get to review things like this. Twelve pages for one encounter. One. And this isn’t even, like 4e or some nonsense, it’s OSE! That means it is essentially Basic D&D. Twelve pages! For one encounter in basic! The fucking Steading of the Hill Giant Chief was only eight!

We, of course, get a long ass background and lot of padded out pages at the start. In this edition of “Twisted Backstories” we find a necromancer who lives in a hut in the marshes, who make a permanent necrotic circle under the water and then dies. Then Two merchants get killed by bandits and thrown in the marshes … but one of them has a water fey ancestor so some fey reeds grow up around his body. This links the circle to some ley lines. This encourages four ghouls to settle nearby in a burrow and two wraiths to show up near/at the circle that is like twenty feet away. There’s a lot more detail than this. That is all useless. But, in typical Bad Adventure fashion the adventure goes on and on to justify the nonsense it is about. Just present it! Maybe a sentence if you need to, but just do it! It’s fucking D&D man, we’re not explaining quantum theory here.

The hooks are lame. Well, some of them. At level seven you get to go find a missing farmer. I got better things to do at level seven. There are, however, two that are more interesting. I might even call them rumours, or, perhaps, an interesting way of doing rumours that are presented as hooks here. Two fisherman, in the bar, talking about how they heard a crying baby in the reeds, paddling over they met a foul stench from the reeds and hurried off. Kind of nice. Lowkey. And, another that has weeping and moaning being heard and dark figures running amongst the trees. No travels after night anymore … I like the superstition leanings of these two. Creepy. But, yeah, “the local druid says the marsh has darkness in it …” Bleach.

Welcome to the adventure! You get four descriptions, of four different places, all up front, one after another, in long italics read-aloud. Hard to read. Then the read-aloud over-reveals details of the location. Or, to quote part of one “Bunched piles of bones and rotting flesh lay about with two recent kills, a male and female human, in the center—bite and claw marks showing a violent end for both.” It starts strong, yeah? Nicely visceral. And then we get to the male and female and bite and claw stuff, which is too much detail for a quick room scan. And then we get a little “the novelisation of the game” with the Showing A Violent End garbage. 

Ok, so, you got four sections of read-aloud, all in a row and then some tactics, day and night, for the four ghouls and two wraiths. Then you find out they have 257gp of treasure, meaning that the designer has absolutely no idea how OSE works. Joy. It’s just a conversion hack job. 5E, PF1, PF2 and OSE. Fuuuuuuck You! 

That $200 600 page adventure is looking a lot better right now … I know, this is my own fault. But, really, Tacitus? Just goes to show you …

This is $1 at DriveThru. There is no preview. Otherwise you wouldn’t buy it, yeah?

https://preview.drivethrurpg.com/en/product/473353/beneath-the-reeds-ose?1892600

Categories: Tabletop Gaming Blogs

Some Art

Doomslakers! - Sat, 03/23/2024 - 05:44

I haven't been drawing as much lately as normal. I'm in a bit of a funk. I have a few open commissions to do and I can't seem to get the creative juice to knock them out. But hopefully this weekend will prove fruitful.

These were all doodled in a new sketchbook I picked up. It's a 8x8 Articka that I quite like.




 

Categories: Tabletop Gaming Blogs

Humble Bundle - Pathfinder 2 Bundle

Tenkar's Tavern - Sat, 03/23/2024 - 05:07

I am NOT a Pathfinder player, whether it's 1st or 2nd edition. That being said, the Pathfinder 1e Beginner Box is one of the best values in RPGs, and the Pathfinder 2nd Edition Beginner Box is right up with it. I'd actually be happy to run either Pathfinder Beginner Box as a campaign game, and I can't say that about either full version of Pathfinder. The Pathfinder Beginner Boxes are, dare I say, almost OSR in nature.

The current Pathfinder 2 Bundle: Guns of Alkenstar, has two sweet spots in my humble opinion. Five bucks gets you the Pathfinder 2 Beginner Box, two adventures, and a player's guide. 30 bucks gives you all of the core Pathfinder 2 Core Rulebooks, the Pathfinder 2 Beginner Box, adventures, Foundtry VTT-ready modules, and more. Personally, if I didn't already have the Pathfinder 2 Beginner Box in print and PDF, I'd be snagging the five-buck bundle.

The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. The Tavern DOES NOT do "Paid For" Articles and discloses personal connections to products and creators written about when applicable.

DTRPGAmazon, and Humble Bundle are affiliate programs that support The Tavern.  You can catch the daily Tavern Chat cast on AnchorYouTube or wherever you listen to your podcast collection. - Tenkar  

Categories: Tabletop Gaming Blogs

OSR Review & Commentary The Wretched Bestiary by ML Straus For The Expended Wretched Rpg

Swords & Stitchery - Fri, 03/22/2024 - 23:40
 " The Wretched Bestiary, by ML Straus is now available at The Red Room store, Giant Slayer Games and Big Geek Emporium. In spite of the Wretched prefix this 314-page book was designed to be used in any OSR game. " "Sure, it has a fair amount of Wretched supernatural and alien monstrosities, but you will also find in it dragons, orcs, goblins, undead, giants, trolls (and Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

25% Off Sale this Weekend at THW Store.

Two Hour Wargames - Fri, 03/22/2024 - 18:57

 Weekend Sale. Time to catch up on any books you may want. Type in code 25off and get 25% off your purchase. Ends Sunday at midnight.

https://twohourwargames.com/



Categories: Tabletop Gaming Blogs

Descent in the Outer Dark

Sorcerer's Skull - Fri, 03/22/2024 - 11:56


When Janus stopped being just an orbital mechanics curiosity and became a genuine anomaly by broadcasting a signal, a flurry of probes was quickly launched, and Earth waited for the report. Janus was revealed not to be a moon at all. It was an alien artifact. 

It took some time to find out what sort of artifact. Even now, none of the experts are completely sure. Its creators and purpose remain obscure. What humanity learned was there was reward inside: the strange but sometimes useful artifacts of an unimaginably advanced civilization. And then there was something else. Death. It comes in hundreds of ways, at the hands of bizarre traps or random environmental shifts, but also at the hands of murderous alien beings or animals that reside inside the structure.

The Company runs the station serving Janus. Security is provided by a multinational group, but it was expedient to let a corporation run the actual operations. Plausible deniability. Contractors recruited from the desperate masses of a climate stressed and economically depressed Earth sign up to be minimally trained, fitted into battered, armored environmental suites and sent into the alien labyrinth inside, hoping to steal crumbs from the table of strange gods and get out of their realm alive. The statistics aren't good, but the stories of the few that survive to retire rich keep the volunteers coming.

Bob World Builder is Mirroring WotC's D&D Survey - Take It Now!

Tenkar's Tavern - Thu, 03/21/2024 - 18:02



WotC's recent D&D survey was over before most folks knew it was up. It appeared that they DIDN'T want people to even take it, and they didn't allow respondents to leave feedback, as most surveys from WotC ask for.

Well, Bob World Builder has essentially mirrored the survey, with the intent of sharing the results of the new BWB survey with the public in a few weeks when the survey ends.

Here's the link to Bob's D&D Survey:

https://docs.google.com/forms/d/e/1FAIpQLSf0g4nR--hjPGDC5DLphaCRaX__zPVJVP67aXbmu6gMZNxSpA/viewform?pli=1&pli=1




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Categories: Tabletop Gaming Blogs

Kingdoms of the Living, the Slimy, & the Dead - - Clark Aston Smith's The Charnal God & Maximum Mayhem Dungeons - Mini Adventure #2: Slime Pits of the Sewer Witch

Swords & Stitchery - Thu, 03/21/2024 - 01:53
 It's been a long while since I've done anthing with our Clark Ashton Smith Zothique Castles & Crusades campaign. A friend and fellow player wants together together over the weekend & pick up with our Zothique campaign in a minor kingdom around the region of Zul-Bha-Sair. We've definitely had our times around that region wayback in January of 2024.  My friend MarkNeedleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Bundle of Holding - John Carter of Mars

Tenkar's Tavern - Wed, 03/20/2024 - 21:57

I missed the John Carter of Mars RPG Kickstarter a few years back, but I've heard good things from those who were backers. Now I have an affordable manner to play catch up ;)

The John Carter of Mars Starter Bundle at Bundle of Holding is 7.95. For about 25 bucks you can add in the Bonus Collection as detailed below.

Adventurer! We've resurrected our January 2021 John Carter of Mars Bundle featuring the John Carter of Mars tabletop roleplaying game from Modiphius Entertainment based on the Martian planetary romances of Edgar Rice Burroughs. Explore Barsoom as pilots, warriors, scientists, or one of the terrifying green Tharks. Create you own Barsoomian adventurers, or take on the great journeys as John Carter himself, Dejah Thoris, Tars Tarkas, Thuvia of Ptarth, Carthoris of Helium, and the other heroes and heroines of the books. Using "Momentum," a streamlined pulp-action version of the Modiphius 2d20 system (Star Trek Adventures, Dune), you'll experience a dying world of dry ocean beds where giant four-armed barbarians rule, of crumbling cities home to an advanced but decaying civilization, of strange beasts and savage combat, where love, honor, and loyalty become the stuff of adventure.

For just US$7.95 you get all three titles in this revived offer's Starter Collection (retail value $36) as DRM-free ebooks, including the complete full-color 288-page John Carter of Mars core rulebook, the Narrator's Screen & Narrator's Kit, and the Barsoom and Korad Legacy Map & Travel Guide.

And if you pay more than the threshold price of $24.96, you'll level up and also get this revival's entire Bonus Collection with six more titles worth an additional $72, including the Phantoms of Mars Campaign Guide; three "Era" supplements that describe different phases of the Martian sequence – Dotar Sojat Era, Jeddak of Jeddaks Era, and Prince of Helium Era – and two print-and-cut decks of artwork: the Landscapes and Locations Deck and the Characters and Tokens Deck.

The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. The Tavern DOES NOT do "Paid For" Articles and discloses personal connections to products and creators written about when applicable.

DTRPGAmazon, and Humble Bundle are affiliate programs that support The Tavern.  You can catch the daily Tavern Chat cast on AnchorYouTube or wherever you listen to your podcast collection. - Tenkar  

Categories: Tabletop Gaming Blogs

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