Tabletop Gaming Feeds

1d4 Random Strange & Twisted Dungeon Locations Encounter Table For Your Old School Campaigns

Swords & Stitchery - Thu, 04/13/2017 - 15:28
Out in the wastelands there are places with all of their own personal agendas, these places have slipped between the cracks of reality & become places of torment for a wide variety of prisoners from places better off forgotten or lost. These strange adventure locations appear throughout the dimensions causing mayhem for whatever or whomever they can. They almost have a malevolent or dangerousNeedles
Categories: Tabletop Gaming Blogs

Kickstarter - Aces & Eights: Reloaded, a Wild West role playing game

Tenkar's Tavern - Thu, 04/13/2017 - 15:08
Let me start this by saying "I don't own the original Aces & Eights RPG." Its not that I wasn't interested in it. I was. I just never got around to grabbing myself a copy.

+Jolly Blackburn was kind enough to give me an early peek a the KS page for Aces & Eights Reloaded and I must say I was impressed. Its a good looking project that is nearly completely written and its from KenzerCo - I've never seen Kenzer produce less than an excellent product.

I do like the idea of a Shot Clock transparency to see where your shot actually lands. Pretty damn cool. And yes, the Shot Clocks (regular and shotgun) are included with physical copies of the book, It isn't clear but its already been asked and answered in the comments section (although it might need to be added to the FAQ or the main text - it WILL come up again and again and those comments and answers are going to fall off the page at some point)

Basic print buy in for a softcover is $50, $60 to add in a PDF copy and stretch goals. Personally, I think the sweet spot is $90 and here's why:

Extra Shot Clocks for the table and poker decks. Not enough players to play an RPG? Fleece your fellow players in a game of poker ;)

Categories: Tabletop Gaming Blogs


Sorcerer's Skull - Thu, 04/13/2017 - 11:00

Once again, I'll be running a session of Mortzengersturm, The Mad Manticore of the Prismatic Peak at North Texas RPG Con in Jone, which (assuming everything goes well with the printer) will also be the debut of the print edition of the adventure at the Hydra Co-op booth!

Here are ten things about the Mortzengersturm adventure even a dedicated reader of this blog might not know:

1. The adventure grew out of an adaptation of Jason Sholtis's Zogorion, Lord of the Hippogriffs for my Land of Azurth game, originally played on June 15 and July 19, 2015.
2. The name Mortzengersturm was arrived at by smashing together the titles of Poe's "Metzengerstein" and Hugh Cave's "Murgunstrumm." Neither story have I read (though I did see a film adaptation of the Poe story).
3. This John R. Neill drawing was the initial inspiration for the look of Mortzengersturm, and possibly the source of the idea that he would be a manticore:

4. The goblins' song in the published version of the adventure should be sang to the tune of "God Save the Tsar!" the former national anthem of the Russian Empire.
5. Slime-spawned goblins was an idea I had back in 2012. I finally got to use in print, in a modified form.
6. Thedabara is, of course, named for the silent film vamp Theda Bara (1885-1955).
7. The Oubliette of Mistakes wasn't in the adventure as originally run and basically got included because I had thought up The Moonster and needed a place to put him. The name was likely inspired by the Island of Misfit Toys from Rankin-Bass' Rudolph The Red-Nosed Reindeer (1964).
8. There are a few references to Chicago's Columbia World Exposition of 1893 in the adventure which no party has yet investigated.
9. A brand of cigarettes from the City and Weird Adventures makes a cameo.
10. The parrot-bear (and the whole idea of Mortzengersturm's mixed up animals) came from an illustration by Jeff Call--who later wound up illustrating the adventure.

Deadly Dreams...Coming Later This Week

Two Hour Wargames - Thu, 04/13/2017 - 03:50
A supplement and scenario book for Lovecraft's Revenge.  
Categories: Tabletop Gaming Blogs

Reminder - Tavern Chat Tonight - 9 PM Eastern - Whatever Shall We Chat About?

Tenkar's Tavern - Wed, 04/12/2017 - 18:57

Yep. Its a Wednesday, which means tonight is Tavern Chat.

Where? Here - using the Chatwing App on the right side of this page.

When? Tonight - 9 PM Eastern to 11ish.

What are we going to be talking about? Probably more SWL and SWCL, I'll vaguebook a project I am currently awaiting a contract and non disclosure for, S&W Appreciation Day, other projects from the fine folks in the community and good stuff like that :)
Categories: Tabletop Gaming Blogs

Deal of the Day is Up!

Greyhawk Grognard - Wed, 04/12/2017 - 15:05
Now's your chance, fans of post-apocalyptic gaming. Project Oasis is 50% off at RPGNow and DriveThruRPG for the next 24 hours. Grab it while the grabbing is good!

You can purchase Project Oasis here

Categories: Tabletop Gaming Blogs

1d6 Random High Level Adventuress NPC's Encounter Table For Your Old School Campaigns

Swords & Stitchery - Wed, 04/12/2017 - 14:10
There are ladies who don't have time or wait for anyone to 'take care' of them. These lady adventurers are forces of nature in their own rights and might if the party acts nicely take them in hand to help them out. Perhaps to act as patrons or information brokers, often these adventurers can be found at the fringes or dimensional borderlands between worlds. For sufficient treasure they'll be Needles
Categories: Tabletop Gaming Blogs

Another Video Review - This Time of the Swords & Wizardry Continual Light Playtest Rules

Tenkar's Tavern - Wed, 04/12/2017 - 13:19

Yep, we have another Swords & Wizardry Light video review, although this time it is actually for the Continual Light "Alpha" or playtest rules.

Its a short video (about three and a half minutes) and you know you want to watch it :)

Seriously, huge thanks to Skinner Games for taking the time to check out the rules and make this video.

Categories: Tabletop Gaming Blogs

AA#28: Redtooth Ridge

Ten Foot Pole - Wed, 04/12/2017 - 11:21

By Joseph Browning
Expeditious Retreat Press
Level 1-3

he plain wooden cup the dryad Aralina needs for her great oak’s rebirth has been stolen by creeping foul things! Small, man-like, creatures with great heads assaulted her and, in the confusion, pick-pocketed the cup before fleeing towards Redtooth Ridge. Without her cup, her tree with die before it can reproduce and she will die with it. In her distress, she has offered a reward of a beautiful coral necklace in exchange for her plain wooden cup. The call has gone out and surely a party exists willing to assault Redtooth Ridge?

This thirteen page, sixtyish encounter, adventure details a small wooded ridge and the remains of several buildings on it, primarily an old manor. It has decent maps and most of the encounter feel more like little vignettes with some loose internal logic than they do the more typical isolated-encounters-in-a-ruined-place. It engages in “used to be” and obsesses on ranger and thief mechanics a bit too much, all of which tend to clog up the text more than it should. It doesn’t engage in much that is new but it does deal with goblins, ogres, stirge, zombies, green slime, and the rest in a way that appeals to my love of the classics. A decent little adventure doing decent little things.

This is a pretty classic site based adventure. There’s a small wooded plateau with two paths running up to it. On top is the ruined compound of an old manor estate, as well as a small cave serving as an ogre lair. The family mausoleum is in the plateau cliffs. There’s a small wandering monster table that generally has the creatures lairing on it, with their numbers being depleted as you kill the wanderers. Otherwise, the party is free to do what they will. Exactly the fuck the way these site-based adventures SHOULD be.

The estate is walled, with numerous ways through the walls. There’s an underground/basement area that runs between a couple of outbuildings, as well as a few structures with more than one story, giving the map a little bit of a vertical presence and some interest. The open-ended compound nature of the map, as well as the open nature of the plateau, and the non-linear nature of the basement and manor home maps work well with a site based adventure. There are a number of “hallways with doors off of it” on the map, but there’s enough variety in style that it doesn’t feel constraining or forced. An art piece showing the profile, or better shading of indoor and outdoor areas, would have been appreciated. In addition, some of the map features are missing. Large cracks you can crawl through, and so on, seem to not be on the map but rather in the room descriptions. That’s not good. It would have also been nice to have all the maps on one page, instead of having the text integrated around them, in order to photocopy them easier for hanging on Ye Olde Dm Screen. But this isn’t the end of the world and sweet jesus in heaven thank you for maps that are not throw-away linear plot shitfests. These maps provide options and mystery … which is what ALL maps should do.

The encounters in the adventure almost feel like little vignettes … in the positive connotation. The rooms sometimes feel like they have multiple things going on, and exist outside of the adventure proper. I’m straining a little in that statement, but they are certainly more … integrated? than most adventures. The bedroom feels like it has bedroom stuff. The kitchen feels like a kitchen, with kitchen stuff encounters. The library feels like a library with library-like stuff encounters. Enough of the rooms have encounters that relate to each other to even put together a little story. It all feels like it makes sense and is not arbitrary. There’s this internal logic.

While walking up the path to the top, you see an ogre in a good mood on a rock eating a mite and pestie. The ogre lair is up top and mites/pesties also lair up top. Further up, some goblins watch the ogre, trying to decide to attack. They also have some friends up top. The ogre, eating another creature, is a hint, and makes sense in the context of the adventure as well as providing some fun, since he doesn’t attack immediately and is eating somebody. It all works together. There’s another example of a ghost who hates her servants, and if she possesses someone will go open a secret door to the basement in order to punish/kill the servants … who just happen to be zombies .. including some child zombies. The rats in the library have chewed books, and pulled in bodies through a large crack in the wall. These are not gonzo or forced, but just all work together easily. That’s refreshing. Gonzo stands out, but making giants rats, or zombies, work in 2017 is not easy. We can debate on if you SHOULD include book monsters in an adventure, but for an adventure that DOES include book monsters, this one does a good job with it. It seems effortlessly constructed.

The writing style is not particularly evocative. At All. ‘Boring’ would be the word I would use. And while the rooms descriptions are not particularly extensive, I do think that they concentrate too much on the useless and trivia instead of creating an evocative impression. The Dining room description is a decent example: “Over two dozen reclining couches dot this two- story-tall room, along with eight square tables. The room opens up to the second level and a minstrel’s gallery is above and to the east. The owners of the Ivory House believed in reclined eating and all meals were served in this fashion.” Not exactly inspiring, and I can make a good case that the last sentence falls in to the “explaining history” category of Sin. Likewise, many comments about things like “this used to have thick iron doors, but they were consumer by a wandering rust monster” … which occurs more than once in the text. This is trivia.

Further, there is an extensive appeal to mechanics in places that I don’t think is warranted, even if we accept this is OSRIC/1E. This occurs most frequently with notes (paragraphs, I should say) that give exceptions for thieves and rangers. “If there is a thief sneaking in the party then blah blah blah bonus/penalty because blah blah blah.” For a cobblestone floor. Likewise rangers get extensive notes in places for tracking efforts. Condensing or trimming these would help keep the product focused. It IS packing almost sixty rooms in to nine pages, so it’s not like it’s the biggest sinner ever, but it does stand out. Maybe more so because of the more ho hum descriptions. This sort of exposition is also found in several creature encounters, with notes on tactics and the like that seem to pad things out more than they should be. The adventure pretext is also light, a dyrad having her wooden cup stolen, or simply “the lure of rumored treasure”, but, whatever, it’s a site-based adventure and those are FAR easier to motivate in to a game than the plot adventures. The magic is all book items with no descriptions, which is very disappointing.

This is a nice adventure. I will sometimes say that adventures are salvageable with a highlighter. This goes a step beyond that. No gonzo. No explosions. No set pieces. Just a solid little site that could use a little edit to make things a little more evocative. It’s also going to be a ROUGH time for Level 1 characters, unless they know what the fuck they are doing. The whole “12-18 ghouls” thing is rough, and easy to stumble in to.

The preview on DriveThrough shows you the ogre and goblin encounters on the path, so you can get a good look at both the positive aspects of the encounter and the relatively lengthy parts of the descriptions. Likewise, on the last page, you can see room 1, the outer wall of the compound. It also shows the nicely integrated nature of the encounters, with tracks and the like, as well as the relatively heavy description length for the same. The preview does a good job of letting you know what to expect.

Categories: Tabletop Gaming Blogs

Wednesday Comics: Storm: The Labyrinth of Death

Sorcerer's Skull - Wed, 04/12/2017 - 11:00
My exploration of the long-running euro-comic Storm, continues with his adventures in the world of Pandarve. Earlier installments can be found here.

Storm: The Labyrinth of Death (1983) 
(Dutch: Het Doolhof van de Dood) (part 2)
Art by Don Lawrence; script by Martin Lodewijk

Taking the Devil's Ride, Storm and Nomad are forced to abandon their gliders or be dashed against an imposing mountain range. Their landing on the rocky plateau beneath isn't an easy one, then they have to climb down out of the wind before they freeze to death.

Their landing doesn't go unnoticed. The Anomaly's arrival on Pandarve is detected by Marduk's machines.

Reaching the desert road below, our heroes encounter a man on the back of a giant snail creature:

He's heading to Mardukan, the capital, for the Theocrat's wedding so they are able to  get a ride.

There is only one bridge into Mardukan, and the city is surrounded by high walls. The man explains that the Theocrat is afraid of the rebels. Nomad and Storm enter the city in the crowd, under the eyes of Marduk's guards and their telepathic watch-dogs. Nomad is nervous that in the narrow alleys it would be easy to trapped. His words prove prophetic. The outer gates are closed, and when Storm walks through a checkpoint, Marduk's sensors detect him.

Storm and Nomad are brought before Marduk. Storm doesn't know anything about the Anomaly; He just wants to see Ember. Marduk doesn't have her anymore, but he tells Storm if he cooperates he'll get to see her. Storm and Nomad get sent off to the laboratory.

Meanwhile, Ember is in the streets with the rebels. They are disguised as entertainers. The rebels want to get their hands on the Anomaly to deny him to the Theocrat. They wind up washing dishes, but their Ember overhears a report from a rebel spy that the Anomaly--Storm!--is being held in the castle.


1d6 Random Weird Undead & Terrible Victims of Undeath To Encounter Table For Your Old School Campaigns

Swords & Stitchery - Wed, 04/12/2017 - 05:51
There are multiple planes of existence & places in the wastelands between worlds where adventurers should not set foot. These places are often at the cross roads of many existences & lives. They attract the foolish, stupid, & dangerous in equal turns. But they also attract some of the most dangerous horrors of undeath the worlds have ever seen. Adventurers should exercise extreme caution whenNeedles
Categories: Tabletop Gaming Blogs

Fiction Review: It

19th Level - Wed, 04/12/2017 - 02:00

He touches his wife’s smooth back as she sleeps her warm sleep and dreams her own dreams; he thinks that it is good to be a child, but it is also good to be grownup and able to consider the mystery of childhood . . . its beliefs and desires.  - Stephen King, ItIt defeated me the first time I attempted to read it. I was introduced to Stephen King by a classmate in, if I recall correctly, in my junior year of high school. I borrowed a number of her copies and acquired my own from the local Waldenbooks. For whatever reason, I was never quite able to finish It. I made it through many of his books (The Gunslinger and The Stand were my favorites at the time) but It was a bit too much.

Fast forward to 2011 and I finally got around to completing It, reading it in audiobook form. What's really odd is what a gap was. My recollection is I tried reading It in 1989 or so, so it was about 22 years later. It itself takes place in two time periods, 1958 and 1985, with the 11-year olds of the 1958 period now 38-years old. Similarly the 17-year old I was when I first attempted the novel was then a 39-year old.

I reflect on this because so much of It is not about the horror that plagues the Maine town of Derry. Rather it is about growing up and what we lose - and what we gain in so doing. It is about the horror of falling out of touch with the friends who meant the world to you once upon a time. The girl or boy you were madly in love with. The bike you absolutely had to have. What terrified you as a child. What you dreamed of. It's hard for me to read It without thinking of the child I once was.

The protagonists of It are "the Losers' Club", a group of seven kids who come together in summer of 1958. Pretty much every childhood outcast is there in the group. You've got their leader Bill, who has a stutter that worsened after his brother was killed by It. Ben, the clever fat kid. Richie, the geeky wise-cracker. Beverly, the only girl in the group, poor and having a physically abusive father. Mike, the only black kid in the group - in a town where his family are the only African-Americans around. Stan, the Jewish kid of the group. And Eddie, whose mother inflicts upon him a variety of phantom illnesses. 
The monster of the story is simply "It" - a creature that can take the form of whatever one fears. It lives off of fear and prefers children. The Losers' Club defeats It in 1958 - this is no spoiler, as a large part of the plot is them reassembling in 1985 upon learning that It has survived and returned. However, all of them save Mike initially have no recollection of what happened back in 1958 - or even of each other for that matter. Though they were the best of friends, they had literally forgotten each other by adulthood. Mike remembered as he stayed in Darry - serving as the "lighthouse keeper". Those who left Derry all became fantastically successful. Some are happy - Bill for example is a successful fiction and movie writer, married to an actress. Others have repeated mistakes of their childhoods - Beverly married an abusive man and Eddie is married to a mirror image of his mother. 
As the Losers' Club comes back together, its members begin remembering what had happened to them back in 1958 - and they begin to realize that whatever magic they had back in 1958 as kids will need to be recaptured by these adults. Can they do that? 
For me, the conflict with It is an awesome part of the book but not the best part of it. Rather, I was totally taken by the examination of the magic of childhood, how we leave that behind as we grow up, and the need to keep some part of it alive. But adulthood isn't bad - for you can truly come to appreciate your childhood from the lens of adulthood. 
King has always had a talent at creating great characters and those of It are among those that I find myself wondering what they are now up to as senior citizens. I'm looking forward to the upcoming film adaptation, which is splitting it into two movies, covering the Losers' Club as kids and adults (and moving the past period to the 1980s so the contemporary period can be in the present day). One unfortunate effect of doing this will be making the story linear whereas a large part of the book is about the adults slowly piecing their childhood memories back together. It's an understandable decision, but likely one of unfortunate necessity.
Categories: Tabletop Gaming Blogs

Figure Forge 88: Iguana for Heavy Gear

Gamer Goggles - Wed, 04/12/2017 - 01:54

Matt assembles the bear bones of the Iguana for Heavy Gear,  This is the new plastic.

Click here to view the video on YouTube.

So, who is going to Origins and do you want to play Heavy Gear Blitz.

Categories: Tabletop Gaming Blogs

Let's Read: Greyhawk Adventures (Part 9)

Greyhawk Grognard - Wed, 04/12/2017 - 01:48
Ehlonna's tits! Am I still doing this series?

Yes. Yes I am. Even though the last installment was a shade under two years ago. (Sorry!) My work on 5E Greyhawk has given me renewed incentive to look through the sources for material, and Greyhawk Adventures is one of them.

This time out we look at the Magical Items of Greyhawk, and in my estimation this is one of the weakest chapters in the book. Not only are the origins and names completely unimaginative (with such entries as the casket of Furyondy, or the necklace of Almor), but the in-setting details are sometimes suspect. For example, we are told of the Dark Crown of Aerdy:
This evil headgear was worn by one of the original Overkings of the House of Naelex [sic] in the ancient Great Kingdom.The problem being, of course, that the original Overkings were from the House of Rax. And it wasn't called the Great Kingdom at the beginning; it was the Kingdom of Aerdy until the Battle of a Fortnight's Length more than a century later. And they weren't decidedly evil until much later.  And the House of Rax was succeeded by the House of Naelax, not Naelex (we are similarly told that the capital of the Horned Society was Malog, when it should be Molag). It's just sloppy writing and editing, but it speaks to the almost afterthought-like vibe I get in this whole section.

I find this an enormous missed opportunity to have brought in all the "missed" magic items from the original Greyhawk campaign that never made it into the DMG or UA. Things like the needle/spear of Zagyg. Of course, that would have been difficult at the time, with Gygax, et al estranged from TSR. But instead we have mostly mediocre magic items with names of geographic locales from the Flanaess tacked on seemingly at random. What else to make of the prism of Greyhawk, which casts color spray and hypnotic pattern once per day? There's nothing there that particularly ties the item thematically to Greyhawk; it's just another magic item that any DM in the 11th grade could have come up with.

In some ways, the ones that do convey the theme of their place of origin are worse, because of the heavy-handed and completely unsubtle way in which they are handled. Take the red armor of the Hellfurnaces. It's plate armor +4 made from the hide of a red dragon, and allows the wearer to save vs. fire attacks for half or no damage. Get it? Hellfurnaces. Fire. It's a natural!

Now, to be fair, there are some that are genuinely clever in my opinion, and actually add to the flavor of the place whence they come. The chalice of the Shield Lands, for instance, allows the user (who must be a fighter) to take a holy vow and become a paladin of the same level for the duration of a single quest. That's a nicely themed, non-generic magic item in my view. The black sails of the Schnai are another great one; sails for funeral ships that, when the final piece is burned, summon the spirit of the warrior whose funeral ship it was, to fight for you. It's a nice call-back to the archetypical Viking ship-funeral, and that goes well with the generally Viking tone of that part of Greyhawk.

If the flaw of this section could be summed up in a single word, it would be rushed. The whole seems like it was knocked off in a day or two, with insufficient thought or research into the lands in which the magic items were supposed to have originated. Take, for a final example, the anvil of the Lortmil Mountains, which is a dwarven magic item that can allow the user to make blades worth 100 times their normal value. That's all well and good, until one considers that the Lortmil Mountains were under the control of humanoid tribes until the Hateful Wars some 75 years prior to the timeline of this book (the FtA era, 585 CY). Is that enough time for such an item to have been created? Sure, but wouldn't it have been much cooler to have a humanoid-themed item from the Lortmils, that predated their expulsion, and which could be used in some plot to reconquer the mountains? A few more minutes of reflection on each item might have produced far greater results for this entire chapter. On the whole, I find it a disappointment.

Next up: Geography of Oerth
Categories: Tabletop Gaming Blogs

Ch. 4, Page 26

Castle Greyhawk - Tue, 04/11/2017 - 23:46
The giant spider tugged relentlessly on the garden door. Ehlissa pulled on the handle with all her might, but was losing ground and in danger of being pulled back into the tower. In moments, she would not be able to contain the monster.

In this, what she feared might be her final moments, she thought of the people she had gone to for help. Robilar. Rary. Yrag. All had failed to keep her from this moment in time. Tenser -- he might not even know she was ever in trouble.

But none of it was their fault. She had fallen for Erac all on her own, and had fallen into the schemes of Erac's Cousin only to find Erac. And now she was alone. She thought there was no one left to help her...

Pre-Order - Against the Giants Walkthrough Maps - In Print - Today - G3 - Hall of the Fire Giant King

Tenkar's Tavern - Tue, 04/11/2017 - 22:07

Jason Thompson, he of the amazing walkthrough maps of various classic modules from the AD&D 1e era, is taking preorders for movie poster sized prints of G1 through G3 at his online store ($60 for the trilogy) and he was kind enough to share with me some of the amazing artwork. Tonight, I share with you, G3 - Hall of the Fire Giant King (with close ups)

Categories: Tabletop Gaming Blogs

Step-by-Step Edds' Pub Part Three - Recruiting and Crossing over to the Other Side

Two Hour Wargames - Tue, 04/11/2017 - 16:58
Part Two

In Part Two we explained what Edd's Pub is about - a jump off point to another world. Want to go by yourself? You can do that as you could recruit NPCs over there. These could be those that crossed over before and can go back and forth, They could be those that lost their Coin and can't get back. Or they can be NPCs from the Other Side, with no desire to leave.

But let's assume you want to start a Star and recruit your first Band to cross over.That's easy. You can automatically recruit 4 Grunts.  

They must be from your own Race and are assumed to have the same Alignment as you do. After the first Band of recruits you will be able to recruit NPCs from other Races and possibly, other Alignements. That's where Edd's Pub comes in  handy as there are four different Races at the Pub.

There are easy rules to generate the stats for your recruits...Rep, Class and Armor Class. Their Rep will always be lower than your Rep and their Class will determine their Armor Class. 

Here's Fizzbo's Band of Recruits that he brought to Edd's Pub.

Type Class Rep AC Align Fizzbo Caster 5 2 RS Fawn  Missile 4 2 RS Squat Missile 3 4 RS Percy Melee 4 4 RS Maconne Melee 4 4 RS

Each gets a Coin and down the hall they go to the Other Side. First stop is the Woods. Here's the Band entering the Woods.
Figures from Rebel Minis.

Categories: Tabletop Gaming Blogs

Project Oasis 50% off tomorrow!

Greyhawk Grognard - Tue, 04/11/2017 - 16:01
Hey all!

Just a quick note that Project Oasis, my post-apocalyptic RPG setting, will be tomorrow's Deal of the Day at RPGNow and DriveThruRPG, for 50% off the normal price.

One Day Only!

Project Oasis is a gonzo PA setting that draws inspiration from the post-apocalyptic aesthetic of the 1960's and 1970's. Think Planet of the Apes (movie, TV show, and Marvel Comics' original stories like Terror on the Planet of the Apes), Logan's Run, Genesis II, Planet Earth, Ark II, A Boy and His Dog, Mad Max, and the Ultimate Warrior (a very underestimated film in my opinion!).

Toss all that up in the air and let the pieces settle all over a continent-wide map of North America, throw in a 36 page guidebook that's very rules light (although it does have appendices with new monsters and technology, statted for both Apes Victorious and Mutant Future, although you can use it with almost any old-school science fantasy rules), and you get Project Oasis.

And it'll be just $4.98 tomorrow. I guarantee it will never be that price again.


A thousand years ago, the world died.Now, out of the ashes of the great nuclear-biological Devastation comes a new world. A world where intelligent apes hunt humans for sport. A world where subterranean mutant cyborgs serve great disembodied brains and plot world domination. A world where apocalyptic cults try to finish what the bombs started. A world where frightful artificial intelligences command armies of robot servants, and entire nations of clones lead peaceful and productive lives, unless you’re not of the right clone-lineage. And it’s also a world where mankind and his newfound fellow intelligent species try to pick up the pieces and rebuild civilization.This is a world where a force for good, knowledge, and science works to help restore that which was lost, to guide this new world onto a path of justice and learning. That force is called Project Oasis.
Categories: Tabletop Gaming Blogs

New Video Review / Overview of Swords & Wizardry Light, Wth Legion Folder Goodies :)

Tenkar's Tavern - Tue, 04/11/2017 - 15:19

Damn. I do believe this is the first video review / overview of Swords & Wizardry Light and the Swords & Wizardry Legion package.

Brandon Goeringer, The SavageGM got his hands on a S&W Legion folder that were being handed out at Gary Con and he does an excellent review of said package.

I must say, my signature sucks. I gotta work on that ;)

Watch the video below. It clocks in at less that 7 minutes and does an excellent job of highlighting what comes in the Legion Folder.

Categories: Tabletop Gaming Blogs

Original Empire of The Petal Throne - Actual Play Event - Encounter With H'y Turis's 'Eater of Trespassers & the Helpless'

Swords & Stitchery - Tue, 04/11/2017 - 14:24
Original box set courtesy of So last night I got together with friends for a game of the original  Empire of The Petal Throne box set; we generated characters & began to explore the underworld of  the city of Jakalla. We were fresh off the boat barbarians. Things went from weird to stranger as we were hired by a small group of xenophobic Tsolyani patron priests.They were hiring usNeedles
Categories: Tabletop Gaming Blogs


Subscribe to Furiously Eclectic People aggregator - Tabletop Gaming Blogs