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Halls of the Bonelord

Ten Foot Pole - Mon, 09/09/2019 - 11:08
By Alexander Langlet Stealth's Modules & TRPG Content 1e levels 1-3

… Pillage the Halls of the Bonelord, an ancient king who’s name has been lost to time. …

This five page adventure is a dungeon with twenty rooms. Single column, It is one step removed from being minimally keyed. There’s a decently evocative sentence or two here or there, but is short on mundane loot and interactive content.

Well, I say “short on interactive content”, but … to its credit the adventure does not have every monster attack as soon as the party opens the door. There’s snake, shadows and skeletons that only attack when the party fuck with them/their room. In some cases this causes to arise that most delicious of things: zany party plans to get the treasure. A long abandoned alter, covered in dust, obvious loot on it … and a shadow flitting about. Fuck yeah I’m goon try my luck! Or a large snake, coiled around some loot. Or some skeletons guarding a massive set of double doors. This is some fine examples of exploratory D&D play. Pushing your luck is tied to the resource mechanic in Gold=XP systems. And I fucking love temptation (and, as a player FALL FOR IT EVERY SINGLE TIME.) Beyond a few instances though, there’s not much here beyond some combat. And that’s too bad. Interactivity means more than combat and those few examples of pushing your luck are not really enough, I think, to support a twenty room dungeon.

Treasure is low here, there’s not much at all. Which I always find weird in an OSR game. The goal of the game is to get the loot and I think there’s an implicit agreement between the DM and the players that there WILL be loot in the dungeon, especially in a single isolated level like this. If not then the DM will, I think, fall short on players in a classic Gold=XP style. What’s in it for me, as a player, if you remove the gold from gold=XP but keep the system? There is a decent amount of potions and a wand … maybe I’m just discounting the XP from those too much.

The main baddie is a 3HD AC3 skeleton. That’s a fearsome combo for lower level players, but probably ok with some running away. There’s also a room with 60 cubic feet of green slime in it. Yes, CUBIC. A 20×30 room 10’ high filled to the ceiling with green slime. My mind is furiously working out all of the possibilities with that much green slime at my disposal …

There’s a sentence or two that’s a good start to some room descriptions.  “Piles of dry and cracked snakeskin are scattered in this room …” or a dry & dusty room with two skeletons with polearms guarding a set of double doors. A sack is tattered and a bowl engraved with opals. A bock of grey stone with a black cloth draped over it, a silver bowl and fist-sized gem on top and everything covered in dust. It’s not bad. Not enough of the rooms do this and it’s inconsistent in the rooms that do.

The room content is close to being minimally keyed. In one room a couple of kobolds stand guard armed with slings and staves. That’s the extent of the room description … Vampire Queen turned from stat block to sentence.

Low loot, inconsistent description, low-ish interactivity … at least its not padded.

This is $1 at DriveThru. There is no preview. Put a preview in. Even if the adventure costs $1. Even if it’s 2 pages long. Give us a view of what we’re buying!

https://www.drivethrurpg.com/product/286824/Halls-of-the-Bonelord?1892600

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Highway Across the Outlands

Sorcerer's Skull - Mon, 09/09/2019 - 11:00

Climb up the walls of the city, passed the rookeries of the poor and dispossessed and the ramparts where the city guard stand bored but vigilant, and look over the side and you will see more gray nothingness, occasionally pixelating and deresolving to show the more abstract astral manifold beneath, same as if you looked up at flickering spark that passes for a sun. But if you take a corkscrew ramps below ground to one of the city's gates and pass through the checkpoint, quickly the gray mist would recede behind you, and you would find yourself on a highway in an immense desert. This is the Outlands.
The Outlands is the phase boundary between the city and the Outer Planes. Its existences preserves the city's ambivalence, keeps it from being conquered by some conceptual force or another. Its desert is vast, but it is more its indifference that keeps strongly held ideas at bay. The Outlands and its few inhabitants are stubborn.
The highways that stretch from the city gates run through alkali saltpan, scrub plans, and stretches of sandstone buttes. There are a few settlements along the way: outposts and waystations run by those too noncomformist for city life or exiled for some other reason. There are also bands of evangelists and missionaries from other Planes working to convert travelers, though these will die out eventually, either in conflict or by loss of faith. Some of them get violent in their death throes, though. Most Everyone else is a traveler or trader, headed one direction or the other--or a bandit. Though the highways are most often lonely (that is their nature, not a description) many convoys and caravans pass along them, and they all ripe for the taking.
At the edge of the Outlands are the Border Towns. Their appearance vary from town to town, but they control the flow of traffic from whatever plane is on the other side. All are fortified borders, no matter how benign the appearance of the Plane on the other side, indeed the most benign are often the most dangerous.

1d10 Random Weird & Ancient Tombs and Contents Table For The Astonishing Swordsmen and Sorcerers of Hyperborea Rpg System

Swords & Stitchery - Mon, 09/09/2019 - 10:10
1d10 Random Weird & Ancient Tombs and Contents Table  This ancient and weathered necropolis stands definitely against the elements for hundreds and hundreds of years now. Upon certain nights of the year the great wrought brass door stands slightly a jar and from within a howling and growling of great beasts can be heard. The tombs occupants have long ago have been sucked into the nameless Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
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Appendix N Sword and Sorcery Fantasy Classic Download -The Tale of Satampra Zeiros Clark Ashton Smith

Swords & Stitchery - Mon, 09/09/2019 - 10:06
 Grab It Right Here From the 1932 issue of Weird Tales, this one is a must read for both the regular dungeon master and those running Astonishing Swordsmen and Sorcerers of Hyperborea. This story has so many of the classic elements of the Hyperborean cycle by Smith. The story is very Dunsanian in its prose, exacution and substance. The story gets right into its world and drags you in asNeedleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
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Adventures On Old Mars - A Castles & Crusades & Astonishing Swordsmen & Sorcerers of Hyperborea Hybrid Campaign

Swords & Stitchery - Mon, 09/09/2019 - 05:45
One of the thought exercises that I've been tossing around is the option of using Castles & Crusades plus Astonishing Swordsmen & Sorcerers of Hyperborea to run an Old Mars game adventure or two. This has been on radar even since DM Steve spoke at length about the Serpent Men becoming a problem on Old Mars. I'm thinking about using the Castles & Crusades Siege engine systems to power the Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
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Newbie's 1st Encounter - Working Grave

Two Hour Wargames - Sun, 09/08/2019 - 16:24

Officer Jones has his 1stEncounter. He has to arrest someone. Here’s how we do it:·       I roll 1d6 to see where the arrest will occur. City Hall Area or the Financial District. It’s City Hall.·        Seeing how this is the Grave Shift, the people and things Jones will run into are way different than the middle of the day. I roll and find out it’s a Zhuh-Zhuh Shaker. Zhuh-Zhuhs AKA Monkey Boys are big fellows with a bad temper. Shakers are high up the ladder socially so wonder what this will be about. I roll again and find out he’s a Corporate Exec. ·       I roll to see how many of them there are and get 2.·       I see that the Leader is a Rep 4 People 4 Savvy 2 and his friend is a Rep 4 People 3 Savvy 3. Not sure if any of them are carrying weapons, won’t find that out until things go wrong – if they do.
This stuff is already figured out when playing one of the 16 pre-generated Encounters and each can have up to 3 PEFs to resolve. Each pre-generated Encounter has so many other variables that no two will ever play out the same. 
I decided to play this out with the counters and Battle Board included in the game but I could have used minis if I had them.
 Anyway, back to the arrest and that starts with the Intimidation Table.
·        Jones starts with 2d6 versus his People Skill of 4. But he’s also “Logical” so he loses 1d6! I roll a 3 and pass 1d6.·       Monkey Boy passes 2d6 versus his People Skill of 4 so tells Jones to “Bite off!” and the two Monkey Boys resist. I roll on the Packing Table and luckily neither one is packing heat so its melee time. I roll to see if its lethal (1 – 5) or non-lethal (6). I roll a 6.
Time to get physical!
Rolling on the Action Table, Jones passes 2d6 and so does the Zhuh-Zhuh Leader but they have the Advantage so they go first and charge Jones before he can draw his weapon. End of first round Jones uses Star Power and still suffers a -1 to Rep. So does 1 Monkey Boy.



Second round of melee and Jones passes 2d6, Monkey Boys only 1d6! Down they go, out of the fight! Jones cuffs both of them and puts them in the back of the patrol car. Off to jail.

So what did Jones earn for this first Encounter? Let’s start with Street Cred. Jones is a rookie so he’s not Bent or Straight Arrow yet and since he was successful (read the Monkey Boys the Riot Act after they were unconscious) he ended up gaining a +1 to his Street Cred.
He gained 2 Increasing Rep d6 for taking out the two Zhuh-Zhuhs  (captured), but 3 Decreasing Rep d6 for using Star Power for a net of 1 Decreasing Rep d6. Not a good start to his career but at least he has one Voluntary Encounter coming up. Think he needs to do some Chillin' at Dekkar's Place - get a drink maybe some friendship and even do a little gambling
One thing I did learn is that with the Logical Attribute Jones will Interact and Intimidate People at a -1d6 disadvantage.  Might have to try a little Sweet Talking in the future.

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OSR Brain Storming - Using Castles & Crusades Monsters & Treasure Book To Create An Instant OSR Adventure Location

Swords & Stitchery - Sun, 09/08/2019 - 16:23
For me everything begins with a good monster book & I tend to build the dungeon around it. Today I want to create a Cthulhu Mythos style dungeon location with a twist or two. Fortunately I happen to have my copy of the Castles & Crusades Monsters & Treasure book.  Lately readers of this blog know I've been on a Castles & Crusades rpg kick, I dusted off my Monsters & Treasure book on a Sunday.Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
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Lovecraftian Ecology Of The Serpent Men of Old Mars

Swords & Stitchery - Sun, 09/08/2019 - 05:02
Deep in the jungles of Old Mars the cold & evil alien eyes of an old enemy of mankind stirs. Where strikes the serpent men few can say. But their plague of evil once again comes for they have become a plague upon Old Mars! For Serpent Men are awesome monsters of the Lovecraftian Mythos.   Going all of the way back to 2012 I did a piece on Serpent Men on this blog. Since that time I've used Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
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Throwing together OSR Valusia For An Upcoming OSR Adventure

Swords & Stitchery - Sun, 09/08/2019 - 05:00
I need a set of barbarian kingdoms for an upcoming game & was looking across some of the maps of  the Dragons foot site. One of these is a free map of Valusia & it sort of looks perfect for a country  of Astonishing Swordsmen & Sorcerers of Hyperborea. Or it couple be used as a Sword & Sorcery kingdom possibly ala Robert E. Howard's Kull. How a version of King Kull's Valusia got to Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
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Lost Civilizations

3d6 Traps & Thieves - Sat, 09/07/2019 - 21:15

In a fantasy setting, lost civilizations can represent or encompass so many possibilities beyond some exotic and empty ruins in the wilderness. Simply deciding how the civilization vanished opens possibilities and adds new dimensions. This essay explores some of those possibilities.
Curse: A great and terrible malediction was pronounced upon the entire region or population. Possibly from a deity or high priest. Could have originated with an artifact or relic. Maybe just a powerful spell. Because of this curse, the entire region is under a pall of misfortune that only an equally powerful source of benediction can lift. Those who enter or explore the region risk suffering the curse themselves. The specifics of such a curse are nearly limitless, and can be used to explain some bizarre trait or resident of the region. Is there a perpetual shroud of darkness over the area? Did the curse transform everyone into some kind of monster that now infests the site? What happens when/if the curse is lifted? Is the civilization restored? Would this be a good thing? Would the deity or object that bestowed the curse return with renewed wrath?
Disease: A terrible plague wiped out most, or all, of the populace. Such an end would probably leave the structure of the civilization wonderfully intact – at the loss of all living creatures. While the dead would litter the streets, those streets would be otherwise undisturbed. A paradise for archaeologists and looters brave enough to risk the disease. But, such a disease is unlikely to linger for hundreds or thousands of years. But, what if it has? What if the pathogen lurks within one or more dead bodies? Or, the water of a well or cistern? Or, the remains of a sacrificial animal/victim that offended the gods – leading us back to the Curse option? Perhaps the disease has evolved or mutated over time – even becoming sentient. This sentient disease could be looking for new hosts to take it out into the world.
Earthquake: Natural disaster is a classic reason for the decline or loss of a civilization. In the case of an earthquake, there won’t be much left intact. Ruins will be broken and tumbled. Much of what would be considered valuable is likely buried and crushed. Exploration might require the use of excavation tools and many strong backs. It might even be more difficult to find the ruins in the first place as they could be at least partially buried by the surrounding terrain. If the region is particularly unstable, others might have decided to avoid it altogether. 

Famine: A bad drought or blight could have brought one civilization down, but another could also have come along since – and been wiped out in the interim. Or, the newer civilization could be in decline. Perhaps the land can only sustain so many consumers. Perhaps the fertility of the region is cyclical. Dependent upon seasonal floods or infrequent storms. One civilization might be built atop the ruins of another. Or, yet another civilization on top of those.  
Fire: A conflagration massive enough to wipe out an entire city would certainly destroy many potential treasures or records. Still, structures of stone could remain standing – at least in part. Also, those who managed to flee the disaster could have settled nearby, or been assimilated into other civilizations. Their blood may be mingled with current natives of the region. Traces of the destroyed civilization may still exist – even as only oral records or salvaged artifacts (the non-magical kind). Deciding whether or not the original fire was magical would also identify the type and extent of damage to the city itself.
Flood: Possibly the most fun with a flooded ruin is deciding whether or not the site is currently underwater, whether in whole or in part. Even more interesting could be a formerly drowned civilization that has just recently resurfaced. Brand new ruins that no surface dweller has seen or set foot in for generations. Also, with a flooded ruin, you can give the players a limited number of choices for exploration without the stigma of railroading. Just leave the areas worth exploring above the waterline. Putting ruins underwater also makes it harder for the players to survey the field in advance. If the ruin is above water now, is it likely to flood again? While the PCs are exploring? Will there be any warning? Is there a time limit for safe exploration? Will there be slowly-rising flood waters adding even more drama to the adventure?

Invasion: This civilization fell to a conquering force. Possibly a force that chose not to occupy their conquest – for one reason or another. Outer walls and fortifications might have been destroyed, while dwellings and other buildings were left mostly intact. This ruin could be within the borders of the conquering nation – but left to crumble quietly into history. Any survivors could have been integrated into the conquering nation as slaves or citizens. Traces of that heritage could survive to this day. Perhaps even someone of a noble or mythic bloodline that is prophesied to return the fallen civilization to its former glory.
Meteorite: Depending on how close to the impact zone this civilization happened to be at the time, there might not be much left at all. Maybe another civilization was built around the impact point. Is the “falling star” still there? Does it have unusual properties? Has it somehow enhanced or altered the civilization? Or, is there nothing more than a crater? Or, a crater with a meteorite at the center? Or a crater lake filled with water, with a submerged meteorite at the center?
Planar Portal: So many possibilities with this one. From which side was the portal opened? Did someone from the lost civilization create or discover it? Was it opened for exploration? Was it opened to bring something through? Was it intentional? Is the portal still there? Is it still open? Did the portal open from the other side as a means for extraplanar invasion? Was it torn open in some kind of disaster/accident? Is it a threat to the surrounding landscape? Where did the people go? Did they go through the portal? Did they flee the region? Is the ruin being slowly consumed by the portal? Does the portal distort reality in proximity? Does it alter the flow of time? Is the environment beyond the portal seeping into this world to change the very form of nature? Can the portal be closed?
Tsunami: Kind of like a flood, but far more destructive. A disaster of this magnitude could easily destroy more than one coastal city. Remains of such a civilization could be found miles inland, hurled there by the force of the raging waters. Again, it is entirely possible that newer civilizations could have been built upon such a site. Also, was the tidal wave a natural phenomenon? Was it caused by the action of a titanic sea creature? Divine wrath? Would those who knew of the godly extermination risk building upon the same ground – or even nearby?

Volcano: The ruins of Pompeii really capture the imagination. Could this ruin be equally well-preserved? Or, did a deluge of molten lava wipe most everything from the map? Is the volcano still active? Would anyone dare rebuild? Is there need for a presence to keep the volcano mollified, lest it erupt again? In my own setting, I have a ruined city inhabited by golem-like “ashen undead” that haunt the site. These creatures are animate humanoid remains covered in layers of ash and stone. They seem to be intent upon rebuilding the city.
Just by considering how a civilization or habitation was lost or destroyed, many questions just seem to answer themselves. Opportunities arise. Obstacles form. Danger lurks. Adventure looms. And, for me, that’s really the point. I enjoy running scenarios in a setting that sometimes completes itself in unexpected ways. Where nothing is ever truly lost.




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Castles & Crusades & B5 The Horror On The Hill By Douglas Niles

Swords & Stitchery - Sat, 09/07/2019 - 18:44
I've been doing a great deal of thinking about Castles & Crusades today & specifically The Codex Slavorum by Brian N. Young.  This question came to mind, "Is the setting of  Ravenloft even necessary?". Short answer is not at all. While Ravenloft is a fantastic setting but the dungeon master has so many more interesting tools at their disposal. If I dive into the realm of Gothic horror I Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
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(5e) The Right to Arm Bugbears

Ten Foot Pole - Sat, 09/07/2019 - 11:17

Curtis Baum

AAW Games

5e

Level 6

Strange humanoids are gathering in the nearby Forest of Mists and have been exploring ancient ruins using maps stolen during the robberies. Can the party stop these creatures before they are able to raise an army of kobolds, gnolls, and bugbears?

This 28 page adventure contains seven encounters. I don’t even know how to summarize it. There’s nothing to it but, essentially, monster stats?

Sometimes I am a loss to convey what an adventure is and this is one of those times. 

Let’s imagine a minimally keyed adventure with seven encounters. “4 orc guards” and “1 bugbear sargeant” for example. To each of those lets’s add some read-aloud. Something like “The bugbear sergeant notices you and says It’s time for weapons practice boys!” But also lets make read-aloud lengthy in places at a couple of paragraphs or more. This is, essentially, the adventure. Yeah, I know, if you abstract enough you could describe many adventures this way. You don’t need to do much abstracting to this, though, to make it happen.

Each scene (since that’s what they are, not encounters), has a little section at the beginning. It describes doors. Lighting. Mood. History. Walls. It’s the same offset format for all locations, covering each of the same topics. It’s as if someone had a form they had to fill out and they just blindly went down the boxes typing things in. Some of the form boxes are clearly supposed to be mechanical. Giving the DC of a door in some sort of fixed format has been popular for awhile, especially in Tactical Miniatures of 4e. And that’s what this feels like. Just a little bit more pasted on, just like 4e adventures/encounters/scenes were, so you could call it something more than a wargame/boardgame. This adventure is just one step removed from the The Fantasy Trip, and it’s not a big step either. There’s a puzzle at some locations to work ot after your fight. You get to roll perception to figure out some guards talking to you are actually Orcs In Disguise! Monsters attack no matter what, even if you give then a 200gp bribe. Just fight your fight and go to the next DM encounter. 

Look, I know D&D covers a wide spectrum. But something has to mean SOMETHING, doesn’t it, in order to have some kind of interactive discussion? The scene setting in this is terrible, perfunctory. It takes 28 pages to describe a couple of combats. This is not the D&D I know and love. I don’t know, I’m glad people feel enabled to write stuff. I just fucking wish they’d take some time and figure out HOW to write stuff. I just can’t go on with this review. THERE’S NOTHING TO THIS FUCKING THING

This nonsense is $7 at DriveThru. The preview is excellent, you can figure out exactly what you’re getting from it. I suggest page two for an excellent look at the “scene overview” form, read-loud, and bold adventure styling. 


https://www.drivethrurpg.com/product/286401/5E-B12-The-Right-to-Arm-Bugbears?1892600

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Templar Knight Mayhem - Tegel Manor Session Report Five Inside The Monastery

Swords & Stitchery - Sat, 09/07/2019 - 03:52
Tonight's Tegel Manor session was interesting to say the least as the PC's found themselves in the middle of an inter dimensional raid. They ran into a patrol of Aldebaran raiders & found themselves back to back with the bastards. Some dirty tricks & a bit of psionics allowed them to get past the patrol & get the better of them. That's when things got interesting they managed to save Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
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"Hey, You a Cop Bro?" Step-by-Step Character Generation in Working Grave

Two Hour Wargames - Sat, 09/07/2019 - 01:51


So you want to be a Cop? Good; here’s how we do it:

·      “You are a Star, Officer Jones!” (Star or Grunt?)·      “Basic, uh? Good, you’ll fit right in here at New Hope City.” (What Race?)·       “Since you’ve finished your training, you are now officially a Police Officer.” (What Profession?)·       “Reports from training say you’re quick as a cat and pretty good at figuring out stuff.” (What are its Attributes? Stars choose one (Quick Reflexes) and roll for one – (Logical).·       “Well you’re in pretty good shape so that’s a plus.” (What is its Rep? We recommend starting at Rep 5).·       “Tests say you’re pretty smart and are good at talking to people. That’ll help a lot.” (What are its People and Savvy Skills – People 5 Savvy 4.·       “Here’s your weapon.  Here’s your jacket as well.” (What is its Weapon? Big A$$ Pistol – AKA B – 2. Two shots. Also has armored vest.·      “We’ve checked you for Enhancements and you’re clean. Stay that way!”(Does it have Enhancements? NHC PD should nothave Enhancements.·       “All right Jones, go downstairs and see if they’ve got a Partner for you and good luck!”Officer Jones is a Rep 5 Basic Star. Has the Quick Reflexes and Logical Attributes. People Skill 5 Savvy 4.  Armed with B-2 and wearing armored vest. He’s a newbie so Street Cred of 0.
Character Journal
Name Reputation Weapon Officer J. Jones 5 BA – 2 & Vest Star/Grunt Monthly Rep d6 Lifetime Rep d6  Star 0 0 Race Months Passed Profession Basic 0 Police Officer Street Cred Miscellaneous
0 Currently no Partner assigned. Jones is a newbie, new to New Hope City.
Roll 2d6 vs. Rep for Partner – Passed 2d6 – Sorry, no Partner for you; budget cuts you know.That’s it:·       Choose Star, Race, Profession (Cop), first Attribute, People and Savvy values.·       You are given a B-2 and vest.·       You roll for one Attribute and to get a Partner.
Easy peasy, take you 5 minutes to set up. Now let’s go on your first Encounter. You get ten years on the force with two Encounters per month. The 1st is Involuntary and given to you, the 2nd is Voluntary and you can choose to or not to have one.
I roll for the 1st Encounter and score Arrest Someone. Coming soon!
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The Aldebaran's Raid - Tegel Manor Session Report Four & More OSR Mayhem!

Swords & Stitchery - Fri, 09/06/2019 - 19:38
Switching it up with the Victorious Rpg by Mike Stewart & Amazing Adventures! by Jason Vey , when last left our heroes my version had plane jumped into its new destination. An alien jungle world and things were getting very interesting at the old colony cities on this new plane. Last week the player's PC's heard blaster fire coming from the nearby cities and fires raging. That's whenNeedleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
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Carnacki Ghost-Finder

Sorcerer's Skull - Fri, 09/06/2019 - 11:00
I recently discovered there are a number of readings of William Hope Hodgson stories on Youtube. They vary in quality of course, but all the ones I've listened to are decent. Try this one:


Review & Commentary on Advanced Dungeons & Dragons - I11: "Needle" By Frank Mentzer For Your Old School Campaign

Swords & Stitchery - Fri, 09/06/2019 - 05:45
"The king's notice asked for adventurers to undertake a mission to a far land. It was marked with the rune for "high danger, high reward" so of course you volunteered.The king has heard of a great obelisk that towers over a ruined city in a far country. He wants to know more about the obelisk and its strange powers. Your job is to find the obelisk and bring back a report to the king. The Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
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Lords of Mars

The Viridian Scroll - Fri, 09/06/2019 - 00:19
I made a new game.





I'm almost too tired to talk about it right now, so I'm just going to let you have a look! It's a pastiche of John Carter of Mars based on Nate Treme's Tunnel Goons. More on the making of it, and its future, tomorrow.

Enjoy. Comments, typos, etc. welcome.

Get it here: https://rayotus.itch.io/lords-of-mars





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Retro Review & Adventure Retooling With N2: The Forest Oracle By Carl Smith For Your Old School Campaigns

Swords & Stitchery - Thu, 09/05/2019 - 20:20
"The land lies under a curse. Fruit drops to the ground, its pulp black and rotten. Leaves curl and wither on the branches. Animals flee the parched vale, or starve. Long ago, the Downs prospered under the care of Druids, but the priests of nature have retreated deep into the woods and rarely show themselves. One old man claims that the Druids have the power to save the valley, if only someone Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
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1d10 Random Undead Royalty Wasteland Encounter Table For Your Old School Campaign

Swords & Stitchery - Thu, 09/05/2019 - 19:39
They come from across worlds, skittering through cracks in the universe to be a plague upon mankind. They have many names many of which have been forgotten over the eons. These princes of the undead have their very existence cursed & they are nothing more then mockeries of life itself. Across the eons they come sometimes to feed upon life, they devour not only flesh but the very souls of their Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
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