Tabletop Gaming Feeds

On Downtime

Hack & Slash - Tue, 04/11/2017 - 11:28
Ah, the release of Dungeons & Dragons 5th edition was here! It was the summer of 2014. How exciting.

In the adventures there were different factions, and between adventures you could have downtime. But where were the downtime rules. People took to twitter and reddit and asked. "Coming soon!" they said.


In May of 2015, deep into a 5th edition adventure, I (and my players) got tired of waiting. I finally dived in and began creating my own city procedures, outlining what characters could do in their downtime. It was a temporary stopgap measure, because surely the rules would be coming soon.

Years pass.

Finally, this week these rules are finally here! Were the downtime rules worth a three year wait?! (Of course not. Veins of the Earth is worth the wait. Not downtime rules from WotC. But we are going to look anyway. There are some interesting things in there. Let's take a look.

Downtime RulesFoils are the most interesting part of the downtime activities. You create a small set of Non-Player Character's that hassle the players, with the instructions that some should be good and neutral, and only a few or one should be a "villain". The d20 table of suggestions for foils is good!

What follows is the constant mind-numbing parade of "fantasy realism" that is the bane of official projects. To save you time, it tells you in entirely too many words that you should develop Motivations, Goals, Assets, and a group of Actions a foil takes to achieve their goals. Oh, and a reminder that foils are affected by events and you should have them change over time.

This is useful advice for teenagers. But it's a whole page of wasted text for experienced dungeon masters. We need things like this to help our games. Something creative that's challenging to come up with on our own, not someone adding 50-100 words to an outline point.

Some examples are given, with a format for foils, which is long and wordy and might be useful, if, say, 100 were provided. At the size they have the 'foil stat block' that would be a 50 page document. Hey, if you want to do something like that, I'm sure you could put it up on the DM's guild and have it lost forever in a frothing pit of junk racing to the bottom!

I'm not really this crabby. Just come on already. It's been 40 years. If you're the industry leader, get this shit right.

No, Really, The Actual Activities thenOk, this section is a bit better. Here's an overview of each activity, along with a link to my City Procedure for the same activity.
Buying a Magic Item: Charisma (Persuasion) check with a bonus of +1 per week or 100 gold spent, up to +10. Result determines which magic item table to roll on. If the players want a specific item, it's there, if you want it in your campaign and if you roll high enough to have it appear.Selling a Magic Item: Takes 1 week + 100 gp. Charisma (Persuasion) check determines what kind of offer comes in. 
First, is it weird that the persuasion of the character determines the reality of what magic items are in town? I don't have a problem with it, but odd, no? The complications table is fantastic however. Top shelf stuff. Complications include: "The item is cursed by a god" or "The item is at the center of a dark prophecy". That's that emergent gameplay from agency I'm always looking for!
Buying and selling in City Procedures
Carousing: Choose lower (25gp) middle (100gp) or upper (Noble background + 500gp) per week. Make a Charisma (Persuasion) check to determine the number of contacts made, up to the limit of 1 + the character's Charisma Modifier.

Meh. You can max out your contact limit in just a few weeks. Really, it seems like making these contacts should be a side effect of complications from other activities. The complications for carousing are pretty standard, sort of a neutered version of the various carousing failure tables among the Old School Renaissance.

Carousing in City Procedures

Crafting: You must have raw materials (gold) of half the items selling cost. Divide cost of mundane item by 50 to determine number of weeks to make, divided by the number of characters working on it. You must have the relevant tool proficiency.
Crafting Magic Items: You need a formula and an exotic material, guarded by a creature of a CR determined by item rarity. There's a cost and time based on item rarity. Potions of Healing and Scrolls have their own special rules.
Brewing Potions of Healing: Proficiency in the herbalism kit allows you to craft them. There is a special table of time and cost.
Scribing Scrolls: You must know the spell and be proficient in the arcana skill. There is a special table of time and cost.

The times on these options are long, by design. It's intended to discourage crafting. Most of the advice is very DM Fiat-ish.

Item Creation in City Procedures

I'm grouping the following activities together. In my city procedures, I have these combined under class activities. As an aside, even though I group them as class activities, I erect no barriers in play, preventing people from performing activities, regardless of their class.

Crime: Spend 1 week and 25gp. Choose a DC to determine the haul, then make a Dexterity (Stealth) check, Dexterity with thieves tools, and one of Intelligence (Investigation), Wisdom (Perception), or Charisma (Deception). No successes is jail, one success is failure+escape, two successes is 1/2 money, and succeeding at all three gets you the full payout.
Gambling: Spend 1 week and between 100-1,000 gp. Make a Wisdom (Insight), Charisma (Deception), and Charisma (Intimidation) check versus a DC of 5+2d10 (Average 16). No successes is lost money + that money in debt, 1 success is 1/2 of your money lost. 2 successes allows you to gain 150% of your bet in profit, and 3 successes you gain 200% of the money you bet in profit.
Pit Fighting: Spend 1 week. Make 3 checks—do we sense a pattern here. Athletics, Acrobatics, and Insight versus 5+2d10 grant you the win for 0/50/100/200 gold pieces depending on success.
Relaxation: Spend 1 week. Gain advantage on saves and end one effect or restore one ability score.
Religious Service: Spend 1 week, Make a Intelligence (Religion) or Charisma (Persuasion) check. Gain 0, 1 or 2 favors based on the result. A favor is a promise of future assistance.
Research: Spend 1 week and 100 gold. Make an Intelligence check with a +1 bonus per 100 gold spent, up to +6. Gain 0, 1, 2, or 3 pieces of useful lore.
Training: Take 10 weeks, minus the characters Intelligence modifier. It costs 100 gold per week. Learn a language or tool proficiency.
Work: Takes 1 workweek to work. Make a skill check to meet a lifestyle threshold.

These options are much less exciting. The complications are more mundane and less useful. Some are  difficult to make gameable. "Your victim is financially ruined by your crime", or "you are banned from the library". The actions themselves are much less impactful and lackluster. You can basically win a bit of cash, but most of these carry little to no risk. Pit fighting nets you a few hundred gold?

My problem with this, is that these systems are gameplay, they are pretty complicated bookkeeping for background flavor.

Compare my arena fighting: The purse is 1d6*100gp*the fighters level. The opponent is 1d6-2 levels higher than the fighter. They can bet on the fight. The fight is actually played out at the table.

Class Activities in City Procedures

Reaction and Analysis

There's been quite a bit of response already to these long awaited rules. The pit fighting rules don't necessarily favor the classes that should be good at pit fighting. Pit fighting is also a lot more profitable then say, working a job. The complications for pit fighting are milksopish also. The worst one is "almost fatally wounding your opponent". Yes, you can't get hurt pit fighting. The complications only trigger in 1 out of 10 cases anyway.

It takes nearly 2 years to scribe a 9th level spell to a scroll. Which is fine, but, you know. Two years. Apparently an improvement over the 50+ years required for legendary items in the Dungeon Master's Guide.

It took so long for these to come out, I wrote my own. Unsurprisingly, I like mine better. At least they are finally released for those people who want to only run using "official" materials. Your milage may vary.

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Box Breaking 207: Myth Blackwall Warrens

Gamer Goggles - Tue, 04/11/2017 - 01:42

Watch as Matt sift throw the goodies in Myth’s Blackwall Warrens box set from Megacon Games.  If you are familiar with Myth then you already know these models are awesome!

Click here to view the video on YouTube.

I use these models for everything from Myth to to RPG’s.  The boards too!

When I play Myth I reminisce about Dirk the Daring.  How about you?

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Microlite74 Ultimate Edition - Hanging Strong as a Best Seller at RPGNow

Tenkar's Tavern - Mon, 04/10/2017 - 22:56

Its always nice to see games with the Old School vibe hang tough in the RPGNow sales rankings (currently sitting at #5 overall) Right now, that would be Microlite74 Ultimate Edition (PDF and EPUB versions) Now, Microlite74 and its various versions are an interesting experiment in sticking close to the 3x SRD while trying to stay true to the feel of the original rules. How well it does that is a matter of personal opinion. Suffice to say, Microlite74 Basic was one of my inspirations when I put together Swords & Wizardry Light - its not easy taking the 3x SRD down to 20 pages, which ML74 Basic did.

Needless to say, I'm surprised that Microlite74 Ultimate Edition goes far in the other direction - 384 pages. Holy shit.

Microlite74 comes in three other flavors - Basic, Standard and Extended. All are PWTW, so you can peek before plunking 10 bucks down for the Ultimate Edition.

From the Extended Rules blurb:
The Microlite74 Extended rules are based on the 1974 0e edition of the world’s most popular fantasy roleplaying game with its supplements and material from 0e magazine articles, some 0e third party material, some of the house rules the author used in the 1970s, and selected ideas from other roleplaying games. These rules are not intended to be a clone of the 0e rules, but rather a conversion of them to a rules-lite D20-based system that encourages old-school play without strictly old-school rules.
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Mighty Meeples Preview Series #2: Rarity

Cryptozoic - Mon, 04/10/2017 - 18:00

Series 1 of DC Comics Mighty Meeples consists of 30 different classic heroes and villains reimagined as collectible 1” wooden board game figures. Unless you are getting the Mighty Meeples: DC Comics Hall of Justice Collection or the Mighty Meeples: DC Comics Batman Rogues Gallery Collection next year, you will find these figures in three-pack foil bags. 

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Swords & Wizardry Light Character Cards - Now Available as a Free PDF

Tenkar's Tavern - Mon, 04/10/2017 - 13:49
Ain't they purty?+Zach Glazar released the Swords & Wizardry Light Character Cards in PDF last night. Well, technically, Frog God released them.

They really are awesome. These are PDFs of the cards your get in print when you join the Swords & Wizardry Legion.

In the meantime, you can grab the PDF at the Frog God Games storefront or from the Dropbox folder that we put the SWL goodies into ;)

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The Ruinous Palace of the Metegorgos

Ten Foot Pole - Mon, 04/10/2017 - 11:15

By Evey Lockhart
In Search of Games
Lamentations of the Flame Princess
Level 1-3

Why Go to the Ruinous Palace? 1. Old Gold to be Stolen from Old Places 2. Rumors of Supernatural Fecundity and Ruination. What wizard would not wish to study such?
3. Nearby communities are hemorrhaging Livestock. The Dragon learns to hunt and gather.
4. A forest Unmolested for centuries… could become a fortune in Timber.

This is a twenty one page adventure with about six encounters, centered around a small ruined structure with a mythic abomination in it. It’s themed after one of those Earth Mother things: a naked woman, full breasts, giving birth to abominations. It has a STRONG mythic vibe going on; this is not your boring Paizo D&D but rather recalls all of the countless years of myth and story that have floated around the world. This adventure probably skews closer to level two or three than level one, and features some mature themed monsters.

This adventure FEELS like you are going someplace DIFFERENT. You journey through a creepy forest, full of creepy sad zombies. The ruins in which the main adventure takes place almost certainly have a massive dragon curled around them, asleep. Both of those, together, help communicate to the party that they are leaving the mundane world of farmers and lords and entering a different kind of world, where the freaky deaky will be found. IE: the transition to The Mythic Underworld, for those of you versed in blog-o-sphere lore. It’s a very effective technique for helping to set a mood.

The forest journey begins the adventure. There is no hook, just the little publisher’s burb up in the first paragraph, to set help up the why’s of the party going there. It’s a creepy, wet, pine forest, with a heavy but sporadic mist. Scattered throughout are the Sad Zombies. Imagine a zombie in a misty pine forest, in the distance, wearing only a mitre hat. Or one sitting on the ground, crying. Or one chained a tree, with the tree having grown around them. There’s not really much to this, other than the atmosphere of the forest and the sad zombie wandering table. Still, the weirdness of the situation, with the atmosphere, is a great way to begin the mood setting. At the end of it you encounter the ruins, which almost certainly has a huge sleeping dragon wrapped around them, with scales of obsidian.

The dragon is 10HD. Just inside the door is a 2HD monster made up of light, only hit by magic, but captured by opaque surfaces … almost a puzzle in monster form. None of the creatures here are book monsters. The dragon with obsidian scales, the light monster, some shit creatures, the daughters of the woman that are half hippo, and the mother herself. The players won’t have any idea what’s up, the creatures are strongly themed but without mountains of words. It FEELS like something out of myth or folklore.

Well, maybe a Guillermo del Toro folklore. Shit monsters and an earth mother monster who gives birth to needle fish to attack you is a little … uh … repulsive? You’ve got some mature themed creatures and effects that are going where other adventures don’t. Like turning your genitals to stone. That section includes this gem: “septicemia kills more murderhobos a year than any other disease.” It all makes sense, in the adventure and doesn’t feel forced or, oh, included just for shock value. Even tangential sexual themes, like in this, are more than a little unusual.

There’s a fair amount of fluff/inspirational text in the adventure, but it’s almost always confined to a page by itself, in LARGE font. More artful than wordy. This is a great way to include this sort of meta-inspiration without clogging up the text that the DM needs to run at the table. Magical treasure is light, at none, with mundane treasure fitting in nicely but lacking really solid sticky descriptions.

The adventure has a habit of putting entrance/transition information one room ahead of where it should be. In a room at the bottom of stairs you get the stair description, instead of at the room at the top of the stairs. In the room behind the secret door you get the secret door description, instead of in the room that has the secret door. This, and the lack of more mythic treasure, is annoying.

But still, a nice decent adventure with a great vibe going on if you can get past the pussy monsters stuff. When you finish, I suspect your players will really think they’ve accomplished something, much in the same way that happens something in good DCC adventures.

There’s no real preview on DriveThru, unfortunatly.

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A Gate, Silver Keys, and Tempting Fate

Sorcerer's Skull - Mon, 04/10/2017 - 11:00
Michael KalutaOur Land of Azurth game continued last night with the fourth session of my adaptation of X2: Castle Amber. The dog-headed Claudas had told them they needed to go to the dungeon to find the gate where they could use the silver keys, but they didn't know where the dungeon was. Shade the Ranger was convinced she should at least try to make nice with her crazy family, the Sylaire, by going to see her grandmother. Claudas (who shared the same grandmother) said that the Dame Carmilla was in the card room across the hall playing at being fortune teller.

Carmilla didn't look like a grandmother, but she did recognize her wayward daughter in her grand-daughter. She offered to let Shade and her companion draw cards. Shade did (reluctantly) and received a chalice which allowed her to tell when someone was lying. The frogling thief Waylon pulled the Page of Coins and had all his coinage disappear! Kully had nothing occur on his draw. Carmilla disappeared and while they waited the night in a long rest, the others drew. Astra of the Shooting Star Folk pulled a death card--all the more horrifying because the player's first character (Dagmar) had already been petrified. Luckily, the death was just a hit point reduction, and she was able to be saved.

Next, they found a room full of dog-headed men playing cards.They tried to be somewhat helpful and point the way to the Black Room, but they got into an argument over the best way to go and the party was left confused. A mention of a secret door got them searching and they found the Red Room.

In the Red Room, and an armored man, Solus, who claimed to be a dwarf fallen from the sun. he told them the Black Room was right next door. They found it, but it took a bit of searching to find the trapdoor.

A Magic Square painted onto the floor of the room they came into caused them a lot of consternation, ultimately to know useful end, as two succumbed to the lunacy curse (though they didn't know it yet). Two received increases in their wisdom.

After that, it was a pitch battle in the vat room where artificial men were made, and oneiric black dust in the alchemical lab. Kully had a dream of falling and woke up dead (or at least 0 HP). Kairon had all his dreams come true of having the Wizard raise his station, only to have it fade away with the dust.

Avoiding more fights became their goal, as the party continued a room to room search for the gate. They ran away from a coin-encrusted slime worm and shut the door on a kennel of whimpering hell hounds.

At last, they found the room with the gate. As they turned the keys, the amber lion statue came to life...

Encounter With 'The Thoth' An 'Old Mars' Astonishing Swordsmen & Sorcerers of Hyperborea & Warriors of the Red Planet Hybrid Campaign Actual Play Event

Swords & Stitchery - Mon, 04/10/2017 - 05:53
Tonight I got a chance to get into my Astonishing Swordsmen & Sorcerers of Hyperborea & Warriors of the Red Planet hybrid campaign known as 'Old Mars'. The adventurer came across an ancient ragged & ruined city inhabited by strange bird creatures after their sky ship crashed near a weird city. There they came across one of the original races of Mars the 'Thoth'. They opened trade from their Needles
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Tome of Horrors - Light? Upcoming Swords & Wizardry Light Release for the Swords & Wizardry Legion

Tenkar's Tavern - Sun, 04/09/2017 - 23:35

For a light ruleset, Swords & Wizardry Light is getting a ton of support. In the works from Frog God Games - The Tome of Horrors: Light. This will be free and included in future Swords & Wizardry Legion packets.

What is the Swords & Wizardry Legion? An awesome way to get free Swords & Wizardry loot.


Join the Swords & Wizardry Legion on Facebook and get what is yours! :)
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Podcast - Sanctum Secorum - Episode 23 - DCC RPG Lankhmar - With Free Bonus Support Material

Tenkar's Tavern - Sun, 04/09/2017 - 20:53

I know I've mentioned this before, but I find that I'm listening to less podcasts now that I'm retired. Lack of a daily commute appears to be the main culprit. Ah well, I'll try to rectify that in the near future - not the retirement and lack of commute part, I mean I'm going to carve out some more time devoted to podcast listening.

Literally, as I type this, I'm listening to Sanctum Secorum episode #23, the DCC RPG Lankhmar episode. In addition to the regular hosts (Bob, Jen and Mark) and special guest Michael Curtis, the main author of the DCC RPG Lankhmar Kickstarter. Maybe its just me, but Mike always makes a great guest on podcasts. He knows his subject and can speak of it in an entertaining manner.

That's not all. In addition to the podcast, the Sanctum Secorum folks released support material for Lankhmar in conjunction with this episode. You can download the free PDF detailing an entire neighborhood of Lankhmar here.

Alright, time to move the portable podcast to the car as I pick Rach up from yoga. Too short for a "commute" but I'll be playing catch up soon ;)

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Step - By Step of Edd's Pub - Part Two - Who Are You and Who Are They?

Two Hour Wargames - Sun, 04/09/2017 - 18:14

Part One

You can bring your existing THW characters into Edd's Pub. But what if you choose to play as a Star using Edd's Pub? That's easy and to get started you have to define your character as well as all of the other NPCs and Creatures you'll find - over 50 of them.
Here's how we do it:

1 - Is is a Star or Grunt? Star, that's you. Grunt, that's all Non-Player Characters and Creatures run by the game mechanics.
2 - What is its Race? We've got nine to choose from.
3 - What is its Alignment? You can choose to Red Sun (Good Guy), Black Moon (Bad Guy) or Neutral (somewhere in between).
4 - What is its Reputation? This tells you how good the character is - from 3 to 10. You're a 5 at the start.
5 - What is its Class? There are 4 Classes and each tells you what the figure is best at. Stars? You can be Dual Class - choose any two of the following; Melee, Missile, Caster, or Healer.
6 -  What is its Armor Class? The higher the better. We use 3 basic, AC 2, AC 4 and AC 6, but with a little Magic, it's possible to be AC 8.
7 - Is it a Leader? This will be the Star or the character with the highest Rep in the group.

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Random Memorized Spells for Swords & Wizardry

Bat in the Attic - Sun, 04/09/2017 - 17:49
Making a random table is easy, making a good random table that useful is a bit harder. While I haven't been blogging as frequently I am still gaming and one the things I been doing is working on the various parts of what is going to be follow up for the Majestic Wilderlands Supplement.

This particular project is about randomly generating memorized spells. This came about because one of the things  I am doing is writing up a Monster Manual style listing of common NPCs that I used. This includes various magic users NPCs that I used.

While doing this I realized that I don't have a good way of coming up with memorized spells. What I been doing is using the NPCs I created for Scourge of the Demon Wolf and varying the spells a bit. I wanted more variety with less sweat I had to put into Scourge.

So I sat down with the spell lists and looked them over carefully and assigned what I thought were the odds of somebody memorizing them.

Then I coded up the tables using NBos' Inspiration Pad Pro and tweaked the result until they look about right.

After that I had everything I need to write up Random Memorized Spell Generation for the Majestic Wilderlands RPG.

Since like my original supplement, it  is based on Swords and Wizardry, the rules are designed to work with the Core rules edition.

One additional thing I want to point that this booklet also illustrate the use and different between random tables and random assortments. In the mid 70s Gygax and TSR released the Monster and Treasure Assortment. It contained charts to generate the monsters and treasure for nine levels of a dungeon. What made this different is that each chart was very simple to use. There were two charter per level, one with a 100 different monster entries, and another with a 100 treasure.

What interesting to me that the starting looked that Gygax rolled on the the random tables of OD&D 100 times and then edited the results to make sure there was enough variety. This booklets does the same for memorized spells. I used the table to generate six sets of memorized spells for 3rd, 6th, and 9th leve, and four sets of spells for 12th, 15th, and 18th. I then did some minor editing to rework result I felt where nonsense.

Hope this proves useful and let me know how it works for you.
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RPGNow Deal of the Day - Castles & Crusades: Beneath the Dome (Adventure)

Tenkar's Tavern - Sun, 04/09/2017 - 17:12

I've said it before and I'll say it again, Castles & Crusades adventures convert to the rest of the OSR with minimal fuss and Beneath the Dome should be no exception.

So, what do you get for your $9.99 $8.00  $1.60?
This book brings together the 4 parts that were first featured as a serial adventure.  It's been retooled and brought together in one cohesive 36 page adventure! Riding the winds of an Eldritch sorcery they came, bearing only a lust for chaos and evil and for power over the kindgdoms of men.  They built a fortress deep in the mountains, buried beneath a dome of rock. Though their power was great, their numbers were few and so they cast about for minions. They captured a lone hunter, dragging him into the deeps of their temple.  There they broke him and as life left him they bound his corpse to them.  But he was only the first, more followed, farmers, their families, villages too.  But it was not just men and their people, but animals too, dogs and beasts of burden. Thus the Kingdom has been afflicted.  And the MageKing who rules calls for aid, seeking the brave and the bold to find out what madness afflicts the realm and his people.  For in his heart he fears that what has unfolded is only the beginning. Beneath the Dome houses a wild ride of adventures that begins with a low level adventure fighting the green wizard-priest amdromodons, but ends in the swirling death of the ebony amdromodons.Remember, a portion of the monies your spend at RPGNow go to support The Tavern. Tip your barman ;)

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Again, the Giants!: Glacial Gallery of the Frost Giant Artist

Sorcerer's Skull - Sun, 04/09/2017 - 14:00
This is the third in a series of posts riffing of the giant theme of the classic Against the Giants:
Hightlights include:
1. Dissipated giant scenesters, artistic proteges, and hangers-on.2. The artist's pet wolf pack.3. Caves full of unwilling frozen subjects!

'O1 The Gem and the Staff ' Dungeons & Dragons Expert Adventure Notes & Commentary For Your Old School Campaigns

Swords & Stitchery - Sun, 04/09/2017 - 03:57
"Your peaceful evening has been interrupted by an unusual request. As a thief, your skills are unmatched, but can you rise to the challenge of thieving for a powerful and frightening wizard? Do you have a choice?"There are old school modules that are unique in both structure & goals,O1 The Gem and the Staff (Basic) by  John Van De Graaf, & Laurie Van De Graaf certainly qualifies for Needles
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Step - By Step of the Soon to Be Released - Edd's Pub

Two Hour Wargames - Sat, 04/08/2017 - 20:27
Edd's Pub is the newest THW Fantasy stand-alone game that can be played with ALL of our Fantasy rules, even the free ones

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Multifarious Marvelous Memorabilia - Janig's Tankard of Beneficial Beverages

Tenkar's Tavern - Sat, 04/08/2017 - 19:03
Art by Patrick E. PullenJanig's Tankard of Beneficial Beverages

"Oi! You call this swill ale? I call it horse piss, just warmer! Ah, were it that I still had me tankard, the one I found beneath the ruined cloister a few years back. Magical, it were, and could fill itself thrice a day with some of the coldest brews or tastiest wines. Curse these dice and the gods that invested them! There was no way I could lose that roll and I did. Ah well, tis better to have drunk well than to never been drunk at all, least that's what I say!" - Janig, Journeyman Treasure Finder and Failed Gambler

Janig's Tankard of Beneficial Beverages looks like a normal pewter drinking tankard, but the inside and upper lip are plated with brass. Three times per day it can produce beer, ale or wine, properly chilled and of excellent quality. The first drink of each day restores 1d6 HP of damage, the second fills one's belly with the nourishment of a full day's meal and the third provides the drinker with their water requirements for the day. After the third drink of the day it won't produce beverages again until the next sunrise. It has been rumored that there are similar but more powerful tankards waiting to be discovered, that dispense beverages with the effects of various potions.

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Full Size or Digest? Torchlight Will Be...

Tenkar's Tavern - Sat, 04/08/2017 - 17:13
map by +Dyson Logos So, I threw the question out to the masses: should Torchlight, the upcoming magazine for Swords & Wizardry, be full sized or digest sized and explain your answer. Interestingly, those that desired magazine size usually explained their answer. The vast majority of those desiring digest sized just voted "Digest!" Not sure exactly what that means, but I suspect that the bulk of OSR zines being in digest sized format has something to do with it.

There certainly is love of the digest size but there is a practicality that comes with the full size - maps like the one by +Dyson Logos above are damn near useless at digest size (I printed out a test page.) Someone suggested the possibility of offering full and digest sized releases, and while that MIGHT be a possibility down the line it will not be feasible out of the gate - simply too much time invested in doing the same work twice. Adventures large and small will make up a large portion of the magazine and the maps do need to be readable to be useable.

What does all that mean? Torchlight will be a full sized, color cover, PDF and Print on Demand magazine upon release. If there is enough demand, we MAY offer digest sized versions down the line, but the content might be slightly different, as maps like the one above work in one format but not the other.

However, it does mean that with the possible exception of stand alone adventures, the rest of the Triumvirate Tavern Publishing releases will continue to be in digest / booklet format. Meaning releases such as the ongoing Pocket Creature Collection and the upcoming Multifarious Marvelous Items releases will be released in digest format.

Thanks for your input, one and all. Now if they only offered digest sized printing with fold out maps...

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More Hyperborean Hi jinks Under A Purple Sky - The Islands of Purple Putresence - An Astonishing Swordsmen & Sorcerers of Hyperborea Actual Play Event

Swords & Stitchery - Sat, 04/08/2017 - 16:35
Last night it was time for my group's weekly The Islands of Purple Putrescence game powered by the Astonishing Swordsmen & Sorcerers of Hyperborea first edition rpg engine. There's been a lot happening since last game. The PC's have been messing around with the crystals on the islands & getting into as well as out of all kinds of trouble. Two things came in handy for last night's game Needles
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Pre-Order - Against the Giants Walkthrough Maps - In Print - Today - G2 - Glacial Rift of the Frost Giant Jarl

Tenkar's Tavern - Sat, 04/08/2017 - 15:51
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, G2 - Glacial Rift of the Frost Giant Jarl (with close ups)

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