Tabletop Gaming Feeds

The Shreev Comes to Thono Inn

Sorcerer's Skull - Fri, 03/29/2024 - 11:00

Our Gnydrion game in Grok?! continued last Sunday. The party:

  • Antor Hogus (Paul) - Vagabond. Reckless.
  • Jerfus Grek (Jason) - A vagabond as well, but more measured.
  • Nortin Tauss (Aaron) - Dabbler in the arcane. This time, he dabbles!
  • Yzma Vekna (Andrea) - Scruffy teamster with a blunderbuss and a willingness to use it.

With the alleged Wol Zunderbast defeated, the party has to come up with a way to keep him restrained until the Shreev arrives. They come up with a plan of "harsh swaddling" with bedsheets, but the assassin almost breaks free, and they have to subdue him again. Just when they think they have it figured out, the concierge arrives, concerned with the noise.
The concierge summons the owner, Gris Samber, who takes position of the restrained assassin and has his men lock him in a closet. The group isn't happy about this, but they don't have a way out (though Antor certainly contemplates stunning his way out). They do insist that Yzma be allowed to stand guard, and Samber agrees.
While they wait, Jerfus contrives to get a look at Zunderbast's room. His attempts to drive off the guard set there by Samber with odious habits backfires and instead wins him a friend--unfortunately not friendly enough to allow him in the room unobserved.
At last, Shreev Molok and Var Nee arrive. They group follows them to the closet--which when opened appears empty! It's only a trick, and Zunderbast drops from the ceiling and makes a break for the door. Yzma shoots him in the leg, halting his escape.
For their efforts, the Shreev allows them to keep Zunderbast's full purse and to stay another night at the resort on the Compulsor's account.

Night's Dark Terror 11: Xitaqa 2, Tower Base

Roles & Rules - Fri, 03/29/2024 - 08:37

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

Once through the goblins and apes, our adventurers approach the windowless tower of Golthar through one of four entrances to the buildings at its base. Two are unwatched and lead to areas infested with independent monsters. Two are at the front and watched by hobgoblin guards, one leading to Vlack's room and one to a monster area. But first, a little additional background of lore that I spun up to make more sense of the Hutaakan ruins.

At the time of their civilization's fall, the Hutaakans had been developing two themes of arcane lore. One, as mentioned previously, is the lore of creating permanent illusions of concealment and invisibility -- which explains why Xitaqa, and maybe other sites further on, are so hard to find. 

The other thread of investigation concerned the use of sensory deprivation and hallucinogens to regress organisms down the evolutionary tree, the same wacky idea explored in the 1980 film Altered States. This degeneration explains why baboons - basically dog-faced apes -- still hang on to the ruins, for they are the devolved descendants of the jackal-headed civilization. It will also explain some of the things encountered later on in the adventure.

The caveman is not his final form. Still from

With this in mind, we can consider the two abandoned, monster-bearing rooms first. 

The library is covered in thick webs, the customary tip-off that giant spiders are here. Once they're defeated, things can get more interesting, if you're magically able to read ancient Hutaakan ...

As a library of a lost ancient civilization, it's kind of an anticlimax to have the scrolls be all about civil records. My further elaboration was to make the Hutaakan method of writing be stitches in a supple and long-lasting fabric, of which the tapestry map is only one example. These fabric scrolls are mostly dull records, but among them, perhaps in a special or locked section, are scrolls explaining aspects of Hutaakan civilization: the development of illusion and the ascetic reaction against it, as well as disapproving accounts of forbidden experiments with sensory deprivation and certain mushrooms and berries that resulted in partial devolution to ape-form and then a "final degeneration to primordial plasm." To go with the scrolls' material, the writing set treasure object can be a sewing set instead, with silver needles and the different colored threads that showed different phrases and sentences.

Even madder is a scroll stitched up so it cannot be opened without cutting the black thread. Treated as forbidden knowledge, this work is a flight of unbridled madness inspired by the revelations of the isolation tanks. It claims the revelations that the primal Hutaakans were nothing less than the original creators and gods of the universe, who spun from their plasm all creatures and all possibilities. The proof of this is to be found in a loose, to be sure, reading of the nature of the four principal demon lords. All are actually devolved Hutaakan gods - Yeenoghu lowering himself into the form of the primitive gnoll; Demogorgon mutating more strangely into conjoined baboons; Orcus taking the face of an even lower creature and the aspect of a decaying corpse; and Juiblex as the final degeneration. It's wrong (maybe?) and leads nowhere, but it's a fun Easter egg.

Another back way is through the crypt, where in the adventure as written lurk two gelatinous cubes, somehow, that frightened off Golthar after he grabbed the.golden needle and thread (see p. 5) that are key to revelaing the secret map in the Sukiskyn tapestry. If we simply reshape the cubes into near-transparent humps of protoplasm, they fit the Altered States narrative perfectly. Also, some of the niches can have the shattered copper walls of the immersion tanks, old splashes of dried saline solution, and the brittle bones of ancient Hutaakans at various stages of degeneration into baboon form and beyond.

While bursting through one of the doors from the abandoned area into X8 will likely catch Vlack and his crew off-guard, they are fully prepared for approaches through the front door, X4-5. Getting caught in the crossfire of two ice wolf breaths is no joke, even for 5th edition parties, and it's likely that an alerted Vlack will send a minion upstairs to warn Golthar of the invasion - or even flee there himself if his morale flags. The architecture here has more Hutaakan statues, as well as mosaic work that I described as oddly similar to the patterns in the Sukisyn tapestry. 

One more detail: Vlack's sword. Instead of just a boring +1, I gave the red garnet on the sword an extra ability: if it kills a sentient enemy by decapitation in open combat, it gains an additional +1 bonus for the rest of the day. There is a 1 in 6 chance that any kill will naturally be a headshot, or the shot can be called at a penalty (disadvantage, or -4, perhaps).

Categories: Tabletop Gaming Blogs

Kickstarter - Cthulhu Crisis Comic & Monsters! Monsters! RPG Adventures

Tenkar's Tavern - Fri, 03/29/2024 - 02:33

A Fantasy Comic Saga which includes Role-Playing Game adventures for use with Ken St. Andre's Monsters! Monsters! RPG.

I'm a huge Tunnels & Trolls and Monsters! Monsters! fan. The system works extremely well for solos, one on one, and small group sessions and campaigns. The Cthulhu Crisis Comic & Monsters! Monsters! RPG Adventures Kickstarter is a "must-back" for me.

What's in this Kickstarter:  As many of you know, we like to try new ways of creating stories and adventures; this time we have something very special! Tunnels & Trolls/M!M! creator Ken St. Andre, comic/gaming artist Steven Crompton, and wrestling promoter Chris Perguidi have joined forces to create Five combined comic and rpg adventures that can be read like a comic and used for running rpg adventures with the Monsters! Monsters! role-playing game. One of the 5 books is a solitaire adventure written by Ken St Andre specially designed to be part of the storyline of the comics. The 5th book is a new rules supplement Humans! Humans! that gives more detail on running human characters using the M!M! rules system. We're not sure a project like this has ever been done before! (Certainly it hasn't with any of Ken St Andre's rpgs). We'll also have a new set of standees and a miniatures map that will use characters and locations from the comics - plus some other surprises, including a pledge level that will allow you to own an ORIGINAL hand-drawn piece of art from Steve Crompton's archive! 

You can you can pledge for these 5 books in various combinations some of which include the exclusive Humans! Humans! RPG supplement and other rpg related items. 

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

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

Categories: Tabletop Gaming Blogs

Bundle of Holding - Fiasco Classic

Tenkar's Tavern - Thu, 03/28/2024 - 02:03

For years I've only heard good things about Fiasco, but I've never read the rules, let alone played in a session. Time to correct that!

Make your own cinematic tales of small-time capers gone wrong – of disastrous situations founded on big dreams and flawed execution, right out of films like Raising Arizona, Fargo, and other Coen brothers movies. This resurrected April 2019 Fiasco Classic Bundle once again brings you the tabletop roleplaying game Fiasco, its Companion, and lots of playsets, plus many live-action freeform games by Fiasco designer Jason Morningstar (Night Witches, Ghost Court) published by Bully Pulpit Games.

For just US$9.95 you get all five complete games in this revived offer's Starter Collection (retail value $42) as DRM-free ebooks, including the Fiasco Classic rulebook (2009), plus the card-based Civil War RPG Carolina Death Crawl; the live-action game Radioactive Bison; and the freeforms The Climb and Out of Dodge. And as a convenience for this offer's customers, Fiasco designer Jason Morningstar has curated Jason's Favorite Fiascos, a collection of seven free playsets.

And if you pay more than the threshold price of $20.29, you'll level up and also get this revival's entire Bonus Collection with six more games and supplements worth an additional $52, including The Fiasco Companion, the Fiasco playset collections Run, Fools, Run and American Disasters, and the freeform games Winterhorn and The Skeletons. And for this revival we've added Space Post, Jason's game about delivering the mail across interstellar space.


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

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

Categories: Tabletop Gaming Blogs

The Ring of the Battle Maiden

Ten Foot Pole - Wed, 03/27/2024 - 11:09
By Ashley Warren Self Published 5e Level 1

A legend speaks of a lost ring that belonged to famed battle maiden Dagmar the Unyielding: traverser of the realms, feller of beasts and giants and all those who dared to stand against her. The ring, lost among the Moonshae Isles, is imbued with the power of her might. Many have sought out the ring, but few have uncovered it.  The ring is shielded by the Daughters of the Gray, a fierce and fearsome band of warriors as tough and relentless as the coastal landscape from which they were hewn. The Daughters, who reside in a Norland settlement called Kvinne, have made an oath to Dagmar, whom they revere and respect, to protect the ring at all costs. Only those the Daughters deem worthy are allowed to get close to it.  For the ring is not a piece of jewelry: it’s a place. In fact, it’s an arena.

This 23 page adventure is terrible. It has a  number of combats in a Challenge Arena. With a few more fights tossed in also. I don’t understand it at all.

I’m not sure why this is on my list. I combined several of my DriveThru wishlists recently, now that I’ve discovered that I had them, and this was on it. So someone suggested it. A bad person. I usually start reviews by trying to say something nice about an adventure. I recognize that folks generally have some emotional investment in their works and they deserve a fair shake, which includes finding some things to praise. But I’m really struggling here to find anything. 

You’re after The Ring of the Battle Maiden, which contains her power. The hooks are the usual lower effort kind. A toss-aside bar rumour or a lost page of a book. And there’s there’s the body of a troll that washes up on shore. Do trolls do that now? Not regenerate? You don’t need fire anymore? I see a stat block at the end for a Norland Troll,. That has a slightly different regen mechanism. And also has the Vicious Mockery skill? I guess this is a new troll type then and I should calm the fuck down? I don’t know. I’m down with new creatures but I think I’m taking exception to the subversion of the core mechanic of Troll. Also, when a troll DOES appear in the adventure there is little guidance on the Mockery thing. Like, none. It just seems to be another attack type. “I cast SUPERNOVA OF THE SUN!” ok, your opponent takes 1d4 damage. This would be too much in the way of removing the mechanics from the fluff for me. 

So you jump on a ship, the Maiden Voyage (get it?! Get it?!) and head to the place. AT the dock you get attacked by a harpy in a perfunctory manner. Then you’re met and told that to start your journey you need to go to the battle house over the mountain. So you hike over it, up the trail, and along the way you activate each standing stone, all CRPG style. Then you might a random undead monster at the top, which, I might note, is the improper way of using randomness. And, in fact, might stand in for a lot of the issues in this adventure. That’s not the purpose of randomness in D&D. It’s not to determine which monster you fight, in a fixed encounter that you are only having once. Yes, wanderers are a thing, but that’s to prevent your abbreviated work day shit. But, this encounter is only happening once. WHy is it random? Why not put some effort in the encounter, since its the culmination of lighting all of the beacons of Gondor. But, again, whatever.

You make it to the other side. You find the battle house. It’s stated out in all room/key style, which is inappropriate for something like this. We’re not exploring. It’s more of a social environment. A different key style is more appropriate for the assisting the DM in a case like this. Oh, also you find out that the Ring is an arena and you’re fighting tomorrow!

We go through a LONG section of read-aloud the next next morning that I am in no way paying attention to if I”m a player. And then a LONG section of rules. Which I am again ignoring because I’m bored listening to the DM and am now playing on my phone. .You go through a tournament of combat, like, five rounds or so. Worry not, if you die the priest fixes you. And between battles you can drink of the font of recovery to get your HP and abilities/spell slots back. Lucky you, death provides no escape from this adventure. 

Once you win a troll then attacks and you’re charged with killing it. If you all die then the village leader steps in, kills it immediately, and the priest cures you. It’s hard enough to die in 5e, but this takes the cake.

Did I mention the prose style in the read-aloud? When arriving at the coast there’s a long section of read-aloud that ends with: “It is a stark and bleak, but achingly beautiful, landscape. Ghostly mist swirls around you, enveloping you in its whispers — a promise that you may discover both danger and wonder here.” How’s that for purple? I can’t stand this sort of commentary. Writing is supposed to make you feel something, not TELL you how to feel. I understand it’s a bit unfair to hold an adventure writer to the standards of The Paris Review, but maybe just get a little close?

I don’t know what to say here. I know people have different styles of games. I just find it impossible to believe that any decent number of people want to sit through long read aloud. Or with that sort of prose in it. And a Test Your Might arena? There are THOUSANDS of those adventures. I can’t see why they are popular at all. Because they are easy to understand and run and require little creative effort on the DMs part? I mean, D&D has those 4e-style boardgames, right? And, with no risk at all, to the party … this is where I come closest to being wrong. I understand I want a more Game game. And that other people want more Story activities. 

But, then, why are you using D&D for that? I mean, Thou Art But A Warrior. 

This is $3 at DriveThru. The preview is seven pages. Enough to tell what you’re getting. Or not getting, as the case may be.

I don’t know. There is just so little understanding on how to write an adventure. What good formatting looks like. Your read aloud. Structure. Evocative writing. What’s important to pay attention to, or not. And I don’t even mean the style of game. I can acknowledge that people have different play styles. But so much of the rest of it …

Categories: Tabletop Gaming Blogs

Wednesday Comics: DC, June 1982 (week 4)

Sorcerer's Skull - Wed, 03/27/2024 - 11:00
I'm reading DC Comics' output from January 1980 (cover date) to Crisis! This week, we look at the comics hitting the newsstand on March 24, 1983.

Green Arrow #2: Barr and von Eeden/Giordano catchup with Green Arrow trying to uncover the identity of the person who wants to kill the again-wealthy Oliver Queen. He has a lot of suspects, given very few of Abigail Horton's would-be heirs are happy that Ollie inherited instead of them. When Ollie makes himself a target, Ted Horton, Jr. takes the bait and tries to kill him. Green Arrow pursues him, but he's unable to stop Count Vertigo from killing Ted before he can be interrogated. I had this issue as a kid, but I didn't remember much about it other than the distinctive cover.

Action Comics #544: Lex Luthor and Brainiac get their cool new 80s looks that will be short-lived in the comics, but indelibly stamped on the memories of fans of a certain age (like me) thanks to their use in the Garcia-Lopez drawn marketing art used in the DC Heroes rpg, their appearance in plastic in the Kenner Super-Powers toyline, and their use in Crisis. What this issue reveals is that they were part of an attempt to revitalize these villains.
The first story is by Bates and Swan and introduces Luthor's powered armor, designed by Perez. It's revealed that there is a world, Luxor, where Luthor retreats when getting beaten by Superman time and time again is too much for him where he is hailed as a hero, and he has a wife and child. Luthor begins to reform and has a change to give up his vendetta against Superman and live a happy life, but he ruins it because he just can't let it go. His last attempt on Superman's life leads to the destruction of Luxor and the death of his family. It's a nice story and would be even better with a modern approach to characterization and more pages.
The second is by Wolfman and Kane and introduces Hannigan's new Brainiac design. In a story perhaps inspired by Star Trek: The Motion Picture or 2001, Brianiac's consciousness is expanded by becoming disembodied then re-assembled in the advanced computer core of an alien prison planet. Reborn in a new body, the villain believes he has seen the Master Programmer, the divine force behind the universe's creation. This story is really all setup, and Kane's art not only may not be the best for the subject matter but also isn't his best in any case.

Arion Lord of Atlantis #8: Continuing from last issue, Arion and his allies attack Atlantis. Garn isn't up to facing Arion magically now and his imperious ways have led to mismanagement by his disgruntled army commander, so his troops aren't up to the task of defending his conquest. With Garn sent running, Arion is acclaimed as a hero and liberator--which may present difficulties for the king and his heir on their way back to their kingdom.

All-Star Squadron #22: Thomas and Ordway/Machlan continue the fight with the Ultra-Humanite, Cyclotron, and Deathbolt from last issue. Ultra is trying to gather artifacts for some reason, and now he also wants to transplant his brain into Robot-Man's body. We get Ultra's background and also some more on the origins of "Thor's hammer" used by the villain a few issues back and now in Ultra's possession.

Captain Carrot and His Amazing Zoo Crew #16: This issue gets a lot of jokes from references to the career of Steven Spielberg and E.T. in particular, which had been released the year before.  Screeching Tire (a villain like a tire-based Big Wheel or War Wheel) is coming after Steven Spielbird-dog for revenge. Ultimately the two work it out and the guy comes on board for one of his films.

Detective Comics #527: Because comic writers can't leave well enough alone, Man-Bat is back, this time so Moench can take a whack at him. Conway cured him to shuffle him off stage exactly a year ago in issue 348 after Pasko sort of ushered him off stage back in '81. Anyway, Langstrom forgets to take his cure because he's so busy, reverts to Man-Bat form, heads to the Batcave and winds up kidnapping Jason Todd who insists on calling Bruce his "new Dad" when Bruce is Batman, in contrived way. Not Moench's best, but this is only his 2nd Batman issue. Art in this one is by Day and Marcos.
There's a Green Arrow backup by Cavalieri and Cullins/Marcos. It introduces the typical for comics "just past the sell date" cultural trend-based character, Ozone, a graffiti artist and super-villain, who employs super-high pressure aerosol cans in his crimes. He accidentally takes an aerosol can loaded with botulinus poison. Green Arrow tries to capture Ozone during a robbery at a men's magazine office but instead gets thrown through a window 30 stories above the ground by a high-pressure can.

Jonah Hex #73: Fleisher is joined this issue by García-López, and it looks great. After a double-cross during an attempted ambush, Hex winds up in double casts. After some crazy wheelchair rides and other improbable events, he still manages to bring in the bounties.  
There's a El Diablo backup by Cohn and Ayers/Rodriguez, but honestly, I can't recall what happened other than-- ghostly vengeance!

New Adventures of Superboy #42: A jerky classmate of Clark's gets super-powers from a meteor and becomes the costumed villain, Dyna-Mind. As is typical with these Superboy stories, he gets the upper hand this issue. Also, Clark manages to damage his burgeoning relationship with the girl he asked out last issue.
In the Dial H backup by Bridwell and Bender/McLaughlin, a super-villain working with the Master pretends to be the devil and agrees to help an old crank in his crusade against immoral pop culture in exchange for old coot's soul. I assume this prank is just for the lolz of the Master because it makes no sense. Anyway, this involves attacking a comics store where Chris and Vicki and friends are doing some cosplay. Chris and Vicki dial up heroic IDs based on their friends' cosplay (X-Rayder and Lavender Skywriter) leading the Master to deduce they draw their identities from the minds of people nearby.

Weird War Tales #124: So here we are at the final issue. The Creature Commandos and G.I. Robot (he's mentioned in the text though very hard to actually see in the panels) appear (barely) in a one-page story where they are court martialed for showing too much humanity and sentenced to death by General (Paul) Levitz. They're put into a modified V2 aimed at Hitler. Instead, the missile becomes erratic and heads off into outer space. This will be the last appearance of the Pre-Crisis version of these characters. It's hard to read this as anything but Kanigher expressing some displeasure with editorial. Whether it was resentment over cancellation or being mandated to write a story to tie it all up, I don't know.
The cover story is typical Kanigher Weird War fare about a struggle being carried out between combatants resurrected across the ages. The other two stories written by Robin Snyder (who also answers the letter column in this issue) are war tales but not at all weird and seem like inventory stories.

World's Finest Comics #292: Moench's last issue as writer teams him up with Jerome Moore and Frank Giacola on art. Superman and Batman appear on a radio talk show (Susan LaSalle, The Siren) and say some not really very well-thought-out things about crime before we're spared their weird musings by some guy calling in an anthrax threat. The two have to work together to discover the bomb and the crook, though the whole time it feels like something Superman's powers would have easily dealt with solo in his own book.
In interesting aside: General Zod appears in a flashback as Superman is talking about Krypton, but his he looks like General Zod from Superman II instead of how Earth-One General Zod is usually portrayed.

Kickstarter - Installation 665 (MCC RPG Adventure)

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

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

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

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

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

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

No AI was used for artwork or writing.


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

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

Categories: Tabletop Gaming Blogs

Unnamed Traveller Girl

Graphite Prime - Tue, 03/26/2024 - 04:03

As rolled up with the Mongoose Traveller RPG 2nd Edition 2022 Update, a book I was at first skeptical about...

Initial stats:

  • Strength: 4 (-1)
  • Dexterity: 4 (-1)
  • Endurance: 8
  • Intellect: 5 (-1)
  • Education: 4 (-1)
  • Social: 5 (-1)
  • Psi: 6 (just for the hell of it, she is not psionic)

The universe was not kind to this one. 
What kind of back-water planet slum produced these results?
The cruelty would continue...
Her dreams of joining the Scouts, well... it would not be. 
Entered the draft. Swooped up by an Intelligence Agency. Her stats say she is not cut out for this line of work... probably used as some sort of patsy. Subsequently...
Nearly killed. CR25,000 in medical debt just to restore her body to its prior self. (5 points were lost among her already low physical stats.)
Spends the next few years drifting. Works in the belting industry. 
Somehow she gets caught up in a failed, illegal, side venture. Gullible? Incompetent? Or just plain unlucky? The rolls were so bad I actually switched dice. 
Joins a gang and learns how to fight. Paroled. Ironically, prison is where she found the most success.
Drifts once more as a scavenger. Runs into members of her former prison gang. They betray her. A former contact, now a rival.
Wanders some more. 
Meets a new contact...
And this is where we stand: 
  • Strength: 4 (-1)
  • Dexterity: 4 (-1)
  • Endurance: 9 (+1)
  • Intellect: 5 (-1)
  • Education: 4 (-1)
  • Social: 5 (-1)
  • Psi: 6 

Good Lord.
  • Athletics:0
  • Drive: 0
  • Flyer: 0
  • Gun Combat: 0
  • Investigate: 0
  • Melee -- Unarmed: 1
  • Profession -- Belter: 0
  • Recon: 0
  • Stealth: 0
  • Streetwise: 1
  • Survival: 0

CR: 4,000Debt: 25,000Contacts: 1Rivals: 1Age: 38
Or perhaps these are just memory implants and she's nothing more than a discarded replicant...

Categories: Tabletop Gaming Blogs

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

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

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

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

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

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


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

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

Categories: Tabletop Gaming Blogs

Grave Titan Harvest

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

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

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

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

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

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

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

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

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

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

Categories: Tabletop Gaming Blogs

Talislanta Final Edition

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

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

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

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

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

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

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

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

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

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

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

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

Now as much as it might feel good to throw my GM under the bus for me not playing, and I'm only saying this for sake of my fellow players who I know read this, I should have options.....and one of those options is to once again pick up the GM shield again... I have been thinking heavily about running a game again, but I haven't broached the subject with anyone until now (SURPRISE fuckers!, I mean fellow players who read this...)

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

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

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

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

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

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

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

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

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

Categories: Tabletop Gaming Blogs

Next up!

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


Categories: Tabletop Gaming Blogs

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Categories: Tabletop Gaming Blogs

Artists I Like: Bruno Prosaiko

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

It's a series!

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

Categories: Tabletop Gaming Blogs

Bundle of Holding - Goodman D20 Monster Guide

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

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

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

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

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

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

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

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

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

Categories: Tabletop Gaming Blogs

Saturday Morning Art Rumble 1

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

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

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

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


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

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

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


Categories: Tabletop Gaming Blogs

Beneath the Reeds

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

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

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

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

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

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

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

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

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

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

Categories: Tabletop Gaming Blogs

Some Art

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

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

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


Categories: Tabletop Gaming Blogs

Humble Bundle - Pathfinder 2 Bundle

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

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

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

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

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

Categories: Tabletop Gaming Blogs


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