Linquar the Eternal has fallen, its palaces and temples decaying in the teeming jungles. Few dare to head for the misty island plateau where the ruins stand, and even fewer have succeeded in claiming its treasures from the savage ape-men who now rule in its citizens’ stead. The great city is largely forgotten, and even its name only refers to a squalid pirates’ nest that had once been its trading outpost. What had been the capital of the isles is known as a cursed and abandoned place that’s better left undisturbed. But more often, it is simply known by its current inhabitants… as the City of the Ape-Men!
This sixty page adventure is an Isle of Dread, but with ape-men in the lost city. A complex environment with large groups to challenge the parties looting efforts, it does a hex crawl with some locations being mini-dungeons. Bring those cargo ships to haul away the loot and avoid the pirates while dodging the secret masters manipulation of the apes. The logistics game is the only thing missing.
We’ve got the ol Dread here, a jungle island with some dinos and ‘big fucking snakes’, the former seat of an empire that prospered from the spice farmingo n the island. Their former slaves, the ape-men are now all that’s left, along with a smaller island off the coast that has a pirate town on it that can serve as a home base. You hex crawl the island looking for spice, pirate-loot, and the wonders of the fallen empire. Don’t worry, in spite of dinos and ape-men there are also a handful of giant frogs, frog-lizards and frogodiles.
The hex encounters, about twenty, range from the very small “R. The weird rock: A large stone with a spongy, greasy surface stands here with nuggets of a rare ore embedded in it (2500 gp).” to more involved paragraphs to handful (sixish) of mini-dungeons. These range from the “wildlife wants to eat you”, with flying manta rays and dinos and snakes and spiders, to monoliths and locales from the old empire, usually with some mythical bend to them. (Meditation on the holy ruins on the highest peak gives you a +1 to two stats … if you can make it to the top.)
Running throughout we’ve got LARGE groups of ape-men running around, like, in groups of five to forty. And then in their bases near the lost city, proper, groups of forty to seventy. Ouch! I love a large group of enemies to challenge high level parties in an open environment like this where the party can plan and plot, and flee in a crazed terror through the jungle when the masses appear.
The apes are divided in to three factions, buying for power. They hate each other, but, also, they hate all humans more. Like, ravenously hate them. They are taking instructions from their GODDESS, a talking statues. We’ve all seen Oz, so we know what’s up, Turns out that there are tunnels full of spider people who are the secret masters, subtly working the apes against each other to keep their numbers low. But, also, they are gonna make sure that nosey adventurers get fucked up hard. Once technologically advanced, their crashed spaceship is on the island also. Don’t worry, it doesn’t really go gonzo at all. The whole place is nice and sandboxy.
I do have a few issues though.
I can’t make much sense of the elevation contour lines on the map. I think the text says something like the island rises to 1200 feet high, and the map says that contour lines represent 1200’ feet. I assume there’s a typo in there somewhere, but, also, I’ve had a REAL hard time making sense of the contour lines on the map. There IS a separate map that just shows the contours, and it helps a lot, but that’s alot of referencing back and forth when trying to relay information to the party.
The hex crawl instructions are decent, and none of those fucking environment/humidty rules that I hate dealing with in crawls. “You can’t wear platemail!” Fuckoff. You’ll have to kiss me first. My major issue is, with most hex crawls and this one, the lack of mentioning how far you can see/landmarks when getting high up. It makes sense to climb a tree, or a plateau, to see what’s around (See also: the Fallout Red Glow At Night) and a sentence about that would have been nice.
Given that there is a high likelihood of this being a treasure extraction game, the pirate town could have used a little more as well. It’s covered in several pages and there are several factions there as well. A little more on off-loading the goods and/or a pirate ship/response to the party brining in loot would have been nice. A sample raiding ship or two, perhaps? There is enough, generally, to understand that there SHOULD be complications but a sentence or two, maybe a paragraph, on potential extraction play would have slotted in quite nicely for this one.I might quibble as well with their being simple ruins that are unlooted in a town full of destitutes, or bordellos opening at sundown in a lawless place, but those are just quibbles. It’s also full of good human nature type things like “Linquar’s beggars are downtrodden wretches begging for scraps. At night, more aggressive begging also takes place if the beggars outnumber the opposing party 2:1”
This is a better jungle crawl than Dread. Where Dread was a little sparse this contains the makings of a nice long game, with factions and complications, as well as a base, to help support that longer arc of a game. There are real rewards for dealing with a group of forty flying dinos, or making it through the ape-city, or climbing the highest peak. Intelligent play, by following ruined roads that see from up high, will help direct the party to most places. Three is a place to recruit and offload loot. The apes are presented as SO hateful, though, that it doesn’t leave much room at room for factions, other than, perhaps, subtly working them against each other.
This is $6.40 at DriveThru. The preview is the first thirteen pages, which shows the island map and some of the town and general instructions. That’s probably enough, although, as always a page of the island encounters or lost city encounters would have been nice as well.
https://www.drivethrurpg.com/en/product/559570/city-of-the-ape-men?1892600
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A new version of the official ‘Doctionary’ will be out this October from BBC Children’s Books. The original Doctionary by Justin Richards came out in 2012. It sought to define some of those tricky words and concepts from the Doctor Who universe. It’s not clear yet if the new Doctionary is updated from the original text, like the 2018 ebook edition or written completely from scratch. Similarly, there’s no author included in listings but, then again, the original was likewise credited simply to the Doctor.
However, we do know it brings the Doctionary up to date with all the latest concepts from the show, including bi-generation, the Vindicator and more.
If it’s anything like the original version, the 208 book will be full of colourful photos to illustrate the entries. We can also expect engaging, witty text, written by the Doctor themselves! The cover certainly reflects a fun approach to diverse topics, with brightly coloured images of the Fifteenth Doctor, Ruby, the Sonic Screwdriver, K9, a fez, and more.
‘The Doctor’s dictionary of definitions for time travellers’ as the cover describes it, will be in bookshops from the 22nd of October. The hardback edition will be £16.99. Meanwhile, an ebook version will be available to read on devices, at the price of £8.99. You can pre-order it now, though, with links for your preferred retailer on the official page here.
Doctor Who: The Official Doctionary (c) BBC Children’s Books Doctor Who: The Official Doctionary
Have you ever wondered what the Doctor is actually talking about? Are you burning to find out what a Vindicator is? Or what bi-generation is? In this book, the Doctor takes you through all those tricky Time Lord words and phrases to teach you everything you need to know for travelling through time and space in the TARDIS.
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Thought I would share a health update with all y'all...
After about ten rounds of chemo, at least fifteen rounds of Keytruda, and four rounds of a nuclear treatment, my most recent scans show that the nuclear treatment, Lutathera, has actually stopped the tumors from growing on my spine, ribs and pelvis, and may in fact be shrinking them. We're working on getting another round of Lutathera to see if we can make more progress, but the fact is that they have stopped my cancer from growing. My original prognosis was that I wouldn't be here today, but I've actually started to substitute teach a few days a week when I'm feeling up to it, and I have some hope for hanging around a few more years. Thanks again for all of the prayers and support that you've sent my way, and for the support you've all given Mary and Grace as well. We truly appreciate it.The post Video of the Day – Doctor Who: Partners in Crime, 2008 appeared first on Blogtor Who.
This Puppy Squish Crochet Pattern is just begging you to pick up your hook! It is a quick, cozy project with simple stitches and an extra dose of cute. To help you with the tricky bits, I have included both right-handed and left-handed video tutorials below! Disclaimer: This post includes affiliate links. Be sure to […]
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Doctor Who Season 21 is already available on Blu-ray in the UK, but American fans will also soon be able to see it as Doctor Who: Peter Davison Season Three arrives in July. Due for release on the 7th of July, it stars Peter Davison as the Fifth Doctor. In also introduces Colin Baker as the Sixth incarnation, who takes the lead for final story The Twin Dilemma.
In his final season, the action ramps up for Peter Davison’s Doctor. He faces terrors from his past, as well as invaders from the future, arch enemies and even a battle to the death. With companions Tegan (Janet Fielding), Turlough (Mark Strickson), Peri (Nicola Bryant) and robot Kamelion (Gerald Flood) the Doctor journeys from an underwater seabase to contemporary England, from a devastated Earth colony to the beaches of Lanzarote, from a volcanic alien world and finally to the deadly caves on Androzani.
Along the way, the TARDIS crew confront Daleks, Sea Devils, Silurians, Tractators, slug-like Gastropods, the evil Malus. Meanwhile, Anthony Ainley’s vengeful Master makes a deliciously malevolent return!
All episodes have been newly remastered from the best available sources. These classic adventures have never looked or sounded so good on home media.
Doctor Who: Peter Davison Complete Season Three includes the following stories from 1984:
Peter Davison Complete Season Three is also jam-packed with hours of new and exclusive material including:
The box set also includes hours of special features previously released on DVD including Documentaries, Featurettes, Audio Commentaries and more.
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The Puppy Squish is the most requested of our Squish series - and now you can make your own dog stuffed toy! Dogs have a wide variety of features, so you can customize the Puppy Squish with a variety of ear styles, with and without spots, eye patches, and tails. This stuffed puppy pattern is […]
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0It was bound to happen. Too many relics. Too many books. Too much past stacked in one place, the Monument Valley of scrolls and mouldy tomes. The Lucubrarium of Unobsolescence has gone wrong. In Bec–de–Corbin nearby, folk forget their names mid–sentence. Chalk–pale, traits blurred by scratches and hollow wrinkles, eyes sunk. Static. Howls in the night. The militia still stands at the keep and demands tolls, then forgets what it’s doing. The rain just won’t stop. Thugs move in, bold as daylight. And when night comes, the lights go out.
This 44 page digest adventure uses seven or eight pages to describe about forty locations in a town and in a two level library/abbey. You can tell what it is trying to do, but in spite of some great specificity it mostly fails to create the environment it is going for.
There’s this library place, including relics, with a small town around it. Some kind of memory eater/void monster shows up and people start forgetting their names. Some of them no longer have faces. Others are worse, their heads a ragged black blob and howling continually. You show up in town, make it to the library/abbey, and … do whatever. Loot the place for relics I guess.
Kabuki has some decent ideas and can conjure up some great imagery. The whole “forget your own name” is a nice touch. The ragged face monsters and howling and so on are quite appealing to me, personally (ever since The Void supplement for 3.0, I was captivated by it. Who doesn’t love Munch? At one point one of the random atmosphere tables has “A white noble dress fit for a young lady, nailed to a wall, torn. THAT’S NOT ME, written across the chest in coal.” Well now, that’s a statement, isn’t it? There are little bits and pieces of shit like this scattered throughout that are just great imagery.
Let us transition somewhat to the following entry. This particular location is a part of the “in town” section. “Falkenrot Manor Earl Falkenrot’s a ghoul — kept secret for ages by his family. When the Faceless came, they wandered off and left him here, locked down in the cellar. Half– Faced, black pits for eyes, ravenous.” Nice concept. Decent ghoul description. Mostly backstory. As a concept for something it’s great. As an actual place, meant to adventure in, it’s pretty lousy. And there is A LOT of this.
The town map is irrelevant, just a kind of conceptual thing with some numbers on buildings. The descriptions are short and=, again, just concepts. “Watchtower Deserted. An alarm fire atop has been spent. Did anyone see it?” Well I don’t know, did they? Are there consequences one way or another to that?
That bit at the end, it’s some kind of hipster pretension. And THAT absolutely IS prevalent everywhere. The whole “let’s put in a meaningless question under the pretext of giving the DM possibilities!” There’s a forest wolf encounter. The wolves are hungry and want to steal food and run off, mostly. That’s great! Except we also get “No food, they come in.’ This is supposed to, I think, convey a sense of menace. It does not. Nearby this, in a description meant to be atmospheric, about the journey to the town, it ends with something meant to convey the inclusion of the party in the description. “Chatter about the heist, maps, treasure. Or dead silence. Up to the table.” Why, yes, it is up to the table. But also, what’s with the sentence “Up tp the table?” Ol Craig used a cut down sentence, with dropped words and fragments, in order to save space. Space clearly isn’t an issue here given the ‘luxurious’ room given to simple tables. A couple of pages for “Which of the six howlers show up” could be compressed to maybe six short sentences. Or, the text implies that only three howlers exist, so, perhaps not having a table at all? This sort of needless randomness drives me crazy; an adventure is almost always better when the locales are themed around the specifics of a creature rather than just giving a random determination, for these sorts of encounters.
And how about those dungeon rooms? “Portcullis: Disjointed and stuck shut. S7 STR with up to 4 characters adding their STR to lift/bend. One attempt only.” Great! That’s how we get those thirtyish rooms down into the quite small page count devoted to locations, with the bulk of the text being other tables. The interactivity here boils down to finding, say, the wormacide that helps you fight the giant bookworms, or being confident in answering a forgetful sphinx’s riddles.
Not Kabuki’s best work. It feels like it needs another couple of polishes to make everything come together and work as a cohesive whole. Better integration of the various major enemy groups, and a more solid effort in brining out the … joylessness? Melancholy? The forgetful nature of things.
This is $5 at DriveThru.The preview really shows off the worse parts of the adventures, the sparse table nature. Things change, the text style and descriptive style, deeper in and that, being the bulk of the adventure, is where the preview should have focused.
https://www.drivethrurpg.com/en/product/556896/the-faceless-howl?1892600
Back in July 2010, I wrote a post right here on Stargazer’s World about how comic books were a parallel passion of mine and how deeply they influenced my role-playing games. As I’ve been putting together this “40 Years a Gamer” retrospective, I realized I needed to revisit that topic. It’s easy to list movies or literature as the main drivers of fantasy gaming. Still, for me, comic books provided a visual, episodic template that directly translated to how I ran my campaigns. The pacing, the larger-than-life characters, and the shifting status quo were exactly what I wanted to replicate behind the GM screen.
Over the past couple of weeks, I’ve been sharing these inspirations in a series of social media posts on my Facebook Page, Sunglar’s Musings. Now, I want to collect them all here into one definitive list, creating a full picture of the panels and pages that inspired my gaming over the last four decades.
The Fantasy Cornerstones
If we’re talking about the absolute bedrock of my fantasy gaming, three works shaped my love for the genre: Tolkien’s books, the Dragonlance Chronicles, and Elfquest. I discovered Elfquest through the Starblaze Graphics collections, and Wendy and Richard Pini’s work defined my conception of elves, trolls, and faeries (the Preservers in the comics) more than Professor Tolkien ever did. It gave me a template for the exact sort of fantasy story I love to tell: stories about family, love, epic themes, and, most importantly, a narrative that can have closure for some characters. At the same time, new adventurers face new challenges in a living world—a lot like a TTRPG campaign. Chaosium even published an Elfquest TTRPG in the 80s, and they crowfunded a deluxe edition a few years back.
You can read the Elfquest comics online here: https://elfquest.com/reading-room/
Then there is Groo the Wanderer. This may seem like an odd choice, but hear me out! Groo is a hilarious comic by the legendary Sergio Aragonés that brilliantly pokes fun at fantasy barbarians and countless other genre tropes. I discovered Groo directly from the creator himself while visiting a comic shop in NYC back in the 80s. He heard me speaking Spanish with my mom, called me over to his table in the back of the store, and we started chatting. I left that day with the original eight Pacific Comics issues and have been reading Groo ever since. In high school, I would sit in class and scrawl Groo’s stats in the margins of my notebooks for whatever RPG system I was playing. While I never officially introduced Groo into a campaign, his incredible cast of supporting characters provided ample inspiration for NPCs in all my games—especially The Sage, Chakaal, and Taranto. I did include a lost dog named Rufferto looking for his master in a game once, though! There should always be a little room for fun and absurdity in our fantasy games, and Groo is the perfect reminder of that.
Rounding out my early fantasy influences are Marvel’s adaptations of Robert E. Howard. I first knew Conan through the 1982 movie, which I talked my paternal grandfather and uncle into taking me to see on a summer trip to NYC. But I really got to know the mythos through the comics. In December 1983, I got my first issue, Conan #156. Soon, I was buying Savage Sword of Conan, King Conan (which shaped my ideas of domain-level D&D play), and Red Sonja. Sonja was such a strong lead that I based a major rebel leader NPC on her in my 1993 AD&D 2nd Edition homebrew; her descendants are still part of my campaign world today. And I must mention The Official Handbook of the Conan Universe. I read it repeatedly, and its format influenced how I organize my own campaign materials.
Swords, Sorcery, and the DC Universe
Over at DC, Mike Grell’s The Warlord and Paul Kupperberg and Jan Duusrsema’s Arion, Lord of Atlantis were massive for me.
My mom picked up back-issues of The Warlord on a business trip, along with a huge stack of Rom Spaceknight. I first read the adventures of Skartaris completely out of order. Still, the sword-and-sorcery elements hit so hard that in the summer of 1988, I based a homebrew NPC named Janna directly on Shakira the werecat. Janna became the love interest of Ranger Oliver (whose player was a big Green Arrow fan, particularly The Longbow Hunter, tying it right back to Mike Grell!). She was the daughter of the Cat Lord (remember him in Monster Manual II?). Eventually, she replaced her father and became the mythical ruler of all felines in my campaign.
Arion gave me a different perspective. Arion’s battle against the Lords of Chaos to protect Atlantis gave me an immediate, tangible reference point for the Law vs. Chaos alignment conflict in D&D, long before I ever read Michael Moorcock’s Elric, or learned about Poul Anderson’s influence on the development of the alignment system for D&D. I also loved the post-Crisis on Infinite Earths connections to DC lore, the Lords Chaos and Order in the DC universe. Then there is the fact that Arion’s co-creator, Jan Duursema, illustrated the original AD&D comic. Another gaming connection!
Sci-Fi, Aliens, and the Apocalypse
My sci-fi gaming drew heavily from a few specific series. First up is Atari Force. I discovered the universe in the mini comics tucked inside Atari cartridges. Still, it was the comic book series and graphic novel illustrated by José Luis García-López that truly inspired me. Many of the comic’s characters became NPCs in my high school Star Frontiers campaign and later campaigns. Some elements from the comics and the visual aesthetics still influence and inform my sci-fi games, including the Wanderers of the Outlands and the Stars Without Number campaign.
Conqueror of the Barren Earth started as a backup feature in The Warlord before getting its own four-issue mini-series. Eleven-year-old me loved this post-apocalyptic mash-up of sci-fi and fantasy. With its strong female lead, Jinal Ne’ Comarr, it became a huge reference point for me when I eventually discovered games like Gamma World and Rifts.
For the Alternity and dX campaigns I ran in the late 1990s and early 2000s, Christopher Moeller’s beautifully illustrated Iron Empires series was hugely influential. Only the first two books, Iron Empires: Faith Conquers and Sheva’s War, were out when I ran those games, but I now own all three, including volume 3, Void. There is even a TTRPG for the setting called Burning Empires, based on the Burning Wheel system. I once walked all the way across Manhattan to get a copy of it at The Complete Strategist, but I still haven’t played it!
On the weirder side of the spectrum, I devoured the Spanish editions of Gods from Outer Space (Los Dioses del Universo) when I was nine. Let’s be clear: the book these comics are based on, The Chariots of the Gods, is unscientific, Eurocentric hogwash that minimizes the achievements of other cultures. But as a kid, I knew nothing about that. They were just wild ideas that fascinated me and informed my early TTRPG worldbuilding. Today, I sometimes go back to those concepts at the table, but those meddlesome creatures from beyond the world are now cast firmly as oppressors and antagonists.
Superheroes, Cyberpunk, and Pulp Action
Regardless of the genre you are playing, your adventuring party is essentially a superhero team. Each member has their roles and powers, and the dynamics between them set the tone for the game. For me, one team in comics exemplifies that perfectly: the Legion of Super-Heroes. I read the Legion for years; the old stories in DC digests in the early 80s, the Great Darkness Saga, and the 1994 reboot. The Legion taught me, as a GM, how to handle the varied dynamics of a vast, diverse cast, proving that interpersonal relationships are what actually make a game interesting. The Five Years Later storyline also taught me not to fear tearing down a campaign and rebuilding it into something different when your stories need a reboot.
Another huge superhero influence was Hammerlocke, a 1992-1993 nine-issue series drawn by Chris Sprouse. It was a brilliant mash-up of low-power superheroes, cyberpunk sci-fi, espionage, and mystery centered on a space elevator and cyborg Archer Locke. It showed how to run superheroes in a completely different setting from the four-color mainstream adventures and directly influenced how I construct those sorts of stories.
Finally, let me tell you about an old character whose current adventures are my favorite comic being produced today: Flash Gordon. For years, Dan Jurgens’ DC mini-series adaptation (where Flash was a washed-out basketball player) was my benchmark for a modern version of the character. But then came Dan Schkade. As the creator of the current daily strip, he tells refreshing stories that respect and build on the classic mythology while making it feel completely new. He inspires my gaming by showing how to create fresh content that builds naturally on the work that came before it. Reading his strip makes me want to run games based on pulp characters, a reimagined Defenders of the Earth, and it really makes me want to finally run that Mystara game I’ve always dreamed of playing.
Looking back, these comics taught me pacing, worldbuilding, and how to create larger-than-life situations that still felt grounded in character relationships.
What comic books shaped your time at the table? Let me know in the comments.
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There’s something extra special about treating yourself to beautiful tools, and this giveaway is all about that joy! I am thrilled to team up with Furls Fiberarts to offer one lucky winner a $100 gift certificate to spend on their stunning hooks and accessories. If you’ve been dreaming of upgrading your crochet toolkit, this is […]
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