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Harvest Gaming 2021

Furiously Eclectic People - Tue, 10/05/2021 - 05:09

Our second annual Harvest/Samhain Gaming event is coming up!

Check it out!

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Categories: Miscellaneous Blogs

Neiman Marcus data breach affects millions

Malwarebytes - Mon, 10/04/2021 - 19:24

Millions of Neiman Marcus customers have had their personal and financial information exposed in a data breach. In a press release the company confirmed unauthorized access to customer online accounts.

According to the press release 4.6 million customers of Neiman Marcus Group stores, specifically Neiman Marcus and Last Call, are being notified about the data breach by email.

What information was stolen?

For affected customers, it’s always important to know what information the threat actor may have gotten hold off. The personal information for affected Neiman Marcus customers varied and may have included:

  • Names and contact information
  • Payment card numbers and expiration dates (without CVV numbers)
  • Neiman Marcus virtual gift card numbers (without PINs)
  • Usernames, passwords, and security questions and answers associated with Neiman Marcus online accounts.
What has Neiman Marcus done?

To investigate the matter Neiman Marcus has engaged Mandiant, an American cybersecurity firm, and notified law enforcement. The investigation is ongoing.

Neiman Marcus has also informed the affected customers, and forced an online account password reset for affected customers who haven’t changed their password since May 2020. Neiman Marcus promised to continue to take actions to enhance its system security, and safeguard information.

The company has set up a phone number—(866) 571-9725—and web page for concerned customers, although at the time of publishing the website is not currently working.

What you can do

If you know or suspect you may have been affected by this data breach there are a few things you can do.

The most important one is to change your password and make sure you have not re-used the same login credentials elsewhere online. If you have, you’ll need to change that too. The same is true for any security questions.

Scammers like to make the most of data breaches like this by sending out fake emails trying to trick you into giving them your login credentials, so make sure you go directly to the website to change your password.

Unlike Neiman Marcus, other companies have offered free credit and identity monitoring services as a conciliatory measure after a data breach. In this case you would have to pay for that yourself. Credit monitoring services can’t actually stop cybercriminals from stealing your identity, but they can alert you if someone opens up a line of credit under your name.

Think about it this way, these services alert you to changes on your credit report if you can’t be bothered to check your own credit report. If that’s the case, then you may want to consider signing up and paying someone else to monitor your credit file for you, but the bottom line is that these credit monitoring services are just that—monitoring services, not protection.

If you find any unauthorized transactions involving your payment cards then immediately contact the relevant payment card company or financial institution.

Customers are entitled under U.S. law to one free credit report annually from each of the three nationwide consumer reporting agencies. To order a free credit report, you can visit www.annualcreditreport.com or call 1-877-322-8228.

Attribution

As this is an ongoing investigation, there is not much information to be had about any details that may point to a certain threat actor. The stolen data may at some point surface for sale on underground forum or dark web marketplace.

If you are wondering if the login credentials have been made publicly available, you may be able to find them at the website Have I been pwned? The same is true for other credentials. In fact, it doesn’t hurt to check your email address there every so often.

There’s no reason to be ashamed if you find your email address there, as long as you don’t use it in combination with the same password anymore. If you do, then make sure you change it as soon as you can. You can use a password manager or password book to keep track of all your different passwords.

Stay safe, everyone!

The post Neiman Marcus data breach affects millions appeared first on Malwarebytes Labs.

Categories: Techie Feeds

PROBE: Out of the Shadows – Short Stories from the Doctor Who Universe

Blogtor Who - Mon, 10/04/2021 - 18:42

A new collection of short stories about PROBE, the team exploring the darkest corners of the Doctor Who universe, is out next week Arcbeatle Press have announced the stories and authors for the upcoming short story anthology P.R.O.B.E. Out of the Shadows. Set in the worlds of Doctor Who, and continuing from the BBV spin […]

The post PROBE: Out of the Shadows – Short Stories from the Doctor Who Universe appeared first on Blogtor Who.

Categories: Doctor Who Feeds

Police take a piece out of a ransomware gang, but won’t say which one

Malwarebytes - Mon, 10/04/2021 - 18:11

One of the world’s ransomware groups appears to be a couple of members short today—and about two million dollars less rich—but nobody is sure which one. Police are staying tight-lipped about who’s short-handed following the arrest of two individuals in Kyiv, Ukraine. The arrests are part of a joint operation by the FBI, the French National Gendarmerie, and the Ukrainian National Police.

What little we do know comes by way of a terse Europol press release—which says that police seized $375,000 in cash, a further $1.3 million in cryptocurrencies and two “luxury vehicles”—and a press release and video by Ukrainian police.

The video shows police searching a surprisingly clean and tidy apartment. Among the usual ransomware gang paraphernalia of mobile phones, laptops, a fancy-pants computer “rig”, gaming chairs, and wads of cash, we also get a peak at some of the more surprising and mundane aspects of life as (or perhaps with) a modern day digital criminal. The video reveals enough flowers and little gift boxes to suggest it was a special day for somebody, as well as the occupants’ fondness for both Capri Sun, and brands like Louis Vuitton and Senso.

The police video suggests somebody’s special day didn’t go as well as they’d hoped

Of course what we really want to know is which ransomware group has taken a hit. There, we’re getting only crumbs from the police and guesswork from Twitter sleuths. Europol has divulged that the people arrested belong to an organised crime group “suspected of having committed a string of targeted attacks against very large industrial groups in Europe and North America from April 2020 onwards.” It says the criminals “would deploy malware and steal sensitive data from these companies, before encrypting their files”, a fairly vanilla description of modern-day ransomware. It describes the people arrested as “two prolific ransomware operators known for their extortionate ransom demands (between €5 to €70 million)”.

The individuals could belong to one of the well known ransomware groups, but it’s worth remembering that lots of ransomware is operated “as a service”, by affiliates. In either case, it’s fair to say that others will be along shortly to fill the void they leave, should those arrested be required to occupy a jail cell.

Europol says it helped the joint operation with analytical, malware, forensic, and crypto-tracing support. The last item is the least surprising on the list. The modern ransomware phenomenon is entirely reliant on cryptocurrencies like Bitcoin, and many observers have identified it as ransomware’s Achilles heel.

Why? Because cryptocurrency payments are very public. While the identities of payers and payees are hidden behind pseudonymous IDs, the actual payments happen in broad daylight and are recorded forever in giant distributed databases called blockchains. If real people can be linked to those IDs, then their role in ransomware transactions can be revealed.

A few years ago, we were all fond of describing the analysis of relationships in very large databases as Big Data, and the Bitcoin blockchain is the biggest of Big Data. It contains every transaction ever made with the cryptocurrency, nothing can ever be removed from it, anyone can own a copy, and law enforcement’s ability to analyse the patterns within it improve with time, and every additional payment.

The US government has been turning up the heat on ransomware gangs this year and has been quite open about its intention to follow the money. So it won’t surprise you to learn that one of the people arrested in this recent raid is believed to be involved in money laundering. And no surprise that a similar raid against the Clop ransomware gang earlier this year that was also carried out by police in Ukraine, also in the area of Kyiv, also targeted the gang’s money laundering operation.

The post Police take a piece out of a ransomware gang, but won’t say which one appeared first on Malwarebytes Labs.

Categories: Techie Feeds

Knitter’s Pride Big Giveaway: Wool Winder, Knit Blockers, and Row Counter Ring

Moogly - Mon, 10/04/2021 - 15:00

Knitter’s Pride has so many lovely crochet and knit accessories and tools – and today I get to share three of them with you here on Moogly! Learn more about the Signature Wool Winder, Rainbow Knit Blockers, and Row Counter Ring, and enter to win each below! Disclaimer: Giveaway sponsored by Knitter’s Pride; I received...

Read More

The post Knitter’s Pride Big Giveaway: Wool Winder, Knit Blockers, and Row Counter Ring appeared first on moogly. Please visit www.mooglyblog.com for this post. If you are viewing this on another site they have scraped the content from my website without permission. Thank you for your support.

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Categories: Crochet Life

The Bloody Cliffs

Ten Foot Pole - Mon, 10/04/2021 - 11:11
By Tolkraft Dendrobat Productions OSR Levels 4-6

The sole heir of Baron Solreigh was kidnapped, in the middle of the night, in the heart of the castle! The ransom letter is signed by Masked Harald, a thief, robber and benefactor of the poor.

His lair?–?the Bloody Cliff?–?is known, but would resist a frontal assault, which would also put the young heir in danger. Bringing the Baron’s son back safe will require a very cunning plan…

This 45 page adventure uses ten pages to describe a 26 room bandit hideout; their lair outside in the woods and the caves nearby, as well as a short “investigation” phase. The intent being a raid on the lair by the party to free an NPC. The maps are essentially unusable, and the formatting TOO formatted. A good lair assault ruined. This is an EASL adventure from our friends in Vive la France, but doesn’t really have EASL issues other than an awkward word choice or two. 

So, the asshole barons son has disappeared and Robin Hood wants some cash and tax breaks for the poor as ransom. Oh, and the new young pretty maid in the castle is missing too. Things that make you go Hmmmm…. The baron hires you to go on a commando raid to rescue his sweet loveable boy, all Longshanks/Prince Braveheart style. You can poke around the castle a bit, asking questions of people and looking at rooms, maybe turning up two or three bits of information. There’s caves in a cliff, there’s an entry at the river, and so on. So, fucking around ahead of time pays off with alternative points of entry and approaches. That’s good. You then walk over to the cliffs and do your assault the usual way: sneaking around until your plan goes to shit and then stabbing everyone. Most of whom are 1HD in this instance.

Base assaults are near and dear to my heart. Sandboxy, a good base assault supports the DM and lets them run things on the fly, giving them the tools for the “normal” base and then how the base adjusts and reacts, etc. As well as supporting play with multiple ways in and a good map. This is trying to do that, but not very well. 

The maps are a major issue. They are done in some arty program, I suspect one meant for battlemaps, with colors and features. But they come off crowded and confused, with an inability to really tell what you are looking at, where the rooms are much less what the features are or how they work together. You’re fighting the map the entire way, trying to figure out how things fit together. There are some photos in the back, showing a DwarvenForge type 3d terrain set of of a portion of the inside of the caves. I guess that helps a little. 

Our issues continue with the text. There is generous usage of long blocks of italics for read-aloud, making it difficult to sort through. There is a fancy gothic font used as a header throughout the adventure, even in room names, that I can’t for the life of me read. I actually had to go through the adventure searching to find the name of the kings son because the first letter was in the fancy gothic font, all illuminated manuscript style. Man, you gotta think about this shit. I know, I know, you want to make a pretty product. I want one also. But not at the expense of the legibility. Or, rather, not in a way way that impacts legibility to the extent that I can’t read it/figure out what the fuck room is where.

And the room formatting. I am a victim of my own words sometimes. Highlighting, building, bullet points, white space, they can all be used to make a text easier to scan and to find information. And when TOO much is used it then becomes harder. The text becomes disconnected from itself, too much space between things, the natural “grouping” of items is broken and your brain can no longer recognize (or, “easily recognize …”) that differing items are related. And that’s a major problem here. Long sections of DM text with too much shaded text blocks, highlighting and bullets. The read-aloud can be cringe-wrthy in place, with phrases like “ … as if even the water was afraid of the sinister name [the bloody cliffs].” *sigh* This is not what I need in my life. I want a description that makes me, and the players, think “wow, even the water is afraid of the cliffs!” not, being told directly, what to think. That’s telling instead of showing. You always want to show. 

We can combine this with some basic issues around base assaults. There is little to no guidance on an order of battle and/or how the base reacts to incursions and alarms. There are four lieutenants in the base and we get VERY little guidance on where they how, what they do, or how they react. (Although, its implied that at night they are all sleeping in the same room.) There’s very little in the way to help the DM. I could also point out that while there is guidance for climbing the titular cliffs, there is none for just walking around the other side. I mean, cliffs, not mesa, right?

Oh, I don’t know what else. I mean, there are separate entries for how to find the place in the day vs the night, which is good. And there’s a cute little section about what you can overhear the bandits talking about if you listen in or buddy up to them. And, yes, there is some guidance on negotiating with them (only works on a critical success!) or bluffing your way in. So, varying success levels there. And NPC descriptions tend to be too long. They do have some “three words” personality summaries, but their goals and what not are buried in text, with no highlighting. Not that they ever show in the adventure, except sleeping in their rooms. 

And there’s a lot of abstracted shit. Observing the cliffs is just a skill check, and if you critically fail you get captured. Doing a jailbreak (at the barons castle) on the one bandit who’s been captures is just a skill challenge. Climbing the cliffs, the DM can, the text tells us, be a real hard ass and make the players note HOW MUCH rope they have, to see if they have enough to scale the cliffs. If this a thing? Abstracting a climbing distance? You have rope listed so it doesn’t matter how far you repel? I get it, resource management can be a pain, but, fuck man …

Hard pass here. And, mostly, because of the map and the lack of comprehension on how it works. Reworking the map and formatting would help a lot. 

This is Pay What You Want at DriveThru with a suggested price of $3. The entire thing is available as a preview, so, good job with that. The map is on page 24 of the preview. Check it out now, the funk soul brother.


https://www.drivethrurpg.com/product/352361/The-Bloody-Cliff?1892600

Categories: Tabletop Gaming Blogs

Does Cybersecurity Awareness Month actually improve security?

Malwarebytes - Mon, 10/04/2021 - 11:04

October is Cybersecurity Awareness Month, formerly known as National Cybersecurity Awareness Month. The idea is to raise awareness about cybersecurity, and provide resources for people to feel safer and more secure online.

The month is a collaboration between the Cybersecurity and Infrastructure Security Agency (CISA) and the National Cyber Security Alliance (NCSA) and it focusses on four themes, in turn: “Be Cyber Smart”, “Phight the Phish”, “Explore. Experience. Share”, and “Cybersecurity First”. Some of these are perhaps a little interchangeable or vague, but it’s certainly a dedicated effort. The questions is, is anybody listening?

Cybersecurity Awareness Month is a fixture of the calendar now, as are Data Privacy Day, World Password Day, and a host of other well-intentioned privacy and security themed events. There are so many of them now, and they come around so often, that some of the Malwarebytes Labs team were feeling a little jaded about this month’s event.

So, in the spirit of the event’s first theme, “Be Cyber Smart”, we asked two of our Malwarebytes Labs blog team, Chris and Jovi, whether the smart thing to do was forgot about it altogether.

The pros and cons of awareness campaigns

Jovi: I don’t see that anyone can have a problem with events such as this. It’s good to have regular reminders about our responsibility to keep ourselves and our families safe. It’s also a good opportunity to learn something new about security and privacy.

Chris: I mean, are they really learning something new? From experience, the content in these events doesn’t tend to differ much from year to year. A lot of it is the same basic information you see on mainstream news reports, or blogs. I’ve been involved with events like this since 2005, and one time at a panel with reps from the FTC and the NYAG…

(several minutes of completely unrelated factoids from the dawn of time follow)

Jovi: …I’m surprised that didn’t end with you tying an onion to your belt.

Chris, oblivious to onions: If it was worthwhile, you’d think there’d be some tangible, visible improvement in security by this point. Or at least a bunch of people saying “Wow, that ‘event-name-goes-here’ really helped me with this one problem I had. Hooray for ‘event-name-goes-here’.

Jovi: True, but then again, not everyone sees every relevant news report or even reads blogs. Some people get a lot of their security information from sources like Twitter, direct from infosec pros. Who then end up directing them to events like this anyway. There’s always a churn of new people who haven’t seen any of this before, so I don’t think it’s a problem to repeat some of the basics every year. Not everything has to be groundbreaking. If it’s easy to understand and helpful, that’s okay too.

Chris: Possible, but I also think many people have burnout from this kind of thing. How many times can you hear a major event, backed by Homeland Security, say “watch out for suspicious links” before you start to demand something a bit more involved? Admittedly, we don’t know what specifically is going to be covered during the month itself yet. It might be a mix of basic information and more complicated processes, which would be great! Another major event saying “don’t run unknown files”, though? Do we really need that? Or is there still a place for it?

Jovi: I once again direct you to “a churn of new people who haven’t seen any of this before”.

Chris: Ouch.

Jovi: You may be right about the fatigue aspect, though. I imagine it’s likely very difficult for anyone to really care that much about a month-long event. If you’re directly involved in some way, then fine. If you’re one of the many random people it’s aimed at? I think it’s probable they simply won’t care very much by week 3.

Chris: It may also be exacerbated if the thing they really want to do or look at happens during the final week. Will they even remember to go back by the tail-end of October to check it out?

Jovi: This is where the web resources for the event will be crucial, alongside lots of activity on social media. Handy little reminders to go back and check it out will work wonders.

Chris: Might work wonders.

Jovi: Ouch.

Chris: One novel thing I’ll definitely highlight is that they’re doing a whole bit about careers in tech. This is good. Not every event does this. There’s a lot of resources available and the opportunity for security companies, researchers, and anyone else to give tips on how to break into the industry. This will be particularly helpful for students about to graduate, and people thinking about a change in career.

Jovi: I’m mostly interested in the phishing week. You can’t go wrong with phish advice, especially when so many people are still working from home and potentially isolated from their security teams.

Chris: Is that any better than any other event doing a phish week though?

Jovi: It certainly doesn’t hurt to have them. I reckon big organisations and governments saying “we’re interested in this and you should be too” ultimately helps more than it hurts. We’d definitely feel their absence.

Chris: I’ll give you that. I’m not 100% convinced these events are making as much impact as some may think. This is what, the 18th one of these now? I’d be interested to know what the organisers think about how successful they are, what difference they’ve made. Even so, you’re likely right that we’re better served by having them than not at all.

Jovi: Amazing—did we finally agree?

Chris: Yes, please inform the DHS I’ve given permission for the event to go ahead.

Jovi: I’m sure they’ll be relieved.

Chris: This somehow feels like sarcasm.

Jovi: Definitely not.

Winding down

Whether you think events like this are a big boon to security discourse or too much like repeating ourselves for diminishing returns, they’re here to stay. We can all play a part in ensuring these annual reminders stay relevant. Whether you’re flying solo at home, an organisation, a security vendor, an SME, or a collection of interested students? Get involved!

Let the organisers know what you’d most like to see—if not at this event, then perhaps the next one. If these awareness campaigns exist in a vacuum, they’ll assume they’re getting everything right. Let’s help them along to fix the bits we’re not sure about and make it work for everyone.

The post Does Cybersecurity Awareness Month actually improve security? appeared first on Malwarebytes Labs.

Categories: Techie Feeds

Minaria: Half-Elves

Sorcerer's Skull - Mon, 10/04/2021 - 11:00
This continues the series on my version of the world of Minaria, extrapolated from the map, manuals, and pieces of the boardgame, Divine Right.


In my post about the elves of Neuth last week I neglected to discuss the Ercii or Half-elves. The name comes from a contraction of the Elvish term for "mixed blood." Half-elves have faced persecution within the forest of Neuth, alternately being expelled or limited in terms of their movements and activities.

Some Ercii, however, do perform an important function within Elven society, and members of that select group have even managed to prosper. Elven nobility finds direct engagement with financial matters beneath their station. Unwilling however, to leave these matters strictly to elves or lower station, have brought on individual Ercii or sometimes groups of them as factors or bookkeepers. Some of these have become prosperous enough to be able to act independently acted as moneylenders to other noble houses.

The Elvish Crown has also employed Ercii as ambassadors or diplomats to other lands or and allows them to operate as money changers (so long as the Crown gets its share of the profits). Some of the these Ercii have not only become wealthy but able to wield (discretely) a great deal of political power. Perhaps some times more power than the Elves know, as they are the conduit through which the kingdom interacts with the outside world.

Still, their status as second class citizens is something they are unlikely to forget. Many Ercii in service to Elven nobles were taken from their families as infants and raised as servants to the noble house. More than one has had their fortune seized by a covetous noble who claimed it was their due. Others have lost their lives for their effrontery of being a noble's creditor.

Re-post: Qualifications for the Pastoral Task: Godliness and Competence

Just Call Me Pastor - Mon, 10/04/2021 - 11:00

After serving 21 years as a pastor, I spent 19 years as a general administrator of the Free Methodist Church. During those latter years I was regularly involved with annual conference committees that evaluated and developed persons who wished to become pastors.  

In the Free Methodist church it is the annual conference that ordains pastors and to whom they are accountable. An annual conference’s selection process leading to ordination is long, prayerful, and complex. It involves interviews, supervised summer assignments, questionnaires, recommendations, a check on educational achievement, psychological tests, and more.

What are the qualifications an ordination committee should look for? Here’s a simple list:

  1. Does the candidate manifest a clear sense of God’s call? That is primary. 
  2. Is the person’s life marked by impeccable character and suitable personality? That is, is he or she honest, intelligent, personable, hard-working, with a good sense of humor? The expectations are high.
  3. Does he or she have a good grasp of the Scriptures?
  4. Is there evidence of a solid work ethic? Does motivation come from within?  
  5. Can he or she speak / communicate well?

Three decades ago, while preparing the Staley Lectures which I gave at Roberts Wesleyan College, I was able to simplify these diverse criteria to my own satisfaction under two headings: godliness and competence. This insight came from a careful reading of Paul’s first letter to the young pastor Timothy.

Godliness is a personal attitude of respect for and devotion to God. A godly person lives in moment-to-moment accountability to God, whether alone or with others. We might say that the godly person is marked by “a pure heart and a good conscience and a sincere faith” (1 Timothy 1:5). Godliness shows in a piety that is genuine, not affected.

Godliness is not, however, a once-and-forever gift. That’s why the Apostle Paul exhorts the young Timothy to “train yourself to be godly” (4:7b) and “pursue godliness” (6:11). Godliness is a dominant word in the pastoral epistles, representing a never-ending goal.

But godliness alone is not enough. To it must be added competence. Competence begins with a broad and deep understanding of the pastoral task. And skill in carrying out this diverse task must be developed continually.  

A godly pastor without competence might be ineffective and clumsy with his or her people. On the other hand, a pastor who is competent but lacks godliness might be efficient but lacking in authentic piety.

I saw while I was pondering I Timothy in preparation for the lectures that the core of competence is sound doctrine. In fact, Paul’s first issue in his letter is competence in countering those who teach false doctrine (1:3b).

Paul reminds Timothy that he himself had been appointed by God to be a teacher of the true faith to the Gentiles (2:7). He exhorts Timothy, “Until I come, devote yourself to the public reading of Scripture, to preaching and to teaching” (4:13). The proclamation of and accountability to truth and sound doctrine are at the core of competent pastoral ministry.

Competence also includes skill in relating to parishioners. ”Do not rebuke an older man harshly … Treat younger men as brothers, older women as mothers, and younger women as sisters, with absolute purity” (5:1, 2).

And it includes caring for administrative matters such as seeing to it that God’s people function well in community, and that believers’ special needs in the family of God are met (5:9-17).

Those who select and develop pastors who are godly and competent — in preaching, teaching, pastoral care, and skillful administration — understand that the essence of the pastoral task is to bless God’s people for all time.

Photo credit: Chris Miuccio (via flickr.com)

Categories: Churchie Feeds

A week in security (Sept 27 – Oct 3)

Malwarebytes - Mon, 10/04/2021 - 09:15
Last week on Malwarebytes Labs

Malwarebytes released the Demographics of Cybercrime Report.

Other cybersecurity news
  • Cambodia’s prime minister is Zoombombing opposition meetings. (Source: Rest Of World)
  • Apple ignored 3 Zero-Day iPhone attacks for months, claims researcher. (Source: Forbes)
  • When you ‘Ask app not to track,’ some iPhone apps keep snooping anyway. (Source: The Washington Post)
  • Microsoft was warned about the Autodiscover flaw five years ago. (Source: The Register)
  • Mission accomplished: Security plugin HTTPS Everywhere to be deprecated in 2022. (Source: The Daily Swig)
  • Fake Amnesty International Pegasus scanner used to infect Windows. (Source: BleepingComputer)
  • Google pushes emergency update for Chrome zero-days, the latest in a hectic year for vulnerabilities. (Source: CyberScoop)
  • Mozilla rolls out fission to a fraction of users on the release channel. (Source: Mozilla blog)
  • Paying hackers’ ransom demands is getting harder. (Source: DataCenter Knowledge)
  • Hackers bypass Coinbase 2FA to steal customer funds. (Source: The Record)

Stay safe, everyone!

The post A week in security (Sept 27 – Oct 3) appeared first on Malwarebytes Labs.

Categories: Techie Feeds

REVIEW: Doctor Who: ‘The Evil of the Daleks’ – Another classic returns using animation

Blogtor Who - Mon, 10/04/2021 - 07:00

The latest missing Doctor Who adventure to be animated is a little bit special. Whilst ‘The Power of the Daleks‘ may have kicked off the animation boom the sequel, ‘The Evil of the Daleks‘, may be the range’s finest achievements. It is difficult to discuss ‘Power’ without being at least mindful of ‘Evil’. These two […]

The post REVIEW: Doctor Who: ‘The Evil of the Daleks’ – Another classic returns using animation appeared first on Blogtor Who.

Categories: Doctor Who Feeds

At Any Price - - Paul Elliot's Zaibatu rpg & Postcards from Avalidad by Miguel Ribeiro, & Manuel Souza Combined

Swords & Stitchery - Mon, 10/04/2021 - 06:08
 “There are no innocent bystanders ... what are they doing there in the first place?”― William S. Burroughs, Exterminator!Yes, what are they doing there in the first place?!  Let's pick it right up from the other day on the blog.  Who are the party in the first place?!  If their agents of the powers from Postcards from Avalidad by Miguel Ribeiro, &  Manuel Souza combining it with Zozer Games Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

1545

Looking For Group - Mon, 10/04/2021 - 04:00

The post 1545 appeared first on Looking For Group.

Categories: Web Comics

Things of the Moon - James Ward's Tainted Lands & Cultclassic Eighties Movie Mixed With A1 Assault on Blacktooth Ridge By Davis Chenault - More Thoughts On Horror Campaigns In The Tainted Lands

Swords & Stitchery - Mon, 10/04/2021 - 03:21
  “This madness is no longer contained in the Tainted Lands. It spreads, filling the empty places around it with the dread of horror, polluting the world one small step at a time.”"Upon the far slopes of the Turmberg Mountains, where the northern shores of Lake Vanhir lap the Plains of Cos lie the fog-enshrouded Tainted Lands. In the Days before Days hosts of dark hearted Val-Ehrakun settled hereNeedleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Doctor Who Chronicles: 1983

Blogtor Who - Sun, 10/03/2021 - 10:03

The makers of Doctor Who Magazine present a new 116-page bookazine about the show’s Twentieth Anniversary year – 1983! Arguably, few years stand out in Doctor Who history more than 1983. The show’s 20th anniversary was a milestone in an era when few series had achieved such longevity. More than that, it was a celebration […]

The post Doctor Who Chronicles: 1983 appeared first on Blogtor Who.

Categories: Doctor Who Feeds

Still Here But Retired

Furiously Eclectic People - Sat, 10/02/2021 - 23:47

Just stopped by to say I'm still here.

My games of Hackmaster died out when covid hit 18 months ago.

However since the beginning of Summer I have been running games at the same brick and mortar store.

Last game we ran was a play test of "Escape from Kabul" I'm designing for the Simulation & Wargaming folks. (They actually get paid for that kind of job.)

Otherwise I'm in retirement.

I put an old server in my garage and it runs old text games at

empire.game-host.org

BT
Tracy Johnson

NNNN

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Categories: Miscellaneous Blogs

The Monkey Business Ruin Generator in Action (Part 1: Basic Results & 1st Area)

The Disoriented Ranger - Sat, 10/02/2021 - 17:33

So a good friend of mine recently informed me that the Ruin Generator I provided in Monkey Business (that OSR module I wrote) had no merit at all. The results were too vanilla and for the time you'd spend using it, nothing of value would be produced. He admitted, though, that this judgement was superficial and only based on his read-through, not on actually testing it. Fair enough. I value his observations a great deal, so I should pay attention. If my description of it wasn't enough to inspire him to use it, I'd go as far as agreeing that I failed to make him use it. That doesn't mean, however, that the tool doesn't have merit, it means I failed to make my case properly. This series of post will try to rectify that (this is going to be a big one, so I decided to go with two parts or more here).

Presumptions 1: Can Complex Environments be Randomized?

DMs using the tools provided will create a huge jungle sandbox from scratch, including factions, villages, treasure and ruins as well as having an idea how those interact. It is a tall order and people seem to mostly find it all usefull. Treasure got some heat, but I make my case about that in the post linked above ... in short, I believe the treasure generator gives a DM a shitload of information to build on while IMPROVISING treasure on the fly, even creating quest items (among of lots of other things). Test it in specific gaming situations (it needs the context of the game to build on) then tell me it doesn't work and, more importantly, why.

Anyway. The Ruin Generator got no love at all and was deemed to baroque to be even used. I mean, it definitely is high concept and not using it will have you missing out (imo), but not hinder you from using the module at all. It is just (and here's why I even bothered to write it) that a DM will create 19 hex fields with each containing an average of 3 ruins, some of them small (not so much work), some of them huge (that'd be modules in themselves, actually).

You don't have to have all of them prepared (players will only explore one hex at a time ...), but you'd be well advised to have the hex prepared the characters are in and the adjacent hexes as well. Starting at the border of the hex map would mean you'd have some concepts for round about 12 ruins ready enough for the characters to explore on a whim. Looky here (from the module):

Open in new tab for details ...

Now, either way you prepare for that will be lots of work, because that's just what it is. You sure can have some maps handy or some other product or even some random online generator to help you through this, but you will not get around preparing all of that. At the least you'll have to adjust what you get to your game.

The problem is, obviously, the level of detail players will expect when exploring ruins or a dungeon. It can barely be handwaved (if at all) and it'll have lots of moving pieces in the air as the players gather information about structure and inhabitants and how to work that to their benefit.

My design goal for the ruin generator had been to have a system easy enough to complete in a couple of steps, but with complex enough results to allow for depth and variety while summoning all the little tropes one could encounter in such an environment in the order they would be encountered.

That last part ("the order in which they are encounteres") turned out to be the crucial part, as it mirrors the hierarchy of information from "most general" to "most detailed" when the narrative starts zooming in on something that warrants more detail. Having the information build up that way a DM will have at all times a superficial pattern on hand to expand on as well as some detailed hot spots to work with as the characters explore.

That is, admittedly, a tall order. But if pulled off properly, it'd be a mighty tool for a DM to get all of those ruins prepared within some reasonable time frame (imo). If a DM has fun doing so (because we are nerds like that), it'd be even better. It'd be the DM playing AND creating at the same time (like, you know, How To Host A Dungeon, for instance). If nothing else, DMs using this tool will spend time creating something themselves instead of learning to use something someone else wrote (well, it's kind of both ... you know what I mean).

Naturally, one could critizice now that you don't buy a module to do something yourself that should be provided instead. However, that argument does not stand with all the sandbox creation tools I have encountered so far. It is always assumed that the DM interprets and builds on the pattern any such tool would provide. Why should this be different with ruins or treasure created that way?

It isn't different at all, imo. The DM creates. Ideally a module will provide a great frame to make what they create shine and maybe even give it some direction. But DMs will create or they end up being the mouth piece for something someone else created, and where's the fun in that?

Anyway, I digress. Sorry. I believe that a certain amount of complexity for such a tool as described above is warranted, even necessary to get results worth anything (considering said complexity). Still not saying I managed to create such a tool, but I hope I was able to explain where I'm coming from in this and how I went about it.

Show, don't tell, man!

Alright, lets get rolling. I'll just go ahead and use the module as intended so you guys get an idea what's happening. Our hex-field is a 52, that'd be "rolling plains with some jungle". The Resource Level is a bit lower here (-1), so we get to roll 2d6 for ruins here ... a 7. That means we have one medium sized ruin hiding here as well as two overgrown remains (a piece of road, a pillar, something like that). As for factions, this hex also contains a hidden Gorilla Base (with 2 orangutans, 3 chimpanzee ninjas and 9 goblins stationed here) and two hidden drug stashes, 2 Cannibal Villages, some mushroom artwork (5 times, spread across hex) and some artifact and weird effects from the Alien presence as well as some (4) areas showing signs of radiation.

First, the Cannibal Village (just going with the dice here) actually is within the ruins. They currently have lots of wounded due to some sort of war and people are afraid of something (quest is indicated!), but are poorly equipped. They have a shaman who's faking his magic abilities (which is somehow connected to the people being afraid) and have a crazy chieftain (reason for the wounded and the poor equipment, although they live within the ruins).

The second Cannibal Village fights with some sickness but has the population happy as something nice had just happened (I'd go with them finding a cure or remedy). They are quite primitive and have only basic farming and rudimentary tools available, but their fighters are capable veterans and have a level 3 Shaman that is in contact with the spirits. Their chieftain, however, is quite incompetent.

There are no conflicts in the area, but the next time the gorillas will expand here, it'll mean to go to open war with the cannibals, so tension is high.

That's the stage as far as we'll need it for this example (we'll ignore the surrounding hexes and the vistas they'd add to this as well as the results about what the villages would exactly look like). This is what's going on in the 790 square kilometers of this hex (an area about two-thirds as big as Los Angeles) ... everything is in a distance equivalent to couple of hours travel across those plains. 

What ruin over yonder?

This is for the results!
Now for the Medium Ruin. First roll is 1d100+50 to see how big we'll go ... that'd be 115 points for building this. The result of our first Ruin Section is 9 (d12), 20 (d20), 5 (d8), 10 (d10) and 2 (d6) (a total of 46). First sign of those ruins is a big overgrown Stone Arc (adds includes Inside Area). It should be in a jungle area this hex is featuring, visible between the green growth.

The Theme for those Ancient Ruins is "Time Loop Destruction" and it'll feature some Residual Magic of sorts. There are also some harmless ghosts here and a zombie problem as well as Kobolds. One Jungle Treasure can be found here.

TREASURE 1: 17 (d20), 2 (d20), 1 (d12), 6 (d8) - This is one dose of a rare drug made from vermin and worth 208 gp.   

Our 115 are reduced by the value of that first roll (46) to a 69.

For the second Ruin Section (an Inside area) the results are 3 (d12), 5 (d6), 7 (d10), 20 (d20) and 7 (d8) (a total of 42). This is a former Green House. The entrance to it is hidden, Stone Faces are heavily featured in this area, it is quite swampy and here are some crude and natural traps. Here are two factions present: Kobolds and Troglodytes, but it also has a Dragon! So a dragon has its lair in a tower here ... Furthermore adventurers might find 4 Jungle Treasures and access to clean water here (additionally to what the Factions and the beasties carry, that is).

TREASURE 1: 4 (d20), 15 (d20), 2 (d12), 5 (d8) - This is some ancient weapon made out of iron and worth 130 gp.

TREASURE 2: 1 (d20), 12 (d20), 8 (d12), 7 (d8) - This is some alien wear made out a strange leather with usability 8 (high) and worth 56 gp.

TREASURE 3: 6 (d20), 10 (d20), 4 (d12), 1 (d8) - This is some crested container made out of wood with a usability of 4 and worth 21 gp.

TREASURE 4: 2 (d20), 1 (d20), 5 (d12), 7 (d8) - This is 5 doses of some alien alcohol made out of herd animals and worth 30 gp.

Our remaining 69 are reduced by the value of that second roll (42) to a 27.

On to the next area. The results are 15 (d20), 4 (d6), 4 (d12), 5 (d10) and 2 (d8) (a total of 30). First Impression here is a "Mountain Side", which should translate to something like a cliff of sorts with the features "hiding" in the jungle atop the cliff. I'd go as far as saying this is a wonderful stone wall featuring a mountain scene and hiding some stairs that lead to the top. The high result here also adds one Inside and one Feature Area to this.

Main Theme here is "Roots"and the Complication is "Uneven Footing", both adding to the hidden aspect of this area. Some harmless monkeys reside here and there's one Jungle Treasure hidden here as well. I'd put the cannibals here in relative distance to the Kobolds and the Zombies (and the Dragon, for that matter).

TREASURE 1: 3 (d20), 16 (d20), 11 (d12), 1 (d8) - This is an ancient artwork made from salt and worth 62 gp.

Our remaining 27 are reduced now below 0, but there are still two areas to be resolved (an Inside and a Feature). After that the ruins are complete (for now).

For our Inside in this area we get 6 (d10), 5 (d6), 5 (d12), 1 (d8) and 5 (d20). This is a Boneyard (a huge hall, at that) with the Stone Faces returning as a Theme, more harmless ghosts and some termites. Three Jungle Treasures can be found here. The Cannibals are aware of this area, but mostly avoid it because of the ghosts.

TREASURE 1: 13 (d20), 13 (d20), 3 (d12), 6 (d8) - This is some mysterious knowledge conserved on iron sheets with a usability of 3 (low) and worth 70 gp.

TREASURE 2: 15 (d20), 1 (d20), 9 (d12), 7 (d8) - This is 9 doses of some primitive alcohol made out of herd animals (blood?) and worth 32 gp.

TREASURE 3: 4 (d20), 8 (d20), 1 (d12), 1 (d8) - This is some big ancient accessory made out of bone with a usability of 1 (very low) and worth 14 gp. 

The Feature is connected to the Inside and for that we get 3 (d8), 13 (d20), 3 (d12), 1 (d6) and 2 (d10). An Ancient Gallery with some hidden spaces can be found here. The main Theme is "Bridges" and these ancient halls still have some magic working here. The complication here is that it's crawling with insects, mostly Termites, it seems. One Jungle Treasure can be found here.

TREASURE 1: 17 (d20), 13 (d20), 2 (d12), 2 (d8) - This is some rare knowledge written on some vermin based medium with a usability of 2 (low) and worth 272 gp.

That's it for the random results and what they sum up to. All of this is somewhat basic, so far. What we haven't done yet is interpreting how the dice used for those results connect with each other and what that looks like. A map, so to say (see below).

And all that for what?

I had scribbled on the side how all of this comes together, roughly. This will need some fleshing out in places as well as produce some very specific necessities for the ruins here (mostly due to residual magic and a dragon).

What I will do now is putting in some extra effort, since this is a blog and not a DM notebook. If I were doing this for my home game, I'd just make a sketch, put down some notes and be done with it, which would be much faster. Since this is also a proof of concept, I'll go the distance and show how the provided information helps creating a very individual and fitting location for Monkey Business.

It goes without saying that this has a very high variation due to basic variables like location alone. Have this location high in the mountains and it will look totally different as well as offering different challenges (different hidden areas, different ways to get from A to B, different populations, ...).

Other than that, there might be many different reasons to explore those ruins derived from how the adventure is going. Those cannibals have a problem that needs solving. The dragon could be a problem in the area or even a possible ally versus the gorillas ... or it's all just treasure hunting (again, that dragon will have a hoard!).

You won't get the same result twice, so there is that as well. In the end, if you do 12 ruins like that, even without fleshing them out properly (there are cheat sheets to keep the information straight and with that it should be easy to even improvise a ruin), they all will be distinguishably different with lots of variety for exploration and enough information established to keep the players busy for some time.

And now for the first Area ... this is me as the DM now, building on the established. The map for what is presented here looks like this (preliminary and to be expanded on, of course, but this is what you get):

Just a sketch, but all the pieces are there!

The Hidden Everdying Galleries of Karrik-Thazzar

These ruins of a long lost civilization once flaunted its greatest achievements and victories for its people to indulge in. It featured a magical gallery where the rooms connected via magical bridges, a boneyard where the remains of overcome foes could be admired in artful displays and a green house showcasing the most beautiful and magical blossoms throughout the realm.

It fell, as all things do eventually. Now only the ghosts and ruins left behind give careful observers a hint of the serene beauty this place once held.

This location contains five major areas, some of them hidden, as well as two factions to interact with (Cannibals & Dragon Crew). It's low in treasure and in traps.

The whole complex is hidden under heavy plant growth and the easiest access to the ruins is through a overgrown but still well visible artificial and ornate stone arc.

Encounters as per rules for exploration (in this case using Labyrinth Lord and the module itself).

Random Encounter Table (1d12)

1-2     Ghosts 

3-5     Signs of Dragon Presence

6-7     Sight of Dragon in Distance

8-9     Kobolds on Patrol

10      Troglodytes having Fun   

11     Cannibals, but lost

12      Dragon Close-By

Add (1d4-1) 1 Random Jungle Encounter, as per the module (results 12 & 8):

There are some stoned lower monkeys somewhere in the location (where the DM thinks it appropriate ... I decided for Area 1 Site 3).

AREA 1

Basic mixture of jungle and ruins. Sites are connected via paths that allow easy traversion. Cutting through the jungle between sites is (mostly) possible, but tiring and time consuming in comparison. Sites are between 30 and 50 meters apart, visibility of surroundings is noted if applicable.

There is some Magic Residue in this Area with a "Time Loop" as a theme. Let's have some fun with this one: once per character (not enough magic to trigger this more than once per character!) death in this area creates a loop where the character is sent one combat round back in time instead. First time this happens, the character has to make a successful check to not be surprised and just die again (because, duh!). Second time around they know what's happening and can take the knowledge about their surroundings and the fight into account to avoid their death. Each time they willingly die to learn from the experience, they either get +1 to attacks or -1 to AC until death is avoided (as for the DM: that last and deadly last attack will stay the same, of course ... no additional rolls needed!).

If they die more than 10 times, a succesful Save versus Death Rays becomes necessary to stay sane. Unsuccessful save implicates fear against [mode of death] and means that each time a character is confronted with similar situations (same weapon, same monster, whatever applies) they have to make a Save versus Paralysation to not freeze in place instead of acting.

Please encourage players to come up with creative alternatives to allow their survival. Characters willingly facing death in this Area after surviving their first loop, will just die as per the rules of the game you are using.

Area 1 Site 1: A once glorious Arc

The top of this arc is well visible when the jungle containing those ruins is approached from the plins due south. Even when entering the jungle during daylight, the top of the arc will function as an easily visible guide to the location.

On site, this turns out to be a roughly 40 meters high, 60 meters wide, 20 meters deep triumphal arc. Very ornate heavy stone blocks that mostly feature edged but expressive stone faces.

Features:

  • An eery whisper is omnipresent here. It sounds like the distnat buzz of a town.
  • The remains of a cobblestone street lead downhill towards WWN (Area 1 Site 2).
  • The surrounding jungle is littered with big overgrown stones, but no complete structures are visible.
  • Everything but the arch seems thrashed.
  • Climbing the arch will reveal two more close-by features: a half-sunken building with a tower due NE and a massive cliff artificially cut to appear like a mountain panorama due west (Area 3 Site 1). The panorama can be recognized and located in the distance after a succesfull INT check (and might lead to other locations, if the DM so desires).

Area 1 Site 2: Kobolds & Decaying Ghost Shadows

This has been a plaza of sorts, located at the foot of a artificially altered, 30 meters high cliff bordering it due W. The cobblestones here resisted some of the roots reclaiming this area, resulting in a bit of a clearing. Still, it's full of big debris and growth, making this the perfect camp for the kobolds residing here. They are the preliminary guard for the Dragon living in Area 2 Site 5.

Features:

  • The residual magic remaining in this place makes things even more irritating: glimpses of the past of this location flitter ghostly over the remains, making the whole area very restless with ghostly people and buildings telling of the downfall of this place, if one cares enough to observe the phenomenon for a long enough time (at least 4 days before it loops back to the beginning).
  • The Kobolds are well hidden here, allowing for an ambush 4 in 6 times.
  • An optical illusion hides a staircase up that cliff (leading to Area 3 Site 1).
  • Rests of one cobblestreet leads up SEE to the arch, one leads up NEE (to Area 1 Site 3)

12 Kobolds, 1d4 HD (4, 4, 4, 4, 4, 3, 3, 2, 2, 1, 1, 1), AC 7, C, 1 Attack, D 1d4 or Weapon-1, Saves 0 level Human, Morale 6, Hoard Class I

Area 1 Site 3: Hidden Durst Jamboree

This clearing borders above a swampy area due N (some 20 meters down from the clearing). It has only big debris marking the area, like overgrown partial walls and half broken passage ways. Some stoned monkeys have set up camp here (the Random Jungle Encounter set up above ... it fits here quite well becaus of the Treasure hidden here). There's a shabby tent, some carpets, wooden boxes and dirty cushions. There's also a table set up with six monkeys playing poker and five more commenting on it (in Common Tongue, of course). It's a lively scene and they are unafraid and relaxed (the Dragon allows their presence, thinks them entertaining). The monkeys are not associated with the Hidden Gorilla Camp in the area (just customers ... those monkeys are too flimsy for military duty).

Features:

  • From here the half sunken building due N (Area 2) is well visible.
  • The monkeys will allow characters joining the poker game, but they cheat and are careless about it. Still will take the gold, though. They are easily threatened and intimated, however, and will make concessions if pushed hard enough.
  • One shady monkey will offer the character some Durst (see Monkey Business p. 42 & 43), but has no idea what the dose is actually worth (or what the drug does ... he'll sell it hard, though). He'll claim 100 gp, but can be haggled down to 60 gp.
  • One path leads down due W into swampy territory (to Area 1 Site 4), one leads down due WWS (to Area 1 Site 2)

[using the Monkey Generator provided in the module, adding the stats myself:]

11 White Howler Monkeys with flat wide faces and naked prehensile tails (black skin), 1d4+2 HD (6, 6, 6, 5, 5, 5, 5, 5, 4, 4, 3), AC 4, C, 1 Attack, D 1d6-1 or Weapon, Saves 2 level Human, Morale 4, Hoard Class IV

Area 1 Site 4: A damp place, but sunny

This little clearing is bordering on a swampy area with a half sunken building due NNE surrounded by lots of water patches between the dense jungle as a main feature (Area 2). Other than that, there's not much else to be seen on a first glance. There's no such thing as an empty space, though. It's quite nice here, actually. And no ghosts at all. Coming to rest here, one can admire the beauty of nature integrating what's left of this once thriving place. Thick roots, rustling green, ornate stones and sunlight glittering on water ...

However, spending more than half an hour here will trigger an encounter as described above.

Features:

  • Taking the time to enjoy the scenery will heal 1d3 HP.
  • There are two hidden paths leading away from this location. Finding will take 10+1d20 minutes each (unless characters very actively look in the right places, going by the description the DM provides).
  • One leads underwater NE and into the building adjacent to this site (into Area 2 Site 1, sidenote: the building can be entered by climbing as well, see entry Area 2) and can be discovered by looking into the clear water between this site and the building (which will reveal a stone doorway). Characters will have to dive through it into the building (simple CON check will suffice, though).
  • The other leads through an ascending tunnel due N (to Area 1 Site 5). The Stone doorway leading into the tunnel is hidden behind some rubble (covering the lower third) and heavy undergrowth. This is former service tunnel used by slaves and it is very well intact, even features some graffiti mocking the long dead masters of those long dead slaves (texts will need read magic to be deciphered, the pictures of profanities speak for themselves).
  • There is one obvious path leading up and due E (to Area 1 Site 3).

Area 1 Site 5: Foul Kitchen Service

The building that stood here is long gone and only some foundation and debris are left to frame this site. The service tunnel this site is entered by opens into what has been a kitchen (which could be found out if someone where to study the remaining foundations). This is not a clearing, but somehow bushes did not overwhelm this part of the ruins. The jungle only gets thick right behind the remaining stones marking where the building stood. The Dragon Crew is not aware of this area, which would make it a nice place to hang out. However ...

Features:

  • Main remaining feature in this place is an open well with a 2m diameter. The water deep down is black and muddy. On opposing sides of this well, somewhat hidden below earth and grass, it has two skeletons. The rests of their clothing indicate that they had been soldiers of some kind. They seem to have stood guard here.
  • Only the night reveals the tragedy that befell this place, albeit only incomplete. The scenery will come to life ghostly, showing the two soldiers forcing what seems to be the household into the well, with all the tears and drama one would imagine. Women trying to protect their children, people trying to climb out of the well only to be cut down. The soldiers do their job relentlessly, but with tears streaming down their stoic faces. 20 people die in that well. The Soldiers commit suicide after the deed and die where their skeletons are found.
  • Those 20 souls forced into the well are Zombies now that will climb out as soon as they sense the living above. It'll take them two rounds to get out of the well, and even though characters being aware of what's coming will be able to shoot some of them down before they get out, most sure will make it. And they will follow those adventurers mercilessly unless destroyed.
  • Service tunnel leads out of there due S (to Area 1 Site 4).

20 Zombies, 2d8 HD (adults: 15, 13, 12, 12, 11, 11, 10, 9, 9, 9, 8, 8, 8, 7 children: 7, 7, 7, 5, 4, 3), AC 8, C, 1 Attack, D 1d8 or Weapon, Saves F1, Morale 12, Hoard None 

That's enough for now ...

I think it's already a lot, actually. The rest will follow as I get down to it. As I said above, just going with the notes and sketches is way less work intensive, especially if the DM is somewhat familiar with the tool and uses the provided Cheat Sheets.

Okay, I have to admit this was more fun than I thought it would be :P Reminded me why I enjoyed writing MB to begin with. However, as I stated above: if you actually use the tool, you'll get lots to play with and it does allow for a deeper exploration of the setting while allowing room for what the module established. This is an, I'd say, average result (you can get a crystal skull, ffs, and more quests that connect this with the hex ... a lot can happen).

In realted news, since the PoD version of this is overdue and a revision is warranted (it is my first, and I love it for that, but it can be better!), I'll aim for a Kickstarter of the Revision in 2022. So stay tuned! You want a teaser? You'll get a teaser :)

Sexy, no? More 2022 ...
The module itself already does a lot, of course, so make sure to check that out if haven't already! It is PWYW, so you can get it for free, give it a try and show some love afterwards, if you are so inclined. This beast of a module received 3 five star ratings since the reviews had dropped. From people I do not know, I might add (and still love for their commitment!), so this actually is received quite well.

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If you are thirsty for more,  you can check out a free preview of the Ø2\\'3|| (that rpg I published) right here (or go and check out the first reviews here). We will do a sale in October when the banner goes live. Stay tuned for that ...

If you are in Europe, I'd put this on hold for a bit (wishlist it, or something). OBS still prints in the UK and since that isn't Europe anymore, tolls are mandated. No one needs those extra costs. They are working on the problem, and I'll do a happy sale as soon as they switch printers.

If you already checked it out, please know that I appreciate you :) It'll certainly help to keep the lights on here!

Just look at that beauty ...


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