Swords & Stitchery - Old Time Sewing & Table Top Rpg Blog
A blog about about sewing machine repairs & sales as well the my hobbies including sewing,crafting, & old school table top role playing games. If you've got an interest in science fiction,horror,crafting, & sewing as well general geekery sit down & please stay a spell.
Thovas Thoon sits near the post apocalyptic Martian poles around the swamp lands and is one of the last basitons of civilization before the deep post apocalyptic Martian swamp wastelands. These areas are home to a wide variety of tribes, red men, green warriors, mutant and worse. This area sits right on the edge of the Lovecraftian Serpent Men's territories and city states. The peaks of their ruins and temple pyramid complexes can be seen over the tops of the massive trees and the mix of ruins that still tower over the jungles here. Many of these former city state ruins were left abandoned here after the fall of entropic bombs, Atomics, and worse was used in the conflict that devastated Mars. The players in tonight's game found themselves deep in the streets of the city state after following a party of alien bounty hunters & assassins that they've been tracking after a blood feud has been brewing between the two groups after a heated battle upon another world. After a pitched battle on the streets of a star port, the PC's gave chase through a dimensional door and found themselves on the streets of Thovas Thoon. The red Martian Incan warriors gave them their first clue. The PC's needed to re epuip after the alien bounty hunters gave them the slip down a series of side streets. The PC's found themselves at the city's Grand Bazaar and after a very heated deal with a low land Red money lender and his Green Martian body guard. They ended up exchanging a good deal of their treasure for credits and Martian money. This was a pretty damn one sided deal however and they weren't happy at all.
They began to explore the streets of Thovas Thoon and were quite surprised at the number of mutants and rabble about in the city which seemed to have very low life and slightly seedy quality to the city. There were several duels and one gun fight that caused the party to beat tracks. Just after they ducked for cover they spotted an assassin that they had tangled with from a distance. This bastard was Vothus Hal a were rat Red assassin that they had tangled with long ago. He had ties to the alien bounty hunters they were tracking earlier. And so began a merry chase down the crooked streets of Thovus Thoon. More coming soon.
Random City State Street Encounters 1d10
Red men Inca like warriors 2nd level fighters equipped with blasters & power flint swords +2
Greys technicians 1d4 armed with wands of pain 1d3, 2 hit points each
Thork warriors 4 hit points each & very intelligent. Bone armor,short swords, & shields. Quiet & Introspective. Could be up to something.
Red Highlanders warriors in religious dress. 1d6, 1st level warriors armed with ceremonial swords, daggers, & radium pistols
First Born pirates/traders with wares. Will not fight. Surrounded by green warrior/bodyguards/slaves 3rd level fighters. Short swords & long swords. Radium pistols
Water Merchant 2nd level selling wars from across the face of mars. Some with special properties
A group of stray cadlots 3 hit points each & very hungry
Escaped slave being pursued by red bounty hunters. He pleads for his life. There are several strange scars around his major organ areas
A white martian scientist with handfuls of weird tech comes racing out of a building followed by a series of explosions & human screams. He throws down the tech & waves at you screaming something in high Martian
A jeddak's parade with him in attendance stops & he approaches you to "talk"
Out in the deep wastelands there are ancient bolt holes that are uncovered by wind, rain, and time. Places where the horrors of the past still linger and call out from beyond the grave to the post apocalyptic world. Here are a few of those locations that serve to haunt wastelands and some of the horrors that can be visited upon adventurers during their expeditions into the wastes.
1d10 Random Haunted Post Apocalyptic Fallout Shelters Location Table
A three tiered bolt hole and vault that is now inhabited by a pack of 1d8 zombies. This horrid family of the ancient crawls from the churning ground and seeks vengeance upon those who survived. The location has been ransacked of most food but there is some sundries. There is also a map to several other such locations in the area though.
A hidden door in the side of a hill promises some rich pickings but there are several recent skeletons around the area. A weird cannibal spirit is said to haunt the area and guard its rich treasures of artifacts very well. Any items recovered here are said to be cursed. In actuality, this military style bunker is haunted by a very crafty wight who haunts the area. He uses military tactics and gear to terrorize the place.
This area is the center for a wide array of haunting activity and lights seen at night. The has been eerie pre apocalyptic rock music echoing through the wilds on certain nights. The place is actually the center of a minor cult of necrotic worshipers who summon the spirits of their ancient ancestors. The whole fallout shelter has been converted into a minor temple. There will be 1d8 undead horrors haunting the place.
An ancient radio signal echoes from this location where there is nothing at all. On certain days weird witch lights can be seen from a distance. This place is in fact haunted by a very deranged A.I. who is still carrying out its last orders. The thing has a bunch of combat bots made up as 'spirits' but the place is a rich loot area. The bunker is a three floor location in the ground.
This location is said to be the be haunted location where thousands died and their spirits still cry out for vengeance. There is a mass grave nearby but the place is actually one of the last stands for a small group of Ancient soldiers who used the undead as terror weapons. These horrors still haunt the location and on nights of the full cracked moon ride out on nightmares to hunt the living .They haunt a small fallout shelter that still houses their spirits and has the military weapons that they use. These undead soldiers will be accompanied by 1d4 insane ghosts of the ancients.
A group of 1d8 ghostly soldiers of the Ancients is looking to press gang any living that they find for their unending war in Hell. These horrors will seek to drag any living that they find to the Hell mouth fallout shelter entrance. Most days the shelter appears to be ordinary if unpleasant.
This shelter was recently uncovered by the weather and any playing around with the lock mechanisms will release 1d10 zombies of the ancients upon the world. The location is prime looting material as the shelter has never been disturbed.
This fallout location exists in the land of the living as well as the dead and anyone crossing the space to get to it may 20% chance find themselves in the Lands of the Recently Dead. They will be assaulted by 1d6 minor undead things and must fight their way back. The shelter and its contents will beckon the next pack of adventurers, unless they find their way inside. The place is packed floor to ceiling with weird machinery still running on a small atomic pile responsible for the effect. There are also some minor artifacts as well.
The area is said to be haunted by some ancient evil of horrid aspect. There is a fall out shelter nearby only recently uncovered by the wind and rains. The shelter is infact the lair for a gang of mutant bandits whose mutations mirror the effects of the undead. A fact that they take great advantage of. There are 1d10 3rd level fighters and some military weapons that they are using.
Chanting, ghostly lights, and weird illuminations in the sky have been seen in the area. This fallout shelter is the lair for a pack of Lovecraftian ghouls who have recently been scouting out nearby communities to kidnap and take with them back into the darkness of the Earth. There they will be sacrificed to their ancient gods of blood and madness.
The Maze of Nuromen From Dreamscape Design does in sixteen pages what most modules seem to take forever to do. It takes a party of first level adventurers into the Underworld and gives them all of the old school action they can handle and then some. This is a down and dirty dungeon crawl that presents exactly what it says on the tin and then some.
The ideas here are clearly marked out and the crawl has some interesting twists and turns. The other aspect of this crawl that also makes it of interest is the customization factor here. As it stands this is actually a family friendly little adventure but can easily be reworked as the DM sees fit and that is one of this retroclone systems's strengths.
For a pay what you want adventure the DM gets two levels of play and a whole lot of challenging bits for the PC's. This one will take the characters into the heart of a minor bit of darkness & enable them to adventure with some solid OSR material behind them. I like that the wandering monster charts include creatures that have a maximum count - if the party has defeated the max number, they won't occur again. You just don't see this as often as you should.
My biggest complaint is the font style for this adventure which is a pain in the neck. That having been said its a very minor point.
Small note is the 'I' in the monster entries is their Initiative.
Over all the PC's are not going to find this adventure a push over and even a second level set of characters is going to find this one a challenge. The ideas and background are very well done. Its a very concise dungeon which is meant to be played with the Blue Holme retroclone. It will take a bit of down and dirty converting to use this one with your favorite retroclone system but I think its well worth it.
All in all its a pretty solid adventure that should keep a group of players very busy for at least a couple of sessions. I really enjoyed the hell out of the adventure.
There are things that should not be that appear from outside of time and space out in the deep wastelands. Altars from other times, locations that can cause horrible problems for surrounding communities, and all kinds of high Lovecraftian weirdness just waiting to cause problems for adventurers. But all of these locations have guardians and some of these are horrors from beyond the Outer Darkness. Here now are a small sample of these locations that can appear throughout your campaigns appearing almost overnight to reign havoc upon adventurers out in the wastes.
1d10 Random Lovecraftian Artifacts & Locations From Beyond Time and Space Table
A ring of weird stone pylons that sings with the music of insane stars and dead worlds. Anyone stepping near this ring of stones will have to deal with hulking insane beast thing that haunts this place. Each and every pylon is inscribed with the name of some ancient demonic prince from a dead world. The ring is said to grant forbidden knowledge to those who sleep in its shadow if they survive. There is a 20% chance that those sleeping in this place will be taken to another universe in space time. There is also a 5% chance of encountering some nether beast from the darkness each time this place is encountered.
A weird pulsing living monolith of alien flesh and organs. This thing is supposedly a piece of some ancient Outer One. There is a 20% chance of the vile thing trying to absorb anyone coming near it. The thing telepathically gibbers and whines at night. The thing will be surrounded by a pool of acidic water like liquid. The stuff will burn as a mild acid anything that touches the monolith. There will 1d8 ancient demonic guardian things circling around this thing in the sky. They will attack anyone getting to close to it. The thing may heal the body of anyone near it but it may alternatively at the same time try to render the body of anyone near it insane with a telepathic blast of mental energy.
This giant silver eye ball watches the world with a baleful gaze. Anyone caught by this thing in the noon day sun may 10% chance be turned to stone. The eye is guarded by a trio of gorgon like cybernetic mutants. These horrors may answer any esoteric question put to them but they will demand a romantic story from the patron. The eye can see into other times and places, it may send any PC or group to one of these places displayed in the iris.
A living giant pole of flesh and bone, this thing is topped by a stylized eagle with tendrils hanging from it. The thing is a living guardian of machine, stone, and flesh. It will seek to kill anyone running across this icon. The pole will whisper the names of twelve demonic princes names to a patron. They must exchange a bag of coins of the dead for this information or an artifact from the waste.
This weird pile of alien flesh and bone collects stories from across the cosmos and whispers the gossip of the Outer Ones. The thing will impart one or more secrets in return for one of yours. It knows the locations of several ancient hoards of artifacts out in the wastes but its guarded by a bevy of evil cannibal nymph mutant things who will trade an audience for the manhood of an adventurer.
A column of black stone like material that exists in twelve dimensions at once. The patron only sees one side of this thing and its presence will affect the local time space in warped and strange ways. It knows the key and gate, and it will transport one adventurer there. Or there is a 10 % chance of it sending the adventurers 'away' to some other part of the Outer Darkness. The thing is guarded by several cryptic cybernetic entities who will trade a memory for an audience or they will send assassin bots after your PC's of appropriate level.
This giant massive tape worm thing threads its way through and under the ground while squeezing the local space time continuum. This thing will allow one to experience a previous life..This will enable PC's to know how to operate certain key events of their lives while sampling preholocaust technology. This thing is protected by a flock of faceless demon things who will demand a precious memory for an audience or they will rip the PC's apart for bothering them.
This massive star spawn of Cthulhu ha been chained to the exiled skull of some giant nameless skull. This star spawn priest will create a telepathic nightmare of insanity upon the population of the nearest village or community. The thing will demand that it be worshiped there and then. There will 1d8 Deep One warriors protecting the thing.
This giant meteor structure contains the mummified brain of some ancient ruler who lords over this giant bio organic network of flesh and blood. This thing has a vast library of medical knowledge but will demand one adventurer to perform and experiment upon. This thing is served by a horrid of incredible mutant things that worship death and hate all life.There will be 1d10 of these horrors armed with stone age weapons and attack without mercy.
A star spawn of Cthulhu frozen in a block of frozen space time who has come to lead his chosen people. It is also seeking its master and wishes to communicate with dangerous super scientists to pick and eat their brains.
There are horrors that come into the wastes when certain cults and worshipers of ancient terrors from beyond seek the eternal favor of things best left alone are disturbed. These horrors watch and wait outside our worlds and where they stride men shake in horror, blood runs cold, and men of extreme courage are called upon to deal with the results. Here then are a list of encounters for a minor roster of horrors and things that wait outside. Use these things wisely.
1d10 Random Lovecraftian Horrors From
Beyond The Pale Encounter Table
A partial amoebic minor demon prince thing waits brooding and has come in search of souls and worship. The thing is armed with a cold rod of iron meteor ore inscribed with the twenty two guardians of the greater gateways. In OD&D terms this thing will conform to a pit fiend with several weird powers including division and chaotic corruption.
Astral demonic reptilian wolf things pack of 1d10 has come through looking for easy victims to take with them back to the Outer Darkness. They sort weird tendrils upon their flanks and to look upon them is to see into other places outside of our reality. They seem to grow and shrink as you gaze upon them.
A formless shape shifting blob pack comes through. The remains of some thing that might have been a group of humans has come through already adapting and adjusting itself to our local time space continuum. The horror will telepathically rape anyone's mind it comes across. It will have the stats of a stout warrior with the ability to induce madness and horror in its victims. These horrors will want to devour the souls of those they come across. But they will strike in secret and use guile to try to draw prey in.
An ancient lean and hungry demon rat thing like predator that is looking for fresh meat and its wizard master who has accidentally teleported it into this location. The thing is armed with dagger of iron and has a belt holding the scalps of previous victims. All of them were heroes of renowned.
A weird cybernetic lifeform that floats several feet above the ground and twist as well as turns on metal and glass organs. The spaces between it are made from weird regions and anyone caught by it will be ripped apart by the angles that it is made from. It will impart forbidden knowledge to those who contact it telepathically but there is a price in blood and souls.
A strange bag of organs and demonic tendrils that rolls along the ground leaving tracings of blood and slime. The thing is a weird mix of several collected corpses held together telekinetically by sheer demonic will power and malice. The thing seeks to add anyone it can and grow in sheer mass of gore and horror. The thing will soon erupt in a division of blood and gore into nine separate little horrors.
A pseudo life form made from several cosmic slimes and fire filled star things held together by a body of nothingness and blackness reeking of insanity and soul searing horror. The thing seeks the minds of humans and hungers for what they contain. It will attack and strip a victim in seconds in a grasp that corrupts and erodes anything it touches. It can be bought off with the tears of a maiden and a very touching tale or it will devour the wizard who runs across it.
A weird spinning collection of bone dust, cosmic debris, & bits of weird sonic stuff held within a rolling ghost like shape. The thing seeks esoteric knowledge and wisdom from the Ancients. They worshiped the thing in ancient times and it has come looking for them. Now its angry and bitter at their destruction. The thing might share its wisdom for worship and a bit of super science. The thing can age anything 1d100 years in seconds if it envelops the thing within the field of its body.
An intelligent coloured being from outside space and time. The weird coloured spirit thing is made from the nightmares of ancient dead universes lost eons lost. The thing will drain anything it runs across to fuel its escape from our local time space continuum. It will trade a a map of neighboring universes for several children's toys. It is playful but very dangerous.
A star spawn alien priest of some ancient lost world, this thing is a worshiper of Cthulhu and wishes to find its master. It will disappear in a puff of dimensional smoke only to attack any fool it can. It will leave behind a victim's liver and a symbol of futility and insanity.
There are mysterious items that sometimes get left behind on the battlefields where ancient gods clash and still do battle after the end of the world. Some of these old and ancient terrors don't realize that their time has past and they leave traces behind in some of the old places and forgotten haunts of the Ancients. Some of these are fabulous treasures and others are weird relics left behind after all have left the fields of the gods. Here then are a small selection of some of these these items which can be stumbled upon by your mutant adventurers in the deepest wastelands and deserts.
1d10 Random Treasures & Finds Left Behind On The Battlefield Of The 'Gods' Table
The smoking remains of a wizard's warship that has tangled with something ancient and terrible. There are smashed combat androids and 1d4 of these mecha horrors still functioning. In the center of the ship is a giant sword of unusual aspect. 1d6 bits of celestial metal can be recovered, these will function as +1 swords. The screams of the wizard can still be heard echoing on the wind, his final fate unknown.
A field of glowing cracked glass and crystal each shard shows a separate scene of carnage and bloodshed. The glass will weep blood every three days but it will also glow with a spectral light showing a scene of danger to come for the owner. There are wizards who would pay handsomely for these shards.
A glowing gold hand ax that is mildly radioactive and while this is a weapon of the gods. Exposure to its weird energies will cause the owner to make a mutation check and possibly be the target of ancient demonic fury. The weapon is surrounded by an aura of sadness and anger.
A ring of unknown metal created by super science that contains tightly packed information and esoteric knowledge. The thing is actually an information virus that will add a few points of super intelligence to the owner but they will be a carrier for an information virus that will strike others with a curse of madness.The owner will be the target of assassin bots and androids who know that the owner carries the cure for this weapon within their own mind.
A golden crystal rod that contains the trapped soul of an ancient demonic god and this weapon will glow hot with the violence and fury of its prisoner. The owner will be subject to a berserk rage as per the OD&D monster. There is a 20 % of the ancient thing trying to possess the owner. The owner will have limited telepathic and psychic insight when holding this thing but it will do 1d4 points of damage as the horrid energies of the thing course through the owner.
This golden disk contains the super science blue print for mankind and is sought by ancient angel like beings of fury and horror. This thing is mankind's only real hope for survival as a viable species and the gods feel that his time has passed. The owner will know the full history of his origins and possible future. The gods want this item back, wizards want this disk for its esoteric secret.
This knife contains within its crystal blade the slime and blood of a god thing. The blade will produce 1d4 ounces of the stuff which acts a mutgenic toxic material. There are 1d8 minor demons after this thing and the undead hulk of its owner is trailing it across the wastes.
This small claw of a demon like horror has been bound into the shape of a small sword and has within it several mutant powers of its previous owner include create darkness in a 10 meter radius, immunity to normal fires, and the ability to regenerate as a troll ala OD&D. 1d8 combat robots working for a wizard who stole it from its demonic master seeks this item. The demon prince of the wastes who owned this dagger seeks it as well and even know is hunting for it.
This small computer gauntlet contains the last legacy of an ancient god of technology and apathy. The thing contains his genome and is sought by a team of super scientists who wish to use the thing to create a better souless drone mutant slaves. Once per day the relic can act as a symbol of insanity, cast understand machine on any piece of ordinary technology, or cause a field of apathy to surround a 10 meter zone around the owner.
A small silver ball contains the remains of a god and will allow one to access the god mind up to three times per day. The human mind was never meant for such things and doing so will have the owner stunned and their mind trapped within the confines of this chaos inducing artifact. The owner will be telepathically held within the confines of this horrid little silver paper weight sized sphere. The effects may hit up to 1d8 fools within the 20 meter zone of this thing's influence. Alright a bounty hunter is seeking this item.
As an independent and self employed guy I'm all about the DYI comic book movement and the OSR. A good example of this is Bloke's Terrible Tomb Of Terror. A self published horror anthology that hearkens back to the incredible days of the black and white comic magazines like Creepy and Eerie. This is a sold horror anthology genre comic magazine. The intoduction on Facebook by Jason Crawley does a very nice set up on these horror filled wonders : A self published magazine size horror anthology (not available in stores) Hosted by The Bloke, a Victorian Undertaker character of writer Jason 'The Bloke' Crawley. Remember when horror anthologies were printed in the glorious over sized magazine format? We do too and so we decided to produce this new anthology in such a format! Featuring painted cover art and a mix of retro and modern style artwork to cater to all tastes, along with a new host called The Bloke to entertain and encourage you to read these tales, Bloke's Terrible Tomb Of Terror brings back the good ole days with a modern twist to keep you entertained as you work your way through each page!
The layout is swift and tight, the artwork very well done for a black & white, the interplay for horror anthology is very reminiscence of the 1970's Warren style comics. The artwork and everything speaks mes to an even older independent tradition going back in time to pulp magazines like Weird Tales, and other lurid horror anthology magazines. There is a tradition of the lurid and haunting blood soaked stories among the magazine wracks that this title speaks with.
The artwork as I said echoes another time period and has something about that carries with it an old school vibe that comes across as part of this new school tradition of comic book independence.
There is a certain gut level appreciation that the author/artist has for his subject matter and that comes across here in spades. The attention to detail and subject matter is something that the horror reader would wise to look at. Jason Crawley knows his gut churning and blood filled subject matter. Now is one the best times to get on board with Terrible Tomb because the anthology title has collected many of the issues right under one roof. The artwork is some of the better black and white efforts that I've recently seen and echos the old school horror tradition of classic horror anthologies of the past. The artwork below has been used countless times for science fiction shocker stories but that's a good thing because its nice to see quality writing and attention to the little things like traditional comic horror. What we get here is the deep throaty roar of a 1960's and 70's horror magazine done to today. Comics like this are as exclusive to our generation as mom, Apple pie, and Famous Monsters of Filmland. This is exactly the sort of stuff I cut my teeth on for old school horror.
Titles such this one are as much homage as they are labors of love. You see nods everyplace in these comics to the greats of the past and Jason really does a nice job of supporting his audience with new artwork,communication and more with the Facebook page of his available right over HERE The artwork, covers, and ideas here are solidly done and very well thought-out but these are new tales and not rezip lined 1940's and 50's tales with new chrome and a slick paint job. Everything here is creator driven, owned, and published and so I throw my coin with this magazine.
Here is a quick list of mid level post apocalyptic adventure locations with loot potential and a few quick twists to throw at your adventurers. Many of these can act as a line to hook your adventurers into some other twisted adventures further into the deep wastelands of your campaign worlds. Remember these can be a bit more dangerous then your adventurers might be expecting depending upon how you create and fill in the backgrounds.
1d10 Random Mid Level Post Apocalyptic Adventure Location Table
A vault like 'summer house' attended by 1d10 combat robots who maintain the grounds watch the residence and run the technologies of the place. There is rumored to many ancient and forbidden pieces of technology on the grounds. Very few adventurers though have returned from the place.
An ancient state park that is now the site of a band of mutant cultists who gather for the rites of the blasted and damned seasons. There is a museum where ancient and hungry god things gather from a crack in time and space. The cult has within its employ 1d4 security bots and ancient technology from the local police station. They have begun to recruit from the surrounding villages.
There is a nearby sky temple where hundreds of robotic horrors have been seen launching themselves into the sky. The place is patrolled by light security bots and is rumored to be a place of sacred and unknown super science. From time to time there have been weird and strange devices turning up in market places. Nearby villages of mutants and pures are going missing and only smoking craters are seen in their place.
An ancient National Guard depot is rumored to be someplace in the area and now their have been sightings of weird relic military vehicles upon the old Duralloy roads. These 'haunted' vehicles stalk the souls of travelers to take them back to the 'Hells'. There have also been rumors of odd 'ghost' soldiers seen in the fields and near villages. These things relate to the unknown levels under the 'depot' and the stories of people disappearing into this place of horror.
A mysterious ghost fair has been seen in the early morning hours upon certain hill tops. Its ancient and eerie music drifts down from the hills. Weird clown mutants and other strange horrors have been seen. People have been disappearing from the fields and odd bits of pink confections have been seen drifting upon the wind. People are scared speaking of the 'Autumn Takers' coming to claim their souls but there has been the sighting a weird robot stalking the hills as well.
A strange underground military base has appeared and people are being kidnapped for horrid experimentation. Soldier bots stalk the land and only the most fool hardy hunt these horrors. There are always 1d10 bots armed with very dangerous energy weapons. Who are they and where do they come from.
An ancient robotic vacation house has appeared and spewed forth 1d10 horror bound plague zombies. Rumors abound of the treasures within but the undead things have begun to feed and move to spread their ancient curse upon the lands. There are rumors of an underground bunker that joins the place but none who have embarked on the place have returned.
An explosion has taken place in the hills outside of town and there are rumors of one of the sky chariots has come down. Yet it is almost time for the annual trade festival and none of the nearby villages have sent word. There have been weird bands of mutants roaming some of the lower valley 'deathlands' and ruins. Odd bits of metallic junk and strange metal relics have been turning up in nearby fields and odd lights in the sky have appeared.
A robotic factory dormant for a hundred years has suddenly sprang to life and its A.I. needs help with another of its kind who has decided to make war upon it and the surrounding humanoid settlements. There have been seen patrols of 1d10 soldier bots in the area. Who will help?
A strange black temple structure has appeared near by and has begun sending out weird 'recruiters' for sacrifice and blood for their dark masters. Odd knives, radioactive bits of debris, and strange lights in the sky have been found, seen, and then there is the strange chanting that can be heard echoing through the hills.Odd artifacts have turned up at village trade meetings and market places and people have begun to go missing. What can it all mean?
This is no holds bar meat and potatoes Holmes Blue book Prencice retroclone action that in sixty pages places everything you need to get started into one of the best of the best versions of basic OD&D that hit the market and its very well organized to boot. The folks over at Dreamscape have taken and updated their very own retroclone to reflect a few fiddly bits and changes. Very few but enough to make all of the difference with this version of the 'grand old game' or the world's most popular fantasy role playing game. All of the old favorites are here in this version of Holmes but there's one of the rubs. Its a bit more clear and concise on how it handles the game details and everything that your going to want is right under the blue and white rule book.
Grab It Right HERE When I first looked at Blue Holme I really wasn't expecting much but really this is like coming home for me. Dreamscape did a faboulous job of bring back the magic of Holmes into a concise and well organized package with just the right amount of nostalgia and a better dose of old school gamesmanship that will take PC's from First level and beyond. And all of the old favorites from Wizard to Fighter along with Thief and Cleric are right here mixed in with Dwarf and Elf as well. There's something refreshing to me to look at the bang up job that Dreamscape did with this material. Although this rule book emulates the Holmes this re imagining of it brings with it certain amount of well thought out focus and design slight of hand. This is a perfect game to let kids cut their teeth on or have your relatives who have never played OD&D get into. This version is one of the best emulators to come down the pike in a dogs age and the basic version of OD&D is one of a select retroclones that has a very strong core audience already for it. This update cements the deal and enables the retroclone to be both a Saturday night quick pickup set of rules or as another reference piece for rule booking.. I can understand if you think that this is simply another retro clone or why in the heck should the reviewer be excited. Well this edition incorporates all of the errata and changes from Dreamscape. They've got a blog for support of the game as well right HERE According to the blog here what's going on in this latest incarnation :
Yes, the long-awaited update to the Prentice Rules has finally arrived on your virtual bookshelf! As well as incorporating all the errata that has surfaced in the 18 months or so since the 1st printing, this edition has been reformatted for a cleaner typeface and to make it fully compatible with the upcoming Compleat Rules.
With everything you need in one rulesbook and not anything to get in your way as a DM or player its easy to see why this edition and retroclone of Holmes matters. There's now a complete version of Blue Holmes coming out in the near future making these rules a nice quick set of pick up and go weekend play through rules. I know that new players are not the ones who are going to look at these rules but the more experienced DM's and players who want to have a bit of that old lighting in the memories and a D20 between their fingers. You could do a lot worse then to download and go with this great little re imaginational retroclone in you DM's arsenal. A very nice retroclone rules set and one of the best basic set ups to come down the pike in a while. I'm looking forward to Dreamscape's version of the Complet rules.All in all this was a really nice trip down memory lane updated for a more streamlined version of Holmes style play.
There are times when you need to get your PC's into the deep end of the post apocalyptic wasteland or a place to hang your adventure hooks. This set of adventure locations is found in the deeper parts of the wastelands and will enable a DM to pull these as a series of mid level encounter locations.
1d10 Random Quick Post Apocalyptic Adventure Location Table
A reputedly haunted house that was used by the ancients as part of their war effort, legend has it that a fabulous treasure & artifacts are hidden within its walls. This ancient place of horror and weirdness still stands within the woodlands in the mountains. Bandits, mutants, and worse have used the place in the past.
This ancient bunker is the resting place of an ancient king and his body guards, the place supposedly holds his entire collection of artifacts and relics from the pre apocalyptic world. A wizard was recently killed trying to breach its secrets. Do we dare try to divine its search for within is a king's ransom of relics and who knows what secrets.
An ancient gas station just appeared out in the wastes. It has power, light, and everything that a community would need for years to come! Why hasn't this place been seen before? It is supposedly haunted and there are rumors about tunnels nearby that hold relics from the Other world.
There is an ancient underground garage nearby that holds a ransom in relic vehicles. A gang of mutant warriors looted the upper floors and has been using them to raid nearby villages. But the rumors say that the lower levels are untouched! Who knows there might even be a legendary Mercedes there!
There is an ancient water purifying plant nearby. A gang of mutants has no idea of the super science treasure sitting under their noses.The equipment there can keep a community in clean water for years to come. A real haul according to a guy I talked with in a pub.
There was an underground National Guard depot I heard about as a kid, the place's top floors had been looted but there were lower levels that were untouched. It is said to be guarded by the eternal spirits of the Guards but that might just be hogwash.
There are a few skeletons of sky towers nearby and I there have been seen 'metal birds' flying around the place. They are worth a fortune to the right collector and who knows what other treasures may lay within the place.
There is a nearby 'Strip Mall' that was buried in the apocalypse. A gang of mutants uses the first level as a base but there are other levels and who knows what.
You know that temple that we heard about as a kid, well its no temple. Its actually an ancient military base and its still active! There have been rumors of metal soldiers seen coming from within it. I think there might be lots of hard ware there from the way the elders have been talking and its been sealed since the 'End Times'.
There have been rumors to be an ancient 'well' to the Other World nearby stocked with hundreds of ancient artifacts but it is guarded by hundreds of 'metal ones' those things must be worth a small fortune alone.