Tuesday, August 3, 2021

My Shipbound Hommlet - T1 The Village of Hommlet By Gary Gygax - The Castles & Crusades Rpg Aligned With The Star Ship Warden Rpg book

 " If your looking for the original , where it began, old school town, by the co-creator of Dungeons and Dragons, this is a must read/play, for any serious role play gamer."
Sometimes its all about returning to where it all began & especially on the Starship Warden for me. Flashback to Eighty Two a smoke filled room filled with four older gamers of fourteen year old's & us younger players. We were aboard a spacecraft roaring through interstellar space. But none of knew it. As far as our PC's were concerned we in Greyhawk coming into the one horse village of Hommlet. We pick up right here once again on the blog from the last time



The old tricks are the best ones & DM Steve may be slick. But he's not slick enough to know that we both had been through my uncle's twists & turns inspired by The Dragon magazine's 'Metamorphosis Alpha Modifications' by A. Mark Ratner (Dragon #16). And this article concerned using mutant animals & other mutations within Metamorphis Alpha first edition. Now this has been addressed within the current Starship Warden rules & Amazing Adventures rpg rules. Back in '82 nobody really addressed the fact that there were talking animal NPC's when you were playing with Dwarves, Elves, etc.  Especially given the fact that we were playing with these. Why?! Because this was the DM's home brewed campaign world. So it flew completely over our heads that we were aboard a star ship. 
But it brings up another point, what was the original form & function of the castles & forts aboard the Warden?! 


The 1930's deck of the Warden get's invaded by orcs, gnolls, etc. because some evil god has turned on the faucet of power on?! This didn't happen overnight, this has been going on for centuries. The PC's going from village to village could in point of fact be using facilities that were meant for vacation resorts or other facilities. This is especially true when my uncle used the article  'Still More Additions to MA' by James Ward (Dragon #8). And one of my PC's had his face taken off by some fish thing from the clone vats. Modern DM's can use Castles & Crusades Monsters & Treasure to create their own face rippers.

 
This brings up an important point are some of the other demi human races aware of their own Starship Warden or how tenuous the situation is?!  If we go by  the Rings of Brass, magical portals that lead to dwarven roads carved through the planes from Castles & Crusades Stains Upon The Green then perhaps these account for the appearance of the Elven prince Wren upon the Warden. Prince Wren is from 'Starship Warden: Saving Wren and Deck Expansions adventure module




So to loop it around Europe has always been aboard the Warden?! Does this mean that the temples, religious sites,etc. are also copied?! All of the major & minor ones?! Well this might help to explain how the 'evil gods' of Greyhawk may have come in?! And why the T1 The Village of Hommlet is a perfect introduction. Next time the march & match of history. 

Monday, August 2, 2021

EbirahAdapted From "Ebirah, Horror of the Deep " 1966 For Cepheus Atom & Those Old School 2d6 Science Fantasy Role Playing Campaigns

 Used extensively by the Japanese forces during World War II, the Ebirah species of Kaiju were controlled by sonic impluses by super science devices. The Ebirah were not seen again around nexus of Kaiju activity of  Monster Island until 1966.  Originally this huge crustacean lived in the vicinity of Letchi Island in the South Pacific.

Ebirah allegedly turned into a monster due to the waste flowing from the arms factory of a secret society called the "Red Bamboo". It used its giant, scissor-like right arm and spear-like left arm to attack ships approaching the island, preventing them from approaching the outer reaches of the coast. Its weakness was identified when people discovered that the monster could be thwarted by a bitter yellow juice made from the seeds of plants growing on the island.

'
Ebirah are found extensively in the Pacific ring area & have been used extensively by the military forces of the Deep Ones or the Atlanteans at various times. The Ebirah are considered some of the most dangerous Kaiju by shipping & cargo companies who offer substantual bounties on these horrors. 
Ebirah

# appearing 1d6
5/10, Move 15m, Swim 60 M, Armor 6, Claw (melee 4d damage), Bite (melee 1D damage), Criss Scissors double damage for one attack,  Turbo Swim double movement for 3 turns , Survival 1,  Combat 2,  Melee 2 . Gigantism. Armor, Regeneration As Troll, 


Keep on The Borderlands of the Starship?! Using Castles & Crusades With Gary Gygax's B2 Keep on the Borderlands - The Castles & Crusades Rpg Aligned With The Star Ship Warden Rpg book

 "An unraveled dream of new worlds turned nightmare; lost in the deep beyonds, the Warden is your home, your world, your end" 

 


Troll Lords Games 'The Starship Warden' has been both a blessing & a curse in some respects. The Warden is an incredible template to do your own starship & according to my fellow DM's that's the plan. 'The Pequod' was a science vessel but is it where we find ourselves?! Hard to say. This blog post is going to pick right from here. We're coming at this from a different end. The Warden & its fleet of ships have been making ripples across the fabric of spacetime for decades.  This means that many of the modern decks of the Warden or its fleet of starships could be causing doorways across the normal space time continuum. 
So by default these ripples or rips in the fabric of spacetime might infect any number of worlds which by its very nature means that Amazing Adventures rpg 1930's era world could be invaded by the mutates of the Warden or its attendant ships. 




































This could be a prime time to trot out Gary Gygax's  'B2 The Keep On The Borderland'. This time however the classic module is set aboard the Warden. And adventure events precedes from the classic module's time table. What I'm I blathering on about?! Well think about the fact that the Caves of Chaos has been spitting out orcs & other humanoids for eons prior to the events of B2. Could the machinery that's actually creating these humanoid armies have been co oped by an evil power from beyond?! 



The 1930's deck of the Warden get's invaded by orcs, gnolls, etc. because some evil god has turned on the faucet of power on?! The clone vats are spitting out a perfect army of darkness aboard the Warden to take over? Perhaps the rips in space time are the perfect cover for these invaders from beyond?! The evil clerics, etc. of B2 are all clones taken from the Warden's historical data banks & video game library turned into pawns of powers from beyond. Pawns that could invade Earth or another prime plane world. The perfect opportunity to use 'The Nightshift Veterans of the Supernatural War' Companion. Which happens to be in an upcoming  Kickstarter. 
So could the supernatural or occult dark powers be turning the Warden or its fleet into the perfect other planar invasion force?! That the past  events of B2 & all of the surrounding fortresses are actually wars fought on the Warden?! And that the campaign world is a complete sham?! 
 Well yes & no. Yes the Warden or such ships could be the perfect breeding ground for an army of humanoids. But this goes a long way towards explaining many of the inconsistences of B2. Such as the lizardmen & the weirdness of the Minotaur encounter.  In point of fact the PC's may be planarly crossing over onto the Warden or other spacecraft & not even be aware of it! 



























And in fact the party could be going from border village to village unaware that they are using facilities meant as a ski resort.  Now these ruins have become part of the machinery of T1 The Village of Hommlet. 


Sunday, August 1, 2021

OSR Review & Commentary On "Welcome to St. Cloud" By Miguel Ribeiro From Post Mortem Studios Adapted For Use With Night Shift Veterans of the Supernatural War Rpg By Jason Vey & Timothy Brannan

  "Welcome to St. Cloud" is inbetween a campaign setting and a scenario and can be adapted to any system, though it already includes stats for the Actual F *cking Monsters role-playing game. It is surreal horror in nature since it was heavily inspired by David Lynch's cult TV show Twin Peaks (1990), but it leans on other sources, like John Carpenter's The Fog (1980),  The League of Gentleman (1999), Carnivàle (2003) and 1970s slasher flicks. Tbere isn't specific mythology, and even the amount of supernatural and/or paranormal phenomena can be easily modified to suit different tastes."




" What's presented here is a detailed description of the titular small town of St. Cloud, WA, and its inhabitants, which provides multiple story seeds. In the end, there's a much more developed but unstructured plot hook that encompasses a series of events set in motion after the death of a local pre-teen girl.  The Final chapter, (Not) Wrapped in Plastic, is a plotline designed for those who want to play St. Cloud with a distinct Twin Peak's feeling, but without instantly giving away the whole story" "Welcome to St. Cloud " By
Miguel Ribeiro is a source book adventure  love letter to classic
Eighties surreal 
psychological  horror & a a homage to David Lynch's 'Twin Peaks'. 
"Welcome to St. Cloud "is another rpg systemless adventure or supplement to drop into your OSR game.  "Welcome to St. Cloud "is a perfect mini adventure campaign setting that would work for an B/X OSR Pulp supernatural rpg.  'Night Shift Veterans of TheSupernatural War' rpg By Jason Vey & Timothy Brannan is a greatpseudo B/X occult rpg for adding in supernatural hunters into "Welcome to St. Cloud"

"The group of Miskatonic University investigators introduced a optional characters in the Dramatis Personae chapter aren't strictly hunters
since their primary purpose in St. Cloud  is just to observe, take notes and collect   evidence of supernatural or paranormal activity in town. But things change and,
when lives are at stake, even college professors can pick up a gun and blow a

monster's head off . Also, they can rely on some of the locals for extra  repower."

































St.Cloud is a region with secrets & some of these are absolutely deadly. The Lynchian factor is cranked up to '12' in some areas of "Welcome to St. Cloud". And this isn't a bad thing at all. There's more then a bit of investigation that the PC's have to do. Even though "Welcome to St. Cloud" is systemless per say there's some really tight writing here & some very dangerous plots. This again is a 'situational sandbox' but the difference here is that the supernatural & occult elements are alive & well in "Welcome to St. Cloud". Or are they?! The 'unknown factor' is strong here in "Welcome to St. Cloud". If you go in guns blazing you'll miss the opportunity for a strong PC roll playing experience or two to slip into a session. 
Miguel Ribeiro manages to balance his Lynch rpg homages with several
twists & turns on the usual gaming tropes and these can easily be slipped 
into your OSR games. 
While "Welcome to St. Cloud" is up to the usual Post Mortem Stuidos material
there's a bit of an extra spark here. The author knows his material & subject matter
 well but there's plenty of room for St. Cloud to become a perfect mini setting  for 'Night Shift Veterans of TheSupernatural War' rpg . The right set of players could have this style of
campaign  
going on for many months. There's lots of interesting NPC's
& mysteries to solve.  There's a lot more going on
below the cheery exterior of 
"Welcome to St. Cloud"
Don't forget to have a great cup of coffee & a bit of cherry pie. 

Skull Crawlers Adapted From King Kong Skull Island For Cepheus Atom & Those Old School 2d6 Science Fantasy Role Playing Campaigns


This place was home to Kong's entire species. It was their paradise, until the Skullcrawlers came. They laid waste to everything.„ 


— Riccio, having a vision of the battle between Kong's species and Skullcrawlers.



 Hailing from the Inner Earth, Skull Crawlers were discovered in 1933 by the German Krabermman expediation to San Sabastian island in the Pacific an unstable volcanoic island. The Skull Crawlers were rediscovered by the 1973 Monarch Land Sat project. See the Kong file here
The Skull Crawler Kaiju are some of the most dangerous examples of a non terrestial species yet encountered. They are fast, dangerous, & live to consume the flesh & bone of other kaiju. Because of their highly spend up metabolism meets that these kaiju are perpetually hungry. 
The Skull Crawlers exists to devour, destroy, and dominate.
It has been well documented that the Skull Crawlers were responsible for the destruction of several units of Allied troops during the Pacific campaign of World War II. 














Skull Crawlers attack anything that they can stuff into their mouth parts using a prehensile tongue to smell any traces of flesh or blood on the air. These bastard Kaiju use a combination of speed, violence, & sheer malice to take down prey many times their size. They also eat humans with a varicity boarding on mania. The Skull Crawlers often are found any place where a volcanic vent opens into the inner Earth works. Skull crawlers will work in packs of 2d6 to take down massive Kaiju prey many times their size. The skull crawler has an incredibly simple & yet highly effienct acidic laced three chambered  stomach. This alien kaiju stomach will hold many times the weight of one of these eternally hungry Kaiju. Even Rock Critters are often prey for Skull Crawlers & the Big Ass Reptile species are rivals to these mega predators. 













Skull Crawlers have been extensively exploited by several Mythos races including being used as living  biological weapons by Deep Ones against humanity in ancient past. They have also been used by the Mi Go at several of the Pacific based installations. Skull Crawlers are also found in interstellar space around the bases of the Elder Things at some of thier oldest facilities. 



Skull Crawlers 


# appearing 2d6
5/10, Move 15m, Armor 7, Claw (melee 2d damage) Bite (melee 3D damage), Prehensile Tongue (range 20 meters damage 1d), Survival 1,  Combat 3, Melee 1 . Gigantism. Armor, Acid Vomit 3 dice damage , 



Planetary Exploration & Dangerous Planets - Science Fantasy The OSR Way Using The OSR Game Hulks & Horrors rpg

 


























Sunday morning coffee after church today with my fellow DM's consisted of surgically taking apart one of this blog's recent posts about using Hulks & Horrors rpg as campaign setting fodder. And how  the game's background lends itself to a Stars Without Number rpg & Cepheus Engine rpg hybrid campaign setting. DM Steve too me to task over coffee & tea after mass, 'Eric you'd be an excellent DM if you could get out of your own way'. 'You need to trim down what supplements your using & take it from the adventure side out', the voice was steady & without any hint of mockery. Hmmm there might be a point here to consider.



Since I've been playing in DM Steve's hybrid game his advise cuts to the quick. Perhaps he's right! Joseph Mohr does some excellent Cepheus Engine rpg adventures & I've been eying two of his recent adventures in particular for this style of campaign. One was 'the pay what you want'  adventure 'The Sleeper Awakens' which has as its background an easily adaptable plot with its own planetary complications; "
Freedom fighters from the world of Lage approach the travelers in order to hire them for an important mission. An imminent invasion from forces of the Jorum Family threatens their world. In order to fend off this invasion they need someone to retrieve, and repair, a massive robot warrior partially buried on a nearby desert world. They need to robot brought to Lage in time to help defend the planet. Of course....this desert planet nearby has dangers of it's own...." 



The writing is nice & tight so its easily adaptable to your own campaign. But what makes  'The Sleeper Awakens'  with the Hulks & Horrors rpg background is the extended adventure & planetary circumstances. Everything here fits together nicely.. And what's more if the DM uses this adventure  material as part of its campaign background then it dovetails nicely into Zozer Games Material. This is especially true with it diving  into Hostile's background specifically from that rpg line's supplement  Explorers by Paul Elliot. Both Michael Brown's Cepheus Engine rpg  adventures & Joseph Mohr's focus on planetary exploration themes. This makes excellent use of the Explorer's planetary exploration & exploitation  rpg motif. With Earth cut off in H&H, hyperspace is only now opening back up! 


































This is also something we find further in Joseph Mohr's Furnace adventure with the added benefit of a war mission & up twist in the mix. The adventure is well done with a Hellish planetary background & complications added in. Furnace is tightly paced, excellently done, and very well done  with a great adventure storyline thrown in! 


All in all this is simply the beginning but picking up from the adventure module  into the campaign works well as the jump point into a full blown interstellar campaign. 

Saturday, July 31, 2021

OSR Review & Commentary On 'The Giallo: Orpheum Lofts' By Miguel Ribeiro From Postmortem Studios

 
"A 'Giallo' (Italian pulp) style scenario/context for dramatic crime/supernatural adventures. A cast of strange characters, opportunities for conflict and suggestions for what may - or may not - be a supernatural threat."




So Miguel Ribeiro approached me about doing a review for Giallo: Orpheum Lofts his series of  adventure/mini campaign/ & source book all in one based upon the Italian pulps aka the Giallo (“Yellow”, in Italian). So what is Orpheum Lofts?! According the adventure's introduction; " Orpheum Lofts is a systemagnostic horror role-playing scenario, inspired by Dario Argento’s  T ree Mothers Trilogy [Suspiria (1977), Inferno (1980) and Mother of Tears (2007)], Polanski’s The eTenant (1976) and Rosemary’s Baby (1968), as well as‘80s and ‘90s sitcoms, and romantic comedies. Yes,"
Giallo: Orpheum Lofts
 isn't quite an adventure, not quite a setting book, & not quite a mini campaign all in one.
The book is well done as a modern borderline horror style supplement book. But what's the OSR connection?! After reading through the 
Giallo: Orpheum Lofts its obvious this is an advanced style adventure with its own internal rpg style loosly. But after reading over the  Giallo: Orpheum Lofts. This might be a very good weird location for Kasimir Urbanski's   "The Invisible College" rpg! Why?! Because the implication here is that are some dangerously serious secrets involved in the Giallo: Orpheum Lofts. Because "The Invisible College" rpg is B/X D&D or OSR based its a nice fit for  the Giallo: Orpheum Lofts.



Magus dealing with the inhabitants of  the  Giallo: Orpheum Lofts are going to be using magick & rituals to divine the nature of the location as well as its cast of NPC's. Think 'Rose Mary's Baby' meets early Eighties 'Friends' except creepier. In point of fact there's a bit of a David Lynch feel about this. The term I would use for the  Giallo: Orpheum Lofts is "situational sandboxes".
If set within New York City, the  Giallo: Orpheum Lofts is a place of the unreal meeting the heavy Pulp. But if your expecting flashing guns & hard core sanity ripping horror this isn't it. We have the thinking man's adventure here where magick would be approrpriate to solve a bit of the secrets. But  the  Giallo: Orpheum Lofts is place where the weird has indeed settled & I highly doubt that one session is going to solve the peoples & mysteries of the  Giallo: Orpheum Lofts. The only question is which society & organization is behind some of the mysterious. 
Is the  Giallo: Orpheum Lofts worth the price of a down load? I believe so for the following, the setting is original, the ideas solid, & its a great little book to introduce a group of players to the dangerous  side of Giallo 

Feeding Frenzy - A Post Apocalyptic Encounter For The Mutant Future Rpg Or Any Old School Post Apocalyptic Rpg Campaign

 The waters around post apocalyptical Pensacola Beach  in  Florida have been quiet. Beyond too quiet!  But things have been getting very dangerous as mutants, adventurers, & travelers have been going missing around the old ruins! 



There are legends of old mutant sharks that were released by some outfit ages back called the Hammerheads. The ruins of Pensacola Beach may seem like an unlikely spot for one of the most dangerous mutant strains around but the Floridian waters are home to Hammerheads. A strain of sharkoid that is very dangerous and very valuable.
The blue green clear waters are home to this bloodthirsty breed and after the Final Wars the Hammer head population exploded. Hammer heads are found in both the waters around the former state and occasionally hunting along the beaches. No humanoid is safe from these blood thirsty  mutants. They will track, scare, and hunt prey for days picking off parties of adventurers at their leisure. They kill for both sport and to get a high from the fear of their prey. But this has become a two edged sword for these creatures. Parties of 'shark hunters' are forming around the beaches. But the Hammerheads know of this through a network of cultists who make their home among the Pensacola ruins. These cultists take a superscience drug called Riptide. This drug is made from a neurochemical the Hammerheads create naturally due to their mutations. 

The hammerheads are actually the ones fueling the 'hunting parties' who actually being set up to be murdered by the mutants. The hammerheads are having a bit of a food shortage & so they've decided to subsidize their season with some adventurers.
The 'mutant underground' has gotten wind of this situation & so they contact the characters to head off the situation. The 'mutant underground' is aware of another interested party in the form of the A.I. lead  super science cult Apex! Apex has awoken from a deep intense slumber after its last encounter with adventurers several years ago details here.  Apex at its base/lair has 1d20 cybernetically controlled hammerheads that it plans on unleashing on the local fishing villages as revenge for being stopped the last time! The rest of the tribes of the local tribes of Hammerheads will look upon this as prime feeding frenzy time & will simply dive in! 
The PC's must head off any hammerheads they can before Apex unleashes it horrors and or find the local Apex base to raid or blow it up! There will be 1d100 cultists to deal with as well! 

Hammerheads 



No. Enc: 1d6
Alignment:  Chaotic
Movement: 90' (30')
                    180’ (60’) Swim
AC: 4
HD: 15
Attacks: 3 (1 bite and 2 claws)
Damage: 3d6 / 2d4+1d3 / 2d4+1d3
Save: L15
Morale: 6
Hoard Class: VII, XVI
Mutations: Aberrant form (amphibious lungs, natural weapons, xenomorphism: chimera), asexual, dietary requirement change (living flesh), increased senses (smell), natural armor.
Source: Hammerhead (2005)

Hammerhead stats by  Chris Van Deelen from 
Creatures of the Tropical Wastes (Mutant Future)


Friday, July 30, 2021

OSR Review & Commentary On NEON LORDS OF THE TOXIC WASTELAND rpg By Brian Shutter From Super Savage Systems For Your OSR Or Old School Games

 "Ultra-Violent, and style matters tabletop RPG, that builds off of the “BX” rules. Half Medieval Fantasy half Sci-Fi, neon lords of the toxic wasteland is a no-holds-barred to the max game! Oozing 80's and 90's nostalgia the game features items from Ninja Stars to Fanny packs in addition to many references to the era."



"In addition to being built on top of the 'BX" rules, the core rules use an ability class points system and fortune points in which grants the player some flexibility in dire rolls.
The setting is post-apocalyptic earth in which magic, mixed with the technology of the period of the 1980’s- the early ’90s, created the cassette futurism seen in the Neo-Terraxx tech and some of the Xeno tech, as well as the art style. Neon Lords of the Toxic Wasteland is over the top, bloody, random, wild, and a hell of a good time. Sit back, crack open some TAB, and roll some damage"


So over the last forty eight hours NEON LORDS OF THE TOXIC WASTELAND rpg has wormed its way into my hands. This is game is beyond  Mountain Dew Green  Eighties & Nineties parody atomic OSR rpg goodness. But beyond the cranked up & on weirdness is a tight little B/X mutated rpg engine in the form  NEON LORDS OF THE TOXIC WASTELAND rpg. And yet its completely compatible with the D&D cyclopedia or any of the OSR's retroclone  publications. This B/X clone has several differences then the usual OSR weirdness that blanket's the current marketplace. How?! According to the NEON LORDS OF THE TOXIC WASTELAND rpg's kickstarter,"In addition to being built on top of the 'BX" rules, the core rules use an ability class points system and fortune points in which grants the player some flexibility in dire rolls. " The game feels like a dust up of a hyper cultclassic sci fi movies & B/X with twice the Eighties or Nineties attitude. And the Neon Lords almost begs your mutated PC's to dive in with eleven PC classes: 

  • The Brutacorn; a biomechanical bi-corn that's been exiled from their society.
  • Cosmic Barbarian; a dual weapon-wielding maniac who snorts cosmic stardust to fuel his rage.
  • Cyberskin; bio-engineered clones of Ex-President Ronald Reagan. 
  • Death Bringer; master of melee carnage can take on multiple baddies at once. 
  • Dwarfling; Interstellar immigrants who utilize their luck to gain an edge in any perilous engagement.
  • H.E.A.T.H.E.R; Super soldiers from a forgotten war that were brought back to deliver justice one bullet at a time.
  • Holy Smiter; Mankind's champion against all that is chaotic and Xeno who uses holy power granted by a God.
  • Night Stalker; A deadly martial artist who uses stealth and shadows to strike hard from.
    Skull Jammer; Tape Deck jockeys who can Hack their way through dungeons.
  • Star Spawn; Strange psychic aliens whose purpose on the planet is unknown.
  • War Wizard; Humanoids who sold their souls to Demonlords in exchange for the ability to cast dark magic.
If these character classes feel familiar that's because their a complete reskin of the B/X PC classes to fit the outrageous world of the NEON LORDS OF THE TOXIC WASTELAND rpg. There's a beginning adventure in the form of 'The Last Outpost On The Left' 


There's more then enough OSR goodness to get off a campaign with only the the NEON LORDS OF THE TOXIC WASTELAND rpg rule book. The campaign world of Neo-Terraxx is pretty much fleshed out. Take any cheeseball cultclassic sci fi VHS era movie & flesh it out with this game. Faster then you can say, 'Block Buster movie night' you've got a game off & running! There's even more support in the Neonlord's Faceook group here.



Bask in its full-color glory! Neo-Terraxx just waiting for players to dive in and slay some baddies!!The game clocks in at a healthy 249 pages of post apocalyptical weirdness. And there's enough in the main the NEON LORDS OF THE TOXIC WASTELAND rpg's rule book to get you & your players actually started right out of the gate. And there's even support for the game straight out of the gate.  So faster then you can return your VHS tapes to Blockbuster, the NEON LORDS OF THE TOXIC WASTELAND rpg already has support in the form of neon coloured  'Thirsty For More' supplement. 




And whose responsible for this toxic waste outrage of an rpg?! A fellow New Englander named Brian Shutter. Last year David Davenport from  'The Hardboiled GMshoe's Office' posted a long interview about NEON LORDS OF THE TOXIC WASTELAND rpg here. Brian is from the upper part of New York state & I believe that there's something in the water in New England. But Brian breaks down his creation right in the interview straight off; "7:31 PM +Brian_Shutter: Neon Lords of the Toxic Wasteland is a Ultra-Violent, and style matters tabletop RPG, that builds off of the “BX” rules. Half Medieval Fantasy half Sci-Fi, neon lords of the toxic wasteland is a no-holds-barred to the max game! Oozing 80’s and 90’s nostalgia the game features items from Ninja Stars to Fanny packs in addition to many references"
 And its this long drawn out OSR weirdness that the game provides that keeps tugging at the back brain. One part 90's era wrastling, three part's 'After School Cartoons', & ten parts B/X OSR rpg  ultra violence! Take for example;" Operation Cherry Bomb is the 1st of 2 adventures that are included in the Core Rulez book. Cherry Rex has been kidnapped and the Detroit-Prime murderball team, the Detroit-Prime Madmen, can't play without their star cheerleader! It's up to you and your party of sleazeballs to infiltrate the Slime-Pits and get her back in time for kick-off! The amazing art for the adventure was done by Caprio Art over on insta."







































Take the NEON LORDS OF THE TOXIC WASTELAND rpg's rule book add in Mutant Future & any of the additional material that's already on the rpg market place & you could be having a campaign lasting many years! 
Add in Mentzer style B/X rules cyclopedia goodness & you've got a game built for awesomeness!



The NEON LORDS OF THE TOXIC WASTELAND rpg's rule book
PDF Is Available Right Here 

The Nazi Mega Dungeons of Antarctica - The Modern UFO Bases For Cepheus Engine & Your 2D6 OSR Game Campaigns

At its heart Operation High Jump was an attempt to deal with & curtail Bedienung Schrank or Operation Closet.  The Nazi had cut deals with several of the alien races that were operating out of Antarctica.

'The Ice Castle' still sits in the middle of the Anaractic run by the Mi Go & their allies. The place waits with day to day operations run by key Nazi officers brains in jars handling all of the day to day details. The 'Ice Castle' herself has claimed the lives of over 400 hundred operatives & international military over the years. The highly dangerous former salt mine is home to both Earth based Mi Go & necro cybernetic entities that used to be Nazi military. There is also a loyal cadre of Black Sun fifth column  operatives using the 'The Ice Castle' 's underground city as possible launch point for terrorist activity through South America. 


The Ice Castle photos taken during the Occult Wars of 1947 through 1955 

The New Swabia Nazi colony is still there under the ice & has become very active recently with several of  its mecha reaching the shores of both  Australia & several smaller pockets of 2021 civilization. There is some confusion as to the nature of the pilots of these mecha they appear to be some sort of advanced clone or synthetic being. These cybernetic occult  creatures destroy themselves in a weird  display of all consuming  fire. This has left little evidence behind as to the exact nature of these monsters. 
Spy satellites in the area show extensive underground bases & military assets but the nature of the  New Swabia. But whom or what alien or humanoid life form are inhabiting the area is unknown. Only patches such as this one have been found at any of the attacks in recent days. And there  is fear that these attacks could spark a band new spat of a start up of the Occult Wars again among world leaders & U.N. officials. 


New Swabia Nazi Colony Mecha 
275 KG End :15/ Life Blood 40 Armor 15 
Move:5 
Living Brain Cybernetic Life Form Pilot 
Combat 3 Physical 2 Technical 2 
Two Shoulder Mounted Licht der Götter 
Laser Weapons 4d6 Dam Range 20/40 Magazine 20 shots each 
Double Tap, Fire, Laser Weapon 

New Swabia Nazi Colony Mecha capable of operating for 20 hours continuously on spent nuclear fuel cell.  

 

Thursday, July 29, 2021

OSR Review & Commentary 'The Stars Without Number Equipment Database' By Angry Golem Games For Stars Without Numbers Revised Or Your Old School Campaigns

 When it comes to interstellar rpg games there's one thing that's always been a pain in the afterburner. That's the fact that there's never enough equipment to satisfy every science fiction or science fantasy fan. And this was something that came across when looking over Troll Lord Games's Starship Warden rpg book. Not that there isn't enough sci fi equipment & weapons. But enough to satisfy the sci fi fanatics? What to do?! Fortunately all of the heavy lifting was taken care of by ANGRY GOLEM GAMES. And their book 'The  Stars Without Number Equipment Database'


If your expecting oogles of sci fi artwork & fantastic equipment illustrations there's none of that. And that's fine for this sci fi rpg fan because we're interested in stats, suits, armor, weapons, & all kinds of mayhem inducing devices. And that's exactly what we get here! There are solid stats on, ' 
Armors, Ranged Weapons, Melee Weapons, Heavy Weapons, Ammunition's, Communications, Computing & Accessories, Field Equipment, Pharmaceuticals, Tools and Medical, Batteries and Generators, Vehicles, Drones, Droids, Cyberware and Misc. Equipment.' All of this comes in solid sixty two pages of ultra violence goodness that your PC's are gonna wanna use. 'The  Stars Without Number Equipment Database' isn't sit on shelf equipment & weapons but actual fighting & solidly made stuff that you can equip your PC's with or better yet your NPC's! 
There's enough in sixty two pages to get a full on adventuring group equipped & ready to start kicking alien or human behind. And its well done. The book is well laid out & very much up to  
ANGRY GOLEM GAMES standards. 


The  Stars Without Number Equipment Database'  is sheer OSR & it's ready to go for those games easily. And this is something we find time & again ready to go for each of these weapons. The  Stars Without Number Equipment Database'  will easily work with OSR games such as Mutant Future or Stars Without Number Revised. 






































'The  Stars Without Number Equipment Database' is a solid book which does exactly what it says on the tin & title. That is it gives you gobs of weapons, armor, & equipment for your OSR sci fi games & it does it well. 

Wednesday, July 28, 2021

OSR Space Opera Blues & Night Owl Workshop's Warriors of the Red Planet rpg

 



Today's been the sort of running on rpg table dialogue with a couple of friends & on discussion is that infamous Clark Aston Smith solar system campaign that seemed to run me ages ago. There's been talk about the fact that we brought several of our Warriors of the Red Planet rpg characters into interstellar conflict with several of Magic Pig Media's interstellar races. The reason that this has come up is Chenault & Gray Publishing's latest kickstarter Robert E. Howard Art Chronology.  
Why?! Because for a very long time I've been yammering about Chenault & Gray Publishing's The Edgar Rice Burroughs 100 Year Art Chronology

Bare in mind that two of my players passed on. And the entire group of players that we were running with turned to manure. Death affects groups in different ways & things often take turns in unexpected directions. The fact of the matter is that no one expects the rug to be pulled out from under them. 
These days we're far better equipped to deal with these things because when your fellow DM's & players are your friends things can be easier to digest. 
Now this brings up two very important points. Fact one our Mars was & is a post apocalyptic  campaign landscape. The second thing is that many of Clark Aston Smith's Martians & HP Lovecraft's Martians have returned. But this wasn't your typical campaign setting because the players had invested so much into the background with their PC's. 
There was a lot of plane jumping & several of the PC's died while exploring a realm locked within its own hidden mini plane from Brett Slocum's Warriors of the Lost Planet.  Then two of our regular DM's & player's died. This tore up our home game for almost a couple of months now. 


So what happening now?! There's been talk among to our other players & DM's that they'd like me to return to DMing this campaign. I'm not really sure that I can. There's been a bit of movement on my part with the recent review of Night Owl Workshop's Space Nobles on the blog.  But to be honest I'm not sure if I'm ready for this. There's a lot of baggage under this bridge. Besides which I've been getting involved with DM Steve's own Stars Without Number/Cepheus Engine rpg hybrid campaign. 
Ultimately we were starting to cross into White Star: Galaxy edition rpg turf back in our own Clark Ashton Smith Campaign. Several of the players were/are huge Star Wars fans & there were several references to the ancient Martian psionic clans that kept cropping up. 
Ultimately this leads me back to thinking about Gary Gygax's passing in a way & original Dungeons & Dragons. Really need to let this whole thing rest for the night folks. 



The Starship Warden Mixed With Patrick Wetmore's ASE1: Anomalous Subsurface Environment & ASE 2- 3 : Anomalous Subsurface Environment

 So lots has been happening at the table top level this week.  Troll Lord Games the Starship Warden has been on everyone's mind because its shook up the players. The weren't expecting this massive campaign & rpg book at the table top level. Now David McGuire has shown a bunch of James M. Ward's Dark E adventures. But I know DM Steve's players. These are the type of guys who will search methodically until they come across these adventures. So being off of social media I decided to take a completely different adventure or campaign route. There are two big questions here, 'How long has the Warden been in the star system?' And the following, ' What affect has the Warden's presence had on any local fantasy M style planets?'  Foratunely the heavy lifting was already done for me by Patrick Wetmore from his critically acclaimed 



Patrick Wetmore's ASE1: Anomalous Subsurface EnvironmentASE2 -3 : Anomalous Subsurface Environment are perfect Warden campaign backdrops. The adventurers are not aware of the state of the campaign world. Nor are they aware of the fact that the Warden mayhap returned back to Earth two or three thousand years after the disaster that 'destroyed' it. The Warden returns to 'Earth' after the redundant systems kick in. Or do those systems bring her home to the nearest 'M' colony world?


 ASE1: Anomalous Subsurface Environment &   ASE 2-3  : Anomalous Subsurface Environment were published in 2012. And they are almost but not quite forgotten in the rush of OSR products today. This means that they're rife to be revived to use as a possible Warden campaign background. But the monsters, treasures,  damage stats, etc. because these adventures were meant for Labyrinth Lord originally line up quite nicely with Amazing Adventures system. This is the basis for the Star Ship Warden campaign. It also means that several of the AA Manual of Monsters creature factions might be very interested in the Warden. 

 We have no idea how long the fleet of the Starship Warden has been in system?! Could the A.I. gods of ASE1: Anomalous Subsurface Environment &  ASE 2&3 : Anomalous Subsurface Environment not even be aware themselves?! The true purpose of many of the 'enchanted' artifacts & systems might have been lost for thousands of years. So could there actually be a technological wizard or priest class ala Babylon five who actually know some of the Warden's secrets?! 
And this very situation opens up the alien factions who would like nothing more then to exploit the Warden's secrets?! The revelation of a ship such as the Warden is nothing more then society shattering! 
Think of Gary Gygax's World of Greyhawk's civilization being shattered by the revelation of the Star Ship Warden being at the heart of the world's origins. What happens to the gods at that point?! 

































Gary Gygax used to mix such adventures into his own home Greyhawk campaign. Patrick Wetmore's ASE1: Anomalous Subsurface Environment & ASE2-3 : Anomalous Subsurface Environment are perfect Warden campaign because they play with such concepts at their very foundation. Now if only there was a way mix all of this together?! We'll be covering that next blog entry.