Showing posts with label Outland Arts. Show all posts
Showing posts with label Outland Arts. Show all posts

Tuesday, April 28, 2015

A Bit Of Terror Tuesday: The Free Mutant Monster Tyrannosapien: Creatures of the Apocalypse 11 From Outland Arts For Your Old School Campaigns

                                                                 




                                                Its Free Right Over HERE




  I really don't give enough love to Mutant Epoch, they've come up with another nasty to throw out into the wastelands. This time we've got a product of genetic tempering give form and function as a carnivore of incredibly dangerous aspect. These are monsters for an experienced party of adventurers easily taking on a party of four or five quite easily. The lethal aspects of these horrors is easy to explain, this is an apex predator plain and simple. The mix of weirdness here is a horror that moves across the landscape as one would expect, deadly and with one purpose to kill adventurers or anyone else who get's in the monster's way. And they seem to be very,very, good at doing exactly that taking down prey and ripping the face off of anyone who gets in their way.
      The mutant menace from the bowels of the imagination of Outland Arts is grotesque, dangerous, and completely something original as any PC's running into this horror from the vats are going to have a hell of a hard time dealing with its wicked claws, horrid bite, and much more.  This pdf clocks in at eleven pages and there are even more options on the table for the Mutant Epoch rpg. This product isn't any different with a wide variety of options are laid out before the DM. This is one thing that you get with this beast a wide variety of killer options.  This  including a d20 random mutation list and a d100 treasure table for discoveries at one of the beast’s feeding sites. Believe me, they have the beast's entire ecology, feeding habits,etc. all laid out in gloriously nasty details and it really adds to the product. This isn't a beast that your PC's are going to want to run into at all. This one should be used with extreme caution and don't think that the Tyrannosapien is any way, shape, or form a push over. This sucker is mean, dangerous, and nasty able to give many of the usual monsters of the waste a run for their money. 
       Is this horror well done? Yes and I do think that its worth your time and energy for a download now that being said I also think that Mutant Epoch or any old school wasteland  DM should think very,very, carefully about using this horror and how it should be dealt with. The Tyrannosapien or Heaven forbid a pack of these mad bastards is capable of easily TPKing your group of wasteland warriors quite easily. This horror should be used with extreme caution or not. The monster evokes certain feelings of a combination of Pre code comics with the horror movie feel of the 80's put into a blender and set at Tyrannosapien then unleashed into the post apocalyptic wastelands. Grab this one and unleash it on your experienced PC's. This horror can do some damage add in the random mutations and you've got a complete night's adventure in one horrid package. 

Wednesday, March 25, 2015

Free OSR Post Apocalyptic Monster - Wailing Jhonny: Creatures of the Apocalypse 10 From Outland Arts For The Mutant Epoch Rpg System & Your Old School Post Apocalyptic Campaigns


The Wailing Jhonny is a brand new mutant monster from Outlands Arts, this is a new take on the usual weird life forms that you often see in post apocalyptic monsters. In this case this monster seems to be equal part bat, bear, with bits of wolf, and all kinds of weird genetic material combined into bit of nightmare fuel given form. The seven page Pdf includes everything that your going to need to add this horror right into your Mutant Epoch campaign. There's a ton of potential on a hunter that depends on echolocation for its eating habits. Everything about this monster pretty much screams versatility and it does the job of filling in the mid level hunter and hazard quite nicely. 

GRAB IT RIGHT 





I have to say the Wailing Johnny has some real potential as a woodland, or temperate zone hazard. This sucker isn't something that your PC's are going to want to run into. There is some nicely done little additions to the monsters with a d12 additional mutations table that gives that nice random edge that Mutant Epoch is known for. This little addition keeps the players guessing and adds even more random mutant mayhem to your wasteland night monster. 
In addition to the obvious uses for an echolocation hunting horror there is the addition of a loot table for lairs of the Jhoni's  making this an even sweeter little download.
So is this a well done little monster? In a word, yes and does it fill in the niches that it supposed to? I do in fact believe it does. The fact is that its free is a nice added bonus. Grab this one and add it too your Mutant Epoch or old school wasteland adventures as an addition challenge for your parties in Mutant Epoch. 


Wednesday, March 11, 2015

Returning To Pitford Gateway To The Ruins By Outland Arts For Your Old School Post Apcoalpytic campaigns.

If you need a rest point, adventurer base starting point, or place for your adventurers to rest their heads in the wastelands. Pitford is definitely the route to go. I don't pay nearly enough attention to Outland Arts as I should. The other half got me almost the complete run of the books last year as a present.



Grab It Right
HERE


Pitford Gateway To The Ruins is one of my all time post apocalpytic setting books. The book contains a virtual blueprint of a fortified town on the edge of the wastelands. This is a nice top to bottom campaign source book and taken as a whole it could be added to just about any PA setting. This book is geared for the Mutant Epoch rpg but it could with little effort be used in any number of old school rpg campaigns.
A bit of background on the Pitford from Amazon -
Welcome to scenic Pitford: Gateway to the Ruins! This is your last stop before undertaking a dig in the nearby Great Ruins. Why not enjoy some of the fine services offered in this enclosed town? There are brothels, bars, massage parlors, shops, a casino and even a gladiatorial arena, all here for your delight. After all, this may be your last night in this twisted world, why not make it one to remember? Pitford is like a great immobile tank, stuck on the battle scarred, hostile plains in the shadow of the Great Ruins. This scrap metal enclosure is more than a home base for excavators; it is a dynamic adventure site, where opportunity, riches, espionage, crime, and debauchery await. Herein, game sessions are as challenging and deadly as anything found outside of its junk and concrete shell. The fortress-town stands as a frontier bastion for a hard pressed humanity, providing a retreat from the harsh sand storms and flesh eating mutated beasts of the wilds. With one road leading in at the south and another at the north, it is stopping place for travelers, outlaws, savages, scavs, runaways and most of all, excavators. For over eighty years this fort has served as a base camp for dig teams who loot the boundless ruinscape beyond, where the lucky make it back alive with artifacts of enormous wealth and power. This book is both a game master reference resource, as well as a guide for players whose characters are visiting the bustling, old west style boom town. Included are 56 shops and businesses, 33 streets and alleys, access points to the topside roof, and stairwells to the notorious basement level. In addition, fortress defenses, gatehouses, and town watch details are included, along with a robust section on the municipal jail with encounters for those incarcerated within. Also included are series of adventure hooks, appendices, map collections, the governing Association of Business Owners and the Freehold Scouts. Situated in the north east corner of the Crossroads Region, Pitford figures heavily in upcoming adventures published for The Mutant Epoch role-playing game. While having this book isn’t necessary, it would enhance game play and provide details on resources adventurers need to recover, resupply, and recruit new excavators. 200 pages 108 illustrations 5 Maps 122 Locations Encounter Tables Random Rumors Adventure Hooks and much more!

Pitford generates lots of questions in my mind
What are those ruins in the background and why is the city so damn fortified? Against what? I suddenly dug out my copy of Gamma World second edition for some reason and began to look once again at Pitzburke. Massive sprawling ruined super science city with lots of weirdness going on in the ruins there including all of the robots,  and mutated life forms. Now I'm not trying to break Outland Arts product identity nor challenge Wizbros copy right or trade mark of Gamma World. Neither company has any idea what sort of demented hi jinks a DM will get up to at all.


The fact is that Pitford has all kinds of interesting things going on. Its technology level is right around black powder era and a bit beyond maybe if your PC's are lucky they can get their hands on some of the good super science relics that are out in the wastes.
This all came about because of this guy's video overview/review. Which brings up the defenses of  Pitford and they are pretty damn formidable for the post apocalyptic wastelands.

Maybe its the other wasteland raiders, mutants, madmen, and marauders out in the wastes but I don't think so. Personally given some of the mutant monsters out in the wastes I'm thinking its probably giant freaking mutated monsters and horribly nasty Daikaiju.
Image result for Giant gila monsters

Yet somehow when I'm reading through the book, I keep expecting bounty dogs, mutated cowboys, atomic highway bikers, and auto freaks in weird hand made cars to come riding through the setting book.
I'll be returning to the wastelands fairly soon. And seeing what I can really do with Pitford itself in the coming weeks.
File:Zebras and ostriches are being chased by cowboys,leaving a l Wellcome V0021369.jpg

Yeah I'm quietly thinking of setting up some type of Weird West dark hybrid campaign. I'm thinking of incorporating some of David Bay Miller's OSR Old West Material Right Over HERE


More thoughts as they come. 

Friday, August 8, 2014

The 'Pay What You Want' One Shot Adventures - One Day Digs 1&2 From Outland Arts For Mutant Epoch or Any Old School Post Apocalyptic Campaigns

One Day Digs 1 and 2 Double Feature

Get It Right Over 
HERE

We've got a hot little intro adventure for the Mutant Epoch game, what makes this double feature nice is the two for one sale price which is 'pay what you want'. These two adventures feature many of the ethos reflected thoughout the Mutant Epoch game. Namely high weirdness, post apocalyptic madness, mutants, and a willingness to deal with all of the gonzo stuff that comes with the game. I personally prefer my PA a bit more lower key but to each his or her own as a DM. 
This is a pretty nice set of adventures for running a convention set but since these are beginning adventures expect plenty of blood on the floor and a few character sheets to spare. This could be used as a nice set of bridge gap mid campaign adventures as well. The first one has a great post apocalyptic Saturday matinee feel to it and brings in some of the major elements of the Mutant Epoch game. Namely robots, mutants, and monster with a heavy background of ruins to boot. Everything is on the table to present the PC's with some real challenges and a continuing feel of this could be your last breath with one wrong move. If you want a feel for what some of Mutant Epoch is about run 'Blood For Bellridge'.
The artwork is very nice, the maps well laid out and the balance of artifacts is solid for an eight hour session. Make sure you have an intermission with this one though.
Feast of Freaks gives the DM some hard core mutant Aztec action with a brand new tribe of mutie reptilians and some real comic book style action in the jungle. There some dungeon crawling in both adventures but this one has a solid brand of its own weirdness. Reading through this I couldn't help but think that this adventure would leave a group of Mutant Future PC's wanting. I know that some folks love to convert between the games but the balance with this adventure leans heavily toward ME as the better choice to run this one. There's a real sense of 'Indiana Jones meets Gamma World meets Conrad's Heart of Darkness' here. Its very well thought out out and solidly executed. On the whole these two adventures could be used to really put the screws to a group of newbie players or as a solid challenge to a group of experienced players.
All in all this would make a fine set of adventures for a weekend's play with friends with some beers and a set of PC's. There's several extension hooks that the authors have put in to flip these adventures into actual continuing campaigns. There's lots of potential here to drop the player's PC's into several situations up to their necks. Uses these adventures as fulcrums to drop the characters into the wastelands. All in all this is a very well done set of adventures.