Showing posts with label Swords & Wizardry rpg. Show all posts
Showing posts with label Swords & Wizardry rpg. Show all posts

Tuesday, January 31, 2023

Review & Commentary On The Player's Companion By James M. Spahn From Gallant Games For The Swords & Wizardry Rpg (and other old-school fantasy role-playing games)

With the Player's Companion for Swords & Wizardry (and other old-school fantasy role-playing games), you're never out of options. This 35 page supplement offers new optional rules to expand your Swords & Wizardry campaign! "



  • Expanded attribute limits which allow for player characters to go beyond the limits of mere mortals
  • Two new optional Attributes: Appearance & Luck
  • New class abilities for every class featured in the Swords & Wizardry Complete rulebook
  • Two new classes: The dark Anti-Paladin and the learned Bard
  • Three new non-human player character races: the deadly dark elf, whimsical gnome and brutal half-orc
  • Optional attribute modifiers for non-human characters
  • Eleven new weapons
  • Five new types of armor
  • Two new shields
  • Thrity-five new magic items" 

There is only one reason why I grabbed The Player's Companion By James M. Spahn From Gallant Games For The  Swords & Wizardry Rpg (and other old-school fantasy role-playing games). And that is because I'm going to be running a White Star Galaxy Edition game set within the Washington sector. And the reason for grabbing the Player's Companion is because I truly don't trust the situation with Cowards of Coast  & the OGL. Further more the research that I've done into  The Player's Companion By James M. Spahn indicates that it's a wise investiment. For White Star the 'Anti Paladin' is a must; "Anti-Paladins are unholy warriors dedicated to the forces of Chaos. Whether they've sold their soul for power, made a dark pact with infernal masters, or simply relish in blood and carnage, they are blackhearted warriors beyond redemption. They are the classic “black knight,” who seeks to destroy and dominate the world. They are completely dedicated to the destruction of the forces of Law and go forth in hopes of ruling the world through tyranny and at the point of a sword." And if that doesn't sound like an NPC class that can give a group of star knights a run for their money I don't know what will. And given the range of the class plus it's benefits this is a villainous class with some clout to it. 
The writing, layout, and even the artwork within the The Player's Companion is top notch. All of the highnotes are hit with customizations & credits within the The Player's Companion for Swords & Wizardry. We get another variation on ye old faithful Bard class with enough zip to get these tellers of tales & ancient knowledge out of the time of legend. And then there's new races such as the Dark Elves, Gnomes, and even a half orc for your assassinations.. Then there's a brand new equipment & weapons chapter covering everything from a Cestus to Tower shields is covered. Then we've got a nice selection of magic items & more. So is   The Player's Companion worth the price of admission?! If your a Swords & Wizardry player or DM? In a word .yes! The Player's Companin is a catch up all title for all manner of Swords & Wizardry material that you drop down into your campaign or added in as needed! 
  The Player's Companion By James M. Spahn From Gallant Games For The  Swords & Wizardry Rpg (and other old-school fantasy role-playing games)
is available here 
   

Friday, September 2, 2022

OSR Commentary & Sideskinning Sinful Whispers (Swords and Wizardry) By Tom Knauss From Frog God Games

 If you've been following the mods we've been doing let's dive right back into the mix and get with the idea the awakening of the Deep Ones goddess. But what if this kicks off other Lovecraftian  dieties agendas across the world?! We're going to assume that the player's PC's are  going to be at least fifth level after dealing with the adventure agendas in our last adventures. 

"They tell of a lonely island that bears Great Pele’s footprints. An isle seared by a mother’s vengeance for the evil wrought on Her eloved children –  and where gods smite the earth, only fools dare tread. On the Razor, ’tis folly, indeed, to walk any ground She condemned."



Squint & pretend that this says Swords & Wizardry 


"Yet still, mortals come. Legends of a secret magic hoard, the fate of a missing whaler, and the strange tale of a lone survivor beckon to shores grown as lush and inviting as a siren’t irresistible song."

"“This way”, encourages a sly whisper adrift on the wind. “Come, and I shall make you mine.” From ruins where once She trod in wrath, the temptations of an ageless evil speak after centuries of silence."

Sinful Whispers
is a great way to pick up the pace on the surface world as the Deep One's influence whispers to the rest of the Lovecraftian  pantheon. The PC's here are on the surface world are drawn into the web of the Deep Ones. Ships begin to go missing, coastal towns disappear, and more oceanic related weirdness happens. 



Hannes Bok's illustrations for the publication of the story in the January 1942 issue of Weird Tales

Sinful Whispers assumes that the players PC's are at least fifth level & if we go back to the original Lovecraft story the Shadow over Innsmouth then we get the original source of the  corruption from the Deep Ones; "My back was toward the fishy-smelling sea, but he was facing it and something or other had caused his wandering gaze to light on the low, distant line of Devil Reef, then showing plainly and almost fascinatingly above the waves. The sight seemed to displease him, for he began a series of weak curses which ended in a confidential whisper and a knowing leer. He bent toward me, took hold of my coat lapel, and hissed out some hints that could not be mistaken,

"Thar's whar it all begun—that cursed place of all wickedness whar the deep water starts. Gate o' hell—sheer drop daown to a bottom no saoundin'-line kin tech. Ol' Cap'n Obed done it—him that faound aout more'n was good fer him in the Saouth Sea islands.

"Everybody was in a bad way them days. Trade fallin' off, mills losin' business—even the new ones—an' the best of our menfolks kilt aprivateerin' in the War of 1812 or lost with the Elizy brig an' the Ranger scow—both on 'em Gilman venters. Obed Marsh he had three ships afloat—brigantine Columby, brig Hefty, an' barque Sumatry Queen. He was the only one as kep' on with the East-Injy an' Pacific trade, though Esdras Martin's barkentine Malay Bride made a venter as late as twenty-eight.

"Never was nobody like Cap'n Obed—old limb o' Satan! Heh, heh! I kin mind him a-tellin' abaout furren parts, an' callin' all the folks stupid for goin' to Christian meetin' an' bearin' their burdns meek an' lowly. Says they'd orter git better gods like some o' the folks in the Injies—gods as ud bring 'em good fishin' in return for their sacrifices, an' ud reely answer folks's prayers.

"Matt Eliot his fust mate, talked a lot too, only he was again' folks's doin' any heathen things. Told abaout an island east of Othaheite whar they was a lot o' stone ruins older'n anybody knew anying abaout, kind o' like them on Ponape, in the Carolines, but with carven's of faces that looked like the big statues on Easter Island. Thar was a little volcanic island near thar, too, whar they was other ruins with diff'rent carvin'—ruins all wore away like they'd ben under the sea onct, an' with picters of awful monsters all over 'em."

Although rejected by the magazine during Lovecraft's lifetime, The Shadow over Innsmouth was reprinted in Weird Tales in 1942

Those ruins that are spoken of in 'The Shadow over Innsmouth' are perfectly aligned with the island of  'Sinful Whispers'. That island is perfect for dropping onto Hyperborea or the campaign setting of your choice.
But this is only the start of the war an opening salvo if you will. But why?! Well, pure human greed;"
"They had all kinds a' cities on the sea-bottom, an' this island was heaved up from thar. Seem they was some of the things alive in the stone buildin's when the island come up sudden to the surface. That's how the Kanakys got wind they was daown thar. Made sign-talk as soon as they got over bein' skeert, an' pieced up a bargain afore long.

"Them things liked human sacrifices. Had had 'em ages afore, but lost track o' the upper world after a time. What they done to the victims it ain't fer me to say, an' I guess Obed was'n't none too sharp abaout askin'. But it was all right with the heathens, because they'd ben havin' a hard time an' was desp'rate abaout everything. They give a sarten number o' young folks to the sea-things twice every year—May-Eve an' Hallawe'en—reg'lar as cud be. Also give some a' the carved knick-knacks they made. What the things agreed to give in return was plenty a' fish—they druv 'em in from all over the sea—an' a few gold like things naow an' then." 
This is only the start of it as more horror and danger start to surface across the world because the 'Drow' have been busy as well. 

Wednesday, June 1, 2022

OSR Commentary On White Box : Fantastic Medieval Adventure Game By Charlie Mason From Seattle Hill Games

  "White Box: Fantastic Medieval Adventure Game is an easy to learn role-playing game in the style of the Original Edition from 1974 by Gygax and Arneson. It is based on Swords & Wizardy WhiteBox.

Unleash your imagination to dream of other worlds, where you roleplay heroic characters and go on adventures, just like in the days of old."



"Slay a dragon!
Sometimes even the most reluctant adventurer will hear the call of the Wilderness and set out to slay a dragon, or at least steal its treasure!

Explore the unknown!
There is no limit to the lands you can explore and magic you can discover." 

"Fight on!
So grab your sword, mace or wand and travel beyond the borderlands and brace yourself to face great and terrible monsters. And remember, no matter what happens… Fight on!"


White Box : Fantastic Medieval Adventure Game By Charlie Mason is a game that worked its way back into my consciousness after a rather lengthy three years. White Box : Fantastic Medieval Adventure Game has everything you need to start playing straight outta of the box. 
White Box : Fantastic Medieval Adventure Game is a rules light & easy to use retroclone that has everything needed to start playing & OSR game straight up by including 
 a bestiary and a decent treasure section both mundane and magical. And its this ulitity fact that makes White Box : Fantastic Medieval Adventure Game stand out from the other retroclones on the market. Best of all it's derived from Swords & Wizardry making White Box : Fantastic Medieval Adventure Game easy to learn & use for repeated gaming.
This is a game with just enough equipment, magic spells, & rpg systems to be perfect to use at the table top right outta of the gate. And this same routine of use extends to the rest of the systems within 
White Box : Fantastic Medieval Adventure Game. 
And its this uliity that makes the 
White Box : Fantastic Medieval Adventure Game  so appealing. There's all of the goodness that you remember without all of the hangers on BS that goes with it. 
You can hack, fold, and mutilate the systems of 
White Box : Fantastic Medieval Adventure Game easily and it will work very well. And this is what makes campaign & adventure set up so good. White Box : Fantastic Medieval Adventure Game packs a punch without wrecking the table top goodness and old school vibe inside the game world itself. 

White Box : Fantastic Medieval Adventure Game Is Available As a 'Pay What You Want' title here. 

Tuesday, May 31, 2022

OSR Review & Commentary 'White Box: Unearthed Trove' By Jonathan Rowe A 'Pay What You Want' From Fen Roc For Swords & Wizardry

 "White Box: Unearthed Trove is a supplement for White Box and is compatible with any other Swords & Wizardry game."


 "It adds:


  • Three new character classes: the Assassinthe Illusionist and the Ranger. Each of them is designed to be simple and in the same fashion as the original White Box classes.
  • New races: Gnomes and Half-Orcs and their multi-classes: Fighter-ThievesThief-Illusionists and Cleric-Assassins
  • Combat Tactics for characters not involved in melee, missiles or spell-casting 
  • Optional rules: Psionics which streamline the 1970s rules and Trauma to calculate psychological grind and derangement"
'White Box: Unearthed Trove' By Jonathan Rowe A 'Pay What You Want' From Fen Roc For Swords & Wizardry. Clocking in at thirty six pages 'White Box: Unearthed Trove' By Jonathan Rowe includes the following PC Assassin class, the Illusionist, & the Ranger classes. 
'White Box: Unearthed Trove' adds in the Gnomes & Half Orc fantasy races. We also get the following multi classes Fighter-ThievesThief-Illusionists and Cleric-Assassins. The first PC class the fighter thief  is perfect for Swords & Sorcery White Box. So think classic Robert E. Howard  Conan for the fighter thief. The thief illusionist PC class is another class that actually has some solid bones for adding it into a Sword & Sorcery White Box campaign. Stay with me here, we've got side PC's who use magic to inject themselves into some of the upper levels of society & into the company of royals. This is the perfect way of setting up a mark for thievery by a party. 



The Cleric Assassin PC class is perfect for players who wish to serve a death gods and remove criminals & murderers of societies. And these are never good aligned characters. This is an excellent class for mid level NPC villains. 
The combat tactics of 'White Box: Unearthed Trove' is solidly done & takes on several optional systems to deal with White Box's modular nature. The trauma rules are perfect for White Box games that deal with sanity shattering monsters & even Lovecraftian horrors. 
And finally we get deeply into a very well done streamlined psionic system.