Showing posts with label Wisdom From The Wastelands. Show all posts
Showing posts with label Wisdom From The Wastelands. Show all posts

Saturday, August 13, 2022

OSR Review & Commentary Wretched New Flesh - Postcards from Avalidad Rpg By Miguel Ribeiro & Sílvia Clemente

 "Wretched New Flesh is an OSR adaptation of Postcards from Avalidad, a Postmortem Studios setting. This is a near-future sci-fi/ surreal horror game inspired by the works of William S. Burroughs, David Cronenberg, William Gibson, and Clive Barker. Almost 400 pages crammed-full of information about the bizarre world of Avalidad, with mechanics compatible with the previous Wretched games."








"The game setting is centred on Avalidad, a futuristic city in Morocco, where corporations have been conducting research in genetics, cybernetics, augmented and virtual reality, and biotechnology. By default, characters are expected to be ZoneSec operatives or executives for Takeda Technologies, one of the most powerful corporations in Avalidad, but other roles such as Avalidad’s celebrities, fiscal royalty and seedy underbelly are also possible."

So the Red Room folks have been busy again & this time it's a full rpg that we've been waiting for!   Wretched New Flesh - Postcards from Avalidad Rpg  By Miguel Ribeiro &  Sílvia Clemente is perfectly aligned with it's rpg setting. The rpg is readable, well laided out, & is a labor of love. The Wretched New Flesh - Postcards from Avalidad rpg takes Avalidad & brings it to life in a 379 page tour of a futuristically dangerous city alive with elements of the supernatural, high tech, and the dark criminal underbelly of this near future. Sure there have been other rpg other early versions of Postcards From Avalidad Post Mortem Studios.

Wretched New Flesh - Postcards from Avalidad Rpg By By Miguel Ribeiro &  Sílvia Clemente is the definitive version & edition of the game. Why?! Because it features band new additional content & older supplements distilled into one game wrapped around a very Wretchploitation core. Wretched New Flesh does an excellent job of taking the Wretched engine & bringing it in line with the Postcards from Avalidad Rpg setting completely and utterly. And Wretched New Flesh PC's are generated the usual way. The rpg system is pure OSR and does a solid job of casting the PC's in Avalidad   but this isn't the player's only option. Oh no they can be : Assassin, Common Citizen, Cyborg/ Transhuman, Investigator, Man of Action, Proselytizer, Psionic, Rogue and Scholar, plus the optional Conjurer. These classes fit the Earth of Wretched New Flesh. This is an Earth on the edge but the edge of what?! We're not sure, because this is a world where the weird is pronounced in spades. Cults, horrid bio technological weirdness,  transhuman elements, horror, naughty nuns,gun wielding thugs, alien entities  and much worse all await the PC's. 

PC's level out at tenth level and they Wretched Flesh rpg incorporates a psionic & magic system in addition to the high tech weirdness of Avalidad. And so we wind up with an OSR  adventure game that can handle anything from full on horror to neo Noir with little issue. 

Avalidad is not a place that you as a normal person want to get lost in. This is an Earth with a defined timeline going back to the Sixties so the PC's could start with Wretchploitation & end up in Avalidad. Around every corner there's the weird & the  supernatural lurking and it bleeds into this reality. And we're not talking about the nice kind of supernatural here. But Hellraiser and co types  ready to rip your PC's appart. And this is a theme that follows throughout the world of Avalidad. That around some corners PC's shouldn't venture. And it bleeds through into the PC's themselves. Wretched New Flesh - Postcards from Avalidad Rpg By By Miguel Ribeiro &  Sílvia Clemente is a game where the PC's have secrets. And those secrets come out during play as your PC's find themselves against the powers, patrons, and weirdness that makes up the wedding cake of Avalidad  itself. The Zontec organization  gets a huge update as the force of the city that PC's can play or  don't want to run into; "Wretched New Flesh’s setting assumes that most players will (at least) consider taking the role of ZoneSec operatives, more specifically within the black ops’ unit under the command of Clayton Reed. ZoneSec operatives enforce the role of a state police, and their mission is to protect the corporations’ assets, important personnel, and most importantly their secrets. But even within the operatives, there are different loyalties. The ‘official’ operations division is strongly aligned with the Kobayashi Corporation, whereas Clayton Reed’s secret unit answers directly to Takeda." 
Wretched Flesh is an OSR game where the player's PC's can have a direct impact upon the world around them completely and change it for better or worse. And this system gets a work out within the  Wretched New Flesh - Postcards from Avalidad Rpg. And this is a good thing allowing domain change on a quick level of reality from the ground up. A nice quick level montage as we've seen in many classic films. This same system works for the peusdo bio Cyberpunk asthetic of  Wretched New Flesh.

 Wretched New Flesh - Postcards from Avalidad Rpg's Earth isn't one that we want to live in. Adventure in? Oh yes, we've got organe accumulators, psionic drugs, pleasure cyborgs, androids, and many other staples of weird science fiction. We get the Earth of ' Postcards from Avalidad' but distilled down into a usable OSR framework and it's done quite well. Where could  Wretched New Flesh - Postcards from Avalidad be used?! Where couldn't it actually. If one is looking for a weird far future  campaign setting for an OSR game then Wretched New Flesh - Postcards from Avalidad could easily fit the bill.  Wretched New Flesh - Postcards from Avalidad Rpg is a rarity among OSR rpg's because it's actually complere unto itself. All you need are dice, players, paper, and a few sessions in and you've got a campaign going. 

Now let's talk about using  Wretched New Flesh - Postcards from Avalidad Rpg with other OSR systems. The one that comes to mind is actually Mutant Future as a soft post apocalptytic alternative that could be blended in with Wretched New Flesh. Dial this campaign in with Skirmisher Publications Wisdom From The Wastelands & this would be Science Fantasy  campagin with years of play. 



The option that comes to mind is Night Shift Veterans of The Supernatural Wars which could easily work as a supernatural basis for a complete campaign occult adventures campaign. There are in point of fact several future worlds baked into the Night Companion: A Sourcebook for Night Shift Veterans of the Supernatural Wars. 

Is Wretched New Flesh - Postcards from Avalidad Rpg By Miguel Ribeiro &  Sílvia Clemente worth getting?! In a word yes if your players are looking for a complete rpg that works on something akin to David Lynch mixed with Hellraiser mixed with David Cronenberg served with a light side of Cyberpunk style Blade Runner. That being said I want a physical copy as the pdf made my eyes want to bleed from three hundred & seventy nine pages of reading. 

Wretched New Flesh - Postcards from Avalidad Rpg By Miguel Ribeiro &  Sílvia Clemente in PDF Is Available Right Here






VENDOR
POSTMORTEM STUDIOS

Tuesday, August 30, 2016

Review & Commentary On The Mutant Future rpg System & Wisdom from the Wastelands Issue #52: Nanotech Undead From Skirmisher Publishing

Wasteland horrors and zombies are always a favorite but here in  Wisdom from the Wastelands Issue #52: Nanotech Undead we get a boat load of monster options and weirdness for the Mutant Future rpg. But is the issue worth getting? Yes but there are some interesting give and take things here in the wastelands.




My sweet spot for post apocalyptic rpg's has always been Gamma World first & second edition, the games were and are some of my favorite systems & rpg's. They form a good part of my next phase of gaming in my life. The thing about Gamma World was its flexibility, the apocalypse could be anything from a zombie plague to a full blown holocaust of Biblical proportions with little bits of everything in between. Everyone I knew mixed in everything from Logan's Run to Night of the Living Dead. In case you don't know;"Gamma World is a science fantasy role-playing game, originally designed by James M. Ward and Gary Jaquet, and first published by TSR in 1978. It borrowed heavily from Ward's earlier product, Metamorphosis Alpha."



So I was thrilled to see Mutant Future a retroclone of old school post apocalyptic rpgs from Goblinoid games  was available but like its originator the DM has to do a lot of the heavy lifting when it comes to developing the background, setting material, adventures, etc.  Which is fine because there's some great licensed products out there to help fill in the gaps such as Skirmisher Publishing's Wisdom From the Wastelands and other fine source books to help fill in the gap. Now Skirmisher Publishing has  come out with  Wisdom from the Wastelands Issue #52: Nanotech Undead.   Basically this is Skirmisher's undead & zombie source book for their version of the Mutant Future setting. The book is really nicely done at twenty nine pages for three dollars, I do wish it had an index because this issue is slightly bigger then normal issues. The undead rules are very well done and there is a vast array of undead to keep your players busy but once again we've got the same issue that I've had with Skirmisher Publishing in the past. None of the content of this book is OGL. They used public domain sources such as Wiki for the artwork and interior art work modified but none of the sweet Mutant Future content from Chris Van Deelen or the Skirmisher crew  is 'open game content'.  This has been a huge thorn in my side with about ninety nine percent of their publications going back to Skirmisher Publishing's issue #1 of Wisdom From Wasteland. For me as a blogger & writer I understand their stance upon their trademark and copyright but its God damn frustrating too. Skirmisher Publishing makes some of the best content for Mutant Future out there but I wouldn't touch it with a ten foot radioactive pole. Without the OGL open game content label I can't publish or use these great monsters in an adventure or scenario for Mutant Future without the risk of legal action. This is something I'm not willing to do. See that's one of the reasons why its important for companies to use and produce 'open game content' it lets other writers and companies continue the OSR momentum while at the same time putting money in the coffers of companies.
Because of the success of properties like Walking Dead, the Night of the Living Dead films, World War Z, and so many numerous video games,etc. zombies and thousands of variations are in circulation. This is because of a lapse in copyright & trade mark of the original Night of the Living Dead. The fact is that this another example of companies raiding the public domain without fueling the content to continue the creativity at the expense of future projects that could benefit the whole Mutant Future community.

GRAB WISDOM FROM THE WASTELANDS ISSUE
#52 RIGHT HERE


But is Wisdom from the Wastelands Issue #52 undead necessary or needed? Well in fact not at all. Labyrinth Lord and The Labyrinth Lord Advanced Companion both provide lots of undead and a zombie template that can be used with Mutant Future with little modification and some numbers crunching. What Issue #52 of WFW does is provide a whole host of zombie and undead nanite animated goodness. The rules cover the entire gammit of zombification and the various types of  Mutant Future undead. There are over a dozen varieties and sub types across the board in Wisdom from the Wastelands Issue #52. The pdf is worth getting for the support of the monsters and zombies alone but this book covers the whole range of wasteland horrors.  Do I think that  Wisdom from the Wastelands Issue #52: Nanotech Undead is worth getting? Yes I do especially for Mutant Future and other OGL players but is this product for me? Probably not because I've got this end of the wasteland covered.

Thursday, June 30, 2016

Review & Commentary On Skirmisher Publishing's Quantum Flux:Unique Superscience Artifacts For The Mutant Future rpg system & Your Old School Campaigns

I remain a huge Mutant Future rpg fan and in point of fact my copy of Mutant Future finally had the binding fall apart today after who knows how many wasteland outings. I usually use it for reference at my table despite whatever old school or OSR game I happen to be running. You can see the edges of the binding giving and well the rest wasn't pretty. This was a copy that I got back from a 'friend' after it was 'borrowed' over a year ago and traveled to Maine on an extended vacation.


Now that being said there are other titles that I've used in the past that players are loath to see peeking out from under books such as anything written by the Skirmisher Publishing crew. This brings up one of the newest titles in their Mutant Future based and licensed product line. Quantum Flux: Unique Superscience Artifacts is an expansive set of items that brings home the idea that certain relics are beyond unique. These are items that were beyond the cutting edge of the apocalypse's science. These are items that form those set pieces of the wasteland, those super science items and locations that form one of the backbones of adventuring in post apocalyptic environments. Things that PC's are going to have to unlock over time and with some very good rolls. The Quantum Flux: Unique Superscience Artifacts book is mostly system neutral in point of fact and could be with a bit of work used for a wide variety of post apocalyptic campaigns. There's lots of options here for the DM to really use. There are eighty six unique items that come with this book;

"Quantum Flux contains 86 unique superscience artifacts suitable for use in any modern, sci-fi, or post-apocalyptic setting, and range from amulets to buildings. They were designed to show game masters the possibilities for superscience artifacts in their campaigns while emphasizing that these items are not just treasure or one sentence, throw-away items. Each has a history that will hopefully enrich, inspire, possibly even drive your own gaming story and most entries are longer and more detailed than for equivalent gear in other equipment or treasure books." My advise is to use these items very sparingly with parties of adventurers within the post apocalyptic wastelands. That being said there are some fantastic super science items authors Derek Holland, & Chris Van Deelen do an excellent job of creating some weird relics and items. And how do these items relate to a Labyrinth Lord/ Mutant Future crossover game? Well according to the rules presented in the pdf ;"Each item has multiple functions, and every ability
must be discovered with a separate technology roll. The artifacts’ powers are described using spells from the Advanced Edition Companion and mutations from Mutant Future, both published by Goblinoid Games. For easier reference, spells are boldfaced and mutations are
italicized. These both appear in parentheses, and have the same ranges, effects, damages, etc. as the original craft or ability (unless otherwise noted). Each power takes
an hour to recharge, unless noted. However, MLs are encouraged to customize items or powers to suit their games. Because comparing the objects would be apples versus radiators, a Caster Level gives the harried ML a relative scale for each item’s potential or strength." This style of rules & play works out quite nicely within the bounds of Mutant Future.  So what sorts of items are we looking at? Well for example there's the Bear Mask which has all kinds of uses as a post apocalyptic shaman or druid's item;"Bear Mask (Caster Level 14)
The Bear Mask is a realistic full-head covering, complete with
fur, eyes, ears, and toothed muzzle. It was part of an animal themed toy line that allowed children to use harmless virtual matter projectors (see dInfinity #6: The Mythos for details on
these devices). The various masks projected or “created” the animal they portrayed, which was controlled by the mask’s AI. A child could study the animals, play with them, or pretend
to be one; for some reason, slug masks were unusually popular. Adults also used larger versions, but more as part of identity/ totem performance or fetish play. The masks generate subliminal light patterns to engage and stimulate certain areas of the wearer’s brain, a refinement of the seizure-causing effect of strobe flashes discovered many
decades earlier. Before the final wars, some Ancient parents used the masks to increase emotional understanding (empathy) in their little sociopaths... err, children. Now, a segment of the Bear Mask’s AI just wants to cause physical and emotional pain, and study subjects’ responses. It does this by corrupting children, allowing their dreams and nightmares to become real for a time (Advanced Phantasmal Monsters). But the Mask
can also protect its child with a powerful force field (Wall of Force). The wearer/Mask relationship is even more complex, beyond the artifact’s warped research. Another part of the AI still responds to instructions and can talk, but only to the child wearing the Mask. And the wearer must be a child: the AI will not work with an adult, nor will it talk to someone not
wearing the Mask. This can lead to diagnoses (accusations) of spirit possession or mental illness, or believing the child has a “sixth sense” of some kind. A very emphatic child can have the Mask reduce pain felt by 2d4 people within 50', if the targets fail to save versus stun
(pain insensitivity). The Mask AI also does this on its own, but to conceal the damage its victims suffer until it is too late for anyone to intervene. To further mess with its victims’ minds, and the minds of those around them, the Mask can warp light waves in a 100' diameter (vision impairment), but allow the child to see through it all (True Seeing). Another favorite
trick of the Mask’s AI is to project large holograms of locations (Veil) taken from either an on board database or a wireless connection to outside image sources. For an additional twist,
the Mask can paralyze up to 25 people and cover them with"

Now according to Skirmisher Publishing;"
This licensed "Mutant Future" sourcebook contains 86 unique superscience artifacts suitable for use in any modern, sci-fi, or post-apocalyptic setting, and range from amulets to buildings. All can easily be adapted for other games, especially those using the d20 system as their basis."  Umm yeah not quite as we shall see.
There are over eighty six of these items and some fantastic items & relics to use in a D20 style game or OSR style games. From bot slayers to the Golden Turnip Machine these are some great relics with some really interesting and solid post apocalyptic wrinkles to them. As an OSR writer I wouldn't touch these items & relics with a barge pole; I read through Quantum Flux: Unique Superscience Artifacts expecting to see the Open Game OGL content label which allowed me to use them for later publication . No such luck at all, in fact what I found was this;"All contents of this publication, regardless of other designation, are copyright
2015 Skirmisher Publishing LLC, all rights reserved."

After a recent court case I'm extremely careful to know where and when to step with regards certain items and relics found in the rpg wild.  Quantum Flux: Unique Superscience Artifacts makes me very nervous.  I can see all kinds of uses for these items in the post apocalyptic wastelands. But this looks to me like a case of the kind of tomfoolery we saw back in the AD&D 3. D20 days of, "we've got the best toy box but you can't touch it." My answer to this is to open up the content for others to use.
That being said I can easily see using this material in all kinds of places in old school or OSR publishing. Publishing's Quantum Flux: Unique Superscience Artifacts gets a four out of five with the caveat that if Skirmisher Publishing wants a five out of five then go back and make all of these wonderful toys 'Open Game Content' so that others can play. One more thing I would do  before purchasing is to wait for Drivethru or Rpgnow to have a sale as they frequently do before purchasing this one.

As always keep those bones rolling.

Wednesday, February 25, 2015

Wisdom from the Wastelands Issue #50: Artifact Quality From Skirmisher Publishing For Your Old School Post Apocalyptic Campaigns

Wisdom From The Wasteland Issue #50 goes into an aspect of post apocalyptic and fantasy gaming that drives folks crazy,the quality of the items that your PC's find. In actuality, this issue is more then merely a simply designed system for artifact and relic quality in both the fantasy and science fantasy realms of Goblinoid Games.
This magazine presents a complete system for the recovery and quality of the relics and items that your party finds. This system can be applied from Labyrinth Lord to Mutant Future. Or any old school system or retroclone that the DM needs
This like all of the Wisdom From The Wasteland issues are top drawer products.

Grab It Right
HERE

Wisdom from the Wastelands Issue # 50 presents a system that covers many types of artifacts and relics, from weapons like primitive fire arms, advanced, powered devices, medical drugs,power sources, explosives, and personal shields.
But this system is perfect for applications  for any rpg where relics can come into play from another era. This system could be applied to a campaign where the quality, make, and style of the relic can make the difference between a top flight weapon to a poorly constructed item like an ogre make fire arm or mutant created primitive weapon.
This is a perfect cinematic system that can be applied across the board in a campaign. From power cells to  whole weapons systems this system covers everything from the most common weapons to medical supplies. And the medical supplies are a welcome bonus to this issue and are very clearly useful for  outfitting adventure  locations such as military bunkers, old underground lairs, military ruins, and more.
This same system could be used for other old school post apocalyptic games such as Mutant Epoch or even Star Ships and Space Men Second Edition. Or other science fictional or fantasy games where the PC's venture into alien and unknown situations that might involve alien yet familiar Earth like world technologies.

Not all of these technologies  might work the same or might even be of shoddy or inferior make perhaps time has had its way with them.
This is one of the best parts of the Wisdom From The Wasteland product line, the modular nature of the plug and play ethos of it for your campaigns. By buying this issue you get an entire secondary system that can give bonuses, pluses, and modifiers to your items in many genres and campaign situations. From one shot adventure locations for a campaign set to fully functioning ware house treasure points no longer will you the DM have to wonder about the quality, conditions, or hands on setting info. for your treasures. This system provides everything you need in one clear cut package.
 And this is exactly where this system perfectly applies itself. Chris Van Deelen and the Skirmisher crew do an excellent and concise job with this system. And its a welcome addition to my table which I can see using well into the future. At a dollar this is a damn fine bargain of simplicity and substance with maximum bang for your old school dollar!
A four out of five in my humble opinion and well worth the time to download for adventures in the wastelands or the fantasy realms! 

Friday, February 13, 2015

The Valley of Stone Thundarr and Fantastic Heroes and Witchery One Shot 'The Thundarr Double Feature' Adventure Part IV

Between the snow storms, work, and everything I've had to cover a ton of ground in the meantime and well we'll pull it together with the next round of this one shot mini campaign.
Part III is up over
HERE

Things have rolled along quite nicely as well. The party of mutant adventurers have needed some back up and they've gotten it. 




Let's see if I can condense what's happening in the last two back to back games. The PC's in the last two weeks ago game dived into a trash compactor and there was water in there. The Mok freaked as Moks are prone to do with water and the party busted out on to level four. And came face to face with the Brain Lasher overlord who was sent in to deal with the party's intrusion into the facility. The party's sorcerer died so that the party could escape as he faced the brain lasher overlord in single mind combat.
This resulted in the party's Mok causing a bit of the structure of the base to drop on the heads of the Brain Lasher overlord and company. He then sealed the deal with a convenient 2 ton piece of machinery he grabbed. 



Meanwhile the same location has been getting a work out in my Stars Without Numbers game as well.
That party of adventurers is of a higher level and is aware of the other party of adventurers, several pieces of forbidden technology has been stored in the vaults of this facility. The majority of this technology has come out the Wisdom of the Wasteland's issue #13.


That's available right over
HERE

And the party found exactly what was going on at the facility, the Greys were snatching people from across space and time from various Alternative Earths, scanning their brain, healing them and putting them in cryo pods for later further brain scans, experimentation, and worse.
The SWN party found a  Brain Lasher Assault squad and their cavemen body guards crawling through the facility's super structure in this past week's game. 
That resulted in a melee and a whole bunch of frag grenade's being thrown in and almost but not quite weakening the whole base to collapse. The party also found a teleporter unit that one of the Grey's had activated before his untimely death. The Brain Lashers it seems have a nearby flying saucer outpost as well concealed within a nearby mountain. 
Brain Lasher 1

The SWN party found the time space gate, sealed it, and destroyed the teleporter unit trapping any remaining brain lashers. The SWN party battled a giant humanoid mutant scorpion thing with mech busting capabilities. They recovered most of the tech that wasn't ruined by the melee and left a resurrection pod for the other party after watching the sorcerer die upon one of the monitors.
The SWN party teleported several items for the other party to find so they could get the cure back to the wizard for the local village back for the plague. The whole reason for them to explore the 'medicine chest' facility in the first place.
The SWN party set off several razor dust grenades to into the facility's air ducts to further deal with any enemies on levels six and seven.
Now the Mutant Future party made their way their way back to level one after recovering an FTL communicator from one of the Brain Lasher bodies in the super structure. They found out about a very interesting little tid bit of information about the Brain Lasher forces. They have a deep space outpost near the moons of Uranus. And after recovering the vaccines and medicine they needed mopped up the last of the goblins and orcs. They communicated this to the other party.
This third game wasn't run by me because of work and the scheduling of stuff. Instead my buddy Peter ran this leg of the mini campaign.


Tim Snider's Free
Thundar The Barbarian 'Master' Sourcebook Released! 


Meanwhile Tim Snider has gone and released a brand new version of his massively awesome 'World of Thundarr' sourcebook which formed the primary backbone of this mini campaign and it includes all of his material up till now.
Did I mention its free?

According to Tim : 
Since releasing the final version of the sourcebook, I've run several Thundarr adventures at conventions throughout the U.S.  None of these games were based on any of the classic episodes and are new adventures written specifically for the events. In fact, some players have called these "missing episodes" of the shows (which is a nice tribute). Whenever I've run one of these new Thundarr adventures, I've posted them here at The Savage AfterWorld for download. There have been three released: Across the Dimensional DivideWarlord of the Sacred Library; and The Wizard's Graveyard.


http://tinyurl.com/lnp53fq

Grab that right over
HERE
I'm intimitaly familiar with these very well done resources. Read all about it above and Tim's done a fantastic job. 

My advice is to grab this resource of Thundarr goodness ASAP.
More OSR Resources From The Mini Campaign 

All of this was done using Fantastic Heroes and Witchery as the base system and it worked out fantastically. You've got to gut and convert the OSR systems above into what's needed but I'm pretty damn happy with the results. Fantastic Heroes and Witchery has been a God sent for me. 


The party of adventurer's patron wizard isn't simply some randomly rolled wizard but a veteran of an interstellar conflict that raged across another Goblinoid Games campaign that I ran years ago.
The Brain Lasher warriors that the party faced are part of a military outpost that was put in place after a conflict raged around outer edges of the solar system and across the stars.
The Oiretophid Wars were a conflict which engulfed thousands of systems and whose effects echo across eternity.
All this comes from Star Ships and Space Men Second Edition.


Available Right Over
HERE


All of this comes back to a stop that the Stars Without Numbers PC's had at Spungo's Bar and Grill from Fish Wife games and a mysterious bar hand who had seen action in a conflict that they had never heard about. But he gave the party equipment, maps, and information all free of charge but why? We'll be find that out in tonight's Stars Without Number game.

Available right over
HERE

Monday, February 2, 2015

'Deeper And Deeper' The Valley of Stone Thundarr and Fantastic Heroes and Witchery One Shot Adventure Part III

        So we picked this week's game from the last time the players and I got together and we packed a ton into last night's game. You can read about that right over HERE, lots took place in ruins tonight. So let's get to it. 


                                                                                           
                                   
   
                We need a proper introduction to last night's adventure encounter! There we are! 

                                          

Bare with me here we had to squeeze a ton of stuff into a very short amount of time last night. The PC's had to deal with a ton of Orcs and goblins carrying heavy stunners. These guys had the higher intelligence mutation via Grey gene splicing and they were nasty but they were no match for a highly motivated band of adventurers and a very pissed off Mok! 
The party burst from the store room and the players rolled really well enabling them to make short and bloody work of the goblins. 

Mok artwork from right over HERE
The power and computer systems had been cut via another disaster from my SWN party who are actually raiding a separate part of the same facility. 
The Greys were on high alert and out came the troops and energy weapons. And they shot at one of the player's barbarian characters. And while only doing one point of damage really pissed off one of my player and her PC!
The following exchange came about as a result
'Wait a second,did that Grey just singe my PC's hair?' " Well yes I believe it did at that." "$%#$ this, that thing is dead meat!" Roll initiative as one of the players barbarians based on this DC character takes down a Grey warrior. 
'No one singe's my hair!' 'Not even my husband'! 


Artwork from right over HERE
All of the commotion and combat resulted in the interference of a patron of the Greys!
And there goes the PC's Sorcerer after encountering tonight special guest star from the back of the Mutant Future rpg rule book, The Brain Lasher & his caveman body guards all the way from Alpha Centuri. You loved them aboard the Star Ship Warden and now their back to ruin your PC's evening.
 


They decided to run like hell after the death of their sorcerer.
They found the secret door and their now off to level four by passing the Brain Lasher and co., little do they realize what awaits them on that level! 
They've made it down to level five after nearly getting their behinds handed to them by a Grey assault squad. We've had to call it a night because one of our players is an EMT and had work last night. He got called in for an early shift because of the snow heading our way. . Greys in tonight's game were based on these guys. 

They've decided to dive into a giant trash compactor ala the classic 'Star Wars' manuever and we had to 'call' because of the weather. But they did manage to get a minor artifact and had to drop the major one that they recovered.

Tim Snider's excellent free Thundarr Sourcebook for Mutant Future
The World of Thundarr the Barbarian for Mutant Future
Available right over
HERE 
Free
Source Material and Roots of Tonight's Game

Thank God for the Fantastic Heroes and Witchery rpg system. The game has been a great little set of OSR retroclone goodness. With the backdrop of the war of chaos bit raging in the background I was able to pull bits and pieces from older campaigns including the party having tangled with Brain Lasher's on Carcosa a couple of years ago. Theses clutch of monsters have a heavy vendetta on the party of adventurers. I pulled very heavily from my Mutant Future back of trick in tonight's game including that special guest appearance. You can find out more right over
HERE

The party was really down on food as well this allowed me to pull from this little list of goodies from Fish Wife games. 
After all Moks pack a ton of food away.


Grab this one right over HERE 

But there have been other incidents of the players and PC's running across the Greys and their Brain Lasher patrons. Tim Snider had a nice little encounter with this bastards worked up in his 'One Year In The Savage Afterworld in which the PC's in a Mutant Future/Labryth Lord mash up ran into a Grey outpost in a hanger.


Grab This Right Over HERE

So what the hell are the PC's after? Some very high tech medical artifacts from this supposedly abandoned medical facility. All of which were provided by Skirmisher Publishing's Wisdom From The Wasteland's Issue #13 Medical Devices. Available Right Over HERE

More coming up next week!
Stay Tuned Folks!
Lords of Light what a game! 

Thursday, January 22, 2015

Wisdom from the Wastelands Issue #49: Unique Superscience Artifacts V From Skirmisher Publishing For Your Old School Post Apocalyptic and Old School Campaigns



Here's a powerful set of super science artifacts and relics of high weirdness for your campaign's  the post apocalyptic wastelands. This issue goes into a whole host of incredible relics that can change the pace and ramp up the amount of trouble that comes a party of adventurer's way.

Wisdom from the Wastelands Issue #49: Unique Superscience 
Artifacts V

Grab It Right
HERE

There are eight major artifacts here that cover an entire range of subjects with mini backgrounds and setting notes for each relic. These artifacts could be mini campaign events into themselves and the Skirmisher crew knows how to create a whole range of weirdness for your wasteland with story and adventure elements for an entire campaign's worth of adventures. The writing here is solid and well done, the ideas original and well thought out. The opportunities and adventure hooks abound if you know where to look and there's plenty of them if you know where to look in the entries.
According to the Skirmisher blurb: 
It contains eight potent items suitable for use in many different sorts of modern, sci-fi, and post-apocalyptic games, including the Ice Fountain, Master Remote, Bear Mask, Big Al's Horn, Cat Mask, Chef Cube, Crown of Ultimate Power, and Dome of Fire — and all for just $0.99!?And their not kidding. Use these artifacts in your post apocalyptic campaign very carefully.
These are artifacts of power that can shift the entire balance of a campaign or mutant kingdom. These things can move entire communities and populations. The artifacts mark the Ancients as gods and madmen who were toying with power beyond the pale of convention. These things can and will mark a PC with their use and passing. Make no mistake the power here is frightening on a number of levels for communities no better off in some cases then cavemen.
The artifacts are a diverse lot as well. There's no Mark twenty four blasters here, instead we get a full range of artifacts from the interesting to the subtle all in one nice bite sized little nugget of high octane post apocalyptic bit of Skirmisher publisher goodness. Grab this one and roll in into the back drop of your Mutant Future or old school post apocalyptic campaigns. 

Wednesday, January 21, 2015

'Welcome To The Underground Hell Barbarian!' The Valley of Stone Thundarr and Fantastic Heroes and Witchery One Shot Adventure Part II

The PC's let the androids pass and the sleeper awoke, he was a former worker at the facility. He talked about the 'Medicine Chest' being invaded by beings from beyond darkness. He went into full panic mode when he saw party's Mok. He babbled about the treasures in the parking garage and the fancy sports car he always wanted. The PC's were curious about this fabulous lair of metal beasts in the parking facility, so up a level they went. They stunned 'The sleeper' and left him behind tied up in a storage room. 


In tonight's game the PC's thief managed to access the pass codes for the underground  parking level of the facility. Details about last week's game  right over HERE
The cars were far too tempting of a target and they've decided to do a bit of looting for some loose artifacts.
They turned up quite a few odds and ends thanks to Fish Wife Games little loot list for cars right HERE

File:San Mateo Station 3120 12.JPG

All those beautiful pre holocaust vehicles! So tempting and each worth a small fortune to the right collector or wizard of such trinkets. And they stumbled right into the nest of some Chatterers! These nasty mutant insects are bogging down the party with numbers as a swarm of these things comes from under cars, from vents, and even cracks in the wall!
File:Orange Gemballa Avalanche (Porsche 997) with black rims in the Kempinski Hotel Kurfuerstendamm underground parking garage.jpg
Oh the PC's are not  happy at all with this development and there seems to almost be a dark malignant intelligence behind the appearance of these armored horrors! Details right over HERE

The rage of a Mok unleashed! The party's Mok cohort managed to break open a wall and get the party to safety.

Original Deviant Art piece right
HERE

The party now finds themselves in a vast catacomber and tunnel system cut into the solid stone. A sinister feeling hangs in the air and the party is very shaken.
File:Anti walls breath in the underground bunker of NATO.jpg

Their thief is in a bit of a bad way but with their sorcerer's heals up a bit with a taste of magic. And that's when they see those nasty red eyes gleaming in the darkness.
Mutated Goblins!

For now the party decided very wisely to wait and watch, something rather extraordinary was revealed about the goblins. They were highly intelligent and armed with energy weapons. The party at the moment is on level two of the seventh level facility. They're hold up in a rather tight storage room and keeping rather quiet at the moment. At least until the Mok decided to attack! Bursting through the door he plowed into the ranks of goblins and caused all kinds of mayhem in their ranks.




The PC's back him up with a couple of well placed laser shots and then reinforcements arrived for the goblins in the form of orcs! The PC's are in trouble but its going to have to wait till next week!
The stumbled across a few minor finds and one major artifact in the storage room.
Tim Snider's excellent free Thundarr Sourcebook for Mutant Future
The World of Thundarr the Barbarian for Mutant Future
Available right over
HERE 
Free
Source Material In Tonight's Game.
For tonight's game Fantastic Heroes and Witchery worked out quite well. The system handles both fantasy and the science fantasy aspects pretty damn well. I did pay close attention to some of the more esoteric aspects of the combat and other options that this game brings to the table.

The myriad of abandon vehicles and their contents came from Dave Woodrum's Abandoned Parking Lot: Lot A pdf which was a perfect visual as well as loot table. Available right over HERE  
The reason why I used Abandoned Parking Lot A was the visual reference  as well as the random table found within. The party spent a ton of time going over the various cars and trucks. The element of the Chatterers was something they weren't expecting. 
According to the rpgnow blurb: 

The parking lots of the post apocalypse is littered with an assortment of abandoned vehicles. All of these hunks of metal are waiting for the characters to exploit, loot, and possibly even drive off in. Though the Game Master and the players might have a few ideas of what sort of vehicles they would love to find, the parking lots of the urban wastes are random with their offerings. Some cars and trucks are worthy finds, others are semi-useless hunks of crap. Some of the interior contents of these vehicles offer the characters much needed supplies and treasure while some contents lack in anything desirable. Just like the parking lots of our current times, you are never likely to know what you'll find until you snoop about a bit.

For tonight's super science artifacts of which they found only one, these came from the new issue of Wisdom From The Wasteland # 49. 

I'd read over this issue's contents and you need to very carefully go over the artifacts with care. These items can quickly overwhelm a game with a bit too much punch for inexperienced parties. 



According to the Drivethrurpg blurb: 
Skirmisher has released "Wisdom from the Wastelands Issue #49: Unique Superscience Artifacts V"! It contains eight potent items suitable for use in many different sorts of modern, sci-fi, and post-apocalyptic games, including the Ice Fountain, Master Remote, Bear Mask, Big Al's Horn, Cat Mask, Chef Cube, Crown of Ultimate Power, and Dome of Fire — and all for just $0.99! 

                                                        Check it out  
More coming up next week!