Wednesday, January 17, 2024

Airstrike In the Red Desert! - Warriors of the Red Planet/ Hyperborea rpg Session Report Five

 Tonight's session picks right up here on the blog. We called in an air strike on on position from Thark mercenaries & even though it got really expensive we were able to get rid of a third of the cannibal warriors! 





















We lost a third of our pay due to the air strikes but were able to get a third or more of the cannibals out of our escape route. The Tharks used repurposed red men skyships that had been modified for thier frames. 
We've been hunkered down in the outpost since last game session and we've been dealing hand to sword damage to the enemy while conserving ammo. Things have been interesting with our guys dealing with the cannibal low sea landers. They are highly disorganized but fight like undead horrors. Finally after two hours of combat and bombing the battle zone was very quiet. 
And we saw our opportunity! Our wizard cast a smoke spell and provided our vehicles cover. We moved across the battle field while our scouts brought up the rear telepathically doing obersvation on our rears. 
After several hours of game time we got back onto the main trade routes and radioed back to the Tharks thanking them and giving our employer's frequencies so that they can get paid. 
We ran across an ancient lich's litter and caravan while we got back onto the main route. This was only a pass and we telepathically greeted the caravan warning them of the cannibals. 
But we were far behind schedule and we've got to take another riskier route to make up for lost time. This means being exposed to Green Martian barbarians and raiders. But it's risk we're willing to take! Here's where we ended tonight's session! 

Tuesday, January 16, 2024

Review & Commentary On Quantum Dark: Alien Companion By Robert Garitta From Stellagama Publishing For The Quantum Dark Rpg

 "They’re here. They are hostile. They hide in dark places working their bizarre plans or fly above with impunity."



The invasion came. No one noticed. This is the harvesting or the occupation or the culling. Accounts differ.
The governments of our world are either in denial or engaged in a massive conspiracy to suppress the truth.

Humans will fight back, being human. Any resistance will be isolated at first, full of odd allies and harsh decisions. However, resistance is the only alternative.

This companion is intended to bring in particularly horrific Gray Aliens, UFOs, and Alien Hybrids into your Quantum Dark game, (or any Quantum Engine game)" 

Quantum Dark: Alien Companion By Robert Garitta is the latest from Stellagama Publishing For The Quantum Dark Rpg. This supplement crams in everything that a DM is going to need to add The Greys into thier Quantum Dark game. Or any 2d6 Quantym Engine game. 
So what does the 
Quantum Dark: Alien Companion have within?! You've got 2 types of Greys including the Tall Greys and thier psionics. An overview of thier saucers including 2 types of Grey saucers. 
An overview of Grey technologies from examination tables to full on weaponry. Then we dive into weaponry and even the abduction process! And the full overview of  minions from Mantis people to Greyhybrids to the frighteningly dangerous mutates. And we even get a Grey cult ready to go! Then there's Cryptids and finally the alien agenda. 
Everything within the 
Quantum Dark: Alien Companion By Robert Garitta is compact, concise, and ready to be played! There's plenty of this material to add the Greys full bore to a Quantum Dark or other 2d6 Cepheus Engine game without any  fuss.
Quantum Dark itself is an excellent fast play 2d6 rpg which dips deeply into the horror genre for it style of play. And the PC's sheet will quite literally fit onto a business card. This makes the game easy to use as total of twenty nine pages. 


























Quantum Dark has a full gamit of 2d6 systems distilled down to it's essence allowing horror rpging easily and without twenty different supplement or adventure books. 

Sunday, January 14, 2024

Review & Commentary On The Village of Greenhaven By Ryan David For Your Old School Campaigns

 "The Village of Greenhaven provides a complete forest town, including locations, landmarks, shops, NPCs, Random Tables, and Potential Encounters!"



 

"Designed to be system agnostic so that you can skin this "Pop-In Principle" to your world, Greenhaven is ready to be the centerpiece of your next Campaign!"

Tonight I was listening to Inappropriate Characters with Venger Satanis, Rpg Pundit, and Ryan David. And Ryan David was talking about  his system agoinstic supplement The Village of Greenhaven. 
Now I've been looking for a slightly Eurocentric village to use for Wretched Country second edition & Greenhaven fits the bill. This is a quant little village that can be dropped into any existing campaign. Greenhaven itself has a population of 100 and for a Wild West settlement it's quite a big one. And there's more then a little bit of the air of the supernatural about the town;"
Greenhaven is a quaint village nestled between rolling hills and dense forests. The air is fresh, and the aroma of pine trees fills the surroundings. The village is surrounded by a sturdy wooden palisade, and a narrow dirt road leads through the entrance gate. The villagers are known for their hospitality and strong sense of community" Greenhaven is well written, the layout is very well done and I really like the artwork. Because it's sorta of got a European feel to it, I've decided to go with Texas as a drop in point and this is the beauty of Greenhaven. This village could be just about anywhere and it's system agnostic. The village is very well stocked and well funded so for our games it's gonna be just off of some of the main stagecoach routes. 
Greenhaven feels like a supernatural refuge and home base village for PC's. There are secrets and general smaller village NPCs as well as certain villagers who could be retired adventurers. 
There a wide array of shops and business within Greenhaven. And these are well thought out and done with full blown descriptions of NPC's. You as the DM are going to have to provide the stats for these NPC's. 
For Wretched Country second edition Greenhaven is an island of stability amid a world of horror, depravity, and violence. And for us it's going to a supernatural refuge. A place where those who are touched by the supernatural can find a bit acceptance and peace at least for a while in the Wild West. 








































 Greenhaven is a town with secrets and twists to it's inhabitants and author does a good job of instilling these into the NPC's and background of the place. There's zero reason why Greenhaven couldn't easily be used with classic OD&D, B/X, or Advanced Dungeons and Dragons first edition. The material here is very flexible and well done. And with a price that works out too two dollars this is a real steal folks. Grab this one befor the author starts using common sense and jacks up the price. Not that he would but because this adventure location is very much worth the price of admission. 

Saturday, January 13, 2024

OSR Commentary On House of the Rising Sun (Arduin Grimoire volume 6) By David A. Hargrave For The Arduin Grimoire series & Your Old School Campaigns


Alright so it's another snowy night here in Connecticut and once again our game has been cancelled due to high winds. Which means that I find myself reaching for one of my favorite alternative old school original Dungeons & Dragons or AD&D first edition supplement series. House of the Rising Sun was published in Eighty Six. 




 In addition to the usual collection of new monsters, spells and magik items, “House of the Rising Sun” provides rare insights into the Arduin campaign setting with presentations covering:

* Background information on many of Arduin’s Noble Houses and Landed Siege Lords

* An in-depth look at the hierarchy, organization and activities of Arduin’s many Street Gangs

* A detailed review of the Beggars Guild and guidelines for the new Beggar character class

* An expose of Arduin’s infamous Assassins Guild, their unique weapons and deadly poisons

* A wide variety of culinary delights including unique appetizers, odd entrées and bizarre beverages

* Medical Wonders to cure numerous ills and maladies

* Unique Arduinian Pets and natural denizens of the wilds

* Legendary Gems and Jewels, magikal artifacts and mythical musical instruments

* A review of the “Elder Gods” – gone but not forgotten religions

* “Dragon Magiks” and a whole lot more!

Please note that all Classic Arduin products were written by David A. Hargrave in the 1970’s and 1980’s and are presented here in their original unchanged format.


 Let's talk about House of the Rising Sun in a  deeper context and talk about the fact that this little supplement from Eighty Six reveals far more on Arduin’s Noble Houses and Landed Siege Lords. These folks are the royals as well as the movers & shakers on Arduin. Back in Eighty Seven our own party of adventurers ran afoul of two of these wankers. And they slapped us in irons and traded us as slaves to one of the Orc tribes. 
Needless to say that we escaped as soon as possible and then got deeply invovled with the thieves guilds and street gangs of Arduin. This led our campaign to go deep into the underworld and criminal elements of Arduin. And this is where the article on the street gangs of Arduin was crutal to my uncle's campaign. 
And we also got different assignments from the Begger's Guild & we had two of these scum in our party. The Begger's guild is deeply tied into the Asassins Guild of Arduin. And so House of the Rising Sun was key to my uncle's campaign 
One of our adventures revovlved around an exotic monster produced ingrediant for a libation of a certain noble. And I believe my uncle was inspired by the meals and bizarre beverages of Arduin. 

And this led to our getting involved with procuring medical ingrediant for some of the potions and poluctices on Arduin especially to the healers of the begger's guild. Yes the begger's guild has it's own doctors and healers. 
And we eventually had to flee one of the Arduin kingdoms because of the crime we never committed. We then got involved with the Bardic Lord of Song who was looking for one of the legendary musical instruments covered in the article of Legendary Gems & Jewels plus magical items. And this led to our involvement with one of the temples of the Elder Gods of Arduins which was covered in the next article. Round this out with our brush with Dragon magick and you pretty much have the entire ark of part of my uncle's campaign.

  House of the Rising Sun (Arduin Grimoire volume 6) By David A. Hargrave  is incredibly useful because Hargrave made all of his articles modular. Sure the DM could use all of some articles for thier own campaigns. And then disregard the next article but most of the Arduin Grimoire supplements were brillant because of the breath and depth of information they give on Arduin. 

Friday, January 12, 2024

OSR Review & Commentary On Children of the Wolf (Cardstock Characters™) With Artwork By Bob Greyvenstein For Any Rpg Campaign

 " Shapeshift, howl at the moon, and run with the pack!

This beautiful set of highly-detailed cardstock miniatures by renowned fantasy artist Bob Greyvenstein contains 10 unique figures, variants for four of them, and horizontally-flopped versions of all of them to provide additional variety (for a total of 28 different miniatures), as well as corresponding tokens for use online and with virtual tabletops. All of the miniatures are provided in two sizes, standard c. 28-30 mm scale and large 54 mm scale (2"). " 


This set includes: 

● Three powerful-looking Werewolves (one with a weapon-carrying variant); 

● Four different Wolves (some more-or-less monstrous than the others); 

● Three wolf-hooded people, in both armed and unarmed versions (which can be used variously as berserkers, Ulfhednar, cultists, or Human forms of the Werewolves); and, 

● A ZIP folder with 40 tokens (10 different images in four colors each). 

These miniatures are suitable for use with any fantasy, horror, modern, or science fiction roleplaying games or wargames. We hope you love them! " 

Children of the Wolf (Cardstock Characters™) With Artwork By Bob Greyvenstein is one of those rpg products I didn't know I needed. Published by Skirmisher Games, Childen of the Wolf has eleven pages of paper mini's that are perfectly aimed at any OSR or even horror game such as Werewolf The Apocalpyse. There's just enough figures  here to keep things interesting with three powerful half wolf/half human werewolves, there are also four different wolve forms and this allows the players or the DM to mix and match the wolve forms as they want. 
The artwork is quite nice by 
Bob Greyvenstein on the figures and these guys are perfect for a D&D style game or a horror themed game.  One where Werewolve PC and NPC take centerstage. And hence where these figures can shine! 

Because of the variety of material at use here the three wolf-hooded people, in both armed and unarmed versions (which can be used variously as berserkers, Ulfhednar, cultists, or Human forms of the Werewolves) could be important NPC's or stand in's for PC's. The artwork here is solidly done.
For the world's most popular fantasy game these werewolves make excellent cultists for some Chaotic wolf god or other horror. I would not want to have these figures on my PC's tail. Given the amount of Lovecraftian cults and other horror seen in both OSR & D&D style games Children of the Wolf (Cardstock Characters™)  is a worth investiment for a DM whose in need for low cost alternatives to miniatures whose prices  do seem to be skyrocketing ever upward. 

Thursday, January 11, 2024

OSR Review & Commentary On Henchmen Sing the Blues By Michael L Staus For Wretched Vigilantes Campaign Settting For The Wretched Rpg

 " Bad guys always lose, heroes never win, and Henchmen? Henchmen sing the blues. Explore the past, present and future of Hammettville and discover the entire secret history of the Wretched Vigilantes. Featuring five new adventures, dozens of new and revised NPCs, new organizations, four new songs by Elvis Presley and the return of the Dyslexic Duo. Everything you think you know about Hammettville and the Warden Foundation is a lie, find out the truth and discover why Henchmen Sing the Blues (234 pages)." 



 
Henchmen Sing the Blues By Michael L Staus ends the trilogy that started with Wretched Vigilantes then went to Bad Guys Never Win and ends with Henchmen Sing The Blues. This book adds so much to the Wretched Vigilantes Hammetville campaign setting from new NPC's, factions, advesaries, expanded campaign setting info, and expanded timeline which takes into account the future of 2049. And it's this timeline that runs from the Eighties to 2049 that is central to the heart of Hammetville as a campaign scene. 
Much like many of the Lamentations of the Flame Princess rpg adventures the Wretched Rpg has improved by it's setting books, adventures, and supplement books. And 
Henchmen Sing The Blues is no exception because it brings down a boat load of new material. The artwork is A.I artwork but it most certainly fits the material in spades. And if your into super hero rpg's then Wretched Vigilantes fits that sweet spot between The Boys And the comic book series Marshal Law. The material here is gritty, dark, and funny in a weird sorta of way. Hammetville is changing and not always for the better. The heroes have gone bad and the PC's have to take them down in Wretched Vigilantes and the whys, wherefores, etc. that were talked about within 
Bad Guys Never Win get's even more heinous. As the lies start to drop away one by one. 


And this goes right back into the fact that the major NPC's,villains, super spies, etc. of  Bad Guys Never Win get thier due within Henchmen Sing The Blues. The adventures revolve around the exposure of the lies of the Warden foundation. We get some solid tie ins to Aviladad from Wretched New Flesh second edition. And the whole scene of supers changes as the PC's are put in the middle of a great campaign that has the potential for long haul campaigning. Seriously these book brim with possibilities. ML Straus has done a great job presenting a very troubled world of super humans. 
All of this goes deeply back into material presented with Wretched Vigilantes and there are lots of call backs through out Henchmen Sing The Blues. This maybe one of the best books that we've seen to come out of the Red Room. The layout is well done, the writing is on point, and these are fun books with some good plays on the stereotypes we've come to expect from super heroes and the genre. There are plenty of tie ins for much darker material from The Red Room. Adventure elements such as the Beyond are lurking in the background and there's lots of room for horror, supernatural, or other Red Room material. All in all I'm pretty satisfied with Henchmen Sing The Blues and hope the author continues the series. This is a very good Red Room and Wretched rpg setting and hope to see more material set within this universe. 

Wednesday, January 10, 2024

Review & Commentary On Subsector Sourcebook: Adroanzi By John Watts For The Earth Sector & Clement Sector Rpg's

 "Named for a group of nature and guardian spirits in Lugbara mythology, Adroanzi is the only fully settled subsector in Earth Sector which has no colonies founded by one of the nation-states of Earth. The subsector is considered by most in Earth Sector to be the beginning of the frontier when heading into Fjarron Sector, Sacrament Sector, or Ophelia Sector. Adroanzi is home to a single multi-system interstellar polity, the Antiochian Union. The worlds, banding together to stave off a perceived threat from Earth’s nations, are the only worlds in Earth Sector which have populations that are majority uplift or altrant. The worlds of Adroanzi were mainly founded by mining concerns as well as those looking to escape Earth for one reason or another. The populations of these worlds are quite low with some worlds in other subsectors, indeed some cities, having a larger population than the entirety of Adroanzi Subsector"


One thing I've learned as an Earth Sector or  Clement Sector DM is that one can never truly have enough subsector books for the Cepheus Engine powered 2d6 setting. And Subsector Sourcebook: Adroanzi By John Watts is a highly independant subsector book in Space Western style 2d6 Science Fiction game. We've talked about the Space Western theme that runs right through the Earth & Clement sector rpg's. But  Subsector Sourcebook: Adroanzi By John Watt takes it that extra light year or three because these are literally worlds founded on the edge of the black. This time these worlds are highly independant and sparsely populated. This isn't to say that the  : Adroanzi subsector isn't interesting! Far from it. 
These are folks who value thier independence from Earth and are more then willing to fight against the nation states of Earth. These are the Earth's opposition and there's plenty of room to make money, lay claim, and carve out an empire under the noses of the corporate overlords of Earth.  
Given the ratio of uplifted animal & alterants populations of this subsector vs the Earthlings out here the thought of being entirely independant from Earth makes a lot of sense. There's a lot of history between Earth and this subsector. 
And there's a sense reading through John Watt's writing that there's a lot of water under the bridge between Earth & the Adroanzi systems. John Watt's writing is on point here and there's plenty of adventure opportunities for a group of like minded adventurers with a star ship and subsector to exploit. 
The history, layout, font style are all on point and up to Independence Games standards. And the  Subsector Sourcebook: Adroanzi By John Watt does a great time of creating a solid & highly dangerous sourcebook that feeds directly into the quality of Independence Games materials. Do yourselves a favor and grab a copy of  Subsector Sourcebook: Adroanzi By John Watts. 

Tuesday, January 9, 2024

Diving into the Arduin Underworld - OSR Commentary On Winds of Chance (Arduin Grimoire volume 8) By David A. Hargrave

 " Once again, Dave Hargrave presents a wealth of information concerning the Arduin campaign setting including the Gods of Arduin, overviews of 67 major/minor religions and detailed descriptions of the “Tri-Moon Cults”, “Brotherhood of Blood” and the “Church of HIM”!"



"Also featured are detailed biographies of Arduin’s most famous and notorious personalities including members of the infamous Black Lotus Society, Thieves & Assassins Guilds, Arduin Nobles and Major Siege Lords, Dream Weavers (a new player class) , notable personalities from the Arduin II campaign and famous Player Characters!" 

I've written about Winds of Chance (Arduin Grimoire volume 8) By David A. Hargrave before on this blog. Winds of Change is one of the most critical books on the  Arduin campaign. Why? Because of the fact that we  detailed biographies of Arduin’s most famous and notorious personalities including members of the infamous Black Lotus Society, Thieves & Assassins Guilds, Arduin Nobles and Major Siege Lords. We also we get the low down on the illegal drugs of Arduin which have ties to all of the major criminal organization described. 
We also get the low down on 'real world animals' and poisons of that these animals use. These poisons also have implications to 
These guilds and powers are intimitately connected to the royal families &  royals of Arduin. All of the above twist into the Black Lotus society & this secret organization is threaded throughout Arduin society. The point of religion which is central to the Arduin campaign setting & we get a very good overview of the gods. Religion is central to these power structures on Arduin. 
We also get two cults  on the cult of Him and 'The Brotherhood of Blood'. And the latter cult is infact one of the most dangerous and unquiet armies of undeath on Arduin. The Brotherhood of Blood is a part of the goddess of Lyrra (goddess of undeath, destruction, blood,etc.). And this cult is one of the most dangerous on Arduin! It's a soul destroying, town devouring, horror that is on the move on Arduin. The Brotherhood of Blood is also outlawed everywhere on Arduin. And yet this cult seems to be growing according to the article in 'Winds of Change'
Then we get new magic items, ritual magic, spells, & the Dreamweaver class. But the real focus of 'Winds of Change' seems to be how the underworld and criminal elments of Arduins ties together. 
And it's the lesser elements of the thieves guild and organizations that PC's are going to interact with. Arduin seems to be a campaign world where all levels of society interact with each other but the social fabric really involves the PC's social standing very much. 
Arduin seems to be a campaign world where adventure elements fold into each other. Taken as a whole this makes Arduin a very rich and well rounded campaign setting from the ground up. 

Monday, January 8, 2024

OSR Commentary On Maximum Mayhem Dungeons #8: Funhouse of the Puppet Jester By Mark Taormino Kickstarter Coming Up

 "This adventure is about a Magic-User who had a mid-life crisis at the age of forty-sevens and decided to pursue his life long dream of being a Court Jester doing funny routines with puppets! There's only one little problem... Nobody thought he was funny and countless villages, hamlets and cities run him and his disgusting "comedy act" out of town. Living in the wilds as an outcast and growing madder as the days turned to months and months to years he finally found his audience, a tribe of goblins who saw him as hilarious and elected him their new leader. Together with the goblins he enchanted an old castle and turned it into his "fun house" dungeon with nightly puppet shows only for those brave enough to enter and defeat all challenges for the riches within!" 




















Maximum Mayhem Dungeons #8: Funhouse of the Puppet Jester By Mark Taormino is going to be coming up here. And knowing Mark's adventure modules as I do this is going to be a great one. And this module is perfect for our Tainted Greyhawk setting. DM Steve is really excited for Mark's latest Kickstarter. The following is all speculation & commentary based on Dark Wizard Games past modules. 
The Court Jester seems almost like a Ravenloft Dark Lord in some horror respects & aspects. It's the adaptability of Mark's modules that plugs into AD&D first edition and other OSR rpg systems that makes them excellent. For Greyhawk the Court Jester's dungeon & facilities are perfect right before the wilderness really begins. And it would fit just outside of the capital and between the wilderness. 
Running 
Maximum Mayhem Dungeons #8: Funhouse of the Puppet Jester is gonna be a snap with Castles & Crusades. The stat blocks, expanded encounters, etc are all going to be perfect for levels five to ten. In terms of Castles & Crusades this puts MMD#8 right in the mid level for PC's. 

Plot and encounter wise Dark Wizard Games modules have definitively lethal element to them. And this isn't a bad thing with challenging encounters for even the most jaded of players. Mark's modules also can turn dangerous with innocent seeming encounters and this is also going to happen in Maximum Mayhem Dungeons #8: Funhouse of the Puppet Jester. And this lends to the fact that we can place the Funhouse of the Puppet Jester and it's environs literally into your own OSR  campaign setting with little issue. So we're really looking forward to Maximum Mayhem Dungeons #8: Funhouse of the Puppet Jester By Mark Taormino Kickstarter Coming Up! 





Saturday, January 6, 2024

Review & Commentary On GMA2: They Devour By Andy Castillo Jr For 1edition, 2nd edition, & OSRIC RPG

 "An ancient evil and its zombie horde attacks the city of Genepa. Hundreds fall and the survivors retreat behind her walls. In their distress, the city council summon the heroes and charges them with a desperate mission to recover the Book of The Unholy. With it, the Temple of Azrael hopes to learn how to disperse the undead which are acting with unusual cohesiveness and cunning. The party must locate the fabled Temple of Corruption and bring the book back to Genepa before the city gates fail and the zombie horde forces its way in. You must hurry! Time is short" 






















GMA2: They Devour By Andy Castillo Jr is another of those titles by Celestial Skunk Work that has been on my radar for a long time. Last time I was lurking around thier website I pulled the trigger on the pdf and grabbed GMA2. Boy I'm glad I did. This title picks right up from where GMA1 left off. 
GMA2: They Devour By Andy Castillo Jr puts the PC's right into the center of a plague and an undead horde of zombies on the rampage. The PC's are on a quest for the Book of The Unholy and the party must locate the fabled Temple of Corruption. And are employed by the city council to track this horrid book with all expectancy. Plus the party must deal with the undead's intelligence and unholy cunning. And 
GMA2: They Devour  is a full on mini campaign with tricks, traps, and really solid encounters. The writing by Andy Castillo Jr. is on point here and the layout is excellent with fonts being very good with all of the goodness we've come to expect from Celestial Skunkworks. 
Events, encounters, and adventure elements move quickly through GMA2 with the stakes being very high. Even though this adventure is for OSRIC it would make an excellent adventure for Castles & Crusades. The material here is solid and engaging and could easily be adapted into Greyhawk with minimal fuss. 




















 The necromancer from GMA1 is a highly dangerous NPC and the party could have a rough time of it. While GMA2 could easily be run on it's own. I highly recommend running GMA1 & GMA2 back to back as a linked OSR campaign. The adventure material lends itself to a full blown campaign. 
GMA2: They Devour By Andy Castillo Jr has all of the hallmarks of a great campaign because it combines wilderness, some urban, and lots of dungeon crawling all in one package. The adventure material of GMA2 is easily adapted into Castles & Crusades, OSRIC or even the  Hyperborea Rpg.  For Hyperborea GMA1 & 2 need to be set within thier own Hyperborean realm. This is easier said then done. The campaign material, maps, etc. all come with this fantastic module. The adventure elements are going to shift to AD&D 2nd edition style to a whole cloth Sword & Sorcery module. 

GMA2: They Devour By Andy Castillo Jr has all of the markings of an excellent module because it hits all of the OSR elements with everything in place for a long haul campaign. GMA2 packs a Hell of a lot into one hundred and six pages. 

Cha'alt Raiders In Scorpion Canyon! - Cha'alt, Wretched Country 2nd Edition, and Gunslinger Rpg By Nightowl Workshop Session Report

 So we got together and decided to continue our Wretched Country 2nd edition and Gunslinger rpg game mini campaign. So getting together last night with friends we got a chance to take the Gunslinger rules set for a spin out in Hellstone Arazona. The locals have been having a problem with monsters from someplace else. That some place happened to be Cha'alt. We had a full posse of six guns in our party but we needed more! 

We grabbed our horses and headed out after grabbing Dr.Justice (our engineer), Three Feather the shaman & two Indian brave scouts. And then began the task of rounding up the critter. First had too track the damn thing through Scorpion Canyon. 
And this is where things go complete off the rails. We weren't expecting an ambush! A whole ton of Cha'alt bandits ambushed us in the canyon. 
Laser fire and blaster fire rained down on our PC's!  And we lost one of our braves to the hot death from our other wordly foes! 


The other brave 'White Feather' swore vengenece and crawled along the outer wall of the canyon with knife in hand. He made it too the bandits camp but a bad roll got him captured! The bandits on the other hand were breaking out hover skifts and were actually slavers as White Feather found a family of homesteaders in cages at the camp. He broke out and took a blaster along with the ammo pack after watching the bandit reload his. Don't forget that Venger's got his own Kickstarter on for 'How To Design Worlds Like a Fucking Boss' over here. 

































The rest of the posse had brought a few sticks of dynamite and threw a couple devestating the bandits.Things went from bad to worse when one of the sticks hit an energy cell that the bandits were going to be using against our guys. However a fumble on my part and this blew one of the heavy weapons to kingdom come. The explosion also drew the attention of the dark wizard Ikkon The Purple Destroyer. The dinosaur that they originally were tracking was a warbeast that had been brought over to do a bit of destruction. The bandits retreated back to thier camp. 
And this is where our engineer brought out his patented 'Phasic detector' to look for an 'otherworldly doorway in the ether'. And he got a solid reading on a possible doorway pointing towards the other end of Scorpion Canyon. We got bush wacked by two other bandits armed with heavier weapons. Three more sticks of dynamite took care of that problem!  And now we're outta of dynamite! And of course this is where the dark wizard shows up and that's where we ended! 

Friday, January 5, 2024

Ambush & Attack in the Red Desert! - Warriors of the Red Planet/ Hyperborea rpg Session Report Four

 We sent two scouts out as we hunkered down and began to conserve ammo as the cannibal's pirate fleet and then we brought out two boozka style weapons. The big problem? We didn't have a ton of ammo for this weapon. This session picks right up from here on the blog. 





















Meanwhile our scouts had to sneak and pick off any enemies who got into thier way. They one had two battles that were quickly resolved and then found the trade outpost in the dead sea ruins we were looking for. So the next thing we had to do was to take out the small pirate fleet with distractions allowing our caravan to quietly escape! We kept the largest of our caravan vehicles and let the others go while providing several ammo and oil explosions. We waited for the larger ships to come into view and then made the dice rolls. 




















These guys were fanatics and even after losing a major destroyer they kept coming! We provided distraction as the other vehicles made it too the outpost. And this outpost had a cache of replacement, equipment, ammo, etc. for the caravan which was another assignment often given on Mars. The scouts made it too the outpost and then got the gates opened. The other cannibals must have realized what they were doing and regroupped to swarm. And the scouts attacked with the heavier weapons and missed! Damn it! A fumble on the dice rolls made things sketchy! The scouts had to provide cover fire for the vehicles while we made our way through a back door trail that the scouts had telepathied back to us. We transferred cargo to the other vehicles and made our way to the outpost and hunkerred down again. Now we've got to radio for support from Thark mercenaries. 

We lost two vehicles and support crew to the cannibals, and these things are not at all reasonable. They attack like undead but die when hit by gun fire. 

Wednesday, January 3, 2024

Review & Application of Tainted Conception By Silvia Clemente For The Wretched New Flesh Postcards From Aviladad Rpg

 "A Holiday season-themed scenario for Wretched New Flesh – which could work in any other near future setting – taking place in a biotech corporation’s Christmas party (yeah, very original, we know)." 


"In this one-shot adventure for Wretched New Flesh the players will take on the role of guests at the Nakatomi Genetics Inc Christmas party. The party takes place at the corporation headquarters, the Nakatomi Towers and will be suddenly interrupted by a group of terrorists... any similarity with that film you are thinking of is not a mere coincidence."

If your looking for something weird, slightly off kilter, and with slant towards the weird holiday adventure then Tainted Conception By Silvia Clemente might be right up your OSR rpg alleyway. Terrorists have invaded a high end Christmas party in Aviladad at the Nakatomi Genetics Inc building. Stop me if you've heard this one before. Because while Tainted Conception is a love letter to the classic Eighties film. Faster then you can say, 'Welcome to the party pal'. This adventure flips the script. There are tons and tons of twists and turns in the form of random tables, adventure hooks, compelling NPC's. And a cast of terrorists, scientists, and party goers with thier own agendas to hide. Tainted Conception clocks in at fifty one pages & does several things right. Good layout, easy to read, and good artwork even if some of it is A.I. generated. 
Tainted Conception is very well done with a ton of material to tie it right into Wretched New Flesh Second Edition easily. The material within this adventure is strictly geared in & grounded in Avilidad and it shows. Tainted Conception might be the perfect adventure to run for a beginning group of Wretched New Flesh PC's. It's got lots of action, an engaging plot, twisted & interesting NPC's and plenty of lead offs to get the Wretched Flesh action going off of the towers.  

Nakatomi Genetics Inc  is a corporation with secrets and some of thos can as well as will kill PC's at the drop of a hat. There's lots more going on here then at first meets the eye. And the adventure takes it's time getting to it's high points but when it does then the adventure gets the action moving. With tons of random tables and options this adventure never has to play the same way twice. And the writing is fast paced almost but not quite balls to the walls. Tainted Conception does not take itself seriously but it's a weird by the seat of your pants adventure. And there's enough twist and turns to customize this adventure for your group of players.
With the right group of players Tainted Conception could well be the jump point off for a host of lively and highly entertaining advventure to boot. Are there any critiisms of Tainted Love then?! The matterial here is very well done but the adventure itself needs a bit of a going over by an editor to really add it into an intigrated Advilidad. And it  does this with a professional editor who can add another dimension to Tainted Conception. Because with a bit more polish this could be a really premium adventure. Silvia's writing is on point here and really she's come a long way in her adventure writing and design. 
Is Tainted Conception worth getting? Absolutely and I do believe it's one of the essential adventures for Wretched New Flesh. And this is one of the solid adventures for the  Wretched New Flesh rpg. 

Tuesday, January 2, 2024

Review & Commentary On Malcon's Tome of Infinite Spells By Malcon the Firebringer As A 'Pay What Want' For Your OSRIC And Old School Campaigns

 "The Arch Lich Malcon has been working for centuries compiling arcane knowledge. He has decided to share it with others and has written this extensive tome on the subject. This tome has new spells for magic users, clerics, illusionists, druids, bards, paladins, rangers and even a few for some lowly NPC types that could use a little power of their own. " 





















Malcom The Firebringer is at it again and this time he's set down his considerable arcane prowess on to the subject of spells with Malcon's Tome of Infinite Spells.. Down the unhallowed halls of Malcom's keep we get the skinny on this bevey of unlikely and sometimes dangerous collection of spells of a most dangerous, dire, and dastardly nature! And Malcome's Tome of Infinite Spells clocks in at one hundred and eighteen pages. Spells here range from the dire to the malevolent take for example; ++++++++++++
"BLACK HOLE (PORTABLE HOLE) Level: 6 Components: V, S, M Range: 1" Casting Time: 6 segments Duration: 1 turn per level Saving Throw: None Area of Effect: 6' diameter The caster of this spell creates a temporary void space like that of a portable hole. Like the portable hole this space can be moved, folded or otherwise transported. Unlike the portable hole, however, this creation is temporary. Spells such as extension have no effect on this created void space but the spell permanency will create a permanent portable hole out of the space. In all other respects this void space will be exactly the same as a portable hole. The material component is a piece of cloth made from phase spider silk." 
Where  Malcon's Tome of Infinite Spells succeeds is in the fact that it's a take on the usual OSR fare and in this case that's a good thing. You see this book presents a solid resource of spells for the advanced player or DM of the world's most popular fantasy game.  And is fine for Malcon's Tome of Infinite Spells because it does exactly what it says on the tin. And this is a good thing, AD&D needs needs new spells & supernatural  material from time to time. And this book delivers on that promise. 
Besides the plethora of wizard spells that Malcon's Tome delivers on a great number of illusionists spells& other spells for  druids, bards, paladins, rangers and this allows for greater range with creating excellent NPC villains and thier henchmen. So is 
 Malcon's Tome of Infinite Spells worth the download? n a word , yes! Because it presents an excellent resource of spells for both the DM and the players of OSR games with exact what thier NPC or player characters are going to need! 

Monday, January 1, 2024

Merry Christmas Massacre! - Blood Eagle Gang Secrets - On The Streets - A Zaibatsu/Hostile Mini Campaign On Colony World - Earth - Hostile Situation Report #010 Street Scum

 One of the big questions for the PC's has been whose bank rolling the Blood Eagles gang. The gang took over a town last session. Victory Downs has some stragetic importance to the gang from last sesssion on the blog here. 
And this is because the abandoned town of Merry Christmas Texas was smack dab under the FTL hyperspace crash of the USS Atlas  that claimed the lives of one hundred and two people who completely disappeared in a cloud of nothingness. The town was originally a space craft savalage and repair facility. Now it's abandoned among rumors that it's haunted. 



Merry Christmas Texas is also the dumping ground for the local crime lords & Yammoto Najurai an exacutive for the Matsuyama conglomerate is bank rolling some of this with corporate funds. Any dead human, animal, etc biological materials disappear. Metal of any kind is untouched and there are vast haunted graveyards of unrusting wrecked space craft hulls. The hyperdrive of the Atlas is still spilling it's hyperspacial signature out into the Merry Christmas valley basin. 
The Blood Eagles lured several of the September group's scouts into the basin with tails of an unknown R&D facility where 
the PharmaSynthesiser technology is being researched. 
Our adventurers got to the edge of the valley just as thier hacker broke into the data base of the Blood Eagles. And found the Warpstone report leaked by 
the Matsuyama conglomerate to the Blood Eagles. It was already too late! The Blood Eagles got into a fire fight with the September group's scouts forcing them deep into the valley of Merry Christmas. And that's when the hyperspacial things attacked! They took one scout so quickly that neither group had time to react! 



The hyperspatial entities are all that's left of the crew and the inhabitants of Merry Christmas. The Blood Eagles gang lost three of thier own to the alien entities only puncuated by thier screaming and the ganger's dying screams. Now the Blood Eagles didn't wait around for thier comrades and left them to thier fate. Now the three September Group scouts and thier Blood Eagle enemies are left to the tender mercies of the alien horrors that haunt Merry Christmas valley!! 
We were using a combination Zaibatsu/Hostile which is why the melee works very quickly. The hyperspatial entities are similar but not quite the same as those from the Warpstone adventure within The Solomons. These entities within Merry Christmas are far more bloodthirsty!