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Heroes and Monsters of the Necropolis (Cardstock CharactersTM/Swords of Kos Fantasy Campaign Setting)
by Richard P. [Verified Purchaser] Date Added: 07/22/2015 08:12:35
Oh wow, so pleased I purchased this. With Skirmisher you always know you will be getting a quality product and these cardstock characters are no exception. Teaming up with Amanda Kahl from Age of Night fame was an inspired decision, love her artwork on the Kos Necropolis titles and was pleasantly delighted that these minis retain the same high standard of art. Ideal for Kos campaigns of course but a fantastic edition to any cardstock set. It's worth it just for the Undead Cerberus alone!

Rating:
[5 of 5 Stars!]
Heroes and Monsters of the Necropolis (Cardstock CharactersTM/Swords of Kos Fantasy Campaign Setting)
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Cards & Quests: An Innovative Fantasy Role-Playing Game
by Sharon L D. [Verified Purchaser] Date Added: 06/30/2015 12:19:26
This is a sweet & simple RPG system for any adventure you can imagine. All you need is one standard poker deck for each player; choose your favorite elements and go!

Interesting character elements for physical and magic combat (Fire, Wind, Earth, Mountain, Heaven, Thunder, Water, and Lake) make for fun play. You choose two for your character, one primary and one secondary, and all your abilities, spells, and combat actions are now sorted and assigned.

There's even an easy randomizer for character elements for the guy who just can't decide--a rather elegant looking cards-instead-of-dice method that works via visual patterns that are intriguingly like simplified hexagrams from the Chinese Book of Changes.

Most concepts of the system are arranged in easy-to-handle groups of threes and fours. Your body & mind are represented by Physical, Mental, and Spirit; your gear is separated into Weapons, Armor & Shields, and Accessories; Combat Actions are Attack, Counter, & Heal. The four card suits (Spades, Clubs, Hearts, Diamonds) set up differing battlefield conditions (which I think is just plain good game design). The authors have set up good card systems of resolution for most actions you can conceive of during the course of play.

If you really get into Cards & Quest, specialized decks for your character's prime element are available now, and I believe the authors are rolling out a GM's deck and adventures immediately.

Rating:
[5 of 5 Stars!]
Cards & Quests: An Innovative Fantasy Role-Playing Game
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A Brief History of Gnolls: Anthropophagy and Emeralds from Wales to Wisconsin and Beyond (revised and expanded 2nd edition)
by Toph M. [Verified Purchaser] Date Added: 06/04/2015 15:23:27
The core of this book is a short (4-5 page) essay on the development of the race for D&D. It is smart and helpful, but it is really just an introduction to the two short stories (one by Lord Dunsany and one by Margaret St Clair) that existed before D&D, which are also included here.

Certainly worth reading, but not really a game product and the "revised and expanded" edition is only a short, fun but definitely light contribution.

Rating:
[3 of 5 Stars!]
A Brief History of Gnolls: Anthropophagy and Emeralds from Wales to Wisconsin and Beyond (revised and expanded 2nd edition)
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Cards & Quests: An Innovative Fantasy Role-Playing Game
by Hunter W. [Verified Purchaser] Date Added: 05/18/2015 21:03:22
I LOVED the card based battle system, it adds another dimension to every fight!

Rating:
[5 of 5 Stars!]
Cards & Quests: An Innovative Fantasy Role-Playing Game
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Cards & Quests: An Innovative Fantasy Role-Playing Game
by Robert H. [Verified Purchaser] Date Added: 05/16/2015 20:11:58
I enjoyed my time playing Cards and Quests!

For me, the main factor that sets C&Q apart from other systems is its card-based mechanic for skill checks and combat. Each player and the GM use a standard deck of 52 cards to represent their character's abilities. Success or failure of a skill or combat check is generally as simple as comparing who played the highest (or sometimes lowest, second highest, or second lowest) value card. Character levels and other modifiers come into play during these checks as well. Two cards are played to attack, one card to defend, or you can choose (or be forced to) play no cards. Depending on your character type, some cards allow you to use special abilities or skills as part of your attack. As cards are played, they are added to that player's discard pile. Once all 52 cards in a player's deck have been played, the character is considered "exhausted", and must rest in order to reshuffle cards into their draw deck (note: there are in-game ways to recover cards from the discard pile other than resting). Cards are typically played out of one's hand. While players can use strategy by paying attention to what cards have already been played or holding onto more powerful cards for times when success is especially important, they are still at the mercy of their shuffled deck, which adds a fun amount of randomness. Overall, the system seems to strike a good balance between strategy and chance.

Character creation takes very little time and effort, which can be a good or bad thing depending on your personal preference. You get to pick your primary and secondary "elements" (class and subclass) as well as your attributes, but your skills, combat abilities, and magic are predetermined based on your element choices. The designers clearly wanted character creation to be simple and quick, and I believe they succeeded in that respect.

The sourcebook assumes that you are at least somewhat familiar with basic tabletop RPG conventions and concepts. As a result, it may not be the best system to use if the GM or players have never played a tabletop RPG before. That being said, the system is overall very lightweight, and is easy to pick up once you've played a couple of combat rounds. The sourcebook currently does not come with any pre-made characters or scenarios, so it is up to the GM to get everyone started.

All in all, I think C&Q is a unique system that has a lot of potential in the hands of the right GM. It is obviously designed for people who enjoy role-playing but dislike too much "rule"-playing. If you're looking for extremely detailed and specific rules and hundreds of pages of character options, this system is probably not for you. But if you want a quick and easy system with enough depth to support your epic storytelling, C&Q is worth checking out.

Rating:
[5 of 5 Stars!]
Cards & Quests: An Innovative Fantasy Role-Playing Game
by Kervin Q. [Verified Purchaser] Date Added: 05/16/2015 16:05:44
I think Cards & Quest is very refreshing especially with the use of cards instead of dice. I really enjoyed playing this RPG. The highlights for me are the dynamic of battle field type and the use of special abilities in conflict.

For battles in most traditional RPGs, the players either want to roll high or low depending on the system to land a successful offense or defense. In Cards & Quest, the rule changes depending on the battle field type and can change multiple times when fighting a monster. This dynamic makes battles a lot more more enjoyable.

Activating special abilities are tied directly with the battle field type and the value of the card. Players have be strategic in order to use their special abilities. This forces all the characters to play a role in the battle as opposed to having one character fight a monster by themselves.

I enjoyed playing Cards & Quests and I would it play it again.

Rating:
[5 of 5 Stars!]
Cards & Quests: An Innovative Fantasy Role-Playing Game
by Jennifer P. [Verified Purchaser] Date Added: 05/11/2015 10:35:45
My new favorite RPG! Cards & Quest uses decks of cards instead of dice, which I prefer as it means more control over the outcome since you can choose which cards to play. It's easy-to-understand and lets you jump right into the action! I also like the creativity it allows. It seems much more centered on exploration rather than combat. Combat still happens, but it's resolved quickly.

The characters are well-developed and have cool descriptions. There's also nice, colorful artwork for each. The PDF is great, but I love the physical copy of the book because it's sturdy, has an attractive cover, and is easy to pass around. Same thing for the decks-- the custom Cards & Quest decks look pretty cool and have special cards according to your character's element (designated by hearts, clubs, spades, or diamonds with two elements per each) which in my opinion are a better way to do classes/professions. Again, you can totally play with regular decks, but I'd go for the Cards & Quest decks.

All in all definitely a creative, well-thought-out game that lets even beginners complete a fun quest in a couple of hours. Our group of five had a blast, and I look forward to playing more!

Rating:
[5 of 5 Stars!]
d-Infinity Volume #7: Holidays & Celebrations
by Eric F. [Verified Purchaser] Date Added: 05/09/2015 03:00:43
This is a pretty well put together magazine issue that covers a wide gamuit of articles about Holidays and Celebrations. I can honestly see using this magazine as a jump off point for my own researches into holidays as adventure jump off points. Almost the entire issue here is one huge homage to festivals and holidays. There has always been an element of celebration as adventure stepping stone in old and new school gaming. According to the Drivethrurpg blurb:
In the real lives of most people, holidays and celebrations of various sorts often provide them with their greatest experiences, and positive and negative events alike tend to be significantly more memorable when viewed through the lenses of festivities. While most game masters and storytellers certainly understand how festivals, holidays, and celebrations can be used to accentuate the action of their scenarios, however, such events are used surprisingly rarely in this way. Several of the features in this volume of d-Infinity are designed to be of use to game designers and authors who want to use holidays and celebrations to a greater extent in their stories.
d- Infinity has always been a mixed bag of material catering to a wide variety of tastes and the contents can vary from author to author depending upon the totality of what the magazine goes for game wise. The theme here is set for a solid mix of articles.
d-Infinity Volume #7 Contents

Editorial: “Holidays & Festivals”
This editorial sets the tone for the entire magazine and covers most of the basics of the whole holiday as jump off point for adventure or campaign idea. The flavor seems very OGL or Pathfinder with a ton of ideas thrown into a blender and set on campaign. Not a bad way to start off. There are a ton of ideas lurking in the background here and some of them need to be padded out.

Fiction: “Introduction to the World of Kos”
A fiction piece for the peusdo ancient world setting for Skirmisher's in house campaign. Not too badly done at all and if your a fan or new to the world of Kos this is a place to start. Kos is marching its way towards more Pathfinder or D&D 3.5 in my mind. The article is pretty solid.

LARP/Prop Room: “Swords & Sorcery in the World of Kos”
Larping in the world of Kos, there seems to be a shift on Skirmisher's part and an expansion of the Kos line into the Larping scene. Not a bad little article on expanding your Kos game into the live action. Not really for me at all as a table top gamer.

Digital Dice: “Black Hat Magic”
An article about certain trends in gaming that are well thought out and there's some interesting material here.

100 Oddities: “Random Holiday Treats”
This is one of those weirdly useful 100 Oddities lists that have a wide variety of uses at the gaming table not badly done at all and this list can easily be used in any old or new school rpg campaigns where the jump off point is that magical time of year whatever that may be. This is a solidly done and highly useful article across the board.
Basic System/Mutant Future: “Mutant Plant Monsters”
When it comes to Mutant Future this is really the meat and potatoes of monsters, a solid article for the post apocalytic madness that is Mutant Future. One can never have to many mutant monsters. And this drops in some much needed plant like horrors.

Basic System/Labyrinth Lord: “Six Festive Spells”
Finally we get into a bit of Goblinoid games Labyrinth Lord magick and spells perfectly suited to that magical time of year. These are highly useful and a nice addition to the retroclone scene. I was hoping for more then a mere six spells.
Pathfinder System: “Festivals & High Holy Days”
Pathfinder gets a nice little system of “Festivals & High Holy Days” for your campaign. The article is well done and actually useful. Not too badly done.

Pathfinder System/Insults & Injuries: “Alcohol & Other Intoxicants”
A whole mini system of Pathfinder drunkenness and drug use for the game something that goes hand in hand with this holiday issue. This is actually a pretty damn useful article for Pathfinder or 3.5 or any D20 style game.
5th Edition: “Bard Background: Thespian”
With the popularity of 5th edition I was expecting a bit more material then simply a Bardic background that could be simply slapped into the background of a PC. As a piece for a PC's build this isn't a bad little add on to the bard class.
Cards & Quests: “Monsters of Kos”
New game options for the Kos setting. Not badly done but there needed to be more then simply the one article, this one needed more expansion in a few places.
Chevauchee: “A Cold Day in Hel!” An expansion into the Skirmisher war game with additional rules and scenarios. The material here is well done and pretty solid.

d- Infinity is the house internal magazine for Skirmisher publishing and it emulates the formula of some of the Dragon magazine's style but does it in such a way that it covers a wide variety of games. The magazine does a good solid job of covering the holiday them but the effort is aimed more at the 3.5 and Pathfinder crowd. There is a showing of OSR material but there needs to be a bit more. All in all this is a solid mixed bag of material wrapped in a well produced package. Its nice to see that Kos is getting more airtime and the push for more articles is starting to pay off. Is it worth downloading? If you are doing a holiday theme for your adventures or campaigns that I would say its a definite yes.

Rating:
[4 of 5 Stars!]
d-Infinity Volume #7: Holidays & Celebrations
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Creatures of the Tropical Wastes (Mutant Future)
by Eric F. [Verified Purchaser] Date Added: 03/25/2015 09:24:51
There are a few essential books out there for the Mutant Future rpg retroclone rpg system and Creatures Of The Tropical Wastes By Chris Van Deleen is one of them. This is a sixty two page package of wasteland construction from the additional rules and guidelines, to the mutant monsters, and a concise backdrop of tropical paradise weirdness thrown into the background.
This book basically covers everything that a DM is going to need in the jungles of his alien wasteland from thirty new plant mutations to solid radiation and poison guidelines, they're all here and very well done in a slick as grease format. The mutant mayhem continues with fifty new creatures and some dangerous high weirdness that these monsters add to your games. Many of these horrors are drawn from Philippines myth and legends twisted into the Mutant Future background. This makes this a useful book not only for Mutant Future but Labyrinth Lord as well.
There's been a lot of time and care that went into this product, the art is evocative of the sort of adventure and mayhem that the author is trying to convey and does it with a slickness and style. This is a book that will get your fevered post apocalyptic dreams going in a way and direction that hearkens to fetid jungle wastelands. These are places filled to the brim with adventure and dark legends of mutant fueled mayhem.
This is the sort of book that tests and challenges a DM to construct adventures in lost worlds, hidden valleys, and places straight out of post apocalyptic myth and legend.
The writing here is tight and the ideas here are solidly done, easily used in your own campaign to drop straight into the backdrop of your own mutant future or old school post apocalyptic campaigns. This isn't a huge book at all but a book that allows one to take the material and run with it.
This book is perfect for filling in some of the weirdness that PC's are likely to encounter in lost or prehistoric worlds as well. Much of the material here can be used to fill in background, plant mutations, monster variations, and all kinds of ideas to throw into your mutant dinosaur or lost world campaign as well for any old school game.
All in all this is one of in my opinion the essential books for not simply Mutant Future but old school retroclone gaming in general. The ideas and ideals of the book can be applied across the board for adventure construction, campaign background and rules fill, and much more. Personally I rate this book a five out out five.

Rating:
[5 of 5 Stars!]
Creatures of the Tropical Wastes (Mutant Future)
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Wisdom from the Wastelands Issue #21: High-Tech Melee Weapons
by Eric F. [Verified Purchaser] Date Added: 03/22/2015 01:27:19
There are certain essential Wisdom From The Wasteland issues and twenty one is definitely one of those. This issue presents one of the key yet over looked weapons of the wastelands. High tech melee weapons for your old school post apocalyptic campaigns.
Basically this issue is an entire weaponry construction kit for your old school campaigns, what it actually contains is everything from the base high tech construction material to the enhancements for the weapon all the way to the damage for the finished product and then some. What the issue presents is all of the additional odds and ends that make a weapon memorable. Do you want a blade that's laser etched, how about one constructed from high tech synthetic diamond? And even weird combinations of all of the myriad details that go into weapon construction.
This is one issue that walks the line between gonzo, comic book reality, and high tech trend speculation with a science fictional edge. The kit that essentially makes up this issue takes the material that was presented in the Mutant Future rule book and then turns it up to eleven. Can I recommend this issue? Yes I strongly recommend this issue and then some. This is the type of issue with clear cut uses and one that can be for both players and DM's alike. The material here can enhance weaponry and artifacts in very cool and off the wall ways. The material is balanced and the attention to the devil of the details is strong as is the quality of writing. All in all this issue presents a compact and concise system for generating some highly specialized items in the deep wilderness of the world of the post apocalyptic wastelands. This is one definitely worth every single penny.

Rating:
[5 of 5 Stars!]
Wisdom from the Wastelands Issue #21: High-Tech Melee Weapons
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Wisdom from the Wastelands Issue #22: Personal Shields
by Eric F. [Verified Purchaser] Date Added: 03/16/2015 12:15:14
If personal force fields were real, the implications for manufacturing,military, industrial, and personal applications would be huge right across the board of our global society. Wisdom From The Wastelands Issue #22 presents exactly that kind of artifact full spectrum across the board treatment. We get a tool box of technological science fantasy at its best because that's what Wisdom From The Wasteland does. It offers a behind the scenes glimpse into the world of Before. The apocalyptic events whatever they be took away that world and we're give the treasures of the ancients in this case force fields. Make no mistake force fields would be bigger then I Pod or I Phones. I picked issue #22 because of the technology of the force field. Imagine what mythologies and legends would come about because of such science fantasy treasures.
Think of the legends of objects such as Excalibur, The Ark of the Covenant,And many others. This technology would echo throughout history like nothing else joining the Ipod and other such mythological treasures of the ancients. But this issue of Wisdom From The Wasteland doesn't give a hint of such a legend. That's really up to you as the DM. Instead your given a fine set of concise,well written, excellent artifacts to build your own legends around.
The personal force shield isn't simply a science fiction or fantasy tool. Its given the coverage in WoW issue#22 its due. Everything from civilian to law enforcement applications are given organized and well thought out sections.
We're given everything from personal civilian models to the para military force screens.And many of the models here are given an opposite number technology that can shut down their advantages. Tribes will kill and murder to get their collective hands on such weapons. You as the DM are given the range of advantages and disadvantages of the force screen as fodder.
When you come down to it Issue# 22 is essential for DYI post apocalyptic gaming as far as I'm concerned. All of the bases on the personal force field technologies are covered. Now I've read other reviews that talk about this or that expansion for this issue but that's not what this issue does. This issue presents you the DM or your players with a tool box for a particular technology and presents it very well enabling you the DM to convert, shunt, and deal with it as you will. Because it does all of these things for a dollar. And does it very well.

Rating:
[5 of 5 Stars!]
Wisdom from the Wastelands Issue #22: Personal Shields
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Wisdom from the Wastelands Issue #50: Artifact Quality
by Eric F. [Verified Purchaser] Date Added: 02/25/2015 20:44:35
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.
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!

Rating:
[4 of 5 Stars!]
Wisdom from the Wastelands Issue #50: Artifact Quality
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Wisdom from the Wastelands Issue #50: Artifact Quality
by Randy M. [Verified Purchaser] Date Added: 02/25/2015 14:56:38
Wisdom of the Wastelands is a regular favorite of mine to read and use in my P-A games. Number 50 - Artifact Quality is a must read for those that like to add a bit more realism to their game.

Derek and Chris have done an excellent job describing the rationale behind the need for such charts as well as breaking them down for ease of use. There are charts for weapons, armor, and much more here. Each one easy to use and gives an ML (or in my case, GM) a great tool for describing the PCs new-found toys.

Anyone playing in a post apocalyptic game knows that stuff is old and it breaks...regularly...and often at the worst possible time. This tool gives the players the ability to gauge their artifact value and usefulness, and, of course, gives the ML a means to reward or penalize PC actions.

Get it today and be ready for the next game you play!

Outstanding job, Skirmisher!

Rating:
[5 of 5 Stars!]
100 Oddities for a Wizard's Library
by Eric F. [Verified Purchaser] Date Added: 02/18/2015 10:59:35
100 Oddities for a Wizard's Library,is the third in the 100 Oddities series from Skirmisher Publishing and the timing of this product couldn't be better for me. When your party finally reaches the top of the wizard's tower or the laboratory strong hold what are they going to find? The 1st edition DMG has a boat load of reference material but many players know that stuff like the back of their hand. Here's a resource that can be used for any edition or any game for that matter. All material here is straight up brand new and there are over a hundred random entries.
This is a well done resource and clocking in at twelve pages is wall to wall weirdness perfect not only for a D&D style game or any old school campaign. But for a game where you've got an occultist pluming the depths of the supernatural and you need some bit of set dressing or plot hook for your PC's to stumble upon.
This book can also be used as a perfect supplement for your wasteland warriors to stumble upon the lair of a sorcerer or wizard whose left behind a bolt hole or hide away in the middle of some god forsaken wilderness.
The book is also perfect for those weird ruins of universities and libraries where wizards have come to make a lair in within them. Think about Sokurah the magician from the Seventh Voyage of Sinbad, he moves into the dungeon works of island of Colossa. This book is perfect fodder for what a party might find left behind after such a vile villain departs.
There are certain entries with a vague and sinister air of the Cthulhu Mythos about them. These can easily lead adventurers into the machinations of a local cult or cast of vile villains who have traded with or done business with the wizard in question or is the wizard who owned the items actually the leader of such a cult? Which brings us to to another possible use for 100 Oddities for a wizard's library.
This book can be used for Call of Cthulhu,Runequest, or any supernatural or occult hideout as well. Reading thought it I'm reminded of the abode of Zenobia from the classic 'Sinbad and The Eye of The Tiger'. In that film we get a glimspse inside her lair. And I always wondered what else was there. Well wonder no more. With a few toss of he dice you've got a lair of supernatural wonder fit for a wizard of sixth level or better.
This book could easily fit the bill for investigating the ruins of a certain classic wizard school as well out in the world of the supernatural.
The end of uses for this product is pretty much limited only by your imagination. The entries are well thought out by the Skirmisher crew and reflect a really well done twist on the usual style of these supplements.
Clint Staples, William T. Thrasher . Thrasher, and the Skirmisher Game Development Group do a great job with the layout and artwork as well. I can see myself using this for some lost world wizard or even in a campaign world like my recent Thundarr games where the uneasy mix of relic technology & magic has made things very interesting for adventurers.
All in all this is one of my favorite recent entries by the Skirmisher crew and its easy to see myself using this material in a wide variety of campaigns. Anyplace where a wizard has his lair is the perfect place to use 100 Oddities for a Wizard's Library.

Rating:
[4 of 5 Stars!]
100 Oddities for a Wizard's Library
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100 Oddities for a Creepy Old House
by Randy M. [Verified Purchaser] Date Added: 02/17/2015 10:44:25
100 Oddities for a Creepy House is a concise, but very useful tool to add flavor to your role-playing experience.

As the title suggests, the list of oddities are for a haunted house, which are typically associated with the Horror genre, but with a little imagination and a few subtle twists, could easily be adapted to Fantasy, Modern or Post-Apocalyptic games as well.

The list is your standard d100 roll in its simplicity, but I would simply pick from it for added description. In fact, there are several things on the list that could easily be linked to form a description of a room. That makes this tool perfect for storytelling games too.

I particularly like how the author pulled one selection from the list and expounded on it, giving the reader not only the basic read, but showed how to use these items as adventure hooks and lead-ins as well.

I great read and well worth the money. Highly recommended!

Rating:
[5 of 5 Stars!]
100 Oddities for a Creepy Old House
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