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Tau Ceti By Paul Elliot From Zozer Games For The Hostile Rpg is a war campaign plain & simple! And it's a glorious war campaign waiting to happen. If you've ever wondered what the marines & ground forces in Aliens look like dealing pain in the field nows your chance!
The author's intro hits the high points of this forty one page adventure/ campaign for the Hostile rpg; "Tau Ceti is a tortured world, fought over by the US-led Community of American States and by Chinese colonists backed by the People’s Republic of Guandong, on Earth. Tau Ceti is an unashamed stand-in for the Vietnam War, an interstellar conflict fought on a jungle world that kills almost as many Americans as the TLA do. Any reminder, reflection or nod towards the Vietnam War is all intentional. I once wrote a history book in the 90’s called Vietnam: Conflict & Controversies… Because of this, a lot of Vietnam War tropes, concepts and story ideas will port-over to this campaign easily. Here are some campaign ideas"
And Tau Ceti hits those high points so well! The world is highly detailed and just the kind of powder keg that you can drop your player's PC's into the middle of! The prose is solidly done, the cartography hits the mark, and the adventure opportunities are on point here! There's a real feeling of impending doom that rattles through this conflict waiting to happen. Tau Ceti is a brutal world with some incredibly dangerous encounters waiting to take on your player's PC's. And Tau Ceti takes the conflict seriously showcasing some of Paul Elliot's designing chops right outta of the gate.
Reading through & understanding the author's motives & ideas for his Hostile rpg reflects the fuse that is Tau Ceti . There's gonna be a lot of death and destruction in this campaign and it could well be the Hostile Rpg's intergalatic Vietnam waiting to happen. End result?! The player's PC's are going to be in for a rough ride from Hell! So hang on!
Thanks for reading our review
Eric Fabiaschi
Swords & Stitchery blog
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"A heatwave has been scorching America’s East Coast and cities up and down the coast have seen mass protests and riots. None has fared as badly as Capital City, Delaware where rising tempers, rising temperatures, and rising crime rates have made life hellish all summer long. Now things are about to get a lot worse. This morning, five police officers making a routine drug bust died at the hands of ascended criminals. The CCPD has called on every superhero in the city to hunt down the perpetrators and bring them to justice. But while the heroes investigate the shady side of Capital City, the perpetrators have other plans, plans that will bring the city to its knees…"
"Capital City Casefiles is a series of scenarios for Ascendant, the superpowered role-playing game of infinite possibilities. Each Casefile offers a single Issue of exciting play for a group of metropolitan metahumans with Power Levels ranging from 18 to 22 and a collective challenge rating of between 100 and 150 points."
"These scenarios can be played in any order and are designed to be easy to run with any type of heroes, be they super-powered police, costumed crimefighters, or underground antiheroes. The Casefiles are set in Capital City, Delaware, a fictional city first introduced in the Ascendant rulebook and detailed in the Capital City Gazetteer and Map Set (available separately from Autarch). But don’t worry – if you’re not interested in playing in Capital City, you can easily adapt the scenarios to your city of choice. Capital City can be Chicago, Detroit, or New York. It can be your hometown with a fresh coat of graffiti and a layer of rust and grime."
Capital City Casefiles #1: High Summer By Mark Charters, & Alexander Macris is one of those touch stone & campaign kick off adventures. Clocking in at only twenty seven pages. Capital City Casefiles #1: High Summer comes off like a smoking hot adventure scenario anthology reminding me of both DC Heroes RPG & classic TSR Marvel Superheroes. But belong to neither came as it plugs into it's own universe. The Ascendant Rpg is a complicated beast of a role playing game and it's one that deserves far more attention that it's getting. What Capital City Casefiles #1: High Summer does is add far more attention to the core aspects of Ascendant by bring us a chain of adventures that can be connected to your own Ascendant campaign. These can be modified & scaled to your campaign as you see it within the 100 to 150 point range.
Capital City Casefiles #1: High Summer reminds me of those Eighties Marvel interconnected comic book Summer special events. The classics like Atlantis Attacks or the Daredevil saga which could be read straight through or piece meal as you got them. Here the Capital City Casefiles #1: High Summer can be played as the sessions dictate. These sessions generate the campaign through actual play & this is really important.
There are adventures found within Capital City Casefiles #1: High Summer that take this formula & add the role playing element because your PC capes & heroes are front and center within it. As it should be within The Ascendant Rpg & this is a solid collection of adventures that take full advantage of the The Ascendant Rpg system. As it should be for a super hero adventure anthology that rides the rails between full on beat down & thinking man's adventure. Is Capital City Casefiles #1: High Summer good?! Yes because this is an essential book for The Ascendant Rpg system building solid universe foundation adventures for your own campaigns.
Thanks for reading our review
Eric Fabiaschi
Swords & Stitchery blog
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"Franklin is a subsector of independent worlds which, while more settled and established than Sequoyah or the frontier subsectors, is still not as tamed as Hub or Cascadia subsectors. Here you will find the alien artifacts of Tal'Kalares, the theocracy of Frankin, the military dictatorship of Minerva, the libertarian city-states of Bastiat, and the floating cities of Moffett."
Each world comes complete with detailed information concerning the system and the planet itself, yet leaves the Referee plenty of room to use these worlds as they see fit."
Subsector Sourcebook 2: Franklin By John Watts, Kayla Lee, & Bonnie Dodson is one of those books you don't know that you need as a DM. Subsector Sourcebook 2: Franklin touches on the fringes of the Clement sector universe. This is one of those subsectors filled to the brim with opportunites for adventure. The book seriously is the outer edges of the interstellar map. And its filled with frontier edge planets & systems that will challenge even the most jaded of adventurers & spacers. These are the not quite wild systems that have lost touch with the rest of civilazation and like it that way. And it's this aspect that kicks up the Space Western & frontier aspect of the Fraklin sector.
The idea of the independant frontier is really well thoughtout with in the Franklin sector itself. The sector itself is boiling in some places & yet maintained in others we've got many different flavors with the alien artifacts of Tal'Kalares, the theocracy of Frankin, the military dictatorship of Minerva, the libertarian city-states of Bastiat, and the floating cities of Moffett. And they all offer opportunities for adventure serious deep long campaign adventures
There are plenty of places within the Franklin subsectors that can easily get PC's killed. And to put it into the terms of a Space Western. Franklin is the type of sub sector that represents the American indian lands where the PC's are the strangers within a strange land. Franklin is the type of a sub sector where the rules of law still apply but they might not be the laws that your PC's are familiar with. Franklin is where the deeper space expediation's get launched from.
But since the collapse of the wormhole the whole subsector wants to keep its independence from both Clement & Earth. They have no reason to welcome thier interstellar parents back into their sphere of influence with anything resembling open arms. They've had the taste of freedom & want to keep going. To touch the nerve of the matter the Franklin sub sector has no real reason to welcome outside governmental rule. There are sometings that should be strictly local affairs. And this place is one of them.
The Franklin sub sector is embroiled between the instellar world that it wishes it was and that one it is. Franklin is of those sub sectors where the illusion of control hides the seething madness of the genre floating beneath the surface. Franklin is a sub sector with a powder keg aspect just waiting to explode! And it could be the PC's who kick off the excitement.
Is Subsector Sourcebook 2: Franklin Third Edition worth getting for the Clement & Earth sector rpg's or your 2d6 Cepheus Engine rpg campaigns?! In a word yes! The Subsector Sourcebook 2: Franklin Third Edition has all of the right bells & whistles. Its solidly done and has a ton of potential for a long campaign because of the way that it presents the various factions, and adventure locations. I'm really impressed with the Subsector Sourcebook 2: Franklin Third Edition book because of how easily it slots into the Clement Sectors rpg itself. There's ton of potential to add & modify Subsector Sourcebook 2: Franklin Third Edition to have a full realized campaign using this book. Its a good & solid addition to the Independence Games library of products!
Thanks for reading our review!
Eric Fabiaschi
Swords & Stitchery
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"Inspired heavily by the movie The Dead House, in this Wretchploitation scenario the players may take the role of a gang of psychotic house invaders, the family inhabiting the house or even the authorities investigating the case. Besides the conflict between the gang and the family members there will be many other events, mundane and supernatural. So, whether you're looking for a fun one shot night of horror, or something that could be much more expansive, then (hopefully) this will be an explosive fuel for your inspiration."
"In Wretched Depravity" By Joe Coombs, & Miguel Ribeiro is a very different style of Wretchploitation adventure title. This is a sorta of home invasion where you can play the invaders, the invadee family , or your own party. "In Wretched Depravity" clocks in at thirty eight pages of intensive & weird horror adventure. This adventure takes full advantage of the Wretchploitation rpg engine. And it does it by pulling the players into the action right off the bat.
"In Wretched Depravity" By Joe Coombs, & Miguel Ribeiro takes the PC's into it's adventure plot reminding this DM of those late 90's horror films of yesteryear or even 80's supernatural films.
The layout in "In Wretched Depravity" is solidly done. The artwork is A.I. driven but done in a way that suits the horrid nature of this adventure.
This adventure sucks deeply from the 'grind house film' aspect of the Wretchploitation rpg. There's a lot happening within "In Wretched Depravity" & it uses it's adventure location for the maximum amount of carnage, blood, & PC death. This is an adult title that lives up to it's label very well. And it does this by giving us NPC's with lots of OSR horror teeth & nastiness. Done correctly "In Wretched Depravity" could be a real hallow Halloween adventure with an OSR twist or two.
Look let's be honest there's going to a lot of PC death with "In Wretched Depravity" By Joe Coombs, & Miguel Ribeiro. My advice here is to bring extra PC sheets filled in & rolled up. What "In Wretched Depravity" does is show off how well the Wretchploitation rpg handles modern OSR & horror adventures. It does this by actually putting the PC's in harm's way.
Could "In Wretched Depravity" By Joe Coombs, & Miguel Ribeiro be used with say with The Wretched New Flesh rpg?! Quite easily folks especially if the PC's are playing a wealthy family party of adventurers. A planar weapon opens up a horror adventure hook that leads to events in "In Wretched Depravity".
"In Wretched Depravity" By Joe Coombs, & Miguel Ribeiro has all of the hallmarks of a Giallo horror adventure. Pulp horror elements check, PC's in constant danger check, a well written adventure with a cast of NPC's with weirdness happening?! Check & check. For two dollars this is an excellent rpg adventure to add to the Wretchedverse.
Thanks for reading our review
Eric Fabiaschi
Swords & Stitchery review
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'Something Wretched This Way Comes' By Miguel Ribeiro, & Joe Coombs From The Red Room is about as close as we've come to a modern Wretchploitation rpg adventure written by a combination of Clive Barker & Ray Bradbury. If both writers were on acid, really nasty acid. Let me explain. ' Something Wretched This Way Comes takes the trope of the supernatural circus & adds in the European twist of Fumetti. These are post World War II Italian comic books aka little puffs of smoke in Italian. So named because of the shape of the word balloons. Fumetti became full on lurid Pulp magazine style affairs by the 70's & 80's with some really sleaze ball twists in them. Often these were almost to the point of gonzo. ' Something Wretched This Way Comes' By Miguel Ribeiro, & Joe Coombs taps right into this over the top lurid horror & sleaze vibe.
' Something Wretched This Way Comes' does this by having the European circuis troupe be a harbor for an occult faction of dangerous, deranged, and horrors waiting to be unleashed on small town America or Europe. Though 'Something Wretched This Way Comes' feels like a combination of 'Stranger Things' meets the Ray Bradbury's classic. This adventure in fact points up it's Wretchploitation rpg origins; "The group is quickly splitting up, and the arrival of the Cirque Diabolique in their town will be the last chance to get together. You can set it in the fall, like Bradbury's novel, or in the holidays before high school, the last summer of their childhood."
Because you can play as a kid going to the Cirque Diabolique, or a Wretchploitation rpg PC or even as a member of the cirque there's lots of possibilities for cross over adventuring. There a substantial flow of PC interaction with the horror elements & NPC's of the cirque itself. There are several areas that work together for this to work within 'The Something Wretched This Way Comes'. The cirque itself, the cast of NPC's surrounding the cirque, the acts of the cirque, and whole package of the Cirque Diabolique.
'Something Wretched This Way Comes' takes full advantage of itself by having the PC's embroiled in the adventure itself. This is a cirque with secrets & lots of them starting with the ticket sellers all the way to the owners. ' Something Wretched This Way Comes' excels at internal and external secrets.
' Something Wretched This Way Comes' is a great little adventure not just for the Wretchploitation rpg but any OSR game that uses younger adventurers. And yes 'The Something Wretched This Way Comes' is an adventure that perfectly exploits it's player's PC's on the front & the back end.
I can easily see running ' Something Wretched This Way Comes' By Miguel Ribeiro, & Joe Coombs with Dark Places & Demigorgons as an adult campaign.
For the Wretchploitation rpg ' Something Wretched This Way Comes' is perfect to set during the Fall of 1979 right before we switch over to the Eighties. The last gasp of Seventies is taken out by the horrors of the on coming Eighties.
Thanks for reading our review.
Eric Fabiaschi
Swords & Stitchery blog
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"Not all colonists within the American Sector settle on the surface of hostile planets. Many work in the depths of space or in planetary orbits on artificial platforms or space stations. There are hundreds in use, varying wildly in size from the 600-ton Pioneer class to the 20,000-ton Bay class and up to the million-ton Morozov class giants. Their purpose varies as much as their size. Orbital platforms might serve as way stations for starship crews, they might be research bases, fuel refinery stations, defence bases, orbital construction yards, communication stations as well as sundry other types …"
" Throughout human-occupied space the most common form of orbital platform is the modular type. Most of these resemble a floating skyscraper, with an external surface cluttered with additional units, pipework, tankage and ancillary sections. Commonly these giant constructions come in identical pairs or threes, connected together by gantries, fixed docking mechanisms and service connections."
Orbital Platforms By Paul Elliot is a thirty four page set of essential guidelines for the Hostile Rpg & it's campaigns. This supplement is perfectly aligned for creating space borne platforms in Hostile around colony worlds, space craft bases, rifineries, etc. We get outlines for designing, creating, & fixing up various orbital platforms. Hostile rpg adventure & campaign options often call for orbital platforms and Orbital Platforms By Paul Elliott covers this in spades.
Artificial platforms or space stations are perfect for interstellar or plantary adventures. Orbital Platforms By Paul Elliott For The Hostile Rpg is the book with everything necessary to get you started with using these in Hostile. All of the guidelines, details, and even weaponry. This makes 'Orbital Platforms' an essential take for example the standard platform; "PIONEER CLASS 600-ton Utility Platform The Leyland-Okuda Pioneer is a general purpose industrial operations platform, a space station designed to serve as an operations center, drone control, fuel store or supply dump. Using a 600-ton standard hull (Hull 12, Structure 12) the Pioneer mounts a Matsuyama OKL-1 1 Gigawatt Fusion Reactor, it has no other drives, other than station-keeping reaction jets. Fuel tankage comprising 9 tons of liquid hydrogen provides coolant to the fusion reactor for 12 months of continuous operation. Adjacent to the bridge is a level-1 Okuda Brightstar computer mainframe; a standard sensor package is fitted. There are six staterooms provided for the crew. A cargo deck of 42 tons holds spare parts and supplies and 480-tons of fuel tank can be configured for the storage of liquid hydrogen fuel, helium-3 or even stocks of fresh water. Features include fuel processors that can create up to 20 tons of liquid hydrogen each day, a workshop and fuel transfer manifold, repair robots and a medbay. A 0.5-ton Workloader is carried on the cargo deck. The Pioneer has no ship’s vehicles. Up to two starships or small craft can dock with the station at once. The station has a crew of five: commander, chief sensor operator, medic, assistant sensor operator, engineer. These roles can be altered to suit the station’s role. A spare stateroom can be used double occupancy by two visitors. The Leyland Pioneer costs $80M."
These platforms were created using a combination of Hostile rpg's starship rules & Orbital Platforms By Paul Elliott's guidelines. Orbital Platforms examines every detail for these adventure points & places for Hostile. This makes Orbital Platforms By Paul Elliott far more indepth then you at first it might seem. Orbital Platforms By Paul Elliott is a stand alone book & therefore you don't need the Hostile starship rules.
For the Hostile rpg, Orbital Platforms By Paul Elliott is one the essential books for Hostile. Because it throws the focus on these adventure locations & the guidelines or rules for creating them. It's compact and has everything that DM needs to take full advantage of
Orbital Platforms By Paul Elliott is compact, easy to read, easy to create your own orbital adventure locations, & this all ties into the point of this supplement.
Orbital Platforms By Paul Elliott does exactly what it sets out to do, to create orbital & instellar platform locations that can be used as adventure locations & campaign points for the Hostile rpg or other 2d6 instellar rpg's. The material is well done, compact, to the point, reliable, and very well thought out!
Thanks for reading our review
Eric Fabiaschi
Swords & Stitchery blog
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"Welcome to Cascadia Subsector! Cascadia Subsector is both one of the four core subsectors of Clement Sector (along with Hub, Franklin, and Sequoyah) and on the edge of the frontier. The sparsely populated Dawn Subsector (unless you’re on Cascadia and then you’d better call it “Lancaster Subsector”) is just to trailing of Cascadia Subsector. After that, it’s the wide-open frontier where few, if any, live and the realm of pirates and the advance scouts of the Cascadia Colonization Authority."
"So Cascadia can be a bit of both frontier and core. The second subsector to be settled and the first to have worlds colonized after the United Nations passed the Independent Worlds Treaty of 2235, the worlds presented here are some of the oldest established colonies in the sector. Most were colonized by private groups often to get away from the nations of Earth for one reason or another. Others were settled to simply try out a political experiment. Still others were colonized by corporations for profit."
Subsector Sourcebook: Cascadia By John Watts For The Clement Sector Rpg is one of the most underrated supplements for the Clement Sector rpg. Why?! Because this one hundred & fifty seven page book goes down the rabbit hole of the oldest Cascadia colony worlds. These colonies are varied, interesting, and very dangerous in their own right. The Subsector Sourcebook: Cascadia maximizes the entire ideal of the frontier edge of the Clement Sector rpg. The Subsector Sourcebook: Cascadia takes on board 'the Space Western' ideal & pushes the colonies & worlds to the edge of the interstellar map. And Subsector Sourcebook: Cascadia does this by presenting worlds that are interesting, different, and places that players are going to want to game on. Megara is a world of contrasts and a planet of both high technological frontier & yet one of untamed creativity; "The first colonists were academics from the United States, Canada, and the United Kingdom who wanted to establish a world and a government based on Athenian democracy. This would come with all the architectural trappings of ancient Greece along with encouraging those who knew Greek to speak it and to teach those who did not know. Greek remains the primary language of the planet with those who do not speak Greek often speaking English" This spirit of the Greeks seems to trickle down into the dangerous frontiers of the planet as well.
And Subsector Sourcebook: Cascadia embraces the campaign setting ideal that variety is the spice of life & shipping or profit is the creative spark of the Cascadia sector. The adventurers going from world to world & port to port to make money is the driving basis for Subsector Sourcebook: Cascadia. Fortunately those worlds are varied, interesting, and in point of fact very dangerous. Because this is a sector on the edge of both the great blackness of the interstellar frontier & still one of the more tamed sectors before the edge of the interstellar map.
Subsector Sourcebook: Cascadia is a sector sourcebook in which the adventurers are driving the source material. Your going to be seeing the frontier politic in operation within the Clement sector rpg within Subsector Sourcebook: Cascadia. The idea of the frontier worlds is heavily implied within this subsector supplement. Subsector Sourcebook: Cascadia is about the adventurers finding their place within the subsector's worlds & turning a profit at the same time. And John Watts has done a killer job of balancing these issues within Subsector Sourcebook: Cascadia. That balance extends within the various worlds found within Cascadia because of the presentation.
Subsector Sourcebook: Cascadia takes it's subject matter from the sphere of sourcebook into the realm of adventure sourcebook. And it does this by peppering the sourcebook with various adventure hooks scattered within it. These hooks are subtle but they are there. And they take advantage of that frontier edge sector quite seriously. And it preforms this balance with style. Is the Subsector Sourcebook: Cascadia worth getting?!
In a word yes! This is because Subsector Sourcebook: Cascadia works to support the rest of the Clement sector rpg with new worlds, new NPC's, & even new plays on the Clement sector's 'Space Western' theme.
Thanks for reading our review!
Eric Fabiaschi
Swords & Stitchery Blog
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" This book contains 4 adventures set in the English Colony of Maryland in 1650. It also provides setting information, a hex map, random encounter tables, and a bestiary of creatures from Maryland folklore."
"The Colony of Maryland was founded on the idea that Catholics and Protestants could live together in peace, to build a new life in a New World."
" But things dark and sinister lurk in these ancient woods. Things the natives leave undisturbed. Things alien and evil. And being exposed unknowingly by eager, greedy settlers."
" All are damned in the Colony of Death."
The Colony of Death By Mark Hess For the Lamentations of the Flame Princess rpg is a complete OSR module unto itself; " This book contains 4 adventures set in the English Colony of Maryland in 1650. It also provides setting information, a hex map, random encounter tables, and a bestiary of creatures from Maryland folklore." Clocking in at sixty two pages of Maryland historical mythical background there's been a ton of research that Mark Hess has put into 'The Colony of Death'. There's over fifty seven pages of beginning campaign history, background, details on the Maryland colony, and more. This adventure campaign has a very deep background with the wilderness of Maryland very dangerous in everyway from the NPC's, the animals, disease, and more.
There are four adventures that a intimately tied with the Weird Colonial America of 1650's Maryland that is featured in 'The Colony of Death' By Mark Hess. I don't wanna go into deep detail to spoilt the adventures. Needless to say there's quite a bit here within 'The Colony of Death' By Mark Hess to allow a DM to establish a Lamentations of the Flame Princess campaign within a Colonial America. Hess sets the tone & the history of his supplement allowing 'The Colony of Death' to play out well within a Lamentations rpg venue.
1650s Maryland is a perfect adventure point & is a fine addition to any Lamentation's DM's tool box. There's more then enough contained within 'The Colony of Death' By Mark Hess For The Lamentations of the Flame Princess rpg to keep a campaign going for many years.
Thanks for reading our review!
Eric Fabiaschi
Swords & Stitchery Blog
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"Princess Lisabetta, the precious daughter of the King of Riget, has been cursed by her evil aunt. Between her legs, Lisabetta now has a monstrous carnivorous "octopussy". To bring the princess back to her natural self, an intrepid group of wretched adventurers must venture into the maze-like Citadel of Berleng and destroy the evil witch. But in a world of bastards, nothing is as simple as it seems and a dark, forbidden secret that will shake Riget is about to be revealed..."
The Labia: The Strange Case of the Cursed Vagina By Sílvia Clemente, & Miguel Ribeiro is actually a straight out dungeon crawl with lots of old school weirdness. There's a lot going wrong for the royals in this adventure; "Rigetans know the royal family has had some bad luck: first, the beloved prince Charles Sebastian disappeared in the lands of Corphye. Then the queen died, giving birth to princess Lisabetta. There is bad blood between king Goran and his sister, countess Golithya, and she was expelled from court. The king is rumoured to be highly unstable, the oldest son, prince George Ferdinand, a lazy fool, and Princess Lisabetta to suffer from some strange malady. Fortunately, his Holiness Ozirix III, the High Priest of Xhardox, has provided spiritual guidance to Goran and helped him with the burden of ruling Riget"
And it's actually up to the party take on the maze-like Citadel of Berleng and destroy the evil witch. And this is no easy task. The Citadel of Berleng is a twisting old school adventure location with lots of monsters, horrid rooms & locations, twisting hallways & even Lovecraftian horrors thrown in the mix. And there's a lot going on here within this twenty four pages. And this isn't going to be an easy adventure in the strictest sense & for the Wretched Bastards role-playing game the adventurers are going to be in for a rough time. The maps & layout of the 'The Labia: The Strange Case of the Cursed Vagina' is well done. The presentation up to the usual Red Room's standards.
The Citadel of Berleng isn't at all what it seems and the old pile is a twisting & dangerous maze of horror with plenty of opportunities for NPC interactions & PC death. Sure there's a good chance that 'The Labia: The Strange Case of the Cursed Vagina' could be played over multiple sessions but it's more likely that the Citadel of Berleng is going to turn into a mini campaign for Wretched Bastards.
There's enough within 'The Labia: The Strange Case of the Cursed Vagina' to be more then a one note 'joke' adventure. Below the title is a really dangerous & utterly devious. It presents an adventure that over time a party could actually come away with some solid experience points, lots of treasure, & a pile of character sheets.
Where else could 'The Labia: The Strange Case of the Cursed Vagina' work as an OSR adventure? Well in any B/X powered OSR rpg system. But actually there are several OSR systems that immediately spring to mind. And one of those is Lamentations of the Flame Princesss. The adventure subject matter not to mention the deadliness dungeon crawl itself is really within the LoFP wheel house. All in all
Ulitmately, 'The Labia: The Strange Case of the Cursed Vagina' By Sílvia Clemente, & Miguel Ribeiro would also work with believe it or not Dark Albion or Lion & Dragon. The twisted fairy tale aspect of the adventure works on several levels and Citadel of Berleng isn't going to be a push over even for experienced players.
Thanks for reading our review
Eric Fabiaschi
Swords & Stitchery
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"The Memorial is a contemporary horror scenario inspired by Lars Von Trier’s cult TV series Riget (1994), Milos Forman’s One Flew over the Cuckoo’s Nest (1975) and The Killer Nun (1979), an Italian “video nasty” classic starring Anita Eckberg and Alida Valli."
"The scenario takes place in a rundown old hospital,The Ernest Spencer Memorial, especially in its psychiatric ward. This surreal institution is populated by bizarre people with a troubled past and where strange things occur frequently. Part of those occurrences is of supernatural origin, but some of them are illegal experiments and common medical malpractice "
The Memorial By , Miguel Ribeiro, & Sílvia Clemente For The Wretchploitation Rpg From The Red Room is a contempory horror rpg adventure location. The Memorial takes place in & around a haunted hospital or medicial center adventure location. Now this scenario isn't on Drivethrurpg because of adult & Giallo themes; "There's undoubtedly some Green Wing, ER, House M.D. and Scrubs in it, hopefully not that much, as it is meant to be horror, after all. You may notice that several of the mature themes explored in this scenario - like cannibalism, necrophilia (and another paraphilia), rape and torture - are reminiscent of the Italian horror sub-genre Giallo*." Consider yourselves forwarned because this is an adult title. Now with that being said Memorial follows in the wake of other Red Room titles & the authors take full advantage of the horror adventure locations back story & history; "The scenario takes place in a rundown old hospital,The Ernest Spencer Memorial, especially in its psychiatric ward.This surreal institution is populated by bizarre people with a troubled past and where strange things occur frequently. Part of those occurrences is of supernatural origin, but some of them are illegal experiments and common medical malpractice. Not the ideal place to have your appendectomy done..."
The Ernest Spencer Memorial is one of the most horrific adventure locations to come out of the Red Room's twisted mines & it can be played differently each time the PC's visit.
There are lots of resources that the authors Miguel Ribeiro, & Sílvia Clemente throw into the mix so encounters can pull PC's into the mix then have them comeback for more Miguel Ribeiro, & Sílvia Clemente's voice is far more prevelant within 'The Memorial' then other Red Room productions. This is a good thing bringing the action into a comtempory and very dangerous venue for the PC's.
The Ernest Spencer Memorial is a very dangerous location able to grind out even the most jaded player's PC's easily.
And this makes it perfect location to deal harm to any number of Wretchploitation rpg player's PC's.
The Memorial By Miguel Ribeiro, & Sílvia Clemente is an adventure location with multiple uses of play & ulility over at the table top level. The Memorial could also serve as a great contemporary location for dropping adventurers into the Wretched New Flesh - Postcards from Avalidad Quickstart to get the players hitting the ground running during play.
As a haunted location the Ernest Spencer Memorial is about as dangerous as it gets. The Ernest Spencer Memorial could be the lair of several serial killers, the location for a supernatural cult, or even medical experimentation gone wrong ala H.P. Lovecraft's Herbert West Reanimator.
That being said this isn't an adventure location for the kids. The Red Room isn't kidding this is one for the adults in the room.
The Memorial is well done and up to the Red Room's standards and this is a mean one to unleash on players. So is it worth the download?! In a word yes it's definitely worth it to run with horror fans.
Thanks for reading our review
Eric Fabiaschi
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"ENTER A WORLD OF HIGH ADVENTURE AND COSMIC HORROR!
Lost Carcosa is an exciting new supplement for the ORIGINAL FANTASY RPG, inspired by the works of Robert W. Chambers, H.P. Lovecraft, Ambrose Bierce, Edgar Rice Burroughs, and Robert E. Howard! Within its pages, you will find:
Dozens of horrifying new monsters
11 new spells for use with either the Cleric or Magic-User classes
21 new magic items
7 regions, detailed with encounter tables and 50 possible things to find in each region
Simplified rules for wilderness generation and exploration
Brief biographies of prominent NPCs and deities
And more!"
Lost Carcosa by Tristan Tanner from Bogeyman Gaming is a Weird Fiction OSR supplement & addition too your favorite OSR retroclone system. It essentially walks the same course as Geoffrey McKinney's Carcosa with quite a few distinct differences. And Lost Carcosa starts off with Men & Magic offerng Zoogs & Ghouls as a PC race. Then we've got spell additions with essential salts & a host of other Lovecraftian spells. And then we get a ton of Lovecraftian monsters and did I mention that this is all for OD&D and B/X Dungeons & Dragons style games. And there's a good dose of Edgar Rice Burroughs thrown in there for good measure. And there's a whole truck load of weird & Lovecraftian magic items for good measure. Here's an example; "Image Of Ghatanathoa: These typically take the form of wooden boxes with hinged lids, within which is a statue of the Great Old One Ghatanathoa. Anyone who looks upon the visage of Ghatanathoa is instantly petrified, their body mummifying and fossilizing while their brain remains alive. A saving throw versus stone can be made to avoid looking at the statue."
And then we get into 'Lost Carcosa' proper yes that's right this actually is a 'Robert W. Chambers' campaign setting and its pretty detailed with random enconters, adventure goals, & much more thrown in.
And a huge amount of significant areas described but there's no map at all for any of these Lovecraftian locations! There's the Carcosan underworld that rates its own sections & it goes in for the deep dive on those with more random encounters and much more. And then into Carcosa mini dungeons!
Then there's the Dieties of Carcosa including the King in Yellow himself, and more Lovecraftian dieties to boot! And then we dive into exceptionally important NPC's on Carcosa such as; "THE WOMAN IN THE WALLPAPER The King in Yellow feeds on intelligence and creativity, inciting obsession and madness. The Woman in the Wallpaper is one of his many victims, corrupted into a monster by his unholy influence. Once she was an ordinary young woman from Earth, suffering from clinical depression in an age where treatment for such a condition was locking the unfortunate woman in an empty room for days. The King in Yellow crept in through the ugly yellow wallpaper which decorated her room, and began to corrupt the woman. She started to see impossible patterns in the lines of the walls, illuminated by the pallid moonlight, until she could see a distorted, crawling figure behind the wallpaper. In time, she came to realize that it was herself, and in a frenzy stripped the wallpaper off the wall and began to change into something not quite human. Her husband died of shock"
And then we get 'Appendix A' a random mutation table & 'Appendix B' -'Appendix B: Dark Young Of Sheol-Nugganoth' section! And then inspirational films, literature, etc.
Alright let me slow down because all of this is packed into Eighty Nine pages of a glorious Lovecraftian campaign of a supplement in 'Lost Carcosa'. And what 'Lost Carcosa' reminds me of is Dave Hargrave's Arduin rpg supplements. Lots of incredibly interesting & somewhat insane Lovecraftian ideas thrown into the mix of 'Lost Carcosa' that you as a DM can use or not.
Could 'Lost Carcosa' be used with Geoffery McKinney's Carcosa?! I believe it not only could but that was the intention here. 'Lost Carcosa' offers an alternative OSR campaign setting to LoFP's Carcosa or another face of the classic OSR campaign setting. Perhaps another side of Carcosa where we have even more weirdness happening. 'Lost Carcosa' is an interesting addition to the OSR landscape and one that I hope to be using coming up!
Thanks for reading our review
Eric Fabiaschi
Swords & Stitchery blog
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A new drug is finding its way into pubs and Apothecary shops throughout the East End of London.
"This drug, called “M” causes rioting, murder, and worse things. Can your heroes find the source of
this maleficent chemical before the city is overrun with carnage?"
"A Gilded Adventure for levels 2-4
Gaslight street lamps pour fitful illumination through the fog-shrouded streets of Victorian cities. Menacing figures lurk in darkened alleyways. Desperate men with nothing to lose and the determination to take what they can from others plot.
This is an RPG where masked vigilantes pit their fantastic powers against all the evil that settled in the darkened streets of a Victorian past that both was and was not!"
So riding hard on the heels of Victorious rpg's 'Hide & Seek' comes A Night For Jackals by Mike Stewart For The Victorious Rpg. And I'm going to assume the author is a fan of the classic Sixties Wild,Wild, West television show hence the name of this adventure. There's a lot going on here in twenty four pages and some of it solid rpg setting contiuum work by Mike Stewart.
We've got adventure plots within adventure plots within 'A Night for Jackals.' The writing is crisp and the implied world of the Superhumankind.And 'A Night For Jackals' centers itself on London; "This adventure is centered predominantly within the city of London, with emphasis on the poorer regions of the city such as Bethnel Green, Whitechapel, Limehouse, and other parts of the East End as well as certain points of interest in and around the British capitol that might factor into the players investigations"
Within twenty four pages Stewart lays down the adventure plot, the NPC villain, and brings the PC's down the rabbit hole of 'A Night For Jackals '. Professor Morierty is center stage and he's really ramped up as an NPC villain. He's not someone that the player's PC are going to want to cross.
'A Night For Jackals' does an excellent job on two levels, one it establishes the world of Victorious as an alternative Earth where superheroes from the 21 century have shown up. And two it brings the PC's right into the middle of the events with a stake in the action. Make no mistake the PC's are in big trouble and level heads with solid investigative skills are going to reign big time in 'A Night For Jackals'.
Within the twenty four pages of 'A Night For Jackals' we get everything we want in a 1-4 level adventure. And the learning curve here for players of other super hero style games is going to be interesting 'A Night For Jackals' takes full advantage of the Victorious rpg's system in spades.
Could ' A Night For Jackels' be used with other OSR supers games!?! This is a tricky one in someways let me explain. The world of Victorious is closely associated with the rpg setting and the two in many ways are indivisible. With that being said ' A Night For Jackals' could be run with the Wretched Époque rpg. But a word of caution, the OSR systems here are exclusive to each game. So there maybe balance issues that could crop up in running 'A Night For Jackals' with the Wretched Epoque rpg. It might work but there might be interesting issues. Something to explore in a future blog post to be sure.
Back to 'A Night For Jackals' , as I said this adventure expands on the timeline of the Victorious rpg. And I do feel that this is a key adventure for the foundations of a campaign of supermankind's Victorious rpg. I wish there could have been a bit more after adventure hooks in 'A Night For Jackals'.
Thanks for reading our review
Eric Fabiaschi
Swords & Stitchery
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"Hostile Solo is a stand-alone solo roleplaying game set in a grim and gritty future, inspired by movies like Outland, Alien, Dark Star, Pitch Black, Event Horizon and The Thing. It allows a single player to create and play the roles of a group of blue-collar workers out in deep space, overcoming difficult challenges and facing unknown terrors. Although the name and the cover art suggest that the player will create only a single character, in fact the game is best played with a ‘crew’ of characters. Your crew will interact, fall-out, develop their own schemes and build bonds of friendship. Steer them through their chosen career; either asteroid mining, exploring, freight shipping and salvage, corporate troubleshooting, colony operations or US Marine interventions."
"Both full-colour and printer-friendly versions are provided. PRINT VERSION TO FOLLOW IN SEPTEMBER, Hardback and Softback. Please check the product Discussion Forum at that time. "
Sweet mother of God, I wasn't expecting the pdf rpg package that Paul Elliot dropped on me this morning. The Hostile Solo rpg is two hundred & thirty pages of conscisely laidout and entwined 2d6 solo rpg Hostile goodness! And it rocks! Hostile Solo brings you all of the Hostile rpg action that you can handle alone! This is a great rpg and clever at what it does. Where do one begin?! At the beginning with Hostile Solo, we get all of the world of Hostile introduction we can handle from career prospects, Earth in Hostile, quick sample bites of technologies, politic, the interstellar scene, etc. In other words everything you need to turn out a PC with several quick rolls of the 2d6 dice.
And there's something to remember that everything in Hostile Solo is designed to get you to play and this game is a love letter to the 2d6 system that gave it birth. You a bit of everything right from the start highly sectionalize, organized, & sampled out. So that the player ( that's you) can literally make a character from scratch as soon as you have the pdf. The layout is well done, the artwork captures the world of Hostile and the interstellar scene from work, to duty, etc. is layed out in spades.
Hostile Solo is a working man's or blue collar interstellar world where the hazards are there right in the front of the book. You can & will die repeatily within Hostile Solo and that's alright because's it's dead easy to create a PC's and Hostile Solo does a solid job of bringing the reality of your situation to you the reader.
Paul Elliot has an easy & breezy sense of style about his writing & game design. The man has done many products over the years & it shows. Ian Stead, Shawn, Fisher,& Paul Elliott all handle the artwork like pro's giving a simple, effective, and forceful number of artwork pieces that showcases and yet, implies the menace of the world of Hostile.
And while other companies are moving in weird or strange rpg directions Zozer Games continues to impress with games such as Hostile Solo. Paul Elliot does a brilliant job of showcasing his chops by giving us the next generation of his Solo rpg in the form of Hostile Solo. The fact that this game allows you as the player to take charge of your own play, destiny, and 2d6 gaming means that you can chart out a whole Hostile campaign from the inside out. And this allows the DM to pull their own adventures apart as both the player & the DM. And while this isn't revolutionary it puts the pressure back on the DM where it belongs. And the fact that the author includes a print friendly version of the game means that he wants this game played tonight!
Hostile Solo is a game of our times designed with the asthetic to be played and used. This isn't a sit on the shelf or sidelines game. Hostile Solo is designed by the a man whose played lots & lots of 2d6 solo games and he's taken that experience into this his latest Hostile publishing project. And given the fact that it works with all of the Hostile rpg products that's an incredibly good bonus.
So inconclusion there's lots to like about Hostile Solo and it's great value for 20.00 for what you get. Hostile Solo is a complete rpg in every sense of the world. This book is all you need to get in on the ground floor of running your own Hostile adventures tonight!
Thanks for reading our review
Eric Fabiaschi
Swords & Stitchery blog
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"Walking the Way: A Mysticism Sourcebook for White Star brings a plethora of new options to your OSR sci-fi campaign! As heroic Star Knights and exotic Alien Mystics fight against the agents of the Void and the evil Galactic Consortium, they find new options to add to their arsenal in the latest supplement for White Star: White Box Science Fiction Roleplaying and White Star: Galaxy Edition"
Walking the Way: A Mysticism Sourcebook [Swords & Wizardry] By James M. Spahn is basically the entire sourcebook for the star knight PC class. Because of the fact that I've got the PC's encountering a particuarly nasty piece of work of ancient hertiage in the deserts of an abandoned city. We've got another player joining us soon. So asside from our guest star player Walking the Way: A Mysticism Sourcebook goes deep into the Star Knight as a viable PC class. Ages ago this book came my way into my hard drive. And it's sat there but according the the intro; "Science fiction. It is, right down to its name, rooted in science. Cold, hard science. Yet so much of the great sci-fi I fell in love with as a child and continue to love to this day has a strong element of fantasy. Whether it’s mystical monks who know the mind-killing power of fear, farm boys that discovery they have a strange destiny as part of the essence that binds the galaxy together, or cigar-smoking hot-shot pilots who return from the dead as angelic vessels of the divine - magic, for lack of a better term, permeates pulp science fiction. Walking the Way is a source book for White Star that provides players and Referees with new options to help expand and further define those aspects of their own campaign world. All of the rules in this book are optional and should only be used with Referee approval. It is the author’s hope that the options in this book will help expand your game-play and use the metaphor of science fantasy to further explore what it means to be a finite being in an infinite universe, and have a helluva lot of fun along the way."
So what we get is the following in sixty four pages:
Four brand new classes! Elusive Althar meld both Meditations and Gifts, while Augumented Waybreakers meld cybernetic enhancement with the powerful Meditations.
New Gifts and Meditations to expand the power of your Mystic character classes!
Half a dozen paths for Alien Mystics to customize their journey towards enlightenment!
Complete rules for building and customizing the iconic weapon of the Star Knights: The Star Sword.
New gear, weapons, and armor!
New Advanced Technology, like the esoteric Spirit Stones!
New Monsters, from the adorable Gorp to the dangerous Void Serpent!
A completely new form of Mysticism: Technomancy!
We get introduced to the alien ALTHAR which are sort of a PC Elven race class. They are a solid servicable alternative. Next we get the Augmented Waybreaker PC class and these folks are cybernetically bent; "Augmented Waybreakers are practitioners of Mysticism who have turned their back on that path. Whether broken by the burden of their powers, driven to the edge of madness by strange insights, or for any other number of reasons Augmented Waybreakers have refused to embrace their inherent powers."
We then jump to the Starfists a PC monk/starknight class which blends the best of Swords & Wizardry monks with the starknight class. Finally we jump into the technomancer and these folks are a combination of star knight & cybernetic mage. They have no illusions about 'the Way' per say and are completely practical. Their occult powers are both way driven & technological with an uneasy balance between the two.
We dive into a chapter talking about appentices & mentors with the values between the two. This is also the chapter which dives into the star sword creation. And this is where we get into the star knight gems those bastions of knowledge. Star sword dueling rules with individual styles and dueling rules. And some really interesting star sword artifacts. Void knight rules and alien star knights all enclosed within new rules for other mediations. All of these mold into other quisi mystic technological artifacts, devices, and even starship modification. And finally we get some new alien monsters sensitive to 'the way'. And finally a technomancer mediation appendix. And this all falls under sixty four pages. But is it good?! The whole supplement feels not only necessary but well done. There is an index which helps (alot). And on the whole this is a solid book to add into the que of The White Star Galaxy Edition Rpg .
Thanks for reading our review!
Eric Fabiaschi
Swords & Stitchery blog
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"Orpheum Lofts is a thriller/ horror role-playing scenario inspired by Dario Argento’s Three Mothers Trilogy [Suspiria (1977), Inferno (1980) and Mother of Tears (2007)], Polanski’s The Tenant (1976) and Rosemary’s Baby (1968), ’80s and ’90s sitcoms, and romantic comedies. Yes, it’s a strange mix, but it will get weirder… As usual in Red Room adventures, there is no predetermined plot, only suggested ones, and no described scenes; instead, there are many story seeds. Though it was planned for a series of connected stories set in the mid-80s, Orpheum Lofts can easily be turned into a one-shot. The timeline isn’t set in stone either."
"This book contains the scenario previously published by Postmortem Studios as part of the Postmortem Giallo series and also part of Her Heart was a Locked Room, and Nobody had the Key: A Giallo Series Companion, adapted to old-school mechanics. If you have purchased those two books do you need this one as well? No, not really."
The Red Room continues to spoilt me with horror adventures that are dangerous, reliable, & batcrap insane. The Orpheum Lofts By Miguel Ribeiro, & Sílvia Clemente is no exception. This is a Giallo adventure series that is wild and wicked to say the least.
What is 'the Opheum? Well, as we look deeper into the introduction there's clues scattered deeper in the adventure; "Though it was planned for a series of connected stories set in the mid-80s, Orpheum Lofts can easily be turned into a one-shot.The timeline isn't set in stone either. Orpheum Lofts opens with the description of a location, the lofts featured in the title.This place has a convoluted history: it started out as a luxurious place for cosmopolitan upper-middle-class people before decaying along with the neighbourhood. Over the years, the lofts have been the stage for multiple homicides and other crimes."
And this is simply the beginning of the Orpheum Lofts because this is an adventure location with several differences. This adventure location could be or might not be the sight of deep occult happenings. In one hundred and twenty six pages the Orpheum Lofts lays out random tables, a boat load of NPC's, more secrets then you could shake a witch at. And lots of multiple tables to various shades & mutations of the Orpheum Lofts circumstances, encounters, NPC's motives, and more. This adds a Hell of a lot of replay value to the Orpheum Lofts.
Every play session is going to be completely different when the player's PC's enter the Orpheum Lofts. And it makes it completely for completely different circumstances. And this adds lots of value especially for the Wretchploitation rpg.
And the Orpheum Lofts fits the rpg history range from Wretched Époque to the Wretchploitation Sixties or Seventies era right into the near future of Wretched New Flesh - Postcards from Avalidad. And this brings up the possibility of using the Orpheum Lofts as an adventure location in all three of these eras. A timeless place whose occult horror invades the world from one era to another again & again. And the Wretched New Flesh - Postcards from Avalidad rpg is perfect run the Orpheum Lofts By Miguel Ribeiro, & Sílvia Clemente as an adventure location that will challenge adventurers of all stripes.
The Orpheum Lofts is a place not only where evil spawns but exels as the reality of the building pulls homicide, occult horror, and one that exists on the supernatural corruption of the location.
The evil of the Orpheum Lofts is one that is driven by it's NPC's as they drive the adventure location again & again. Or one that explodes upon them as well as exploits them. There's the opportunity & potential of the Orpheum Lofts generating it's own mini campaign and this is evident of a read through in an OSR modern game?!
Is the Orpheum Lofts worth getting?! In a word, yes! The Orpheum Lofts design is top drawer and the OSR resources found within makes the playability of this adventure location a must have for the modern occult & supernatural DM who wants to run Giallo adventures with a difference.
Thanks for reading our review
Eric Fabiaschi
Swords & Stitchery blog
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