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Lexicon Geographicum Arcanum vol 1 Species of the Hollow Earth
Publisher: Grimm Aramil Publishing
by Eric F. [Verified Purchaser]
Date Added: 12/17/2020 10:59:06

"In 1692, Edmond Halley, better known as the astronomer for whom Halley’s Comet is named, published a paper in the Philosophical Transactions of the Royal Society, an august academic periodical still active today, in which he advanced the hypothesis that the world was hollow and contained within it another world. This hypothesis was based on empirical observation of anomalous compass readings which suggested that there were four poles, although Halley conceded that insufficient observations had been made to verify the theory, merely that it was a possible explanation. Imperfect though his observations may have been, Halley stumbled upon a fundamental truth...

The world is hollow. The outer world exists not upon a solid orb but upon a crust, engineered untold millennia ago. On the other side of that crust there is another world, an inner world, with its own realms and races, bathed in the red light of an arcane inner sun. The inner world mirrors the outer one fairly closely with respect to its mundane geography but its inhabitants are quite extraordinarily different..."

This is going to be our fifth or six time trying to get a review of the 'volume of Lexicon Geographicum Arcanum' by Andrew Marrington from Grimm Aramil Publishing.
So what is the 'volume of Lexicon Geographicum Arcanum' ? Its an alternative player's hand book & PC guidelines for a inner or Hollow Earth campaign for the Lamentations of the Flame Princess rpg .

What the 'volume of Lexicon Geographicum Arcanum' does is provide the Dungeon Master & his players with a richly detailed setting book that sets up the traditional Mentzer Dungeons & Dragons races into a social wedding cake of civilizations, cultures, etc. that all hit the high notes of mythology & pop culture. This is based around the take of the author/designer Andrew Marrington who does an excellent job for taking a home campaign series of notes into a fully fleshed out setting book. The lay out is exceptional & the artwork very nicely done.

The 'volume of Lexicon Geographicum Arcanum' presents a world setting on the edge of discovery in the black powder era. This a universe where the whims of mythology & legend are fact. There are spell from Altantis waiting for PC wizards to get themselves into trouble, Formorians & Nenderthals are Race as class options, & the Dwarves are here waiting to get themselves into the fray.

This isn't simply a player's book its a campaign waiting to happen & it presents an excellent opportunity for the players & the DM to take a vastly different approach to the usual Lamentations of the Flame Princess nega dungeon approach. Here are vast empires & solid traditional militaries waiting for the DM to use from an inner Earth. The sense here is at once epic & well thoughtout especially with regards to the 'volume of Lexicon Geographicum Arcanum' the material as presented for PC generation.

These empires don't simply include the usual Dwarven, Elven, & Halflings. Instead we have Formorians & Neanderthals whose might is both black magick itself & very subtle within this inner Earth. There a consistency of alternative PC classes & solid work here for the players to digest.

The material here in the 'volume of Lexicon Geographicum Arcanum' is well thought out & very well done. I highly recommend it as a viable option for the Lamentations of the Flame Princess rpg system. There will be a second part of our review of the 'volume of Lexicon Geographicum Arcanum' coming up!

Eric Fabiaschi Swords & Stitchery Blog Want more OSR conent?! Subscribe to https://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
Lexicon Geographicum Arcanum vol 1 Species of the Hollow Earth
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Womb Cult
Publisher: Grimm Aramil Publishing
by Eric F. [Verified Purchaser]
Date Added: 12/16/2020 13:10:07

"A race of alien-human hybrids hides in a rural area, disguising its activities as those of a witch cult. It offers the power of witchcraft to gullible countryfolk; all it asks in exchange is that they serve as the cult’s wombs, to keep their hybrid lines viable, as they have since Time Immemorial.

But a change has swept Europe. No longer are stories of witches dismissed as superstitious ravings of uneducated peasants, and now, the witch hunters have come to put an end to the Womb Cult...

An adventure for low level characters for Lamentations of the Flame Princess"

Third party Lamentations of the Flame Princess rpg products have always been hit or miss for us. But the recommendation of a friend does carry some weight & boy is this one solid. 'Womb Cult' by Andrew Marrington from From Grimm Aramil Publishing is a forty four page adventure for the Lamentations of the Flame Princess rpg that packs in the weirdness. And unlike other LoFP products this one actually delivers the alien goods.

Womb Cult is an adventure with a cross witchcraft & alien invasion theme as a basic adventure starter package. Man this one is well laid out, gives the punch to the PC's straight out of the gate, & the whole cloth of the adventure is well done. This isn't an adventure that exploits women but an adventure that exploits everyone.. period. You can drop this adventure into the back end of rural England during the English Civil War or the Hundred Years War campaign. The layout here is concise, the themes a cross between disturbing & the high weirdness of a 50's Science Fiction movie on the late night channel on cable, the encounters are nasty.

'Womb Cult ' is the type of low level adventure that I wish had been out when I running LoFP Carcosa or 'World of the Lost' by Rafael Chandler. The reason is simple 'Womb Cult ' takes the tired cliché of a beginning adventure & turns it into a campaign spring board. For LoFP's 'Womb Cult ' turns up the adventure without sacrificing the content. This is a pure alien invasion of the worst kind & it shows. But this isn't a nega dungeon of the usual Lamentations variety instead 'Womb Cult ' is a campaign beginning or spring board.

The production values here are top notch & the artwork is on point for an LoFP third party product. Is this a winnable adventure for a party?! Its gonna depend upon the players expectations & what they choose to do. There are some direr & dangerous things here in 'Womb Cult '. Don't make any mistakes here 'Womb Cult ' isn't for the kids folks. This is a Lamentations of the Flame Princess module so there's adult themes, ideas, & some icky content for everyone. Can 'Womb Cult ' be used with a traditional Dungeons & Dragons style game?! In a word, yes! You could drag & drop 'Womb Cult ' into the back end of a Greyhawk campaign or even Mystara with little effort. But 'Womb Cult ' is a hard core Lamentations of the Flame Princess adventure. Could it be used with other OSR systems?! Oh most certainly.

First of all 'Womb Cult ' could easily be used with an Adventurer, Conqueror, King rpg campaign in spades. The whole thing lock, stock, & two smoking blunder buss barrels could be dropped into that system using ACK's Guns of War book. Because of the black powder weapons & such.

'Womb Cult ' could also work very well into a black powder Castles & Crusades game campaign. The science fantasy high weirdness makes this a very easily adaptable adventure. The cult operating in some country back water means that they can spread quite easily throughout a region. The PC's could have a Hell of a time eradicating it. And this also means that 'Womb Cult ' could work very well as a heresy within a Dark Albion or Lion & Dragon rpg campaign. There's tons of mileage that a DM could get out of this adventure.

Is 'Womb Cult ' perfect? No its not but it provide a really nice alternative beginning adventure & tool kit for a from the ground up Lamentations of the Flame Princess rpg game campaign. This adventure played right could provide years of 'cat & mouse' play easily & could be used as the basis for an entire alien invasion from the ground up within a campaign. Its nice to see an alternative 'alien invasion' adventure that doesn't use the usual Mind Flayer adventure. 'Womb Cult ' is in fact a solid OSR module & very well done. FYI 'Womb Cult ' was bought with my own money & I will be running it for my players coming up. Eric Fabiaschi Swords & Stitchery blog Want even more OSR Content? Subscribe to https://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
Womb Cult
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Stardust the Super Wizard
Publisher: NUELOW Games
by Eric F. [Verified Purchaser]
Date Added: 12/12/2020 17:15:16

"Stardust the Super Wizard is a name spoken in hushed whispers throughout the universe, He uses his vast knowledge of interplanetary science and sorcery to monitor all inhabited worlds, and when he finds beings he considers exceptionally evil or vile, he dispenses the justice he feels they deserve. Once you've incurred the wrath of the Super Wizard, you are done for!"

For many now the Nuelow games universe setting has been one that we've been dipping into for many years. A combination of public domain comic book series & supplement the whole book is more then the combination of its parts. This formula is one that allows Nuelow to flesh out characters such as Stardust The Super Wizard; "Stardust the Super Wizard from NUELOW Games collects six tales from the Golden Age of Comics by one or its most eccentric and erratic creators, Fletcher Hanks. Although he only worked in comics for a brief time during 1939 to 1941, the over-the-top nature of his work left a permanent mark on the emerging artform--and it makes the stories worth reading even today. The "Stardust the Super Wizard" series is where his bizarre story-telling style was most prominently on display. followed closely by run on the "Fantomah" series (highlights from which are featured in NUELOW's The Three Lives of Fantomah: Mystery Woman of the Jungle." Who is Stardust The Super Wizard? According to the Public Domain Super Hero site; "Stardust the Super Wizard lived on a "private star" far out in space. He patrolled the cosmos fighting criminals, racketeers, spies, and terrorists, but comes to Earth after intercepting a radio signal from America." And Neulow Games What really makes Stardust The Super Wizard is the cultclassic comic artwork but who was this renagade comic book artist from the Golden Age of comic books;"Fletcher Hanks, Sr. (December 1, 1889 – January 22, 1976) was a cartoonist from the Golden Age of Comic Books, who wrote and drew stories detailing the adventures of all-powerful, supernatural heroes and their elaborate punishments of transgressors. In addition to his birth name, Hanks worked under a number of pen names, including "Hank Christy," "Charles Netcher," "C. C. Starr," and "Barclay Flagg." Hanks was active in comic books from 1939 to 1941" Here's a great article on the comic book work & fate of Fletcher Hanks.

Stardust The Super Wizard would be considered a cultclassic cosmic anti hero & he's a reality bender with super science. This cosmic demigod is as bizarre today as he was back when he exploded onto the Golden Age. Stardust alters criminals, bends reality, & causes complete genocide of several gangs. Stardust the Super Wizard (2016) has several super science devices of some really twisted applications for adventures. Because is a simple OGL d20 Modern product & so easily convert to most OSR systems. Steve Miller doesn't get half the credit that he should as a game designer. Stardust the Super Wizard works well as a NPC antagonist for OSR super heroes. There are several super hero systems that I'd use Stardust the Super Wizard as a main villain. The original material for Stardust the Super Wizard is well done. Stardust is a perfect candidate for a cult leader or the like because he acts as judge, jury, & executioner. His actions towards his continuum's Earth are bizarre. In some respects Stardust reminds me of DC Comic's Mister Mxyzptlk with his crazy actions &

I can see playing an epic campaign of bizarre crazy reality bending adventure & weirdness. Invading Stardust's base could be climax of a long series of weird adventures with Stardust doing incredibly strange things along the way. The thing to remember about Stardust The Super Wizard is the fact that this is a character of absolutes, the punishments ironically fit the crimes. Things that detract from Stardust the Super Wizard ? Stardust the Super Wizard 's base needs to be improved. The map while usable needs a huge improvement but other then that Stardust the Super Wizard is completely usable as a villain or antihero of the highest order. I'd say four out of five & I've got a whole lotta of Stardust the Super Wizard action coming in one of my campaigns so stay tuned.

Eric Fabiaschi Swords & Stitchery blog Want more OSR action on this & other games? Please subscribe to https://swordsandstitchery.blogspot.com/



Rating:
[4 of 5 Stars!]
Stardust the Super Wizard
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Necromancer Class
Publisher: James Mishler Games
by Eric F. [Verified Purchaser]
Date Added: 11/15/2020 12:49:20

" Necromancers are a sub-class of magic-users who specialize in the magic of death, undeath, and demonolatry (summoning demons). They embrace the dark arts in order to gain power over the living and the dead."

'Necromancer Class – Masters of Death and Undeath' came into my email box a couple of days ago & its an interesting variation on the traditional Advanced Dungeons & Dragons necromancer class. What this class does is take the standard necromancer PC class tropes & turns them out a bit. These are not just normal necromancers instead these necromancers in fifteen pages are given a whole cloth revamp. These necromancers are NPC's or PC's who studying the arts of the undead have crossed the line into another existence straddling the line between campaign reality & the spiritual or negative material plane. These necromancers have their souls corrupted by the very act of dipping into the world of the undead;"Alignment: Necromancers cannot be Good; they must be Neutral or Evil, but can be Lawful, Neutral, or Chaotic (most are Chaotic and Evil)." And it get's better because it affects their ability to heal which is super critical in Dungeons & Dragons style games & this goes all the way into the core of the PC;" Corrupted Body and Soul: Necromancers cannot benefit from the casting of cure wounds spells (light, serious, critical, or heal), nor from potions of healing or extra-healing, or similar magic items; they instead are harmed by the application of such spells and potions (no saving throw). Necromancers are healed by the application of cause wounds spells (light, serious, critical, or harm); they also heal naturally. Necromancers cannot be brought back to life using raise dead or resurrection; to be brought back to life requires the use of a limited wish or wish spell." Necromaners can use & manufacture poison! Which is a big deal because it plays deeply into the murderous & corrupt nature of the necromancer;"Poison Use: Necromancers learn the manufacture of poisons as they advance in level; they learn one at each level including 1st level. They must learn the lower classes of each of a poison type first before learning a higher-class of the same type. Thus, a necromancer must learn class 1 contact before they can learn class 2 contact; class 12 inhaled before class 13 inhaled; and so on. A necromancer can manufacture a dose of poison at half the sale cost, requiring one day of time per 100 gp cost or portion thereof (minimum one day)." And it gets worse the necromancer can only really get proficience within their necromatic class; "Learning Spells: Necromancers can only learn to cast a single magic-user spell per level, but are unlimited in learning necromancer spells (and learn one of their choice of a level they can cast automatically and for free each level). Necromancers begin play with read magic, any one other 1st level magic-user spell, and any two 1st level necromancy spells of their choice in their grimoire."

The necormancer class only limited to 7th-level spells, like illusionists & that's fine because this is a class is a short handed & somewhat short cut class that is kinda made for villains or players who want to have fun with it. Can it compete in Advanced Dungeons & Dragons or The Adventurer,Conqueror, King rpg!?!

This is a nasty & dangerous classs but its 'balanced' in the sense that it does what it sets out to do. That is that it takes a very vague class & sets the person whose PC is paying it on the path of the damned. It makes no apologies for this. Don't believe me?! Check out Krynn Ellis's evaluation;"Since I'm a publisher, I don't get to write reviews, but, here's my opinion of this product, which yes, I did receive from my friend, James, but he didn't exactly buy me dinner or pay my backlogged library fines. OK, on with the personalview: Oh, man! I wish someone would run an online game for me and let me play this class! The new spells alone, while not scaling, each take the various Undead-controlling (etc.) effects to the next degree of mastery, with the higher-level spells retroactively affecting lesser Undead (as one would hope). The fact that the class makes it clear that one is no longer part of the mundane realm and that the Necromancer has learnt its own spell for tending to its injuries, is just another facet of what makes this version of of the time-honoured (BiTD this was advised as an NPC-only class in D&D, but other cool games, like, The Arcanum, for instance, allowed its ilk as a PC...) class write-up so worthy of play. Do yourself a favour and pick this one up. ****"
Here's the part where she nails this class's features the control of the undead. The necromancer excels at it in spades & beyond. This is where 'Necromancer Class – Masters of Death and Undeath' By James Mishler, & Jodi Moran-Mishler lives up to its 2.49 cent price tag. What sets it apart however in my humble opinion are the spells & the magic items plus the add on demons. These really push the whole affair over the top, check out the spell list at first level; "1st Level Animate Dead
(C3) Cause Light Wounds (C1) Darkness (reversed Light) Detect Undead Skull Sense Speak With Dead (C3) Summon Skeletons* Unseen Servant"

Basically your PC has already gone beyond the normal jog down the path of corruption. The PC is verging on villainous terrority here & the necromancer class only get's sucked into this sewer the lower we go. As they go higer in level folks! Even the magic items & treasure are completely made for the grave with things like - bone armor, cloak of the necromancer, ghoul ring, ring of undead detection, staff of necromancy, wand of wounding, and the mighty vampire cape. And the demons complete the picture. So where would I use the 'Necromancer Class – Masters of Death and Undeath' ? Well personally I'd drop the class straight into the original Wilderlands of High Fantasy campaign setting as is! This means that whole cloth of the class is preserved along with its essence.

Since this is a Labyrinth Lord rpg class its easily used in Adventurer,Conqeuror,King rpg And given its corrupt nature this class is perfect for that person who wants to play the torn & battered necromancer who advises the king. For myself I'd drop 'Necromancer Class – Masters of Death and Undeath' straight into a Castles & Crusades game as an NPC villain class. Straight up I'd use this class to torture the heck out of the PC's. There's so much laditude to work the material into a usable whole end of a campaign villain. And this the strength of 'Necromancer Class – Masters of Death and Undeath' . I think five outta of five for this one & thanks to James Mishler, & Jodi Moran-Mishler for sending it too me for review. Eric Fabiaschi Swords & Stitchery Blog Want more original OSR content?! Subscribe to https://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
Necromancer Class
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In The Darkness of Space
Publisher: Old School Role Playing
by Eric F. [Verified Purchaser]
Date Added: 10/24/2020 10:10:20

" A Neoh 'Am Abassador is on a mission to meet with the Qlansie to form an alliance against the aggressions of the Olonsean Empire. An Olonsean Majoor offers to pay well for an assassination of this ambassador before such a meeting takes place. The only problem is....it will have to take place aboard a luxury cruiser liner slowly traveling across the Sonora Sector of space. "

Joseph Mohr's modules are like patato chips once you grab on pay what you want module another quickly finds its way into your hands. In The Darkness of Space From Old School Role Playing feels a bit like a classic Sevenities Buck Rogers episode to me.

In The Darkness of Space By Joseph Mohr seems like a straight up alien assassination plot but its not. There's a great multi layered space cruise ship that has a multiplicity of use for my home campaigns. Then there's the wrack & ruin of NPC's that Mohr loves to include in his adventures. We've got his twists & pony by the tale turn arounds that he loves. This works well for 'In The Darkness of Space' as a mid level adventure for the Cepheus Engine rpg.

Frontiers of Space as a side sector for These Stars Are Ours! campaign setting works very well. Because let's face facts Frontiers of Space has all of those classic Traveller rpg adventure elements. Why!?! "Frontiers of Space – Settlers have spread to the farthest reaches of space. The human race is not alone in the galaxy. The Frontiers of Space are a wild and dangerous place filled with intrigue, commerce, raiders and war. Only the bravest explorers have come this far from the Empire. This is a Cepheus Engine Product" This dives right into In The Darkness of Space By Joseph Mohr adventure has all of those classic adventure elements. All of the weath of The 'Gold Rush!' adventure that we covered last blog entry could be these sectors wealth sources & resources.

In The Darkness of Space By Joseph Mohr makes very nice contrast to the more rough & tumble aspects of the Cepheus rpg engine's These Stars Are Ours! sci-fi setting campaign. This makes the Frontiers of Space sector & setting an excellent contrast to conflict & warfare found in the These Stars Are Ours! sci-fi setting campaign. This gives the Frontiers of Space a far more ancient feel. This contrasts very nicely with the In The Darkness of Space adventure elements. All in all I think that In The Darkness of Space adventure is solid for what it does.

But could In The Darkness of Space be used with Stars Without Numbers Revised? It suits the SWN rules set better in some ways & works as a mid level established adventure but the conversion would be trickier in some ways but it establishes a galactic series of empires in many ways.

Eric Fabiaschi Swords & Stitchery blog Want More OSR action!? Subscribe to https://swordsandstitchery.blogspot.com/



Rating:
[4 of 5 Stars!]
In The Darkness of Space
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Cepheus Atom
Publisher: Stellagama Publishing
by Eric F. [Verified Purchaser]
Date Added: 10/16/2020 11:10:37

"The bombs fell. Nations wielded varied and monstrous weapons against one another. Fires, clouds of poison, and worse have swept the world. Now only the savage Wastes remain: haunted by mutants, deranged robots, and genegineered monstrosities. But from the fire, heroes and villains rise: tribals, survivors, mutants, all the warped remnants of Humanity. Armed with primitive weapons, pre-Collapse artifacts, and afflicted by strange mutations, they set forth to conquer the wastes, or at least to survive them. By spear and laser, they shall prevail – or die a horrible death."

There are times when I look at my poor book shelves & wonder if their gonna take another post apocalyptic rule book. Look Omer Golan-Joel is a master of his design & so this rule book takes the old Traveller rpg & Cepheus engine rpg into the realm of post apocalyptic gaming.

And it does it with style & system gravitus of the 2d6 systems & their OGL which makes everything independant. This means that the entire book has everything you need to take your games into the wastelands. Cepheus Atom has everything from the ground up from bare bones equipment,mutations, and even a complete mini mutant manual all within forty nine pages. Everything to get a group of players up & running into the wastelands. And that's not all. There' a complete feeling of a Fifties Atomic monster movie fest with the feel of the mutations & the whole cloth of the system. Think 1953's 'Them' & your on the right direction in the wasteland.

The entire system works together as an organic post apocalytic wasteland whole. And it takes the Traveller game into another direction. The "Contamination" stat (the cumulative sum of radioactive and biological fall out that your PC get's is a simple yet highly effective way of keeping track of the horror of mutation that the PC has. Simple, easy, and highly hackable. And if there is any take away from Cepheus Atom its the fact that its a very hackable system.

And this is where Cepheus Atom shines, the fact that its an easily unlockable system & works like a dream when it comes to creating the type of wasteland that the dungeon master wants. And then we get a robotic & wilderness set of encounters that reminds me completely of Fallout. But remember Fallout sto erm borrowed quite a few things from the old school games such as Gamma World & Metamorphis Alpha first edition. Clocking in at a very dense fifty pages Cepheus Atom has everything that a DM needs to get their post apocalytic on without a lot of fuss or muss! Highly recommended! The players can dive right in & get to cracking mutant monster heads in the wastelands! Eric Fabiaschi Swords & Stitchery Want more OSR goodness Subscribe to https://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
Cepheus Atom
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Terra Arisen: Signal 99
Publisher: Stellagama Publishing
by Eric F. [Verified Purchaser]
Date Added: 10/05/2020 20:59:37

" In this adventure, the characters are crew members or passengers on a starship. As they emerge from jump in the remote system of Parvati and begin moving towards the mainworld, they pick up a distress signal, a Reticulan (grey alien!) “Signal 99”, from a nearby ship. The ship is in danger and in need of rescue.

As the characters race to save the dying ship, they discover the true nature of the Reticulan vessel. However, there are other parties interested in the fate of the stricken vessel, and not necessarily interested in helping…

The damaged ship is a dreaded Reticulan Abductor. The hated Reticulan Empire used these large vessels to capture subjects for their nefarious experiments. As the characters explore the ship, they will discover that there are many human subjects aboard the ship in low berths – what the Reticulans planned to do with them is the subject of horror stories. This should be especially disturbing to the characters, as the Reticulan Empire recently signed a treaty with the human United Terran Republic that specifically outlaws abduction and experimentation on humans. There are a number of Reticulan survivors as well. Also aboard the Abductor are a group of insect-like Zhuzzh, known throughout the galaxy as hard-nosed scavengers and pirates. The characters will discover the Zhuzzh as they are removing the frozen humans from the Abductor and transferring them aboard their ship. Their ultimate purpose is unknown, but the Zhuzzh do not want to share their “salvage” with others.

The characters will have to make some tough decisions. Will they try to save the surviving Reticulans, including children, or let them die and save just the humans? Will they go after the Zhuzzh vessel when the salvagers flee or stay and save more survivors from the ship? There are no ideal answers to these dilemmas. Driving this tension and action is the impending explosion of the Abductor’s damaged power plant. No matter what they do, the characters will not be able to save everyone – they will have to save as many as they can and then flee for their lives."

Claustrophobic, tight, dangerous, & very horrifying are not things that reviewers tpyically write about when their reviewing an adventure.But that's exactly the sort of adjectives that one can use for TSAO: Signal 99 by Richard Hazlewood. TSAO: Signal 99 seems like a pretty straight forward adventure believe me its not & its a pain in the arse. I mean this in the best possible sense of the word for a table top rpg adventure. TSAO: Signal 99 for the Celpheus Engine rpg is going to test the players to their absolute limits if played right. This is not an adventure for the unwary or the easily frustrated. The adventure itself isn't difficult but its adventure elements are! Take your average Sixties or Seventies action film with tight locations, add in elements of a savagely hated empire, mix in a whole lot of suspense and you've got TSAO: Signal 99

via GIPHY

So why is TSAO: Signal 99 so nasty & dangerous?! Because TSAO: Signal 99 is about choices & having PC's live with the consquences. The insect-like Zhuzzh who are notorious pirates, scavengers, & smugglers are right in the thick of things inside what turns out to be a a badly damaged Reticulan Abductor. And that's only a quarter of what's happening. There's a ton of lever pulling, & button smashing in this adventure & its easy to see when & where PC's are gonna die. There is a ton of water under the bridge between the humans & the Reticulan Empire. If you want a really nice primer for your games of the TSAO universe with a nice slice of its history then I suggest the TSAO: A Primer to These Stars Are Ours!. Its free & it contains everything needed to started down the deep rabbit hole that is the TSAO setting. But for anyone wanting to run or DM TSAO: Signal 99 don't skim go for the whole burrito with the These Stars Are Ours sourcebook. There's a lot going on in TSAO: Signal 99. The best way of handling TSAO: Signal 99 is to be prepared for many of the eventualities that could arise from things going sideways in this adventure.

TSAO: Signal 99 is a good adventure & infact excellent but its not one for the inexperienced DM at all. This is a solid adventure in fact for the original Traveller rpg. Why?! It actually not only touches on many of the themes of the original Traveller rpg but it does so with style. But TSAO: Signal 99 takes its adventure 'P''s & 'Q''s from both war films & action flicks with a lot of gerne promises form these sources. In other words TSAO: Signal 99 is a module for experienced Traveller or Cephues Engine rpg players only. Both in its run & what it does. What it does is take the full measure of the players & then shoves them through the adventure gaunlet. There's lots of problem solving, old war issues, & more that need the expert touch. Can I see running this with a merc outfit or a group of military veterans who are on vacation?! Absolutely! Would TSAO: Signal 99 make a good campaign rider adventure?! Abosolutely! TSAO: Signal 99 make a good beginning adventure? Possibly for the sort of Traveller rpg or Celpheus rpg players who have ton of experience under their belt! Would I run TSAO: Signal 99? And buy it?! Absolutely! Solidly written very well done, and a top brass spit & polish add on to the Celpheus Engine Rpg.. TSAO: Signal 99 is a great adventure that I've had the pleasure of reviewing! Eric Fabiaschi Swords & Stitchery Blog Want more OSR Content?! Subscribe to https://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
Terra Arisen: Signal 99
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Terra Arisen: Liberty Ship
Publisher: Stellagama Publishing
by Eric F. [Verified Purchaser]
Date Added: 10/04/2020 00:38:36

" Necessity is the mother of invention, and war brings about many necessities. In the 2230's, Humanity fought a war for its liberty and survival against the mighty Reticulan Empire. Faced with a numerically superior, technologically advanced foe, Terran forces required highly efficient logistics to fuel their war effort and turn back the tide. Such logistics necessitated simple, cheap, efficient freighters and troop ships to carry war materials and troops between the stars. Hence, the L’Ouverture-Class Liberty Ship was born – an economic wartime freighter. It lacks any frills or bells and whistles. It comes to work, to carry freight and troops. That's it.

Once the War ended, the Terran Merchant Marine sold many of these ships – no longer required for military logistics due to widespread demobilization – on the civilian markets. Many serve as independent or corporate merchants. However, a few star-pirate gangs acquired such ships for cheap and modified them to serve as their bases of operation.

This booklet details five variants of the Liberty Ship – a 1,000-ton freighter intended for use with the Cepheus Engine rules and other Sci-Fi 2D6 SRD-compatible rules."

There are days when fulfilling the social contract weighs heavy on my mind, the idea of the unspoken agreement between a publisher & a reviewer. Well there are times when putting a game down such as Celpheus Engine allows me push it to the back of the lizard brain. And this is where the Celpheus Engine rpg's These Stars Are Ours campaign setting is for me. The setting is at the back of my lizard brain, why?! Because its something that I've played in a million times especially back in the days of the 90's original Traveller rpg & the star ships like the TSAO Liberty Ship were our home in the deep darkest cold of space. Back when television shows like Space Above & Beyond were on we were playing game campaigns set in some very edge of space backwater where our PC's were party of the military of some small speck in the vastness of the Traveller universe. And products like the TSAO Liberty Ship were what kept us coming back to the table again & again. But there in lays the problem there were no products like the TSAO Liberty Ship. There weren't any products like this one, this book goes out on a limb to provide an in universe cut of the pirates, scum, and the militaries that hunt them. This is a universe that has recently within its history escaped the grasp of the Reticulans. The wounds of that history are still fresh under the scabs of those who serve aboard the Liberty & ships like her.

If you want a really nice primer for your games of the TSAO universe with a nice slice of its history then I suggest the TSAO: A Primer to These Stars Are Ours!. Its free & it contains everything needed to started down the deep rabbit hole that is the TSAO setting.

The TSAO Liberty Ship contains everything that you need to run a complete fleet action style campaign using the infamous Celpheus Engine rpg & the stellar ship. I say infamous because it has it all of the death of PC's that the original Traveller rpg had. We get not one but three variations of the TSAO Liberty Ship. And what is it about the Liberty that I love?! The damn ship looks like a ‘U.S.S. Saratoga’, from the TV show Space Above & Beyond as well as something that might have dropped outta of the clasic Aliens film. Remember when Traveller seemed totally aligned with the movie Aliens?! This is a retired warship & as such you'll have to buy one from the second hand governmental local bodies, or perhaps even find one floating in space. You get not one but three variants of the class plus access to high definition plans for the TSAO Liberty Ship. I'm in love with these ship class & there are several reasons for this! One these ships are perfect overlaps for the SPACE PATROL from the TSAO universe & as perfect pirate bases capable of moving along the edges of the universe to pray on unsuspecting caravans or fleets of trade ships. There's something utterly satisfying about contemplating the kinds of mayhem & weirdness that one can put the TSAO Liberty Ship supplement. And this dear readers is one of the hallmarks of a great supplement. Could the TSAO Liberty Ship supplement be used with Cepheus Light rpg system?! In heart beat answer? Yes! That makes the ulility of the the TSAO Liberty Ship supplement worth the four dollar price tag!

The TSAO Liberty Ship book & materials have all of the hallmarks of a classic! Easily readable, solid production values, nice cartography, good writing, & the damn supplement is incredibly useful! Five outta of five stars!

Eric Fabiaschi Swords & Stitchery Blog Want More OSR Original Content? Subscribe to https://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
Terra Arisen: Liberty Ship
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Boarding Action
Publisher: Old School Role Playing
by Eric F. [Verified Purchaser]
Date Added: 10/03/2020 21:45:05

"The X-434Z prison ship holds some of the most dangerous criminals in the Sonora sector. Recent escapes from prison worlds in the sector have led to authorities placing the worst offenders on a ship that rarely visits port anywhere in the sector. But a small group of rebels have discovered that the ship will be in a certain system at a certain time. They want a political prisoner held aboard the ship to be brought out of the ship alive. They are willing to pay handsomely. "

'Boarding action' by Joseph Mohr is a 'pay what you want' adventure for The Cepheus Engine rpg & its the type of adventure that one would find in the annals of Challenge magazine for the Traveller rpg. This is a higher tier rpg adventure with a down & gritty kidnapping or bounty hunter prison break out feel. Everything is keyed into & dialed into the classic Traveller rpg flare.

'Boarding action' by Joseph Mohr has all of the Mohr hallmarks, the no nonsense approach to the adventure elements, the bare to wall stat blocks, the plot & cartography very bare bones, etc.. But all of this doesn't take away that this is a damn good prison break with two or three major twists & turns. This has some good bare bones to it for a pay what you want adventure & it does it without tears. This is the exact sort of direct & no hand holding approach that I've come to expect with a direct adventure hook like this;"The worst prisoners in the Sonora sector are held in a maximum security prison ship named the X-434Z. This nondescript ship looks like the average commercial freighter. It stays in well patrolled shipping lanes to avoid piracy and to avoid bringing undue attention to itself. Prisoners kept aboard this ship are the very worst types of offenders along with other “special” prisoners who authorities want to keep secure. Recent breakouts from the prison planets in the sector have made various governmental authorities nervous. Some of the prisoners aboard this craft are of the “political” variety. Should they somehow get released it might bring chaos and rebellion on a number of worlds. " Played correctly & this adventure could come off as a combination of Expendables & a Sixties or Seventies prison escape film. Played wrong & this adventure has the potential to bog down fast. And lead to a real campaign slog of a piece. 'Boarding action' by Joseph Mohr is no nonsense & really brings on some very dangerous elements in a science fiction stew of the The Cepheus Engine rpg. For players this is going to be an upper tier science fiction adventure 'Boarding action' by Joseph Mohr makes no bones about this & places the hardness on the table. I could see using 'Boarding action' by Joseph Mohr with the Stars Without Numbers rpg but it would take a Hell of a lot of work on the DM's part. Here's what I'd do instead. Take a copy of Cepheus Light, by Omer Golan-Joel and Josh Peters then grab 'Boarding action' by Joseph Mohr then you & your players are ready to go for an evening's entertainment!

Boarding action' by Joseph Mohr does what it says on the tin & as a prison break adventure there's a ton of good bones here for a solid evening or more sessions play through. All in all I'm glad I've got this one on my hard drive. Boarding action' by Joseph Mohr hits all of the marks for me to run a one shot or quick several sessions game adventure. For the Cepheus Light rpg this would make an excellent several session adventure. Eric Fabiaschi Swords & Stitchery blog Want more OSR content? Subscribe to https://swordsandstitchery.blogspot.com/



Rating:
[4 of 5 Stars!]
Boarding Action
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TSAO: 50 Wonders of the Reticulan Empire
Publisher: Stellagama Publishing
by Eric F. [Verified Purchaser]
Date Added: 09/24/2020 10:49:08

"The Reticulan Empire is the richest, most powerful political entity in known space, outshining even its mighty Chiwak rivals. Millennia old, it has reached a mature and stable Tech Level 13. This technological know-how allows the Reticulans to produce marvels of advanced science beyond anything the Terrans can reliably manufacture. This booklet provides a sample of 50 technological and psionic wonders developed and used by the Reticulan Empire, from compact handheld laser "blasters", advanced cybernetics and gravitics, to the arcane psionic devices that unleash the power of the Reticulan mind."

In old school Traveller originally societies beyond Tech level 13 were rare in the games that I played back in '81 or so.. Cepheus Engine rpg's TSAO: 50 Wonders of the Reticulan Empire is very interesting to me as a dungeon master is because of two things. One it gives a huge amount of insight into the Greys of the TSAO setting's psychology, how their mental processes work, and what the various Grey & human factions of the setting's technologies work. Both on a mental level & the in universe setting practicalities. What this basically means is that you begin to see the art,literature, etc. of the Gray interstellar empire through the lens of the setting's society.

Traveller in the three little black books was a thinking man's game on two levels. Tactically from the point of view of the DM & from the players who were dealing with the unknown on so many levels. Cepheus Engine rpg's TSAO: 50 Wonders of the Reticulan Empire takes its cues from those classic books & doesn't update them but expands on them for the Cepheus Engine rpg. This gives the Riticulans perspective & lens into their culture,motives, & agendas. Something that was lacking in some early Traveller products. The far superior products were those that gaves slices of insight, motives, and even bits & pieces for the dungeon master to use. This is one of the hallmarks of the little black books of Traveller.

This is where the 'toy box' of TSAO: 50 Wonders of the Reticulan Empire isn't so much important as the application of those toys for the various 'dungeons' of the the Reticulan Empire's ruins, wrecks, & various adventure opportunities that TSAO: 50 Wonders of the Reticulan Empire presents for the players & the dungeon master. Even though there are far more bells & whistles that the Cepheus Engine rpg seems to present. There's far more bubbling here below the surface in TSAO: 50 Wonders of the Reticulan Empire.You've got the far reaching implications of the Reticulan Empire's human population to contend with. The humans are starting to exploit & be exploited by their former Reticulan masters because of the lure of technology. This is an all too common theme that we've seen throughout real world human history.

And this very fact can be exploited as a theme to various adventures using TSAO: 50 Wonders of the Reticulan Empire. Why? Because good science fiction OSR adventure can deal with this maturely & within spades. TSAO: 50 Wonders of the Reticulan Empire is a thinking man's book as well as a great toybox of wonders,weapons, & wickness. But its a very good toybox that takes a solid approach to the themes that we see in the TSAO settting.

TSAO: 50 Wonders of the Reticulan Empire doesn't take the guess work out of using the Reticulan Empire's interests within a Cepheus Engine rpg game campaign. Instead it presents a very comprehensive overview & review of the factions, politic, motives, history, culture, & more for the use of the Reticulan Empire's techologies. Use this book sparingly and make some of the weirdness & mystique a thing to behold even to the Reticulan PC's within a party. Is TSAO: 50 Wonders of the Reticulan Empire you should pick up. Yes this a classic Cepheus Engine rpg book with all of the trappings, editing, and solid design that you've come to expect from Omer Golan-Joel. Looking forward to more TSAO books! Grab this one!

Eric Fabiaschi Swords & Stitchery Want more OSR original content? Subscribe to https://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
TSAO: 50 Wonders of the Reticulan Empire
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Terra Arisen: Uranium Fever
Publisher: Stellagama Publishing
by Eric F. [Verified Purchaser]
Date Added: 09/21/2020 21:02:24

"Mining is a time-honored practice, its roots going back to the Stone Age. When humanity reached space, it began mining the asteroid bodies and extraterrestrial planets in pursuit of metal and ice. The most desired and profitable of these minerals are rare earths and radioactives. With asteroid mining, the Belter was born – a profession, and then a culture, of space miners. "

The company miner, working for corporation or government, works long shifts on interplanetary rocks for a steady salary and employment benefits. The independent belter, on the other hand, strikes out into the belt, prospecting, and mining with his own ship. Usually, he scrapes by on base metals and the more abundant rare earths. However, what sustains the belter through hard work and the loneliness of space is the lust for hitting a "motherlode" – good radioactive ore worth a fortune. As the 20th century song goes, this Uranium Fever infects the miner's heart and propels them into the unknown."

Its been a New York minute since we dived back into the deep end of 'These Stars Are Ours' setting . Do like asteroid mining & belt miner PC exploiting & having the guts to exploit the latest 'gold rush' then Uranium Fever is the setting book for you!

'Uranium Fever 'dives right into the 'New Gold Rush' of the Cepheus Engine rpg setting with asteroid mining done right. The problem here is that not only I'm I really far behind on this Traveller first edition retroclone but I'm super late to the party with a decent overview of this great setting book by authors/designers Omer Golan-Joel and Richard Hazlewood. 'Uranium Fever ' clocks in at about forty nine pages of dense settting material for the Cepheus Engine rpg. 'Uranium Fever ' gives the dungeon master everything they need for the PC's with incredibly detailed PC alternative classes,careers, new setting background material, mishaps, new ships, and lots more. This new gold rush is set within the 'These Stars Are Ours' universe where the human subjects & Grey ruled former intergalactic empire has given way to a brand new 'gold rush' of asteroid mining & lots of it. There's profit in the space rocks & the PC's better get in on the action or get left behind. When the interstellar empire collapses what gets left in its wake with the humans & aliens is pure opportunity & profit. 'Uranium Fever ' clocks the hazards, lawlessness, & sheer insane danger that is inherit with in belt mining & takes it to its logical extremes here. The PC's could literally lose life & limb with little recourse. There's worse then pirates lurking here with the PC's going into the deep end of asteroid mining laying out interstellar laws, claims, ownerships, & much more. The ideas for adventure ooze off the page here from claim jumpers to blood fueds over claim or mine ownership. The whole of 'Uranium Fever 'feels like it sounds an 'asteroid Wild West' and everything that goes with it.

'Uranium Fever ' flips the play book on asteroid mining & adventuring by letting the PC's actually turn a profit in this one on one mini game of adventure & bare knuckles mining. This book takes the PC's deep into the world of mining from running an operation to a fully realized mining company. There are new ships, new equipment, new ideas, new ship hazards, & new mysteries all wrapped up with a nice & neat Cepheus Engine rpg bow.

But is Uranium Fever any good?! Well having printed the fifty page book out & having read through it. There's lots of opportunity for adventurers & PC's to actually shine! This is a book rife with money for the taking but its damn dangerous work for only most ballsy and brave taking the asteroids for themselves. Corporations are dangerous as well wanting a piece of the action. But reading through Uranium Fever there are reminders of the classic Traveller tropes of what do adventurers do between missions. Running a belter operation is a great idea providing profit for adventurers whilst giving them material for creating their own star ships. There's plenty of opportunity here but there's also plenty for the dungeon master to exploit like the bastards that they are.

The writing is tight, the layout well done, the subject material very well covered, & by God there's more then enough here to convert it over to other OSR games. But 'Uranium Fever ' takes itself within itself & does it with a gusto that draws the reader in & makes you really want to adapt the book to its own campaign. And not only have I reviewed this book but it demanded that I print it out to exploit erm play 'Uranium Fever ' to draw in the player's PC's into the 'These Stars Are Ours' setting universe. Its a tight, dangerous, & wel thought out setting book with all of the right ingrediants to make mining fun,profitable, & oh so limb losing prospects. One last thing this is one of my favorite books for the ships, equipment, & brand new toys for the Cepheus Engine rpg system. Thanks for reading my review!

Eric Fabiaschi Swords & Stitchery Blog Want more OSR Content? Subscribe to https://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
Terra Arisen: Uranium Fever
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The Space Patrol
Publisher: Stellagama Publishing
by Eric F. [Verified Purchaser]
Date Added: 09/20/2020 11:05:24

"The SPACE PATROL Needs YOU!

The Space Patrol! Help protect innocent lives from the scourge of space piracy! Fight interstellar crime! Let the Navy play its wargames, the real action is in the merchant lanes with the Space Patrol. Join the galaxy’s elite crime fighting organization now!"

The Space Patrol is a supplement for the Cepheus Engine rules and 2D6 SciFi OGL games. This book contains complete rules for creating Space Patrol characters with four detailed careers - complete with expanded event and mishap tables - expanded world descriptions discussing legal codes and interstellar law, a complete description of the Space Patrol’s organization, as well as its standard equipment. Busy GMs will find dozens of NPCs from all Divisions of the Space Patrol, as well as some of the Sub-Sector’s most notorious criminals. But beware: if these villains were easy to catch, they would already be behind bars."

Its been 'The Space Patrol' by Richard Hazlewood By Stellagama Publishing this is a perfect addition to the alternative Traveller rpg navy book for the Cepheus Engine rpg retroclone. 'The Space Patrol' is solid book because it presents an alternative to the full on Navy military organization that's been a part of The Traveller rpg since forever. We get everything in a handy & easy to use package especially if the PC's need to be integrated into a mini ' Space Patrol'

We get everything from 'Space Patrol' for a campaign from random events, campaign affairs, even wanted NPC criminals, and all of the rewards that go with them. Into the deep dive of this we get equipment, vehicles, weapons, even complete star ships. The corvettes here in 'Space Patrol' are worked up with NPC crews, add ons, & events.

There are even 'Space Patrol' mimic star ships that cruise space lanes as 'easy targets' & are anything but.They sit & wait on the edge of space for pirates. These things are nasty & deadly for their like mirage ships waiting for the criminal elements then the rest of 'Space Patrol' moves in! 'The Space Patrol' by Richard Hazlewood is built to handle any type of campaign from cinematic to full on Traveller rpg war game conventions. Richard Hazlewood knows his subject & the author is familiar name around the Traveller rpg forums & gaming groups going back quite a way. I mostly lurked & I'm actually relatively new to the Cepheus Engine scene. That being said I know quality writing & design when I see it.

Could 'The Space Patrol' by Richard Hazlewood be linked into the These Stars Are Ours universe setting?! Possibly without issue with the stats, vehicles, etc. but thematically might actually be another story entirely. 'The Space Patrol' by Richard Hazlewood feels like it should be its own complete mini campaign entirely. This isn't a bad thing at all because it means that there's a lot of supplement here to use. Is 'The Space Patrol' by Richard Hazlewood worth getting?! In a word hell yes! I can see running a complete bounty hunting campaign from the ground up using 'The Space Patrol' by Richard Hazlewood as part of the basis with the PC's butting heads with them again & again.

Richard Hazlewood knows his subject, knows it well, & has a really good grasp of the Traveller & Cepheus Engine rpg material. The Space Patrol is going to be used in several up coming campaigns & I really look forward to digging in deeper into more of Stellagama Publishing books soon! Grab 'The Space Patrol' by Richard Hazlewood today if you wanna bust some heads & arrest those pesky space pirates unless their the PC's!?

Eric Fabiaschi Sword & Stitchery blog Want more OSR & original content Subscribe to https://swordsandstitchery.blogspot.com/ Thanks for reading this review!



Rating:
[5 of 5 Stars!]
The Space Patrol
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TSAO: These Stars Are Ours!
Publisher: Stellagama Publishing
by Eric F. [Verified Purchaser]
Date Added: 09/17/2020 15:11:33

"These Stars Are Ours is a space-opera setting for the Cepheus Engine Core Rules and other 2D6 OGL SciFi games. Set in 2260 AD - two years after the Terrans took Keid and forced the Reticulan Empire to capitulate the book it introduces the player characters to the immediate aftermath of the Terran victory in the Terran Liberation War against the mighty Reticulan Empire and its many thralls. For their part, the upstart Terrans, bolstered by their victory against their old masters, now move to become a power to be reckoned with in interstellar affairs. Against this background of espionage, maneuvering, and saber-rattling, and on the new interstellar frontiers, the player characters can forge a destiny of heroes or villains of the new United Terran Republic. The book provides all the astrography and background necessary to set a sci-fi campaign in the exciting times of the 23rd century.

It is two years after we won the War against our old Reticulan masters. We - the children of Mother Terra - are now free to forge our destiny and put our mark on the stars. These stars are ours! This is a time for bold men and women to step up and claim the universe. We need intrepid explorers to discover the riches of our far frontiers; enterprising merchants to open new trade routes with far-away alien stars; cunning spies and agents to protect us from any alien plot against our hard-won independence; and of course - daring soldiers and spacemen to protect our borders and push back those who would enslave us again.

We are not alone - brave Cicek warriors and even Reticulan and Ssesslessian defectors fought along our side against the Reticulan legions. Against this mighty alliance, stand our many enemies - both internal and external. Corrupt politicians and crime-lords plot to turn our glorious Republic into their own plaything at our expense. Ruthless pirates and raiders rob far-flung colonies, heedless of the opening they give to our greater enemy. In the shadows, House Thiragin - the Reticulan noble house which once ruled Terra with an iron fist - plots and plans for its ultimate revenge on us upstart “barbarians”. For all of this - children of the Earth – Mother Terra needs you!"

Between work & my gaming group its been a wild two days of writing, reviewing, & revamping These Stars Are Ours review for this blog. This is a great supplement & setting campaign material for the Cepheus Engine rpg system.

This is a complete interstellar campaign setting in every sense of the word, this thing is bloody huge with a history, background, setting material, empires, factions, planetary information etc. These Stars Are Ours feels like a mix of Space Above & Beyond & 'The High Chaparral' with a wiley sense of the 'Brown Coats' from 'the Serenity' TV show. There are elements of the Expanse here but they are few & far between. This book has the classic Traveller three black rpg books feel to it & that's done on purpose by authors Omer Golan-Joel, Richard Hazlewood, & Josh Peters

The Reticulan Empire is a nasty piece of with expansive holdings & all kinds of dangerous bits & pieces lurking at the edges of the works The military of the humans have an extensive array of alien allies that are available for PC options. The book presents a huge pethora of PC options, ships, & even forces all presented with the history,deep background, & even powers behind the scenes.

Is These Stars Are Ours worth the price of admission?! Yes, its campaign setting as deep as Greyhawk & The Wilderlands of High Fantasy. This is part of the background of the interstellar high wheeling space opera feel of These Stars Are Ours .

The deeper part of the background dives into the reasons for the politics, placement, & even possible future warfare within the setting all at the fingertips of the DM. Its a nice little gem of a space opera setting from which we've just freed ourselves from the old Reticulan masters!

The Greys are actually available as a PC option with all kinds of options & they are completely viable as a table top possiblity. They are fully fleshed out, & there's a full range of government bodies, rebels, star ships,etc. all for these dangerous & utterly ruthless aliens of popculture.

The star ship diagrams & plans of 'These Stars Are Ours ' perfect for handouts for the players. I love 'These Stars Are Ours '& its gonna be one of the choices for a complete interstellar campaign settings that I'll be using at the table top level. If you get a chance definitely pick up 'These Stars Are Ours '!

Eric Fabiaschi Swords & Stitchery blog Want More original OSR content for this Subscribe to https://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
TSAO: These Stars Are Ours!
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Metallic Tome
Publisher: Neoplastic Press
by Eric F. [Verified Purchaser]
Date Added: 09/04/2020 11:59:01

"Pollution chokes our seas, nuclear war has destroyed our cities, and worst of all, guitars are illegal. Surveillance satellites monitor our every move. Conformity is the law! There is only one thing that can save us: METAL."

Last call in Connecticut is 2:00 A.M. right now its around one or so give or take five minutes. Tonight its me sitting with my back to a very empty bar with DM Steve & me speakng about Rafeal Chandler's Metallic Tome.

'The Metallic Tome' is done in the same style as 'the Demonic Tome'. The heavy metal Apocalpyse has happened or is happening. The Earth's internet is down & the world is ripe for the taking! This is every heavy metal or death metal album cover ever done brought to life. The book follows the standard OSR PC status of character types. But the difference here is the fact of how this book plays the elements out. Sure this is Gonzo heavy & death metal campaign & system book but there's far more here going on then simply meets the eye. 'The Metallic Tome' is a whole cloth campaign setting unto itself & its not necessarily a 'modern' setting per say. The reason why I say that is because as an OSR setting it can easily be translated over into a pre or post apocalpyse heavy metal setting where magic is returning hard core. The forces of Heaven & Hell are waging a war for the soul of the world this is the implied setting of the Demonic Tome.

I go into far greater detail about 'Demonic Tome' here. The implication is a modern or alternative Eighties heavy metal world sliding into the frying pan of the lake of fire back lit with a heavy metal sound track. But seriously this isn't the only use of either the 'the Demonic Tome' or 'The Metallic Tome'.

'The Metallic Tome' has some serious implications for Dungeons & Dragons with its PC's heavy metal options & implications. Try & imagine your standard Greyhawk campaign setting characters being sucked straight into this heavy metal Earth.

Greyhawk's factors for being interested in this metal Earth is the 'cosmic balance'. The party of adventurers have their work cut out for them. There's a ton of infernal monsters that are going to have interest in the party as 'fresh meat' on the block from Greyhawk. With 'The Metallic Tome' I started to heavily think about the movie Heavy Metal.

With 'The Metallic Tome' the Earth might be ripe for interstellar affairs with the arrival of the metal apocalpyse. Believe it or not this is a perfect set up for a White Star: Galaxy Edition campaign which makes an excellent compliment for 'The Metallic Tome'

Why? Well because the rocker class is included in the 'galaxy edition' so there's the heroic in for the PC's to help counter Chandler created darkness of 'The Metallic Tome'. The campaign would be one part 'Star Wars' three parts Greyhawk, & the rest someplace West of Iron Maiden's 'Somewhere in Time''s album.

This is the campaign world that I'm planning on refining, designing, & taking out with Venger Satanis's Cha'alt especially Cha'alt: Fuchsia Malaise. The heavy metal trappings of 'The Metallic Tome' hit hard core withe rebellious nature of some of the factions of Cha'alt who need their teeth kicked in.

This brings up the fact. Is 'The Metallic Tome' worth the price of admission?! In a word yes! There's plenty of death metal weirdness & OSR doom that this book brings to the table. I've got a playable copy for the table top bring printed as we speak folks.

Eric Fabiaschi Swords & Stitchery blog Want more OSR Content? Please Subscribe To https://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
Metallic Tome
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Sepulcher of the Sorceress-Queen
Publisher: Autarch
by Eric F. [Verified Purchaser]
Date Added: 08/23/2020 11:17:18

Over a thousand years ago, the Zaharan Sorcerer-Queen Semiramis reigned over a court notorious for its decadent arts and lavish opulence. The hidebound nobles of Zahar were troubled by the ascendance of the kingdom’s first female monarch. Semiramis was beset by over one hundred suitors, each one demanding that she marry him so that the kingdom might have a king. Many of these suitors were powerful spellcasters who wove enchantments upon her, but to no avail: The Sorceress-Queen wore the Ring of the Queen’s Heart, a legendary magic item gifted to her by the goddess Nasga that made her immune to her suitor’s charms.

As beautiful and cruel as her goddess, Semiramis instead seduced her perfidious suitors into swearing eternal love to her – then had them slain. The Sorceress-Queen mummified and interred all one hundred suitors in her own majestic sepulcher, where they would serve her as loyally in death as they ought to have in life.

Since then, the sepulcher of the sorceress-queen has lain hidden and undisturbed, its undead inhabitants slumbering in torpor until the prophesied time of the Awakening. But now a reckless warband of lizardmen has broken open the ancient tomb and disturbed evils not seen in centuries…

When it comes to anything ancient Egyptian themed I'm a huge sucker for OSR supplements, books,& especially adventures. So when it came to the Middle Kingdom inspired Adventurer,Conqueror,King rpg AX6: Sepulcher of the Sorceress-Queen (SoSQ) adventure I was all in. So much so that I stepped up & bought in on the Table Top Game On Funding Project. This is not a huge adventure & it clocks in at fifty six pages of OSR goodness but realize that this is a nasty little dungeon romp for PC's levels 7-9.

This isn't the usual animal of an adventure when it comes to ACK's because the Zaharan Sorcerer-Queen Semiramis is a menace in every sense of the word here. If the dungeon isn't cleared & her reign of evil isn't stopped then things are going to get beyond ugly for the PC's here. Our witch queen is set up in this adventure to become a real thorn in the sides of the PC's if she's not put down. That's the whole cloth issue here This is a nasty dungeon as well with tricks,traps, & some really nasty monsters all crammed & jammed into fifty six pages of ACK's goodness. Sorcerer-Queen Semiramis could become a straight up villainess of epic proportions within her own right to the back drop of the PC's rule with their own ACK's campaign.

AX6: Sepulcher of the Sorceress-Queen does a good job setting up its own inter universe adventure logic & sticking with it. This adventure owes more to Robert E. Howard's Conan then it does real world history. But it does it in a slick & solid package that rises to the usual level of ACK's products. The cartography is well done, the layout is good, the plot of the dungeon is well thought out but its placement?! I've got some 'suggestions' on that.

But where does one place AX6: Sepulcher of the Sorceress-Queen in the campaign setting of ACK's?! Well there's the official explanation which dives it right into the world setting of the Auran Empire found within The Auran Empire Primer . And then there's my personal take on AX6: Sepulcher of the Sorceress-Queen . Take this adventure & throw it whole hog into Barbarian Conquerors of Kanahu world setting.

Not only is AX6: Sepulcher of the Sorceress-Queen going to shine but its going to take the Zaharan Sorcerer-Queen Semiramis into the threat level that the campaign deserves. Here we get to see the influence & darkness of the Zaharan Sorcerer lines of royals in spades! The adventure is solid but the NPC potential of the Zaharan Sorcerer-Queen as a campaign villain is outstanding. She's got to be the potential to be a royal pain in the arse of any PC's for years to come. A very well done adventure & one I'm glad to add to the collection! Eric Fabiaschi Sword & Stitchery blog Want More original OSR content ? Subscribe to swordsandstitchery.blogspot.com



Rating:
[5 of 5 Stars!]
Sepulcher of the Sorceress-Queen
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