DriveThruComics.com
Browse Categories







Back
Other comments left by this customer:
You must be logged in to rate this
Colony Builder
Publisher: Zozer Games
by Eric F. [Verified Purchaser]
Date Added: 01/17/2022 00:40:22

Games Colony Builder By Paul Elliot is a essentially a mini game of colony construction for a Hostile or 2d6 Science Fiction rpg campaigns. And its the mini campaign setting aspect that floors me, its a sort of mini game within the role playing game itself. Its this aspect that even described within the Colony Builder's description;"COLONY BUILDER is a supplement for the Cepheus Engine roleplaying game and the HOSTILE setting. It provides all of the tools that players need to create their own living and breathing extrasolar colonies. Take a budget and spend it wisely, and keep in mind your environment – every world is potentially hostile! Once built, your players can take up the roles of key personnel and get to manage the fledgling colony, leading the colonists in the struggle against hunger, air-loss, earthquakes, alien parasites and more… Play out the problems, the solutions, the casualties across the course of a year; can you keep the colony going, will it thrive? Or will the corporate auditors swoop in to try and shut you down?

Colony Builder is not a small supplement clocking in at a hundred & seventy eight pages of colony building goodness. Instellar colonies are the heart & soul of a Hostile rpg campaign and not simply a horror movie set piece. These colonies are the adventure setting for a Hostile rpg game but they can be so much more then that. They can produce vast amounts of resources, enconomic backbones for the adventurers, and more then just a place to rest your head. Colonies are the stepping stone for spacers to get into the vast dark wine of instellar space. If the Clement Sector is the Old Western setting of Cepheus Engine then Hostile is the great Age of Corporate exploration & exploitation of instellar space. The horror happens betweeen points. Instellar colonies are investiments in terms of both adventure & campaign for a Hostile rpg game. They represent the future of a corporation's push into a sector or system. And huge profits for said corporation.

Colony Builder provides so many challenges within the building & hisory of an interstellar colony that it becomes a bit of a brush with the fate of the dice to see what will befall a colony. And the most mundane things or events can brush a colony well into the diaster area of the spectrum. Eventually with the grace of the DM gods & a good set of dice rolls a colony may thrive & here's where the fun begins. The natural resources, productions, & manufacturing of products can provide the colony with its reason for existence. And this reasoning folds right into the point & purpose of Colony Builder.

Not only does this point up some of the long term goals for the colony but the fact that the colony itself could become a player in its own right over the years as it moves up the ranks for its imporance to the corporate ladder. This means that the colony could become a major point of interest to the corporation as a center of production, a headquarters to the corporation, a bastion of R&D, a point of interest for the Science division, the list of the good fates for a colony are endless. Because this is plugged into a colony's fate then it goes back into the idea of the colony being a stepping stone into the dark wine black of space. The colony is mother, nurturer, provider, and all around shelter for the colonists, and the adventurers.

Is Colony Builder necessary for a good game campaign of Hostile?! No but it damn sure helps to move & motivate a campagin along. Colony Builder has all of the tools & tool boxes for doing fine interstellar colonies on the frontier of space. Can Colony Builder be used for other 2d6 Science Fiction campaigns?! Absolutely it could and should be! Thanks for reading our review Eric Fabiaschi Swords & Stitchery Want more 2d6 old school action?! Please Subscribe to https://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
Colony Builder
Click to show product description

Add to DriveThruComics.com Order

Ships of Clement Sector 16: Rucker-class Merchant
Publisher: Independence Games
by Eric F. [Verified Purchaser]
Date Added: 01/05/2022 11:04:34

"Independence Games is proud to present the sixteenth entry in our line of products dedicated to the starships of Clement Sector.

Ships of Clement Sector 16 covers the Rucker-class merchant vessel which is the most commonly found ship in Clement Sector. Building on the information found in The Clement Sector Core Setting Book, Ships of Clement Sector 16 lovingly details this mainstay of Clement Sector's shipping lanes.

Commonly called "Odd Job", the ship is renowned for its reliability and easy customization. While the Rucker's most common role is being the favored vessel of free trading merchants, the ship has been used for everything from a cargo hauler to a music stage to a system defense vessel. All in a day's work for the "Odd Job".

Within these pages, you will find the standard Rucker as well as these popular variants:

Passenger Variant - A Rucker modified with comfort of passengers in mind. Replacing cargo space with luxury!

Cargo Variant - Used by merchants who would rather sacrifice passenger space for more cargo. No pesky transiters!

Casino Variant - An opulent modification allowing for a traveling gambling experience for high rollers!

System Defense - For the less wealthy system, the Rucker system defense variant can be the perfect answer. Modified to be armed with a particle beam barbette, this ship can strike fear into marauders and pirates!

Missile Boat - Modified to hold a missile bay in the bow of the ship, this variant can pack a mighty punch against those who would attack shipping in your system!

Ships of Clement Sector 16: Rucker-class Merchant comes complete with beautiful views of the ship. The Rucker is presented with full deckplans and statistics to make your use of our product simple, easy, and fun. In addition, the ship comes with a set of adventure hooks to get your characters right into the action as well as two short stories written by Bradley Warnes.

Though designed specifically with our Clement Sector setting in mind, the Rucker will be at home in any science fiction setting.

Get on board! Adventure awaits!"

We're gonna pick up right from here & this blog entry from yesterday. I went to Independence Games & said I want starships used by adventurers, outlaws, and those working their way across the Clement Sector. Remember the Clement sector has been cut off from Earth for a long time & only now has the doorways between worlds been open. So the Rucker-class Merchant is another ship where adventurers, spacers, & the like can serve their way across the frontier of the Clement Sector. The Rucker-class Merchant is the perfect ship for this. Regardless of the job there's a Rucker-class Merchant variant for it. And it from with the ranks of the Rucker-class Merchant these starships that earned their way across the frontier of the Space Western frontier of the Clement Sector. We get histories, variants, adventure hooks, sub systems, and everything that we need to form the basis for a campaign involving a Rucker-class Merchant starship at it center. And Ships of Clement Sector 16: Rucker-class Merchant has all of the tools for a sucessful campaign.

Take for example The Cascadia Adventures which features the Rucker-class Merchant & the same crew that appears within Ships of Clement Sector 16: Rucker-class Merchant is a perfect add on. A starship that can get the player's PC's from here to there as well as back again without too much fuss. Or as much fuss as needed. There some great lead in's and adventure hooks that also make Ships of Clement Sector 16: Rucker-class Merchant a must have. Michael Johnson's writing is on point bringing the Rucker-class Merchant & its variants to life. And this is solid for hooking this into the Clement Sector setting. Ships of Clement Sector 16: Rucker-class Merchant For the Clement Sector Rpg is a solid addition to the spacecraft of the Clement Sector. And perfect for adventurers looking to score in the Clement Sector. Thanks for reading our review Eric Swords & Stitchery Want more sci fi 2d6 action?! Then please subscribe to https://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
Ships of Clement Sector 16: Rucker-class Merchant
Click to show product description

Add to DriveThruComics.com Order

Ships of Clement Sector 4-6: Traders, Scouts and Small Craft
Publisher: Independence Games
by Eric F. [Verified Purchaser]
Date Added: 01/03/2022 01:18:58

" Ships of Clement Sector 4-6: Traders, Scouts and Small Craft compiles the fourth, fifth and sixth volumes of our popular PDF starship series. Included within this book are such varied vehicles as the F38-D Lightning System Defense Fighter, the MC-17-11 Modular Cutter, the Starlight-class Light Trader, the Dromedary-class Tanker and the Jinsokuna Chirashi-class Yacht.

Each ship is beautifully detailed with multiple views, detailed deckplans and full statistics. Also included are several NPCs and adventure hooks to get these vessels quickly and easily into your campaign.

While each of these ships has been specifically designed to fit into the Clement Sector setting, they could easily be used in other settings or within other science fiction RPGs if needed.

Get on board! Adventure awaits! "

Ships of Clement Sector 4-6: Traders, Scouts and Small Craft by John Watt from Independence Games is tonight's Clement Sector book. This is a honking big two hundred sixteen page book of ten types of star ships & varitions. This book has the star ship that adventurers, pirates, outlaws, & bandits use. Each ship comes with renders, deck plans, prose, and more background that gives feel to the Clement sector's underbelly. The Clement Sector is a hub of a Space Western setting with the frontier aspect hooked into where & when each of these star ships operates. Artist(s) Ian Stead, Michael Johnson, & Bradley Warnes brings the gold with each of the star ships with Ships of Clement Sector 4-6: Traders, Scouts and Small Craft . These star ships bring the heat for the surrgate homes, bases, lairs, and work points for our PC's. And this says volumes about the Clement Sector as a whole. And yes the Wild West analogy continues with each ship having a whole plethora of adventurers who work aboard these ships as homes talking about them. This gives Ships of Clement Sector 4-6: Traders, Scouts and Small Craft a bit of a rawness to it. Indepdence Games goes deeper with this book by providing not only the deck plans, histories, production runs, and annicdotes with each star ship. But each starship has adventure hooks, Clement Sector ideas, and full on adventure opporunities within Ships of Clement Sector 4-6: Traders, Scouts and Small Craft. This is important because it slyly lays the foundation for the using the Clement Sector as the blackness of the universe for the Ships of Clement Sector 4-6: Traders, Scouts and Small Craft .

Why is this important?! Because it sets up the void of the Clement Sector as the campaign setting's sea of mystery. Just about anything that's been brought into focus within the Clement Sector can & will be encountered by the PC's. The Old West meets the dark sea of wine of the Clement Sector comes across in spades. Because it sets up the Workhorse starships being the bread & butter of the the adventurer's ecology of fiance & commerce within the Clement Sector. Adventure is what happens between the stars & the black. Ships of Clement Sector 4-6: Traders, Scouts and Small Craft can mean the difference between having a job, home, and income or being a floating piece of debris between the stars. Ships of Clement Sector 4-6: Traders, Scouts and Small Craft brings home the idea that the PC's are forging the frontier. exploring the black, and waging a campaign of adventure against the forces of chaos by bringing civilization to the next planet or star system. Ships of Clement Sector 4-6: Traders, Scouts and Small Craft is a must buy for the DM who wants to run a campaign featuring traders, scouts, and explorers. These are the craft that hold the webs of adventure together. Thanks for reading our review Eric Fabiaschi Swords & Stitchery Want more 2d6 action?! Please subscribe to https://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
Ships of Clement Sector 4-6: Traders, Scouts and Small Craft
Click to show product description

Add to DriveThruComics.com Order

100 Oddities for a Vampire Lair
Publisher: Skirmisher Publishing
by Eric F. [Verified Purchaser]
Date Added: 11/21/2021 21:25:42

"Welcome to “100 Oddities for a Vampire Lair,” the seventeenth entry in Skirmisher Publishing’s popular and bestselling series of system-free sourcebooks dedicated to inspiring rich stories and spicing up encounter areas with exciting curiosities!

“100 Oddities for a Vampire Lair” draws on the long spanning multicultural tradition of Vampire myth-telling across the world and, of course, the plentiful body of literature and films that feature them. This supplement is dedicated to the places where Vampires lurk and focuses on the horrors that accompany the denizens of their lairs and provides enough detail on each to bring them to life (so to speak). "

“100 Oddities for a Vampire Lair,” is a system agonistic tool kit from Skirmisher Publishing for dressing up your adventures or old school encounters. Vampires are the focus & one thing to remember is that vampires can be some of the most dangerous thinking NPC monsters in old school games. These undead can come in many varieties. The Ravenloft campaign setting for Advanced Dungeons & Dragon 1st & 2nd edition Advanced Dungeons & Dragons have weaponized the vampire. Here we have “100 Oddities for a Vampire Lair,” which helps to dress up a vampire's lair within 18 pages with a handful of dice. “100 Oddities for a Vampire Lair,” is a great addition for a DM's tool box for creating a vampric NPC villain's base of operation. And for a classic dungeon master there's the Dragon magazine article from The Dragon October 1979 #30 'Good Evening' By Lenard Lakofka .

Reference photo taken from Wayne's Books.

“100 Oddities for a Vampire Lair,” works really well with the Dragon magazine article from The Dragon October 1979 #30 'Good Evening' By Lenard Lakofka for creating base or lair, contents, and even perhaps secondary options for adventures & encounters. So not only can “100 Oddities for a Vampire Lair,” be remote lairs & adventure locations but also lairs in modern cities or fantasy city locations. “100 Oddities for a Vampire Lair,” goes fast & loose enough to be used with a wide variety of rpg products. So if we want to take the route of the Call of Cthulhu rpg with “100 Oddities for a Vampire Lair,” then there's another Skirmisher Publishing product we can use their classic 'Mythos Society Guide to New England'. Which goes into the history of vampires in Rhode Island.

Is there another OSR use for “100 Oddities for a Vampire Lair,” to use this book to generate vampire lairs with Elf Lair Publishing Night Shift Veterans of the Supernatural Wars.

“100 Oddities for a Vampire Lair,” From Skirmisher Publishing is agonistic set of tables & reference pieces that brings that brings home the idea that home & lair are easily the central point of an old school & modern encounter. You can use “100 Oddities for a Vampire Lair,” From Skirmisher Publishing to dress your dungeons or modern encounters. Its easily worth the down load! Thanks for reading our review.. Eric Fabiaschi Swords & Stitchery Blog Want more OSR Content?! Please subscribe to https://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
100 Oddities for a Vampire Lair
Click to show product description

Add to DriveThruComics.com Order

Artificial: Robots in Clement Sector
Publisher: Independence Games
by Eric F. [Verified Purchaser]
Date Added: 11/08/2021 21:41:32

"Designed to excel!

Robots are a common sight in Clement Sector. They are often seen taking on not only the jobs that humans, altrants, and uplifts cannot do but also the jobs where biological lifeforms are unwanted. Often seen as tools and machines rather than entities, few care if you endanger the existence of a robot.

Artificial: Robots in Clement Sector provides you with a detailed design sequence that allows you to create robots of all shapes and sizes. With Artificial, you can create everything from a common cargo loader to a state of the art synthetic companion. Anything from the average cleaner bot to a biosynth avatar of your starship's computer AI. "

"Artificial also provides a method to play a robot as a player character. Play anything from an efficient robot butler to a dangerous warbot!

Artificial is designed to be compatible with Clement Sector, Cepheus Engine, and any science fiction setting where robots are present.

It's time to create!"

Clocking in at one hundred pages of artificial A.I. & robotic guideline goodness for the Clement Sector. And this supplement Artificial: Robots in Clement Sector By Michael Johnson fits the bill quite well. The Clement & Earth sectors use all of the A.I. bells & whistles from the Cepheus Engines rpg. Artificial: Robots in Clement Sector takes the Cepheus Engine guidelines & turns the volume up to eleven then breaks the knob off. What this book does is allows the DM to create any robotic & A.I influenced life forms that they want.

s

The Clement Sector is balls to the wall high end technologies & this includes cybernetic & robotic lifeforms. These guidelines extend what was laid down in the Clement Sector rulebook & the core setting books. What Artificial: Robots in Clement Sector does is push the envelop by presenting the rules & guidelines for all sorts of robotic or cybernetic lifeforms. But it also presents rules & guidelines for androids as well. All of the robotic staples for the Clement sector are here and their presented well. The Clement Sector books are some of the best unofficial original Travellers rpg books & supplements to be published. Artificial: Robots in Clement Sector isn't any exception. Artificial: Robots in Clement Sector not only offers the guidelines & rules for creating you're own artificial lifeforms & robots. But it also offers you the opportunity to use the factions & groups built up around the Clement Sector setting. Take for example; 'The Sanctity of Belief This anti-robot and AI group primarily operates within the Hub and Sequoyah subsectors. Known to have Caxtonist roots and with strong evidence indicating it is funded by Kingston-based backers, The Sanctity of Belief is the extreme expression of the deep distaste of all artificial life according to Caxtonist religious teachings. The trademark sword through a stylized robot head symbol is always painted near an area the group targets giving them the derogatory nickname “pointy heads” by popular media throughout the two subsectors, belying the seriousness of their actions.' Its not hard to see how this group or faction could impact your own Clement sector setting campaign. This is going to be especially true if you've got an android adventurer or pilot on the party's pay roll. And this is one of the rpg factors that adventures & campaign have to balance when playing within the Clement sector setting.

Artificial: Robots in Clement Sector is both campaign & adventure setting sourcebook that plugs directly into the Clement Sector & the Earth's Sol sector themselves. And this is one of the marks of a good solidly done sourcebook. The book isn't over done at 100 pages. 'Artificial: Robots in Clement Sector' By Michael Johnson is a must have book for the Cepheus Engine DM or Player who wants to liven up their Cepheus Engine rpg with an artificial or robotic PC!

Thanks for reading our review Eric Fabiaschi Swords & Stitchery Want more OSR goodness? Please subscribe https://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
Artificial: Robots in Clement Sector
Click to show product description

Add to DriveThruComics.com Order

It Came from the Scriptorium
Publisher: Stellagama Publishing
by Eric F. [Verified Purchaser]
Date Added: 11/07/2021 12:16:13

"Dark times has fallen upon the Storm Wolf Tribe. Once edible fruits and plants had become poisonous and game that was docile turn into viciously aggressive malformed monstrosities. The source is an abbey used as a vault for dark knowledge way too harmful to be left loose on the world. Something horrible has happened to the kind yet weird monks living in the abbey and it seems to be ancient and beyond evil. Is up to the tribe's most brave warriors to find out and stop this force before it engulfs the Storm Wolf tribe in its darkness." "It Came from the Scriptorium is a horror dungeon crawl adventure for 3 to 5 PCs, using the Barbaric! sword & sorcery rules ruls and fully compatible with The Sword of Cepheus or any other 2d6 OGL fantasy game. The default setting is the Steel Borderlands, a wilderness distant from the settlements composing the civilized lands of kingdoms and empires but it will fit very easily into almost any sword & sorcery setting.

The players should be aware that due the horror nature of his adventure that their PCs mortality rather will be high."

' It Came from the Scriptorium' By Ivan Cantero Muñoz "The Fictionaut" is a solid adventure for the Barbaric rpg & its a rather nasty horror adventure. But its a fun one. And while it only clocks in at twenty three pages of horror goodness I'd say that this is an adventure for experienced Barbaric players. Barbaric is a full on Sword & Sorcery 2d6 supplement rules for 'The Sword of Cepheus' Rpg.

And now back to ' It Came from the Scriptorium' By Ivan Cantero Muñoz "The Fictionaut". This is a lethal little adventure about the goings on at an isolated monastery that has a whole tribes of Wolf barbarians who live nearby. They're bothered by the haunted goings on at said monastery. Now Ivan Cantero Muñoz "The Fictionaut" seems to be a fan of Bruce Campbell vs the Army of Darkness because this adventure is a back handed love letter to that cultclassic movie.
Forbidden books, undead demons, plenty of undead, and more make ' It Came from the Scriptorium' a must get for the fans of those films. But this is a lethal little number of an adventure and quite perfect for a mid Winter horror game. ' It Came from the Scriptorium' would work quite nicely as a 'The Sword of Cepheus' Rpg. one shot quite well. Where ' It Came from the Scriptorium' shines is when this adventure is used with Barbaric! Then its full on barbarians vs demon undead in the monastery from Hell.

' It Came from the Scriptorium' provides a fun little horror filled & lethal romp through a barbarian horror filled 2d6 adventure that will thrill your players. And kill more then a few PC's off.

Thanks for reading our review Eric Fabiaschi Swords & Stitchery Want more OSR 2d6 action? Please subscribe to https://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
It Came from the Scriptorium
Click to show product description

Add to DriveThruComics.com Order

Creator Reply:
Thank you for the excellent review!
Wendy's Guide to the Fleets of Earth Sector, Volume 3
Publisher: Independence Games
by Eric F. [Verified Purchaser]
Date Added: 11/05/2021 21:56:37

"Incoming intelligence!

Ship captains need information about the systems to which they are traveling. These captains depend on Wendy’s Naval Weekly as their primary source of naval fleet information. It is rare to find a ship captain that doesn’t have Wendy’s Naval Weekly on their handcomps or mindcomps.

Wendy’s Guide to the Fleets of Earth Sector Volume 3 is the third entry of a series which will collate all the available information to provide a complete overview of the fleets of the nations of Earth Sector. Each of these books will briefly outline a nation’s spacegoing navy as well as provide some insight as to how that organization functions and provide a list of the ships reported to be in commission.

This book provides information on the space navies of the Antiochian Union, Indonesia, Israel, Korea, Mexico, New Zealand, and the Seleucid Confederation. The book covers every ship currently operated in those fleets, their doctrines, and even their uniforms. The book also contains an in-depth discussion of the Nahash-class system defense boat, one of the many classes of ship used by the Space Navy of Israel."

So I'm coming at Wendy's Guide to the Fleets of Earth Sector, Volume 3 very late. Earth space has been cut off from the Clement Sector. The Clement Sector & Earth have no connections with each other. The interstellar hyperspace gateways have collapsed entirely. In the meantime, technologies have gone on including space craft. Wendy's Guide to the Fleets of Earth Sector, Volume 3 brings more of the smaller space craft fleets of Earth. Wendy's Guide to the Fleets of Earth Sector, Volume 3 By Michael Johnson brings this home right within the introduction; 'At the date of this publication, it has been twenty years since the collapse of the wormhole conduit leading to Clement Sector. This volume explores the naval forces of those nations who were little effected by the Conduit collapse. These smaller navies, regarded by defense organizations as third tier, still provide their nation with defense and security of their interstellar holdings'. This is brought home by the first Wendy's Guide to the Fleets of Earth Sector, Volume 1

Wendy's Guide to the Fleets of Earth Sector, Volume 3 By Michael Johnson From Independence Games breaks these lesser Earth fleets down. The volume is solidly done with a great indepth discussion about the Nahash-class system defense boat. This is a backbone craft of the lesser interstellar fleets. PC's would encounter these craft dealing with some of the Earth trade routes when pirates or criminals come calling. Given each of the Earth nation’s space going navies are showcased there's a sense here that the Earth is a dangerous interstellar power unto itself. For old school Traveller or Cepheus Engine Wendy's Guide to the Fleets of Earth Sector, Volume 3 By Michael Johnson outlines the Earth as a force to be reckoned with. Its a solidly done book with some very good Earth details thrown into the interstellar mix. Countries such as Indonesia fielding a small space fleet means that these smaller interstellar powers can take the fight to galactic pirates or other local issues. Are there opportunities for adventure?! Yes I believe there's plenty of hooks for using Earth as a center for Cepheus power campaigns and Wendy's Guide to the Fleets of Earth Sector, Volume 3 could provide what the players need when dealing with Earth's smaller fleets. I have to mention the fact that artists such as Ian Stead, Michael Johnson, & Tiziano Cremonini really help to make this supplement a really solid addition to the Clement Sector family of books. Thanks for reading our review! Eric Fabiaschi Swords & Stitchery blog Want more OSR goodness?! Please subscribe to https://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
Wendy's Guide to the Fleets of Earth Sector, Volume 3
Click to show product description

Add to DriveThruComics.com Order

Monstrous Miscellany #02
Publisher: James Mishler Games
by Eric F. [Verified Purchaser]
Date Added: 10/24/2021 13:48:35

So 'Monstrous Miscellany #02' By James Mishler & Jodi Moran-Mishler Compatible with Labyrinth Lord was sent to me by the authors. This is a great little monster addition for your OSR or Old School games. The Mishlers bring the monsters with Monstrous Miscellany #02.

Monstrous Miscellany #02 brings to the table the " Giant Centaur – A giant creature appropriate for Lost Worlds and Mysterious Islands. Krum the Smasher – A monstrous godling who does nothing but smash the works of civilization leaving ruin and suffering in his wake.

Brain Moths – One eyed, one tentacled, flying purple brain eaters from another dimension

Ulfartrolls – Born of the union of lycanthropic witches and trolls, these berserker beasts surpass their ancestors in their wickedness and might!" So the Mishlers on a roll because these monsters are a fit for a number of OSR Pulp & Old School game campaigns.
Many of these monsters are straight out of mythology, literature, & legends. For example Giant Centuars are straight out of Dante's Inferno & while they are listed as neautral these monsters could easily be converted over to the Inferno version. Here's a bit of background on these horrors; 'Giant centaurs resemble normal centaurs in that they are the combination of a humanoid and quadruped, but they are not merely up-scaled centaurs. They have the body and legs of a baluchitherium with the torso and arms of a hill giant. They stand 10 feet tall at the point at which the hill giant torso emerges from the shoulders of the baluchitherium body, for a total height of about 16 feet. Their hill giant torso, arms, and head have grayishbrown skin, with grayish-black hair and mane that flows from their head, down their back, to merge with the grayish-black coat of the baluchitherium body. They resemble neanderthals more so than ogres, with prognathous jaws and large, heavy brows." According to Dante's Infeno; "The Centaurs--men from the waist up with lower bodies of horses--guard the first ring of circle 7, a river of blood in which the shades of murderers and bandits are immersed to varying depths. Armed with bows and arrows, thousands of Centaurs patrol the bank of the river, using their weapons to keep the souls at their allotted depth (Inf. 12.73-5)"

Are we saying that 'giant centuars' were taken from Dante's Inferno?! Nope, I'm saying that James Mishler has created some really great monsters that can be easily adapted to your campaign, dungeon, or old school games. Ulfartrolls would not be out of place within a Lamentations of the Flame Princess rpg session. Ulfartrolls as monsters are absolutely brutal & dangerous. Brain Moths fit the bill for Carcosa or a Science Fantasy adventure. All in all for a dollar this is a really nice piece of rpg value & ulitity.. Thanks For reading our review. Eric Fabiaschi Swords & Stitchery Want more OSR content?! Please subscribe to https://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
Monstrous Miscellany #02
Click to show product description

Add to DriveThruComics.com Order

Manhunters: Bounty Hunters in Clement Sector
Publisher: Independence Games
by Eric F. [Verified Purchaser]
Date Added: 10/07/2021 20:53:00

"Bring 'em back alive!

With the many independent governments of Clement Sector, it is necessary to have a method to capture criminals who take advantage of the lack of a ruling interstellar polity and go on the run from justice. For most governments in Clement Sector, the answer is the manhunter. "

"Manhunters include those who have dedicated their lives to tracking down criminals on the run, average ship crews who see an opportunity in being the person to bring in a wanted criminal for a bounty, bail enforcement agents and marshals who work for a single government or corporation, thieftakers that work for aggrieved families in finding justice, repossession agents who recover stolen property and capture ships from captains who are behind on their payments, altrant and uplift hunters who operate on the fringe of society capturing those who have escaped their "owners" and made it to freedom, and the skiptracers whose research and dedication can aid all of the above."

Manhunters: Bounty Hunters in Clement Sector covers all of these and delves deeply into the laws, regulations and traditions of manhunters in the Clement Sector setting. This book includes eight career tracks as well to allow characters to delve into the world of justice and recovery."

'Bounty Hunters In The Clement Sector' By John Watts is a slightly different book then others that have crossed my gaming table. This book covers bounty hunters who handle everything from debt collecting to full on manhunts for the local intergalactic governments. And it does so with the Clement sector in mind Because the Clement sector is more then slightly different. There are a wide variety of local system laws & legal tape to keep track of. And 'Bounty Hunters In The Clement Sector' allows one to take care of the small details & generate the type of PC that can handle the smooth & the rough of skip tracing, debt collecting, and even full on manhunts for pirates. Because let's face facts 'Bounty Hunters In The Clement Sector' By John Watts is a book end for 'Skull and Crossbones: Piracy in Clement Sector'.

Why because you're going to have to track down the space pirate at some point as well as be the space pirate. And its all about shifting alliances, corporate factions, and the relationships of adventurers in the Clement sector. This is a sector with higher technologies, lots of problems, and a boat load of opportunities for bounty hunters of all stripes. From Blade Runner's Deckard to Bobba Fett the opportunity is there in Manhunters: Bounty Hunters in Clement Sector. John Watts does a cracking job of cranking up the details & yet providing a fast read for his DM's. Manhunters: Bounty Hunters in Clement Sector is a good read & surprisingly well thought out for the DM. There's plenty of opportunity within the universe that's presented in Manhunters: Bounty Hunters in Clement Sector. The scores here are highly thought of and the rewards done right. This is a solidly done, maturely thought out, and well executed book for the Cepheus Engine rpg as well as the Clement Sector. If you want to run a complete bounty hunter campaign in the Clement Sector or the Cepheus Engine rpg then this is the book to get. Highly recommended. Thanks for reading our review Eric Fabiaschi Swords & Stitchery Want more OSR & 2d6 goodness?! Please subscribe to https://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
Manhunters: Bounty Hunters in Clement Sector
Click to show product description

Add to DriveThruComics.com Order

Skull and Crossbones: Piracy in Clement Sector
Publisher: Independence Games
by Eric F. [Verified Purchaser]
Date Added: 10/07/2021 10:23:53

"ARRRR! Heave to and prepare to be boarded!

Piracy has been a near constant in Clement Sector since the Conduit was first opened. In fact, some historians maintain that piracy may have played as large a part in the direction that civilization spread from Hub as did the astrography of the sector. The act has been part of the fabric of the sector and continues to be so despite the best efforts of the many planetary governments."

"Piracy in Clement Sector includes down on their luck merchant crews forced to compromise their morality, people who watched one too many episodes of Superpirate! and think they can do that too, ex-military people who are working for one government to disrupt the trade of another, dedicated pirates who are just stone cold killers, and marauders who are attacking new colonies along the frontier."

Skull and Crossbones: Piracy in Clement Sector by John Watts has absolutely zero to do with luck & everything to do with renegade corporate cartels & illegal outlaw merchant crews. Skull and Crossbones: Piracy in Clement Sector clocks in at only eight six pages. This is eighty six pages of packed information with spare artwork but well done artwork. The information is dense but it covers a good range of the Clement sector. This information is right in line with the quality of the material from Independence Games before. From set up of pirate gangs, corporate sponsored factions, to running a full on space pirate campaign Skull and Crossbones: Piracy in Clement Sector by John Watts covers it very well. The short adventure within outlines not only the other pirate groups in the race, but some new ships and provides details for several systems. And it includes pirate havens along with those corporate factions supplying said pirates. Skull and Crossbones: Piracy in Clement Sector focus the lens of John Watts on space piracy as both a life style & way of life with a thumbnail sketch of the full on interstellar career at its center. Mr.Watts outlines everything that a DM needs to chart out a campaign of space piracy within the Clement Sector. But is Skull and Crossbones: Piracy in Clement Sector good?! No I believe its a solid addition to the roster of a DM's tool box for the Clement sector campaign setting. But often desperate times & all that. Space pirates may find themselves far out of sector and in need of still plying their trade. I think that Piracy & Privateering by Josh Peters is a perfect book end for Skull and Crossbones: Piracy in Clement Sector. This secondary Cepheus Engine book could be used to generate further interstellar piracy targets easily.

The Clement sector campaign setting itself offers plenty of opportunity for the space pirate & a crew of ruffians of the outerspace ways. Skull and Crossbones: Piracy in Clement Sector by John Watts is an excellent book offering plenty of challenges for a well seasoned group of players who want something different then the usual Traveller style adventures. I recommend Skull and Crossbones: Piracy in Clement Sector by John Watts as a great addition to the Cepheus Engine rpg collection. Thanks for reading our review! Eric Fabiaschi Swords & Stitchery blog Want more 2d6 or OSR action?! Please subscribe to https://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
Skull and Crossbones: Piracy in Clement Sector
Click to show product description

Add to DriveThruComics.com Order

Clement Sector Core Setting Book
Publisher: Independence Games
by Eric F. [Verified Purchaser]
Date Added: 10/01/2021 21:53:30

"Welcome to Clement Sector!

In 2210, scientists discovered a wormhole allowing travel to the opposite side of the Milky Way galaxy. Once across, exploration teams discovered worlds far more suited to human habitation than those in star systems nearer to Earth. Were they terraformed by some unknown race? Are they just a coincidence in the vast diversity of the universe?"

"Over the ensuing years humans left Earth and began to colonize these worlds. Nation-backed colonies. Corporate colonies. People who simply no longer felt compelled to remain on Earth. The best and brightest.

In 2331, the unthinkable happened. The wormhole collapsed leaving those in Clement Sector cut off from Earth. Now these new worlds and new civilizations must stand on their own.

The year is 2342. Adventure awaits!"

John Watts approached me about taking a look at a bunch of Independence Games books & The Clement Sector setting book has been on my Drivethrurpg wish list to get forever. But when you take a look at the extensive and I do mean extensive catalog of Independence Games books it can be a bit intimidating as a new Cepheus Engine rpg DM. So when DM Steve turned me onto Zozer Games Hostile. This might have been a mistake. Now in the past I've taken a look at Omer's 'These Stars Are Ours' but Clement Sector seemed a bit intimidating to me at first. Now that there's been a ton of Cepheus Engine rpg books under my belt & so many games let's take another look!

Clement Sector is humancentric and that's awesome right out of the gate! The Clement sector feels like the best Traveller 2300 rpg setting that isn't ripping that game system or setting off at all. This is a hard science fiction setting with several marked distinctions. Distinction one is the fact that the Clement Sector has a manufacturing base when the worm hole collapsed. Two the Clement Sector is its own entity & an interstellar power within its own right. 'The Clement Sector' setting is a place where your adventurers are going actually want to adventure in & there's lots of opportunity for such. The Clement Sector is really its own game setting & even system separate from the rest of the Cepheus Engine rpg universes. And this is one of the things that also works in its favor. Because if you want to use a pre Fall galactic civilization then the Clement Sector is brilliant for this. Remember that the Clement Sector book is big as in two hundred & seventy two pages big. Your PC's are going to be adventuring there for a long time! The Clement Sector is for lack of a better term a sci fi campaign setting from the edge of eternity. This is a well thought out, expansive, weird, and at its edges quite deadly science fiction campaign for the Cepheus Engine. The technology is high, the spaceships awesome, & the Earth very distant in its own way. The writing is crisp & the Cepheus Engine does an excellent job with the Clement Sector itself. John Watts does excellent design work & The Clement Sector setting is a fine example of this! Highly recommended! Thanks for reading our review! Eric Fabiaschi Swords & Stitchery Want more OSR goodness?! Please subscribe to https://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
Clement Sector Core Setting Book
Click to show product description

Add to DriveThruComics.com Order

New World: 2D6 Adventure in a Cyberpunk America
Publisher: Michael Brown
by Eric F. [Verified Purchaser]
Date Added: 09/29/2021 10:44:32

Oh, beautiful for spacious skies

Skies that are colored gray, not like that of a dead channel, but from rain trying in vain to wash away the grime and evil of the streets below.

For amber waves of grain

Grain used to make “food” to feed America’s 430+ million people; and of course, the fatcats still get the first — and sometimes the only — mouthfuls.

"For purple mountains’ majesties

That the average person will never get to see, because they’re too busy with their noses to the grindstone, pleasing their corporate masters. If the skies were even clear enough, that is.

Above the fruited plain

At least those plains that haven’t been devastated by the worsening weather events brought on by climate change.

America, America

No longer exists in a recognizable form, ever since becoming a mere fascist shell of itself under the boot heel of an ascendant China."

"God shed his grace on thee

The gods now live above the masses in their mighty towers of polycarbon and glass, imposing their will through tyrannical (and compliant) politicians and legions of armored federal agents.

And crown thy good with brotherhood

There’s very little good in the world anymore and “brotherhood” is a joke. There is only destroy or be destroyed, succeed or fail...and the system is rigged to make you fail.

From sea to shining sea

Which (also thanks to climate change) comes a little closer every year, flooding once-habitable land"

"New World is a cyberpunk campaign framework based on the Traveller SRD (which is itself based on The Original Science Fiction Roleplaying Game published in the 1970s) and the Cepheus Engine SRD. Set in the middle of the 21st century in an America rendered almost unrecognizable by past events, the campaign features many of the tropes commonly expected in a cyberpunk world, along with some developed expecially for New World:

A timeline based on and extrapolated from real-life events A familiar lifepath character generation system A generous selection of cybernetic modifications, mundane equipment, and vehicles Simplified rules for computer use and cyber-combat A discussion of mid-21st century American life and culture, including a glossary of slang terms A look at the changes wrought on America and the rest of the world A system for mapping sections of the “Net (aka cyberspace) A system for determining spontaneous radicalization, one of the worst scourges of the future age And much, much more It’s a new world, just around the corner. Welcome to the future, daoren…hope you survive it!"

Someone once told me that all good cyberpunk rpg's are a political statement. And this is true but not in the way that you might think! Michael Brown's New World: 2D6 Adventure in a Cyberpunk America does what some games take pages & pages to do in sixty eight pages of Cepheus Engine rpg goodness. And it does it by hitting all of the usual Cepheus Engine & Traveller notes.

And Mr.Brown lays it out in the first campaign overview; "The High Concept: The heroes are high-tech lowlifes navigating precarious existences in an authoritarian, China-influenced United States. Setting: America, in the near future (within the next 50 years.) America is a “soft” vassal state of China, now the world’s premier superpower. Social and financial breakdowns have produced a dystopian society of haves and have-nots, overseen by megacorporation executives in their mighty towers and preyed upon by organized crime and a puppet US government. However, America still views itself (and behaves) as a mover-and-shaker in global politics; the general public is unaware that the impetus for American policy often begins in the halls of Beijing. Scope: (Suggested) Local at first (one or two cities), perhaps becoming international as the party gains more power and influence and begins tackling larger and more complex adventures." Make no mistake New World: 2D6 Adventure in a Cyberpunk America isn't your usual cyberpunk style game setting. This is an America that is past its prime, seen better days, & is very dangerous. The setting is part action movie & part thinking man's cyberpunk campaign. Brown's design & writing is tight, solid, & easy to incorporate into a 2d6 campaign. Michael Brown is easily one of the least appreciated Cepheus Engine rpg designers using the 2d6 rpg platform today in my opinion. And that's a true shame. The man know what he's doing and New World: 2D6 Adventure in a Cyberpunk America shows this. New World: 2D6 Adventure in a Cyberpunk America is expansive and very well done. New World: 2D6 Adventure in a Cyberpunk America showcases the strengths of the 2d6 system with solid career paths, an extensive cyberpunk array across the board. And a very dangerous setting. In point of fact one could add in either Cepheus Atom or Mr. Brown's Afterday to show areas that have broken down in society. While you don't need either of these products they can easily slot in.

Michael Brown's New World: 2D6 Adventure in a Cyberpunk America uses its cyberpunk aesthetic to its advantage taking carefully created & crafted rules that are perfect for a short beer with pretzels game night. Or as a part of an extensive cyberpunk campaign that could last years. I highly recommend Michael Brown's New World: 2D6 Adventure in a Cyberpunk America. New World: 2D6 Adventure in a Cyberpunk America is a reliable, playable, easy to run, & fun game campaign setting. At eight dollars this is a steal for a fun & very dangerous cyberpunk rpg campaign setting to add to your Cepheus Engine rpg collection!

Thanks for reading our review Eric Fabiaschi Swords & Stitchery Want more OSR & 2d6 action?? Please subscribe to https://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
New World: 2D6 Adventure in a Cyberpunk America
Click to show product description

Add to DriveThruComics.com Order

The Gods Left It Behind
Publisher: Old School Role Playing
by Eric F. [Verified Purchaser]
Date Added: 09/24/2021 15:02:38

"Archeologists have been studying the primitive natives on the jungle world of Eniran. These natives have carved cities out of the thick jungle there. According to the native legends a god like race lives in a castle in the clouds above them. At first the archeologists thought that this was just native superstition but recently they discovered that there is, indeed, a castle floating in the clouds.

One of the archeologists offers to pay the travelers to accompany him on an expedition to this castle and find out who built it."

Joseph Mohr has been at it again & this time it's 'The Gods Left It Behind' a 'pay what you want 'Cepheus Engine rpg mission that works really well & its a dungeon crawl with a difference. Things go sideways & get complicate in this variation on a dungeon crawl really quickly.

'The Gods Left It Behind' has lots of potential especially for taking the usual dungeon crawl ideas & turning them on their head. Things get very complicated very fast in 'The Gods Left It Behind' really quick and don't let the intro fool you as a DM;

"Sonoran archeologists have been studying the planet Eniran recently. They have been spending time with the various tribes that have carved cities out of the triple canopy jungle on this world. Recently they have discovered legends about a god like race that live in a castle floating in the sky over their world. After a great deal of searching these scientists have discovered that there is, indeed, a castle like structure floating in the sky. It was very difficult to spot as the clouds on this world are often very thick. Archeologist Samuel Logan approaches the travelers about a proposition. He offers CR 100,000 for the travelers to visit Eniran, with him, to explore this castle. He wants to find out what is there, who built it and where they have gone. He also intends to try to find out how this castle is still floating in the sky after all these years. He offers a bonus of CR 10000 for every alien artifact found (and handed over to him)"

The DM could easily take 'The Gods Left It Behind' & adapt in several elements from Sword of Cepheus or even Cepheus Deluxe. This could be done to expand upon the adventure ideas within 'The Gods Left It Behind'. 'The Gods Left It Behind' presents a very short, well done, easy to read, and expand upon adventure for the Cepheus Engine rpg. This is a deadly little adventure in some regards so consider yourself warned!

We have no idea who the aliens were of Eniran within 'The Gods Left It Behind' and its open for the DM to expand upon the ideas, alien life forms, artifacts, etc. within it. There's plenty of potential here for out & out campaign expansion. The adventure elements are really easy to adapt to a wide variety of Cepheus Engine genres. And this unto itself is a solid premise to expand upon the material in 'The Gods Left It Behind'. All in all I'm going to be running to be running 'The Gods Left It Behind' for my Hostile rpg campaign coming up! Thanks for reading our review Eric Fabiaschi Swords & Stitchery Blog Want more OSR & 2d6 action then please subscribe to https://swordsandstitchery.blogspot.com/



Rating:
[4 of 5 Stars!]
The Gods Left It Behind
Click to show product description

Add to DriveThruComics.com Order

A Groats-worth of Grotesques
Publisher: The Skull as a Complete Gentleman Co
by Eric F. [Verified Purchaser]
Date Added: 09/20/2021 14:47:59

" Being a SYSTEM-AGNOSTIC Role Playing supplemental treatise ON MONSTERS; which is to say a BESTIARY for your Tabletop Games of Fantasy. Styled in the manner of the Baroque Period; a Curiosity Cabinet of Creatures for enlivening the table!"

"The over 100 entries were gathered out of sundy authors, philosophers, physicians, and poets; sacred and profane. The illustrations are collages of diverse prints and emblems. From the lowly ant to the earth shattering Behemoth, the mundane dog to the alien Ch M G, this collection is a rollicking gambol through history and myth"

A Groats-worth of Grotesques* from G. Edward Patterson III, came in the mail today. This is so very cool, what A Groats-worth of Grotesques is actually is an in universe 'Monster Manual'. A Groats-worth of Grotesques is made up of creatures, monsters, & nasties done with public domain artwork. But done so in such a way as to take many Middle Ages creatures & animals with a brand new OSR spin.

A Groats-worth of Grotesques takes these familar animals & turns them on their ears! We get ants with alien 'in universe' qualities that takes the ant in a completely new direction. There's two hundred and fifty one pages of monsters & creatures. These are done in a complete OSR fashion. This means that the OSR retroclone of your choice can now feature a familiar animal with completely different spin. So you can get the drop on your players with some really nasty or normal creatures.

Ants for example make friends & enemies of other insects. These can be vary dangerous for farmers or other food stuff producers in OSR & D&D style games! This is only the start of this.

G. Edward Patterson III does an excellent job of taking these monsters in weird & different directions. This means that you can get maxium adventure or encounter utility out of the monster or creature from A Groats-worth of Grotesques.The set up is familiar & yet weird for your OSR adventures. The idea that another world or campaign setting is actually different from a creature or biological standpoint is going to keep players on their toes. The illustrations while public domain are put to excellent use. The monsters are colourful & engaging. There's a ton of stuff going on in A Groats-worth of Grotesques. These are all push overs and there's a touch of the alien about many of these familiar creatures of myth & legend.

Many of these creatures & monsters looks like they would feel right at home in a wide variety of OSR systems. Some these in my mind include Lamentations of the Flame Princess, Lion & Dragon, & even B/X Dungeons & Dragons. A Groats-worth of Grotesques is also perfect for a mythic or Middle Ages Castles & Crusades game!

So what can you actually do A Groats-worth of Grotesques?! The monsters & creatures of 'A Groats-worth of Grotesques' is perfect for setting up a Fairytale land or plane. These monsters could also be used nicely as a Jim Henson 'Labyrinth' style game setting dressing or adventure potential! Other uses spring to mind include the following.

Many of these creatures & monsters could well be used as unusual & rare monsters as magical or Fey disease vectors within old school or OSR campaigns. The idea that the monsters from 'A Groats-worth of Grotesques' could serve as the basis for a magical or Fairyland related plague for an OSR game isn't far fetched at all. So is A Groats-worth of Grotesques worth getting?! In my humble opinion, 'Oh Hell yes it is! Thanks for reading our review Eric Fabiaschi Swords & Stitchery Blog Want more OSR coverage?! Please subscribe to https://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
A Groats-worth of Grotesques
Click to show product description

Add to DriveThruComics.com Order

Hot Zone
Publisher: Zozer Games
by Eric F. [Verified Purchaser]
Date Added: 09/13/2021 11:21:30

"Hot Zone – that’s the crew’s name for LS809, a burning hell-hole orbiting Gliese 9028. It’s where they need to be, the location of a missing hyperspace probe. Acting strangely, whilst plotting new hyperspace co-ordinates, the probe has crashed-landed on the Hot Zone.

Now the ICO want it back - quickly … and quietly.

But the planet won’t let them take the prize so easily. This is a truly ‘hostile’ world with some terrifying and dangerous obstacles to overcome. And … something else… wants the probe."

Hotzone is one of those unassuming little titles that's bypassed me on the Drivethrurpg shelf now like a solid 80's or 90's Sci fi VHS tape whose cover artwork is less then stellar. But whose contents shine far more then the exterior let's on. The basics first this adventure is for Zozer Games Hostile setting. But the more I learn about 2d6 Cepheus Engine driven rpg's this adventure could be easily adapted into other sci fi engines. Paul Elliot is a man who loves his details as is evident by this adventure & even the DM set up introduction shows this; "This is a recovery mission. The player characters (PCs) are the crew of an ICO (Interstellar Commerce Organization) ship called the USCS Outlander that has been given the mission to recover a crashed hyperspace probe. These large unmanned probes map out new hyperspace routes to the stars, and this one has gone awry (on purpose!) and crashed onto uninhabited planet LS809, a hot desert world that orbits Gliese 9028 – a red dwarf star." Already we've got the set up & run through for this mission an its gonna be a really nasty one. Paul Elliot's writing here is spot on walking the line from solid Hostile straight into 'B' movie Friday night rental mode. This is the perfect combo for Hostile on the whole and Hotzone proves this once again.

Hotzone clocks in at twenty seven pages of high octane survival fun! This book brings to mind another Zozer games title and that's Dirtside! Dirtside isn't a title you need to run Hotzone at all! But Hotzone takes full advantage of the design & writing lessons that Mr.Elliot learned on Dirtside. In other words, the writing & design is tight in Hotzone. This is a fun but deadly little adventure where the menace is three fold the planet, the situation, and the other. The other here is just waiting for PC's to screw up so bring extra characters to this one. But is Hotzone worth the download?! In a word yes for a multiplicity of reasons. Hotzone is going to provide more then a few sessions of play. The world planet LS809, a hot desert world that orbits Gliese 9028 – a red dwarf star has some decent potential for extended play across a spectrum of Hostile adventures if the DM uses his head. Mining, exploration, and more are mixed into the adventure if the player's PC's survive. This isn't one off kill zone adventure but a highly dangerous mission on an alien planet. And its a solidly done adventure up too the quality that Zozer Games produces. Thanks for reading our review Eric Fabiaschi Swords & Stitchery blog Want more Swords & Stitchery blog Please subscribe to https://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
Hot Zone
Click to show product description

Add to DriveThruComics.com Order

Displaying 1 to 15 (of 326 reviews) Result Pages:  1  2  3  4  5  6  7  8  9 ...  [Next >>] 
Back
0 items
 Gift Certificates