DriveThruComics.com
Browse Categories







Back
Other comments left by this customer:
You must be logged in to rate this
Piracy and Privateering
Publisher: Stellagama Publishing
by Eric F. [Verified Purchaser]
Date Added: 01/14/2021 14:03:43

" Pirates are the scourge of the space-lanes. Cutthroats, bandits, and scum, they are enemies to all humanity. Captured pirates can expect no mercy: only grim justice for their heinous crimes. Despite the risks, this book encourages science fiction roleplayers—Gamemasters and players alike—to embrace their inner space pirate, and set forth to the stars to carve a bloody swath across the galaxy!"

There are days when sometimes when looking over at the absolute wall of Traveller rpg books that stare at me that it begins to hit me just how not intimated by this game hits me. Most of Traveller & Cepheus Engine rpg game campaigns that either have crossed the table top or the screen revolve around piracy or one kind or another. Traveller was the game that engineers & science geeks play. But once we got into it, this was the science fictional game to play hands down. So when Stellagama Publishing sent me a copy of Piracy and Privateering it took me a day or more to put it at the top of the pile of books to be reviewed. See what Piracy and Privateering does is to create an almost rpg system neutral book that leans heavily into the wind of the Original 2d6 OGL Science Fiction rules, Cepheus Engine, Stars Without Number, and White Star. Now way back in the early half of 2019 we grabbed a copy of Piracy and Privateering This was with the intent of running a piracy themed game of White Star or Stars Without Number. But then OSR game campaigns took over. And Piracy and Privateering will work with Cepheus Lite Rpg rather easily. Technically with these two books you could run an entire campaign for many years.

This is an updated & expanded sourcebook tha hammers on the detailed systems of piracy. And with Piracy and Privateering you can actually run an entire OSR or Cepheus Engine rpg campaign from the pirates perspective! Piracy and Privateering gives the players & the DM everything they need to get a steady hand on the setting of such a game from boarding actions to what to do with the booty afterwards. Josh Peters does an excellent job of fleshing out everything needed from: Pirate setting generation setting the scene for your piracy game Target aquistition & boarding of ships Randomly encountering the monsters of your pirate PC's & the hunters of such PC's. Traffic, back water worlds, & all of the little things that goes into such a campaign. Indepth world & setting info NPC handling, generation, & plug or play aspects of the pirate NPC. What Piracy and Privateering is a space opera & pirarcy tool box for not only generating entire adventures, NPC's, & more but giving the space campaign teeth & legs to continue for years to come. It does this with its random generation & steady ideas of growth through play & actual rolls. This is a marked improvement in some of the early products that I've seen. Right now we're in the middle of generating a whole cloth campaign dark space opera using Cepheus Engine rpg & classic Traveller resources. This means that Piracy and Privateering couldn't come at a better time for our group or me as dungeon master. This is a great buy so go & grab it here! Piracy and Privateering is a fine addition to the Cepheus Engine & OSR space opera gaming scene.

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



Rating:
[5 of 5 Stars!]
Piracy and Privateering
Click to show product description

Add to DriveThruComics.com Order

Creator Reply:
Thank you for your kind words!
Hostile Gunlocker
Publisher: Zozer Games
by Eric F. [Verified Purchaser]
Date Added: 01/14/2021 00:51:43

Before planning out a Cepheus Engine rpg campaign set within the stated guidelines of the Hostile Rpg. My group encouraged me to pick up the Gunslocker rpg supplement. And in fact they insisted on it. Why?! Rpgger & gamers love weaponry & ultra violence especially when going up against Xenomorph style alien life forms.

"The complete compilation of firearms for Zozer Games' HOSTILE SF RPG setting. Here are all the guns from HOSTILE, the Marine Corps Handbook and Dirtside along with 18 new firearms and 4 new types of grenades. In addition there are two pages of firearms accessories and a fast-play rule for determining hit chance using the range band method. "

Weapons for a Sci fi game are the cherries on top of a very well planned out system such as Zozer Games's Hostile rpg. Weapons Lockers is one of those 'must have' books! Why?! Every dungeon master worth his or her salt knows two things. You can never have enough monster books, dice, and weapons books. Every DM worth his salt knows three things?! Let's put it another way or as Hudson puts it to Ripleyi in Aliens [special edition]" [during the drop to LV-426]

Private Hudson: I'm ready, man, check it out. I am the ultimate badass! State of the badass art! You do not wanna fuck with me. Check it out! Hey Ripley, don't worry. Me and my squad of ultimate badasses will protect you! Check it out! Independently targeting particle beam phalanx. Vwap! Fry half a city with this puppy. We got tactical smart missiles, phased plasma pulse rifles, RPGs, we got sonic electronic ball breakers! We got nukes, we got knives, sharp sticks...

Sergeant Apone: Knock it off, Hudson. All right, gear up." And this is exactly what your getting here guns, gats, & gear to take on those threats to your adventurers, marines, & lawmen in the outer reaches of the universe. Did I mention that this is the Gunslocker is well done & well designed for the Hostile Rpg universe.

The Gunlocker supplement does an excellent job of organizing, cataloging, & presenting the weapons of 2225. There's a very nice array of fire arms from revolvers to energy weapons all in forty five pages. The variety is solidly done & for a marine fanatic such as myself the presentation is on point. Ian Stead's artwork takes me back to '88 or so with the release of the Alien's Marine Handbook with Gunlocker's homages in his artwork & layout.

Zozer Games has really been impressing me with their simple to use & easy access stats for their fire arms & energy weapons. The level of detail is top drawer without a Janes Weapons Guide level of detail that leaves the DM scrambling for a pillow or how to field strip an imaginary weapon. But the overlap into Cepheus Modern means that the DM has options to use these weapons in other Cepheus Engine rpg sci fi campagin settings. And all of this within forty five pages.

Hostile Rpg Gunlocker Supplement brings Hostile rpg into a very military position with regards to setting specific weapons & the world of 2225 is a very dangerous one indeed. Military based campaigns are going to be bloody & very dangerous affairs. But its not always about the world of men is it!? The Gunslocker rpg supplement is solid, classy, & very well done & it should be in the shopping cart of any Hostile rpg fan in my opinion. This is a very key book for the marines & militaries of the Hostile rpg. Five outta of five because it fits its point & purpose really bringing home the Hostile rpg universe in spades!

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



Rating:
[5 of 5 Stars!]
Hostile Gunlocker
Click to show product description

Add to DriveThruComics.com Order

Roughnecks
Publisher: Zozer Games
by Eric F. [Verified Purchaser]
Date Added: 01/11/2021 13:30:08

Zozer Games's Roughnecks is a supplement that you can just about feel the 'Outland' vibe coming off it. The whole book fits the asthetic of Alien & Eighties sci fi so well. The PC's are not your typical heroes of 'Luke Skystalker' mode but working stiffs and miners at that. And lay out & production are so well done. Roughnecks works so well with Far Horizons that its not even funny. These two books together brings exploration of the outer solor system home. Zozer Games puts out fantastic products & again this is brought home with Roughnecks. You get everything you could want as a dungeon master for running Hostile Rpg Eighties sci fi hard core mining operation. One where you can run your people hard & they can play harder in the wastelands of space. And Roughnecks fits in with the asthetic of Eighties sci fi that I'm going for with our group of players coming up. Roughnecks works because it gives the PC's the tools to actually pull a profit from their operations. The DM has a a mini mining book to play out within the Hostile campaign. There's far more going on below the surface of the solar system that can be pulled from for the corporations. The solar system is last great frontier before the alien worlds of beyond but our own solar system is dangerous as Hell. Roughnecks presents mankind as their own worst enemies when it comes to the making of a profit. The corporations do what they do & even here their still faceless. There's a good chance for heroics even within Roughnecks but watch out for your fellow miners & bugs. All around Roughnecks works for me on any number of levels as a dungeon master highly recommended. Eric Fabiaschi Swords & Stitchery blog Want more OSR goodness? Subscribe to https://swordsandstitchery.blogspot.com/



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

Add to DriveThruComics.com Order

Hostile
Publisher: Zozer Games
by Eric F. [Verified Purchaser]
Date Added: 01/09/2021 10:31:22

"HOSTILE is a gritty, near future roleplaying setting for the 2D6 Cepheus Engine rules that is inspired by movies like Outland and Alien. It is a universe of mining installations, harsh moons, industrial facilities, hostile planets and brutal, utilitarian spacecraft."

So looking over the Hostile rpg is like looking into an alternative Traveller or Cepheus Engine rpg 'Aliens' universe. This is exactly the style of rpg universe setting that my players are looking for. The layout of the pdf is really well done. There's a real sci fi cinematic feel here for Zozer Games universe & its one of interstellar & military expansion. The PC generation is very well done here & the additional PC options present a uniquely sci fi alternative universe PC take on the classic old school Traveller style.

The more that we slide into the the Hostile rpg universe the more that the every aspect of life here is driven by space exploration & expansion. The technologies, space craft, medicine, etc are all a pre Cold War mode but its done with style & substance. There's an inner working & logic that fits within the the Hostile rpg universe in spades. This is a universe that can handle a Blade Runner campaign or even a whole cloth military campaign against Xenomorphs. And its one that works very well & it really does have the spirit of those classic Eighties sci fi films. Add to this the fact that you get the Hostile Technical Manual pdf free & you are ready to go.

And the Hostile rpg is a monster of a book at three hundred plus pages & it really does a good of defining its universe from the ground up. This is sci fi that I can understand in spades & from that view point it works very well for both designing interstellar adventures & for generating PC's. The whole package of the Hostile rpg. Overall I highly recommend the Hostile rpg from the standpoint of both player & DM. Eric Fabiaschi Swords & Stitchery Blog Want more OSR action?! Subscribe to https://swordsandstitchery.blogspot.com/



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

Add to DriveThruComics.com Order

Alien Breeds
Publisher: Zozer Games
by Eric F. [Verified Purchaser]
Date Added: 01/07/2021 09:49:15

"ALIEN BREEDS is a roleplaying supplement for the Cepheus Engine and other classic 2D6 SF roleplaying games. It details a new species of hostile alien predator with both an unnerving and horrific lifecycle as well as an ability to mutate ad hoc to suit its current environment. ALIEN BREEDS works well within Zozer Games’ own SF setting called HOSTILE, but it can be used in any Cepheus Engine game – as long as your players can handle this beast… and there is certainly no guarantee of that!"

When it comes to using iconic xenomorphs the Alien Breeds supplement brings it home from zozar games for the Cepheus rpg or old school Traveller. This is a forty one page solid adaptation of the alien monster. But what Alien Breeds does is create a number of xenomorph variations in spades for adventures. Paul Elliott, always brings more bang for the buck as a author & designer. Even though Alien Breeds is a good supplement its the inclusion of the adventures & the installations that makes it excellent for Cepheus rpg campaigns; "a typical colony installation. It is a fairly small example, big enough to hold may be 50 or 60 people, enough for an extended science survey, a prospecting mission or the maintenance of some new equipment on planet – perhaps a powerplant, refinery, test mine or atmosphere processor." And Alien Breeds is perfect to add into the outer interstellar gulfs of TSAO: These Stars Are Ours! from Stellagama Publishing. The PC's climb aboard a Grey saucer & the last thing their going to expect is a nest of Xenomorphs. Yes I realize that Alien Breeds is for the vaulted 80's sci fi inspired Melee rpg setting But TSAO has marines built into the interstellar setting & the xenomorphs are a perfect biological weapon for them.

Personally I can see Alien Breeds being a perfect add into the mythos of the TSRO universe. Their origins are mysterious & should be kept that way. In the Dark Horse Alien comic book universe it was implied that many alien races have used the Xenomorphs as biological weapon systems & have run afoul. I'm looking forward to getting more titles from Zozer games in the near future. Alien Breeds is a five outta of five in my book. Eric Fabiaschi Swords & Stitchery Blog Want More OSR action?! Subscribe to https://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
Alien Breeds
Click to show product description

Add to DriveThruComics.com Order

Love Witch
Publisher: NUELOW Games
by Eric F. [Verified Purchaser]
Date Added: 12/29/2020 11:52:54

"In an age before the rise of human civilizations, empires ruled by aliens and gods dominated the Earth. Prominent among these was Atlantis. This nation had its roots in a solar system far removed from our own, and they colonized the Sol system through a mixture of technology and magic that was the hallmark of their civilization."

So what exactly is Neulow Games The Love Witch? Well its all about a hybrid of graphic novel or comic book old school Seventies goodness & Miller's game design according to him ; " The Love Witch contains three exciting tales that mix high fantasy and horror by master comics-scribe Marv Wolfman, with gorgeous art by Ernie Colon, Don Heck, and others. The book also contains an all-new feat and talent-based magic system that can be brought into any d20 System and which is far more flexible than is typical, as it is not tied to any class- or level-based abilities." And its within these abilities & gaming design that Miller's writing shows through because this right up my campaign alleyway. The magic of Atlantis is solidly laid bare here. This is a tight book clocking in at fifty six pages with of Atlantean magic via the Love Witch PC class but its really not. We'll get to that. And its here that the book shines. We get alternative schools of Necromancy, a full view of the PC class & deeper mysteries into the fate of Atlantis. Because of Nuelow Games approach to the Lovewitch I got exactly what I need with crossover potential with Witchkind & the Immortals both of which play key rolls within my campaigns.

So is this a PC class or not?! Sorta but more of a legacy according to Miller;"It was mentioned above that Atlantean magic is not a class feature in the d20 System. Instead, heroes gain the ability to use magic by acquiring one or more feats either during character creation or as they advance in level. Their spellcasting abilities grow more refined and powerful through additional feats, as well as talents and ranks in certain skills. Depending on when the GM’s campaign is set, or what relationship the heroes have to Atlantean enclaves after the continent has been destroyed, the characters may have access to the feats that form the foundation of the spellcasting system in this book." And its this that makes the Lovewitch easy to slip into a campaign. Things like 'Deathless' make the Lovewitch an easy match for Immortals; "Deathless [General] You are hard to kill. If slain, you will rise from your grave. Your supernatural patron wants your work to continue. Prerequisite: Ancient Blood or Ancient Spirit Benefit: +2 to Fort and Will saves. Special: When the character is dropped below -10 hit points (or the threshold used for “dead” in the campaign), he or she doesn’t die. Instead, the character’s spirit leaves the body and continues to exist as a formless entity on the mortal plane. If the Disembodied template is available in the campaign (see NUELOW’s Ghost Woman), the character has gained that template. If not, the character exists formless near the location of his or her demise until a suitable living vessel comes along. The character may attempt to possess the being. The target receives a Will save (DC12+your character level) to resist. If the target is injured or somehow emotionally vulnerable or frightened, the Will save is DC8+your character level. The target immediately gains Dual Souls as a bonus feat, with this character become Character B. (See Dual Souls for details.)" And this makes it simple for the DM to take Castles & Crusades Siege system or Fantastic Heroes & Witchery to adapt the Lovewitch to their home campaigns.

Is the Lovewitch perfect?! No its a supplement that's built to fit into Miller's OGL material but easily lifted & fitted for an experienced DM. It has that Seventies horror comics vibe & we've had one player whose PC is going down the Lovewitch path & has the ancestry for this supplement's magic. All in all its a fine addition to the DM's tool box. Eric Fabiaschi Swords & Stitchery blog Want more OSR goodness?! Subscribe to https://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
Love Witch
Click to show product description

Add to DriveThruComics.com Order

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
Click to show product description

Add to DriveThruComics.com Order

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
Click to show product description

Add to DriveThruComics.com Order

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
Click to show product description

Add to DriveThruComics.com Order

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
Click to show product description

Add to DriveThruComics.com Order

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
Click to show product description

Add to DriveThruComics.com Order

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
Click to show product description

Add to DriveThruComics.com Order

TSAO: 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!]
TSAO: Signal 99
Click to show product description

Add to DriveThruComics.com Order

TSAO: 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!]
TSAO: Liberty Ship
Click to show product description

Add to DriveThruComics.com Order

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
Click to show product description

Add to DriveThruComics.com Order

Displaying 1 to 15 (of 278 reviews) Result Pages:  1  2  3  4  5  6  7  8  9 ...  [Next >>] 
Back
0 items
 Gift Certificates