Where No One Has Gone Before - *The first post in this series can be read here.* The image shown is from p. 8 of 4th Edition's DMG, *How to be a DM*. Please forgive the change in for...
5 hours ago
A hardcover book (or PDF!) for 5th Edition that gives your character something to spend their money on and extend their influence in the local area. Raise armies! Research spells! Spy on your enemies!
This is a book!
We’re printing a book and we need money for art and layout and printing costs. The core release is 128 pages, hardcover, but the content and page count increase with each stretch goal!
That means the book you order just gets more content as more people pledge. It grows!
A Style Of Play
More than just a set of rules and charts, this book also describes a style of play that assumes your character becomes more interested in influencing the world around them. You’ll still adventure and fight monsters, but this supplement gives you tons of fun things to do during your downtime.It's also:
Because the other goal of this kickstarter is to raise money to cover the lease on studio space for us to stream our next game starting with character creation! I’ve already spent several thousand dollars on gear, we just don’t have any space to stream and we have very specific requirements. No, your garage won’t do. No, your living room isn’t big enough. :D We’re basically building a TV Studio.
Since finding studio space means signing a multi-year lease and being on the hook for a lot of money, it terrifies me. It’s my hope that enough people want this book, or want to support the stream, to cover some or all of that cost. If not, no big deal. You still get a great book!Follow this one, if even only for a buck. It will be glorious as a success or even as a successful failure.
A minimum of twenty single or double page desert excursions to use as side quests or stand-alone adventures for your Fantasy RPG. There are over twenty-six pages of encounters found within dry deserts and desolate locales. As your player's characters travel through the arid wasteland, they will come across burial chambers, deserted villages, sunken towers, troublesome oases, and more! These adventures are a great way to add additional encounters during travel, or to handle an unexpected change in direction!Its literally is something to pull out when your party goes "off the beaten path". Its a great series of adventures if you sandbox or if your players tend to stray from the expected story line (or simply useful as random encounters and events)
This issue’s featured articles are:Download you copy at the and-mag Website
- Animal Amalgamations
- Animal Companions …
- Dogs of the Lakelands
and Regular Columns:
- Political Treasures in D&D
- Ability Checks: Are You Doing It Wrong?
- Making the ‘God Call’
- Town Maps: Library and Records Hall
- Gilderlo Hippogriffs
- Who Let The Dogs Out?
- A Plethora of Ideas
- New Weapons VIII – Siege Weaponry
- Brewmaster: Extraordinary Holy Symbols
- … plus more!
Get ready for Tenkar's Tavern OSR Crate #6! We have packed a stunning $125 hardback book into every box. This month we welcome the Northlands Saga in Swords & Wizardry rules. We aren't stopping there. This month also features two bonus printed modules that are not available anywhere else. We'll pick two random modules from the six we have in stock to add to your box. That puts your crate value over $150! Add to that the printed and digital campaign map and you've got yourself a Crate #6.
As promised, please find a mostly final draft of my First Edition AD&D module, The Exfiltrators. The only real change to be made to this draft is to replace the header on each page, which bears the adventure's working title instead of The Exfiltrators.
Only one map is included; the others are being drawn by a professional as part of the Kickstarter funding.I'll be giving this a read tonight. For future reference I am open to doing this with other Kickstarters - nothing does more to calm cautious minds than actually presenting a reviewable draft. Layout looks clean.
Civilization came crashing down. Billions died.
A new Dark Age has begun. The descendants of the apocalypse's survivors scavenge the remnants of the Before Times, struggling to build a new life amidst the ruins of the old. In a savage world where the strong ravage and exploit the weak, the survivors' settlements are oases, connected only by convoys of armed and armored vehicles that run the gauntlet of raiders... and worse.
Though the threats of chemical and biological agents and radiation have all but faded, their taint lingers on in every mutant born to man and beast.
This is the world of Atomic Highway.
Atomic Highway is a complete roleplaying game. All you need to play it is this book, a few friends, paper and pencils, and a few ordinary dice.
That's an affiliate link above. Keep the beer cold and the lights on here at The Tavern. Thank you :)
- The V6 Engine: a simple, fast-playing game system that emphasizes cinematic, or "movie-style" action, supported with many clear examples.
- Quick and easy character creation rules providing dozens of potential character types. Tear along the shattered highway as a road warrior, track down monstrous threats as a brave tribal warrior, or unearth the wonders of the past as a canny scavenger.
- Rules for mutants and mutations, including optional rules for humanoid animals and psychic powers.
- Straightforward rules for a wide variety of vehicles and modifications.
- A complete bestiary of threats, mundane and mutated.
- Easy-to-use scavenging tables - you never know what you'll unearth.
- A customizable setting with advice and tips on how to create your own post-apocalyptic world.
- Roleplaying and game running advice for Players and Game Masters, new and experienced alike.
- A ready-to-use introductory adventure.