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Showing posts with label new release. Show all posts
Showing posts with label new release. Show all posts

Monday, December 8, 2025

New Release - Fight On! 17 (OSR-Overview)


Fight On! #17 (recent release) delivers exactly what longtime OSR fans crave: a massive, creativity-packed issue overflowing with fresh classes, monsters, adventures, tables, and setting material. Calithena kicks things off with a thoughtful breakdown of Reptile Men and Samurai design, a great peek into how broad-stroke class concepts can be shaped for old-school play. From there, the issue launches into a rich mix of articles, including martial options, grimoire lore, and a flavorful Knight & Knaves scenario, all packed with gameable ideas.

One of the standout features is James Maliszewski’s Eshkom District, a full hexcrawl dripping with atmospheric detail—settlements on the brink, strange wilderness threats, and classic exploration hooks that practically beg to be dropped into a campaign. Philipp H.’s Under Samora: Al’Murtok’s Refuge adds a compelling dungeon expansion full of memorable rooms, clever items, and encounters that feel straight out of the best early megadungeon traditions. Grodog’s deep dive into the myth and evolution of the Thoul is another highlight, blending RPG archaeology with a fresh monster variant ready for the table.

The middle and later portions of the issue serve up a treasure trove of random tables, adventures, setting snippets, and RPG wisdom. Attronarch shares practical advice for running online games (mt bladder won't last 3 hours without a break, but otherwise good advice ;). Bill Webb covers techniques for large groups (I've experienced Bill running large groups - he's spot on with his advice). The Tables for Fables section delivers a joyous variety of tavern events, strange books, and situational prompts ideal for improvisational refereeing. Fiction, lore pieces, and tributes—such as Michael Mornard’s heartfelt memories of Dave Sutherland—add depth and warmth to the issue.

Rounding things out are adventures like Demonweb Savanna and the Rose Bush Hedge Maze, along with the wargaming-focused Chainmail/Sarissa content and a wonderfully quirky Random RPG Name Generator that captures Fight On!’s playful spirit. Taken as a whole, Issue 17 is a vibrant celebration of the OSR’s do-it-yourself heart—packed with material you can run tonight, mine for ideas, or simply enjoy as a love letter to the hobby’s roots.

At $4.99 in PDF, Fight On! #17 is a treasure trove of OSR goodness.

Join The Tavern on December 17th @ 8PM ET, as Jim, Bad Mike, and Tenkar will be joined by Ignatious Umlaut to discuss Fight On! #17  and more!

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Thursday, December 4, 2025

New Release - When The Fat Orc Sings: A Lumpers Adventure (Glen Hallstrom - Fiction)



I've known Glen for nearly 15 years. He's been a fellow podcaster, vidcast partner, and, more importantly, a good friend. Now, he's also an author.

Glen sent me a digital copy of When The Fat Orc Sings: A Lumpers Adventure, about a month ago. I sat in for about a week, not because I wasn't interested, but because I've been having trouble reading books these days. Chemo from 20 years ago rewired my brain - reading 2 books a week (on average) has become less than 2 books a year for me. Less ability to concentrate, traded for more creativity.

When I finally got around to reading that first page, I was surprised to find myself suddenly nearly ten pages into the book without even realizing it. Glen drags you into the story so painlessly that you feel you are part of it. Glen is truly a great storyteller (as those who have followed Glen on podcasts and YouTube over the years probably already know. 

It makes an excellent gift for the fantasy game during the holidays - hint, hint!

When The Fat Orc Sings: A Lumpers Adventure is $10.99. Ships free with Amazon Prime.

It was a grey day in Puddleton when she glided into the office. Seems her husband went out with a merchant caravan and

never returned. What unfolded was typical but dangerous. Dragons, gnolls, fat orcs and a nasty little transmuter gave the Lumpers quite a ride. In a story more Chandler than Tolkien, Lojak, Byron and Dinkus try to make sense of this case which involves dark magic and shady characters. A tale of pulpy goodness full of action, humor and the answer to the question: what's a Moobit? Just make sure your sword is sharp and you got paid upfront When the Fat Orc Sings.

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Tuesday, December 2, 2025

New Release - Labyrinth Lord: Revised & Expanded (LL 2e)


The new edition of Labyrinth Lord was released last week. Whether you refer to it as its official title, Labyrinth Lord: Revised & Expanded, or more commonly, Labyrinth Lord 2e, it is different from its more classic (and nearly 20-year-old) predecessor.

It should be noted that there is a bit of a price war going on in the OSR right now.

Labyrinth Lord: Revised & Expanded - $10

Dragonslayer - $9.99

Labyrinth Lord: Revised Edition - $8 (classic rules)

Labyrinth Lord: Advanced Edition Characters - $6.99 (Likely Black Friday Pricing)

It's a great time to explore the OSR :)

Back to the Basics of Fantasy Gaming

Enter a world filled with labyrinths, magic, and monsters! 

You take the role of a burglar, cleric, cyclops, brownie, dwarf, elf, fighter, hobfolk, or wizard, on your quest for glory, treasure, and adventure! 

This is a complete roleplaying game. All you need are a few sheets of paper and some dice.

The Labyrinth Lord awaits your arrival. Can you survive the dangers of the labyrinth?

Revised & Expanded!

•    Two new classes

•    More monsters

•    Expanded play advice

•    New adventure by Pauli Kidd!

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Monday, September 22, 2025

New Release - Bite the Bullet

Time to show connections. I've known Jason Hobbs for over a decade. He's a skilled creator and a good friend. Bite the Bullet is Jason's latest release.

Bite the Bullet is nominally Marked by the Odd. The feel and aesthetic are familiar, and it is heavily inspired by We Deal in Lead by Colin Le Seur. What makes BtB different is its tight mechanics for physical, social, and faith conflicts in a post-apocalyptic western environment.

Struggling to survive is paramount, regardless of creed or heritage. Conflict is gritty and dangerous. Characters are differentiated by their characteristics, rather than statistics or even gear.

Buckle on your gun belts, strap on your spurs, and tighten your hat on your head. The ride is about to get bumpy.

Bite the Bullet is priced at PWYW at itch.io

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Sunday, September 14, 2025

New Release - Adventures Dark & Deep Lite (AD&D Clone)



So, a little history. I first met Joe Bloch in person at the release party for Gygax Magazine Issue #1 at the Brooklyn Strat in January of 2013. Sure, I had known Joe via our respective blogs prior to that, but safe to say Joe has been a friend for over a decade.

Adventures Dark and Deep™ Lite is Joe's latest release. Essentially a streamlined version of Adventures Dark and Deep™ Core, which is a clone and expansion of AD&D 1e. Adventures Dark and Deep™ Lite is $9.95 in PDF.

As an aside, I was a guest on Joe's launch party livestream earlier today (link below)

Adventures Dark and Deep™ started off as an attempt to make the game Gary wanted to make, but couldn't because he left TSR in the mid-1980's. Based on the first edition of the world's most popular RPG, it added all sorts of new material, reorganized things, and streamlined some places where the rules needed it. Since it was originally published, Adventures Dark and Deep has grown, and had supplements and additions to add to the variety of options available to the players.

The current book, Adventures Dark and Deep™ Lite, goes in a different direction, paring down all of the material into a sleek 175 page book. There are only the five core character classes (bard, cleric, fighter, magic-user, and thief), only five character races (dwarf, elf, half-elf, halfling, and human), and characters can only go as high as 8th level. There are around 200 monsters in the book, and enough magic items to excite the greed of your players!


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Friday, August 1, 2025

New Release - White Box: Cyclopedia (OSR From Barrel Rider Games)


A little background on me and James Spahn, the creator of White Box: Cyclopedia. I've known James for well over a decade and consider him family. I sent James my spare copy of Swords & Wizardry Complete, and a decade later, here we are. Blame me ;)

So, what is White Box: Cyclopedia? It is Swords & Wizardry White Box that has reached all of its potential. This White Box goes to 11. Can you use this with other OSR rulesets? Of course, but it's a perfect fit for Swords & Wizardry Core or Complete campaigns. As for Swords & Wizardry White Box? This one goes to 11, as I said above.

The White Box Cyclopedia is a stand-alone roleplaying game that takes the simple elegance of Swords & Wizardry White Box rules and countless options to allow you to create a custom fantasy roleplaying experience. Modular and fully integrated, you can make your fantasy as fantastic, as gritty, as strange, as traditional, as gonzo as you want it to be.

Thirty classes and dozens heritages. Over 100 spells. Nearly 200 monsters. Strongholds and seafaring. Psychic powers and spell duels. Chivalry and natural-born sorcery. Custom rules for the Referee to run campaigns that mimic your favorite Appendix N inspirations. A treasure trove of magical items, both familiar and new.

Five Decades of Dungeon Crawling packed into a single, simple rules set.

White Box Cyclopedia builds on that rock solid foundation, unifying the original Swords & Wizardry White Box rules with two hundred pages of additional material. But White Box Cyclopedia isn't "White Box with a ton of options," it's White Box if Dave and Gary had remained friends and partners. It's a dream of how gaming would have evolved with the simplicity and elegance you remember it having, but brought into the 21st century. White Box Cyclopedia  asks what would happen if we had rode nothing more than a d20 and a d6 into the same infinite well of adventure of the modern era? You'd get a complete fantasy roleplaying game we all loved, without the baggage of being "advanced." Remember those simple days? You had a few pages of rules, but somehow there was no limit to what you could do. That is the essence of White Box Cyclopedia.

Some of the options you'll find in White Box Cyclopedia include:

  • Thirty Character Classes: Even the traditional Fighter, Cleric, and Magic-User classes have optional rules to make them more unique. Classic fantasy archetypes ranging like the Acrobat, Barbarian, Cavalier, Ranger, and the Thief are are joined by more exotic options like the mysterious Metaphysician, the Tomb Robber, and the Friar. 
  • A Dozen Character Heritages: Alongside Humans, Dwarves, Elves, and Halflings, players using the optional rules can select crafty Goblins, powerful Troll-Kin, elusive Shadow Elves, whimsical Gnomes, and other fantastic heritages to give your campaign an exotic flavor that is still rooted in classic fantasy.
  • Strongholds and Homesteads: Every character, regardless of class or heritage, can construct and maintain a stronghold that will provide unique benefits during their adventuring career and give them a meaningful way to spend their plundered wealth.
  • New Spells: The White Box Cyclopedia includes over 100 spells. This includes all the spells that appeared in Swords & Wizardry White Box, dozens of new Magic-User and Cleric spells, and (by popular demand) a unique spell list for the Druid class.
  • Exotic Arcane Abilities: Optional rules allow players to have psychic abilities, latent spellcasting abilities, engage in Arcane Duels, summon wily familiars, and craft magic items.
  • Chivalry and Nobility: Optional Honor rules allow any character to earn their knighthood, unlocking unique abilities independent of their class or heritage.
  • Genre Customization: Players aren't the only ones with new options! Referees can draw upon optional rules to flavor their campaign. So, whether you're trying to solve the riddle of steel, facing off against a vampire count in a realm of shadow and mist, or an eclectic collection of heroes on an epic quest to destroy an evil artifact, you'll have optional rules to highlight what makes those classic fantasy sub-genres unique and engaging.
  • Endless Exploration: Rules for hex crawling, dungeon exploration, seafaring and ship-to-ship combat, are all included, meaning players can seamlessly travel to the ends of the world and back again.
  • New Monsters: Almost 200 monsters are detailed here, ranging from classic goblins, to the familiar floating, eye-stalked Orbitus, to exotic new monsters like the Sanguine Fog and Killer Bees ("Not the bees!")
  • A Hoard of Treasure: All the classic magic items found in Swords & Wizardry White Box are found here, along with new, unique treasures. Over 200 magic items are provided, including intelligent weapons.
  • White Box Cyclopedia is an all-in-one tome that will allow you to craft the classic fantasy game experience you want - and it does it all with just a d20 and a few d6s. As part of that, we've worked hard to provide a simple, effective, and minimalist bookmarked PDF that will be easily usable and accessible for reference, quick searching, and reading! Function and utility carried the day here. 

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Tuesday, July 8, 2025

New Release - West Marches Campaign Playstyle Guidebook



While not NEW new (as the West Marches Campaign Playstyle Guidebook was released in PDF in mid-May of this year, and in that time has gone Platinum for sales, the Print on Demand just went live, and both print and PDF are discounted this week.

The West Marches Campaign Playstyle Guidebook is 4.99 in PDF, 12.99 in print, and 15.99 for print plus PDF.

PS - I ordered the print plus PDF and will try to get a review up in the next few weeks.

This handbook is your guide to running and playing in a West Marches-style campaign. 

Inside, you’ll find clear, practical advice on preparing sessions, running the game, and embracing character-driven storytelling.

The West Marches method of play is perfect for modern lifestyle gaming with busy schedules and full calendars. 

Designed to be system-agnostic, this book works with any RPG and helps GMs and players alike focus on exploration, discovery, and meaningful consequence.

Whether you’re just starting out or ready to level up your game, this handbook will walk you through the process step by step.

Note: The POD is now LIVE (4th of July) and will be on SALE this first weekend. Enjoy! 


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Monday, June 2, 2025

New Release - The No-Prep Gamemaster: Train Your Brain to Run Tabletop Roleplaying Games - Second Edition



A little background. I own the first edition of The No-Prep Gamemaster, and I like it. I found that I was already employing many of the techniques described, but it did a good job of helping me identify my strengths and weaknesses as an "improv-style" DM, as I often refer to myself. Was the author's voice a little off-putting? At times, but nothing a few years of honing one's writing skills couldn't fix ;)

Thus, I found myself looking at the preview file of the Second Edition of The No-Prep Gamemaster: Train Your Brain to Run Tabletop Roleplaying Games. Sure, its a damn long litle, so I'll shorten it going forward to The No-Prep Gamemaster 2e. Much better.

From what I saw in the preview, it's worth the current price of 2.99. So, I grabbed a copy of The No-Prep Gamemaster 2e and will put it at the top of my review pile for after the June Convention Season (I have NTRPG Con later this week and Central NY Con the following weekend.) I'm excited to delve into The No-Prep Gamemaster 2e and give you my full thoughts on it, but at 2.99, it qualifies as an impulse buy for any prospective (or seasoned) GM.

Are you a game master who’s short on time, overwhelmed by prep, or tired of burnout? The No-Prep Gamemaster is your solution.

This updated and expanded second edition of Matt Davids’ well-known guide offers a practical, inspiring approach to running unforgettable tabletop RPG sessions, with little to no prep beforehand.

Inside, you’ll discover:

  • A mindset shift that takes the pressure off GMing
  • How to improvise encounters and adventures on the fly
  • Tips for training your brain to generate ideas naturally
  • The power of random tables and how to use them
  • Ways to engage players without hours of planning
  • Practical reflections to help you improve with every session

Whether you’re a brand-new GM or a veteran looking to rekindle your love of the game, this book is packed with tools, insights, and encouragement to help you prep less and play more.

Let go of the guilt. Embrace the chaos. Run better games.


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Sunday, January 5, 2025

New Release - ACKS II Revised Rulebook



ACKS II Revised Rulebook recently went on sale and is currently the #1 seller on DTRPG. I have fond memories of ACKS I and even did some playtesting of Domains of War in Manhattan YEARS ago. Damn, good times.

ACKS I felt and read like B/X D&D or Labyrinth Lord, with some fantastic house rules (proficiencies, racial classes, domain playAdventurer, Conqueror & King) and a new take on an old and proven system.

ACKS II is all this and more, completely rewritten to escape WotC's abusing gip during the OGL drama; at first glance, it feels "tighter," more focused, familiar, yet unique.

Over the next few weeks, I'll dive into ACKS II, and you'll see my responses here and on The Tavern's YouTube Channel. I like what I've seen thus far.

The Adventurer Conqueror King System™ Imperial Imprint (ACKS II) is the new edition of the acclaimed bestselling fantasy role-playing game. It offers everything you need to enjoy epic fantasy campaigns with a sweeping scope. Whether you want to crawl through dungeons, experiment with alchemy, crossbreed monsters, run a merchant emporium, raise an undead legion, or conquer an empire, ACKS II supports your playstyle. The ACKS II Revised Rulebook features:

18 character classes, each with 8 quick-start templates featuring pre-selected proficiencies, spells, equipment, and encumbrance that let you start playing in minutes!

110 proficiencies carefully selected to help you customize your character to your taste without risk of skill traps, min-max chains, or feat taxes.

378 spells carefully calibrated for long campaigns that ascend from dungeon delves to pitched battles with armies. Magic doesn't have to make a game world implausible or unbalanced anymore!

Dungeon delving mechanics that let your adventurers interact with the subterranean environment by spelunking, rappelling, traversing, and more.

Wilderness expedition rules that bring the challenges and dangers of the wild to life, including mechanics for wilderness survival, inclement weather, and more.

Sea voyage and naval warfare system with mechanics for boarding, grappling, ramming, rowing, sailing, and siege weapons.

Combat mechanics that play like a realistic simulation of ancient hand-to-hand battle at low levels and a cinematic emulation of the legendary exploits of demigods and heroes at high levels.

Stronghold and domain rules that allow you to establish domains, rule realms, take vassals, establish a senate, and more.

Hijinks and hideout rules that let high-level thieves run their own criminal guild or spy network, dispatching their ruffians to racketeer, smuggle, surveil, and steal.

Magic research mechanics that go beyond spell design and magic item manufacture. Crossbreed monsters, construct golems, practice necromancy, and engage in magical experiments with unforeseeable consequences.

Mercantile venture system that let you set up a trade routes, build and manage caravans and merchant fleets, start and run businesses, engage in moneylending, and more.

Mass combat mechanics, with scalable rules for raising and organizing armies ranging from dozens to hundreds of thousands of soldiers, maneuvering them on the strategic theater, maintaining lines of supply, and fighting pitched battles and sieges.

And much, much more!

 The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. The Tavern DOES NOT do "Paid For" Articles and discloses personal connections to products and creators written about when applicable.

DTRPGAmazon, and Humble Bundle are affiliate programs that support The Tavern.  You can catch the daily Tavern Chat cast on Rumble or YouTube - Tenkar 

Tuesday, October 22, 2024

New Release - Greyhawk Campaign Guide (by Joesph Bloch)

As stated earlier, Greyhawk has opened up to third-party publishers via the DM's Guild, and one of the first releases is the Greyhawk Campaign Guide by the OSR's very own Joe Bloch.

The Greyhawk Campaign Guide hit "Copper" on DTRPG in six hours. When it hits Gold, it can be offered as a POD. The Greyhawk Campaign Guide is 14.95 in PDF.

Behold, Greyhawk!

A land of magic, mystery, and mayhem, where ancient dungeons contain vast treasures and infinite dangers, where great armies march across the land, and where bands of adventurers seek to maintain the balance, or help the innocent, but are never above making a quick profit.

This book gives the dungeon master a wealth of information to run a campaign in this venerable fantasy setting, with information on history, the calendar, weather, the inhabitants of the land, descriptions of the lands and wildernesses that make up the Flanaess, and more.

The accompanying Greyhawk Player's Guide will be published soon.


 

The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. The Tavern DOES NOT do "Paid For" Articles and discloses personal connections to products and creators written about when applicable.

DTRPGAmazon, and Humble Bundle are affiliate programs that support The Tavern.  You can catch the daily Tavern Chat cast on Rumble or YouTube - Tenkar

Wednesday, July 31, 2024

New Release - The Village of Greenhaven (System Neutral)



Alright, technically not NEW new, as it was released at the end of 2023, but The Village of Greenhaven is new to me. But then I guested on Inappropriate Characters this past Sunday night and learned about The Village of Greenhaven. It's exactly what I want for my campaigns - plug-and-play support material.

At three bucks in PDF and 6.99 in Print plus PDF, it's a bargain. I just ordered the Print plus PDF of The Village of Greenhaven.

The Village of Greenhaven provides a complete forest town, including locations, landmarks, shops, NPCs, Random Tables, and Potential Encounters!

Designed to be system agnostic so that you can skin this "Pop-In Principle" to your world, Greenhaven is ready to be the centerpiece of your next Campaign!

In the realm of tabletop role-playing games (TTRPGs), where imagination takes flight and the story told by the dice and your table reigns supreme, this “Pop-In Principles” series of source materials emerges as a beacon for both novice and seasoned players alike. This supplement transcends the conventional boundaries of rulebooks, offering a treasure trove of general descriptions and vivid imagery designed to kindle the flames of creativity, encourage exploration, and propel dynamic role-playing adventures.With its carefully crafted content, this addition to your library becomes an indispensable tool for Game Masters and players.

As a system-agnostic tool, Game Masters will find detailed descriptions of fantastical landscapes, mysterious locales, and vibrant cities serve as the canvas upon which the narrative unfolds. As GMs pore over these pages, they find themselves equipped with the tools to breathe life into their worlds.

Whether serving as originally intended as a “pop-in” or instant piece of setting, quick diversion, or foundation for a homebrewed improvisation on the contents within, this supplement will assist GMs and players alike with developing their unique game worlds. GMs have less prep and can lean on the scenarios, locations, and encounters within. Players, in turn, discover the inspiration needed to envision their characters’ surroundings, fostering a deeper connection to the game world.

In the TTRPG sphere, innovation and creativity are the lifeblood of unforgettable adventures. Use the settings and characters within to brainstorm unique plot twists and craft elaborate experiences for your table’s characters. Hopefully, this resource becomes a wellspring of inspiration, encouraging participants to think outside the box and allowing them to contribute to the collaborative experience.

  


 


The Tavern
 is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. The Tavern DOES NOT do "Paid For" Articles and discloses personal connections to products and creators written about when applicable.

DTRPGAmazon, and Humble Bundle are affiliate programs that support The Tavern.  You can catch the daily Tavern Chat cast on Rumble or YouTube - Tenkar

Friday, July 12, 2024

New Release - ShadowRim (ShadowDark Setting)

 


ShadowRim is a new release from Chubby Funster Games for ShadowDark. Already Copper at DTRPG 10 days after release, ShadowRim is currently on sale for 9 bucks in PDF.

Enter the frozen northern province of an Empire in turmoil, inspired by the greatest CRPG of all time.

  • Create an enduring ShadowDark campaign as you traverse a massive map with over 200 keyed locations and 450 encounters.
  • Play as Catfolk, Dark Elf, High Elf, Imperial, Lizardfolk, Nord, Orc, or Wood Elf.
  • Choose one of the Nine Divine Signs to guide you; the Blade, Coin, Dragon, Eye, Falcon, Horn, Fist, Ring, or Skull.
  • Build alchemical knowledge through play using ingredients with up to 4 different interacting effects that change every time you play.
  • Enchant your own magic items using the captured souls of your enemies.
  • Fight classic monsters that you know and love, such as Dwarven automatons, tyrannical High Elven Dominionists, Sabretooths, Spriggans, and more.
  • Choose to support the Empire, one of two different rebel factions, or your own goals as the province slides towards Civil War.


The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. The Tavern DOES NOT do "Paid For" Articles and discloses personal connections to products and creators written about when applicable.

DTRPGAmazon, and Humble Bundle are affiliate programs that support The Tavern.  You can catch the daily Tavern Chat cast on AnchorYouTube or wherever you listen to your podcast collection. - Tenkar

Monday, March 18, 2024

New Release - Tales of the Wolfguard (OSE)

Sandbox setting, adventure hooks, and more in a neat package for 2.99? Impossible you say? Not this time.

Priced at 2.99 in PDF (no print currently planned), Tales of the Wolfguard is priced at Deal of the Day pricing 365 days a year.

Released in February of this year, Tales of the Wolfguard is already a Gold Best Seller at DTRPG, with a solid 5-star rating.

LET’S TELL THE TALES OF THE WOLFGUARD!

Blizzard Vale is the northernmost province of the Empire, conquered with great endeavours centuries ago. It’s a frozen, hostile land with sparse patches of conifers, icy rivers, and lakes. The Wolfguard, an old garrison of soldiers and scouts, watches over the vale and protects the town of Ysvindur from the barbarian Elves and more sinister threats.

Tales of the Wolfguard is fully compatible with Old-School Essentials and most classic game RPGs.

Content:

  • The description and map of the frozen province of Blizzard Vale, its features, settlements, dwellers, factions and many secrets!
  • The description and map of the Faraway Den, the Wolfguard’s outpost. Rules to upgrade the den are also provided!
  • An introductory adventure to start telling the tales of the Wolfguard.
  • Seven encounter-related mini dungeons!
  • Legends, rumours, encounters and adventure inspirations for all the areas of the vale.
  • A random generator to create your quest plots!
  • 13 new monsters and extras!
  • Six pre-generated 3rd Level characters (each with its own background) to dive straight into the adventure with.
  • Original art by Alessandro Paderi.
  • An ambient soundtrack, specially composed for the module, to play during your game sessions!

Utility

  • Interactive hyperlinked index and text.
  • Color and printer-friendly versions of the module.

The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. The Tavern DOES NOT do "Paid For" Articles and discloses personal connections to products and creators written about when applicable.

DTRPGAmazon, and Humble Bundle are affiliate programs that support The Tavern.  You can catch the daily Tavern Chat cast on AnchorYouTube or wherever you listen to your podcast collection. - Tenkar  

Friday, February 9, 2024

New Release - City Encounters for Swords & Wizardry

In my experience, city adventures are some of the hardest to run. It's like a mini sandbox, with something potentially happening around every corner and in every storefront. There is so much that COULD happen, you seem to either over-prepare for the session or are woefully underprepared for it.

City Encounters is just what I need. I just ordered the Print plus PDF for 25 bucks. The PDF only is 10 bucks.

I'll add a review after I get my print copy.

Running a freewheeling city adventure can be hard work, but this book gives you a powerful resource for handling interactions with non-player characters — their names, objectives, abilities, and quirky activities! City Encounters provides 200 daytime encounters and 200 night-time encounters for your characters to run into while exploring the city. Plus, each of the encounters has several alternative possibilities involved, so you can adapt the encounter to your players or use the same encounter more than once with a different alternative. Encounters that can lead to adventures are cross-referenced to let you find the other NPCs who might be involved in an ongoing situation, and there are several possible “recurring” villains, heroes, and weirdos to battle, assist, and befriend.

Enter a city filled with anarchists, arsonists, sorcery, skullduggery, factional conflict, and necromancy!

This is the OSR version of City Encounters, written for Swords & Wizardry but easily usable with systems including OD&D, AD&D (1E), B/X, OSE and others!


 

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Wednesday, February 7, 2024

New Release - DragonSlayer (OSR RPG)

DragonSlayer is Greg Gillespie's new OSR ruleset. It's a bit of Basic D&D, mixed with some AD&D, flavored with pure Gillespie. Greg had been kind enough to give me a pre-release copy of the rules to review in December, and I was floored. 

Dragonslayer is the OSR ruleset that I want to run OVER my own Swords & Wizardry Light. I want to run it AND I want to play it :)

Now to await my hardcover from the DragonSlayer Kickstarter.

Hearken back to the Golden Age of Role-playing Games!

Journey into a realm of myth and magic, where ancient legends and terrifying monsters come to life, and adventure awaits...

Inspired by the timeless role-playing tradition of the 1980s, this ruleset seamlessly integrates the simplicity of B/X with the chrome of First Edition. The book includes every you need: races, classes spell, monsters, and treasure, combined in a single volume. 

The book includes cover art by Jeff Easley and interior art by Darlene, Diesel, Kennon James, Peter Pagano, and many others.

Welcome to Dragonslayer!

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Saturday, December 2, 2023

New Release - Escape from Miklagard (OSE)

I need to confess. My To Be Reviewed Pile continually grows, and with "life happening" all around me, I expect it to keep growing. It isn't just a physical pile either, it co-exists with the digital world of PDFs. There simply is a large amount of gaming material hitting the market and not enough time in my already busy days to do proper reviews.

Instead, I'm going to highlight some New Releases and put a small spotlight on some items that I feel deserve some attention.

The first title to be highlighted in this irregular series of posts is Escape from Miklagard for OSE. What I really like about Escape from Miklagard it is essentially a hex, or more accurately, point crawl in an urban environment. Urban hex crawls / point crawls are how I like to run urban adventure sessions, as they literally give your party free rein to explore and take initiative. There is nothing worse than an urban railroad of an adventure.

The fact that it is a low-level adventure - it actually states it is for beginning characters, is a blessing for me, as I usually run Swords & Wizardry Light at conventions. I will need to see if Escape from Miklagard is adaptable for convention use, as I don't recall ever playing in an urban environment in a convention game session, and it would make for a nice change of pace.

Alright, the more I look at this, the more I want to do more than just give it a quick glance and put it back in the To Be Reviewed pile. That's definitely a good thing.

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Saturday, May 20, 2023

New Release - The Lair of the Leopard Empresses (M!M!/T&T Powered RPG)

Yep, I'll say it. Monsters! Monsters! is essentially Tunnels & Trolls with the serial numbers removed from it. If you are a fan of Tunnels & Trolls, Monsters! Monsters! will scratch your itch.

The Lair of the Leopard Empresses is a stand-alone swords & sorcery RPG powered by Monsters! Monsters! It is a thing of beauty. I'm not sure if I'd ever thought of swords & sorcery being a good fit for Tunnels & Trolls, er, I mean Monsters! Monsters!, but damn if it isn't a perfect fit.

Now, to be fair, Sarah Newton, writer/publisher, did send me The Lair of the Leopard Empresses PDF a few days before release, so I had an early and free peek. The first thing I did after it went live for sale on DTRPG was order a print copy. It quite simply is that good.

Clocking in at 400 pages, I haven't finished reading through all of The Lair of the Leopard Empresses, but I'm knee-deep in doing so. I get an Astonishing Sorcerors & Swordsmen of Hyperboria vibe along with the familiarity of a well-worn glove like Tunnels & Trolls (I mean Monsters! Monsters! Old habits die hard). Very much a "you got your peanut butter in my chocolate" moment. Somehow I feel this was written to perfectly emulate Fafhrd and the Grey Mouser. Then again, Conan also makes a good fit and so many others.

While I am mind blown by the number of spell lists within these pages, its also been eye-opening to me. While I have been struggling to make a supers game using the M!M! ruleset, Sarah Newton has revealed the path to take is both old and new. To say The Lair of the Leopard Empresses is inspirational doesn't do it justice. I'm looking forward to future releases in the series as well as the opportunity to inflict some d6-based swords & sorcery on my regular gaming group.

Being both a setting and a complete ruleset, The Lair of the Leopard Empresses does a fine job of keeping everything presentable and well-organized. My old eyes aren't getting any younger and this was perfectly readable ;)

You can snag The Lair of the Leopard Empresses for $25 in PDF or $60 in HC print plus PDF.



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Wednesday, November 9, 2022

New Release - Castigant: Gothic Roleplaying in a Time of Inquisition (OSR)

Horrors of the night plague humanity... Can you find the faith to defeat them? 

Right. What can I say about James Spahn that I haven't already said, here or elsewhere? Amazing writer, true friend, and blood brother, and I was his sponsor when he was confirmed in the Catholic faith.

I may be a bit biased, but at least I am honest about that potential when it may be there ;)

I read a part of an early version of Castigant: Gothic Roleplaying in a Time of Inquisition over the summer if my memory serves me right as far as timing, and it was compelling. Gothic horror with real-world trappings and an OSR engine. I'm looking forward to snagging my copy of the final version.

BTW, Castigo means "punishment" in Spanish...

Castigant is a roleplaying game set in a world of gothic horror. Based on the adventure gaming rules found in James M. Spahn's The Hero's Journey: Second Edition, Castigant takes a dark, yet hopeful turn as the night begins to set and sorrow clashes with faith.

Five unique classes, rules for Sorrows, Faith, Intercessions, Relics and more all feature, along with a detailed bestiary of foes and copious of optional rules to help tweak and adjust the game to your preferences. 

Castigant features themes of faith, the nature of humanity, and the role of monsters in our myths and world, and tries to ask difficult questions without easy answers. Horror imagery, art, and descriptions all feature throughout the game. Featuring art from the public domain, and layout by Alan Bahr, Castigant is Spahn's most personal work to date. 

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Monday, February 7, 2022

New Release - Isle of Eldisor Hexcrawl Campaign Cyclopedia & Gazetteer (Labyrinth Lord)

Time to get the disclaimer out of the way. I've been following James Mishler since his early days as a licensee of Judges Guild Wilderlands setting. Although that project overwhelmed James (and understandably so) it showed that James truly has a handle on the sandbox/hex crawl style of setting. James and Rob Conley (Bat in the Attic James) are cut from similar cloth.

Isle of Eldisor Hexcrawl Campaign Cyclopedia & Gazetteer is one of James' more recent releases, and James was kind enough to send me a comp copy of the PDF. I did not request it, and James did not offer it to me. It simply arrived in my email earlier today. I'll follow this post up with a review at some point in the next few weeks.

At first glance, this is an impressive campaign. It claims to support years of gameplay, and that certainly looks to be the case. 

The one thing that sticks out prominently to me is that there are FOUR versions of the setting map - "One map with all the names, location symbols, and mountain passes with hex numbers (identical to the PWYW map available separately), and one such map without hex numbers. One map without all the names, location symbols, and mountain passes with hex numbers, and one such map without hex numbers."

I really love this touch. I can hand out a map to my players without giving away all of the secrets this way ;)

How much is the Isle of Eldisor Hexcrawl Campaign Cyclopedia & Gazetteer? 15 bucks for the PDF and PNG maps. 

The Isle of Eldisor Hexcrawl Campaign Cyclopedia & Gazetteer is a 76-page campaign guide describing the Southlands of the Isle of Eldisor.

Jordvann was once a land dedicated to Law and Good, until the rise of Eldisor, the Devil’s-Son, who together with his hordes of giants, dragons, trolls, ogres, orcs, and goblins conquered the land, reduced the people to slavery, and brought down Fimbul Winter, which caused empires to fall world-wide. Eldisor ruled for 400 years, until he was slain or brought low during a rebellion of his captains, the Old Evils. Fimbul Winter ended, and civilization rose again elsewhere, while the survivors on the Isle of Eldisor sought to stay alive between the warring Old Evils.

Now, descendants (or claimed descendants) of exiled Jordvanner have settled the southern verge of the southern portion of the island, building colonies and rebuilding civilization among the monstrous and savage peoples of the isle. Little is known of the Isle of Eldisor, and what little is known is merely myth, legend, and rumor. The adventurers can partake of the return to the Isle of Eldisor in many ways – find and recover the lost treasures of the ancient civilization; discover, ally, and trade with the savage descendants of the Jordvanner; battle the remaining hordes of evil giants, dragons, trolls, ogres, orcs, and goblins; or seek to re-establish the lost realm of Jordvann and protect the native peoples from the inroads of the colonial factors.

The setting is presented as a Hexcrawl sandbox, and includes the following details:

  • History of the Isle of Eldisor.
  • Details on the Colonial Powers.
  • Geographical information, including specific regional encounter options.
  • The Jordvanner (including the four descendant peoples – the wild Cavemen, the sorcerous Gray Folk, the monstrous Morlocks, and the savage Tribesmen, as well as their cousins, the barbaric Kruski berserkers and vikings).
  • 13 Gods, Demi-Gods, and Demons of the Isle of Eldisor and the Continent.
  • 36 Myths, Legends, and Rumors.
  • Complete Campaign Notes on making the Isle of Eldisor experience more immersive and unique.
  • Details on the Weather on the Isle of Eldisor, still recovering from Fimbul Winter.
  • A complete Hexcrawl Exploration Procedure to determine encounters and the discovery of minor ruins and settlements.
  • A gazetteer detailing 156 major settlements, strongholds, ruins, and lairs.
  • New monsters, including the Mammoth, Northern Titan, Giant Troll, and Multi-Headed Troll.
  • An Appendix N detailing literature inspirational to the campaign.
  • There are four separate maps included in PNG format:
  • One map with all the names, location symbols, and mountian passes with hex numbers (identical to the PWYW map available separately), and one such map without hex numbers.
  • One map without all the names, location symbols, and mountain passes with hex numbers, and one such map without hex numbers.
  • The map is 52 hexes east-west by 34 hexes north-south; each hex is 6 miles across, providing more than 50,000 square miles of adventure!
  • The map is also provided in the book, divided into eight sections for easy reading.

The Isle of Eldisor Hexcrawl Campaign can provide a Judge and their players with years of adventure!

Designed for use with Labyrinth Lord, easily adaptable to any Old-School RPG or even Fifth Edition!


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