100 days of B/X (2026)
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*Have you noticed that there's only about 100 days left until the end of
the year?*
I realized that by chance, and it made me a little anxious. I still hav...
6 hours ago
To avoid complexity we have kept this Kickstarter as simple as we can. All content, artwork and photography have already been completed. What remains is finalising the layout for the book and PDF. Most of the layout exists already for the PDF versions of each module, however, we will be reworking these for print (and adding some extra details).You would think they could give an estimate on the number of pages. Awesome that it's already written. Not so awesome that you can't put a number to it.
Alongside scrolls, magic potions are one of those ubiquitous magic items that many of us don’t give a second thought. Potions can heal, boost character attributes, and generally serve as a quick fix and a tool to overcome in-game complications and obstacles. Some game systems apply limits to the power of potions, while others disregard “game balance” and approach potions as more of a video game-style instant enhancement. How you personally prefer to treat potions in your campaign is far more important than what the game’s rules may say.
Over the years, I’ve tried to make potions more than just a simple “drink this and gain Y benefit” item. I don’t feel as if I’ve quite succeeded in the past, though, in adding mystery and wonder to the magic potions that I’ve detailed in my work.
That’s where The Book of Unusual Potions comes into frame. This is a dedicated tome in which I try to give potions more twists, turns, and strangeness than in my earlier projects, an attempt at making these potions as entertaining in terms of flavor as they are in-game bonuses.The sample pages look sweet too!
I (Rob) am pleased to announce the release of Wilderlands of the Fantastic Reaches. This is the fourth of four products covering the eighteen maps that encompass the Judges Guild Wilderlands setting. This product covers four of the maps as detailed below. The four sets combined will cover a region equal in size to Western Europe providing years and decades of adventuring for you and your group.The Classic Deck of Dirty Tricks
Made for use during game sessions to encourage unexpected events and player interactivity. The cards are all printed with suggestions for changes in the narration and their potential mechanical implications. It is system neutral but works best with any one of the many variations of the world's most popular roleplaying game.
The New Expansion Decks of Dirty Tricks
We are bringing 2 new decks for this Indiegogo project. We are also reprinting the classic (and sold out classic Deck of Dirty tricks . The expansion decks are planned for 48 cards with, often requested blank cards for creating your very own "dirty tricks" for your home or convention game.
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Age of Uranus is a role-playing game in which art and mystery blend to create a unique and fascinating setting: a sublime and tormented world where signs invisible to ordinary mortals lead to weird and wonderful places and where codes hidden within works of art reveal paths to powers and long-forgotten truths.
Players take on the role of hyper-humans, supernatural beings of great power, who covet supremacy over humans and their peers, but in hyper-human society nothing is as it seems. Characters will have to navigate this world of Mystery, Intrigue and Passion...Ah well. It's never good to play with Uranus. Yes, I'm in high school again - signed, Dick Hertz ;P
An OSR 'zine for use with OSRIC, AD&D 1e,2e, and others. 42 pages! (actually, more than 42 pages ;)
In this issue!
Editorial/ Barbarian Class page: 2
Law and Disorder by Todd Cannon page: 6
Interview with Joseph Bingaman
By Dave Johnson Page: 8
The Role of Books:
Monsters and Creatures
Page: 12
Trail of Cthulhu
page: 13
Obligatory Dungeon
by Chris Larr Page: 16†
The Role of Games
page: 46
Ecology of the Gas Spore
page: 50
New Monsters & Magic!That's an affiliate link above. Keep the lights on and the beer cold at The Tavern by using our affiliate links.
page: 55
The Folio: Black Label series are fantasy adventure modules that is compatible with BOTH classic Advanced Dungeons & Dragons and 5th Edition D&D formats. It combines what I enjoyed most from the heady days of of the late 1970s and the 1980s swords & sorcery storytelling.
The Folio: Black Label #2 continues in the same locations as Black Label #1, and is going to have even more adult edge than is found in the standard Folio, and yes, there might be some nudity, and maybe some horror, and maybe a twisted quality here or there, but at the base its really just about the unfettered fun of hacking and slashing your way through a pulp style adventure with blatant evil doers, magical treasures, and exposed flesh.
So, I'm throwing out the playbook for 2019, and turning the flux capacitor back to the early days of gaming. I hope some of you will join me.
We have seen that many people love the poop emoji and its various forms, so we figured it would be pretty awesome to put a big old piece of poo right on the 20 side of a d20. So that is what we aim to just do! Try to get the funding to make some crappy dice! We also decided that these dice could be extra shitty by adding a whole bunch of poop inspired colors on sets of polyhedral dice based on all the sorts of poop out there. Perhaps you've encountered some of this shit yourself. We're really down to earth, so we had to be real about it but still had to pull off a way to make the dice look cute. You've got your everyday poop, diarrhea, corn infested, and others!
Hopefully none of you are too disgusted by the idea of these dice - We know there were times when we felt sick (and funny) when designing them because much research and many references were needed (gross). It really was not easy to do, but luckily we had some help from a fine designer based out of Diving Hippo Studio (another Canadian association) who helped us survive the process of getting these dice designed. We pulled through, and now they're here on Kickstarter for you all to pledge for! These dice, if funded, are not going to be only full of humor and silliness, but also look great! They'll be the real shit! One of a kind!
Oh, did we mention that we also want to make some pretty crappy pins and a dice bag for you too? One of them is very nice - for your friends to get you rolling when you game. The other one is for you gamers out there that just want the world to lose. Suck it, losers! Finally, sometimes we've all got crap in life or in the middle of a DnD game where you just need to pull out a dice bag full of attitude. We'd love to make you some golden bags that you can flaunt off in your games!
Finally, we have some related creations for you all to add on if you wish. We've designed a dice tray cut out in the shape of poop so you can roll your crappy dice on them if you so desire! We also had the lads down at Galaxy Gaming Gear design a wicked looking toilet dice tower if you wish to add it to your pledge. This way you can get your crappy dice totally flushed when you're gaming, since you probably always roll 1's and miss the enemy all the time, anyways! May as well send them down the drain!I get the joke, but ts a crappy one (no pun intended) and 20 bucks after shipping for a shitty joke just doesn't cut it for me.
The author of the Gygax legacy "hatchet piece" and the more recent TSR "rift" piece came to Lake Geneva and tried to interview a number of people prior to the first article and most wouldn't speak with her. It's my understanding Gary's widow was unaware this author seemingly had an agenda. When that writer contacted me (she contacted lots of locals who were formerly in TSR or who are in the current gaming scene), I told her to feel free to come by the game store (figuring she would anyway and I'd rather be aware she was there) but told her I wasn't interested in being recorded or interviewed, though I was happy to talk to her, since she said she was a gamer. It was very clear from the start she was asking leading questions and looking to find quotes and sound bites to further a predetermined narrative. She hung out around twenty minutes or so and our conversation led me to believe her gaming background was with console and video games rather than tabletop games, though she had a smattering of TTRPG knowledge. I was not looking forward to the article given my experience talking to the author. The second "rift" article just confirmed what we already knew from the first piece.Read the full piece. Comment over on the Creative Mountain Games blog. It's posts like Mark's that will help put some balance back in place.
The new printing of the LotFP Referee book is taking way longer than expected (surprise), so with no in-print Referee book the geniuses over at LotFP thought that maybe some sort of Ref information should be available. So here, free of charge, is the Referee book that was included in the Grindhouse set.
Keep in mind that LotFP is a living game and this PDF here isfoureight years old. The next printing of the Ref book will be a complete rewrite and expansion (will be at least three times this size), new layout and graphic design, all new artwork, etc.
This PDF does include the beginning adventure A Stranger Storm, which will not be reprinted.Yep, that is an affiliate link above. Yes, this is a free product, but maybe you'll buy something else when you snag this. Bartender needs beer... BADLY! ;)
The world of Far Away Land expands with the discovery of the continent known as Nuzoz! This project introduces the newest Far Away Land book to the Far Away Land Universe. New lands. New monsters. New spells. New Awesome! (This book contains rules for the originall Far Away Land rule system - not the OSR version).
What is the Land of Nuzoz?
Nuzoz is a rugged land full of jungles, monsters, beaches, seas, floating landmasses, great maelstroms, towering spires, mysterious structures, rainbow lakes, rings of fire, and strange cities. Nuzoz introduces new playable PC races like the anthropomorphic parrot folk called kreeah as well as terrible monsters like Bigzilla and cave anglers. It’s a tough land that will test the mettle of even the most intrepid adventurers.
The Classic Game of Beer and Pretzels RolePlaying!
For kobolds In the service of King Torg (ALL HAIL KING TORG!) their life will undoubtedly be silly, brutal, and short. They may be crushed by cows falling from the sky. They may be obliterated by meteorites, betrayed by friends, or brained by frying pans. They may cheerily march to their death upon the beaks of chickens or from the tentacles of eldritch magicks. If they are really lucky, they may survive long enough to bring back a tasty treat to the Kobold Caves and avoid becoming lunch themselves.
In KOBOLDS ATE MY BABY! you are a KOBOLD!
Being cannon fodder has never been this much fun!
The classic game of Beer and Pretzels Roleplaying returns in this definitive, full colour edition. This book includes everything you need to play except some dice, some friends, and a wicked sense of humour.
A Game by Chris O’Neill & Dan Landis
Illustrated by John Kovalic
ALL HAIL KING TORG!I almost missed this. About 12 hours left in the sale as I type this.
After meeting some dice companies at GenCon 2018 I was inspired to try my hand at designing some RPG Dice and these Bloodstones are the first of many I want to retail out to consumers.
Unlike most Dice Kickstarters I want this one to be straight forward, short and to the point.
This is Kickstarter is for a 7 die set of Bloodstones. That's is. No hidden stretch goals locked away under a crazy high price, no 101 sets to choose from, no hidden strings.
These dice have a Bloody Red font and have tiny particles of crimson glitter to help the color POP!
OK everyone! ACTUAL NEWS! It took a little longer than planned to get going after Gen Con, but I have a major update.
I have reached an agreement with a freelancer, Göran Stahl, to be a consultant/taskmaster to get this damn thing done. He is a lifelong RPG fan with knowledge that reaches from the 1974 OD&D boxed set to the latest indie obscurities, he's into horror movies and heavy metal, and he is quite familiar with LotFP.
We had a long session this week discussing RPG writing and LotFP's approach to it, my personal style and how it is that I work, and how that relates into the hows and whys of this project being so damn delayed. I think we've found a way forward.
The issue identified, and this is a good chunk of the problem, is that I'm using existing GM guides in the industry as a format guide, and then what I've been attempting to do for years is sit down and attempt to express my ideas in a format that I don't really believe in. That I actively hate when reading it from other games. "If I just come up with the right turns of phrase then it'll all be great!" But there aren't enough genius turns of phrase to make that format any good, and I've known it for a long long time, and that's why I've been writing and trashing so much over these years, never happy with anything. Even when I was making what I thought was major progress over the winter, revisiting that now is sterile as all fuck.
But when I talk about any of the subjects that the Ref book will contain, I'm a motormouth. I can go on rants about how things should be done, and the failures that occur in games when things aren't done right. There is energy and flow that just dies instantly when I sit down on try to communicate that in written form.
So I had the idea that I'll just talk about everything that needs to be in the book and record it all. Stahl is onboard, and will act as producer-interviewer-facilitator (his official title will be "Consultant") to the process, and had great ideas about how to go about the whole thing. Our meeting made me have dreams that the final product will be to regular RPG GM books as METAL's Reborn Through Hate issue, or ISTEN's Mädchen issue are to the usual music magazine format...
I know that referencing metal fanzines from 1997 and 2001 means exactly zero of you know what I'm talking about, but that's kind of the point. The presentation of this book can not be the same old presentation that's always been used, or it will never get done. With the added bonus that if it's done right, it'll be on its own an engaging read and be a valuable addition to the RPG canon.
So I'm basically going to ghostwrite my own book. He'll prepare his questions and bullet points, and I'll have my own notes and bullet points from all the work I've already done. When we have the recordings, I will hire someone to transcribe them. Then I will work with an editor (maybe this will be Stahl, maybe it won't) to determine how much verbal cruft needs to be taken out to make everything readable, and whether the conversational format serves the book. If not, we edit it down to something that does, and how that's done may change section to section. Whatever best communicates what needs to be communicated at the moment.
The key at this point is that everything going forward is collaborative and not just people waiting for me to get something done alone in front of my computer.
I will be traveling to Stahl's location for the first two sessions next week. After we see how those go, we'll figure out the schedule moving forward. When he's available, I'm available, until we're done.
I'll update at the end of next week on how things went.
Old-School Essentials is an adventure role-playing game of exploration, danger, monsters, and magic. The game is intentionally rules-light, putting the focus of play on imagination, improvisation, and fun. The rules are optimised for ease of use at the table, with meticulous attention to wording and layout clarity. What's more, Old-School Essentials is 100% compatible with the classic Basic/Expert game from 1981, meaning that decades of adventure are at your fingertips!
A Complete Game All in One Book
Old-School Essentials is a modular game where the core rules of the game are extended by additional "rules modules" which add content for different genres of fantastic adventure. The Old-School Essentials Rules Tome is a compilation of the core rules plus four rules modules, forming a complete game for Classic Fantasy adventures:
Core Rules: Rules for character creation and advancement, adventuring in dungeons, the wilderness, and at sea, magic and combat.
Yep, that is an affiliate link above. Using The Tavern's affiliate links keep the taps flowing and the beer cold.The material in this book forms a complete clone of the classic Basic/Expert game, including all rules, classes, spells, monsters, and magic items.
- Classic Fantasy: Genre Rules: Seven classic classes (cleric, dwarf, elf, fighter, halfling, magic-user, thief), complete lists of weapons and adventuring gear, extensive lists of vehicles, mounts, and vessels, mercenaries and specialists for hire, rules for stronghold construction.
- Classic Fantasy: Cleric and Magic-User Spells: The complete set of 34 cleric spells (from 1st to 5th level) and 72 magic-user spells (from 1st to 6th level), for use by players or cleric, elf, and magic-user characters.
- Classic Fantasy: Monsters: A selection of over 200 classic monsters to challenge adventurers of all levels.
- Classic Fantasy: Treasures: A hoard of over 150 wondrous magic items.
A 56-page, art-free sample of the basic rules of the game required by players is available here:
- The full introduction and character creation rules.
- The four core human classes: cleric, fighter, magic-user, thief.
- Full lists of adventuring equipment, weapons, and armour.
- The rules for dungeon adventures, encounters, and combat.
- The full rules for spell casting and the complete set of 1st level spells.
Adventurer! This Goodman Gems Bundle assembles the crown jewels of Goodman Games: The Dungeon Alphabet and other system-neutral supplements and sourcebooks for fantasy tabletop roleplaying games. Entertaining and inspirational, these key works of the Old School Revival enhance any fantasy campaign with new character backgrounds, locations, setting elements, monsters, a yearlong calendar, and two alphabetic compendia that help you rethink your OSR games at a fundamental level.
For just US$9.95 you get all four titles in our Starter Collection (retail value $37) as DRM-free .PDF ebooks, including The Adventurer's Almanac, a calendar of events to fill your campaign world's year; the handy DM Campaign Tracker; and two collections of tips and tricks for players and gamemasters, PC Pearls and GM Gems.
And if you pay more than the threshold price of $25.73, you'll level up and also get our entire Bonus Collection with six more titles worth an additional $61, including the latest edition of the famous Dungeon Alphabet, along with its sequel The Monster Alphabet; two collections of fantasy world settings, Points of Light and Points of Light 2: The Sunrise Sea; The Random Esoteric Creature Generator; and the popular treatise How to Write Adventure Modules That Don't Suck.
Tales from the Sorcerer Under the Mountain, an A5 hardback OSR rule book, which as well as a concise version of the Swords & Wizardry rules, with a chapter which holds the House Rules I use in my games, and contains the adventure with OSR stats. Overall it weighs in about 230 pages, with black and white art throughout, cover by Jon Hodgson.as well as:
The Sorcerer Under the Mountain, 5th Edition Adventure module in 8″ by 11″ format, black and white art throughout.The 5e adventure is $10 for the Print plus PDF. Shipping extra.
A minimum* 8-page adventure in PDF designed for any fantasy RPG system. Each standard letter-sized page will be filled with encounter details in a style that is geared toward character senses: "What do I see? What do I smell? What do I hear?" Instead of walls of text to parse through, GMs can quickly look at the details by sense to get the answers to the players' questions.
For those that prefer to craft their own backstories and would rather not use pre-written read-aloud text, this adventure is for you. You'll get a couple of short paragraphs of background before the book delves right into encounter areas. It is up to the GM to develop adventure hooks and detailed reasons for the Lost Depths to be what they are and why they exist.
The adventure is designed as System Neutral. This means that empty stat blocks for foes, treasure, traps, and other system-specific points will be provided for the GM. The GM can add the stats for their preferred system into the space provided. Since this is a PDF, it can be printed out several times to be run for different systems!
*Minimum 8 pages; likely more with project funding total stretch goalsHere are the stretch goals:
Fate is a strange mistress. For today is August 24th and that is Rick's Birthday. Unfortunately today is also the sad, sad day that I have to tell you all that Rick Loomis passed away, just seven hours before his birthday of complications of his cancer.
Rick was an amazing person. He had the ability to inspire and nurture talented people to be more talented than they thought they could be. He had the ability to give his people the freedom to develop their own solutions to problems and then he would calmly guide them. He did this in every facet of his life, whether it was in gaming or management or even his church softball league. Maybe that's one of the reasons why so many people loved Rick and loved working with and for him and why he attracted so many talented people like Mike Stackpole, Larry Ditillio, Liz Danforth, Jennifer Roberson, Ken St Andre and so many others who went on to create entire worlds and realms -- Rick encouraged that in a way few do.
Rick sacrificed his life for a dream. A dream of wonderful, fun games and worlds of adventure. Games that inspired creativity and fun. Rick' s games were always in the end, about fun - not winning. Rick's dream will live on and we who he has left behind will do our part to carry that dream forward.
And we will never forget what he taught us - patience, persistence, fun and kindness.
That is what Rick stood for. His loss will leave a hole in our community, our industry and our hearts - but I urge you to remember to be kind to each other, be patient with each other and don't let go of your dreams. Rick never did.
The world is lessened by your absence Rick, and you are missed...I'm literally at a loss for words. Cancer is such a fucking horror. For a civilized word to be no closer to a cure today pisses me off. Not at the world. Not at science. But fucking cancer.