Thursday, January 31, 2019

5th Evolution 80s Horror

5th Evolution: 80's Horror is a supplement that allows you to take D&D 5th edition rules and enter the realm of comic book and movie horror.

The book contains 34 pages of content. This is an adventure and rules supplement for 5th edition. You need the core books, basic pdf, or the srd to use it.

It starts with a  black and white comic book that sets up the game. It looks like the old school EC style and really sets the mood. The first page of the comic details the setting, 1985, and the horrors of the time. This is followed by a group of young people invited to a party by a sexy biker lady in leather. This party takes place in an old mine tunnel. Also the party is actually a cult ritual. Fun times!

Like other 5th Evolution books, the comic is followed by an adventure that picks up where the comic ends. However, right before the adventure is a quick 1985 primer, which includes a text box that discusses the Satanic Panic. In the adventure the party must find a way to defend themselves and escape the tunnel. During their escape they'll encounter zombies, a poisonous snake, and the Weiss (the horrific creature on the cover). The adventure itself is deadly and like the protagonists of 80's horror films, it's best for characters to flee.The adventure is followed by a page of equipment.

The adventure is followed by a horrific many bestiary. All the creatures come with stats, descriptions, and adventure hooks several also come with alternate versions. The monster section includes
  • Renfields (with Sherrif's Deputy Variant) - tough human antagonist
  •  Evil Clown - name says it all, also includes "Puddles" an evil poodle familiar
  •  Lesser Fiend - think Gremlins, Ghoulies, and Critters
  • Mummy - because magic is scarce, there's discussion altering mummy rot
  • Ochre Jelly-just like the Blob and the Stuff, there's also a doppelganger variant that makes it more like John Carpenter's The Thing
  • Re-animated Corpse - Frankenstien's monster 
  • Slasher - everyone's favorite psychos, signature weapons are discussed
  • Vampire - the stat block says Vampire 5EVO, but I've not checked to see if it's different than the MM one
  • Werewolf - there's a sidebar that gives rules for making silver bullets
  • Zombie (with plague zombie variant) - braaaaaains
There's a one page discussion of making characters for 80's horror. Like the Carbide City book, players pick an archetype presented in the book. Each archetype has a variant. They are
  • Athlete/ROTC 
  • Nerd/Goth Kid
  • Cheerleader/Shoplifter
  • Cool Kid/Clown
  • Girl/Guy Next Door/Scout
  • Tough Kid/Farm Kid
The book ends with the OGL.

Currently only backers of the Kickstarter (like me) have print copies, but you can pick the pdf here.

Update:
You can purchase print or pdf here.

Wednesday, January 30, 2019

Awakened Kickstarter



Awakened - NPC's and Companions for 5E is a new Kickstarter project from Baby Bestiary. The tome includes some outstanding artwork and a collection of very memorable npc's

Here's a sample:

There are a few tiers. You can back to get pdf, pdf and print, pdf and previous Baby Bestiary pdf's, pdf and print of previous products, etc. The project funded in about 24 hours, which is always cool.

Maybe it's because I grew up watching Disney flicks, but I love intelligent animals. I think that's one of the reasons this project sounds so cool to me. I'd definitely like a print copy.

So, have any of you used awakened animals in your game? If so, how did the players react?

What The Waters Left Behind (2018)

Synopsis: Epicuen was a tourist village in Argentina. It flooded and was abandoned. Twenty five years later the waters receded. A group of filmakers travel with a young woman born in the town to create a documentary. While there, they find that they aren't alone.

The Good: Epicuen is a real town and as a setting is fascination. There are some gorgeous haunting shots. Also, this is a crazy cannibal family flick and those are fun. They killers look pretty cool and cult-like with their bone adorned weapons and skull masks.

The Bad: The pace of this film is awful. In particular there's a character that we know will encounter the crazies, the shot goes to another scene, and when focus returns to that character she's running in fear. The first 45 minutes of the film is set up to build a connection with the characters and it doesn't. The tones during these scenes are just weird too, almost music video-like. There's a subplot about a guy who's daughter went missing that had potential, but doesn't really do much. There is also sexual assault scene that goes on for way too long. The twist ending isn't a good one and I saw it coming pretty early in the film.

Final Thoughts: I was really excited when I saw this movie had been added to Amazon Prime. I was also really disappointed when I watched it. It has a lot of potential, but just squanders it.

In Your Game: A village like Epicuen would fit perfectly into just about any setting. For that reason I'm giving you stats that can be used for SURVIVE THIS!!.

Cannibal Butcher
Armor Class: 12
Hit Dice: 3
Move: 12
Morale: 8
Terror: 8
HDE 3

Attack Damage: Butcher Axe (1d6+1)

Bonuses: +2 to Melee attacks, +3 to Spot, +3 to Listen, +6 to Stealth

If you decide to use these stats for White Box, these killers are AC 7[12] and worth 60 XP.

Ash Wednesday - Ash (Evil Dead 2)

Not much information is given about Ash's background in Evil Dead 2. Since it's a remake/reboot of the original I decided to stick with the everyman geek class, though he's higher level because he's seen and done some shit.

These stats represent Ash at the beginning of the film.

Ashley Joanna Williams
Class/Level: Geek 4

Str: 13 (+1)
Int: 12 (+0)
Wis: 9 (+0)
Dex: 13 (+1)
Con: 15 (+1)
Cha: 10 (+0)
Sur: 11

Courage: 14
Critical: 17
Death: 12
Mental: 12
Poison: 9

AC: 11 (Dex)
HP: 21
Move: 12

Attack Bonus
Axe +1 to hit, 1d6+1
Shotgun +1 to hit, 4d6+1 damage, 30' range

Skills:
Basic Athletics 1 (+3, geek skill bonus)
Driving 1 (+2)
First Aid 3 (+3)
Investigation 2 (+2)
Knowledge - General 2 (+2)
Mechanics 3 (+3)
Outdoorsmanship 1 (+2)

Abilities:
All other friendly players and npc's receive a +2 to all of Saving Throws.
Once per day, first friendly character that fails a saving throw near Ash gets to re-roll it with a +1 bonus
+2 to wilderness survival related checks

Equipment:
axe, chainsaw, shotgun, 1973 Oldsmobile Delta 88 Royale


Need more Ash?

Film/Television Versions of Ash
Evil Dead

Alternate Versions
Ashley Wednesday Adams

Tuesday, January 29, 2019

Voodoo Poison

Though I'm not sure where it's originally from, I love this panel. I decided it needed to be something in Dark Places & Demogorgons. Voodoo Poison is available at Ethel's Antiques.


Voodoo Poison ($200)
This bottle contains a liquid that when imbibed by undead renders them paralyzed for 24 hours. Extremely powerful undead (those with a 8+ HD get a saving throw to avoid being paralyzed). While Ethel knows that some undead can resist, she keeps that information to herself.

Monday, January 28, 2019

Resident Evil 2 - Leon S. Kennedy

Check out these live action trailers for Resident Evil 2.

1998 live action Japanese trailer for the original version (directed by George A Romero)

2019 live action trailer for the remake

Resident Evil 2 was the first game I purchased for my PS1. It was the game that got me addicted to the franchise for a while and probably honestly what really got me into zombies. A remake was released last week and while I've not been able to play it yet, the reviews I've read say it's as great as fans had hoped. I still have to beat RE7 before I play it though.

In honor of the release and my love I'm giving you fine folks STZ2E stats for one of the heroes, RPD rookie, Leon S. Kennedy.

Leon S. Kennedy
Class/Level: Survivor 1/ First Responder 1

Str: 13(+1)
Int: 10 (+0)
Wis: 10 (+0)
Dex: 16 (+2)
Con: 14 (+1)
Cha: 13 (+1)
Sur: 10

Critical: 12
Death: 15
Infection: 17
Mental: 9
Poison: 10

Language: English

AC: 15/16 (Dex, Bullet Proof Vest, Brawling)
HP: 16
Move: 12

Attack Damage:
Knife +2 to hit, 1d6 damage
Hand Gun +3 to hit, 2d6 damage
Shot Gun +3 to hit, 4d6+3 damage

Skills:
Basic Athletics 2 (+4/+3)
Brawling 1 (+1 to hit, +1 against Intimidation attempts, +1 to Melee AC)
Driving 1 (+3)
Investigation 1 (+1)
Ranged Weapons 1 (+3)

Abilities:
Allies gain +1 Sur when in Leon's presence
+3 to First Aid rolls

Equipment:
9 mm, 2 full clips, bullet proof vest, combat knife, shotgun, 5 shells

DP&D Actual Play Video (VGC and QuestWise)

Curious about Dark Places & Demogorogons? Want to watch an actual play? Want to see one of the creatures from the Cryptid Manual in action?

If you said yes to any of these, then you're in luck. My gaming brother and one of the authors of the Cryptid Manual, Jodie Brandt, for the game ran a session on Google Hangouts for Victory Condition Gaming. Despite Jodie's technical difficulties, that game was a blast to watch.  Check the video out:



There's still time left to back the Cryptid Manual. In support of the Kickstarter, Tim from The Other Side Blog and I have created some new cryptids for your game. I present you with the BMX Sasquatch. You can read my review here. Tim's review can be found by checking out this link. He also created stats for the Bionic Sasquatch and Melonheads for use in your DP&D games.

Friday Night D&D - Session 2


You can read the recap of the first session here.

Party

Primhorn Graniteback - stout halfling fighter
Luna - tiefling sorcerer (dragon blooded)
Glynmaris - moon elf rogue

I will post short character backgrounds and art once I get them from the players. 

This recap was written by Glynmaris' player, Kevin.

----------------------------------------------------------

The group ties up the 2 sleeping kenku. The kenku wounded in battle is tossed into the filth laden closet, where Renaer Neverember was kept, while the group interrogates the remaining kenku. The kenku quickly succumbs to the dual intimidation of Primhorn and Glynmaris, divulging to the group that they work for the Xanathar's Guild. The kenku informs the group in a high pitched nasally voice that it was to follow the yellow arrows in the sewer to their hideout. When asked who their boss was, the kenku responded via its cursed mimicry in a vaguely orcish sounding voice "Xanathar sends his regards." Quickly tiring of the kenku's annoying manner of speaking, Glynmaris orders the creature to respond with nods and head shakes to his yes or no questions. They discover that their boss was a half-orc and that the high pitched voice belongs to neither a human or an elf. Before the questioning could continue the party hears what sounds like a dozen armored soldiers approaching the warehouse. Primhorn affects a stoic guardsman position, Luna attempts to hide behind some crates but leaves her forehead and horns exposed, while Glynmaris places a knife to the throat of the kenku in case reinforcements have arrived.

Luckily the dozen individuals happen to be members of the City Watch, Glynmaris remarks that this is the first time he has ever been glad to see the City Watch. The captain of the guard quickly recognizes Renaer Neverember and takes on a subservient bearing to the noble. The group informs the guards that they were hired by Volo to ascertain the whereabouts of his friend Floon Blagmar, and in the course of their investigation came upon these kenku who had survived a battle between the Xanathar's Guild and the Zhentarim. They discovered Renaer being held captive in the filth encrusted closet and began interrogating the kenku before the guard arrived. The group informs the guard of the additional kenku in the closet and what information the other had divulged. The captain thanks the group for the information. He gives them a friendly warning to leave the police work to the guard and to be wary that other guardsmen are not as lenient or forgiving as he is, but to be careful if they continue in their quest.

As they leave the warehouse the group is intercepted by a scruffy half-elf dressed in rags who wields a large two-handed morningstar/staff type of weapon. The half-elf introduces himself as one Angus Nibtooth, cleric of Waukeen, and noticing the spectacle the group is leaving and their bedraggled disposition offers his service as a mercenary healer to the group. They negotiate the terms of 1 gp for each battle the cleric is involved in and 5 gp per healing spell cast. Noticing the poor shape of the man's clothing and their suspected destination, the group takes Angus back to the warehouse where he strips several of the fallen men of boots and clothing to outfit himself. The group then retrieves the money contained by the fallen brigands, and then collects their weapons which consists of 6 rapiers and 6 daggers. Glymaris pockets 4 of the daggers, Primhorn commandeers a rapier, and Angus is given a dagger.

The group then retires to the home of Glynmaris' sister where they recuperate. After Glynmaris undergoes his reverie, he sells the remaining weaponry to a nearby merchant. Fully healed and with spells replenished, the group retraces their steps to the warehouse and locates an entrance to the sewer that has the manhole lid ajar. The group descends into the foul smelling depths, Glynmaris leading the way watching for traps and ambushes.

The group soon comes to an intersection where they encounter a small grapefruit sized creature that has a large toothy maw that rests below a giant eye, with 4 eyestalks on top of the spherical creature's body. As soon as the creature snarls, Glynmaris sprints towards the creature faster than should be possible. In his haste Glynmaris slips in the filth, wildly missing his strike against the creature. The slip may have saved his life as immediately afterwards the creature fired a ray of frost at him. The rest of the group quickly engages the enemy, Luna manages to wound the monster with a firebolt cantrip, Angus hits it with a sacred flame cantrip, and Primhorn plays defense. After this initial salvo the monster starts moving erratically causing the group to miss all their attempts to vanquish the beast, it then retaliates by blasting Glynmaris with a ray of force that pushes him back 30 feet. Glynmaris responds by landing a devastating strike with his rapier that skewers the beholderkin through its main eye and out the back, leaving the creature resembling a shish kabob.

The group severs the 4 eyestalks of the creature to sell as alchemical reagents/spell components after Luna recalls that beholder/beholderkin parts are magical in nature and valuable to alchemists and magic users.

Continuing down the sewer passageways the group soon comes to another junction where they notice a ramp that rises out of the muck of the sewer floor which leads to a stone door. While investigating the area, Glynmaris notices a suspicious spot in the wall behind him and discovers a cleverly hidden secret door. They enter the door to discover a chamber with multiple doors leading out of it. Glynmaris scouts all the doors for light and sound emanating from beyond. All but one of the doors are dark and silent, behind that lone door Glynmaris hears the sounds of a man screaming in pain.

The group decides to try and ambush the beings behind the door. Glynmaris attempts to quietly sneak in through the door to hide, while Primhorn and the others are to wait 30 seconds before rushing in to engage the enemy at which point Glynmaris will surprise the enemy. However the plan goes awry when Glynmaris botches his attempt at stealth and alerts the enemy to their presence.

Inside the group discover a half-orc in robes wielding a staff standing on top of a human male with red curly hair who is screaming in pain, a tall spindly purple hued creature with tentacles around its mouth, and a creature that resembles a large brain supported by 4 clawed legs. Luna quickly casts a sleep spell which puts the half-orc and the red-haired man, presumed to be Floon, to sleep. The tentacled creature's eyes flash and Luna is forced to cast sleep on the party. Angus and Glynmaris are immune to the spell and remain standing. The tentacled creature runs past the group, taking a vicious hit from Glynmaris and a dose of radiant energy from a sacred flame cast by Angus, before placing a symbol into a pillar and disappearing in a flash.

As Primhorn, Luna, the robed half-orc, and Floon slumber Angus and Glynmaris engage the brain like creature in battle. Glynmaris takes a slash to the chest from the beast before retaliating with a brutal stab of his rapier, unfortunately the beast overwhelms Glynmaris who is rendered unconscious by the monster's unrelenting strikes. Angus eventually destroys the monster with a blast of sacred flame before reviving the group. The group surrounds the half-orc with weapons raised before it awakens from its magically induced slumber and Glynmaris lands a brutal slice through the half-orc's neck resulting in an Amnian Necktie on the man. Luna discovers a spellbook on the half-orc which she confiscates along with some coins for the group. The group find some more coins and 2 potions in a chest next to a stone throne.

The group resuscitates Floon and soon discovers a hidden tunnel, which leads out of the hideout and into the basement of a family of halfing brewers. Primhorn tries to bluff his way out by shielding the family of the horrible nature of their arrival but the family patriarch sees through his lie of omission and forces him to tell him the whole truth. They inform the halflings of the nature of the tunnel and where it leads along with what inhabits the area and suggest they barricade it until they can come back and fully clear out the area.

The group decides to clean up at a bathhouse before going to the Yawning Portal to meet Volo. After bathing and arriving at the tavern Volo quickly descends upon the group and snatches up his friend Floon in a giant hug. Volo then sheepishly informs the group that he is sadly low on the funds he promised the group, but before they can protest, he quickly offers to transfer a deed to the group for a historic building called Trollskull Manor located in Waterdeep's North Ward. He purchased the home because he heard it was haunted and he was investigating for paranormal disturbances for his next book. The group quickly realizes that this prize is far more valuable and accepts. Glynmaris feeling greedy and petty, from being lied to, demands Volo's hat as well. They then locate a magistrate to facilitate the transfer of the deed, which Volo is forced to pay the fees.

 ----------------------------------------------------------
Once again everyone seemed to have a lot of fun. I introduced Angus because the party needed healing, but I didn't want them to just get a free cleric. He's a greedy (but practical) mercenary cleric from the Moonshae Isles. 

Sunday, January 27, 2019

Friday, January 25, 2019

Haunting of Hastur Update

As I mentioned last week Dark Naga has a new Kickstarter for your OSR and 5E games. Haunting Of Hastur Hardback is going to be a gorgeous collected tome of some really fun sandbox adventures. The project is a little over 6K away from reaching it's goal. While it does have 26 days left to fund, I'd like to urge you to not wait to back it. 


Dark Naga's projects are always very professional. The writer and head of Dark Naga, Kevin, makes sure to keep backers updated regularly and if there are any big changes he's sure to let folks know. He mentioned to me that backers of this book will receive a free dice set and have a chance to win a set of metal dice and a Cthulhu dice tower. 

On a more personal level I would like to encourage folks to back this project because Kevin is a friend of mine. I met him online after learning about the first Hastur adventure and I consider him a friend and a colleague now.  He's a professional and has given me some great advice. He even did the layout for my first solo pdf, The Nephilim for Swords & Wizardry. Today Kevin is in the hospital on IV antibiotics to fight an infection not responding to oral meds. There are some serious ramifications if this doesn't work. I know backing this great project would help raise his spirits. Also, spread the word about the project. 

BMX Bigfoot

While there are several variations of Bigfoot in the Cryptid Manual, I assure you, this isn't one of them. You'll notice the format for this monster is a bit different, but that's because I want to follow the new format.

"I don't care if he was covered in fur and couldn't really talk. That dude had some rad skills!"
-Travis Craft, J'town extreme athlete

Bigfoot - BMX
Armor Class: 13
Hit Dice: 2+3
Move: On Foot - 12 (ignore rough terrain), On Bike - 18
Actions: 1
Morale: 7
Terror: 9
HDE: 3

Attack Damage: Slam (d6), Ride-By (d6+1)

Special: Can run or ride at X4 Move.

Bonuses: +2 to Melee attacks, +2 to Melee damage, +6 to Spot, +6 to Listen, +8 to Stealth, +2 to Initiative, +2 when attempting any non-Stealth roll on back.

The BMX Bigfoot is a oddity among the various types of Bigfoot. He's smaller than most and is more likely to interact with humans (though he tends to limit this to other bike riders and extreme athletes). No one is sure where he got them, but his trademarks are his bike (which he's adept at taking care of) and his amazingly large sneakers.

Wednesday, January 23, 2019

Ash Wednesday - Ash (Evil Dead)

I haven't given any DP&D stats to the man, the myth, the chin yet. Today that changes. This version of Ash represents him during the first film. I think I will stat out each movie's version (plus the TV series). Note that these may have different classes. I'm just basing my stats off of the depiction in that installment.

Ash in the first film is depicted as an everyman nice guy. He's not show to be particularly athletic nor is he super nerdy. He's a bit eccentric though and that's why I went with geek.

Ashley Joanna Williams
Class/Level: Geek 2

Str: 13 (+1)
Int: 12 (+0)
Wis: 10 (+0)
Dex: 13 (+1)
Con: 15 (+1)
Cha: 10 (+0)
Sur: 11

Courage: 14
Critical: 13
Death: 12
Mental: 12
Poison: 9

AC: 11 (Dex)
HP: 10
Move: 12

Attack Bonus
Axe +1 to hit, 1d6+1
Shotgun +1 to hit, 4d6+1 damage, 30' range

Skills:
Basic Athletics 1 (+3)
Driving 1 (+2)
First Aid 1 (+1)
Investigation 2 (+2)
Knowledge - General 2 (+2)
Mechanics 1 (+1)
Outdoorsmanship 1 (+2)

Abilities:
All other friendly players and npc's receive a +1 to all of Saving Throws.
+2 to wilderness survival related checks

Equipment:
axe, shotgun, 1973 Oldsmobile Delta 88 Royale



Halloween in January?

In October, my old gaming brother Josh C., gave me a copy of all of the pre-Rob Zombie Halloween flicks. Thanks to my local library I've been able to get a hold of those and the newest. I've decided to watch the entire franchise. I'll use my typical movie review format and post about each, as well as create new content.

I realize I'm about to get myself into a big continuity mess, but I think it'll be fun. Speaking of fun, check out this Halloween (2018) spoof trailer that also addresses the lack of coherent continuity.


Tuesday, January 22, 2019

DP&D Cryptid Manual - So Close To Hitting The First Stretch Goal....

The Dark Places & Demogorgons Cryptid Manual has been funded and is less than a hundred dollars away from it's first stretch goal. What is this stretch goal? It's a really utilitarian one: a digital manual of animal stats. This is very cool and when combined with the main product, lets you recreate this:
If you don't want to recreate this in your game then I probably don't want to game with you. You can read my review here .

Monday, January 21, 2019

Music Monday - Lone Digger

This video and song are fantastic. The colors are vibrant, it's sexy despite the anthro nature (or because of it if you're weird like me), and the music makes you tap your feat. Btw, that's what lonely digging. It's when your with a group in a place like a club and there's music playing, but you're the only one moving with it.



And now for some material for your game.

Lone Digger

Lone Digger is a unique establishment in Vigilante City. It is an upscale club that caters to and employs anthropomorphs exclusively. The club is full of neon lights, expensive alcohol, and the best anthropomorph go-go dancers and dj's in town. While it's considered neutral ground ,bloodshed does occur. When this happens the establishment isn't held responsible and the deaths are not spoken of to outsiders. For this reason, non-anthropomorphs are rarely allowed into the club.

One constant in the club, is the bouncer and speaker for the club's mysterious patron, the bull anthropomorph, Taurus.

Taurus
Armor Class: 14                                         Attack Damage: Unarmed 1d6 
Hit Dice: 6                                                   Special: Charge, Grapple
Move: 12                                                     Bonuses: +2 to Hit, +5 to Toughness, +2 to Damage
Attacks: 1 per Round                                  HDE: 6

If he can charge forward in a straight line, Taurus can make a tackle attack. He can move his full movement and make an attack that deals 1d6+2 damage. The target must make a DC 15 Strength check or be knocked down. He is extremely strong and can grapple. He has a +3 to grab and grapple related rolls.

GenCon 2019

I want be able to get my badge until pay day (so next Friday), but I'm officially going to GenCon this year. I've talked with my friends and our hotel room (which is connected to the convention center) has been booked. I've already requested and had my vacation approved for that week.

Despite my anxiety with crowds, I'm really excited! I will finally get to meet the man, the myth, the all around awesome human being, Diogo N.  There are several other folks it would be cool to meet in person that I'm hoping will be there, like Tim from The Other Side. It will also be cool to hop into some DCC games with the Goodman Games crew.

Music Monday - Release the Kraken

Ninja Sex Party is an entertaining duo that's been making music for a while now that I recently discovered. Check out this video for Release the Kraken.


Have you ever used Kraken or other huge sea monsters in your games? If so, how did it go?

Sunday, January 20, 2019

The Flagelante

The art of For Blood & Coin reminds me of the amazing art for the video game, Darkest Dungeon. That's reignited my interest in it. I'm going to create some npcs and other content for White Box/For Blood & Coin based on elements of the game.


The Flagelante
Armor Class: 6 [13]
Hit Dice: 4
Attack: Flail 1d6+1 damage
Special: See Below
Move: 12
HDE: 4/120


This insane religious zealot believes that nearly all mortals are unworthy of the gods, even himself. As such he punishes himself and other sinners. Despite his extreme views, he's quite calculating and while set traps to catch the unworthy. While all attacks can cut, pierce, and bruise his flesh, only those magical in nature actually do HP damage to him. Because of his intense zealotry, he is immune to magical spells that affect the mind and those that cause sleep. Also, because of his beliefs, healing magic has no effect on him. His mission causes him to horde divine magic items. When he finds one of the devout he deems worthy, he will donate items to them and their cause.

Succubus Sunday

Source


Cornboy

Cornboy is a 95 page graphic novel published by Dynamite that was recommended to my by my friend Tony of Super-Fly Comics & Games.

It's a bizarre story. Cornboy's mother was a human and his father was corn. This leads to him having a unique physiology and perspective of life that's quite different from most humans. His home life isn't exactly great. His mother and sister aren't supportive and don't understand his strange ways. He isn't allowed to leave his trailer and is kept hidden from all others.

Things change when custody of Cornboy is signed over to a curious scientist. The scientist does tests on his body to help humanity and Cornboy becomes close to the doctor's ill niece.

The story is strange af. Cornboy has a very alien perspective on things. The humor and references are odd, to say the least. That being said this is actually a really sweet comic. It has some wonderful (and odd) slice of life tales.

This is something I never would have picked up on my own, but I really enjoyed it. Because I wanted to include gaming material in this mini review, I decided to creation Vigilante City stats for Cornboy.

Cornboy
AC: 10                           Attack Damage: By weapon
HD: 2                             Special: Plant Hybrid
Move: 12                       Bonuses: +2 to Toughness
Attacks: 1 per round     HDE: 2

Cornboy gains sustenance like a plant: requiring water and sunlight. Fruits and vegetables grown from his seed (exactly what you think I'm referring too) have amazing healing properties. Eating one heals 1d6 HP. It can also cure disease, clear up one's complexion, and even grant regeneration if eaten for extended period of times. 

Saturday, January 19, 2019

Haunting Of Hastur Hardback Kickstarter

Kevin Watson of Dark Naga has a new Kickstarter for your OSR and 5E games. Haunting Of Hastur Hardback is live.


I own 4 of the five adventures in this series and this it's a great one. As the title suggests, it has horrific and otherworldly elements, but this isn't just a classic mash-up of mythos and D&D. Kevin has done some wonderful world building with this one. The background elements and story are well thought out. The adventures are a great combination of challenging combat, puzzle solving, and roleplaying.

This is definitely a project you should check out if you're a 5e and/or OSR player. Personally I'm backing the 5e version, even though I have most of the adventures already. Dark Naga Adventures are top notch.

Friday, January 18, 2019

Friday Night D&D - Session 1

A week ago I ran the first session of my new 5E D&D campaign. We're starting the game with Waterdeep: Dragon Heist.

Party
Primhorn Graniteback - stout halfling fighter
Luna - tiefling sorcerer (dragon blooded)
Glynmaris - moon elf rogue

I will post short character backgrounds and art once I get them from the players. 

This recap was written by Glynmaris' player, Kevin.
----------------------------------------------------------

 (At the Yawning Portal) 


Yagra, a half-orc mercenary acquainted with Graniteback, is engaged into a fistfight with a drunk with eye tattoos all over his head. Graniteback seeing his friend in combat goes to ascertain what is happening, seeing his arrival the tattooed man's 4 friend jump into the fray. Luna casts a sleep spell knocking 2 of the men unconscious, Yagra drops another man, and the two remaining men concede defeat and remove their compatriots. 


After the battle a loud scream is heard and a troll with 3 stirges stuck to his back and 3 other stirges emerge from the yawning portal. Glynmaris eviscerates a stirge with a throwing dagger, Graniteback slices through a second, and Luna incinerates the third stirge. Yagra and the tavern owner Durnan engage the troll in melee. Glynmaris throws an oil flask at the troll which Luna ignites, Durnan and Yagra use chairs to push the emblazoned monster over the edge of the Yawning Portal where it lands with a loud splat. 


Volothamp Geddarm "Volo" impressed with the way the group handled themselves approaches the characters and offers them 10 gp each payable now and a 100 gp each payable on completion to discover the whereabouts and rescue his friend and fellow nobleman Floon Blagmar, who was last seen at the Skewered Dragon in the Docks district. On the way to the Docks district the group comes upon a scene where the city watch is investigating the aftermath of vicious battle between 2 rival gangs. Upon closer inspection Glynmaris notices that some of the men have tattoos of eyes on them, members of the Xanathar's Guild, and other have a tattoo of a winged serpent, members of the Zhentarim. 


The group arrive at the Docks District and visit Xoblob's shop, who Glynmaris knows is a seller of trinkets and a known source of local information. After Glynmaris fails to persuade Xoblob to divulge his information about Floon, Luna intimidates the man by threatening to burn down his establishment into telling the group that Floon and a well-dressed fellow of similar appearance and bearing were jumped outside the shop by rough-looking men in black leather armor. Xoblob thinks there were five attackers, but none of them looked familiar. One of them had a black tattoo of a winged snake on his neck. Glynmaris purchases a hilt to a broken rapier, and Luna purchases a large dragon scale that has been painted purple.


The group then traveled to the Skewered Dragon where Graniteback befriends the tavern regular's and persuades them to talk about the fight the other night. The regulars inform the group that Floon was here with Volo, and after Volo left Floon stuck around and met another man, one Renaer Neverember. Five men followed the pair out but haven't been seen since, although they are known to frequent a nearby warehouse that has the symbol of a winged snake on the door. 


Arriving at the warehouse, Glynmaris picks the lock on the door and silently opens it to see the aftermath of a battle and 4 kenku inside. The group engages the kenku in battle where Glynamris throws a dagger into one kenku before Luna and Graniteback both take damage. Luna then puts 2 of the kenku to sleep with a spell, Glynmaris stabs the heart out of one and Graniteback and Glenmaris finish the fourth kenku. 


After the battle they tie up the two remaining kenkus, one is wounded from Glynmaris. Searching the 1st floor they discover that the battle is made up of Zhents and Xanathar guild members. They discover Renaer Neverember in the warehouse covered in fish guts and vinegar, he tells the group that he believes he was the target of the attack he and Floon were engaged in, as the Zhentarim thinks that his father embezzled a large amount of gold while he was Open Lord, and that he hid the coin somewhere in the city. They think they can find it by using an artifact called the Stone of Golorr, which was in the hands of the Xanathar Guild until recently. It was stolen. The Zhents thought he knew something about all of this, but he says he doesn't. He says he hasn't spoken to his father in years. The group discover a box containing 7 magical pieces of paper that when written and a name spoken fold into little origami birds and fly to that person, the group called them tweets.
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Everyone had a good time. The group meshed well together. We didn't play too long, because there were some last minute character creation things, but I feel like it was a great start to the game. We didn't even fall into the classic too much out of game chat, though that could be because all of the players didn't know each other. The only issue the party is seeing is the lack of healer. We originally had a fourth player, but haven't heard if they're still interested. I do have a few friends that are going to drop in and out, so we might be able to take care of things that way.

Thursday, January 17, 2019

The Hills Have Eyes (2006)

Synopsis: A man and wife, along with their children and grandaughter, are heading to San Diego for their 50th wedding anniversary. They take a short cut through the desert that leads to bloodshed and death at the hands of deformed cannibals.

The Good: The shots in this one really work. It was directed by the director of High Tension and I think that shows. It definitely has elements of the French Extreme cinema genre. This film has a good cast. The protagonists play their parts well (and I always love Ted Levine). The cannibals were quite repulsive. The plot is simple, but works.

The Bad: I think the triumphant music towards the end was a little too much. This movie touches on some of the worst humanity has to offer so it's not for the squeamish.

Final Thoughts: I avoided this flick for many  years. I think this is because at the time it was released I wasn't as big of a fan of gore and such. While it's not a perfect horror flick, I think it's pretty good.

In Your Game: The cannibals definitely make great rpg villains. I've decided to stat them out for White Box.

Desert Cannibal
Armor Class: 7 [12]
Hit Dice: 2
Attack: Weapon 1d6 damage
Special: See Below
Move: 12
HDE: 3/60


Created by breeding in areas of high radiation (whether classic or magic), these deformed humans tend to be cruel and devious. Each is unique. Roll on the chart below to customize individual Cannibals.

Random Cannibal Trait Chart (1d6)

  1. Stealthy - This cannibal has learned the value of stealth and can move silently and hide on a 1-4 on a 1d6 roll.
  2. Night Eyes - This cannibals eyes have adapted to the dark. It can see perfectly at night, but suffers a -2 on attack rolls during the day.
  3. Contortionist - This unusually thin cannibal's bones and joints formed differently allowing it to squeeze through small spaces. They can also grapple opponents. The cannibal makes an attack roll and if it's successful they target is pinned. The creature can make a saving throw roll instead of taking any other actions on it's turn to break free. Characters with a Strength of 15+ get a +1 to this roll.
  4. Boney Growths - This cannibals bones are more dense than most, giving it a better AC 6 [13]. Additionally it can use this growths as weapons dealing 1d6-1 damage.
  5. Foul Odor - The cannibal reeks.  This means it is impossible for the cannibal to surprise opponents, but works in the villains favor. Anyone coming within 20' of the cannibal must make a saving throw or spend the next 1d3 rounds gagging and coughing. 
  6. Oversized - While this cannibals mental capacities are great reduced, is has an extra hit die and deals and extra 2 damage on successful attacks.

Wednesday, January 16, 2019

Ash Wednesday - Jason Goes To Hell

As revealed in this article on Horror Geek Life, a website I now write for, two years ago, according to the director of Jason Goes To Hell, Jason is a deadite.


Jason Voorhees (Deadite Revenant) 
AC: 15                                          Attack Damage: By Weapon
HD: 10                                          Special: See below
Move: 12                                      Bonuses: +6 to hit, +4 to damage, +5 to Toughness
Attacks: 1 per round                    HDE: 11

Created by the Deadite Revenant spell, Jason Voorhees is special. While he manages to come back like most Deadites, his abilities are unique. He appears to walk slowly, but he has a reality warping power that lets him move as fast as others. If Jason is reduced to 0 HP, he will go inert. There is a 50% chance that his HP total will increase to 10, allowing him to spring back up at an inopportune life. If he doesn't do this, he will resurrect within a day. If his body is destroyed his heart will compel a nearby human to consume it. That person will be come the new Jason, though this transformation takes a toll. The new Jason only has 5 HD and the body will slowly decay. During this time Jason will seek out those of his bloodline. Only by possessing one of his bloodline, can he become whole again. The only way to kill Jason permanently is with the Kandarian Dagger or it's almost identically copy, the Hell Blade. 



Tuesday, January 15, 2019

For Coin & Blood


For Coin & Blood is Alan Bahr's brilliant grimdark take on Swords & Wizardry White Box. Your party isn't Frodo and the Fellowship taking the ring to Mordor. You're Jamie Lannister, killing those that threaten your families hold over the kingdom. You will plot, poison, and murder to make sure your taken care of.

The book is divided into eight chapters. Not counting the OGL it clocks in at 120 pages. Every interior piece of artwork is a gorgeous black and white illustration done by Ger Curti. I have the soft cover version, though hardcover is available too.

The book begins with a short story written by Steve Diamond. "The Profession of Violence" is short, but evocative and really drives home the feel of the game. Life is short, bloody, and people will do anything for money.

Chapter One is very short, but necessary. It gives the brief this is an rpg section and discusses dice, experience, and attributes. For Blood & Coin adds a new a character trait. Infamy represents a character's notoriety and having a high Infamy score is beneficial. It lets the characters charge more for their work and gives them an XP bonus.

Chapter Two presents the system's classes. These are probably familiar to gamers, but have a nice, dark slant. The classes are:

  • Assassin - contract killers and blades for hire
  • Blackguard - warrior priests serving dark gods
  • Cutpurse - classic rogues and scoundrels
  • The Knight - fallen warrior nobles
  • The Magus - mysterious students of the arcane
    • Necromancer - these arcane casters trade high level spells for the ability to control undead
  • The Priest - armored servants of the gods, they can be healers or war-priests
  • Sellsword - warriors trained to fight and kill 
These classes fill roles similar to those in classic games. They work a bit different though. Instead of having traditional hit die, a character's hit points are their Constitution score plus their level. This means at first level their HP is going to be higher than a classic White Box character, but this total is really going to change much as the ascend to level 10.

Chapter Three is all about weapons, armor, items, and other equipment. This is short and pretty standard. There is a chart that gives hireling information, which is quite handy.

Chapter Four is the standard White Box "Playing the Game" chapter. It gives all of those rules that you need to know and if you're familiar with other games there's not much new here. I do appreciate the last chapter and its discussion of the rules light nature of the game and the roles of GM's and players. 

Chapter Five is about spells and magic. It gives a brief description of the three phases of a spell: memorized, prepared, and cast. The chapter then gives the blackguard/priest and magus/necromancer spell list. This is pretty standard stuff.

Chapter Six is a short chapter discussing running the game. It's a few pages devoted to adventure design, creating campaigns, scaling things, and xp. The discussions are brief but useful. In particular I'm a fan of the XP discussion which says if something leads to players making really bad decisions for XP, maybe reconsider it. 

Chapter Seven includes magic items. This is a pretty standard White Box game listen. I might have renamed a few things. For example, the book makes no mention of elves, so Boots of Elvenkind could have had some other name.

Chapter Eight gives rules for organizations and gangs. There are some really cool rules here about gaining reputation, joining groups, and the benefits of doing so.

The rest of the book isn't technically a part of any chapter. First we're presented with a critical hit charts. These replace the normal "maxed out and double damage" crit rules. They can kill you and even if they don't life isn't going to be easy for your character. This is followed by 20 unique magic items. These are really cool. I kind of wish the game did away with standard magic items and made everything unique like this. Next we have a few pages of enemy descriptions. This is a game that's light on monsters and such so most of the foes are things like bandits, cult members, and such. There are a few summoned creatures stats. Finally there book includes a character sheet.

While I typically love my games heroic, this game has me under it's grimdark spell. Alan has done an amazing job taking an OSR game we know and love and making it feel different enough that it warrants it's own stand alone game. I definitely am looking forward to running this sometime in the future and already have some fun campaign ideas in mind. Of course, you'll probably be seeing them in posts on here soon. 

DP&D Cryptid Manual Kickstarter Is Live!

Y'all need to get over to Kickstarter and back the Dark Places & Demogorgons Cryptid Manual. This book is going to be gorgeous and creepy, which is a delightful combination. You can read my review of it here. If you don't have any DP&D books this is the perfect time to hop in and join the awesome train. A few of the rewards include at-cost print on demand codes for the core and other essential books for the game.

Monday, January 14, 2019

Dungeons & Dragons: Pro Wrestling Edition

Mann Shorts is a great YouTube channel. Last week I shared their rap about World's Greatest RPG and this week I'm sharing their newest vid. The channel has many videos showing different versions of D&D, such as D&D: Redneck Edition and Military Edition. The newest is the Pro Wrestling Edition. If you're a fan of wrestling like me, this is perfect.




For new content I've decided to give npc jobber stats for White Box and Vigilante City. For those of you not familiar to the inner workings of wrestling, a jobber is a wrestler who's job is essentially to lose and get their ass kicked week after week to help get other wrestlers over.


Human, Jobber
Armor Class: 9 [10]
Hit Dice: 3
Attack: Wrasslin' 1d6-1 damage
Special: Jobbing
Move: 12
HDE: 2/30

Jobbers are proficient fighters who's primary purpose is to make other fighters look good. They can take decent abuse. They can sell their opponents moves and fake a fall. On a roll of 1-5 on a 1d6 those watching the fight believe that their fake knockout is real. However, because of the way they fight they are more likely to actually get KO'd. On a natural attack roll of 20, the jobber is knocked unconscious.


Jobber
AC: 10                          Attack Damage: Unarmed 1d4 damage
HD: 3                            Special: Wrasslin'
Move: 12                       Bonuses: +3 to Toughness
Attacks: 1 per round     HDE: 1

Jobbers can move and make a Clothesline (1d6 damage) attack as one action. They can grapple and immobilize opponent (as Wrestling skill). They are trained to take and sell falls and are KO'd when they are stuck with an attack roll of a natural 20.