Thursday, July 31, 2014

#RPGaDAY Blogfest - Why Not?

I like blogfest and this one seems pretty simple, so I'll be taking part. 


1st - First RPG Played
2nd - First RPG Gamemastered
3rd - First RPG Purchased
4th - Most recent RPG purchase
5th - Most Old School RPG owned
6th - Favourite RPG Never get to play
7th - Most “intellectual” RPG owned
8th - Favourite character
9th - Favourite Die / Dice Set
10th - Favourite tie-in Novel / Game Fiction
11th - Weirdest RPG owned
12th - Old RPG you still play / read
13th - Most Memorable Character Death
14th - Best Convention Purchase
15th - Favourite Convention Game
16th - Game you wish you owned
17th - Funniest Game you’ve played
18th - Favourite Game System
19th - Favourite Published Adventure
20th - Will still play in 20 years time…
21st - Favourite Licensed RPG
22nd - Best Secondhand RPG Purchase
23rd - Coolest looking RPG product / book
24th - Most Complicated RPG Owned
25th - Favourite RPG no one else wants to play
26th - Coolest character sheet
27th - Game You’d like to see a new / improved edition of…
28th - Scariest Game you’ve played
29th - Most memorable encounter
30th - Rarest RPG Owned
31st - Favourite RPG of all time

Monday, July 28, 2014

Seven Deadly Champions - Wrath

Friday I presented you with the champion of gluttony and his simpering toady. Today I give you Zan'uzkul, the champion of wrath. Zan'uzkul is built as a ridiculously fast warrior that deals a lot of damage and can take even more (and then some), though he's not hard to hit. His aura makes him dangerous, turning friend on friend. His simpering toady is just there to add to the damage being dealt with sadistic glee.

The dark warrior Zan'uzkul is a living embodiment of wrath. Like his fellow champions of sin, few know his origins. Some claim he was once a paladin of Moradin who turned from the path of the righteous up the destruction of his homeland, while others claim he's the descendant of an abyssal prince. Whatever his origins, few that have met him live to tell the tale.

Zan'uzkul 
Medium Humanoid (Dwarf), Chaotic Evil
_______________________________________
dwarf Berserker by Omuk

Armor Class 14 (hide)
Hit Points 110 (8d10+48)
Speed 35
_______________________________________
  STR          DEX       CON            INT      WIS     CHA
20 (+5)       14 (+2)     20 (+5)       0 (+0)   8 (-1)      8 (-1) 
_______________________________________
Saving Throws + 8 Str, + 8 Con
Skills Intimidation +8
Senses  dark vision 60 ft., passive Perception -1
Languages Dwarven
Challenge 5 (1000 XP)

Aura of Blind Wrath. During creatures within 30 ft of Zan'uzkul must make a Wisdom save (DC 14) to take any action other than moving to the nearest creature (friendly or otherwise) and make melee attack.


Brutal Legend. When Zan'uzkul hits with a melee weapon attack, the attack deals one extra die of the weapons damage to the target (included below).


Dwarven Resilience  Zan'uzkul has advantage on saving throws again poison, and resistance against poison damage.



Actions_______________________________________

Multiattack. Zan'uzkul makes two melee attacks.

HandaxeMelee Weapon Attack: +8 to hit, reach 5 ft., one target.  Hit: 11 (2d6+5) slashing damage. 


Reactions_______________________________________

Rabid and Spiteful Frenzy. Zan'uzkul can continue fighting until he reaches -20 HP at which point he collapses and dies immediately. His last bit of wrath is unleashed upon his attacker, who takes 2d6 psychic damage.

Grimaz (Simpering Toady)
Small Outsider, Chaotic Evil

__________________________________
Armor Class 13 (leather)
Hit Points 6 (1d8+1)
Speed 30
_____________________________________
  STR    DEX     CON      INT        WIS      CHA
10 (+0) 14 (+2)  10 (+0)   10 (+0)   10 (+0)   9 (-1) 
_____________________________________

Senses dark vision 60 ft., passive Perception 10
Languages Common, Dwarven, Abyssal
Challenge 1 (200 XP)

Unholy Life. As long as Zan'uzkul lives, Grimaz returns to life 24 hours after being slain.


Actions_______________________________________

Multiattack. Grimaz makes two melee attacks.

Spiteful Stab. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.  Hit: 2 (1D4) piercing damage. 


Reactions_______________________________________

Nihilistic Glee. When Grimaz is reduced to 0 HP he may use Multiattack against each adjacent enemy.

Sunday, July 27, 2014

Succubus Sunday - Pathfinder Minis

Today I thought I'd showcase some of the succubus minis produced by Wizkids and Paizo. I have the succubus from the Champions of Evil pack. For about 16 dollars you get a succubus, evil redhead female cleric, crimson gargoyle, and three zombies. Most of the others are rare, though the alu-demon is a common.

Succubus (Heroes and Monsters)
Succubus (Champions of Evil Encounter Pack)
Alu-Demon(Rise of the Rune Lords)

Nocticula and Areelu Vorlesh (Wrath of the Righteous)

Arueshalae (Wrath of the Righteous)



Friday, July 25, 2014

Seven Deadly Champions - Gluttony


I've always been fascinated by the idea of the seven deadly sins (and to a lesser extent the seven godly virtues). I've been reading through Green Ronin's The Unholy Warrior's Handbook and have been inspired to create a group of sinful champions for 5E. I'm going to design them to be challenges for lower tier parties (between challenge 4 and 8). Each champion will have a simpering toady, an imp-like servant that compliments its abilities and must obey the commands of its champion. Though they must obey the commands of their masters and can never harm them directly, all simpering toadies loathe their positions and seek to bring about their master's destruction.

Since I'm a fat guy, I thought I'd start with gluttony. He's absolutely brutal and his challenge level may be a bit low, like everyone else, I'm still new to this stuff.

No one knows where Gorak came from and the warrior isn't the talkative type. The massive warrior travels the wilderness slaying and feasting. Occasionally evil warlords will seek him out. Those that due should proceed with caution, for when his hunger strikes he sees little difference between ally or foe.

Gorak the Insatiable 
Gorak and Maw
Medium Humanoid (Human), Chaotic Evil
_______________________________________
Armor Class 19 (plate mail and shield)
Hit Points 84 (8d10+24)
Speed 20
_______________________________________
  STR       DEX      CON      INT      WIS   CHA
18 (+4)   8 (-1)   16(+3)   10 (+0)   9 (-1)     8 (-1) 
_______________________________________
Saving Throws +7 Str, +6 Con
Skills Perception +2
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 12
Languages Common, Abyssal
Challenge 5 (1000 XP)

Action Surge. Once per combat, Gorak can take an extra action on top of his regular actions in a turn.

Keen Smell.  Gorak has advantage on Wisdom (Perception) checks that involve the sense of smell.


Actions_______________________________________

Gluttonous Vigor. One per encounter, on his turn, Gorak can regain 1d10+8 HP. This ability recharges everytime Gorak scores a critical hit. 


Ravenous (Great Axe +1)Melee Weapon Attack: +8 to hit, reach 5 ft., one target.  Hit: 9 (1d12+5) piercing damage. 


Wave of Hunger. Once per encounter Gorak can release a wave of vile energy that causes all within 30' to be overcome with an insatiable hunger. All creatures, except oozes, undead, and constructs, must make a Constitution save (DC 14) or give into the hunger for 1d6 rounds. During this time they can do nothing but feed. If no food is near they will seek to consume decaying flesh, filth, excrement, or anything even remotely edible (including slime). However, they will not attempt to eat inorganic matter such as rocks, metal, glass, etc. Gorak's Simpering Toady is immune to this effect.

Maw (Simpering Toady)
Small Outsider, Chaotic Evil
_______________________________________
Armor Class 13 
Hit Points 6 (1d8+1)
Speed 30
_______________________________________
  STR       DEX      CON      INT      WIS     CHA
10 (+0)   10 (+0)   13 (+1)   10 (+0)   10 (+0)  8 (-1) 
_______________________________________

Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 10
Languages Common, Abyssal
Challenge 1 (200 XP)

Hunger Pains Aura. All creatures, except oozes, undead, and constructs within 30' of Maw suffer disadvantage on all rolls, due to distracting hunger pains. Maw may choose to deactivate this aura on his turn.

Unholy Life. As long as Gorak lives, Maw returns to life 24 hours after being slain.

Actions_______________________________________
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.  Hit: 2 (1D4) piercing damage. 

Friday In Freeport - More Preview Art

Eudokia Kasovar by David Hueso

Art by Mark Bulahao

The Great Betrayal by David Griffith

Thursday, July 24, 2014

#ImSoD&D

Recently on Twitter and Facebook I keep seeing #ImSo(Name of Place). This morning to poke fun at I started posting D&D versions. I thought I'd post a few here.

#ImSoDarkSun I remember when Athas was green.
#ImSoForgottenRealms I survived the SpellPlague and the Time of Troubles.
#ImSoRavenloft I remember when when Ravenloft was just an adventure.
#ImSoGreyhawk I remember when the Great Kingdom was actually great.
#ImSoEberron I remember when Khorvaire was a united nation.
#ImSoPlanescape I've been sent to the Maze, three times.
#ImSoDragonlance I rode with Lord Soth, while he was still human.
#ImSoPathfinder that I know what happened on Cayden Cailean's Test of the Starstone.
#ImSoSpelljammer that I fought in all of the Unhuman Wars and survived.

Feel free to add your own in the comments.

Sunday, July 20, 2014

My First 5E Session

Last night I played my first session of 5E. A friend from work bought the Starter set and I started running the adventure, Lost Mine of Phandelver, for him and his roommates. Of the four of us, I've been playing tabletops for 20 or so years, one roommate has been playing Pathfinder via Roll20 for a little bit, and two were self-proclaimed noobs.  They chose to play the human fighter (archer build), dwarven cleric, and halfling rogue. I npc'd the elven wizard. I won't go into too many details about the adventures (don't want spoilers), but I would like to make a few observations.

Combat was tense. The PC's and monsters all dealt out what felt like a lot of damage for 1st level. The boss monster was dropping 2d8+2 a swing. Monsters seemed to have more HP that I expected (though they were super buff like 4E).  PC's on the other hand had pre-4E hit points (though the rogue had d8 and the wizard had d6, like Pathfinder). Every combat encounter saw one of the party members being dropped to 0. Half of the encounters saw two of the four dropping. From what I've seen 5E helps you with healing (being able to "spend" hit dice to heal during short rests and regaining all HP during long rests), but from what I've seen it's needed.

The party really liked the traits, bonds, ideals, and flaws aspects of their character. Being new it, helped them get in character. Inspiration wasn't handed out much, but they're still getting into the swing of things.

Advantage and Disadvantage is cool. I prefer it to stacking endless bonuses and penalties.

There were some pretty memorable moments and everyone had a blast. We were on the edges of our seats during all the battles, especially the final confrontation of part 1. 

We're planning on running through this adventure until the PHB comes out. We finished part one and are part way through part 2.

The game felt familiar, but still different. It doesn't just feel like rehashed ideas, it feels like D&D, just new.

Succubus Sunday

Succubus by lucio parrillo
Arueshalae
Areelu Vorlesh, Queen of Succubi
Succubus (D&D Online)

Friday, July 18, 2014

The War Mug

A tavern brawler's best friend,  the war mug is essentially a reinforced drinking vessel that can be used in combat with little worry that it will be damaged.

The first war mugs were crafted by clerics of Moradin ages ago. While the stout folk appreciated the mugs, most saw them as novelties at best. Still certain clans have kept the practice of crafting alive to the modern era. Occasionally a mug will find its way into non-dwarven hands. Martial artists of the drunken master style in particular seek them out.


Simple Melee Weapon
Name               Cost          Damage              Weight
War Mug        20 GP    1d4 Bludgeoning   1 lb. (empty)



Diplomat's Friend
Though it looks plain, the Diplomat's Friend is actually a +1 war mug. The original mugs were given to dwarven emissaries as gifts to foreign VIP's. When the command word (the dwarven word for thirst) is spoken the contents of the mug are turned into dwarven ale. This ale must be imbibed immediately or the liquid with transform back into its original state.


Gregor's Cup
This +1 war mug was crafted for a human barbarian by his avariel bladesinger adventure companion this mug was crafted from stone blessed by clerics of Moradin (the barbarian's patron). When used as a weapon this this war mug negates the disadvantage to attack rolls incurred by drinking heavily. In addition an enchantment prevents beverages from ever spilling from the mug, even when it is used as a weapon.



Battle Stein
These +1 war mugs are made of the finest metals and gems. Despite their construction beverages in the stein always taste excellent. Beverages (including potions) in the stein can be imbibed as a free action once per round. The stains have secure lids, to prevent spillage. Unlike normal war mugs, battle steins do 1d6 bludgeoning damage.




_________________________________________
Yes the war mug is essentially a club that you can drink out of. It's definitely more flavorful and it allowed me to make some fun magic items, so I don't really care.

Friday in Freeport - Serpent People

The Freeport setting is built on the ruins of the empire of Valossa. Created by the the god Yig and his serpent people servants, the empire dominated the world for many years until the Unpseakable One and his cult caused Valossa to fall. Yig's presence can still be seen in the world and serpent people still survive, but they are a shadow of their former glory. 

Serpent Person Hunter 

Undead Serpent People
Yig, Father of Serpents

Degenerate Serpent People


Thursday, July 17, 2014

Ser Willem, Fallen Knight of Amaunator

Ser Willem is one of my favorite npc creations of the past few years. I've blogged about him before. This is the 5th Edition Forgotten Realms version of Ser Willem. This is also my first attempt to stat out an npc or monster in 5th edition. I have to say I really enjoy the simplicity of it. Technically the stats aren't complete, but I didn't want to get in trouble by posting the ghoul paralysis rules. If you don't have the starter set I'd say just give those struck by ghoulish smite a constitution save to avoid paralysis.

Also, this is the song that inspired his creation.




Ser Willem
Sir Willem's tale is a sad one. A young knight in the service of Neverwinter's church of Lathander, Willem was once a noble warrior destined for greatness. During an early mission he was sent out with a few senior brothers to clear out a graveyard infested with zombies. Upon arrival the group quickly realized they'd been misinformed (and were ill prepared). Instead of zombies, a pack of spellplagued ghouls  had claimed the cemetery as their own. Willem was paralyzed early in the confrontation and watched helplessly as his brothers and sisters were devoured. Through some miracle (or curse depending on whom you ask), Willem was able to overcome his paralysis and escape. However, his injuries were severe and he died. The ghoulish taint infused his essence and prevented him from passing into Lathander's holy light. Instead he rose as an undead abomination. Some part of his noble spirit still dwelt within him and he was able to maintain a semblance of who he was. He pledged to use his new cursed state to rid the world of necromantic monstrosities and those that would seek to create them.

Ser Willem
Medium Undead, Chaotic Neutral
_______________________________________
Armor Class 16
Hit Points 40  (5d10)
Speed 30
_______________________________________
  STR       DEX      CON      INT      WIS       CHA
14 (+2)   15 (+2)   10 (+0)   10 (+0)   12 (+1)   8 (-1) 
_______________________________________
Skills Insight +3, Religion +2
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses darkvision 60'., passive Perception 11
Languages Common, Celestial
Challenge 3 (500 XP)

Actions_______________________________________
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  Hit: 9 (2d6+2) piercing damage.

Ghoulish Smite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+4) slashing damage. If the creature struck isn't an elf or undead there is a chance they are paralyzed [Read Ghoul entry in the Dungeons and Dragons Starter Set for complete rules]

Wednesday, July 16, 2014

Goody White's Book of Folk Magic

Sean K. Reynolds has posted his first kickstarter and it sounds cool. Goody White's Book of Folk Magic is a new sourcebook for Pathfinder. The project is small and rather inexpensive, but sounds really interesting. The book presents new spells for witches and divine classes, as well as witch hexes, and ritual magic that can be used by any class.

D&D is a game for adventurers, I get that, but it's nice to have utilitarian magic for a setting and Good White's Book of Folk Magic provides that. Check it out and if it seems like something you like, support the project.

Personally I'm excited because I think this will be a great compliment to Strange Brew.



Grandmaster Training, Divine Boons, and Legendary Boons

I liked with 4th edition. I didn't think it was the greatest rpg of all time, but I definitely had a lot of fun playing it.

The 4E Dungeon Master 2 introduced alternate award ideas and I thought they were really cool. The three coolest were legendary boons, divine boons, and grandmaster training. Here's a quick description:

"Divine Boons 
Individuals who aid a deity’s holy cause receive wondrous, divine gifts. A particularly blessed character, or one who earns a deity’s gratitude, can gain a divine boon.
Legendary Boons
Great deeds can confer wondrous powers on individuals. A character could earn a legendary boon by bathing in the blood of an ancient dragon, reading a tome of esoteric knowledge, or solving the riddle of an immortal sphinx.
Grandmaster Training
The absolute master of a craft, such as an archmage or the greatest living swordmaster, can teach techniques and abilities that transcend a character’s normal limits."
Drizzt grandmaster training appeared in
the Neverwinter Campaign Setting

Mechanically in 4E, these rewards gave you new powers and bonuses like any other magic item. They were even statted like magic items. That being said they seem so much cooler to me than regular magic item. A +2 magical staff is cool, but learning one of Merlin's signature spells is cooler. Yeah I'd dig a magical sword, but I'd rather have D'artagnan teach me how to to an leaping sword attack.

I doubt these kind of pc rewards appear in the initial 5th edition books, but I think I'm going to include them. Expect to see homebrew boons and training in future posts.

Monday, July 14, 2014

Mastermind Monday - Etiliox, Imp Trickster

Today's Mastermind Monday features statistics and bit of background on the impish companion of Avarialus. These statistics are for Eti during the 1860's. After helping Avarialus ascend back to Heaven, Eti made his play for power in Hell and rose high in the infernal ranks. One day I'll write up his modern stats, but today he's just an imp in coyote's clothing.

Eti, Imp Sidekick

The imp Etiliox served for a millennia as the chief jester of the demon lord Zast. A clever and patient fiend, he bided his time. A fool in the eyes of his master, he was beneath contempt. This allowed him to gather information on Zast's schemes.The demon lord's plot to overthrow Heaven and Hell with the archangel Neros proved to be the perfect time to make his move.

Slipping free of Hell, Etiliox took the form of a coyote and came to the aid of the fallen angel Avarialus. Though the angel had no reason to trust Eti, he went along with his plans anyway, seeing no other option.

Though he's currently working against Hell, Eti is no hero. He's a demon through and through. Still he does find his angelic companion charming.

Etiliox - PL 4

Strength 1, Stamina 2, Agility 1, Dexterity 1, Fighting 3, Intellect 2, Awareness 1 , Presence 1

Advantages
Defensive Roll 2, Jack of All Trades

Skills
Close Combat: Claws 2 (+5), Deception 4 (+5), Expertise: Magic 4 (+5), Perception 4 (+5), Stealth 4 (+9)

Powers
Claws (Strength-based damage 3) - 2 Points
Wings (Flight 2, 8 MPH, wings) - 2 Points
Fiendish Immunities (Immunity - Acid Damage, Aging, Cold Damage, Fire Damage, Poison, Disease) - 18 Points
Fiendish Senses (Senses - Darkvision)  - 2 Points
Imp Frame (Shrinking 4 - Innate , Permanent) - 5 Points
Animal Form (Morph 2 - Small animals) - 10 Points

Offense
Initiative +1
Claws +5, Close Damage 3

Complications
Enemies: Eti's master and his servants will stop at nothing to see the imp punished for his betrayal.

Uneasy Alliance: Eti knows that Avarialus doesn't trust him, which shows that the angel isn't as foolish as most of his kind.


Defense
Dodge 5, Parry 5, Fortitude 5, Toughness 2/4 (with Defensive Roll), Will 3

Power Points


Abilities 26, Powers 39,  Advantages 2, Skills 9 (18 ranks) + Defenses 7 =  83 Points

Sunday, July 13, 2014

Succubus Sunday - Angelique

Today's Succubus Sunday is a bit darker than most (which is ironic when you think about the fact that succubi are soul draining demonesses). The focus of this post is Angelique of the Hellraiser mythos. Angelique is french for Angelic (you probably guessed that already). She was a princess of Hell, the original chaotic Hell. When Hell became a place of ordered she was converted into a cenobite. She seems to be the only demon that's been affected like this. Her demon form is never shown in the movies (other than an arm). We mainly see her human and cenobite forms.




CHILL-ing Adventures with Cryptworld!

I don't know what it is about bloggers/writers name Tim, but they always seem influence me in my rpg purchases. This time it's Tim Snider at The Savage Afterworld. I know that Tim was one of the writers from Cryptworld and he's posted some great stuff for it over at his blog. If you have the game (or it's predecessor Chill), you should check out his Cryptworld posts for some great monsters.

Since I have two Chill books, Vampires and Creature Feature, I thought I should pick up the core rules. For those of you that don't know the original version of Chill has been out of print since they 80's. However, the game has been resurrected  via Gobliniod Games Cryptworld. Cryptworld uses the same rules as the classic Chill and covers the same genre, it just doesn't have the setting info Chill had, namely S.A.V.E.

I'm not too familiar with the Pacesetter rules system. Overall it doesn't look overly complicated. That being said I can tell it comes from the 80's. Action tables used to make me shy away from games. This one doesn't seem to rough, but it will take some getting used to. The game is complete and includes many iconic "things that go bump in the night." Plus Tim's blog has some great stuff too.

Ultimately, I'm not sure if I'll ever play Cryptworld. The game looks cool. I may be able to pick games up at cons, but I have few players and the ones I have already have horror games that they prefer. Still, perhaps one day

Also, that being said I'm sure after I get a feel for the system I'll take a stab/bite/tentacled slap at some game stats. I think Herbert West needs to make his Cryptworld debut. Also, since Elvira hosted a Chill supplement, I think she needs stats.

You can buy Cryptworld here.

Saturday, July 12, 2014

Diggy Diggy Hole

While I'm no dwarf, I honor my demihuman brethren with this song. 

"I am a dwarf and I'm digging a hole. Diggy diggy hole. Digging a hole."


Friday, July 11, 2014

Half-Price Books Finds

Today is payday and though I don't have much to spare (day care is expensive) I decided to go to Half-Price Books on my lunch. The gaming section of the store I went to has been on a decline the past few months, but I did find two books I wanted.

The first in the Dungeons and Dragons Gazetteer. This is the thin (32 page) Greyhawk Gazetteer that came out during the early days of 3.0. I've been gaming for a while so I have quite a bit of Greyhawk knowledge, but still having handy summaries of the countries and gods is nice. Plus it's a nice supplement to the giant Greyhawk poster maps I have from Dragon Magazine.

The other book I picked up was Chill Vampires. I blame Tim at the The Other Side blog for this one. He's talked about Chill several times. I've never played it. The only other book I have for the system is Creature Feature. Still the book looked cool and I thought I'd pick it up.

Together these bad boys were only about 8 bucks (after my 10% off educator discount).  Not bad, not bad at all...

Camera lens is scratched... sorry about the picture quality.

Friday in Freeport- Alestorm!

Do you like metal?

Do you like pirates?

Do you like Scotsman?

If you answered yes to any of these things, you might like Alestorm, the world's coolest Scottish pirate metal band. I've seen these gents live and they are super nice and put on a hell of a show! If you want to get in a Freeport mood, Alestorm is a wonderful way to do so.


Tuesday, July 8, 2014

Truth

I'm just going to leave this here...


Monday, July 7, 2014

Warriors of the Red Planet!


Today I was surprised to find that my copy of Warriors of the Red Planet had arrived. I ordered it from Lulu Wednesday night and didn't expect it til the end of the week.

What is Warriors of the Red Planet? It's an OSR pulp sci-fi rpg in the vein of Burroughs, Moorcock, and Kline. If you want Barsoom, steamy Venusian jungles, and ray guns in your OSR game, this is the book for you. While the product could have easily been an add-on supplement for an existing game, it's a full game in it's own right. The book is chocked full of material. Four player classes are included: fighting man, scoundrel, mentalist, and scientist (along with abilities/powers). In addition the appendix includes the darker Sorcerers of the Black Gate class. All of the rules needed to play are here. In addition nearly a third of the book is set aside for monster stats (41 pages)! The appendixes are cool. There's one on the races of Mars.  The random charts here are nice too. We have random encounters, random sword and planet name generator, random flora generator, random ruin generator, and random adventure generator. The appendixes also include flying ship (and ship combat rules) and pages of weird science items (which make great treasure).

Physically the book is digest size and black and white. It clocks in at just over 130 pages. This is technically not the final version of the book, it's the beta. That being said it's a great buy. For less than four books and another 3.99 shipping and handling you get a complete old school John Carter-esque rpg that can be played on its own or easily adapted to other versions of D&D and dare I say it, 5th edition. 

Seriously folks, I don't care what edition/version/clone of Dungeons and Dragons you're playing, pick this bad boy up.You won't regret it.

Tars Tarkas approves of Warriors of the Red Planet

Vornheim is temporarily "Pay What You Want."

Vornheim: The Complete City Kit.

Some people swear by it.

Some people hate it.

For the next 48 hours you can make you own opinion about it at little to no cost. In honor of Zak S. being listed as a consultant for D&D Basic, Raggi and the Lamentations of the Flame Princess folks are making Vornheim: The Complete City Kit pay what you want for the next 48 hours.

Check it out.

(BTW, in case you're wondering I LOVE the book and setting).