Monday, 27 March 2017

A Pipeful Of Trouble out now!


All is not well in Brierfield. The idyllic halfling village has fallen prey to unknown bandits and marauders. These peaceful victims of shattered loves and broken dreams need a band of heroes to save them. Are you willing to help them in their time of needs?
A Pipeful Of Trouble is a Classic Edition Adventures module for player characters levels 1-3. It features a nice mix of social interaction, a dab of wilderness travel, caves, and a traditional dungeon complex. There are strong role-playing elements, inlcuding potential ethical quandaries, though these can be toned down or dispensed with altogether should the group prefer a more martial approach.
A Pipeful Trouble includes:
  • Interesting NPCs
  • Difficult opponents
  • Dangerous locales
  • Harrowing situations
  • A brand new monster
  • Maps for Brierfield, Merrywood route to the caves, a cave and dungeon maps
A Pipeful Of Trouble is written for Labyrinth Lord* but can easily be used with any OSR or d20 fantasy system, or with the original fantasy game.
*Labyrinth LordTM is copyright 2007 – 2011, Daniel Proctor. Labyrinth LordTM and Advanced Labyrinth LordTM are trademarks of Daniel Proctor. These trademarks are used under the Labyrinth LordTM Trademark License 1.2, available at www.goblinoidgames.com.


Wednesday, 22 February 2017

[Review] Universal Exploits

"I DID NOT HAVE SEXUAL RELATIONS WITH THAT PROTOS V SEXBOT!"

The review version is a PDF.

If you don't already know, +Venger Satanis is currently one of the best roleplaying games writer focused on weird, horror, sleazy and old-school; both fantasy and scifi. Alpha Blue is a great game, and Girls Gone Rogue made it even better with so much more material to use. What will Universal Exploits add to this sleazy space setting? Let's find out!

The book is divided into two chapters, "Rules, tables and setting" and "Suggestions, scenarios, and extras". But before the actual content begins, we get to read a three pages long short-story, which is

I wasn't a fan of Alpha Blue art, Girls Gone Rogue was way better and now Universal Exploits has best illustration of the trio! There are pictures from the same artist I disliked in the main game, but they blend well with other styles and artists, as they are no more (crappy) majority. They work now way much better. And line art is awesome. A warning though, many of the pictures are x-rated and sexual in theme with full frontal nudity and sexual acts, but there are also plenty of other science fiction imaginary. The porn doesn't bother me, though. Sure the sexual images oversexualize women and there could be more naked, porny men, too for balance. Again, be warned, there are so many images from which social justice warriors would rip their asses half. There are also few colored pictures, which is a nice addition.

Venger's writing is eloquent as ever, so the reading experience is really good. Everything is explained well with great writing. Because Alpha Blue's rules are extremely minimal and simple, you learn the rules additions easily and quickly. And there are plenty of them with lots and lots of random tables. The rules additions really give more detail for the campaign.

The strength of Alpha Blue product line are the random tables. There are so many, and they are so different. Many are really useful, some just fun additions to weird days you might need one. And what is best of these random tables, they are really inspiring for stories. You can easily just collect all you Alpha Blue books and start rolling tables, taking notes, and soon you have an adventure done. And naturally, you can use these tables in middle of the game to spice up, or sex up, the action and scenes. Religions, desires, alien worlds, locations, events, planets... everything in tables!

But because Alpha Blue as whole is basically made of tables after tables, you should write down all the random tables and collect them into one big index, so you know what tables are in what sourcebook. Otherwise it could be overwhelming to remember all the available material, yet shuffle through all the books to find the right table for the situation (in all sourcebooks and main rulebook together there are random tables for almost any situation).

One great part is domain management. In old-school games, when you have adventured enough, it is time to invest your money on some land. In this sourcebook, you can do it in space!

Suggestions, Scenarios, And Extras gives you hints and tips how to run an Alpha Blue game. Venger is an awesome (Space) Dungeon Master (proof: How To Game Master Like A Fucking Boss) who doesn't hesitate to share his experiences how to make games... well... fucking awesome. This chapter has lots of actual game expamples and suggestions how to get players involved in adventures - and how to make them adventure. Universal Exploits is an adventurers' agency after all!

You also get adventures, but in my opinion they are not that handy to refer during the play and read more than explained short stories. They feel a little railroading also. There are plenty of them, though, and even if not fun to run (I cannot decide that for you, or even myself without actually running them!) they are good fiction of the Alpha Blue setting. Some of the adventures here are more a location, where stuff is going on. A nice addition.

In my opinion, Universal Exploits is a great sourcebook for any science fiction game with weird, gonzo and action. If your game is pornographic -or needs more porn- even better. If you strip all the naughty, you still have lots of great content to use in different scifi settings. Well worth the buck!

Also with the PDF you get separate files for the maps included in the book. They are absolutely brilliant. +MonkeyBlood Design has outdone himself.

One final warning. Because the product is filled with tables and content, PDF version of it might be slow to use in actual game, when shuffling the book is nicer and easier. Just my opinion.
__________________________________________________

Universal Exploits at RPGNow.
Alpha Blue at RPGNow.
Girls Gone Rogue at RPGNow.
Sleazy Space Opera (bundle of above three titles) at RPGNow.

My review of both Alpha Blue and Girls Gone Rogue HERE.

Wednesday, 15 February 2017

[Patreon] Dwarven Stronghold + Bandits + Wizard Tower of Toerd + Alia(k) of Wizard Tower

Thanks to my Patrons, here is new content for you to enjoy! If you like stuff like this, you can support me to create more, and more, and more!

DWARVEN STRONGHOLD
Within this dwarven stronghold you find things like:

  • Barracks
  • Master's room
  • Dragon room
  • Sanctuary with a priest
  • Younglings educational spaces
  • Hatching chambers and information how dwarves breed... well, grow
  • And more!
Get it HERE!

BANDITS

Random tables to create bandits. You don't only get generic bandit information, new races and stats for different bandit types, but also tables for:
  • Encounters
  • Battle morale
  • Random stuff
Get it HERE!

WIZARD TOWER OF TOERD



Toerd is a small boring town, except there is a Wizard Tower.

Get it HERE!

ALIA(K) OF WIZARD TOWER


She was the first girl to start the studies of magic in Wizard Tower of Toerd. This is her story. Includes a timeline of events in her life, so she can be encountered in the campaign!

Get it HERE!

Tuesday, 10 January 2017

[Review] The Blood Hack

Before I begin with the review, I want you to know, that I have had a privilege to work with this game. I did the layout, edited the text, made covers and a character sheet and discussed rules. But this review is not biased, because when I received the draft for this game, I fell in love. As I said, it was a privilege for me to get a change to work with The Blood Hack and its author +Matthew Skail.

I love The Black Hack. It takes my favorite rules system and tweaks it to simplier and more versatile form. Even though I still enjoy early D&D and OSR games, The Black Hack is something different, yet familiar. And because it is a versatile system, it is easy to reproduce for different genres, like Cyber-Hacked! which makes cyberpunk fun and fast or The Super Hack which makes super heroes not a chore, with roots to my favorite game(s).

In early 2000 I played Vampire: The Masquerade. I played it a lot! So much I grew sick of it for various different reasons. When I found OSR, I started to think what V:tM would be with OSR rules. When I found The Black Hack, I started thinking what playing vampires in World Of Darkness style campaign would be with it. Then at Google Plus I found out, that Matthew was working on a game using The Black Hack rules with a feel of 90s vampires and modern gothicpunk world.

And damned The Black Hack system works brilliantly with vampires!

You get the normal rules, where you roll everything under your Stats, be it fighting, different tasks or saving rolls. Because this game is set to a modern era, you also get rules for vehicles, firearms, chases and such, which all work great with the simple core mechanics.

There are four different vampire classes from four different Houses of the Blood. They are not just those four core fantasy races re-dressed with fangs, but great write-ups with different knowledges and skills. Each of them is great for different types of archtypes from magisters to warriors.

Vampires naturally have their supernatural powers, Gifts. They gain Gifts more experienced they get, and start with few. You are free to develop your vampire with Gifts you want to take, and are not restricted to bloodlines that determine your future gifts. The gifts are not only things that boost your vampire to be more powerful than human, they are many really clever and more towards roleplaying rather than rollplaying.

Some vampires can also learn rituals, which are blood powered powerful magic. There are five levels of ritual powers, from quite simple to truly horrific! The rituals are absolutely fantastic and don't feel that they are just replacing fantasy roleplaying game's spells. They are a different beast, and add extra flavor to the game.

The great thing is how the innovation of usage die is used with blood points and morale (basically humanity from V:tM). Instead of calculating and spending blood points like hit points, you roll usage die for blood for example when powering gifts or healing. Morale has an absolutely brilliant adaptation of usage die what really captures the downward spiral of vampire morality! Really elegant adaptation of the original system, where you used usage die for inventory items.

You also get lots of different NPC stats from commoners to supernatural beings. Many have special rules, which are simple, yet flavourful.

The Blood Hack has everything you need to begin playing in dark modern days as an undead vampire, who only doesn't struggle with her humanity, but also the dangers of the night. If you liked World Of Darkness games, this is a must have or you like The Black Hack, this is a great addition to your collection to mix with other "hack" genres.

Year 2017 has just started, but as an ex-Vampire fan and a big The Black Hack rules system fan, at this point I can already say, that The Blood Hack will be one of the greatest RPG products of this year.

You can get the PDF from RPGNow and print-on-demand will be released later.
Buy it HERE.

Tuesday, 6 December 2016

White Star Campaign: 0 - Plans and background

White Star can be bought from RPGNow -
both PDF and print formats available!

WHAT IS WHITE STAR?


White Star is Dungeons & Dragons in space, using Swords & Wizardry WhiteBox rules. Basically it is OD&D with a modern and simplified touch, frosted with space-themes. You get everything you need to play, including space crafts combat! In short, easy and fun science fiction gaming where the rules are not a cumberstone!

HOUSE RULE: DIS/ADVANTAGE

I plan to play-by-the-book as much as possible. There are not many different rules, anyways. Only thing I am going to adapt is the dis/advantage system from D&D 5e and/or The Black Hack. Skill tests are d20 < attribute rolls. If the conditions are favorable OR character should know what she is doing or her character class is good at the task, she'll gain an advantage. If conditions are bad, she'll get a disadvantage instead. Easy.

SETTING

I am going to use White Star's default setting with some additional touches from me as a starting point for my campaign. A remote location, with three factions: Space Pirates, Galactic Consortium and The Resistance. Galactic Consortium has cut this sector from rest of the space by shutting down the only (known) jump gate there. They want total power and dictatorship and don't want anyone or anything from other sectors or places to come and interfere with their plans. When they have a total control of this Kelron sector they begin to build their military strength to take on a sector after a sector... Or that's their plan on the paper!

It was 60 years ago when Galactic Consortium cut out the power of the jump gate. It is now heavily guarded, and no one is allowed to get near to it. Safety reasons, they say, but the rebels know better...

Supreme Lord Adlar is either very old, or not completely human anymore. True, some genetics and advanced medical care can expand normal human lifespan, but people talk. Some say that Supreme Lord Adlar is half human, half machine. Some whisper that he has learned darkest secrets of the Void and is immortal. Whatever the truth is, Supreme Lord Adlar's humanity is long lost, and what remains is hunger for power.

Galactic Consortium wants to bend everyone within the Kelron sector into its will. Those who will not become workers or warriors for them, shall die. Galactic Consortium has been careful this far not to just go killing people, as there are more free-willed than brainwashed followers. But they will get there in a way or another...

Resistance is against the Galactic Consortium believing in free will and democracy. They are strong, as Galactic Consortium is not yet ready to fight the people and the mass. They fight against the most active and loud members of the Resistance, using not only firepower and force but also propaganda.

Space Pirates are just people who want to make riches fast by venturing the space and smuggling and stealing. They are stuck here, when the Galactic Consortium cut out the jump gate - only way away from this sector. Many original of the Space Pirates who got stuck into this sector are already dead, but their power and will are strong. They recruit new individuals continually amongst those who want true freedom to travel and explore. They have no place with Resistance and the people, as they are feared because of their original arrival of plunder. They refuse to take steps towards the Galactic Consortium which originally restricted their freedom of travel.
Space Pirates are a loose faction. There are gangs with one leader, the Overcaptain. But as long as the gangs do what the Overcaptain says, anything can happen, resulting that the gangs are rivals. Some of them respect each other, some of them are backstabbers.

Planets and other places of interests are vague enough to be used as they are written in the book, so adding material and adventures custom to the events of the campaign will be easy.

PLAYER CHARACTER

This campaign is for only one player, my girlfriend. She has interest in playing Aristocrat character class, which is a little different from other classes more familiar to D&D or Hulks & Horrors, what we have played earlier. Because this is a one-on-one campaign, I let her roll her stats 4d6 drop the lowest and assign at will. Because more interesting in this is the story of the character than the adventures. Well the adventures create the character, but in this case player will be playing her character, the antagonist of the setting, and her story will be on focus instead of the story what developes by playing adventure modules. If it makes any sense at all.

Player character will also have NPC companions from the beginning of the game. They are close to her, her crew, her comrades, her support, her friends.

Player will choose which faction her character will be a member of. She can be part of Galactic Consortium and try to get rid of resistance in order for her faction to conquer this section before they travel forth. Or she might be part of the Resistance and fight against the Galactic Consortium. If she is a Space Pirate, she will do this and that freelancing for her own good - and maybe towards opening the gate so Space Pirates can get out of this section. It's not good for the business to have been space pirating the same sector for over 60 years!

CAMPAIGN BEGINNING

I'll start the campaign with the beginning adventure from the White Star rulebook called The Second Battle Of Brinn. It's a good introduction to the system, and I can sneak lots of campaign background information. Depending on which faction the player character will belong to.

  • Galactic Consortium: The player and her crew must retrieve the data so the Rebels don't get their hands on it.
  • Resistance: Get the data before Galactic Consortium will get it, because it is important for the cause.
  • Space Pirates: The data is valuable, and will be easy to sell for the highest bidder - Galactic Consortium of Resistance. But before you sell it, you should make a copy of it. The information must be important, because them two factions are both after it. (At location 7, there are pirates, but they are from another gang).
WHAT WILL HAPPEN?

It depends on the player and her character's actions and motives, what the campaign will be like. I will use some scifi adventures and modules I have, dropping them into the campaign where they fit - or I will make the campaign fit the adventures. I did this same thing when I ran Labyrinth Lord for her. We had this campaign plan, the great plot, but I used all different adventure material to flesh it out with fun content.

Monday, 5 December 2016

[Review] Slügs by Lamentations of the Flame Princess

Slügs was a free RPG day sourcebook, now available for everyone in print for a very reasonable price, and when they're all gone, a pay-what-you-want PDF will be released.

Most of the LotFP publications are adventures or settings, few being sourcebooks (like Vornheim for city adventures or The Seclusium Of Orphone for creating mages' towers). LotFP doesn't believe in traditional monster books, as its weird fantasy philosophy is, that each creature/monster encountered should be unique instead of just something out from monster manual. Slügs is a compilation of monsters - slugs in this case - but they are all unique and individuals. Or that's the impression the text gives. You don't meet 10 "muscle slügs" (yes, they're there) guarding a treasure in a dungeon.

 There are 16 different slügs in total, each different. Generally the aren't just meatbags and hit points for player characters to grind for experience and loot, they all have a gimmick or two - but the gimmicks are not stupid. Well, some of them are, like the christmas slüg what you get presents from if you're lucky, or breakfast slüg which is a slimy bowl of cereal. These slügs can be a big part of campaign, and a quest to find, for example the doctor slug to be found to cure horrible wounds and damage an adventurer party member has suffered. Some will make a quest, like mentallo slüg, who knows the future and wants you to prevent something horrible from happening. Some of them just have an effect, like sluggish slüg. But for those who want to fight horrible monsters, there are more traditional slügs like the vomit slug.

There are NSFW work included, but the quality of drawings is great. Kelvin Green's (Forgive Us) slüg drawings are great and he has captured the different qualities of the various slügs very well. Yannick Bouchard's inside covers are his usual great quality. And Rich Longmore's cover that expands to the back is very colorful.

Slügs was a fun read. There are many different slugs from which almost any Game Master can find something to throw into their campaign world. Many of them are humorous, some even stupid, but most of them are easily usable (the humorous and stupid depend on the players and campaign, rest don't that much). Even IF Slügs was just a big joke, you can use it without making your campaign just silly.

For the price of less than a dollar, when you order anything from LotFP strore, there is no excuse of not including this to it. I say, go get it!

Saturday, 3 December 2016

[Patreon] Cursed Town of Toerd and Orcnest Dungeon

Thanks to my patrons, here is new material for you to use in your D&D/OSR campaigns!

CURSED TOWN OF TOERD

This town suffers of a horrible curse, and only retrieving items of a war hero can save it.

Even though the Cursed Town Of Toerd is set to my Patreon set 2's default setting, Island Of Yingvaerd, you can easily use it in your own default setting.

Download the PDF here:
https://www.patreon.com/posts/cursed-town-of-7367029

ORCNEST DUNGEON



In Orcnest Dungeons there are orcs! And one of the aforementioned items can be found here. Sharpen your sword, prepare your spells and put on your best sneaking boots and venture to explore this location! Set in my default Patreon set 2 setting, but can easily be thrown into any campaign world of yours!

Thanks to my patrons, you can download the dungeon here:

Monday, 28 November 2016

Space Crusade with RPG/miniatures newbie

My friend knows I am a gamer. He knows, that I play roleplaying games and other games. I met him at a local gaming event (National gaming day at Pori), and he liked what he saw; people playing miniature games (Malifaux, Batman...). So we decided to have a boy's night with kebab and pizza, beer, candy, and miniatures! I chose Space Crusade, because it has Warhammer 40k (even though the plastic minis are simplier than wargame version's) in it but it is really simple. Even one of my friends, who couldn't care less about my gaming interests enjoyed it - and was talking about photon grenades - something she has a zero interest in generally. With a guy who is already interested in stuff like this and has seen it in action, what could go wrong? Nothing!

Meet Tapio. First timer. We have everything two guys need for a Saturday night (even dude a radio playing rock and metal, not showing on the picture).
I've almost finished painting my Space Crusade minis with help from my girlfriend. Some are not yet varnished, marines are not quite completed (weapons need painting and gluing for example), one genestealer is only in primer stage, and Destructor (yes, that's what a Dreadnought is called in Finnish translation of Space Crusade - isn't that more epic Warhammer name than English one?) needs details...
The game looks something like this in action.
Lot's of shooting happening here!
Here is my high-score!
We played five games, four in the night and one in the morning. Many marines were killed, many clones were destroyed. Destructor (Dreadnought) destroyed and was destroyed.

Thursday, 24 November 2016

Amazing Mythoard loot!


If you didn't already know, Mythoard is a monthly (OSR) RPG subscription service. You pay them to receive incredible stuff each month! D-oom Products' The Crazy Library Tower was August 2015 Mythoard exclusive, and because of that I receive all these presented below!

To get hold of great stuff like this, subscribe for Mythoard. It is worth every penny.

Website: http://www.mythoard.com/
Facebook: https://www.facebook.com/mythoard/
Google Plus: https://plus.google.com/104875437778283507470

Not only adventures, you also might receive full games. White Star is a science-fiction roleplaying game who enjoy simplicity of early D&D, or Swords & Wizardry WhiteBox which this game is based on.
Bizarre Tales is a set of three adventures.
I also like all the little extra stuff, which I tuck on my cork board assembly of RPG related stuff.
Most treasured item, even though everything here is awesome, is personalized note. I love those!

Rat On The Stick is from 1982, so you don't only receive "reneissance/revival" stuff, but real and genuine old-school. The "quality" of paper, and smell, this Tunnels & Trolls adventure is neat!
Thanks to OSRIC, we get new Advanced Dungeons & Dragons 1st Edition adventures released! I don't own too many higher level adventures, so this is a welcome addition to my collection.

Long map is long. A nice big dungeon complex created by several designers and dungeon artists.

These Mythoard-exclusive one-pagers (both sides) are fun! They are creative and random. Their genre range from fantasy to science fiction to gonzo. They are easy to throw into your campaign and are easy to prepare. And they look fantastic!

Big names there! +Tim Shorts creates great maps, great micro-adventures, great zine (Gothridge Manor)... he is great! +Johua De Santo experiments weirder and darker paths of fantasy (Genius Logi Games).

The Crazy Library Tower which I created for Mythoard. Far Away Land is a light fantasy roleplaying game. This is quick rules enough to play the game, but you are missing some big aspects of the game, like world-building. The core rules are solid and fun, though. Makes me want to get the full rules... isn't that the intention of it?! The Age Of Undying looks fantastic! It's in similar plastic that new comic books are in. The presentation is also very well done. And what's great, it's for Dungeon Crawl Classics, a game I got my hands on (for extremely reasonable price) a couple of months ago!

Here are my reviews of Mythoard beta and first, January, releases:
http://cryptofrabies.blogspot.fi/2015/03/mythoard-beta-and-january-reviews.html

Wednesday, 23 November 2016

[Labyrinth Lord] Berserker character class by Kookko Jaskinen

BERSERKER
by: +Kookko Jaskinen, created for his campaign

"In the core of Black Iron Imperium's civil war a band of warriors was born, which battled against the King's army. They were called Berserkers, and they were known as warriors who didn't compete with skill but with tremendous rage. Nowadays they are mercenaries or guerillas opposing the King".

Requirements: None

Prime Requisite: CON

Hit Points: 1d10

Experience table:
Level | HD | Experience points
1 | 1 | 0 exp
2 | 2 | 2,060 exp
3 | 3 | 4,120 exp
4 | 4 | 8,240 exp
5 | 5 | 16,480 exp
6 | 6 | 32,960 exp
7 | 7 | 65,920 exp
8 | 8 | 128,750 exp
9 | 9 | 257,500 exp
10 | 9 +2 HP | 386,250
11 | 9 +4 HP | 590,000
12 | 9 +6 HP | 737,500

Weapons and armor: Only Axes and Leather armor, no shields

Attacking: As Fighter

Magic items: Unable to use any magic items

Saves: As Dwarf

Rage: Damage bonus and resistance (halve incoming damage) until next turn.

Level | Uses per day | Dmg bonus
1 | 1 use | +2
2 | 1 use | +2
3 | 1 use | +2
4 | 2 uses | +4
5 | 2 uses | +4
6 | 2 uses | +4
7 | 3 uses | +6
8 | 3 uses | +6
9 | 3 uses | +6
10 | 4 uses | +8
11 | 4 uses | +8
12 | 4 uses | +8

Tuesday, 22 November 2016

[Report] National gaming week event at Pori, Finland - 2016




Saturday had both Malifaux and Android: Netrunner tournaments and a speed painting competition. There was also a chance to borrow board games to play at the event, and a swap meet of games. D-oom Products (that's me) offered roleplaying games experiences (forest banditing with Finnish game Hood and cyberpunk mayhem with The Black Hack: Cyber-Hacked!). Sotakone Miniatures had a demo table for Batman Miniature Game and there was a presentation of (was there actually?) Captain Sonar & Mansion Of Madness 2nd Edition.

This event was exceptionally interesting for D-oom, because I released two new products! Cyberpunk Adventure Generator (PDF is pay-what-you-want at RPGNow, prints 5€ directly from me. Check my webstore at HOLVI or email me at doomproducts[ä]gmail[döt]com) and a basement print version of Cyber-Hacked!

Ready to rock'n'roll!

Panorama picture distorts, but here is my setup; roleplaying games, adventures and sourcematerial, dice, dicecups, dicebags, miniatures materal, music, baseball caps and more!
View from where you walked to the booth of doom. Right after me was Sotakone.

Free KaaosZine stickers for everyone! KaaosZine is an online music magazine
I write reviews and articles for.

And here comes games pictures...

Some minis of Batman Miniature Game. They are really, really cool.
More goons for Batman Miniature Game.
Really cool scene for Batman Miniature Game.
People of Malifaux. There was a time I was super excited of this game (never bought it), but after seeing Batman in action, I think that card based mechanics is a gimmick, and smooth gameplay comes from dice.
Malifaux in action. This scenery is absolutely fantastic!
Almost like a diorama. Details of some of these structures are lovely.
From previous western scene.
More Malifaux in action.
Are they playing Malifaux? Not sure, but the scene is absolutely fantastic!
These robots were so cool!
Are these fighting against the aforemention robots? What a random bunch of antagonists!
And finally some roleplaying in action. I am running Hood, a Finnish new rpg where you play one of Robin Hood's merry men. The mechanics are simple, yet encourage you to use your imagination in your advance. You have five d20 you use for different actions in your turn; 2 dice to kick the guard's nuts, 2 dice to push him over and 1 die to run past him. It's quite fun! There are a problem or two in the rules in my opinion, though. There is no any kind of feel of danger - you just don't get damage or other that easily for it to matter at all - what is the biggest flaw. And I am not that sure how long a campaign will run being interesting, and not just a thing where you do fancy and funny stunts. One does not simply watch hundreds of hours Erol Flynn movies (or does?).
And product layout is just horrible! GAH!
I do recommend Hood (currently for Finnish audience only), for it is a fun game.

Unfortunately this was the only game I ran. No Cyber-Hacked!. No even more Hood. I know that In Pori tabletop games, card games, wargames and such are very, very popular, but roleplaying games not so. Also I think that when people go to events, they want to eat snacks, drink soda, and talk with their friends instead of focus for a longer period of time in an imaginary world - which is social, but not event/whole group social. There must be a roleplaying games only event, so maybe those wargamers can leave their awesome minis for a second.

I personally enjoyed the event a lot. Pori is very active in gaming scene, and people are awesome! They are so nice, fun and cool. With D-oom it's been easy for me to blend in, but sometimes I hope I could go play some demo games, instead of patrolling my booth. That was a reason why I decided to run roleplaying games with my booth, to participate into gaming experience of the event. There were distractions because of customers, but it was okay. Miniatures gaming could be a bit harder, or maybe easier. As long as I can rush quickly behind my cashier it would be fine.

Anyways, can't wait for the next event with Porin Pöytäpeliseura Pöllökarhut (in English: Pori's tabletop gamers society Owlbears). I'll be there, and enjoy it fullheartedly.

Monday, 31 October 2016

Tentacloids



Remember Lianta (free Patreon download)? She is a powerful opponent and her attacks might make you grow tentacles. When you're covered with them, you will become her mindless servant - a tentacloid!

This tentacloid article includes stats, information and rules for these beasts and how to become one just in one page!

Download: HERE

You can get tentacloids and other cool OSR stuff from my Patreon page. If you dig it, you can support me starting $0.10!

Saturday, 22 October 2016

[Review] The Black Hack: Cyber-Hacked!

The Black Hack is fast and fun and D&D compatible fantasy system, which has already been hacked to fill a genre that I have not played yet (disclaimer: supers!). I have played both Shadowrun and Cyberpunk, 2300AD had a cybernetics sourcebook and I am pretty sure I've played GURPS cyberpunk stuff, too. So, cyberpunk in roleplaying games is not new for me. I've longed for a cyberpunk D&D. There are cyberstuff for OSR, but this is my first actual cyberpunk OSR D&D compatible game. Exciting!

Author +Mike Evans and illustrator +Alex Mayo are both cool guys with awesome gaming ideas and stuff. So this should be very, very good!

The PDF is 21 pages, with 18 pages of actual RPG stuff, including the character sheet. What I love in TBH is that you get a full RPG rules you learn to play while you eat a dinner before the game night begins. Like other TBH hacks, the layout is simple and apes the original. The only picture is on the cover. Very printer-friendly and space efficient, yet dull.

 The rules are basically a carbon copy of TBH with few exceptions and additions that suit a modern genre. This starts to get annoying. Sure, you only need this to run the game, but now I am starting to get many, many copies of The Black Hack rules. It would be ace if the layout would be that when I'd print this, I could opt out all the basic and core TBH rules and only print the new stuff that is not already included in the original game. But it doesn't happen here. Small additional and new rules are scattered here and there within the text already in other hacks and the main game.

The most important new rules are full auto fire, which is simple. In many games when you shoot more than one shot the rules get wonky and slow. This is not the case here. Funny thing is, though, that two handed combat also affects guns you hold with two hands. But if you think about it, this is an elegant way in making bigger weapons more damaging, when the core mechanic is, that weapon damage is class based. Very, very clever!

Drugs are also easy. They give a small bonus, but you suffer disadvantage(s) under influence. Also addiction is as simple. Great! Taking drugs is fast and easy.

Vehicles and chases have also simple rules in the fashion of TBH. They are pretty good and should cover most of the situations. When a vehicle is shot enough, it is destroyed and there is a 50/50 chance can it be salvaged or not. Chase is a simple series of attribute tests, where you either gain or lose distance. Pretty boring, and it could take a long time to just roll after roll. There should be an extra rule for dangerous manouvres to gain more than 1 point of distance (starting from 5, 10 to escape, 1 to get caught). Manouvres are easily done, roll with disadvantage to gain double points. Still dull, but adds danger and story element (I try to steer to this narrow alley...).

One of the most important rules in a cyberpunk game is hacking. I think Cyberpunk 2020 is an awesome game, but the hacking part of it is extremely dull - and slow. Normal hacking in Cyber-Hacked is a simple INT test, but there is also more detailed rules, using die-drop table! You take a number of dice and drop them on a paper. The die type and value tell from a random table, what it is. Then connect them and voilá, you got a quickly generated data network to be hacked! All the stuff you do hacking you use usage die to do. When it's dropped to zero, you're booted. These hacking rules are fast, fun and brilliant!

You also get contacts who are basically people you can use as resources, and you can be either a human or a synthetic before you choose a class. There are 7 classes to choose from, including a psychic. The classes basically work like in TBH, they each have something special they do. In addition, they now are listed with starting equipment (you, I dislike buying normal gear for characters) and an interesting trinket. Some of these classes are modified from the basic classes, some are a bit different. I think every player should find their favorite easily from these.
Different kind of everyone other is Psychic, who can use his psychic abilities per day based on his level. These abilities are basically like spells in a fantasy game.

Equipment list is minimal, but enough. Cyberware has no special rules. You can have 4 of the (one character class being an exception) to gain some bonuses or other effects. That's it. No problems between a line where human ends and a machine starts. There could have been a little more to this, because now cyberware is just like equipment.

There's plenty of enemy stats to fight and use, but there could have been few more, because now the one page table doesn't reach the end of the page, but leaves an empty white space being short. This layout problem could have been fixed with more enemies! This is plenty already, but it just looks sloppy and lazy.

So, what do I think? This is very, very good in a The Black Hack good. TBH family products are DIY. A bit raw, but full of good ideas (WHEN THEY ARE GOOD, THAT IS) with simple and fun core mechanics. Even though it's dull to get same basic rules all over again, the additions to cyberpunk genre included in CYBER-HACKED are great. Inexpensive price, D&D compatible, fast to learn, fast to play... I see no reasons why everyone shouldn't get a copy. Even though you don't plan to play a campaign of CYBER-HACKED, you can keep this just in case, if someday, someone wants to play some cyberpunk in 10 minutes!
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You can buy the PDF from RPGNow.

Wednesday, 19 October 2016

Fantasy AGE in public, part 2

First time I ever played Fantasy AGE, was in a local gaming store, after we played Swords & Wizardry WhiteBox at all-you-can-eat-pizzeria (here's the write-up). Today with my buddy +Kookko Jaskinen we did it again, now at a grill-lunch joint near my place called Köffi. Laptops spread, rulebook wide open, character sheet in front of me and dice scattered, we continued my homebrew lizardman Cleric's quest to this evil northern tower...

I am wearing my brand new lumberjack shirt (from drift store) which is damn awesome.
Kookko decided to be classy with Spider-Man.
Last time we killed some zombies we found venturing forth the tower, what was used for a kind of a rapture thingie, where dead bodies souls were sent to heaven and bodies left down the earth. Now there are zombies coming out of the tower, and my lizardman Cleric, Styx Purplescale has been sent to investigate.

Last time I found this prison camp, and got few NPCs to follow me. They think I am someone else I don't even know who he is, but it's okay, they follow me. Hah! Have I worried or even considered what'll happen when they find out I am not the guy they think I should be? Nope.

So, more zombies, we kill them. Then we get to the tower. Lots of traces, no clear where zombies come from. About four floors high, upper floor (third, maybe, hard to say) has a faint light inside. Only one entrance inside the tower, but guarded by goblins - small, nasty, stupid, cowardice... We attack them from both side, and soon those who are alive flee!

Next time... inside the tower!

As you can see, we didn't have that much time to play. But it was fun. Fantasy AGE is a good system, even though I still think everything has too many hit points! An average low level monster has over 20 hit points! My dude does 2d6+1 damage with fire blast spell, and 1d3+1 melee damage. One dude does 1d6+1 damage. Well, our two handed sword fighter dude does 3d6+2, but that's crazy (and great). So, average damage of 4-5 points versus 25 point monsters is too much for me to handle. Sure, there are stunts, but you need a pretty decent stunt score to get an additional attack or +1d6 extra damage.

Kookko told me that running the game was a chore, at least this time. I do understand, when you compare stats to OSR (what you need are AC, HD and damage, most of the time for combat). Next time I shall take all NPC info and roll everything for them, and check their numbers myself. This time I did help rolling NPC stuff, but needed to check the bonuses etc. We will play this again, it's quite fun, at least in player's stool.

Friday, 30 September 2016

[Patreon] Purple Of Green Priestess Yolanda Ziggurat + Final Redemption

Been a busy (and awful) month. Now releasing two Patreon things I've been working with past month. Here is a lady who stalks the Monster-Land of Yingvaerd baptizing monsters, evil, and chaotic creatures. She wants to make you evil, too!

Thanks to my patrons, you can download her PDF HERE!

And here is Final Redemption, a religious outpost to Monster-Land.



Thanks to my patrons, you can download the map PDF HERE!


Thursday, 29 September 2016

D-oom Products now sells dice bags, handmade in Finland

Shop HERE!

D-oom Products (read: me) started to sell dice bags. There are 11 of both models available for pre-order. The success of pre-order determines the future with these. So more you buy, more I'll sell them (heh heh).

Anyways, for 25€ one of these handmade Finnish miracles is yours. They are crafted by Sarita Kotkavalkama with over 30 year's experience with needlework and crafts.




Sunday, 25 September 2016

Church Of Westra

Church Of Westra by +Kookko Jaskinen 

INTRODUCTION

One of my favorite parts about DMing is the world building. For me one of the most important elements in a fantasy word that feels real and immersive are the religions and beliefs. Whenever I sit down to create a new setting I seem to spend most of the time thinking about the world's pantheon and the Gods individually. This religion is something I came up when I wanted to create a single God religion mostly followed by humans. The setting that I created this into is a high magic setting so I wanted to make this sort of a "simple man's" religion. I think this religion works well outside of the original setting too, as we are using this in totally different campaign and setting with my buddy Thaumiel Nerub. So that being said go ahead and use this in your own worlds if it pleases you. The illustrations are quick and little bit shitty references (drawing isn't my strong suite) trying to help you envision my idea.

THE LORE

"The God of all good things..."

Westra is also known as the "Timeless Wanderer" as he wanders through the realm disguised as an old man dressed in rags. Wherever he went he healed the sick and injured, blessed the crops and granted light for the ones dwelling in the dark. Every time he performed such a miracle he told everyone to have faith in Westra and pray for Westra's blessing. Needless to say that most people thought that he was just another mad wizard. However, there were some people who were so impressed and happy because of this helpful stranger that they started to pray and build altars, shrines, and even churches for him. Many lords and kings felt that their position was threatened by this strange man as more and more people fanatically preached about his miracles. And so these people were labeled as heretics and they were banished from cities and towns. They quickly found each other and formed the original congregation of the Church of Westra, also known as "The Wandering Congregation".
They followed in the footsteps of this strange old man wandering across the realm and preaching about Westra waiting for signs of their God's actual existence. The first sign came in the form of powers and abilities that the most fanatic members of the congregation started to manifest. These members became the leaders of the congregation. Performing miracles of their own they started to call themselves "clerics" (or priests, whatever fits better into your setting). The second sign came when the congregation stumbled upon a cave where they decided to spend the night because of the terrible storm and they were not the only ones with the same plan. The same old man that once told them about Westra had already set up camp in the cave and that night the very first divine service was held. On this service the old man told the truth to his loyal worshippers that he was indeed Westra in disguise and passed his divine wisdom and teachings. The clerics recorded Westra's every word that night and so the "Book Of Wisdom" was created.
During the service Westra told about his vision of a cataclysmic (or apocalyptic even, if you prefer) event looming in the near future. Westra promised that all who follow his teachings would survive that event unharmed. The third sign came when the event that Westra spoke of actually happened, and the people who were part of the congregation survived just like Westra promised. After this event no one could deny the divine existence of Westra and the church quickly established a sturdy foothold in the realm.

CHURCH OF VESTRA TODAY

The church is alive and well and churches and even temples can be found in most of the major cities and towns. In villages and settlements there is usually an alter or a shrine. Clerics work in these holy sites or as wanderers honoring the origins of their lord. The clerics address their equals as Brothers/Sisters and their superiors as /Fathers/Mothers. Every church and temple has an elder cleric in charge and the entire congregation is led by the High Cleric. All the members address the High Cleric as High Father/High Mother. The overall theme of the congregation is very strict and disciplined and the hierarchy is respected at all times. The average members of the congregation (your simple Jill's and Joe's) are of course at the very bottom of the food chain kneeling before the clerics to stay in good terms with their God. Clerics bend the knee to elder clerics and disrespecting your superior is believed to be one of the most effective ways to be smited by the wrath of Westra himself.
Church of Westra is known the be the "simple man's religion", because of the fact that the congregation never questions their God or superiors. Whenever the phrase "behold the word of God" is spoken (or written) by a superior member of the congregation, all the inferior members must believe, obey, and accept or face the consequences. This means that kings and lords mean nothing to the congregation. This usually creates a lot of tension between the congregation and the rulers of the realm.
The strict code of onedience is not seen as cruel or wrong by the congregation because that's the way it always has been. But people outside the congregation often see this as twisted. The rules of hierarchy are of course more relevant to the clerics serving in the temples and churches than to the clerics wandering around the realm. This is the reason why wanderers are usually people with authority issues or people who prefer the solitude on the road. Wanderers rarely stop at temples or churches, but when they do, the same rules of hierarchy apply for them. Usually wanderers work alone, but some wanderers work in small groups. In a group like this the same hierarchy applies; one of the clerics is the elder cleric in charge, just like in a temple or a church.
Those who wish to become clerics must pass the Path of Enlightenment, a physical and spiritual training known to be extremely challenging. Before one can step on to the Path of Enlightenment, one must be a baptized member of the congregation.

THE HOLY SYMBOL
The holy symbol of Westra is fairly simple, but has a specific meaning to it. It is made from any material at hand. For example a blacksmith could make himself one from iron and another peasant could carve one from a piece of wood. The clerics of course put more money into their symbols and usually have them made from silver, or even gold. Jewels are rarely used in the holy symbols, but the center dot might be a ruby in the holy symbol of the High Cleric.
The black dot represents Westra himself looking down to the world. The dark gray part (the carved part in worn symbols) represents the congregation as Westra takes care of his followers and worshippers first and foremost. Finally the light gray part represents the rest of the world and it's inhabitants as Westra looks after all the mortals of the world.

THE OUTFITS OF THE CLERICS

Clerics working in the temples or churches are dressed in white robes with a bright red cloth belt. The holy symbol is always worn on top of the robes. They never wear hats. The outfit of an elder cleric is similar with the exception of a bright red shoulder cape. The robes of the High Cleric are the same as those of an elder cleric with the exception of a holy symbol stitched onto the chest part of the robe and the jewelry worn on top of the cloth belt.

DOMAINS

Last, but not least, I wanted to include my vision for domains of Westra, because the setting I created this religion into is being played with D&D 5th Edition* rules.

  • Life
  • Light
  • Nature
  • Knowledge
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*Church of Westra has also appeared in The Black Hack and Labyrinth Lord.