Friday, May 19, 2017

Kickstart Your Weekend: Monsters of Maximum Mayhem Dungeons

Evil genius +Mark Taormino is back with his fifth Kickstarter.  You might remember mark from The Hanging Coffins of the Vampire Queen and Maximum Mayhem Dungeon #2: Secret Machines of the Star Spawn.  Well, now he is back and bringing us all a new Monster book for Old-School style games.

Maximum Mayhem Dungeons: Monsters of Mayhem #1


I have come to expect some pretty great things from Mark in the past and I have not been disappointed.

This looks every bit as fun and at higher pledge levels you can get your own monsters made.

Mark always has a good spread of rewards and levels, so if yo are looking to finish up your collection of his adventures then this is a good Kickstarter to back.


This looks like a lot of fun.

https://www.kickstarter.com/projects/marktaormino/maximum-mayhem-dungeons-monsters-of-mayhem-1

Thursday, May 18, 2017

This Old...Journal? Judges Guild Journal

Due to being sick earlier this week I did not get around to reviewing a Dragon Magazine for "This Old Dragon".
But I did score some copies of the old Judge's Guild Journal from 1977 to 1978 (Prime 'Space Trucker' years).



I grabbed issues #3(N), #6(O) to #10(S).

Truthfully I was not planning on a big review of each issue; there is not a lot of reviewable content.  But I will talk about them in a future post.

Of course, I grabbed this set for a couple of reasons.  I am always curious about the early days of our hobby and these issues (just) pre-date my involvement.  So that is a plus in my book.

Then there is also this.



I had NO idea this even existed until last week. So I hunted these down.
I will go into detail about this class and how it works in the D&D of the time.  Plus it has such a great 70s vibe to it.   I really can't but help to want to jump in a try it out.

The art is pretty cool too.



I might keep the issue with the witch, but when I am done I will entertain offers if someone must have these for your collection.  I am not looking to recoup my losses here but if someone wants to soften the blow then I will not say no.

Wednesday, May 17, 2017

Tuesday, May 16, 2017

On Ramp: Introduction to Space Truckers

There seems to be some interest in this.  I don't have a publication date set yet, but I feel like September oughta be good.

Right now I have no art for this.  So that is going to be my biggest issue.

Here is the Introduction and a bit from Exit (Chapter) 01

Space Truckers

On Ramp - Introduction

“What a Long, Strange Trip it’s Been…”

The late 1970s was a very odd time.  In 1979 we were of the first families I knew of to get access to a new concept, a cable movie channel.  With my new obsession, Dungeons & Dragons, in mind I sought out to watch ANYTHING to do with sword and sorcery or fantasy.  I didn’t get that.  Instead I got a strange mix of movies from 1977 on.  Horror yes, but I also watched an odd mix of SciFi in the wake of Star Wars and Close Encounters and trucker movies.  The trucker/CB craze was huge in Middle America in the years 1977-79.  I saw movies like Smokey and the Bandit, Convoy and White Line. A lot. Maybe too much.

It makes for a strange alchemy to be sure.

I have spent a lot of time in cars driving from one place or another.  I have eaten at a few truck stops, downed coffee at a few more.  I did think they would be better if they had more aliens.  In others though I have thought I would not have even noticed.

Space Truckers is the offspring of two very popular trends of the late 1970s, Science Fiction, notably space battles, and a fascination with truckers and CB slang.

Exit 01 - Outbound and Down

“Hey hey Good Buddies! Whats’ yer Space-20? Come back!”

In the future humankind has gone out to the stars.  Hyperspace travel has made the planets closer. Humanity and the alien life forms they encounter are constantly looking for new planets to colonize.  Those planets need materials, food, and personnel. It is up to the brave men and women of the Space Shipping Lines to get the colonies what they need. It is a time of the SPACE TRUCKERS!

Far off colonies are serviced by long range starships and freighters.  Short range shipping needs are dealt with by local interplanetary shipping.  The needs of colonies, especially newer colonies inaccessible by larger freighters, are completely dependent on the service of the Space Trucking lines.
Space Truckers uses a mini-campaign concept that can be added to any White Star game; a sector of space with an expanse, The Hazard Lands, frequented by space truckers and pirates as well as patrolled by Colonial Hyperspace Police (CHP).

So far the classes I have are:
Space Truckers
Hyper Space Patrol (CHiPs)
Pirates
Grease Monkey (hyper intelligent chimps that are great mechanics)
And the Ursine and Porcine race options (or "Bears" and "Pigs" in trucker slang).

New Ships will include
Long Haul Trucks
Short Haul Trucks
CHiP interceptor crafts

Plus rules for “Hyper jamming” (getting more speed out of truck) and convoys

I am going to include the Hazzard lands, Dixie's Truck Stop ("the best Diablo Sandwich in the Tri-Sector area!"),  Lot Lizards and Snarks, Pirates.

Meet NPCS like Dixie, owner of Dixies. Her kid sister Jamie, along with cook Mel and waitresses Alice and FL0.  Get your truck serviced by Reginald Farnsworth Symthe IV aka “Reggie” and his robot assistant Gears.  Share a doughnut and coffee with CHP Officer Bob Friendly, just make sure you are not hauling any contraband.  Avoid the areas controlled by the corrupt Governor Boss of the Hazard Colonies and his equally corrupt Sheriff  Roscoe J. "Stonewall" Jackson.


It should be fun.  Silly, but fun.

Monday, May 15, 2017

Sick Days, New Year's Resolutions and Upcoming Books

Not feeling so hot today.  Some viral thing has been running through my home and at work, so I guess it was only a matter of time before it got me too.

This got me thinking about my New Year's Resolution.

Each year I try to resolve to do something new, or better, in the upcoming year.  I am happy to say I am usually pretty successful at keeping these.  This year was no different.

For 2017 I resolved to clear out a lot of the half-finished "Works in Progress" I have on my list.  Having five half-finished documents are not as good as having one finished one.  So you can see the fruits of my efforts this year with a new witch book out every six weeks so far. I also finished up a project for the DMsGuild and the Classic Modules Today group.


Now I don't want to burn out my audience so I am debating on whether or not my Summer Solstice book should be a "witch" book.  Oh if you think I don't have another witch book up my sleeves you haven't been paying attention here for long. ;)

Which gets me to today.
Since I am feeling kind of crappy I was digging around in my projects drive and found some docs I had written about the Healer Class. Actually, I have two; a Clerical healer and a Psychic healer.

The other projects I have are:

The Faerie Witch / Green Witch.  This is planned for the Summer Solstice.  It covers the Faerie Witch traditions as well as the Fey Pact Warlock.  I also will talk about "Grand Covens" and have more faerie creatures.  For Swords & Wizardry complete with conversion notes for Basic Era.

The White Witch. This is a simple book for playing good-aligned witches in Swords & Wizardry Whitebox.  Due out in August.

The Complete Necromancer. This is a much larger project. In addition to the Mara Tradition Witches and Death Pact Warlocks, I am going to comb through many OGC sources to provide a "complete" Necromancer class, an Undead Slayer class and a Death Priest. Some of the material in this book goes back to the beginning of my witch class.  This book will feature hundreds of spells and dozens, if not scores, of undead monsters.  It is a huge book.  I want to get it out for Halloween (natch) but not sure if I will get it all done.  Swords & Wizardry Complete / Basic Era.

The Healer.  Again this is a class that shares a genesis with the witch and necromancer. The Clerical Healer will have plenty of new spells and things to do. Plus rules on how to play a passivist character in a world of murder-hobos. The Psychic Healer will be similar but rely on psionic powers and manipulating chakras. Basic Era, no set date yet.

Space Truckers.  Ah. This one has been running around in my mind for years.  No witches. No magic. Think back to 1977, this is "Star Wars" meets "Smokey and the Bandit" meets "CHiPs".
An Ode to roadtrips and the strange alchemy that was the late 70s.  New classes, new races, new rules for short and long haul spacetrucks. For White Star.  No date yet, but this year is the 40th Anniversary of both "Star Wars" and "Smokey and the Bandit", so I should do it this year.

Below is a quick poll.  I am interested in hearing your thoughts.






Let me know what you think. I am on a ton of allergy drugs right now; who knows what you can convince me to do!

Friday, May 12, 2017

The Warlock, In Print!

After two failed attempts the Warlock is finally ready for print purchases!


You can now get a copy to go with other books in my Witch line.


Like Hedgewitches,


Or any Witch for that matter.


BTW, does anyone want The Witch: Aiséiligh Tradition for Swords & Wizardry in print?


Combine them all for a Complete Witch!

Thursday, May 11, 2017

Classic Modules Today: Death's Ride

I have been a fan of the "Classic Modules Today" group for a bit now.
The premise is to use the leeway of the DMSGuild to produce 5e conversions of classic TSR modules.
Well you know I am all about that!  So I have been buying as many as I can for the various campaigns I have been running. They are great. All the basic information I need in one place.

Could I have done these on my own? Sure.  But for the price of my triple grande latte, I can grab 2-3 of these pdfs and be good to go.

Since I also believe in giving back I made my own for an adventure I have coming up.

Here is the Classic Modules today conversion of one of my favorites, CM2 Death's Ride.


You can get the conversion here on the DMSGuild and the original module too.
You will need the original, these are conversion notes, not the full product.



You can find these and all the Classic Modules Today conversions (and the original adventures) at the DMSguild.