Thursday, October 23, 2014

Random Dungeon Generator Exercise: Heart of the Missing Shroom Wizard's Lair

Found the picture through a Google search. Generated the encounters using Wizardawn's excellent Dungeon Builder using the options for Swords & Wizardry. Didn't even read it, but just mashed them together below. Enjoy.


image source; click image to embiggen


Heart of the Missing Shroom Wizard's Lair
An Adventure For 5 Level 7 Characters

1 - The area smells pungent and has a strong downdraft. There is small brass carving knife, 7 bloody bandages, corncob pipe, glass magnifying lens, soiled purple rag, torn blue veil...scattered around the room. There is a brazier by the northern wall. There is a brass chandelier on the southwest end of the ceiling. There is a walnut barrel by the eastern wall.

BADGER, GIANT  [HD: 3  | AC: 4 [15]  | ATK: 2 claws (1d3), bite (1d6)  | SV: 14  | SPC: None  | MV: 6  | AL: Neutrality  | THAC: 16 | LV/XP: 3/60  ]
 -- There is 1 in this area [HIT POINTS: 13]

THESE SPECIAL ITEMS ARE LOCATED IN VARIOUS SPOTS...
A LEATHER POUCH CONTAINING: 1,023sp / 104,540cp  ( Located inside the walnut barrel  - TRAPPED: ROOM TRAP: A pit opens up in front of the item that drops 10 feet before landing in water. Anyone who falls in will be in a large underground cave containing a CROCODILE, GIANT OR SEA  [HD: 6  | AC: 3 [16]  | ATK: Bite (3d6)  | SV: 11  | SPC: None  | MV: 9 (12 swimming)  | AL: Neutrality  | THAC: 13 | LV/XP: 6/400  ]. [It can be deactivated by tripping a thin wire attached to the item])

THESE SPECIAL ITEMS ARE LOCATED: in a cedar box with a locked keyhole that is in a nearby secret room.
TRAPPED: Arrows fire from the wall at anyone in front of the container, attacking as a warrior (level 3), causing 1d6+3 damage. [It can be deactivated at the trap's source and by a thief, or one with a disarm trap skill]
A PILE OF COINS CONTAINING: 179sp / 33,920cp


2 - The area smells bitter. This room seems to have nothing in it.

THESE SPECIAL ITEMS ARE LOCATED: lying about...and is hidden behind a concealed wall panel.
A PILE OF COINS CONTAINING: 1,101sp / 152,980cp
GEMS [2 each]: Obsidian (12gp)


3 - The area is pretty unextraordinary at first glance. There is a medium-short locked rusty cage with straw on the bottom by the northern wall. There is corroded dagger hilt, wooden club, prayer beads, bronze horseshoe, deck of tarot cards...scattered around the room.

HUMAN, BERSERKER  [HD: 1  | AC: 7 [12]  | ATK: Weapon (1d8)  | SV: 17  | SPC: Berserking  | MV: 12  | AL: Neutrality or Chaos  | THAC: 18 | LV/XP: 2/30  WEP: light flail (1d4+1 damage) ]
 -- There are 12 in this area [HIT POINTS: 7, 1, 7, 1, 1, 5, 2, 8, 3, 3, 2, 4]


4 - The area smells of chlorine. There are coal drawings of the map to a treasure {located about 180 miles away from here} on the east wall. There is a mahogany armor rack hanging on the south wall. There is a ruined leather pouch hanging on the west wall.
On the mahogany armor rack is...broken large shield --- ruined buckler --- studded leather armor [made of deer hide and is orange in color...with a demon symbol on the back that is royal blue in color].


ZOMBIE  [HD: 2  | AC: 8 [11], or 7 [12] with shield  | ATK: Weapon or strike (1d8)  | SV: 16  | SPC: Immune to sleep and charm spells  | MV: 6  | AL: Neutrality  | THAC: 17 | LV/XP: 2/30 ]
 -- There are 8 in this area [HIT POINTS: 12, 6, 6, 9, 9, 13, 8, 6]

THESE SPECIAL ITEMS ARE LOCATED IN VARIOUS SPOTS...
A PURPLE CLOTH SACK CONTAINING: 441gp / 1,272sp / 5,460cp  ( Located inside the ruined leather pouch on the wall  )


5 - The area smells clean. There is a birch chandelier with 4 green candles in it on the northeast end of the ceiling. There is a birch armoire by the northern wall.

LYCANTHROPE, WEREWOLF  [HD: 4+4  | AC: 5 [14]  | ATK: Bite (2d4)  | SV: 13  | SPC: Lycanthropy, hit only by magic or silver weapons  | MV: 12  | AL: Usually Chaos  | THAC: 15 | LV/XP: 5/240  ]
 -- There are 5 in this area [HIT POINTS: 19, 10, 26, 23, 15]

THESE SPECIAL ITEMS ARE LOCATED IN VARIOUS SPOTS...
JEWELRY: Golden Clasp (1,000gp)  ( Located inside the birch armoire  - TRAPPED: ROOM TRAP: A pit opens up in front of the item that is 26 feet deep. Anyone who falls in will take 3d6 damage. If they survive, they then must face a HARPY  [HD: 3  | AC: 7 [12]  | ATK: 2 talons (1d3) and weapon (1d6)  | SV: 14  | SPC: Siren-song  | MV: 6/18 (flying)  | AL: Chaos  | THAC: 16 | LV/XP: 4/120  ]. [It can be deactivated at the trap's source and by a thief, or one with a disarm trap skill])

THESE SPECIAL ITEMS ARE LOCATED: in a rosewood coffer with a locked keyhole that is hidden under a concealed floor panel.
A ORANGE CANVAS BAG CONTAINING: 79gp / 32sp / 460cp


6 - The area smells of rotting vegetation. There is a torn mattress by the western wall. There is a warped wood tub by the southern wall. There is a high maple stool by the northern wall.

7 - The area smells dusty and has a stillness in the air...with an average temperature for the area. There is alot of cracks at the center of the room. There are many scratches and claw marks on the south wall.

LYCANTHROPE, WEREBOAR  [HD: 5+2  | AC: 4 [15]  | ATK: Bite (2d6)  | SV: 12  | SPC: Lycanthropy, hit only by magic or silver weapons  | MV: 12  | AL: Neutrality or Chaos  | THAC: 14 | LV/XP: 6/400  ]
 -- There are 3 in this area [HIT POINTS: 19, 36, 26]


8 - The area has a slight downdraft. There is a cedar desk by the western wall.

WOLF  [HD: 2+2  | AC: 7 [12]  | ATK: Bite (1d4+1)  | SV: 16  | SPC: None  | MV: 18  | AL: Neutrality  | THAC: 17 | LV/XP: 2/30  ]
 -- There are 26 in this area [HIT POINTS: 8, 7, 17, 17, 11, 11, 11, 11, 11, 10, 11, 10, 11, 9, 12, 9, 10, 9, 8, 7, 16, 12, 14, 14, 5, 8]

THESE SPECIAL ITEMS ARE LOCATED IN VARIOUS SPOTS...
A LEATHER BACKPACK CONTAINING: 264gp / 5,160sp / 20,400cp  ( Located inside the cedar desk  )

THESE SPECIAL ITEMS ARE LOCATED: in a iron coffer with a locked padlock that is hidden behind a concealed wall panel.
TRAPPED: Many columns of fire shoot up through the floor at all in front of the container where they must save for breath or be set ablaze and melt into a puddle of goo. [It can be deactivated by tripping a thin wire within the container]
A PILE OF COINS CONTAINING: 43gp / 200cp


9 - The area smells dusty. There is a medium-sized rusty cage with a rotted mat on the bottom by the western wall. There is a high walnut stool by the northern wall. There is a bunch of areas of dried blood on the south wall. There is a broken wood workbench by the eastern wall. There are 7 torches held in metal wall sconces [only 4 are useable] on the east wall. There is a bent brazier by the southern wall.

DEMON, SUCCUBUS  {Known as Dinatoh} [HD: 6  | AC: 9 [10]  | ATK: 2 scratches (1d3)  | SV: 11  | SPC: Magic resistance (70%), immune to non-magic weapons, cause darkness in a 10-foot diameter, level drain (1 level) with kiss, summon other demons, spells,change shape.  | MV: 12 (18 fly)  | AL: Chaotic  | THAC: 13 | LV/XP: 9/1,100  ]
 -- There is 1 in this area [HIT POINTS: 28]

THESE SPECIAL ITEMS ARE LOCATED IN VARIOUS SPOTS...
set of silverware (16 forks, 9 spoons, 5 knives) worth 3,375gp ...and...
a superb, large volume titled `Gem and the Imp` and is bound in red animal skin with violet colored symbols of a demon on the front and a ram on the back, and is worth 1,350gp  ( Located inside the a medium-sized rusty cage with a rotted mat on the bottom  )
JEWELRY: Silver Clasp (100gp)  ( Located inside the a medium-sized rusty cage with a rotted mat on the bottom  )

THESE SPECIAL ITEMS ARE LOCATED: in a iron casket that is in a nearby secret room.
TRAPPED: A pit opens up in front of the container that is 93 feet deep. Anyone who falls in will take 25d6 damage...where the walls begin to compact where they will crush all inside in about 20 minutes. [It can be deactivated by tapping the floor in a particular spot...and from a safe distance]
A PILE OF COINS CONTAINING: 135,000cp
Scroll with a level 7 mage spell...Extension III


10 - The area has a strong downdraft. There is a broken cauldron by the northern wall. There is a large pile of black ashes, metal horseshoe, metal horseshoe, grappling hook & hemp rope (90'), small bottle of ink, grappling hook & silk rope (100')...scattered around the room.

THESE SPECIAL ITEMS ARE LOCATED IN VARIOUS SPOTS...
A BLUE CLOTH SATCHEL CONTAINING: 391gp / 523sp / 2,940cp  ( Located inside the cauldron  )


11 - The area smells dusty. There are some areas of dried blood on the west wall. There is a low maple table by the western wall. There is a pallet by the northern wall. There are many blood smears on the north wall. There is a torn mattress by the eastern wall.
On the low maple table is...quill.
On the pallet is...wooden brooch --- dart.
On the torn mattress is...bronze lamp --- 17 square feet of canvas.


12 - The area smells of smoke. There is a fireplace on the south wall. There is a rosewood weapon rack by the western wall.
On the rosewood weapon rack is...heavy pick [the pick is made of iron and has a bone handle with a leather grip] --- bolt {6 each}  --- rusty broad sword --- ruined heavy pick.


13 - The area smells pungent and has a slight, damp breeze. There is a ruined wood armchair by the western wall. There is a rusty bronze standing mirror by the eastern wall.

HUMAN, SOLDIER  [HD: 1  | AC: 7 [12]  | ATK: Weapon (1d8)  | SV: 17  | SPC: None  | MV: 12  | AL: Any  | THAC: 18 | LV/XP: 1/15  WEP: heavy mace (1d6+1 damage) ]
 -- There is 1 in this area [HIT POINTS: 5]


14 - The area smells salty and damp. There is a high cedar stool by the eastern wall. There is a rosewood weapon rack hanging on the east wall.

CARRION CREEPER  [HD: 2+4  | AC: 7 [12]  | ATK: Bite (1 hp) and 6 tentacles  | SV: 14  | SPC: Tentacles cause paralysis  | MV: 12  | AL: Neutrality  | THAC: 17 | LV/XP: 4/240  ]
 -- There are 7 in this area [HIT POINTS: 17, 9, 9, 14, 12, 16, 11]


15 - The area smells musty and has a strong wind. There is beeswax, metal padlock with key, platinum goblet worth 10 gold, rags, mortar and pestle, corroded brass ladle, leather scrollcase...scattered around the room. There are 4 corroded brass wall sconces with yellow candles on the east wall. There is a brown canvas rucksack hanging on the south wall.
Inside the brown canvas rucksack on the wall is...rusty dagger hilt.


WOLF  [HD: 2+2  | AC: 7 [12]  | ATK: Bite (1d4+1)  | SV: 16  | SPC: None  | MV: 18  | AL: Neutrality  | THAC: 17 | LV/XP: 2/30  ]
 -- There are 5 in this area [HIT POINTS: 13, 14, 10, 12, 8]


16 - The area has a strong updraft. There is a ruined wood armchair by the eastern wall. There is 5 feet of bent iron chain hanging on the east end of the ceiling.

MINOTAUR  [HD: 6+4  | AC: 6 [13]  | ATK: Head butt (2d4), bite (1d3) and weapon (1d8)  | SV: 11  | SPC: Never get lost in labyrinths  | MV: 12  | AL: Chaos  | THAC: 13 | LV/XP: 6/400  WEP: club (1d4 damage) ]
 -- There are 2 in this area [HIT POINTS: 32, 25]

THESE SPECIAL ITEMS ARE LOCATED IN VARIOUS SPOTS...
A BROWN CANVAS KNAPSACK CONTAINING: 32gp / 430sp / 200cp  ( Located under the ruined wood armchair  - TRAPPED: ROOM TRAP: Dark gases fill the area. Any flame will ignite it causing all in front of the item to save for breath from the explosion or suffer 1d8x2 damage. [It can be deactivated by a switch hidden on the ceiling])

THESE SPECIAL ITEMS ARE LOCATED: in a iron strongbox with a locked keyhole that is invisible by magical means.
16 inch tall sandstone statue of a axe worth 4,000gp
GEMS [3 each]: Moss Agate (10gp)

RANDOM ENCOUNTERS IN THIS DUNGEON...
  1d12    DUNGEON ENCOUNTER
1BEETLE, GIANT (FIRE)  [HD: 1+3  | AC: 4 [15]  | ATK: Bite (1d4+2)  | SV: 18  | SPC: None  | MV: 12  | AL: Neutrality  | THAC: 18 | LV/XP: 1/15  ]
2GARGOYLE  [HD: 4+4  | AC: 5 [14]  | ATK: 2 claws (1d3), 1 bite (1d4), 1 horn (1d6)  | SV: 13  | SPC: None  | MV: 9/15 (flying)  | AL: Chaos  | THAC: 15 | LV/XP: 6/400  ]
3GNOLL  [HD: 2  | AC: 5 [14]  | ATK: Bite (2d4) or weapon (1d10)  | SV: 16  | SPC: None  | MV: 9  | AL: Chaos  | THAC: 17 | LV/XP: 2/30  WEP: staff (1d6 damage) ]
4GREEN SLIME  [HD: 2  | AC: Always Hit  | ATK: Special  | SV: 16  | SPC: Acid, immunities  | MV: 0  | AL: Neutrality  | THAC: 17 | LV/XP: 1/ 30  ]
5HIPPOGRIFF  [HD: 3+3  | AC: 5 [14]  | ATK: 2 claws (1d6), 1 bite (1d10)  | SV: 14  | SPC: None  | MV: 18/24 (flying)  | AL: Neutrality  | THAC: 16 | LV/XP: 4/120  ]
6KOBOLD [HD: 1d4 hp | AC: 6 [13] | ATK: Weapon (1d6) | SV: 18 | SPC: None | MV: 6 | AL: Chaos | THAC: 19 | LV/XP: 1/5 WEP: short sword (1d6 damage) ]
7LEECH, GIANT  [HD: 2  | AC: 8 [11]  | ATK: 1 bite  | SV: 16  | SPC: Suck blood  | MV: 6  | AL: Neutrality  | THAC: 17 | LV/XP: 5/240  ]
8SKELETON  [HD: 1  | AC: 8 [11], with shield 7 [12]  | ATK: Weapon or strike (1d6)  | SV: 17  | SPC: None  | MV: 12  | AL: Neutrality  | THAC: 18 | LV/XP: 1/15  WEP: shortsword (1d6 damage) ]
9UNICORN  [HD: 4+5  | AC: 2 [17]  | ATK: 2 hoofs (1d8), 1 horn (1d8)  | SV: 13  | SPC: Magic resistance (25%), double damage for charge, teleport  | MV: 24  | AL: Law  | THAC: 15 | LV/XP: 5/240  ]
10WIGHT  [HD: 3  | AC: 5 [14]  | ATK: Claw (1 hp + level drain)  | SV: 14  | SPC: Level drain (1 level) with hit, can only be hit by magical or silver weapons  | MV: 9  | AL: Chaos  | THAC: 16 | LV/XP: 5/240  ]
11WRAITH  [HD: 4  | AC: 3 [16]  | ATK: Touch (1d6 + level drain)  | SV: 13  | SPC: Level drain (1 level) with hit  | MV: 9  | AL: Chaos  | THAC: 15 | LV/XP: 6/400  ]
12ZOMBIE  [HD: 2  | AC: 8 [11], or 7 [12] with shield  | ATK: Weapon or strike (1d8)  | SV: 16  | SPC: Immune to sleep and charm spells  | MV: 6  | AL: Neutrality  | THAC: 17 | LV/XP: 2/30 ]

RANDOM ENCOUNTERS OUTDOORS...
  1d12    OUTDOOR ENCOUNTER
1MUMMY  [HD: 6+4  | AC: 3 [16]  | ATK: Fist (1d12)  | SV: 11  | SPC: Rot, hit only by magic weapons  | MV: 6  | AL: Chaos  | THAC: 13 | LV/XP: 7/600  ]
2ANT, GIANT (WORKER)  [HD: 2  | AC: 3 [16]  | ATK: Bite (1d6)  | SV: 16  | SPC: None  | MV: 18  | AL: Neutrality  | THAC: 17 | LV/XP: 2/30  ]
3BAT, GIANT (GREATER BAT)  [HD: 4  | AC: 7 [12]  | ATK: Bite (1d10)  | SV: 13  | SPC: None  | MV: 4/18 (flying)  | AL: Neutrality  | THAC: 15 | LV/XP: 5/240  ]
4CHIMERA  [HD: 9  | AC: Goat 6 [13], Lion 5 [14], Dragon 2 [17]  | ATK: 2 claws (1d3), 2 goat horns (1d4), 1 lion bite (2d4), and 1 dragon bite (3d4)  | SV: 6  | SPC: Breathes fire  | MV: 9/18 (flying)  | AL: Chaos (sometimes Neutrality)  | THAC: 10 | LV/XP: 11/1,700  ]
5HUMAN, SOLDIER  [HD: 1  | AC: 7 [12]  | ATK: Weapon (1d8)  | SV: 17  | SPC: None  | MV: 12  | AL: Any  | THAC: 18 | LV/XP: 1/15  WEP: staff (1d6 damage) ]
6SPIDER, PHASE  [HD: 2+2  | AC: 3 [16]  | ATK: Bite (1d6) + poison  | SV: 16  | SPC: Poison (+1 save or die), phase shifting  | MV: 18  | AL: Neutrality  | THAC: 17 | LV/XP: 6/400  ]
7CENTIPEDE, GIANT (SMALL, LETHAL) [HD: 1d2 hp | AC: 9 [10] | ATK: Bite (deals 0 damage) | SV: 18 | SPC: Lethal poison, +4 save | MV: 13 | AL: Neutrality | THAC: 19 | LV/XP: 2/30 ]
8HUMAN, BERSERKER  [HD: 1  | AC: 7 [12]  | ATK: Weapon (1d8)  | SV: 17  | SPC: Berserking  | MV: 12  | AL: Neutrality or Chaos  | THAC: 18 | LV/XP: 2/30  WEP: shortsword (1d6 damage) ]
9HELL HOUND  [HD: 4-7  | AC: 4 [15]  | ATK: Bite (1d6)  | SV: 13, 12, 11, or 9  | SPC: Breathe fire  | MV: 12  | AL: Chaos  | THAC: 15 | LV/XP: 4 HD (5/240), 5 HD (6/400), 6 HD (7/600), 7 HD (8/800)  ]
10GIANT, STONE  [HD: 9+3 hit points  | AC: 0 [20]  | ATK: Club (3d6)  | SV: 6  | SPC: Hurl boulders  | MV: 12  | AL: Chaos (sometimes Neutrality)  | THAC: 10 | LV/XP: 10/1,400  WEP: heavy flail (1d6+1 damage) ]
11SPECTER  [HD: 7  | AC: 2 [17]  | ATK: Spectral weapon or touch (1d8 + level drain)  | SV: 9  | SPC: Level drain (2 levels) with hit  | MV: 15/30 (flying)  | AL: Chaos  | THAC: 12 | LV/XP: 9/1,100  ]
12HOBGOBLIN  [HD: 1+1  | AC: 5 [14]  | ATK: Weapon (1d8)  | SV: 17  | SPC: None  | MV: 9  | AL: Chaos  | THAC: 18 | LV/XP: 1/15  WEP: light flail (1d4+1 damage) ]

MAGIC ITEMS FOUND IN THIS DUNGEON...
 ITEM  ROOM DESCRIPTION
19Scroll with a level 7 mage spell...Extension III


This is published under the Open Game License Version 1.0a
and is in compliance with both the Swords & Wizardry™ Compatibility-Statement License.
Wizardawn™ is not affiliated with Matthew J. Finch, Mythmere Games™, or Frog God Games. Neither is Rended Press.

Tuesday, October 14, 2014

Singing Gelatinous Blob

Lady is a tramp from Dvein on Vimeo.

Chorus from Dvein on Vimeo.


Singing Gelatinous Blob
HD 4
AC 8 (11)
Atk 2 (1d6/2d6)
Move 6
Save 13
AL N
CL/XP 5/240
Special: Paralysis; hypnotic song; immune to lightning and cold

Wizard-spawned kin of gelatinous cubes, singing gelatinous blobs are skin-colored, mouthed blobs of gelatinous flesh that float through abandoned castles, dungeons, and other subterranean passages, keening and singing nonsensical songs while engulfing debris and carrion to digest. Anyone who hears their hypnotic song suffers 1d6 psionic damage and must make a saving throw or become hypnotically induced to walk into the blob while babbling about "merging into oneness"; a PC so hypnotized will actively resist efforts to restrain him. The entire substance of the blob is acidic. If the blob hits successfully, the victim must make a saving throw or become paralyzed (6 turns) for the blob to devour. Most singing gelatinous blobs contain various metallic treasures or gems that they have been engulfed but not yet digested. The mouths of singing gelatinous blobs serve no use except for singing.


(note: non-video portions of this post are considered Open Game Content. Monster write-up based on the gelatinous cube in the Swords & Wizardry SRD

Tuesday, September 30, 2014

Marvel Superheroes RPG -- NEW Fan-Created Nth Edition!

Dude!

You know I love me some MSHRPG. So I was stoked to see that a fan has undertaken to update my favorite supers game to the modern era. Take a look at the MSHRPG Google+ Community and see what Jayson Jolin has created.

I mean, just look at it:

Jayson Jolin is one proud papa!

Jayson is using Scribd to host his files. I hate Scribd with a rabid passion. Just google "scribd.com rip-off" to see why there is a significant problem with its entire business model.

Since Jayson has released his materials for free download, I've placed the files in a Dropbox folder for you. You can find them here.

Friday, September 5, 2014

Thursday, September 4, 2014

Three-fer Bookface Thrifty Finds




This cost me 25¢ in the clearance bin at my local comic shop. Great B-movie, even better B-comic.





Another 25¢ find! This was in fair shape, too, so I'm surprised it was in the clearance bin. It was the only Conan comic there, so I grabbed it. In this issue, Conan kills a dude and then realizes some unsettling implications about that dude's provenance. Quite frankly, this story line would be really cool to see in the new Legend of Conan Schwarzenegger reboot.





Got this at the local Savers for a buck. If you've never heard of Savers, it's like a for-profit Goodwill or Salvation Army store. Actually, it's the place where people dump the stuff that doesn't sell at garage sales. Still, I've had good luck finding books there.

The book is in pretty good condition, but it was missing its character sheet bookmark. Luckily Demian's Gamebook Web Page had me covered.
 

Friday, August 29, 2014

Bookface: Underworld Lore Edition


84 BLASPHEMOUS PAGES OF MYSTICAL MAYHEM!
PLENTY OF PERILS TO PLAGUE YOUR PLAYERS!
 
GET IT HERE!


My name is Bookface and I approved this message.

Monday, August 25, 2014

Where Have You Been, Bookface?

Summer is over. Bookface is back. He's just getting through the backlog of mail. Here are some highlights.



Tim Shorts' excellent sixth issue of The Manor. The seventh issue just dropped, so I need to re-up by subscription.

This is definitely one of the gems of the bloggers-turned-zinesters scene. Worth every penny and then some.



Rev. Dak's Crawl! #10. This issue is all about new class options. Definitely something to steal for your game here. The first of the DCC RPG fanzines is still one of the best.

Of course I say this not having subscriptions to the others, so if Crawljammer and Crawling Under a Broken Moon want to comp me subscriptions so I can make a fair and honest comparison,  I have no problems with that.




Wizards, Mutants, Lazer Pistols #5 & #6.

If you haven't checked out this old school photocopied zine, you are in for a treat. Issue 2 is sold out, but the other issues are still available.

You gotta dig the hand-drawn covers and Xeroxed vibe of this baby. It's like an old junior high school zine, but written by adults mixing Xanax and tequila watching early Sam Raimi movies to a Rob Zombie soundtrack. That's a compliment, by they way.

(In writing this post, I mistyped the title of this excellent zine as "Wizards, Mutants, Lizard Pastels," which sounds like a random table in Underworld Lore.)





New Big Dragon does good work. Richard LeBlanc sources and ships his own print books and they are cheaper and better than the POD versions that he used to sell on Lulu.com.

The Ogress of Anubis is a solid adventure scenario for levels 4–6 (BX/LL) and crams a lot of goodness into 16 pages. Richard does a great job at layout and production, and the design quality of both the adventure and the physical product is among the best I've seen in the self-published OSR scene.

If you don't have a copy of both the d30 DM Companion and the d30 Sandbox Companion, your DM toolbox is incomplete.

If you want to check out just how useful his d30 tables are, hit this link and download every damn thing labeled under this tag.

Remember, if you order stuff direct from Richard, he throws in cool metal buttons, too. Collect them all!

Also, Richard runs the Order of the d30 G+ Community and the Classic Microgames G+ Community, so join up or check those links for even more old school goodness.





John Yorio's 6 Iron Spikes & A Small Hammer has a cover that just screams "old school" and delivers on the goods inside, too.



Stalin's Tanks & Rommel's Panzers. Picked these up at Half-Priced Books sometime at the beginning of summer. Mint, minus the dice. These are great micro war games and I don't have the heart to cut them up and play them, so they are merely displayed on my office game shelf.



I played the hell out of Dragonmaster when I was 12. Saw it on eBay and grabbed it at a ridiculously low price. I love the art. Check it out this site, which has high-rez scans of all the cards (also be sure to check out that dude's Dark Tower pages!).

Mechanically, it's a trick-taking card game that uses plastic gems to keep track of points. It plays fairly fast, but given the age of the games, I need to get some card sleeves to protect the art and I haven't found a size that fits yet. See more about the game at the Board Game Geek entry.




Tune in later this week for another Bookface post. The mailbox overfloweth!