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Svärd och svartkonst
by Marco F. [Verified Purchaser] Date Added: 06/11/2023 02:28:32

Varken bra eller dåligt, men jag är dock väldigt besviken.

Svärd & Svartkonst-regelboken är en väldigt välskriven regelbok där reglerna är tydliga och enkla att bläddra fram till i den fysiska boken. Eventuellt kan du använda dig av CTRL + F för PDF:en.

Men varför ett så pass lågt betyg?

Mitt betyg har inte satts på grund av hur reglerna är skrivna. Konsten är otroligt charmig och detta är ett högupplöst dokument som är skonsamt mot ögonen.

Varför inte 5/5? På grund av att det inte finns några bokmärken. Som utvecklare och utgivare måste man förstå att det som är lockande med PDF:er är just hur enkelt det är att använda dokumentformatet. Hur enkelt du kan hitta bokmärken och befinna dig just på den sidan som du söker dig till. I detta dokumentet är det dessvärre inte så. Inte ett enda bokmärke, inga hyperlänkar. Det känns som ett väldigt halvtaskigt inscannat dokument i otroligt hög upplösning.

Varför inte 4/5? Som jag nämnde tidigare finns det inte några bokmärken tillgängliga i PDF:en. Men för att motverka detta problem brukar man ju skapa sina egna bokmärken och anpassa PDF:en efter sina egna behov, men det fungerar inte här. Med tanke på att utgivaren eller utvecklaren har låst filen saknar du möjligheten att redigera eller ens markera text och spara det. Det är så otroligt ifrågasättbart varför de har gjort det på detta sätt om de inte inkluderade några egna bokmärken.

Detta känns som ett släpp som inte var passionerat, utan som om det vore något som de bara var tvungna att få ut.

Jag hoppas innerligt att utvecklaren ser denna recension och åtgärdar problemet omedelbart. Jag är verkligen genuint besviken, för detta är en så otroligt välskriven regelbok och ett så pass otroligt roligt spel.



Rating:
[3 of 5 Stars!]
Svärd och svartkonst
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Mysterium Weird Fiction Roleplaying
by Bob V. G. [Verified Purchaser] Date Added: 06/02/2022 05:52:55

A few days ago I soloed my way through Mysterium Weird Fiction Roleplaying Beta. This d100 system is free/pay what you want. I used Star Dogs Referee’s Handbook as the solo engine (DriveThruRPG). The adventure (included with the game) starts in 1971 with the six adventurers living in the same house. The government owns the house and installed a mysterious device. The PCs can live there free, but there are possible dangers and they had to sign a fifty page document (small print). So sure enough, one day a new door mysteriously appeared in the living room in one of the walls. The PCs knew it was there job to explore it. So, it ends up this door leads to a kind of craft that can open up doorways to different worlds of the multiverse. The crew are in cryo sleep and their drones are the ones in charge of keeping the prisoners fed. The drones are obsessed with this task.

The PCs entered the ship and killed an aggressive drone. Later, when the second combat encounter started, the drones stopped being aggressive and headed north (this was triggered by a psychic mind attack on a drone, which triggered a memory of procedures. So, the PCs had the chance to explore seven rooms. They found an odd knife and freed the one alien prisoner, Hamilcar, who was still alive (see the attached image by Boban Savic GETO). During this time, the drones woke up the crew, and received their new instructions, “Kill the invaders”. The PCs heard noises from the north, so they tried to escape south. They were forced into combat with three drones. The PCs won, but the psychic/doctor did take damage. They dragged the three drone bodies with them and the scared rescued prisoner back into their house. They barricaded the door, and fortunately, the door vanished. They turned the three bodies into the government and Hamilcar was taken away for tests (fifty). If he survives the testing, he will be allowed to live in that same house (the spare bedroom). Give this easy to play system a try! I am sure your adventure playthrough will be different.



Rating:
[4 of 5 Stars!]
Mysterium Weird Fiction Roleplaying
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Creator Reply:
Thank you very much for the review, Bob! It's so great to hear that you have played and enjoyed Mysterium, that solo game sounds really fun! I sure hope all goes well with poor Hamilcar. I can't really take credit for the rules, they're based on parts from other games by greater minds, steal from the best / standing on the shoulders of giants... Thank you for the kind words!
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Swords and Super-Science of Xuhlan
by Tamas P. K. [Verified Purchaser] Date Added: 01/13/2022 09:27:09

This book is the revised version of the author’s home campaign. The main significant change from the old 2016 PDF is the conversion to the Warriors of the Red Planet system: a good choice for the subject matter. The new version also includes an introductory adventure. The document starts with player-facing information on the races and classes of the planet Xuhlan. The Mentalist class is supplemented with a gracefully simple psionic combat system. The gazetteer details a 9-by-11 hex map (at 5-mile scale). The region is a flipped and rotated map of Greece – pretty nice trick if you want to have a natural looking coastline! The hex descriptions are in the Judges Guild/Carcosa style, so very terse, just an indication of the main feature and basic data (e.g. “Mabarra, a port city of 5000 scarlet men, ruled by the Council of Seven. Pays tribute to Yankara”). Sometimes a weird thing is described, but its function or background is left up to the Referee (or, as it usually happens, the players: many groups, when presented with an enigma, quickly generate half a dozen theories… and the Referee can riff off of these. Practice this with caution, though). There are some interconnections between hexes (e.g. the city of Mukhtar [hex 66] controls a bridge [hex 56] and a mining operation [hex 79]), but they are not collected anywhere. I think a good solution would be to at least note in brackets if the hex has links to another area. I would have wished for more such interconnections. The central hub of the region, the arcology/city state Yankara, gets a 4-page write-up, with notable locales in the four distinct sectors of the city. Then there are all kinds of tidbits: info on the calendar of Xuhlan, info on other planets in the system, regional and terrain-based random tables of encounters with creatures and NPCs (incl. the azure-skinned gentleman adventurer, Amon Düül – can’t wait for Amon Düül II to show up). The last main section is the introductory dungeon adventure. Single paragraph background, map (from donjon.bin.sh, which I’m not a fan of [visually], but it does the job and the areas are numbered in a logical progression), a single page with 22 keyed areas. The complex is small, but has three different points of egress & looping corridors. The dungeon rounds out the book pretty nicely and provides rudimentary, but instantly playable material for the first session or two. The logical entry point, for players, their characters, and Referees, then, is the port city of Mabarra [hex 28], where you can start “straight off the boat”. Then nudge the party towards the aforementioned small dungeon, located conveniently in the adjacent hex. Then prep something for the next session: perhaps use the only other thing we learn about Mabarra – that it pays tribute to the hi-tech city state of Yankara. Maybe it’s time to send the yearly caravan train up north, and the players can join as guards… or perhaps execute a heist, cue wilderness adventure. In many ways, Xuhlan is the quintessential pulpy science fantasy setting (“Gamma Barsoom” & “Conan on Tatooine”, in Nordin’s own words). Barbarians, mutants, technology indistinguishable from sorcery indistinguishable from technology, you know the drill. Nothing radically new, but it’s all there, at your fingertips. What would be the planetary equivalent of meat-and-potatoes? It is also, as presented, a very niche product. There is a LOT of stuff crammed into these 40 pages… All of it useful – but it takes an experienced Referee to run it. So, the usual caveats apply. If you are comfortable working with, and elaborating (or even improvising on the spot) upon barebones descriptions, then you can have a lot of fun with Xuhlan. Even if you don’t use it wholesale, or if you have your own campaign world, I think it provides a good template for writing up your own stuff in a laconic, focused way.

This review originally appeared in the Ulfire Tablets zine #1: https://eldritch-fields.itch.io/ulfire-tablets-1



Rating:
[5 of 5 Stars!]
Swords and Super-Science of Xuhlan
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Swords and Super-Science of Xuhlan
by Timothy P. F. [Verified Purchaser] Date Added: 08/31/2021 03:00:54

This review will not exactly cover everything, but will highlight some of the major differences between the 2015 edition and the 2020 edition.

When I first had in my possession, the 2015 version of Xuhlan, I felt the writer was really on to something creating new races in a new setting, providing more rules for super-science gadgets, information about psionic battles, and a complete hex-crawl among other additions that were already meant to then, tack on to or replace rules in the Warriors of the Red Planet RPG. The layout of this earlier edition seemed to have just the right amount of nicely chosen art and tables to help organize the game.

In 2020, (I only realized there was a new edition recently) the new edition was carefully edited so that you wouldn't have to fiddle with rules about super-science gadgets "wearing down" when in the WotRP rules - it discusses an objects number of charges. So, altogether much less confusing, clearer rules for research and a rule kept from the first that gadgets could duplicate the effect of OSR type Magic-user and Cleric spells.

I quibbled a little over changes to the race rules. The rules for Terrans seem simplified, and other than back story, they don't seem to be much different than the Xuhlani Pure Strains. So I found myself going through the 2020 version of the races and thinking up my own rule set. The old ruleset had an interesting idea that Terrans were more suceptible to disease than Pure Stains. I ended up making my own random table to determine the Terran origin which is easy enough to make from the new rules.

I ended up doing the same for Robots, and added a rule about them running out of power if underground or in an enclosed space too long. I made up rules for robot healing, where they could essential heal themselves at the same pace as humans, but any damage from a critical hit (natural 20) by monsters would have to be repaired with new parts by themselves or with the help of a Scientist.

I hummed and hawed over the Formians being overpowered with stats, and even the Lizardmen seemed too overpowered! So I came up with rules to nerf these stats a little, and I ended up capping the level progression of Lizardmen. Mutants added a very nice table for mutations (instead of referring you to other books as the 2015 edition did!), and I ended up elaborating on this in my version with how long and how fast you could fly, and other very specific things.

The full explanation of psychic combat, and reworking of 2015's Witch Stones into 2020's more linguistically sensitive Wyrd Stones are some of the really positive points of this book. In 2015, the section Pyschic Combat directed you to a book you didn't have for the rules.

Another surprise was the edition of a mini-adventure after the hex-crawl which could set you on the path to gaming with inspiration.

A final note about the game is that I missed some of the pictures from the 2015 edition, but appreciate some interesting new ones in the 2020 edition. Overall, though, the 2020 ruleset is much more polished and in-line with the WotRP. Again, I have a some quibbles about the racial stat bonuses, but the fact that this game supplement got me that far to creating house rules says something about the overall content. After all making house rules is often what makes OSR great, and completely expected with a general ruleset such as these.

My overall verdict is solid 5 out 5, with a feeling that just a little more depth should have been given to Terrans and Robots, but for the length book, it provides an excellent jumping off point for gamers like me to fill in the blanks - which is exactly what I'm still working on now.



Rating:
[5 of 5 Stars!]
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Swords and Super-Science of Xuhlan
by Eric F. [Verified Purchaser] Date Added: 03/15/2021 21:29:23

"Swords and Super-Science of Xuhlan is a campaign setting for use with the Warriors of the Red Planet Roleplaying Game.

New character races: Mutant, Robot, Rogue Formian, Rogue Formiankin, Lizard Folk.

Rules for Psychic Combat and Super-Science Research.

Wyrd Stones, mysterious artefacts that let you manipulate the matrix of Matter, Energy, Time and Space.


18 new creatures including Spectral Walkers and Winged Squid.

Seven strange Alien Godlings.

Campaign map with 100 detailed hexes.

The city state of Yankara.

The Vaults of Illumination, a 22 room starting dungeon."

Its been over a week since Swords and Super-Science of Xuhlan crossed the gaming table & now the piper is coming due. This Sword & planet campaign setting crams in forty eight pages what has been seen in other game systems drawn out over two hundred or more pages. The fact that works with the Warriors of the Red Planet rpg & gives that rpg system an alternative setting to play in. There are so many good things about Swords and Super-Science of Xuhlan where to begin?!

Swords and Super-Science of Xuhlan evolved straight out of a home campaign morphed into a full on Sword & Planet adventure setting. And it brings the planetary heat straight out by giving us a straight in your face planetary setting out of the gate Xuhlan was the seat of a instellar empire. But the Fall came hard; "Then came the Cataclysm. There are few facts but many myths and legends regarding the fall of the Primordials. Most accounts are vague and they seldom agree with one another, but many speak of apocalyptic wars, entire star systems being destroyed and a plague of madness forever eclipsing the minds of those few Primordials who survived. Zeenu (or Xanu or Zano depending on which source one consults), Devourer of Stars, glorious Conqueror of the Galaxies, Eternal Hegemon of the Primordials was deposed by his subjects and imprisoned in a black hole (or went into self-imposed exile outside the common space-time continuum, again depending on the source). Mankind, brought to Xuhlan by the Primordials to satisfy some playful whim or other, fought with many other sapients from across the universe for survival in the ruins left behind by their fallen masters. Millennia passed, empires rose, only to degenerate and crumble and come crashing down into barbarism again. Nearly a thousand years ago the surface of Xuhlan was under the hegemony of the Celestial Domain, the greatest human civilisation the planet has ever seen. But as the dynasty of the Aether Lords declined the domain was torn between the competing factions of the Guild of Noetic Engineers and the Ascended Masters of Unspace until the conflict escalated out of control. The human scientists had but learned fragments of the esoteric secrets mastered by the Primordials, but the destructive capacity of their technology was enough to extinguish the majority of human lives on the planet and lay their empire in ruin." The players start with several major races right out of the gate Mutant, Robot, Rogue Formian insect antmen, Rogue Formiankin former thralls of the insect men, Lizard Folk. Then mutations & psychic combat which is cleaned up a bit as well as being a real boon to Swords and Super-Science of Xuhlan . There's superscience research as an add on system to Warriors of the Red Planet & its needed folks. There's really an orginal Dungeons & Dragons feel to Swords and Super-Science of Xuhlan . Then we've got Wyrd Stones which are essentially 'infinity stones' of Swords and Super-Science of Xuhlan . But these stones are more in keeping with the Pulp magazine Sword & Planet stories that inspired this setting. The Beastery is one of the best parts of Swords and Super-Science of Xuhlan because you get a real nice smattering of additional monsters. And if you're into the Warriors of the Red Planet rpg's weird monsters these are some fantastic creatures.

The world of Xuhlan is straight up Pulp goodness right from the get go as you get into the hex crawl of the world setting with over a hundred encounters. The cartography is very well done. And this blends right into the city state of Yankara. And there's even a starting adventure right in Swords and Super-Science of Xuhlan called The Vaults of Illumination. Theres 22 rooms & its all set ready to go play! Is there any downsides to Swords and Super-Science of Xuhlan ?! Honestly no in my humble opinion. You've got everything you need to really blow the doors in for an original B/X or original Dungeons & Dragons Sword & Planet campaign. Gotta say that in addition to Warriors of the Red Planet Swords and Super-Science of Xuhlan would also work as an excellent setting to BX Mars. All of the material in Swords and Super-Science of Xuhlan can easily bolt on to BX Mars so that the players & DM have an additional world setting to play with.

And this is really one of the strengths of Swords and Super-Science of Xuhlan. The fact that it can easily be adapted to any number of OSR systems. For example using Swords and Super-Science of Xuhlan with Adventurer,Conqueror, King's Barbarian Conquerors of Kanahu allows the DM to bring another instellar planetary setting into their ACK's campaigns.

Swords and Super-Science of Xuhlan does takes its ques from planetary romance, Pulps, & Sword & Planet Science Fantasy. The sum here is far greater then the parts as Swords and Super-Science of Xuhlan stands on its own assumptions. Eric Fabiaschi Swords & Stitchery Blog Thanks for reading our review Want More OSR goodness Subscribe to https://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
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Out of Blackest Earth
by Derik B. [Verified Purchaser] Date Added: 01/20/2019 08:12:36

Ran this as a one-shot yesterday, and it was a lot of fun. Our game plans changed so I basically pulled this out in the morning, read it, printed the maps, annotated the maps, and I was ready to go. Players had a good time, I had a good time. Best of all, I was pleasantly surprised at how different elements of the adventure turned out (and every DM likes to be surprised, right?).

(Some spoilers below):

The Good: -Quick setup -good rumors -a simple but effective hook (investigate ghosts in graveyard for pay) -a map that has a lot of possibilities. There are at least 4 or 5 ways from the graveyard into the dungeon. The dungeon in not totally linear. -a nice mix of monsters, traps, and tricks, and definitely not all the encounters have to be fights. -some fun magic items like a magic globe that animated all the corpses in a 300' range. Of course my players ended up using it (not knowing what it would do) and caused complete chaos, having to flee the adventure (only on the way out realizing that the "ghosts" were just dressed up robbers, and that their (the PCs) actions has actually made the original hook come true).

The less good: -Map could be a lot more effective for quick play:

  • indications on it where the various entrances to the dungeon are and what numbered room they lead to (I had to add that myself).
  • indications what doors are locked
  • indications of traps, tricks and monster (they could all fit on the map quite easily and make this adventure almost runnable just via map)
    • the random encounters need a little bit more, just some indication to say what the monster is doing when you encounter it.
    • some things that kind of made no logical sense
  • a demon guarding the tomb of the saint, except no indication if said saint is actually buried down there and theres no treasure associated with him... so why the guardian?
  • there's a necromancer buried basically in the same complex who has the only treasure... which doesn't jive with the demon and his mission. Probably would have made more sense if he were there to keep people from raising the necromancer or something.

Overall though, cheap, easy-to-run, and fun.



Rating:
[4 of 5 Stars!]
Out of Blackest Earth
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The Devil in the Crypt
by Eric F. [Verified Purchaser] Date Added: 11/15/2016 00:40:07

"Haunted by evil both other worldly and mundane, the tomb of the sorcerer-king Akhenseti lies waiting. Within its halls are secrets to be uncovered, enemies to be defeated, and weirdness to be encountered" So begins the introduction to the The Devil in the Crypt From Svartkonst that is the team of Terje Nordin, & Mattias Närvä. Well recently I was looking for a pulpy sword and sorcery style adventure and that's exactly what we have here. Its a pseudo Egyptian romp of an adventure suitable for PC's of 1st through 3rd level. Its definitely got its OSR adventure genetic heritage right for a party of 4-8 characters. It clocks in at about eighteen pages and does exactly what it sets out to do. That is provide an evening's entertainment whist grinding your PC's into paste. But this is an adventure that does it with style. Its a strange best of a dungeon crawl with a streak of Lamentations of the Flame Princess and a whole lot of OSR system work throughout this dungeon crawl. But there's also an element of the pulpy gonzo about the whole affair. I like the material here, this isn't the usual OSR fare that we've come to expect. This is a nasty little dungeon with lots of interesting bits and pieces that seems to have been worked up for a convention set one shot. This is definitely a dungeon that can be dragged and dropped into an existing campaign with little issue. That's one of its strong points among a good structure and some well thought out encounters. I have lots of experience with Terje Nordin's adventures before and this one is no exception because it has a similar pattern of weirdness about it. The Devil in The Crypt follows in the foot steps of The Temple of the Ape God in fact they might be found in the same world. The lost world adventure location vibe is strong in the The Devil in the Crypt. This adventure takes full advantage of walking the line between Lamentations of the Flame Princess while skirting the line of more traditional D&D material. But it does it well by playing with its plot elements without seeming tiresome or overdone. I can see taking this adventure and dropping it whole cloth into Swords and Wizardry or a more complete swords and sorcery game such as the Astonishing Swordsmen and Sorcerers of Hyperborea rpg system. This adventure could also be used with more traditional OSR systems such as Labyrinth Lord, Adventurer,Conqueror, King or even OD&D with little issue.
The pulp elements are strong, the 'Weird Tales' vibe here runs throughout the adventure, and campaign edge of the adventure seems to hover around the plot line waiting for the right dungeon master to make this one a part of the world of Temple of the Ape. I really love the cartography and the maps of this adventure along with the black & white art work that runs here and there. The layout is clear and crisp with the pages easy to read on my old eyes. At three dollars The Devil In The Crypt is well worth your time but wait there's more to this adventure. Hovering just in the background is some old school style gonzo material that could be used to connect Devil In The Crypt to a Carcosa or other LoFP style adventure. This makes the replay value of this adventure much more appealing to me as a consumer & dungeon master. Don't forget to keep the dice rolling & have plenty of replacement PC's ready! Easily able to replace your maimed or killed victims who venture into the Devil in the Crypt adventure. There are some really nasty twists in this adventure that can ruin a party's day. All of this lends The Devil In The Crypt an almost Saturday Matinee pulp quality that bleeds off of the adventure infecting the whole affair with a Weird Tales tone. This makes this adventure even that much better for DM's looking for something slightly off beat with the makes of a well done sword and sorcery adventure for their players to cut their teeth on.

Eric Fabiaschi Sword and Stitchery blog Want to see reviews and original content supporting this and other fine OSR products? Subscribe to http://swordsandstitchery.blogspot.com today!



Rating:
[5 of 5 Stars!]
The Devil in the Crypt
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Temple of the Ape God
by Eric F. [Verified Purchaser] Date Added: 08/17/2016 08:02:51

Temple of the Ape God is an adventure that I got sent last night & between work I'm finally getting around to getting my thoughts down on this location based adventure. Its an interesting little sword & sorcery style romp because Temple of the Ape God is a location based adventure suitable for 4 to 6 characters of levels 2 to 4. It is designed to be system agnostic and compatible with traditional roleplaying games & its interesting twist on the usual OSR style adventures. First of all let's talk about the cover, how can you go wrong with a four armed gorilla god attacking adventurers in the best Orientalist pulpy tradition. Temple of the Ape God feeds of the legends and mythology of old school sword & sorcery pulpy adventure. The module has the feel of Rupert Kipling & Edgar Rice Burroughs got together for a night of drunken brain storming on the mythology of a faux Indonesian setting. "In the depth of jungle, a terrible and ancient foe has awakened. There are rumors of gold to be won there, but it will take more than luck and a sharp sword to survive after daring the savage forces of the wilderness. The lost temple of the Ape God awaits!" "In ancient times a battle was fought between ape warriors and devil serpents. The general of the ape warriors defeated the serpent lord but perished from the poison of his enemy. In order to honor the general, he was exalted to divine status, and a temple was raised on the spot where he fell. An order of priests was instituted and tasked with passing on the legend of the heroics of the Ape God. They preserved the skull of the serpent lord and bound one of the devil serpents beneath the temple so that the ancient enemy would never be forgotten."Temple of the Ape God has one part jungle romp & one part lost world ruin adventure location based job. Everything in this adventure pits all of the best parts with some vicious sword & sorcery lost world overtones. There are several conceits about the Temple of the Ape God that should be taken into account, this is an adventure that has ascending & descending armor class, the module is based on the silver standard rather then the traditional D&D gold, & everything in the Temple of The Ape God is set up for a pure jungle romp of deadliness as well as old school fun. There is a D20 rumor table with the appropriate old school Raiders of the Lost Ark style rumors such as;"Two months ago a group of adventurers disappeared into the jungle. Nobody has seen them since. (T)" which leads into the weird random jungle encounters;"A decayed corpse dressed in a red robe. A satchel is poking out from beneath the corpse. A giant centipede, which has nested in the abdomen of the corpse, attacks if the body is touched. 1 giant centipede: MV 120’, AC 9 [10], HD 0 (1d4 hp), AT 1 bite (poison), M 7. The satchel contains 12 sp and an almost completely ruined spellbook. The spells Third Eye and Rope trick are still intact." All of this lends the Temple of the Ape God an almost 1940's Saturday matinee quality to it. This makes it perfect fodder for a weird Lamentations of the Flame Princess game based in the jungle or the Qelong setting by Kenneth Hite. There are other possible uses for the Temple of the Ape God.

"Know, oh prince, that between the years when the oceans drank Atlantis and the gleaming cities, and the years of the rise of the Sons of Aryas, there was an Age undreamed of, when shining kingdoms lay spread across the world like blue mantles beneath the stars" Robert Howard The Conan Saga Another possible use is to drag and drop Temple of the Ape God into the Astonishing Swordsmen and Sorcerers of Hyperborea.

Encounters and monsters are balanced, they're well thought out according to the adventure's constraints & ideas. Descriptions are clear and concise enabling DM's to get to the weird adventure with little prep work which is another plus in Temple of the Ape God. Because it clocks in at twenty one pages Temple of the Ape God is a study in compact design as well as writing. It does exactly what it says the adventure does on the tin. Because Temple of the Ape God is a location based adventure DM's can drag and drop this adventure into their own campaigns making it have plenty of replay value and it works so easily to fit this into your own campaigns. All in all I think that Temple of The Ape God fits into the niche some place between lost world adventures & old school sword & sorcery. All in all this is great OSR adventure resource and well worth your time as well as your money. At three dollars Temple of The Ape is a great adventure to add to your OSR arsenal of adventures. Don't forget to keep the dice rolling & have plenty of replacement PC's ready! Easily able to replace your maimed or killed victims who venture into the Temple of the Ape God'. Eric Fabiaschi Sword & Stitchery blog Want to see more reviews like this one? Plus support for more OSR systems then subscribe to http://swordsandstitchery.blogspot.com/



Rating:
[4 of 5 Stars!]
Temple of the Ape God
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