The creator of Tekumel, Professor M.A.R. Barker, died March 16th, 2012. A slide show was prepared for his memorial. Here it is.
In Honor and Memory of Professor M.A.R. Barker (1929-2012)
This blog will discuss roleplaying games, but especially Tekumel. Tekumel is a fantasy world, described in Empire of the Petal Throne, as well as novels, such as 'The Man of Gold'.
For more information on Tekumel, see the Official Tekumel website, as well as my Tekumel website on Weird Realm..
Thursday, January 30, 2014
Monday, January 27, 2014
Marvel SuperHeroes: The Tourist
My friend, +Gary Fortuin, ran Marvel Superheroes today as part of his series of monthly one-shots. I had never played it before, so I had to go. We had a bit of silliness. We kicked some ass. I had a great time. Here's my character.
Hero's Name: The Tourist
Group: The Inexplicable Why Men
Origin: Alien
Hero's Identity: Jack Spratus, Electrician
Jakoraspratus was traveling by interstellar cruise liner when an equipment malfunction jettisoned his stateroom as an escape pod in the vicinity of Earth. After landing, he has been using his powers to help people, until he can find a way back into space.
Health: 101
Karma: 55
Resources: Typical (5)
Powers:
Illusion-casting: Monstrous (63)
Electrical Control: Amazing (46)
Molecular Conversion: Good (10)
Talents (5 max.)
Trance
Contacts (4 max.)
The first person he met who helped him was Reed Richards. Reed helped him establish his secret identity, and invited him over for some dinners with Sue, Johnny, and Ben. Reed also introduced him to The Why Men and Major Dragger.
Major Bill Dragger is in the Air Force Space Command. He is helping Jack get back into space by looking for the FTL signature of the space liner fleet. If he finds a likely signal, he'll contact Jack immediately.
Hero's Name: The Tourist
Group: The Inexplicable Why Men
Origin: Alien
Hero's Identity: Jack Spratus, Electrician
Jakoraspratus was traveling by interstellar cruise liner when an equipment malfunction jettisoned his stateroom as an escape pod in the vicinity of Earth. After landing, he has been using his powers to help people, until he can find a way back into space.
F: | Remarkable (26) |
A: | Incredible (36) |
S: | Incredible (36) |
E: | Poor (3) |
R: | Poor (3) |
I: | Incredible (36) |
P: | Excellent (16) |
Health: 101
Karma: 55
Resources: Typical (5)
Powers:
Illusion-casting: Monstrous (63)
Electrical Control: Amazing (46)
Molecular Conversion: Good (10)
Talents (5 max.)
Trance
Contacts (4 max.)
The first person he met who helped him was Reed Richards. Reed helped him establish his secret identity, and invited him over for some dinners with Sue, Johnny, and Ben. Reed also introduced him to The Why Men and Major Dragger.
Major Bill Dragger is in the Air Force Space Command. He is helping Jack get back into space by looking for the FTL signature of the space liner fleet. If he finds a likely signal, he'll contact Jack immediately.
Scenario
The Inexplicable Why Men took on the Sinister Six: Doc Ock, Sandman, Kraven the Hunter, Mysterio, Electro, and The Vulture. Our electrical projector managed to electrify Kraven with a roll of 100, and Kraven managed to miserably failed his END roll with an 01, killing Kraven dead. Our adaptive flame projector accidentally fried three of the Vultures henchmen. And our levitator had fun lifting things and dropping them, including some tigers he put on some poor sot's balcony. The Tourist's molecular conversion trapped Kraven and The Vulture in viscous puddles of tar, my electrical powers shorted out a bunch of robot bank robbers, and when I needed to hide, I made a dozen illusionary duplicates of myself.Wednesday, January 22, 2014
Random Appearance Charts for Tekumel
Eye Color (d20)
1-3 Black4-16 Brown
17-18 Green
19 Blue
20 Choice
Hair Color (d20)1-8 Black9-16 Brown 17-20 Light Brown Males: roll d10: 1-3 = beard |
Hair Length (d10)Male Female Length1-5 1 Short 6-8 2-6 Medium 9-10 7-10 Long |
Complexion (d20)
1-3 Very dark4-11 Dark
12-18 Tanned
19-20 Fair
Voice (d6)
Male Female Voice Pitch1 1-3 High
2-4 4-5 Medium
5-6 6 Low
Handedness (2d6)
2 Ambidextrous
3-4 Left-handed
5-12 Right-handed
Facial Features
Number of facial features: d6-2When two possibilities are listed, roll a d2 or choose.
1 Large/small eyes 2 Sharp/soft features 3 Round/narrow face 4 High forehead 5 High cheekbones 6 Large/small nose 7 Large/small jaw 8 Large/small teeth 9 Full/thin lips 10 Epicanthic folds |
11 Large/small ears 12 Facial scar 13 Freckles 14 Curly hair 15 Upturned eyebrows 16 Pointed ears 17 Wide/thin nose 18 Overbite 19 Round/narrow eyes 20 Eye close together/far apart |
Tuesday, January 21, 2014
Carangil, High Elf
9th Level (181,800 XP)
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Red hair
Green eyes
Left handed
Primitive Talent Magic
MKL: 10Concentration: 102.6
PMF: 20.5
Circle of Protection
Detection Spells
Detect AlignmentDetect Altitude
Detect Magic
Detect Secret Door
Detect Tracks
Detect Small Traps
Detect Old Tracks
Detect Traps
Find Direction
Measure Distance
Detect Enemies
Detect Invisible
Detect Poison
Detect Observation
Find the Hidden
Communication and Transportation Spells
FlyTelepathy
Teleportation
Animal Messenger
Levitate
Teleportal
Command Spells
Charm Person
Hold Small AnimalsHold Large Animals
Command Large Animals
Awaken
Sleep
Summon Animals
Hold Person
Demoralization
Basic Magic Spells
Create Fire, Detach,Amplify, Accelerate, RemoveCreate Flame, Detach, Amplify
Create Light/Dark, Affix, Remove
Create Smoke, Intensify, Remove
Create Magic Fire, Detach, Accelerate, Remove
Create Ice, Detach, Accelerate, Decelerate, Remove
Create Water, Detach, Accelerate, Concentrate
Create Rain/Spray, Detach, Affix, Concentrate, Remove
Create Fog/Mist, Detach, Affix, Remove
Create Sand, Detach, Accelerate, Concentrate, Remove
Create Dust, Detach, Affix, Amplify, Concentrate
Create Porous Rock, Detach
Detach Dense Rock
Detach Air
Remove Poison Gas
Illusion Spells
Blurred ImagesDispel Illusion I
Detect Illusion I
Hallucinatory Landscape
Dispel Fatigue
Dispel Illusion II
Delusion
Shadow Monsters
Dispel lllusion IV
Ancient Lore Spells
KnockHealing
Legend Lore
Command Plants
Far Sight
Noise
Passwall
Silence
Strength
Speed
Water Breathing
Interdimensional Labyrinth
Weapons: | Blows | xWDF | % Parry | % Hit | Crit |
---|---|---|---|---|---|
Light | +3 | 4 | -33 | +33 | |
Heavy | +2 | 4 | -25 | +30 |
Dodge bonus:
Active shield parry:
Active shield parry:
-45
-35
-35
Weapon Bonuses
Elvish Longbow: +22%Long sword: +22%
Dagger:
Equipment
+3 Elvish Longbow
20 +3 arrows
Dagger
Long sword
Chainmail suit
Clothes
20 +3 arrows
Dagger
Long sword
Chainmail suit
Clothes
Horse
Friday, January 17, 2014
Primitive Talent Magic for the OSR
In the continuing effort to model the Chivalry and Sorcery magic system in the OSR (specifically LL), I return to another Natural magic user, the Primitive Talent. The first effort was the Mechanical Artificer class. (I have already translated Primitive Talent magic to GURPS.)
Primitive Talent Magic gives a character the ability to cast spells, but they cannot learn spells from teachers or books, nor can they create magic items. Primitive mages use no focus, but they can use magic items made by other magic users. Primitive mages gain spells as they gain experience. A primitive talent mage does spend long hours studying spells, so any character class can be a primitive talent. The initial list of spells a character knows is based on survival instincts and social class -- starting spells are different, depending on where in society the character was born.
Predict Weather
Protection from Evil
Detect Magic
Charm Person (if CHA >= 16)
Read Languages
Protection from Evil
Detect Magic
Charm Person (if CHA >= 16)
Read Languages
Read Magic
Protection from Evil
Charm Person (if CHA >= 16)
Detect Evil
Protection from Evil
Read Magic
Charm Person (if CHA >= 16)
As the character gains experience, they will learn new spells. The player can pick an additional spell for every 10,000 XP their character gains. Spells from Magic User, Cleric, and Druid spell lists can be taken. They can take spells with level equal to half their level, rounded up. For example, a level 3 primitive talent fighter can choose level 2 spells.
This add-on class adds 750 points to the required experience points for 2nd level of whatever the character's main class is. For example, a Fighter who was a Primitive Talent would need 2750 points to reach level 2, and the experience points double each level beyond that.
Book Learning (+200 XP): the Primitive mage can learn from books, scrolls, and teachers.
An alternative to multiclassing for elves is to use Primitive Talent magic for their innate magical abilities. In this case, Elves could choose to be fighters or thieves without dividing their XP between the classes.
Wood Elves are primitive mages with the Enchantment Allowed enhancements. Wood Elves can make a +2 bow and +2 arrows for their personal use, as well as other items. The starting spell list for elves begins with the Yeoman or Serf list above, plus Detect Magic, Find Traps, Read Magic, and Locate Animals.
High Elves/Great Fey are primitive mages, too. Treat as Wood Elves, plus they have the Book Learning enhancement. Their can make a +3 bow and +3 arrows for their personal use, as well as other items.
Primitive Talent Magic
At the dawn of mankind, life was a struggle to survive. Humans had several natural advantages, intelligence, tools, and the ability to organize. They also had magic as one of those tools. But in the mists of time, there were no teachers nor books from which to learn spellcraft -- a magically gifted person might be the only one in the tribe. Those who could manipulate mana gained new talents because of their interactions with the world, not because someone told them how to do it. These were the Primitive Talent Mages. Their heritage remains in the human population.Primitive Talent Magic gives a character the ability to cast spells, but they cannot learn spells from teachers or books, nor can they create magic items. Primitive mages use no focus, but they can use magic items made by other magic users. Primitive mages gain spells as they gain experience. A primitive talent mage does spend long hours studying spells, so any character class can be a primitive talent. The initial list of spells a character knows is based on survival instincts and social class -- starting spells are different, depending on where in society the character was born.
Yeoman or Serf:
Locate AnimalsPredict Weather
Protection from Evil
Detect Magic
Charm Person (if CHA >= 16)
Townsman:
Hold PortalRead Languages
Protection from Evil
Detect Magic
Charm Person (if CHA >= 16)
Guildsman:
Hold PortalRead Languages
Read Magic
Protection from Evil
Charm Person (if CHA >= 16)
Nobleman:
Detect MagicDetect Evil
Protection from Evil
Read Magic
Charm Person (if CHA >= 16)
As the character gains experience, they will learn new spells. The player can pick an additional spell for every 10,000 XP their character gains. Spells from Magic User, Cleric, and Druid spell lists can be taken. They can take spells with level equal to half their level, rounded up. For example, a level 3 primitive talent fighter can choose level 2 spells.
This add-on class adds 750 points to the required experience points for 2nd level of whatever the character's main class is. For example, a Fighter who was a Primitive Talent would need 2750 points to reach level 2, and the experience points double each level beyond that.
Limitations:
GM’s Choice: The GM selects the spells to add to the character’s spell list, instead of the player (-250 XP).Enhancements:
Enchantment Allowed (+150 XP): the Primitive Talent mage can make magic items.Book Learning (+200 XP): the Primitive mage can learn from books, scrolls, and teachers.
An alternative to multiclassing for elves is to use Primitive Talent magic for their innate magical abilities. In this case, Elves could choose to be fighters or thieves without dividing their XP between the classes.
Wood Elves are primitive mages with the Enchantment Allowed enhancements. Wood Elves can make a +2 bow and +2 arrows for their personal use, as well as other items. The starting spell list for elves begins with the Yeoman or Serf list above, plus Detect Magic, Find Traps, Read Magic, and Locate Animals.
High Elves/Great Fey are primitive mages, too. Treat as Wood Elves, plus they have the Book Learning enhancement. Their can make a +3 bow and +3 arrows for their personal use, as well as other items.
Thursday, January 16, 2014
Taran of Flyster Wood, Yeoman Forester
Human yeoman forester
6' 2" tall, 200 lbs., age: 20
4th Level (16,250 XP) +5%
Well-aspected Sagittarius
Father is Yeoman forester
FMM*
Concentration: 4.9
PMF: 2.1
Spells
Detect Tracks
Find Direction
Hold Small Animals
Hold Large Animals
Charm Person
Circle of Protection
Create Fire
Spear: +8%
Hand axe: +8%
Long sword: +9%
Equipment
6' 2" tall, 200 lbs., age: 20
4th Level (16,250 XP) +5%
Well-aspected Sagittarius
Father is Yeoman forester
FMM*
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Primitive Talent Magic
MKL: 1Concentration: 4.9
PMF: 2.1
Spells
Detect Tracks
Find Direction
Hold Small Animals
Hold Large Animals
Charm Person
Circle of Protection
Create Fire
Weapons: | Blows | xWDF | % Parry | % Hit | Crit |
---|---|---|---|---|---|
Light | +2 | 3 | -20 | +20 | |
Heavy | +1 | 4 | -12 | +18 |
Dodge bonus:
Active shield parry:
Active shield parry:
-22
-18
-18
Weapon Bonuses
Longbow: +15%Spear: +8%
Hand axe: +8%
Long sword: +9%
Equipment
Clothes
Longbow
Spear
Hand axe
Long sword
Longbow
Spear
Hand axe
Long sword
Tuesday, January 14, 2014
Marcon Ethring, King
Earl Marcon Ethring's Coat of Arms |
Background
Marcon Ethring was the 3rd son of the 23rd Duke and Duchess of Galbowdran. His father was the brother of the king and Marcon was an Earl. The king had 3 sons and a grandson, Marcon was 8th in line to the throne.On the day of the king's only daughter's wedding, a grand occasion and national holiday, Marcon lay ill in bed, having caught the last puke-thrall of the spring. He watched the festivities from his room in the north tower. All we gathered and the ceremony was begun, when a flash and a thunderclap interrupted the proceedings. There stood Felonius the Sorcerer, who had long sought to destroy the king and control the country for his own evil ends. The powerful sorcerer quickly killed the court wizards by summoning a demon from the pits of Hell, and then killed the entire royal family with vast explosions of fire.
Marcon knew that he was in danger, so with the aide of a faithful servant, he stumbled down into the dungeons to find the secret escape out of the castle. They found the captain of the guard in a dank cell, put there by the king for a drunken slight the night before. Marcon released him and told of what had transpired. The three of them fled the castle.
After two months of hiding in the Shadow Forest, word arrived that Felonius had been put to flight by the last dying act of the chief wizard, who summoned a holy guardian who expelled the demon and threatened the sorcerer.
Marcon's coronation as king was a somber affair, and he quickly began to rebuild the country. Once things were in order, he began his search for the sorcerer Felonius.
Human fighter 10th Level (237,000 XP) 6' 2" tall, 190 lbs., age: 35 Cancer (neutrally-aspected) Born the nephew to the king 3rd son of king's 2nd brother 8th in line to the throne Father is Duke (23rd), parents are dead, |
Brown eyes Black hair, medium length Normal complexion Neutral expression Deep voice Heavy drinker Heavy smoker Long temper, but spectacular |
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Light Weapons | Heavy Weapons | |
Blows | +7 | +6 |
Damage | x6 | x6 |
To-Hit | +38% | +32% |
Parry | -38% | -28% |
Shield parry | -40% | |
Dodge | -45% |
Weapon Bonuses
Cavalry Lance: +11%Knight's broadsword: +15%
War hammer: +12%
Heavy crossbow: +12%
Sword: +10%
Equipment
Coat of Arms of King Marcon I |
-2 full plate suit (gift of the Dwarf King):
-2 plate cuirass
-2 chain mail undercoat
-2 visored helm
Armored gauntlets
-2 Kite shield
+7 Long sword, "Banegil" (part of Royal Regalia),
Brightness enchantment, 22 + d10 damage, 17 blows,
+45%, star of iron, alchemetical ruby on the pommel
Brightness enchantment, 22 + d10 damage, 17 blows,
+45%, star of iron, alchemetical ruby on the pommel
+3 Knight's broadsword, damage: 18, 10 blows
Arctorius Stone ring (Royal Regalia)
Crown (Royal Regalia)
Crown (Royal Regalia)
War hammer, damage: 15, 7 blows
Heavy crossbow (20 +2 bolts)
Rapier
Lance
Superb heavy war horse, chestnut, "Relayer"
Saddle, blanket, saddlebags
Bridle and bit
Sunday, January 12, 2014
Morin Stoneheart, Dwarf Crossbowman
Dwarvish crossbowman 8th Level 4' tall, 75 lbs., age: 65 Leader of crossbow company (50) Armorer Languages: Common, Dwarvish, Goblin, Gnollish, Kobold |
Grey eyes Black hair, medium length Tan complexion Chest-length beard Narrow nose Large eyes | Excellent sense of smell Excellent sense of hearing Conceited Heavy drinker Arachnaphobia |
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Light Weapons | Heavy Weapons | |
Blows | +3 | +2 |
Damage | x4 | x4 |
To-Hit | +25% | +22% |
Parry | -25% | -17% |
Shield parry | -25% | |
Dodge | -28% |
Dwarvish Abilities
Dark visionOpen Locks: 35%
Detect traps: 65%
Disarm Traps: 30%
Hide in shadows (underground): 30%
Move silently (underground): -15%
Dodge: -5%
No morale checks underground
Magically resistant: save 4 levels higher
Tunneling speed: x6
Weapon Bonuses
2-handed mattock: +16%
Dwarf war hammer: +10%
Shield: -18%
Heavy crossbow: +13%
Hand axe: +13%
Equipment
+5 Two-handed mattock
Dwarf war hammer
Medium shield
Heavy crossbow
Hand axe
-2 plate and chain
pony
Sunday, January 5, 2014
Erin Phyler, Young Necromancer
Human female
5'4" 100 lbs., age: 17, Neutrally-aspected Cancer
Only child of an architect, credit to the family
Level: 3
XP: 5500
One night, Erin awoke after midnight. She lit a candle on her beside, and saw an apparition before her. The image of an old man stood before her bed. The spirit spoke to her, telling of her destiny to pursue the ultimate intellectual journey: to discover the meanings of life and death. If she so chose, the spirit said he would teach her in the pursuit of this goal.
Erin, who had been discovering that the world was not as simple as her parents and teachers had been telling her, agreed to begin her training as a necromancer, and the spirit secretly began to instruct her. He started with teaching her which end of a sword to swing. Just the basics of weapon play -- enough to defend herself and little more. She applied herself and picked it up well. Once he taught her the Command Undead and Create Skeleton spells, her spirit guide led her on a journey to one of his hidden caches. She convinced her father, an architect of some skill, to take her on a business trip that traveled past the location in the wilderness. After everyone was in bed in the inn, she stole away into the night, following her master's shade, to find the abandoned woodcutter's house in the woods that her mentor indicated to her. It was guarded by a skeleton. He showed her where a warrior had died at the skeleton's hands outside the house. She raised the skeleton of the warrior as her servant, and attacked the guardian undead with him. Once she and her servant had killed the guarding skeleton, the spirit guide showed her where he had hidden some gold and jewelry, including a black pearl necklace with a Protection vs. Command Spells enchantment.
Erin took a small amount of coin and the necklace. She left her skeleton to guard the house and the remaining treasure, exchanging one skeleton for another. It was now her secret hideaway and laboratory for her upcoming training. She returned to the inn and slept for a few hours before her father left for the remainder of the trip.
She is now 2nd MKL, and knows a few spells. She has since found another skeleton and raised it as an undead servant, so two skeletons guard her master's legacy and her hideout.
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Steel grey eyes
Short, wavy brown hair
Fair complexion
Serious expression
Right handed
Dimples
Full lips
High cheekbones
Thin nose
Sharp features
Husky voice
Tone deaf
Taciturn
Weapon Bonuses
Short sword +3%Dagger +3%
Short composite bow +3%
Necromancer
MKL: 2
Concentration Level: 5.6
PMF: 6.5
Spirit Guide: 225 year dead necromancer's ghost, Conc. Level: 300, MKL: 15
Spells
Reveal
Reveal Secret Door
Measure Volume
Communications/Transportation
Fly
Water
Detach, Affix, Accelerate, Concentrate Rain and Spray
Accelerate Fog and Mist
Fire
Create, Remove Smoke
Necromantic
Command Undead
Create Skeleton
Ancient Lore
Voice
| Equipment
Dagger
Short sword
Short composite bow
Belt pouch: 19 gp, 103 sp
Long-sleeved linen tunic, light blue, good quality
Riding breeches, light brown, good quality
Riding boots, good quality leather
Cloak, dark blue, good quality
Wardrobe of well-to-do clothing
Light warhorse, "Mist", dapple grey, comes when called
Saddle and gear
50' rope
Mixture of jewelry: rings. armbands, necklaces, bracelets, gems
(worth 5,000 gp)
Black pearl necklace (amulet of protection vs. commands), saves as MKL 8
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Saturday, January 4, 2014
Traveller Character: Midas Willby, Swordworlder Engineer, Psionic
While digging for Chivalry and Sorcery characters to post for the Obsolete Simulation Roundup, I discovered the majority of my characters that were saved over the years. Here I present a Traveller character (Book 5: High Guard).
Employed by Captain Derrick Hydeclone
Money: 461800 credits
Equipment:
Everkeen blade
Force cutlass
Stasis blade
gyro-jet pistol
20 clips of ammo (25 shots each)
Statz energy pistol, 2500 shots
Statz energy carbine, 5000 shots
Statz energy rifle, 10,000 shots
Pen laser/stunner (X-ray, 20 shots)
Stunner
Cloth armor yellow
ablat jacket
MR communicator, small
hand computer
wrist watch (1000 credits)
binders, 2 sets
vacc suit
1 mining droid
1 combat droid
100 lbs. explosives
diary of travels
Combat Boost +3 STR/+2 DEX, 2 doses, lasts 1 hour, then +1 for 1 hour, then -1 for 8 hours
Psi-boost hash, 18 gr., +d2 for 2 hours, then an 8-hour nap
2 kg. of extra special grade recreational herbs
healing salve, 5 doses
Midas Willby, Swordworlder Engineer
5'9" 154 lbs., age 26, home world: Steel (E655110C)Employed by Captain Derrick Hydeclone
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Short brown hair Golden eyes, large, round Tanned complexion Smiling Expression Deep Voice Right handed Eyes wide High cheekbones Excellent sense of smell Liar Tidy Independent Self-reliant Good tipper Won't drink before noon, local Tends to pun |
PsionicsTelepathyLife detection (1 pt/min.) + rangeTelempathy (1 pt/min) Read surface thoughts (2 pts/min) Send thoughts (2 pts/min) Probe (8 pts/10 min) Assault (10 pts/attack, < 2 sec.) Clairvoyance (15 second impression)Sense (1 pt, very basic description)Clairvoyance (2 pt) Clairaudience (2 pt) Combined (2 pt) Direction (0 pt, for out of sight) TelekinesisVery long range = 251 - 500 meters100 kg. weight limit 1 min. | CareerSwordworlds Navy -- Engineering BranchWashed out of Naval Academy Basic/Adv. Training E1 Shore Duty E2 Training Strike MCUF w/ crossed swords, Purple Heart E3 Patrol MCUF Shore Duty Shore Duty |
Money: 461800 credits
Equipment:
Everkeen blade
Force cutlass
Stasis blade
gyro-jet pistol
20 clips of ammo (25 shots each)
Statz energy pistol, 2500 shots
Statz energy carbine, 5000 shots
Statz energy rifle, 10,000 shots
Pen laser/stunner (X-ray, 20 shots)
Stunner
Cloth armor yellow
ablat jacket
MR communicator, small
hand computer
wrist watch (1000 credits)
binders, 2 sets
vacc suit
1 mining droid
1 combat droid
100 lbs. explosives
diary of travels
Combat Boost +3 STR/+2 DEX, 2 doses, lasts 1 hour, then +1 for 1 hour, then -1 for 8 hours
Psi-boost hash, 18 gr., +d2 for 2 hours, then an 8-hour nap
2 kg. of extra special grade recreational herbs
healing salve, 5 doses
Thursday, January 2, 2014
An Amusing Description of Tekumel
At my playtest of my new Tekumel rules, +George Hammond quoted a very amusing description of Tekumel from someone who had just read EPT. It's from a discussion on RPG.Net about bizarre settings.
"Jesus...this is so eccentric, personal, trippy, bizarre, jagged, beautiful, crude, and imaginative. It's Edgar Rice Burroughs meets 1960's psychedellic culture meets Imperial China meets the Aztecs in a dark alley behind a brothel in Tangiers, where they bump into a drunken Tolkien and violently sodomize him on a pile of garbage while he begs them not to stop. I can fucking smell the hash smoke coming through the screen of my monitor."
-- Richard R.
I just thought I'd share that with everyone.
"Jesus...this is so eccentric, personal, trippy, bizarre, jagged, beautiful, crude, and imaginative. It's Edgar Rice Burroughs meets 1960's psychedellic culture meets Imperial China meets the Aztecs in a dark alley behind a brothel in Tangiers, where they bump into a drunken Tolkien and violently sodomize him on a pile of garbage while he begs them not to stop. I can fucking smell the hash smoke coming through the screen of my monitor."
-- Richard R.
I just thought I'd share that with everyone.
Wednesday, January 1, 2014
Regifting
I won a PDF copy of The Gnomes of Levnec in Tenkar's Tavern's 12 Day of the OSR Christmas. But I already own a copy. So, I'm regifting it.
If you'd like this adventure, post on the comments, and give me a one sentence description of a location in the wilderness. I will pick randomly from the submissions. You can either post here or on my G+ version.
If you'd like this adventure, post on the comments, and give me a one sentence description of a location in the wilderness. I will pick randomly from the submissions. You can either post here or on my G+ version.
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