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Cards & Quests: An Innovative Fantasy Role-Playing Game
by Andrew B. [Verified Purchaser] Date Added: 01/19/2016 19:18:29

Game looks good, but is there character sheets? There was suppose to be some I guess but I can not find them in the book.



Rating:
[4 of 5 Stars!]
Cards & Quests: An Innovative Fantasy Role-Playing Game
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Publisher Reply:
Hi Andrew! The character sheets can be downloaded here: http://www.foxandoxcreations.com/wp-content/uploads/2015/06/CQ_CharacterSheetsLQ.zip We hope you enjoy your game!
100 Oddities for a Wizard's Tower
by Tom H. [Verified Purchaser] Date Added: 01/06/2016 21:36:38

Another win by the lads at Skirmisher. This is the second "100 Oddities" supplement I have had the pleasure of looking through. I loved their "100 Oddities for a Graveyard" entry and the Wizard's Tower is no less detailed and useful for GMs. With this book you don't just get the 100 entries for strange things and situations the players may stumble on. You also get additional d20 and d12 tables to help you build the structure, flavour and feel of the Tower. This could be used to help create a careful, pre-planned adventure or used on the fly as a type of "tower randomizer".

The entries on all of the tables included in this book are colourful and have enough detail for plenty of adventure hooks or just cool random bits that can add to any scenario. Some entries are darkly humorous, others frightening and some just plain weird or disturbing. Perfect!

Check all of these GMing gems by Skirmisher out, they are well worth it and very reasonably priced.



Rating:
[5 of 5 Stars!]
100 Oddities for a Wizard's Tower
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Cards & Quests: An Innovative Fantasy Role-Playing Game
by Brendan C. [Verified Purchaser] Date Added: 12/25/2015 01:30:16

A simple and satisfying to play game that uses a neat alternative to rolling dice.

Using cards means players have the option of succeeding when it counts. The battle mechanics introduce a fun meta-mechanic where the players are trying to bluff the GM and guess what they have in their hand.



Rating:
[5 of 5 Stars!]
Cards & Quests: An Innovative Fantasy Role-Playing Game
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Cards & Quests: An Innovative Fantasy Role-Playing Game
by Jeff H. [Verified Purchaser] Date Added: 12/03/2015 06:04:04

Admittedly, I am a harsh critic. If I am presented with a sloppy product, I won't even finish reading it (no matter how good the material might otherwise be). I didn’t finish reading Cards & Quests.

I don't trust authors who can't spell, allowing too many typos, and who use "insure" when they mean "ensure." If a writer can’t edit his work, he shouldn't sell it.

The introduction explains that you are playing a fantasy RPG, but it does nothing to orient you to the setting, nothing to explain the kinds of characters available. Nevertheless, immediately after the short intro, you leap right into character creation. It's like creating a character in a vacuum. It's a stark experience and utterly uninspiring.

Then you're told you need a character sheet. I have flipped through this PDF backward and forward. I can’t find one character sheet. And there’s no index at the back of the document. An index would have been super nice.

Without a character sheet, I scoffed and exited out of my PDF of Cards & Quests. I am insulted by the product. I consider it ten bucks down the toilet.

Oh, and by the way, if you're new to roleplaying games, DO NOT BUY THIS PRODUCT. You won't have any idea what's going on. It is apparently written for experienced gamers only. Would have been nice of the author to let us know beforehand.



Rating:
[1 of 5 Stars!]
100 Oddities for a Graveyard
by Tom H. [Verified Purchaser] Date Added: 11/09/2015 19:04:49

The 100 Oddities series by Skirmisher are a great resource for GMs. Having looked through the "100 Oddities for a Graveyard" I was really impressed with the concept and the content. Being new to sitting in the Games Master chair, resources like this are a real treat. When you are trying to just stay on track with telling a compelling story for players and master a rules system at the same time, well written supplements that do some of the heavy lifting in the area of adventure hooks, impromptu situations and spontaneity are always welcome. The 100 Oddities series does not disappoint. The fact they are not tied to a specific set of rules make them easily adapted to any material you may be working with. Taken as an inspirational source they can give you some cool ideas to build full scenarios from, and with 100 entries for each of these gems, you won't run short any time soon. For GMs who are a little more comfortable with improv, a roll on a d100 gives you a random situation which could add some flavour and unexpected results. These also aren't restricted to the setting they are named for. with a few small changes, a graveyard becomes a post apocalyptic ruin, etc. Another good product from these folks. Recommended, five stars.



Rating:
[5 of 5 Stars!]
100 Oddities for a Graveyard
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100 Oddities for a Graveyard
by Jason A. [Verified Purchaser] Date Added: 11/09/2015 09:06:27

You’re walking through a cemetery… Why? Why the heck are you walking through a cemetery in a roleplaying game?!? Nothing good is going to come of that even if you trust your GM, but this book has hooks and seeds galore to make it interesting.

Whether you are looking for a plot after the death of a PC?NPC or a random encounter for your group, this book will give you loads of ideas and questions as to how your PCs live their live that they are walking through a Graveyard!!!!



Rating:
[5 of 5 Stars!]
100 Oddities for a Graveyard
by Eric F. [Verified Purchaser] Date Added: 11/05/2015 12:15:15

100 Oddities for a Graveyard From Skirmisher Publishing is a great ten page pdf of adventure location and adventure setting dressing for your adventures. This book is system agnostic and will fit just about any game system and this is a good pdf to acquire for both modern and old school systems. But is it actually useful for the gaming table? Well let's dive into this book.Basically 100 Oddities for a Graveyard is a series of random d100 charts that can add interesting game adventure elements to an adventure location. This enables with a toss of the dice a DM to add in a whole evening's encounters for a game. Graveyards have always been the domain of horror films and survival horror adventures, but this book gives a ton of interesting side bits to sneak into an adventure. This includes the exploding dice principle rule - One final thing: Oddities for a Graveyard employs a dice rolling sub-system often referred to as “Exploding Dice.” In this sub-system, a die that rolls the maximum value possible [i.e. a 6 on a d6] is rolled again, and the new value is added to the previous total. This continues until a value other than the maximum is rolled. So, you might roll a d8 and get 8, then roll again, get another 8, and then, on a third roll, get a 3. You would then stop and total the results, in this case a 19 [8+8+3]. When we are referring to an exploding die roll, you will see a lower case “x” after the die notation, as in “d10x.” With some of the encounters this adds an element of weirdness and some horror to some of the results. But on the whole the book provides a whole host of adventure elements that can change up a rather mundane romp through a grave yard location. An example of what you'll find in this book includes the following: "An arch of stone creating a portal over the head of a grave. Directly over the top of the arch, the stones frame a circular hole. Local legend recounts varying tales of what happens when someone stands on the grave and gazes upon the moon or sun through the hole over the arch; stories of mystical portals, visitors from other realms, glimpses of the future or the past, or a departed love one are but a few." The graveyard isn't usually the first adventure location that leaps to a DM's mind but this book basically provides all of the weirdness that you want to be inserted right into the back end of their campaigns with little issue. For a dollar this is a pretty solid investment for any new or old school gaming system. William Thresher's artwork adds a sense of whimsy and weirdness to the book. Don't let my comment fool you there's enough here to keep even a group of Call of Cthulhu investigators guessing at least for a night or two. This is one of the places that this book excels at keeping adventure encounters moving so that you can get to the heart and soul of your grave yard adventure location. There are other places that 100 Oddities for a Graveyard could be used. Personally, I'd use this book with a mix of post apocalyptic and straight up dark fantasy, many of the encounters and ideas in 100 Oddities for a Graveyard lend themselves to a mix of games. For me this would be a mix of Mutant Future and Labyrinth Lord Advanced. The PC's stumbling onto a post apocalyptic graveyard adventure location could easily support the material in this ten page pdf. With a toss of the dice a DM could dress different parts of an adventure location quite easily. This book can add a sense of the epic and weird to a simple romp through a grave yard. Seriously there's some great encounters to unleash on players and their PC's. Do I think that its worth the download price? Yes I do indeed! Many of the encounters sound like they'd be perfect to add into a Phantasm movie like campaign.The idea of outdoor crawling among the grave stones is pretty appealing for a post apocalyptic or more modern survival horror style of game. A sprinkling of undead, ghosts, or your favorite post apocalyptic horrors and your ready to go. There's more then enough of an adventure construction and encounter kit to outfit a gang of adventurer's with a mini campaign or two. The adventure elements are well done in such a way that you can take this book as a simple stepping stone or a fully realized night of dungeon crawling through a cemetery. Eric Fabiaschi Sword and Stitchery Blog Want to see more reviews and OSR material like how to use books like this one? Subscribe right over here http://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
100 Oddities for a Graveyard
by Ilya Y. [Verified Purchaser] Date Added: 11/04/2015 20:17:38

Love the 100 Oddities series. Those PDFs provide just what you need. It works great for a lazy DM like me when you have all the plot in mind, but need some tiny details to make it feel real. Looking forward for "100 Oddities" in other settings!



Rating:
[5 of 5 Stars!]
The Jester Dragon's Random Brothel Generator
by Darryl J. [Verified Purchaser] Date Added: 11/01/2015 17:04:39

Great little generator. 8 pages of content, ranging from brothel name / specialty lists to Signature move and prostitute background generators. A surprising amount of content contained within this little packet. I was expecting just a few words attached to some d100 lists but this goes greatly into detail, telling you practically every detail you could want to know about the brothel. Easy to concoct hooks for places or to insert a brothel some PC has unexpectedly decided to visit.

Definitely a product I would recommend.



Rating:
[5 of 5 Stars!]
The Jester Dragon's Random Brothel Generator
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Little Orc Wars: Human Troopers (Cardstock CharactersTM)
by Giorgio G. P. [Verified Purchaser] Date Added: 10/21/2015 05:11:38

The same review for orcs. Good minis, good price. A great old school drawing. A good deal.



Rating:
[5 of 5 Stars!]
Little Orc Wars: Human Troopers (Cardstock CharactersTM)
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Little Orc Wars: Orc Raiders (Cardstock CharactersTM)
by Giorgio G. P. [Verified Purchaser] Date Added: 10/21/2015 05:08:31

Good minis, good price. 5 cardboard standups ( Cardstock Characters ), which is easily converted into paper minis, in three colors. The colored drawing is very reminiscent of an old ( good ) school.



Rating:
[5 of 5 Stars!]
Little Orc Wars: Orc Raiders (Cardstock CharactersTM)
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Wisdom from the Wastelands Issue #51: Mutated Animal/Plant Genotypes
by Eric F. [Verified Purchaser] Date Added: 10/10/2015 17:10:04

So the red headed step child of post apocalyptic old school games has always been mutant animals and plants. The fact is that I keep expecting mutant turtles, raccoon,hamsters,etc. Some folks swear by them and can play them well. Others have a very hard time with them,especially in Mutant Future, well fear no more Skirmisher Publishing has come to the rescue with its newly expanded 'Wisdom From The Wasteland' issue fifty one. This issue clocks in at around twenty nine pages of mutated animals and plant goodness; this issue includes a boat load of new animal arch types and guidelines for playing them in Mutant Future. Here's an example of the the arch-typical animal base your PC could be drawn from : Alligator Types of Animals: Alligator, Crocodile. Size Comparison: Humanoid to huge. Natural Attacks: Saurian bite, tail slap. Special Attacks: None. Reaction Modifier: +2. Stat Modification: +2 (for humanoid), +4 (for large), +6 for Huge to Strength, +2 to Constitution, -4 Intelligence, -2 to Dexterity, +2 Willpower. Advantages: Breath control, increased senses (hearing, smell, taste), natural armor, natural camouflage, rapid strike, thermal vision. Disadvantages: No fine manipulators, no speech capability, susceptible to cold, water dependent. There is more to this issue of Wisdom From The Wasteland then simply playing mutant animal characters. If the player wants to play an animal or mutant type not available in the Mutant Future rule book you can do the following :if the player wishes to create an entirely new type of mutated animal race, the following rules apply: First, as normal, roll the number of physical and mental mutations the animal will get. Next, decide how many “humanoid-like” traits the mutant is to possess.To gain manipulators such as hands, speech capability or being able to walk upright, or vaguely human shape (in order to be able to wear non artifact armor) they must give up 1 mutation for each type of modification (either physical or mental). For a dungeon master this is pretty much a really nice way of setting up their own monster or mutant animal races from this issue of Wisdom from The Wasteland making this a must have book in my opinion. This is a win/win in my book. This issue of WoW is actually a mutant animal tool box for creating some solid hits for both Mutant Future and Labyrinth Lord. This is makes this a really book to cheat with to create fast and viable races for your OSR games. The guild lines for mutant animals enable a DM to whip out a virtual assembly line of unique and nastily dangerous races of monsters for their old school campaigns. Something that dungeon masters have been doing with Gamma World first and second edition for years. A practice that was in wide spread use for second edition and games such as the Buck Rogers and the Twenty Fifth Century line of products. The practice could come back into vogue with this latest issue of Wow. But is it good? Well the truth is that this book is trying to cover a whole range of territory and is trying to do it in twenty five pages. The real star of this book isn't the artwork which is drawn from public domain sources and then run through a filter or two. The budget here is on useful gaming goodness and solid systems which this pdf has some really nice material for a post apocalyptic gamer and Labyrinth Lord dungeon master. Your basically getting about twelve pages of guidelines, rules, and archetypes for use with Mutant Future which isn't bad at all considering the amount of post apocalyptic wasteland that Wisdom from the Wastelands Issue #51: Mutated Animal/Plant Genotypes is trying to cover. And it covers it really well.

Here's one thing that the second section of this book really does well for those players who want to play mutant plants. It insists that they have the mobility mutation! I can't tell you how annoying it is for a DM in Mutant Future to look over a PC's sheet and point this out to a gamer. Here's how this book takes this mutation and spells it out Characters wishing to play a mutated plant follow the same basic rules set down for playing a mutant animal. As with mutated animals, each type of plant has different advantages and disadvantages that the character will need to take. One thing that every mutant plant must have is mobility, as playing a plant that was rooted to the ground would be pretty dull, especially if it forced someone in the party to carry it around. The player does not have to give up a mutation roll to take mobility; it is assumed that the plant already possesses this. When it comes to mutant plants they sometimes seem to be taken for granted by post apocalyptic players; I'd like to point out the fact that plants and fungus are one of the most alien and underratedly deadly monsters in the wastes. Well this issue has fungus right smack into the back bone of this section and gives the usual archtypes for this creature : Mold Size Comparison: Small to Humanoid. Natural Attacks: None. Special Attacks: Poisonous Spores. Reaction Modifier: +2. Stat Modification: +2 to Constitution, +4 to Willpower, -4 Charisma. Advantages: Natural camouflage, no vitals, regenerative capability, spread out. Disadvantages: No fine manipulators, no speech capability, reduced speed, susceptible to heat/cold. Note: The Mutant Lord may allow the plant character to take a toxic weapon in place of a mutation roll, but it must be in the form of a poisonous spore cloud.

There are several reasons why I mention this and make a big deal about it. Gamma World 1st, second edition , and Metamorphosis Alpha first edition had some of the most vicious and deadly fungal monsters this side of the wastelands. These monsters are deadly and very dangerous for a reason, fungus is one of the most flexible monsters that can translate between old school post apocalyptic games and Dungeons & Dragons settings easily. It gives a player a grasp on the universality of the fungal horror that is offing his PC in the wasteland or the dungeon. The advantages and disadvantages plus the mutations make this book worth having for the price of admission alone. Besides these there are even more optional rules allowing a MF dungeon master to increase and customize the range of his monsters, NPC's and PC's in equal measure. They've also imported in the Rules Option: Negative Hit Points Rather than dying when reaching 0 hit points, a character is instead near death and continues to lose one hit point per round until reaching a negative value equal to his Constitution, at which point he is irrevocably dead (unless brought back by certain artifacts). Given the inclusion and uptick of certain science fantasy OSR games this makes perfect sense. So is this issue worth getting and adding into your Mutant Future collection? Yes given three facts; one with a three dollar price tag this really is a bargain, two the inclusion of the plant and animal rules and the way their presented makes perfect sense against the back drop of the post apocalyptic wasteland and finally the flexibility of the whole package. You really get your money's worth with this issue four out of five for this issue. Eric Fabiaschi Swords and Stitchery blog Want to know more and see the commentary that goes with this review? Visit Swords and Stitchery http://swordsandstitchery.blogspot.com/



Rating:
[4 of 5 Stars!]
Wisdom from the Wastelands Issue #51: Mutated Animal/Plant Genotypes
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Insults & Injuries: A Pathfinder Sourcebook for Medical Maladies
by Billy W. [Verified Purchaser] Date Added: 09/20/2015 20:28:13

The time and effort required to put this book together is mind boggling. I and my cohorts absolutely love this book and all of the devious ways we are planning to put it to good use. Eric Lis has outdone himself here. The Diseases and injuries in the book are well defined both in lay terms and via game mechanics. Each section of the body gets its own chapter giving you lots of interesting things to play with. There are also prestige classes for the aspiring physician or healer in your parties, as well as mundane and magical items. All in all I loved everything about Insults and Injuries! ~Fangbjorn from the PlayersGuidePodcast



Rating:
[5 of 5 Stars!]
Insults & Injuries: A Pathfinder Sourcebook for Medical Maladies
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Insults & Injuries: A Pathfinder Sourcebook for Medical Maladies
by Eric F. [Verified Purchaser] Date Added: 09/11/2015 15:52:23

I have been reading through this book over the past day or so and wringing my hands as to how to approach this book. Confession time, Skirmisher sent me this book and I don't play Pathfinder, in point of fact I don't even own a single Pathfinder book. But for years now I've been following Dr. Eric Lis, blog posts on the D-Infinity blog site for years now . This source book could be used with a wide variety of SDR style games and includes a huge swath of information on death, disease, personal injury and all kinds of ins and outs on healing, PC classes,etc. In point of fact this book is incredibly useful for not only 3.0 and beyond edition games but also other near clones such as Dungeon Crawl Classics. But the material there in of Insults & Injuries could also be applied to newly emerging games of post apocalyptic goodness where disease and death is at the center of life quite literally. The first thing to note is the inclusion of an index and overview of the book's contents marking this as a well organized product and allowing the Dungeon Master to have a quick scan of the contents quite literally at a the drop of a hat. Much of the book's first chapter is literally a quasi historic overview of a fantasy world's setting and how these health, healing and disease elements fit into the context of the DM's world view. In this case the folks over at Skirmisher publishing have oriented Insults and Injuries toward a Kos their own Neo Grecian mythological campaign world with public domain artwork peppering the product throughout. Chapters such as the first one are Head & Neck along with a ton of injuries that can happen to PC's as well as incredible detail about these injuries along with a break down of system details and ideas. For the kind of detail that I'm talking about let's look into a sample entry in this case 'Headache' : HeadacheAlso known as: N/A.Ages: Any.Description: Headache is one of the most commonillnesses in the world. It afflicts all races to varyingseverities and can range from annoying to debilitating.Stories tell of Beholders who end their lives and Hydraswho chew off their own heads to end their pain,although the headaches of most humanoids are rarelyso terrible. Although dozens of types of headaches havebeen categorized, broadly speaking there are threecommon types.Tension headache is the most common type and isusually associated with stress, uncomfortable position,or hunger. Pain can be severe but rarely disabling andusually goes away on its own after four to six hours,although in rare cases tension headaches can last foryears. Pain is usually on both sides of the head and isoften described as a squeezing feeling.Migraine headache is often more severe than atension headache and often includes some nausea ordizziness. Before a migraine begins, the creature maysee flashes of light or other brief vision changes. Painis often on only one side of the head and has a throbbingquality, and may become worse with bright light orloud noise. Pain usually lasts 3d8 hours.Cluster headache is immensely painful and usuallybrief. Several short headaches may occur in rapidsequence. This headache is described as one of theworst pains known and is sometimes said to be worsethan childbirth. Typically, the pain occurs on only oneside and has a stabbing quality, and is almost invariablyaccompanied by a drooping eye, pupillary constriction,red eye, runny nose, or sweating. Pain usually lastsbetween 15 minutes and three hours. There may be asmany as five to 10 attacks per day.Hangover (post-alcohol headache) is discussed inChapter 11: Drugs & Toxins.Mechanics: A creature suffering from a tensionheadache is considered to be Sickened for the durationof the headache. A creature suffering from a migraineis considered to be Staggered. A creature suffering from a cluster headache is considered to be Nauseated (even though they may not actually be nauseated).Treatment: Any cure spell immediately ends theheadache but does not prevent the headache fromrecurring. Remove disease ends the headache andprevents a headache from recurring for one week.The Heal skill has no effect on headache. Yeah this is the type of detail here that your going to get in Insults and Injuries, this is product presents and its very well done at what it does. Chest is next then abdomen, the limbs, followed up with Cancers, etc. We don't simply have a fast book here we get a discourse on the mythological and legendary causes of these medical conditions. So this over all the product's strength and detail here. Dr. Eric Lis goes into just this sort of background with common D&D and Advanced dungeons and dragons elements like mummy rot and much more. We get a full plate of infections, injures, nutritional deficiencies,etc. There is a ton of byplay material when it comes to the game elements here and the level of research detail is far in excess to most other D20 and Pathfinder books that I've seen. When it comes to the latter half of the book there's a ton of useful bits for a dungeon master, drugs & toxins, medicines, race specific illnesses, surgeries, feats, defects, and finally prestige classes are all given center stage. A quick note on the prestige classes, we get the 'Alienist' is described thus 'some choose instead to turn their attention to sicknesses of the mind. Thesespecialized healers are known as Alienists, from an ancient word for “insane” or “estranged.” While Alienists may lack other healers’ abilities to banish diseases and fix broken bones, they work hard to gain insight into how intelligent creatures think and what processes can go awry in their brains. '' For games where supernatural elements and horrors play a part, the real hell were the insane asylums of the ancient world. And injuries and insults tackles this head on. Apothacary is another essential class whose appearances in games is often down played, part physician, part herbalist, and part alchemist, such characters, known as Apothecaries,unravel the mysteries of the body by learning how different chemicals can help or harm the body’s natural processes. Apothecaries take the often interesting and strange approach to the path of healing with drugs, powders, herbs, toxins and can be a wizards best friend or worst enemy. Chirurgeons are also given their due here and they're very well fleshed out for the most part, knives and all. Physicians come under the heading of the cleric and its amazing to see how they were worked in. Finally we are given the tools of the trade and how to work them under the heading of equipment. This includes everything from hooks to scalpels plus some of the tools of the medical trade of the historical past. Yeah, there are more then a few squeamish bits here to make me skip over this chapter and return to it again and again to figure where the author was taking his audience. And yes there are leeches and using their works in game. Finally we get a full range of spells and their basically work ups of the diseases and injuries covered in the book in 3.0 and 3.7 Pathfinder terms. They're well done and up to Skirmisher Publishing usual standards. That being said I do think that parts of Insult & Injury are a bit dry but entertaining by turns. With the amount of information packed into this book its going to be in places. Do I think that the book is worth the entry fee? Yes I do but if I were you I'd wait till the book goes on sale. This book packs a ton of information for a D20 style Dungeon master, do yourself a favor and pick this one up. Eric Fabiaschi Sword and Stitchery blog



Rating:
[5 of 5 Stars!]
Heroes and Monsters of the Necropolis (Cardstock CharactersTM/Swords of Kos Fantasy Campaign Setting)
by Richard P. [Verified Purchaser] Date Added: 07/22/2015 08:12:35

Oh wow, so pleased I purchased this. With Skirmisher you always know you will be getting a quality product and these cardstock characters are no exception. Teaming up with Amanda Kahl from Age of Night fame was an inspired decision, love her artwork on the Kos Necropolis titles and was pleasantly delighted that these minis retain the same high standard of art. Ideal for Kos campaigns of course but a fantastic edition to any cardstock set. It's worth it just for the Undead Cerberus alone!



Rating:
[5 of 5 Stars!]
Heroes and Monsters of the Necropolis (Cardstock CharactersTM/Swords of Kos Fantasy Campaign Setting)
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