CAS
Thursday, October 16, 2014
Thursday, October 9, 2014
Review - Mystic Pangolin #1 - Fantastic First Issue
Review
- Mystic Pangolin #1 - Fantastic First Issue
I
don't know why but when I first read about this zine I had a good feeling about
it. This is a real homerun of a first issue. It has a combination of useful
tables and articles with, on my first read thru, looks like a nice little low
level adventure.
Mystic
Pangolin ranks up there with the Tim Short's 'The Manor' but actually surpasses
it in size and more than doubles it with the inclusion of the 24 page zine
adventure 'The Reliquary of Thazar Zul'.
A
first glance through and the articles and tables were eye-catching. Each
articles is extremely well presented and contains useful guides for any DM
(useful for any system).
Casks
and Barrels - Terminology and Definitions, be it Puncehon, Rundlet, Kilderkin,
Pottle or Shook (there are a dozen different types defined) these were all new
to me and should spice up room descriptions and get player's asking ,
"What the hell is a Kilderkin and how much XP do we get from killing
it!"
Then
there is a wonderful lexicon of Hobo signs to spice up a city adventure (4
pages of signs and definitions ). A great idea for an underdark adventure as
well, where travellers leave various signs to warn of what may be lurking down
the foreboding passages and caverns beneath the earth.
Next
is a well illustrated article (with photographs) about manuscripts and scrolls
including 2 pages of random tables covering types of manuscripts, their medium
from clay, wax, bamboo and several materials I was unaware of to vellum.
Finally
there is a write-up of a small coastal community with as small map (I love
maps). A quick-read shows a nice amount of relevant detail that I can steal for
my own campaign (and I was just working on a nice little Viking adventure where
they sack a small Saxon village, very handy).
And
Finally, Finally, there is the 24 page adventure that says pull out but is
actually a nice stapled zine sized book in itself (I went for the A3 map as
well. I'm not sure if it is in every copy though the center of the adventure
contains a detailed DM's dungeon map).
The
Reliquary of Thazar Zul looks to be (I haven't run it yet) a nice low level
adventure (characters level 2-4 Swords&Wizardry, but easily converted to
1eAD&D, my game system of choice). I
see new monsters, a new magic item, challenges, rewards, twists and turns, and
a nice looking map.
This
is a hell of a first issue and I look forward to issue #2.
Tuesday, October 7, 2014
Saturday, October 4, 2014
Art - John_William_Waterhouse -Cleopatra_-_
Thursday, October 2, 2014
A Noise That Seemed Afraid Of Silence
A
Noise That Seemed Afraid Of Silence
Beyond
the coasts of Sange is an island in the Sea of Twilight. The sea itself is a
place of beauty and terror, but the island, which has no name, is a place of
ending. When the people of Sange weary of all things they seek this island for
there is no true ending in Sange only life followed by life.
The
Sea of Twilight can only be sailed by Death and finding Death in Sange is a
hard thing. To kill a man or a woman, an animal or thing is possible but death
lasts only an instant and the spirit of those of Sange who are killed flies
free like a gleam of silver moonlight before it is gone to find life again.
The
spirit of the dead must be caught in a cage of mirrors baited with a dream; A
dream of power, of love, anger, tears, betrayal, revenge or remorse. The cage
is capped with the frozen eye of a mage and the breath of despair. Then the
body of the dead will be at the command of the holder of the cage and the
journey to the island can begin.
There
is a fear that has come to Sange. Dreams have become nightmares and the land,
though always hard and often cruel, has lost the wonder, pleasure and
enchantment that made unending life a joy instead of a wearisome burden or
horrific punishment. The soothsayers, the oracles and the prophets speak of the
island on the Sea of Twilight and say that only there can the answer to this
curse be found.
Someone
or some group of someones must make this journey, find Death to sail the ship,
cross the Sea of Twilight and walk upon the island from which no one has
returned. Great dreamers are called to this quest from all of Sange, dreamers
brave and strong, of the mind and arm, heart and spirit before the darkness
which has settled upon the land has ended every song, silenced every voice,
broken the spirits of those who have lived a thousand lives and made Sange into
a prison of nightmare and torment.
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