Friday, December 20, 2019

[Review] "Crit Or Myth" RPG Musical Comedy CD By Fugli


Although I don't typically review music CDs here at The Savage AfterWorld, I stumbled across a request on Facebook for folks to review an upcoming music CD focusing on old school role-playing gaming. Now, I'm a fan of filk and musical parodys, so I wanted to find out what this was all about. Sent away and in a few days, I got a preview copy of the CD illustrated above.

"Crit or Myth" is an upcoming music CD by "Fugli" (AKA Jeremy Fowler-Lindemulder) who typically performs in the Renaissance Faire community, but this new offering is a divergence from his normal Faire material, and focuses on his AD&D 1e days.

There's good stuff here for the OSR enthusiast with a variety of styles vary from medieval fantasy, to calypso, to rock, to folk parodies of  classic tunes. I enjoyed the variety of musical styles amongst the songs on this fully loaded CD (I'll explain more in a second). There are 12 songs that will have all role-players nodding along with the melodies as well as in agreement with the pithy situations mentioned in the melodious tales. Some of my favorites include...

"Epic Myth" - The odds are against you, and a TPK is imminent. The party is counting on you to pull their fat out of the fire with a Roll For The Ages. You throw the dice and, well, as the song refrain says, "I rolled a one..." A very funny song that I've come to call The Gamer's Lament. One of my favorites on the CD.

"Conga Line of Doom" - Those narrow dungeon corridors don't allow for much shoulder-to-shoulder combat, so line up for the slaughter! The problems with marching orders versus tight underground quarters feature in this calypso parody of pinch points and kill zones.

"Flavor Text" - Those descriptive paragraphs that paint a vivid picture in the minds of your players -- and how they then run berserk through the scene when you stop to take a breath. The creative lyrical prose of the DM versus the breathless impulsive actions of the PCs meet in this funny adventure summary.

Other songs on the CD include: "The Wild Roller" (How much dice you got? It's not enough.); "The Deck of Many Don'ts" (That deck you found in a locked chest? Leave it alone.); "Random Tables" (Almost everything you find and do will be eventually left to chance.); "Baba Yaga's Hut" (Chicken-footed house a-comin'!); "The Demon Prince" (The dance craze...from the Seven Hells!); "Parts is Parts" (You never know what monster part might come in handy later.); "The Hoard" (There's always one player who hoards EVERYTHING - encumbrance be damned.); "Alignment Blues" (Chaotic Evil is so much easier than Lawful Good, you know?); and "Eye of the Beholder" (Monsters, go figure.)

Remember when I said this was "fully loaded"? There are numerous other special features lurking within, such as video clips of live performances, web links to numerous sites of the band's other offerings, and -- most keen for the gamers out there -- "Striek Hollus: The Tomb of the Eighth Blue Wizard", an adventure written by Jeremy back in December 1980 for The Dungeoneer's Journal and is now re-released here! (Which WILL see table use in one of my upcoming home games!) There is a lot to like on this CD for the gamer as well as those who appreciate clever music parodys.

"Crit or Myth" will be released January 2020 through Amazon and fugli.bandcamp.com. You can follow the group at http://phi.povera.com/ or  https://www.facebook.com/fugli as well!

Sunday, December 15, 2019

[Samson Sunday] Savage Menagerie: Ice Monster

In Mighty Samson Issue 4, Samson faced the threat of sailing vessels from Greelynd led by the ruthless warlord Thorr! Thorr captured Samson and his friends, and pitted Samson against post-apocalyptic mutants in his arena! Here's one of those threats!

Ice Monster: Init +1; Atk bite +6 melee (1d6+2) or claw +4 melee (1d4); AC 17; HD 3d8; MV 20'; Act 2d20; SP laser resistance, cryokinesis; SV Fort +4, Ref +1, Will +6.

The Ice Monster appears to be similar to the Ancient polar bear species. However, the bear-like creature is twice as large and, instead of white fur, it is covered in icy shards across its body,  giving it a crystalline shimmer when light reflects off of its hide. Because its surface reflects/refracts light waves, an Ice Monster only takes half-damage from light-based attacks (e.g., lasers and similar weapons).

An Ice Monster is a powerful ursine animal, able to bite for 1d6+2 hp damage or claw an opponent for 1d4 hp. An Ice Monster is "super-coldblooded", giving it the mutation of cryokinesis, which it uses to try to freeze its prey in place during combat.

An Ice Monster, however, is incredibly vulnerable to heat-based attacks and will take double-damage from any such assault. It is not unusual to see the massive beast melt clean away under a barrage of flame and fire.

NOTE: This creature was inspired by the interior tale from Issue 4 of "Mighty Samson." Stay tuned each week for Samson Sunday!




Sunday, December 8, 2019

[Samson Sunday] Savage Menagerie: Rhinophant

Rhinophant: Init +0; Atk trample +5 melee (3d4) or gore +2 melee (2d4); AC 17; HD 3d8; MV 20'; Act 1d20; SP absorption; SV Fort +4, Ref -2, Will +2.

The Rhinophant is a large herbivore animal that roams the abandoned streets of post-apocalypse N'Yark . The Rhinophant is huge and heavy, standing nearly 6 feet tall at the shoulder and weighing in excess of 2000 lbs. The Rhinophant has two large horns growing out of its muzzle, and it has a line of bony plates that run down the center of its spine. The Rhinophant is also covered with a thick leathery hide, making it very difficult to injure the creature.

Although the Rhinophant appears at a distance to be no more aggressive than the Ancient cow, it is actually quite territorial and will charge once it sees an interloper into its territory. It will attempt to either trample a victim under its lumbering bulk, crushing them for 3d4 hp damage, or it will lower its head and try to gore them with its twin horns for 2d4 hp damage. Fortunately, the Rhinophant is not a fast creature and can be outrun if spotted soon enough.

The Rhinophant's hide makes it difficult to injure, but what makes it nearly impossible is the creature's latent absorption mutation. The Rhinophant absorbs kinetic energy and will only take half-damage from any melee or missile attack. Also, when hit, the Rhinophant will gain 1d4 hp (up to its max hp) from each attack. A team of Terrans may be surprised to see a Rhinophant actually healing as they inflict injury upon injury upon the beast!

NOTE: This creature was inspired by the cover and interior tale from Issue 3 of "Mighty Samson." Stay tuned each week for Samson Sunday!


Friday, December 6, 2019

(MCC RPG) Savage Menagerie: Glueworm

One of my favorite Mutant Future creatures now converted for Mutant Crawl Classics!



Glueworm: Init +0; Atk none; AC 5; HD 1 hp; MV 5’; Act 1d16; SP adhesive secretion; SV Fort -5, Ref -5, Will -5.

A slug-like creature measuring only 1-2 inches in length with a sickly yellow tint, the glueworm is hardly a threat to the usual cautious Terran, having no real attack/damage ability and a minimal hit point total. However, where the glueworm is a danger is that it secretes one of the most aggressive adhesives found naturally. If a PC steps onto a glueworm “snail trail” and/or crushes or otherwise injures a glueworm, they will find their weapon (or worse, themselves) permanently bonded to the underlying surface unless they make a DC 20 Ref check. (Even if the save is made, the PC will have the adhesive on their foot/hand/weapon, but it will not be bonded to anything...until it makes contact with something else!)

This adhesive will bond anything to anything permanently, with one exception: the adhesive does not adhere to glass or crystal. Even picking up a glueworm will leave enough residue on the mutant’s hand to be a hazard. Small bottles of glueworm secretion (called "snailhesive" by traders) will fetch a good price for its many uses.

The adhesive can be dissolved with the use of a strong acid, although anything thus bonded will take  damage. The glueworm secretion can also be burned off with fire, although the glue itself is not flammable.