Wednesday, July 6, 2022

Monthly Mutant Mayhem Online: "Albuquerque Starport" 1st lvl; July 31, 11a-3p EST

It's time again for Judge Sniderman's Monthly Mutant Mayhem! Each month I'll be running an online MCC game on Zoom for the first five sign-ups through the Goodman Games Road Crew Events scheduler! This month is "The Albuquerque Starport", a 1st-level MCC adventure in the classic Gamma World setting! This game will be run July 31 from 11:00 a.m. to 3 p.m. EST.

As your Seeker band crosses the scorching desert on their journey home, they spy an Ancient metallic tower jutting from a sand dune in the distance. The sun will soon set, bringing out the desert’s vicious night predators. Seeing it as the only protection offered in this barren landscape, you make your way to the opening in the broken wall of the tower…

DCC Day 2022! More Than 100+ Stores Participating! Find One Near You!

DCC Day 2022 is fast approaching! I've already posted a preview of the goodies and grabbies that will be available that day, so I won't repeat myself in this post.

However, the DCC Day Store Locator has just been posted, and there are more than 100 stores across the U.S. and Canada participating this year! Click the link and find one near you! In-store demos and online games will also be played everywhere that day, so check out the Road Crew Event calendar to see what's happening. And even if you can't get the goods that day, leftover DCC Day print releases typically end up on the Goodman Games Store website shortly after the event, with PDFs of all releases available online forever after.

Finally, it appears a local store will be hosting DCC Day for the first time, so I have someplace in my "backyard" this year! Plans are currently being made to run a funnel or two. Stay tuned!

Sunday, July 3, 2022

[Samson Sunday] Savage Menagerie: Spidersaurus

Spidersaurus: Init +7; Atk bite +7 melee (2d12 plus poison); AC 18; HD 7d10; MV 60', in web 90'; Act 2d20; SP poison bite, web movement; SV Fort +8, Ref +8, Will +6; Crit M/d12.

The Spidersaurus is a monstrously sized arachnid with the body of a tarantula and the head of a T-rex. The Spidersaurus is 20' to 30' in length and is typically found in the giant webs it spins between ruined Ancient buildings. Although it typically hunts for large prey, it will attack smaller Sekker-sized prey if they are foolish enough to become entrapped in its web.

The Spidersaurus bites for its primary attack. if it successfully bites a victim, the target must make a DC18 Fort save. If successful, the target takes an additional 1d4 from poisoning. If the target fails, they are immediately paralyzed from the Spidersaurus' poisonous bite. They will be unable to move for 1d12 hours. During this time, the Spidersaurus will cocoon its prey and carry them up to the tallest point in their web for later consumption. The Spidersaurus can move very quickly in its webbing, but anyone else who comes into contact with these sticky strands will be stuck fast unless they succeed a DC 10 Strength check. A player can climb a Spidersaurus web, but they must make a new Strength check for every 20' in the web they traverse. A coating of water or oil on their hands will negate the web's stickiness for 10 minutes, allowing them to climb unimpeded.

NOTE: This creature was inspired by the tale from Issue 6 of "Mighty Samson." Stay tuned each week for Samson Sunday!


Friday, July 1, 2022

DCC Day 2022 On July 16! Games, Adventures, And *10* New Releases!

It's time again to get excited all you fans of Dungeon Crawl Classics, Mutant Crawl Classics, and You-Name-It Crawl Classics! The third annual DCC Day is coming two weeks from now on July 16! 

The celebration of all things DCC will be happening in stores around the world, so check to see if your FLGS is hosting an event! If not, take the reins and run a game or two yourself on this day. You can also check out the Road Crew Event calendar to see what's going on in your neck of the woods. (I've also been told a list of participating stores will be posted soon...)

Also this year, Goodman Games has not one, not two, not three, but *10* special DCC Day releases! First up, the DCC Day 2022 Adventure Pack contains two adventures: "The Last Life Guardian" for MCC RPG and "Incident at Toad Fork" for DCC RPG! This will be available free while supplies last! Next up is the adventure "Chanters in the Dark" for DCC RPG. Ever wonder what happens after the events of "Sailors on the Starless Sea"? This might answer some of those questions! Also for DCC RPG is "The Book of Fallen Gods," a sourcebook of seven new patrons for your spellcasters to invoke! "Chanters" and "Fallen Gods" will be available for purchase. Finally, you like dice? Well, there are seven new sets of weird dice corresponding to the new patrons in Fallen Gods, and these dice sets will also be available for purchase!

Wednesday, June 29, 2022

Wicked Weaponry: Bolas

Weapon: Bolas   

Damage: 1d4 plus DC 14 Ref save or be entangled  

Range: 40'/80'/160' (Strength modifier applies to damage at close range only) 

Cost: 2 gp

Description: Bolas is a primitive throwing weapon consisting of two or three heavy stones attached to interconnected cords. The weapon is swung in a circle over the head then released, which then strikes and potentially entangles the target.

If a victim is successfully struck by a bolas, they should make a DC 14 Ref save. If successful, they take 1d4 from the strike of the stones. If the save is unsuccessful, they take damage and then find themselves entangled by the rapidly swirling cords. The target will fall to the ground (AC reduced by -2 while prone) and must spend one action untangling themselves before they can stand and act again.

However, if a crit is rolled by the bolas thrower, the weapon will entangle the victim's neck (as well as taking any crit damage rolled on the appropriate table). The target will choke for 1d4 hit points of additional damage each round until the bolas is removed.

Tuesday, June 28, 2022

[MCC RPG] Savage Menagerie: Corpse Owl

Corpse Owl: Init +0; Atk claws +2 melee (1d6) or bite +2 melee (1d4); AC 12; HD 3d6; MV 20', fly 70’; Act 1d20; SP necro-animation virus; SV Fort +2, Ref +3, Will +3; AL N; Crit M/d4.

In the Terran wastes, there is no creature more feared and loathed as the Corpse Owl. The Corpse Owl is a virulent disease carrier—one that has been whispered to carry the same virus responsible for the fall of The Ancients.

The Corpse Owl is a large bird (about 1 or 2 feet tall) that, by most outward appearances, should be dead. It’s often covered with wounds and injuries that would be fatal to most creatures. Its body is twisted and torn. Patches of skin and feathers slough off. A sickly fetid odor can be detected long before the Corpse Owl is seen. Corpse Owls are usually found nesting in the highest tree or tallest ruins in the area. Corpse Owls are usually found singularly; groups of two or three are extremely rare. The Owl’s nest and surrounding area is coated in a yellow-green fluid that reeks of rotting flesh and foulness, and this liquid is extremely dangerous...

A Corpse Owl attacks with either its beak or claws for minimal damage. But the real danger of a Corpse Owl is from the disease it carries. The fluids leaking from a Corpse Owl host an aggressive necro-animation virus, which can kill and reanimate a victim within minutes. Even a small droplet of this ichor can infect a healthy victim. If a character is successfully attacked by a Corpse Owl, or if they make contact with this foul substance, they should make a DC 18 Fort save. A successful save will cause the victim to crash to the ground, writhing in agony as the virus courses through their system. Every muscle will lock up for 12 hours and a raging fever will cause delirium and delusions. They’ll also suffer 2d6 hit points of damage as a result. If the save is failed, however, the victim will succumb to the disease within moments, dying within 2d6 rounds. The victim will rise as a Screamer within 1d4 turns (MCC Rulebook, pg. 196). The safest way to deal with a Corpse Owl is with long-range weaponry. Hand-to-hand or close-up combat is suicide.

If a sudden outbreak of Screamers erupts in an area, it could be the work of a Corpse Owl that has nested nearby. It is theorized that an Ancient “bird flu” virus mutated during The Great Disaster, and that the Corpse Owl was the eventual evolutionary vector.

(The Corpse Owl originally appeared on this blog as a Mutant Future creature!) 

Monday, June 27, 2022

Doomlands And Wasteland:1989 -- Gonzo Post-apoc Inspiration

Not only do I enjoy gaming in the post-apocalyptic vein, I enjoy similar entertainment. However, many post-apocalyptic movies and books are very, very dark and depressing. Give me a fun apocalypse! One that's unabashedly gonzo with mutants and fast cars and radioactive fallout and random mayhem and just a soupcon of humor! Presented here are two recent offerings of the gonzo post-apocalyptic genre I think may inspire you at the gaming table:

The Roku streaming device has their own channel, and they've recently been offering original programming. One of their new shows is "Doomlands", an animated show that can be best described as "Cheers in the Wastelands." Danny Doom and his crew drive their mobile bar "The Oasis" across a post-apocalyptic landscape trying to make a living while fighting off raiders, marauders, and mutants. You can watch it either on The Roku Channel on your streaming device or free in your web browser.

As we move from cartoons to comic books, I present to you "Wasteland:1989", one of my new favorites from the folks at Eibon Press. Eibon's usual offerings are gore-splattered comics based on cult horror and sci-fi films. One of their original titles from their "VHS Comics" line is Wasteland:1989", a tribute to the post-nuke wasteland movies of the 1980s. In the nightmare ruins of a future America, Janet of the Apocalypse is out there fighting for survival against the worst the radioactive world has to offer. But is it a dream...or is it real? There have been three nitro-fueled, blood-drenched issues thus far, and I HIGHLY recommend each one of them!

Sunday, June 26, 2022

Successful Playtests, New FLGS, And More On Free RPG Day!

Well, Free RPG Day 2022 is in the books and I must say, it was "successfully fun" for Your Friendly Neighborhood Sniderman! Let's recap, shall we?


I road-tripped down to Columbus to check out Dragon's Lair Comics & Fantasy, a new game store that opened February this year. Always like to check out new places when they open and support those who make a go at supplying us hobbyists with the fuel we need to sate our gaming hunger! The store was surprisingly huge with a lot of various offerings for fans of comics, boardgames, minis, etc. Their RPG selection was a bit thin, mostly 5e, but a surprising number of indy RPGs I never expected to see on a store shelf. I asked about DCC and MCC and the owner was aware of the games, but hadn't yet committed to carrying them yet. (Maybe a few games run by Columbus peeps might help him change his mind, eh?) Anyway, I grabbed the new DCC RPG adventure by Mike Curtis as well as Tiny Epic Dungeons. (I missed the Kickstarter for it, and I'm a sucker for a well-designed solo boardgame.) I also grabbed a t-shirt for the store as I'm a believer in supporting new folks. Sniderman says, "Check 'em out."

Later that day, I ran an online playtest of an upcoming MCC RPG adventure "Into The Glowing Depths", also by Mike. My happy crew of three Seekers ran the adventure through its paces - shaking out the bugs, so to speak. I'm gonna steer clear of any spoilers for now, but I will offer a word of advice: If someone tosses an unidentified artifact at you that's shaped like a small pineapple while saying "Catch!"... Don't catch it. In fact, dive for cover.

Keeping the online playtesting rolling, I ran another MCC RPG playetst for "Rivers of Iron", a 0-level funnel by your truly. Another group of three Seekers (including one new to MCC RPG - Hi Jeremy!) running a ragtag assembly of 12 zeroes were sent on the Rite of Passage. Again, without spoilers, 4 members of the team returned from the arid, magma-encrusted region with artifacts in hand! Success!

Over all, it's been a busy few days for me, but I'm happy to say I had a great time. New store, new adventures, new gaming, new players - everything Free RPG Day encompasses!

Monday, June 20, 2022

Free RPG Day June 25! (Plus Two MCC Playtests This Weekend!)

Hey gang! Free RPG Day is just around the corner on June 25! Be sure to stop into your FLGS, pick up some free goodies, and drop some coin on their stock while you're there. (If you stop in, grab stuff, and don't spend a dime, you're likely to be eaten by a grue.) Click -->here<-- to find a participating retailer near you!

This year's free DCC RPG release is "Danger in the Air", a 0-level funnel by Michael Curtis!

"A gigantic alien creature drifts in the air high above the homes of simple villagers, its transparent skin rife with wounds. The creature hangs in the sky—unmoving, as if slain—and a trickle of coins slowly drops from its ravaged body. What other treasures—and terrors—might this strange visitor from elsewhere possess, and who in the village is brave enough to venture within its otherworldly form?"

The Goodman Games Road Crew also appear to have MCC and DCC games scheduled for in-store play that day, so be sure to check out the Goodman Games Events Page to see what's being played in store that day.

And finally,Your Friendly Neighborhood Sniderman (yours truly) will be running not one, but TWO MCC playtests this weekend online! There are still seats available for both, so from the comfort of your own home, you can play in one of the following!

Saturday, June 25, 5 pm- 9 pm EST: "Into The Glowing Depths", 2nd-level MCC playtest

A most unusual intelligence requires the aid of surface-dwellers to help thwart an invasion of oceanic mutant lifeforms rising up from the depths. A legacy of humanity’s attempt to tame the seas, these creatures have been further changed by the weird radiation and pollution beneath the waves, and they have now set their conquering eyes on the surface world of Terra A.D.! Take a deep breath and hold it as we plunge “Into The Glowing Depths”!

 Sunday, June 26,  11 am - 3 pm EST: "Rivers of Iron", 0-level MCC mini-funnel playtest

“The season is upon us once again to invite those who wish to do so to undertake the Rite of Passage!” The village elder points to a column of smoke rising in the distance from a small mountain peak. “In years past, I have left the direction of the Rite of Passage to the discretion of those who walk the path. This season, I have chosen your path instead. I am curious as to the nature of the smoke we have all seen in recent days. I now task you, while on your Rite of Passage, to determine the nature of this new vision and to inform me of your finding upon your return.”

Free games galore this weekend, so visit your local game store (or find one near you) to enjoy the day!

Sunday, June 19, 2022

[Samson Sunday] Notorious NPC: Terra Of Jerz

Terra of Jerz: Init +3; Atk electroprod (2d8 plus stun [DC 18 Fort save or stunned for 1d8 rounds]); AC 12; HD 8d6; hp 36; MV 30'; Act 2d20; SP rover skills, +8 on artifact checks; SV Fort +3, Ref +8, Will +4; Crit II/1d30+2.

Terra of Jerz is one of Samson's oldest and deadliest enemies. Terra's ancestors took cover during the Atomic Wars in a deep underground bunker, where she was born and raised. When she became of age and surfaced, she saw that the surface people had regressed to a primitive period of knowledge and technology. With her advanced scientific knowledge and the Ancient devices from her bunker, Terra's ultimate goal is to become Queen of N'yark by subverting and conquering the savages aboveground. And, of course, Samson (whom she secretly would like to have ruling by her side) has stopped her conquest at every turn.

Terra is always armed with her elecroprod, a weapon that produces a vicious electric shock (2d8 damage) plus stunning its target (DC 18 Fort save, or stunned for 1d8 rounds). Terra also flies around (and makes frequent escapes) in a flying saucer-like Bubble Car. And Terra is always accompanied by 2d10 primitive humans who fear her and do what she says as their "queen".

Terra's knowledge of Ancient technology far surpasses anyone else's in Samson's world. The judge should treat her as having the skills of an 8th-level Rover as well as a +8 to any Artifact Check, with automatic successes for any device of TL 3 and less. Terra also has a horde of Ancient weapons and devices back in her bunker, the location of which is a closely-kept secret. Terra has waged war single-handedly against the tribes of N'yark with only the push of a button, so they fear what other weapons she has. But she has also used advanced technology to house and feed her "minions", so they will follow her blindly for the comforts she provides.

NOTE: This NPC was inspired by the tale from Issue 6 of "Mighty Samson." Stay tuned each week for Samson Sunday!



Thursday, June 16, 2022

My First MCC Adventure Now Out: When Manimals Attack!

I'm pleased, proud, and honored to be an official Mutant Crawl Classics adventure writer with the release of "When Manimals Attack!", my first MCC RPG adventure written for and released by the folks at Goodman Games. This 2nd-level adventure has an amazing cover by artist Ken Kelly (RIP) and is inspired by "The Island of Doctor Moreau" by H.G. Wells:

The rescue of a feral manimal child leads to an amazing discovery – she hails from the fabled lands of Zuu itself! But when manimal enforcers attack your village and retrieve the child, your Seeker team must locate the legendary city to rescue her. However, the savage bestial madman who rules there has designs to convert all Terrans into his submissive subjects. Only by leading a manimal revolution can the Seekers hope to stop him!

"When Manimals Attack!" is available in print and PDF at the Goodman Games Online Store or in PDF at Drive Through RPG


Wednesday, June 15, 2022

MCC Playtest Online: "Into The Glowing Depths" 2-lvl funnel; June 25, 5p-9p EST

Short notice, but I'm looking for 5 experienced MCC players (no new folks this time) to help playtest a new MCC adventure. I'll be taking sign-ups through the Goodman Games Road Crew Events scheduler. This adventure is "Into The Glowing Depths" and is a new 2nd-level MCC adventure! This game will be run online via Zoom June 25 from 5 p.m. to 9 p.m. EST.

 
A most unusual intelligence requires the aid of surface-dwellers to help thwart an invasion of oceanic mutant lifeforms rising up from the depths. A legacy of humanity’s attempt to tame the seas, these creatures have been further changed by the weird radiation and pollution beneath the waves, and they have now set their conquering eyes on the surface world of Terra A.D.! Take a deep breath and hold it as we plunge "Into The Glowing Depths"!



Sunday, June 12, 2022

[Samson Sunday] Savage Menagerie: Kangorilla

Kangorilla: Init +5; Atk claw +4 melee (1d12 plus grapple) or kick +3 melee (1d16) or hurled stone + 3 missile fire (2d10; range 200'); AC 13; HD 4d10; MV 100', jump 50'; Act 1d20; SP grapple; SV Fort +5, Ref +5, Will +1; Crit M/d10.

The Kangorilla is a land-based beast with the upper torso, limbs, and head of one of the great apes with the powerful legs and pouch of the kangaroos from "down under". The Kangorilla is typically encountered in open plains or wide-open spaces where it has plenty of room to leap incredible distances. The giant beast stands nearly 15 feet tall, with some reaching a height of 20 feet.

The Kangorilla is a carnivorous creature that will not hesitate to attack weaker prey. If it spies a target from a distance, it will first hurl a few boulders in their direction to "soften them up". It will then launch itself into the air on its powerful hind legs, landing next to its prey to attack. The Kangorilla can lean back on its tail and kick out with its legs, pummeling the target for 1d16 damage. Once it feels its prey is weakened, it will attack with its claw and, if successful, will try to grapple its prey. If successful, the Kangorilla will stuff its prey into its pouch, then leap away it its lair. Anyone within the creature's pouch can try to attack from "within" with a -1d penalty due to the jostling. The target will also take an additional 1d4 damage each time the beast lands and launches again during its trip back to its lair where it will feed. (The prey rarely survives the trip back.) 

NOTE: This creature was inspired by the tale from Issue 6 of "Mighty Samson." Stay tuned each week for Samson Sunday!

Wednesday, June 8, 2022

Monthly Mutant Mayhem Online: "Rivers of Iron" 0-lvl funnel; June 26, 11a-3p EST

It's the Return of Judge Sniderman's Monthly Mutant Mayhem! Each month I'll be running an online game on Zoom for the first five sign-ups through the Goodman Games Road Crew Events scheduler! This month is "Rivers of Iron", a new 0-level MCC mini-funnel! This game will be run June 26 from 11:oo a.m. to 3 p.m. EST.


"The season is upon us once again to invite those who wish to do so to undertake the Rite of Passage!” The village elder opens his arms wide in invitation. “And who amongst you shall proceed?” Several of the village’s youth step forward – yourself included – and the elder smiles in approval and continues to speak.

“As is customary, you must leave the village with only what you can carry. Explore the unknown, take note and learn as you do so, fight and defeat those that would hinder you. Bring back proof of your exploits to ascend to the status of village Seeker. We shall celebrate those who return. We shall mourn those who do not.”

The village elder points to a column of smoke rising in the distance from a small mountain peak. “In years past, I have left the direction of the Rite of Passage to the discretion of those who walk the path. This season, I have chosen your path instead. I am curious as to the nature of the smoke we have all seen in recent days. I now task you, while on your Rite of Passage, to determine the nature of this new vision and to inform me of your finding upon your return.”