Showing posts with label weird frontiers. Show all posts
Showing posts with label weird frontiers. Show all posts

Monday, July 29, 2024

Music Monday - The Curse of K.K. Hamond

While on Instagram last week I came across The Curse of K.K. Hammond. Her blues is dark and her ballads are often tinged with horror. I thought some of y'all might dig her work too. It would be great tunes to listen to while getting in the mood for some Weird Frontiers, The Dead West, or Deadlands

I love the inclusion of rougarou in this one.

Going to be honest it took me a bit to realize who this song was about.

I really like this cover and the whole druid/witch funeral possession video.

Gotta love a good murder ballad.

This one makes me want to add a mystic bone collector to my next game.

Monday, February 20, 2023

Music Monday - Hell's Comin' With Me

A bit of this song was trending on TikTok for a bit and is the reason I decided to check out the full track. I love these folk/Americana/bluegrass style songs. They are great inspiration for weird west games.

Wednesday, March 10, 2021

Jericho Cross and Darkwatch Redeemer (Weird Frontiers)

Darkwatch is a forgotten weird west shooter from 2005. It stars Jericho Cross, an outlaw that robbed the wrong train. This caused him to be turned into a vampire and to be recruited by the Darkwatch, an ancient vampire-hunting organization. He is forced to join the organization and hunt the ancient vampire that turned him, Lazarus Malkoth. 

This game was fun and had style in spades. During the game you could choose to be heroic or villainous, which would alter your abilities. Sadly it never got a sequel. I think Jericho and the Darkwatch would be great additions to Weird Frontiers.


Jericho Cross: Init +5; Atk bite +4 melee (1d3+blood drain) or claw +7 melee (dmg 1d7+4) or Darkwatch Redeemer +7 missile (dmg 1d10); AC 18; HD 10d12; MV 30; Act 3d20; SP  un-dead traits, vampire traits (WF pg 759), blood drain (WF pg 759), regeneration 3/round; SV Fort +7, Ref +6, Will +7; WtL

Here are the stats for Jericho's gun... which are OP overall. 

Model                                Caliber      Type                Ammo       Damage    ROF    Load    Reload 
Darkwatch Redeemer     .44             Single                 Special         d10         2         24         1

The extremely powerful (and advanced) pistols are made exclusively by the gunsmiths of the Darkwatch. Like modern pistols, their ammo is found in clips. While it only takes a round to reload one of these guns, the only way to receive such ammo is to be granted it by the organization or take it from the cold corpses of its agents. The guns handles have silver blades that can be used in melee (and deal 1d6 damage).

Sunday, March 7, 2021

One of Us Review

One of Us is a new third-party zine for Dungeon Crawl Classics and introduces a new setting to the rules. The overall setting is post-apocalyptic dustbowl. Essentially the Bomb (with a capital B) went off in the desert and it released something dark that corrupted the land. This is referred to as The Big Mistake. The players are take the role of carnies indentured to the Madame, a mysterious mystic being bound to a traveling carnival. 

Given the new setting, the zine gives us a new starting occupation chart. These are always fun and I really like this one. Three new carnival themed classes are added to the game. The strong-person is capable of doing INCREDIBLE feats of strength, though this also comes at the risk of permanently losing themselves the the dark impulses of power. The acrobats fly through the air and dodge attacks with the greatest of ease. The final new class is the natural wonder, a "freak" class. These individuals are the pride of the carnival and are noted for their mutations. Mutations are based on the DCC RPG Annual Volume 1, Chapter 9. You can expand these mutations with that chapter or even the mutations from MCC. There's a brief discussion of using other classes from DCC and MCC in the setting (specifically Wizard, Cleric, Elf, Dwarf, and Halfling). These classes are given new names, which are cool.

The equipment section presents new weapons and armor. The Madame is presented as a patron. The actual wording of the bargain with the mystic is presented. Invoke patron and patron taint for the mysterious mystic is given. The book ends with four new monsters from the authors and three bonus content monsters from one of my favorite DCC writers, Michael Curtis.

The zine is a lot of fun. It's a really striking setting and the artwork and prose conveys that. I also like that I think it's one that with a little bit of adjusting could be used with many other DCC settings. It easily fits in Weird Frontiers and with a slight tech change Crawling Under A Broken Moon. While there is nothing innately connecting them, I think it would be fun to use with Country Meat-Grinder Classics. The early modern tech level and fact both are very American in setting makes me think they'd fit together nicely. The setting also makes me think of one of my favorite mini realms of Dread in Ravenloft, the Carnival. You could combine this with Macabre (which is in its last 25 hours of funding) to do a DCC take on Ravenloft and the domains of Dread. 

I ordered my copy from Weird Realms and as of post, they still have copies available.

Monday, March 1, 2021

Music Monday - Shotgun Guitar

Check out this awesome 3 string guitar/shotgun combination. While you're at it, check out more of Rev. Peyton's Big Damn Band. I recommend Raise a Little Hell, Pot Roast and Kisses, and Poor Until Payday,


This past weekend the Weird Frontiers (formerly known as Dark Trails) core pdf went out to backers. I'll review the weird west DCC offshoot sometime, but for now I'll just give a new special piece of equipment used by the fey-blooded Hellbilly class. 

Three String Guitgun
Single barrel 12 gage             Single Cart.             d14/d10/d7             1             1

Crafting techniques of the guitgun is a closely guarded secret among the hillfolk of Appalachia. They cannont be purchased, only gifted for good deeds done for the community. These weapons can be used as a signature weapon by any Hellbilly (despite shotguns not normally being a signature weapon for the class).  Additionally it provides a +1 bonus on Soulful Balladeer rolls when played.

Sunday, February 28, 2021

Country Meat-Grinder Classics - The Hellson Horror

The Hellson Horror is the first in (hopefully) Tim Snider's new line of "hicksploitation" DCC adventures. His vision of Country Meat-Grinder Classics is 1930's Appalachian-like area cut off from "proper" civilization and in a perpetual backwoods tech, knowledge, and society. Guns and cars/trucks exist but aren't reliable.  Folk magic and superstition are common, but powerful stuff is the stuff or demonic bargains and dark witches. That being said, this can definitely be adapted to The Shudder Mountains, Weird Frontiers, or my Portsmaw setting. 

This adventure is for a group of 2nd level characters. Years ago a wealthy family came to the aid of starving locals. Unfortunately this depleted what they had and they couldn't keep up. The matron of the family made an infernal bargain and all were saved. Unfortunately a year ago the payment came due and now they most feed folks to a monstrous creature. The party get involved with their cousin Vinny goes missing on a hunting trip.

Tim has done a fantastic job with this one. I love the Hellsons and he's done a great job coming up with creepy features for the family. With just a sentence or two per family member, he's made them all fall unique. The devil-sows and Hawgziller are great foes too. Finally, as someone that grew up in Appalachia, I appreciate his use of polecat. 

If you want to add a taste of Appalachia to your game, grab a copy here. Below I've listed a few things I'd do to customize the adventure to some compatible settings. 

Replace guns with bows and the pickups with wagons. Other than that, this really works as is. I think I would change Xxyzxx to 'Ol Blackcloak. This doesn't change things greatly, just gives you more of chance to give exposure to established devils in the setting.

Really not much needs to change for Weird Frontiers. Like Shudder Mountains just change pickups to stage coaches or wagons. If you want to keep it Appalachian, you could set the adventure in Kentucky. Xxyzxx could become Shub-Niggurath since that fecund entity is said to operate there. 

Honestly you don't need to change anything. Maybe add some nudie mags for flavor and make sure someone falls in the swamp crap. I guess you could change the crocodile to a meth-gator if you really wanted.

Replace guns and pickups and this works in Portsmaw as is. The taint of Xxzxx could create a sorghum ooze or two.

Monday, August 12, 2019

Bone Tomahawk Tribesman (DCC)

Here is some weird west content for your Dark Trails (quickstarter coming soon) and DCC/MCC games. It was inspired by the antagonists of the amazing western horror flick, Bone Tomahawk. 


Bone Tomahawk Tribesman

Init +2, Atk +1 bone tomahawk (1d6+1) ;  AC 13; HD 2d6+2; MV 30'; Act 1d20; SP unnatural roar; Fort +3, Ref +1, Will +0; AL C

The tribesman communicate with  whistles embedded in their windpipes. Only males are encountered outside of their caves as the females are blinded and have their limbs amputated when they come of child-bearing age. Once per combat, instead of attacking they can release a frightening roar through their throat-whistles. Any opponent hearing this must make a DC 15 Will save or be unable to act their next turn.

Saturday, August 10, 2019

Six-Gun Gorilla (DCC)

Six-Gun Gorilla is a character in the public domain. This npc is appropriate for Dark Trails and Black Powder, Black Magic



Six-Gun Gorilla: Init +2; Atk bite +4 melee (1d4+3) or slam +6 melee (dmg 1d6+3) or six-shooter +4 missile (dmg 1d8); AC 14; HD 5d8; MV 20’ or climb 30’; Act 1d20; SP  quick reload (can reload and fire pistol in the same round); SV Fort +6, Ref +3, Will +1; AL L

The Six-Gun Gorilla is an ape named O'Neill. He was kidnapped as an infant and brought to the States. There he was sold to a prospector named Bart Masters in Colorado. Masters loved the ape like a son and taught him to dig, fetch firewood, cook, clean, gather water, and load and fire a revolver. His life changed the day his "father" was killed by Tutt Strawhan and his gang, who were looking for "the great mother-load" Masters had found. O'Neill swore revenge and now roams the west, in search of Tutt and his gang.

Tuesday, July 3, 2018

Secret Antiquities #1

Secret Antiquities is a weird historical supplement series written by the amazing Michael Curtis. It is esoteric America at its finest. The supplement would be great for any DCC game set in America, such as Black Powder, Black Magic or Dark Trails. It could even work with Umerica.

You can get issue 1 here. Issue 1 focuses primarily on the patrons of the setting. The patrons are a bit different than standard DCC patrons. There power is also based on belief, which will draw obvious comparisons to American Gods. They have the following traits:

  • Manifestation - When did the patron first appear in America?
  • Status - Is the patron still active in 21st century America?
  • Alignment - Unlike typically DCC patrons, the patrons of Esoteric America only strike deals with those of similar beliefs (though exceptions are made).
  • Demands - What must the wizard do to repay their patron for the powers granted?
  • Other Campaign Settings - Not using a mystical version of America? These patrons can be used in other games.
Here are the patrons that receive full write-ups (description, invoke patron, patron taint, and spell burn):

  • Uncle Sam - The American Dream, his patron taint can literally make you bleed red, white, and blue. His spells are Pledge of Allegiance, Rockets' Red Glare, and Uncle Sam's Magical Champions
  • The Anti-Sam - The antithesis of Uncle Sam, the Anti-Sam represents the American Nightmare. His spells include Classified Information, Biological Warfare, and Accidental Death
  • The Old Man of the Mountain (aka The Great Stone Face) - This ancient spirit is the patron of the land and knowledge. His spells include Stone Ward, Endurance of the Mountain, and Lucky Stone.
  • Stagger Lee (aka Stackalee, Stack-o-Lee, or Stagolee) - This is the patron saint of badasses that get in trouble. His spells include Dirty Shooting, Hell is Home, and Make the Mojo Hat.
  • The Dead Rock Star - This spirit of fame and excess goes by many names and has been active in America since the 50's. It's spells include Stage Presence, Summon the Fan Eternal, and Marshall Power.
There are two patrons given partial write-ups (descriptions and invoke patron results)
  • Emperor Norton I - The eccentric Emperor of United States and Protector of Mexico has become the patron of the benevolently mad and those enslaved by circumstance.
  • Mrs. O'Leary's Cow - While the cow didn't actually cause the fire and it was a scapegoat for lots of bad things (like discrimination against the Irish) the cow has become the patron of arsonists. 
This is a unique, but fascinating DCC supplement. I love Michael's forward. America can be a great fantasy setting. Still, if you're not playing in America, the patrons are still quite useful. The Old Man of the Mountain would make a great patron for a Shudder Mountains or Portsmaw game. Personally my favorite is Stagger Lee (who I first discovered in Larger Than Life). Emperor Norton (also featured in Larger Than Life) and Mrs. O'Leary's Cow are also really great patrons. I'd love to see full patron write-ups for them.

This is a great first outing for a series. I recommend it to anyone that wants something new or is using a version of America for their DCC game. Michael has recently mentioned on Facebook that he has more plans for the series and will return to it once he's finished with DCC Lankhmar.