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After watching The Hobbit, I convinced my boys to try out the first adventure in Wilderland Adventures from Cubicle 7’s  Adventures in Middle-Earth setting.

To further entice the boys, I decided to use Legos for character representation.

They thought it was pretty cool to design their Lego Mini Figs to match their character sheets.

And here is the opening scene of the campaign.

The adventure was a success and actually held the boys attention for the duration of the adventure. This setting is a great departure from the stereotypical D&D style of High Fantasy play. The changes made to the system further accentuate the feel of Tolkien’s world of Middle-Earth!

The Family Unit and I went to Universal Studios and Disney World for the Christmas Holidays. The entire time, the Savage Worlds part of my mind was constantly looking for ideas on how to Savage all of the creative things flooding my senses. So, I thought I would share some ideas. I’m also at a point with the new year coming where I want to decide a new Savage Worlds campaign I want to start running to kick off 2018. I’m going to talk about some various campaigns and which one I’m likely going to run.

I had been playing Adventures in Middle Earth, so I’ve been in a Fantasy genre mindset. I thought visiting Harry Potter at Universal would be a great inspiration. It was actually quite impressive all the work they’ve put into the park, rides, and scenery. I found this cool Wizard-themed deck of cards and thought It’d make a great Action Deck.

The cards have really cool artwork.

The disappointing thing, however, is that the deck doesn’t have any Jokers! Even though the box says it contains 54 cards, there were no Jokers. Only 52 cards. I feel ripped off about that.

I also found some cool Pirates of the Caribbean coins that would make great Bennies. I didn’t buy any, though, as they cost about 8 bucks a piece. I did’t want to spend a small fortune just to get some POTC Bennies.

Disney’s newest attraction is the Avatar-themed section of Animal Kingdom with its gorgeous Pandora scenery. I found these cool, plastic creatures from Avatar that might come in handy as miniatures at some point.

One of the ideas I had that involved the actual parks was to run a zombie apocalypse game where the heroes must enter one of the parks to retrieve some sort of MacGuffin. The parks would be completely overran with zombies and, thus, would be a serious endeavor to get through. To make this more fun, I thought it would be cool to use actual park maps you can get for free.

For me, the best part of the trip was the Pandora experience and the incredible sensation of riding “Flight of Passage”. That ride is breathtaking. That, plus seeing the new Star Wars movie while in Orlando, just made me really want to run another Last Parsec game.

Pinnacle has been releasing a serialized campaign for The Last Parsec in issues 2 & 3 of Explorer. I never managed to start Scientorium, so I’d really like to run those two while I’m still amped up about Sci-Fi!

In all honesty, though, I’m really looking to get into a full-on campaign that was as absorbing as Solomon Kane. A Savage Worlds classic Plot Point Campaign.

Solomon Kane was a great setting. It was the first Savage Worlds product I bought. The second product I bought is now a classic, too – 50 Fathoms. I must confess that I have never ran 50 Fathoms but I’ve heard so many people talk about how fun of a campaign it is to run. In the end, I’ve decided that I’m going to be running either 50 Fathoms or another campaign that people have said is a super fun campaign.

Saga of the Goblin Horde is what I’m currently reading and I’m leaning towards running it followed by 50 Fathoms. These two campaigns may likely be the most fun (and funniest to run) campaigns for Savage Worlds that there are. I believe these two are destined to be classics and want to enjoy them.



Just prior to Xanathar’s Guide to Everything being released, we were running some characters through the D&D Next adventures “Ghosts of Dragonspear Castle”, “The Scourge of the Sword Coast”, and “Dead in Thay”.

Ghosts is a great product to have in hard copy because it includes the adventure as well the entire rule system as it was during play tests; it also contains beasts and a huge amount of resource material. Probably the best thing I like about it, though, is the art work that spans the entire D&D oeuvre!

Of course, Dead in Thay has been redone for 5E in “Tales from the Yawning Portal”, so it can be ran using either D&D Next or 5E, even though there is very little difference.

We had gotten through a large part of Ghosts and were at 3rd level at the time that Xanathar’s came out, but I gave the players the option to convert their characters to one of the new classes since I used their characters to go through the creation process of the new classes in Xanathar’s just for my own edification. For those interested, here are the characters I created: Jelenneth Floshin (3rd Level Gloom Stalker who is a kinswoman of the famous Elven Floshin family who play a huge part in the region of Daggerford’s history); Holg (Half-orc companion of Jelenneth who is a 3rd Level Barbarian of the Ancestral Guardian Primal Path); Emporo Zuberi (3rd Level Bard of the College of Swords who is from Chult); Juma Zuberi (Younger brother of Emporo and 3rd Level Swashbuckler).

Jelenneth Floshin


Emporo Zuberi

Juma Zuberi

It’s been a couple of months since I’ve posted any RPG-related material here, but that’s not because of inactivity. It’s actually because of too much activity.

First and foremost was the publication of one of my write-ups of a monster in the relatively new mag, Savage Worlds Explorer. All of the folks at PEG that I’ve met, chatted with online, or exchanged e-mails with, have been just great people! But I have to send the big thanks out to Matthew Cutter who has been a fantastic editor to work with!

I’ve also reorganized my RPG book shelf and am chomping at the bit to dig into that beautiful Ripper Resurrected Box Set and start posting some homemade content. So, stay tuned!

Currently I’m running Adventures in Middle Earth which is an interesting adaptation of D&D 5e OGL. It really downplays the use of magic by characters and incorporates a system akin to Fear or Insanity that is called Shadow. As players continuously encounter the forces of evil, they can become affected and descend into all manner of role-playable badness. I’ve found myself having to fight the urge to Savage this game, but I really want to run it RAW before tweaking things.

I’ve also been creating new characters from Xanathar’s Guide to Everything since it was released.

We took our new characters through older D&D adventures from the D&D Next line. Ghosts of Dragonspear Castle, Scourge of the Sword Coast, and Dead in Thay.


Another RPG I’m excited about getting in the next few days is Genesys by Fantasy Flight Games. It’ll be interesting to see the design of their agnostic RPG.

Finally, I decided to entice (force) the family to play Savage Worlds at our house since we were hosting Thanksgiving. It really did’t take much arm twisting because I let the group decide on the genre. We decided to run a Zombie Apocalypse one shot which I had run before and it was a huge success! Introducing my wife’s grandfather of 80-something years to Savage Worlds was quite entertaining. Everyone had a great time!

Been diving deep into some Deadlands Hell on Earth Reloaded! This setting rocks!

There are so many post apocalyptic tropes to explore in this setting that you could do a twist on almost any post apocalyptic TV show or movie. The plot point campaign “The Worm’s Turn” is also a great option to jump right into the action.

Here are 5 archetypes ready to play. They are all Heroic level.






I want to begin by reporting a crime. Pinnacle’s Lankhmar Test Drive is about the best introduction to Savage Worlds you could ever want – and it’s FREE! Seriously, PEG outdid themselves on this test drive product and I would highly recommend this as the default introduction to new Savages!

Lankhmar Test Drive

Back to the Lankhmar campaign. We’ll likely try and wrap up our delve into the Lankhmar game we’ve been running this weekend depending on how long it takes to get through the remaining Eyes of Goro’mosh PPC. My plan is to begin the session by running the two middle adventures, then run the players through the classic D&D module White Plume Mountain converted to Savage Worlds, and finish the final adventure of the Goro’mosh PPC. This may take a couple of sessions, but that’s okay. I really like running classic modules that require the adventurers to retrieve some powerful magic item and WPM has three of them! Plus, it’s a rather short module.

Here are the monster conversions for WPM:

White Plume Mountain Encounters

Our next setting delve is going to be Deadlands Hell on Earth Reloaded and I think I might like the setting even more than Lankhmar, which is saying a helluva lot, so stay tuned!

Sunday’s game returned the players to the world of Nehwon where we began by finishing “The Blasphemy of Pavel”.

Here is the final battle of that  adventure. Having succeeded, the heroes returned to Lankhmar where I threw them some adventure time in the city. The first thing I hit them with was the first part of the Plot Point Campaign of “The Eyes of Goro’mosh”. I also ran the Savage Tale entitled “Moonlight Madness” from “Savage Tales of the Thieves Guild”. It was fun, but the werewolf Feherbay escaped and so now I have a villain who will likely return later on.

Then it was time for another job outside of the city. This time, the group included Fafhrd and Gray Mouser. The gang was hired to retrieve another magic item. This time, a staff from The Vault of the Dracolich.

This was actually a really fun dungeon that didn’t feel like a straight up dungeon crawl. Instead of laboriously trudging room to room, I chose to only run the major battles and allow the players to role play quite a bit more. It turned out to be a heck of a lot more fun and fast-paced.

The heroes did pick up two more adventuring companions: a Drow assassin and a Treant.

In the module, the Drow is male, but I changed him to a female. Otherwise, it was a fairly straight conversion.

VotD Encounters



The final battle with Dretchroyaster the Dracolich was run as a Dramatic Task and it fit perfectly with the module!

Here’s the final scene.

When I received my Lankhmar box set I couldn’t wait to jump into some adventures in Nehwon. Pinnacle did a great job with this line of products and I was most pleasantly surprised by how quickly I received it and the great packaging of the dice, maps, Bennies, and books! I wish they would do this with all of their product lines.

As I read through the material, I couldn’t wait to jump into an adventure. I also noticed immediately that the magic and how it’s treated in Lankhmar is very similar to the Solomon Kane setting – another superb product from Pinnacle. I threw out the idea of running an adventure using the random adventure generator in “Savage Foes of Nehwon” just to see what adventure it generated. The results were a mysterious patron hires the adventurers to go and retrieve a magic item.

As our group talked about running an adventure in Lankhmar for our session on Sunday, we also discussed the books by Leiber and the Conan and Solomon Kane books by Howard. Then someone mentioned that having blackpowder weapons would be pretty cool. So, we threw together a rather strange adventure party.

The party consists of two characters that saw a lot of playing time in our Call of Kungfulhu campaign: Wrantin Kullslug (an assassin from the Maestro Kwellin) and Shi-La (a fire wu from Shan). Their stats are here:

Character stats

For more information on the exploits of Wrantin over the years, see the document entitled “The Outlandish Adventures of Wrantin and Raven” here:

Source Material

The two conquistadors were generated using the Solomon Kane rule book.

One is a lesser noble who was the leader of the explorers and the other one is his closest friend. The two men were displaced from their universe but met up with Wrantin and Shi-La in Lankhmar. This is their first adventure together, but we might shuffle the characters around a bit as we go. It’s always fun to use a stable of characters who go on adventures with each other at various times and can be rotated in and out for flavor. Fafrhd and Gray Mouser stats are included and we are definitely going to be adventuring with those guys!

Juan Herrera

Antonio de Cruz

I chose to recycle an older adventure I randomly generated for both Savage Worlds and D&D 5e. In the adventure, a Death Knight has possession of the sword “Souldrinker” (page 99 of the Fantasy Companion). This sword is the item the group must retrieve.

The adventure is found here:

Blasphemy of Pavel

We made it from Lankhmar to the temple and got about halfway through the dungeon on Sunday. The group wasted no time taking on Pavel, a couple of soldiers, some demons Pavel summoned, as well as his Nightmare. Shi-La summoned a Fire Elemental, too. That’s a lot of people/monsters in one battle, but Savage Worlds is the most fun when there’s that much chaos! (If you look closely at the picture above you’ll see the scene from Rooms 2 & 3 of the dungeon. Below are my sheets for all of the baddies in play.) The group prevailed and secured Souldrinker, but, of course, they wanted to loot the entire dungeon.

Below are rooms 14 & 15 of the dungeon with the party outside the door as they plot their entrance.

I think that Lankhmar is going to be a great time. The Plot Point Campaign entitled “Eyes of Goro’mosh” provides some great material and also allows for numerous adventures to be thrown in from the other source books. If you wanted to play a long campaign, there’s more than enough material to last you and your group months of entertainment!

Oh, and the maps are great, too! I love big maps!

I’ve been thinking about creating a method to play Savage Worlds solitaire style and I decided to begin by adapting Savage Worlds to the wonderful choose-your-own-adventure books of the Fighting Fantasy series. I acquired the Wizards Books series 2 version in a set of 10 books.

Fighting Fantasy Box Set

I randomly selected the book “City of Thieves” to use as my play test because I wanted to use the “Fantasy Companion” and “Lankhmar: City of Thieves” for stats. Most monsters or Extras can be found in these two books.

The only real addition I worked out was the use of “Luck” and “Tests of Luck”. All of the combat using Skill and Stamina I pretty much discarded and used Savage Worlds rules to resolve battles.

Here’s how I used Luck. First I replaced the starting 3 Bennies your character typically gets with starting Luck (1d6+6). This becomes your starting Bennies and any time the text instructs you to lose or gain Luck points, just lose or gain from your Benny pile. Bennies, of course, can still be spent to re-roll Trait tests, remove Shaken status, etc.

When the text instructs you to make a Test of Luck, simply make a Spirit roll. I thought of creating a derived statistic for a Trait called Luck, but I didn’t want to get too complicated, so I just used Spirit.

And that’s pretty much all you need to do to grab a pregen fantasy character and start playing. The book City of Thieves takes part in Port Blacksand and I was able to find a map online that helps you to navigate the city as you go through the quest.

Of the 10 books in this series, the book “House of Hell” is the only one that uses “Fear” rules for Fighting Fantasy. It’s set as a modern horror story and isn’t high fantasy or swords and sorcery. The easiest method for incorporating Fear is to simply roll 1d6+6 and that becomes your cap. You start at 0 at the beginning of the adventure and any time the text instructs you to, you make Fear checks or acquire Fear points. If your Fear ever becomes equal with your cap, you have lost your marbles and the adventure ends. It’s fairly simple to incorporate into your character stats for Savage Worlds.

There are other times when you have to make up methods on the fly for resolving things, but it was fairly intuitive. For example, in one part I was apprehended by two guards. The text had instructions for resolving the struggle and I simply made it an Opposed roll of my Strength vs. the two Guard’s Strengths. All in all, converting it to Savage Worlds was seamless and quick!


I decided to incorporate more Mass Battles and Sieges into a fantasy-themed game I’m running that utilizes the Black Powder Brigade characters I created. This turned into a research project on the various Mass Combat/Siege rules in several of the Savage Worlds products. Namely: Savage Worlds Deluxe Explorers Edition, Savage Worlds Fantasy Companion, Weird Wars Rome, Weird Wars II, Iron Dynasty, and Realms of Cthulhu.

Basically, both Mass Battles and Sieges utilize a quicker system that revolves around opposed Knowledge (Battle) rolls made by the opposing commanders. The breakdown of the steps into the most basic outline is:

  1. Characters perform Trait tests to determine the deductions/bonuses they contribute to the Knowledge (Battle) roll.
  2. The two opposing commanders make their Knowledge (Battle) rolls.
  3. The losing side deducts the symbolic representation (tokens) of their losses.
  4. The losing commander makes a Morale (Spirit) roll.
  5. Repeat until one side wins.


One thing I noticed when reviewing the Leadership Edges that affect Mass Combat and Sieges is that these Edges rarely are taken by players. In order to incorporate these Edges into a Mass Battle/Siege, I created a list of 6 effects (Edges). Instead of having these as Edges, however, I made them into a table that requires a 1d6 to use one of them. The trapping for this can be any manner of item, artifact, person, etc. that embodies the boon to the army. For example, in my game I’m running a siege where Orcs and Goblins are attacking a Dwarven fortress. The Dwarves have an item called “The Horn of Galfallen” that allows the heroes to roll once on the Boon table at the beginning of the siege.

I’ve also added tables for all the common modifiers that a GM would need to run Mass Battles and Sieges.

Mass Battle & Siege Cheat Sheet

Finally, I would recommend printing or having handy pages 16 and 18 of the Savage Worlds Fantasy Companion. Page 16 lists different ways characters can affect either the Knowledge (Battle) roll, the Morale roll, or Supplies. Page 18 lists Siege Engines and Fortifications.

Using the Dwarven defense of their stronghold as an example, here are the factors that modify the Knowledge (Battle) roll for each side.

700 Dwarves have a huge Fortification (+3) with light artillery bonus (+1). The characters must each make their Trait rolls with the results further modifying the +4 bonus. The Dwarves will use 7 tokens with another 6 tokens representing their Supply total of 6.

1,000 Orcs and Goblins are attacking the fortress using light artillery (+1), Giants (+1), catapults (+3), and siege towers (+2). The Orc/Goblin army also receives a +3 because they have 3 more tokens (10) than the Dwarves. This gives the enemy a +10 to their Knowledge (Battle) roll.

And this becomes a great opening scene for the next Savage Worlds session!