Saturday, June 27, 2026

People, Plots and Places of the Wild West: Steamship

Now available from DrivethruRPG is "People, Plots and Places of the Wild West: Steamship." 

-Nate

Just in time for Free RPG Day 2026! This four-page PDF, for use with the Savage Worlds RPG, includes: deck plans and descriptions for a steamship; stats for crew and passengers; two new hazards; five plot hooks; suggestions for using them in ship-to-ship combat; and more!

People, Plots and Places of the Wild West: Steamship



Wednesday, June 24, 2026

Indiana June: Eyes on the Prize

This post is inspired by two factors.

First, as I mentioned in my post from earlier in this Indiana June, I had intentions to mark the fortieth anniversary of some of those films spawned by the success of Raiders back in 1981: King Solomon's Mines and Allan Quatermain and the Lost City of Gold; Firewalker, and perhaps others. I didn't manage to make myself watch those, however, beyond the first one. And it was terrible. It was rife with racist comments and the production values were low. After sitting through it, I gave up on the intention of watching any more like it.


Second, circumstances on Father's Day unexpectedly gave me a chance to watch Raiders of the Lost Ark in a movie theater. My wife and son had gone to visit her parents, leaving me free to do as I wished, so I took advantage of the opportunity. This is a movie that I've seen scores of times; we watched the VHS tape of it so often that it broke and we had to use Scotch tape to fix it. Even so, I thoroughly enjoyed it. While I was watching, it also started me thinking about the Prize—the first element from the “7 Ps of Designing Adventures and Campaigns”—and why Raiders works while films like King Solomon's Mines don't.


It's the prize. In Raiders, that prize is, of course, the Ark of the Covenant. Several times during the movie, characters talk about how important it is. Marcus Brody says its “Not like anything you've gone after before,” while encouraging Indy to be careful. Sallah cautions that it's not of this earth, something man wasn't meant to disturb. Finally, Belloq describes it as “A transmitter. A radio for speaking to God.” Indy downplays their concerns at first, even telling Brody, “We're on the verge... and your'e talking about the boogie man.”


His attitude changes throughout the hunt, building toward the climactic confrontation on the Greek island that houses the Nazi submarine base, when Indy threatens to blow up the Ark unless the Nazis turn Marion over to him. Belloq tells the Nazi soldiers to step back and let him do it—and he can't. By this point he has recognized how historically, and perhaps even spiritually, important it is, and he can't destroy it. He lets himself be captured, and that sets up the ceremony in which Belloq opens the Ark with face-melting consequences. It is spectacular.


In King Solomon's Mines, on the other hand, the Prize is the titular location, which should be a source of incredible wealth. That should have the benefit of historicity, since it is connected to the story of King Solomon from the Bible. I think it works in the novel, because H. Rider Haggard seems to have a deep respect for Africa, and it ties into the lore there. The movie has none of that respect, however, as it delves into racist comments. And so, since the Prize lacks any sense of gravitas, all of the action that happens in connection with it lacks that gravitas, too. That goes a step further in the sequel, in which Quatermain and his fiancee seek some “Lost City of Gold” which is entirely lacking in both historical inspiration and interest.

Here, then, is my list of the Indiana Jones movies, ranked in order from the least amount of gravitas for their Prizes to the highest.


1. Indiana Jones and the Kingdom of the Crystal Skull

This movie leaned into the pulpy science-fiction of the 1950s, with results that didn't thrill me. While it does have some good elements, I just lose interest when it becomes clear that the crystal skull is related to beings from another dimension. This does nothing to embellish any of the other elements, such as chase scenes and the development of the Indy/Marion/Mutt family dynamic.


2. Indiana Jones and the Temple of Doom

I like a lot of the elements from this film. It has great set-piece action sequences, such as the fight in Club Obi-Wan, the mine cart chase, and the confrontation on the rope bridge. I especially like the scene in which Indy, who up to this point has been motivated by winning fortune and glory, decides that they need to free the captive children before they can leave. As far as the Prize goes, however—the Sankara stones—it falls short. They have some connection to Hindu lore, but not much, and thus are just an excuse for the action to happen.


3. Indiana Jones and the Dial of Destiny

As the lone Disney entry into the franchise, released fifteen years after Crystal Skull and thirty-four years after Last Crusade, this one always ran the risk of seeming unnecessary. The Antikythera mechanism, however, was in my opinion a solid choice for a Prize. While its link to predicting “fissures in time” might seem a little hokey, but at the least it is a relic with its own Wikipedia article, letting the curious fan read more about it. It also lets the franchise take a dive into the history of Ancient Greece, which is intriguing. It doesn't elevate the film to the level of its predecessor, but it worked well for hooking me.


4. (tie) Raiders of the Lost Ark and Indiana Jones and the Last Crusade

In terms of gravitas, these two Prizes represent perhaps the most important relics from the Old and New Testaments, respectfully. They were immediately recognizable to this American kid in the 80s. As such, the gravitas that they bring enhances the other strong elements from those movies: the temple escape, Raven bar fight, airfield battle and desert chase of Raiders; and the various chase scenes (tank!), family dynamic, and puzzles of Last Crusade.


Saturday, June 20, 2026

People, Plots and Places of the Wild West: The First Two Years

To mark the first two years' worth of content for People, Plots and Places of the Wild West, I've created a bundle--nine PDFs for two dollars. 

-Nate 

People, Plots and Places of the Wild West: The First Two Years



Tuesday, June 9, 2026

Using Treasure Hunter Adventures Material in the World of Indiana Jones

Once again it seems like June has snuck up on me. I had good intentions to watch some bad movies--the treasure hunter films that came out forty years ago in campaign history, including King Solomon's Mines, Allan Quatermain and the Lost City of Gold, and Firewalker. That didn't happen for a variety of reasons. I do have, however, my annual update for what in my head I call Indiana June.

-Nate


Using Treasure Hunter Adventures Material in the World of Indiana Jones

Here are some ways to use Treasure Hunter Adventures supplements and scenarios from the past year in the world of Indiana Jones.


The Holy Alliance

Outside of information about the three most recent Popes, all of this information is still relevant. Given the way in which the Vatican was positioned between Fascist Italy (and thus Nazi Germany) and the rest of the world, it is especially relevant for the world of Indiana Jones. In fact, those who are familiar with the game Indiana Jones and the Great Circle can watch or have played some of Indy's adventures in Vatican City. At that time, the Pope would likely be Pius XII, who occupied the throne from 1939 until 1958. The cathedral could be a location for action, and Indy or the O.S.S. would be interested in any of the relics depicted.

https://legacy.drivethrurpg.com/product/535148/OSS-Report-on-the-Holy-Alliance


The Ossuary

One can easily imagine that this location, and the wicked ritual being conducted in it, set the scene for a climactic battle, something akin to when Indy, Willie and Short Round disrupt the Thuggee activities beneath Pankot Palace in Temple of Doom.

https://legacy.drivethrurpg.com/product/538400/The-Ossuary


Allies & Enemies

Professor Martin Hall requires little change for use in this time period. Yelena Valentinov, for her part, could become the daughter of a Soviet government official, perhaps a higher-up in the KGB.

https://legacy.drivethrurpg.com/product/555295/Allies--Enemies


Artifacts & Enigmas of World War II

The content of this supplement is right in the wheelhouse for the adventures of Indiana Jones. After all, Raiders, Last Crusade and Dial of Destiny all depict Indy's battles with the Nazis, in the early and late parts of the war; and Kingdom of the Crystal Skull asserts that Indy and Mac served in the O.S.S. The Thule stronghold, the farmhouse excavation and the salt mine are all depicted as having been a part of the conflict. The character stats fit right into all that, as do the puzzles and relics.

https://legacy.drivethrurpg.com/product/564712/Artifacts--Enigmas-of-World-War-2


Saturday, April 18, 2026

Artifacts & Enigmas of World War 2

 Now available on DrivethruRPG.com is Artifacts & Enigmas of World War 2

This supplement, for use with Treasure Hunter Adventures and the Savage Worlds RPG, presents three places, five prizes, three puzzles, stats for people, and ten plot hooks, all connected to the events of World War 2. 

-Nate

Artifacts & Enigmas of World War 2




Friday, April 17, 2026

Second Preview for Artifacts & Enigmas of World War II

Here's the second preview for Artifacts & Enigmas of World War II. It presents a puzzle and a prize that pair well with the salt mine from the first preview. 

-Nate 




The Mural

On one section of wall—in a base of operations, a salt mine, or elsewhere—a mural depicts Siegfried, including his cloak with the patch on it; there are crates of looted antiquities, including a spear, in cases around it. One of those cases holds a broad-pointed hunting spear (Notice). What is more, there is a patch in the mural that corresponds with a leaf-shaped patch on Siegfried's cloak, which conceals a small opening. The spear can be inserted into that opening and turned like a key, which reveals the hidden treasure chamber behind the mural.



Balmung

This sword, according to legend, was first given to the hero Sigmund by the god Odin himself; Odin, in disguise, appeared during wedding festivities and thrust it deep into the side of a tree, saying that whoever could draw it from there should wield it. Sigmund did so, and went on to use it during numerous battles. At one point it was broken, possibly by Odin again, but Sigmund's wife, Sinfjotli, kept the pieces and passed them on to their son, Sigurd (or Siegfried). After it was reforged by the smith Regin, Sigurd used it to slay the dragon Fafnir. Later it was present after his death and that of his lover, Brynhild; perhaps it was interred with them. Other stories maintain that it was taken by Sigurd's wife, Kriemhild, to visit the court of Attila the Hun.

Game Information

Balmung has the following attributes.

  • It grants its wielder the benefits of the Champion Edge (SWADE 52).

  • Those benefits stack with the ones from the Edge itself, if the wielder already has it.

Thursday, April 16, 2026

First Preview for Artifacts & Enigmas of World War II

Here's the first preview for Artifacts & Enigmas of World War II

-Nate


The Old Salt Mine

Refer to the map above for the following descriptions. The mine stretches for more than one thousand feet from one end to the other, petering out at one end and sealed by rubble at the other end (see below). Railroad tracks run most of that length, down the center of the mine. It is widest in the middle, of course, as indicated by the section inside the dotted lines; there, the ceiling is as high as the space between those lines. Along the sides, branch tunnels—where the miners initially pursued veins of salt—digger deeper into the surrounding mountain.


Machinery (Area A)

Located here is the equipment that makes the mine livable for those who once worked here. First there is a generator, powered by gasoline. Connected to it are other machines, including ventilation fans, a sump pump, and—perhaps most important—the lights. While the generator has not been used for decades, it can be put back in working order with a little bit of effort (Repair). Once that is accomplished, one can also activate the ventilations fans and lights, thus eliminating the dark conditions.


Supplies (Area B)

Various crates, barrels and other containers are stacked up in this area. Some of them are mundane, such as barrels of water; tools, lumber and hardware for assembling the shelving units; and the like. Others contain World War II-era military equipment such as rifles and hand grenades (use the stats for the M1 Garand and Potato Masher from SWADE pages 75 and 78). There are enough explosives to clear the tunnel exit, too; treat these like Anti-Tank Mines from page 79, except that they can be triggered from a distance).


Collapsed Exit (Area C)

At the other end of the mine the track leads into a pile of rubble and debris. This is the actual entrance to the mine, which the conspirators sealed shut after hiding their treasure here. Beyond this the tracks lead out of the tunnel and down the mountainside, back toward the towns from which the heroes made their approach. They have become overgrown with time and lack of attention, but they are still for the most part passable.


The Mural (Area D)

Refer to the section Puzzles, below, for more information about this mural.



Saturday, March 14, 2026

People, Plots and Places of the Wild West: Cattle Drive

Now available from DrivethruRPG is "People, Plots and Places of the Wild West: Cattle Drive." 

This six-page PDF uses a variation of the Chase Rules to recreate cattle drives. It includes stats for cowhands, background information, and ten plot hooks, and is intended for use with Wild West settings using the Savage Worlds RPG.

-Nate

People, Plots and Places of the Wild West: Cattle Drive



Monday, February 16, 2026

Con of the North 2026: A Season Finale

For this and the past three years at Con of the North, I've been running scenarios that involve neo-Nazi antagonists. It started with an idea for one scenario that split into two. While I was writing “Infernal Devices” (for 2023), I realized that what the thieves were trying to steal would lead into a whole other scenario, which became “The Dead Man's Tale” (2024). “Crowning Achievement” (2025) stood on its own, and ended in a place that set up a potential showdown. Wanting to venture into new territory in the future, I wrote “The Thule Ultimatum” to resolve that arc. It sees the heroes being brought into the enemy stronghold—but first I needed to capture them.

That didn't go as I'd hoped.

I started with the heroes aboard a boat in the North Sea. Aboard the boat I put goons armed with stun guns, and thought I might be able to zap the heroes into submission. That's not how it worked. In the first session, I rolled Stealth for the villains as they surreptitiously tried to surround the heroes for an ambush. My roll was a Botch! Not surprised in the slightest, the heroes made pretty quick work of the villains. They then drove the boat into the enemy stronghold anyway and bluffed their way into having the evil Dr. Ingo Hartmann come aboard it, where they subdued him and his berserker bodyguard.

In the second session, the heroes still recognized the ambush; I rolled an 11 for Stealth, but so did one of the heroes for Notice. The fight proved to be a good deal tougher, however, and the bad guys had a couple of the heroes down on the ground with their stun guns. The heroes still won out, however. They drove the boat close to the stronghold, donned SCUBA gear, and went into the water. Thus they snuck into the stronghold, managed to steal some uniforms, and then claimed to be guards (Vaughn, Gavin, Jerry and Linh) who'd captured interlopers (Thaddeus and Magdalena).

Both sides found Professor Hall, strapped into a chair and hooked up to an IV, on top of the howe (burial mound) that the neo-Nazis had built as a nexus of evil arcane energy. My idea with that was that the players needed to solve riddles, to help Hall mentally and spiritually overcome three challenges from Norse mythology. The first group did so. In the second session, however, Jerry pulled his pistol and shot one of the guards, opening combat.

I tried to make the fight more challenging this year, since it seemed a little underwhelming in the second session last year. In addition to Dr. Hartmann, an occultist, I included a Wild Card berserker bodyguard name Hans and plenty of goons. I was pleased with how the big fight went in both sessions. The first table played with more of a run-and-gun style after helping Professor Hall solve the riddles. The heroes at the second table locked themselves in the chamber with the howe and fought the main bad guys, and then, as the remaining goons were cutting down the door with fire axes, burst out and made a run for it. Gavin had Dr. Hartmann in a chokehold with a combat baton, forcing the goons to hold their fire. That scene ended with Linh firing a flare into some fuel barrels, triggering a string of explosions, while Gavin broke the evil occultist's neck and dumped him into the water. It was fun!

Saturday, January 31, 2026

Allies & Enemies for Treasure Hunter Adventures

Available now from DrivethruRPG is "Allies & Enemies."

This short supplement, for use with Treasure Hunter Adventures and the Savage Worlds RPG, presents two NPCs with stats, plot hooks, and locations related to their activities. #FFFFebruary

-Nate

Allies & Enemies