This Weird Frontiers adventure is for a posse of 4-6 characters of 2nd level. On the trail of the low-down Sagebrush gang, you and your posse are running out of food, water, and ammo.
This Weird Frontiers adventure is for a posse of 4-6 characters of 2nd level.
In the unforgiving Southwest, the posse pursues the infamous Sagebrush gang, a ruthless crew of murderers and thieves whose dark arts have left a trail of terror.
Desperate and depleted, they seek refuge in an old farmhouse nestled deep within a windswept cornfield, where they uncover the haunting remnants of the Verrill family's tragic past. Trapped between supernatural echoes and the imminent threat of the Sagebrush gang, the posse must unravel a mystery that threatens to destroy them.
Can they survive the terrors and bring peace to the Verrill homestead? Or will they become another denizen in the Dark Dwelling on the Prairie?
Things have gotten plum weird since the events of The Seven Days of Night brought an end to the war, revealing the presence of an evil thicker than the darkest molasses that’d make the Devil himself blush! You can turn tail, or take the fight to the night, and you ain’t about to be called yeller!
So, saddle your horses and clean those irons, ‘cause there’s something slithering across the dark frontier and it’s dead set on making vittles out of you and your ragtag posse.
Weird Frontiers RPG is a standalone weird west role-playing game influenced by the works of HP Lovecraft and folklore pulled from all over the world. The game offers a new take on the genre with a rule set based upon and compatible with the popular Dungeon Crawl Classics RPG published by Goodman Games.
The story of Wayward Studios starts, like so many great tales, in the mid-1980’s in a rural American basement: in Racine, Wisconsin. This small town nirvana was where a group of high school students sharing a love of swords, sorcery, horribly unhealthy snacks and fantastical creatures–and most of all, storytelling–gathered every weekend after their jobs flipping burgers and serving frozen custard to fight the legions of darkness, save worlds unimagined and find the mythical Table H treasure horde. They wrote and played epics tragic and ridiculous, haunting and hysterical.
Near forty years later, and the core of that group – Mark Manchester, Randy Miller, Andy Patch and Eric Anderson – are still at it. They’ve saved worlds, slain mythical beasts and acquired more (imaginary) treasure than any of them could count…but they still love telling stories. And what they’ve realized is that the world around them seems to as well. With the explosion of the tabletop gaming industry and the rise of third-party publishers, especially that of the Goodman Games, Dungeon Crawl Classics line of publications, they found themselves asking, “Everyone else is doing it, so why can’t we?”
And so here we are. Wayward Studios (named for the Wayward Sons Adventuring Group established in a recently-completed, seven-years-long campaign from which From Out of Gnollwhere has its origin), is our attempt to share our stories and ideas with you. We sure hope you like them.