Kurt Cobain and gang finally learn the truth behind Morton Downey's evil scheme.
Eazy-E enlists the help of an unusual ally to escape police and crash a presidential debate.
Clues from Courtney Love lead Cobain, Left Eye, and Eazy-E to the Salton Sea, where they encounter horror and danger that leads them closer to the truth.
Kurt Cobain battles ghouls, Eazy-E investigates a Chi-Chis, and Left Eye blows up a strip mall.
Kurt Cobain and friends must thwart a sinister presidential bid by Morton Downey Jr.
Steve and Zack have scoured the Internet and brought back some of the greatest gamer gifts for the nerd in your life.
Steve and Zack look at some of the lamest characters from a classic Heroes Unlimited source book.
Steve and Zack appreciate some of the finest pulp art this side of a Nazi snapping turtle portrait show.
Eazy-E, Kurt Cobain, and Left Eye tighten the noose on the cult threatening to unleash a nightmare in our reality.
The Call of Cobain continues. Kurt battles ghouls, Eazy-E researches ancient texts, and Left Eye experiences a vision of burning doom.
Cthulhu in the grunge era! Steve as Keeper contends with Zack's celebrity team of investigators.
Lowtax returns to conclude our exploration of the macabre and mysterious artwork of Ray O'Bannon.
Zack and special guest Lowtax take a look at the artwork of an undiscovered master of the macabre.
Unfortunate things happen when a Jedi afraid of Ewoks attends an Endor-themed costume party.
Steve and Zack begin their adventure into the Star Wars role playing game with an original scenario.
A gaming controversy over rape magic in Exalted leads to Steve defending boobs and Zack having an aneurysm.
Steve takes Zack on a tour of his favorite Rifts cover artwork.
Steve and Zack provide a totally helpful tool for generating treasure at your next gaming session.
Steve and Zack find that Rifts-like cult game TORG yields some wild cover artwork.
Steve and Zack take a look at the epic level insanity of their strangest Monster Manual to date.
Steve and Zack have another useful tool for use with any tabletop fantasy game.
Steve and Zack celebrate some of the strangest D&D module artwork of the late 70s and early 80s.
Steve and Zack have created a useful tool for Dungeons Masters running games in any sort of fantasy setting.
Steve and Zack experience war and horror in, Nightbane, Palladium's mid-90's foray into "serious role playing."
Steve and Zack dip back into the 1990s and White Wolf's classic Street Fighter role playing game.
Zack forces Steve to play test Maid: The RPG and together they discover the disgusting secret of the game.
Join forces with Steve and Zack to help save one of the silliest roleplaying games to come out of the 20th century.
Zack and Steve get grim and dark with the creepy artwork of Warhammer Fantasy Roleplay.
Zack and Steve are heading back to the mansions of horror with this week's return to our housing-based Cthulhu adventures.
Steve and Zack continue their journey through the Mansions of Madness with the down south scenario "The Plantation."
Steve and Zack climb the Mansion of Madness in this 1920s Call of Cthulhu scenario.
Steve and Zack crack open 1991's Tome of Magic and get thrilled by the crystal parrot.
Steve and Zack conclude the surprisingly uneventful journey of Nestor the Gunderman.
A Conan TSR adventure gives Steve the chance to DM Hyboria and Zack the chance to discover his inner Guntsman.
Steve and Zack encounter unknown creatures in Palladium's guide to Aliens Unlimited.
The shocking conclusion of Steve and Zack's run of D&D Module B1: In Search of the Unknown.
Steve and Zack take on module B2: In Search of the Unknown with Steve playing a level 3 gypsy.
Steve and Zack combine their powers and look at the strangest Marvel super teams of 1989.
The dynamic duo of Steve and Zack power up and take on the baddies of Villains Unlimited.
Steve and Zack return to the 1st Edition AD&D monster books to pick the scariest monsters.
Steve and Zack travel back to 1987 and face down Gary Gygax's worst role playing game.
Steve and Zack live the dream with White Wolf's "Changeling: The Dreaming."
Steve and Zack announce the winners and discuss some of the best entries from this year's WTF, D&D!? art contest.
Steve and Zack tackle White Wolf's 2001 attempt to create a Mummy franchise.
Steve and Zack take a look at 3rd Edition D&D's worst example of a Monster Manual.
Steve and Zack don their parkas and grab their barf bags for a Finnish D&D clone with a gruesome twist.
Steve and Zack hop in the time machine back to the latter half of the 1980s, when hair was huge, vests were puffy, and FASA was fleshing out its Battletech line.
Steve and Zack travel back to the mid-1990s for the first Magic: The Gathering expansion packs.
It's a Rifts 'roid rage! Steve and Zack take a look at the 1996 Rifts supplement, "The Juicer Uprising."
Ante up and draw! Steve and Zack play their hand with Magic: The Gathering's Alpha Edition.