Thursday, July 20, 2017

The Last OSR Review & Commentary(Sort Of) On The S'rulyan Vault II From Kort'thalis Publishing

"Like the first S'rulyan Vault, this is two extremely high-resolution dungeon maps in both old school blue/white and bloody parchment hue.  The dungeon is huge and contains a variety of cavern and traditional room/corridor areas... along with special icons." Well, the S'rulyan Vault II is a bit more then that & a bit more.


So let me start this review with the following note - I'm going to be quite clear on this whole thing I put a six month moratorium on doing OSR product reviews. Given my dad's condition & the fact that I've had to take over the sewing machine repair business more. I don't really have the proper time to devote to giving OSR products their fair shake that they deserve for a proper review. So this is the the last OSR product review for a long while.
P.S. my dad is fine and continuing to the sewing machine repair work. But its a lot for him to deal with so I end up helping out where & when I'm needed. This means I have less time for what amounts to a hobby. End of message and now onto the review.

So what is the The S'rulyan Vault II? Well according to its Kickstarter;
"The S'rulyan Vault II is more of the same... but different.  Obviously, there will be a totally new dungeon layout with lots of interesting things going on.  The files can be printed off so you've got one massive map or four quadrants in order to easily mix and match them with each other and the previous S'rulyan Vault." Its giant mix & match dungeon map & DYI  kit with Venger Satanis's guile & attitude which is clearly outline about The S'rulyan Vault II introduction;
"Delving into dungeons can be the most rewarding roleplaying experience there is. It's the perfect
environment for adventuring since that's where the monsters and treasure are. Of course, with monsters
and treasure you also get traps, wizards, subterranean civilizations, exotic flora and fauna,
natural hazards, and unexplained wonders.
There are three things GMs occasionally forget when running a dungeoncrawl...
● Gygaxian Naturalism or Fantastic
Verisimilitude, if you prefer. Basically, this  provides a "realistic" background for the adventuring. Such as, where does the food and water supply come from?
● There should be a compelling reason why the PCs are down there, besides a desire to slay evil
creatures and take their loot. Even if that's the primary motivation, we want to know precisely
why the adventurers want to kill these monsters and steal their treasure. And each session, the
PCs' emotional investment in clearing the dungeon should pay off.
● This is a great opportunity to show off your own GMing style, aesthetic, and creativity! Use your
imagination - come up with at least a couple rooms that defy expectation. Go nuts!
Keeping those three things in mind, I invite you to make The S'rulyan Vault (volumes I and II) truly

Can we talk about the Drow babes in implied 'Legend of the Overfiend' style tentacle porn dungeon god cover artwork here for moment? The only reason its there is to attract attention because while the thing might be in the The S'rulyan Vault II but I found it more distracting then tantalizing. Why? Because the contents of the The S'rulyan Vault II book are good solid boiled down DYI dungeon map and kit  in seventeen pages of old school goodness. Venger Satanis is a good enough writer/designer who doesn't need  to rely on cheap and blatantly pornographic themes and artwork to sell his products. His work is solid enough on its own to stand on its own merits. This is a good tool kit for a really well thought out dungeon. You get factions, reasons for the dungeon crawls, and lots of random tables for generating a grand night's adventure for your players.

Glen Seal of Monkey Blood Design doing some of the type of quality dungeon cartography you'll find in the The S'rulyan Vault II

This product sinks up with its earlier incarnation,  The S'rulyan Vault I adventure plot completely and easily.  There's no tears to this and because this product has the quality of Monkey Blood Designs cartography & design work. The S'rulyan Vault II is both OSR cross compatible & rpg system agnostic. The art and cartography by Glynn Seal,Monstark, &
Fizzbig, work. The layout is well done and up to the usual Venger Satanis standards. Dungeon masters will get a ton old school gaming  utility out of the wandering monster tables, dungeon restocking table, & rival adventuring party disturbance tables. Along with a ton of new & great  take on old school adventuring for a continuing dungeon adventure tool with years of life to come at the gaming table. Do I think its worth buy? In a word yes I do and think it will provide a great tool at the gaming table.

You can grab the
The S'rulyan Vault II
From Venger Satanis Right here

1d7 Random Treasures & Relics of Old Satan For Your Old School Campaigns

At the edge of a valley on Mars two figures edge along kicking up dust and a cloud of sand upon the back of their lizard horses. They stopped when of the riders nearly broke his mount's leg on a metal object sticking out of the sands. 'Easy girl' was the half voiced & telepathic response as the rider got off & eased his mount. The two riders had gotten turned around in a violent Martian sand storm & found a path into this lesser known Martian  valley.
'Rel The Strong' the red Martian mercenary took his googles and sand gear off to examine the object that almost sheared off his mount's leg, 'She's very lucky, it only took off a bit of hair and scales. But who the hell leaves a brass bladed sword like this out here?' I've never seen a blade like this in twenty years of the trade'.
That's when he uncovered the alien skeleton with dozens upon dozens of cuts through the corpse's chitin exoskeleton & armor. 
"Don't touch that sword friend Rel' the hiss of
Hashic Vro Tholian occultist was like the crack of the man eater whip vines they had faced on 'Old' Venus. Rel got his swords out just as the first warrior covered from head to toe in whirling signs & glowing infernal symbols attacked!
'Where the Jeddak's dagger did he come from!?' the question was answered by the dozens of trap doors in the valley's floor opening letting more warriors pour in on the two adventurers. The lizard horses the first things to go down under the exceedingly sharp brass swords of the warriors. Their cries were unearthly things that chilled mind & soul.

That's when the singing & chanting started along the walls of the valley. The alien signs & symbols etched into the swords began to glow with the cold fires of ancient & dead Hells.
'We've got to leave this valley my friend!' The cuts in the exoskeleton were pulsing with sickly light  in time to the chanting in the valley above them.
The sigil of Satan for all to see was visible to all to see!

On the lonely sands of  future Zothique there stand ancient & abandon temples to the old
"enemy" or "adversary" of creation. The old devil Satan more malevolent entity opposed to the Gods, also called the devil, who possesses abhorrent qualities. He has become even more twisted by time & now is an insane and utterly evil power of chaos. Alone and infecting others with his might, he is a disease on the face of Old Earth & the solar system. He has become an insane devil god of old. Making pacts & feasting on the souls of his followers. He relieves in the violence & power he grants to his followers. Wizards & black priests think of him as a  a symbol of virtuous characteristics & liberty but these have long been shed for the horror beneath. It has become a god of essence reveling in the violence of excess & horrors long past a beast of the wastelands.

The 'Vulth' russ' tells a vastly different story about the bright star & scholar of warriors. This being came from the stars battle scarred & with swords broken. He tempted the  warriors of the old plains with promises of  knowledge & the glories of warfare. Those who serve him serve him in his valley throughout eternity, their pledges of eternal war are etched on their swords & their skin. They are cursed with undeath, damnation, and eternal service. There are those among the wastelands who still spread the word of his cult. Adventurers & outlaws from time to time come across his valley and temples  on Mars, out in the Asteroid belt, & even out in the ancient wastelands & ruined cities on Old Earth.
1d7 Random Treasures & Relics of Old Satan
  1. Lvriel Bracers - These bracers have row after row of inscribed etchings and runes of power that draw from the black blood of the planet. They give the owner a +2 on all melee damage and they're able to hit contra temporal beings. These bracers also give the owner the ability to see 1d4 minor nearby planes but also may 20% drive the owner mad with dangerous visions of insanity. They are inscribed with the runes of violence & excess disguised as a rune of liberty. 
  2. Claws of S'arna - These +2 claws were created using the metal bones of an ancient Martian demon. They still bare the feriousity and violence of that creature scared to Satan. These claws were used to murder many an ancient Jeddak or prince. These claws may be used to slay certain types of minor undead or minor semi demonic kind/. They've been lost to the Martian sands for many centuries. 
  3. Daggers of The Twelve Betrayed Kings - These +2 daggers of Martian design were created by twelve Jeddaks as symbols of their unity and brotherhood but were used by all in a coup for an ancient political assassination. They will warn if anyone close by is planning a murder except if the murderer is a close blood relative. These daggers may once every century be used to summon the beastly prince aspect of Satan. 
  4. The Crown of Knowledge - This crown is actually a repository for the lost knowledge of the scientist king Crusr the Second. The crown contains all his knowledge as the king sold his soul to save his dying father. He himself always had the answer but the old devil took his soul anyway. It will turn its owner into a lich with vast mad science knowledge after 1d8 years of use but this relic has been lost to the old solar system for many centuries. 
  5. The Swords of the Beast  - These are the brass swords of +2 that are forged using the heart blood of the follower who must make a pact with the old devil for their eternal service and black honor. They are seldom seen as those who do are murdered by them. These swords can be used to cut through most mortal substances and the blood of their victims is absorbed by the sword adding their to their terrible power. The owner heals damage quite quickly but begins to take on the characteristics of undeath.
  6. Wands of Brill - These metal wands are created by the blind wizard smiths from the iron of the valley of the lost. They enable one to see any and all of the works of the infernal . Once per day they can cast 1d6 magic missile spells & glow with the power of the Satan. Those who see this light of damnation must make a save vs fear or flee from its power and might. 
  7. Fangs of the Beast - The preserved fangs in metal and Martian ivory of the Martian banth that enables its owner to take on the aspects of the monster. The owner becomes a beast like horror subject to lycanthropy rules and able to track enemies across the wastelands easily. The owner is able to gain a +2 attack against any supernatural horror but is subject to a murderous rage once per day. They are far more prone to the influence and horror of the old devil. At the end of their life their souls are forfeit to the cold hells of the old beast aspect of the devil. 

A crownless king who reigns alone,
I live within this ashen land,
Where winds rebuild from wandering sand
My columns and my crumbled throne.

My sway is on the men that were,
And wan sweet women, dear and dead;
Beside a marble queen, my bed
Is made within this sepulcher.

In gardens desolate to the sun,
Faring alone, I sigh to find
The dusty closes, dim and blind,
Where winter and the spring are one.

My shadowy visage, grey with grief,
In sunken waters walled with sand,
I see- where all mine ancient land
Lies yellow like an autumn leaf.

My silver lutes of subtle string,
Are rust- but on the grievous breeze
I hear what sobbing memories,
And muted sorrows murmuring!

Across the broken monuments,
Memorial of the dreams of old,
The sunset flings a ghostly gold
To mock mine ancient affluence.

About the tombs of stone and brass,
The silver lights of evening flee;
And slowly now, and solemnly,
I see the pomp of shadows pass.

Often, beneath some fervid moon,
With splendid spells I vainly strive
Dead loves imperial to revive,
And speak a heart-remembered rune-

But, ah, the lovely phantoms fail,
The faces fade to mist and light,
The vermeil lips of my delight
Are dim, the eyes are ashen-pale.

A crownless king who reigns alone,
I live within this ashen land,
Where winds rebuild from wandering sand
My columns and my crumbled throne.

Tuesday, July 18, 2017

Another Mini OSR Campaign Idea Using - X1 Isle of Dread By David Cook & Tom Moldvay & Some Free Old School Appendix N Downloads

Hundreds of miles from the mainland, surrounded by dangerous waters, lies an island known only as the Isle of Dread. Dark jungles and treacherous swamps await those who are brave enough to travel inland in search of the lost plateau, where the ruins of a once mighty civilization hold many treasures - and many secrets!

Wiki has a good breakdown of the history of X1 Isle of Dread;"The Isle of Dread is an adventure for the Dungeons & Dragons role-playing game. The adventure, module code X1, was originally published in 1981. Written by David "Zeb" Cook and Tom Moldvay, it is among the most widely circulated[1] of all Dungeons & Dragons adventures due to its inclusion as part of the D&D Expert Set."

I know what your thinking, "Oh no not another X1 Isle of Dread commentary, this one is angled to the Weird Tales aspects of X1 so bare with me as I take this classic module in a completely different & pulpy direction." The basic plot has the PC's with their backs against some of the classic adventure elements of X1;"""The characters somehow find a fragment from a ship's log, describing a mysterious island on which many treasures can be found, and set out to explore it. Typically, the characters will first make landfall near the more or less friendly village of Tanaroa and after possibly dealing with some troublesome factions in the village, set out to explore the interior of the island. In the course of their explorations, they may find a number of other villages of unfamiliar intelligent creatures, numerous hostile monsters and the treasures they guard, and a band of pirates. Many prehistoric creatures, including dinosaurs, are prominently featured, especially in the original printing of the adventure. Near the center of the island is a hidden temple inhabited by monstrous, mind-bending creatures known as kopru; the characters may stumble across it or learn that it is a source of problems for the other inhabitants of the isle, and the climax of the adventure typically consists of the characters exploring this temple, battling its inhabitants, and uncovering its secrets"

There has always been a mystique around the X1 module, it is after all one of the most popular & recognizable adventures that was published during the classic or golden era of TSR. Yet today I spoke with several friends who have never once considered running the adventure as a part of A Gamma World or post apocalyptic campaign. Not only can this be done but it should be. The fact is that given the scope and diversity of the various OSR resources X1 is a prehistoric sand box of epic proportions. Because of the AD&D 1st edition Dungeon Master Guide contains all of the conversions necessary to bring your mutants, outlaws, and adventurers into an age undreamt of by man. On the there is a great thread called
Can I run The Isle of Dread with AD&D? It has some great background & options for DMing the adventure.  But what does X1 have to do with A. Merritt? Well if we look into his classic 1924 Appendix N pulp novella The Ship of Ishtar things become a lot clearer. The novella concerns a world out of time with two factions vying for control of their very existence similar to the factions of the Isle of Dread fighting for time out of eons survival. In fact one of the campaigns I played in had several of the priests of  of Nergal and his  minions on the Isle as NPC's along with a group of  Ishtar priestesses  and her female minions on the other side of the island. This is one of the beauties of X1, its flexibility as an OSR toolbox.

An epic version of the Island of Dread is available from the Vaults of Pandius here which might help to bridge the gap into a far more adventure where the PC's are interfering in the affairs of the divine.

A. Merritt's The Ship of Ishtar is available right over here as a free download 

 Alright let's get back into the time lost
Bermuda Triangle
aspect of X1 The Isle of Dread. Back in 1981 when X1 was published the Triangle, UFOs, Flying Saucers, ghosts, & space warps were still front page tabloid news.  It was a part of the pop cultural zeitgeist & what goes around comes around. So if we look towards another Lovecraft circle writer then we get another adventure element and possible setting where the isle of dread might be touching another world or time. Clark Ashton Smith's Poseidonis cycle of novellas and stories draws heavily from Secret Doctrine by Helena Blavatsky. The very forces that sank Atlantis might have ripped a hole in the space time continuum allowing the isle to appear not to far from the "the last isle of foundering Atlantis"
Poseidonis. This strange extra dimensional quality of the isle of dread means that many classic AD&D or Gamma World elements might appear on its shores & beaches. In fact 'The Last Enchantment' By Clark Ashton Smith implies that many of the weird & sorcerous elements of the wizard Malygris might provide a perfect cross point for X1 as some artifact provides the necessary push to send adventurers to their doom in the realms of X1.

"Now Malygris was old, and all the baleful might of his enchantments, all the dreadful or curious demons under his control, all the fear that he had wrought in the hearts of kings and prelates, were no longer enough to assuage the black ennui of his days. In his chair that was fashioned from the ivory of mastodons, inset with terrible cryptic runes of red tourmalines and azure crystals, he stared moodily through the one lozenge-shaped window of fulvous glass. His white eyebrows were contracted to a single line on the umber parchment of his face, and beneath them his eyes were cold and green as the ice of ancient floes; his beard, half white, half of a black with glaucous gleams, fell nearly to his knees and hid many of the writhing serpentine characters inscribed in woven silver athwart the bosom of his violet robe. About him were scattered all the appurtenances of his art; the skulls of men and monsters; phials filled with black or amber liquids, whose sacrilegious use was known to none but himself"

Then there are the inhabitants of the isle of dread themselves who seem right at home as much on Gamma Terra as they do in Expert D&D not to mention the pirates and other factions of the isle. The pirates should not be taken lightly even by Mutant Future or Gamma World adventurers. They are as deadly as they come.

The real equalizer is of course the dinosaurs and other prehistoric horrors capable of eating adventurers, pirates and cat people in one gulp. Prehistoric life is one of the real adventure elements that can ruin the day of any player. These horrors are all too real in the adventure setting of X1 where they provide yet another challenge. Cook and Moldvay both frequently pushed another aesthetic: pulp adventure which fits the design and writing aesthetic of X1.
These pulp and prehistoric elements really push the envelop on the isle of dread giving the PC's yet another reason to look over their shoulders.

You can have magick, technology, gun powder, ray guns its not going to matter. The PC's are still going to die in a monster's belly or at the end of trap's spike or other deadly accoutrements. X1 has everything just waiting for PC's to blunder into its clutches. The
weird alternate-world fantasy of Clark Ashton Smith gives the perfect excuse to introduce serpent men adventure elements & artifacts, such as the ones seen in CAS's Double Shadow another tale that comes from the Poseidonis cycle. The fact is that originally the isle and its surrounding environs might have been a part of some vast laboratory of the serpent men or as a part of the former monstrous, mind-bending creatures known as kopru empire. Races such as the as the racoon-like phanaton and the cat-like rakasta give X1 part of its "Lost World/Skull Island laboratory feel'

This is something that I've talked extensively about before and one of the ways that X1 might be slotted into an old school campaign or a post apocalyptic campaign setting.
The Kopru, dreaming the restoration of their lost Empire might have been one of the ancient enemies of the 'Elder Things' left behind after the destruction of their own empire.Could X1 in fact be a last alien battle field that the PC's in fact have stumbled into? I think so we almost but not quite we get a very 'events have passed here before us into history feel' as we do with the classic 1933 King Film.

X1 Isle of Dread remains a classic for a reason and one of those is the classic plasticity of the module. A great little example of old school design & classic old school adventure writing. Remains an old favorite of mine and probably will for decades to come.

Monday, July 17, 2017

Mini OSR Campaign Idea Using - S3 Expedition to the Barrier Peaks & Some Free Old School Appendix N Downloads

"The Grand Duchy of Geoff has recently been plagued by a rash of unusually weird and terrible monsters of an unknown sort. This western area, particularly the mountain fastness which separates the Grand Duchy from the Dry Steppes, has long been renowned for the generation of the most fearsome beasts, and it has been shunned accordingly -- save a handful of hardy souls with exceptional abilities. Within the last few months, however, a walled town not far distant from the area, and four small fortresses as well, have been destroyed by mysterious attacks! "

So begins the classic  S3 Expedition to the Barrier Peaks by Gary Gygax which is for PC's levels eight through twelve. According to Wiki there are reasons for this;"Expedition to the Barrier Peaks was first played at the Origins II convention in 1976, where it was used to introduce Dungeons & Dragons players to the science fiction game Metamorphosis Alpha. In 1980, TSR published the adventure, updated for first edition Advanced Dungeons & Dragons rules." So this was another convention module that was supposed to challenge & kill off PC's as they solved tricks, traps, gathered technology, & moved through the Warden.
" It takes place on a downed spaceship; the ship's crew has died of an unspecified disease, but functioning robots and strange creatures still inhabit the ship. The player characters fight monsters and robots, and gather the futuristic weapons and colored access cards that are necessary for advancing the story."

I've written extensively about S3 Expedition to the Barrier Peaks & it remains a favorite of mine, I used it with Gamma World instead of Greyhawk. I placed the ship remains having crashed in Canada. Its doing exactly what it did in Greyhawk & introducing invasive alien species. Combined with the events after Gamma World's Legion of Gold adventure. It would take characters from a post-apocalyptic version of southern Wisconsin with "Jen City" & "Horn". The Duchy of Geoff becomes more of a central power while Horn is an up & coming rival/ally. The crash of 'the Warden' on Earth was a major event in the 'shadow years' but players have no idea of what's going on outside of the events of their little corner of the world. At least they didn't if they've played through Rite of Passage. So why was the Warden trying to get back to Earth? Because the cause of the apocalypse rose up from the depths & lost places of the Earth to take back what's theirs and nothing stopped them. Instead of simply a competition module this adventure becomes a tragic foot note in the history of the world.

What you basically have is the remains of a few countries & nation states fighting over a smoldering pile of rubble while the real far more alien threat is out in the world. When we begin looking into the backdrop of A.Merritt's take on his world setting its a place filled with some very strange cults, stranger technological life forms, & a very alien A.I. that is one part emperor & one part very megalomaniac life form. This stuff makes Saturday morning Thundarr look tame. Dr. Walter T. Goodwin is A.Merritt's professor Challenger & Goodwin's old friends Martin and Ruth Ventnor, brother and sister scientists are his helpers. This whole affair takes place back in the Trans-Himalayan mountains to the world. The expedition comes across the  lost city of the artifical A.I. Monster God. Ruth Ventnor is slowly reprogrammed to take the priest Norhala place. Norhala commands the power of lightning and controls strange metal animate Things, living, metallic, geometric forms; an entire city of sentient cubes, globes and tetrahedrons, capable of joining together and forming colossal shapes, and wielding death rays and other armaments of destruction.
They are able to escape and deal a bit of a crippling blow to the technological forces of A.I. God monster of the valley. But this is only one of many valleys scattered cross the face the world.

You can listen to the Metal Monster By A.Merritt here

Much of the alien technology of the Metal Monster sounds from its description exactly the sort of alien weirdness that the people of N'Kai from  "THE MOUND" by H. P. Lovecraft & Zealia Bishop would originally have been using. But their studies in necromancy & the mythos have moved them beyond it. The unique and very dangerous alien technologies of the Metal Monster would have left Gamma Terra or any number of worlds in shambles. In a Mutant Future style game this is exactly the sort of alien technology that we've gotten hinted at again and again. Perhaps the collecting of artifacts is actually the instinctive gathering of unaltered technologies to fight against the A.I. cults that have sprung up across the world. The threat of these cults and their masters might make an isolated country or city state have an entirely different spin. The really big equalizers might be magick & mutations. The side of chaos might take the upper hand from Law run amok ala Michael Moorcock in this sort of world . Machines & A.I. can evolve & change very quickly possibly leading them to time when it was the opportune time to invade the Earth.
This is exactly the sort of world that perhaps Old Earth from AS&SH broke away from. Were these A.I. hive mind cults on of the starts of the epic war that took the Hyperboreans away from Earth? I think so. You've got a very dangerous & disastrous pattern for high scale & high level campaign world with technological artifacts gone riot.

You Can Download The Metal Monster From Here

Sunday, July 16, 2017

A Very Different Mini OSR Campaign Idea Using The Lost City (B4) by Tom Moldvay & Some Free Old School Appendix N Downloads

When it comes to the The Lost City (B4) I always seem to find myself reinventing the wheel with this adventure and that's alright in my mind.
Lately I've been doing a lot of high end/hi technological relics for my games & a project I've been working on with a friend. More on that another time folks but the point is that I can easily justify my choice of artifacts & relics. Once upon a time I ran
The Lost City (B4) by Tom Moldvay with Gamma World. I took the whole module and threw it into the Gamma World Earth's wasteland.

I can easily justify this by pointing out a rather interesting Appendix N author. I'm talking about A.Merritt whose The Metal Monster & The Moon Pool novels are right on the list.

So last night I was rereading the CH Retrospective on A.Merritt's The Moonpool and it reminded me of what I've been doing with this blog. The Moon Pool itself has chameleon suits, anti-grav vehicles, age accelerating contact poisons, powerful healing elixirs, &  gravity manipulation rays all within one hell of a justified megadungeon location with factions, gods, & very dangerous cults just waiting to murder PC's.
So how the hell did
the ancient ruined city of Cynidicea and the descendants of the city's people end up on Gamma Terra? Because they were the cause of the destruction of Earth. The monster god of the Moonpool had other spawn one of which was Zargon. The  ancient ruined city of Cynidicea was supposed to be the seat of a new capital of the Earth but instead has been forgotten & consigned to the furthermost wastelands.

I personally placed Cynidicea near the ruins of Los Vegas which seems quite fitting & used A.Meritt's Moonpool as the basis for a mini campaign . The wiki entry on The Moon Pool has exactly the sort of background detail that can help to get the heart across the sort of power we're talking here.
"The plot concerns an advanced race which has developed within the Earth's core. Eventually their most intelligent members create an offspring. This created entity encompasses both great good and great evil, but it slowly turns away from its creators and towards evil. The entity is called either the Dweller or the Shining One." Given the break down of power in Gamma World its an easy jump to see that the Cynidiceans, addicted to narcotics and spend most of their time in drug-induced reveries, wandering around in costumes and masks are almost but not quite a mirror image of some of the cryptic alliances from Gamma World.

Alright so maybe the powers at the Earth's core caused the shadow years of Gamma Terra then its not all that much of stretch to see that something went very wrong for them as it did in the Moon Pool. This sort of a campaign shows the power and imagination that The Lost City (B4) by Tom Moldvay  has. But what if we took it a step further and cut out the Gamma World aspect entirely. What if we brought the Lost City to Vegas & then took a more modern retroclone say Astonishing Swordsmen & Sorcerers of Hyperborea?! Well A.Merritt was a contemporary of Howard, Lovecraft, & Clark Ashton Smith. Could the people of
"THE MOUND" by H. P. Lovecraft & Zealia Bishop be simply another faction or culture that was waiting to burst from the ground out in Mid Western United States?! I think so. If we look at the future of Clark Aston Smith's fiction on his future Earth cycles then it becomes apparent that a number of lost world races could be bursting onto the scene causing untold havoc.
This download contains the 
"THE MOUND" by H. P. Lovecraft & Zealia Bishop for download 

Back to the Moonpool for a moment, there are lots of things to steal to make a very different post apocalyptic science fantasy world work. From the powerful and handsome Polynesian-like 'dwarves' and a race of humanoids whom the Silent Ones developed from a semi-sentient froglike species to the Shining Ones themselves who seem almost all too human. There seems a lot that can be taken, mined, repurposed for those other lost levels in The Lost City (B4) by Tom Moldvay

There's a very good reading of A.Merritt's Moonpool which is available right over here

From a gaming perspective there's a great supplement from Goblinoid games called Realms of Crawling Chaos that has many of the Lovecraftian monsters, cults, etc. that would work perfectly well for this sort of a mini campaign. Combined with Mutant Future this has the potential to work itself into a very Lovecraftian science fantasy campaign indeed.

The Moonpool gives some really weird options as far as a mini campaign & puts a very different spin on this classic module especially if its set in the post apocalyptic wastelands. There is a lot that can be done with this sort of a campaign and I might develop this further in the next blog installment.

You can download A PDF
of the A.Merritt's Moonpool here!

Saturday, July 15, 2017

Relic Living Metallic Tissue Armor For Your Old School Campaigns

One of the rarest relics created by the ancient Hyperboreans was  nanite skin weave mesh armor of the gods. This living metallic tissue armor was created using a vril power source when the Hyperborean super science was at its highest. The armor is made of an alien metallic living lattice that most would mistake for mold or fungus growing on rocks & whatnot in forbidden & dangerous parts of the Underworld. This stuff flourishes under the transcomic blue lights of N'Kai & other places where the strange radiations of the underworld exist. It is said that the presence of Tsathoggua and his other worldly god thing ilk carry with them the necessary transcosmic radiations to allow this stuff to grow and flourish.

Photo to by 

Once it is harvested by the blind priests of Abhoth, Tsathoggua, or Yululun this material is given over to the tender mercies of the witches of the spider goddess Nacha. They weave in the vril powder rich webbing that powers this material & allows it to taken on the twenty two nights of magick & enchantment's rites. These rites awaken the naturally occurring sigils of power & magick built into the structure of the living metal fabric. This grants the material the following spell like abilities:
  1. Nanite skin weave mesh armor bonds with and becomes a part of the living flesh of its owner granting the owner a natural armor class of 6. This protection can not be stacked with any other armor. 
  2. The owner is immune to any mind affecting spells or spell like abilities when wearing the armor as the head piece that grows over the owner's head protects from these types of mind effecting attacks. 
  3. Nanite skin weave mesh armor acts a ring of fire resistance and adaption allowing its owner to survive in space or on other planes of existence. The owner becomes immune to gas attacks or lack of a breathable atmosphere. 
  4. Each week the owner of the armor is able to generate 1d10 tiny mini magic missile like spell effects to attack a target. 
  5. The owner of the armor can instantly command it to cover a body part or other orifice with a good solid thought or command word. 
Many collectors of esoteric items  will give their eye teeth to possess a set of this armor. It often comes in strange aerosol cans of the stuff with a strong and very weird magnetic holding the armor in place. After opening it. The stuff will escape the confines of its container and crawl across its new home namely your PC's flesh. 

After 1d8 days the stuff will have bonded with the flesh of the owner and become a living extension of their body's systems. Unopened cans of this stuff  is worth 700,00 to 900,000  gold  piece per can. Once open the stuff will begin drawing arcane vril energies from the local channels powering the armor with a strange quasi mystic power source good for 1d8 years.. The stuff may give off unusual radiations and strange displays of power causing those in the area to make a wisdom check to see if they notice this strange energy  creeping out of it. The secret to creating this armor through the forbidden twisted rites of the Underworld are said to have been collected in the proto Martian rites contained in the
The 'Vulth' russ'

The Beta Heavy Laser Rifle Relic For Your Old School Campaigns

Serving with distinction for over thirty five years the Beta heavy laser rifle is one of the most iconic weapons of the federation. It has served in multiple fronts from the Earth Wars to the shores of Alpha Centuri. It is a reliable and highly adaptable weapon system that even today is found from time to time in some ruins & federation ships. The weapon system has been retro engineered from alien technology recovered during the the Eighties alien incursion incidents on old Earth.

It is a highly variable weapons system based around the same power cell circuit system recovered from unknown crashed alien space craft. These circuits and systems have formed the basis for many of the old Earth highest & most reliable technological systems. They are worth between 100,000 to 200,000 gold pieces each because of not only the collectability of such relics but because of the illustrious history behind them. Each soldier using them gains a +3 on their attack because of the enhancement that the laser tube design provides.

These laser rifles do 1d6 +6 hp of damage per shot but they can operate in a wide variety of conditions from underwater to the cold vacuum of space. They have a range of over forty yards & have over twenty shots per energy cell. In combat they can be used with the capacity of 2 shots per round. Caution should be excercised not to do three shots per round or there is a 30% per three shots of a meltdown of the energy cell. These weapons are often found on charging mounts with full energy cells ready to go. The cells are stable and will never over charge unless set to destruct with a special device sequence feature.
Only an experienced scientist,  relic technician or wizard would dare to set the rifle for such conditions. Untrained personal could have a weapon explode for 1d8 points of damage as the energy cells go into a critical condition exploding like a nuclear hand grenade. These laser rifles have an orange laser setting for dealing with certain very dangerous trans-cosmic entities of the Lovecraftian or Demonic variety making these munitions very valuable indeed.

This post is for entertainment and educational purposes only, there no intention to infringe upon  the trade mark and copy right of the Space 1999 television show

The Comlink Relic For Your Old School Game Campaigns

Based upon retro engineered recovered alien technology from various crash sites on Old Earth during the 1980 period. The comlink was the standard in Old Earth telecommunications for over forty years. It is a reliable & viable system which forms a non scripted piece of communications & security technology aboard many federation & legion installations to this day.
The Commlock (Portable Communication and Locking Device) is a hand-held, multi-function sensor/computer/transceiver. To many lesser advanced races the artifact can seem almost magickal & indeed has functions similar to many spells
  1. Carried on the belt, it functions as a security key (restricting access to sensitive and command areas) 'wizard lock '
  2. A comlock can work as a transponder (instantly pinpointing the location of its carrier) 'wizard eye'
  3. The comlock has an audio/visual communications unit similar to a  'homing cantrip' 
  4. They also function as electronic security ID badges in many federation & legion complexes or even ruins
  5.  The unit also works as  a programmable mini  computer 
  6. These units can also be programmed to function as a planetary chronograph 
  7. All comlink units are wireless

    Comlocks are reliable with a range of up to almost a light year if the main computer that they are networked with are linked up and functioning. They use high yield lithium ion battery system developed by the Yutani corporation based on recovered alien tech around the beginning of 1980. There are indications of the design going back to Atlantis however and similar designs were seen at some Atlantian complexes and ruins.Comlinks are worth about 80,000 gold pieces & are very valuable because they contain the basic circuit design for many federation & legion technological designs. An identify technology spell is needed to extract this information.

    This post is for entertainment and educational purposes only, there no intention to infringe upon  the trade mark and copy right of the Space 1999 television show.

Friday, July 14, 2017

1d7 Random Relics & Treasures of Beelzebul Table For Your Old School Campaigns

Hashic Vro Tholian occultist looked on the swampland with concern & more then a little fear. Positioned all around the vast & seeming infinity swamp were the wrecks of a thousand flyers from hundred alien cultures.
'What's up with all of the flyers Hashic?' 
'Rel The Strong' the red Martian mercenary spit the words out with a sort of vindictive Martian curse.
'I've seen this type of place before so keep your eyes peeled friend Rel's Hashic Vro occultist and devotee of
Vulthoom was very worried and this worried Rel in turn.
They had ditched the legion forces about one hundred miles back when they found themselves in one of the largest fresh water swamps they had encountered on 'Old Venus'. The water was only ankle high so far but they had encountered Venusian blood words the size of small Martian tharp ponies & throat leeches which made creating fresh drinking water an interesting affair to say the least. 'Com'n on friend Rel we have to make the temple by night fall!!' the occultist's voice was a wee bit panicked as they double timed their movement.
'What do you know that I don't'
Hashic Vro was about to tell his friend about spotting the inscribed  sigil of the old Earth Arch devil Beelzebul.
But his words died in the sound of buzzing wings, wings that only came from giant flies the size of Martian troop transports.
'We have to make the temple!'
'So you have told me but not why?!' words were croaked out of the ragged throat of
'Rel The Strong'.
'They can't cross over their master's unholy symbols & sigils of protection for his worshipers.'
'Well they don't know if we are or are not friend Rel'

That when they spotted the temple with the giant brass fly with a giant humanoid skull for the head of the fly.
'Oh I have a very bad feeling about this Hashic' upon which Rel shoved a new cell into his blaster carbine.

Far into the future of Zothique  Beelzebul the old arch devil had lost his bid for the throne of Earth. The old devil was formerly a leading heavenly angel who was (6.7) associated with the star Hesperus (which is the normal Greek name for the planet Venus (Αφροδíτη) as evening star). He took himself and his followers with him back onto the ancient swamp world of Venus. He had temples built to hit to honor himself in ages past. These temples have fallen into disrepair but usually covered in the wreckage are ancient forbidden technologies and secrets. These sites are guarded by vicious and hideous life forms that are just waiting for adventurers.

The 'Vulth' russ' tells a tale of betray, surrender, and horrid loss on the 'Lord of Flies' part in the great war of Heaven's past. The old enemy of mankind stood his ground even as his lieutenants betrayed him during the final hours of the war causing for him to a series of defeats. First he retired to Mars and secreted many of his most valuable of treasures on 'Old Venus'. Many black sorcerers & wizards come to the planet in the hopes of finding his cult to create a pact with the old arch devil. Adventurers & outlaws from time to time come across his vaults on Mars, out in the Asteroid belt, & On Old Venus

1d7  Random Relics & Treasures of
Beelzebul Table 
  1.  The rod of Beelzebul which enables its owner to summon 1d1o giant flies and also 1d6 giant fly kind monsters. The rod really responds to its master's call and will not produce any monsters to attack him at all. Once per day the thing can act as a contact other plane or speak with the dead as per the spell. 
  2. Statue of the Assassin bug - This strange humanoid statue once per day can summon 1d8 assassin bugs who are members of the local swarm guilds. The statue allows the owner to speak to or through any of the monsters. 
  3. The Tablet of the Buzzing - This table contains over 143 characters and is able to act as a summon monster spell but this tablet contains 1d20 +5 black magic spells which can be used once per day. 
  4. Crystal Shard of the Fly - This strange crystal looks like an alien  seascape in a miniature . This piece of the crystal is actually the spoiled remains of one of the arch devil's eyes from a fallen avatar. The eye allows the owner to contact other plane, cast wizard's eye three times per day and be immune to any gaze attacks. 
  5. Sting of the Lord of Flies - This strangely wrought piece of twisted metal is actually a weapon belonging to one of the devils in the ranks of the Lord of flies himelf. The weapon is a +3 spear. It can be used to pin a human shadow with easy and it act as a weapon against the invisible and those who would harm the masters plans. 
  6. Vase of the Swarm - This strangely wrought vase made of molded reality is actually the resting place for two dozen swarms which can be released in tandem. The vase holds a dangerous flesh stripping swarm of deadly insectoids three times three per day.
  7.  Wrist mounted fly thrower - This device holds six insectoids in sequence and this device will launch them one at a time over twenty feet. These things will make anyone that gets hit by a fly make a save vs wands or be polymorphed into a giant fly under the control of the owner for 1d8 hours. The thrower is cursed however and after 1d6 weeks the owner of the device.

    Against my heart your heart is closed; you bid me go:
    What ways are left in all the world for love to know ?
    Desolate oceans, and the light of lonely plains,
    Dead moons that wander in the wastes of ice and snow—

    These, these I fain would see, and find the splendid bourn
    Of sunset, or the Brazen deserts of the morn,
    That I might lose this ever-aching loneliness
    In vaster solitude; and love be less forlorn,

    Faring to seek with alien sun and alien star
    The strange, the veiled horizons infinite and far;
    Spaces of fire and night, the skies of steel and gold,
    Or sunset-haunted seas where foamless islands are.
    The Exile  (1922) by Clark Ashton Smith

New Forbidden Magic Spell For Your Old School Campaigns - Summon Scrag Horde

'Why are we running?' Rel The Strong' the red Martian mercenary was running through the mud of 'Old Venus'.
'Because I relieved the legion of an object that didn't belong to them'
Vro Tholian occultist was flying through the swamp with little ceremony.
'Is it valuable?' Rel's voice was flaccid at best & panicked at worst. 
'Then what are we going to do?' Rel was almost but not quite out of ammo for his neutron blaster
'I have an idea!' Vro Tholian occultist was already intoning something high and horrible sounding things that might be alien words under his throat as the search lights stabbed through the tall alien trees. That's when the first of the Scrags burst from under the water.
Rel grabbed
Vro Tholian occultist & hid behind one of larger alien trees just as another underwater troll bust from its home and took down one of the legion soldiers on the two scoundrels trail. There were shouts of panic as the rest of the horrors burst from under the water.

Summon Scrag Horde
Range: 30 feet +20 per level of caster
Duration: 1d4 + 3 hours per level of the caster
This spell reaches deep into the lowest levels of the supernatural & summons up the ancient alien ties of the troll kind. This variation of the alien bargain summons the aquatic parasites that once served ancient Deep One kings & the troll kind are bound to serve the caster. This was once a forbidden war spell of the Deep Ones.
The Scrags will attack the enemies of the caster but this spell hits the centers of violence of the monster's brain. Casters often have to hide as the blood lust of the Scrags take out both caster and target. This spell often attracts 1d8 additional Scrag because of its magick power & energies.

Skulls of the Demonic Outer God Thasaidon For Your Old School Campaigns

Two figures walked along the dead sea bottom & the fine sand kicked up around them. Their heels moved in time to their hearts they walked along the unfamiliar landscape of the wasteland.
'Where the hell are we by the nine jeddaks are we?' Rel The Strong' the red Martian mercenary was growling through his teeth & kicking the strange sand at his feet. Hashic Vro Tholian occultist of Vulthoom smiled through thin lips & looked at the pile of skulls before him & his companion.
'Right where we are needed I should say'
He smiled & confidently strode toward the pile of strangely wrought skulls plied by wind & other far stranger hands.
'Oh no you are not going to fiddle with those things are you?'
Rel The Strong' voice dipped low so that no one could hear him. Something made him glance over his shoulder.
'That is precisely what I intend to do my friend' the occultist's voice was even & had more then a slightly inhuman quality to it.
'Oh No'

In the wastelands of certain outer void asteroids there are stacks of alien skulls which are sometimes also found among the sands of Old Earth. These skulls belonged to the damned often plague victims, soldiers of unnamed wars, etc. they have been enchanted by witches, shamans, sorcerers, & the blackest hearted wizards to hold the summoned remains of demons of outer void that have displeased their overlords & masters. The forces of decay & entropy continue to have their way with these skulls as the demonic forces inside experience each & every minute of every day. These life forces are often trapped within them by binding spells of the blackest type. There are rare rumors of pieces of arch devil's souls that become bound to such things. It is said that in the
The 'Vulth' russ'. the rites to create these things are held &  that the  demonic Outer God Thasaidon teaches such rites to the making of such objects.
Witches & wizards who possess such objects may use the following demonic abilities and have these traits when holding such magickal objects. Casters  will  possess the following traits (unless otherwise noted in a caster's entry).
  • Immunity to electricity and poison.
  • Resistance to acid , cold , & fire 
  • Telepathy as per the spell.
Except where otherwise noted,the  owner can  speak Abyssal, Celestial, and Draconic.

Once per week the owner of a skull can call upon the demonic essence to advise and add him or her. The demonic horror may impart 1d4 additional black magic spells of 1st,2nd, or 3rd level depending upon circumstance or if it feels like it

The demonic horror will try to twist or trick the owner down the path further in damnation until it basically owns the soul of the owner at which point the owner of the skull will disappear in a puff or giant black cloud of brimstone. This will be in 1d30 years and a day from the time when the fool takes possession of the skull. The owner's face will join the previous owner's souls as a slightly distended piece of insane artwork parody of themselves on some part of the skull. Regardless of where the maker of such an object of the damned learns their art these objects are collectively known as skulls of the demonic Outer God Thasaidon. There are legends that these things were first fashioned in the red sands of Old Mars. 

Thursday, July 13, 2017

1d4 Random Treasures & Relics of Mammon For Your Old School Campaigns

"Who is that?" 'Rel The Strong' the red Martian mercenary was squinting his eyes  at the horizon.
Hashic Vro Tholian occultist looked on the horizon with dismay.
"We should hide before it sees us" the voice of the occultist was polite as always but firm
"It was one of the human colonists who seems to have found the vaults of the God of Greed"
"You mean?!" 'Rel The Strong' held a hint of panic in his voice as a child would.
"Snit, we have no wish to bring that old fiend down on our head?!'
The golden glowing shining thing that had been a  man stumbled,fell, got up & was driven on by powers beyond its understanding..
'Where are you? I want to share the treasure with you!?! Where did you go?!' The voice was more of a croak then anything. The creature's cracked skin was shot through gore & with coins, bits of silver, money of many denominations, & upon its forehead was the sign of Mammon for all to see.
Hashic Vro Tholian's illusions cloaked them. The thing that had been a man did not move on till sun set into the vast Martian desert for its next victim.

Far into the future of Zothique only the lonely devil  Mammon knows all of the whereabouts of the  treasures of old Earth.They have all but lost their glimmer but even as time rots them away there are wizards & fools who still summon the old devil back  from the depths of time. They hope to gain favor with the old infernal buzzard with pacts for their own rotten souls. But long has his cults faded & the greed has gone from his dead rotting eyes but still he goes through the motions of greed as is its nature. But there is far more to this horror that is older then time.He has been with the universe since its beginning for he is the ruiner of the ways.

The 'Vulth' russ' tells a very different story about this one of the seven princes of Hell. The old god came to Mars with his followers demanding slaves & gold from the red hills. Those who served him in the old times were cursed by the very stuff they brought from the ground. They serve him to this day in undeath & damnation.
Adventurers & outlaws from time to time come across his vaults on Mars, out in the Asteroid belt, & even under certain ancient cities on Old Earth.

1d4 Treasures & Relics of Mammon

  1. The Twelve Rings of Ravon - These twelve rings of red Martian gold will increase the wearer's Charisma by +3 for 1d6 months after which they will have another 1d200 gold pieces come to them. But there is a price as the rings slowly turn the owner's skin to a sort of weird gold like substance. They will sing the praises of Mammon day and night after this effect happens & only a major quest may halt the process. Some super science cures might also halt the process but they are very expensive. 
  2. The Sword of Vars- This +2 sword is able to cut through even the toughest material and even harm supernatural demons or devils. It was created and cast from the heart blood of a greedy Martian king who wanted to slay his Jeddak brother for the wealth of his nation. Those who wield the thing will serve Mammon as a lich like undead fiend for all eternity. 
  3. Three Coins - These coins of infernal gold will multiply and change into 1d200 gold pieces when the owner asks for their heart's desire.After 1d6 rounds they will return to their owner's hand. These three coins are cursed & after 1d20 months of buying their heart's desire the coins will bring back all of their owner's created gold to them. The gold & greed will change the owner into a JuJu zombie cursed  with the gold which will become their skin for all eternity as they serve their master. 
  4. The golden soul chain - This chain of golden links has upon its length 1d20 damned souls &  ghosts who are bound to serve the owner of the chain for 1d20 years of service. They will fetch 1d200 pounds of gold and jewels for the owner. But after the allotted time the owner will join these spirits upon the infernal chain gang 

Grey hells, or hells aglow with hot and scarlet flowers;
White hells of light and clamor; hells the abomination
Of breathless, deep, sepulchral desolation
Oppresses ever—I have known them all, through hours
Tedious as dead eternity; where timeless powers,
Leagued in malign, omnipotent persuasion—
Wearing the guise of love, despair and aspiration,
For ever drove through ashen fields and burning bowers

My soul that found no sanctuary. . . . For Lucifer,
And all the weary, proud, imperious, baffled ones
Made in his image, hell is anywhere: the ice
Of hyperboreal deserts, or the blowing spice
In winds from off Sumatra, for each wanderer
Preserves the jealous flame of sad, infernal suns.

Inferno  (1918)  by Clark Ashton Smith