Monday, November 24, 2014

Free Creepy Magazine Issue 69 As Fodder For Your Old School Campaigns






Even though Halloween is long over there are always interesting reminders of yesteryear for example is the venerable Warren publishing effort of Creepy # 69. Which is one of the best of the Creepy magazines to come out because not only does this issue have some comic classic horror but this is their Edgar Allen Poe Issue. This issue of Creepy hits all of the highlights of Poe and comes back for more. This makes this issue a must have for those of us 
Grab It Right Over 
HERE

T
his issue starts with the classic Pit and The Pendulum, whist maintaining a who range of sub text simmering below the surface of the story. With a bit of arm twisting this graphic novel could be  used for a very of retro clone. There's going to be plenty of grist for the adventurer mill. All of these adaptations can easily adapted into a retroclone adventure. Games such as Lamentations of the Flame Princess can easily be use to simulate several of the stories within this issue. 
Premature Burial has all of the hallmarks of the usual Poe tale but this one does a nice twist or turn on the twisting of this usual suspects. This be might make an excellent side encounter for a horror rpg or other quick fodder to set the stage. 
The House of Usher looks like  a nice old school romp that can easily be adapted under the baleful glaze of the author that can updated and turned into a mini campaign. This story is some thing that can be adapted to a number of horror rpgs and more. 
The Oval Portriat is one of the those stories that can be used as a quick adventure encounter or as a whole quick campaign that can focus a party into some tight jams. The story reeks of old school mini adventures and gets into some details of Poe's agendas, and much more.
 This version of A Message Found In A Bottle is really solid and provides a DM with several sets of tools that can string together everything needed for an old school set up or quick pick up game..
The Case of M. Vladimir rounds out this homage to Poe and feels like it belongs right in the center of a homage to Poe. The back and forth of the artwork really gives this story one of the best twists on things. The whole issue features some top talent and artwork on a par that we wouldn't see again. All in all not a bad issue and one that any DM worth his salt will grab this free download.  

Sunday, November 23, 2014

Free Lovecraftian Horrors From The Mythos Guide To New England By Clint Staples By Skirmisher Publishing





The Mythos Guide To New England by Clint Staple is doing quite well on Drivethrurpg but author Clint Staples has some of the spillover content from this nasty supernatural guide. I will be using the Mythos Guide in a mid Winter Call of Cthlhu campaign coming up. My suggestion is to pick up the Mythos Guide right over HERE
The free over spill monsters have been indexed by the author and are pretty awesome in their own right. They're  available right over HERE

I did a review and breakdown of the Mythos Guide To New England right over HERE

Call of Cthlhu has become increasingly valuable to me over the last ten years because of the span, scope, and periods that the venerable classic old school horror rpg covers. With some easy a DM can covert many of the adventures for CoC into a wide variety of venues. Now with a couple of  different retro clones on the market its a snap to get the most out of your gaming collection.
With pulp horror themed retro clone games and campaigns on the increase. The versatility factor has been an issue for a long time but with the Mythos Guide To New England its a simple matter of set up of monsters and adventures with New England as the back drop for campaigns. Since this area of the US was Lovecraft and the Lovecraft circle of authors back yard for stories it lends a certain amount of credibility for adventures and investigations. These creatures of New England legend and mythology are an entirely new wrinkle on the usual pulp style adventures that have come down the pike. 


Clint indexes three creatures of  New England horror on his blog, these make excellent mid level investigations and  but are still very dangerous monsters for adventurers and investigators to run across.Use them with caution and as some great adventure fodder for a number of old school horror New England themed adventures.
  

Saturday, November 22, 2014

1d10 Random Sleep Pod Encounter Table For Your Old School Post Apocalyptic Campaigns


Your party runs across a bank of sleep pods from before the Apocalypse. Who knows who has taken the option of waiting out the destruction of society? Here's a table of exceptional individuals for your old school campaigns to challenge and deal with your mutants and adventurers. 



1d10 Random Sleep Pod Encounter Table 
  1. 1d6 pre apocalyptic soldiers awaiting their last orders or commands. These genetically engineered super soldiers will know where a cache of pre apocalyptic weapons and equipment will be stored near by. They may according to mission parameters know of several key military ruins and former command centers. 
  2. A trio of highly placed super scientists whose mission is to rebuild society.Every wizard and renegade super scientist worth their salt will be after this brain trust of and offer incredible rewards to kidnap and grab these valuable mental resources. They will have several caches to labs, equipment, and resources that have been stored away. 
  3. 1d10 ordinary citizens who made it to a small bunker of sleep pods. These folks will have knowledge of how the various relics, technologies and more work. They may not want to share this knowledge unless safe passage, food, shelter and essentials are bargained for. 
  4. 1d6 mutant soldiers were put into stasis before the Apocalypse had broken out. These dangerous warriors will want to carry out their last orders and have access to dangerous energy weapons, super science equipment, and military resources. They may share knowledge of former military assets with the same mutant types. 
  5. A group of highly trained technical androids 1d8 put into the freezer for technical rebuilding of infrastructure and post apocalyptic colonies. This group of minor scientists has the universal translator circuitry and is able to work with a wide varieties of technologies. 
  6. A group of highly motivated adventurers and mercenaries 1d10 who worked for a large variety of pre Apocalyptic governments. They have access to 1d6 para military hide outs and minor bases. Willing to trade relics for knowledge and help. 
  7. A pre apocalyptic think tank scientists who have developed advanced mental powers and a shared hive mind. Looking to use their mental powers and gifts for the betterment of man and mutant kind. There are 1d20 scientists currently on ice. 
  8. A renegade pre apocalyptic king and his super soldier bodyguards who are 5th level fighters with super strength, troll like regeneration and vast relic resources. Will carry out a hidden cult like religious agenda to begin to weed out the genetically inferior starting with close associates and 'friends'. 
  9. A Cthulhu cult of 1d10 fanatics who will begin to carry out the will of their ancient god. These fanatically nut jobs have vast mental abilities and some minor Lovecraftian spell like abilities. Many carry the taint of their ancient god alien masters within their flesh. They have access to magic relics and energy weapons. 
  10. A group of highly place politicians from before the apocalypse. These twisted bastards will have access to several caches of military hardware and underground bases. They will wish to rebuild Merica. Some may have the 'Charm' spell like ability. 

100 Starport Scum From Fishwife Games For Your Old School Space Opera Campaigns



Available Right Over
HERE
Right so here we are with another random encounters table from the twisted mind of Dave Woodrum. This one is right up the alley of those willing to take their adventurers into that wretched hive of scum and villainy. This is a list perfectly suited to that purpose. This simple and easy little encounter chart has all of the space scum, pirates, whores, smugglers, and jerks for your PC's to tangle with.

According to the Rpgnow blurb:
This simple 100 list is perfect for tossing out quick encounters for that shady starport visit. Included are the names of such encounters as well as their role.
I'm partially responsible for this list of hellions because I gave the idea for this encounter list to Dave sometime last week. This is a really nasty twist of several different encounter kits in one. Right off the bat this list can be used for a quick series of throw downs in some nameless space bar, the second is a kit for a quick out fitting of a guild of criminal scum for a group of smugglers and cut throats, further this table could be used to populate a wreck or hyper sleep prison ship quickly.

Using The 100 Starport Scum Table For
Your Old School Campaigns


This chart can easily be converted to wasteland use and like a broken record, this one is being use in my post apocalyptic Mars game. The backgrounds are easily transposed over to a science fiction or fantasy backdrop. The ideas are sold because the backgrounds of the NPC's here are not sketched out with a quick decision on the DM's part. A thumb nail sketch of the NPC can be filled in with as much or as little detail as the players put into it. This will effect the direction, flare, and take of the encounter which might be a small brick into the background of your  world. Many of these encounters are made to be low to mid level throw away bits but they can set a tone and flavor for a campaign.
I do like the definitions that the author has tossed into each encounter. Like a mini thumb sketch it gives the DM a starting point should he chose to fill in more background details of these scalawags and nasty customers. 
With some work these encounters can be used with systems ranging from Traveler, Star Frontiers, and much more depending upon the preferences of the DM. Because they're system agnostic they can be used with a huge variety of space based science fantasy or science fiction rpg systems.
For my own part like the Space Prisons encounter tables its best to roll with the punches that the PCs will be confronted with.
I do love Dave's creativity and ideas that he injects into his products. Fish Wife Games continues to find its uses at my table top and will for years to come. Do pick this one up and have a blast with it. 

The Artifact Pits of Val'hun - A Post Apocalyptic Mars Adventure Location For Your Old School Campaigns



The Artifact Pits of Val'hun


Deep in the wastes far from the Neo canals of the Martian city states are the  Artifact Pits of Val'hun which were one of the main loot signs for the once shining  colonies of  Earthling and Martians. Some speculate that this was once possibly one of the main space ship yards and manufacturing centers.
There are rich fields of red sand filled with wire, sheets of psychically sensitive metals,space ship wreckage, and worse. There are often scores of adventures, Martian children, and countless people picking through the artifact pits. Because of the presence of so many people many mutant predators, sand monsters, and pitch worms are attracted to the place. Once a predator takes an adventurer then the monsters often leave the pickers and relic hunters alone for a day or so.
On occasion a warbot or cybernetic horror from the apocalypse awakens to slaughter anyone present. The Artifact Pits of Val'hun are also the focus for death machines or ancient robotic sky drone ships. Several tribes often put aside their differences to destroy these things in pitched battles lasting several days. Local tribes are often out gunned and out matched.
Theses areas are often the focus for several guilds of relic hunters, adventurers, & the scum of Mars. Pitched battles for especially rich deposits of artifacts, metal, and exotic materials are fought for days at a clip. Sometimes these battles often attract wasteland undead and deep wasteland mutants who are attracted by the violence and insanity.



The Artifact Pits of Val'hun are also rich growth areas for several different types of nanites including disassemblers, recoverer breeds, and clear material crystal growths. These things can appear overnight with little warning but the locals know the signs and give a wide birth to the seemingly innocent red sand fields.
Many of these items are picked up by the local inter system traders for sale to the outer colonies on Neptune and Jupiter.


1d10 Random Relic Finds Table From 
The Artifact Pits of Val'hun
  1. 1d4 pounds of psychically senstive metal that can be shaped by the mind of a super scientist or artist. Worth about 1d100 gold piece
  2. Multi coloured Canal glass that can be recast into a variety of shapes and is resistant to heat, electricity, and other energies. 50 gold pieces 
  3. Small atomic motor with a slightly damaged cooling unit. Worth about 100 gold pieces but there is 30% chance of a minor radiation leak. 
  4. A sheet of multi colored metal that is cold to the touch and will burn bare flesh for 1d6 points of damage. Actually a piece of flying saucer body casting worth 40 gold pieces or 100 to a wizard of 2nd level or higher. 
  5. A mirrored psychic cut crystal that enables the owner to view the Outer Darkness the fixed point in time and space is unknown worth 100 gold pieces to a super scientist or wizard. The crystal can also be used for certain hyperspace drives. 
  6. A coil of psychically sensitive wire that can be used to assume a variety of shapes and configurations. 30 gold pieces 
  7. A sheet of transparent aluminium with a wide variety of uses and applications. Worth 20 gold pieces. There is a 20% chance of several other pieces being buried in the red sand. 
  8. A fully functional remote control for a warbot that will carry out its last programmed instructions. The remote goes with a variety of other rich finds however nearby. There is a 30% chance of other equipment being found nearby. 
  9. A small Martian golden idol to an unknown god, who might favor the owner or damn him with a minor curse. There is a 30% chance either way. Worth 200 gold to a jaded deep desert trader. 
  10. A fully functioning compu brain worth 400 gold pieces but possessed by a malevolent A.I. presence that will try to take over any machinery present.  

Thursday, November 20, 2014

Brand New 1d10 Low Level Wasteland Encounters Table For Your Old School Post Apocalypse Campaign


Part of the great thing about post apocalyptic adventures is never knowing exactly what or whom you'll encounter within the wastes. There's always something interesting, unusual, and deadly that can confront mutant adventurers & relic hunters out in the wastes. There's lots of strange or unusual things that can confront adventurers at any time. Here's a table of a few low level NPC's that have confronted my parties at various times.

1d10 Wasteland Encounters Table
  1. 1d6 mutant traders looking for adventurers to help them with an assignment for the recovery of a powerful relic from a local tribe of mutant warriors and mercenaries. They will offer a minor relic and food in trade. 
  2. A bounty hunter suffering from zombie plague and his two charges who are border line ghouls. They are getting very hungry. He has a full array of relics and artifacts for his profession. These things have a 20% chance of passing the infection on to anyone confronting or fighting them. 
  3. A weapons smith and relic technician with family is making his way across the wastes. His wagon has a mini workshop with a complete set of tools and can repair many of the most common encountered relics for a 20% mark up. They have a few of the more commonly encountered relics for sale and are willing to trade for fuel, food, and clean water. 
  4. A mutant adventurer tunnel rat and explorer is traveling across the wastelands and looking for work. He's has a small selection of maps of several loot spots that he is willing to trade for clean food or water. He is armed with a rifle, pistol, and a small selection of ammo. He's a third level fighter and quite scrappy. He regenerates as a troll but very slowly. 
  5. Dr. Loper is a cybernetic trader looking to trade several cybernetic systems, and cyborg arms. She is a passable healer & surgeon. She will offer her services in exchange for relics, food, or trade. Loper has a very nasty faceless android bodyguard of unknown capabilities named T32. 
  6. A small squad of robot mercenaries are looking for work and parts. These 4th level fighters are willing to work in exchange for stories, entertainment, and intelligence. They know of several rich ruins and artifact caches 
  7. A troop of mutant psychic entertainers are looking for gigs and a community to entertain. They're gifted healers and psychics willing to use their gifts in exchange for relics, food, and a safe place to harbor for 1d10 weeks. 
  8. A group of mutant adventurers who are looking for a community to serve. These adventurers have 1d10 minor relics, artifacts, and more wasteland finds.They are 2nd level fighters armed with minor energy weapons.  
  9. A map seller and ruin explorer is willing to trade knowledge, rumors, and various wasteland knowledge in exchange for his services. He's quite adapt at wilderness survival and will act as a guide for the right group of explorers. 
  10. A small cabal of 1d10 wasteland wizards and super scientists are looking for a community of their own. These mercenary scholars and magicians are willing to trade services, relic identification, magical assistance, & more for safe conduct, haven, and community. They are a mixed group of 5th level NPC's. Many communities are quite suspect of these individuals and think there's might be a hidden agenda among some of these individuals.   

Kickstarter Silent Legions: A Sandbox Horror RPG by Kevin Crawford On the Dark Corner Blog

Project image
The Silent Legions Kickstarter is ALIVVE!
Silent Legion is a new Lovecraftian sandbox horror rpg done in the old school spirit for the leagues of cults, monsters and horror filled nights. We've got the low down for your adventurer teams right over
HERE

Wednesday, November 19, 2014

Brand New 1d10 Super Science Ruins Table For Your Old School Post Apocalyptic Campaigns

Adventures can encounter incredible ruins from before the apocalypse that echo the  achievements of man before the fall from the heights of the golden age of  the ancients. Here then is a table of 1d10 ruins that can reflect the heights of lofty technology and science bordering on magic. Perhaps the relics and super science artifacts that once graced this place are still found among the ruins or not. Only exploration will determine if these thing are to be found. 
Reflections of past glories that can change the course of the destinies of kingdoms and city states.



New 1d10 Super Science Ruins Table 
  1. A massive bio mechanical skeleton of a building that has emerged from the muck and slime. The ancient ruinous beast still has many passages and twisting tunnels of organs and decaying bits of relic bio matrix are still found but local legend says the place is haunted by the ancient ghosts of survivors whose souls were devoured by the place. The thing is shaped like a monstrous demonic skull of some ancient demonic hell spawn. 
  2. A super science temple twisted by the hit of a mini nuke now gone to glass and twisted bits of steel. The place has the impacts of countless mini missiles and yet local legend says that the waters around the place can cure the pox and local children have found nanite seeds, ancient super science material and some trade goods. The place is supposed be hunted by several tribes of carnivorous ancient mutant killers and monsters. 
  3. An ancient haunted super science hospital filled with  robotic surgeons who still supposedly practice demented cybernetic procedures and are powered down to keep them from practicing their arts on the local mutant warrior tribes. There are rumors of even worse horrors and androids whose souls are stored in crystal jars of liquid bio gel. They may exchange their souls for those of adventurers who strike a bargain with the insane A.I. who supposedly rules the place. 
  4. A black palace of bio metal & woven nanite flesh, whose form and function is unknown. There are dozens of robots that come out of the the place and then return every day at noon. Anyone who enters the place are never seen again and there are flights daily of giant golden metal eagles who take off for the stars. 
  5. A half exposed giant sky chariot that that has lights that shine every two cycles. The thing sends out incredibly complex robotic languages to unknown parties. There are rumors of adventurers who have come out of the craft rich beyond their wildest dreams. The chariot is supposedly trapped by ancient robotic entities and Outer planar demons. 
  6. A beautiful green stone like temple of super science has appeared almost over night and is rumored to be curing mutations among some of the low lander mutant tribes. There are rumors of ancient robotic medical droids that are spreading among the populaces and communities for unknown reasons spreading the miracles and wonders of the ancients. Several tribes are awaiting the coming of the robotic messiah and his followers. There is a war brewing over this incredible wasteland resource. What wonders does this place hold. 
  7. An ancient hover vehicle dealership has been uncovered by a recent storm. Local tribes are rushing to the site for relics and vehicles. Several of the warriors are spreading rumors of an awakened god A.I. called the Lord of the Wastes who is calling these mutant tribes to him. What weapons, systems, relics, and more could be found among the ruins. Are there are other levels below the dealership that hold even more technology and sights. 
  8. An ancient black giant sphere of unknown purpose and metal is sending out psychic waves of incredible influence and telepathic power for unknown reasons. The locals swear the place is the abode of demons who were called down by the ancients. There are thousands of metal bands in piles. 
  9. A giant tracked tank like war machine is moving among wastelands killing anything it runs across. This horror is rumored to be creating hordes of mind controlled mutant warriors to do its bidding and carry out its twisted wishes. There are rumors of relic weapons found in its way of terror and slaughter. Many of these weapons of unknown design and function. 
  10. A ten story science tower of unknown function rumored to be the abode of a wizard and its cult of cyborgs. The place is staffed by hundreds of androids and robots that can be seen from the cut crystal windows of glittering diamond like facets. The place is rumored to be a vault of incredible wonders from a long forgotten age. Several tribes have started to carry the symbols of the cybernetic cults and have begun to ravage the countryside in their name.  


Tuesday, November 18, 2014

New 1d10 Minor Weird Artifacts Table For Your Old School Post Apocalyptic Campaigns

During last night's game there were a number of odd and weird minor artifacts that cropped up in a small bazaar and alien market place here's a quick table of some of the objects and minor 'treasures' that turn up in the Martian wastes and death lands surrounding the various city states. From time to time some of these may crop up in the wastes of other worlds as well.


 1d10 Minor Weird Artifacts Table
  1. Nanite grown crystals which can be shaped into various lens and optics. They change color depending upon the psychic potential of those handling them. After 1d8 days they may take on the form of an abstract piece of artwork reflecting the inner thoughts and spirit of the handler. Sometimes these crystals may retain a minor charge of magic or psychic energy, there is a 4% chance of the matrix of the crystals being near the death point of some Martians from the apocalypse and a minor undead spirit inhabiting the thing. 
  2. A jar of psychic glass beads filled  from the glass plans of Azzru. The beads retain the blood shed and anger of the events that they have borne witness to. They may upon command flare into a fiery display of violent energy and burn with a minor 1d4 damaging unatural flame. There will be 1d30 of these objects. 
  3. A Crazon statue depicting the fall of the God Cu, the statue will seemingly animate and tell the story of the god/goddess. The object de art is actually a minor treasure map to the weak relic fields of what was once the city of Cu named after the Martian god. Those watching this display will feel every point of terror,anguish, and more locked in this object. 
  4. A blue cloak of Tee , this minor cloak is woven from the psychic threads of one of the great worms of Tee. The thing will grant the owner safe passage among the giant mutant ant lions of some deeper wastes. The cloak is actually a survival map of clean water sights and pools of deep basin creeks. The details of these routes will quietly enter the mind of the owner. 
  5. A hook of Vas Created by the mind weavers, the hook is able pull the soul of a target from its body. This is done by the mind weavers to heal the spirit of some of those who have been drained by certain undead horrors found within the deep desert. The hook can also be used to pull the spirit partway from a body to check for signs of possession, level drain or worse. The hook is not a weapon and will shatter if used for non healing purposes within 1d6 rounds of such and act. 
  6. The blue gum of Hriu - This candied confection is made from certain psychically reactive waxes and gums. It is sweetened from the honey of certain ancient mutant insects. The gum can be blown into a bubble upon whose surface the dreams and eroticisms of certain sentient species may be projected. A very rare delicacy 
  7. The Farisu wood of Fale this incredibly weirdly coloured wood grows into fantastic shapes and when burned the scent of it grants incredible visions of vistas of unknown dreams and the ancient visions & tales of those who have gone to the beyond and further into the unknown. Care must be taken or else those whose journey upon such sights may not return. 
  8. The Orb Galen  this orb of ancient psychic circuits and deep cut geode crystals creates sensations of the far planes and ancient places. It gives deep insights and knowledge of ancient ruins and artifacts through a data base of legends, tales, and bardic Martian lore passed from ancient times and different ages but seen through alien eyes. 
  9. Psychic Infinite Knotting Torc - This single piece of infinitely knotted psychically sensitive metal will protect its owner from the trepidation of certain ancient and malevolent alien creatures of Outer planar darkness and essence. The thing will grow warm to the touch in presence of such thing especially if they are possessing another.  These were once made as a novelty by certain tribes of extinct humanoid aliens now long passed but their art remains.
  10. The  crystals of the elemental prince - These blue ancient crystals bare the elemental essence of ancient planar elemental prince whose defeat at the hands of the lords of higher logic were so complete that his being were scattered to the four corners of the planes. These crystals will hold the body and mind together in the deep wastes and not allow the psychic winds of disharmony and horror to blow and shatter the soul of  the owner. The Lords of Higher  Logic's seal is marked upon each facet of these crystals and are gateways for the energies of the elemental prince permitting  him to keep the souls of owner whole and safe. A final insult and curse upon this horrid being for all eternity or so it is hoped by those who deal in such things. 


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