Thursday, January 29, 2015

1d10 Random Treasures from Beyond HP Lovecraft's DreamLands Table For Your Old School Campaigns

From the time haunted shores of the Dreamlands there have always been treasures pulled by men of renowned and ancient aspects from the minds of dreamers. But many of these weird and ancient relics and things are relics from nightmare haunted bygone ages.
What weird or strange treasures will your adventurers pull from the stuff of dreams in time haunted lands? Here are are some tables to fill your adventurers coffers with treasures from the edge of sanity and the deepest gates of nightmare itself.
Filigrana de chiapa de corzo.JPG
“By noon Carter reached the jasper terraces of Kiran which slope down to the river's edge and bear that temple of loveliness wherein the King of Ilek-Vad comes from his far realm on the twilight sea once a year in a golden palanquin to pray to the god of Oukranos, who sang to him in youth when he dwelt in a cottage by its banks. All of jasper is that temple, and covering an acre of ground with its walls and courts, its seven pinnacled towers, and its inner shrine where the river enters through hidden channels and the god sings softly in the night. Many times the moon hears strange music as it shines on those courts and terraces and pinnacles, but whether that music be the song of the god or the chant of the cryptical priests, none but the King of Ilek-Vad may say; for only he had entered the temple or seen the priests. Now, in the drowsiness of day, that carven and delicate fane was silent, and Carter heard only the murmur of the great stream and the hum of the birds and bees as he walked onward under the enchanted sun.” 
― H.P. LovecraftThe Dream-Quest of Unknown Kadath

1d10  Random Treasures from Beyond HP Lovecraft's DreamLands Table

  1. A broach formed from the blackest nightmare whose surface shines and shimmers with the souls of those who have parished insearch of the original hoard from which it came. The working was from the dreams of a jeweler and wizard from Asia Minor during the Roman Empire. It grants visions of myriad Heavens or Hells every New Moon. Worth 600 gold pieces 
  2. A wizard's stick pin formed from twin demons intertwined in damnation or sexual union. The pin allows one to peer into the sleep of the waking world once per week and pull a memory or dream from one sleeper. Worth 760 gold pieces. The pin is +1 vs creatures of dream. 
  3. A golden carved box containing one perfect dream of a child, this piece bursts with the energies of its creator and sleeping with this box under a bed will allow one to help from the insanities and terrors of the Underworld. The thing has a gug's tooth locking mechanism. Worth 800 gold pieces to the right collector. 
  4. A jeweled memory piece of glass spun from the memories of a lost lover. This piece allows one to pull the dream memories of the dearly departed and interact with the illusion as if they were real. The piece is worth quite a bit at 1000 gold pieces to a necrotic collector of such curiosities. 
  5. The jeweled eyes of a Cat From Saturn taken at great expense. These eyes allow one to peer into the underverse of the Outer Darkness and view sights beyond. They are worth 750 gold pieces to a collector or wizard and are quite striking. 
  6. A jeweled ruby box containing sand from the pouch of the Sandmen who guard the far shores of sleep. Able to instantly put anyone into a deep sleeping trance but these sands are also an addictive drug of the most dangerous type. Worth 5000 gold pieces to jaded and degenerate royalty and personages. 
  7. A single cut diamond container holding the ever frozen snows of distant icy dreams of loss and heart break. These snows will instantly freeze a dream in place and allow one to delicately collect the reality from the very air around a dreamer. Worth 5000 gold pieces to a dangerous wizard of icy and weird aspect. 
  8. An iron wrought bracelet of hellish aspect enclosing a piece of solidified jeweled nightmare. This cut and sharp shard of a child's terror gleams with the inner fears of its former creator. The thing will allow its owner to detect the nearest door into deeper realms of nightmare and shadow itself. A very valuable tool in the right hands or a weapon of very dangerous aspect. Worth 1000 gold pieces because few would valuable such a collector's piece. 6000 to a wizard of nightmares but be warned of such insane and dangerous individuals. 
  9. A cut piece of ancient and ground demon gold bathed in the waters of Order and polished by the tears of angels. This golden bracelet allows one to gather the dreams of hope and bravery against the most dangerous of dark dreams. It will heal the mind of its owner's target once every month and allow the energies of order to rebind the victim's mind and heal all of the insanity and depravity of recent experiences. Worth 10000 gold pieces to a temple of Order, a very rare find. 
  10. An emerald of clarity and illusion, this jewel has been formed from the dreams of ancient and lost angels during a world's creation by the dreams of its god. This emerald gives one the ability to construct realistic dreams for others to inhabit. Worth 700 gold to the right healer. It has very dangerous and addictive qualities though. 


Getting The Word Out For The 'How To Game Master Like a $%#ing Boss' KickStarter

So Venger Satanis has a brand new Kickstarter up and its manual about Dming and it looks like its going to kick ass. Which given the quality of his other gaming material and adventures is good with me.
So what is this project about? 
Above is the cover artwork by HELMUTT. 
"The time has come to set down what I've learned so that you, too, can wrestle the untamed crimson dragon that lurks in the shadows beyond the lowly Game Mastering practices of yore, weighing our hobby down.  To wrestle with the dragon and win... that is what I shall teach you!
I'll be going over the entire Game Mastering process:  tips, tricks, techniques, outside the box practices of the Hidden Masters, state of mind, confidence, insecurities, combat to non-combat encounter ratio, improvisation, room for improvement, dos and don'ts, random tables, as well as, a number of other topics.  Everything you need in order to Game Master like a fucking boss!
Those who know me know that I love a lot of different systems and genres, old school and new.  While this book will focus primarily on fantasy - there should be something for everyone.  I love to meld genres, for instance science-fantasy, gothic horror fantasy, scifi horror, and maybe something for those super-hero western fans.
I'm not exactly sure how long this book will be, but my guess is about 64 - 72 pages, give or take a couple.  This will be an 8.5 x 11", black and white book with artwork."
But will this book simply be for OSR retroclones and Fifth edition AD&D? Well according to Venger On G+ today. 
"It's not strictly OSR or any style of play or system.  Mostly fantasy but I think roughly a fourth of the book will apply to non-fantasy RPGs such as Call of Cthulhu." 
Which is fantastic news as far as I'm concerned. Take a moment,check out the Kickstarter and get this one made. He's already half way there and you can help. 
You can find out more and pledge right over 

An Abridged Volume - A Call of Cthlhu or Old School Horror Adventure Encounter For Your Old School Campaigns

Recently a selection of volumes of  Magia Naturalis (in English, Natural Magic) twenty volumes came up for auction in an estate sale. These parituclar volumes were vary dangerous due to the annotations and notes written within them by a monster hunter and sorcerer. Sir Charles Baptist was an  amateur hunter and adventurer of renowned who had acquired these volumes from his old family mansion in the upper part of New York state. These volumes dated back before the forming of America itself, and the family's interactions with legendary creatures including the Mythos but these volumes also contained wards, counter spells and weird incantations dating back centuries. Some of them quite dangerous to the soul &  sanity of their caster.
More about 
Magia Naturalis can be found right over HERE
File:Henry M. Stanley, In darkest Africa or the q Wellcome L0027735.jpg

Henry Wallis was an naturalist and occultist of some repute who lusted after these volumes for years and had a friendship with Sir Charles who contracted a deadly jungle disease after a particularly harrowing experience in the bush of Africa.

Wallis managed to secure the volumes of 'white magic' and pre-Baconian science, one paritcular aspect of these volumes was the the tales of Wha Baccuum, a dark and dangerous primordial world in another dimension. This world of incredible beauty was only surpassed by the viciousness of its prehistoric inhabitants. Wallis managed to open a dimensional rift to this world and for his troubles the experience killed him. The rite was cast at a near by lake and a Chaousarou of dangerous aspect was summoned. The creature not unlike others of its kind quickly adapted to its environment and has begun to feed on locals and some live stock. It is quite clever in its feeding patterns and bares an almost uncanny malicious intelligence. 

The PC's are called in as 'experts' by the local police knowing that they are in far over their depth. The characters are well known as 'experts' in matters of the occult and such. Wallis's corpse has been found near the lake shore still dressed in his robes and surrounded by accutraments and instruments of the occult. A single volume of  Magia Naturalis lays near by covered in close cropped cryptic writings that the Baptist family used. There is a very uneasy feeling surrounding the area as if something dark and dangerous is watching. 
Photo by (WT-en) TVerBeek 
The police have Wallis's apartment coordinated off and the PC's can get first crack in. The apartment is a fairly standard 1920's flat and for a raging occultist's residence is fairly well kept accept for the kitchen table which is covered in volumes of  notes practically thousands of close worked handwriting similar to the type found within Magia Naturalis. The books themselves are scattered about as well, stuffed with hundreds of notes & scribblings. There is also a diary by Wallis written in archaic Dutch that has the cipher key written within it including his mad plans. 
Reading all of the ravings of this mad mind will cost 1d10 points of sanity as Wallis's mind breaks under the strain of  the occult concepts of  dimensional walls and insane passages to primival worlds. Places where the Elder Things still might hold complete sway over the passage of life and death. File:East stairwell between second and third floors - Dade Apartments, 403-405 North Miami Avenue, Miami, Miami-Dade County, FL HABS FL-526-11.tif

Wha Baccuum is such a world and a source of incredible magickal  power. Wallis thought that using the dark powers in charge of this world would make him like unto a god. 
The Chaousarou will have killed eight to ten people by the time the invesigators come across the rite to return the horror to its world. Eventually after the third new moon, the dimensional shift will hurl the monster back to its own space time but who knows how many people it will have killed by then. Gain 1d10 minor spells and rites as well as the correct spell to banish the Chaousarou back to its home world. 

STR 36
CON 30
SIZ 40
POW 15
Move 10 Swimming
HP 35
Damage Bonus: +4d6
Bite – 95%, 2d6 + Damage Bonus
Armor: 6 points
Skills: Watery Stealth 65%, Spot 55%, Listen 70%.
Sanity Loss: Lose 1d2/1d6 Sanity Points on seeing A Chaousarou.

Capsize – A Chaousarou can spend an attack action to capsize a rowboat, canoe or other small watercraft by rolling its SIZ or less on D100. If it succeeds, the boat is overturned.
Death Roll – A Chaousarou that scores a special hit with its

To learn more about the 
Chaousarou, visit Clint Staples blog right over HERE
Or pick up the Mythos Society Guide To New England for a ton more solid old school Call of Cthulhu information.
 Available right HERE

Note that this adventure encounter could easily be translated into a wide variety of horror retroclones with little issue. 

Commentary & Review On Dwimmermount (ACKS version) From Autarch Part I For Your Old School Campaign

It is the place where adventure begins, the ender of lives, and the legend itself. Dwimmermount (ACKS version) From Autarch is all that and more. And it almost broke me. Well not really but this is the first of a multi part review in which I take a look at one of the most massive products in PDF to come across my hard drive. 
So lets dive right into  Dwimmermount (ACKS version)

Grab It Right

So  for the last week and a half I've been going over the insanely huge Dwimmermount megadungeon from Autarch and at four hundred and twenty eight pages it lives up to its name believe me.  This is a dungeon with a very troubled history and Kickstarter back story. I'm not getting into that whole mess nor do I care about the ancient history surrounding that whole sorry episode in the history of the OSR.
 I could care less about the sorted history of the Kickstarter for the originator of this project. Instead I want to take a look at the descendant of Dwimmermount. The Adventurer, Conqueror King system has some twists to it and I spend sometime looking and reading up on it before even attempting to tackle this megadungeon. I actually like the system from what I've seen. Its well done and has some very smart twists and turns to it. The skill and proficiency bits are nice. But as a DM you really don't have to know the system to get the most out of this product.


Available right over HERE

So why is it on the Swords and Stitchery blog? Because of its pulp science fantasy roots and some of its material being very much in the OSR science fictional setting.
So I'm I rather excited about Dwimmermount (ACKS version)? In a word? Yes it takes the original product and expands upon it to almost four hundred and twenty - eight pages of old school awesomeness.
The top of the dungeon is sort of standard with its own twists and turns, then it goes into high weirdness mode as things get more lethal and dangerous as your party delves in deeper and deeper. The text is easy on the eyes. The art work certainly fits the product but this is a mega campaign as well. But what's in the product? 

The 400-page Dwimmermount hardcover includes:
  • 13 mapped, keyed, and stocked dungeon levels containing a total of 715 fully-described and detailed encounter areas for players and their characters to discover – with random tables to generate even more!
  • 86 monsters and 70 magic items to confound, challenge, and reward your players.
  • 6 pre-generated adventuring parties to serve as rivals for your player characters.
  • A gazetteer of the lands surrounding Dwimmermount, with realms, domains, and settlements described using ACKS mechanics to support a campaign endgame.
  • An overview of Muntburg, a fortified town nestled in the shadows of Dwimmermount, intended to serve as a “home base” for the player characters between expeditions into the dungeon's depths.
  • A history of the dungeon from its earliest days to the present, with innovative mechanics that reward the characters for learning the secrets of the past.
  • Descriptions of numerous factions operating within and without the dungeon, whose activities add a further layer of complexity to Dwimmermount.
  • Discussions of ways to approach Dwimmermount, both as a player and as a referee, including insight into the dungeon's origins and design.
  • Over 40 different works by top artists including Jeff Dee, Mark Allen, Eric Quigely, Conor Nolan, John Larrey, Steve Zieser, Russ Nicholson, Kelvin Green, and the grand master of old-school fantasy, Erol Otus.
In the Golden Age of fantasy roleplaying, the dungeon was the linchpin of adventure design and the sandbox was the assumed role of a campaign setting. With Dwimmermount, the Golden Age has returned.
The history, setting, timeline, interaction, and back base material for Dwimmermount are essential these are the backbone of the campaign itself and tie into everything about the dungeon. How it all fits together and how this over arching monster of a campaign can fit into your world. That's one of the beauties of Dwimmermount dungeon that it can easily and compactly be fitted right into the back drop of your own campaigns. This book is really a tool kit for the design and care of the Dwimmermount setting itself.
The fact is that 
 the Autarch crew have done an excellent job of setting up this book into a whole cloth campaign into itself that can link into the backdrop of your own dungeons and that for me at least is part of its charm and OSR style. There's a lot to this beast and using it is going to take time, patience, and a whole lot of build in with it. That's not a bad thing at all. There's plenty of room here for DYI improvement to shoe horn it into your own campaigns.
Does this campaign live up to its hype? Yes, I think so because of the care and feeding that has been done into the quality of Dwimmermount (ACKS version) but this is a very different and highly expanded beast then the original incarnation in my humble opinion.
There are a metric ton of monsters here with their own motives, motivations, and agendas for your PC's along with a world into itself which is 
Dwimmermount. PC's are going to be changed forever going into this megadungeon. There are everything here from PC options to leveling up to simply having your PC killed outright. There are sections of sheer nasty and lethality that are going to take PC's by surprise.
This is only the tip of the OSR iceberg here even if its a well written campaign your going to need a few things as well even though their optional.
The maps are very well done but you as the DM are going to want the optional map book.
Seriously this is a wise investiment on the DM's part and they show just about every over arching map that a DM is going to need to really truly run this mega dungeon right over HERE
The Dwimmermount Map Book presents each of Dwimmermount's wilderness, dungeon, and fortress maps as a two-page spread for reference and annotation in play. It’s an indispensable reference when running a dungeon that’s large enough to encompass an entire campaign! The Dwimmermount Map Book also includes a special two-page visual timeline of the construction of Dwimmermount, showing its origins in the early First Era to its final completion millennia later. 

The second piece of equipment whist running this monster is the art book. If you want to show your players exactly what the hell their getting into grab this book. 
This is an entire world of a dungeon that your PC's are getting into and their going to be there for quite a long time. A picture is worth a million words and the artwork is perfect setting fodder to really bring home the feel and old school vibe echoing throughout this product. Available right over HERE 

Which really brings me to the whole point of  Dwimmermount which is the investment factor itself. And I'm not talking about money here but time as well as energy. All of those are going to come into play with running this monster. This campaign is compatible in some respects to fully thought out old school dungeon ecologies. There are plenty of set dressings, ideas, monsters etc that are pulled from this product and will engage your PC's for a very long,long time to come if used properly. This product if used correctly could connect a plethora of old school campaigns for years and years to come.
And that brings me to the end of part I. Part II will be coming up on Saturday evening.
Bottom line do I think its worth getting into?
Yes for a plethora of reasons that we'll be exploring soon. 

Wednesday, January 28, 2015

Free OSR Download - EPG Preview: Tsathoggua From New Big Dragon Games Unlimited For Your Old School Campaign

The Petty Gods project goes a long way back to the original Grogarndia  project oh, so many moons ago. Read about it right over HERE
Basically this project was picked up by Greg Gorgonmilk when the whole Dwimmermount business blew up and I missed that whole OSR issue nor do I care to open old wounds. The Greg has been instrumental in getting this project back on track. What is Petty Gods?  Rather than YE OLDE PANTHEON OF ALL-MIGHTY BEINGS, these are the lesser known secondary minor deities. The goddess of flying insects. The god of lost travelers.

Greg has managed to get several high profile writers on board; Michael Moorcock, Gene Wolfe, and Charles R. Saunders have agreed to submit a petty god from their respective fictional worlds. He's also got a guy by the name of Jim Ward contributing, too. And some artist named Erol Otus. In addition, several major RPG writers and freelancers are also involved, including Tim Hutchings, Ezra Claverie, Kevin Ohannessian, and Michael Tresca.
Rich Le Blanc has been handling some of the behind the scenes stuff according to the press release: 
Now available...
Expanded Petty Gods Preview:
Tsathoggua, Voormi, Formless Spawn
Get your Cthulhu on!

Please note that one of the reasons I've done this through RPGNow (rather than something like MediaFire), is so that as updates, other previews, and the actual Expanded Petty Gods book become available, there is a built in email function for updates, etc. 
Which brings us to the latest release of  Petty Gods and its Lovecraftian installment. Tsathoggua, Voormi, and the Formless Spawn have been released upon us as a free old school pdf. And their really nasty. The stat blocks are AD&D 1st edition or Osric style and sport the background, setting elements, and history for using this Lovecraftian god and his minions for your old school games. I'm happy to report that they live up to the wait. 

Grab it Right

The material is well done, and every bit as loathsome as you'd expect. Greg and co. have done a wonderful job of evoking the feel and look of this ancient horror god  from Saturn.
According to Wiki : 
Tsathoggua (the Sleeper of N'kai) is a supernatural entity in the Cthulhu Mythos shared fictional universe. He is the creation of Clark Ashton Smith and is part of his Hyperborean cycle.
Tsathoggua (or Zhothaqquah) is described as an Old One, a godlike being from the pantheon. He was invented in Smith's short story "The Tale of Satampra Zeiros", written in 1929 and published in the November 1931 issue of Weird Tales.[1] His first appearance in print, however, was in H. P. Lovecraft's story "The Whisperer in Darkness", written in 1930 and published in the August 1931 Weird Tales.
You can read more right over HERE

What they didn't do is what I just did, grab the history from Wiki slap it into a monster/god entry and put the title 'Petty Gods' on it. Instead what we got was a helping of original prose given a viable entry in a usible format for your old school games. The god and its followers detailed are precisely as they should be. They're useble and utterly dangerous. Just perfect for your AD&D or OSRIC adventures.
He lives up exactly to his implications in Clark Aston Smith's original tale that he appears in. 
The first description of Tsathoggua occurs in "The Tale of Satampra Zeiros", in which the protagonists encounter one of the entity's idols:
He was very squat and pot-bellied, his head was more like a monstrous toad than a deity, and his whole body was covered with an imitation of short fur, giving somehow a vague sensation of both the bat and the sloth. His sleepy lids were half-lowered over his globular eyes; and the tip of a queer tongue issued from his fat mouth.
And he's utterly dangerous, his minions are just as implacable as their god.The formless spawn and the Voormi have appeared in other games and products such as Call of Cthulhu but here their center stage and given all of the attention and the center stage that they need. For any retroclone that uses the AD&D 1st edition engine such as OSRIC these are a must. They give a DM with a bend for the Lovecraftian that edge of Yog Shaggothy that they need without breaking the bank. The quality and work that went into this entry is top drawer. This set of utter Lovecraftian horror is perfect for any game where the Mythos is center stage. The art only adds to the weird alien charm of one of the lesser known god entities of Clark Aston Smith and  New Big Dragon Games did a great job with this one. Grab it and inject one of the lesser known Mythos gods into your games today! 


Hidden Tomb of Slaggoth the Necromancer Cover Art

We take a look a great free system neutral old school adventure 
Grab your party of adventurers, wake up the wizard, and plunge into the depths of a module of high adventure with 

“The long lost Tomb of the evil necromancer Slaggoth, is buried deep with in a cavern complex. The caves have become the home of a trio of ogres and their band of goblin henchmen. The goblins guard the entrance by watching through a small crack in the rock above the entrance, alerting the other goblins when anyone approaches the entrance. The goblins will then unleash a small pack of wolves that they have chained in the front caves against the intruders. If the wolves are not enough to repel the intruders, the goblins will send a runner across the wooden rope bridge to the ogre lair to warn their masters
Right Over

Free Weird Wednesday Comic Book Download - Comix International Issue #5 (Warren Publishing) (1977) For Your Old School Campaigns

Grab It Right

This is one of those classic Warren publishing reprints from 1977 which includes some great old school comics reprints in the Warren tradition. Some of these are perfect for use with your old school campaigns.
This issue includes : 
Bowser - This is the story of a boy and his monster, the art is great but the twisted story has some very interesting twists and turns, enough to use as the basis for a modern take on a weirdly humorous old school adventure looking for the victims of 'Bowser' and the horror filled Lovecraftian spawn of this monster. 
The Succubus Stone- What happens when those dark and dangerous magical relics and artifacts from your dungeons end up in a modern setting with dark Lovecraftian overtones? Murder,mayhem, and possibly a story with a lead in for a Call of Cthulhu style investigation. There are some nice monstrous possibilities in this story as well. The stone can provide a few twisted avenues to add in as background for even a D&D style adventure. After where did it come from? Was your party responsible for its recovery? 
Vampirella: The Corpse with the Missing Mind - This story has plenty mad science ends and a bit of a twist or two that might be added in to a post apocalpytic or dark fantasy adventure quite easily. The artwork is solid and its a quick read as well. Nice source material to play around with. 
The Mummy...and an End - Warren takes yet another crack at their own version of the classic Universal movie tale without being a Universal movie. There's plenty of hard core horror elements to pull from for a solid Call of Cthlhu follow up investigation or even a dungeon crawl related to this one. Nice artwork and solid mix of stories is what we've got with this end of a series. Plenty of fodder between the bandages here. 
Deja Vu -Witch craft, past lives, dark implications, and dire warnings spell black magic and trouble in this tale. This dark tale is a perfect modern mid level investigation for a team to come into the story after the fact. A good solid shocker with plenty to offer a DM. 
The Demons of Father Pain- Diabolical murder, dismemberment, and a dark story line that could be used for a Lamentations of the Flame Princess style story or a Gothic retroclone adventure with some artistic license and redressing. 

The Origin of the Spirit - The Will Eisner classic is a perfect piece of adventure fodder for a Strange Adventures or modern style mini adventure. The artwork is classic Will Eisner and the tale is a quick read. Very handy for an evening's entertainment. 

In Deep- A nice Gothic take on the classic tale of survival, murder, and mayhem. A very handy tale to have adventurers come in after the fact and easily redressed for a classic Gothic horror or retroclone style adventure. 

Comix International Issue #5 (Warren Publishing) (1977) was a nice shift up from some of the other material appearing on the comic market back in the Seventies. The quality was a nice change of pace and its great material to pull from and not well known among gamers that much. The vibe of high weirdness and horror twisting adds a certain something when pulling on these comics for your old school gaming. Because its free its an added bonus. 

Tuesday, January 27, 2015

'Groovy' A Doom/Army of Darkness Cross Over One Shot Using The Fantastic Heroes and Witchery Rpg System For Your Old School Post Apocalyptic Campaigns

So for a long while now I've been quietly been looking into a wide variety of campaign ideas for The Fantastic Heroes and Witchery retroclone rpg system. Post Apocalyptic gaming mixed with AD&D 1st edition style adventures appeal to me a great deal but really what is going to appeal to a wide range of players & keep em coming back to the table.
Mash up franchise ideas and artwork seems to be all the rage these days & then it hit me whist going over tee shirt designs tonight from the Tee Villain site.
A mash up of Doom and the Bruce Campbell movie Army Of Darkness!
But surely there isn't anyway of doing this at all? Actually there is and its free.
This Doom/Army of Darkness mash-up shirt is available today only from teeVillain.
This tee design is available right over HERE
'&' magazine issue number # 7 has all of the tools that you'll need including a kick ass write up on all of the equipment and monsters for 'Doom' all statted up for your convenience for free. The whole issue is one giant mass of DYI retroclone coolness just waiting for you to download. 

& Magazine #7 Cover

Right over
In fact all of the hard work for your parties is completely done, except for a party. There are number of options already out in pop culture. And once again the tee shirt villain site provided more mash up inspiration with another kick ass design from Jimiyo whose sublime artwork captures so much of the kick assness of the pop culture material he references.
Grab this one right over HERE
With the Necronmicon Ex Morta on tap there are plenty of time/space hi jinks that can be introduced. The sky is pretty much the limit for dealing with any number of deadites entering into a world or campaign.
Doom is certainly primed for a crossover with the world of Evil Dead.
There are numerous reasons for this including a tie in with the events of Doom II Hell on Earth HERE

There are also a number of areas primed for a cross over with a party of adventurers who don't even have to have a single interaction with Ash and Co. at all. There have been several setting elements and story crossovers with comic book series with the main  catalyst has been the Evil Dead version of the Necronomicon. A party of adventurers is going to need to be very well versed in how to deal with undead and especially Deadites who seem to be just a wee bit more intelligent and dangerous then the run of the mill zombies.
I've actually run several one shots using AD&D 1st edition and the Army of Darkness in the past with some pretty high PC body counts and the big issue with dealing with these sorts of adventure one shots  is the amount of trouble that the PC's can generate that can turn into full blown campaigns. Not that this is a problem if that's what the DM is aiming for.
There are numerous weaving backwards and forwards across the planes that can cause numerous issues. 

My friend Michael Tresca has another option for doing a campaign with a D20 free source book that has a variation on the usual campaign cross over with Swallow This!

And even though its D20, this is a very easy conversion if your familiar with the ins and outs of D20 to first edition AD&D style games. 

Grab It Right
It's the 1990s and the Book of the Dead has just become the New York Time's bestseller. Oprah recommends it. Of course, Oprah's a deadite twin, but she was on TV long enough to tell the gullible masses about how great a book about sacrificing people to demons is. And of course, said gullible masses lap it up like the tripe-reading sheep they are.
One reading of the book caused mass havoc at Knowby's cabin and left several people dead. Imagine kids and adults everywhere reading the book out loud and opening portals to hell all across the globe.
The heroes have their work cut out for them and a variety of implements to cut with, including knives, axes, and chainsaws. Reality is a living hell - literally. But there's a catch.
The book has been used to summon demons, but it's also been used to send them back. If the PCs can just discover the right spell to send them backwards in time from the original book, they might have a chance to stop the madness before it starts.
If you've ever screamed, "Why don't you get a gun and SHOOT IT!" at the pathetic victims of any horror movie...this is the game for you.
Evil Dead: Swallow This! contains 2 new professions, 7 new uses for skills, 11 new feats, dozens of deadite-hunting equipment, 17 new spells, madness and time travel rules, 5 FX items, and 16 deadites to slay with.
This really is a fantastic free source book of a whole host of ideas that can easily be cut and pasted into a serviceable AD&D style Army of Darkness mash up campaign.
The backdrop can even be used as yet another alternative Earth for the party to play on. Michael really did his home work with this source book. Grab it and see.

So why Fantastic Heroes and Witchery as the basis for such a one shot? Well besides the fact that it hands numerous campaign options and classes. The chaos vs law war backdrop built into the game and the numerous Yog Shagothery elements floating in the background?

Combat,magic, and other elements of this retroclone system allow a DM to really emulate a wide variety of the feel and color of the Doom and Army of Darkness setting, elements, and whatnot with little to no problem. Then there is the numerous resources that the author has laid out for the DM as well grab this one right over HERE

Note that this post is for educational & entertainment purposes only, there is no copyright or trade mark violations intended here. Especially the artist Jimiyo's creations whom the author admires a great deal. I will be getting those tee shirts very soon. 
The characters, setting,etc. are the product of their creators and the exceptional artists who brought this wonderful series to life.

Free OSR Download For The Basic Fantasy Rpg System - Adventure Anthology 1 For Your Old School Campaigns On The Dark Corner Blog

Need a series of adventures for an evening's old school entertainment? A nice set of balanced and weirdly dark adventures to challenge your adventurers? Here's a solid collection of old school adventures and other collected old school goodness, we take a look at Adventure Anthology 1 For The Basic Fantasy Rpg System RPG

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'Zenob's Home Coming' - An Adventure Encounter For Lamentations Of The Flame Princess and Your Old School Campaigns On The Dark Corner Blog

An old school adventure encounter in which the PC's are recruited to dally with the powers of an ancient sea captain and wizard to free him and his crew from the claws of the Devil himself in the icy waters surrounding  Iceland?
Dare you risk your PC's immortal souls?
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