Its always a good night when I come home to a new copy of a Psychedelic Fantasies adventure but its even better when its one from Bjorn Waredal whose work is very familiar to me. Once again this wonderful little line of high weirdness system neutral OSR goodness delivers the goods. Here we have an eleven page adventure location based goodness in an old school mini campaign but one that does its job in style and with a sense of fun that really compliments the adventure in spades. Here's far warning ahead, pick this adventure up! Seriously this is a perfect vehicle as a middle of the campaign flash or bridge gap. There's literally a ton of links to tie this little adventure in with your favorite retroclone OD&D style, science fantasy or post apocalyptic old school campaign. With little modification this adventure could be used with Lamentations of the Flame Princess's Carcosa. Best of all its on 'Pay what you'd Want'
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Proteus Sinking by Bjorn Warmedal
As you can imagine Proteus Sinking is a low level science fantasy campaign adventure that puts the PC's right into the middle of the action. The author has taken the unbridled creativity into a whole other directions then other adventures in this line.
From the Rpgnow blurb:
From the Rpgnow blurb:
This adventure is set on a crashed starship of gelatinous beings. You do not have to wait until the PCs are high-level to get them into crazy sci-fi weirdness, for this module is for character levels 1-3. Start them off right away with the crazy. Don't let the Globo-Zen, Globo-Disco, and hallucinogenic mushrooms fool you into letting your guard down. This dungeon will kill you.
Compatible with every old school version of the original fantasy role-playing game.
Each stand-alone adventure module in the Psychedelic Fantasies line revels in unconstrained imagination. Every monster, every magic power, and every magic spell is a unique and never-before-seen creation of the author. No orcs, fireballs, or +1 swords will be found within. Leave the familiar behind to explore hitherto undreamed of wonders…
Even though this is a low level adventure it does a really nice job with its encounters of keeping events interesting, room descriptions inventive, and monster encounters deadly. This is one of the those adventures that can easily be plugged into a deep post apoclapytic wasteland campaign or a sword & planet location. This entire adventure could take place within one hex upon Carcosa easily and become a mini campaign for a few weeks as the PC's go from room to room dealing with the high weirdness and alien devices. Make no mistake that if the PC's are not wise they will end up dead or worse.
The monsters have a definite tongue & cheek quality to them but this for me part of the appeal of them. That does not make them any less deadly at all. Certain parts of this adventure remind me of the 'Mother Ship Zeta' expansion to the Fall Out Three video game.But this is in a good way, because this adventure is going to keep the PC's guessing.
And that's really one of the strengths of this adventure the fact that while its well done its going to move the PC's into completely unexpected directions. This is a nice bridge gap adventure to take PC's from a fantasy setting to science fantasy or science fiction setting climate.
Ten pages isn't a huge module but its a decent change of pace for an old school dungeon romp through this adventure location. In other words pick this adventure up and get into some really nice old school dungeon crawl with a high room count in an unexpected adventure location. In other words pick this one up as soon as possible.
Even though this is a low level adventure it does a really nice job with its encounters of keeping events interesting, room descriptions inventive, and monster encounters deadly. This is one of the those adventures that can easily be plugged into a deep post apoclapytic wasteland campaign or a sword & planet location. This entire adventure could take place within one hex upon Carcosa easily and become a mini campaign for a few weeks as the PC's go from room to room dealing with the high weirdness and alien devices. Make no mistake that if the PC's are not wise they will end up dead or worse.
The monsters have a definite tongue & cheek quality to them but this for me part of the appeal of them. That does not make them any less deadly at all. Certain parts of this adventure remind me of the 'Mother Ship Zeta' expansion to the Fall Out Three video game.But this is in a good way, because this adventure is going to keep the PC's guessing.
And that's really one of the strengths of this adventure the fact that while its well done its going to move the PC's into completely unexpected directions. This is a nice bridge gap adventure to take PC's from a fantasy setting to science fantasy or science fiction setting climate.
Ten pages isn't a huge module but its a decent change of pace for an old school dungeon romp through this adventure location. In other words pick this adventure up and get into some really nice old school dungeon crawl with a high room count in an unexpected adventure location. In other words pick this one up as soon as possible.
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