Showing posts with label "&" Magazine. Show all posts
Showing posts with label "&" Magazine. Show all posts

Thursday, January 26, 2017

Another Free OSR Resource - & Magazine #13 For Your Advanced Dungeons & Dragons 1st Edition or OSRIC rpg systems

Today is one of those days where I don't have a ton of time so I'm going to get straight onto the point here  and speak about the Advanced Dungeons & Dragons first edition fanzine & magazine which after a year long hiatus is back. This issue picks up with issue number thirteen all about new character races and options. I don't have time to do a full review but grab this one.


I haven't gone through the entire issue but there are some clever bits & pieces in this issue that I've read through so far. Having a few more choices at the table is a good thing if the dungeon master approves & the players happy.
The fact is that as a D&D retroclone gamer there are some other uses for this material such as adding another layer of choices to OSRIC or other old school games. There is some really well placed meat on the bones of the articles that I've read so far.


YOU CAN DOWNLOAD IT RIGHT
HERE FREE

Monday, June 1, 2015

Pellucidar, Lost Worlds & Waste Lands As Dimensional Anomalies For Your Old School Campaigns Part III


Now I'm no expert when it comes to the Pellucidar stories by Edgar Rice Burroughs but there are certain aspects of the author's works that pretty much grabbed me by my throat and still won't let go. I've seen Pellicudar described as Burrough's Middle Earth with dinosaurs,cavemen, and lots of weird bits. But its more then simply that, Pellicudar has its tendrils creeping through every single other creation of ERB. And its all connected in a weird Burroughs meta literature, shared world kinda way. Here are some of the lesser known Pellucidar connections: 
1. The Gridley Wave according to the Barsoom Wiki: A method of communication, discovered by Earth inventor Jason Gridley, allowing for two-way communications between Earth and the worlds of Pellucidar and Barsoom. Used to transmit some of the later stories to Earth. On Mars, Ulysses Paxton transmitted a story to Earth via the Gridley Wave. It allows almost instant FTL communication between Barsoom, Pellucidar, and Earth. Yup that's right Tarzan, Paxton, John Carter, David Innes, and all of ERB's creations all exist within the same universe. And they interact over and over again with minor characters becoming the heroes in the next book in the series spurring on the action. A fact that a DM should remember is that there is no minor PC's their all. The hook is always baited to follow a thread in a campaign players will always provide the fodder!

J. Allen St. John: At the Earth's Core - 9 sepia interior plates

Another thing is the way that the meta underground world of Pellucidar hooks up with Skull Island, Caspak, The Lost Continent, The Island of The Unknown, etc. all through the routes and migration routes of the ancient dinosaurs. More information in the Door Ways To Pellucidar article .

2.The Reincarnation Cycle of ERB - Long before the Eternal Champion by Michael Moorcock, there was reincarnation related through Edgar Rice Burroughs works. Different characters echo throughout various novels and dovetail into and out of the ERB. This same style appears within the circle of writers who were friends and associates of ERB and Albert Otis Kline was one of these folks. The idea of reincarnation as motivator into adventure comes across in spades in The Moon Maiden and The Red Hawk books which has minor characters showing up in a post alien invasion Earth after the seeds of the Gridley wave give fruit to a bitter crop of moonmen and all because of the advances that Barsoom exchanges with Earth. Kline uses this same idea of dove tailing his characters in Jerry MorganRobert Gradon , & Jan of the Jungle . You can find a ton more about Albert Otis Kline right over HERE 

3. Time as we know it and experience is not the same in Pellucidar, this makes for some very weird effects and psychics. According to The Time and Pellicudar article by Den Waldron the inner world may be not within our own world but part a net work of weird time warps and space effects. The article explains the rate of time in Pellucidar quite nicely: "Burroughs repeatedly writes that time seems to stand still in Pellucidar, that it seems to be subjective.
Thus, a person might step away from his village and wind up having all sorts of crazy adventures.   But when, after all those adventures, he finally returns to his village, he discovers that no one has missed him because he hasn't been gone all that long.   The subjective time experienced by the village is very different from the subjective time experienced by the adventurer.
It's an important enough feature of life in Pellucidar that Burroughs refers to it over and over, in practically every book.   He attributes it to the fact the sun never sets, thus, the cycle of days and nights which allows for circadian rhythms simply doesn't happen.

I think that there's an element of real life to it.   In our subjective existence, our perception of time seems to speed up or slow down in different circumstances.  Burroughs simply magnifies this phenomenon."

 



This sort of effect almost seems to arrest the cultures and cavemen that are found within Pellucidar something that is also reflected in the another Inner Earth Realm but this one is by TSR. The much beloved Hollow World shares not only the characteristics of prehistoric life and cavemen but another ideal. The author goes on to explain that perhaps all of these 'lost world realms' are pocket universes : 
   "On the other hand, this alternate ‘pocket universe’ theory still explains the proliferation of lost worlds that Explorers were discovering.   These lost worlds are all aspect or outliers of Pellucidar.  The only difference is that instead of being extrusions of the interior world onto the surface, they're points where the pocket universe has interfaced with our universe, creating perhaps a temporary gateway, a ‘micro-universe’ or left an ‘island’ in our world.    Professor Challenger's lost world, or Caprona, are little bits of Pellucidar that have extruded into our world and become sort of sealed off.   In turn, bits of our world keep extruding into Pellucidar, which is how it accumulates all those terrestrial species" 
Further there is a connection with other so called lost worlds in the article: 

"Any evidence for this?   Well, we can assume that extrusions into the normal world may have strange properties.  Compasses probably don't work well, navigation by stars or sun, becomes unreliable due to distortions in the electromagnetic spectrum.   In short, you'd see a lot of the weird phenomena that make places like Skull Island and Caprona so hard to find.
The extrusions or interfaces may not be completely in our world, so they may only be accessible by certain routes or from certain directions.   There may only be a few ways into Pal-Ul-Don or Professor Challenger's Lost World.   You might not be able to fly in by helicopter, or even see it by satellite photograph.   It would only be perceptible to our regular world by certain ‘windows.’   Again, this explains why so many of them seem so hard to find, or to escape.   Many Lost Worlds, particularly those in later works, including television and movies, don't seem to quite be in our world.   This includes the children's show Land of the Lost, or Acclaim Comics lost world out of time." 
One clue that this might be going on is that in some cases there are signs of time proceeding in these lost worlds differently.   The best example is Zanthodon by Lin Carter, where the perceptions of time's being subjective are very similar to those in Pellucidar.   In Eric Carstairs of Zanthodon, we encounter a group of displaced German soldiers from Rommel's Afrika campaign for whom far less time seems to have passed than has passed in the outside world.
   There are recurring hints in some stories of a ‘Rip Van Winkle’ effect for staying in these places too long.   Most visits to places like Skull Island or Professor Challengers Lost World tend to be short, so we wouldn't expect time distortions to be pronounced.  But every now and then we find a castaway who has spent a lot of time there, and quite often, there's something a little bit odd.

Of course there are problems.   For instance, why are the Lost Worlds invariably surrounded by physical distortions....  Mountains, plateaus, swamps, etc., and why are they often accessible by apparently physical connections... twisting caverns.   This makes it seem that the Lost Worlds are geological in nature, rather than interfaces with another continuum.  And for that matter, what exactly is Pellucidar's sun?   Our sun shining down into Pellucidar's continuum?  It's own star?  Something else?   Still, if we worked hard enough, these questions could probably be answered." 

  And for the record there is some very strong fandom evidence that there is a more then passing connection between Lin Carter's Zanthodon  and Pellucidar. In CALLISTO'S PELLUCIDAR  by Den Valdron there's a strong case made that either Zanthodon is a part of or other worldly echo or dimensional plane of Pellucidar. Well I'm going to go with the setting idea these lost worlds are all a part of some branched planar network of prehistoric lost worlds. Perhaps fitting together like russian dolls or as a net work of planes that intrude into the pulp or comic book realms as needed by DM's. 
But there's one novel that actually uses the reincarnation elements further and is outside the mainstay of the ERB Pellucidar novels The Eternal Lover  summery can be found right over HERE
 Basically according to wiki :
A cliff-dwelling warrior of 100,000 years ago, Nu, is magically transported to the present, falls in love with Victoria Custer of Beatrice, Nebraska, the reincarnation of his lost lover Nat-ul, and the two are transported back to the Stone Age. The story is set in Africa, and the present-day sequences guest star Victoria's brother Barney Custer, protagonist of Burroughs's Ruritanian novel The Mad King, as well as his iconic hero Tarzan from his Tarzan novels.

The big cat that is talked about in the novel is referred to as a Ta - ho a Pellucidar term. According to World at the Earth's Center by Sean Philips

"The Eternal Savage, Burroughs incorrectly describes a cave lioness as being “maned like her lord”. One inner earth tribe has learned to domesticate the ta-ho as companions and hunting animal, as two other tribes have done with the jalok and the tarag, respectfully.

 This is the mighty cave-lion of Pellucidar. Scientist believe that the cave lion of the ice age to be the largest cat that ever lived, bigger even than Smilodon Fatalis. From cave –renderings of the animals discovered in Europe, it is almost certain that adult male cave-lions lacked 

manes.

 This sort of thing happens over and over again in the various Pellucidar novels which are as follows: 
  1. At the Earth's Core (1914)
  2. Pellucidar (1915)
  3. Tanar of Pellucidar (1929)
  4. Tarzan at the Earth's Core (1929)
  5. Back to the Stone Age (1937)
  6. Land of Terror (1944)
  7. Savage Pellucidar (1963)


    So what does this have to do with the Hallow World? Well, just about everything.
     Mystrara's Hollow World differs from Pellucidar in many ways. Hollow World features pulp gameplay in a world with limited magic where almost everything is observed by the gods that are concerned with preservation of cultural identities. The world features several classic cultures (pseudo-Romans, pseudo-Greeks, etc.) and vast jungle landscapes. Also very well described are the species and cultures, each with its own section on names, customs, and gameplay information.  This boxset brings a lot of toys to the table with its Bronze age setting. And it has a passionate and active fanbase. You can find the Facebook page right over HERE and a very active forum right HERE
    The biggest difference between Pellicudar & The Hollow World campaign setting is the interference of the gods in the lives of the setting. Pellicudar has religion and telepathy but this is strictly a hands off affair there. The 'spell of preservation' keeps the societies & races of the Hollow World locked in the past of  Mystara, AKA The Known World.
     Pellucidar has pockets of technology and weird races as well but the adventurers in the form of David Innes bring innovation and technology to the inner world of Pellicudar. Something that would never happen. But for the sake of this blog post if we look at the adventures for the Hollow World we begin to see a very interesting pattern. Nightwail HWA1, Night Rage HWA2, And Night Storm HWA3 respectively all dove tail into one another in a very similar manner to the Pelliucdar novels. Minor NPC characters shift in importance, the events center around several locations, and the settings of these adventures is pretty damn epic involving not only the fate of the Hollow World but its 'gods' as well. This pretty much comes to a head in The Milenian Scepter (HWQ1)


      This is the last adventure in the series and ripples from the cataclysmic events of the Wrath of the Immortals series of top side adventures on Mystara. And here's what I'm thinking about all of this. When that space craft smashed into pre cataclysmic Blackmoor it caused planar ripples and the Immortals of Mystara found one of those echoes of Pellucidar and took full advantage of that lost world's planar dimensional location. The Immortals  changed all of the reality constants as needed and altered reality as they saw fit, and what they saw fit to do was preserve the peoples, lands, fauna and flora of ancient Mystara. And that's exactly what the Hallow World campaign is. A museum for the Immortals of Mystara. I think that Mystara, is a dimensional echo or alternative version of Pellucidar. And the people I think that this comes across best with is the Merry Pirates. A sort of humorous and fun sort of nation of pirates in the Hallow World.  Not so in Pellucidar at all. The Kosars are generational survivors of some ancient lost Spanish fleet of sailors, fighters, and outlaws who ended up in Pellucidar and settled down with the locals.They end up  forging a nation some five million strong descendants. And their blood thirsty warriors capable of slitting the throats of anyone who gets in their way. This group of cut throats is ruled by a 'Cid' and are hardy adventurers in their own right. More information is available from Pellucidarian Cogitations by Cristian Sildan
         This all hooks back upon itself when we take a look at a group of Spainish survivors from a certain favorite film of mine.
                                   

    All of these pieces of lost worlds are reflections or alternative versions of Pellucidar in one way or another and lead back to Verne and Conan Doyle's The Lost World. And there's even an ERB version of this lost world in the form of  Pal-ul-don, which means "Land of Men.". This is a fully fleshed out world and according to Wiki: In this novel two months have gone by and Tarzan is continuing to search for Jane. He has tracked her to a hidden valley called Pal-ul-don, which means "Land of Men." In Pal-ul-don Tarzan finds a real Jurassic Park filled withdinosaurs, notably the savage Triceratops-like Gryfs, which unlike their prehistoric counterparts are predatory. The lost valley is also home to two different races of tailed human-looking creatures, the Ho-don (hairless and white skinned) and the Waz-don (hairy and black-skinned). Tarzan befriends Ta-den, a Ho-don warrior, and Om-at, the Waz-don chief of the tribe of Kor-ul-ja. In this new world he becomes a captive but so impresses his captors with his accomplishments and skills that they name him Tarzan-Jad-Guru (Tarzan the Terrible), which is the name of the novel. Find out more right over HERE  None of these world setting's make any ecological sense at all. They've got to be artificial in nature so who built them? I don't have any easy answers but my personal theory is that some ancient alien god race built them and maintained them as the Immortals of Mystara do. As living hot house experimental labs and museums across the multiverse. And I think that these advanced beings are absentee land lords. Folks who set up these experiments and then have left them in action. All of these lost worlds connect into each other through various meta small settings ala The Isle of Dread. 
    First edition cover
    Grab  This On For Free
    HERE
    Which brings us to the new Lamentations of the Flame adventure coming out. World of the Lost is probably both a setting book and adventure following in the foot steps of the line's previous adventures. And most likely has its own take on the 'lost world' flare of adventure retroclone gaming. I've seen various pieces of art that the author and Mr. Raggi have been posting for months on Facebook,G+,etc. I'm almost 80% sure that a DM can easily link this right into the back end of a campaign of an adventuring party. We'll just have to wait and see when this comes out. 
    Now believe it or not there are several adventure encounters from '&' magazine's Book of Low Level Lairs Volume I that make excellent introductions for a party to a Pellucidar or Lost World campaign. The book is free and can easily be adapted for a wide variety of retroclone adventures. Next time adventuring on the fringes of Pecullidar's fringes, Tarazan, Shield, and Lovecraft. Coming up in part four! 

Sunday, May 17, 2015

Review & Commentary On The Free OSR Resource - & Magazine Issue #11 Humanoids For Your Old School Campaigns


Humanoid or the dark races have always been a staple and problem for AD&D first edition but now '&' magazine has issue eleven out that delves right into the heart and soul of these savage and dangerous races of creatures. There are ton of variations of the usual AD&D dark races in this issue.

GRAB IT RIGHT OVER
HERE
The content for this issue includes : 

  • Getting More Mileage from Goblinoids -The article goes into the ins and outs of Goblinoids and its pretty solid and concise. Perfect fodder for outdoor adventure campaign fodder. 
  • Humanoid Society -This is a solid round up of how to use and deal the dark races societies and how they relate to adventure and campaign backdrop from the monster's point of view. 
  • Point of View?- This is a 'how to article about the humanoid view of humans with tips and tricks for presenting another side for these well rounded monsters. And how they view us in the AD&D game. 
  • Ecology of the Ogre Mage -Alright this for me was one of most solidly done articles on Ogre Magi, if your running an Oriental adventures style campaign or a Western European campaign where these monsters appear then this is must. There are even variations of the traditional Monster Manual staple that come with this one. 
  • Undead Ogre Magi - This article details one of the more evil creations I've seen that DM's can unleash on unsuspecting parties of PC's and their really nasty to boot. 
  • Leomund’s Long Coats - There are some killer spells, magic items, treasures, etc. this issue and this issue presents a boat load of actually useful treasures. 
  • Codex Inhumanus – Kobold Shaman Spells - This is an article detailing new variation spells for one of the most neglected and yet dangerous monster lead figures. The Kobold shaman. These can really mess up a party of adventurer's day. 
  • Blues for the Red Sun - So you need a nice variation on a desert oasis adventure for your AD&D Arabian Knight's style campaign? Then this is a great little adventure to add into the background and to drop into your campaigns. 
  • Reviving the Lowly Orc -Pig faced orcs are not the only monsterous creatures to come down the pike there are a bunch of variations to add into your dungeons or wilderness adventures with this group of monsters. 

Its really hard to put into words how awesome this issue is, the fact is that much of the terratory covered by this issue has been covered before but this one is pack with wall to wall information and its very timely in coming. Lots of the lesser known races are covered from AD&D and their's a ton of uses for this material for any AD&D 1st edition game or OSRIC as well. Look I'm going to tell you that everything in this issue is solid and very useful. This issue is an incredible resource for oriental or Russian mythology style games. Which have a wide range of applications to ANY old school campaign that features humanoid species. This issue is one of their best so far and I can honestly say that I was truly impressed with the level of professionalism that I've seen in this issue because a ton of work went into this one. My strongest recommendation is for this one!  The more you dive into the background of this issue the more you see the underpinning of using humanoids as more then mere dungeon fodder and more as adventure jump off points and NPC's with style. '&' turns in a killer issue and the best part its entirely free for the downloading! 

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
HERE
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
HERE
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.

Sunday, August 17, 2014

Review Of The Free OSR Download '&' magazine issue #10 For Your Old School Campaigns

cover issue 10

 Grab It Right Over 
Another round of the venerable free pdf magazine that packs a punch! 
'&' magazine is a really interesting little gem in OSR gaming and usually weigh in at a solid ninety pages. The magazine is usually cram jammed with lots of interesting bits and pieces of first edition AD&D material. This issue is no exception and between the covers has an entire issue of lycanthropic goodness. Here's a listing of the material in this issue. 

Featured in this issue: Shape Changers!
This issue includes
  • Why “Solids” Don’t Understand
  • Hey, Where Are My Pants?
  • By the Light of the Silvery Moon
  • Lycanthropy: A Small Matter
Plus some bonus articles
  • The Otherworld – The Faerie Realm
  • Monster Lore Non-Weapon Proficiency
  • Spells by Magic Type
  • Playing with Missile Fire
  • Is There Room for Text-Based Gaming in the Old School Renaissance?
This one has everything you could want for the AD&D first edition shape changer including ecology of the following : Werebison, Jagweres, Were moths, and Vamp weres as well as more articles covering a plethora of magic items also with a weird haunted old school slant. This issue reminded me of the old Halloween Dragon issues. There's definitely a feeling of the old school vibe riding through here. There's magic a plenty with how to use shape changers on the battle field of the AD&D. We also get a Warren of the Rat Men map that has a really nice were rat feel to it. This could be a really nasty encounter and hidy hold in the dark.  Dan Rasaiah provides a whole batch of NPC's to bedevil or add your party of adventurers. Throughout the magazine there are batches of spells and magic items that can turn a game on its ear quite easily in a good way. Many of these are lycanthrope themed. 
The Otherworld articles are well done and add a bit of Faerie to the old school table. This is a particularly well done article about a classic other dimensional realm t
 Once again Andrew Hamilton is at it again with two articles, one a mini crawl called the Ice Tombs of the Frost Jotuns which drives some of the maps as well in this pdf.  Hex Crawls: Liltwater Valey /South Slopes Region, by Andrew Hamilton gives a party a run for their money and makes for a interesting evening's entertainment. Finally rounding out this issue a wilderness fort that can be added to any OSRIC or retroclone setting. 
If you haven't figured out by now I've got a particular soft spot for were creatures and this issue delivers the goods in spades for the thrills and chills. I want to add in the Realm of the Fey to my games and just might do that next week. Grab this one and you won't be sorry as '&' continues to deliver the goods. 

Saturday, June 14, 2014

Free OSR Adventure and Resource - From The Makers "&" magazine Comes 'Rage From The Waves' For Your Old School Campaigns.

Rage From the Waves Cover
Grab it Right
HERE
Rage From The Waves is a huge forty page free adventure that packs a lot of old school punch into a solid free download that can be used for a variety of old school styles. The adventure is oriented for either OSRIC or AD&D first edition but with a bit of work it can be adapted to any number of styles.
The Blurb from the '&' site basically give a pretty good plot overview without really spilling the beans on the adventure: 
Lost ships. Missing crews. Disappearing cargo. The King is not pleased, and it’s your job to find out what happened and bring a stop to it! To do so you’ll have to unravel a mystery that’s stumped the king’s advisers.
Clues? one ship that made it back with a stabbing spear of unusual design and some odd blood on the deck.
Four to eight characters of 4th to 7th level will figure out the mystery. The adventure includes two completely detailed businesses, a full set of deck plans for a carrack, a second set of partial plans providing design variations, and an island with room for additional adventuring if you so desire. Add to this over 80 fully documented characters for use in this and other adventures, including several ship’s crews, and you have an adventure that is also a resource.
Basically this is an OSR resource wrapped around an old school adventure with lots going on. There are a few reasons to look into this style of adventure: 
  • This is a solid waterborne adventure with some really nice nautical action. 
  • There lots going on for PC's to deal with and the resource persented in the adventure can be adapted into a number of old school campaigns. In fact I would say to use those resources in other game adventures so that PC's become familiar with them. This way the events of Rage foreshadow what is to come their by getting the PC's more involved. 
  • There are a boat load of NPC's that can fill an entire campaign world all by themselves. Many of these can and do have reasons to hook the PC's into other parts of your adventures. 
  • The nautical businesses have lots of potential for use in other adventures all by themselves and with little to no work can spawn several spin off adventures and lines into other areas of old school campaigns. 
  • This is an adventure with the potential for months of play and lots of high AD&D style weirdness. 
  • This is a very well written adventure, concise in its details but with lots of customization by the DM to really fill in some of the finer points of this adventure by making it a part of their world. 
  • With all of this acreage of supplemental material in the background there's lots of room for extra play and with a bit of work there are several plot points to spin off all on their own. This enables a DM to have plenty of room for more campaign expansion while putting their own spin on the material from 'Rage'. 
  • The old school curve here for level and hands on action is solid so be advised the writers and designers mean the material presented here is old school. There are several key points where PC's could die rather messily. 
  • Given the chance there are several other '&' resources that could be slotted into the background of 'Rage' to make a mega campaign lasting months of air play. Did I mention that this was a free resource?
    All in all Rage From The Waves is a very well done and solid old school adventure with lots of action happening within its pages. DM's who use a bit of caution, pay attention to the encounters, and play this one right could get months of old school action with their players. A very well done adventure with lots of potential and high weirdness. 

Friday, June 13, 2014

Free OSR Resource - "&" magazine issue #9 For your Old School Campaigns

& Magazine Issue 9

 Grab it Right Over
HERE
Click on the magazine cover to down load.
The latest issue of "&" magazine is out and its a great one. This issue covers spells, spell casters, wizards, Greater Fae, magic shops, old school adventures, magic items and more. The issue is pretty jammed with AD&D style first edition inspired goodness and can be used for OSRIC as well as about 90% of the retroclones with some modification that are currently on the market.
There's also an interview with Ernie Gygax and more! Check it out, download it, get a bit more for your magick in your games!