Showing posts with label Free PDFs. Show all posts
Showing posts with label Free PDFs. Show all posts

Friday, September 1, 2023

Free Mars Resource For Your Old School Science Fantasy Campaign - Barsoom! From Heavy Metal Magazine By Richard A Lupoff

 

  This is not the article's artwork but its a favorite classic Amazing stories cover featuring one of my
favorite Burroughs stories

Grab It Over
HERE

With the Warriors of the Red Planet retroclone due any day now I need a fast way to reintroduce Barsoom to a few jaded old school friends. Some of these folks had never read the Edgar Rice Burroughs classics of Barsoom!  I didn't want to get into a whole lot of hassle but how to give the highlights and put my players in the spirit of the books?
Heavy Metal Magazine had exactly what I needed with this article about Edgar Rice Burroughs and Barsoom. All of the highlights are touched on and there's some excellent old school artwork by Clyde Caldwell in the article as well.
According to the Internet Archive :
Article about author Edgar Rice Burroughs, published in September 1982 issue of Heavy Metal magazine. Illustrated by Clyde Caldwell.
 All of the quick highlights of Barsoom are touched on and the artwork covers most of the major characters, creatures, and Martian races. All in all its not a bad introduction to ERB's Barsoomian adventures and it's a quick read as well. So I thought I'd share with you folks. 

This post is for entertainment and educational  purposes only and no violation of the author nor the artist's trade marks or copy rights is being implied here.
Thank you. 

Saturday, July 15, 2023

Free Old School Pulp Download 'The Martian Circe' By Ramon F Jones From the Summer 1947 issue of Planet Stories magazine For Your Old School Martian Campaign

 


You can download the novella here. 

Mars has been my imagination's home since I was a kid & many a night was spent working my way through piles of my uncle's ancient Pulp magazine collection. And that brings up 'The Martian Circe' By Ramon F Jones  From the Summer 1947 issue of Planet Stories magazine. 'The Martian Circe' echoes through with the Pulpy voice of Ramon F. Jones & his Mars is an almost settled colonial world on the edge of the solar system; 

 'Who was this sweet-voiced singer weaving a spell of dreams and drugs that drove men mad and threatened to smash the System? SBI Captain Roal Hartford dared the death of the Thousand Minds to learn her dreadful secret!' 

So we've entered the world of Captain Roal Hartford agent of  the Solar Bureau of Investigation. And his is the world of the Martian underworld & therefore the  perfect foil for adventurers & scoundrals. But who was Ramon F. Jones?! According to his wiki entry; "Raymond Fisher Jones (November 15, 1915, Salt Lake City, Utah - January 24, 1994, Sandy, Salt Lake County, Utah) was an American science fiction author. He is best known for his 1952 novel, This Island Earth, which was adapted into the 1955 film This Island Earth and for the short story "The Children's Room", which was adapted for television as Episode Two of the ABC network show Tales of Tomorrow, first aired on February 29, 1952.'


'Jones' career was at its peak during the 1940s, 1950s, and 1960s. His stories were published mainly in magazines such as Thrilling Wonder Stories, Astounding Stories, and Galaxy. His short story Noise Level is known as one of his best works. His short story "The Alien Machine", first published in the June, 1949 Thrilling Wonder Stories, was later expanded into the novel This Island Earth, along with two other short stories, "The Shroud of Secrecy", and "The Greater Conflict", known as The Peace Engineers Trilogy, featuring the character Cal Meacham. Jones also wrote the story upon which the episode "The Children's Room" was based for the television program Tales of Tomorrow in 1952.
 " 

'The Martian Circe' concerns a phantom tavern 'the Starhouse' the venue for The Queen of the Silver Stars'  that has been drifting around the Martian cityscapes & taking out the souls & sanity of solar system miners. Harmeena is a gas like agent of the Martian Harm plant that causes those who inhail its gases to save vs poison or suffer horrifying visions as per a Fear spell.  And 'Starhouse' operates out of one of the Martian Capital cities  Heliopolis. Heliopolis is the center of the wizened and withered Martians of Mr. R Jones tale. The Jones Martians as I've taken to calling them are +3 to their Constitution, +1 on Intelligence, -2 on Charisma, & +1 on Wisdom as they are an ancient race of Mars. And they barely tolerate humanity on their end of Mars. And the Jones Martians  lead deeply into the mystery of the phantom singer Alayna The Queen of the Silver Stars. 
And this makes it perfect as a folio for an Infinite Mars campaign which is a combination of Stars Without Number and Worlds Without Number combined with Warriors of the Red Planet. 



Humanity produces a subtle radiation that is harmful to the Jones Martians & the Martians are planning on using Harmeena as one of the weapons of conquest. Any human who has exposure to the drug for more then two months becomes open to Martian telepathic mind control. And this is the secret of Starhouse, the tavern is an illusion that can be projected onto any human mind anywhere on Mars. And this is all due to the Thousand Minds. The Thousand Minds is the secret & highly advanced psionic ruling  body on Mars of the Jones Martians. The Thousand Minds can see through & control every Jones Martian on Mars. The Thousand Minds are the real masters of the Jones Martians & for the moment only use the 'Starhouse' to distribute Harmeena among every facet of human society including rich humans & gamblers who are looking for the seedier side of Mars. 
The situation in Heliopolis & the other Jones Martian human cities is a ticking time bomb and only he destruction of the Thousand Minds will save humanity. They are located in a series of Jones Martian  burrows outside of Heliopolis bout five miles or so from the city. 
The Martian capital cities  of  Heliopolis is actually an old Welysan city state that was taken over by the Jones Martians. The Jones Martians themselves are products left behind by the Welysan super science prototypes  in the wake of the failed Earth invasion of the early 19th century. Jones Martians gain +1 on Intelligence & can automatically transition into the psychic discplines of Stars Without Number. They gain -2 on all physical attributes. Jones Martians are a subrace of the Martian humanoid races artificially created more then 10,000 years ago by the Welysans as a genetic test bed for the impending Earth invasion. The genetic cloning templates were abandoned and left in the ruins of the city states various underground labs.
Humanity resurrected these genetic clones and has used them as workers, scientists, etc. Now Mars itself is on the verge of rebellion and this gives opportunities for adventure. 

Sunday, August 21, 2022

Free Old School Pulp Download 'Under the Sand-Seas' January 1941 issue of Super Science Stories For Your Old School Post Apocalpytic Solar System Campaign

"Six hundred miles of devouring red desert lay between them and the nearest city -- and the bust of a long-dead Martian smiled with the knowledge that could get them there!"



It's been a long while since we've looked at 'Under The Sand Seas' by  Oliver E.Saari from the January 1941 issue of Super Science Stories magazine before. But this time we're going to dive in deeper into the nineteen page novellette. 
"Under The Sand Seas' follows the crew of an air plane on a Sciencitific expediation deep into the 'Sand Seas' when their plane crashes into an enourmous magnetic anomly. The plane doesn't survive and begins to take on sand. All around the crew there are tumble weed like Martians. And the magnetic anomaly is in  point of fact actually an ancient Martian crypt opened by telepathy. 
The Sand Sea is incredibly dangerous capable of swallowing a man whole easily without a trace. The weeds are a race of semi intelligent wind evolved beings who are blown about by the fierce winds of the Sand Sea. The only hope is the battery powered five or six man sled the party has w
The Sand Sea itself is the blasted remains of the Ancient Ones one of the first races of Mars ruled by Tarum of the last of the Scientist Kings. Tanrum the Last perfected infinite atomic energy using the element of gold as it's atomic fuel. And that infinite energy was used a Super Science weapon and the result was the Sea of Sand! The weapon caused the  complete destruction of the Ancient Ones civilization. 
And the expediation worries that it might cause destructive issues upon the Earth. 
What are the OSR game applications of 
Under The Sand Seas' by  Oliver E.Saari? Quite a few actually. The infinite atomic energy weapon systems are very dangerous. And that brings up the defense capabilities of the systems themselves. The fact is that these weapons systems must have been designed to kill some very dangerous monsters or an evil race. And this is where the Hyperborea rpg comes into play. Not only does the Sea of Sand have other artifacts within it but the sea itself must have areas of extreme radiation due to atomic weapons being tested or deployed. Now it be that these infinite atomic energy systems were created by the Ancients to combat the Hyperboreans?! It's possible given the time frame and the fact that the Professor discovered the atomic generation's secrets within 
Tanrum the Last's crypt. The fact that those secrets were spelled out on the writings on the walls of the crypt. 

Saturday, February 26, 2022

Free Old School Pulp Download 'The Martian Circe' By Ramon F Jones From the Summer 1947 issue of Planet Stories magazine For Your Old School Martian Campaign


You can download the novella here. 

Mars has been my imagination's home since I was a kid & many a night was spent working my way through piles of my uncle's ancient Pulp magazine collection. And that brings up 'The Martian Circe' By Ramon F Jones  From the Summer 1947 issue of Planet Stories magazine. 'The Martian Circe' echoes through with the Pulpy voice of Ramon F. Jones & his Mars is an almost settled colonial world on the edge of the solar system; 

 'Who was this sweet-voiced singer weaving a spell of dreams and drugs that drove men mad and threatened to smash the System? SBI Captain Roal Hartford dared the death of the Thousand Minds to learn her dreadful secret!' 

So we've entered the world of Captain Roal Hartford agent of  the Solar Bureau of Investigation. And his is the world of the Martian underworld & therefore the  perfect foil for adventurers & scoundrals. But who was Ramon F. Jones?! According to his wiki entry; "Raymond Fisher Jones (November 15, 1915, Salt Lake City, Utah - January 24, 1994, Sandy, Salt Lake County, Utah) was an American science fiction author. He is best known for his 1952 novel, This Island Earth, which was adapted into the 1955 film This Island Earth and for the short story "The Children's Room", which was adapted for television as Episode Two of the ABC network show Tales of Tomorrow, first aired on February 29, 1952.'


'Jones' career was at its peak during the 1940s, 1950s, and 1960s. His stories were published mainly in magazines such as Thrilling Wonder Stories, Astounding Stories, and Galaxy. His short story Noise Level is known as one of his best works. His short story "The Alien Machine", first published in the June, 1949 Thrilling Wonder Stories, was later expanded into the novel This Island Earth, along with two other short stories, "The Shroud of Secrecy", and "The Greater Conflict", known as The Peace Engineers Trilogy, featuring the character Cal Meacham. Jones also wrote the story upon which the episode "The Children's Room" was based for the television program Tales of Tomorrow in 1952.
 "
 

'The Martian Circe' concerns a phantom tavern 'the Starhouse' the venue for The Queen of the Silver Stars'  that has been drifting around the Martian cityscapes & taking out the souls & sanity of solar system miners. Harmeena is a gas like agent of the Martian Harm plant that causes those who inhail its gases to save vs poison or suffer horrifying visions as per a Fear spell.  And 'Starhouse' operates out of one of the Martian Capital cities  
Heliopolis. Heliopolis is the center of the wizened and withered Martians of Mr. R Jones tale. The Jones Martians as I've taken to calling them are +3 to their Constitution, +1 on Intelligence, -2 on Charisma, & +1 on Wisdom as they are an ancient race of Mars. And they barely tolerate humanity on their end of Mars. And the Jones Martians  lead deeply into the mystery of the phantom singer Alayna The Queen of the Silver Stars. 

Humanity produces a subtle radiation that is harmful to the Jones Martians & the Martians are planning on using Harmeena as one of the weapons of conquest. Any human who has exposure to the drug for more then two months becomes open to Martian telepathic mind control. And this is the secret of Starhouse, the tavern is an illusion that can be projected onto any human mind anywhere on Mars. And this is all due to the Thousand Minds. The Thousand Minds is the secret & highly advanced psionic ruling  body on Mars of the Jones Martians. The Thousand Minds can see through & control every Jones Martian on Mars. The Thousand Minds are the real masters of the Jones Martians & for the moment only use the 'Starhouse' to distribute Harmeena among every facet of human society including rich humans & gamblers who are looking for the seedier side of Mars. 
The situation in Heliopolis & the other Jones Martian human cities is a ticking time bomb and only he destruction of the Thousand Minds will save humanity. They are located in a series of Jones Martian  burrows outside of Heliopolis bout five miles or so from the city. 

Thursday, October 28, 2021

Legacies of Dread - X1 Isle of Dread by David Cook , & Tom Moldvay Campaign Commentary & Update

 When it comes to fall out from one module within my campaigns its got to be X1 Isle of Dread by David Cook , & Tom Moldvay , not only is this a great module for Astonishing Swordsmen & Sorcerers of Hyperborea. But its one of the modules that has the greatest impact by its connections deep into the Sea of Dread. 




















Not only do you have deep connotations into a dinosaur filled realm but the opportunities of a lifetime. Because the Isle is on the lip of the Elemental Plane of Water it has a ton of adventure hooks built in. The Vaults of Pandius has Threshold magazine issue # 3 Sea of Dread, This OSR resource contains a ton of materials for bringing the party back to the Isle of Dread. 






















The 'Sea of Dread' isn't a normal sea instead its a full on planar sea and this get's into the heart of using X1 for Sword & Sorcery OSR campaigns. The fact that anyone can become a castaway on the Isle of Dread. But why?! Because the isle is an advanced highly advanced science laboratory. Where the Kopru actually an evolutionary off shoot of the Mind Flayers?! They seem to have many of the characteristics?! Possible because the PC's are in the middle of the former Kopru empire itself on the island.  Races such as the as the racoon-like phanaton and the cat-like rakasta give X1 part of its "Lost World/Skull Island laboratory feel'



The Elder Things from H.P. Lovecraft's 'At The Mountains of Madness' made interplanar war on a ton of alien races. But we as humanity don't know the scale of such a war which technically could be on going. The reason that the isle of dread is in the plane of water is because the Elder Things sent it there! The resulting disaster took out the Kopru. Now I've covered this before on this blog in '
Another Mini OSR Campaign Idea Using - X1 Isle of Dread By David Cook & Tom Moldvay & Some Free Old School Appendix N Downloads' 
























And its these legacies of dread which lead to planar doors being opened up across the multiverse. And these led to the Rump family of Tegel manor fame discovering this & exploiting it as a part of the slavers organization. This ties into the Scourge of the Slave Lords. How?! Next time we dive into it! 

Friday, October 30, 2020

Free Old School Halloween One Page Dungeon - Dungeon From A Distant Star From Robertson Games- For Your Old School Space Opera & D&D Campaigns

"Buried underground for hundreds of years lies a spaceship from the 3rd planet in the Altair system. While heavily damaged, the ship still has power for many of its systems and doors and lights are still fully operational in most sections. Will you be the first to explore The Dungeon From A Distant Star and uncover it's otherworldly secrets?
An old school one-page dungeon including dungeon map, legend, wandering monsters, random tables and descriptions for 23 separate rooms."


This is a an old fashioned OSR downed space craft dungeon with some cool features
available right HERE

This is a an old fashioned  space craft dungeon with some cool features & really nice encounters .And man its a blast! 

Using Dungeon From A Distant Star From Robertson Games

Last night I got the chance to run my players through this dungeon. I've used it numerous times and every time I've prided myself on doing this one a bit different. There enough to get it started but you've got to do a bit of work to fill in the blanks on the map. The essence of old school DYI ethos really. 
The PC's set about exploring the dungeon after a local farmer turned artifacts from this thing in his field. The world is a failed colony a bit off the beaten path of most of the major trade lanes. 
Given the bare bones of the description I made the artifact(dungeon) one of the possessions of the Krell. That most dangerous of races and one of the most extinct out in the planes. That famous quote from Forbidden Planet;


"Ethically, as well as technologically,
   they were a million years ahead of humankind.
For, in unlocking the mysteries of nature,
  they had conquered even their baser-selves.

And, when in the course of eons,
  they had abolished sickness and insanity
  and crime and all injustice,
  they turned, still with high benevolence,
  outward toward space.

Long before the dawn of man's history,
  they had walked our Earth,
  and brought back many biological specimens.

The heights they had reached!

But then--- seemingly on the threshold
  of some supreme accomplishment
  which was to have crowned their entire history--
  this all-but-divine race perished,
  in a single night.

In the two thousand centuries
  since that unexplained catastrophe,
  even their cloud-piercing towers
 of glass and porcelain and adamantine steel
 have crumbled back into the soil of Altair IV,
 and nothing, absolutely nothing,
 remains above ground."

There could have been anything in that ship last night and there was! Couple of biological specimens had escaped and the PCs dealt with those. The other was another very dangerous alien that had been collected by the aliens. In the end the PC's were able to recover quite a nice little haul of alien do dads before the ship self repaired and took off for parts unknown! Actually what the players wanted was a 'plastic educator' but they never got the chance!  There was quite a bit of blaster fire but very little was damaged! 


 Dungeon From A Distant Star From Robertson Games used correctly can be quite the tool for a dungeon master looking to take a game to the next level. Used in a pulp game it can literally change a world and add spice to 'Weird Wars' style 30's or 40's game.  Which always has reminded me of this movie. The  Zone Troopers movies had a very similar vibe to the dungeon/spacecraft deposited in WWII feel. 

 This dungeon could potentially appear anywhere or time at all. The dungeon might easily be slipped into Mutant Future as a sort of mid level bonus level allowing players to have a romp in it without impacting the rest of the campaign. 
It might appear in Carcosa as yet  another dungeon location created by aliens and causing havoc among the various tribes. The dungeon could be a bridge gap bringing PCs from one world to another vie the planes as the whole thing deals the players a weird trip one way! 
The dungeon might be simply used as a road sight of sorts for shadowing an invasion to come! Dungeon From A Distant Star is very flexible and like all of  the other one page, one shot that have appeared in this blog it requires a bit of work on the DM's part. Its one of many such dungeons that offers an evenings entertainment for players or a gate way drug into a full blown space opera or science fiction campaign. 
 

Sunday, September 13, 2020

Review And Commentary On The Free Old School Science Fiction Download - Rocket Jockey (1952.Winston) - Philip St. John For Your Old School Space Opera

 Rocket Jockey 1st Edition Dust Jacket.jpg

 Grab it Right Over
Need a fast overview of a retro future nineteen fifties style tour of the solar system? Complete with a real settlers of the solar system vibe. This book was part of the Winston series of science fiction books for boys and girls back in the 50's. They make a great addition to a DM's arsenal of books that can be turned into instant adventures simply add water or monsters! The plot according to Wiki :
The story follows the heroic efforts of young man Jerry Blaine in his efforts to win the famous rocket race, the Armstrong Classic. Rocket Jockey is a part of the Winston Science Fiction set, a series of juvenile novels which have become famous for their influence on young science fiction readers and their exceptional cover illustrations by award winning artists.


Most often these novels are man vs man sorts of affairs of science fiction while sneaking in some science 'facts' about the planetary locations featured in the books.  Believe it or not these books are great for OSR games like X plorers or Stars Without Number when you don't have a lot of time for doing preparation for a campaign. 

Believe or not this one was by Lester Del Ray under the pen name of Philip St. John. It had a few reprints and its worth taking a look at. The story is pretty well done. The situations, ideas, and overview make a solid campaign.
 In depth Plot Overview(With Major Spoilers) according to Wiki : 
Jerry Blaine, a young man studying at the Space Institute, is kicked out just after his second year exams at the request of his brother, Dick, in order to help him get his ship, the Last Hope ready for the 18th Armstrong Classic. Jerry is initially bitter, but realizes that how he conducts himself in the classic will go a long way toward proving himself as a spaceman, and eventually being readmitted to the institute.
The Last Hope is a refitted asteroid mining ship using the Jerry and Dick's father's experimental fuel which is supposed to be a radical improvement upon existing technologies. Their parents were both killed in the first test of the fuel however, and it is only now, years later, that improvements in materials and engine design will allow the fuel to be tested again safely.
Just before liftoff, Dick is injured when fuel splashes in his face, temporarily blinding him. Jerry is forced to take control of the Last Hopewhile his brother is incapacitated below decks. The qualification run to the moon is begun, and Jerry is racing against 10 other ships from earth for the right to represent their home planet in the classic proper. Jerry manages to win, but only after he witnesses the first fatality of the classic; a fellow earth pilot pushes his engines too hard and his ship overheats and is destroyed.
After some political wrangling on the Moon that puts Jerry officially in charge of the Last Hope despite his brother's seeming recovery, they head out to touch on the 4 Galilean moons, Mars, and Venus. Heading for Mars first they make good time and land with high spirits.
The Martians are not happy to see them, however. There has always been a bitter rivalry between the two worlds, and Mars has a reputation for winning the classic at all costs and through any means, scrupulous or otherwise. When they try to refuel the Last Hopethey discover their shipment of fuel has somehow disappeared from the warehouse in which it was stored. A long drawn out search finally locates the missing fuel in a pile of garbage that was ready for destruction. Jerry, Dick, and Tod all believe that Mars was intentionally responsible for the delay of 18 hours searching for the fuel. They take off from Mars and head towards Jupiter.
Halfway however, Jerry discovers that Dick has not fully recovered from his injuries. He becomes sick and delirious, and they are forced to turn back to Mars to get Dick the medical care he needs. By the time the Last Hope leaves Mars for the second time, they are nearly 100 hours behind schedule, and their carefully planned course is now useless.
En route to Jupiter for the second time the Last Hope loses power due to a blockage of the rocket tube. Losing more time, they coast while making repairs. Unfortunately, they coast so far, they no longer have the distance necessary to decelerate to rendezvous with the Jovian moons. Jerry is forced into a nearly suicidal braking maneuver into the Jovian atmosphere known as the "Dead Man's Orbit". Despite Jerry's vague recollections, such a feat had never before been accomplished, and he receives admiration and applause upon arrival on Io.
After visiting the other 3 Jovian moons and experiencing an unfriendly reception on Ganymede, considered by many to be a puppet of Mars, the Last Hope set course back to the inner planets: Venus, Mercury, and Earth. While approaching the asteroid belt, they intercept a distress call, and come to the aid of what appears to be the Martian racers. After rendering assistance and parting ways, Jerry realizes his asteroid chart has been stolen. He must now navigate the belt by memory and luck.
After some close calls and an actual impact with a small pebble, the Last Hope makes it through the belt relatively unscathed. Because of the delay with the decoy Mars racer, they are no longer in a position to rendezvous with Venus. Mercury is now their best stop.

Once  Again Wiki: 
As a part of the Winston Science Fiction set, Rocket Jockey has helped lay the foundation for many young science fiction readers. The dust jacket was illustrated by Alex Schomburg, a prolific comic artist, and Hugo award nominee for Best Professional Artist in 1962.




 The plot concerns a desperate race against odds put against the backdrop of interstellar politics and spacecraft. The book is well written and a fast read. The ideas still ring well and the book isn't that well known at all today. So borrowing plot elements for old school campaigns is a breezy.  It  would also make a great campaign for the old Buck Rogers T$R era game or for Star Frontiers as well.

Rocket Jockey takes a realistic scientific look at rocketry and space navigation, utilizing technologies that were understood at the time of publication. It extrapolates the advancement in chemical rocketry to a point where constant 1-2g acceleration is possible, making travel through the solar system a matter of days rather than years.


All in all I was pretty happy to have stumbled upon this one while doing some research for an upcoming game!

Wednesday, September 2, 2020

Free Retro Science Fiction Download - The Martian Revenge From August 1930 Issue Of Wonder Stories For Your Old School Science Fantasy Campaign

 



Download It Right
Here's a great old fashioned retro science fiction story perfect old school science table top
Science Fiction novelette published in August 1930 issue of Wonder Stories magazine.
From The Marooned On Mars Blog :
A 
 novelette written by  Henrik Dahl Juve  and illustrated by pioneering SF artist Frank R. Paul, as it was originally published in the August 1930 issue of Wonder Stories magazine.
 "Suddenly the Martians' friendliness vanished and they became merciless killers ..."


 A Momentary Word On Henrik Dahl Juve 


Just a quick word about the pulp sci fi author Henrik Dahl Juve here. Many of the usual pulp science fiction devices that we seem to take for granted in the science fiction pulps at the time made their appearance in this story. From screens, to molecular disruptors, wireless energy transmission, all of the science fiction tropes are at work here. His work makes some great old school adventure settings. Very easy to transform into an afternoon's OSR play. 

 The author is now mostly forgotten but managed to turn out some exciting stuff including this issue of Wonder Stories and three more novelettes as well as anthology of his work. They include the September issue 1932,  the February 1930 issue and much more including the  anthology from 1984 called The silent destroyer: A science fiction anthology by Henrik Dahl Juve (1984). The anthology is long out of print but the stories were interesting, concise, and pretty entertaining for space opera and science fiction.
 His work makes great fodder for any old school space based game. Its breezy, entertaining, very pulptastic old school science fiction and easily translatable into an retroclone format.
Its nice to see a journey man writer and bring him back into the light. Very cool stuff I hope to bring more of Mr. Dahl Juve's stuff to light in the future. 

Tuesday, September 1, 2020

Free Appendix N Vintage Science Fiction Download - "The Beast-Jewel of Mars" By Leigh Brackett From Spring 1955 issue of Planet Stories Magazine For Your Old School Space Opera




  "The city was strange, fantastic, beautiful. He'd never been there before, yet already he was a fabulous legend ... a dire, hateful legend."





You can download it
right over
 A great tale from the heyday of 'Planet Stories' and a good solid resource for a vintage Mars campaign. I've used it as part of a 'lost city of the past' on Mars as part of my Post Apocalyptic Stars Without Numbers campaign. So far as I can see it's one of this author's only efforts for the magazine.

 



Planet Stories is one pulp magazine with a rich and checkered past. You can read more right HERE
 According to Wiki : 

Planet Stories was an American pulp science fiction magazine, published by Fiction House between 1939 and 1955. It featured interplanetary adventures, both in space and on other planets, and was initially focused on a young readership. Malcolm Reiss was editor or editor-in-chief for all of its 71 issues. Planet Stories was launched at the same time as Planet Comics, the success of which probably helped to fund the early issues of Planet Stories. Planet did not pay well enough to regularly attract the leading science fiction writers of the day, but did manage to obtain work from well-known names on occasion, including Isaac Asimov and Clifford Simak. In 1952 Planet published Philip K. Dick's first sale, and went on to print four more of his stories over the next three years.


 The reason why I think that the magazine is still important to OSR rpg's is the following from Wiki:
"The two writers most identified with Planet Stories are Leigh Brackett and Ray Bradbury, both of whom set many of their stories on a romanticized version of Mars that owed much to the depiction of Barsoom in the works of Edgar Rice Burroughs. Bradbury's work for Planet included an early story in his Martian Chronicles sequence. Brackett's best-known work for the magazine was a series of adventures featuring Eric John Stark, which began in the summer of 1949. Brackett and Bradbury collaborated on one story, "Lorelei of the Red Mist", which appeared in 1946; it was generally well-received, although one letter to the magazine complained that the story's treatment of sex, though mild by modern standards, was too explicit." The artwork also emphasized attractive women, with scantily clad damsels in distress or alien princesses on almost every cover.
You've got two of the most important science fiction and science fantasy writers in one magazine and under one roof writing about their own versions of  Bar errm ' A Romanticized version of Mars' Is it any wonder that it's stories are still beloved by science fiction fans even today
 According to wiki
A derivative anthology, The Best of Planet Stories #1, appeared in 1975 from Ballantine Books, edited by Leigh Brackett, containing seven stories reprinted from between 1942 and 1952. 
  It was intended to be the first of a series, but no further volumes appeared
Too bad it would have been nice to have gotten my hands on more of these tales. If it seems that many of these Martian tales seem to be deriative of each other starting in the 1920's and working their way all the way through the late 60's. Mars has been and still remains ingrained in the public's imagination. Folks want the planet to be exactly what they always thought it was one the canals were first seen through telescopes at , the dawn of the age of rockets. Heck, ever since HG Well's published War Of The   
World.
Stars Without Numbers lends itself easily to a tale such as this and adapting to a group of PC's is quite easy. The city of legend lost in the desert is a trope that has been around since the 'Arabian Nights' and even further back. Believe it or not each and every time I've used it players still fall for it hook, line, and sinker. The old tricks are still some of the best. This tale has some pretty large blank fill in the map areas to it and that makes it pretty desirable for use in adventure and campaign design. This is pretty much a drop in and go Mars tale like so many at the time. That's not a bad thing at all.
 While Paizo can claim 'Planet Stories' as an exclusive. The real 'Planet Stories' ran between 1939 and 1952 with an unforgettable inheritance that has never been equaled only copied to some extent over the decades.
Grab the the tales HERE but just remember who the original trail blazers were. Folks like 
Isaac Asimov, Clifford Simak,Leigh Brackett,Ray Bradbury, and V. E. Thiessen.
As for me I've got a date on Mars, A Post Apocalyptic hellhole waiting to devour some players!
Happy Adventuring and don't forget your ray gun! 

Sunday, August 30, 2020

Free Retro Science Fiction Download Inspiration - The Tree of Life - C. L. Moore For Your Old School Space Opera

 

Download It Right Over
The interplanetary adventurer Northwest Smith trapped for food by Thag, a 4-dimensional monster, in the ruins of the ancient Martian city of Illar.
  Dark Illar is the perfect desert ruin for trapping your PCs and getting them into a sci fi Gothic adventure. The place is a nasty nightmare location just waiting for PC's to blunder into a hellish encounter.

A Bit Background NorthWest Of Earth 

These are classic  C.L. Moore and their pulp science fiction roots show through. The fact that many of her stories seem to feature Lovecarftian god like aliens is simply icing on the cake. She remains one of my all time favorite writers. North West Smith is the classic anti hero adventurer/space which now seems the classic trope. 
 
According To Wiki : 
By profession, Smith is an outlaw who lives by a variety of criminal means, including smuggling. By nature, he is an anti-hero, ruthless, self-serving, and cynical. Despite this, he has a core of goodness and often does the right thing in spite of himself. Smith is described as a dark haired man with "space bronzed" skin and pale eyes, who wears brown spacer's leathers and carries a raygun at his side like an old west gunfighter. His ship, the Maid, is small and unspectacular but surprisingly fast and agile. His closest ally is the equally amoral Venusian, Yarol.
His stories often involve ancient alien beings who have been worshipped as gods. This theme is similar to the tales of H. P. Lovecraft though, unlike Lovecraft's tales, Moore provides a hero who always manages to win out over hopeless odds. The classic Northwest Smith story is "Shambleau" in which Moore plays with themes of sexuality and addiction in Smith's encounter with a strange female alien.
The story "Quest of the Starstone" is also worth noting because it connects Smith with Moore's other most famous character, Jirel of Joiry.
Moore originally created Smith as a western character and kept the name when she switched to science fiction.[1] She reportedly liked the absurdity of a character named "Northwest" in space, where compass points are meaningless.
Moore traced the origin of the character's name to the typing work which she was doing for a living while writing Shambleau and which included a letter addressed to a "Mr. N.W.Smith"
 You can find out more about the first lady of Science Fiction

 Catherine Lucille Moore.jpg
The North West Stories and collections are the following : 
  • "Shambleau" (Weird Tales, November 1933). On Mars, Northwest rescues a strange, beautiful girl from the Lakkdarol mob. They become very close.
  • "Black Thirst" (Weird Tales, April 1934). A Minga woman invites Northwest into the forbidden Venusian fortress where she lives. It turns out to be even larger than expected.
  • "Scarlet Dream" (Weird Tales, May 1934). An oddly-patterned shawl that Northwest picks up in Lakkdarol gives him unpleasant dreams.
  • "Dust of Gods" (Weird Tales, August 1934). Northwest and Yarol take a job searching for the physical remnants of a dead god in northern Mars.
  • "Julhi" (Weird Tales, March 1935). Northwest takes a wrong turn in the ruins of Vonng, Venus.
  • "The Cold Gray God" (Weird Tales, October 1935). In the polar city of Righa on Mars, Northwest meets a Venusian lady who isn't quite herself.
  • "Yvala" (Weird Tales, February 1936). Northwest and Yarol go looking to capture slave-women on one of Jupiter's moons and find out more about themselves.
  • "Lost Paradise" (Weird Tales, July 1936). A little old man with a big secret helps Northwest learn more about ancient Lunar history.
  • "The Tree of Life" (Weird Tales, October 1936). In the ruins of Illar, Northwest finds out more about the Martian drylanders' past.

Fanzine stories and collaborations[edit]

  • "Nymph of Darkness" (Fantasy Magazine fanzine, April 1935; written with Forrest J. Ackerman)
  • "Quest of the Starstone" (Weird Tales, November 1937; written with Henry Kuttner)
  • "Werewoman" (Leaves fanzine, Winter 1938/39)
  • "Song in a Minor Key" (Scienti-Snaps fanzine, February 1940). Northwest meditates on his own past life.

Collections[edit]

Northwest Smith stories appear in the following collections:
  • Shambleau and Others (1953): Shambleau, Black Thirst, The Tree of Life, Scarlet Dream (collection also includes Black God’s Kiss, Black God’s Shadow and Jirel Meets Magic, three Jirel of Joiry stories)
  • Northwest of Earth (1954): Dust of Gods, Julhi, Lost Paradise, The Cold Gray God, Yvala (collection also includes The Dark Land and Hellsgarde, two Jirel of Joiry stories)
  • Scarlet Dream (1981): Black Thirst, Dust of Gods, Julhi, Lost Paradise, Shambleau, The Cold Gray God, The Tree of Life, Yvala, Scarlet Dream, Song in a Minor Key
  • Black Gods and Scarlet Dreams (2002): The same stories as Scarlet Dream, together with five stories of Jirel of Joiry.
  • Northwest of Earth (2007): All of the Northwest Smith stories, both primary and fanzine/collaborations.