Showing posts with label Sandy Petersen. Show all posts
Showing posts with label Sandy Petersen. Show all posts

Tuesday, April 15, 2025

Review & Commentary On 'White Wolf: Temples, Demons, & Ships of War' By Stewart Wieck, Kevin Freeman, & Sandy Petersen ... For The Stombringer Rpg 2nd Edition Box Set

 "Explore Three Deadly Temples! Enter the Accursed Realm of Zhortra, Lord of Chaos.

White Wolf, a supplement for the Eternal Champion series of roleplaying games, presents many items of interest to gamemasters, particularly those wishing to run high-level campaigns. The book contains: Complete information, stats, and maps for three powerful temples of the Young Kingdoms. DARKSPIRE: Temple of Chaos is a mysterious and sinister place, with many dooms for the unwary adventurer. From this dark abode the twisted worshippers of Mebelrode, the Faceless God, bring fear to all who fail to bow down to the power of Chaos! The Temple of the Eternal Flame lurks in the fiery heart of an ancient volcano. This remarkable temple is dedicated to the worship of Kakatal, Lord of Fire Elementals. The mighty fortress of HAVEN: Temple of Law stands defiant against the minions of Chaos, and offers refuge to all who flee their wrath. Its courageous guardians worship four great Lawful deities: Donblas, Goldar, Arkyn, and Callandus. They stand ready to battle Chaos whenever called upon by the faithful.

Escape from Yellow Hell, a high-level, ultra-magical scenario the will challenge even the most powerful adventurers. The adventurers must rescue a priest trapped on the Yellow Hell, a x5 Chaotic plane of the damned ruled by Zhortra, Lord of Chaos.

White Wolf also contains naval rules for the Eternal Champion series, suitable for any campaign, and new data on Elric of Melnibone (the "White Wolf").

Any adventure created for an Eternal Champion game will function without flaw in any scenario in the series. The strength of Law or Chaos on a plane may affect a character's magical ability."

Coming out of the ether in '87 is one of the more unusual early books for the Stormbringer rpg 'White Wolf ' from the pens of Stewart Wieck, Kevin Freeman, & Sandy Petersen. The page count seems unimpressive at fifty six pages but these early books are unusual in that they set the Sword & Sorcery tone for later editions , push forward the Stormbringer rpg universe, & bring to the table experimental early Chaosium rpg  ideas.
You can think of 'White Wolf: Temples, Demons, & Ships of War' as a supplement that occurs later in the career of both Elric & the PC's. There are rules straight out of the gate here for dimensional travel, war, and more. You can think of this book taking place right around the time of the 'Weird of the White Wolf era or much earlier;""We must be bound to one another then. Bound by hell-forged chains and fate-haunted circumstance. Well, then  let it be thus so ” and men will have cause to tremble and flee when they hear the names of Elric of Melnibone and Stormbringer, his sword. We are two of a kind produced by an age which has deserted us. Let us give this age cause to hate us"

Imrryr, the dreaming city; Yyrkoon, the hated usurper; Cymoril, the beloved... all had fallen to the fury and unearthly power of the albino prince and his terrible sword. And Elric faced at last the fate that was to be his in this haunted era ” that he must go forth, sword and man as one, and havoc and horror would be forever at his forefront until he found the Purpose that was yet obscured to him.
THE WEIRD OF THE WHITE WOLF is the authorized, revised and finally complete novel of the third book of Elric."
'White Wolf: Temples, Demons, & Ships of War' brings the fire of high end & PC level Stormbringer rpg action to the table top level. You can compare the feel of this Stormbringer book to T1-4 Temple of Elemental Evil by Gary Gygax &  Frank  Mentzer. How so!? This is the high end promised middle to upper teir adventure promised in the Stormbringer rpg line. You've got three different temples of Law & Chaos in 'White Wolf'. According to the  Elric/Stormbringer rpg entry in Wayne's Books;" DARKSPIRE: Temple of Chaos is a mysterious and sinister place, with many dooms for the unwary adventurer. From this dark abode the twisted worshippers of Mabelrode, the Faceless God, bring fear to all who fail to bow down to the power of Chaos! " What this actually is the first of three temples of Law & Chaos, its a deadly affair. I can honestly say that this temple has made me hate & loath  Mabelrode, the Faceless God because I lost three PC's to this place.




Thrown into the deep end this is a temple that belongs in both Stormbringer & the Dungeon Crawl Classics rpg. Yes its that deadly!
"The Temple of the Eternal Flame lurks in the fiery heart of an ancient volcano. This remarkable temple is dedicated to the worship of Kakatal, Lord of Fire Elementals." This is one of those elemental rulers temples that I've used numerous times as a dungeon master with players. Since Elric called on various animal rulers from half worlds to the various elemental rulers. This temple has appeared in Runequest, as a Call of Cthlhu Dreamlands adventure location, and even as a D&D elemental temple its that well thought out & serves its purpose well! Next! There didn't used to be a lot of detail on the temples of Law in Stormbringer until 'White Wolf: Temples, Demons, & Ships of War' detailed out this location

"The mighty fortress of HAVEN: Temple of Law stands defiant against the minions of Chaos, and offers refuge to all who flee their wrath. Its courageous guardians worship four great Lawful deities: Donblas, Goldar, Arkyn, and Callandus. They stand ready to battle Chaos whenever called upon by the faithful." My god has this adventure location gotten a work out. This was the adventure headquarters for the Knights of Donblas & the bastion of Law for Stormbringer. Towards the end of the campaign this adventure location was the perfect location to have the PC's make a stand against the wave of undead & Chaos at the end of the world. But the icing within the White Wolf supplement has to be the adventure 'Escape From Yellow Hell; "Escape from Yellow Hell, a high-level, ultra-magical scenario the will challenge even the most powerful adventurers. The adventurers must rescue a priest trapped on the Yellow Hell, a x5 Chaotic plane of the damned ruled by Zhortra, Lord of Chaos."



'Escape From The Yellow Hell' is a mini campaign within its own right, its brutal, nasty, & an excercise in high end thinking & actual slogging through the adventure location & plane. Its well done but its really dark & nasty Hell. My players hated me for using this adventure.
'White Wolf: Temples, Demons, & Ships of War' is a naval warfare supplement as well that has a nice set of Young Kingdom ships, naval combat rules, and even other planar travel rules. It presents itself as a universal supplement for the Stormbringer rpg but its really high end set of options for the 2nd edition Stormbringer box set.
And in point of fact I've used these rules sets & tool box found within this book to run a complete 'A Sailor on the Seas of Fate' campaign upon which the player's PC's signed up for. Yes its a solid supplement & one of the best in my opinion that was published.



Wednesday, April 2, 2025

Review of 'The Shattered Isle: Rebels Against the Mutant Master' (Eternal Champion Series) By Steve Perrin, Sandy Petersen, & Charlie Krank For The classic Stormbringer Rpg & The Hawkmoon Box Set

 


Sometimes we don't understand the sigificance of an adventure until much later on in life, such is the fate of 'The Shattered Isle: Rebels Against the Mutant Master' By Kerie Campbell-Robson, Steve Perrin, and Sandy Petersen published in '87 by Chaosium.
The first half of the book is new rules, fixes for the classic Hawkmoon box set, new masked orders of the Granbretanian empire & a sprawling campaign. This is not a lower tier campaign adventure for either Hawkmoon or Stormbringer, the stakes are high, the adventure elements go from gritty to full on cosmic & the adventure campaign could be lethal.


 'The Shattered Isle: Rebels Against the Mutant Master' is a crossover adventure between the classic Chaosium Stormbringer rpg & Hawkmoon box set. 'The Shattered Isle: Rebels Against the Mutant Master' is the classic wizard messing around with a high level technological/occult relic to break the barriers of the planes. This isn't your run of the mill wizard instead this is the mutant master whose responsible for the entirety of the bio weapon system program of the Tragic Millennium Europe take over. Zhenader is a wizard scientist of the Granbretanian empire who controls the entire country of  Eire is Irish for "Ireland", the name of the island and   the sovereign state.  Zhenader  has gone completely rogue after finding a Fairy mound, other worldly artifact, & broken the planar barrier into the Million Spheres.
He is not someone to trifle with at all because he's also found the armory of Eire & a host of pre Tragic Millennium weapons, artifacts, & more
The weapons are a weird mix of Eighties military technologies & Granbretanian empire weapon systems. This makes sense but its still gives a very strange impression. And its this impression of the weird where
 'The Shattered Isle: Rebels Against the Mutant Master' excels. 

We mentioned the word sprawling & 
 'The Shattered Isle: Rebels Against the Mutant Master'   has the PC's coming face to face with some of the more dangerous NPC's their going to be facing. We get warriors from across the 'Young Kingdoms' to the peoples of Corum these are all in the hands of  Zhenader. Things go from bad to worse for the PC's. But their is light at the end of the tunnel & its not a train. The party is going to have to do some very fancy foot work but its a good adventure. 'The Shattered Isle: Rebels Against the Mutant Master'  is just weird enough to be engaging but actually playable. This is a campaign that is going to take months to work through. The possibilities of dimensional travel are high & even beyond. We have used this campaign as a pick up adventure with Rogue Mistress in the past so this is a strong possibility as well. This is a campaign that can go from 3 months to about a year or better to mop up every aspect of the machinations of the top tier villain

With a bit of work on the dungeon master's part I actually think that this could be a really good module for an extended game of both classic Stormbringer & Hawkmoon. 

Friday, June 9, 2023

Review & Commentary On 'The Stormbringer Companion' For The Stormbringer rpg by Sandy Petersen , Steve Perrin , & Ken St. Andre

 "Creatures, heroes (or antagonists), and exotic treasures for use by the Game Master in Stormbringer adventures. Plus six far-ranging adventures ready for immediate play"




The Stormbringer rpg Companion is one of the most loved of the 2nd edition box set supplement books, The Stormbringer rpg companion  basically is the spill over & adventure book that the game needed.Stormbringer Companion  for the Elric/Stormbringer RPG is a paperback  that was published on January 1, 1983 by Sandy Petersen (Author), Steve Perrin (Author), & Ken St. Andre (Author). Its loved because of the fact that it actually dove tails right into the world of 'The Young Kingdoms' so well. And the adventures actually fit the game very well. These adventures convey a feeling of Sword & Sorcery inherit in the design & writing at the time; "


"Stormbringer is a roleplaying game of action and adventure in the Young Kingdoms, the world created by noted author Michael Moorcock in his ELRIC novels. This is the first supplement produced specifically for Stormbringer.

Within this book you will find two main sections: Additions and Scenarios. The Additions section contains creatures, heroes (or antagonists), and exotic treasures for use by the Game Master in Stormbringer adventures.

The Scenarios section contains six far-ranging adventures ready for immediate play. The adventurers will travel the world over: starting from daunting Forest of Troos, through the Dragon Sea, into the Marshes of Mist, over the northern hills of Shazaar, and onto the Plane of Shadows. They must meet and master every foe imaginable, but the rewards are well-worthwhile for the few lucky survivors."

1983, 1985(?) ... 80 pages ... CHAO 2102 ... ISBN 0933635079" This write up is from Wayne's Books here. The first section contains a Young Kingdoms's bestiary. And these monsters & creatures would appear later in the fourth edition of the Stormbringer rpg. We dive into notable Young Kingdom NPC's & again these would appear later in the fourth edition rpg. The treasures section has many major & some minor magical artifacts once again these would appear within the fourth edition of the Stormbringer rpg. 




The adventures start with the solo 'Sea Battles At Melibone' By Ken St.Andre & you get to play Elric in a sea battle against his treasonous cousin. The adventure is designed to teach the tactics of the Stormbringer rpg. Its a good introduction to the game itself. The second adventure Karyzoon's Quest by John Scott Clegg takes the player on as a sorcerer of Pan Tang whose exhausted his supply of invulnerability potion & must brave the forrest of Troos. The adventure highlights the real alieness of the forrest & its inhabitants. It does solid job of introducing the forrest & weirdness to the player. I've used this adventure as a part of the mercenary work for my players back in the Nineties. Into The Marshes by Glenn Rahman has the player take on the role of Moonglum.This is a good solo adventure with some interesting twists & turns. 
Then we dive into 'The Hall of Risk' by John Boyle, this is a mother of an adventure & really goes a long way to really putting the 'Young Kingdoms''s flavor on a plate for the dungeon master. This is a high risk adventure & I've run it several times over the years. 
The Crystal of Daerdaerdath' by Mark L Gambler here the player's PC's become in the employ of a wealthy Pan Tangian merchant, a collector of magical artifacts & art. They have a rather unusual job but the adventure is not as straight forward as it sounds. And this is one of the best of the book in my humble opinion. 

'The Eye of the Theocrat' by Ed Gore is a nasty little run of an adventure & this one is a classic that I've run numerous times. Its nasty, dangerous, with its own twists or turns. 

The Stormbringer Companion is more then the sum of its parts & many of the adventures above would resurface within fourth edition Stormbringer as a part of the book's packaged adventures. The book is now notable for collectors of the Stormbringer rpg. And an old favorite of mine because it lays the Young Kingdom flavor, setting, & material at the feet of the dungeon master. 

Thursday, June 1, 2023

Review of 'The Shattered Isle: Rebels Against the Mutant Master' (Eternal Champion Series) By Steve Perrin, Sandy Petersen, & Charlie Krank For The classic Stormbringer Rpg & The Hawkmoon Box Set

 "The Shattered Isle is a supplement for the Eternal Champion series of Roleplaying games. This series, currently consisting of the games Stormbringer and Hawkmoon, is based on the fantasy novels written by noted author Michael Moorcock. This book contains two sections: Additions and Scenarios.


ADDITIONS: Contains new rules which are later used in the Scenarios. Included here are guidelines for vehicular and aerial combat and exotic and powerful weapons found in the New Fenian armory, more than 50 Beast Orders from the isle of Granbretan, and a glimpse into the daily routine of Oshol Nariva -- a typical member of the Order of the Boar.

SCENARIOS: Contains numerous adventures set on the Tragic Millennium Earth. An extensive section titled Getting Here presents to the gamemaster capsulized methods for getting the adventurers involved with the Shattered Isle scenarios, including a variety of options for both Young Kingdoms and Tragic Millenium Earth adventurers."




Sometimes we don't understand the sigificance of an adventure until much later on in life, such is the fate of 'The Shattered Isle: Rebels Against the Mutant Master'  By Kerie Campbell-Robson, Steve Perrin, and Sandy Petersen published in '87 by Chaosium. The first half of the book is new rules, fixes for the classic Hawkmoon box set, new  masked orders of the Granbretanian empire & a sprawling campaign. This is not a lower tier campaign adventure for either Hawkmoon or Stormbringer, the stakes are high, the adventure elements go from gritty to full on cosmic & the adventure campaign could be lethal. 
 



 'The Shattered Isle: Rebels Against the Mutant Master'  is a crossover adventure between the classic Chaosium Stormbringer rpg & Hawkmoon box set.  'The Shattered Isle: Rebels Against the Mutant Master' is the classic wizard messing around with a high level technological/occult relic to break the barriers of the planes. This isn't your run of the mill wizard instead this is the mutant master whose responsible for the entirety of the bio weapon system program of the Tragic Millennium Europe take over. Zhenader is a wizard scientist of the  Granbretanian empire who controls the entire country of Éire. Éire is Irish for "Ireland", the name of the island and  the sovereign state. Zhenader has gone completely rogue after finding a Fairy mound, other worldly artifact, & broken the planar barrier into the Million Spheres. 
He is not someone to trifle with at all because he's also found the armory of Eire & a host of pre Tragic Millennium weapons, artifacts, & more. 
The weapons are a weird mix of Eighties military technologies & Granbretanian empire weapon systems. This makes sense but its still gives a very strange impression. And its this impression of the weird where 
 'The Shattered Isle: Rebels Against the Mutant Master'   excels. 


We mentioned the word sprawling & 
 'The Shattered Isle: Rebels Against the Mutant Master'   has the PC's coming face to face with some of the more dangerous NPC's their going to be facing. We get warriors from across the 'Young Kingdoms' to the peoples of Corum these are all in the hands of Zhenader. Things go from bad to worse for the PC's. But their is light at the end of the tunnel & its not a train. The party is going to have to do some very fancy foot work but its a good adventure.  'The Shattered Isle: Rebels Against the Mutant Master'   is just weird enough to be engaging but actually playable. This is a campaign that is going to take months to work through. The possibilies of dimensional travel are high & even beyond. We have used this campaign as a pick up adventure with Rogue Mistress in the past so this is a strong possibility as well. This is a campaign that can go from 3 months to about a year or better to mop up every aspect of the machinations of the top teir villain. 

With a bit of work on the dungeon master's part I actually think that this could be a really good module for an extended game of both classic Stormbringer & Hawkmoon. 

Tuesday, October 19, 2021

OSR Review & Commentary On 'The Anatomical Guide to Lovecraftian Horrors' From Petersen Games by Luis Merlo

" What is the deep one skeletal structure? How does the byakhee hune organ allow them to travel through interstellar space? What organs and biological material makeup the mysterious and ancient flying polyps? "

































"These questions and more will be answered in Luis Merlo’s groundbreaking scientific study of the anatomy, biology, and ecology of more than two dozen Lovecraftian horrors!

"Luis Merlo, a doctor from Ecuador, turned his medical knowledge to analyzing the many beings from beyond he had encountered. Knowing of Sandy Petersen’s knowledge and experience with such beings (being Cthulhu’s Van Helsing, if you will), he contacted Sandy with the intent to publicize and publish his esoteric findings. Unfortunately, through a series of mysterious events, Luis Merlo has been missing, but luckily his writings have been found and preserved to be published posthumously on his behalf."

'The Anatomical Guide to Lovecraftian Horrors' From Petersen Games by Luis Merlo,  is a system agnostic non game book that offers a slice of Lovecraftian horrors from an insider's perspective. The book is a Petersen's in universe book by a fictional  doctor/scientist from Ecuador whose gazed too deeply into the Abyss of Lovecraftian monsters. Right now its on sale from Drivethrurpg & over the last couple of years the book has popped up from time to time on Amazon. There's a fictional background for the book that Sandy Petersen has in one of his numerous videos on Youtube. 



'The Anatomical Guide to Lovecraftian Horrors' clocks in at a lavish hundred & fourteen pages of Lovecraftian monsters. We start with the Beings from Ib & these are given an interestingly indepth treatment covering a brief introduction, anatomical features, biology & ecology, development, & finally explorer's notes. We cover a weird & yet wide variety of the usual Mythos suspects. Starting with the beings of Ib & ending with Zoogs. The book's artwork is unusual & very well done. The text is easy on the eye, and there's some great pieces of monstrous artwork scattered throughout.  While there are no stat blocks per say there are some rather interesting break downs of Lovecraftian creatures & aliens throughout. This one volume has some great monsters in it. Stand outs for me were the starspawn, the moon beasts, the Great Race of Yith, the serpent men, the men from leng, and of course the Shoggoths, & many more. 


























Sandy Petersen & his team turn out some really excellent games & rpg  books. 'The Anatomical Guide to Lovecraftian Horrors' From Petersen Games by Luis Merlo, isn't an exception. This is a great book if your looking for something different & unique on the perspective of the monster, its motives, biology, fears, and even weaknesses in some cases. 'The Anatomical Guide to Lovecraftian Horrors' brings home the horrors to you in an easy to digest format. The book is well written & dives back into areas that many monster books don't. 'The Anatomical Guide to Lovecraftian Horrors' is a solid book & has potential to introduce players to a completely different take on many of the usual Lovecraftian horrors & their ilk. Because its on sale I can totally say to grab it while it lasts. All in all the 'The Anatomical Guide to Lovecraftian Horrors' is a great book for the Lovecrafian fan & hobbyist. 

Friday, December 4, 2020

Review & Commentary On 'White Wolf: Temples, Demons, & Ships of War' By Stewart Wieck, Kevin Freeman, & Sandy Petersen ... For The Stombringer Rpg 2nd Edition Box Set

"Explore Three Deadly Temples! Enter the Accursed Realm of Zhortra, Lord of Chaos.

White Wolf, a supplement for the Eternal Champion series of roleplaying games, presents many items of interest to gamemasters, particularly those wishing to run high-level campaigns. The book contains:

Complete information, stats, and maps for three powerful temples of the Young Kingdoms. DARKSPIRE: Temple of Chaos is a mysterious and sinister place, with many dooms for the unwary adventurer. From this dark abode the twisted worshippers of Mebelrode, the Faceless God, bring fear to all who fail to bow down to the power of Chaos! The Temple of the Eternal Flame lurks in the fiery heart of an ancient volcano. This remarkable temple is dedicated to the worship of Kakatal, Lord of Fire Elementals. The mighty fortress of HAVEN: Temple of Law stands defiant against the minions of Chaos, and offers refuge to all who flee their wrath. Its courageous guardians worship four great Lawful deities: Donblas, Goldar, Arkyn, and Callandus. They stand ready to battle Chaos whenever called upon by the faithful.

Escape from Yellow Hell, a high-level, ultra-magical scenario the will challenge even the most powerful adventurers. The adventurers must rescue a priest trapped on the Yellow Hell, a x5 Chaotic plane of the damned ruled by Zhortra, Lord of Chaos.

White Wolf also contains naval rules for the Eternal Champion series, suitable for any campaign, and new data on Elric of Melnibone (the "White Wolf").

Any adventure created for an Eternal Champion game will function without flaw in any scenario in the series. The strength of Law or Chaos on a plane may affect a character's magical ability."


Coming out of the ether in '87 is one of the more unusual early books for the Stormbringer rpg 'White Wolf ' from the pens of 
Stewart Wieck, Kevin Freeman, & Sandy Petersen. The page count seems unimpressive at fifty six pages but these early books are unusual in that they set the Sword & Sorcery tone for later editions , push forward the Stormbringer rpg universe, & bring to the table experimental early Chaosium rpg  ideas.  You can think of 'White Wolf: Temples, Demons, & Ships of War' as a supplement that occurs later in the career of both Elric & the PC's. There are rules straight out of the gate here for dimensional travel, war, and more. You can think of this book taking place right around the time of the 'Weird of the White Wolf era or much earlier;""We must be bound to one another then. Bound by hell-forged chains and fate-haunted circumstance. Well, then — let it be thus so — and men will have cause to tremble and flee when they hear the names of Elric of Melnibone and Stormbringer, his sword. We are two of a kind — produced by an age which has deserted us. Let us give this age cause to hate us"
Imrryr, the dreaming city; Yyrkoon, the hated usurper; Cymoril, the beloved... all had fallen to the fury and unearthly power of the albino prince and his terrible sword. And Elric faced at last the fate that was to be his in this haunted era — that he must go forth, sword and man as one, and havoc and horror would be forever at his forefront until he found the Purpose that was yet obscured to him.
THE WEIRD OF THE WHITE WOLF is the authorized, revised and finally complete novel of the third book of Elric."


































'White Wolf: Temples, Demons, & Ships of War' brings the fire of high end & PC level Stormbringer rpg action to the table top level. You can compare the feel of this Stormbringer book to T1-4 Temple of Elemental Evil by Gary Gygax & 
Frank Mentzer. How so!? This is the high end promised middle to upper teir adventure promised in the Stormbringer rpg line. You've got three different temples of Law & Chaos in 'White Wolf'. According to the Elric/Stormbringer rpg entry in Wayne's Books;" DARKSPIRE: Temple of Chaos is a mysterious and sinister place, with many dooms for the unwary adventurer. From this dark abode the twisted worshippers of Mabelrode, the Faceless God, bring fear to all who fail to bow down to the power of Chaos! " What this actually is the first of three temples of Law & Chaos, its a deadly affair. I can honestly say that this temple has made me hate & loath Mabelrode, the Faceless God because I lost three PC's to this place. Thrown into the deep end this is a temple that belongs in both Stormbringer & the Dungeon Crawl Classics rpg. Yes its that deadly! 
"The Temple of the Eternal Flame lurks in the fiery heart of an ancient volcano. This remarkable temple is dedicated to the worship of Kakatal, Lord of Fire Elementals." This is one of those elemental rulers temples that I've used numerous times as a dungeon master with players. Since Elric called on various animal rulers from half worlds to the various elemental rulers. This temple has appeared in Runequest, as a Call of Cthlhu Dreamlands adventure location, and even as a D&D elemental temple its that well thought out & serves its purpose well! Next! There didn't used to be a lot of detail on the temples of Law in Stormbringer until 'White Wolf: Temples, Demons, & Ships of War' detailed out this location;

"The mighty fortress of HAVEN: Temple of Law stands defiant against the minions of Chaos, and offers refuge to all who flee their wrath. Its courageous guardians worship four great Lawful deities: Donblas, Goldar, Arkyn, and Callandus. They stand ready to battle Chaos whenever called upon by the faithful." My god has this adventure location gotten a work out. This was the adventure headquarters for the Knights of Donblas & the bastion of Law for Stormbringer. Towards the end of the campaign this adventure location was the perfect location to have the PC's make a stand against the wave of undead & Chaos at the end of the world.  But the icing within the White Wolf supplement has to be the adventure 'Escape From Yellow Hell; "Escape from Yellow Hell, a high-level, ultra-magical scenario the will challenge even the most powerful adventurers. The adventurers must rescue a priest trapped on the Yellow Hell, a x5 Chaotic plane of the damned ruled by Zhortra, Lord of Chaos." 




'Escape From The Yellow Hell' is a mini campaign within its own right, its brutal, nasty, & an excercise in high end thinking & actual slogging through the adventure location & plane. Its well done but its really dark & nasty Hell. My players hated me for using this adventure. 
'White Wolf: Temples, Demons, & Ships of War' is a naval warfare supplement as well that has a nice set of Young Kingdom ships, naval combat rules, and even other planar travel rules. It presents itself as a universal supplement for the Stormbringer rpg but its really high end set of options for the 2nd edition Stormbringer box set. 
And in point of fact I've used these rules sets & tool box found within this book to run a complete 'A Sailor on the Seas of Fate' campaign upon which the player's PC's signed up for. Yes its a solid supplement & one of the best in my opinion that was published. 







Thursday, December 3, 2020

Review & Commentary On 'The Stormbringer Companion' For The Stormbringer rpg by Sandy Petersen , Steve Perrin , & Ken St. Andre

 "Creatures, heroes (or antagonists), and exotic treasures for use by the Game Master in Stormbringer adventures. Plus six far-ranging adventures ready for immediate play"




The Stormbringer rpg Companion is one of the most loved of the 2nd edition box set supplement books, The Stormbringer rpg companion  basically is the spill over & adventure book that the game needed.Stormbringer Companion  for the Elric/Stormbringer RPG is a paperback  that was published on January 1, 1983 by Sandy Petersen (Author), Steve Perrin (Author), & Ken St. Andre (Author). Its loved because of the fact that it actually dove tails right into the world of 'The Young Kingdoms' so well. And the adventures actually fit the game very well. These adventures convey a feeling of Sword & Sorcery inherit in the design & writing at the time; "


"Stormbringer is a roleplaying game of action and adventure in the Young Kingdoms, the world created by noted author Michael Moorcock in his ELRIC novels. This is the first supplement produced specifically for Stormbringer.

Within this book you will find two main sections: Additions and Scenarios. The Additions section contains creatures, heroes (or antagonists), and exotic treasures for use by the Game Master in Stormbringer adventures.

The Scenarios section contains six far-ranging adventures ready for immediate play. The adventurers will travel the world over: starting from daunting Forest of Troos, through the Dragon Sea, into the Marshes of Mist, over the northern hills of Shazaar, and onto the Plane of Shadows. They must meet and master every foe imaginable, but the rewards are well-worthwhile for the few lucky survivors."

1983, 1985(?) ... 80 pages ... CHAO 2102 ... ISBN 0933635079" This write up is from Wayne's Books here. The first section contains a Young Kingdoms's bestiary. And these monsters & creatures would appear later in the fourth edition of the Stormbringer rpg. We dive into notable Young Kingdom NPC's & again these would appear later in the fourth edition rpg. The treasures section has many major & some minor magical artifacts once again these would appear within the fourth edition of the Stormbringer rpg. 




The adventures start with the solo 'Sea Battles At Melibone' By Ken St.Andre & you get to play Elric in a sea battle against his treasonous cousin. The adventure is designed to teach the tactics of the Stormbringer rpg. Its a good introduction to the game itself. The second adventure Karyzoon's Quest by John Scott Clegg takes the player on as a sorcerer of Pan Tang whose exhausted his supply of invulnerability potion & must brave the forrest of Troos. The adventure highlights the real alieness of the forrest & its inhabitants. It does solid job of introducing the forrest & weirdness to the player. I've used this adventure as a part of the mercenary work for my players back in the Nineties. Into The Marshes by Glenn Rahman has the player take on the role of Moonglum.This is a good solo adventure with some interesting twists & turns. 
Then we dive into 'The Hall of Risk' by John Boyle, this is a mother of an adventure & really goes a long way to really putting the 'Young Kingdoms''s flavor on a plate for the dungeon master. This is a high risk adventure & I've run it several times over the years. 
The Crystal of Daerdaerdath' by Mark L Gambler here the player's PC's become in the employ of a wealthy Pan Tangian merchant, a collector of magical artifacts & art. They have a rather unusual job but the adventure is not as straight forward as it sounds. And this is one of the best of the book in my humble opinion. 

'The Eye of the Theocrat' by Ed Gore is a nasty little run of an adventure & this one is a classic that I've run numerous times. Its nasty, dangerous, with its own twists or turns. 

The Stormbringer Companion is more then the sum of its parts & many of the adventures above would resurface within fourth edition Stormbringer as a part of the book's packaged adventures. The book is now notable for collectors of the Stormbringer rpg. And an old favorite of mine because it lays the Young Kingdom flavor, setting, & material at the feet of the dungeon master. 

Tuesday, December 1, 2020

Review of 'The Shattered Isle: Rebels Against the Mutant Master' (Eternal Champion Series) By Steve Perrin, Sandy Petersen, & Charlie Krank For The classic Stormbringer Rpg & The Hawkmoon Box Set

 


Sometimes we don't understand the sigificance of an adventure until much later on in life, such is the fate of 'The Shattered Isle: Rebels Against the Mutant Master'  By Kerie Campbell-Robson, Steve Perrin, and Sandy Petersen published in '87 by Chaosium. The first half of the book is new rules, fixes for the classic Hawkmoon box set, new  masked orders of the Granbretanian empire & a sprawling campaign. This is not a lower tier campaign adventure for either Hawkmoon or Stormbringer, the stakes are high, the adventure elements go from gritty to full on cosmic & the adventure campaign could be lethal. 
 



 'The Shattered Isle: Rebels Against the Mutant Master'  is a crossover adventure between the classic Chaosium Stormbringer rpg & Hawkmoon box set.  'The Shattered Isle: Rebels Against the Mutant Master' is the classic wizard messing around with a high level technological/occult relic to break the barriers of the planes. This isn't your run of the mill wizard instead this is the mutant master whose responsible for the entirety of the bio weapon system program of the Tragic Millennium Europe take over. Zhenader is a wizard scientist of the  Granbretanian empire who controls the entire country of Éire. Éire is Irish for "Ireland", the name of the island and  the sovereign state. Zhenader has gone completely rogue after finding a Fairy mound, other worldly artifact, & broken the planar barrier into the Million Spheres. 
He is not someone to trifle with at all because he's also found the armory of Eire & a host of pre Tragic Millennium weapons, artifacts, & more. 
The weapons are a weird mix of Eighties military technologies & Granbretanian empire weapon systems. This makes sense but its still gives a very strange impression. And its this impression of the weird where 
 'The Shattered Isle: Rebels Against the Mutant Master'   excels. 


We mentioned the word sprawling & 
 'The Shattered Isle: Rebels Against the Mutant Master'   has the PC's coming face to face with some of the more dangerous NPC's their going to be facing. We get warriors from across the 'Young Kingdoms' to the peoples of Corum these are all in the hands of Zhenader. Things go from bad to worse for the PC's. But their is light at the end of the tunnel & its not a train. The party is going to have to do some very fancy foot work but its a good adventure.  'The Shattered Isle: Rebels Against the Mutant Master' 
  is just weird enough to be engaging but actually playable. This is a campaign that is going to take months to work through. The possibilies of dimensional travel are high & even beyond. We have used this campaign as a pick up adventure with Rogue Mistress in the past so this is a strong possibility as well. This is a campaign that can go from 3 months to about a year or better to mop up every aspect of the machinations of the top teir villain. 

With a bit of work on the dungeon master's part I actually think that this could be a really good module for an extended game of both classic Stormbringer & Hawkmoon.