Showing posts with label Swords and Wizardry. Show all posts
Showing posts with label Swords and Wizardry. Show all posts

Tuesday, September 22, 2015

Review & Commentary on Free The OD&D Cacozealot Class By Corey Ryan Walden For Your Old School Campaigns

With the Fall sweeping in to New England I'm looking into more horror themed  and unusual OD&D racial PC options.


 

GRAB IT RIGHT
HERE
Cacozealot racial class is a really nice half demon/half fairy PC class from the pen of Corey Ryan Walden. I've been looking for a low powered but highly dangerous race to throw into my games. This is it; the Cacozealot  has many of the powers, abilities, and minor skills that a pre Flood monster that I'm looking for a Fall sword and sorcery campaign.
All minis featured in this overview are from Reaper right over HERE

For a sword and sorcery this class adds the hint of corruption just bubbling under the surface of such PC's. You get a whole range of possibilities without sacrificing the awesome even as the heritage of weirdness and horrors roils under the surface of the PC race. There's plenty of pulpy weirdness in this class that can bridge the gap  between a sword & sorcery campaign and a modern horror investigation game using the OD&D engine for horror adventures. The class is balanced, well done, and does not use  a mishmash of ideas and concepts from its writer's pen but pulls in his ideas into a coherent whole that is very useful at the gaming table.


I can see using this racial class as all kinds of infernal muscle in alternative world  historical Nineteen Forties game campaigns where half demon mobs and mafias run the gamut and clash in the shadows. Applying these sorts of modern conceits though for a more modern OD&D game a DM might want to visit the OSR Library.  This class could also be used for dealing with the horrors of the underworld. More on on that coming up.
All in all this class makes an excellent addition to a DM's library of tools and options for players to choose from for their games.



For an unusual racial PC class for OD&D the Cacozealot  makes a welcome addition to the DM's OD&D menu of PC options. For a free PC option Corey did a great job with this.

Saturday, September 12, 2015

Reveiw & Commentary On The Cliff-lair of Heeter Adventure By Corey Ryan Walden For Your Old School Campaigns

The Cliff-Lair of Heeter is a mini-adventure for 4-10 characters of 1st-3rd levels. It is compatible with the 1974 edition of the world's most popular fantasy role-playing game, or a similar retroclone. This is a mid point adventure for 1st and a mid level adventure for 2nd level PC's who are threading their way to 3rd level. This adventure clocks in at twelve pages of science fantasy style adventure encounters. It sells for two dollars of high test but well balanced old school encounter adventure fun.
GRAB IT RIGHT OVER HERE 
Much of the action reminds me of a old school mid- Fifties Weird Tales or pulpy science fantasy adventure.



 The Cliff-lair of Heeter By Corey Ryan Walden is a two dollar mid level adventure that covers a particularly weird & dangerous adventure location & situation. Do I think its worth the price of admission? Yes, yes I do. As a beginning level adventure  The Cliff-lair of Heeter By Corey Ryan Walden packs plenty of old school thrills and action into a small package of awesomeness. The plot reads like something from an old school fanazine; A local tale whispers of a strange sorcerer who has dwelt in the cliffs and crags for centuries. During that time savage lightning has illumined the skies and valleys, seemingly at the bidding of this enigmatic figure. More recently there have been even more bizarre stories. Horses stolen by blue-skinned men for unseemly purposes — disrupting trade and traumatizing travelers. You have heard these disturbing stories, whether they be founded in truth or fiction. But one question remains: will you brave the journey to the crags?
This is a great adventure with lots of potential that can be used with OD&D, Labyrinth Lord as well as Swords and Wizardry and other old school retroclones. Believe it or not this is a gonzo adventure that doesn't actually go over the top. It does exactly what it says on the tin. Encounters here are balanced, strange with classic bits with  actual plot points that bring the PC's right into the middle of the weird action. 
Monsters are strange and classically original to the adventure even as death lurks around every corner. Given the old school feel of the adventure there's lots happening in this twelve pages. And this adventure could be used as a link up point for another of the author's adventure's in this case in the form of the free adventure Black Ruins. Both of these adventures could be easily linked up to form the basis for as sword and sorcery old school campaign. There's plenty of room for the DM to expand several of the bits and pieces into fully developed campaign adventure elements as they see fit.



There's a certain alien old world sense to the  The Cliff-lair of Heeter By Corey Ryan Walden which reading through it makes me want to run a cast of beginning level PC's through the entire adventure over an evening or two's play time.  Because it clocks in at twelve pages the adventure is perfectly set up for a convention set of play and is well worth the two dollar price tag. There's lots of old school alien sorcerer action here. Look do yourselves a favor and grab this one on Lulu.

Caturday Free OSR Download - OD&D Werecat Class By Corey Ryan Walden


GRAB IT RIGHT
HERE

So I've been looking around for something different and interesting for as much as my own amusement as anything else. I love OD&D by default, and this morning I stumbled across Corey Ryan Walden's OD&D Werecat Class.  I really love the idea of an OD&D spell casting were cat class, it seems balanced right on the outset. There are several venues where I can see laying this class down right off the top my head. Grabbing it and throwing it into the outskirts of the Hallow World campaign  There are plenty of lost world shape shifting bits of excitement for this class to be plugged right into there. There are several other possibilities as well. For a Lamentations of the Flame Princess lost world game this is a great NPC or PC class to plug right into a game.

Reaper mini available right over Here
Now for me, this class might work for Astonishing Swordsmen and Sorcerers of Hyperborea as a PC class but I would generate stats using the AS&SH game and conform the PC class as needed. But I haven't tried this out so your mileage may vary. On the whole however I do think that this class could work very well as an addition to either Swords & Wizardry or Labyrinth Lord but check your level progression as necessary. I personally think that this class adds a bit of that old school Marvel Conan without sacrificing too much of the supernatural element of Weird Tales.
With a bit of work this class might also be used as a black magick style NPC class of very dangerous aspect. Add in some black magick spells, a few dark aspects and you've got the makings of a vile villain of a horrid aspect. There has been a long tradition of just this sort of a villain in horror comics going all the way back the golden age of comics in the Forties.
Applying these sorts of modern conceits though for a more modern OD&D game a DM might want to visit the OSR Library.



Another option would be to use the were cat class as another option for a White Star game as alien other worldly race as class type to keep things really interesting. All in all think that there's a ton of uses for this class




Sunday, April 26, 2015

Free OSR Gonzo Adventure - The Rise and Fall of Zamzer For Your OD&D or Retroclone Style Campaigns


You can find a ton more information about the adventure and the adventure itself over at the Fire In The Jungle Blog HERE


So a couple of days ago, I came across a really gonzo old school adventure for an OD&D set up game. Its quick and short but sweet in what it does. This is a great little adventure if you want to introduce a party of adventurers to one another in a weird pulp setting with a prison break out and a whole bunch of old school elements that are simply awesome to use and work with if you go in for the gonzo element. Its simply a fun, free adventure with lots of little interesting elements to throw at your players. I love the fact that the adventure references an old exploitation Kung Fu classic called Burning Paradise In Hell. I loved the fact that the author referenced this movie because it was a poster that used to be in the background of the video store I worked in back the 90's in Boston on the weekends. The adventure is pretty solidly gonzo and its free, so I hoped you enjoy running it as much as I had a blast reading through it. 


A word of warning about Burning Paradise, this is a cult film of the highest caliber and a truly terrible film with some very weird elements to it. Its an acquired cult taste and consider yourself warned. I believe its out on a few venues for viewing and its rather obscure to begin with.
 According to the reviews -  "Lam gives the story a new twist by envisaging the temple as a kind of Quake-type fortress complete with bottomless pits, traps, poison gases and other nasties that await the two fighters who are assigned to free the monks." You can find out more right over HERE


Wednesday, April 22, 2015

1d10 Unique Random Demonic Finds Table For Your Old School Campaigns


The clash of thunder, lightning, and brimstone marks the battles between adventurers and puppets behind the forces of the Beyond namely Hell itself. There are sometimes relics and artifacts left behind after such clashes but often times these things are far more dangerous and disgusting then anyone realizes. Here then is a random table of several demonic finds that may cause your adventurers a Hell of a time out in the wastes.

Only those of minor demonic blood can hope to hold on to these items without shock or disgust. These items carry with them a heavy price for those who use them will feel depressed and tired as if something awful and dangerous is stalking. 

1d10 Unique Random Demonic Finds Table 

  1. A vase of alabaster containing a strange buzzing something but stopped up with a sealed wax and thread symbol impressed into the wax. The vase is surrounded by a strange glowing pattern of erotically suggestive forms. The thing is able whisper rumors of war, gossip, and strangely weird bits of esoteric. If unsealed then a demonic cloud of weird supernaturally dangerous insects escapes. They have strange human like faces and savage sharp like miniature teeth. They count as a swarm and do 3d6 points of damage per round when they are released attacking both friend and foe alike. 
  2. A black piece of iron that seems slimy and disgusting to the touch. This piece of metal always points to the true direction of Hell and is able to damage ghosts, demons, devils,etc. There are several claw marks embedded in the thing. +1 weapon and its always slime ridden. 
  3. A broom of twisted oak and black burnt twigs at the end of it tied with twine made of human or perhaps animal gut. The thing grows warm to the touch with approaching storms and whispers on the winds. Once a day the broom may be used to summon a gust of fetid wind and used as a broom of flight should the command word be spoken. But the thing will after 1d10 months of operation cause a minor demon to take notice of the owner and it will want to 'talk' or eat the owner. 
  4. A dagger made from hell metal and the smallest finger claw of a demon, the thing isn't a weapon at all but an instrument of direction and torture. It points to its target's weakness and a small spooky voice whispers in the ear of the owner about the target. Another weapon must be used on the target  or the minor demon twisted in the metal of the thing will grow angry at the breaking of the game's rules. 
  5. A strangely wrought device made from the discarded junk of Hell. The device gives off weird noises that indicate when an angel or other Heavenly being enters within 50 miles of the owner. The thing requires frequent bits and pieces of blood to lubricate the organ like devices of the mechanism. A minor demon will come to make a pact after 1d30 days of operation and ownership of this device. 
  6. This +2 butterfly like knife device has been forged from an iron egg of an aborted demonic thrall. The knife is used to cut and slice the cords of life and death from a target. The thing is cursed with a bit of murder and there is a 30% chance of those using the thing will try and murder a loved one or even a complete stranger. The thing drips with a blue puss like substance at night. 
  7. A sack of black leather like substance that contains the ingredients for a minor demonic summoning along with the chant tattooed inside the still living bit of demon skin. There are nail clippings, weird powders, several bits of horror, and strange fetus like thing that appears to be still living. Once the words have been read, the entire thing is consumed in a gout of hell fire and a type 3 or better demon will appear and you'd better have a damn good reason for the summons.
  8. This twisted rod of fused human thigh bones echoes with the vibrations of hell, if someone holds it for 1d40 minutes there is a 30 % chance of a spell or other vital occult insight will be screamed out. The thing can also scream once per day a word of panic or fear all targets must save vs magick or be frozen with fear. 
  9. A minor demonic claw is present and its still alive. It can be used to open a gate into a middle Hell or the Beyond. The thing acts as a +2 weapon against mortals but writhes in fear of devils who cut apart its last owner. Once per day it can produce darkness and is considered cursed by those who see it. 
  10. The eye of a minor demon lord which looks balefully out onto the world. Once per day this still living thing can be used to gaze into Hell. Its owner knows when it gazes into the plane. The owner will seek to murder anyone who knows about it. The eye can cast a minor curse upon a target but the eye itself is considered cursed by many occultists.


Tuesday, April 21, 2015

1d10 Weird Finds From Within The Domed Cities Table For Your Old School Campaigns


These cities of the Ancients are found throughout the wastelands made of jet and green  porcelain like materials these places house weirdly wrought secrets and strange artifacts of sorcery & super science. The odd inhabitants are all that remain of these once mighty peoples. They can not even remember their origins but these domed palaces of a bygone era hold many mighty and dangerous secrets within them. Here is a listing of ten random artifacts to confound your adventurers.
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1d10 Weird Finds From
 Within The Domed Cities Table
  1. Strange genetically modified tree thing in the shape of a man that sings in many languages entire operas of alien and unknown qualities. Every hour he or it produces metal flowers from within its blue green hair like growths. These will heal 1d6 points of damage or banish fatigue from within the owner and then vanish. Worth 20 gold pieces for each flower. 
  2. Golden holographic mini projectors that show the heart's desire of their owners by telepathically scanning the mind of the said owner. Worth 400 gold pieces. 
  3. A purple and grey computer like device that projects semi solid dream like illusions from within the mind of those within 20 feet of it. These illusions have a semi addictive quality about them. The projector weights several hundred pounds and is well worth over 20000 gold pieces. 
  4. A giant glass  brain that has all kinds of weird and spinning liquids through it. The thing is a telepathic storage device that mimics the human mind and makes a snap shot copy of anyone standing within 20 feet of it. This thing then projects an extensive telepathic wave of thought and light energy that creates a semi real illusion of the past to those standing near it. The experience alone is worth 20 gold pieces per use. 
  5. An inner golden glowing robotic drone bird machine hybrid that creates telepathic thought patterns of weirdly erotically charged dreams that act as charm spells to those who are within eye shot of this bird. The lawmen of the domed cities use these to keep riots and civil unrest from happening. Worth 400 to 1000 gold pieces as this device works well out side of the cities. 
  6. A weird fan like device with hundreds of multiple holo projectors that create incredibly realistic holograms of people and animals from the minds of those around it. They will interact and almost but not quite be real. Have about the same substance as a phantasmal force spell. Worth 1000 to 5000 gold pieces. 
  7. Giant block like plastic cube with thousands of wires running through the center of this device. The thing acts like a giant artificial nervous system, this thing has thousands of nerve like contacts scattered through out the thing. This device may project pleasure, pain, and many emotions between as well. The device is actually a security system and fry victims minds for 3d6 points of telepathic damage. The thing can also force heal anyone by jump starting the victim's life force. Worth 60000 gold pieces. There is often an A.I. that controls such devices. 
  8. A wickedly dangerous robotic device that is actually a great warrior but is in fact a former peace droid that has been extensively modified into its current state. This robotic thing laments many of its past and wishes it could help with tactics and planning. The bot will want to advise in all matters of war and conquest. The robot is willing to share insights with anyone who will listen. There are super scientists willing to pay 7000 gold pieces for this unit. 
  9. Clone creator will telepathically scan its creator and will want to make their ideal fantasy a reality. These clones are temporary and will last 1d20 hours after which they will dissolved back into primordial soup. The device is a coffin like mechanism with lots of bells and whistles on it. Worth 60000 gold pieces the thing weighs several tons. 
  10. A hair salon chair like device that scans the minds of those who sit in it and creates incredibly vivid and erotic dreams for the victim. The device meantime has a snap shot of the victim's mind, this device can be used to  inject into the mind of the victim certain ancient Lovecraftian or advanced magical formulas. Worth 30,000 gold pieces to the right collector. 


Quick Review Of The Gar’Haden Family Crypt By Steve Gilman For Your Old School Campaigns





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The The Gar’Haden Family Crypt is a well done and quite straight forward old school adventure, the material here seems to pull from the horror filled roots of OD&D and is done with a great sense of dread and doom. The author has assembled all of his bits and pieces very well to enable a DM to drop this adventure right into his existing campaign. The design could be used as a part of a far more extensive campaign set up or as a drop and draw adventure for its intended game system which is Sword and Wizardry. The use of monsters is straight out of the S&W Monstrosities & Tome of Horrors Complete titles and the twists on the more traditional undead are surely welcome here.  The maps is well done and gives the DM exactly what's need to peer into the crypt.
This adventure could work for any number of campaign styles from straight up horror to a more sword & sorcery based campaign as well as everything in between. Style and substance are fully fleshed out here but there is plenty of meat on the bone for a DM to do their own DYI twist to add this to their own campaign. All in all a very enjoyable little romp through the grave yard and the author knows how to put together a tight,condense, and professionally done adventure. This adventure is the first to receive the Swords and Wizardry compatible logo. I meant to get this one up days ago but work has been keeping me busy and it seems sometimes the OSR titles can get away from you as an author. 

Monday, April 20, 2015

1d10 Random ''Blessings' & Mutations Of The Ancient Kings Table For Your Science Fantasy Campaigns

They are the ancient alien kings who ruled the solar system before the coming of mankind, they're names are legion and as mankind reached his hand to the Outer Worlds past Neptune, he found evidence of their passing. The shattered remains of a once mighty empire gone to dust among the howling winds of these weird alien worlds were found by mankind. But man has always been the great adapter took on the only remaining thing of these strange peoples, he adopted their genetic heritage. From mysterious blue and green pyramids of semi divine metals the great 'blessings' of these ancient kings are imbued upon new agents who follow in the wake of this fallen kingdom of alien kings. But are their blessings for good or evil? Only time will tell. 
File:P. Pomet, A compleat history of druggs...; mummies Wellcome L0028504.jpg
The ancient violet liquids and divine potions from the distilled royal bodies flow into new inheritors of ancient wisdom but will this be your PC's? Weird impulses, strange thoughts, and event speculation of the whispers of alien souls are heard in the halls of certain places. Here then are 1d10 random mutations that may only be passed by the blessings of the mysterious Violet Monks of The Ancient Kings. For a small tithe of several thousand gold pieces these blessings might also be yours.

1d10 Random ''Blessings' & Mutations
Of The Ancient Kings Table  



  1. Voices in The Night - The gifted can sense life and mysterious energies with a twenty foot radius, strange and mysterious whispers echo through his mind telling him some details such as the type of radiation or life that is present. There is a 20% chance that if magic has been cast that the gifted will know what type of spell or rite has been done and how long ago. The imubed will have strange antenna like growths from their heads when they receive this blessing. 
  2. The Strength of Alien Ages - The gifted adds three or four inches of height to their frame and gains + 3 to their strength, a ruddy sheen spreads across their skin and they add +3 to their Constitution. But they become less emotional and far more distant from their fellow men. 
  3. The Coming and Going of Kings - The gifted can see and smell the dimensional trails of travelers. Dimensional gates and portals cause the PC's eyes to glow and a trail of energy marks any dimensional gates that are within a 40 yard radius of the PC. They can follow such trails as blood hounds. 
  4. Makers Strength and Rage - The PC's fists glow with the light and fury of dead alien demon haunted stars and the PC gains +4 on all hand to hand attacks. But the energies linger after such attacks causing all within 30 feet of the gifted to make a radiation check as the alien radiations leech from the fool's hands attacking all. The gifted is immune to his own alien emanations.
  5. Gills of The Gifted Ones - The PC is able within 1d4 rounds to adapt to any atmosphere as his body's army of nano gilled processors cope and straighten the soul's frame to the planetary conditions. Those who receive this 'blessing' are a - 4 Charisma. The nano gill structures are quite evident and ugly to most eyes.  
  6. Eyes of the Void - The blessed one gains eyes and brain apparatus capable of seeing into the voids of space and time. The fool may gaze up to 1d8 light years away. They're eyes are black alien pulsing things making the blessed -5 on Charisma and they must be protected with specially made eye wear available through the Violet Monks for 6000 gold pieces per pair. 
  7. Understanding Of The Kings - The fool erm gifted is able to understand any alien pieces of technology as the biological computer structures within their minds spins through billions of computations as to the understand of such alien devices. The gifted one gains bright blue and green pulsing veins upon their fore heads and +5 to their wisdom scores. There are those who whisper of the alien understand and weird aura about such individuals however. 
  8. Crimson Bands of the Old Kings - The flesh of the gifted is crisscrossed with strange coloured bands of crimson and red. This is actually an alien thing that feeds and nurtures its host disabling the need for sleep or food. The blessed no longer requires these and will vomit forth food. The blessed now only goes into a fifteen minute rest period. These bands allow the blessed to recover and heal 1d8 points of damage but each time this is used another bit of the fool's humanity withers away and they will receive some minor alien feature. - 1 on their Charisma attribute. 
  9. Countenance of the Kings - The gifted gains infravision and his face warps into an alien form, taste and hearing become close to an elf's and he is able to hear colors. The fool takes on a semi demonic countenance and is able to sense the relics and works of the Ancient kings within a 30 foot radius of him. Further all robotic and cybernetic servants of the Ancient Kings will function for this being. The blessed will also gain the eight fingers of the kings as well gaining +2 on Dexterity. -4 on charisma with humans and near human races however as the ancestral memories of these beings brings hatred and disgust at a genetic level across the centuries. 
  10. Robes Of The King - The gifted becomes an ancient king in form and deed, he gains 1d4 mutations from this list and another five minor mutations from the appropriate matrices. The Ancient Kings will call to their brother from across the stars and enlist his help in their fight against Chaos itself. They may 10% ask the fool to return to the mortal plane after suitable training and seek out their works across the alien stars. The PC may be spoon fed missions by his mysterious benefactors and rope in their comrades into these adventures.
  •  Note that this list of mutations is from my Warlords of the Outer worlds campaign & PC's will not be receiving these benefits right away or at all depending upon adventures and missions. 

Saturday, April 18, 2015

1d10 Random Cave Men Mutations Table For Your Old School Campaigns


Cavemen are found in every strain of D&D and retroclone game systems,they're one of my all time favorite races to use including post apocalyptic wasteland games. Recently a friend expressed the fact that their aren't enough mutations available for these flexible and highly adaptable near human beings. So here's a quick random table of cave men mutations for your old school campaigns.


Le Moustier.jpg


1d10 Random Cave Men Mutations Table

  1. Shamanistic sight - This mutation of the optic nerves enables the gifted to look into nearby dimensions and see the spirits of the world around him. Hidden mystical energies and portals are visible to the owner. Magickal items have a strange aura about them and might cause pain to the 'gifted' who has this mutation. 
  2. Extra hard claws - The owner of this genetic gift gains +3 on all hand to hand attacks as these weird bone like growths extend from the owner's fingers. 
  3. The Extended Mind - The gifted gains +2 on his intelligence skill and has a knack for survival as well as mechanical devices. 
  4. Feel The Prey - The gifted has an affinity for prey animals and is able to track his quarry psionically over vast distances of over a thousand miles or more.  A wisdom roll is required for ever 40 miles or more. 
  5. Sense  of Magic - The gifted is able to feel and be affected by magic energies, they're senses burn with the energies of magic. They may sense any casting or rites using magic within a four mile radius of them. Those with this ability get nose bleeds when near places of strong magic. Often this will be of weird substances or strange liquids. These being can sense and hate the demonic though as it causes physical pain to the gifted. 
  6. He Who Crosses - Once per day the gifted may blink as a blink dog but there is a 30% of teleporting an extra 1d4 miles randomly when this ability is used. The gifted can automatically sense the direction of friends and family should this occur. They must walk back to these people. They can't teleport back to them. 
  7. Wandering Insanity - The gifted has dangerous or insane visions from the Outer Darkness. Once per day these sanity shattering visions can be projected at a target within line of sight. A save must be made or the target will be stunned as these mind bending visions of high weirdness run through their minds raping the victim's sense of sanity. 
  8. The Horror - The  gifted vomits forth living flies, bees, or other alien insects once per day towards the target. These horrors attack as per an insect swarm spell. These alien things are from a micro dimensional gate within the gift's gullet.  -3 charisma as these horrors move and swim under the fool's skin and organs. 
  9. Talk with the ancestors - Once per day the gifted gets cryptic visions from his ancestors in matters of hunting, survival, and other important matters. The gifted is also the target for ghosts and others who have passed on. Undead may catch this poor sap's scent and think him delicious. 
  10. Trails of The Unknown - This gifted is able to find, track, and move across nearby dimensions to nearby alternative worlds. There is a 20% chance per day of bringing 1d4 people with him. This activity causes a 1/2 point of damage per person. The ability can only be used once per day.
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Friday, April 17, 2015

1d20 Random Weird Wasteland Cult Finds Table For Your Old School Campaigns

There are some relics and artifacts that can cause many complications for PC's who find them, some are the products of super science and a blend of sorcery. All of them have a streak of the souls wrecking weirdness about them and these relics can be adventures within themselves.
So here is a d20 table of random wasteland finds that will beguile and bewitch your adventurers as they explore the ruins, dungeons, and catacombs of the wastelands. 

1d20 Random Weird Wasteland Finds Table
  1. An incredible musical instrument and product of super science blending gold, silver, and alien metals. Plays the music of the spheres by itself. worth 850 gold pieces 
  2. A weird super science instrument filled with a strange slowly moving liquid that once per week can cast a telekinesis spell and is capable of moving over 200 lbs of stuff. Worth 900 gold pieces and an alien dimensional traveler is searching for the thing. 
  3. A treasure map of nearby dimensional locations via holes in the astral. Worth 400 gold pieces and its the property of a minor demon 
  4. A time piece that creates a time stop spell once per new moon. The thing can halt a lycanthropes transformation but not the curse. Were wolves will trade to buy the relic for 700 gold pieces or try to murder the owner. 
  5. A product of super science this wand is able to create a breath of red dragon fire in a 40 foot range. This tool has 5 charges and there are a group of dragons seeking this relic worth 5000 gold pieces to the right collector. 
  6. An astral diving bell that is able to hold four people and capable of crossing four nearby dimensions. There are four weird alien skeletons made of metal inside the thing. Worth 50,000 gps to the right cult. 
  7. A broken ray gun perfect as a parts donor 600 gold pieces to the right collector but the thing is haunted by the ghost of its last owner. 
  8. A silver ring that contains a paralysis ray generator within it. Capable of casting a paralysis ray within a 20 foot range. This relic is in form of a wedding ring which cursed and being sought by its undead owner. Worth 500 gold pieces as a collector's piece. 
  9. A golden treasure chest that contains the decaying remains of a broken lich king who was once a mighty ruler of the undead. Worth 5000 gold pieces to his devoted cult of minions who are seeking their former master. They will murder to possess it but he is not seeking them. 
  10. A preserved brain of a super scientist which is now acting as a Mi Go bio drive. 600 gold pieces to the right cult but this artifact is being sought by the scientist's descendants. 
  11. Spent nuclear rods, fuel and the FTL drive in sealed lead lined casket, this relic is being sought by a cult of ancient alien astronaut worshipers. Worth 300 gold pieces but the cult will try and sacrifice the owners to the spirit that dwells within this radioactive prison. 
  12. Preserved but still living skin of an assassin and thief, this tool of the trade will turn anyone wearing it into a master assassin of 6th level or better. The wear is however a cold blooded psychopath and this 'treasure' contains the memories of those who have worn it before. A cult has developed around the thing to preserve the traditions associated with it. 3000 gold pieces to right collector
  13. A ring of telepathic intrusion that will try to telepathically mind rape anyone who wears it and those who are in the 40 foot vicinity of the thing. This relic is actually an alien mind weapon and there is a group of telepathic paladins seeking to destroy it as well as a cult that wishes to worship the the treasure as the remains of a god. Worth 700 gold pieces to the right weird collector. 
  14. Cybernetic steel beetle system that adds +3 to the dexterity attribute but its cursed to accelerate the organ and mind of the user as it fills the fool with the whispers of insanity and forbidden secrets. It can not be shut out but there is a group of wizards who are seeking the thing for its weird and insane secrets of the higher universe. 
  15. A super science dagger capable of cutting away the shadow of a person and slicing up the moral compass of the victim creating perfect psychopathic killers. The dagger has a dangerous and weirdly twisted mind within it that seeks to spread it its evil. A cult of its victims has developed around it. Worth 740 gp's to the right collector who will be murdered by its cult. 
  16. Weird astral thread capable of binding demons and souls together, this needle and thread has passed among mortals and caused horrors across the universe as massacres of murder and mayhem have been created in its wake. Worth 1000 gold pieces to a demon worshiping cult who use it as part of their rites. 
  17. Crystal vial with the preserved liquid of innocent souls within it. This stuff is used to attract demon lords and foul hell spawn of the highest caliber and capable of being used to commit perfect murders. Worth 10000 gold pieces to the right assassin's guild. 
  18. 13 inch diameter magic ring with the dimensional door spell wrought within the hazy magic runes of the thing. This ring is very dangerous to look at and a cult is seeking it for their god.  Worth 60000 gold pieces as it is actually a dimensional spell key. 
  19. The dying embers of a pack of 1d10 married people's souls that have been slaughtered and bound within this silvery gold wedding ring. Worth 600 gold pieces to a wizard of this cult who will bargain these souls with a succubus of the lowest caliber. 
  20. Toxic waste left from the wracked and ruined time continuum left behind after packs of demon lords have feasted upon the remains of ages past. This stuff is stored within six strangely wrought barrels and this stuff is used as batteries for incredibly dangerous dimensional magic rites. Worth 60000 gold pieces as it can also be used in very dangerous resurrection rites. 
Image result for Finley Sci fi artwork

Wednesday, April 15, 2015

Free OSR Resources - Secrets Of The Shadowend Blog For Swords and Wizardry or Your Old School Campaigns


Crawling through the blogsphere last night I came across this little gem of old school blog goodness. There's some great content here just waiting to be inflicted upon your adventurers. This lot includes spells, weirdness, monsters, a few gods and and pretty good quality Swords and Wizardry fanzine.
Darkwater Press

Grab Classes,races, spells, & Items 
Right Over HERE 
This is some solid quality old school material in the best of the tradition quite literally ready to pop right into your Swords and Wizardry retroclone rpg system. 


With Swords and Wizardry Appreciation day fast approaching  this wonderful little quality blog that features from excellent free content for either an OD&D game campaign or your favorite retroclone rpg system. It seems that's Dark Water press is actually the home for the Secrets Fanzine as well. Issue#1 is on sale right over HERE 


Secrets #1: Omens & Artifacts
There seems to be a ton of background material here and some great PC options on the table for an old school campaign and more. So take a look and let me know what you think. 

Saturday, July 5, 2014

Slicing Deeper Into The Free OSR Source book Swords of Athanor As Fodder For The Astonishing Swordsmen and Sorcerers of Hyperborea Rpg


Savage Swords of Athanor is a science fantasy campaign setting and rules supplement for Swords and Wizardry. Athanor is a dying world with crumbling ruins, lost technology, dinosaurs, and ancient slumbering evil. Savage Swords of Athanor includes: new character class (the Rogue); modified spell lists and rules for magical mishaps; new races; a wilderness map, encounter charts, and key; and new monsters and items. This supplement includes material presented in the Savage Swords of Athanor blog, compiled, cleaned up and expanded as well as new material.
Grab Your Copy Right Over
HERE
Right under the archive material is the sourcebook for download.

I've been looking into running a possible sword and planet setting made for the sword and sorcery retroclone Astonishing Swordsmen and Sorcerers of Hyperborea. There have been several times when I've used the game as a game engine to run several old school Mars campaign adventures. Today, I looked into the writings of Doug Easterly, namely his Savage Swords of Athanor setting. A classic old school sword and planet setting from back in 2009 and I was thinking how fantastic this free setting would work with Astonishing Swordsmen and Sorcerers of Hyperborea as an rpg engine. The setting is well done, concise, and easy to convert to your favorite retroclone!
 There is a ton of material that can easily be adapted to the AS&SH, this includes new races, spells, items, etc. all in the traditional sword and planet vein with a pulp spin. Given the setting's sword and planet spin the book is a bit humanoid heavy which makes it a perfect resource for AS&SH.
Savage Swords of Athanor

The fact that its available free is an added bonus and it was originally intended as an addition for Swords and Wizardry. The author does a nice job of setting out the material and keeping the source book moving. There's plenty of trouble for PC's to get into with this setting and a campaign might a short three or four session affair could last for years.
 The Swords of Athanor book  fits very well with the variety of  PC options for AS&SH and there are number of ways that this might be played. With a bit of work a teleport gate from Hyperborea might drop a party right into the middle of the setting. The AS&SH boxed game could be used to run the complete Swords setting easily. There could be a two way system of gates from Hyperborea to Athanor and perhaps beyond.
There are even counters for Anathor and a ton of maps for even more expanded play on the blog . And while the charm of Hyperborea is its setting. The expansion of even more OSR action is one of my favorite appeals for the game. Grab a copy, some friends, your AS&SH box set and let's make Athanor another option for your old school sword and sorcery games. One of my favorite parts? The inclusion of dinosaurs for that added bite for your games!