Friday, August 5, 2016

Six Free Public Domain Resources Perfect For The Lamentations of the Flame Princess Rpg System or Your Old School Campaigns

I was doing some research earlier today and ran across six wonderful public domain review resources that are perfect for either Lamentations of the Flame Princess, Dark Albion or your old school campaigns. First up is Spectropia; or, Surprising Spectral Illusions (1865) "A book of Victorian hi-tech ghost conjuring which allows the reader to summon, as the sub-title proclaims, “ghosts everywhere and of any colour”. Accompanying the set of wonderfully gaudy images, are directions on how to use them, and a more detailed scientific description about how the illusion works" Just the thing to have your wizard or dark conjurer unleash upon an unsuspecting party of adventurers someplace in the Alps during the Hundred Years War or upon the forgotten plains of the Rose War.


Next up is the book From India to the Planet Mars (1900) which basically details a medium's contact with Mars and some of her other 'visitations' with other worldly entities. "She also claimed to have contact with people living on Mars and to be able to speak their language which she wrote down during her seances, as well as sketches of the landscape she witnessed" Perfect material for a star cult for Dark Albion or as a side project for a wizard in Lamentations of the Flame Princess's dark version of Europe. Much of the material here reminds me of Empire of the Petal Throne and other weird alien OSR landscapes.



Another piece of artwork is the wood cut from Japan about the legendary sea monster known as the sea monk. This is the sort of horror that would easily fit in with the Mad Monks of Kowtoon or Qelong according to the account from the piece;"This ukiyo-e woodblock print, by the late Edo period artist Utagawa Kuniyoshi (1798-1861), illustrates a story involving the “Sea Monk” or Umibōzu, a spirit in Japanese folklore. The ocean dwelling spirit — so called because of his smooth monk-like round head — is said to capsize the ship of anyone who dares speak to it. Kuniyoshi’s woodblock tells of a sailor Kawanaya Tokuzo who, despite it being considered unlucky in the world of seafaring, decides to go to sea on the last day of the year. A terrible storm breaks out, and the giant figure of the Umibōzu appears. Against the roar of the waves the apparition asks, “Name the most horrible thing you know!” Tokuzo yells in reply, “My profession is the most horrible thing I know!” The answer apparently satisfies the monster as he then disappears along with the storm." Maybe the thing could be used as a part of a funnel for DCC which the contact with the monster is enough to jump start the fighting spirit of a fighter, the evil of a thief, and the brush with the supernatural enough to cause a wizard to be birthed into the world.



Need some other worldly races or something different for PC races well  Marvels of Things Created and Miraculous Aspects of Things Existing  has you covered. "Images from an illustrated version of a 13th-century Arabic treatise by Zakariya al-Qazwini titled ‘Ajā’ib al-makhlūqāt wa-gharā’ib al-mawjūdāt (Marvels of Things Created and Miraculous Aspects of Things Existing). The text is probably the best known example of ‘ajā’ib or ‘jā’ib al-makhlūqāt literature, a genre of classical Islamic literature that was concerned with “mirabilia”: cosmographical and geographical topics that challenged understanding. Al-Qazwini’s treatise explored an eclectic mix of topics, from humans and their anatomy to strange mythical creatures; from plants and animals to constellations of stars and zodiacal signs"
This is a perfect resource to pull from for those weird occult items, monsters and people encountered. Bits and pieces of this book could also be printed out and used as player handouts for your games.



Along the same vein is the The Dream-God, or A Singular Evolvement of Thought in Sleep (1873) which is;"A short and curious work recounting an extremely vivid and elaborate vision while under the influence of morphine. The tale seems to be based on a true story, an experience of the author John Cunningham who explains in a “Letter to My Friends” that “Although requested by a number of you at various times to write this condensed narrative of an event in my life, associated with much misfortune, sadness and suffering which have continued for some years, it was not until during a lonely period of quietude at Brooklyn, N.Y., in the summer of 1872" This is perfect fodder for HP Lovecraft  dreamlands  or visionary OSR style adventures. "The morphine-addled “Sleeper”, as he is referred to throughout, then proceeds to accompany the “Spirit” on a long and winding flight witnessing a range of strange and marvellous natural phenomena – such as a window at the North-pole down into the fiery core, and 500 foot primordial lizards – as well as a whole host of spiritual and philosophical encounters with the likes of Confucius, Cleopatra, and Zoroaster." Talk about NPC random encounters and the idea of a party out to help awaken some poor soul trapped in the dream world would be a truly epic quest.


Finally what about a mysrterious real world occult book about the powers of Hell itself! Talk about your great player handouts and adventure hooks;"The Clavis Inferni (“The Key of Hell”) by Cyprianus, is a late-18th-century book on black magic. Written in a mixture of Latin, Hebrew, and a cipher alphabet (namely that of Cornelius Agrippa’s Transitus Fluvii or “Passing through the River” from the Third Book of Occult Philosophy written around 1510) the book has remained rather mysterious due to its unknown origin and context. It is said to be a textbook of the Black School at Wittenburg, a supposed school somewhere in Germany where one could learn the dark arts." This is a perfect book to find in the library of a wizard or black magician.


But apparently there wasn't only one author but a slew of wizards who used the title or name  Cyprianuses:" Benjamin Breen writes in The Appendix of how the existence throughout history of various magically-inclined Cyprianuses – from “a Dane […] who was so evil that Satan cast him out of hell” to the Greek wizard St. Cyprian of Antioch (who later converted to Christianity) – led to the name becoming a popular pseudonym for “people at the edges of society who were trying to do real black magic”." Just the tid bit to use as an adventure hook for either Lamentations or Dark Albion. Print out some of the pages and get rolling on seeking out the author or the black school of dark magick.  

Many of these resources would make perfect additions to England Upturn'ed especially in the libararies of some of the NPC wizards or scholars.
I already did a complete review of England Upturn'd right over here and I think its a damn bloody good piece of thunderously nasty book for the Lamentations of the Flame Princess system.

Frogmen, Dark Albion, & UK1 The Sinister Secret of Salt Marsh For Your Old School Campaigns

This isn't going to make a whole lot of sense unless you've read this mash up commentary from yesterday.
So let's talk about taking these ideas and incorporating them towards Dark Albion's England. This is going to involve some guidelines & conceits for this pulpy sword & sorcery mash up to work.
The first part of this mash up of a campaign is going to involve the classic U1 series of AD&D modules 'The Sinister Secret of Salt Marsh'. Let's quickly get into the social rank conceit of the fact that your party are going to have to be mid level royal court nobodies in Dark Albion whose lords expect your party of adventurers to step and fetch for them.
Thing two is the fact that lots of folks think that this is a Scooby Doo style module and that's fine with those meddling adventurers getting into the thick of it. That's not going to do a damn thing to how this might come off. So why the Sinister Secret of Salt Marsh? Well,because it has just the RIGHT mix of problem solving and bad-guy fighting. It's also low level enough where the events and ideas of the module can be molded and fitted into the Dark Albion mode of play.




The Sinister Secret of Salt Marsh is going to take place early in the events of the War of the Roses. The strife is building, things are beginning to heat up & the Frogmen are beginning to lend a hand to Margaret of Anjou through human agents and their witch cults. The PC's are going to get caught right in the middle of all of this and its only the start of something much more dangerous as we shall see in future installments.



"Desolate and abandoned, the evil alchemist's mansion stands alone on the cliff, looking out towards the sea. Mysterious lights and ghostly hauntings have kept away the people of Saltmarsh, despite rumors of fabulous forgotten treasure. What is its sinister secret?"


The PC's are going to get caught right in the center between the smugglers & the hide out of the witch cult as the connections between the two are pretty tight going all of the way back to the time of the Roman occupation of England & France a fact that the frogmen have taken full advantage of. Because of the instability of England the frogmen are beginning to make they're move. There have always been connections between witches, storms, and black magick in Europe & remember Dark Albion isn't our world. Why are the frogmen more primitive then they are in France? Well the frogmen of England are actually traditionalists and adhere more closely to the old religions of Dagon and his ilk. Because this isn't a haunted house scenario things are going to go in unexpected directions & The Mystery At Port Greely was only the start of it. These cults have been at play for centuries & the smugglers are all tainted by the worship of the frogmen. The old religions fell but they never left; Robert E Howard and The Worms of the Earth make mention of Dagon as does legend & history. So its not a far throw to use this angle to bring the action of the adventure right into play here.


If we delve into Pundits origins of the frogmen we also get this little nugget of wisdom from his blog entry on the subject;"As to the Frogmen's origin, I would hearken them back to ancient times, before humans dominated the world.  We know from Albion's prehistory that when humans were created as slaves for the ancient Elves, it was the Elves and the Dragons who ruled over most of the world, the two not always friendly with each other.  I would like to think that things like lizardmen and frogmen were created by Dragons in the Dragons' image, to act as slaves and ground troops to oppose the humans and goblinkind that the Elves had created.

You'll note that in The Wash, Albion's own swamps, there are also Frogmen, who are primitive and degenerate, rather than the sophisticated variety that rule Frogland.  They were probably left over there from the time of the Dragons."
So the frogmen & lizardmen were created in dragon kind's own image?! Well dragons have been a part of English culture for a very long time and perhaps its all much older then Rome's occupation of English soil. This might also mean that perhaps the genetic line in the sand between fishmen, lizard kind, and frogmen isn't so far. Given the corrupting nature of chaos in Dark Albion this isn't so far fetched. Remember this is a lower level adventure and many of my ideas come from this review of the Sinister Secret of Salt Marsh


Perhaps all of this hearken back to a triangulated three ended war between human kind, lizard men, and the frogmen these conflicts boiling up and out because both the lizard men and the frogmen are opportunists of the highest caliber with really long memories. Given the events of The Rose War is it any wonder that they would  take advantage of the situation.
But perhaps this all goes back into 'Saint George and the Dragon'  which according to legend;" The town had a small lake with a plague-bearing dragon living in it and poisoning the countryside. To appease the dragon, the people of Silene fed it two sheep every day. When they ran out of sheep they started feeding it their children, chosen by lottery. One time the lot fell on the king's daughter.[9] The king, in his grief, told the people they could have all his gold and silver and half of his kingdom if his daughter were spared; the people refused. The daughter was sent out to the lake, dressed as a bride, to be fed to the dragon.[8]

Saint George by chance rode past the lake. The princess tried to send him away, but he vowed to remain. The dragon emerged from the lake while they were conversing. Saint George made the Sign of the Cross and charged it on horseback, seriously wounding it with his lance. He then called to the princess to throw him her girdle, and he put it around the dragon's neck. When she did so, the dragon followed the girl like a meek beast on a leash. The princess and Saint George led the dragon back to the city of Silene, where it terrified the populace. Saint George offered to kill the dragon if they consented to become Christians and be baptised. Fifteen thousand men including the king of Silene converted to Christianity. George then killed the dragon, and the body was carted out of the city on four ox-carts. The king built a church to the Blessed Virgin Mary and Saint George on the site where the dragon died and a spring flowed from its altar with water that cured all disease"
All of this sounds very much like a perfect fit for an allegory of the Deep One/Frogmen whose daughters are being given over to the Dagon ermm dragon & the hero of  Sol Invictus comes along to save the day.

One alternative legend of Saint George has George putting away all of his doubts & fears to 'slay the dragon' in a golden box. This might actually be St.George using the help of the cults & state religion to drive back the forces of darkness in allegorical style;"One version of the tale tells St. George as losing the battle with the dragon early on in the encounter. St. George retreats, and wanders down to the river. He prays over his challenges, and removes his armor to melt it down. He takes the melted metal and forges it into a metal box. He places his fears, doubts, and lack of faith inside the box, and goes out to face the dragon again, without armor. St. George instantly slays the dragon."
Casks & chests  have a long and storied history in English mythology and Arthurian legend. Perhaps there was more to this legend. The box might still be out there in some lost ruin containing the soul of St.George guarded by something far more sinister then frog or lizard men. Perhaps the alchemist was working on something far more then what meets the eye, and perhaps the smugglers of Salt Marsh are merely more pawns in the ever expanding game of  The War of Roses.
All of this ties back into The Sea Witch and the events of Port Greely, if the PC's have seen too much and dealt with the frog men of the port then they know the level of horror that could be unleashed upon the world. This could all be tied back to Margaret of Anjou and her connections with the frogmen which could cost the characters their lives, lands, and even sanity.
Well get into how this all ties in with the lizard men, the arms deals and U2 in the next installment.

Thursday, August 4, 2016

The Mystery At Port Greely, Dark Albion, And the Empire of the Frogmen For Your Old School Campaigns


Grab The Mystery At Port Greely Here
 

I've been in & out all day today because of work. I've had a lot on my mind as of late but one aspect of the OSR I've always loved is the fact that you can take X and Y OSR product and bring them together to get a greater whole. For example is the fact that Dark Albion and the Astonishing Swordsmen & Sorcerers of Hyperborea game work very well together and we're about to see just how well these two resource go together like peanut butter and jelly. In this case Lovecraftian jelly to be exact.


Alright so a few months ago The Mystery At Port Greely came out for the Astonishing Swordsmen & Sorcerers of Hyperborea. The plot is Lovecraft circle sword & sorcery writing;"until about three years ago, the peculiar town of Port Greely was renowned as a prolific exporter of crustaceans. Then the Greely lobstermen severed all ties with outside partners. Subsequent attempts at renegotiation were shunned.More recently, a small group of Fishmongers’ Guild representatives from the City-State of Khromarium has gone missing in Port Greely, and answers have been less than forthcoming. At present, the Guild seeks answers. It wants to know what became of its representatives, and it wishes to re-establish its lucrative partnership with the Port Greely lobstermen. Your party have been contracted to help resolve The Mystery at Port Greely." Which brings up an idea that has been brewing in the back of my head for a week or so now, what if the events of Port Greely happened in Dark Albion or another setting. What if the events of the adventure are only the tip of the iceberg of Lovecraftian horror. Its too bad we don't have more of a Deep One style source book that can cast a shadow of knowledge on a Deep One style empire. But wait we do quite literally. In Dark Albion France is quite literally  portrays the area we'd know as France as "Frogland", ruled by vicious and evil chaos-worshiping Frogmen! The Frogmen are only the inhuman minority who rule over a Frankish human majority that are treated like slaves.  Their chief territory is Paris. They govern through the help of their advanced (chaos) magick and human collaborators." So we're talking advanced cults, chaos magick, black rites, and more. This sounds oddly familiar and what if the events of Port Greely are actually the stirrings of the boiling pot of Deep One/Frog men.


According to Pundit's notes;"(the "Paris Swamp", a term which apparently has confused some of the French fans, is a play on  "Lutetia", which in Latin means "city of swamps or mud")

But before the Frogmen emerged from the Paris Swamp and conquered most of those lands, there were human kingdoms there, of Frankmen, some of whom were ancestors to the Anglish Kings by marriage (hence their claim of rule over Frogland and their constant wars with them these past 150 years).  The lands of Burgundy, and Burgundy's vassal Lorraine, are still ruled by humans.  And later in the timeline of the campaign, the lands of Brittany rise up in human rebellion against the Frog overlords, and with the help of Albion and Burgundy gain their freedom (or rather, they did in my campaign; in yours things might go much worse).

As to the Frogmen's origin, I would hearken them back to ancient times, before humans dominated the world.  We know from Albion's prehistory that when humans were created as slaves for the ancient Elves, it was the Elves and the Dragons who ruled over most of the world, the two not always friendly with each other.  I would like to think that things like lizardmen and frogmen were created by Dragons in the Dragons' image, to act as slaves and ground troops to oppose the humans and goblinkind that the Elves had created.

You'll note that in The Wash, Albion's own swamps, there are also Frogmen, who are primitive and degenerate, rather than the sophisticated variety that rule Frogland.  They were probably left over there from the time of the Dragons."

A DM might be looking at an epic campaign as the empire of the frogmen suddenly beings to spread out from its humble Mediterran holdings & deep ocean cities to overrun ancient holdings or do they really need to? The taint of the frogmen might already be running through Spain and other coastal holdings for centuries now. From the Gulf of Lions through the ports of Spain the frogmen have a network of spies, cults, and worse spread across these areas. All of this leads into the usual questions of have the frogmen spread as far down as the The Gulf of Sidra to the Straits of Gibraltar? If so does the events of Port Greely heralding  an advance on the world of man by the frogmen menace that even now continues to evolve right beneath the waves. Suddenly the frogmen don't seem so silly. They seem almost more then Lovecraftian and take on aspect of the epic. Without the suppressible aspect of Rome and the schism of Albion Rose War the frogmen might well take full advantage to disrupt & invade the surface world. This is a world on the edge of invasion & darkness from within as well as without.

Suddenly the legends of mermaids and other sea borne monsters make a lot more sense and even echo the Greek mythological legends with a far more fierce some aspect. The Mystery At Port Greely depicts some very nasty aspects of Deep One or Frogmen religion but how are you going to manage those over such an extensive area? Well Cults of Chaos has you covered and in fact it can make things very easy to sprinkle and seed the idea of the corruption of Chaos throughout the world. Here since time immoral the forces of the frogmen's empire have continued to shrink as the human population continues its relentless expansion until the pivotal key moment of history.



If we use some of the past commentary from Pundit upon how the frogmen operate we get a clear and very disturbing picture of some of the history of these horrors in operation;"The Frogmen are much more than this, there's about 420000 Frogmen ruling over a population of 13 million humans. They have magic items they can use themselves or pass on to trusted humans. They can call on their dark gods to grant powers and mutations. They send out agents to corrupt or divide those kingdoms that oppose them (depending on what you want for your campaign, Queen Margaret may be one of them!).  There are plenty of reasons why the Frogmen, having now succeeded, may be very difficult to stamp out." This is a process that the frogmen have been at for centuries perhaps even thousands of years;"Second, the tactics the Frogmen used: they sent out human agents first, to gradually corrupt the nobility into decadence and sin, while corrupting part of the Church into the Cathari heresy. The latter in particular distracted the Clerics (and other Frankland nobles who were devout to Law), who saw a visible enemy (the heretics) and went off to fight them, losing sight of the more subtle corruption of the aristocracy. In the end the Frankish armies won the battle against the Cathari, but lost the war against the Frogs. Their tired armies were betrayed by some of their own commanders when the Frogmen finally started streaming out of the Paris Swamp. Sects of human chaos-worshipers emerged at the same time all over Frankland. "
Other bits of interesting information I came across have to do with the symbolism of the frog in medieval Europe; "In medieval Europe the frog was a symbol of the devil, as the Catholic church associated it with witchcraft as a familiar spirit." If we go back to the Dark Albion point of agents spread throughout Europe and the coasts of France suddenly the idea of cults of frog worshiping chaos cultists don't seem so far fetched.


In fact in Cults of Chaos we get a good overview & insight into such a coven yes I said coven because you might in fact have witchcraft cults intertwined with frog worship. Those agents might be covens or cells of chaos worshipers working to spread the agendas of their amphibian  masters far wider then many might suspect. This also brings in that weird and twisted interbreeding aspect we find in the portraits  of the Deep Ones. The influence of the frogmen may have always been with us in the setting of Dark Albion and it intersects the subversive nature of the chaos worshiping frog warriors and gives a weirder ring to the classic Greek and Roman legends.

One of the final puzzle pieces in how this all fits together comes in the form of a fable of Aesop;"
The Frogs Who Desired a King is a fable, attributed to Aesop. The Frogs prayed to Zeus asking for a King. Zeus set up a log to be their monarch. The Frogs protested they wanted a fierce and terrible king, not a mere figurehead. So Zeus sent them a Stork to be their king. The new king hunted and devoured his subjects (as many human kings also do)."  Could this old parable actually be a phorcecy from the times of old that gives a warning about the eventual fate of those who would side with the dark gods and forces of the frog men? Perhaps the fact that when the frogmen rule the chosen will be devoured by a Lovecraftian god who waits beyond the pale for the time to be right. All of this ties into the occult springtime kings or gods who feed on the harvest of their own populations. A notion that goes all the way back to the Greeks and perhaps even further. All of this might recall Dagon which according to wiki;"In Ugaritic, the root dgn also means grain: in Hebrew דגן dāgān, Samaritan dīgan, is an archaic word for grain.
The Phoenician author Sanchuniathon also says Dagon means siton, that being the Greek word for grain. Sanchuniathon further explains: "And Dagon, after he discovered grain and the plough, was called Zeus Arotrios." The word arotrios means "ploughman", "pertaining to agriculture" (confer ἄροτρον "plow").
It is perhaps related to the Middle Hebrew and Jewish Aramaic word dgnʾ 'be cut open' or to Arabic dagn (دجن) 'rain-(cloud)'.

The theory relating the name to Hebrew dāg/dâg, 'fish', based solely upon a reading of 1 Samuel 5:2–7 is discussed in Fish-god tradition below. According to this etymology: Middle English Dagon < Late Latin (Ec.) Dagon < Late Greek (Ec.) Δάγων < Heb דגן dāgān, "grain (hence the god of agriculture), corn."" All of this might tie into the idea that the frogmen might not only be giving their charges incredible catches of fish but also chaos tainted grain. Grain that could grow faster, help to stave off starvation, and ensures a population making it through the harsh Dark Albion winters. Dagon might have far more insidious influence in areas of Spain or France then at first thought all of which goes back to the witch cult aspect and its interaction with other cults of Chaos. 

Photo by Zaqarbal
 "Aesop wrote a fable about a frog trying to inflate itself to the size of an ox" which might be a warning of the all too rapid expansion of the empire of the frogmen. This ties into the play;" The Frogs is a comic play by Aristophanes. The choir of frogs sings the famous onomatopoeic line: "Brekekekex koax koax." a bit I've used when PC's have encountered cults of the frog men. While the fit is not exact I think it works very well to give the frogmen of Dark Albion another frightening aspect. I'm well aware of the 2001 film Dagon but I wanted to avoid the cult status  of the film and instead focus on the possible weird pulp fiction like angle of the material. Don't forget to keep those dice rolling until next time.
Dark Albion and Cults of Chaos has both a pdf and print run on Lulu. Its a great addition to the arsenals of a DM! 

Wednesday, August 3, 2016

1d30 Random Infernal Mutations Table For Your Old School Campaigns

S Out in the wastelands those adventurers who survive attacks & encounters with Hellmouths as well as Earthbound demons might develop infernal mutations. Many of these can continue to manifest with a 40% chance of appearing if a save vs wands or spells is not made each time the PC is exposed to dark supernatural forces.

These mutation will mark the NPC or PC as an outcast and the aura of the infernal will hang about the infected like sweat on a horse. Animals and some characters with only one point or less will treat the infected as if they were casting a fear spell unless appropriate saving throws are made. Holy symbols and all of the usual AD&D weaknesses that demons have including holy water and turning affect the PC.

1d30 Random Infernal Mutations Table



  1. The infected skin is a map of scars whorls and weird marking which are actually a part of hellish tapestry of strange underworld locations 
  2. Odd lumps appear on the infected skin, these lumps are actually thousands of tiny mouths with fangs in them. They each do 1d3 points of damage but each time the PC makes an attack they want in on the action. 
  3. An odd sense of doom hangs around the infected there is a 60% chance of random monster being encountered called by the aura of doom. 
  4. The PC's blood is a powerful venom and those attacking must make a save vs poison or be subject to a lingering and very painful death. 
  5. The infected grows wicked claws upon their hands +3 damage for all hand to hand attacks. 
  6. A demon from a dead star is looking out for the PC and they gain 'the devil's own luck and may reroll three random dice rolls. 
  7. Course fur develops on the body but its infected with horrid lice that will bite for 1 point of damage each time PC is exposed to them. 
  8. Bone spurs appear on the PC's knuckles giving them +1 on all hand to hand attacks. 
  9. The PC gains dark vision but gains also gains a weird unnerving colour about their eyes. Those meeting their gaze are subject to fear spell. 
  10. Shark like teeth fill the PC's mouth and can cause 1d6 points of damage with each bite. 
  11. The PC's blood swarms with weird energies and those exposed must make a radiation check
  12. The PC is subject to weird bouts of ancient energies which the PC can project for 1d4 points of damage. 
  13. Crystaline grows pop out across the body of the PC in question. These will act as minor plate armor protecting the mutated. 
  14. The character develops a third crystal eye in the middle of their forehead. This makes the the infected a psychic of some renowned and they will 1d4 random mental mutations. 
  15. The infected body is an other dimensional gateway to the realm of the dead. Each day they may open a gate way to this weird realm 
  16. Hell twin the PC may create a perfect illusionary twin out of cold hell fire the thing will act and move independently of the PC but its touch does 1d6 points of damage. 
  17. The infected is the host of a random insect species that lives under their skin and will act as a swarm for the infected 
  18. Clear skin and bones marks this infected as a poor conductor of electricity but they can light up and even on occasion arch for 1d4 points of damage once every day. 
  19. The brain of the infected glows from within and they gain 1d6 mental mutations. Each time they're used they glow. 
  20. 1d6 random blessed of Cthulhu mutations see appropriate matrix or random charter.
  21. This deep mutation manifests itself as a glowing spine and the PC can summon 1d4 minor undead under they're control.
  22. The infect gets quills all over their bodies. 
  23. The PC's tongue becomes a minor brain and the PC must deal with the random telepathic advise and nit picking but they gain 1d3 mental mutations. 
  24. A weird telepathic alien is growing from the PC's spine; the PC gets an 'advisor' on matters of the esoteric.
  25. The PC's right eye becomes a filter into any nearby universes or the astral. Three times per day the PC can search any nearby dimensions. 
  26. The infected can call down a lightning strike on a position and it can be used twice a day. Air elements are drawn to the PC because of this mutation. 
  27. The infected gains a demonic partner in the form of a small hand. 
  28. The infected's skin becomes a place for the 9,000 names of gods and demons. Once per week the infect may summon a minor undead or demon. 
  29. The infected's body is subject to the whims of the gods and there are various scenes through out history as the infected body becomes a living work of art and various scenes are played out on their skin. 
  30. The infected mind gains 1d8 minor mutations and they gain the 'face of Cthulhu' and sport incredible tendrils around their mouths. 




Dust Up With The Collectors of Eyes At The Keep On The Borderlands From Last Night's Fantastic Heroes & Witchery Actual Play Event


I didn't have a ton of prep time for last night's Warlords of the Outer Worlds game but earlier in the day on a break from work I got a chance to rework a gonzo monster for last night's game. Here's how things went down and there's a Dark Albion angle in here as well.


During last night's adventure we had a full house of players and the action began to heat up as the PC's continued to explore the interior of the former star cult base which is actually one of the side optional dungeons from The Keep On The Borderland . The party is chasing down a wizard whose escaped into the tunnels leading to the Caves of Chaos. So the party settled in for the night into a room where  they thought was safe after fighting the Uaolel-sthugu.

So before this week's foray into the Keep on The Borderlands module I was a little hard pressed for time because of familial medical issues with my dad. So time wasn't on my side and I was sort of forced to come up with a bit of quick setting dressing for this dungeon.  So I quickly pulled out Dark Albion's Cults of Chaos & used it to flesh out certain parts of the map as one reviewer said;"It is a supplement that allows referees and game masters to develop, design, and apply evil cults as antagonists in a campaign. In addition, it addresses in a brief, but not stunted, fashion how to run a campaign where hunting down these vile organizations."  But that's not the only aspect that Cults of Chaos covers; what I needed was a memorable monster or monsters  that was going to keep the players talking for weeks. Earlier in the day I was reading a review and commentary about Judges Guild’s Field Guide to Encounters 
a set of books I happen to own. 




So looking into the Field Guide I took the 'collector of eyes' and used the mutation section of Dark Albion's Cults of Chaos to give a more traditional mythological Russian/Slav treatment for the monster. The collectors of eyes are are victims of Chaos who obsessively collect eyes, count eyes & use eyes. They can also use any special abilities inherit in the eyes such as mutations or magical abilities ie cursing with the 'evil eye'.
They are a form of intelligent undead partially demonic shadow & spirit . These monsters are victims of chaos contamination where cults have been operating for centuries. They are mostly scavengers taking eyes from the living and the dead in the wee hours of the morning and departing with the morning light. Collectors of Eyes are monsters belonging to both the courts of night and darkness. They are often employed by cults of chaos to collect the eyes of certain individuals for black rites and dark spells.


The party held its own against seven collectors of eyes after the bastards cast darkness and the party had to use a ton of team work to deal with the semi demon undead horrors.
The encounter with the collectors of eyes  took up a good portion of the night of play and they delved deeper into the tunnel system. They happened to catch a poster sized map of a nearby monastery from another group of  Gnolls just after they're dust ups with the eye collectors. My point here is that even gonzo monsters with a bit of a make over can be some of the deadliest opponents that players face. This is a dust up that my players will be talking about for weeks to come.
Dark Albion and Cults of Chaos has both a pdf and print run on Lulu. Its a great addition to the arsenals of a DM! 

Tuesday, August 2, 2016

Commentary On The OSR Retroclone Kickstarter For The Ice Kingdoms By Mad Martian Games





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So there's a new sword and sorcery style retroclone on Kickstarter called Ice Kingdoms; the ideas & concepts are interesting here. The idea of a more generic Ice Age style world for a low magic, high violence sword & sorcery world appeals to me as  a dungeon master. So take a look at  The Ice Kingdoms by Mad Martian Games



The game seems centered around a Viking Norman sword & sorcery era coupled with some of the usual D&D  tropes and set in the background of an Ice Age style world. This looks like the Kickstarter that could & because it appeals to me as a new sword and sorcery style retroclone I thought I'd shed a bit of light on it and raise the signal.
The game world campaign book is described as;"The Ice Kingdoms Campaign Setting, a game setting that is sort of Robert E. Howard Sword and Sorcery meets Vikings. It captures the fantastical aspects of Norse Mythology with some Greek, Arthurian, Celtic, Germanic and Russian Mythology added for flavor. But it is firmly set in a fantasy world."


Another nice aspect is the crossover appeal with your favorite OSR setting or retroclone rules set up:"However the plan is to also include options that include stats and rule conversions to make Ice Kingdoms compatible with other game lines, such as the Open Game License for Wizards of the Coasts 3rd Edition Dungeons and Dragons as well as Pathfinder and other RPGs. Our goals include making versions of  the Ice Kingdoms available to match different open game rules, including OSRIC, For Gold & Glory, Labyrinth Lord and 5E."
One thing I've noticed lately is the cross over of retroclone systems more and more. This is something that's been on going since the beginning of the OSR but lately its really coming into its own lately. This trend is something I hope will continue. Anyhow I hope that this Kickstarter goes well and we'll see the Ice Kingdoms making its debut soon.