Sunday, June 22, 2014

Blood Cargo - An Encounter For Mutant Future or Any Old School Post Apocalyptic Campaign


Between the former states of Mutated Massachusetts and Corrupt Connecticut a precious cargo has come down the highway and several smaller communities along the I-91 corridor have reported bizarre encounters with Vampire Outbreaks that have not been seen in centuries. 
A representative of the council on Mutant Relations of Greater Neo England is looking for adventurers and slayers to look into the matter. He's a green scaly mutant with whose concerned that the vampire outbreaks may lead to strained relations between the pure strains and the mutant community. The Black Knights that anti mutant group of super science terrorists have been operating within the Connecticut and Mass corridor with light power armor and spreading sedition literature in the area. He's offering two hundred gold piece for every vampire killed. 
The trail picks up out in the Neo England wilds where a series of bizaare highway encounters has the residence spooked. 
Adventurers who venture where the groups of the undead have been spreading the infection will find abandon towns, villages, over turned vehicles and more seemly haunted places. 





File:Biohazard2.jpg
1d10 Random  Night time Vampire Encounters Table 
  1. An over turned car with 1d8 random mutants with their throats slashed and drained of blood. There is a 10% chance of a minor artifact. The car is riddled with bullet holes and has been looted of any useful parts. The PC's must dispose of the corpses or by sun set there will be a pack of vampires rising to drain the living. 
  2. A wandering group of former villagers now undead vampiric horrors wandering down the road and ready to begin the hunt. Although weak these horrors will show surprising strength when confronting prey. They are capable of wrecking havoc. 2% chance of some small bauble or weapon on one of their person's. 
  3.  A mutant cow drained of all blood. The animal's throat has been slashed but its brain has been turned to pulp. A rock sits near by that was used. The PC's may not notice the 1d4 vampires that are hidden in ambush nearby. They'll spring upon the party within three rounds. 
  4. A group of religious pilgrims upon their way to the great shrine of the Atom in a nearby town travel. Careful inspection will reveal several small bullet holes. They're a pack of horrors on the hunt and will spring into action at the least sign of discovery. 
  5. A single small child wanders the road. The little one is human but his family has been slaughtered by 1d6 horrors from beyond the grave. The things have released him in the hope of luring the party into the farm nearby where they await. They are armed with the primitive fire arms that are listed below. 
  6. A gang of motor cycle crazies zooms past the party as if  the forces of Hell itself is on their heels. Indeed a gang of six vampires bikers and three undead nuns from the nearby shrine are hot on their heels but they will change their minds as soon as they see the party. They're armed with melee weapons and black powder pistols. 
  7. A single soldier moves down the road dragging his artifact rifle behind him. He's been bitten and will turn into a horror by sun set. He has 1d4 minor artifacts and about six bullets left. He's very much out of it. 
  8. A single blood drained corpse lays in the road. This adventurer ran afoul of one of the vampires earlier. His throat is a red ruin but he's got 1d6 minor artifacts and a few gold coins on him. A map also shows a stash of trade goods some three miles away. 
  9. A single neo trader moves with his wagon during the night. He's actually as he appears and is willing to trade. There are actually 1d6 vampires secreted in his wagon. They've got got him under threat with his family held for ransom some three miles away. He'll cooperate with any plans that the party might have for saving his family. He's exhausted and very afraid. 
  10. A single mutant warrior has become infected not only with the vampire virus but believes that he is the new vampire messiah. He must spread the blessings of the infection upon the country side.  

Some forty miles from the center of the vampire activity is the cause for all of the mayhem. An over turned big rig truck contains the remains of a 'desiccated vampire', the origin infected horror. The thing was in a toxic waste drum and being taken to a facility in Mutated Massachusetts for disposal. The socalled Mutated Ones  of Mass a group of mutant super science terrorists have been having an on going war with the Black Knights and decided to set the vampire free! They wished to see the effects of the mutated virus on the local population. 

File:Bio hazard special(stencil).svg

The Mutated Ones of Mass operate as a biker gang of some one hundred mutated individuals and use a combination of mutations, super science artifacts, and violence to terrorize the local populations in the name of  Mutant rights. They usually operate in teams of six individuals all second level fighters with leather armor, a knife, short sword, and machine pistol or black powder weaponry for the lower ranger motor bike gangers. 
They have six other desiccated vampire remains within their possession and they're layer is an old armory within the ruins of Springfield Mass. They're holding three mercs whom they bleed to return the vampires to life and set them upon anyone entering their lair.
File:Barrels JM06.jpg

They have several mutants with mind reading and psychic abilities among their ranks and have no idea of the danger that these vampires are to them. They have a small stash of six gold bars, some military weapons, and have begun to cause resentment and hate among the local mutant populations. By day they operate several former gas stations along the highway corridor that act as spy points, and network facilities. There are several groups that would pay five hundred gold for this group's disposal. 

File:Westbound FL 44 @ Wildwood Pilot Travel Center.JPG


Desiccated Vampires 


More Information about these horror's is over at Chris Van Deelen's Blog 
Right HERE


No. Enc: 2d12

Alignment: Chaotic
Movement: 120’ (40’)
AC: 6
HD: 5
Attacks: 3 bites
Damage: 2d4 / 2d4 / 2d4
Save: 15
Morale: 10
Hoard Class: I, II, III, VIII, always primitive armor and melee weapon, 50% modern armor, 80% 1d3 primitive firearms, 25% 1d2 high tech firearms

Mutations: Bizarre appearance(d), dietary requirement change (blood) (d), regeneration (modified)
Source: Seal Team 13 by Evan Currie

Saturday, June 21, 2014

Slicing Deeper Into The Free OSR Magazine Resource From Dragon's Foot - Footprints #21 For Your Old School Campaign On The Dark Corner Blog


Today we take a long and deep look at Footprints issue #21 and slice into the contents, articles, and ideas in May's issue. Grab your sword, your torches, and some dice because this is a double issue of this free and venerable OSR magazine right over 

Quick Review On The Free OSR City Setting - Estarion City of Knives From The Savage Sword Of Athanor Blog


'Estarion City of Knives!'
Urban Fantasy Setting
Grab It Right Over 
HERE 
For Free 

From the wonderful Author of  the
Savage Swords of Athanor
Blog
I'm always bumbling around the blogosphere looking for something OSR that could be useful as a DM. I just recently stumbled upon 'Estarion City of Knives', a sixteen page urban science fantasy bare bones setting. This literally is the bare bones of a city with an evil sorceress, her monstrous crow like minions, and a whole lots of wall city state real estate. Some of this science fantasy real estate is sketchy detailed. And that's just the way I like em. The OSR do it yourself attitude is right there and spot on. There are some nicely laid out maps, a few quick stats in the Labyrinth Lord/OD&D  style along with some rather interesting monsters and an thumb nail NPC character portrait and more. Did I mention that all of this was free?
A big thanks for this pdf and yes I know its free rpg weekend and we'll have more commentary coming up. This is a great little adventure location and one that can be used as a science fantasy adventure hook, a quick encounter, even a possible PC patron for adventuring, and much more. The piece seems written in the vein of ERB and some of the spirit of the sword and sorcery authors of another age.
The truth is that this is a well thought out little piece of rpg real estate with lots of potential and some solid ideas behind it. Using it in any old school science fantasy setting isn't going to be hard at all.
After looking it over and my particular dive back into a whole stack of Warren comic magazines from the early 80's this setting really rings a lot of bells and whistles for my imagination and I've got a myriad of uses for the setting. There's lots of material to really play with and I'd like to thank the author for really taking the time to do this piece. A fun and well sketched out science fantasy that will get some great use at my table. A four out of five for OSR usefulness.
On a related note from the blog entry:
"At least it was until I came down with infectious mononucleosis with a lung infection that might be early stages of pneumonia. (Seriously, who gets mono at 46?)"
 I also got walking pneumonia a few years ago. And its not fun. Please take care of yourself man. All my best and thanks for this great little gem of a setting as well as setting it free in the wilds of the blogosphere. 

Friday, June 20, 2014

Review of Wisdom from the Wastelands Issue #41: Alternate Forms of Radiation From Skirmisher Publishing For Mutant Future or Any Old School Post Apocalyptic Campaign


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HERE

Here's the latest issue of Skirmisher Publishing's Wisdom From The Wasteland Mutant Future Magazine. This issue is jammed to the gills with a whole new take on radiation in the game and its a great overview of an old school system that appeared originally in Gamma World but its been adapted in a whole new way for your Mutant Future games.
According the Drivethrurpg blurb: 
As one of technology’s four horsemen, radiation is a important part in Mutant Future and other post-apocalyptic and sci-fi games: hazard, theme, bringer of mutation, waster of civilizations. The game mechanics assume a single kind of radiation, which reacts in a single way with the human, animal, or mutant plant body. But in real life, this isn’t the case. Radiation comes in different forms, with different intensities and different ways of being used or causing harm. This issue considers these different types of energy, and introduces many possibilities brought by a few hundred years of scientific progress, industrial ingenuity, and alien contact.
This issue puts the radiation issue in post apocalpytic games center stage and does with style and in an entertaining fashion. This subject is one part adventure tool kit, part hazard, all very well planned out. The whole issue is jammed to the gills with several new takes on the energy and its use as well as abuse in the Mutant Future game.
The long view of the subject matter makes radiation both a cause for and consequence of adventures. The ideas here are solid, well done, and completely taken in several new directions. If your looking for a clinical look at the effects of radiation poisoning such as found in real life then I might suggest the latest incarnation of Twilight 2000 an old favorite of mine. But if your looking for a more super human and science fantasy take on the subject then this is your issue. The ideas here are well thought out and can be used to expand as well as enhance a Mutant Future or post apocalyptic campaign
The writers know their subject and make the material fresh, interesting, and warped in several weird ways.  Mutants are going to find themselves subject to some very interesting ideas when it comes to the origin points of their powers and their effects. The long view on the effects of the various types of radiation are here as well as the short view of your favorite mutant's short term exposure.
The overall feel of the issue was as a Mutant Future expansion of the rules for incorporating them into campaign play as well as adventure design. The price of the issue is a simple dollar and for the price of admission your given everything needed to expand your pallet of DM options when it comes to one of the prime opportunities for adventure namely the deadly and mutating effects of radiation. Given the sheer bulk of the material and its over all feel of the subject a DM will have quite a few opportunities to play with the rules and use them as DYI post apocalyptic spring boards for their own adventures in the wasteland.
 All in all I really enjoyed this issue and the sheer bulk of the system that we're presented in this issue. Given the track record of Wisdom of Wasteland, I would really like to see a magazine annual. A jump off point to collect several new pieces of material and articles to expand upon the direction that we find here this might give the audience even more options. All in all this to me as a post apocalyptic DM is one of the key Wisdom From The Wasteland issues. A very good and well done issue of the ever excellent magazine for Mutant Future or any old school post apocalyptic rpg.


Slicing Deeper Into Wisdom from the Wastelands Issue #40: New Races 2 From Skirmisher Publishing For Mutant Future Or Your Old School Post Apocalyptic Campaign



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Clocking in at a mere handful of pages this issue of Wisdom of the Wasteland has a very interesting take on Mutant Species which continues the germ of an idea of evolving species which started in some of the earliest Skirmisher publishing products. The idea that not just one but several mutant races can evolve from one single species of mutant monster often this is a result of artificial means by genetic manipulation or evolved design.
This issues focus is one of new races of pure strain humans, mutants, and mutations the idea here being one of design expansion. The Mutant Future game is fantastic but eventually with all old school games a DM is going to run into a brick wall. He will need brand new material to keep his adventures fresh and solidly interesting one of the prime ways is by the introduction of new races and their addition into a post apocalyptic campaign. This is isn't simply the 'monster of the week syndrome' but a whole new take on races to expand the direct of game campaigns. 

These might even be done by folks like the Lagrangers and the various 'Up Loaded Intelligence's' as variations of the usual pure strain humans encountered in the post apocalyptic wasteland. 'The Lagrangers' being space colonists who return to a Shattered Earth and The Uploaded Intelligence's which seem to the in fashion at the moment as the new A.I.. Echoes and copies of uploaded souls of various pre apocalyptic  humans who will be encountered out in the wasteland. These beings will most likely be former ceo of mega corporations, scientists, etc. who will have lots of time on their hands and are most likely going to be more then a bit mad.
The Damaged have lots of potential for causing both mayhem and a whole lot of issues for parties. As monsters these guys are perfect fodder to do a one shot adventure featuring these guys and not have any problem branching these folks off into whole other campaign directions.  The issue is rounded out by the Shifters who are one of the nastier mutants I run across. This mutant race is of course patterned off one of the most beloved Xmen comic villains to appear in comics and the movie franchise but the author has put enough of a spin to keep things interesting. I've used these folks sparingly and they really are very dangerous to the health of PC's as well as MF campaigns. 
The issue rounds out with brand new mutations that are perfect fodder for your NPC mutants or for expansion of PC abilities.
This issue is a really nice expansion for MF campaigns where options are needed and the wasteland needs a bit more coverage for new adventure opportunities. Quite a bit of this issue of Wisdom From the Wasteland's goals can be found right in the Drive thru rpg blurb below. 

 Here The Drivethrurpg Blurb: 

Over time, mutations can become consistent, creating unique species and new creatures — for example, birds evolving from dinosaurs. But Mutant Future races need not be consistent, or even physical creatures. Two years ago, Wisdom from the Wastelands Issue #4 introduced a number of new racial possibilities for player characters. We continue that project here, with several more races and new mutations for your gaming pleasure.
Wisdom from the Wastelands is dedicated to providing useful information, game content, and ideas to players of modern, science fiction, and post-apocalyptic table-top and role-playing games in general and to fans of Goblinoid Games’ Mutant Future RPG in particular. The material it contains are compatible with it and any others that use the "Basic" system introduced in the most popular role-playing games of the early 1970s and are easily adaptable to many other games (especially successor systems, to include those covered by the Open Game License).
Our goal is for each thematic issue of this publication to contain a variety of useful and earnest content that will inspire Game Masters and players alike and provide them with things that they can immediately plug into their games. We very much hope you will find this and subsequent issues of the Wisdom from the Wastelands to be useful and enjoyable!

Thursday, June 19, 2014

Review of 100 Dark Fantasy Mutations From The Amazing List of Things For Your Old School Science Fantasy Campaign

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There are times when a science fantasy needs a bit of an extra kick and something a bit more out of the ordinary and  slightly twisted in an epic sort of way.  This list is an old school throw back to some of the more horrifying and weird pulp mutations that one finds in Lovecraftian works and Edgar Allen Poe style stories. This is another offering from The Amazing List Of Things folks whose works we've seen before. This is a four page pdf that sells for a dollar. The material here is top notch and very twisted. The authors mutations are weird and slightly jarring in a dark fantasy sort of way. This is a purely system agnostic offering which will work for everything from a science fantasy game all the way through a space based science fiction campaign with Lovecraftian overtones.
The list is concise, generic, and very well thought out for a dollar. The authors seem to pull on everything from classic horror literature to the last Clive Barker style films for inspiration. Here's the blurb from Drivethrurpg: 
100 Dark Fantasy Mutations contains a list of one hundred mutations and other terrifying alterations suitable for a dark fantasy or horror campaign.
Some examples:
52. Moves with no sound but the sound of insects
53. Never sleeps but still dreams
77. Skin can come off and move around on its own
89. Tongue is an eel

Using The 100 Dark Fantasy Mutations
For Your Old School Science Fantasy Campaign


The material in this list is very well done and has a myriad of uses for old school games. Much of the contents of this list would seem to be aimed at NPC's or vile villains but this might only be my bias with using this great list. With a little work on the DM's part the uses for this list are pretty much limitless. For instance what happens if your PC's are exposed to some nefarious Lovecraftian super science device? Roll on the tables in this list and find out. Many of these mutations will have far reaching effects on life, limb, and sanity. Need something special for that out of town assassin for your old school space opera or space based game? Here's an opportunity to introduce something bizarre and weird right into your science fiction campaign.
Need brand new wrinkle on that undead lich or vampire? Here's the list to twist the monster in a brand new direction.
How about a whole new angle on those lands that have been blighted by Chaos or Entropic fallout in your post apocalpytic games? Here's that list that can send your mutants in a brand new direction! What about some truly twisted mutant villains to torture your PC's with in the wastelands? Here's the list to do it with.
 Need a new wrinkle on a wizard overlord for your latest barbarians in your Thundarr based game? Here's that list again
What about that 'Failed Colony' or space station exposed to the forces of Hell? Here's the list that could generate that vile villain in the best of the Barker or Lovecraft tradition. All this for the price of something off of the dollar menu at McDonalds and I guarantee that this supplement will have repeated use without the after effects of fast food. All in all this does exactly what it says on the title page of the pdf. Dark Mutations for your old school games just add in your favorite little rpg system. 
All in all I was pretty damn pleased to get my hands on this little pdf and will be using it to torture PC's for years to come! 

Free Comic Book Classic - From Sgt Rock 338: Future War by Rick Veitch For Your Old School Post Apocalyptic Campaigns



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HERE

I was a huge Sgt. Rock fan back in the 80's and one of the weird things about the comic book was the number of backup stories that appeared in the DC pages. Whist scrambling around the interwebz I stumbled upon a story that I haven't seen for many years. The always excellent 'Mars Will Send No More' blog posted 'Future War'back in May 2011  a cautionary tale with some excellent art work by Rick Veitch and a great script by Bill Kelly. Steve Bissette wasn't credited on the art as well. That happened quite a bit back in 1980. And still does in the comic industry.
 Well according to the 'Mars Will Send No More' blog :

"Before taking on Swamp Thing and moving on to careers producing their own works, artists Steve Bissette andRick Veitch drew stories for DC’s Sgt. Rock. This week we’ll look at a few of their back-ups for DC’s once-popular war comic."
The artwork is pure DC science fiction and the story is one part science fiction, one part Roller Ball movie action plot, and a whole lot of post apocalyptic goodness. The visuals are great and are a perfect vehicle for a Mutant Future or Mutant Epoch game. The whole thing is like a step back in time to the 1980's. Many of the elements would appear in later science fiction yarns by DC and the pens of  the artists.
All in all the plot could be lifted whole cloth for a quick one shot convention style adventure or as a jump off point for a post apocalyptic campaign. It was really nice to see this little yarn after all these years. More Atomic age madness to come!
Special thanks to the 'Mars Will Send No More Blog' and as always this blog post is for entertainment purposes only and is not meant as a trade mark or copyright claim or infringement on the artwork or story . This is simply meant as a trip down memory lane.  

Review of The Sword and Sorcery Novel : Sword of Kos: Necropolis On The Dark Corner Blog




Strap on your sword, grab your friends, some dungeon delving equipment, and your torches we're going on an old school vacation to the World of Kos with the sword and sorcery novel Sword of Kos: Necropolis by Skirmisher Publishing. 
Book your passage right over 

Wednesday, June 18, 2014

Mutant Epoch Character Work Shop & Actual Play Set Up

Almost a year ago, I contacted William McAusland about Mutant Epoch and he very generously sent me the rule book. The book is a massive piece of old school like post apocalyptic rpg awesomeness. Well over the last couple of weeks, I've talked a group of friends into trying it out and generating PC's from the ground up. In the meantime, the other half had gotten me almost the entire line of the game except for Outland Art's newest book. There's a ton of material to go through and the rule book itself is huge with lots of options for the PC's. This game claims that's its old school but in actuality its more a blend of the writer/designers idealized version of an old school post apocalyptic rpg. If your thinking that this is another stripped down Gamma World retro clone of Gamma World or another classic PA rpg its not. This is more like a love letter to those games with lots of other ideas thrown into the mix.

The six players took almost an hour generating their PC's not because they couldn't find anything to play. But because there were too many cool PC's to deal with. The whole sorted operation was over with lots of dice rolls on the random charts in the main rule book. We ended up with a mix of two ghost mutants, several other savage warrior mutants, a pure strain human, and a mutant raccoon. 



All in all tonight's session was lots of fun and the options are on the table with a ton more of PA action happening. This campaign is going to an old fashion DYI post apocalyptic campaign with the apocalyptic themes turned down to a mild radioactive rumble and lots of weirdness happening across the world after a solar flare takes out a high technological golden age. The world is criss crossed by a trans global self healing nano self repairing global highway. The Earth has entered a second ice age as global warming has taken its toll and many of the tropical areas are now mutated hot spots of  life. The PC's are starting out at Neutron Falls a small time city right off the TGH (Trans global High way). Air travel is now by blimp and prop plane, many of the nation states are gone replaced by smaller city states.Shipping & cargo transport is now even more dangerous. A trip that takes hours by jet now takes weeks by Mega Trucks. High technology big rigs with machine guns and nuclear fuel cells that are run by adventurers. The campaign is a combination Mad Max and some of the 1970's science fiction disaster flicks. We're meeting again on Friday to move into the next phase of the adventure setting and DYI elements of the apocalypse. 


All in all my players seemed pretty damn happy with the Mutant Epoch game and its rules. One of the players went and bought the rule book himself. All in all its not a bad echo of many of the post apocalyptic science fiction, movies, etc. The game does a nice job of breaking down the tropes of the post apocalyptic genre into a usable format for easy use, concise rules, and some really weird air play. More as it becomes available.  


Tuesday, June 17, 2014

Revisting The Free Post Apocalyptic Monster For Mutant Epoch - Scraplurker: Creatures of the Apocalypse 6 From Outland Arts


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HERE
Part picker, part Morelock, and all post apocalpytic nastiness is the the Scraplurker. This horror from the minds  of Outland Arts is perfect for a trap for all kinds of adventurers. These are a fully fleshed out horror just waiting to be injected into your old school post apocalyptic games. They've even done three sizes of the horrors for a whole lot of weird adventurer bashing family fun in the wastelands.
Here's the write up from Drivethrurpg: 

Watch your step, wastelander… that pile of loot ahead might just be a trap!

Designed and written by Brandon Goeringer, this is the 6th free mutant freak in the Creatures of the Apocalypse line and the first to be offered in three nasty sizes: Juvenile, Adult and Brute!
The Scraplurker is a dweller of the ruins, old war zones and rubble strewn bogs. Although humanoid, these pack hunters view mankind as nothing more than the next meal. Their favorite trick is to wait in ambush, face down, exposing their junk and relic strewn backs to entice excavators and scavs in close enough to make a quick kill. Of course, what ruin looter can resist the often rare and valuable treasure items just laying in plain sight?
            This 8 page PDF offers the Scraplurker in three sizes, a mutation list, full page player handout version of the cover art, as well as a d100 Loot table showcasing items that one might find stuck to the back of these gruesome ambush predators.
Although crafted for The Mutant Epoch role-playing game, using the Outland System Game Mechanic, a GM can easily modify the stats for the three size variants shown into another post-apocalyptic game system
Using The Scraplurker in Your Old School 
Post Apocalyptic Campaigns 

The Scraplurker is a monster and trap waiting to happen all in one for your post apocalyptic campaigns. The fact is that loot is one of the prime motivators for PA adventuring and these mad bastards are perfect fodder for your adventures.


The monster adds a bit more of a razor's edge to looting all kinds of locations such as abandon malls, military bases, air plan hangers/airports, and more. Anyplace you need a family of cannibalistic horrors to terrify your PC's this is one of the perfect fits.
With the loot list this monster class can add in a whole other feel to a location. These are an 'evolved' mutant that will use mutations, pack tactics, and strategy to cause merry havoc for an entire party. There's lots going on behind those beady eyes of these horrors. Add to this the list of random mutations and there's enough to keep your PC's guessing. There's  lots of potential for customization with these horrors. 

Review On 'The Pay What You'd Like' The 1000 Items Scavenged in the Post-Apocalypse From The Amazing List of Things


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HERE
This product does exactly what it says on the outer label, 1000 items for a post apocalyptic campaign. Any PA dungeon master knows that you can't ever have enough items or artifacts to throw into the mix. This isn't a bad little mix of stuff. The problem is that its simply more artifacts. How its used is strictly up to the DM and that's not so much a problem as it is a question of imagination. 
1000 Items Scavenged in the Post-Apocalypse contains an assorted collection of items both strange and ordinary, both dangerous and useful, that a scavenger might find in the ruins of civilization.
Some items you might scavenge:
301. False teeth
375. Gravy boat
567. Mummified hand
783. Six-pack of beer
The Amazing List of Things is dedicated to bringing you quality lists for randomly generating campaign content.
This product is system agnostic and can be used in any campaign with any game system.

This product is truly system agnostic and we'll get more into that below.

Using The 
The 1000 Items Scavenged in the Post-Apocalypse
For Your Old School PA Campaign 


                                 
There are a number of applications for this material, one as an alternative item and artifact chart for your favorite PA system, as random item generator for your favorite failed space colony, or as an item generator for an 'alternative Earth' adventure. The variety is solid and interesting but there needs something a bit more behind this supplement but that on the DM's part not the writer and designer. This is a nice go to generic list and item generator. The fact is that the writer and designer created a perfect product for DYI old school gaming. And it does its job and its a perfect filler for your system. This is really one of the reasons why this product is true system neutral and its made to fit any post apocalyptic gaming campaign. 
If you need an additional PA item generator and true system neutral old school artifact generator look into this one. 


Monday, June 16, 2014

The Vormusri Horde - A Demonic New Monster For Ancient and Accursed Terra For Use With The Astonishing Swordsmen And Sorcerers of Hyperborea Rpg System

File:Bosch, Hieronymus - The Garden of Earthly Delights, right panel - Detail Butterfly monster (mid-right).jpg
There are horrors from beyond the pale edges of reality upon Hyperborea and Ancient Terra. Tremble mortals for The Vormusri Horde comes from beyond the Outer Darkness to claim your cities and your souls!
Read about them right over
HERE

Best Wishes To James Ward This Evening








  I just heard that James M. Ward suffered a heart attack last night. Based on the linked post, he is recovering well. Best wishes for a full recovery, Jim!
From Frank Mentzer  on Metamorphisis Alpha Facebook group page: 

Frank Mentzer

7 hrsEdited

James M. Ward update:


'Good Vibes via Social Media DO seem to work!

Heart attack last night, very serious stuff, but recovering nicely.
He'll stay in the Milwaukee hospital until he fully stabilizes, prolly 2 or 3 days.

Jim wants to fulfill his commitments to the Nexus game convention this coming Thurs-Sun at the Milwaukee Airport Clarion.
We won't let him, so blame us. (But 3/4 of Eldritch Ent. is still attending, so come on down!)

Meanwhile, please keep the good thoughts rolling.'
James Ward is someone I consider a friend of mine.
I'm still in a bit of a state of shock about this, folks and let me be quite plain how I feel about it. James Ward is Metamorphosis Alpha in my mind. And I kinda owe the gentleman a great deal of gratitude for getting me back into the post apocalyptic genre. My thoughts, prayers, and good vibes are with James and the Ward family this evening. All my very best and respect to him this evening. Cheers my friend.
The Future of yesterday is still being written and we want you to continue to write it.


Any comments, questions, etc. should be directed to Eldritch Enterprises right over
HERE
We here at Swords and Stitchery wish only the very best to Eldritch and James Ward. Keep those positive vibes coming folks

Free Charlton Comics Classic - Doomsday+1 Issue # 2 1975 As Resource For Your Old School Post Apocalyptic Campaigns


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HERE

I'm incredibly fond of this wonderful little gem of a post apocalyptic comic book series. Issue two picks up with the action and really ramps up the action. The three cornered love triangle and balance between the comic encounters is well done. There's lots to mine in this series. 

According to Wiki:
 Doomsday + 1 was an American post-apocalyptic comic-book series published by Charlton Comics in the 1970s.

It is best known as the first original, color-comics series by artist John Byrne, who would go on to become a major industry figure. Byrne had previously drawn three unrelated, anthological short stories for comics, as well as the first three issues of a Saturday-morning cartoon licensed comic book before co-creating this original series.
Doomsday + 1 originally ran six issues, cover-dated July 1975 - May 1976. Two years after its cancelation it was revived as an all-reprint series with issues #7-12 (June 1978 - May 1979), reprinting the contents of the first six issues.[1]
The series was created by writer Joe Gill and penciler-inker John Byrne for the small, Derby, Connecticut-based publisher Charlton Comics, under editor George Wildman. Byrne, who also served as letterer, used the pseudonym"Byrne Robotics" for issue #4-6 (reprinted as #10-12). The credits for issue #5 credit the artwork as "Art: Byrne Robotics with technical assistance from Patterson-75", a pseudonym for Bruce Patterson, who provided some degree of inking.[2]
Byrne drew the covers of issues #2-6, with the cover of issue #1 variously credited to Byrne[1] and to Tom Sutton.[3]Issues #7 and #11 featured re-colored reprints of Byrne covers, while issues #8-10 and #12 featured "new" covers created by blowing up panels of interior artwork from the stories.[1]
Stories ran 22 to 23 pages, with most issues also containing a two-page text backup — either a story featuring the main characters or a non-fiction featurette. The backup in issue #5 consisted of two comics pages, drawn by Steve Ditko, of "real world" paranormal vignettes.[1]
One additional 22-page story was produced by Gill and Byrne, but was not published in the original series. It appeared in two parts titled "There Will Be Time, Part One: Time-Slip" and "Part Two: The Man from Elsewhen" in publisher CPL/Gang Publications' Charlton-sponsored comic-book/fanzine hybrid Charlton Bullseye #4-5 (April & Sept. 1976).[4]
Sales of the 1978-79 reprint issues began strong, and editor Wildman assigned Tom Sutton to write and draw a 15-page story scheduled to run as issue #13. As sales of the reprint series tapered off, the project was canceled. While the script became lost, Sutton's pencil-and-ink art for the story, "The Secret City," eventually surfaced, with the cover and the first page published in the magazine Charlton Spotlight #6 (Fall 2008).[5]
The basic plot reads like a Mutant Future or Gamma World Shadow Years Tale, once again wiki has a pretty solid plot write up : 
The series takes place in a near future in which a South American despot named Rykos launches his sole two atomic missiles on New York City in the U.S. andMoscow in the U.S.S.R. The two superpowers, each believing the other has launched a first strike, retaliate. By the time American president Cole and a Russian premier with the first name Mikhail have realized their errors, their fully automated nuclear-missile systems can not be countermanded.
Only hours before the apocalypse begins, a Saturn VI rocket launches bearing three astronauts: Captain Boyd Ellis, United States Air Force; his fiancée, Jill Malden; and Japanese physicist Ikei Yashida. Weeks later, after the post-apocalyptic radiation has subsided to safe levels, their space capsule lands upon a melting Greenland ice field, where the three ally themselves with Kuno, a 3rd-century Goth revived from his ice-encased suspended animation.
The four encounter a Russian scientist/cyborg in Canada, where they commandeer a futuristic jet plane; undersea dwellers; and brutish U.S. military survivors, among others.
There more about the comic series right over on wiki :
HERE