Saturday, April 9, 2022

OSR Commentary On Eldritch Tales: Lovecraftian White Box Role-Playing From Raven God Games

 "Aeons before man arose from the primordial mire, ancient creatures descended from the stars or stepped through dimensional passages to inhabit the Earth. Whilst many of these Old Ones have since passed into inactivity, the secrets they carried with them have been shared with man and now terrible cults haunt the fringes of modern society. These ancient terrors thus still menace mankind and, if the prophecies are to be believed, the Old Ones shall return to reign again over the Earth!"



So if you've been following 'the Lost in The Eighties' campaign then you know that we've returned to our own version campaign  of  Geoffrey McKinney's Carcosa. And we/ve already discussed White Box Gothic so let's move into Eldritch Tales: Lovecraftian White Box Role-Playing From Raven God Games. So what does  Eldritch Tales: Lovecraftian White Box Role-Playing From Raven God Games besides adding modernish technology to Geoffrey McKinney's Carcosa. There several reasons why this is a solid OSR addition to the already crowded campaign setting.. And that's adding alien sorcerers to the cultists NPC class that we have in Eldritch Tales: Lovecraftian White Box Role-Playing From Raven God Games. The deadliest monsters in the Eldritch Tales are the human cultists. Add to the mix is the alien sorcerers who are more then happy to deal with cultists for more forbidden magicks & knowledge. 





















Besides opening up the 20th Century to Carcosa & its Lovecraftian monster gods. Carcosa is open to the Lovecraftian cults as well! This means that Earth's cultists could look at Carcosa as the promised land. And this brings into focus the fact that Carcosa could be the origin point for more then one horror that has been extinct or nearly so on Earth for millions if not billions of years! Plus we've got the unkown horrors as well. 
And this all comes down to the spawn of Shub-Niggurath whose spawn could easily overwhelm large portions of Earth. Fortunately these spawn are fragmented at best & actively opposed to each at certain points. 
The mixture of Eldritch Tales: Lovecraftian White Box Role-Playing & LoFP's Carcosa is actually a rather rich one to mine! There's tons of ideas just floating within the OSR mix that it could take months to untangle the whole cloth here! 

Friday, April 8, 2022

The Battle Android Trooper (B.A.T.) For Your Old School Campaigns

 "BATs are the perfect Cobra trooper. They never question orders, shirk duty or surrender. They are cheap and easy to replace. However, BATs do not react well to changes in field conditions, or discriminate well between targets. They will shoot at anything that moves. Cobra Infantrymen don't like to be on the same battlefield with B.A.Ts, and will sometimes dispense BATs into a losing battle, by kicking them out of low-flying aircraft without parachutes. B.A.Ts also have a tendency to burst into flame when hit from behind!
B.A.T.S. Wiki Entry 




Artwork used without permission 

B.A.T.S. 
The Battle Android Trooper (B.A.T.)

Armor Class: 3

Hit Dice:20 

Frame: Biomorph

Locmotion: Legs
Manipulators: Hands 1d8 per punch, 
Armor: Metallic Mesh AC:3 
Sensors:  targetting system (full sensors) 
Accessories: AV Transmitter, Robolink
Sensors: Class III
Weapons:The right forearm could be equipped with a flamethrower 1d6 +4 Range 30 ft , laser cannon 2d6+2  Range 50 ft, gripper claw 1d8, or standard robotic hand
To The Max! 
On a Roll of 1-10 the B.A.T. shoot at anything that moves friend or foe continuing on with its objective! 
On A Roll of 11-20 The B.A.T. will do anything within its programming to destroy any targets within 20 feet gaining a +1 to all attacks! 1d6 other B.A.T.S. may rush to the aid of their comrade to overwhelm their targets as per their programming. 

The Battle Android Trooper (B.A.T.) were deployed in the hundreds to the alien shores of Carcosa in 2009 and beyond after attempts by Cobra to take over portions of the alien planet of the damned. 
B.A.T.s. have been sold to a number of sorcerers on Carcosa where they have been used as bodyguards & enforcers by these various black magicians. B.A.T.S. are not liked at all by anyone but their masters as they often are far too literal in their programming. 
B.A.T.S. have also been found in a number of Cobra outposts on Carcosa where they continue to be used in their role as disposible troops. Cobra uses Engineering B.A.T.S to maintain a number of these outposts that continue their roles as last ditch bases for the terrorist organization. 
Cobra also uses Carcosa as a testing ground for any captured alien technology & magical artifacts they find. There have been several incidents of B.A.T.S. gaining sentience through technological occult means & the results have not been pretty. B.A.T.S. have also been used extensively by Cobra for exploration roles their D gate programs which were directly adjuncts to the M.A.S.S. Device affair of the Eighties. See the G.I. Joe papers. 

This blog entry is not a challenge to the trademarks & copyrights of the holders of the G.I. Joe cartoons, toys, etc. This blog post is for educational & entertainment purposes only. 

OSR Review & Commentary On Hell Night Hijinks By Super Savage Systems For The Neon Lords of The Toxic Wastelands Rpg

"For one night a year the veil between terra-realm and the terror-realm is so thin that all hell breaks loose. When tricks and treats fill the streets of all the humanoid sectors and all the unspeakable horrors wreak havoc. Within this unholy tome you will find all the stuff needed to run the most spookiest night on neo-terraxx."




"From all the treats to scarf down to the baddies from terror-realm that will scare your socks off!! Included is:



  • The adventure “Detroit-Prime Up All Night”

  • Rules on how to Trick and Treat

  • Hell Night fantastical items and treats as well as mundane treats

  • Hell Night Masks to wear while Trick and Treating!

  • A few additional monsters to add to the holiday fun!"

Hell Night Hijinks By Super Savage Systems For The Neon Lords of The Toxic Wastelands  Rpg is a twenty page Halloween themed Eighties Romp of an OSR adventure in which your PC's come face to face with some of the worst horrors that Neo Traxx has to offer. And its all right in the adventure's opening; "During the time of the Flesh-Gods in the time of the Neon Wars a scientist unearthed a very unholy tome in an archaeological dig. The magic thought to be lost in the sands of time was re-awoken giving the scientist power beyond his wildest imagination. On a day they called Hollow-weens the mad scientist opened a portal to the Terror-Realm causing a rip in the space time fabric causing the portal to open on the same day every year until the end of time itself. Some think the mad scientist survived the portal opening and thrived in the Terror-realm ultimately becoming the scourge of Neo-Terraxx himself. The techno-lich TerrorRex, but that is a story for another time. Now as means to appease the monsters that come through the veil, the humanoid sectors partake in customs and practices they think the Flesh-Gods used to keep the nightmares at bay. This includes Trick and Treating, where humanoids dress up go door to door looking for trouble and get fed massive amounts of sugar and energy drinks. Chronosages do their best to figure out what they see with the sacred smoke, but a lot of times they have no clue what the Flesh-Gods were up to"

Hell Night Hijinks takes place in Detroit Prime & the adventure reads like one part 90's Judge Dread mixed with Nuke Em High swirled in with a heaping helping of Eighties horror films. The Pc's are going to get thrown into the deep end of  Hell Night Hijinks.  The real question is will they survive? And Hell Night Hijinks takes a deep whiff of the systems that were laid down in Neon Lords of the Toxic Wastelands. And Hell Night Hijinks as a beginning adventure for Neon Lords of the Toxic Wastelands rpg! 
We get some really nasty pop culture themed encounters & then double down on those. And while Hell Night Hijinks takes its ques from Neon Lords then enough to keep the players coming back for more!
If your going run Hell Night Hijinks then you going to need equip your party with a Neon Lords Holy Smiter & a cosmic barbarian to help handle the Halloween load of critters. Hell Night Hijinks is part adventure event & dungeon crawl. And it take full advantage of the Neon Lords of The Toxic Wastelands rpg. 
Hell Night Hijinks is a great adventure to throw your player's PC's into the fray! 

Hell Night Hijinks By Super Savage Systems For The Neon Lords of The Toxic Wastelands  Rpg Is Available Here For Free 

Thursday, April 7, 2022

OSR Commentary On Black Box Books -- Tome Three: Cannibals and Confusion By Kirt A. Dankmyer From Ivanhoe Unbound For Your Old School Campaigns


 Now we've been revisiting Geoff McKinney's Carcosa recently & digging through my old campaign notes I came across a reference to Ivanhoe Unbound's Black Box Books -- Tome Three: Cannibals and Confusion By Kirt A. Dankmyer. And these monsters, races, and magick are a perfect addition to Carcosa according to the author Kirt A. Dankmyer; "Four of these six ANTAGONISTS are based loosely on Clarke Ashton Smith! As for the OTHER TWO, one STRANGE CREATURE comes from authentic myth and legend, and one FOE comes from inauthentic myth and legend that I wrote last week!

WHAT SIX MONSTERS DO YOU GET?

1. Stats for an Avatar of Mordiggiel, corpse-devouring Angel of the DEAD!

2. The SKINNY on the Clergy of Mordiggiel and the way they have been CHANGED by association with their DREAD LORD!

3. The forbidden DETAILS of the Graedigg, half human, half FIEND, master of illusion!

4. The tale of the HEADLESS Akephalos, who DEVOUR MEN WHOLE when they go MAD!

5. The secrets of the clever Fögr, who HIDE their VUGLAR HABITS behind DISQUIETING MASKS!

6. And finally the TABOO-BREAKING RITUAL that will bring forth WRATHFUL EMANATIONS from a man's soul... or a Graedigg's soul.

AND THAT'S ONLY THE FIRST HALF!

Ever feel your CLERICS and MAGES need more RANDOM TABLES?'

WHO DOESN'T? Well, our CHAOS MAGIC system has got you COVERED! For every ADVANTAGE, there is a DISADVANTAGE, or at least a GOAT! " 

These races fit the weird & wonderful of Carcosa quite well and given the ten mile size of the hexes of Cacrosa these monsters have more then enough room to appear. And that's some of the advantages of these monsters they quite nicely fit the cultclassic 'B' movie asthetic of Cacosa. And add to this the fact that these races have been inspired by Clarke Ashton Smith & everything becomes clearer. 
We get some unexpected weirdness not directly taken from Lovecraft or Jack Kirby. 



Sprinkling these races & entities throughout the Carcosa setting allows the DM to make Carcosa his own and gives a greater range to the occult forces on the Weird Tales aspect of the campaign. 
Add into Carcosa another alternative magick system & things take an unexpected turn giving PC's even more magical options for their wizards without having resort to the more powerful and icky occult rites that belong to the villains. And this comes into the grip of the Chaos magick of Cannibals & Confusion; "During character creation, with the permission of the referee and all the other players, a Magic-User or Cleric can be declared to be a Chaos Devotee. The character cannot be Lawful in alignment, and a Chaos Devotee Cleric must worship an appropriate god, like a trickster deity. A Chaos Devotee is exactly the same as a normal Magic-User or Cleric in nearly all respects. The only difference is whenever a Chaos Devotee casts a spell, they roll on the special tables below to modify the effects of the spell. First, roll for a Chaos Blessing." 
Ok, not one player I know is going ask permission to play a Chaos Devotee and even if they are a nice one these PC's don't seem to last at my table. These are at best temporary PC's who always seem to get themselves killed. 

And this is one of the aspects of the Carcosa setting, its that deadly all on its own. Numerous times has the Lovecraftian aspects or mundane aspects of Carcosa claimed a victim. Its simply part of the landscape so have a few PC's available. 

Wednesday, April 6, 2022

Review & OSR Commentary Interface: Cybernetics in Clement Sector By Michael Johnson For The Clement Sector Rpg & Your Old School 2d6 Science Fiction rpg Campaign

 "We can rebuild you...

Interface: Cybernetics in Clement Sector details the use of cybernetics in the Clement Sector setting.  From those who hate and mistrust cybernetics, like those on Harrison, to the Caxtonists on Kingston who feel that cybernetics make them closer to God, you'll find it all in here.   While seen as a bit gauche in a setting where biological rebuilds are more accepted, cybernetics are still an important part of life in Clement Sector."

"Here you will find options to replace body parts, mind computers, hand computers, software, and much more.  Also included is the Cyberneticist career to allow you to create characters with deep experience with cyberware.

While, of course, this book is intended to support our vast Clement Sector setting, it can easily be used in any Cepheus Engine or 2d6 SF setting.

Get ready.  You'll be stronger, faster, better for it."


Interface: Cybernetics in Clement Sector By Michael Johnson is a key book for the Clement Sector rpg & the reason is the fact is the cybernetics & A.I. technologies feature front & center within this book. And given the fact that the Clement sector is such a dangerous interstellar frontier then it stands to reason why cybernetics & their  branching products are of such importance to PC's. Interface: Cybernetics in Clement Sector By Michael Johnson takes this & runs with it even further giving the DM the social implications on the various civiilizations of the Clement Sector. And cybernetics & its tecnologies have solid part & parcels within the interstellar laws of the Clement Sector itself. 

Many of these cybernetic technologies are spectial to the Clement sector itself. And these technologies are significant to the sector. The implications for the Cybernetist career are very important as they can & will maintain the PC's cybernetic parts & systems. The Cybernetist career is a very important one as they take on the societies around the Clement sector. 

Interface: Cybernetics in Clement Sector By Michael Johnson ties directly into the Clement Sector's Tech Update:2350! The mind technologies of the Clement sector have dark implications for the Cepheus Engine rpg's psychics! This links up for Earth sector & the Clement sector. 


The interstellar cultural cross section of the Clement Sector works into the cybernetics & thier attendant technologies and here's where Interface: Cybernetics in Clement Sector By Michael Johnson shines. 
Interface: Cybernetics in Clement Sector By Michael Johnson is a key Clement Sector rpg supplement & book. This means that a DM buying the book is going to get a supplement for both NPC's & PC's with maxiumin cybernetics & other related products coverage.  Is Interface: Cybernetics in Clement Sector By Michael Johnson worth your time as a Clement Sector rpg DM?! I believe so as it lays all of the cybernetic cards on the table for the DM to go all in with. 

Interface: Cybernetics in Clement Sector By Michael Johnson Is Available Right Over Here! 

OSR Commentary On White Box Gothic By James M. Spahn [Swords & Wizardry]

 ""Alone with the dead, I dare not go out!"



White Box Gothic brings gothic horror to your Swords & Wizardry WhiteBox campaign! Inside this terrible tome you'll find a horde of horrors!

  • Six New Classes: From the deadly Monster Hunter to the damned Dhampir.
  • Thirty New Spells: Speak with the dead, defile the land, and bind spirits to your service!
  • Twenty-Five New Magic Items: Draw undead servants from your Bag of Bones, learn the secrets of the Book of the Damned, and draw hope from the Symbol of Piety!
  • Fifteen New Monsters: The lowly Cultist, the mysterious Breath Stealer, to the powerful Vampire Lord!
  • Optional Rules: Corruption, Dread, and laying Curses!

Inside these fifty pages you'll find all manner of dark and dire secrets to vex your players and defy the undead" 

Its been a long time since I cracked my copy of White Box Gothic By James M. Spahn & this rpg is going to pick right up from yesterday's Lost Carcosa review here. The idea here is that White Box Gothic has a few PC classes that would compliment Lost Carcosa nicely. We've got the monster hunter class which goes to ten levels. The Metaphysican which is standard occult 'Van Helsing' type & cleric rolled into one. Spiritualist whose your medium distrusted by society. The wanderer class covers everything from your cast out victim of supernatural forces to your wandering crusader. Dhampir is your half vampire whose on a mission against the occult! The Reanimated is your Frankenstien monster type created in a lab whose a victim of circumstances who crusades against the forces of darkness. 
We've got optional rules on Corruption, Dread, & Curses both major or minor. And then we get into major spells up through the sixth level; "Empower Turning Spell Level: Cleric 3 Range: Self Duration: 2 rounds This spell allows a Cleric to roll 4d6 instead of the normal 3d6 when attempting to Turn Undead." This gives far more weight to the cleric! 

The magic items are ideally situated for a Gothic OSR campaign romp with little preparation on the part of the DM take for example;"Candle of Darklight This appears to be a large candle crafted from black wax. When lit it produces a black flame that actually radiates no visible light. Those who are within 60 feet of a lit Candle of Darklight are able to see perfectly in natural or magical darkness. A Candle of Darklight can burn for up to six hours before being expended. Usable by: All Classes" 
Useable by any PC class and able to peer through those infernal clouds of darkness that demons & the like love to use. And this dives into the White Box Gothic  monsters of this Gothic OSR rpg & we get the following nastiness; " Blood Raven Armor Class: 8 [11] Hit Dice: 1 Attacks: Peck (1d6-3) Special: Devour the Eye Move: 6 (15 when flying) HDE/XP: 2/30 These large, red-eyed birds have feathers as black as midnight. It is not known whether they are truly ravens or not – but they are most commonly found on ancient battlefields, barrow mounds and in graveyards. They crave human flesh and take particular delight in devouring the eyes of living victims when freshly dead carrion is not available. Whenever a Blood Raven rolls an unmodified 19 or 20 on its “to-hit” roll, the target of the attack must make a saving throw or find their eye plucked from its socket and devoured. This blindness can only be cured by powerful magic, though once a blood raven has devoured the eye of its victim its lust for blood is slaked and it flies contentedly away. They are known to travel in groups of 3 – 18 (3d6). These groups are known, aptly, as a “murder” of blood ravens." 






How could White Box Gothic be used with LoFP's Carcosa?! Well there are several thoughts that come to mind. The first is the fact that Carcosa despite its Gonzo trappings is actually a Sci Fi horror campaign setting and so the corruption rules are going to be in full affect for PC's messing with the technological magic items of Cacosa. And the nasty nature of Carcosa itself is just waiting for the PC's themselves and this can be traced to the Great Old Ones who are more then willing to created one of the most dangerous monsters of White Box Gothic The Clerical Liche; "Clerical Liche Armor Class: 1 [18] Hit Dice: 12 - 18 Attacks: By weapon (1d6) Special: See Below Move: 12 HDE/XP: 15/2,900, 16/3,200, 17/3,500, 18/3,800, 19/4,100, 20/4,400, 21/4,700 While the vast majority of liches have mastered the arcane arts of the Magic-User in rare cases, some of them devote themselves to the service of a malign god or goddess with such zeal that they rises as powerful and terrible 42 Eric Fabiaschi (Order #34172416) masters of corrupted divine magic. These are known as Clerical Liches. They are able to cast spells as a 10th level Cleric. In addition, they have also mastered the spells of a Magic-User, though to a lesser degree than traditional liches. A clerical liche can memorize and cast spells as a MagicUser with a level equal to half their normal hit dice, rounded down. This means that a liche with 14 or 15 hit dice would memorize and cast spells as a 7th level Magic-User and as a 10th level Cleric. Clerical liches cannot paralyze with either their touch or aura, but can Turn Undead as a Chaotic Cleric of 9th level, as described in Swords & Wizardry: WhiteBox." 
Such a liche created by the Great Old Ones or Outer Gods would be perfect as the head of a cult or other  Mythos related religion sprung from the dark other worldly jungles of Carcosa. The third thing that comes to mind is the way that White Box Gothic's spells really makes the cleric into a force to be reckoned with & with Lamentations this makes for a much more dangerous playing field. Anything the PCs can do the NPC can do as well! This means that the inversion of some of the spells could cause a lot of harm to the PC's in spades! 

Tuesday, April 5, 2022

OSR Review & Commentary On Lost Carcosa By Tristan Tanner From Bogeyman Gaming For Your Old School Campaigns or OSR Fantasy Role Playing Game.

"ENTER A WORLD OF HIGH ADVENTURE AND COSMIC HORROR!

Lost Carcosa is an exciting new supplement for the ORIGINAL FANTASY RPG, inspired by the works of Robert W. Chambers, H.P. Lovecraft, Ambrose Bierce, Edgar Rice Burroughs, and Robert E. Howard! Within its pages, you will find:

  • Dozens of horrifying new monsters
  • 11 new spells for use with either the Cleric or Magic-User classes
  • 21 new magic items
  • 7 regions, detailed with encounter tables and 50 possible things to find in each region
  • Simplified rules for wilderness generation and exploration
  • Brief biographies of prominent NPCs and deities
  • And more!" 



Lost Carcosa by Tristan Tanner from Bogeyman Gaming is a Weird Fiction OSR supplement & addition too your favorite OSR retroclone system. It essentially walks the same course as Geoffrey McKinney's Carcosa with quite a few distinct differences. And Lost Carcosa starts off with Men & Magic offerng Zoogs & Ghouls as a PC race. Then we've got spell additions with essential salts & a host of other Lovecraftian spells. And then we get a ton of Lovecraftian monsters and did I mention that this is all for OD&D and B/X Dungeons & Dragons style games. And there's a good dose of Edgar Rice Burroughs thrown in there for good measure. And there's a whole truck load of weird & Lovecraftian magic items for good measure. Here's an example; "Image Of Ghatanathoa: These typically take the form of wooden boxes with hinged lids, within which is a statue of the Great Old One Ghatanathoa. Anyone who looks upon the visage of Ghatanathoa is instantly petrified, their body mummifying and fossilizing while their brain remains alive. A saving throw versus stone can be made to avoid looking at the statue." 

And then we get into 'Lost Carcosa' proper yes that's right this actually is a  'Robert W. Chambers' campaign setting and its pretty detailed with random enconters, adventure goals, & much more thrown in. 
And a huge amount of significant areas described but there's no map at all for any of these Lovecraftian locations! There's the Carcosan underworld that rates its own sections & it goes in for the deep dive on those with more random encounters and much more. And then into Carcosa mini dungeons! 
Then there's the Dieties of Carcosa including the King in Yellow himself, and more Lovecraftian dieties to boot! And then we dive into exceptionally important NPC's on Carcosa such as; "THE WOMAN IN THE WALLPAPER The King in Yellow feeds on intelligence and creativity, inciting obsession and madness. The Woman in the Wallpaper is one of his many victims, corrupted into a monster by his unholy influence. Once she was an ordinary young woman from Earth, suffering from clinical depression in an age where treatment for such a condition was locking the unfortunate woman in an empty room for days. The King in Yellow crept in through the ugly yellow wallpaper which decorated her room, and began to corrupt the woman. She started to see impossible patterns in the lines of the walls, illuminated by the pallid moonlight, until she could see a distorted, crawling figure behind the wallpaper. In time, she came to realize that it was herself, and in a frenzy stripped the wallpaper off the wall and began to change into something not quite human. Her husband died of shock" 
And then we get 'Appendix A' a random mutation table & 'Appendix B' -'Appendix B: Dark Young Of Sheol-Nugganoth' section! And then inspirational films, literature, etc. 
Alright let me slow down because all of this is packed into Eighty Nine pages of a glorious Lovecraftian  campaign  of a supplement in 'Lost Carcosa'. And what 'Lost Carcosa' reminds me of is Dave Hargrave's Arduin rpg supplements. Lots of incredibly interesting & somewhat insane Lovecraftian ideas thrown into the mix of 'Lost Carcosa' that you as a DM can use or not. 
Could 'Lost Carcosa' be used with Geoffery McKinney's Carcosa?! I believe it not only could but that was the intention here.  'Lost Carcosa' offers an alternative OSR campaign setting to LoFP's Carcosa or another face of the classic OSR campaign setting. Perhaps another side of Carcosa where we have even more weirdness happening. 'Lost Carcosa' is an interesting addition to the OSR landscape and one that I hope to be using coming up! 

Monday, April 4, 2022

OSR Review & Commentary On The First issue of Ulfire Tablets, An OSR fanzine dedicated to Old School Science Fantasy Campaigning

 "This is the first issue of Ulfire Tablets, a zine dedicated to roleplaying in science fantasy / planetary romance settings! Try the vile Carcosan Chess, ride dinosaurs, play as (or consume) sentient fungi, read the mind of an ancient sorcerer, create objects of arcane technology indistinguishable from magic, and fight as a post-apocalyptic barbarian! 32 pages of content, mostly with OSR games in mind."



























"This volume turned out to be a Carcosa special, but in the bleak future we plan to colonize other planets as well – Barsoom, Tékumel, Athas, Gamma Terra, or anything else along these lines. Get in touch if you wish to contribute gaming materials or art!" 

So I've been looking around for other LoFP Carcosa sources & came across a fanzine called Ulfire Tablets issue #1. And its a first strong issue with the insane Carcosa Chessmen article by  Tamás Kisbali & Bálint Biczók. This chess variant is really nasty & dangerous for PC & while its a throwback homage to Egar Rice Burroughs a 'The Chessmen of Mars'. Carcosan chessmen has some dangerous variants within its rules so use with caution. 
Carcosan Fungimen by M.W. Hess brings three brand new varieties of fungi warriors to the table top & none of them are going to be easy to deal with. The fiction piece is the Sorcerer King of Carcosa by Tulta about an aging Sorcerer king whose come to his final reward of old age but not all is as it seems. 
Parasaur mounts by M.W. Hess brings new dinosaur mount goodness to your Carcosa or Science Fantasy campaign.Science Fantasy Artifact Generator By Tamás Kisbali brings a solid science fiction & science fantasy artifact or technology generator to your games. 
Twenty Fighting Styles for Carcosa By Dan St. Cy brings home the rites & rituals of some really awesome alien fighting styles. Finally we get a very detailed review of Swords and Super-Science of Xuhlan: A Campaign Setting for Use with Warriors of the Red Planet, by Terje Nordin (2020); 46 pages. Reviewed by Tamás Kisbali who goes into some really solid detail about this forty eight page rpg campaign setting. 

The first issue of Ulfire Tablets, comes on strong with only a thirty page first issue and keeps up the weirdness for at least its entire run. The material here is solidly done with call backs to classic era resources & solid 'b' movie references throughout. The first issue of Ulfire Tablets, doesn't take itself seriously but treats the subject material as such. And it keeps its feet moving through the Science Fantasy material with very little let up. And this is solid move for a fanzine to take. All in all I think that the first issue of Ulfire Tablets, is worth your time & your attention! 

 The First issue of Ulfire Tablets, An OSR fanzine dedicated to Old School Science Fantasy Campaigning 

E.D.D.I.E. Cybernetic Units For Your Old School Campaigns

 The E.D.D.I.E. Units were created by the Ministry of The Iron Maiden in 6891 to police through time & space. Each E.D.D.I.E. unit is equipped with a 'side slip' time teleportation device after the 'Somewhere In Time' affair on the shores of Carcosa.E.D.D.I.E. stands for Eradication, Destruction, Diliation, Investigation, and End cybernetic unit. 



Chris Shy Artwork used without permission no copyright nor trademark infringement against the artist is implied. The artwork inspired the 

Each E.D.D.I.E unit is made from the cloned necrotissue of history's worst criminials & psychopaths give over to the 'Iron Maiden' ministries patiented RUR  universal matrix brain. Equipped with a necrophasic targetting system & an internal nuclear powered  percision laser pistol (half life 2000 years) 2d6+2 damage. No one knows why the E.D.D.I.E. cybernetic units are on Carcosa but they seem to be searching for something but no ones what. 
E.D.D.I.E. Unit 
Armor Class: 3
Frame: Humanoid 
Locmotion: Legs
Manipulators: Hands 1d6 per punch 
Armor: Necro metallic flesh AC:3 
Sensors: necrophasic targetting system (full sensors) 
Accessories: psychic link with Iron Maiden Minstries 
Weapons: internal nuclear powered  percision laser pistol (half life 2000 years) 2d6+2 damage.
Defense: Force Field capable of absorbing 100 points of damage.Each E.D.D.I.E. unit is equipped with a Side Slip Time Teleportation device capable of seven time jumps before having to return to 'Iron Maiden' Ministries for a full recharge. 
 Note that each E.D.D.I.E. Unit is capable of creating its own  unique A.I. personality over its 20,000 year life span. E.D.D.I.E. units are capable of appearing throughout time & space. 
 To The Max 
On a roll of 1-10 The E.D.D.I.E. unit adds +2 to all hand to hand attacks 
On a roll of 11 -20 the E.D.D.I.E. unit rips the targets head off with a sickening ripping sound! 

Review & Commentary On Frog God Games 'The Fiend of Turlin' By Skeeter Green For Swords & Wizardry rpg or Your Old School Campaigns

 "It all seems like an ordinary city adventure at the beginning, in the Turlin’s Well District of the City of Bard’s Gate, but matters get darker and stranger as events move on. An unknown troublemaker is progressing from vandalism to kidnapping to murder, and the district’s civil order starts to come unraveled as the city watch remains helpless to stop the very visible crimes…" 

Frog God Games Skeeter Green has created a nice first or second level adventure in 'The Fiend of Turlin's Well'. A thiry page adventure that attempts & succeeds in adding in psychological horror into the the realm of Swords & Wizardry rpg's Sword & Sorcery adventure. 






















The dark nature of the murders of this adventure are not for the faint of heart. 'The Fiend of Turlin'   adventure  set up is very itself very well with the PC's getting deeply into the middle of events right away. 'The Fiend of Turlin' takes the PC's deep into the adventures events & unfolds around them solidly. 
There is treasure but there's a lot of terror here and 'The Fiend of Turlin'  makes good use of both its plot & elements over multiple sessions if played correctly. Without giving a lot away there's enough within 'The Fiend of Turlin' to take the PC's from 1st level right into a healthy 2nd level easily. The writing is solid & the adventure moves along quickly.  This is an 'adult' adventure because of how it lays itself out & its disturbing content ( no more so then an episode of NCIS really or an 'R' rated film.  'The Fiend of Turlin' could be used to introduce PC's to a larger urban city scape campaign & it really would fit the grim & gritty nature of Greyhawk quite easily. 




'The Fiend of Turlin' By Skeeter Green For Swords & Wizardry rpg isn't a bad choice to kick off a low level Swords & Wizardry rpg campaign with a neo Noir  Sword & Sorcery slant! The NPC's are solid, the cartography good, and the material is easily adaptable. 

Frog God Games 'The Fiend of Turlin' By Skeeter Green For Swords & Wizardry rpg is available here! 

Sunday, April 3, 2022

Lost In The Eighties! LoFP Carcosa & OSR Actual Play Session - Extension

 




So we've been picking up on an old OSR campaign game I ran awhile back 'Lost in the Eighties' wayback in 2018.  And we decided to revisit the game with our current Veterans of the Supernatural Wars PC's. And this all begins with the PC's crossing paths with Iram Vep and Les Vampires in America about 1985. Les Vampires are band of asssasins & thieves who are actually vampires! They broke into the home of a retired adventurer & stole the Ring of Ravago. The ring is literally a ring of gold brass material & the vampires had killed the adventurer when the PC's broke into the three story house. A fire fight ensued and the ring was activated when a stray bullet hit the right after the PC rolled a one. 





















Artwork used without permission

Iram Vep and Les Vampires were not caught in the magick back blast but the PC's were! They found thenmselves within another fire fight on Carcosa between a group of blue men & green! The PC's kept their heads down until three fast moving & highly dangerous alien space craft chased off both groups! 










The PC's remained hidden behind a ruined wall & the space craft zipped off in quick sucession. The whole affair lasted a few moments. A few moments later the PC's heard a strangled scream from an old man. They rushed to his aid just as one of the space craft was beaming an ancient purple man aboard. The PC's Mystic martial artist Quan Linn dived into the ray and grabbed him. And just before they had a lock on him & they rolled out of the way. The ships left in a flash. 
Wi Granna a purple sorcerer of Law was grateful to the martial artist and took the PC's to his stone hut nearby. And Wi Granna was able to activate the ring using blood from each of the player characters. But is it ever a good idea to give a sorcerer your blood!? 
The PC's found themselves back in the middle of Friesburg Pine Court Mall surrounded by shocked shoppers?! 
The PC's were wondering why Friesburg Pine Court Mall ?! And they were missing over 24 hours that had vanished! And as they left the mall to call a cab things started to get weird. The sky turned an odd colour and the party heard the familar whine of the space craft they had just seen! And this is where we closed our session on! 




















So we're using the Veterans of the Supernatural Wars Rpg Companion which adds a ton of options for the B/X D&D driven given. The mix of Lovecraftian & occult horror movie PC options are some of my favorites.