Showing posts with label 100 Oddities for a Wizard's Library. Show all posts
Showing posts with label 100 Oddities for a Wizard's Library. Show all posts

Monday, June 8, 2015

Subcar Station Of Terror - Fantastic Heroes and Witchery Actual Play Event




  So over the weekend I've gotten together with my players minus one and they've gone over the task of trying to deal with items and devices in the wizard's laboratory and the subcar from last week's game . They also stumbled upon a crew of shadow goblins which gave them a very hard time nearly taking out at least two of the PC. The goblins were on loan to the wizard as crew to maintain his technology from the Derro. The players are being far more cautious about this laboratory now. They also found at least two secret chambers that have branching tunnels to other places;they decided to explore these later. The night goblins were more then a match and the melee took quite awhile. Then it was time to explore their plunder a bit but it was way,way, too strange for them. 


After a quick look through some of the bubbling, burbling,strange mad scientist style contents of the various labs and what not; the party didn't to play with some of the Earth shattering weirdness . The stuff  in the jars of multi colored liquids and odd organs proved to be too much. A quick look through  door number two might be a better choice?
They decided to investigate the two hidden tunnels one of which was an endless stair case that branched off into the darkness seemingly forever. The PC's opened the door, peered in and saw something demonic from below.They did not like this situation at all. They threw the night goblin corpses down the stairs and then sealed the door. 


The second bit of investigation lead them almost straight into the clutches of a closet monster. A rather nasty minion and guardian of the Byways that they weren't expecting. After a rather brief series of tom foolery and Dex checks the party got the door closed, bolted, and sealed. 

  They had bigger fish to deal with besides as something came shambling down the tracks of the subcar. A bunch of zombies from up the line were coming in for a visit with the PC's. This bit of violence took the rest of the night and introduced several new wrinkles to the game. But the fight with the zombies took a lot out of them. 


Continued this coming week as the subcar door's mysteriously opened! Do they get in to continue the journey? 

Tuesday, May 26, 2015

Exploration of The Wizard Of Tsathag’kha's Lair - Fantastic Heroes and Witchery Actual Play Event

The PC's had a hell of a time dealing with the Gatherers  and their horned ape minions. They also found out that all was not well in the neighborhood where they've been staying.
After fighting off  the Lovecraftian sky horrors last game during their time in a fortified and guarded Waterbury neighborhood. The PC's contended with a group of horned apes which were trying to use the hypnotic powers of their masters to lure out the inhabitants of the place as slaves for their masters. They've traced down the space craft to the Waterbury space base and found that tunnels ran the length and breath under the city. But they also found Sir Walter Brent, a wizard and occultist living in the midst of the good citizens. An investigation of his brownstone turned up some rather interesting things.
 It seems that the man whose been leading the various adventurers to the Waterbury space port is actually a Baleful Sorcerer of Tsathag'kha whose been working on sacrificing anyone who comes along to his toad god whose been munching on their souls quite nicely. An invesitgation into his brownstone turned into a fight with some very nasty Lovecraftian shadow demons. The faceless fiends gave the PC quite the hard time and only after taking some damage did the PC's turn up some treasure and something more. 

                                             

A hidden chamber under the desk of our wizard in residence with a hidden secret passage under his ground floor apartment building. The hidden door was guarded by a needle trap and a shocking ward of lethal cunning. The party's half Elven thief got through it rather neatly. 

The PC's found the wizard's laboratory and work room, a hidden realm of weirdness and a series of tunnels that leads they think to Waterbury space port. But they've decided to explore the wizard's work room first.
File:Mattheus van Hellemont The Alchemist.jpg
There were weird cries and strange smells issuing up from the hidden underworld beneath the streets of Waterbury and the PC's are convinced that something nasty awaits them. And their right of course.

The advice of Venger Satanis's 'How To Gamemaster Like A F#$@ing Boss'  is quite clear here and that's to keep things moving along with a bit of entertainment, weirdness, and solid old school adventuring. I've got this little beauty waiting right down below for the party. A servant of Tsathag’kha' waiting to cause the party all kinds of mayhem.



Making an appearance in the next installment is going to be 100 Oddities for a Wizard's Library, the third in the 100 Oddities series from Skirmisher Publishing and the timing of this product couldn't be better for me.  The 1st edition DMG has a boat load of reference material but many players know that stuff like the back of their hand. Here's a resource that can be used for any edition or any game for that matter. All material here is straight up brand new and there are over a hundred random entries. This is a well done resource and clocking in at twelve pages is wall to wall weirdness perfect not only for a D&D style game or any old school campaign.  But  for a game where you've got an occultist pluming the depths of the supernatural and you need some bit of set dressing or plot hook for your PC's to stumble upon.
This book can also be used as a perfect supplement for your wasteland warriors to stumble upon the lair of a sorcerer or wizard whose left behind a bolt hole or hide away in the middle of some god forsaken wilderness.
Grab It Right Over
HERE



The tunnels lead to a subtrain which should take our heroes to the Waterbury space port but its controlled by a gang of cannibal sociopathic sadists who would love nothing more to then to get their collective hands on the PC's. More information these mad bastards right over HERE


Our NPC wizard comes from Venger's The Baleful Sorcerer of Tsathag'kha and is perfect for use as a nasty NPC vile villain. The level of the NPC can be adjusted as needed for your campaigns. 

Wednesday, February 18, 2015

100 Oddities for a Wizard's Library From Skirmisher Publishing For Your Old School Campaigns

100 Oddities for a Wizard's Library,is the third in the 100 Oddities series from Skirmisher Publishing and the timing of this product couldn't be better for me. When your party finally reaches the top of the wizard's tower or the laboratory strong hold what are they going to find? The 1st edition DMG has a boat load of reference material but many players know that stuff like the back of their hand. Here's a resource that can be used for any edition or any game for that matter. All material here is straight up brand new and there are over a hundred random entries.


Grab It Right Over
HERE

This is a well done resource and clocking in at twelve pages is wall to wall weirdness perfect not only for a D&D style game or any old school campaign.  But  for a game where you've got an occultist pluming the depths of the supernatural and you need some bit of set dressing or plot hook for your PC's to stumble upon.
This book can also be used as a perfect supplement for your wasteland warriors to stumble upon the lair of a sorcerer or wizard whose left behind a bolt hole or hide away in the middle of some god forsaken wilderness.
The book is also perfect for those weird ruins of universities and libraries where wizards have come to make a lair in within them. Think about Sokurah the magician from the Seventh Voyage of Sinbad, he moves into the dungeon works of island of Colossa. This book is perfect fodder for what a party might find left behind after such a vile villain departs. 
There are certain entries with a vague and sinister air of the Cthulhu Mythos about them. These can easily lead adventurers into the machinations of a local cult or cast of vile villains who have traded with or done business with the wizard in question or is the wizard who owned the items actually the leader of such a cult? Which brings us to to another possible use for 100 Oddities for a wizard's library.
This book can be used for Call of Cthulhu,Runequest, or any supernatural or occult hideout as well. Reading thought it I'm reminded of the abode of Zenobia from the classic 'Sinbad and The Eye of The Tiger'. In that film we get a glimspse inside her lair. And I always wondered what else was there. Well wonder no more. With a few toss of he dice you've got a lair of supernatural wonder fit for a wizard of sixth level or better.
This book could easily fit the bill for investigating the ruins of a certain classic wizard school as well out in the world of the supernatural.
The end of uses for this product is pretty much limited only by your imagination. The entries are well thought out by the Skirmisher crew and reflect a really well done twist on the usual style of these supplements.
Clint Staples, William T. Thrasher . Thrasher, and the Skirmisher Game Development Group do a great job with the layout and artwork as well. I can see myself using this for some lost world wizard or even in a campaign world like my recent Thundarr games where the uneasy mix of relic technology  & magic has made things very interesting for adventurers.
All in all this is one of my favorite recent entries by the Skirmisher crew and its easy to see myself using this material in a wide variety of campaigns. Anyplace where a wizard has his lair is the perfect place to use 100 Oddities for a Wizard's Library.