Showing posts with label Lovecraftian Campaign Settings. Show all posts
Showing posts with label Lovecraftian Campaign Settings. Show all posts

Friday, September 15, 2017

Using Modern OSR Adventure Resources For an Old School Lovecraftian Campaign Twist

Mark Taormino's latest adventure Kickstarter broke earlier this afternoon. He wants to add new artwork & pieces to his existing modules. No this isn't a few coats of paint, some new artwork here & there this is a solid revamp.





So tonight I've been thinking does one use modern OSR game adventures with old school campaigns or campaign designed settings. All of this centers around Mark Taormino's latest Dark Wizard Games Kickstarter which dropped earlier today.




Many of Mark's adventures center around adventures with some pretty wild, weird, gonzo anachronistic adventure set pieces. From space craft,death roller coasters, fun house dungeons with modernistic elements, & many more. You can see exactly the sort of weirdness I'm talking about in Mark's walk through of the
Secret Machines of the Star Spawn. So how the hell does a dungeon master cope with some of the modernistic touches in many of the Dark Wizards titles? Surely there can't be a classic old school Sword & Sorcery solution that can not only build upon some of the guiding principals of these modules but actually incorporate them.




If we begin to look into the actual adventure plot for Secret Machines of the Star Spawn several small plot points jump straight out, "Locals have been hearing whispers of strange happenings around the Ancient Volcano. Rumors over the last several years of an unspeakable evil that has risen up inside. An evil that “fell from the stars.” There is something wicked and devilish going on inside. Highwaymen report of strange creatures, mechanical monsters, horrible beasts and “little green men” that are roaming the land. You and your stalwart adventurers have decided to take on the challenge of plundering the mountain for the treasure within!"



Star Spawn uses many of the popular pop culture & sci fi pulp tropes to great advantage within its setting, it throws PC's into the deep end of the adventure pool with sci fi references, traps, tricks, etc galore. The Secret Machines of the Star Spawn exists in a sort of campaign vacuum so that the dungeon master can slot it into their own campaign. That's fine and it works really well but what if there was a back ground campaign setting & a possible drag & drop point for adventurers? Well there is in the third series module Villains of the Undercity, we get the small coastal city of Los Farport. This is a sort of campaign setting parody, homage to several well known  old school & TSR campaign cities. But it manages to create its own flavor of mayhem with its old school style plot;"The locals insist people are being abducted in the night and taken into the bowels of the rumored “Undercity Dungeon” below. A lone survivor managed to escape and give some information before dying in your arms: “Secret door... Tavern of the Wiley Wench... Ugh!” You and your brave team of adventurers have decided to investigate these rumors, plunder the dungeon and destroy the dreaded “Villains of the Undercity!” ...right after you loot his still warm body, of course."  Well what if this world is a throw back to another earlier age.



Taking my cues from a classic science fiction novel by Clifford Simak called the Goblin Reservation. The book is a
blend of science fiction and fantasy, it features a ghost, leprechauns, trolls, banshees, a dragon, a cybernetic sabertooth tiger, a Neanderthal, Shakespeare, aliens who get around on wheels, time travel, and stranger things. It was nominated for a Hugo Award in 1969. But this was a bit to close to Tolkein's influence for me. But man do I love that '77 cover artwork! I have this edition lovingly bagged up because I love the artwork so much.


So I began to dig into a few earlier C.L. Moore stories along with Leigh Brackett's novellas. I began to look into the possibility of a small Exo planet out beyond Pluto caught in the Boreas Winds. This world was once a Hyperborean empire out post world populated by near humans with a few twists on the traditional fantasy & Dungeons & Dragons tropes. This means that there is more to this then simply placing an exo world outside the normal bounds of the solar system and populating it with traditional D&D style races and monsters. These races are actually human based hybrids genetically engineered eons ago by dark Hyperborean masters for working under weird conditions. But there are far darker undertones here especially if Clark Ashton Smith & HP Lovecraft's monster 
cosmicism is followed. 
It is absolutely necessary, for the peace and safety of mankind, that some of earth's dark, dead corners and unplumbed depths be let alone; lest sleeping abnormalities wake to resurgent life, and blasphemously surviving nightmares squirm and splash out of their black lairs to newer and wider conquests.
Read more at: https://www.brainyquote.com/quotes/authors/h/h_p_lovecraft.html

"It is absolutely necessary, for the peace and safety of mankind, that some of earth's dark, dead corners and unplumbed depths be let alone; lest sleeping abnormalities wake to resurgent life, and blasphemously surviving nightmares squirm and splash out of their black lairs to newer and wider conquests."
HP  Lovecraft

Here adventurers actions aren't irreverent instead they're absolutely necessary for the survival of the communities, kingdoms, and city states existing on the edges of  the solar system.
"In Lovecraft's work, human beings are often subject to powerful beings and other cosmic forces, but these forces are not so much malevolent as they are indifferent toward humanity" In other words the world needs the PC's to stand between the threats from outside because there are far more malevolent forces waiting beyond the bubble of reality.  Time and again we see monsters, funny house situations, and more yet we're not seeing the whole picture of  events. Monsters are merely one more pray animal to far more dangerous forces lurking outside of this cheese cloth reality.  This isn't Thundarr the Barbarian so much as its the dungeon or adventure ecology of a Sword & Sorcery world with sort of trappings of high fantasy. But this is not.

"The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far. The sciences, each straining in its own direction, have hitherto harmed us little; but some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality, and of our frightful position therein, that we shall either go mad from the revelation or flee from the deadly light into the peace and safety of a new dark age.
Theosophists have guessed at the awesome grandeur of the cosmic cycle wherein our world and human race form transient incidents. They have hinted at strange survivals in terms which would freeze the blood if not masked by a bland optimism. But it is not from them that there came the single glimpse of forbidden aeons which chills me when I think of it and maddens me when I dream of it. That glimpse, like all dread glimpses of truth, flashed out from an accidental piecing together of separated things—in this case an old newspaper item and the notes of a dead professor. I hope that no one else will accomplish this piecing out; certainly, if I live, I shall never knowingly supply a link in so hideous a chain. I think that the professor, too, intended to keep silent regarding the part he knew, and that he would have destroyed his notes had not sudden death seized him." 
HP Lovecraft The Call of Cthulhu

This means that Elves, Dwarves, etc. are merely magically charged 'happy meals' waiting for any number of Lovecraftian entities to come and feed on them. These beings are more then merely alien to mankind their a set of prey animal waiting to be snatched away by alien and extra terrestrial races of incredible power.



We see snatches of this in Clark Ashton Smith's Zothique stories especially in Xeethra by  Clark Ashton Smith
"Subtle and manifold are the nets of the Demon, who followeth his chosen from birth to death and from death to death, throughout many lives.
—The Testaments of Carnamagos"
The players should never be made to be suitable for an adventure or module. The module or adventure should be modified out to the players needs as necessary. Here the changes to the modules or adventures are subtle from the standard D&D or OSR modules here its all in the background or side story elements to convey that something is more then slightly 'off'' adventure motifs. 

In the end its not about just killing monsters and taking their stuff, its also about staving off the darkness for a bit longer and having your PC be the larger then life heroes they were meant to be. 


If You Wish To Support
Mark Taormino's latest Dark Wizard Games Kickstarter Go Here

Tuesday, February 21, 2017

Old Mercury Under A Hyperborean Sun - Commentary On Several Free Novellas From Leigh Brackett For The Old Mars Campaign Setting




I've been looking over some of the OSR Goblinoid Games resources I have left (these are my table top gaming copies); my other ones were stolen by an ex friend of mine after he went off the deep end of sanity. Anyhow what do you do when you've got experienced & more then slightly jaded Dungeons & Dragons players who know all of the classic era TSR modules? They don't think Old Mars is challenging enough or Old Venus is weird enough? You send them where the planet separates the weak from the dead in spades; this place makes Hell look fun. I'm talking about Old Mercury. HP Lovecraft mentioned it;" H. P. Lovecraft's "The Shadow Out of Time" (1936): Later, as the Earth's span closed, the transferred minds (of the Great Race of Yith) would again migrate through time and space — to another stopping place in the bodies of the bulbous vegetable entities of Mercury." But it was really another member of the Lovecraft circle who really added in the creep factor with his Immortals of Mercury. Clark Aston Smith's Immortals of Mercury is a classic and an old favorite of mine.  These Engineer type immortals are in my Astonishing Swordsmen & Sorcerers of Hyperborea, Hyperborean survivors who have fled to Mercury and themselves off from contact with outsiders.  They've got living bio engineered suits worth a cool 70,000 to 80,000 gold pieces in the right markets
. Good luck trying to leave because Mercury is bombarded by cosmic storms and its tidally locked.

Once again its Leigh Brackett who gives this planet a Conan style treatment & its a proving ground for some of the most colorful as well as dangerous characters.
"In Leigh Brackett's short stories (especially "The Demons of Darkside" (1941), "A World Is Born" (1941), "Cube from Space" (1942), and "Shannach – the Last" (1952)), a tidally locked Mercury features a 'Twilight Belt' exposed to dangerous variations in heat and cold and havoc-wreaking solar storms. Some of Brackett's most colorful characters, like Jaffa Storm ("Shadow Over Mars") and Eric John Stark, were Mercury-born."

So what does this have to with Thundarr The Barbarian? Well a bit of everything, Mercury is a world where only the strong, fit, & resourceful are going to survive and thrive. Its also a lost world in many of the stories. And its a refuge for the Ancients according to many Gamma World & Mutant Future dungeon masters I've talked with.
Mercury is a world with all of its own internal alien ecology & logic able to test the mettle of any PC who goes there. There are several stories that are within the public domain . One of the best is Shannach - The Last which has a very Lovecraftian feel behind its science fantasy facade.
"An Earthman on Mercury stumbles into a long lost colony in a hidden air-filled valley, ruled by harsh Sunstone wielding hawk controlling lords - and, of course, an alien overlord behind them"

Shannach - The Last



So what does this have to do with Hyperborea? Well not only do we have the Mercurian Hyperboreans & the weird Lovecraftian ecology but there is also what the Great Race might have left behind on Mercury? In my campaigns in addition to the gateways & dimensional works there several minor space dungeons.

In The Amazing Stories July 1941 issue we're treated to No Man's Land In Space which gives us space pirates, inter system war and something more sinister. I'm including it because of the overtones of the Lovecraftian elements & the almost historic Australian like nature of Leigh Brackett's Mercury which the habitable asteroid shares.



GRAB
The Amazing Stories
July 1941 issue Here

To really get a good solid feel for the isolated nature and dangerous elements of the tidally locked 'Old Mercury' that Brackett creates we have to go to A World Is Born. Here a lot of the penal colony frontier nature of Mercury is revealed and its not a pretty sight. 
You Can Download A World Is Born Right Here

 Mercury is not a world to be taken lightly & can easily take out an entire party of experienced adventurers easily between its monsters, hazards, and the ruins in its night side this is a world not to be underestimated. Good luck exploring the vaults of Old Mercury

This post is not an attempt to violate the copyrights or trademarks of any of the films nor properties named in this post. All ideas are for a private table top rpg campaign. None of the ideas or opinions expressed in this post are meant to violate the trademarks nor copy rights of any of the table top rpgs discussed nor are they in away responsible for the thoughts or opinions of the author. The writing, ideas, and opinions are copyrighted and trade marked to the author and Dark Corner productions. This post is for entertainment & educational purposes only.

Thursday, March 26, 2015

Athanasius Kircher Patron Saint of Atlantandria Port City Of Accursed Atlantis My Old School Campaign.


If there's one influence on my Accursed Atlantis campaign its got to be Athanasius Kircher a genius Jesuit madman and philosopher whose works touched on everything from alchemy to volcanoes. He's been my go to source for more then thirty - five years. 

Who was Kircher?
According to Wiki :
Athanasius KircherS.J. (sometimes erroneously spelled Kirchner; 1602–1680) was a 17th-century German Jesuitscholar and polymath who published around 40 major works, most notably in the fields of Oriental studiesgeology, and medicine. Kircher has been compared to fellow Jesuit Roger Boscovich and to Leonardo da Vinci for his enormous range of interests, and has been honored with the title "Master of a Hundred Arts".[2] A resurgence of interest in Kircher has occurred within the scholarly community in recent decades.
You can read more about him right over HERE


His map on Atlantis and its environments provided my wastelands of science  fantasy and high weirdness for  years since I first encountered him back in middle school back in the 80's. 






The Atlantian wastelands are rife with cults and strange religions, mutants, and much more. 
Athanasius Kircher-Sphinx Mystagoga.jpg
So for years now Kircher has been my go to inner world Jesuit madman guru, his ideas on the inner Earth, and Egypt were pretty ground breaking and sensational at the time. But completely and utterly wrong. 

Athanasius Kircher Interior of the earth.jpg

So for the past couple of years I've been pulling from his works ideas, artwork, and some incredibly wonderfully weird stuff. Weird Lovecraftian cults, high alchemy formulas, and all kinds of occult stuff and more has trickled in from Kircher.
His interests and underworlds are vast,his vision imposing, and his ideas are very far reaching.

Kircher proved illustrations for more megadungeons in high school and college then I can shake a stick at. His recent appearance have been in some of my At The Earth's Core campaign work with Crypts and Things and now Fantastic Heroes and Witchery.