Showing posts with label OSR Review. Show all posts
Showing posts with label OSR Review. Show all posts

Tuesday, May 19, 2026

Review and Use of Amazing Adventure Rpg The Brotherhood Of William St John Adventure and Sourcebook

 The Brotherhood of William St. John is a central organization and meta-campaign setting supplement created by Jason Vey for Troll Lord Games' multi-genre roleplaying game, Amazing Adventures (available in both the original SIEGE Engine and 5th Edition-compatible rulesets).



Instead of locking players into a single, restrictive world, the Brotherhood acts as a narrative through-line or "connective tissue" that enables Game Masters to link campaigns across completely different genres, eras, and tech levels.

Core Concept & Purpose

The Brotherhood is a global, long-standing adventuring society dedicated to exploration, historical preservation, the accumulation of knowledge, and defending humanity from supernatural, extraterrestrial, and terrestrial forces of evil.

Because Amazing Adventures is designed to handle everything from classic pulp to futuristic sci-fi, the Brotherhood serves a vital meta-role:

  • The Chronological Thread: The group provides a consistent legacy that cuts across centuries. Player characters can belong to the Brotherhood whether the game is set in the gritty 1800s, the pulp-era 1930s, modern times, or a space-faring future where they are known as the Knights of William St. John.

  • The Perfect Patron: It acts as a built-in "quest giver" and resource network for characters of all archetypes—providing funding, safe houses, historical archives, and high-tech or magical gadgets depending on the era.

Structure Across the Eras

The supplement details how the organization changes, adapts, and fights its shadow wars as humanity advances.

1. The Victorian Era (The 1800s)

Originating in the 19th century, the Brotherhood begins as a classic, high-society gentleman’s club of scholars, occultists, and wealthy industrialist explorers. They focus on gathering antiquities, translating forbidden texts, and combating early gothic horrors, mad scientists, and hidden cults.

2. The Pulp Era (1920s–1940s)

The definitive playground for Amazing Adventures. During this time, the Brotherhood operates globally against the backdrop of world wars, chasing down relics, stopping occult rituals, and fighting organizations like the Order of the Black Dragon.

Iconic Era Members: Prominent pre-generated heroes represent this era, including Mackie (a wealthy aviatrix philanthropist and direct descendant of William St. John who leads the team), James "Bucky" Newsome (an ace mechanic), Tennessee O'Malley, and "Savage" Steve McDermott.

3. The Modern Era

Adapting to the information age, the Brotherhood morphs into a slick, shadow-corporate agency or highly secretive NGO. They leverage computer hacking, modern espionage, and special forces tactics alongside traditional occult defenses to mitigate global, existential threats.

4. The Sci-Fi Future (Solar Burn)

Tying directly into the Amazing Adventures science fiction setting (Solar Burn), the group evolves into the Knights of William St. John. Operating out of starfighters and dealing with interstellar threats, they guard cosmic secrets and use advanced tech or psionics to fight alien threats across the galaxy.

Campaign Integration & Tools

The sourcebook is designed as a toolkit rather than a restrictive lore dump. It provides GMs with:

  • Generational Campaigns: Rules and advice for running a legacy campaign, where players control a character in the 1930s and later play that character's grandchild or ideological successor in a modern or sci-fi era.

  • Secret Societies: Profiles, stat blocks, and lore for both the factions allied with the Brotherhood and the ancient evils/conspiracies trying to destroy them.

  • Mysterious Locales: A breakdown of cross-era safe houses, hidden archives, and locations (such as the planar Rings of Brass originating from Troll Lord Games' fantasy world of Aihrde) that characters can explore or use as bases of operation

How to Use It in Your Games

The Modular Approach: You do not have to buy into the entire timeline to use this book. If you are running a standalone 1920s Cthulhu-style game using 5e rules, you can pull the modern-era Brotherhood components to give your players an instant, cohesive reason to work together.

If you do want to lean into its true purpose, it works best as a generational anchor. For example:

  1. Act I: The players play Victorian scholars who discover a cosmic artifact and lock it in a Brotherhood vault.

  2. Act II: The players roll new characters in the 1940s who must protect that same vault from enemy spies.

  3. Act III: The players roll sci-fi characters who discover the artifact has finally awakened on a distant colony planet.

Product Details

  • Publisher: Troll Lord Games

  • System: Amazing Adventures 5e (5e Compatible)

  • Author: Jason Vey

  • Art/Layout: Peter Bradley

Sunday, May 3, 2026

OSR Review - The Type 3 Security Cutter For The Clement Sector Rpg Campaign

 The Type 3 Security Cutter (also known as the Type 3 System Security Cutter) is a specialized law enforcement and patrol vessel in the Clement Sector RPG setting by Independence Games. While the Type 2 is a common sight in local system navies, the Type 3 represents an up-scaled, more formidable evolution of the security cutter concept.



Here are the detailed specifications and background for the vessel:

Overview and Role

The Type 3 is primarily utilized by well-funded system defense forces and larger national navies (such as those in the Hub Federation or the Cascadia Subsector). It is designed for:

  • Interdiction and Boarding: Capturing smugglers or pirates attempting to flee a gravity well.

  • System Defense: Acting as the primary response craft for "hot" sectors where lower-tier cutters would be outgunned.

  • Customs Enforcement: Serving as a mobile inspection station for major starport approaches.


Technical Specifications

Designed using the Cepheus Engine (specifically the Anderson and Felix Guide to Naval Architecture standards), the Type 3 emphasizes speed and firepower over long-range endurance.

AttributeSpecification
Hull200-ton Streamlined (Cylinder or Wedge)
ArmorCrystaliron (typically 4–6 points)
Drive (Maneuver)Maneuver-4 or Maneuver-5 (Gravitic)
Drive (Jump)Typically Jump-2 (Zimm Drive)
Power PlantFusion (supports high-energy weapon suites)
FuelEnough for 1–2 Jumps and 4 weeks of operation
Crew6–10 (Pilot, Astrogator, 2-3 Engineers, 2-4 Gunners, Security Team)

Weaponry and Defenses

The Type 3 is significantly more "toothed" than its predecessor, usually featuring:

  • Triple Turrets: Often fitted with a mix of Beam Lasers for precision disabling and Missile Racks for long-range engagement.

  • Sandcasters: For defense against incoming laser fire.

  • Reinforced Computer: Usually Model/3 or higher to manage advanced fire control and electronic warfare.


Deck Plan Layout

  • Upper Deck: Bridge, Avionics suite, and the Captain’s stateroom.

  • Main Deck: Crew staterooms (often double-occupancy), common galley, and a small brig for detainees.

  • Lower Deck: Engineering, Zimm Drive, and a specialized Boarding Airlock with an oversized cargo hatch for seized goods.

  • Small Craft: It often carries a 10-ton launch or a pair of specialized grav-speeders for planet-side pursuits.

Operational Context

In the setting, the Type 3 is often nicknamed the "System Sledgehammer." While a Type 2 might pull you over for a routine scan, seeing a Type 3 on your sensors usually indicates that the local authorities are expecting a fight or are hunting a high-value target.

For players, this ship is a popular choice for Bounty Hunter or Mercenary campaigns, as its 200-ton hull is large enough to live on but small enough to be maintained by a player-sized crew.

The newest iteration of the Type 3 Security Cutter is featured in the Clement Sector Third Edition updates and specifically detailed in the latest naval catalogs like Wendy's Guide to the Fleets of Hub Subsector (Third Edition).

Under the Third Edition rules, which utilize the updated Anderson and Felix Guide to Naval Architecture, the Type 3 has been refined to better reflect its status as the "heavy hitter" of system defense.

Key Third Edition Updates

The most significant change in the newest release is the shift to the Charisma (CHA) characteristic (replacing Social Standing) for crew interactions and the integration of advanced Cepheus Engine combat mechanics.

  • Tactical Role: It is now more explicitly defined as a "System Security" vessel. Unlike the more common Type 2, the Type 3 is often the flagship of a small system’s customs fleet or the primary interdiction craft for the Hub Federation.

  • Computer Systems: The latest version typically comes standard with a Model/3 fib computer, necessary for running the advanced Fire Control and Library software required for high-speed intercepts in the 24th Century.

  • Armament: The standard "out of the box" configuration now emphasizes Triple Turrets mounting Beam Lasers and Missile Racks, providing a versatile threat profile against both nimble pirate scouts and larger blockade runners.


Core Specifications (Current Edition)

May be an image of planet

Here, the Type 3 attacks a pirate operating a Jinsokuna Chirashi-class yacht.
Art seen here by Ian Stead.


StatisticSpecification
Hull200-ton Streamlined (often Wedge-shaped for atmospheric stability)
DrivesManeuver-4 (minimum), Jump-2 (Zimm Drive)
Armor4–8 points of Bonded Superdense or Crystaliron
Fuel44 tons (one Jump-2 plus 4 weeks of operation)
Crew6 (Pilot, Astrogator, 2 Engineers, 2 Gunners) + up to 4 Security Marines

New Features for Players

In the 2025–2026 supplemental releases like Manhunters: Bounty Hunters in Clement Sector, the Type 3 is highlighted as a premier choice for high-end bounty hunters.

  • The Brig: The latest deck plans include a high-security detention area with four "Low-Berth" style cryo-capsules for transporting dangerous fugitives.

  • Boarding Capability: It features an oversized docking collar and specialized breaching equipment, allowing it to "dock and lock" onto non-compliant vessels in mid-burn.

Where to Find the Full Stats

You can find the most current data sheets and deck plans in:

  1. Clement Sector Third Edition Core Book: For general setting context.

  2. Wendy's Guide to the Fleets (Hub or Cascadia): For localized variants used by specific subsector governments.

  3. Ships of Clement Sector Pack #2: For the high-resolution deck plans compatible with virtual tabletops.

  4. The Type 3 Security Cutter will be available in PDF on DTRPG and available as a PDF or print preorder at the Independence Games webstore on May 6.

Review -  The Type 3 Security Cutter  is a fantastic supplement and hits all of the highlights of this fantastic ship with some really solid writing, and great artwork. The supplement hits everything the fans of  the 'System's Sledgehammer' want. The ship is solidly done and details everything a DM needs to add this ship to their Clement sector campaigns. 
For putting the hammer down on smugglers, pirates, and outlaws this is the space craft that your going to want. This is a star ship and it's variants that can do the work of two security craft. The history, background, and overview is really solidly done. This latest update of the Type 3  details everything that a Type 3 Security Cutter crew or Clement Sector adventuring party  is going to need. 
A campaign involving this ship is going to be bounty hunting, law enforcement, and adventuring on the shadier side of life. And this is the ship to take on the bad guys. Or be the bad guys. The Type 3 is a ship that can easily duel role for both sides of the law. 
The writing of 'The Type 3 Security Cutter for the Clement Sector  Rpg is tight and the artwork makes this supplement. Needless to say that The Type 3 Security Cutter is a great book for a Clement Sector rpg DM and players. 

Tuesday, March 17, 2026

OSR Review - Lootbox: Augments and Gear for New Flesh Rpg By The Red Room Crew

 

In Interzone, the future is grown out of flesh. Corporations and black-market surgeons compete to reshape the human body through living technology. Biocomputers grown from neural tissue replace traditional machines. Experimental drugs unlock perception at a cost. Symbiotic organs, engineered parasites, and radical fleshcraft promise power, beauty, or survival in a city where evolution has become a commodity.

Lootbox: Augments and Gear for New Flesh is a great supplement for the other Red Role Playing game lines especially if the DM wants to use New Flesh elements within their campaign. This book provides one hundred pages of gear, gats, and guns plus cybernetic implants, bio mods, and more. This is a great book to add New Flesh elements to other Red Room role playing games. Take a great Red rpg system game such as Novanexus Micro Red edition with a classic Science Fiction system & setting. Add in Lootbox: Augments and Gear for New Flesh then there's a ton of role playing game adventure opportunities for a group of players. 



Suddenly the Paris of Novannexus becomes another possible setting for a party of adventurers from Avividad. According to the introduction,' All equipment stats can be easily adaptable to different OSR systems. Game Masters are encouraged to interpret the items creatively and adjust their mechanical effects to match the system they are using. In other words, consider this catalog a toolbox.' Lootbox: Augments and Gear for New Flesh has all of the toys that a DM is going to need to set the scene for their own campaigns. This is a fully functioning toybox and reference book for full on adventuring. 
We can also move the Lootbox supplement's gear and gats up fifty years into Orbital Decay's Micro Red Edition for Bio horror & Science Fiction weirdness. 'Orbital Decay is a stark, hard sci-fi roleplaying game, reborn as a standalone MicroRed edition from its origins as a Wretched RPG supplement. Initially released as an expansion for Wretched New Flesh, set in its bleak, surreal future, this version stands on its own.'


Is Lootbox: Augments and Gear for New Flesh
 worth the five dollar price point?! Yes, absolutely because it ties everything together in equipment, weapons, and gear into one place for fast, reliable, reference all in one place. It's a well organized supplement and works on several levels. One this supplement is full on reference work. Second as a resource for adventure and plot points for a party. Third this supplement is a great sink point for players to gain new equipment and weapons. 

Wednesday, July 2, 2025

OSR Review & Commentary 'Radioactive Boogaloo - Barrows & Borderlands' By Mathew Tapp For The Barrows & Borderlands Rpg

 
"A collection of Play-Test, Teaser, and Free rulings, Classes, Items, and more for the Barrows & Borderlands TTRPG! This is a living document that will be added to as time goes on!"




"A fractured home. Firnum, the flat rock that houses all the great nations of Malores, Urden, Khalida, and Osmia. Between them all lies the Borderlands, region that sits in the intersection between fact and fiction. It is the epicenter of starfall impacts, the former home of Dynaco Industries, and the most resource rich region in the world. This is where 95% of my stories take place. Though the world did not always look like this."

Radioactive Boogaloo - Barrows & Borderlands' By Mathew Tapp is a great overflow supplement that contains addition campaign setting information and expansion of the whole regions plus much more. We get patrons for adventuring parties based on the party's alignment. A new version of the classic paladin for the Barrows & Borderlands rpg. A PC build of the Chronomancer who come from the future to try and repair the world before it all goes to Hell. We also get a system for optional ability score modifiers for PC's and NPC's. Then it's onto the main focus new racial options for NPC's and PC's. These include Dark Starborn, Slime, Grey, and Saurian all of which are optional PC and racial classes. This is  because the Barrows & Borderlands rpg is a hybrid of OD&D and B/X with sprinklings of AD&D first edition thrown in. 


 'Radioactive Boogaloo - Barrows & Borderlands' By Mathew Tapp is a solid additional set of an overflow supplemental overflow rule book. This is a live download in the sense that there will be more material added for the B&B rpg system. 
 'Radioactive Boogaloo - Barrows & Borderlands'  is a solid additional set of rules, races, and optional systems. It adds more to an already solid background and campaign setting in many ways. 

Saturday, May 31, 2025

Review & OSR Commentary On Talismundia Region 04: The Western Vales [Western Region] Talismundia, Region 05: The Shattered Realm [Central Region] Talismundia, & Region 06: The Falling Empire [Eastern Region] From James Mishler Games For Your Old School Campaigns

 "The next three maps from the Talismundia Campaign, the middle tier of the nine regions, are now available:

Talismundia Region 04: The Western Vales [Western Region]
Talismundia Region 05: The Shattered Realm [Central Region]
Talismundia Region 06: The Falling Empire [Eastern Region]

That's the southern half of the continent of Magnaregia; next, the three maps of the northern portion of the continent of Meridiarcanum, which will complete the Talismundia Region maps!




















I've also added the 'Peoples of the Cold Steppes" PDF to Talismundia Region 01: The Cold Steppes; the "Places of the Cold Steppes" should follow soon."

James Mishler Games  just dropped Talismundia Region 04: The Western Vales [Western Region] Talismundia, Region 05: The Shattered Realm [Central Region] Talismundia, &  Region 06: The Falling Empire [Eastern Region]. These campaign setting maps are slightly different then other rpg setting maps that we've seen. This review continues the first part here on the blog. 




This is because these maps  highlight the serious OSR monster regions. These campaign maps are like instant campaign settings that you can drop into your own old school & OSR games.  These maps continue and expand the citystates of the lands of Talismundia. This is because these lands have a political scene that is dynamic and highly dangerous; "The world of Talismundia  is eternally stuck in the midst of a Late Medieval-Early Renaissance-Old West cultural, political, and technological phase.

Ancient civilizations and their histories go back tens of thousands of years, and that's merely what the sages know, not counting what has been lost.

Modern civilizations are built upon the ruins of an unknown and perhaps unknowable number of previous civilizations, the ruins of which are now buried beneath the feet of modern settlements and strongholds, either occupied by the descendants of those lost civilizations or monstrous creatures who have moved in since.

The treasures of those long-lost civilizations are there for the taking “ whether lifted from dusty, empty ruins; looted from the vaults of the (often decadent and degenerate) descendants of the original inhabitants; or won through wit or blade from the monsters that reside therein.

The world above and below is a patchwork of petty states  there a kingdom, there a republic, hither a theocracy, thither a tribal confederation. Now and again, for a few decades or centuries, an empire might arise, but such is rare, as magic  the great equalizer  of the fantasy realm “ is ubiquitous, though never grossly common.

And so wandering adventurers make their way from one realm to the next, looting their way through ruins, paid to be mercenaries, reduced to thievery, or maybe, once in a while, even acting the hero (as it might suit them). Perhaps, when the gold loses its luster, and the jewels no longer sparkle, the wanderer might take up their sword or wand and seek to conquer a kingdom “ or even an empire “ for themselves." 

And that's the whole cloth of world of Talismundia where the DM or players can customize the whole cloth of the settings. The maps and cartography are very well done. These are really nice maps & easily useful for over all campaign design and placement. James Mishler will be expanding the peoples, setting, and more of  Talismundia. But for the moment we  can expand and design our own versions of these settings using these fantastic maps. 
These campaign settings can easily be used with Castles & Crusades with little issue and would make an excellent Late Medieval-Early Renaissance-Old West cultural, political, and technological phase campaign. So if one wants a 'black powder and pike' campaign with lots of fantastic races and monsters  
Talismundia might be the answer.   For Castles & Crusades this campaign has a highly compelling setting that can easily be incorporated into your games with the inclusion of the brass gateways scattered throughout  Aihrde to allow easy access. 



So I think that 
Talismundia might be worth looking into?! In a word?! Oh yes! This is a great set of maps by James Mishler Games that works on a number of levels to create a compelling game world for your old school or OSR campaign. 

Tuesday, May 13, 2025

Review & OSR Commentary On Talismundia Region 01: The Cold Steppes Map, Talismundia Region 02: The Dread Empire Map, & Talismundia Region 03: The Howling Wilds Map From James Mishler Games For Your Old School Campaigns,

The Talismundia Campaign is a series of nine maps each detailing a portion of the world of Talismundia, a classic fantasy role-playing game campaign setting.

The world of Talismundia is eternally stuck in the midst of a Late Medieval-Early Renaissance-Old West cultural, political, and technological phase.

Ancient civilizations and their histories go back tens of thousands of years, and that's merely what the sages know, not counting what has been lost.

Modern civilizations are built upon the ruins of an unknown and perhaps unknowable number of previous civilizations, the ruins of which are now buried beneath the feet of modern settlements and strongholds, either occupied by the descendants of those lost civilizations or monstrous creatures who have moved in since."



"The treasures of those long-lost civilizations are there for the taking  whether lifted from dusty, empty ruins; looted from the vaults of the (often decadent and degenerate) descendants of the original inhabitants; or won through wit or blade from the monsters that reside therein."

The world above and below is a patchwork of petty states  here a kingdom, there a republic, hither a theocracy, thither a tribal confederation. Now and again, for a few decades or centuries, an empire might arise, but such is rare, as magic  the great equalizer of the fantasy realm is ubiquitous, though never grossly common."

 Talismundia Region 01: The Cold Steppes Map From James Mishler Games is essentially band new campaign section and setting that Mishler has been developing for his own campaign for years now. This is a series of fallen empires and petty states; "The series of nine Talismundia maps detail an entire continent – Magnaregia, of late center of the fallen Majestatis Imperium (simply known to most as “The Empire”), and the northern portion of the southern continent, Meridiarcanum, the “Mysterious South,” so called by the Empire as the two previous empires that had fallen ere its own rise rose and fell on the southern continent." This means that Talismundia is a wide open OSR campaign setting for the DM to customize the way they want to. Talismundia Region 02: The Dread Empire Map is the whole cloth dark setting of this campaign. 



The lands of 
Talismundia is filled with the worlds of popular rpg races and monsters. This land is filled with city states and war is common as these fantasy races brush up against each other.  
There's plenty here for the DM to customize the setting without upsetting the campaign setting. Here's the thing there's plenty of city states  & the history of the setting gives the feeling of a lot of depth in the campaign setting itself. And the maps are very well done. The cartography gives the feeling of the depth of the campaign the more I look at it. 
Talismundia Region 03: The Howling Wilds Map brings everything full circle with a wilderness that feels open and yawning. Not boring but deep and highly dangerous where the PC's can deeply into trouble here. 



 The PC's do not have the advantage in any of these realms or citystates within the lands of Talismundia. These are citystates on the edge if you carefully look at the monsters, the areas and monsters that are concentrated within these lands. This is a world that has been under constant conflict and minor strife throughout it's history. And it's waiting to be popped into and customized into your world. It's a perfect little setting for Adventurer, Conqueror, King second edition or Castles & Crusades rpg. 
And in point of fact it's perfect for the DM to pull it into an existing campaign world as the older and other side of the globe of such a world setting. Everything here within the Talismundia world is perfect for mining, campaign conquest, conflict or even all out war! I really like what James Mishler has done with these campaign maps and settings. 


Friday, March 28, 2025

OSR Review & Commentary On Forest Adventures -- A Shadowdark Supplement By James Mishler, & Jodi Moran-Mishler For The Shadowdark Rpg or Castles & Crusades rpg campaign

 "The materials presented in this booklet are optional, providing a new ancestry, new class, new spells, and new patrons for players and new monsters, treasures, and a complete mini-campaign setting for the game master to challenge player characters.

This supplement is designed to expand options for any campaign setting or sub-region of a campaign setting that is based in a forested area.

Designed for use with Shadowdark, easily adaptable to any other classic style OSR Role-Playing Game.

Forest Adventures includes:

New Oozeling Ancestry
New Hermit Class
20 new Woodland Spells
Four new Patrons for Warlocks and Witches

15 new forest-themed monsters:
Brudnakula
Doe Maiden
Flitterswarm
False Satyr
Korrigan
Lamia
Lamia Princess
Leucrotta
Nix
Nixie
Plonakupa
Satyr
Schaedelbaum
Woodwyrm
Ywazent"



























"10 new forest-themed treasures:
Horn of the Woodland
Nixie Ring
Potion of Ooze
Potion of Power
Rune-Carved Menhir
Saint's Cloak
Seed of the Outer Sphere
Stormcrown
Staff of the Woodlands
Woodwyrm Necklace

A Gazetteer of the15 new forest-themed monsters:
Brudnakula
Doe Maiden
Flitterswarm
False Satyr
Korrigan
Lamia
Lamia Princess
Leucrotta
Nix
Nixie
Plonakupa
Satyr
Schaedelbaum
Woodwyrm
Ywazent"

A Gazetteer of the Witchyflow Vale for James Mishler's Hawkmoor Campaign Setting, including:
Extensive Encounter Tables, with region guidelines and history;
25 Hex-based Encounters
d100 Specific Witchyflow Vale Encounter Table
Witchyflow 2 mile-per-hex GMs Hex Map
Witchyflow 2 mile-per-hex VTT Players Hex Map


Forest Adventures -- A Shadowdark Supplement By James Mishler, & Jodi Moran-Mishler is the latest offering for the Shadowdark Rpg. Now anytime I get a Shadowdark supplement from it's a red letter day. Because these supplements can easily be translated over to Troll Lord Games Castles & Crusades. Now woodland themed supplements are not as common as one thinks.
This one Forest Adventures offers a slightly off center OSR theme of forrested areas to populate with new PC options, spells, & new woodland patrons for Warlocks and such. And there's the Oozeling ancestry options that work on two levels as an NPC optional background or for PC's to add another dimension for play. 

























The woodland patrons could easily be used for druids or the other spell casters in Castles and Crusades. The newest monsters within Forrest Adventures are woodland and Forrest 15 new forest-themed monsters:
Brudnakula
Doe Maiden
Flitterswarm
False Satyr
Korrigan
Lamia
Lamia Princess
Leucrotta
Nix
Nixie
Plonakupa
Satyr
Schaedelbaum
Woodwyrm
Ywazent"

These monsters are all designed around the woodlands and they work on several levels. Level one these creatures are perfectly balanced to add new OSR weirdness to your OSR adventures. There are already overlap for many of these OSR monsters within Castles & Crusades but it's easy enough to have variety or subspecies of creatures. 
The Hermit class could easily be a guide or NPC class that takes care of the adventurers from a distance guiding them through the wilderness that is inspired by old school adventures. 
Note that the spells also reflect this theme of the wilderness as antagonist towards the player's PC's as well. Something we also see in the treasures that echo nature and the wild aspect of the woodlands. The woods are dark and deep, this brings us to the Gazetteer of the Witchyflow Vale for James Mishler's Hawkmoor Campaign Setting,
The Witchyflow is an extensive wilderness adventure for the PC's to adventure in. You get encounter tables, ruins and more that can easily be added into your own old school or OSR campaigns. 
Is 
Forest Adventures any good?! In a word, yes it's very good at what it does and that's add more OSR goodness to your own games if they happened to be centered on the wilderness or not. The material covered here is optional but adds a complexity to your own campaign.