Wednesday, March 26, 2014

1d10 Random Lovecraftian Items and Finds After The UFO Leaves Encounter Table For Your Old School Science Fantasy Campaign


  • What do we know … of the world and the universe about us? Our means of receiving impressions are absurdly few, and our notions of surrounding objects infinitely narrow. We see things only as we are constructed to see them, and can gain no idea of their absolute nature. With five feeble senses we pretend to comprehend the boundlessly complex cosmos, yet other beings with wider, stronger, or different range of senses might not only see very differently the things we see, but might see and study whole worlds of matter, energy, and life which lie close at hand yet can never be detected with the senses we have.
  • "From Beyond" Written November 16, 1920, published June 1934 in The Fantasy Fan, 1
     HP Lovecraft 

The PC's suddenly have an alien encounter with a sanity shattering alien presence from beyond their  campaign world and something truly alien was left behind! But what? Some of the following items have appeared in this handy random 1d10 generator of horror and insanity.

1d10 Random Lovecraftian Items and
Finds After The UFO Leaves Encounter Table 
  1. A pile 1d100 tons of squirming rot grubs that appears to be getting bigger every 1d4 rounds. The smell of rot and rancid flesh fills the air. 
  2. A strange machine about the size of a bread box pulses with unnatural energies and weird colours from beyond the pale of mankind. Any PC's exposed to it must make a mutation check and find themselves upon another plane where the hounds of Tindalos await them. 
  3. A single statue of some alien entity made from the discarded junk and trash of the surrounding villages and cities. Then the thing begins to move and speak. There is a 20% chance of it being a minor Outer God. 
  4. A single sheet of oddly coloured living flesh, it is about bed sheet size. The thing looks alive with hair, pores, and it is slick with sweat when an eye and mouth open upon the surface of the thing. 
  5. A statue of cut crystal and glass with still living humanoid organs within it. The thing is humming with chanting and insanity. It is warm and wet to the touch. Once per round it will try to reach into the holder's mind to whisper secrets of a most disturbing nature. The mind of a wizard of sixth level is trapped within it from another universe. 
  6. A pile of wet remains of some small humanoid are piled at the center of a burn make in the soil. There is a small burnt up device of some oil based case that has been melted into the thing's hand. Then the chanting starts. 
  7. A single demon skull covered with strange and alien writing. There are two cut crystal eyes that seem to sparkle and swim when you look at them. The will open a dimensional door every two and a half hours four meters from the skull. Random location but something awaits you and you know deep in the bowels of your soul that you may not return. 
  8. A jar of alien soil that conceals a swarm of odd green coloured glowing worms. They telepathically implore you to put one in your ear. They claim to mean you know harm and they have come from a dying star. They may impart minor psychic abilities but they have a dire hidden agenda. They would speak with you about the coming of Hastur. 
  9. The brain parts of some vast alien entity lie glowing and scattered about the place. There is a 20% chance of them belonging to a very pissed off Star Spawn of Cthulhu. The thing will arrive within 1d4 hours and begin looking for those responsible. The thing's brain parts may grow into small horrid glowing troll like monsters with tendriled faces. They will try to kill anything present. The regenerate as trolls and will grow into full sized monsters with 20 minutes from the time of you finding this. 
  10. You find a staff made of glowing bio organic material shaped by years of weathering and age from countless years. There are incredibly horrid and gross designs of a bio-mechanical aspect worked into the thing. As soon as one touches it they will be in contact with the mind of Azathoth. The thing may try to possess them and reek havoc on the countryside. The staff is the property of some alien half demonic wizard who is seeking his staff. It will stop at nothing to recover it. 

New Lovecraftian Monster - Node of Nyarlathotep For Stars Without Number

File:Nyarlathotep.jpg

Number appearing : 1-4 Attendants 
Armor Class: 3 
Hit Dice : 3 
Attack Bonus : +5 
Saving Throw : 13+ 
Movement : 30' telekinetic movement  
Damage: 1d8 Tendril, Tongue 1d10 

Morale: 9
The gid thing constantly has a sixth level power field of  power psychic assault surrounding it. It may create a field of cursed luck as the sixth level psychic power  around it and may contaminate the area with it's aura of insanity and depravity. 
The thing has control over the entire range of bio psionics and uses them as blessings for it's followers.
It may use telekentic ram up to eight times per day. 


This God thing is quivering mound of bio plasmic flesh and tendrils prepared by the demented clone masters of Mars from the slain minds of  twelve psychics from before the Stroke. This horror exists in twelve planes of existence at once and causes insanity as if by a constant radiating psychic attack to all those in it's presence. The horror is prepared when a cult wishes to drag every last living conscious into the wailing void of the Outer Gods who wait beyond the threshold. The thing can not reason and is only created as a weapon against sanity and the order of the universe.
 The thing will lash out with it's tongue and horrid tendrils seeking to violate the target on every level of existence. Anyone hit by the thing will have to receive expensive and quite costly treatments to heal both mind and body. Many who cross it's path are simply put out of their misery for they are merely fragments of this thing.
The horror  is said to be modeled upon the mind and flesh of the Outer God himself. A small fragment of his mind put upon the local time space continuum by his followers. The thing will strip and devour the souls of anyone who cross it's path. Finally during the 'Time Of Calling',  the thing will create a bubble of sub sanity and planar instability and devour everything within a 500 mile radius around it. Very little will have the power to escape this event.
 It is said that a node is called back to the mind of the Outer One.
 


Nyarlathotep
 by H.P. Lovecraft 1920 

Nyarlathotep... the crawling chaos... I am the last... I will tell the audient void...
I do not recall distinctly when it began, but it was months ago. The general tension was horrible. To a season of political and social upheaval was added a strange and brooding apprehension of hideous physical danger; a danger widespread and all-embracing, such a danger as may be imagined only in the most terrible phantasms of the night. I recall that the people went about with pale and worried faces, and whispered warnings and prophecies which no one dared consciously repeat or acknowledge to himself that he had heard. A sense of monstrous guilt was upon the land, and out of the abysses between the stars swept chill currents that made men shiver in dark and lonely places. There was a demoniac alteration in the sequence of the seasons the autumn heat lingered fearsomely, and everyone felt that the world and perhaps the universe had passed from the control of known gods or forces to that of gods or forces which were unknown.
And it was then that Nyarlathotep came out of Egypt. Who he was, none could tell, but he was of the old native blood and looked like a Pharaoh. The fellahin knelt when they saw him, yet could not say why. He said he had risen up out of the blackness of twenty-seven centuries, and that he had heard messages from places not on this planet. Into the lands of civilisation came Nyarlathotep, swarthy, slender, and sinister, always buying strange instruments of glass and metal and combining them into instruments yet stranger. He spoke much of the sciences of electricity and psychology and gave exhibitions of power which sent his spectators away speechless, yet which swelled his fame to exceeding magnitude. Men advised one another to see Nyarlathotep, and shuddered. And where Nyarlathotep went, rest vanished, for the small hours were rent with the screams of nightmare. Never before had the screams of nightmare been such a public problem; now the wise men almost wished they could forbid sleep in the small hours, that the shrieks of cities might less horribly disturb the pale, pitying moon as it glimmered on green waters gliding under bridges, and old steeples crumbling against a sickly sky.
I remember when Nyarlathotep came to my city the great, the old, the terrible city of unnumbered crimes. My friend had told me of him, and of the impelling fascination and allurement of his revelations, and I burned with eagerness to explore his uttermost mysteries. My friend said they were horrible and impressive beyond my most fevered imaginings; and what was thrown on a screen in the darkened room prophesied things none but Nyarlathotep dared prophesy, and in the sputter of his sparks there was taken from men that which had never been taken before yet which showed only in the eyes. And I heard it hinted abroad that those who knew Nyarlathotep looked on sights which others saw not.
It was in the hot autumn that I went through the night with the restless crowds to see Nyarlathotep; through the stifling night and up the endless stairs into the choking room. And shadowed on a screen, I saw hooded forms amidst ruins, and yellow evil faces peering from behind fallen monuments. And I saw the world battling against blackness; against the waves of destruction from ultimate space; whirling, churning, struggling around the dimming, cooling sun. Then the sparks played amazingly around the heads of the spectators, and hair stood up on end whilst shadows more grotesque than I can tell came out and squatted on the heads. And when I, who was colder and more scientific than the rest, mumbled a trembling protest about imposture and static electricity, Nyarlathotep drove us all out, down the dizzy stairs into the damp, hot, deserted midnight streets. I screamed aloud that I was not afraid; that I never could be afraid; and others screamed with me for solace. We swore to one another that the city was exactly the same, and still alive; and when the electric lights began to fade we cursed the company over and over again, and laughed at the queer faces we made.
I believe we felt something coming down from the greenish moon, for when we began to depend on its light we drifted into curious involuntary marching formations and seemed to know our destinations though we dared not think of them. Once we looked at the pavement and found the blocks loose and displaced by grass, with scarce a line of rusted metal to show where the tramways had run. And again we saw a tram-car, lone, windowless, dilapidated, and almost on its side. When we gazed around the horizon, we could not find the third tower by the river, and noticed that the silhouette of the second tower was ragged at the top. Then we split up into narrow columns, each of which seemed drawn in a different direction. One disappeared in a narrow alley to the left, leaving only the echo of a shocking moan. Another filed down a weed-choked subway entrance, howling with a laughter that was mad. My own column was sucked toward the open country, and presently I felt a chill which was not of the hot autumn; for as we stalked out on the dark moor, we beheld around us the hellish moon-glitter of evil snows. Trackless, inexplicable snows, swept asunder in one direction only, where lay a gulf all the blacker for its glittering walls. The column seemed very thin indeed as it plodded dreamily into the gulf. I lingered behind, for the black rift in the green-litten snow was frightful, and I thought I had heard the reverberations of a disquieting wail as my companions vanished; but my power to linger was slight. As if beckoned by those who had gone before, I half-floated between the titanic snowdrifts, quivering and afraid, into the sightless vortex of the unimaginable.
Screamingly sentient, dumbly delirious, only the gods that were can tell. A sickened, sensitive shadow writhing in hands that are not hands, and whirled blindly past ghastly midnights of rotting creation, corpses of dead worlds with sores that were cities, charnel winds that brush the pallid stars and make them flicker low. Beyond the worlds vague ghosts of monstrous things; half-seen columns of unsanctifled temples that rest on nameless rocks beneath space and reach up to dizzy vacua above the spheres of light and darkness. And through this revolting graveyard of the universe the muffled, maddening beating of drums, and thin, monotonous whine of blasphemous flutes from inconceivable, unlighted chambers beyond Time; the detestable pounding and piping whereunto dance slowly, awkwardly, and absurdly the gigantic, tenebrous ultimate gods the blind, voiceless, mindless gargoyles whose soul is Nyarlathotep.

Commentary On The Free OSR Dragon's Foot Resource - Foot Print's Magazine # !5 For Your Old School Science Fantasy Game

During tonight's Post Apocalyptic Mars game using The Astonishing Swordsmen and Sorcerers of Hyperborea game I had an encounter worked up using a crashed space craft and an ancient undead horror. The undead monster was worked up from Footprint's Issue #15.

 

Grab it Free
HERE
Here's whats in this issue and how to use it. 

Contents
Historically Resonant Coinage (article)  The background of coins can be used in any science fiction or science fantasy game to create a more realistic coin or treasure based corner of your games. The background here is solid and could be used to flesh out human and near human currency. 
Haunted Inn of the Little Bear (adventure) - This adventure could be used in a sword and sorcery campaign. This one has a definite horror adventure and can be used very effectively by a DM. Very old school. 

Vampire Bat (monster) - The Vampire bat has a myriad of uses for old school games and is a solid indicator of evil for campaigns and makes a good change of pace for a strange encounter. 
Powrie (monster) - An interesting monster with a solid background that could be used a different encounter during a science fantasy game. An easily adapted old school monster with some interesting ideas. 
Gift in Early and Late AD&D (article) - A solid little article. 
Ruminations of an Aging DM (article)- There are some good ideas in this article and some of what the author says does ring true even today. 
Random Phantom Generator (article/monster) - This random generator has some teeth and used correctly can surprise the hell out of some players who might think that they know every single phantom or ghostie in your old school game. For an added twist use these guys as energy based life forms. 
Give Your Cities Some Character (article)- This article can be used as the basis for an alien city or science fantasy spread. There are some good ideas here. 



Besides the usual AD&D first edition material for this issue. Many of the articles in this issue of Footprints have uses in a wide variety of games including campaign settings such as Carcosa.
Space based games where a strange life form might toss a party a curve ball and even in a post apocalyptic game where a weird encounter could serve as a gate way to another world or even as a bridge gap for a brand new campaign. 
All in all this is solid little free magazine download. 

Tuesday, March 25, 2014

Slicing Deeper Into The New Hercules Trailer Starring The Rock For Your Old School Sword and Sorcery Campaigns

Today we take a deeper slice into the new Hercules trailer for the movie starring the Rock. Can this movie be decent and is there anything here to use for a sword and sorcery campaign. 
We take a deeper look.
Right Over
HERE

Running Portals Of Tosh By Judge's Guild With The Astonishing Swordsmen and Sorcerers of Hyperborea Rpg System - Actual Play



Rumble In The Tharsis region Of Mars! 

File:Mars Valles Marineris.jpeg

Tonight's game was a pick up of my AS&SH game that has been taking place on Mars. This one involves Peter's Old school party from Ancient and Accursed Terra winding up on Mars after a wizard's curse and running for their lives. They've been working their way across the face of my post apocalyptic Mars working as mercs and finally winding up near the The Tharsis region. An area of temperate forest, swamps, volcanoes and some very isolated enclaves of lost peoples. 


The last encounter had them rescuing a prisoner from a slave caravan on its way to depositing some slaves for sacrifice in one of the many hidden step pyramids in this area.
 

File:Pyramid of Papantla - p461.jpg

The PC's ambushed the slavers and their green warrior guards to free their charge and everything seemed to be going off without a hitch.The PC's ran afoul of one group of hairy Martian cannibals from the temperate region and had a time with them. Radium ammo began to run in short supply but they found a small cache. They're prisoner was tired, thirsty, and in need of some minor medical attention. 
 They made camp for the evening and the prisoner insisted on rewarding them. A magic scroll was pulled out and the PC's transported in rush of air, magic and the PC's were transported across the planes to another world!

A  Brand New World! 
 They're 'mission' is escaping from his would be 'heroes' as soon as they touch other dimensional ground!
 Now they find themselves in the middle of a street upon a strange world surrounded by foreign people. What the hell are they going to do? Well go to tavern and get sloshed and figure it out.
Welcome to the Portals of Tosh adventure! Welcome to a world where humans, dinosaurs never went extinct, and a highly intelligent brand of lizard men rule.. 


Grab It Right
HERE

A 48-page book detailing an area reachable only through the use of Teleportation devices called "Portals" by the wizard of fantasy, Rudy Kraft. It includes considerable History and Economic description of the area, one town of Lizardmen and another of Humans, and several adventures including a Lizard Wizard's Tower. Also included are Monster Lairs, Wilderness descriptions, Wandering Monster tables and major Character descriptions. Portals of Torsh can easily be fitted into any campaign, and is suitable for mid-level characters.

This is a snap to run using AS&SH because it's first edition AD&D, many of the elements of this adventure by Rudy Craft are easily adapted to my favorite Sword and Sorcery campaign. There's lots of room here to add in elements from your favorite old school sources. I've run this one a couple of times and love to use it with elements of Arduin and other old school products. The portal series by Judge's Guild is one of the more underrated products to come out of the Guild. This one is part of a series of adventures that takes PC's to a number of worlds.
Running Portals of Tosh With Astonishing Swordsmen requires a bit of converting on the DM's part but much of it is quite easy and part of the deal is upping the Sword and Sorcery angle. Think old 1970's Marvel comics style here.
I've used the portal worlds before especially when running Carcosa to give the PC's a base to explore from and this might be the case here. After Torsh I might sick Carcosa on to my AS&SH group. The rule sets work quite well together. Lamentations of the Flame Princess works very well with AS&SH.

To be continued next week! 

Monday, March 24, 2014

1d10 Random Lovecraftian Artifacts and Finds From The Outer Darkness From The Post Apocalyptic Mars Wastelands For Stars Without Number

Between the planes and universes are places of darkness and loss that things beyond the ken of mankind and near humankind can fathom. This is the realm of dead stars, ancient demons, and things from beyond the beginning of time as well as space. This is the domain of explorers in the further reaches and the realms of horror beyond imagining. 

Occasionally Items surface where the darkness of these places touches our tiny existence. These things turn up in the market places of alien wizards,scientists of the damned, and occasionally at bizarre market places of powerful explorers of strange haunted alien planets.  These are some of the items that have been found among the red dunes of Mars 
File:Aztec or Mixtec sacrificial knife 2.jpg
1d10 Random Lovecraftian  Artifacts and Finds
  1. A blade made from the spinal column of some ancient alien beast sharped upon the micro tears between dimensions. The blade sings with the songs of damned souls as it slices through existence. 1d8 points of damage per strike and the blade will cause a wasting disease to anyone it strikes. 
  2. The dried tears from the cheeks of demon who has suffered in darkness trapped since before the first universe began. The tears will burst into flames when they touch the flesh of an innocent. There are always 1d8 and those whose find them use them to cause assassinations and wreck havoc among courts of interstellar royalty. They are always found in bags of dried leather flesh from some humanoid species. 
  3. A set of burnt crystal balls that are actually the eyes of some nameless horror. These things may be polished in the flames of certain alien volcanoes to create crystal balls of incredible psychic celerity but it is said that their owners still gaze from them as well. 
  4. A set of 1d8 blood diamonds created from the shed blood of star titans who did battle under ancient suns. These things are still slick with the violence of their making and anyone handling such items must save vs death or be over come with inhuman violence and blood shed. There is a 20% chance of an alien life form of murder trying to take possession from these items. They are used by certain ancient races to prepare their warriors for battle,murder, and warfare!
  5. A set of tablets craved by the tendrils of those who lived before this universe. They contain formula, spells, and incantations to reach the resting places of these ancient god things. Those who summon such horrors up may wreck their planets by the blood curses which are brought down by the Ancient Gods to keep such horrors in check. 
  6. The preserved hand of an ancient space god. This thing wishes to return to it's owner and may bless the finder with incredible powers of telepathy and telekinesis so long as they wear the glove. Their minds however will belong to the life force that inhabits this item and it have very alien agenda.
  7. This rod of alien metal is covered over with runes and strange whirls of an ancient language. Each one is actually a word to power as per AD&D. The language will creep into the mind of the owner and the words will reprogram the use with power and horror beyond the ken of mankind. They will carry out the will of ancient and terrible gods long dead. 
  8. This ring contains incredibly complex formula and configurations. The owner's mind will be overwritten by this powerful computer and become a slave of the ring. They will be expert engineers and mathematicians but there will be price for their serves. They will direct a crew of a star ship every two weeks on errands of singular and weird aspect. 
  9. This carved claw from the smaller digit of a star spawn of Cthulhu will cause its owner to become a supplicant of the great Old One. They will  seek out the nearest cult of this demon god and offer their services. The cult may destroy or swear alliance to the owner. They will spread the call of Cthulhu to all near by star systems. Eventually they will call down the wraith of the old ones to destroy some world in a massive sacrifice of depravity and insanity.
  10. This chest holds the life force of an ancient universe of evil and cancer. The stuff should it escape will call forth all of the ancient evils to reclaim this universe. The chest will be a source of great power to entities far and wide as well a prize for every star pirate, renegade, cult, and mad man who will be drawn to it. 

Review and Commentary On The New X men Days Of Future Past Trailer And It's impact on Your Old School Super Hero Campaigns


This looks like the X men movie that we've been waiting for? Or is it? It's really interesting looking and with so many Marvel properties in the mix now a days things are very busy for an old comic book fan like me. It's nice to see Bryan Singer returning to the directing chair. The reason I say this is because from a  cohesion of storyline stand point I've gotten a bit tired of redo's and recons of Marvel properties.

I would love to see a tie in with Agents of Shield or some of the other Marvel properties but the problem is that these properties are scattered to the four winds by the various studios. A fact that seems to escape some folks. Here's a break down over HERE

Many of the players here are from the X men First Class movie and as we wander down the movie version of the Days of Future Past, things are starting to look up for this movie. I like what I see with this one. There's a vibe of the humor, pathos, and of a hint of a great movie or its it a great trailer? Hard to tell but I did enjoy First Class so we'll see what happens.


So we're going to get the Scarlet Witch and Quicksilver in this one and we get another round of Magneto and Charles friend ship tearing the whole tapestry  of Earth apart. Will we see a Scarlet Witch tie in with Age Of Ultron? Color me curious to say the least. 

 My criteria for these  films is that they should make me want to run an old school super heroes rpg campaign. 




So far things are sounding really solid but I just can't seem to get into the design of the new Sentinels.

There's something classic about the comic Sentinels to me. 


The Sentinels look like an I phone or tablet technologies not horrid cybernetic units  that are capable of ripping PC's apart. 


The one important point here is that the Xmen comic book is classic. And this is a movie and there are all sorts of issues putting onto screen a story line with this many comic fan's expectations. Will they nail it? 

That's going to be the real heart and soul of the matter. TSR had a very nifty way of dealing with the marketing that appealed to the fans of the Marvel comic and the game. But it always falls back to this. 

The comic book vs the movie is real the issue. The old school Marvel Superheros Heroes rpg had a very nifty time of marketing itself. Especially the Days of Future Past Adventures, they took place within your home town. The  dystopianism was knocking right on your campaign's front door and it was coming to kick your PC's teeth in. 


As the adventure story line continued your PC's were hunted, exploited,humiliated, and almost sentinel bate at least a couple of times. That's only in the first adventure BTW and I ran the hell out of this one back in the nether reaches of my misspent youth.
 Surviving such a programme is isn't easy but the fact that these now classic adventures are available for free makes me very curious to run em and see how they hold up.
They're all available right over HERE

Comentary and Actual Play With The Free Old School Adventure - The Hall of the Family From Chubby Monster Games For The Astonishing Swordsmen And Sorcerers Rpg Systems on The Dark Corner


I've just gotten back from a light night game of AS&SH and here's the free adventure from last night where swords were ringing, things were dying, and PC's hearts were racing with death at every turn! *
More right over
HERE!
* Thanks to Chubby Monster Games for great free adventure, the management is not responsible for the deaths of any PC's that occur because of this adventure!
Or the lateness of this post! 

Sunday, March 23, 2014

A Voice Among The Red Glass - The First Appearance Of The Cult of The Wraith - A Post Apocalyptic Mars Actual Play - A Stars With Number Campaign Along With A Free SWN Download


The PC's in tonight's game moved with the renegade  tribe that they've hooked up with deeper into the Martain deserts to an area of  ruins called The Red Glass. The PC's came across another tribe of Red Martians that they had never seen before camped out near some burned out ruins. They made the universal signs of peace and the tribe indicated they wanted to trade. They traded with the tribe and everything seemed to be going well. 

That is until a group of raiders appeared on Grav bikes. These were humans and they brought down some heavy fire power on the heads of the red warriors. The party got into their ATV and brought weapons to bare but things got out of hand very quickly. The new comers scattered the tribe to the four winds and injured three of the warriors. The renegades showed up to lend a hand and then radioed for the PC's to back up sighting the fact that these new comers were part of the cult of Wrath and taboo to the Martians.
The PC's backed off rather then risk loosing valuable trade and salvage partners. They withdrew deeper into the desert city ruins rather then fight at this point but boy did the questions start!
Why was an Earth cult doing on Mars? Was the Wraith himself here on Mars? What forces did the bastard possess here on Mars and Mars belongs to the Martian colonists and not some upstart from Earth.
The PC's spotted the grav bikes a few days later poking around some of the deeper desert ruins of older Martian colony ruins. They were sneaking up on them when a strange telepathic message warned the PC's off and a strangled cry was heard!
To be continued next week! Here's a map of the ruins from tonight's game! 

The Cult of the Wraith is from the Other Dust material from SWN. This is a seven page freebie that allows the DM to customize the cult of the Wraith. In my case I'm doing exactly that. The DYI aspect of SWN appeals to my old school gamer mentality and allows me to shape this cult the way I want for my game. You can find the freebie down below. 

Get It Right
HERE

He Who Sees, Lord of the Watchers.

Among the maddened courts of the Crazed the Wraith is riddle even to his foes. For two hundred years Solomon Nkwame has fought an unending battle against his demented peers, his loyal Watchers striking from the fog of precognitive invisibility and maiming rival cults with secrets stolen from within their own ranks. Does the Wraith truly seek to liberate the New Earth from the scourge of the Crazed, or does he merely desire a world scraped clean of his rivals?
In the Cult of the Wraith you will learn of Nkwame's polymorphic past and get the tools you need to decide his own role in your game. Is he a valiant protector from a lost age, a bringer of knowledge and freedom from the agonies of the Crazed? Or is he only a more seductive kind of lunatic, a deceiver who lures his minions in with hopes to feed their desperate desires? Design the Wraith's back story to suit your own game and let your players discover the truth as best they can.
Inside, you'll find...
  • Details on Solomon Nkwame, the mysterious Crazed known as the Wraith.
  • Information on his secretive cult and the forbidden training in psychic mastery that they offer the desperate outcasts of the New Earth.
  • Statistics for his cult members and the arch-psion himself.
  • The nullifying art of Abnegation, a brand-new psionic discipline to use in your own game.
Cult of the Wraith is written for the Other Dust post-apocalyptic role-playing game, but its contents are fully compatible with the free Stars Without Number role-playing game, including a section on using the Wraith in your far-future campaign.

All in all I'm pretty satisfied with the direction of tonight's game with my players and friends. We'll be picking this up in a couple of days. There's more stuff coming up and do yourselves a favor. Grab This free download and Other Dust if you haven't already. They're worth the download effort in my humble opinion but your mileage as always may vary. 

Slicing Deeper Into the Free Random Sword & Sorcery Adventure Generator For Astonishing Swordsmen and Sorcerers of Hyperborea On The Dark Corner Blog

Today we slice into the Free Random Sword and Sorcery Adventure generator!   How you can use it to make your games that much more dangers and nasty! 

Right Over
HERE

Saturday, March 22, 2014

The Irrurthia - The Inter dimensional Kraken Kind For The Astonishing Swordsmen and Sorcerers Of Hyperborea Rpg On The Dark Corner






A brand new Lovecraftian  monster for AS&SH!
There are foul things that are found within the spaces between the stars that surround Hyperborea. Come now and learn the dread secrets of the 

The Irrurthia - The Inter dimensional Kraken Kind For The Astonishing Swordsmen and Sorcerers Of Hyperborea Rpg
Right Over
HERE

Commentary On The Free OSR Resource - CLASSIC DUNGEON DESIGNER’S NETBOOK #2 -OLD SCHOOL SPELLS REFERENCE By Kellri aka Scott Hover



This is the second in the CDD#2 and Kellri's net books. This is all of the classic first edition spells in one handy little free reference guide from AD&D 1st edition.
 It comes under the heading of : 
A COMPREHENSIVE LISTING OF MAGIC-USER, ILLUSIONIST, CLERIC and DRUID SPELLS, 
PUBLISHED BY TSR FOR USE WITH 1st Edition ADVANCED DUNGEONS & DRAGONS™ 
FEATURING COMPILED COMMENTARIES & NOTES.
Available Right Over
HERE
Under the CDD#2 title! 
With so many old school  adventures and modules now turning to the generic or game neutral title. A handy reference guide to spell is a must. This one hundred eighty seven extravaganza is must. Because it's free and allows a Dm to customize their games it comes in handy for both 1st edition AD&D and OSRIC. The fact is as a DM it's nice to have everything in one place during play. No more scrambling through rule books, its all right there.
 This is a no frill's pdf but done with a nice solid font and it's easily read. The fact is that this is nice for both players and DM's to use. For design work, it also has it's points when coming up with spells for NPC villains, minor henchmen, and so forth. 
The book can also be used in overlap references for things like science fiction or fantasy settings where the magic has faded or science has replaced magic. The guide could be used for planetary druids doing terraforming as well which have appeared in numerous games of mine.
Time and tide have made these some of the most recognizable spells out there but remembering the particulars can be a bit taxing on any DM. It's nice to have everything right at your fingers. 
Magic in AD&D has always been a bit funny but this handy guide makes it a rabbit trick to pull any spell right out of your DM's hat!
Seriously this is a reference I wish I had back in 87 or so when AD&D was the only game in town. With retroclones now the lay of the land this reference becomes even more handy. Scott did a great job with these and this one is no exception. Grab it while you can and get to work putting the magick to work for you! 

Friday, March 21, 2014

Rumble Among The Blue Green Monoliths - A Side Adventure In The Post Apocalyptic Mars Campaign - Stars Without Number - Actual Play


During last night's game the PC's spotted a small depression of weird ruins out in the foothills of the Martian Desert. There was a small depression of sand, wind swept rock and twelve blue green glass  monoliths.
The alien structures seem to hum to themselves and did not appear on any of the ATV's sensors they were using. They decided to go ahead and check em out.  


Each of the twelve 20 foot tall monoliths seemed to hum to itself on a low vibrational register and yet had absolutely no sensor echo at all. As the party go closer to the structures they're were incredibly vivid fungus all around the base of these alien structures. None of the giant style mushrooms seemed to be native to this Mars.
It wasn't until they got almost on top of the location that they began to see the bones at that base of the weird fungus. There were Martian bones, animal, and other types of material and corpses there.


 

 The PC's kept their distance and trained the ATV's guns on the fungus but they weren't paying attention to one of the other larger more dangerous giant mushrooms. The thing nearly had them with giant bio acidic tendrils. The could have easily eaten away at the armor of the ATV. A fast anti vehicle laser gun fried the things. That's when the monolith's kicked up on the dimensional register. 

 A demon came out of the one of the monoliths and a running battle ensued. The PC's were able to drive off the demon and recovered a few relics from around the crystals when the 'Violet Fungus' attacked. The PC'd took what they had and retreated as the whole affair disappeared as a time storm swept away the monoliths in a jumble of planar energy.

1d10 Random Finds From The Blue Green Monoliths Table 

  1. Ancient alien skull that gives 1d4 temporary psychic powers. Worth about 100 credits but there is a 20% chance of the thing shattering each time it is used. 
  2. Alien fossilized bones these things hum with a semi devine aura and will provide some degree of protection against demons. 200 credits for the whole lot. 
  3. An ancient Green Martian skeleton that will animate and attack the PC's if disturbed. There are 40 gold pieces scattered around its feet. Worth 56 credits to a collector. 
  4. A bag of 1d30 bottle caps, a small fortune in some communities. These caps are worth far more to a collector. Worth about 150 credits to the right collector. 
  5. The preserved right hand of great warrior chief, in its fist a fabulous gem of true seeing. Worth 300 credits. 
  6. A book of higher psychic songs. This book allows one to raise their vibration level and go up a level if psychic. This book will curse the poor clod who rinds it without the proper gifts to use it. The thing is worth too credits to the right PC. 
  7. An ancient psychic has a glass globe containing stolen essence of three great Martian clans. This bauble is worth 300 credits to the right scavenger clan.
  8. An ancient artifact  belonging to an alien ship near by. This A.I.'s system wants to complete it's mission of the destruction of a particular Martian clan. Why it does not know but it must. This piece of A.I. electronica is worth 600 credits to the right collector 
  9. The preserved head of a Mi Go with the frontal lopes intact. The thing is able to use any of it's psychic powers three times per day. And this horror has its own agenda and powers it may use three times per day. 
  10. A ring used to summon a star spawn of Cthulhu. This horror is not under anyone's control and will be vary grumpy that someone disturbed it's ancient slumber. Worth 1000 credits to the right collector. Spend it fast because this horror will come after you as well!