Pages

Thursday, October 16, 2014

1d10 Random Ancient Lost Treasures Table For Your Old School Sword and Sorcery Campaigns Or The Astonishing Swordsmen and Sorcerers Of Hyperborea Rpg System



There are ancient items which frequently surface within the more remote areas of Ancient Earth and Hyperborea. These items have often times survived catastrophic events and passed into the realm of local myth and legend. Some have passed down through the ages only to have been lost in the last sweeping cycle of the Green Death plague. Other artifacts have come from ancient and lost epochs of forgotten history, these can sometimes have troubled or down right dangerous legacies attached with them. Below are a small selection of the 'treasures' which have been rumored to be uncovered by adventurers over the last couple of  centuries. 


1d10 Random Ancient Lost Treasures Table
  1. An ancient Atlantian mirror with a special silver backing. The mirror has an ancient sky demon bound within its confines that will show the depths of the Outer Darkness, the inner workings of a person's soul and fondest desires, and the elemental planes as well. Upon command the mirror may capture within its confines a minor air element to do the bidding of the owner of the mirror. The demon however is a flippant and very dangerous creature often twisting the mirror's visage into sanity shattering location images. 
  2. A set of eight silver etched steel knives which will cut the soul of a mortal into the individual pieces of shadow and light allowing a wizard to examine and heal the more fundamental damages that one has suffered at the hands of certain soul eating and swallowing demons and undead. These knives are etched with Lumerian instructions for their use upon their blades. The knives can also burn with an unholy fire for 1d4 points of damage per day. They will burn the types of creatures they were created to deal with. 
  3. A small coffin shaped box containing an ancient Lumerian mechanism that can trap and hold a minor demon. The thing will be forced to tell the truth about eight matters of magic and sorcery after which the mechanism will exile the little horror back to the Outer Darkness. Over the centuries these mechanisms attract more dangerous demons to the small bits of soul bait that these things use. There is a 20% chance of an incubus or similar demon is locked within this thing when found. It will be very angry and pissed off. It will either want to be bought off or attack with full fury. 
  4. A small crystal that holds thirty three perfectly preserved 2nd level clerical or magical spells within them. These things were often used by wizards of forgotten ages to record spell books, and commentary on day to day matters in ancient tongues. There is a 20% chance of some ancient secret or tid bit of forgotten or forbidden lore being recorded within these crystals. Often these crystals will be lost in with 1d100 pieces of random gold coinage and may be by passed completely. 
  5. An ancient book made from some alien metal, this book details certain esoteric ancient formula related to engineering feats not seen my centuries. These treatises will contain 1d20 random spells that will relate to engineering and warfare. These books will also have plans for some of the more esoteric pieces of Atlantian high technology. 
  6. This ancient staff is actually a communications device used for contacting forbidden ancient demonic entities of the Outer Darkness. These things will be starved for telepathic contact but this does not make these things any less dangerous. While they will communicate with the staff's owner and there a 20% chance of something trying to possess the PC owner once per week. These staff's contain a single demonic crystal that will try to corrupt a PC. 
  7. A cursed demon slaying sword that is able to heal the sick once per day but is actually an ancient weapon belonging to a demon of lust and depravity. The owner will hear and detect any nearby demonic creatures but he can never shut them out from his or her's mind. The sword is also a +2 weapon but may turn on its own as well. 
  8. A copper coloured torc that enables the user to use telepathy once per day as the spell and enables the owner to see into the Otherworld as well upon command. The torc allows one to protect mind and body against any intrusions. The thing glows in the presence of hyena men as well. 
  9. A small stature of some lost or ancient god that enables the owner to cross worlds once per day. The thing is actually a demon and seeks the owner to claim their souls. The piece also allows the owner to rebuke any undead that they come across. 
  10. A statue of Cthhlu that allows one to know the location of any minor Lovecraftian monsters and allows one to know their various tongues or dialects. This thing once belonged to a ghoul cult and as a result the owner will begin to take on the minor characteristics of a lesser ghoul. Charisma and intelligence will be at -1 but the owner will know the language and dark tongue of the undead. 

Saturday, October 4, 2014

Review and Commentary On Swords of Kos: Hekaton From Skirmisher Publishing For Your Old School Sword and Sorcery Campaigns





Grab It Right 


This is is one of those anthologies that comes out when a company is promoting an rpg setting. I love the Sword of Kos campaign sword and sorcery setting. Its got a different flare to its material then many OSR efforts that have come out. This is the second volume of the series and its a nice solid hit to the material. 
Skirmisher does a good job setting up the backdrop to their sword and sorcery setting with this volume which is set right smack into the heart and soul of their timeline for the Kos rpg material. These stories are focused around the various Kos historic monsters and horrors that the setting uses as both background and game fodder in spades. All of this material has an ancient Mediterranean fixation and it suits what it does quite nicely.It reads some place between ancient Greek mythology and its own brand of highly epic sword and sorcery fantasy with a Skirmisher Publishing flare.
 Here's the Drivethrurpg blurb: 
"'Hekaton! Hekaton! Hekaton!'
From his quarters at the top level of the City Guard commandery that controlled the main entrance to the Hippodrome of Kos, Commander Ivan Pieger could hear the crowds chanting in the grand plaza some five stories below. Hekaton, of course, simply meant “one hundred,” and was shorthand for hekatontaetirída, or 'one-hundred-year anniversary,' but the full expression of the term did not roll off the tongue very nicely and could not easily be chanted in unison by hundreds of frenzied souls.
Pieger got up from his paper-strewn desk and strode — as much as he was able to stride on his short, somewhat bowed legs — over to the narrow casement window that looked straight out onto the plaza before the great oval-shaped Hippodrome. It was still more than a full day before the start of the Titanomalia, the annual commemoration of the great volcanic disaster that had rocked the very pillars of the world and which many people believed had been caused by a great war between the Gods and the Titans. It had, in any event, awakened the forgotten races, monsters, and magicks of a primordial age that had preceded the relatively placid era of human-dominated peace and commerce that was ongoing at the time of the cataclysm.
The Titanomalia was always a chaotic spectacle but this one promised to be unprecedented, corresponding as it did with the hundred-year anniversary of the cataclysm ..."
Inspired by the works of classic swords-and-sorcery authors like Fritz Lieber, Jack Vance, and Robert E. Howard, Swords of Kos: Hekaton is the second entry in Skirmisher Publishing LLC’s fantasy fiction series and follows Swords of Kos: Necropolis. In this anthology, the island and city of Kos and the lands around it are explored through the stories of eleven authors and original illustrations and cartography by nine artists. All are set during the Hekaton, centennial observance of the great volcanic cataclysm that reawakened magic, the elder races, and all manner of fell monsters, in a fantasy world that draws upon the myths, legends, and history of the Mediterranean, Europe, and the Middle East.
Stories in this compilation include “Bloodsuckers” by Michael O. Varhola, “Rogue’s Nightmare” by R.M. Aislin, “Chasing Shadows” by Richard T. Balsley, “The Misadventures of Bjoric” by Brendan Cass, “The Rite” by Christopher Van Deelen, “To the Dragon Apeiron” by Lissanne Lake, “Unfamiliar Ground” by Sharon Daugherty, “The Day Pateon Fnordseeker Gave Up Drinking” by Eric Lis, M.D., “Nithernons the Ale’er” by John Giddens, and “The Price of Land” by D.M. Fitzgerald. Join us in our adventures through the dark and fascinating swords-and-sorcery world of Kos!
The writing in these stories is tight, well thought out and done with its own merits. Some of the stories are well done and work well with the sword and sorcery slight of hand that does its work well. Namely making me want to run a game set within this campaign world. I didn't mind weighing through the pdf and going through the two hundred and eighty plus pages of material here. The stories are well done and nicely written, they go down easy. But I'm not crazy about the cover art on this one. I understand what its supposed to convey but it doesn't do the sword and sorcery material of this book any justice. Point of fact I actually think it takes away from what this book sets out to do. Namely market me on a new campaign setting. That really is how I feel about it.

Using Swords of Kos: Hekaton
For Your Old School Campaigns 


This book is meant to be a throw back to the 80's fantasy paper back anthologies with the illustrations, maps, and background pieces. The book might as well be another old school resource book for the campaign setting. The stories illustrate and under pin the setting very well. I think that its very well written, and the folks at Skirmisher know the material very well. That being said I don't think that DM should take any of this material within the stories as gospel. I've written, read through and made a stab at Kos as a campaign setting and its strength lays partially within the fact that it can be a very well thought out DYI old school campaign setting.
With all gaming fiction there is a problem, role players often take these anthologies as gospel and that can be a problem for a DM which makes the following my advice with this and any of the Kos material, use what you like, leave out what you don't and pull from these books as needed when planning adventures.
Skirmisher makes these books system neutral and the ideas here suit that premise very well. The heart and soul of this anthology is the writing which captures the ideas, spirit, and intent of the setting very well. Bottom line is these stories entertain and pull the reader in while dealing with the issues and events of the historical and current world of Kos. Grab this one when you can and pull the material as you need. 

Thursday, October 2, 2014

Review and Commentary On The Lamentations Rpg System 'Death Love Doom' 'Pay What You Want' Adventure For Your Old School Campaigns



Grab It Right Over
HERE  *
*Just in time for Halloween comes this OSR adventure but the explicit content warning is spot on. Not one for the kids.
So this afternoon I downloaded James Raggi's Death Love Doom and I was expecting some freak show horror adventure with adult themes. Well it is that but there's more here in just twenty two pages. This module is an exploration and re-definition  of what makes up a weird horror adventure. This is an adventure with some very strong sexual themes, disturbing art work, and weird reworkings of horror conventions by James Edward Raggi IV.
Well yes and no really. This is more of an exploration of one family's descent into a level of depravity and madness with a structured OSR adventure that uses many of the deliberate transgressions and taboos of  one family by an artifact of incredible maleficence and horror. The PC's are along for the ride and no power in Heaven can help them. This is an adventure that uses baroque bodily transformations allied to an almost demonic reverence to the carnal within the bounds of an adventure location. In other words this adventure uses the conventions of weird erotic horror in the likes of Clive Barker,Ramsey Campbell, and other modern 80's and 90's horror writers. Its a very dark homage to the imaginative echos of Clive Barker's film Hellraiser in some respects. I wasn't shocked because I've played plenty of the Kult rpg back in the early 90's and this adventure reminded me of the better adventures that came out for that game.
This is a vicious and horror filled adventure not for the faint of heart and it contains a horrid adventure location that the PC's will be lucky to get out of with their lives and souls. This isn't simply a haunted house of a survival horror adventure redressed for OSR gaming. This is a highly charged horror run through and gauntlet for a mid level party of adventurers that you want to shake up with a series of adult highly charged encounters.
 This isn't Ravenloft with a new coat of paint, this is Gothic horror adventure with gore and sex themes  center stage. I've seen other Call of Cthlhu adventures with much adult themed as well as weirder plots and twisted paths then Death Love Doom. But I haven't seen the material framed as well as this one.

 Using Death Love Doom For 
Your Old School Campaigns 

One of the themes here is sexual and bounded alienation done against the painted gore and twisted horror of the NPCs as well as the adventure location here, the mansion of the center stage here.  This adventure should be run when the game campaign is at a bit of slow period and the players agree to something different. This is where players and DM's have to have an understanding of the level of adult material in the twenty two pages. I'm not talking about about the 'shocking' art work and adult themes of the adventure. I'm talking about the whole of the level of weirdness that this adventure evokes in those that play it. This is one that sticks with you long after you put down the pdf.


Elements of this adventure involve the whole range of taboo events that take place within the mansion and how those supernatural elements transgress against the natural order leading to a Lovecraftian build up and execution of this adventure. A DM running this is going to be left with a feeling of having run one of Satra's plays like No Exit, here the Hell really is other people. The family and NPC's ultimately are a part of a series of events of horror where the themes of the mundane and supernatural exist side by side in a reworked and deconstructionism of the usual D& D tropes. One part Shining and one part Hellraiser style old school  Barkerism where the journey not the end will change a party one way or another.
My advice is to run this with a group of players who understand and appreciate 80's & 90's horror movies and are out for a good time with lots and lots of Raggi style twists,tricks, and traps against an entire cast of NPC's that not even the cast of ER can put together again.
In the end this is one very twisted adventure location that can be dropped into a campaign and will drop a party into an adventure that they will not expect and much less survive without in some respect be changed and touched by the madness, depravity, and insanity of Raggi's vision and writing. This isn't a light weight module but a blue print and tool box of how to do a very nasty old school weird horror adventure. All not too bad at all for twenty two pages. 

Tuesday, September 30, 2014

1d10 Random Minor Treasures From The Hoard Of The Vampire Kings Table For The Astonishing Swordsmen and Sorcerers Of Hyperborea Rpg System

'Know ye now that in ancient times when the Green Death came down from the North, the ancient kings of undeath and splendor watched in horror as their subjects turned to dust before their very eyes. They secreted themselves away under the Earth and slumber still. Their power and magic await the coming of the moons of Hyperborea when the stars are right again and demon winds howl for the blood of the cosmos. Beware oh man their coming by tooth, fang, and claw. For what was theirs shall be again & your blood shall be their life.'
- From The  Chronicles of Qalos The Wanderer -



1d10 Random Minor Treasures From The Hoard Of The Vampire Kings Table 

  1. An ancient jade and silver sacrificial  knife enchanted to glow with the strength of the blood of the victim. The edge is shod with silver and enchanted razor sharp. There are Atlantian demon bats worked into the artwork on the handle. Those handling this blade will taste copper like metallic bits upon their tongue. +1 knife 
  2. A strange blood red jewel about the size of a human fist that beats with its own internal fire. There is a strange bat demon trapped within its confines, the hell thing can't escape but will teach and as well as sanity shattering spells to the owner. It will whisper them in dreams and nightmares. 
  3. This weird sword is edged with swirling ruins and glyphs of ancient Old Earth. It sings its ancient owners history even as it draws blood from its victims. A +1 sword of sharpness known as Blood Teller. It seeks its original vampiric lord to once again be held in its maker's claws. It tells tales of violence and ancient forbidden gods in whispered dreams. 
  4. This cup is made from the skull and helm of an ancient Roman general of Old Earth. When filled with fresh blood it will create a restorative 'cure light wounds' potion within. But the stuff reeks of old battles and decayed flesh even as it cures. 
  5. A convex lens made from the eye of some long forgotten demonic creature that has been slain by the ancient kings. This thing will show scenes of old glories and ancient battles of far away planes. The thing will want to lodge itself within the skull of the living and is cursed with the powers of the undead.  Once per day the eye may summon a giant bat for the owner to ride. They will be turned into a minor mindless undead zombie within 1d8 months of owning the eye.
  6. A copper plate etched with the ruins and glyphs of kings long forgotten by Hyperborea. This plate enables one to commune with the powers of the Abyss especially Orcus himself. Once per day the owner may summon 1d8 insect headed ghouls who will serve the owner. But there is a demand of blood which the plate will accept and devour with a wet, red sound. The plate must have its sacrifice or demons will come to take the fool away to the Abyss. 
  7. This ancient silver and gold rod has the most ancient writings across its surface of the Kings of the Night. The owner may summon a pack of demonic hounds once per week but must master them lest they try to tear him apart. A charisma roll is needed to bring these horrors to heel each time these savage curs are summoned. 
  8.  This is the book of ten thousand damned, it contains on copper the contents for ten thousand souls. It is an ancient demonic contract. The thing can be used to summon 1d30 vampiric specters from beyond the Outer Darkness to make prophetic songs of love and damnation. The owner may cast a mass charm on an audience when this item is within his hands but he must pay in a price of blood and warfare. 
  9. A solid metal dagger of pitted meteor metal forged from a single piece of a star of the damned. This knife may be used to summon a shade of the ancient kings of the Outer Darkness whose appetites will consume a single soul once per new moon. Their ancient rites will enter into the owner's mind when he first picks up this dagger and a single drop of blood falls on the blade. 
  10. A carved soap stone doll of a child, this thing is actually a spawn of the old gods in disguise. It will attach itself to one it chooses and make obscene spells known to the owner so that its brothers and sisters might be let loose from beyond the vale of time and space. 


Saturday, September 20, 2014

Free Comic book Old School Resource Sword & Sorcery Download - Warren Presents 013 - Sword & Sorcery Comix 1981



Grab It Right
HERE
 Here's the low down on this issue of Warren Presents : 


Publisher: Warren
Published: October 1981, Original Cover Price: $2.00
Cover by Manuel Sanjulian. Edited by Bill DuBay. Stories by Greg Potter, Budd Lewis, Bill DuBay, Gerry Boudreau, and Forrest J. Ackerman. Art by Esteban Maroto. Reprints of Esteban Maroto sword and sorcery stories from Warrens magazines, plus a feature by Ackerman on the 1981 fantasy adventure film Dragonslayer. A Scream in the Forest; The Kingmaker; Goddess in a Kingdom of Trolls; Scheherazade; The Sleeping Beauty. 8 1/2 in. x 11 in. 64 pages, PC/PB&W.
This old school magazine from 1975 was done in the Warren style, the art here is top notch and the title though it capitalized on the 'Sword and Sorcery' craze back then is a really nice read through. This is a pulp/comic mashup comic magazine with elements of Arthurian legend thrown in to boot. I'm not going to lie, I've used this comic magazine a couple of times over the years for inspiration or as an outright source for a few AD&D and OD&D adventures and NPC's.
This issue of 'Warren Presents' makes perfect source material for an OD&D campaign or indeed an Astonishing Swordsmen and Sorcerers of Hyperborea adventure. Much of the material here can easily be recycled and used with a bit of dust up and polish for some of the encounters. The writing by Greg Potter, Budd Lewis, Bill DuBay, Gerry Boudreau, and the Dragon Slayer movie Forrest J. Ackerman are pretty top drawer and a nice change of pace to the hum drum material that we see on the internet today. The Dragon Slayer film is mostly forgotten amid the CGI clap trap that passes for 
special effects today and should be viewed though as a great film to pull material for a sword and sorcery campaign. It remains an old favorite of mine.
The writing and artwork in this issue is up to Warren standards at the time, and while these are reprints of earlier Warren efforts, they're fresh and mostly forgotten by today's players. Making this a perfect source to pull from for a fast evening's 
entertainment or simply use these as fodder for your own imagination's pondering. All in all this isn't a bad little old school download to pull material from for an OD&D
or AD&D campaign. Warren put out quite a bit of quality material and this issue of 
Warren presents gives some solid Sword and Sorcery stuff to pull from. Grab your copy and get rolling.

Friday, September 19, 2014

1d10 Minor Treasures Of The Ancient Barbarian Kings Table For Your Old School Campaigns





From down below the barrows and the tombs ancient warriors and kings come a plethora of minor treasures that show up in hoards and as the spoils of war across the planes. Who were these ancients now long turned to dust in the far past? Who can say but their legacy and magics are still potent.
1d10  Random Minor Treasures Of
The Ancient  Barbarian Kings Table
  1. The Golden Torc Of Beth Mortha - This torc protects against the curses and arrows of misfortune and danger. The torc will will vibrate when danger approaches within 200 yards of the wearer. The magic of the torc gives the user insight into the unseen world and once per day grants the wearer a vision of the world beyond. The user may see invisible things and beings around him. This ability is fickle and its magic may appear at the DM's discretion.
  2. The Gold Feather Of Shea - This metal feather once belonged to a long forgotten warrior priest. It grants its user the ability of +1 damage to any ordinary arrow, the magic of the feather runs through the flesh of the user. They will develop sensitive ears and be attuned to the wind's direction. Once per new moon the feather can act as a compass for the user and point the direct of the best game. 
  3. The Medallion Of Clan Ferro - This clan symbol of some long forgotten and extinct clan of warriors grants +2 to the Charisma of the user. They will have the silver tongue that this clan was renowned for. But the user will crave to know legends and forbidden secrets, the medallion may call upon myths and legends from previous owners when the owner visits an adventure's location. The user may also be compelled to seek out legendary treasures. 
  4. The Golden Leaves Of Autumns Past - These golden leaves once belonged to a curse race of fairies now long gone. These leaves will seemingly move with unseen winds from the Outer World. The user may once per day use these leaves to find doorways & gateways into 'The Otherworld'. A single leaf may be inscribed with an enchantment to open such a doorway. 
  5. The Key Of Loc Shea - This finely wrought green soap stone key will allow the user to open ancient barrows of the Kings Of Loc Shea. The key will grow warm in the hand of the owner when a treasure of the Loc Shea is near by. The key will also grow cold in the user's hand when a curse or trap of the clan is nearby. Within forty a yard radius if such a trap awaits the poor fool is the range that the key has. 
  6. The Egg of The Dain - This ivory and golden egg will turn as black as pitch in the presence of Undead and necromatic magic. The egg will glow with an internal fire and do 1d6 points of damage to any undead that it touches. The user will remain unharmed from its effects. Once per new moon it may cast a Cure Light Wounds spell if the spirit of the item allows it. 
  7. The Golden Dagger Of Wur - This finely wrought ankle dagger allows the user to stab the shadow soul of a victim and cause incredible pain to the target unless a save vs wands is made. The victim will be at -3 on all actions until the dagger is removed from the shadow of the victim. The dagger can also damage ghosts, specters, spooks, and spirits but the blade will glow red hot during such encounters and may burn the own for 1d4 points of damage. 
  8. The Chalice of Sanru - This finely jeweled chalice allows the owner to create a drought of wine from air once per day. This wine will free the imbuer from the effects of any minor mind effecting spells. The chalice may also create a dram of holy water should the 'chant of Sanru' be uttered once per week. No undead or vampire may ever hold this cup for it will burn their flesh if they should try. 
  9. The Talon Of Cnjui - This finely preserved talon from some ancient monster allows the owner to strike at +2 damage any infernal creature. The Cnjui line were crusaders and warriors against such creatures and their souls can not abide such horrors and they may visit the owner in dreams to grant visions of nearby horrors. The talon is shod with a silver tip. 
  10. The Hand Of The Ancient King - This preserved hand allows the owner the ability to find and pass among the ancient barrows and their horrid guardians. The owner will be recognized as one of the royal line and allowed access to the treasures of such barrows.  Once per day the hand can cast fire ball as per the spell. 

Thursday, September 18, 2014

Review and Commentary On The Seclusium of Orphone of the Three Visions By D. Vincent Baker For The Lamentations Of The Flame Princess rpg System & Your Old School Campaigns

Seclusium of Orphone of the Three Visions, The (Print + PDF)

Grab The PDF
 Right HERE

Once again its months until I can lay hands on another Lamentations Of The Flame Princess book and in this case its one that I've been lusting after for some time. So I've got my hands on the hardback of  the The Seclusium of Orphone of the Three Visions By D Vincent Baker which  is both a guide to the seclusiums of three individual wizards and a handbook for the design and use of seclusiums in any campaign. It includes rules, guidelines, and 50 pages of lists.

Writing by D. Vincent Baker
Artwork by Cynthia Sheppard
Cartography, Layout and Design by Jez Gordon


se•clu•si•um \si-’klü-zē- m\
n. pl. se•clu•sia -\zē- \

  1. A place to which a wizard withdraws from the world to pursue mastery.
  2. A place of magic and plasms and grotesques and horrors and treasures and doorways to other worlds.
  3. A place which, when abandoned by the wizard but with its treasures and dangers remaining more or less intact, is a terrible and antic catastrophe in process.
  4. A place which makes for marvelous location-based adventures.
This book provides rules, guidelines, tables, and suggestions for creating wizards’ seclusia for your own campaigns, and features three sample seclusia in various stages of completion, including the Seclusium of Orphone of the Three Visions.
Suitable for characters of all levels, usable with Lamentations of the Flame Princess Weird Fantasy Role-Playing and other traditional role-playing games.

Right now that you've read what the book supposedly is, let me tell you what this book really is. This is an adventure/tool kit for the construction and creation of  
Seclusium which are sort of like the fabled wizard's tower and lairs but these locations actually live up to their hype in this book.  But first a quick note on the physical book
 Its a really great physical book and another wonderful addition to your shelf. The hardback is something that makes the pdf look like a wet fish.
 The book is dedicated to Jack Vance and I've read a ton of Vance even have the role playing game of his world but this book didn't actually make me think about Jack Vance at all. Instead I found myself looking through the book and the three sort of fleshed out 
Seclusium that are contained within its pages and the random tables that you as a DM can use to put your own random stamp and set dressing qualities on each one.
In fact even if you you these locations they can be reused over and over again so that those random rolls will translate into different features,treasures, and magic items within the bounds of the 
Seclusium.
 That being said I found myself thinking about Robert Howard and certain sword & sorcery tales of Conan with the lairs and towers of wizards scattered across the landscape. The ideas of the book can easily be used for Lamentations of the Flame Princess campaign  or a 
Seclusium could be a setting piece for a sword & sorcery style game. The Seclusium can appear as a dark pulp adventure location with some very frightening and weird overtones. 
As a tool kit 'The Seclusium of Orphone of the Three Visions'  is glorious because of the tone, originality, and ideas that the author tosses into the ring. The The Seclusiums presented are places that seem to resonate with the pulp asthetic of the LoFP game. But what some folks fail to understand is that this book is an extension and an adventure as well. The Seclusiums remind me vividly of  the 1960's and 70's Marvel Doctor Strange comic books. Within those comics there were lots of weird and strange wizard's lairs with incredibly individual magical features, strange treasures, monsters, and other background pieces that Strange and co. had to overcome. Each location had the stamp of the magician who created it and that's exactly what the The Seclusium of Orphone of the Three Visions creates. Mr. Baker even gives house rules and his own unique take on the LoFP game in several pages of appendix towards the back of the book.  Let's not screw around, this isn't a book for the players unless they're PC's wizards have reached twentieth level and their ready to create their own Seclusium. Given the peg leg that the Flame Princess is sporting in the cover art for this book its unlikely. That being said this is a solid book for the DM to grab and create his own  Seclusium. Given the pulp flare of the LoFP system and its uses of a great deal of the Lovcraftian and Clive Barker horror ethos. I can see Seclusium scattered throughout a campaign being adventuree draws for parties being hired by rival wizards for raids on such places.

In fact I can see using Clive Barker's Lord Of Illusions movie as a twisted piece of source material for the creation of a Seclusium or two for a particularly harrowing raid on for a party of adventurers. The elements of magic, cults, and twisted occult investigation are all there waiting to be converted into a pulp style LoFP session complete with magical rivals just in time for Halloween. A quick Barker homage there folks. 
I can also see using  'The Seclusium of Orphone of the Three Visions' as a source book for other retroclones and the Astonishing Swordsmen and Sorcerers of Hyperborea rpg system comes straight to mind here. Given the pulp ataestheticf the book and its contents this book is perfect for generating a demi plane lair  Seclusium for some twisted and dangerous Atlantian or Lemurian wizard left over after the destruction of Old Earth now lost in the Outer Darkness just waiting.
The book is very well done, concise, and a very attractive tool box for your old school adventures. There are plenty of hooks in this book to take your PC's on a journey to a nearby Seclusium and far beyond. I'm very glad to have acquired this book and I look forward to unleashing it in the weeks to come. I think that D.Vincent Baker did a very nice job on a very handsome package and its a damn fine addition to the Lamentations Of The Flame Princess rpg system line of products.

Seclusium of Orphone of the Three Visions, The (Print + PDF)