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Showing posts with label Old School Horror Role Playing. Show all posts
Showing posts with label Old School Horror Role Playing. Show all posts

Monday, March 26, 2018

VHS Era Old School Post Apocalyptic Gaming Campaign - OSR Commentary





I haven't been happy for a while now with certain aspects of my DYI OSR gaming more specifically the lack of post apocalyptic & cult classic horror table top gaming. A work has been taking its toll on my life in certain aspects in a positive direction. We've gotten busier & busier in the home sewing machine repair realm. That's a great thing but its left me with a bit less time to blog & enjoy myself but today I decided to put down some of my thoughts on my corner of the OSR. The fact is that since about last Thursday or so I returned to Gamma World & Mutant Future. Yes I love both games go figure. But I like a much softer apocalyse then what's been presented in both of those game systems. Truth be told I add in bits of Fantastic Heroes & Witchery with Adventurer,Conqueror, King's rpg system to get the right balance of domain level play. Also my players weren't comfortable with the gun rules of Fantastic Heroes & Witchery's gun rules so we went with ADK's Guns of War.
Two things right off I don't care if certain authors  or designers don't get along that's not my problem. Second I've paid for these games & under the games terms of fair use I'm going to use them at my table as I see fit. If my players are happy then I'm happy. So don't bother telling me that me that you got a problem with what I'm writing behind the scenes I don't have time for OSR pissing contests. You've got to understand that there's going to be damage adjustments & other system considerations using Labyrinth Lord & Labyrinth Lord Advanced's monsters & also a fair amount of Realms of Crawling Chaos.
So over the weekend I got a chance to view some cultclassic VHS era horror films that I love. Ghosthouse a horror film from 1988 has pretty much almost everything I'm looking for to kick off a campaign.
"Ghosthouse (Italian: La Casa 3) is a 1988 Italian horror film directed by Umberto Lenzi and produced by Joe D'Amato. It co-starred Lara Wendel and Donald O'Brien.
Its plot focuses on a deserted house where the visions of a ghostly girl and her haunted doll wreak havoc on those who enter it."
The film is the unofficial sequel to Evil Dead II.[1] In Italy, The Evil Dead was released under the title La Casa (The House), and Evil Dead II became La Casa II. "



So basically this isn't our world at all. About 1920 or so the rise in interest in the occult & the supernatural reached a fever pitch. The occult was a fringe hobby along with a part time religion. The 'Dark Forces' of the world gained a toe hold. Events escalated in the Depression allowing Hitler and his cronies to gain in power but in 1940's both the Axis & Allies employed dangerous time & dimensional continuum shattering experiments. The Fifties saw the first mutants among mankind & the rise the giant monsters.
The early Eighties saw the beginnings of the 'Little Wars' small scale atomic & dimensional warfare allowing even more supernatural seepage into our world & the rise of the mutant front organizations. The Cult of Cthulhu has been working its way into the foundations of society opening doorways for their masters. Meanwhile technologies have become incredibly dangerous as the US government & other world powers use agents, adventurers, and others to try curtail the advancing monsters destroying society from within.
This is a world with a slightly higher technological level built upon the backs of genetically modified apes & other mutate animal species after finding the secrets to this genetic fount head out in the fringes of reality.

VHS tape by Tumi-1983

All is not well in society as the major religions are calling for the end of the world as NASA & other governmental organizations stock pile caches of technology, relics, and more in bunkers all over the world & the USA. Riots of mutate workers & servants have happened in several major world cities and these are on the increase even as strangely garbed travelers wander into our home towns & other cities from Elsewhere.

Much of this came from reading through the Mutant Future Wiki Gamma World Entry over the weekend & taking a look deeper into the first Edition Advanced Dungeons & Dragons Dungeon Master's Gamma World Conversions again for the billionth time.





More coming up very soon

Thursday, March 26, 2015

Review and Commentary On Spellbook Games Inferno Bestiary, Second Edition For Your Old School Campaigns.


Way back in the 90's or so I bought a pack of Judge's Guild modules back in the early 90's and among them was Geoffrey O'Dale's Inferno module. The module has been with me on and off for the better part of thirty years. This was actually a requiring of the module from the early 80's. For me the module offered a nice alternative to the well known and admired Ed Greenwood Dragon magazine module. Geoffrey O'Dale's Hell made quite the impression on me. And in some ways continues to. 
Growing up on a steady diet of horror comics with Warren, Skywald,Marvel, D.C. and many others. Hell was the ultimate wilderness crawl. Reading through the module and going to a Roman Catholic grammar school didn't turn me off in the least. In point of fact this module was responsible for me reading Dante's Divine Comedy in its entirety.   But the module has far more to do with horror comics and Dante's Inferno then it has to do with Christianity at all. In fact the module is very, very deadly and it took every ounce of energy and skill to survive it.
Inferno always gave Judge's Guild's City State of the Invincible Overlord series of modules a very deadly razor's edge  of darkness to their adventures. Sure everything looked pretty funny with evocative covers. But your adventurers could end up in the pit with a cursed scroll, magic item, crossing the wrong entity or god. The ways to get their were myriad but there were very few ways of getting out much less surviving. 
I ran an entire campaign for about two years in the pit. The PC's couldn't return to Earth at all, Hell changes characters if they survive. 
Which brings me to my recent brushes with Spell Book games, Geoffrey O'Dale never really left gaming per say. I saw an issue of 'Fight On' magazine where the circles for Hell were completed. This brings me to Spell Book games, which is Geoffrey's company that has taken the original Inferno concept and turned it into an entire campaign setting by itself. This is an entire line of AD&D first edition style products with an eye to providing a line of weird and dangerous adventures set in a Dante style Hell complete with a whole array of demons and devils. These are highly detailed Gazetters and adventure books set in the Pit itself. They really have a style all their own and detail some very nasty adventure locations within Hell.
The Inferno Bestiary is a complete overview of all of the demons and devils of the adventure modules as a stand alone product. Just page after page of demons,devils, and monsters free from any baggage at all.
This makes them perfect to drop in and run with your old school games. This is especially nice for an AD&D first edition style game where you need a monster to add into a old school adventure and just want something dangerous, diabolical, and out & out mean.



Available Right Over
HERE


According to the Drivethrublurb:
Spellbook Games releases the Second Edition of Inferno: Bestiary.  This edition includes all of the monsters and creatures from the original Bestiary, including more than 70 unique Devils from the Inferno Hell, plus more than 200 additional new creatures created for the Portal to Adventure rule set. This Bestiary includes more than 750 total entries.  This edition particularly fills a gap in the Portal rule set in that it includes an extensive collection of aquatic creatures.
As an old school DM this is nice book for constructing my own Hells and peppering them with new and incredibly diabolic monsters. The book is on the expensive side but it does its mission quite well.
If your not sure if this book is for you then there is a no cost solution you can take a look at in the form of the free 
Diabolic Denizens book that's available from Spellbook games.
Right Over
HERE

With the Diabolic Denzins book you get an overview of the monsters, stat block, and much more for free. You can kick the tires, look into the demons and monsters. Get a feel for the product and much more.

The 
Inferno Bestiary, Second Edition does exactly what it says on the tin and provides a whole swath of monsters completely background free and concisely mapped out for you to use in your old school games as you see fit. The creatures are hideously dangerous and incredibly nasty with a complete eye towards ripping your PC's apart and coming back for more. Personally I can see me using some of these in several old school campaigns. I give this a nice solid four out of five and look forward to checking out more of Spellbook games material in the future.  

Saturday, December 27, 2014

'Beyond The Silver Threshold' - A Supernatural Horror Adventure Encounter For BASH & Call Of Cthulhu


Sitting on a shelf in a back water museum in a small New England Town is a terrible secret surrounding a centuries old Pictish artifact taken by Viking raiders in the 6th century. This silver artifact is part of ancient hoard containing ancient secrets including the location of a legendary monster god thing and its Viking warrior servants. Discovered in Nova Scotia and taken back to the small New England town museum of your choice. This piece has been stolen and is now up on the auction block. The theft has activated a strange curse summoning back the brine drenched ghosts and guardians of the god thing to slain whomever comes in contact with the artifact. Now its a race against time as the silver artifact passes from hand to hand spreading its blood curse to those who would defy the ancient god serpent monster. The thing who even now feeds upon the souls of those its minion slay in its name. There have been eight victims of the drowned Viking king and his warriors. The police seem helpless to stop the trail of bloodshed. 


Photo by Johnbod 

The last person to handle the item is Lowel Henderson, a local historian and antique dealer. He's been found slain in his west side home by neighbors who found the beloved historian with multiple stab wound and the police are at a loss. The players are called in to help identify strange symbols and whirls found made with his blood. Mr. Henderson has a book underneath some splintered book shelves which might offer a clue about the legend of the silver plaque called 'Viking Mysteries and Legends of Nova Scotia - An Account of the Supernatural Myths and Legends Of Vikings In The New World'. This book was written by Mr. Henderson's great grand father who tangled with the so called 'Drowned Kings and Warriors of Old'. The book goes on to describe that the Drowned Kings are servants and victims of the supernatural evil of the Sea Wyrm forever tied spiritually to the thing for all time due to the curse. Henderson was trying to trace down the 'whirl map' made up of the mystic symbols on the plaque that lead to the supernatural realm of the sea wyrm! But the drowned kings ended his life before he could open a gateway to the sea wyrm's realm & lift the curse. The silver plaque is part of a cursed Pict hoard of stolen silver artifacts and booty. The hoard bares a blood curse upon it for the terrible evil done for its possession whose betrayers fled to the New World but whose souls were pledged to the Sea Wyrm. They serve the thing beyond the grave even now and for all eternity.
The small silver plaque has been stolen by one of the ne
ighbor's children who found the body. The magick of the blood curse compelled little Jimmy Throghu to take the shiny silver plaque because of its incredible shiny and supernaturally intricate design. The ghostly undead Viking warriors things are even now on their way.

Tracking down little Jimmy shouldn't be too hard at all as a dangerous and horrid storm of supernatural aspect moves into the neighbor hood surrounding  the Throghu household. The storm increases as the Veil between worlds begins to thin and the warriors move in.
A supernatural rip between worlds has been created as schism is created leading to the storm lashed sea  world where the wyrm waits to claim its latest victim's soul. The PC's must return the silver Pict plaque to the world of the Wyrm in order to end the curse. Or the blood shed will continue or worse will happen.


Returning the silver plaque to the realm of the Sea Wyrm will end the blood curse for now but there are many other artifacts from the hoard of the 'Drowned Kings' still circulating out in the world. The cycle of blood shed and supernatural slavery won't simply end with the saving of one or two lives. The PC's may have only seen the tip of the supernatural iceberg.

The Sea Wyrm for  Call of Cthulhu 
STR     85
CON    60
SIZ       80
INT      20
POW   30
DEX     12
HP       85
Armour:  8 points of scaly skin
Move:  4/ 12 Swimming
Damage Bonus: +9d6          
Weapons: His Majesty may bite each round, unless it is attempting to initiate a Grapple. Ongoing Grapple checks do not prevent His Majesty from biting.

Bite – 60%, 2d8+ Damage Bonus, If a target is bitten and survives, His Majesty will attempt a STR vs. STR roll to pull the unfortunate victim into its coils to Grapple, and  ‘Crush’.

Crush – His Majesty can automatically Crush each round that it maintains a grapple on an individual. It can also automatically Grapple any object, including boats with Hit Points up to ½ its SIZ. Use the Vehicle table on p. 285, of ‘Call of Cthulhu, 6 th edition, as a guide for judging the Hit Points for Marine craft. A ship that is ‘Crushed’ sustains half of the rolled damage bonus each round. When all of the ship’s Hit Points are gone it breaks up and begins to sink.

Swallow Whole – On a special or critical hit a target that is size 20 or smaller may be swallowed whole, in which case it takes half
More details on this monster can be found on Clint Staples blog HERE
For Call of Cthulhu the silver plaque is an artifact of the Draugr of Woden-lithi with deep ties to a particularly disgraced clan of these undead sorcerer warriors. Not merely undead viking warriors these things are something far more dangerous with ties to the Sea Wyrm and a deep as well as abiding curse upon them. 
STR 28
CON 25
SIZ 16 [for bloated/ gigantic, add +4d6]
INT 17
POW 27
DEX 15
APP 2
HP 21 [for bloated/ gigantic, add half of therolled 4d6 for greater SIZ]
Move 7
Damage Bonus: _2d6 ot +3d6 depending on SIZ.
Weapons: Witchbronze Blessed Keening Blade [Enchanted with Enchant Cane] 90%, 1d10+1 Damage + damage bonus.
Armor Points - Dead Flesh 3 AP + 1d10 – Skin Charm.
Skills: Astronomy 80%, Cthulhu Mythos 51%, Hide 55%. Antideluvian History, 50%, Mining 80%, Bronzesmithing 90%, Occult 84%, Sneak 69%;
Spells – Augur, Black Binding, Bless Blade, Cause/ Cure Blindness, Call Nightgaunt, Contact Nodens, Death Spell, Evil Eye, Dominate,
You can also find out more about these supernatural sorcerer things right over HERE

'Viking Mysteries and Legends of Nova Scotia - An Account of the Supernatural Myths and Legends Of Vikings In The New World'.
This book is the vanity press creation of Dr. D.D. Henderson from 1919 from his deep studies of the Pictish hoards taken from the wilds of some of the isle settlements  surrounding Norway taken by the Vikings and certain artifacts found in Nova Scotia. 
It contains the accounts of mythological legends concerning the dealing of the Vikings with the Draugr of Woden-lithi, Nodens, Odin, and the god thing known as the Sea Wyrm. The book is part archaeological journal, part occult treatise, and part sea account chronicling the author's journey into the world of the supernatural and his confrontation with the Sea Wyrm.  There were only twenty three copies at the time of pressing. Only four remain in the world. 



Spells Within The Viking Mysteries The book contains some very intricate spells drawn from antiquity mapped and steeped in deep symbolic language of the original author's view of the occult. There are spells such as call/dismiss Draugr of Woden-lithi, Contact Nodens, Call Odin, Bless Blade, Contact Sea Wyrm, Create Doorway To The Realm. 
There are still more secrets within the Mysteries and the DM can add in more mysteries as he sees fit to the book.
Special thanks To Clint Staples for his creations and conversions of the film Ragnarok