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Monday, June 16, 2014

The Vormusri Horde - A Demonic New Monster For Ancient and Accursed Terra For Use With The Astonishing Swordsmen And Sorcerers of Hyperborea Rpg System

File:Bosch, Hieronymus - The Garden of Earthly Delights, right panel - man riding on dotted fish and bird creature.jpg

They have so many names, these things that come from across the half worlds.  The Vormusri Horde are demonic horrors and fragments of beings from Old Earth, mutated survivors and warriors from the Outer Darkness that come to the edges of Hyperborea and Accursed Terra to claim their victims and vanish back into the starless night. They are monsters of depravity and horrid darkness who live on worlds under a damned and hellish skies. 
File:Bosch, Hieronymus - The Garden of Earthly Delights, right panel - Detail Butterfly monster (mid-right).jpg

The strange mutated horrors of the Vomusri Horde are semi demonic creatures of the damned and have many of the same weaknesses common to minor daemons and their kin. ( see the AS&SH Refree's Book pages 25 - 31 for Daemons and their kin). These horrors are often brought to the edges of reality by strange other dimensional ill winds from the Outer Darkness and vanish with them as quickly back to the Outer Darkness . They wield a wide variety of minor enchanted weapons capable of slaying and harming other magical  creatures. There are hundreds of tribes of these horrors and all capable of violence, bloodshed, and depravity of the worst kind. Legends of their origins abound. 


The Vormusri Horde
Number Encountered: 1d8 

Alignment: Chaotic Evil 
Size : M to L 
Movement : 40 (fly 60)
Dexterity: 10 
Armor Class: 3 
Hit Dice: 8 

Number of Attacks: 3 (claw/claw/weapon)
Damage: 1d6/1d6/As Per Weapon 

Morale : 10 
Experience : 1,590
Treasure  Type: I, C 
The Vormusri Horde are vulnerable  to many of the high tech or semi mystical devices of Atlantian manufacture. They will attack those wielding these weapons with a particular zeal and marked violence. There is speculation among certain scholars that the horde may have actually originated as a strain of a demonic cult in ancient Atlantis on Old Earth and during the destruction of Atlantis ; the worshipers gave themselves over to the powers of the Outer Darkness. Through the eons the survivors of other realms and worlds have given themselves to this twisted horrid existence and the cult continues down through the ages. 

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The Vormusri Horde often sack and raid communities claiming the souls and minds of their victims. These are bargained with other demonic and Hellish powers in exchange for favors, magical and semi sorcery weapons, and even the locations of hidden caches of magical knowledge. The horde serves no particular master and often act as mercenaries for Lovecraftian demonic lords and rival gods. They are unpredictable and very dangerous in the extreme. 


Thursday, June 12, 2014

Review & Commentary on Kos City (Swords of Kos Fantasy Campaign Setting) From Skirmisher Publishing For Your Old School Sword & Sorcery Campaigns



Grab it Right Over 
HERE 

Swords of Kos - Fantasy Campaign Setting - Kos City is the main title in a shared world by Skirmisher Publications. The book has a throw back sword and sorcery  flavor to it. Thi
Its basically their go to fantasy campaign setting with a Greek/Minoan spin on it. The pdf weighs in at about eighty pages and its well written. The book describes about 50 locations in a system neutral bent with a leaning towards the old school flavor that we've been seeing for the last couple of years. Personally I wouldn't use it with a Pathfinder game but friends of mine whom I showed it too said that they would. Your mileage may vary as well your choice in games or editions. 
The Drivethrurpg blurb: 

Welcome to the world of Kos and to Kos City, the first volume of the highly-anticipated Swords of Kos Fantasy Campaign Setting!
This book contains descriptions of 50 different specific places that can be used either individually or in conjunction with one another, and within the context of the city of Kos as presented here or as part of any other community a storyteller might have established within their own campaign setting. It also includes a fully-keyed map of the city of Kos, both in the book and as a separate 11 x 17 file that can be printed out on a single sheet of paper.
The Swords of Kos Fantasy Campaign Setting has deliberately been designed to be system free, not tied to any particular game setting, and to be compatible with any set of role-playing game rules suitable for ancient, medieval, or fantasy venues. In that the setting was used as the playtest backdrop for games using the OGL/d20, Pathfinder, “Basic” Dungeons & Dragons and Labyrinth Lord retroclone, and Advanced Dungeons & Dragons rules, of course, it is an especially ideal setting for them.
There has been a boat load of work that went into this book and it seems to be a labor of love. Some might even say Herculean in scope. Many of the locations link up with the Kos Necropolis books by Micheal Varholus. This is really where the shared universe bit comes in and its not a bad little hook for the DM to get some fast background. 
The book is very well written, its concise, has a ton of adventure hooks, NPC's and a complete city too boot but is it really 'plug and play' friendly in the tradition sense of the word?  Let's really find out!

Using Kos City For Your Old School Sword and Sorcery Campaigns


If we take a look at a game like Astonishing Swordsmen and Sorcerers of Hyberborea with it's Green Death plague sewn into the background and its pseudo Greek cultures as well. This book's locations can easily be dropped into the background of the game campaign. There are ton of opportunities that suddenly open up with the campaign city and its environs. 
With the recent firth of Hercules movies hitting the pop culture landscape this book might not be a bad choice to use as a campaign jump off point if the PC's are not ready for the bright lights of the main campaign cities of Hyperborea.  There is a lot here to use and with a bit of work and luck the DM could have almost an entire campaign in the isles surrounding the Kos locations in a quiet corner of Hyperborea. That's where the strength of the setting comes into play. The flavor of Kos literally crawls off the pages and demands to be added into a sword and sorcery campaign. The thing about Kos is that to my mind there is more pulp and less slick fantasy artwork that puts it square in the old school tradition in my book.
Because of the way that the Kos Pdf is set up its quite easy to print the section that you need to plug the city into the background of your PC's. The fantasy races lurking in Kos's background can easily be transformed into their AS&SH equivalents. 
The set up of the book which gives location then adventure hook works to pull in the PC's world of Kos when they may not quite be ready for the heady bright lights of certain sections of Hyperborea.
   Kos is a smaller pond for adventurers to swim in but make no mistake this isn't a nice little place. The NPC's, locations, businesses, etc. are all done in the pulp tradition of Howard in some respects. Tread very carefully where you will. 
All in all a real game of play is truly needed to know if Kos City works as a complete campaign or even a convention set adventure game. This review and commentary is only a 'thought exercise' in reality. Play is very different. 

The Bottom Line 
Is Kos City worth your money? Yes! The production values and locations are cool, well done, interesting, and engaging. The pseudo Minoan spin is different, solid, well done and very dangerous in its own ways. Its something I'll get into in another commentary on the Kos campaign setting.   

Wednesday, June 11, 2014

Review of Encounters (Swords of Kos Fantasy Campaign Setting) From Skirmisher Publishing For Your Old School Sword and Sorcery Campaigns



Grab It Right 

Welcome to Encounters, the fourth volume of the highly-anticipated Swords of Kos Fantasy Campaign Setting! This book contains 17 system-free encounter tables for general and specific areas on the island of Kos and the lands surrounding it. All of them can be used either individually or in conjunction with each another, and within the context of the Kos campaign setting or as part of any other milieu. It follows Kos City and Lands Beyond Kos and is fully compatible with and expands upon concepts that appear in them.
The Swords of Kos Fantasy Campaign Setting has deliberately been designed to be system free, not tied to any particular game setting, and to be compatible with any set of role-playing game rules suitable for ancient, medieval, or fantasy venues. In that the setting was used as the playtest backdrop for games using the OGL/d20, Pathfinder, “Basic” Dungeons & Dragons and Labyrinth Lord retroclone, and Advanced Dungeons & Dragons rules, of course, it is an especially ideal setting for them.

We've got an interesting part of the Sword of Kos fantasy campaign from the Skirmisher publications folks. This is a pretty interesting little supplement and its pretty solidly system neutral with some original ideas in its eighty eight pages of material. Much of the material here is specific in some ways to the Kos setting.

What Is The Kos Campaign Setting?
I've been following the Kos Kickstarter and Skirmisher's efforts for some time. As a fan of both Greek Mythology and Skirmisher Publications this was pretty much a no brainer.
They've gone to town on the setting with very game neutral books and instead concentrating on the setting material as well as the world.

Kos Island is located two miles off of the humanoid-infested Anatolian mainland. It is home to capital Kos City, two dozen large villages — and innumerable venues for adventure! This graphic was created by artist William Thrasher.
According to the campaign setting Kickstarter:

At the heart of this setting is the City and Island of Kos, located in the southeastern quarter of the wine-dark Aegean Sea. Although devastated by the volcanic cataclysm that blew apart the nearby island of Thera and threw the world into chaos a century earlier, Kos has since enjoyed a cultural and economic resurgence. Its main geographic characteristics are broad plains, arid hills, and a deepwater harbor along its eastern edge near the straits that separate the island from mainland Anatolia, just two-and-half miles away. Kos city is a metropolis located on this harbor and is home to innumerable merchants, rogues, adventurers, thieves, mercenaries, harlots, hedge wizards, cultists, and other transients. It is dedicated to the god Hermes and committed to commerce. It is also more tolerant than many other Hellenic cities of the resurgent trend toward devotion to the pre-Olympian Titans.
Here's the Kickstarter for the Kos fantasy campaign setting HERE
Much of the eighty eight pages of the Encounters book takes this campaign material and builds as well as expands it. This could be a traditional  D&D fantasy setting or with very little work this material could be turned into a solid sword and sorcery setting with little issue. The book is very well done. There is however a very solid Greek mythology feel to the Kos setting as you can see. Encounters takes that setting and expands upon it.
The setting is playable with a number of systems and with  a bit of work it could be used as a solid sword and sorcery addition to a campaign world. Because of the isle nature of the setting and its expansions as well as encounter this book is easily dropped into the background of your favorite fantasy world.
All in all I was pretty impressed with the Encounters book a solid read from beginning to end. 

Friday, June 6, 2014

Commentary On The d-infinity Live! Series 3, Ep. 23: Go to Hell! For Your Old School Campaigns



Watch It Right Over
HERE
I've only recently been introduced  to the controlled craziness that is the d- Infinty series of video chats and hangouts. The crew goes over a number of old school topics and generally cover a lot of ground.  I don't have the capacity to get involved with these events. However this event covered a subject near and dear to my heart. Adventuring in the Afterlife as well as Heaven and Hell. This is a subject near and dear to my heart and goes all the way back to very roots of our hobby. Dragon magazine covered choruses of  the major angels, the legendary nine Hells were depicted by Mr. Moore, and there have been numerous products covering these  subjects going all the way back to Judge's Guild. But I heard no mention of one of my favorite plot devices that gets PC's up to their necks in Afterlife affairs.
Hellmouths! These horrors are schisms in the fabric of reality that can lead right into the very bowels themselves. Part demonic horror and gateway these things devour the sinners and anyone else that gets into their gnashing teeth. They can appear anywhere across creation where the forces of Hell have been summoned in the past. These things have a low grade malevolent intelligence of cunning evil as they lay in wait for anyone who comes their way.
Hellmouths have deep connects to other demonic monsters such as Leviathan and the whale that swallowed Jonah. Hellmouths can appear anywhere when they slip the bonds of the angels and guardians that hold the keys which lock them outside of the planes Prime.
Often times these horrors can appear outside of populated cities and the like camouflaging themselves and devouring anyone who seemingly wanders into their areas of influence. At other times these horrors have been known to vomit foth hordes of the damned, lesser demons, and devils who plague cities and towns. The powers of Hell are let loose upon a providence and population centers. Only adventurers journeying into Hell may stop these invasions at great cost. More information on Hell Mouths can found right over HERE
 

1d10 Random Encounters With Hell Mouths Table 
  1. A horde of 1d8 minor demons is encountered and attacks the party. The PC's suddenly see the demonic fury of the Hellmouth! 
  2. A ghost of the newly dead is encountered with a 40% chance of being related to one of the PC's and bringing a dire warning about the Hellmouth nearby. The fool is then captured by demons and dragged back to the place of the damned. 
  3. A group of panicked survivors from a nearby town are fleeing en mass warning about the terrors of the nearby Hellmouth. There is a 10% chance that some form of undead is actually among them and waiting to pick off a few. 
  4. A very nasty devil like entity has exited the mouth is getting ready to raze a town to the ground. It is working with the Hellmouth the secure and devour the innocent! 
  5. A horde of minor hell spawned gremlins is causing all kinds of trouble. Is there a Hellmouth nearby causing the trouble? 
  6. A minor artifact not seen in five hundred years makes an appearance nearby and there is a warning of a Hellmouth coming! 
  7. A group of religious fanatics is causing mayhem nearby as a Hellmouth has manifested. Only a group of adventurers can curb their excesses. 
  8. A cult has sprung up feeding villagers to the Hellmouth. Actually these are minor demons in disguise and are causing major political mayhem as well. 
  9. A Hell mouth has sprung up right in the middle of the most populous city and only a brave crew of adventurers can save it! It has become literally Hell on Earth. 
  10. Your group comes face to face with A Hellmouth ready to feed you to Hell itself. What will you do?

Tuesday, May 27, 2014

1d30 Random Finds From The Outer Darkness For The Astonishing Swordsmen and Sorcerers of Hyperborea Rpg System

File:Roman - Head of a Satyr - Walters 23129.jpg
Like the surface of the sea was the mirror of Tuzun Thune; hard as the sea in the sun's slanting beams, in the darkness of the stars, where no eye can pierce her deeps; vast and mystic as the sea when the sun smites her in such way that the watcher's breath is caught at the glimpse of tremendous abysses. So was the mirror in which Kull gazed.
Robert Howard 
Across the edges of Hyperborea near the very beaches where the abysses of the Outer Darkness wash against reality. There are fools and morons who comb the ruins for treasures beyond compare. Below are a list of some of these priceless items and for some the price is far worse.

1d30 Random Finds From The Outer Darkness table 
  1. A fragment of black foul sorcery whose reflected surface is the crystallized souls of the nameless damned of some lost world. Picking this thing up causes the owner to be plagued by 1d20 spectres who will tear him apart. Yet necromancers will pay 200 gold pieces for these rare items. 
  2. A noble woman's mother of pearl comb, it shines in the moonlight and holds the reflections and memories of its owner. Those who use it may experience alien vistas of places that once were when Hyperborea was young. 
  3. A solid stone piece of ivory carved from the tooth of an unknown god. This inlaid treasure stores 1d8 stories of forbidden sorcery and foul deeds. The thing will whisper its secrets to its owner in the night allowing him to cast 4th level necromancer spells. The owner's alignment will shift toward's lawful evil as the thing's influence continues. 
  4. A copper plate containing a treasure map to another world, there is a 30% chance a demon will know when this item has been found and will seek out the owner to rend him limb from limb. The thing is cursed. 
  5. A statue of a god made from crystallized demon dung and hung with a wire cord. The thing will slowly change position on the cord. There is a 10% chance that the thing will whisper one invaluable secret of a dead sorcerer to the owner. Every new moon the thing will open yawning vistas of the Outer Darkness to the owner in their dreams. 
  6. A glazing glass made of meteor metal and polished by the skin of the damned under red horror filled skies. The thing will show visions of unknown hells. It is worth 70 gold pieces to certain cults of demon worshiping cults but they may try to kill the owner. 
  7. A staff made from the solid thigh bone of a demon of greater chance. The thing will allow the owner to see in the darkness of the night and move among the shadows of worlds. There is a 70% chance of the owner getting stuck. The thing is worth 400 gold to the right sorcerers in certain cities of the damned. 
  8. A Rod of the Jackal god - This is a well known item in certain ancient lands of Hyperborea, it allows one to speak with the dead at the stroke of mid night. The thing is prized by certain wizard ghouls who will kill the owner to get this relic. Worth 200 gold pieces to the right collector. 
  9. A Crooked Metal Book of  The Old Priests - This book contains secret spells of the damned wrought under dead stars that allow a sorcerer to know mind of certain cursed gods. There are five sixth level spells and there is always a summon demon spell worked into the book. This allows one to summon a demon without any preparation. The demon will be very angry however and may try to drag the magician off to some nameless hell. Worth 200 gold pieces to the write sorcerer. 
  10. Box of the Soul - The many hybrid box contains 1d30 souls of the damned who will serve the sorcerer for one year and a day. After which he must join them in the box. The box is worth 50 gold pieces and is a cursed item. 
  11. A worked onyx statue of a broken god - A statue from the sacking of the Hyperborean capital that has a bit of the ancient god's essence still within it. The thing allows one to re roll one missed roll per game but there is a price. The user's charisma begins to suffer as the destruction wrought on the statue happens to the user as well. -2 Charisma points each time the statue is used. Worth 100 gold pieces 
  12. A single ivory statue of a lost and forgotten family god, this small figure allows one to commune with the ghosts of lost and ancient peoples. They will show the user visions of the afterworlds and near by treasures. The user must pray to this item's god however for these favors to continue. Every new moon the user must fulfill one small adventure in the name of this lost god. Worth 60 gold pieces. 
  13. A single copper plate that contains a special map of the gateways to other places and times. There is a 60% chance of the user being ripped apart by ancient ghouls who guard such places. Those so rendered down by these horrors are taken as trophies and placed on ancient altars. There are sorcerers who pay 50 gold pieces and up for such items. 
  14. A large piece of Jade made into a sounding stone for the depths between the worlds. This thing when used will show a path between the places of the Outer Darkness and our world. There is a 40% chance of attracting a demon's attention that lurks at the corners of reality. This piece of purest jade is worth 200 gold pieces but certain cults will kill to possess it. 
  15. A small child like stone head corroded beyond anything has been created in exacting detail. The head will come to life if held for more then 1d4 rounds and recite ancient prophecies and litanies. There is a 20% chance that these words of forbidden ancient wisdom will have direct relevance to the PC.  These stones are collected by modern religious cults who pay 300 gold pieces each. They are believed to be the souls of saints cursed into stone in ancient times. 
  16. A piece of demon metal that flows in the user's hands from ancient times. This thing will turn into a +2 sword of slaying but there is a 20% chance that the item is cursed and will seek the blood of its owner. Many think these items are not worth the risk as they will devour the souls of their owners. Worth 100 gold pieces and they are a cursed item. 
  17. A chest of the mirrored ones, this chest is covered in ancient Hyperborean glyph like writing and contains the soul of ancient demon from beyond the edge of the world. The thing will seek the true love of the owner to suck upon their life and essence. In exchange it will teach the owner the secrets of necromancy. These cursed items were used by certain necromancy cults to teach their children.  They are worth 200 gold pieces each and can teach the first three levels of necromancy. 
  18. A blood stained glass - This item of red cut crystal glass has been bathed in the ichor of demons and planar monsters it allows one to breach the gulf of worlds and teleport to such places with easy. The thing will want three pints of blood per journey and it must be the owner's. The thing is easily worth 200 gold pieces but a malevolent intelligence known as the tempter controls these glasses. 
  19. A scroll of the cursed names of the devils of the dead worlds, this item allows one to summon the ghosts and souls of  the small demons. They will answer three small  questions per day, there is a 10% chance that they will lie as well. And a 2% chance of making a curse of mischief on the owner as well. Worth 60 gold pieces these items were once common. 
  20. A small scion of Cthulhu - This small statue allows one to call the dreams of the drowned and mad of Cthulhu to allow one to have the insight of the insane. This allows one to add +2 intelligence each time this thing is put by the bed of the user. There is a 20% chance per use of attracting the dreaming aspect of the Great Old One as well who will devour the mind of the user leaving only a drooling husk behind. Worth 100 gold to the right buyer. 
  21.  The Ichor of Lesser Strangler - This small vial of Outer God blood allows one to send a spell of choking at their victims. The target must make a save vs wands or wrapped in energy black tendrils of the foulest type which do 1d8 points of damage. Worth 40 gold piece and these items are quite common among certain groups of sorcerers. 
  22. Black Onyx Knuckle Dusters - These items are carved from the rib cages of certain races of low ranking demons. They allow one to strike undead and monsters that can not be normally harmed. There is a 30% chance per use that they may shatter. If used more then three times in a two week period. These times will merge with the flesh of the user. Worth 60 gold pieces to certain mad sects of magicians. 
  23.  A Cursed Flute Of The Deadly God - This flute is made from the arm bone of a damned wizard and has been carved by the talons of a demon. The flute will kill any being who hears its tune of the damned when the music stops. The soul of the target is forfeit to the Deadly God. The target must save vs. death or have their soul eaten after the song ends within one hour. The song will act as a charm spell upon the target. 
  24. The Iron Key - This iron key has been made from the iron of the weapons of angels and forged in the heat of the burning hells upon an extinct sun. The key allows on to find the artifacts of ancient Hyperborean royalty when used as a pendulum. The key will pull toward such treasures, user should beware that many such treasures were guarded by terrible monsters and some minor gods. The key allows one past the complex locks the Hyperboreans. These keys are very rare and worth 200 gold pieces. 
  25. The Folding Maps Of Nibbous - This is a series of maps made on the ancient papyrus of the magician Nibbous, These maps are doorways to the domains of Nimbous, mini planes where the sorcerers hid many ancient and dangerous artifacts. These things were often guarded by demons from the Outer Darkness. These maps would open doors and doorways to such places. They are often found in special metal scroll tubes. They are easily worth 200 gold pieces to the right wizard or mage. 
  26. The An 'Guru Demon's Hand - These clawed hands often contain rare and valuable treasures within their palms. They are easily worth 200 gold or more but they are often cursed with wishes as each finger opens to reveal the rare treasures. Worth 600 gold piece if found. 
  27. Mask of The White Warriors - These masks are often found near other treasures and then only rarely. They have been made from the carved skulls of demons and each one allows one to use infravision, see the invisible, and gaze into the souls of mortal men once per day. They are worth 100 gold pieces each. These items are sought by the Cult of the White Warriors who will bargain for their return to the cult. These masks often have a telepathy ability as well. 
  28. Crown of the Yellow King - These weirdly wrought crowns of wire, piping, and ancient bone allows one to hear the thoughts and dreams of certain ancient dead kings. The crown will also allow one to cast a charm spell once per day. The user must be a man committed to the Outer God's cause. Failing to surrender your soil to the King In Yellow causes a major curse of damnation to invoke on the user. 
  29. The user may once per day call upon the wisdom of these ancient wizards and kings to cast 3 second level spells per day. The crowns are priceless to some cults. 
  30. The Ring Of Hyperborea - This ring of iron allows one to rip the soul from the body of a target who must save vs death. The user will absorb the soul of such a creature and extend their lives by 1d100 years per soul. The user's alignment changes to chaotic evil should this item be used and he is now a servant of the Outer Darkness. 



File:Rudder of a Roman Boat (RG Museum Koeln, Germany).JPG

Monday, May 12, 2014

Review of Mad Monks of Kwantoom From Kabuki Kaiser For Your Old School Campaigns






Grab It Right Over 


I received this product in email about two days ago and I've been toying with it ever since. This is an old school product steeped in the mystery and downright weirdness of Oreintalism. Right off the bat this product is packed! Seriously it clocks in at two hundred and twenty pages of useful material. 
The Drive thru rpg description : 
Some say the gods expelled the grotesque and the weak from their ranks at the beginning of time, denying them entrance to the lofty heavens. Demons all of them, they fled to remote places where they had palaces built in which they could dwell and prosper in the glittering shadows, and that among these places, the 1001 Pagodas of Doom of the Yellow Springs Island are supreme, sheltering countless horrors and ghosts.
AN ORIENTAL ADVENTURES COMPANION, A MONSTER MANUAL, A TOME OF WONDROUS MAGIC, AN ASIAN-THEMED CITY, A SOLO CAMPAIGN AND A DM'S AID — ALL IN ONE BOOKLET
Are you looking for an Oriental Adventures Companion? A Chinese-style monster manual with a twist? A tome collecting a hundred brand new mundane magic items? An Asian-themed urban setting? A game aid to help you fill in the gaps when improvising? An endless campaign that you can play solo or with your family and friends without a DM? Good, because you'll find all this gathered together in one nifty package right here.
IN A NUTSHELL
In a nutshell, Mad Monks of Kwantoom features a wondrous Asian setting with new character races and classes, crazy unique creatures inspired by matchbox pictures coming straight from ancient China, alternative petty magic items, tables for random dungeon generation and simple house rules for all of this to run smoothly. In addition, you'll find campaign rules to help you flesh your characters out and embed them in the setting, which they can change and mold according to their whims as they proceed to glory, prosperity and — who knows? — immortality.
WHAT ELSE?
Ninjas, tengu player characters, the revised monk character class, the City of Innocent Deaths, the Lucky Charm of Many Ghastly Friends, the Style of the Righteous and Harmonious Fists, Pa'kua kobolds, the Monkey King himself, a game that your partner can play and enjoy with you — and you alone, the 1001 pagodas of doom and actual rules for becoming the Noble Jade Empress or the head of the Shrine of the Purple Lady of the Latrines if that's your thing.
LABYRINTH LORD POWERED OLD SCHOOL RENAISSANCE
This book is officially compatible with Labyrinth Lord and the Labyrinth Lord Advanced Edition Companion. Since these systems emulate the Basic and Advanced editions of the original Old School rules, you can play it with them or with any Old School Renaissance gaming system instead.
Cracking open Mad Monks of Kwantoom was like finding some weird used old school book or game box in a book store. This pdf is a throwback to a time that never was. I say this because this is the sort of book or box set that I wish I had when I was DMing Oriental style adventures. Reading through this material I kept wishing that this wasn't a pdf but a box set.
 The book's sections are divided into some very nice chapters each outlining a different and very detailed take on the . This is a real shopping list of material for the Orientalism DM. The authors did a fantastic job fleshing this material out  The material has a real pulp feel to it and it could be in point of fact be put into a pulp old school campaign.  

Breaking Down Mad Monks of Kwantoom
Mad Monks of Kwantoom is oriented for both the players and dungeon masters with a highlight on the following : classes, revised NPC stats, 
Ninjas, Tengu player characters, the revised monk character class, all work with about ninety percent of the retroclones on the market.
  •  A MONSTER MANUAL-  The monsters and creatures though drawn from the mythologies of China,Japan, and all of Asia. But these monsters are twisted and turned into original creations that will simulate your adventures.
  • A TOME OF WONDROUS MAGIC- The magic actually fits the book and isn't simply a bunch of old school spells. 
  • AN ASIAN-THEMED CITY - The City of Innocent Deaths is great setting that DM will want to return an adventurers to again and again 
  • A SOLO CAMPAIGN AND A DM'S AID - This book could be used by a DM for solo play while getting to know the monsters, items, magic, and the rest of the book. The solo play is perfect for randomly generating old school adventures.
Using 
Mad Monks of Kwantoom For
 Your  Old School Swords and Sorcery
Campaigns



Mad Monks of Kwantoom has a very Nineteen Seventies sword and sorcery comic book as well as Marvel martial arts feel to it. It's as if you had a time machine and went back in time to your favorite hobby shop and this book was sitting on a shelf.
 Most of this book can easily transported into your existing campaign.
A game system like Astonishing Swordsmen and Sorcerers of Hyperborea is tailor made for a game supplement like this. The only issue here is dove tailing what you want into a retroclone of your choice.
Labyrinth Lord and OSRIC have many optional products on the market already but this one is a really nice addition. If your going use this book do yourself a favor and reread some of the original pulp Oriental sword and sorcery stories that this book draws from.
All in all this is one of the best books to come out for a retroclone in quite a while.
Four out of five stars for this book 

Thursday, May 1, 2014

Revisiting The Free OSR Resource '&' Magazine Issue #5 For The Astonishing Swordsmen and Sorcerers of Hyperborea Rpg System

& Magazine #5 Cover
Down Load It Right Over
HERE
The blurb On Issue #5 According To The Website:
Weapon of Change

The Use of Apprentices and Assistants
Catching the Magic
The Druid’s Club
Thief Rings by Lenard Lakofka
Mini-Adventure I: The Shrine of Hecate
Mini-Adventure II: Wengreth’s Hoard
 Magic in Astonishing Swordsmen and Sorcerers of Hyperborea is a very tricky mix of relics from a lost age, items from hoards, and the secrets of magic seem to growing harder to divine. This issue of '&' magazine is stuffed to the gills with magic and magic items, it seems an unlikely issue to use. But this is exactly what makes it useful. 

Scattered throughout this issue are fifteen swords and items that make perfect fodder for items created before the Green Death ravaged Hyperborea. Scatter these items throughout adventures sparingly however. While they are in the OSRIC or AD&D First edition mold it should be a snap to convert these items over to AS&SH.

The article Weapon of Change by Bryan Fazekas was another article that might work well with AS&SH given the sword and sorcery tone of the game.  Items & treasure  which are unique to PC's and grow with them as they increase in level isn't a novel approach but it can add a very distinctive flare to a DM's NPC's and PC's. This approach individualizes the PC's even more. The ideas of the article might have to be tweaked quite a bit given the back systems of AS&SH. 
The Use of Apprentices and Assistants by Andrew Hamiliton has very interesting points and the theories about apprentices. I'm reminded of some of the pulp sword and sorcery stories where apprentices were key to solving wizardly issues and problems. A good article for devising something extra for an AS&SH adventure.
The article 'Catching The Magic' by Nicole Massey address a very interesting issue that might have come up during Hyperborea's age of sorcery. 
Here's the gist of the article: 

One of the things missing in the AD&D game is the
nearly ubiquitous wizard's staff or dagger used to
cast spells. Along with that are questions about how
some magic items, like the bardic instruments, came
about. This article attempts to address some of this
in an effort to return some of the flavor from classic
fantasy fiction back to the game.

The article could be used as a back history for AS&SH magic items. Since those items haven't seen the light of day in hundreds of years. There is  a strong possibility  that some of the issues raised in this issue might come into possible play as part of an item's history.

The Thief Rings by Lenard Lakofka are one of the highlights of this issue for me. But using these magic items might get you killed in certain parts of Hyperborea. These items remind me of some of the magic items that cropped up in Newhon and it's environs. 

The Druid's Club by Nicole Massey is a great overview of one of my favorite weapons of a Druid.This article give some great insights into back history and background for an iconic weapon of the Keltic protectors and tenders of nature. Use this material with caution however. 
Creature Feature II: Ecology of the Bereaver 
by Bryan Fazekas, this is a nasty piece of work and it fits the tone,ideas, and pulptastic ideas of AS&SH. These horrors might be guarding a wizard's tower or other Hyperborean ruin. 
Friend or Foe: Quaven Renquist 
by Andrew Hamilton- An NPC patron with the perfect urbane flavor of some of the more cosmopolitan of Hyperborea. He's going to get a work out in an upcoming campaign. 
Friend or Foe: Quinn's Bookbindery 
by Andrew Hamilton- A book binding service and enterprise to go along with the NPC. Yes please given the amount of lost treatises, items from fallen times and so forth in AS&SH. This is a must in my opinion but your mileage may vary. 
The Toybox I: New Weapons II, Primitive Weaponry 
by Nicole Massey An article on primitive weaponry is always welcome but these might have to be converted to AS&SH.
The Toybox II: Lots of Toys for Adventurers - A myriad of treasures for AS&SH but use these very, very, sparingly. Some of these are very dangerous to a DM's tricks and traps in the game. 
The Toybox III: Ulan Dhor's Magical Swords for Thieves by Ian Slater- Another neat set of toys that is perfect for thieves but these blades have some very interesting powers and properties. They fit the pulptastic nature of the game but some of these blades need some solid Hyperborean history behind by Lee Connor & Nicole Massey- These have more use as adventure background then as actual PC spells.
Spellcaster's Paradise II: Ditties – Cantrips for by Nicole Massey- Bards have a very sinister air to them in AS&SH. And these might do if your style tends towards that aspect of  your bards in AS&SH. These I've found pretty useful. 
Domiciles & Emporia: The Enchantress Korda Frostfire Magical Items Made To Order
by Nicole Massey- This might make an excellent treasure trove from before the Green Death rather then as a working business in AS&SH. 
Mini-Adventure I
The Shrine of Hecate  by M.W. Poort aka Fingolwyn- This adventure could work out very nicely for AS&SH with a bit of tweaking. The tone is perfect for an Astonishing Swordsmen adventure and I loved the maps. 
Mini-Adventure II: Wengreth's Hoard
by Andrew Hamilton - This is the second adventure that really fits the tone of AS&SH very nicely.  All in all this ninety one pages of very useful free AS&SH resource and you can't beat it with a stick.