Saturday, February 9, 2019

The OSR News: February 9, 2019

The Merciless Merchants return and someone turned me onto a free Tolkien RPG zine. And speaking of zines, the little buggers are taking over Kickstarter! Dyson Logos takes on the Neoclassical Geek Revival and the revitalization of the OSR blogosphere continues! All this and more in this weeks news!

New Releases


Trollback Keep by Jon Bertani, Aaron Fairbrook. Published by The Merciless Merchants. Available from DriveThruRPG in Print/PDF Combo for $12.00, in Print for $10.00 and in PDF for $5.00. Available from Lulu in Print for $10.00 and in PDF for $5.00. 32 pages.
The Crimson Legion has gained a foothold in the Dragonback Mountains. Having taken over Trollback Keep, they've gathered wealth, power and now seek to expand their territory. Villages of man and gnome have been sacked or enslaved. And now the Crimson Legion may be close to discovering the lost Shrine of Deralugos. Lord Brie and his men are busy fighting the raiding bands that are ravaging the area. He's offering gold and glory to those who can find the source of this incursion and help put a stop to it!
This adventure is designed for 4th-7th level characters and is compatible with the For Gold and Glory rule set or any OSR or D20 system.

This adventure could be considered a Part 2 of The Willowmere Vagabonds but both can be played separately.
Beasties 2Beasties 2 by Thomas Denmark. Available from Lulu in Print for $9.00. Available from the author in PDF for $4.00. 90 pages.
Beasties II is a fantasy bestiary supplement compatible with the original fantasy roleplaying game and subsequent editions, and other “OSR” games that follow in the mold of the original like Colonial Troopers, Guardians, and Warriors of the Red Planet. More than just a manual of monsters this book includes ready made NPC’s, traps & tricks, an adventure location and random encounter tables.
This is a handy reference book to bring to your gaming table, or use for inspiration in creating adventures.

A collection of monsters, creatures, strange beings, traps, and encounters compatible with the Original Fantasy RPG and similar systems.
Other Minds Magazine Issue #20 ed. by Thomas Morwinsky, Hawke Robinson. Available from the
Publisher in PDF for Free. 81 pages.

(ed. Previous issues also available for download.)

The purpose of this publication is to provide Tolkien-related content of interest to Tolkien enthusiasts of all kinds and more specifically, information usable by those who love to use role playing games to enjoy the many facets of J.R.R. Tolkien's imaginary universe containing Middle-earth, Numenor, Endor, Arda and all of Eä, using whatever game system they desire. 

This is a community created and focused publication. The Tolkien gaming community runs this series,  geared initially for quarterly releases. Eventually we are hoping to have a monthly release cycle.

The zine is revised online, and released as downloads in PDF (or other Formats).  This is  a NON-COMMERCIAL endeavor, provided by many volunteers world-wide with professional, academic and amateur backgrounds.

Absolutely NO fees will be collected, nor paid for content or publication, however full recognition will be given. (ed. from the publisher's site.)

The Compleat Beastman Kickstarter Preview by Jacob DC Ross. Published by Thunderegg Productions.  Available from DriveThruRPG in PDF for Free. 14 pages.
Here's a preview of the first issue of The Compleat Beastman, now funding on Kickstarter as part of the Zine Challenge. This first issue of the zine is all about centaurs. Play as centaurs, adventure with them, fight them, whatever.
Future issues are going to focus on other beastmen, chimerae and "-taurs".

Every issue contains a complete OSR character class (for James Spahn's White Star OSR rules), species stats for 5E PCs, and Assets for Shawn Tomkins' Ironsworn!

There's a lot more to come. Check out this preview of about a third of the first issue, then back us on Kickstarter!. We can't put the link here, but if you search for "The Compleat Beastman", you'll find it!
Neoclassical Geek Revival Dyson Logos Edition by Zzarchov Kowolski. Available from DriveThruRPG in Print HC/PDF for $24.97, in HC for $19.97 and in PDF for $10.50. 151 pages.
Neoclassical Geek Revival (NGR) is a take on classic RPGs to the extent that none of the original mechanics survive. This version is illustrated by Dyson Logos. Other versions by select artists will soon be available.
Fighting Foolishness 2: Fighting Ideas For OSR Games. Published by Unbalanced Dice Games. Available from DriveThruRPG in PDF for $2.50. 51 pages.
Fighting Foolishness continues! A 2nd book of ideas for the Fighter to fool around with.

As before, you the Fighter or Game Master decides how to integrate them into your character or game. Don't fool yourself with the plain fighter.

Some of the foolishness inside:

Burning: unleash the fire in your body by fighting your foes. The more you hit the more
 fire is released. Burn evil foe burn!
Against Myself: You fight yourself in a dream and if you win you gain some nice bonuses. Your sword vs your sword.

Queen Judgment: she looks at what you have done, have you fought a strong enough foe? If so then you will be allowed to level up and maybe you will gain a boon from her. Cut you in two and put you back together with the black and white strings. Is there a boon inside?

Shield Box: Turn your shield into a box, a defensive structure that foes must smash through to get to you. 6 sides of defense and plenty of space for you to stick your spear out of.

Upwards: Surrounded by enemies? Go upwards and grab an enemy you want to strike. Keeps the others weapons away while you get a fair fight. One on one is the way it should be, right?

Dneragoom Trip: the mushrooms take you to Dneragoom, the monsters come and the dungeon denizens get Dneragoomed! Pools of purple cream, doorways to nuttiness.

Fighting Foolishness 2, 30 ideas for you to use and think about.

FUN, fun, fun, Dneragoom fun,
fun, fun, fun, fun, fun, fun,

Dneragoom fun, fun, fun, fun,
fun, fun, Dnera fun, fun goom,
fun, fun, fun, fun, Dneragoom FUN!
Rats in the Walls and Other Perils by Jeffrey Talanian (author), David Prata (editor). Published by North Wind Adventures. Available from the Publisher for Pre-Order in Print for $20.00 and from DriveThruRPG in PDF for $10.00. 44 pages.
Rats in the Walls and Other Perils features the classic Astonishing Swordsmen & Sorcerers of Hyperborea adventure, “Rats in the Walls”, by Jeffrey P. Talanian. This adventure, originally published in 2014 as a special “swag bag” giveaway at Gary Con VI, was inspired by the eponymous story by H.P. Lovecraft. This revised and lightly expanded version brings that title up to date with our current catalogue of adventure modules.

Rats in the Walls and Other Perils also includes two more short adventures: Chainsaw’s “The Brazen Bull”, and “The Lamia’s Heart”, by Jeffrey P. Talanian. (An early draft of the latter was published in the AFS fanzine.) Edited by David Prata, all three adventures are set in the dismal City-State of Khromarium and designed for from four to six characters of 1st or 2nd level. Like our popular adventure module The Anthropophagi of Xambaala™, we think you will find this to be a great AS&SH campaign starter. It contains just enough mystery and danger to whet the appetites of your players, introducing them to the weird world of sword-and-sorcery role-playing in the City-State of Khromarium.

“Rats in the Walls”: A dockside tavern in Khromarium is plagued by rats of a most unusual breed. These abominable rodents have ruined the tavern keeper’s business and his life. The man is desperate, and he offers a substantial reward for the elimination of his horrific problem.

“The Brazen Bull”: Whilst traversing one of the seedier neighbourhoods of Khromarium, your party are solicited by a greasy-haired Pict. He offers to sell you a sheaf of magical lotus that allows one to see the future or to brew potions that empower the imbiber with sorcery. He beckons you to follow him into a dilapidated building....
 
“The Lamia’s Heart”: Your party are contracted by the nascent master of an unsanctioned thieves’ guild. To earn his favour, you must steal a singular gem from the mansion of a prominent merchant. Purloining this gem, however, may raise the ire of the city’s official thieves’ guild; notwithstanding, the reward is significant.
AS&SH Referee's Screen by Jeffrey Talanian. Published by North Wind Adventures. Available from the Publisher for Pre-Order in Print for $19.99 and from DriveThruRPG in PDF for $10.00. 8 pages.
The AS&SH Referee’s Screen is a fantastic resource for novice and advanced referees alike, facilitating smoother game play and improved game immersion. Spend less time leafing through rule books, and game on!

This PDF is divided presented in eight landscape-oriented pages. The first four pages are the outside cover art, and the last four pages contain 32 tables of great information.
 
Black Maw 3 - Manor Home of the Cannibals by Craig Pike. Available from DriveThruRPG in PDF for $2.00. 6 pages.
Built on the site where dawns light first touched the world, and occupied time and again by civilizations both acient and recent. Any number of stories are trye, from dwarves to elves to mages to empires to private manor; all have been true at one point or another back to the literal dawn of time. But none survive for long, and wanderers keep coming to see what others have left behind. All pass through the Black Maw.

Deeper into the Black Maw you journey. Down, past the Wraith King, to the fetid stench of the third level. The true masters of the Black Maw being to reveal themselves in the Manor Home of the Cannibals!

The third level of the Black Maw megadungeon, for character levels 3-4. A classic dungeon, with the preview showing you exactly what you get!

Thanks for your support!
Random Encounters Map Collection Vol 2, Issue 1 (Jan 2019) REMC006 by Justin David Russell. Published by Epic Werkes Studio. Available from DriveThruRPG in PDF for $10.00. Low Res version available for PWYW. 70 pages.
Want help finding inspiration for your next adventure? Are you a busy GM looking for a quick map? Do you want unique locations to spice up your random encounter tables? Then you’ve come to the right place! Random Encounters provides creative solutions for gamers. It specifically caters to the Old School Renaissance, but the maps, hooks, and descriptions found in this book can be used for any fantasy role playing system.

Please enjoy this offering. Have fun and, as always, GAME ON!
 
Songbird Issue 2 by John Battle. Available from DriveThruRPG in Print/PDF Combo for $9.99 and in PDF for $5.99. 43 pages.
Songbirds Issue #2
  • 9 unique and strange locations
  • A field of demonic burgers
  • D20 encounter table of new monsters with original art and stats, like the Melancholy Clouds, or Coldyes.
  • Treasure table for when your party goes to loot it
  • An old trailer teetering on a hill where an overweight man makes you drinks
  • A dragon made of yarn that tethers you up and makes you feel bad for not calling your mother as often as you should... 
If you adventure, you are a Songbird, and this zine is for you. It details the strange planes and locales of the world of the Cage.

Good luck, don't die.
Cantrips: OSR Magic Supplement by Jeff George. Published by Print and Play Gamer. Available from DriveThruRPG in PDF for $1.99. 32 pages.
One first level spell... 
That's all you get as a first-level Magic-User on an old-school dungeon run. Fire your one Magic Missile, and you're done for the adventuring day. At least it frees you up to make the pizza run...

Cantrips give you options!
 
Cantrips are lesser magical invocations mages practice to hone their skills and master new spells. A wizardling casts his cantrips dozens of times every day as he trains. The Cantrips supplement from Print and Play Gamer lets you leverage that practice as you adventure, making even a rookie mage a valuable member of the dungeon party!

What are cantrips?
 
Cantrips aren't splashy spells, but they're cheap and versatile. Clever young casters will find infinite uses for these little tricks out in the field. Facing down a pack of goblins? Cast a quick Glow on the Fighter's battered longsword to make the little green ones believe it's ancient relic of great power. Need to disrupt an evil priest's dark ritual? Use a Spark to set his infernal prayer book on fire! Want to distract a roomful of revelers while your buddy the Thief empties their pockets? Perform a Parlor Trick to pull a rabbit out of your pointy wizard hat!

Cantrips contains:
 
This 32-page magical supplement is compatible with Basic/Expert D&D, Swords and Wizardry, Labyrinth Lord, and most other OSR systems, and includes:
  • Rules for making cantrips a key part of mastering new Magic-User spells
  • Rules for casting cantrips on adventures
  • Advice to gamemasters on incorporating cantrips into the campaign
  • Complete spell data and rules for 16 original cantrips
  • A separate, one-page Cantrips reference sheet for use at the game table
The Will of Rot by Olobosk. Available from DriveThruRPG in PDF for PWYW. Also available from itch.io for PWYW. 3 pages. (itch site shows three pages plus the cover.)
The Will of Rot is a 3-page hexcrawl adventure set in the Forests of Mohln.

The woodlands are in crisis. On the southern border, the human town of Timberwick is suffering from a blight on its crops, and mysterious creatures killing its livestock. To the 
east, the Vash are becoming addicted to a new local delicacy populating the forest, and within, Mother Mohln and her children are falling victim to an infestation of fungus.
The Will of Rot is about an ecosystem being disrupted by an alien force. Throw it into your campaign world with ease, or run it as a standalone mystery!

In just three pages are:

  • 3 distinct terrain types to explore; The Deepwood, the Rottwood and the Watered Weald.
  • A mystery to unravel as your players explore the woodlands and encounter its residence.
  • The town of Timberwick - A simple human settlement struggling against forces beyond its control.
  • The Mohln - A race of sentient plant people, suffering from a mysterious blight.
  • The Vash - Toad people addicted to the mutant insects emerging from the Rottwood.
  • The Fetid Temple - A one page dungeon, hiding the alien secret within.
  • Tables for generating encounters, townspeople and Mohln Wardens.
  • Includes player facing maps to print or for your VTT. 
This adventure is stat-less and designed to be used with any roleplaying system, but assumes an OSR (Old School D&D) type game.
ZA9: Throne of the Gods by Joseph A. Mohr. Published by Dragonsfoot. Available from the publisher in PDF for Free. 34 pages.
Rumors have reached the adventurers about the recent discovery of the legendary Throne of the Gods. This epic level journey will take the adventurers to places of unimaginable danger. But the adventurers may not be the only ones seeking this artifact. This adventure is for six characters of 15th level and up.
Gregorius21778: The Crypt of Baron Vraszek by Kai Pütz a.k.a Gregorius21778. Available from DriveThruRPG in PDF for $4.00. 17 pages.
The Crypt of Baron Vraszek: is a little dungeon crawl in which the characters unearth the entrance to the crypts of Baron Vraszek. They may be in it for plunder, to fight an old evil or retrieve knowledge on the behalf of somebody else.
This is a place were a bitter vampire has holed up. He prepared for these crypts to be his lair and had the help of an accomplished warlock to secure the place. Many undead minions do his biding, and he is himself a force to be reckoned with.

2 to 5 characters of 2nd to 4th level should be fine. More characters, and the place becomes crowded. Higher levels, and it may become a piece of cake. Characters of 1st level may consider themselves lucky when they escaped with their lives. Groups with a cleric will have an easier time than those without, groups without fighters will have a harder time, a group that neither has a fighter nor a cleric is in for a tough ride.
PC17 - The OSR Enchantress by Jeremy Reaban. Available from DriveThruRPG in PDF for PWYW. 11 pages.
In the early days of the game, the Illusionist was introduced to provide a slightly different take on the magic-user, even before spells had categories (Charm, Illusion, Evocation, etc). Second edition created specialists of each magic type, but did away with the uniqueness of the Illusionist by letting a general mage have access to all spells.

This is an attempt to duplicate the uniqueness of Illusionist, but with a different sort of magic, that of Enchantment (and Charm). The Enchantress casts spells that manipulate people, either through charm, inducing emotions, or putting them to sleep, including 30 new ones (at least to OSR, they are culled from later sources).

Although primarily intended for the 1st advanced edition of the worlds first fantasy role-playing game, tables are included for the original and expert editions.
Rolemaster Fanzine Issue 22 by Peter Rudin-Burgess. Published by PPM. Available from DriveThruRPG in PDF for $0.99. 28 pages.
Welcome to Issue 22, February 2019 
This is the second issue of 2019.

So it is February (actually it is 27th of Jan but it will be Feb by the time you get to read 
this) and there is no sign of RMu making an appearance.
Part of my desire to see the new edition of Rolemaster hit the shelves is to start calling it RMu rather than RMU as it is most commonly referred to on the forums. When the game hits DriveThruRPG there will be no mention of the Unified suffix. The game will be Rolemaster, not Rolemaster Unified. So the lowercase u is in honour of the fact that there is no u at all.

This issue is mostly taken up with another starting adventure. This will be triple statted for RM2/RMC, RMFRP/RMSS and RMu. I hope that every issue will be an improvement on the previous one and that I will improve the layout and presentation of these adventures. Maybe by the end of the year these will be truly professional quality adventure modules.

In addition, this month I want to talk a bit about Rolemaster and Against the Darkmaster and how they relate to Rolemaster. They must have a relationship as all three occupy the same space on peoples gaming bookshelves as simulationist D100 games.

In December I asked for inspiration for these starter adventures. The first thing that came back was the Caravan Guard opening adventure. This is my take on a Caravan Guard Duty opening adventure. It has the working title of “The Open Fist”
The Tomb of Ajax published by The Chimerae Hobby Group. Available from the Publisher for Free. 20 page PDF.
This adventure is designed for the Blackmoor Living World campaign and is suitable for three to five low experience adventurers, i.e. adventurers with 1-300 XPs.
In Blackmoor’s long and troubled history, many young adventurers have quested to find the power and riches long rumoured buried in the harsh, cold north, to become eventually true heroes. Many of them failed, but innumerable stories tell of the bravery and skill of the few that made their heroic dreams come true, putting the name of Blackmoor on the world map. Despite their best efforts, however, Blackmoor remains a troubled land. Monsters roam unchecked, terrorizing the innocent, internal enemies carry on scheming and hostile armies advance on all borders. In the meanwhile, the generation of heroes that forged and defended Blackmoor for decades is aging and they won’t be able to wield their weapons for much longer. More young adventurers must become strong enough to protect their homeland as soon as possible.
The Folio of Fiendish Monsters (1E & 5E) by Scott Taylor. Published by Art of the Genre. Available from DriveThruRPG in PDF for $24.99. 128 pages. (ed. I could not find this on the publisher's site, so I don't know if there may be a print edition forthcoming, or not.)
Inpired by the classic TSR 'orange spine' hardcovers of the 1980s, this 128 page tome contains 115 new monsters that are playable in both AD&D and 5th Edition formats as well as treasure tables, climate encounter tables, monster level encounter tables, and a regional treasure table.
The Complete White Ship Campaign by Scott Taylor. Published by Art of the Genre. Available from DriveThruRPG in PDF for $24.99. 128 pages. (ed. I could not find this on the publisher's site, so I don't know if there may be a print edition forthcoming, or not.)
Come join the adventure with this comprehensive 128 page mega-adventure! Compiling the full White Ship Campaign adventures series from Folio 14-19, as well as over half a dozen supplemental mini-adventures and the Ports of the Nameless Realms supplement, this is a true monster of a sea-based dungeon and lost island crawl. Written in both 1E AD&D and 5E D&D mechanics, this huge adventure has been designed to mimic the essence of the classic 1980s 'Orange Spine' hardcovers by TSR and has an incredible cover by iconic artist Jeff Easley. With both 2D & 3D maps, Iconic Characters, new monsters, and more, this isn't something to miss out on if you are a true hard cover gamer.
Grim & Perilous Bloody Combat #ZweihanderRPG by Peter Rudin-Burgess. Available from DriveThruRPG in PDF for $2.50. 11 pages.
This is an alternative wound resolution system for ZWEIHANDER.
The basic mechanic is that the normal attack roll and parry/dodge checks are made but 
these rules replace the Fury Dice, Chaos Dice and Wound checks with a single D100 roll. The GM then looks up the result on the correct table. There are separate tables for Bladed, Brawling, Crushing, Gunpowder and Missile attacks. The tables combine the combat conditions resulting from the wound as well as graphic descriptions and of each attack.
Speed is one of the most sort after aspects of combat in role playing games. A voyage that takes the characters three months by ship we can hand wave away in a couple of minutes using Narrative Time but a fight between gangs that lasts thirty seconds can take all evening to play in Structured Time. These tables are designed to be faster at the game table by combining three or more actions into a single d100 roll and therefore make your combats fast, bloody and violent.

Inspiration for this system cones from a classic 1980s ‘drop in’ set of house rules for D&D that eventually became a game in its own right. That game went on to inspire many Critical Hit systems for the biggest games in role playing. Now you get the chance to add violent and bloody combat to ZWEIHANDER. What is unique about this critical hit system is that it does not simply presume that all foes are humanoid. The tables are customized for different body shapes to account for arms, legs, shields, wings and tails.
The King in Yellow: Annotated Edition by Robert W. Chambers, Kenneth Hite, John Scott Tynes. Published by Arc Dream Publishing. Available from the Pubisher in HC for $89.99 (pre-order.) Available from DriveThruRPG in PDF for $24.99. 220 pages.
Have You Found the Yellow Sign? 
"I was turning to go into the dining-room when my eye fell upon a book bound in serpent skin, standing in a corner of the top shelf of the last bookcase." —Robert W. Chambers, "The Yellow Sign"
The King in Yellow. Robert W. Chambers’ unearthly book has inspired millions of shivering readers since the death of the Gilded Age. This beautiful, deluxe edition brings new potency to its stories of madness and romance.

Acclaimed artist Samuel Araya graces this edition of The King in Yellow with his finest work. Full-page paintings and unnerving sketches evoke the weird romance of Robert Chambers’ finest tales.

Author Kenneth Hite annotates every tale with his uniquely macabre erudition. His 
insights bring ever-deeper understanding of truths that only the mad or the hopeless would seek.
Where the Black Stars Rise, by Samuel ArayaDesigner Simeon Cogswell and publishers Dennis Detwiller and Shane Ivey present a tome that will stand with pride on any shelf. Readers will be drawn again and again to the Sign engraved in gold...to the twin suns strangely setting...to the tattered robes of the King in Yellow. 
Contents 
  • "The Repairer of Reputations"
  • "The Mask"
  • "In the Court of the Dragon"
  • "The Yellow Sign"
  • "The Demoiselle d'Ys"
  • "The Prophets' Paradise"
  • "The Street of the Four Winds"
  • "The Street of the First Shell"
  • "The Street of Our Lady of the Fields"
  • "Rue Barrée"

Re-Releases, New Editions, Now in Print, etc.


OD&D Supplement IV: Gods, Demi-gods & Heroes (0e) by Rob Kuntz, James M. Ward. Published by WotC. Available from DriveThruRPG in Print/PDF Combo for $11.99. I Print for $9.99 and in PDF for $4.99. Page count not given.
Well, here it is: the last D&D supplement. It is with a strange mixture of sadness and relief that I tell you this. My first assignment, fresh out of college, was BLACKMOOR. I came to regard it with a mixture of love and loathing, that has gradually seen the love win out. The loathing grew out of the educational trip that it was for me. They don't teach you in college what to do when the press breaks down, or your manuscript gets mysteriously misplaced; you just have to wing it.
Well, the same applies to D&D'ers everywhere: we've told you just about everything we can. From now on, when the circumstances aren't covered somewhere in the books, wing it as best you can. As we've said time and time again, the 'rules' were never meant to be more than guidelines; not even true 'rules.'

What the authors have done in this volume is to attempt to set down guidelines that will enable you to incorporate a number of various mythologies into your game/campaign.

They make no claims that any of this material presented is exhaustive, or even infallible. Mythology is defined as 'a body of myths, especially: the myths dealing with the gods, demi-gods and heroes of a particular people, usually involving the supernatural.' Myth is defined as a legend. Obviously, when dealing with material of this sort, there is a lot of latitude in interpretation. This is what the authors have presented: their interpretations. These interpretations are the result of months of painstaking, arduous research. As earlier defined, mythology is legend, and hundreds of volumes have been printed, each with its own interpretation. Further research and reading is recommended into all of the mythos presented herein. This is the merest of outlines, presented in D&D terms.

This volume is something else, also: our last attempt to reach the "Monty Hall" DM's. Perhaps now some of the 'giveaway' campaigns will look as foolish as they truly are. This is our last attempt to delineate the absurdity of 40+ level characters. When Odin, the All-Father has only(?) 300 hit points, who can take a 44th level Lord seriously?

This volume does not herald the end of new D&D material. There will always be new material; 'tis the nature of the beastie. There were many myths that couldn't be squeezed into this. Keep looking for new stuff in the future in the pages of our periodicals, those that didn't fit, as well as those aborning at this very moment. Just don't wait with baited breath for another supplement after this one. May you always make your saving throw.

This PDF is drawn from the Original Edition Premium Reprint, which included new cover art, an updated layout, and a slightly smaller set of deities.
Night Below: An Underdark Campaign (2e) by Carl Sargent. Published by WotC. Available from DriveThruRPG in HC Print/PDF Combo for $26.99, in SC Print/PDF Combo for $21.99, in HC Print for $24.99, in SC Print for $19.99 and in PDF for $9.99. 192 pages.
A missing mage...

A ruthless band of kidnappers...

A sinister conspiracy...

Night Below, the first epic campaign adventure for the AD&D game, is designed to take 
the player characters from 1st level to 10th level and beyond. The PCs start as beginning adventures on a routine courier mission who soon become drawn into combating a sinister plot that menaces the pleasant land of Haranshire.

By the end of Book I, The Evils of Haranshire, the player characters should have worked their way up to 5th level. Book II, Perils of the Underdark, shifts the scene underground as the characters search the seemingly endless realm of the underdark to discover the fate of the kidnappers' victims. By the time they reach the dark cavern of The Sunless Sea in Book III, they should each be 10th level or above, ready at last to confront the ultimate evil behind the far-reaching conspiracy.

Inside this box are

  • Three 64-page books compromising a single grand-scale adventure, which can be placed in any AD&D world.
  • 16 Player Handout sheets featuring art, maps, charts, and letters.
  • 8 two-sided DUNGEON MASTER Reference Cards providing cutouts, monster rosters, and two new evil deities.
  • An eight-page booklet of new MONSTROUS COMPENDIUM entries, detailing three new races and two new monsters.
  • 6 full-color poster maps detailing all the important locations in the entire campaign setting. 
Note on the print edition: All booklets, handouts, and maps have been merged into a single collected book (the maps have been split into individual pages). If you intend to use the handouts and maps at your table it is recommended that you purchase the PDF+Print combo deal and print those out using the PDF.
Eilean Dubh: The Black Isle Gazetteer by the Tenkar's Tavern G+ community. Wraparound Cover by  Rejec. Now Available in PDF for Free. Still Available from Lulu in Print for $25.66. 442 pages.

Eilean Dubh: The Black Isle is a fantasy setting created through the Tenkar's Tavern G+ community. The island is described via articles each by different authors, focusing on a single Hex microsetting. This is a fan RPG project, and is offered at cost. All content is the property of the individual authors.

ZWEIHÄNDER Grim & Perilous RPG: Core Rulebook Errata PDF by Daniel D. Fox. Published by Grim & Perilous Studios. Available from DriveThruRPG in PDF for Free. 10 pages.
Grim & Perilous Fans!

For those who previously purchased a print-on-demand version of ZWEIHÄNDER Grim & Perilous RPG here on DriveThruRPG or bought the first edition print copy from the 2016 Kickstarter/CrowdOx, we have released a printer-friendly errata document. This document covers every major change between the 2016 first edition print and the Revised Core Rulebook pending release in 2019.

Simply print it out, and stuff it into the back of your first edition book.

Happy gaming!
City State of the Invincible Overlord, Color Map by Robert Conley. Published by Bat in the Attic Games. Available from DriveThruRPG in Print/PDF for $9.98 in Print for $9.99 and in PDF for $7.99.

(Some word on the updated file from the author's blog:)
Since the fall of 2018 Steve Wachs of Red Pub Games has been working on a new version of the City State of the Invincible Overlord PDF. This version has the text of original entries formatted as notes on the map. Just hover or click over a named location and the text will appear. This will be useful a quick reference if you use a laptop, tablet, or mobile device as a referee aid during a session. 
Steve put a lot of work into this. The original CSIO has several hundred entries of different location. In addition Steve spearheaded a community project to come up with description of previously undescribed locations. 
Everybody who has gotten a copy of the PDF of the CSIO map will have their file download updated.
Solar Blades & Cosmic Spells by Diogo Nogueira. Published by Gallant Knight Games. Now available from Lulu in a HC with DJ for $49.99. Still available from DriveThruRPG in HC Print/PDF for $34.99, SC Print/PDF for $24.99 and in PDF for $14.99. Variant Cover HC available in Print for $44.99. 456 pages.
Solar Blades & Cosmic Spells - Corebook
Solar Blades & Cosmic Spells 
The universe is in collapse, as planets and systems struggle for freedom 
under the rule of sinister despots. Against the malevolent sorcery of the Overlords stand the few remaining bearers of the legendary Solar Blades.
What will you do when the forces of the Void close in?
 
Solar Blades & Cosmic Spells is a rules light, Star & Sorcery Role Playing Game with an Old School spirit. This is a complete Role Playing Game, inspired by the Old School Renaissance, the Pulp Literature and the many Science Fantasy stories brought to us by movies, comics and games. Based on the Sharp Swords & Sinister Spells RPG, this game system provides players and Overlords (that's how we call the GM in this game) a set of flexible and streamlined rules, as well as an array of tools to make gameplay fast and fun, allowing them to have exciting adventures with solar blades and cosmic spells! 
What is in the book? 
Although the book has more than 450 pages, it’s filled with hundreds and hundreds of illustrations, tables to generate all sorts of game elementos (from items, NPCs, monsters to an entire galaxy). The rules themselves occupy less than 150 pages (including examples and lots of other helpful things). The game also comes with a ready to play adventure, full os possible endings and with great hooks for future game play!
So grab a few dice, call your friends and get ready for a life of adventure with Solar Blades & Cosmic Spells!
Ice Kingdoms Bestiary Compilation by CS Barnhart, Caleb Congrove, Chris Lites, Ryan Lynn, James Ward, and Moses Wildermuth. Published by Mad Martian Games. Now available from Lulu in Print for $9.00 and in PDF for $5.50. Still available from DriveThruRPG in PDF or $8.00. 72 pages.
Bestiary CompilationWelcome travelers of the Thanelands.

The Ice Kingdoms Bestiary Compilation collects together the monsters and menaces that have terrorized the Frozen North so far.

It is a collection of fiends familiar and strange that stretch from the cold shores of Drawoh Rock to the peaks of Mount Surtur and into the depths of the dark heart of the 
 and beyond.

Monsters, Animals, Beasts, Men, and more lie in wait to challenge heroes and villains, wizards and warriors, those destined for greatness and those bound for doom.

This tome collects monsters from the Ice Kingdoms line of books, including The Ice Kingdoms Campaign Setting, Into the Mournwood, The Girl with the Demon Tattoos, The Lair of the White Wyvern, The Temple of Drawoh Rock, Ice Kingdoms Expansion: Expanded Bestiary, and The Fires of Mount Surtur.

The Ice Kingdoms Bestiary Compilation is compatible with most Old School Games, especially

Labyrinth Lord, OSRIC, and For Gold & Glory and is easily converted to many other games.
Through the Gate of Flesh by Carl Niblaeus. Now available from Lulu in Print for $4.80. Still available from DriveThruRPG in PDF for PWYW. 20 pages.
Through the Gate of Flesh
»And one day, when the stars align and great powers older than our Cosmos gaze onto our swirling galaxy, then, the great Astrodea will again rule our empire in splendid magnificence!«
–The Chronicle of Astrodea the Great

Something stirs within a mountain on a forgotten planet somewhere in the Cosmos. Legends talk of a God living in the mountain, a God that has recently woken up again. Some of the inhabitants of the abandoned planet instead whisper of a mad wizard who has returned to the area. And among the elders there are still some who remember the disappearances and abductions many, many years ago.

In the dark woods on the mountain there is a strange clearing surrounded by ancient statues, that only bold adventurers dare investigate. What will they find?

Through the Gate of Flesh is a science fantasy adventure for old school roleplaying games, intended to be used with low-level characters. It details a wizard's biomechanical laboratory filled with odd objects, peculiar creatures and weird monstrosities to interact with.


Polyhedron Newszine V4 #6 Issue 21. Published by WotC. Available from DriveThruRPG in PDF for $0.99. 32 pages.
Included in this issue:

  • Encounters — by James M. Ward. Ren Grakkan searches for the white cloak of enchanting.
  • Witchstone — by Carl Smith. The RPGA Network AD&D tournament module used at GenCon South 1983 Game Fair makes it to the pages of Polyhedron Newszine.
  • Why gargoyles don't have wings, but should — by E. Gary Gygax.
  • Take command of a Titan! — by Roger E. Moore. "Big Ship" campaigns in the Star Frontiers game.
  • More of your NPCs — A mixed bag of NPCs provided by RPGA Network members.
  • Module Building from A to Z — by Roger E. Moore. Creating adventures for your campaigns (and for publication).
  • Dispel Confusion — by Penny Petticord and Frank Mentzer.
Polyhedron Newszine V5 #1 Issue 22. Published by WotC. Available from DriveThruRPG in PDF for $0.99. 32 pages.
Included in this issue:

  • Of Great Ships and Captains - by Roger E. Moore. Now that you have your Big Ship, what do you do with it?
  • In the Black Hours - by David Cook. A unique AD&D® module exclusively for RPGATM members. Used as a sponsored tournament at GEN CON® South 1984 Game Fair and at CONTACT 1984 convention.
  • Marlgoyles and Monster Manual II - by E. Gary Gygax. More about the monster, plus an exclusive!
  • The RPGA Network Player and judge Ranking System - by Penny Petticord. What happens after the tournament? The official new ranking system for RPGA Network sanctioned events; plus the 1984 player and judge rankings.
  • Away With Words - by Frank Mentzer. Tired of the same old encounter descriptions? Try this outlandish vocabulary!
  • Unofficial New Cleric Spells - by Jon Pickens. Looking for the right spell to recharge your wand? One of these might fill the bill. First of a new series.
  • The Treasure Chest - a special mini-catalog featuring merchandise for RPGATM members only.
Polyhedron Newszine V5 #2 Issue 23. Published by WotC. Available from DriveThruRPG in PDF for $0.99. 32 pages.
Included in this issue:

  • In the Black Hours - by David Cook. Part 2 of the AD&D® module begun last issue. ("In the Black Hours" was used as a sponsored tournament at GEN CON® South 1984 Game Fair and at CONTACT 1984 convention.)
  • Ultimists - by E. Gary Gygax. A new character class for those who want to have it all!
  • Why Gargoyles Don't Have Wings (But Should) - by David Collins. An alternate viewpoint on this controversial topic.
  • The Lighter Side of Encounters - by Skip Williams. Has your campaign grown too predictable? These encounters will put some life back into it!
  • Punishments to Fit the Crime - by Knarf Reztnem. More foolishness for April.
  • New Magic Items - by Frank Mentzer. An appendix to this month's "Lighter Side" (by the DM from whose campaign the encounters were taken), explaining the new items introduced.
  • Dungeonsongs - by David Collins and Steve Schaeffer. Music to adventure by.
  • Excerpts from the Book of Mischievous Magic - by Frank Mentzer. If you thought some of the items in "The Book of Marvelous Magic" were bad puns, wait until you sec the ones they took out!
  • "Zee CheP' - by Bruce Heard. A delicious new NPC for your campaign.
  • The Male of the Species - by Frank Mentzer. The elusive emezon described at last.
More Free Gaming Stuff from the Blogosphere and Environs



David Baymiller of The OSR Library has a page collecting his continuing series of Star Wars for Classic D&D/OSR posts.







Velexiraptor of A Blasted, Cratered Land posted Stress, Trauma, Summoning, and the Occultist.






James Mishler of Adventures in Gaming v2 posted [LEGENDARIA] Southern Regions of Legendaria. 

Maptime





Reviews & Play Reports


Bryce of tenfootpole.org reviews The Judgement of Rad and Secrets of the Black Marsh. 








Jeremy “frothsof” Smith posted Frothcast #13: Humpday Blog-O-Rama 2.6.19.  

Courtney Campbell of Hack & Slash posted On The Best Books Released for Dungeons & Dragons Part I and Part II.

Wr3cking8a11 of A Swamp in Space turns to The Tome of Adventure Design for Let's make an Adventure I guess: Tome of Adventure Design.

Ambnz of Ravenous Ambience also breaks out The Tome of Adventure Design for I Guess I'll Make An Adventure Too.



GREGORIUS21778 posted  EFAG TEST: A JEWEL AND NAKED FLESH and EFAG TEST: A MAGIC CARPET and
EFAG: A SPEAR TO SEEK THEM.

Chaosium uploaded An advance look at the RQG Slipcase! to their YouTube channel. 


Spike Pit uploaded a podcast episode: 096 Dungeons and Dragons Companion Set Overview.

Pookie UK of Reviews from R'lyeh reviews Mutant Crawl Classics #2: A Fallen Star for All.

And in Other News...


Dungeons and Possums picks breaks down the DriveThruRPG OSR Good Ol' Games Sale.

Tenkar has a few choice picks from the sale as well, posting OSR Good Ol' Gaming Sale - Select Titles 75% Off - Hundreds at 15% Off or more. 



Kickstarters, etc.










And That's It for This Week...


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About The OSR News


Unless otherwise noted, all links to products and files are to the individual authors sites, pertinent posts, or sales pages. I don’t link directly to files unless that is the only link available.

I have received no remuneration from any publisher for reporting on their releases, nor is such a requirement for a product to be included in these posts. At times, an author or publisher may send me a complimentary copy of an item, for purposes of review. This is not a requirement for a product's inclusion in these posts. One Bookshelf site links are affiliate links and may provide some compensation from that retail site.

Please feel free to send me information on any new releases, events, or other items of interest, which you would like to see mentioned.

Saturday, February 2, 2019

The OSR News: February 2, 2019

DriveThruRPG comes back online, some new modules from The Vaults of Pandius and the Cepheus Engine seems to have taken over The Black Hack's crown as the latest OSR darling. All this and much, much more in this week's News.

New Releases


Solar Blades & Cosmic Spells by Diogo Nogueira. Published by Gallant Knight Games. Available from DriveThruRPG in HC Print/PDF for $34.99, SC Print/PDF for $24.99 and in PDF for $14.99. Variant Cover HC available in Print for $44.99. 456 pages.
Solar Blades & Cosmic Spells

The universe is in collapse, as planets and systems struggle for freedom under the rule of sinister despots. Against the malevolent sorcery of the Overlords stand the few remaining bearers of the legendary Solar Blades.

What will you do when the forces of the Void close in?

Solar Blades & Cosmic Spells is a rules light, Star & Sorcery Role Playing Game with an Old School spirit. This is a complete Role Playing Game, inspired by the Old School Renaissance, the Pulp Literature and the many Science Fantasy stories brought to us by movies, comics and games. Based on the Sharp Swords & Sinister Spells RPG, this game system provides players and Overlords (that's how we call the GM in this game) a set of flexible and streamlined rules, as well as an array of tools to make gameplay fast and fun, allowing them to have exciting adventures with solar blades and cosmic spells!
What is in the book?

Although the book has more than 450 pages, it’s filled with hundreds and hundreds of illustrations, tables to generate all sorts of game elementos (from items, NPCs, monsters to an entire galaxy). The rules themselves occupy less than 150 pages (including examples and lots of other helpful things). The game also comes with a ready to play adventure, full os possible endings and with great hooks for future game play!

So grab a few dice, call your friends and get ready for a life of adventure with Solar Blades & Cosmic Spells!
 
The Oracle's Temple by Keith Salamunia. Published by pinupsbyindi. Available from DriveThruRPG in PDF for PWYW. 2 pages.
The Oracle's Temple is a one page adventure in which the party can either search for answers or treasure, but maybe a bit of both. The oracle offers prophecy in exchange for a tribute to her powers as a medusa.

This title is "pay what you like" so if you don't pay, that's cool. I do ask though, that instead you leave me some feedback so I can improve future work. However tips are always appretiated.

Thanks for your interest,

indi
The Flame From Space by Paul Ward. Published by Matakishi's Tea House. Available from DriveThruRPG in PDF for $7.91. 62 pages.
The Flame From Space is an adventure written for The Cthulhu Hack but easily convertible to any other Mythos themed game.

The Flame From Space is suitable for experienced investigators although new 
investigators will find much to interest them.
The setting is 1980s Britain but, again, this can easily be changed.

A mysterious comet enters the Solar System and people begin to die in horrible fiery conflagrations. The investigators are drawn into a nightmare world of monsters, ghosts, cultists and alien menaces with the fate of the Earth in the balance.

The Flame From Space is a full colour, fully illustrated adventure with portraits of all the NPCs, player and gamemaster maps, player handouts and tables and charts of major plot points and people so the gamemaster can run things with the minimum of effort.
A printer friendly version is included.

The adventure also contains a link to a fully illustrated playthrough to give the prospective gamemaster an idea of the flow of actual play.
Vile Vengeance of the Bees by Michael Palacios. Published by Three Swords and Three Ravens. Available form DriveThruRPG in PDF for PWYW. 8 pages.
A colony of super-intellegent bees have discovered metallurgy!

A low-level, high-lethality adenture for BX or LL.
Dirtside by Paul Elliott. Published by Zozer Games. Available from DriveThruRPG in PDF for $3.99. 65 pages.
A wilderness survival supplement for Cepheus Engine and the Hostile setting.
Whether your Cepheus Engine game is set in the super-jungle of Tau Ceti II, the swamps of Africa’s Congo or the burning deserts of LV207, you will need comprehensive wilderness survival and travel rules. DIRTSIDE turns a trek across a world’s surface into an immersive battle for survival. Pit your wits against the elements, negotiate dangerous terrains and guard your resources against thirst, hunger and exposure.

Or dip into the DIRTSIDE rules to add a little detail and danger to any planetary surface excursion. Cleverly designed encounter tables provide scores of realistic obstacles and situations to be overcome and cover every terrain type, from sand seas to mangrove swamps, mountains to nitrogen ice fields, and volcanic wastelands to the unstable surfaces of comets and asteroids.

Remember – science fiction adventure only really begins when you get dirtside …

DIRTSIDE includes:
  • Event tables for all terrain and climate types.
  • Easy-to-use rules for surviving in the toughest environments.
  • The effects of hostile atmospheres, radiation, poison gasses, hunger and extreme temperatures.
  • Travel rules, factoring in speeds and problems - and ways to overcome them.
  • Many random events, such as strong winds, thunderstorms, rock-falls and caves.
  • Foraging and hunting.
  • Abbreviated animal encounters, able to be created ‘on-the-fly’.
Breaking the Habit: Mythras Combat Module by Dan True, Pete Nash, Lawrence Whitaker. Published by The Design Mechanism. Available from the Publisher in PDF for $2.99 and from DriveThruRPG in PDF for $2.99. 12 pages.
Trapped in a narrow alley, four fugitives must break the shield wall of the highly trained city militia to escape. Their opponents are well armed and well armoured. To get to the city gate and freedom, they need to focus on bypassing the shields and swords, which means breaking old habits...
Mythras Combat Modules provide a self-contained encounter designed to highlight and explore different parts of the Mythras combat system. The module suggests how new tactics and certain Special Effects can be used together to achieve a specific result. The modules aim to encourage creative use of the combat rules that will translate into standard game play. Breaking the Habit focuses on situations where Choose Location>Head may not be the best default choice, and where the use of weapon length, height, and other Special Effects will be of much more use. The module is ideal for introducing new players to the nuances of the Mythras combat engine.

The module contains full advice on combat tactics, guidance on how each side fights during the melee, specially designed NPCs (with full stat cards), and full colour floor plans and character tokens that can be printed out for personal use, or imported to the Roll20 engine.
Girl Gone (Cepheus) by Adrian Kennelly. Published by Azukail Games. Available from DriveThruRPG in PDF for $2.99. 10 pages.
Girl Gone is an adventure for Cepheus Engine and other role playing games using a 2d6 mechanic, including the Original Science Fiction Role Playing Game.

An expansion of an adventure hook from A Baker's Dozen of Inhabited Worlds, the PCs
 are asked by a comparatively wealthy merchant to find his missing daughter. The adventure is set in Warren, as asteroid with a dubious reputation, variable legality and a place where anything and everything can be purchased, if you know who to ask.

The daughter, Jessica, was abducted after she left a club with a member of a local gang, the White Masks. The Masks are into organ-legging and slaving, with a sideline in selling their victim's possessions. Jessica is a high value item for them, and she is going to be sold in a private auction. The PCs will need to track Jessica to the White Masks' base and save her.

The adventure includes a black and white map of the White Masks' lair in two versions, one for players and one for Referees.
The Rusted Tomb by WR Beatty. Published by Rosethrone Publishing. Available from DriveThruRPG in PDF for $1.99. 12 pages.
A short adventure location - a shrine and a tomb for a nearly forgotten godling. Rumors suggest this is the resting place of He Who Forged Heaven and Hell. Craftsmen and Smiths pay their respects at the Rusted Tomb, but few others care, though some say there's ancient magic behind those rust-streaked walls.
An adventure for a variety of levels:
  • A heist at levels 1-3
  • A mystery at levels 4-7
  • A mission to seek and destroy at 8 and higher levels. 
The Rusted Tomb uses Swords & Wizards in the Highlands rules variant, though it is completely compatible with all Old School and Original rules.
The Between by Michael Brown. Available from DriveThruRPG in PDF for $0.75. 2 pages.
The heroes are caught between a rock and a hard place when they’re falsely accused of smuggling banned drugs to the authoritarian planet Moravi. Allowed out of their cells in order to find those responsible, they encounter a web of deceit as they track down the one person who knows the truth. Meanwhile, the true author of the treachery has taken steps to make sure that neither they nor their elusive quarry live to discover what’s actually going on.

The Between is a short adventure for 2D6 science fiction RPGs such as Cepheus Engine and the Original Science Fiction Roleplaying Game
Ice by Michael Brown. Available from DriveThruRPG in PDF for $0.75. 2 pages.
A mission to help natives of an arctic planet drill down to life-giving liquid water turns into a fight for survival as the operation unleashes a deadly danger from the icy depths. The PCs find their weapons useless as the citizens are cut down, and they must turn to other means to prevent the massacre. But the enemy has an unexpected advantage that might render the heroes’ actions moot and make them victims as well.

Ice is a short adventure for 2D6 science fiction RPGs such as Cepheus Engine and the Original Science Fiction Roleplaying Game.
Low Fantasy Gaming Deluxe Edition by Stephen J Grodzicki. Published by Pickpocket Press. Available from DriveThruRPG in PDF for $15.00. 287 pages. (ed. note: see the author's comments below before purchasing.)
NOTE: These two PDF files (Colour and B&W Line Art versions) are DRAFT only. They contain the final text but incomplete artwork (the remainder of which is being created, subsequent to the Jan 2019 Kickstarter). Final PDFs are expected 31 Mar 2019, and print hardcovers 30 June 2019 (or earlier). When the hardcover options become available, there will be a bundle with the PDF for free.
Low Fantasy Gaming is a tabletop RPG built for gritty adventures in low or moderate magic settings. It has simple rules, dangerous combat, flexible PC customisation, and mysterious, unpredictable magic. Designed for short, episodic adventures in sandbox worlds, LFG provides the mechanics and tables needed for easy GM improvisation. It’s a heady mix of the best old school, modern, and new game design, wrapped around a familiar d20 core.

Main Features
 
  • 9 Classes: Artificer, Barbarian, Bard, Cultist, Fighter, Monk, Ranger, Rogue & Magic User; only two of which involve magic.
  • 12th Level Max eliminates the most powerful spells, and keeps the mightiest monsters scary.
  • Unique Features: every 3rd level design your own PC ability in conjunction with your GM. Don't want to make your own? Choose from 36 examples instead.
  • Roll Equal or Under for attribute checks (inc degrees of success), making every stat point matter.
  • Skills provide access to a level based Reroll Pool, smoothing the fickleness of d20 probability distribution.
  • Willpower & Perception attributes replace Wisdom.
  • Luck attribute replaces saving throws and powers some Martial Exploits.
  • Minor, Major & Rescue Exploits on top of damage, not in lieu, promote improvised stunts and moments of greatness.
  • Dangerous Combat: Dropping to zero hp requires a roll on the Injuries & Setbacks table and healing is delayed by 1d3 minutes (magical or otherwise). Players don't roll to find out if their PC is All Dead or Mostly Dead until the battle ends and someone checks the body.
  • Party Retreat & Chase rules allow the GM to throw whatever makes sense at the party, unshackling them from balanced encounters and quarantined zones.
  • 5 minute Short Rests allow PCs to attempt Willpower checks to recover hit points and class abilities, encouraging the party to push on rather than camp.
  • Long Rests take 1d6 days (or 1d4 in a safe, comfortable environment), mitigating the nova, rest, repeat problem for adventures with long periods between battles (eg: wilderness treks).
  • Dark & Dangerous Magic tests and Divine Rebuke tests make all spell casting inherently uncertain. No at-will, teleport, mind reading or resurrection magic. Magic Users are less reliant on spells, proficient in one handed weapons and light armour.
  • Evocative Spells: Spells have been tweaked and renamed, eg: Silent Image, Invisibility, Magic Missile and Hold Monster are instead Shadows & Dust, A Wisp Unseen, Lash of Unerring Pain and Crush of the Warp.
  • Rare Magic Items, with obvious and discreet attunements, that unlock as their owners level up.
  • GM Tables for Weather, Exploration Events, Random Encounters, Traps, Treasure, Disease, Madness, Tavern Brawls, Hirelings, Mass Battle, Naval Combat, NPC Quirks, Rival Adventurers, Blackpowder, and more.
  • 130+ Monsters including effective Boss Monster options (eg: Off Turn Attacks match the party's action economy, and Stronger Luck grants saves even when a save is not normally permitted), plus Custom Monsters guide.
  • Online Play Support: an LFG character sheet is available for online play via Roll20, and we're exploring options for Fantasy Grounds.
  • Open Game Content: 99% of LFG text is "Open Game Content" under the Open Game Licence. Want to make your own adventures or expansions for LFG and sell them? Go right ahead!
  • Rules as Guidelines. The GM is the final authority on all LFG rules, which are expected to be tweaked to fit table preferences. 
Five Cataclysms Core Rules Beta Edition by Christopher Kyle Audette, Nickolas Zachary Brown. Published by Five Cataclysms. Available from DriveThruRPG in PDF for PWYW. 128 pages.
A set of rules that should be at least vaguely familiar to anyone who's played The World's Original Fantasy Role-Playing Game, this is the set of tweaks, extra systems, and rulings that have made up the authors' home games for the past five years.

Product includes:
  • Lightweight core rules
  • Fighters that don't suck
  • Extra Classes for people who like options
  • The three core classes for people who want a purer experience
  • An optional skill system that will make you say "Hey, it's an okay skill system" (for once)
  • System for improving the backwater frontier starting town
  • Hallow and Corruption as an alternate to alignment
  • Summoning rules for Angels, Demons, and more
  • Unique Magic Item creation rules, proven to create statues of pie-loving celebrities that kill everyone in a 120 foot radius
  • A Fey Demense Generator that creates fantastical realms to travel through, such as: The realm of one elf fighting a dwarf over three eggs
  • The much beloved spell "Might"
  • The less beloved spell "Mystical Flan"
  • Trust in you; the Player/Referee
  • Printable Handouts for Classes, Core Rules, Spellbooks, and Character Sheets
And:
  • A Request, no, Demand that you share your troubles with the system with us so we can tell you that you're wrong
Ice Kingdoms Bestiary Compilation by CS Barnhart, Caleb Congrove, Chris Lites, Ryan Lynn, James Ward, and Moses Wildermuth. Published by Mad Martian Games. Available from DriveThruRPG in PDF or $8.00. 72 pages.
Welcome travelers of the Thanelands.

The Ice Kingdoms Bestiary Compilation collects together the monsters and menaces that
 have terrorized the Frozen North so far.
It is a collection of fiends familiar and strange that stretch from the cold shores of Drawoh Rock to the peaks of Mount Surtur and into the depths of the dark heart of the Mournwood and beyond.
Monsters, Animals, Beasts, Men, and more lie in wait to challenge heroes and villains, wizards and warriors, those destined for greatness and those bound for doom.
This tome collects monsters from the Ice Kingdoms line of books, including The Ice Kingdoms Campaign Setting, Into the Mournwood, The Girl with the Demon Tattoos, The Lair of the White Wyvern, The Temple of Drawoh Rock, Ice Kingdoms Expansion: Expanded Bestiary, and The Fires of Mount Surtur.
The Ice Kingdoms Bestiary Compilation is compatible with most Old School Games, especially Labyrinth Lord, OSRIC, and For Gold & Glory and is easily converted to many other games.
Cyber Crawl Classics Issue 2 edited by Brent Ault. Available from the Author in PDF for Free. 36
pages.
<< logged in as: anonymous

You’re no hero.

You’re a Runner: a rigger, an infiltrator, a street samurai, a cool-headed hacker executing programs in the metaverse. You seek corruption and creds, winning it with console and chrome, bathed in the blood and filth of the oppresive, the megacorps, the police, and the artificial. There are payloads to be won deep in the Sprawl, and you shall have them.

Return to the glory days of cyberpunk with Cyber Sprawl Classics.
Adventure as 1984 intended you to
The Judgement of Rad by Emanuele Betti. Published by The Vaults of Pandius. Available from the Publisher in PDF for Free. 18 pages.
Things not always go the way they are supposed to. It's not uncommon that an adventure, especially in a long campaign, can be greatly derailed due to a player who has got no experience, does not think an action enough or just screws things up for the fun of it. Whenever this kind of things happen, the Master must find a way to fix the situation and give the characters a way out of their trouble, and a second chance to succeed. 
This adventure is designed to take characters out of trouble if they get
arrested for murdering some guards or other citizens. For this kind of crimes, the guilty characters are punished with death by green slime in Glantri.
 
The adventure can be set in any bigger settlement in the Principalities. The characters must be held captive in a prison in that town or nearby.
Order of the Griffon by Eric Stoneburner. Published by The Vaults of Pandius. Available from the Publisher in PDF for Free. 21 pages.
Lord Korrigan (seneschal of the ducal estate), while inspecting Radlebb Keep, commissions a party of adventurers to investigate strange rumors of vampires, lycanthropes, and undead roaming the lands. Shortly thereafter the party uncovers assassination plots against Karameikan leaders, a conspiracy between various factions to turn innocent people into undead, and the foretelling of the return of an ancient vampire.
SO13 Shrine of Sacrifice by Louis "sirlou" Kahn. Published by Starry Knight Press. Available from DriveThruRPG in PDF for $7.50. 24 pages.
SHRINE OF SACRIFICE

A One-Shot Adventure
Compatible with Most Fantasy RPG systems
Recommended for 4 -6 player characters of levels 4 to 6

While following an old forest trail you stumble upon an ancient shrine.
Built by elves long ago, what forgotten treasures await discovery in its halls?
Will you tempt the fates by entering the shrine and uncovering its dark secrets?

Hello and welcome, adventurers and Game Masters!

In this one-shot adventure, your players will stumble upon an ancient elven shrine while traveling on a mission through the vast, wild and uncharted Dlútha Forest in the Red Eagle Barony. Your players will have an opportunity to explore this ancient place and discover its secrets. It may provide them with answers to questions about the earlier ages of their realm, and clues as to the current power struggles among the deities and demons that hold sway there.
 
Through the Gate of Flesh by Carl Niblaeus. Available from DriveThruRPG in PDF for PWYW. 20 pages.
»And one day, when the stars align and great powers older than our Cosmos gaze onto our swirling galaxy, then, the great Astrodea will again rule our empire in splendid magnificence!«
–The Chronicle of Astrodea the Great

Something stirs within a mountain on a forgotten planet somewhere in the Cosmos. Legends talk of a God living in the mountain, a God that has recently woken up again. Some of the inhabitants of the abandoned planet instead whisper of a mad wizard who has returned to the area. And among the elders there are still some who remember the disappearances and abductions many, many years ago.

In the dark woods on the mountain there is a strange clearing surrounded by ancient statues, that only bold adventurers dare investigate. What will they find?

Through the Gate of Flesh is a science fantasy adventure for old school roleplaying games, intended to be used with low-level characters. It details a wizard's biomechanical laboratory filled with odd objects, peculiar creatures and weird monstrosities to interact with.
Beneath Kra'adumek by Venger As'Nas Satanis. Published by Kort'thalis Publishing. Available from DriveThruRPG in PDF for Free. 14 pages.
Beneath Kra'adumek is a one-shot dungeoncrawl that will give people a taste of Cha'alt. As you may have heard, Cha'alt is my latest kickstarter (with only a couple days to go). In order to make it happen, we need more backers, so please enjoy this O5R module and consider supporting Cha'alt!
Important update: The kickstarter funded early this morning!

For years you've been mind-controlled by the Purple Demon-Worm and suddenly freed from psionic slavery - you and maybe a hundred others in a city of 100,000. The surrounding desert waste is not an easy trek - especially without supplies.

Whereabouts of the priesthood's dungeon complex below the city is common knowledge. So, that's your first stop... food, water, and revenge!

Cha'alt is a post-apocalyptic, eldritch, gonzo, science-fantasy world... and Beneath Kra'adumek is your introduction.
Off Track: The Uncharted Swamp by Brian Cooper. Published by Off Track. Available from DriveThruRPG in PDF for PWYW. 40 pages.
One of the hallmarks of old-school-style role-playing games is a preference for player-driven rather than referee-dominated plots. The reasons for this opposition are that role-playing requires active player participants and an honest game cannot have a foregone conclusion. But creating a true sandbox in which the players characters are free to explore in any direction, their actions seemingly limited only by those actions’ consequences, is really dang hard.
For instance, let’s say there’s a path that leads from a village to a dungeon. Or several paths. Each path is dark, twisty, and overgrown— and has its own set of preplanned challenges. The players have chosen to travel from the village to the dungeon. But they don’t want to use any of the paths. They don’t even want to creep along in the undergrowth while staying near the path. They want to traipse through miles of uncharted wilderness and approach the dungeon from the opposite side.

Good for them—they outsmarted the enemy. But they’ve also outsmarted you. (If you’re
thinking, “my players love it when I just wing it!” stop reading now, this product is not for you.)

This adventure aims to solve the problem of dealing with random overland movement through a swamp by offering the referee a really really good random encounter table that doesn’t feel random, but instead hangs together in a meaningful way. In addition to true "wanderers," it also describes a few lairs whose location is not pre-determined, but fixed in the course of play.

This adventure is "pay what you want" because it's an unproven concept delivered by an untested designer. Go ahead, take a look. If you love it as much as I hope you will, you can pay me later or, better yet, tell your friends.

Best for levels 1 - 5.
 

Re-Releases, New Editions, Now in Print, etc.


Phantasmagoria #01 by Chance Phillips. Art by Jim Magnusson, Stefan Poag, Jeremy Hart, Penny Melgarejo, Luka Rejec. Published by Apollyon Press. Available from Appolyon Press in Print for $10.00 and in PDF for $5.00. Available from Goodman Games in Print for $10.00. Available from  DriveThruRPG in PDF for $5.00. 38 pages. There is also a Mathew Adams variant cover.
Explore the ruins of lost alien civilizations or sail through space in a massive freighter, weighed down with all manners of gold, jewels, and relics.
Play as a Jovian, a lithe yet strong alien native to a gas giant, a Captain, a brilliant tactician and duelist, or a Gremlin, an alien skilled with magic and technology. Build any type of ship from a tiny fighter to a massive dreadnaught, bristling with cannons.

This issue of Phantasmagoria introduces five new classes, new pieces of equipment and 0-level occupations, and rules for creating custom spaceships.
This product is compatible with the Dungeon Crawl Classics Role Playing Game.

Featuring interior artwork by Jim Magnusson, Stefan Poag, Jeremy Hart, and Penny Melgarejo, with cover artwork by Luka Rejec, layout by Glynn Seal, writing by Chance Phillips, and editing by Jarrett Crader.
Advanced Fighting Fantasy Deluxe by Graham Bottley, Marc Gascoigne, Pete Tamlyn. Art by Russ Nicholson, John Sibbick. Published by Arion Games. Available from DriveThruRPG in HC Print/PDF for $60.00. Available in PDF for 30.00. 440 pages. (ed. note. This title is sold out from the publisher, but they just activated POD for DTRPG. If you search the DTRPG publisher link, they've also recently uploaded POD Print only copies for several other AFF titles.)
A complete Roleplaying Game in the classic Fighting Fantasy World. Let your imagination take you to Firetop Mountain or the Forest of Doom, and have new and exciting adventures.

This HARDBACK book contains all you need to play, including:

Full rules for Hero creation, Comprehensive but fast game rules
More than 160 Spells and magical Powers, Monsters, Dungeons and Adventure creation.

This fantastic volume also contains Out of the Pit, the classic collection of 250 loathsome creatures from the wild and dangerous worlds of Advanced Fighting Fantasy to challenge (and occasionally) help any Hero.

In addition, this volume also crams in Titan, a complete guide to the Fighting Fantasy world, and widely regarded as one of the best setting guides ever written!
Polyhedron Newszine V4 #3 Issue 18 published by WotC. Available from DriveThruRPG in PDF for $0.99. 34 pages.
Included in this issue: 
  • Encounters — by Jeff Grubb. Spider-ManTM meets ScorpionTM in the New York subway in this MARVEL SUPER HEROESTM game scenario.
  • Llywelyn's Tomb — by Bob Blake. Part 7 in the Prophecy of Brie.
  • Cryptic Alliance of the Bi-Month — by James M Ward. The Iron Society is expanded upon in this Gamma World feature.
  • Remarkable, incredible, amazing — by Steve Winter. A Marvel Super Heroes game preview for Marvelites only.
  • Kobolds and robots and mutants with wings — by Roger E Moore. Converting characters from one game system to another.
  • The Magic-User — by James M Ward. he archetypical magic-user character.
  • Two Cents — by Joseph Wichman.
  • Layover at Lossend — by Russ Horn. A Star Frontiers game scenario.
  • Money makes the world go round — by Art Dutra. DMs, there's more than one way to get money out of your characters.
  • Dispel Confusion — by Penny Petticord, James M Ward, and Carl Smith
Polyhedron Newszine V4 #4 Issue 19 published by WotC. Available from DriveThruRPG in PDF for $0.99. 34 pages.
Included in this issue: 
  • Encounters — by Douglas Niles. The Temple of the Chachapoyan Warriors, a solitaire scenario for the The Adventures of Indiana JonesTM game.
  • ... And the Gods will have their way — Bob Blake. The Prophecy of Brie ends with Scenario Eight. Pregenerated characters are listed again on the inside of the back mailing cover.
  • Two Cents — by Christopher Gandy
  • Lost ships, Madmen, and Pirate Gold — by Antonio O'Malley. Notes for the Dungeon Master.
  • If adventure has a game, er name, it must be Indiana Jones — by Tim Kilpin. Find out more about TSR's newest role-playing game.
  • Cryptic Alliance of the Bi-Month — by James M Ward. The Created.
  • The Laser Pod — by Jon Pickens. A new Knight Hawks weapon system.
  • Dispel Confusion — by Penny Petticord, James M Ward, and Frank Mentzer.
Polyhedron Newszine V4 #5 Issue 20 published by WotC. Available from DriveThruRPG in PDF for $0.99. 34 pages.
Included in this issue: 
  • Encounters — by James M. Ward. The Gamma World game Aquabot destroys the crystal city of the Radioactivists.
  • The 384th Incarnation of Bigby's Tomb — by Frank Mentzer. A "new" module, created for the AD&D game tournament at the 1984 Winter Fantasy mini-convention.
  • Cryptic Alliance of the Bi-month — by James M. Ward. The Healers.
  • The Proton Weapon — by Kim Eastland. A new Star Frontiers game technological item.
  • The Druid — by James M. Ward. The archetypical AD&D game druid character.
  • Women in Role-Playing — by Roger E. Moore. Notes for the Dungeon Master.
  • Now that it's over — by Roger E. Moore. Looking back at the GenCon17 Game Convention.
  • Dispel Confusion — by Jim Ward, Penny Petticord, and Frank Mentzer. 

More Free Gaming Stuff from the Blogosphere and Environs


The inimitable Konsumterra of Elfmaids & Octopi posted How did you find us in the dungeon?

Michael Raston of The Lizard Man Diaries posted A Suburb of Infinigrad: The Angel's Burial Ground. Part 2: Stocked Buildings.

D. G. Chapman of The Graverobber's Guide takes you to Calliope.

David Baymiller of The OSR Library posted A quick OSR Alient/Mutant Class builder....



Frank Reding posted this piece of Gygaxian Democracy on his website: d100 Interesting Outdoor Encounter Features. 8 page PDF or also available on the site. 


Claytonian posted this game thing to google docs: How Hard Do You Hit. 4 pages direct link.




Anthony of The Blue Bard made this Planar Poster for everyone. 

Scott Anderson of Treasure Hunters HQ posted Fallen Empire Campaign Elements Part 14: Superior Magic Swords and Fallen Empire Campaign Elements Part Twelve: The Rumor Mill.

James V. West of Doomslakers! posted a B/X and Labyrinth Lord Sheet.

Notes from Pavis posted Major announcement – new kind of tools for GM’s from Notes From Pavis.

James Mishler of Adventures in Gaming v2 continues his Legendaria series.

Dungeon Musings posted a 9 page PDF of the PC's in his ongoing AS&SH streaming campaing (link to drive file.)

Chris Kutalik of Hill Cantons posted The World of the Hill Cantons Revisited.

Maptime

Image result for the warlock of firetop mountain
Dyson Logos of Dyson's Dodecahedron Releases the Kraken with Cliffstable on Kerstal. And posts Mayer's Fort. As well as Dry River Caves. Finally, here's The Warlock of Firetop Mountain Combined.

Jez Gordon of Giblet Blizzard re-posted this map of Thaumatria for his Flintlock Fantasy series. 

Norbert G. Matausch of Darkworm Colt found Roger Zelazny's map of Castle Amber and surroundings.

Gavin Norman of Necrotic Gnome posted Dolmenwood: Blackeswell Village Map.

Thomas Denmark of Old School DND posted Tower of the Moon.

Goblin's Henchman posted Interesting maps of underwater cave systems.

Reviews & Play Reports


Bryce of tenfootpole.org reviews The Keep of the Broken Saint and Dungeon of Crows 2 – Avatar of Yog Sutekhis.

ivanmike1968 of YouTube fame uploaded Woodfall ~ Unboxing & Review.



R.E. Davis of The Chaos Grenade posted RAMBLING ON: IN THE LIGHT OF A GHOST STAR.


Michael Boyle of Play to See What Happens posted Gaming in Glorantha, Part 1--The World of Glorantha.

Anne of DIY & Dragons posted Play Report - DCC Sanctum of the Snail.

Dungeons & Possums posted some Thoughts On Talislanta.

Joseph Manola  of Against the Wicked City posted Echoes and Reverberations 4: Lamentations of the Flame Princess. 

Doug at Smoldering Wizard posted A Quick Look at White Box Fantastic Medieval Adventure Game.

John Large uploaded Thousand Lands S01E02. A B/X Essentials hexcrawl playstream.

Alegis Downport posted Cepheus Light – Traits Review.

Chaosium uploaded Call of Cthulhu Liveplay Part 2.

Bud's RPG review Uploaded - Harlem Unbound for Gumshoe and CoC 7th ed by Darker Hue Studios.

And in Other News...


From The Guardian: Merlin tale fragments discovered in Bristol archives.

From Tor.com - A Lean, Mean, Writing Machine: Jack Vance Was Science Fiction’s Tightest Worldbuilder by Hector DeJean.

Thomas Denmark of Old School DND issued a Call for Articles!

The Happy Whisk posted a three part series on her Podcast addressing concerns many in the creative community share.

Kickstarters, etc.










And That's It for This Week...

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About The OSR News

Unless otherwise noted, all links to products and files are to the individual authors sites, pertinent posts, or sales pages. I don’t link directly to files unless that is the only link available.

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