Showing posts with label erillion. Show all posts
Showing posts with label erillion. Show all posts

Thursday, 1 April 2021

[ZINE] Echoes From Fomalhaut #08 (NOW AVAILABLE!)

Welcome to Castle Sullogh!

I am pleased to announce the publication of the eighth issue of my fanzine, Echoes From Fomalhaut. This is a 52-page zine dedicated to adventures and GM-friendly campaign materials for Advanced old-school rules, with cover art by Stefan Poag, and illustrations by Denis McCarthy, Graphite Prime, and the Dead Victorians.

The first adventure in the zine takes players to the shores of the Twelve Kingdoms, a cold land of rival petty kingdoms and strange wonders. Here stands Yrrtwano’s Repose, a ruined manor house whose walls now protect an entire village. Lord Yrrtwano’s time has long passed, but he sleeps under the manor still, and the great hunter is said to slumber most uneasily! This is a dungeon adventure with 15 keyed areas, for levels 3-4 (my players brought a small company of NPC knights to share the glories and the dangers).

The sullogh are coming! The zine’s titular scenario, Castle Sullogh, was the penultimate adventure in our Isle of Erillion campaign. This woodland ruin had stood in its place from the beginning, just within reach, but always too formidable to tackle until the adventurers had no other choice left. It is suitable for levels 5-9 (much depending on the party’s approach – ours was repelled pretty badly on their first foray, and had to turn to more careful infiltration on subsequent tries), and covers 55 keyed areas, including buried secrets, the quarters of three powerful witches, and the halls of the murderous sullogh who were brewed for murder!

This issue also describes the western half of the lands of Thasan, “beyond the City of Vultures”. Arid wastelands dotted with tiny pockets of lush vegetation lie next to deep blue seas where islands hide weird inhabitants and unknown dangers, and two great empires, one ancient and sinful, one recent and fanatically pure, clash over parched wastes devastated by ancient catastrophe. Venture into the dreaming ruins of Zangul and shadowy Korlag Thyr; walk the Road of Iskarades, and try your guile against the wily masterminds of Virkat and its great Judgement Machine! Great phantasms and jewelled palaces await – and therein lurk beauty, strangeness and death in equal measure. This is a large hex-crawl describing half of one map sheet with 103 keyed and briefly described locales (which is where our games were located).

Long time in the making, Echoes #08 is a larger than usual issue, with a double map sheet: one of them a splendid players’ colour map of the Isle of Erillion, courtesy of Istvan Boldog-Bernad, who made it in Wonderdraft. (He also played Armand the Scumbag, human assassin, in our campaign.) The other sheet contains GM’s maps: one of Castle Sullogh, and one of Thasan and its strange lands.

The print version of the fanzine is available from my Bigcartel store; the PDF edition will be published through DriveThruRPG with a few months’ delay. As always, customers who buy the print edition will receive the PDF version free of charge.

Map sheets, booklet, and UVG dice


Saturday, 14 November 2020

[MODULE] Baklin: Jewel of the Seas (NOW AVAILABLE!)

UVG dice not included

I am pleased to announce the publication of
Baklin: Jewel of the Seas, a supplement describing the eponymous merchant city, including its rulers, criminal underworld, establishments, and three-level Undercity.

Illustrated by Denis McCarthy (who also did the cover art), Stefan Poag, Graphite Prime, and Jerry Boucher, Baklin is more than twice the size of the average module – 72 pages’ worth of adventure-ready material, a players’ map of the city (with a players’ map of Erillion on the back side), and a GM’s map including the labelled city map, and three dungeon maps describing the Undercity’s storerooms, forgotten shrines, and weirdo inhabitants. This is two identical-length modules in one: a city guide with 39 major locations and a dungeon setting with 112 keyed areas, connected and bound together via multiple secret entrances, plot threads, and NPC agendas.

Baklin is meant as both a campaign hub a party can depart from and return to (with numerous hooks for wilderness adventures), and as a complex adventure location of its own. It can be used along with the materials published for the Isle of Erillion mini-setting (Echoes #02–05), or it can double as almost any neutral-aligned port town in your own setting. In any case, Baklin is meant to be played: it is focused on city intrigue, exploration, and dungeon crawling. Go shopping for great deals in port or at the stores of the reclusive Masters’ Guild; be careful not to fall afoul of the Sea Laws or anger the Knights of Yolanthus Kar; discover what lurks in the Tower of Gulls; and brave the Shrine of Roxana and the Thrones of Judgement!


Baklin: Jewel of the Seas
"Oh Baklin, Jewel of the Seas, great gateway of Erillion! Minstrels sing of its wealth and marine power; and of the refinement and taste of its magnates and nobility. Minstrels of all kinds, of course, are prone to grandiloquence; and perhaps Baklin is neither as mighty nor as fair as the ballads claim. And yet, there is reason the minstrels sing so, for Baklin has wealthy patrons, its fleet is not inconsiderable – and are its streets not the loveliest within so many weeks of travel? Indeed, those who brave the high seas often believe so… and they will gladly pay for a song to remember their visit. This booklet presents a complete city supplements describing the streets, personalities, and conflicts of a bustling port town, from the heights of power to the deepest undercellars. In Baklin, all streets lead to adventure – and a single life would not be enough to complete all of them.”

The print version of the modules is now available from my Bigcartel store, while the PDF edition will be published through DriveThruRPG with three months’ delay. As always, customers who buy the print edition will receive the PDF version free of charge.

Friday, 8 May 2020

[ZINE] Echoes From Fomalhaut #07 (NOW AVAILABLE!)

From Beneath the Glacier

I am pleased to announce the publication of the seventh issue of my fanzine, Echoes From Fomalhaut. This is a 40-page zine dedicated to adventures and GM-friendly campaign materials for Advanced old-school rules, with cover art by Matthew Ray, and illustrations by Graphite Prime, Denis McCarthy, Stefan Poag, and the Dead Victorians.

The Bat Plague may still be out there, but now so is this zine (and YOU can be the judge which one you like better). Not all restrictions are gone, but they are suitably relaxed to resume print sales and shipping. Delivery is bound to be slower than usual for a while – I am hearing that packages, which had taken five or six days to reach European addresses now take twelve days or so – but at least it seems to work without major problems. If you can trust the Post, you can perhaps trust the rest of our civilisation as well.

And so, we have this issue! The common theme this time seems to be “things that go deeper than anticipated” – at least this is one aspect which, by some act of Fortune, unites the four articles. There is something quite fascinating going into an adventure, and discovering that the dungeon you expected to end has a deep well going down to a new level; the plot threads you have almost had in your hand suddenly trail off again in new directions, or the room beyond the secret door has a second secret door, hidden even more carefully. What lies beyond the door, the well, or the almost solved plotline? Only one way to find out!

The titular adventure, From Beneath the Glacier, takes the characters to the high mountains where something has gone wrong. Where do the nighttime raids and strange corpses washed down the rivers come from? The answers are found in this scenario, with 21 keyed areas, offering challenges related to navigation, exploration, and confrontation – not to mention a major dilemma once the company is victorious. This is an adventure for mid-level characters, levels 5-7 (our test party was slightly stronger by the time they got there, and had an easier time).

Of course, sometimes an undead-haunted cellar is just an undead-haunted cellar – The Hecatomb of Morthevole is a take on the proverbial “help this guy with rats in his cellar” dungeon, except it is not rats, and the cellar goes deeper than you might think (levels 2-4, 12 keyed areas, which is not bad for a two-pager – I am thinking there will be more smallish scenarios in future issues).

This issue’s centrepiece, drawn from The City of Vultures, is the best known of its Underworld complexes. The Tomb of Ali Shulwar is fairly well known among the city’s thieves and smugglers, but few know of its deeper layers, and none before have mapped its connections, secret sections and true depths. This article presents two entrance levels and three main levels of the tomb (more precisely, what lies below the tomb… if the tomb is even the real tomb) in 66 keyed areas. The dungeons are mostly for the 4th to 6th level range, with outliers (and tougher side-areas, to be presented next issue).

The issue’s final article, The White Hand, introduces one of the City’s lesser conspiracies. A vigilante group formed to mete out “good old-fashioned street justice” to market thieves (and everyone the members believe to be one!) would usually merit little discussion beyond “Thugs (3d6)”… but something is off here. Links to now extinct organisations, infiltration attempts by other conspiracies, odd musical tastes and bizarre characters hanging around the White Hand make it a gateway into an entire world of hidden meanings and secret warfare.  Who is using whom? Who watches the watchers watching the watchers? Most importantly, what happens when it all falls apart at the slightest shove? Whether used in the City of Vultures or somewhere else (which would be easier than it first looks), it will be fascinating to find out.

The issue’s map supplement this time is an unkeyed dungeon level. Or it is multiple smaller dungeon levels on one sheet? You be the judge!

The print version of the fanzine is available from my Bigcartel store; the PDF edition will be published through DriveThruRPG with a few months’ delay. As always, customers who buy the print edition will receive the PDF version free of charge.

***

In other news...

  • Castle Xyntillan is being reprinted. While copies of the first printing are still available, there will be more soon. The PDF edition is also out there, although the promised, improved functionality will still take some time (my IRL job has been picking up pace again).
  • If you look at the back cover of Echoes #07, you will discover a listing for EMDT62. This was too optimistic, but this module – the English version of the great In the Shadow of the City-God – should be published early next month… if things go well, along with a module collection.
  • The Four Dooms of Thisium, our Bat Plague placeholder campaign, keeps racking it up. 44 PC and follower casualties have been noted, and while one Doom has been averted, three more still hang over the city, abandoned and cursed by its very gods!

From Beneath the Glacier


Sunday, 20 October 2019

[BLOG] Beyond Erillion



It was over. The five adventurers turned their backs on the twilight battlefield with its scattered boulders and the great standing stone over an ominous burial mound, walking back through the dark forests towards the slowly fading rainbow bridge which would lead them out of the enchanted valley among the silent mountains. The Inheritance which had eluded them all this time was safely contained, to be gradually forgotten again by living men – or was the Inheritance the secret they now held in their hands, as its new guardians?

A proper ending to a long-running campaign is not something you see every time. Most attempts at continuous games trail off, fall apart due to scheduling issues or a clash of interests, stop in their tracks as the participants run out of ideas or encounter an insurmountable roadblock, or are just replaced by newer and newer ideas. The “full-length AD&D experience” as envisioned in the rulebooks is often more ideal than practice. It is quite nice, then, that we could finish The Inheritance, our latest game series, on a suitably high note. It is done – and here are my reflections and findings about the experience.

Enchanted mountains
Campaign dynamics

Our campaign lasted the better part of three years, running from October 2016 to September 2019, covering exactly 100 in-game days over 35 sessions. Our sessions grew more scarce in the last year – scheduling issues, sure, but also the changing nature of the adventures as the game flowed towards its finale. This is a common pattern in campaigns I have been involved in: a relatively unfocused, exploratory first phase; consolidation towards sub-objectives; and finally a more straightforward resolution arc (with fewer, but individually longer game sessions). Character power also contributes here: low-level adventurers must be careful opportunists looking for openings where they may succeed, while mid- and high-level ones can increasingly dictate the pace and enforce their will on the game world. As it happens, the characters in our game were exactly name level when we wrapped it up, going from 3rd to 9th at a rate of approximately 4-5 sessions per level (with some setbacks due to dead characters). This is faster than the Gygaxian standard, but at the frequency we can meet and sit down to game, my relative generosity with XP made for a good pace of advancement.

This is Bait
This was also a campaign which had chewed up all of the starting characters. I started out with a common motivation for the party – a mysterious letter of inheritance they had all received, promising riches and power in a ruined manor house. My idea was to use this initial spark to establish a common party goal, create hooks for further adventures, while allowing for complete freedom in reaching the clues leading to the Inheritance proper. My original plan was derailed pretty much instantaneously as the players followed an ad-hoc adventure hook instead of the main course, then followed it up with a colossal blunder that got them sold into galley slavery. Furthermore, the initial sequence of adventures ended in disaster as all but one player character was unceremoniously killed by a fireball under the ruins of Perladon Manor, a place of no outstanding significance.

As a result, a lot of the middle arc of the campaign was spent reorienting and finding our way again. Ironically, this left the planned “rival NPC adventurer party” to pretty much act unimpeded, and gather the magical geegaws required to obtain the mysterious Inheritance for their own – essentially becoming the protagonists of their own campaign until they were successfully (although not at all easily) dispatched in the grand finale. This changed the campaign in ways I did not foresee: it made it much longer (I originally expected it to end when the character were around level 6 or 7), and refocused it fairly thoroughly. A “tentpole dungeon” I envisioned for multiple forays as the campaign would progress, the tombs beneath the Valley of Barzak Bragoth, never came into play, and was left as a vague outline (if you ever play a campaign on Erillion, you can use Barrowmaze or a similar dungeon in its place). Areas I thought would become important became footnotes, while others gained significance. In the end, Erillion became a more complex place for it – larger in scope and detail than I had envisioned, and with a layer of unsolved puzzles which, in my mind, help establish it as a “real” place. Some discoveries shall wait for a different group to solve!

As an important aside, the party mostly lacked something usually taken for granted in D&D: a cleric. The cleric characters who joined the group died or left, leaving a constant need for non-magical healing. I employed a mixture of low-yield healing options, from first aid rules to healing berries and natural rest, all treated a little more generously than the rules tend to do, but turning hit points into a more strategic resource. Likewise, the party never gained access to raise dead spells (although it was not out of the question), and dead characters were simply buried and replaced with new 3rd-level adventurers (6th-level ones in the last stage of the campaign). This is not an entirely new experience, as the concept had been germinating since our second Fomalhaut campaign and the historical fantasy of Helvéczia, but it worked out especially well. Modern D&D loses a lot from its long-term dimension due to the abundance of player resources, and sometimes, even old-school D&D feels overly generous when it comes to replacing spells and hit points. In this game, the players often had to consider the hard choice between timed tasks (events moving at their own pace if they didn’t act) and fully replenished resources, and were often forced to operate at sub-optimal efficiency, particularly on higher levels. This made the campaign more low-powered than the default, and kept it challenging and tense to the very end.

The Isle of Erillion
Adventures and the campaign setting

As vanilla fantasy does, Erillion was clearly inspired by the British Isles, a place I only know from secondary sources (my one brief visit to London was a trip to a strangely placeless global metropolis, and does not count). The mood of the island was influenced by the idea of successive civilisations each leaving their mark on territory before fading away, and leaving behind their ruins and half-remembered legends. This is perhaps best captured by The Ruin, an Old English poem wondering about what had once been, and which, along with the painting to the top of this post, gave me the initial spark for the setting.

Of course, the main texture of the adventures comes from 1st edition AD&D, particularly the DMG and The Secret of Bone Hill (through a Hungarian pulp fantasy series), and my aim was to capture that kind of experience, to return to that particular brand of adventurer fantasy I had always loved. I seeded my sandbox setting with adventures borrowed from the classics library: Huberic of Haghill became the main hub for the start of the campaign, Citadel of Fire was used for “The Mage Tower”, a place where magic-users and illusionists would go for their trials, and all three Giants modules were placed in remote mountain locations of the map (the characters never found G2, gave G1 a wide berth, and mistakenly entered the gates of G3, but fled once they realised they were in over their heads). A few more modules, old and new, were distributed in various locales. Bone Hill and Restenford could not be used directly – every old-school gamer in Hungary knows it too well through those novels to be of use – so I ended up paraphrasing them in The Mysterious Manor (Echoes #01) and the city of Baklin (hopefully published early 2020), places of my own creation.

I envisioned the campaign as a mixture between hex-crawl-based wilderness exploration and site-based dungeoneering and city adventuring. Somewhere along the way, I got infatuated with smaller pointcrawls, and ended up designing multiple forest adventures (and a large mountain expedition) in a “deep wilderness sandbox”. Enchanted forests are not too commonly seen among D&D adventures, and I liked the challenge of this unexplored domain. As it turns out, they are very rewarding to construct and run using a combination of trail maps and landmark-based navigation. In these adventures, the “dungeon walls” are permeable (although increasing random encounter frequency, the chance of being lost, and convenience tend to keep parties mostly on the road), and finding a high observation point gives away, if not the full map, at least some of its interesting features. Two examples of these adventures were published as The Swine Lord and The Wandering Glade (in Echoes #02 and #06, respectively); I can wholeheartedly recommend other people to try their hands at making one – just describe your forest or swamp as a regular dungeon, and go wild with it.

The Valley of Lost Graves
How do you keep a vanilla fantasy setting fantastic? My solution was to use a basic texture of (relative) realism for most of the milieu, but keep plenty of hidden or distant places as enchanted locales – sometimes what Moorcock described in Wizardry and Wild Romance as “the exotic landscape”. If you stay in the well-trod areas, you are in a world of scheming orcs, craven magic-users, feudal lords, Northman raiders and ambitious merchants, but go off track, and you enter an unexplored and mostly uncharted world of faerie enigmas, spatial anomalies, lost ruins and shadowy forest realms, where mundane logic gradually gives way to the working mechanisms of symbolism and uneasy dreams. One of the guiding concepts behind Erillion was that civilisation mostly stuck to the coastal areas and a small road network connecting mostly maritime cities, and civilisation could never really make great headway further inland. The deep woodlands and forbidding mountains of the island could contain entire pocket worlds far from human eyes. The key to the experience was keeping alive this contrast – and gradually, letting the players come close to the island’s deeper and more carefully guarded mysteries where all bets were off.

For its small size and self-contained nature (with about the land mass of Ireland), you can put a lot of stuff in a sandbox of this scope. One of the things that informed the campaign background was the variety of competing cultures and ideas, for whom Erillion would be both meeting point and place of conflict: barbaric Northmen raiders living in a combination of anarchy and petty tyrannies in an archipelago of island kingdoms; the disintegrating Twelve Kingdoms, locked in a perpetual civil war; the southern empire of Kassadia, the local equivalent of a Roman Empire that never fell to outside invasion but effectively dissolved into competing city states; and Erillion’s lost kingdoms, which had all left behind ideas and legacies, however vague. I did not really think through all of these details at the setting’s inception (the setting information was consciously almost all bottom-up and adventure-derived), but the details emerged over play, and made for a nice, cohesive whole, influencing internal divisions, and contributing to the different feel of different parts of the island.

So what’s next beyond Erillion? I still have two campaigns of variable frequency to run: Morthimion, an OD&D dungeon; and Kassadia, a game set in the aforementioned Roman/Italian setting. I also have plans outside D&D, for a Mini-Six (simplified D6 Adventure) campaign set in a setting inspired by the Cherubion trilogy, my favourite set of Hungarian science-fantasy novels (this is where the character of Melan comes from), and featuring the clash of primitive and advanced civilisations. As for Erillion, the paper folders now return to the bookshelf, although some materials are still to be published in Echoes or elsewhere – and we will see how it goes.

Drusus the Historian and Phil the Terror of Turkeys make a new friend
Characters (in order of appearance)

+Gadur Yir (Gabor Izapy): half-orc Fighter 5. The only survivor from the first party, Gadur Yir was resourceful, lucky, and sometimes even up to the ideals set by Haldor, god of heroism… until he was cornered and killed by Argul the Demented, an undead barbarian warlord buried beneath the city of Baklin.

+Jonlar Zilv (Kalman Farago): human Bard 4. He was petrified by a cockatrice among the ruins of Perladon Manor.

+Harmand the Reckless (Gabor Acs): half-orc Cleric 4 (of Zeltar, God of Fortune). An adventurer in the classic sense, he sought risk and reward in equal measure. He was eventually fireballed by Godfred Perladon in the crypts beneath Perladon Manor.

+Einar Sigurdsson (Istvan Boldog-Bernad): Northman Fighter 4. Einar’s origins as a sea wolf came handy after the company orchestrated a slave uprising and took over the dragonship of Lady Geranith, a northern princess. He would have become an able sea captain, were he not also fireballed by Godfred Perladon in the crypts beneath Perladon Manor.

+Sufulgor del’Akkad (Laszlo Feher): human Cleric 3 of Kurlakum of the Seven Misfortunes. A truly wretched follower of an evil deity with delusions of grandeur (“just call me the Master of the Night!”), his way towards more substantial villainy was cut short during the siege of a homestead ruled by a small clan of werewolves. Trying to save his skin, he offered his cut-off nose and a terrible oath as a sacrifice to his deity, but it was of no use, and he was torn apart by wolves.

+Elandil Hundertwasser (Laszlo Feher): elf Cleric 3 of Irlan the Merciful. Coming from “the forests of song and harp-music in the distant West”, he made an instant impression with his flower-embroidered green cloak, and sayings like “It is a great sorrow, that man may not become a flower”. He was fireballed by Godfred Perladon in the crypts beneath Perladon Manor.

Drölhäf Haffnarskørung (Kalman Farago): Northman Fighter/Thief 9. Coming from a culture best known on Erillion for raiding and indiscriminate violence, Drolhaf (who earned his ümläüts over the span of the campaign) was a civilised barbarian who even had “soap” listed on his character sheet. Serving the interests of Gladuor, God of Aqueducts and human progress, he survived the campaign, and joined the Knights of Jolanthus Kar to keep peace on the island.

+Franz Who Wasn’t Even There (Laszlo Feher): human Illusionist 4. A talented “background player” who manipulated things from the back ranks with 6 Hp, he was, eventually, flattened into a paste by a boulder trap in the Singing Caverns.

Phil the Terror of Turkeys: hobbit Thief 9. Using several aliases (“Greg the Rat-catcher”, “Jan Quietstep”, “Uncle Philemon”, “Karl, the Guardian of the Flower”), this jovial and portly-looking hobbit grew into a frighteningly efficient killer by the end of the campaign, especially once he got his hands on the ring of gateways (which gave him the ability of using dimension door). He was also known for his love for mushrooms, which he knew very well.

+Dawn of the Southern Climes (Istvan Boldog-Bernad): elf Bard. His name a poor translation of the much more flavourful “Délszaki Hajna”, he was encountered in a valley known for an enchanted flower. On the way out through a sequence of cavern passages, he was caught and strangled by a ghost.

+Balthasar the Elf-bane (Istvan Boldog-Bernad): dwarf Cleric 3 of Haldor, God of Heroism. He was flattened into a paste by a boulder trap in the Singing Caverns.

(+) Buck (Laszlo Feher): half-orc Cleric 3 of Agak the orc-god. A walking disaster instantly hated by the rest of the party, he saw fit to retire after just one adventure. He was encountered much later as a much more powerful NPC cleric in the orc fortress of Tol Grannek, and was defeated during an epic battle at what would later be called Orc-Kill Pass, backstabbed by Phil the Terror of Turkeys with a dagger carrying rock spider venom. Petrified, the lifeless body of Buck was left as eternal reminder of the great slaughter.

Drolhaf Haffnarskorung, Silver Olaf Thorvaldson and Armand the Scumbag
encounter suspicious barbarians on the Plateau of Faces
Lafadriel Hundertwasser (Laszlo Feher): elf Fighter 9. An armoured knight and much less talented minstrel (with a Strength of 12 and a Charisma of 8!), Lafadriel came from “the distant West” to find and bury his dead brother, Elandil Hundertwasser. Of a gloomier disposition than Elandil, his poetic adventures were either wildly successful or complete flops, with no place in between. He survived the campaign, and true to his word, returned to his homeland with Elandil’s remains.

Armand the Scumbag (Istvan Boldog-Bernad): human Assassin 9. An ominous stranger from the distant and decadent, Italy-inspired lands of Kassadia, Armand, who had sometimes also called himself “Yil the Mysterious” (but was really called Arianus) was sent by his brotherhood to investigate the opportunities for expanding the business on the Isle of Erillion. Finding himself in the middle of a bid for power by the assassins of Gont, who had betrayed, and were slowly killing off the rival crime networks on the island, his cover soon compromised, he successfully turned the tables to his own advantage, and – when the campaign was finished – managed to take over the local crime business.

+Drusus the Historian (Gabor Izapy): human Magic-User 6. Coming from the southern lands, Drusus was tasked by his new mentor, the wizard Slarkeron, to bring him the brain of a mind scrambler to let him take the Test of Mastery. Ironically, Drusus met his end much later in the icy mountains, in the secluded tower of a mind scrambler, which had reduced him to a drooling vegetable and sucked out his brains.

Silver Olaf Thorvaldson (David Barsony): northman Cleric 3 of Edoran the Mysterious. A puzzling figure who would occasionally appear out of nowhere, join the company for an adventure or two, then disappear just as mysteriously. This is something the others had found creepy – was he following them? Was he a spy? A dimensional anomaly? He was not telling.

+Yaxur (Gabor Izapy): human Cleric 6 of Roxana, Goddess of Death. Yaxur joined the party after Drusus’ unfortunate demise, and lasted all of a half session. Coming to a great stone throne on a high mountain peak buffeted by icy winds, Yaxur was the first to encounter Kornax the Revenger, a powerful anti-paladin cursed to this place. Yaxur won the fight by ambushing Kornax with a hold person spell and killing him outright (thereby winning the powerful sword of chaos), but he did not count on Kornax coming back from the dead next night and massacring him without breaking a sweat.

Zartan (Gabor Izapy): Illusionist 7. He was the last to join the group, suddenly appearing among the mountains in his elegant clothes. Was he motivated by anything more insidious than a desire for loot and new spells? The world would never know.

Grey Ooze : Magic Spear 1:0
Notable quotes

Jonlar Zilv, musing about the party alignment: “If I sold you lot out to Lord Gramantik, my alignment would move a notch towards ‘good’.”

Gadur Yir: “Werewolf wounds! We must burn them out with fire.”
Jonlar Zilv: “I am already feeling better!”

Einar Sigurdsson: “I believe we should stop exploring hypothetical realms of fantasy, and go loot that manor house.”

Jonlar Zilv, stoned: “I call it ‘temporary invulnerability’.”
Harmand the Reckless: “I call you our ship’s new figurehead.”

Elandil’s player, after a near-TPK, where Elandil and the rest were torn into bits by a fireball: “But who will now make the world a better place?”
Someone else: “Not you.”
Someone else 2: “Was this a homemade module?”
Elandil’s player: “Do you really think anyone else could make up something like a shadow shooting a fireball?
Someone else 3: “The ecological footprint of Gygaxian Naturalism strikes again.”

Gadur Yir, about 500 gp worth of cave crystals: “The two of us mined it together, while the rest of you were cowardly homos. It is ours.”
Drolhaf Haffnarskørung: “In civilisation, everyone does his own share of work. We guarded the passage while you were exploring, and we have our due.”
Gadur Yir: “A Marxist barbarian!”

Phil the Terror of Turkeys, under attack by a giant stag beetle, to Drolhaf: “It is going for your horned helmet; it just wants to mate with you!”
(…)
Gadur Yir: “I wipe the bug juices from my rations.”
Franz Who Wasn’t Even There: “You wanted to play David Fucking Attenborough, wise guy.”

Franz Who Wasn’t Even There: “This must be a gender-conscious sphynx.”

“Favoured enemy: Doors.”
Franz: “I am not really in love with this fucking door.”

Drolhaf Haffnarskørung, after Buck sent his new followers to their certain doom: “…But you are the follower of Agak, NOT Ayn Rand.”

Phil the Terror of Turkeys: “I slide the poor widow a coin as my condolences, and as a form of carousing.”
GM: “It is worth no XP because there is self-interest involved.”
Phil: “I take back the coin.”

Lafadriel’s player: “The menu is… gelatinous cube in aspic. And then, black pudding.”

Phil the Terror of Turkeys: “This was no random ambush.”
Armand the Scumbag: “It couldn’t have been meant for me.”
Lafadriel Hundertwasser: “Who could have done such a thing?” – I ask the cruel stars, but there is no answer.
Phil the Terror of Turkeys: “I know these things and it was definitely meant for you. Look, Armand, it might be time for you to assume a fake name.”
Armand the Scumbag: “I am not very creative with these…”
Phil the Terror of Turkeys: “You could be… Armand the Clod!”

Drusus the Historian, dripping with water: “The grand master of sailing found us a leaky boat.”

Lafadriel Hundertwasser: “My whole wealth amounts to 25 gold pieces, but at least the light of the stars is mine.”

Someone: “Have the mugs been cleaned [in this pub]?”
Lafadriel Hundertwasser: “When the world was young...”

“My god is Erdogan... no, Edoran!”

Lafadriel Hundertwasser: “This is a low-budget valley.”

Drolhaf to Lafadriel (after Drusus tried on the expensive boots and the golden diadem): “Is your god also Robespierre?”

Lafadriel Hundertwasser: “Rest here? In the Forest of Death?”
Drolhaf Haffnarskørung: “This is where we will screw the pooch.”
Drusus the Historian: “Just two or three days?”
Someone: “You have already died twice in this campaign.”
Someone 2: “Yeah right, the Forest of Death is famous for providing a healing rest.”

Silver Olaf Thorvaldson joins the party.
“We could use a few strong hands.”
“That’s two of them, because that’s how many you’ve got.”

Lafadriel Hundertwasser: “The spiders are not evil… they are just different.

Armand the Scumbag, to a new party member: “Can you break curses?”
“Impotence is no curse!”

Silver Olaf Thorvaldson, looking at small figures in the distance: “Are these giants? …or dwarves?”

Phil the Terror of Turkeys, after encountering some giant goats guarding a gold vein: “We shouldn’t tell this tale in the pub… crapping our pants and chickening out when we saw a bunch of goats.”

“Why do you think you are the destined bearer of this sword?”
“The world has carried no greater scumbag than I.”

“What kind of moss isn’t suspicious?!”

“There is no more paper this way, let’s go in the other direction.”

Zartan has donned a helm of opposite alignment, turning from Chaotic Neutral to Lawful Neutral.
“Wait… he can’t steal from the party anyore!”
“Oh YEAH!”
“Yesssss!”
“It was worth it.”
“You are the reason we set guards at night.”



Tuesday, 24 September 2019

[ZINE] Echoes From Fomalhaut #06 (NOW AVAILABLE!)


Echoes From Fomalhaut #06
I am pleased to announce the publication of the sixth issue of my fanzine, Echoes From Fomalhaut. This is a 44-page zine dedicated to adventures and GM-friendly campaign materials for Advanced old-school rules, with cover art by Stefan Poag and illustrations by Denis McCarthy, Stefan Poag, and the Dead Victorians.

This issue holds a special significance for me, containing materials I have been hoping to publish for many years. The City of Vultures, a sinful, crumbling metropolis ruled by bizarre customs and malevolent conspiracies, has been the setting for three campaigns and multiple one-off games I have refereed. So far, precious little of these adventures have seen publication: by the time they were ready for release, both flagship old-school fanzines had folded, and I was left without a publication venue – clearly, it was simultaneously too big and too fragmentary to fit a single module. You could say I needed my own fanzine to make it happen – and here we are. Welcome to the City of Vultures!

The current issue offers a primer on the city, introducing its cruel gods, weird customs and labyrinthine secret societies. This article is reprinted from Knockspell, but updated and expanded to reflect the multiple years of play that has taken place since, and accompanied by a dual city/wilderness map with player-level detail. Some notes are also offered on the lands surrounding the City – these wilderness modules (there are two maps’ worth of them) are also forthcoming in later issues. The main focus of Echoes #06, however, is The Gallery of Rising Tombs, describing one of the four major Underworld complexes beneath the Beggars’ District. This is not a single dungeon; rather, an interconnected maze of entrance levels (three of them), sub-levels and side-complexes, for a total of 81 keyed areas. This scenario is suitable for characters of quite different power (but mostly in the 4-6 range). From a disreputable caravanserai to the under-temple of the rat-god and the domain of a damned warrior yearning for his lost love, mysterious discoveries and horrible death await in equal measure in… The Gallery of Rising Tombs!

Gaming dice not included
From the Isle of Erillion, this issue brings you an enchanted forest. The Wandering Glade is of no place and every place, appearing at different points of the land. For some, the glade is a place to seek lost treasures and hidden knowledge. For some, it is a site for nighttime revels and human sacrifice. And for some, it is a trap with no easy way out. Yet there is something about the place which no living being has discovered… yet! This wilderness adventure for 4th to 6th level characters (but suitable for repeat incursions at different character levels) describes the twisting trails and hidden clearings of this arboreal realm, as well as a hidden mini-dungeon for those who would seek its ultimate secrets (26 + 13 keyed areas). And, finally, if you need to kill things properly, there is The Armoury, a storehouse of 30 magical weapons. Confound your foes with The Sword of Barriers, master the treacherous Axe of Many Runes, or take up the choice of champions, mighty Frogbringer!

The print version of the fanzine is available from my Bigcartel store; the PDF edition will be published through RPGNow with a few months’ delay. As always, customers who buy the print edition will receive the PDF version free of charge.

IMPORTANT SHIPPING NOTE: Due to project meetings and conference season, orders between September 28 and October 11 may ship with some delay. I will try to do my best, but I will spend most of this time out of town.

Friday, 5 April 2019

[ZINE] Echoes From Fomalhaut #05 & The Lost Valley of Kishar (NOW AVAILABLE!)

Echoes From Fomalhaut #05 / The Lost Valley of Kishar

I am pleased to announce the publication of the fifth issue of my fanzine, Echoes From Fomalhaut. As before, this is a 40-page zine dedicated to adventures and GM-friendly campaign materials for Advanced old-school rules, with cover art by and illustrations by Denis McCarthy, Stefan Poag, and the Dead Victorians.

In The Enchantment o Vashundara, I am happy to welcome Zsolt Varga, who has written the titular adventure, the runner up in a module writing competition I was judging last Autumn. Adventure and wonder await those who would venture into the palace of a god, and free him from his current predicament… or leave him to his fate and make off with his treasures? This 3rd to 4th level scenario shows that you don’t have to be a lord or patriarch to visit strange otherworlds, or have a hand in the fate of deities.

Echoes #05
Returning to the Isle of Erillion, two of its small towns are presented in a manner inviting adventure, conflict, and player engagement. The Divided Town of Tirwas is an overgrown village in the north, where old communal customs clash with the rule of the feudal Landlords who have seized power and divided the town among themselves. 18 keyed locations are described with adventure hooks and NPC notes, and just enough detail to get going. Further adventures await under Tirwas in Plunder of the Stone Sacks, a dungeon scenario for 3rd to 5th level (45 keyed locations). The Stone Sacks, a set of limestone caverns, were once used as a communal shelter from sea raiders, and are now used for storage, or lie abandoned. Yet strange things are afoot and there may be more to the place than meets the eye… Finally, in Sleepy Haven, everything is fine. Or is it? Visit the sleeping fishing community to find out (8 keyed locations).

While both towns were created for the Isle of Erillion (described in Echoes #02-04), they should also be easy enough to use in a modular fashion, placed in a campaign setting of your own. Player maps for Tirwas and Sleepy Haven are provided on the obverse and reverse of this issue’s map supplement, included with all purchases.

The print version of the fanzine is available from my Bigcartel store; the PDF edition will be published through DriveThruRPG with a few months’ delay. As always, customers who buy the print edition will receive the PDF version free of charge.

***

The Lost Valley of Kishar
But that is not all! In addition to Echoes #05, I am also pleased to announce the publication of The Lost Valley of Kishar, a 32-page adventure module for 6th to 8th level characters, and the winner of the 2018 adventure writing contest. Venture into a lost world of savage beasts and ancient sorceries – and discover an old mystery from beyond the stars! Whether you have come for the strange fruits of an enchanted tree, in pursuit of a great winged ape, the gold of a lost temple or a magic mirror, glory and death await in equal measure in… The Lost Valley of Kishar!

“Somewhere, only a few days’ travel from a busy trade route, there lies a valley surrounded by untamed wilderness. It is surrounded by cliffs forming the shape a ring, unnaturally steep and tall, as if they had been wrought by human hand. No one remembers who had originally erected the ruins standing within the valley, and who had nurtured the wondrous tree which had once drawn pilgrims from distant lands. Kishar’s priestesses have been long forgotten – but the tree’s blessed radiance persists. As if under an odd compulsion, all manner of beasts have been drawn to the valley, and in time, there emerged others. Those who came from far beyond human imagination, and were already here before the first priestesses…”

***

Shipping note: Do note that due to postage cost changes, a flat shipping fee is in effect: you will pay the same whether you order one, two, or more items (larger orders may be split into multiple packages and shipped individually – this does not affect the shipping fee).

Thursday, 24 January 2019

[ZINE] Echoes From Fomalhaut #04 (NOW AVAILABLE!)


Revenge of the Frogs
I am pleased to announce the publication of the fourth issue of my fanzine, Echoes From Fomalhaut. As before, this is a zine dedicated to adventures and GM-friendly campaign materials for Advanced old-school rules, with cover art by Matthew Ray, and illustrations by Denis McCarthy, Stefan Poag, Andrew Walter, and others. 

Revenge of the Frogs is, of course, dedicated to the best monsters in gaming, and it ain’t dragons! The titular adventure module takes the characters to Silvash, a dying port town facing a batrachian menace, and beyond to a weird swampland inhabited by strange inhabitants, and teeming with… but let that be a surprise. 

Those who do not find frogs to their liking shall surely find solace in the fact that Echoes #04 also presents a small city state. Arfel: City State of the Charnel God is a small city ruled by the cult of a dead god, but administered by the living – and those who would come between them might find either riches or an unpleasant death! A fold-out player’s map of the city state forms this issue’s map supplement. 

This issue concludes the hex key of the Isle of Erillion. Feudal lords, tiny settlements lost in the wilderness, and enigmas of nature and magic await in deep forests, forbidding mountains, and on the high seas. As before, Erillion may be used as a sandbox of its own, or incorporated into the GM’s preferred setting. 

And if you like lasers, there are lasers! Previously published on this blog, The Technological Table is a repository of technological instruments, from futuristic weaponry to the sinister relics of an advanced age. 

The print version of the fanzine is available from my Bigcartel store; the PDF edition will be published through RPGNow with a few months’ delay. As always, customers who buy the print edition will receive the PDF version free of charge.

Saturday, 29 September 2018

[ZINE] Echoes From Fomalhaut #03 (NOW AVAILABLE!)

Blood, Death, and Tourism!
I am pleased to announce the publication of the third issue of Echoes From Fomalhaut. As before, this is a zine dedicated to adventures and GM-friendly campaign materials for Advanced old-school rules, with illustrations by Stefan Poag (who did the cover for this issue), Denis McCarthy, and various long-dead Victorians. 

Blood, Death, and Tourism is centred around two longer articles. The first is an adventure module set on Tridentfish Island, an exotic island resort gone to rot, and currently being rediscovered by visitors from a sinful and decadent city state. Ancient mysteries and perplexing discoveries await! This article is the first published adventure from our City of Vultures campaign (the second on the world of Fomalhaut). Further issues will explore the city and the nearby lands in more detail.

The other large article describes the eastern half of the Isle of Erillion, with its ruins, castles, mysterious forests and inhabited settlements. From the city of Baklin to an archipelago of pirates and Northman raiders; and from gloomy highlands to magical forests, the hex entries provide half of a vanilla fantasy setting suitable for sandbox play. Erillion is easy to use on its own, or to place within the GM’s milieu of choice. The issue also includes a fold-out hex map of the island (the less accurate and less detailed player’s map was published in Issue #02).

Two smaller articles are also included: one adapts the beasts of Wizardry VII: Crusaders of the Dark Savant to Advanced old-school rules, while the other presents a mystery from the wastelands of Fomalhaut. What is the Great Wheel and who are the hosts who follow on its trail of devastation? The answer to at least one of these questions is revealed in Echoes #03!

The print version of the fanzine is available from my Bigcartel store; the PDF edition will be published through RPGNow with a few months’ delay. As always, customers who buy the print edition will receive the PDF version free of charge.

Saturday, 10 March 2018

[ZINE] Catalogue

Echoes From Fomalhaut #08: Welcome to Castle Sullogh

Welcome to Castle Sullogh
A 52-page fanzine featuring adventures and GM-friendly campaign materials for Advanced old-school RPG rules, with cover art by Stefan Poag, and illustrations by Denis McCarthy, Graphite Prime, and the Dead Victorians. This issue contains...

Yrrtwano’s Repose: The great hunter Lord Yrrtwano sleeps uneasy under the ruined husk of Varorlum Manor – if you dare disturb his rest, his enchanted horn may be yours! Dungeon module for 3rd to 4th level characters, 15 keyed loations.

You Meet in a Tavern…: and then what? Start campaigns with a bang using a tried and true cliché!

Castle Sullogh: A fabled castle reputed to be as old as mankind has lived on the Isle of Erillion (and perhaps older), now ruined but not at all abandoned. Four levels with 55 keyed areas containing challenges for 5th to 9th level characters, including a strange museum created by a famous adventuress, a tower of three powerful witches, and an old mystery. Beware the sullogh!

Thasan: Beyond the City of Vultures: Hex-crawl guide to the strange lands of Thasan surrounding the sinful city, describing its burning wastelands, glittering seas, ruined cities and bizarre phantasms in 103 keyed locations.

Two map sheets: one with a map of Castle Sullogh, one with the lands of Thasan – and a separate sheet with a colour player’s hex map of the Isle of Erillion!

Baklin: Jewel of the Seas

Baklin: Jewel of the Seas
A 72-page setting guide and adventure module for low to mid-level player characters, Baklin: Jewel of the Seas describes a medium-sized merchant city, including its rulers, criminal underworld, establishments, and three-level Undercity. Baklin is meant as both a campaign hub a party can depart from and return to (with numerous hooks for wilderness adventures), and as a complex adventure location of its own. It can be used along with the materials published for the Isle of Erillion mini-setting (Echoes #02–05), or it can double as almost any neutral-aligned port town in your own setting.

In any case, Baklin is meant to be played: it is focused on city intrigue, exploration, and dungeon crawling. Go shopping for great deals in port or at the stores of the reclusive Masters’ Guild; be careful not to fall afoul of the Sea Laws or anger the Knights of Yolanthus Kar; discover what lurks in the Tower of Gulls; and brave the Shrine of Roxana and the Thrones of Judgement!

This is two identical-length modules in one: a city guide with 39 major locations and a dungeon setting with 112 keyed areas, connected and bound together via multiple secret entrances, plot threads, and NPC agendas.

“Oh Baklin, Jewel of the Seas, great gateway of Erillion! Minstrels sing of its wealth and marine power; and of the refinement and taste of its magnates and nobility. Minstrels of all kinds, of course, are prone to grandiloquence; and perhaps Baklin is neither as mighty nor as fair as the ballads claim. And yet, there is reason the minstrels sing so, for Baklin has wealthy patrons, its fleet is not inconsiderable – and are its streets not the loveliest within so many weeks of travel? Indeed, those who brave the high seas often believe so… and they will gladly pay for a song to remember their visit. This booklet presents a complete city supplements describing the streets, personalities, and conflicts of a bustling port town, from the heights of power to the deepest undercellars. In Baklin, all streets lead to adventure – and a single life would not be enough to complete all of them.”

This supplement has been illustrated by Denis McCarthy (who also did the cover), Stefan Poag, Graphite Prime, Jerry Boucher, and the Dead Victorians.

Trail of the Sea Demon

Trail of the Sea Demon
Trail of the Sea Demon is a 32-page collection of three loosely connected weird fantasy scenarios for 3rd to 5th level characters. These mini-adventures revolve around a secretive mystery-religion, and the hidden paths which lead to it in a fantastic, labyrinthine city. They can be inserted into any gloomy fantasy metropolis, and may be smoothly integrated into an ongoing campaign. The three scenarios are:

The House of Rogat Demazien: The mysterious sculptor and magician is out of town, and his house lies unguarded. What treasures and dangers are to be found in the Beggars’ Quarter, and where does it all lead to? 37 keyed areas.

Temple of the Sea Demon: Hidden somewhere in the city, a strange temple awaits. Who will outwit the secretive priests and magical guardians to claim its treasures, and who will risk the wrath of the Sea Demon doing so? 19 keyed areas.

Shadow Court: a true bazaar of the bizarre where shadowy merchants mingle with those looking for exotic wares – and deceit lurks around every corner. Yet why does nobody here speak of the abandoned garden shrine and its nightly visitors? 20 keyed areas, and the strange merchants of Shadow Court are revealed in this module!

“The Temple has stood in an abandoned plaza since time immemorial. It is part of the city, but no known street or alleyway leads to it. Only those who wait for the appointed time can embark on a pilgrimage of shadows and dreams to walk new ways through the silent and dark city. It is said that only a select few know the way except for the fanatical priests who worship the destructive powers of the sea. Those who have sought the Sea Demon’s advice seek it rarely; those who seek its riches have never returned to tell the tale. But now, the city’s past may grant a key to solve an occult mystery… Trail of the Sea Demon is a collection of three short adventures concerning the way to the Sea Demon’s sinister temple, the secrets and perils that await therein, and what may follow afterwards.”

Originally published in Fight On! magazine, these adventures have been revised and expanded based on further play, and presented in an accessible, user-friendly format in the current edition, with new illustrations by Peter Mullen (whose cover is one for the ages), Graphite Prime, Jerry Boucher, and Stefan Poag.

In the Shadow of the City-God

In the Shadow of the
City-God
A 32-page adventure module for 3rd to 4th level player characters, In the Shadow of the City-God combines urban intrigue, cloak-and-dagger action, and dungeon crawling in a single package. Visit Mur, a city-state worshipped and forever constructed by its citizens as a living god, and discover the secrets the scheming noble families do not want you to know. Inspired by Shakespeare and the bloody renaissance authors who had preceded him, Mur is one of the great charismatic locations in fantasy RPGs, and an excellent place to set your own adventures – after you have played this one. Visit Mur’s sights, and descend into three dungeons crisscrossing its convoluted undercity. Also included is The Valley of the Skull, a wilderness adventure taking you to a lost world designed by a mad emperor, and a fold-out player’s map of the city of Mur.

“Mur’s fortunes have been built on tear salt, and merchants from distant lands travel to the city for this healing elixir. There are two tear salt springs in town, owned by two rival patrician families: the Falconi and the Capullo. Mur’s laws forbid open conflict, and like most crimes against citizens, the punishment for breaking the peace is severe: live entombment within the living city’s ever-growing walls! Nevertheless, cloak-and-dagger intrigue always claims new victims, and discord between the two families has now escalated into almost open warfare after the elderly Ercol Falconi’s young wife has disappeared. Time is ticking away, and only a bold company of outsiders can resolve the feuds and discover the masterminds behind it all… under the watchful eyes of the City-God!”

This module by Istvan Boldog-Bernad has been translated into the English, with illustrations by Denis McCarthy (who also did the cover), Stefan Poag, and the Dead Victorians.

Reviews:
Bryce Lynch, Ten Foot Pole: "I’m ending this review early to go pass out. It’s the day after election, I’ve been ignoring all of the news channels and instead drinking."

Echoes From Fomalhaut #07: From Beneath the Glacier

From Beneath
the Glacier
A 40-page fanzine featuring adventures and GM-friendly campaign materials for Advanced old-school RPG rules, with cover art by Matthew Ray, and illustrations by Denis McCarthy, Stefan Poag, Graphite Prime and the Dead Victorians. This issue contains...

From Beneath the Glacier: Venture into the ice caves underneath a melting glacier, and discover the source of the nighttime raids on the mountain valleys. Dungeon module for 5th to 7th level characters, 21 keyed loations.

The Hecatomb of Morthevole: Morthevole has skeletons in the basement, and he needs to have them cleared out. Fun side job soon turns into horrible slaughterfest. Mini-dungeon for 2nd to 4th level adventurers (or plucky first-levelers!), 12 keyed locations.

The Tomb of Ali Shulwar: An article presenting one of the major Underworld complexes beneath the City of Vultures. Two entrance levels, three main levels and multiple sub-levels, from the hideouts of fantastic conspiracies to locked-away secrets and an enchanted forest beneath the face of the earth! 4th to 6th level (mostly), 66 keyed areas.

The White Hand: Crime-fighting vigilante organisation or armed thugs carrying out extrajudicial killings? Or something much worse? Look behind the face of this secret society and those who seek to control its every movement in this article.

Review:
Bryce Lynch, Ten Foot Pole: "The preview, at ten pages, shows you sixteen of the glacier rooms as well as the map. It’s a great preview."

Castle Xyntillan

Castle Xyntillan
“The immense, rambling complex of Castle Xyntillan has stood in its mountain valley for many years. Built over several generations, it has now been deserted by its former owners, and left to time and the elements. However, that is not the end of the story, for Xyntillan’s fabulous treasures and Machiavellian deathtraps continue to fascinate the fortune-seekers of a dozen lands – and never mind the ghost stories!”

A 132-page hardcover describing the three massive levels of the eponymous funhouse megadungeon, Castle Xyntillan has been designed for the Swords&Wizardry game, and is suitable for 1st to 6th level characters. Built on surrealism and dream logic, Castle Xyntillan has been designed to be versatile, open-ended, complex, and accessible - and always a bit mysterious. From the soaring tower of the Donjon to the inky depths of the Oubliette (and beyond), this module should provide ample opportunities for exploration, confrontation, and subterfuge. Whether you would like a dungeon for one-off expeditions and convention play, or repeated forays and full campaigns, this book should suit the demands of your campaign!

With cover art by Peter Mullen, and interior illustrations by Denis McCarthy, Stefan Poag, Peter Mullen (again) and The Dead Victorians, Castle Xyntillan ships with four map sheets featuring GM’s and player’s cartography of the labyrinthine complex (the work of Robert S. Conley).

Reviews:
Grodog, From Kuroth's Quill (part 1, part 2): "Castle Xyntillan is a brilliant product, and it achieves what I wish T1-4 The Temple of Elemental Evil had turned out to be---a living, breathing large-scale adventuring environment with a distinct flavor of its own that calls out to me to fill it out further!"

James Mishler, Adventures in Gaming: "Castle Xyntillan goes a step beyond mere homage, and creates a new pinnacle from which to measure "Fun-house Dungeons." It is the Ultimate Gothic Fun-house Dungeon; it is an instant classic. It is the kind of game book that you can lose yourself in for hours, as you trace all the interconnected characters and situations presented in the adventure. It is so thorough -- and yet, still so eminently and easily playable -- that one must assume that Gabor Lux discovered some lost classic of Gothic horror and cribbed off of it to create this huge, ruined pile of awesomeness."

Bryce Lynch, Ten Foot Pole: "A perfect OD&D product, with whimsy and wonder without going off in to Funhouse territory."

The Byzantine, Espharel: "The content inside doesn't disappoint. It oozes flavor, and there's no shortage of ideas I've already stolen. Joseph Manola, in the ever-useful post 'Conceptual Density', asks how many actual ideas there are on each page. For my money, Castle Xyntillan maintains a solid rate of at least one per page. (...) The real draw here, especially for analysis, is the layout."

Echoes From Fomalhaut #06: The Gallery of Rising Tombs

The Gallery of Rising Tombs
A 44-page fanzine featuring adventures and GM-friendly campaign materials for Advanced old-school RPG rules, with cover art by Stefan Poag, and illustrations by Denis McCarthy, Stefan Poag, and the Dead Victorians. This issue contains...

The Wandering Glade: A wilderness module for (mostly) 4th to 6th level characters, describing an enchanted forest that may be found in different corners of the land, and hides lost treasures and the mysteries of bygone eras. For some, the challenge is getting in… and for some, it is getting out in one piece! 26+13 keyed locations.

The City of Vultures: Visit the decaying metropolis of the City of Vultures, domain of the great Mirvander Khan, where every street conceals a lure for the unwary, and where fabulous wealth and grinding poverty exist side by side! This primer introduces the City and its subjugated rivals, its coterie of gods and mystery cults, its peculiar customs, and the conspiracies which lurk behind the façade of its crumbling buildings.

The Gallery of Rising Tombs: An article presenting one of the four great Underworld complexes beneath the City of Vultures. Three entrance levels and numerous sub-levels combine for dungeoneering over 81 keyed areas; from a seedy caravanserai to the under-temple of the rat god, the domain of a damned warrior yearning for his lost love, and more! Characters level 4 to 6 (but sufficiently open-ended to accommodate greater power differences).

The Armoury: A storehouse of 30 enchanted weapons. Confound your foes with The Sword of Barriers, master the treacherous Axe of Many Runes, or take up the choice of champions, mighty Frogbringer!

Also... a double-sided players' map of the City of Vultures, as well as the arid lands of Thasan!

The Nocturnal Table

The Nocturnal Table
A 60-page game aid dedicated to city-based adventures, lavishly illustrated by Matthew Ray (cover), Peter Mullen, Stefan Poag and Denis McCarthy. This is a game aid designed for regular table use, and formatted to be comfortable and accessible, offering a handy guide to design and run adventure scenarios in a large, sinful city filled with action and intrigue.

“The City is a maze. A labyrinth of alleyways, plazas, shortcuts and hidden thoroughfares, it isn’t any less treacherous to navigate than a dungeon. At least during the day, the worst one can expect is a greedy patrol of guards eager for a shakedown, or a thief in the crowd, ready to make a grab and run for it. At night, the sensible and the timid hurry home and bolt their doors. Ecstatic revellers, madmen, assassins, religious fanatics, thrill-seekers, enigmatic apparitions and tiger-headed opium nightmares prowl the streets. And the guards are still not helping. The Nocturnal Table is a supplement intended to bring you this city by way of an encounter system, random inspiration tables, NPC and monster statistics, as well as a giant nighttime random encounter table, whose three hundred entries can serve as interludes as well as springboards for complicated investigative scenarios and fantastic conspiracies.”

At the core of The Nocturnal Table is a 300-entry table of random encounters and odd events you can run into at night in a busy fantasy metropolis. From a patrol of guards carrying a slain comrade, to a sinister beggar-catcher soliciting the aid of dishonest adventurers, or a skeleton covered in grey ooze, its eyes glittering gemstones shambling towards the party, all the wonder and menace of a city-crawl are at hand. But that is not all. With The Nocturnal Table, you can…
  • ...create general encounters with the aid of a comprehensive encounter system…
  • …generate merchants selling strange and fantastic goods (as seen in Echoes From Fomalhaut #01)…
  • …find out what’s in their pockets…
  • …generate local colour on the fly…
  • …stock warehouses with exotic goods to plunder…
  • …and set up secret meetings and investigation sites!
Guidelines are also offered to re-use the encounters and chart contents for the construction of bizarre plotlines and sinister conspiracies which rule from the shadows… while the City sleeps. All that, and more are at your disposal in… The Nocturnal Table!

Echoes From Fomalhaut #05: The Enchantment of Vashundara

The Enchantment of Vashundara
A 40-page fanzine featuring adventures and GM-friendly campaign materials for Advanced old-school RPG rules, with cover art and illustrations by Denis McCarthy, Stefan Poag, and the Dead Victorians. This issue contains... 

The Enchantment of Vashundara: An otherworldly adventure module for 3rd to 4th level PCs. Explore the fabulous palace of a god in peril, brave its dangers and outwit the invaders who have seized it for their own evil purposes… or die trying. 21 keyed locations. 

The Divided Town of Tirwas: Once an overgrown village governed by communal customs, and now a small town divided among a group of feudal Landlords, Tirwas is a place of perpetual tension. Can it be changed for the good, or can its hidden conflicts be exploited for personal gain? The answer lies in your scenarios, and your players’ decisions. 18 keyed locations. 

Plunder of the Stone Sacks: Formerly a set of communal shelters under the town of Tirwas, now a half-abandoned set of storerooms and a repository of discarded things. A dungeon module for 3rd to 5th level characters, 45 keyed locations. 

All is Well in Sleepy Haven: An idyllic, quiet little coastal town – an ideal springboard for adventures on the high seas, or in the monster-haunted wilderness. Or does something more insidious lurk in this friendly community? Is Sleepy Haven’s peace and quiet a comfortable illusion? You be the Judge. 8 keyed locations.

The Lost Valley of Kishar

The Lost Valley of Kishar
A 32-page adventure module for 6th to 8th level player characters, The Lost Valley of Kishar is a wilderness scenario with multiple mini-dungeons spread out over 28 keyed locations. Venture into a lost world of savage beasts and ancient sorceries – and discover an old mystery from beyond the stars! Whether you have come for the strange fruits of an enchanted tree, in pursuit of a great winged ape, the gold of a lost temple or a magic mirror, glory and death await in equal measure in… The Lost Valley of Kishar!

“Somewhere, only a few days’ travel from a busy trade route, there lies a valley surrounded by untamed wilderness. It is surrounded by cliffs forming the shape a ring, unnaturally steep and tall, as if they had been wrought by human hand. No one remembers who had originally erected the ruins standing within the valley, and who had nurtured the wondrous tree which had once drawn pilgrims from distant lands. Kishar’s priestesses have been long forgotten – but the tree’s blessed radiance persists. As if under an odd compulsion, all manner of beasts have been drawn to the valley, and in time, there emerged others. Those who came from far beyond human imagination, and were already here before the first priestesses…”



This module by Gabor Csomos was originally written for a 2018 adventure writing contest, where it won first place. This edition has been translated into the English, with illustrations by Peter Mullen (who also did the cover), Stefan Poag, and Denis McCarthy.

Reviews:

Edgewise, Artifacts and Relics: "There are a lot of different genre elements that manage to hang together well - winged apes, science fantasy, liches and curses - it's all there. And the organization is tight; Lost Valley gets in and out in 36 pages. It's not dry and it never overstays its welcome, and its all digestible enough for a GM to quickly get the big picture."
Jeremy, OSR News and Reviews: "The Lost Valley of Kishar represents both the best and worst of the OSR. It's clearly a labor of love, but at the same time, also really pretentious, cliched, and overpriced. Most importantly, there's really no legitimate reason for the players to get involved, as there is really no reward, just misery tourism. But that's something much of the OSR seems to love for some reason, so YMMV. "
Bryce Lynch, Ten Foot Pole: "I might liken it to an older Judges Guild product, like Dark Tower. You have to fight the text a little to get the big picture of whats going on and that makes immediate understanding suffer. But, in both cases, the content is worth it. (...) Still, it’s a pretty good lost valley adventure. Lots going on. The setups are understandable, easy for the DM to grok. They interact with each other. It’s got a lot of tough shit running around to overcome. (And may be a little light on the treasure for a 1E game …) It’s also taken the single-column format about as far as it can go. I don’t think you could make some of the encounters any longer and preserve usability. "


Echoes From Fomalhaut #04: Revenge of the Frogs


Revenge of the Frogs
A 40-page fanzine featuring adventures and GM-friendly campaign materials for Advanced old-school RPG rules, with cover art by Matthew Ray, and illustrations by Denis McCarthy, Stefan Poag, and Andrew Walter. This issue contains... 

The Technological Table: Destructive futuristic weapons and sinister technological artifacts from Fomalhaut’s fallen utopias and underworld realms. 

Revenge of the Frogs: A wilderness adventure module for 3rd to 5th level PCs. Certain doom awaits the dying port town of Silvash, and its only chance of survival lies in the marshlands, a place of bizarre inhabitants, labyrinthine waterways, and lots and lots of… well, let’s not spoil it. 16 keyed locations.

Arfel: City State of the Charnel God: Dominated by a great temple-complex that forms a vast necropolis, death looms over Arfel like a funereal shroud. Yet beyond the haunts of the veiled priests and the silent palaces of a reclusive aristocracy, the alleyways are busy both day and night, and adventure awaits those who would explore the city’s mysteries. 20 keyed locations.

Erillion, West: an article describing the western half of the Isle of Erillion, from lost places of pilgrimage to brooding manor houses, and lowly bandits’ nests to sites of high wizardry. 
Also... a detailed fold-out players’ map of the City State of Arfel!

Echoes From Fomalhaut #03: Blood, Death, and Tourism

Blood, Death, and Tourism
A 44-page fanzine featuring adventures and GM-friendly campaign materials for Advanced old-school RPG rules, with artwork by Stefan Poag, Denis McCarthy, and more. This issue contains... 

The Great Wheel: A mighty 50’ wheel rolls through the wastelands of Fomalhaut, destroying all in its path, and followed by a ragged host of raiders, fanatics, desperate camp followers and wily opportunists. What purpose drives this great device, and who are its followers? 

Terror on Tridentfish Island: A 3rd to 5th level sword&sorcery module set on a formerly wealthy resort island, dotted with ruined pleasure palaces, enigmatic caverns, and the relics of a bygone age. 17 keyed locations plus two mini-dungeons. 

Monsters of Wizardry: a collection of monsters adapted from the excellent CRPG, Wizardry VII: Crusaders of the Dark Savant. 

Erillion, East: an article describing the eastern half of the Isle of Erillion, from the city of Baklin to the island kingdoms of the Northmen, and from gloomy highlands to enchanted forests. 

Also... a detailed fold-out GM’s map of the Isle of Erillion!

Reviews:

Pookie, Reviews From R'lyeh: "Overall, Echoes From Fomalhaut #03: Blood, Death, and Tourism pulls away from the ‘vanila’ fantasy of previous issue and in doing begins to give the fanzine more of a focus, more of an identity, and more of a reason to want to read future issues. That can only bode well for future issues."

Echoes From Fomalhaut #02: Gont, Nest of Spies

Gont, Nest of Spies
A 44-page fanzine featuring adventures and GM-friendly campaign materials for Advanced old-school RPG rules, with artwork by Denis McCarthy, Matthew J. Finch, Stefan Poag, Andrew Walter and more. This issue contains...

The Four Wives of Xantun: fantasy scenario in the Dreamlands for 2nd to 4th level characters – what haunts the city-state of Hlanith, what does it have to do with lost love, and what is it about those flowers?

A Guide to Erillion: an introduction to the Isle of Erillion, a vanilla fantasy mini-campaign setting.

Eldritch Experiments: what happens when the PCs find an abandoned laboratory and start experimenting?

Does Energy Drain Suck? (and what to do about it)

Gont, Nest of Spies: all is not what it seems in the port town of Gont. Features adventure hooks, 21 keyed locations, treacherous NPCs and a lot of ways to get into trouble.

Down the Smugglers’ Walk: the tunnels and dungeons beneath Gont, and the secrets they harbour. 40 keyed locations from underground fighting rings to gateways to other worlds!

The Swine Lord: a small wilderness scenario for 4th to 6th level characters, featuring a valley with an unwholesome reputation, and those who aren’t bothered by it. 11 keyed locations.

Also... a fold-out players’ map of the Isle of Erillion, and of the town of Gont!

Reviews:
Pookie, Reviews From R'lyeh: "Echoes From Fomalhaut #02: Gont, Nest of Spies is certainly lives up to the author’s aim of it being designed to present ‘good vanilla’, that is, standard fantasy, but with a heart. It presents good material in the main, but it feels just slightly bland, as if there should be stronger hook or reason for a gamer to want to use that material."

The Barbarian King

The Barbarian King
A 20-page adventure module for 4th to 6th level player characters, The Barbarian King pits the company against the ruined empire of the mountain barbarians... and the evil that still slumbers therein! This gloomy wilderness and dungeon scenario features deals with malevolent and ultra-powerful spirits, the burial places of a now defeated people, shadowy hosts and deadly traps. 

First published in 2002 as a standalone mini-module and in 2011 in an expanded version in Fight On! magazine, The Barbarian King has seen quite a lot of play in those sixteen years (and held up rather well at the table). It has been disassembled, reassembled, bootlegged on the DM’s Guild (no kidding) and put back together again. This edition has been re-edited for easy use, and includes illustrations by Matthew Ray (who also did the cover art), Stefan Poag and Denis McCarthy.

Reviews:
  • Bryce Lynch (2011 version): "This is a decent adventure; I was pretty happy with it."
  • Bryce Lynch (2018 version)"It’s got a GREAT vibe going on, and Gabor takes things just a little bit further than usual for an adventure, thinking about things just enough more to make things make sense. It’s a good adventure."
  • Prince of Nothing: "Barbarian King is a module with a feel so classic it should have been written with a typewriter and printed on cheap paper."
Echoes From Fomalhaut #01: Beware the Beekeeper!

Beware the Beekeeper!
A 40-page fanzine featuring adventures and GM-friendly campaign materials for Advanced old-school RPG rules, with artwork by Denis McCarthy, Stefan Poag, and past masters. This issue contains...

Bazaar of the Bizarre: a 1d100 table to generate strange merchants, with caravan guidelines.

The Rules of the Game: sets out the conventions followed in the zine.

The Singing Caverns: a two-level cavern system with 49 keyed areas, inhabited by orcs, bandits, and the mysteries of a bygone age. 2nd to 4th level.

Philtres & Dusts: a sampler of magical potions and dusts.

Red Mound: a mysterious adventure location found in the wastelands.

Morale & Men: a simple, fun set of follower and morale rules, written by two guest-authors.

The Mysterious Manor: the dilapidated manor house of an extinct noble family, now with new occupants... or is there more to it? 23 keyed areas, 2nd to 4th level.

Also... an unkeyed city map! (extra fold-out supplement)

Reviews: 
  • Steve C, Google+"This is a great example of what I love about RPG zines and the DIY OSR community: creator-written and published gaming material with a unique flavor and feel to it."
  • Pookie, Reviews From R'lyeh: "In setting out to offer ‘good vanilla’, that is, standard fantasy, but with a heart, the issue has certainly achieved that. (...) Echoes From Fomalhaut #01: Beware the Beekeeper! is an assured first issue whose teething problems will be easy to overcome for the second issue."
  • Vorpal Mace: "Don't let the small size fool you: this baby is jam-packed with actually useful articles."
  • Ynas Midgard: "Gábor aims for "good vanilla", and it is indeed some very sweet vanilla."
  • Bryce Lynch: "Terse writing, interesting encounters and a good map all combine to create a delightful little complex to explore … reminding me more than a bit of Thracia. Could there be a higher compliment?"
  • Ben L.: "While I have more nuanced things to say below, the basic message is: it's packed to the gills with fantastic stuff. It has the spirit of the best early Judge's Guild stuff and a quirky sword & sorcery flavor. If you like that sort of thing you would be a fool not to buy it."
  • Plus One Longsword: "Echoes From Fomalhaut has a lot to offer those ready to delve into its fun, and unique content. Multiple adventures with a surprising amount of care and consideration put into them, as well as useful tables and great art, this zine rolled a natural 20 for sure. I thought this to be a great first installment to a successful zine."
Yes, there is a downloadable sample!


You can buy these items at my Bigcartel store. They are also sold as PDFs on RPGNow with a delay of a few months.
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