Showing posts with label zine. Show all posts
Showing posts with label zine. Show all posts

Saturday, 22 August 2026

[ZINE] Echoes From Fomalhaut #15: The Gardening Issue (NOW AVAILABLE!), US Shipping Options

Echoes From Fomalhaut #15

I am pleased to announce the publication of the fifteenth issue of my fanzine, Echoes From Fomalhaut. This is a 64-page zine dedicated to adventures and GM-friendly campaign materials for OSRIC and other old-school systems. The cover art was provided by Graphite Prime, and the interiors by Ferenc Fabian, Cameron Hawkey, Jason Blasso, and the Dead Victorians. The current issue features a larger wilderness scenario, a port town, two  smaller articles, and plenty of gardening advice! The following materials are included:

The Hanging Gardens of Pasquino Babilonio (levels 4–6, 32 keyed areas), a large wilderness scenario set in a mysterious hanging garden left behind from the late days of the Empire. A masterwork of garden design, this place is more than it seems, and hides a long-lost secret which reveals Pasquino Babilonio’s true design.

Pellagris, Port of Plenty (35 keyed areas). A pleasant coastal town on the borders of fair Frabotia, Pellagris has survived centuries of turmoil without much destruction. An orderly mafia town and noble resort, it is a fine place to rest and plan new adventures – but there is enough local intrigue to keep a group occupied or send them on far-flung adventures.

Significant Ships: A collection of 20 ships to be encountered in port, or on the high seas.

The Garden of Punches (levels 2–4, 9+18 keyed areas), a fighting school which has taken over an abandoned village. What conflict lurks among the school’s pugilists? What is the secret of the old lighthouse? And what can we learn about gardening in this place? Find out HERE!

The Illustrious Index of Incline: A catalogue of Echoes #01 to #15, also available here.

Two foldout map sheets with player and GM maps.

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The print version of the zine 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.

US Shipping Options

Freedom is Coming!
(But Freedom Ain't Free)
I am happy to report that US shipping is once again available through my storefront. I am less happy to report that these shipping options are not yet a return to the normal shipping possibilities that were available previously. What we have for now are substandard solutions and workarounds.

Option #01 – Postal Shipping: Currently, due to the elimination of postal De Minimis exceptions last August, commercial mail, which was a cheap and reliable shipping option, is not yet available, and after a year, it is doubtful if it will be. I can currently ship to the US through commercial EMS packages. These start at a high threshold at the equivalent of $75. They scale up well, so a very large box containing most of my books is not much more expensive than one containing a single zine. Therefore, all US orders will ship for $75. I will make up the difference as a form of discount, but I cannot charge less. This is not a good way to order a single zine (for that, I may recommend Option #02), but it may make sense for a larger batch. On the upside, EMS packages ship fast, usually arriving within a week of postal dispatch.

I will keep investigating alternate shipping options; unfortunately, those I have found on the Hungarian market have not been better than the Post.

Option #02 – Ordering Through Dark Future PDX: As a shipping alternative, I can recommend checking out Dark Future PDX, where this product will be available in a few weeks. Dark Future are a small store, so they may not have everything in my catalogue all the time, but they restock regularly, and they have amassed a good reputation. They will also be carrying the forthcoming Gamemaster’s Guidelines Beyond Fomalhaut. Orders through Dark Future are also eligible for free PDFs.

The Perfidious Port of Pellagris



Saturday, 4 April 2026

[ZINE] Echoes From Fomalhaut #14: Into the Worn Lands (NOW AVAILABLE!)

Echoes From Fomalhaut #14
I am pleased to announce the publication of the fourteenth issue of my fanzine, Echoes From Fomalhaut. This is a 52-page zine dedicated to adventures and GM-friendly campaign materials for OSRIC and other old-school systems (this issue has a scenario for Swords & Wizardry). The cover art was provided by Vincentas Saladis, and the interiors by Cameron Hawkey, Graphite Prime, Jason Blasso, Ferenc Fabian, and the Dead Victorians. The current issue features two larger and two smaller scenarios, all of which are sandbox components. The following materials are included:

Dragon Isle (levels 2–4, 15 keyed areas), a complex Swords & Wizardry wilderness mini-sandbox by Istvan Boldog-Bernad. The scenario describes an island ruled by a proud society of militaristic halfling colonists. Things are of course not easy in this bucolic realm: dangerous things lurk in the hinterlands, while the halflings’ society is one where slavery is as accepted tradition as hospitality, and visitors must watch their every step. Things could go anywhere, and this is also a good base region to extend with further adventures.

The Gates of Velkos Vel (levels 4–6, 18+10+34 keyed areas), the issue’s centrepiece. Mighty Velkos Vel, stone fortress of the wasteland barbarians, rises unconquered on the edge of a region of deep canyons and rocky mesas – but there are some who would brave it still! This is a complex wilderness and dungeon scenario describing the fortress, the ancient tunnel system underneath it, as well as the surrounding wilderness. This adventure combines well with Tower of the Mad Satrap from Issue #13, or Khosura: King of the Wastelands, both located fairly close by.

The Charming Princess (levels 2–5, 15 keyed areas) is a small, modular adventure set on a plague ship that could come to any port... your port! The ship, its crew, and sinister cargo are described. “Echoes From Fomalhaut gives you the plague, you give it to your players, everyone wins.”™

The Garden of Love (levels 1–3, 13+11 keyed areas) – idyllic wine-growing village on the coast or hotbed of deceit and treachery? Picturesque art colony or Mansonesque hippy cult? And what of the nearby Canine Caverns? The scenario provides a low-level infiltration adventure in the village of Faund, suitable for all sorts of skullduggery. This is the place where the first player character died on Fomalhaut, and he is still there – sort of.

Two foldout map sheets with player and GM maps, including a full-colour players’ map of Dragon Isle by Istvan Boldog-Bernad.

NOTE: I have rather low inventory from a few other items, but reprints are on the way. Check back in a few days if you are missing something. 


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The print version of the zine 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.

NOTE TO US CUSTOMERS: Unfortunately, the US postal situation has not yet been resolved to complete satisfaction. Thus, this zine is not yet available to US customers through my online storefront until commercial mail becomes available again. As an alternative, I can recommend checking out Dark Future PDX, where this product will be available in a few weeks. A different workaround may also become available. If you would like to be notified when the seas are open again for orders through my store, please mail me at beyond.fomalhaut@gmail.com, and I will put you on the notification list.

There Will Be a Shire, Pippin,
and It Will be Won With the Sword.
Their Poppy Fields Shall Burn!


Friday, 6 June 2025

[ZINE] Echoes From Fomalhaut #13: Isle of the Ascended Ones (NOW AVAILABLE!)

Echoes From Fomalhaut #13

I am pleased to announce the publication of the thirteenth issue of my fanzine, Echoes From Fomalhaut, which will hopefully prove a lucky number. As usual, this is a 56-page zine dedicated to adventures and GM-friendly campaign materials for OSRIC and other old-school systems. The cover art was provided by Peter Mullen, and the interiors by Cameron Hawkey, Graphite Prime, Vincentas Saladis, Ferenc Fabian, and the Dead Victorians. The current issue features three scenarios tested in the forges of campaign and convention play. The following materials are included:

The Caverns of Minosauros (levels 3–5, 40 keyed areas), a dungeon adventure describjng the catacombs and caverns beneath an abandoned noble villa. The Colantonio family, one of the oldest lineages in fair Frabotia, has been known for its reclusivity, and was always haunted by a dark reputation. This adventure, with its foray into the dark underearth, reveals the rumours to be well founded!

Isle of the Ascended Ones (levels 6–9, 18+16 keyed areas), the issue’s centrepiece, is an infiltration mission to a mysterious, idyllic isle whose masters live in a futuristic sky city high above the clouds, and only maintain contact with the rest of the world with a tiny trading port. Who they are and what they really want remains unknown, but the kidnapping of Prince Zulthan, heir to a small island kingdom, provides a good opportunity to slip through the isle’s interlocking defence systems, and find out. This is a tough, complex scenario against powerful and well organised opposition outfitted with an array of futuristic killing devices, and possessing the secrets of dark sorceries and ancient technology!

Tower of the Mad Satrap (levels 4–7, 23 keyed areas) presents the ruined tower of an exiled sorcerer, which has recently become the source of winged ape attacks. The Mad Satrap may have walled himself inside in his insanity, but the tower’s guardians and deadly secrets live inside still – and things get progressively worse with the passage of time.

Two foldout map sheets with player and GM maps.

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The print version of the zine 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 Mysterious Isle


Wednesday, 5 March 2025

[SUPPLEMENT] A Voyage to Fomalhaut (NOW AVAILABLE!)

A Voyage to Fomalhaut
E.M.D.T. 100!
I am pleased to announce the publication of A Voyage to Fomalhaut, a 48-page setting primer, and the 100th EMDT release! This guide is suitable for both players and GMs, and presents a setting with strong sword & sorcery and sword & planet influences. The guide updates and expands on the 2008 writeup in Fight On! magazine #03, reflecting the one and a half decade of gaming that has taken place in the setting since that point.

“Fomalhaut is a world whose origins coincide with the discussions that formed the modern understanding of old-school gaming in the mid-2000. Inspired by the rediscovery of Judges Guild (particularly Wilderlands of High Fantasy), the “Appendix N” books, and the stranger aspects of old-school play, it is a distillation of influences that make these games distinct and powerful.

This is a setting of bold sword & sorcery, where the Techno-Hellenic age fell in destructive interstellar wars, and was succeeded by one of iron and bronze. Here, the descendants of Man have fractured into a myriad strange societies in a changed world, some warlike, some reclusive, and some surprisingly civilised. Philosophy, religion, and cultural variety are rife with exception and local colour. But “in every age, in every place, the deeds of men remain the same” – and for all its strangeness, this setting, and the adventures you can find therein, should be immediately recognisable to fans of sword & sorcery adventure.

And where adventures are concerned, Fomalhaut can offer them in abundance: in barren wastelands dotted with the remnants of fallen empires, on wine-dark seas where splendid isles and reclusive civilisations await, in teeming cities where life is cheap and the sword can gain what even money cannot buy, deep underground in forgotten vaults and subterranean lands; and perhaps even beyond – in strange dimensions and the domains of mirages and dreams. Men of many devices shall win it all, while those who shrink back shall be forever forgotten!”

More detailed setting information and a preview of the deities section is found in this post.

The booklet includes the following materials:

  • An introduction to the setting 4000 years after its foundation by a starfaring civilisation, and some 3200 after this civilisation’s downfall.
  • A writeup of Fomalhaut’s gods and ideologies, and the practices of worship for Clerics, divine champions dedicated to a god’s cause, as well as laymen. 28 deities are discussed from Kang the Thousand-Eyed, rapacious God of Adventurers; and Mereskan the Bat-God, patron of thieves; to the Followers of the LOGOS, a sect of philosophers dedicated to the arts of mathematics and geometry; and the Idolators of Dhakam, a barbarous cult worshipping crumbling idols in the wastelands.
  • A description of Fomalhaut’s regions, with its colourful mosaic of civilisations. Visit the ruined landscape of the Worn Lands, discover the mysteries of the Plateau of Ong whose cruel monks allow no stranger intruding on their domain to live, and sail seas hiding fantastic islands and fallen utopias.
  • A brief guide to adventuring in the setting, with its people – from the mammoth-hunting cavemen of the northern ice wastes to the decadent descendants of the Empire of Mung, masters of ancient technologies.
  • A two-sided setting overview map, with one side drawn by Sean Stone.

A Voyage to Fomalhaut features cover art by Peter Mullen, and interiors by Cameron Hawkey, Graphite Prime, and various Golden Age illustrators (including some by the incomparable Virginia Frances Sterrett). The print version of the supplement 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.

NOTE to Garycon attendees: the gazetteer will be available at the con at the Black Blade booth. Say hi to Allan and Jon!

Not so Beyond Anymore, is it.

Thursday, 4 July 2024

[MODULE/ZINE] Khosura: King of the Wastelands, Drifting Lands, Echoes From Fomalhaut #12 (NOW AVAILABLE!)

A Triumvirate of Adventure

I am pleased to announce the publication of three new release, including a hardcover sandbox supplement with city, dungeon and wilderness adventures; a players’ setting gazetteer, and the newest volume of my zine. That’s a handful!

Khosura: King of
the Wastelands
“Those risen against me, I pillaged their kingdoms, and placed my foot on their proud necks before the coming of the end...” Overking Srabmar, He Who Buys and Sells, is no more, and the twelve cities he has left in rubble are mere heaps of stone in a destroyed land. Yet many years later, the City-State of the Four Mysteries still stands on the shores of a salt lake, dreaming of past and future glories, from its gilded palaces to the depths of its Undercity. This is Khosura, King of the Wastelands! Visit a sword & sorcery city-state of ancient customs, dark sorceries, and secretive mystery religions – built on a wasteland wrecked by ancient wars, divine retribution, and successive cycles of harsh, tyrannical kings. Descend into an extensive Undercity, go up against treacherous mirages and cruel plans, and plunder the treasures of a land where might makes right, life is harsh, and the glory of heroes is earned at the cost of spilled blood.”

First and foremost, I am really pleased to announce the much-delayed release of Khosura: King of the Wastelands. Based on multiple campaigns in weird desert lands, this is a rather large, 164-page hardcover describing Khosura, a city-state in the world of Fomalhaut, its extensive Undercity, and the surrounding wastelands. Designed for characters of level 3–8, and compatible with OSRIC rules, the supplement offers a wide, deep playing environment (a sandbox with lots of sand in it) to set your own adventures. It includes the following materials:

  • An adventure-friendly description of the city-state of Khosura, with its customs, factions, rumours, rumour and encounter charts, and 28 keyed areas, from teeming markets to the palaces of the high and mighty!
  • An interconnected, vast Undercity divided among 8 levels and several sub-levels to a total of 176 keyed areas, including tomb-complexes, hidden holy sites, magical enigmas, and the remnants of ancient times!
  • A wilderness section describing the Desert of Regulator, a place of deadly mirages and antique ruins, in a hex-crawl format. 45 keyed hexes can serve as springboards for further adventures to crumbling ziggurats, warlike enclaves, grandiose monuments, and  places haunted by deadly dreams. Complex wilderness encounter tables are included to handle travel across the points of interest.
  • A grab-bag of supplemental materials: Stone Gullet, a wasteland outpost (and true keep on the borderland); a selection of caravans and NPCs to meet on the road; and three smaller adventures leading deep into wasteland mirages.
  • An appendix of new monsters and magic items.
  • A separate map pack of four foldout map sheets with GM and player cartography.

Khosura: King of the Wastelands is illustrated by Peter Mullen (who did the cover and various interiors), Cameron Hawkey, Graphite Prime, Vincentas Saladis, Sean Stone, as well as the Dead Victorians, the Antique Alumni, and the Robot Overlords. The cartography was done by Robert S. Conley (city and dungeon maps), Sean Stone (who did the excellent bird’s eye players’ map of the city), and myself (wilderness hex map).

Drifting Lands
“In a barbaric age where old certainties are gone, everything is possible. This booklet describes lands in turmoil. Old powers have fallen, civilisation has retreated to a few refugia, and barbarism is on the move. On the Isle of Erillion, a successful island kingdom has secured coastal footholds, but has made few inroads in the isle’s old forests and high mountains. The Twelve Kingdoms, a collection of small feudal realms, have descended into civil war and mutual destruction while an arctic empire dreams of conquest. And in the Kassadian Empire, the long decline of a high civilisation has created a landscape of rival city-states, militaristic frontier-towns, and barbarous hinterlands – against the shadows of an Empire that bitterly clings to its life. Here are lands ripe for adventure, plunder, and conquest. Here are thrones to win, dark fates to avert, and frontiers to tame – here is a world to be reshaped by the able and shrewd! And here is your opportunity!”

I am also pleased to announce Drifting Lands, a players’ gazetteer to my (more or less) vanilla fantasy setting, which has previously been released in bits and pieces over multiple zine issues as our campaigns progressed therein. This is a 52-bage booklet that expands on and consolidates these materials into a player-friendly guidebook. It includes the following materials:

  • A bird’s eye big-picture description of the setting and its known regions, from the Isle of Erillion to the Empire of Pand.
  • 34 gods and heresies, from fleet-footed Apelles, God of Messengers; and Galerius Demarcator, God of Boundaries and milestones, one of the three imperial cults; to the extinct (?) cult of the Purchased God and everyone’s favourite, the frog-god Tsathoggus. Notes are also offered on the Omnipotent Index, the Kassadian Empire’s monstrously outdated and utterly unjust legal code to classify approved and heretical religions.
  • More detailed guides to three regions, focusing on customs, places of interest, and conflicts that call for adventurers to resolve.
  • A separate map pack with six fold-out hex map sheets: players’ and GM’s cartogrtaphy for Erillion, the Twelve Kingdoms (two sheets), Kassadia (two sheets), and the blank slate Savage Peninsula.

Drifting Lands features a cover image by an unknown alumnus (culled from an ancient US college yearbook, it is a striking piece that makes quite an impression), and interior illustrations by Cameron Hawkey, Vincentas Saladis, the Dead Victorians, and the Antique Alumni.

Treasures of
the Necropolis
Also furthermore, I am pleased to announce the publication of the twelfth issue of my fanzine, Echoes From Fomalhaut. As usual, this is a 56-page zine dedicated to adventures and GM-friendly campaign materials for OSRIC and other old-school systems. It is the most lavishly illustrated issue yet, with cover art by Peter Mullen, and interior illustrations by Cameron Hawkey, Vincentas Saladis, Graphite Prime, Ferenc Fabian, the Dead Victorians, and the Antique Alumni. This issue features a varied assortment of scenarios, three of which have been tested in both campaign and convention play. The following materials are included:

  • Urmalk the Boundless (levels 3–5, 24+24 keyed areas), an open-ended, site-based adventure describing a weird necropolis next to a large city. A place of burial since primordial eras, this is a site of crumbling (and sometimes repurposed) mausoleums, catacomb passages, and more oddities. Beyond its campaign origins, the module saw extensive playtesting at Cauldron Con 2023, Society of Adventurers Con XI, and beyond. It makes for a tournament-style scenario, a side-adventure, or a permanent campaign ficture.
  • Catacombs of the Pariahs (levels 3–7, 50 keyed areas), one of the subterranean complexes beneath the City of Vultures. Located under the crooked streets of the Beggars’ District (also described), this is a section of the undercity that goes from reasonably simple to remarkably deadly. From the Court of the Pariah-King to the Domain of Virotán and the Ceramic Space, it just gets stranger and more vicious.
  • Castle of the Rose Knight (levels 5–7, 30 keyed areas), an enchanted castle found in the Twelve Kingdoms, easily glimpsed from afar, but unreachable by all but a few, this is a place to test a questing knight’s mettle! All is not what seems, and the Knight of Roses, the visitors’ mysterious host, is not someone to be trifled with.
  • Tower of the Thief (levels 3–5, 15 keyed areas): what it says on the tin – the tower of a retired thief, also located in the Beggars’ District. Sort of a small adventure site.

Two foldout map sheets with player and GM maps. While supplies last, a third sheet will also be included in orders (I accidentally sent off a wrong map file to the printer, so this became an extra).

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The print versions of the modules and the zine are 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.

Friday, 30 June 2023

[ZINE] Echoes From Fomalhaut #11 and The Well of Frogs (NOW AVAILABLE!)

Echoes From Fomalhaut #11

On Windswept Shores
I am pleased to announce the publication of the eleventh issue of my fanzine, Echoes From Fomalhaut. This is a 64-page zine dedicated to adventures and GM-friendly campaign materials for Advanced old-school rules, with cover art by Vincentas Saladis, and illustrations by Cameron Hawkey, and Graphite Prime.

This particular issue took a year to materialise, and it is therefore on the thicker side. It is also an issue dedicated to the harsh northern lands of the Twelve Kingdoms, following from the setting primer published in issue #09. This time, the zine presents hex-level descriptions from the areas where our campaign has taken place, From Brahalt to Hlute. This area encompasses a larger and a smaller island, ranging from densely populated domains to hinterlands where only gloomy remnants of once-prosperous kingdoms remain standing. As always, this is a setting for your own purposes, and a place where a band of determined aventures can accomplish much.

In addition to the hex-level writeup, the zine provides a description of the Monsters of the Isles, eight creatures commonly encountered in the Twelve Kingdoms, and in any other mist-shrouded land of your choice. Avoid the allure of the comely frost-maidens, contend with the strange thorn warriors, and strike bargains with the cunning tromes, master smiths of evil disposition (or loot their stores of enchanted weapons and armour). Even more generally, tables are provided to generate Curious Local Customs to provide basic ideas for eccentric communities living by strange codes of behaviour, and ruled by eccentric sovereigns. This is something that has seen use in multiple very different campaigns, from exotic sword & sorcery to more standard adventure fantasy.

The issue comes with two scenarios. Elven Grave (levels 5–7, 19 keyed areas) is a small tomb-robbing adventure in a ruined place of beauty, where an elven lord and his hosts were laid to rest. This is an adventure you could put on a treasure map, or just drop anywhere in an ongoing campaign.

Eimir: The Abbey’s Secret (levels 3–6, 18+31 locations) takes us to a coastal abbey where diligent but fanatical monks have built an outpost of Law, dedicated to spreading the light of civilisation to the surrounding lands. The scenario describes the abbey and the unruly community that has grown up around it, as well as a set of underground tunnels where the monks keep treasure and jealously guarded secrets. Whether the characters’ aim is infiltration, theft, rescue or just causing trouble, this is the place. Will they burn the abbey’s great library? One out of three test parties did not, so the odds are present!

The Vigil Guards Eimir's Peace

The Well of Frogs


Go down the Well.
You know you want to.
I am also pleased to announce the publication of The Well of Frogs, a 32-page city and dungeon adventure for 1st to 2nd level characters by Istvan Boldog-Bernad, with cover art by Dorottya Fulop, and illustrations by Ferenc Fabian, Vincentas Saladis, Graphite Prime, the Original Masters, and the Robot Overlords. The module describes a neighbourhood of the crumbling city of Cassidum, its teeming alleyways the haunts of thieves and lowlives. But below the surface lie worse things still, left over from the days of the old empire or repurposed by dangerous eccentrics. Visiting the underground could not be easier: the Well of Frogs, in the middle of the infamous Piazza Dei Rospi, lies in plain sight, and nobody will prevent the brave and very foolish from descending into its maw. This is a module which has killed a respectable amount of player characters in playtest, more at its debut at North Texas RPG Con, and is ready to kill again. It can be used as a one-off, or as a nexus point for an extended campaign.

“Down below, beneath Cassidum’s stinking alleys and crumbling palaces, lie twisting passages and musty chambers with the secrets of the old days, and the subterranean dens of lowlife scum. But now, sordid disappearances haunt the Piazza dei Rospi, while the Literators’ Guild and Barbers’ Guild wage a bloody turf war for the surrounding streets. The key to these mysteries is a richly carved marble well decorated with the carvings of four ugly bullfrogs, whose depths hide things worse still. Some who descend shall win riches and battle-glory, while others will only find horrid death… down in The Well of Frogs!”

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The print versions of the fanzine and the module are 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 forgs are waiting


Saturday, 29 April 2023

[MODULE] Weird Fates, vol. 2 (NOW AVAILABLE!) and Further News

I am pleased to announce the publication of Weird Fates, vol. 02, a 40-page anthology of four mini-modules by Laszlo Feher. With cover art by Cameron Hawkey, and illustrations by Graphite Prime, Vincentas Saladis, the Original Masters and the Robot Overlords, this collection presents adventures concerned with the strange and unusual, this time mostly in weird dungeons (although an odd, gloomy ruined town is also featured). Each of these scenarios would be suitable as one-shots, or digressions inserted into the ongoing campaign, suitable for 4th to 7th level characters.

“A compilation of four short, open-ended adventure outlines leading to uncanny locales and perplexing situations, this zine offers scenarios that could serve as one-shots or digressions from longer campaigns. Herein, you can visit a comet-struck town living in perpetual gloom, abandoned by its inhabitants but sought by rich eccentrics; resolve an ancient family feud in a place of unravelling time; seek the resting place of a saint in the Undercity to avert a most unusual calamity befalling the City’s dead; and travel beyond space and time to a sanctuary of learning… where the books read you. Some assembly required!”

The print version of the module 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.

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Artist for hire!

You might know Lithuanian artist Vincentas Saladis from his previous contributions to Echoes From Fomalhaut and Weird Fates, vol. 01. He has also contributed to vol. 02, and multiple forthcoming titles. Vincentas walks a fine line between an almost 19th century-style line art and grim fantasy realism. In any event, he is available for commissions at katorga-art@protonmail.com, and has an Instagram account at https://www.instagram.com/katorga.art/. I can say every time we worked together has been excellent, so contact him with confidence! You can find a sampler of his art below, one from a published zine, and two from titles yet to be released.
The Gates of Sorrow
Connor the Barbarian, Sole Survivor
The Gates of Panthozar

Forthcoming projects, and where they are

Things have been quiet around here for a while, and that’s with good reason – a lot of my time went into my day job, plus multiple larger slow-burn projects that take time to get into a shape where I am comfortable about releasing them. Thus, here is a minor update of sorts:

  • The Well of Frogs: a Swords & Wizardry adventure for levels 1–2 by Istvan Boldog-Bernad (author of In the Shadow), featuring adventures in a dirty and chaotic city, as well as the dungeons beneath it. This is the most honest module title in history, with more frogs than you can shake a stick at. It is ready to go once Mythmere’s new S&W license is released, although I may delay it a little if Echoes #11 is sufficiently far along at that time.
  • Echoes From Fomalhaut #11: this issue took some time to assemble. However, it is close to complete, and it is going to be a fairly large one, perhaps as large as the Baklin supplement. This issue will be dedicated solely to the Twelve Kingdoms, and shall contain the hefty hex key for the parts of the setting we have played in, as well as a larger and smaller adventure scenario. Layout is in its final stages, and then it’s time to commission illustrations, create the final maps, and that sort of thing. Late June would be a realistic release date. See you soon… On Windswept Shores!
  • Khosura: King of the Wastelands: This is not only overdue, but it will take some time to finish in a way that does it justice. A lot of the material is done (since a large part of it is based on previously published materials), the majority of art is done, but it grew in revision, and that pushed it out of the Q1 2023 window. The more realistic projection is late 2023, or even very early 2024. Those responsible have been sent to the Pits of Lamentation!
  • Caught in the Webs of Past and Present: This No Artpunk I-winning adventure by Gabor Csomos is set for publication in the Fall, for OSRIC.

Thursday, 30 June 2022

[ZINE] Echoes From Fomalhaut #10 (NOW AVAILABLE!)

Guests of the Beggar King
I am pleased to announce the publication of the tenth 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 Cameron Hawkey, and illustrations by Vincentas Saladis, Graphite Prime, and Sean Stone.

Whew! This is the 10th anniversary issue, and it is still hard to believe this project has gotten this far – you gain a newfound appreciation for Lee Gold and people like her, who have been at it since the dawn of time. How do they do it? In any case, two pages of this issue are dedicated to tooting my horn with a catalogue of the zine’s articles (you can download this below).

From the declining empire of Kassadia, the zine presents The Temple of Polyphema, a dungeon adventure for levels 2–4. The shrine of the cyclopean goddess has been defiled by a band of marauding gnolls, while her followers, the pitiful goat-heads, are in deep trouble due to an old curse, and the gnolls’ ravenous appetite. This adventure, with 25 keyed areas, was originally written for an adventure collection that never happened (and the same one which had produced From Beneath the Glacier), and is presented here for your enjoyment.

In the Twelve Kingdoms, we enter the tiny kingdom of Caer Iselond, ruled by Thrisp Urlum, the Beggar King. Fallen on hard times and past his prime, the king nevertheless keeps a large court with a merry knightly order recruited from rogues and never-do-wells… Now, external dangers and intrigue within his halls cast a shadow on Caer Iselond... and only the Guests of the Beggar King can set things right! This article describes the castle, its people, and the mysterious passages that lie sealed beneath the bustling halls (24 keyed areas).

Near Caer Iselond lies the druid-haunted Vexwood, where these followers of nature have been known to burn sacrificial victims in an enormous wicker raven. Even here, one recluse stands out with his menacing eccentricity – and his domain is the Gorge of the Unmortal Hermit! 13 keyed areas are described in this wilderness scenario. Can the Hermit be defeated if he is truly unmortal? And what about the crystal eyes he is reputedly collecting? Only one way to find out (levels 2–5).

From the City of Vultures, two organisations are described with their peculiarities, leadership, goals, and noted locations. Oom the Many is the name of a great sorcerer who is legion – and death does not seem to have touched him. What lies beyond the grey-robed visage, and what is to be found in the House of Oom (14 keyed areas, level-independent)?

Unlike the secretive Oom, all know the name of Jeng, and most shudder when it is spoken: the harsh and secretive religion rules over the City of Vultures with its extensive spy network and army of fanatical nomads. Yet Jeng’s clergy hides many secrets, and both treasures and valuable knowledge are to be found in… The Temple of Jeng! (38 keyed areas, this one if for levels 5–9, and can be nasty even that way). This issue’s fold-out map displays the temple, Oom’s house, and more sites with The Tomb of Ali Shulwar (Echoes #07). Is everything connected? It seems so.

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 Illustrious Index of Incline - Catalogue of Zine Articles (PDF)

Beneath the Temple of Jeng


Monday, 11 October 2021

[ZINE] Echoes From Fomalhaut #09 (NOW AVAILABLE!)

Beyond the Gates of Sorrow
I am pleased to announce the publication of the ninth issue of my fanzine, Echoes From Fomalhaut. This is a 56-page zine dedicated to adventures and GM-friendly campaign materials for Advanced old-school rules, with cover art by Graphite Prime, and illustrations by Vincentas Saladis, Cameron Hawkey, Denis McCarthy, Stefan B. Poag, and the Dead Victorians.

This issue serves to introduce the Twelve Kingdoms, a divided northern region to the northwest of Erillion, cut off from the rest of human civilisation. Two hex map sheets describe the five larger, four medium-sized, and numerous smaller islands ruled by rival petty kingdoms, and ravaged by incessant warfare. Ruined castles, faerie-haunted forests, barren coasts and cold mountain ranges await those who adventure here; druids, reclusive eccentrics, jealous wizards’ orders and mysterious monasteries complicate the network of temporary alliances. This is a land fit for exploration, plunder... or will that be conquest? Let the players decide, and live with the consequences!

The titular adventure, Beyond the Gates of Sorrow, takes the company to a small archipelago on the borders of the Kingdoms. Uninhabited and barely sustainable to sustain life, there is nevertheless much danger here. Can a shipwrecked party find a means of escape from their predicament? Or can another find a person or item of special significance while racing against a rival group of explorers? 19 wilderness and 18 dungeon locations describe the archipelago’s dangers and occasional treasures in this scenario for levels 2-4.

Echoes #09 also includes a larger dungeon adventure, The Vaults of Volokarnos. Originally published as a stand-alone introductory module for the Casemates and Companies RPG, and now converted to the B/X lineage of old-school games, the Vaults are specifically designed for beginning characters, and potentially players who are new to old-school gaming in general. A fully stocked dungeon level awaits with 52 keyed reas, and more orcs than you can shake a stick at. Explore a dungeon complex that had once served as a catacomb system, thermal bath, touristic attraction... at the same time. Find out what the orcs are up to, what lies in burial vaults yet unconquered, and what the patricians of the nearby town do not want you to know... and where character sheets and followers are concerned, bring spares. It shall not hurt.

In addition to the Vaults, the issue also describes the isle republic of Arak Brannia. This two-page setting can serve as the background for the Vaults of Volokarnos, or a springboard for further adventures on the northern coastlands of the declining Kassadian Empire...

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.

Double hex map


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, 31 October 2020

[REVIEW] Hunters in Death

Hunters in Death
Hunters in Death (2020)

by Tim Shorts

Published by GM Games

Beginner and low-level

Hello, and welcome to part five of **ZINEMASSACRE*2020**! This year, Kickstarter ran Zinequest 2, their second zine writing promotion campaign. Despite my utter distaste for the idea of a major fundraising platform intruding on a publishing genre for people with more ideas than money, I have to admit Zinequest was successful in motivating a whole lot of gamers to launch their personal projects. While many of them were completely alien to my interests (“A quiet space-faring rpg zine about being alone & not quite being alone.” and “A fluffy D&D Adventure featuring sock puppets, danger and imagination!” are probably for other people), I pitched in for fifteen which looked interesting. Here are the results.

***

One the scale from “meat and potatoes” to “paint-huffing pretentious”, Hunters in Death is way, way closer to the first endpoint. Here are your monster-haunted woodlands, here are your roadside inns and foresters, your goblins and barrow mounds. It is the basic texture of D&D played by the book, and offers more comfort than surprises. It is done decently, both as a coherent whole, and in its individual parts.

The zine provides a small wilderness environment where you can seek adventures. The tiny hamlet of Hounds Head is just one corner of the vast Komor Forest (the author’s home campaign), but its position on the crossroads always attracts peculiar travellers. Hounds Head is small, the proverbial flicker in a points-of-light setting. It has everything an adventurer needs: inn, general store, a smithy staffed by Kovac (a guy whose very name means “Blacksmith”), a chapel, a magic-user’s eccentric residence, and a village leader. More importantly, any direction you head out will make you hit ADVENTURE before you are halfway through the day. There are suitably good adventure hooks to provide a direction if you don’t know which way to begin. Or was that nooses? Yes, someone has been placing nooses around the woods, and hanged bodies have been cropping up with growing frequency. Something is amiss around Hounds Head…

The core adventuring material of this zine consists of three main sections. First, we have a random encounter chart to use during forest expeditions. This starts things on a strong note – more than an afterthought listing a few generic forest critters, this chart includes both commonly encountered monsters and animals, and less frequent locale-specific entries. These meetings can easily develop into mini-adventures of their own, or provide personality and an element of continuity to the campaign. Some of the encounters have sub-varieties, so no two “giant centipedes” encounter will be identical; and monster entries come with a listing of “harvest”, noting the parts a hunter may find valuable to sell. Second is a random table system to seed the 14 barrow sites scattered in the nearby area, generating their environment, inhabitants, and treasures (the grave goods of an ancient people, including their special magic items). This, again, has sufficient variety and surprise to make exploring them an entertaining venture. perhaps you will find a royal treasury, just make sure not to stumble on a Crow temple. The third section describes three mini-adventure locations: a semi-ruined hunter’s cabin that hides a horrifying surprise (this one is a winner, and scared my players witless), a crypt dedicated to a coveted magic item (this is a bit meh), and the mystery of the “hunters” alluded to in the zine’s title.

Hunters in Death is not a zine that will make you go “I could never have thought of this”, but it can fit most D&D campaigns seamlessly. It uses simple concepts and elements, but uses them with skill and fun variety. It has a consistent theme that makes it hang together, with a few genuinely creepy moments. You could take the mini-sandbox and place it in a larger one boxes-within-boxes style, or take it apart and use it as a grab-bag of stuff. I am currently running Hoard of Delusion, a low-level AD&D wilderness/dungeon module as our second wave Covid-campaign, and I found this zine very useful in rounding out the wilderness areas with extra material. It is chicken stock for the tired GM – just add water, some extra ingredients, and heat up to serve.

No playtesters are credited in this publication.

Rating: *** / *****

Friday, 23 October 2020

[REVIEW] A Visitor’s Guide to the Rainy City

A Visitor's Guide
to the Rainy City

A Visitor’s Guide to the Rainy City (2020)

by Rich Forest, with Andrew D. Devenney, Alisha Forest and Bill Spytma

Published by Superhero Necromancer Press

System-independent

Hello, and welcome to part four of **ZINEMASSACRE*2020**! This year, Kickstarter ran Zinequest 2, their second zine writing promotion campaign. Despite my utter distaste for the idea of a major fundraising platform intruding on a publishing genre for people with more ideas than money, I have to admit Zinequest was successful in motivating a whole lot of gamers to launch their personal projects. While many of them were completely alien to my interests (“An absurdly punkrock role-playing game zine.” and “A Forged in the Dark TTRPG zine, where you play as a gang of animals stealing food and garbage from humans in a small town.” are probably for other people), I pitched in for fifteen which looked interesting. Here are the results.

***

How much can you ask from a zine? The publication type tends towards the short and ephemeral, the “I had an idea” thought experiment, or the burst of creativity. Buying zines is like buying bric-à-brac from an antiques store – eye-catching, strange, not too expensive, not too disappointing if it does not deliver on the pitch. However, some of them do, and more – here is one of them. A Visitor’s Guide to the Rainy City is a complete, gameable city in the shape of a 60-page zine. That’s a handful! Perhaps it does not properly belong to the zine genre, and is best thought of as a very compact supplement; something that would normally be 120 pages, but here, you just get the good stuff in half as much. Expressive terseness? I’ve got your expressive terseness right here! At any rate, A Visitor’s Guide is packed – and none of it is a waste.

Hey, the City looks almost
bearable from down here

The titular Rainy City may be the last large city in existence. It always rains – always always, with varying intensity. Much of the rest of the world has been flooded, and other than the occasional shipful of castaways swelling the local population, seems to be entirely under water. Nobody seems to be able to do anything about the situation – the gods are silent, and the great wizard college of the city has been destroyed in some kind of catastrophe. Fires barely light, and in the rainy season, it has to be replaced with expensive alchemical salts. The rotting buildings, under constant rainfall, are home to increasingly strange beings: puddings prowl the cracks and drains, gargoyles haunt the rooftops in a constant power struggle with intelligent gulls, and the creatures of the sea have come out to play. There are new intelligent races ashore – the achterfuss, intelligent octopus people; mermaids and “deepsies” (regular people slowly turning into fishlike beings); and there are others which have adapted to this new life – aristocratic ghouls, bog-dwelling halflings, and so on. Everything has been upended and become uncertain – the city has no unified government, maybe a third of it is gone, and its future is uncertain. Yet life goes on, and this partially submerged, partially ruined metropolis remains full of teeming crowds, business deals, power struggles, crime, and festivities. It is a rather cheerful apocalypse, as related by the upbeat text of the guide’s fictional narrator – here is a great place to have fun, and some exciting adventures. Is it London? Yes, a little bit. Is it Terry Pratchett? You can bet. It is a lot of things, but in the end, it is its own place, and there is none other like it in gaming.

Insufferable hipsters
duking it out in Vagabond Bay
The Visitor’s Guide gives you this city as a travel guide of sorts, first introducing you to general ideas and customs you may need to know, then proceeding with a more detailed breakdown of the Rainy City’s places and people. This is an excellent approach to worldbuilding, since it concentrates entirely on the substantial, without wasting time on things of little concern to the adventurer. Everything is to the point, and no text is wasteful – it all focuses on what makes the city interesting, dangerous, and worth delving into, just like a fine travel guide takes you to the good stuff. Information is either presented to provide adventure pitches – job opportunities, organisations you may want to join (or fight), and exciting locations are given a prominent treatment – or as concentrated flavour with asides on food and drinks, eccentric customs, the importance of hats, and other local colour.

Ms. Stacks, brigand leader
The Rainy City is divided into ten major districts, each receiving a mini-gazetteer spanning around four pages. Each have their own character, from the milling traffic of Old Town and the industrial monotony of Leeve Town through the eccentric aristocracy of Embassy Row or the mage towers of Tower Cliffs, to almost rural hinterlands like the eerie plateau of the Headlands and the marshy, bandit-populated Sump. In fact, they do not just have their own character, they have their own weather – sure, it is always raining everywhere, but the rains of Leeve Town are “Steady. Oppressive. Gray.”, while for posh Embassy Row, they are “Very fine (…) here [the rains] have a cleansing quality.” Beyond this small gimmick, these sections have a notated map, information on law enforcement and criminal enterprise, places you may visit, mysteries and conflicts you may get entangled in, and so on. From doing “roof duty” wrestling trolls, pudding and chimney goblins in Old Town, to smuggling in Vagabond Bay or joining a salvage crew on the Headlands, this guidebook is structured around adventure. There are interesting NPCs like Jenny “Ma” Weaver, a witch who can weave strands of fate, or Orbeg the Multipotent, a wizard “whose tower has a level for every lesser potence he has cast behind him on his path to betterment.” (“Some thirsty-six Orbegs, each less multipotent than the one above, abide in his tower, each assured in its assurity that it will one day be the ultipotent.”)

Cleverly repurposed
witchburning art
As presentation goes, the zine is understated, but just about perfect. There are no fancy layout tricks beyond making sure stuff that belongs together is on facing pages, the maps are placed where they are useful, and the illustrations break up the two-column layout exactly where they are needed. It is not obtrusive, just good at what it does: making the text flow well, and the booklet easy to navigate. I would be remiss not to mention both the excellent map – every quarter of the city having its own characteristic topography, street layout and features of interest – and Bill Spytma’s illustration work that defines the Rainy City just as well as the text does. Illustrations feature redrawn/altered 15th to 16th century woodcuts to great effect, and these are authentic, not to mention very funny if you know them from previous reading materials. In these reviews, I rarely consider production values as an aspect for evaluation: here, I will make an exception, because the art becomes an integral part of the zine.

There are no stats in the zine, nor any game-specific information, really. I am not fully convinced it was written for old-school games at all, but do not let that dissuade you. The setting is strong enough to work in an old-school urban sandbox game, in a 5th edition campaign, it would probably work with some of the indies, and it would make for a hell of a backdrop for the heist-oriented Blades in the Dark (much better than the official setting, which I honestly found disappointing). Hell, you could use it to inspire Thief fan missions, which is of course the highest honour there is. You would need to do some work to make it fit any system, but you would not need to do much to make it work well – the content and structure of the zine would do much of the heavy lifting.

This is sort of an intermediate product. It is a superb trove of ideas if you are a Gamemaster looking to run games in the Rainy City, but it is also a booklet you could hand to your players as a setting guide, and let them pitch you ideas. The information is exactly at the level of detail and specificity where it gives a strong idea of places, people, and conflicts, but does not rob anyone of the mystery of actually exploring and interacting with the milieu. And what a milieu it is! Original and with a strong flavour, yet eminently play-friendly and approachable; large-scale, yet having a good eye for human-level interests. It is enthusiastic and funny – admittedly, you can get a whiff of hipster from the usually wry humour, but let that be its greatest crime. This is just well-done, and modestly priced at that.

No playtesters are credited in this publication, but the Kickstarter pitch reassures us it has been in used in games for fifteen years, and I believe every word of it.

Rating: ***** / *****

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