Sunday, January 21, 2018

Gold, Corruption, & OSR Appendix N Inspiration With A. Merritt's The Face In The Abyss

So its  A. Merritt birthday yesterday  & I supposed to do a blog entry earlier today on him. Well, work came on me as it always does on a Sunday & now its ten P.M. at night. I'm finally getting around to this. A.Merritt isn't for everyone & his prose isn't for the faint of heart. But his imagination, execution of his novels, & his lost world tales are top drawer. Way back about '89 I started feeling the crunch of second edition AD&D against my current campaign, ahh the more things changed. So I did what anyone in '89 did I completely ignored second edition until literally friends of mine bought me the AD&D second edition player handbook,DM's Guide,etc. It was around this same time period that I discovered in Appendix N A.Merritt's novels and grabbed a used 1974 copy of  The Snake Mother with the cover artwork by Rodney Matthews.So I was hooked hardcore but already there was a huge push back then to get on board the usual fantasy train of Lord of The Rings style fantasy imitation or at least what some folks think it is. See I love Tolkien but not the knock off stuff we find today so frequently on some rpg table tops but that's a blog entry for another time. So back to A.Merritt.


1974, Great Britain, Futura Publications Ltd., ISBN 0-86007-025-5, Pub date 1974, Paperback. Artwork copyrighted & trademarked to Rodney Matthews
used without permission for entertainment & educational purposes.

I've only recently rediscovered my love the art's Surreal artwork & my love of obscure American & British Heavy Metal music with bands such as Nazareth Magnum, Praying Mantis, & The Tigers of Pan Tang, etc. So if my current campaign has a sound track its probably those bands that inspired it subconsciously. The Face in The Abyss first appeared in the weekly pulp magazine 
Argosy All-Story Weekly in 1931. The story hit all of the high notes I was looking for during that time from lost world setting civilization  in South America, weird religious & sorcerous connotations, corrupted wizard god things, even dungeon crawling through the ruins of a lost civilization.
"The novel concerns American mining engineer Nicholas Graydon. While searching for lost Inca treasure in South America, he encounters Suarra, handmaiden to the Snake Mother of Yu-Atlanchi."
A player of mine in high school during that time gave me a copy of A.Merritt's Fantasy Magazine July issue which featured the story. Today its available for free for download!



Everything about The Face in the Abyss is perfectly keyed around the factions, ancient dungeon location & at the time I was reading a lot of Lovecraft. I noticed the similarities between the civilization that trapped 
Nimir, the Lord of Evil & the empire created by
 H.P. Lovecraft  as a ghostwriter called "The Mound." So much so that during my second edition daze I used the South American adventure location as a colony of the empire of  subterranean civilization of  the realm of K'n-yan.
My justification for this came in 2007 when "Peter Levi has noted parallels between "The Face in the Abyss" and a story H.P. Lovecraft created as a ghostwriter, "The Mound." in
Lovecraft Annual No. 1, Hippocampus Press.

This is also something that I'm doing in my current Astonishing Swordsmen & Sorcerers of Hyperborea second edition  'Old Earth' campaign with necromancer tyrants of K'n-yan being a huge faction in the take over of Earth in the setting's past. A.Merritt casts a long shadow over my rpg campaign worlds, settings,adventures, so much so that I've been rereading his works over the last four years or so. Dismiss Merritt at your own risk as a dungeon master because of his critics ala Damon Knight.
Sure his novels, stories,etc. seem dated but they were written in a vastly different world & culture then 2018. Look again for there is idea, after idea, after world setting, after dungeon inspiration, factions, and much more  that can be lifted whole cloth into an on going campaign.


There's a lot more gaming related OSR stuff I could get into about A.Merrit's novels & stories but those will wait for another time. For now I'm content to bring this fantastic writer of fiction & so much more to your attention.

This blog entry is not an attempt to violate the trademarks & copyrights of the various artists & publishers named in this blog entry. This blog entry is for entertainment & educational purposes only. North Wind Adventures is in  no way responsible for the content of this blog nor the opinions of the author. Astonishing Swordsmen & Sorcerers of Hyperborea is the trade mark & copyright of North Wind Adventures @2018 and is used without permission. All opinions & commentary are the writings of the deranged mind of the author & copyrighted & trademarked to Dark Corner Productions @2007 to 2018.

Saturday, January 20, 2018

Intrigue, Horror, & Lovecraftian God Sacrifice in the Western Wastelands - Olathoë' Session Report Eight

So during tonight's game the PC's moped up the last of the Rhan Faced Doppelgangers groups, each of these groups operates with a spotter, a telepathic link to the hive mind, & a shifter who imitates the target. The PC's learned of an insect cult operating fifty miles outside of the Outpost of the Western Wastelands in an abandon temple of the Huldra ("hidden beings") after blowing away a ton of the spawn of the Cockhold god.



One of the PC's almost became the main entertainment &  course at an exiled Hyperborean family's cannibal festival. A quick step in by the bard's Hyperborean musketeer bodyguard hireling saved both face both senses. Another of the PC's took over one of the junk stalls of the vendor at the place whist the rest of the party strolled through the market place looking for  the good aligned a Hyperborean  priest of Yog-Sothoth called Gr'res Ru who has seemingly appeared out of nowhere two weeks ago. According to some of the other Hyperborean families he's wandered back into the wastelands.  The careful application of a crossbow in the face of a vendor got the following information Gr'res Ru had  gone back to speak with several tribes of wasteland mutants but the PC's fear that something has bad has happened to him. The PC's also learned of a caravan leaving for the deep wastelands coming up in the next two days.  There were suggestions that perhaps all was not well on the mammoth trails leading to the subhuman tribe's homes! Rumors of hideous hates of old that the old cults have resurrected in the name of the twisted gods of the
'Alpha  Gnophkehs''s shamans!


Now the PC's have decided to tag along with the trade caravan leaving in a day or so on the backs of the giant woolly rhinos. But the Hyperborean traders are worried about inhuman raiders!



"In spite of himself his memory began reconstructing the utterly non-human blasphemies that lurked in the obscurer corners, and these lumpish hybrid growths oozed and wriggled toward him as though hunting him down in a circle. Black Tsathoggua molded itself from a toad-like gargoyle to a long, sinuous line with hundreds of rudimentary feet, and a lean, rubbery night-gaunt spread its wings as if to advance and smother the watcher. Jones braced himself to keep from screaming. He knew he was reverting to the traditional terrors of his childhood, and resolved to use his adult reason to keep the phantoms at bay. It helped a bit, he found, to flash the light again. Frightful as were the images it showed, these were not as bad as what his fancy called out of the utter blackness. But there were drawbacks. Even in the light of his torch he could not help suspecting a slight, furtive trembling on the part of the canvas partition screening off the terrible "Adults only" alcove. He knew what lay beyond, and shivered. Imagination called up the shocking forms of fabulous Yog-Sothoth—only a congeries of iridescent globes, yet stupendous in its malign suggestiveness. What was this accursed mass slowly floating toward him and bumping on the partition that stood in the way? A small bulge in the canvas far to the right suggested the sharp horn of Gnoph-keh, the hairy myth-thing of the Greenland ice, that walked sometimes on two legs, sometimes on four, and sometimes on six. To get this stuff out of his head Jones walked boldly toward the hellish alcove with torch burning steadily. Of course, none of his fears was true. Yet were not the long, facial tentacles of great Cthulhu actually swaying, slowly and insidiously?"
HP Lovecraft The Horror In The Museum



One of the PC's is of the bloodlines of the Huldra ("hidden beings") & has been the sacrificial  target of a cult of the Great Old Ones since the beginning of the campaign. The party's bard is the perfect sacrifice to open a gateway for the cult of the Great Old Ones. Several minor relics have been recovered in tonight's game including a flute which is a key to this temple, a wand of fire of the Huldra, and several pieces of weird gold. All of this points to a mystery of blood & fire deeper in the wastelands along the Mammoth Trails. This is very bad for this is the region belonging to the were cave hyena peoples who rule these areas. They are left overs from the brush fire wars between the
Huldra ("hidden beings") & the Hyperboreans.



The PC's are marching straight into several key trails that are also owned by rampaging mutant tribes of subhuman ape men. Though primitive they are beholden to several minor Lovecraftian demon gods of the Dream Places. These tribes use enchanted rhino horrors to sacrifice humans to their twisted demon gods in the hopes of gaining power in battle. But there are rumors of several of these groups having been wiped out by some rampaging unknown horror.

Friday, January 19, 2018

Below The Blood Soaked Battle Fields - Gary Gygax's D2 "Shrine of the Kuo-Toa" (1978)

"Having put down a rising of giants, it was discovered that the motivating force behind their depredations was that of long-forgotten evil: the Dark Elves. Determined to seek out these creatures, a body of doughty adventurers mounted an expedition to learn the strength of the Drow and bring retribution to them."
So I mentioned the second part of the Hundred Years War campaign idea using the  Lion & Dragon rpg system & Dark Albion as campaign source book. Here adventure events  are going to start heating up because the appearance of  Joan of Arc on the scene. France has been beat down before this & the powers of chaos have been taking full advantage. All of this goes back to events from  Gary Gygax's D2 "Shrine of the Kuo-Toa" (1978). You see for centuries before the events of the Hundred Years War the Deep Ones have been secretly planning to take over Paris & all of France. During the Hundred Years war they've been making in roads to do exactly this.


What do I mean by Deep Ones?! The immortal frog fish men straight out of H.P. Lovecraft's The Shadow Over Innesmouth?! The Deep Ones are survivals straight out of mythological myth & legend with cities all over the oceans including Europe and that includes the swamps of Paris which was once one of their seats of power. They mean to have that particular center of power back and in Dark Albion they gain it during the Rose War.
"Thar's whar it all begun—that cursed place of all wickedness whar the deep water starts. Gate o' hell—sheer drop daown to a bottom no saoundin'-line kin tech. Ol' Cap'n Obed done it—him that faound aout more'n was good fer him in the Saouth Sea islands.
"Everybody was in a bad way them days. Trade fallin' off, mills losin' business—even the new ones—an' the best of our menfolks kilt aprivateerin' in the War of 1812 or lost with the Elizy brig an' the Ranger scow—both on 'em Gilman venters. Obed Marsh he had three ships afloat—brigantine Columby, brig Hefty, an' barque Sumatry Queen. He was the only one as kep' on with the East-Injy an' Pacific trade, though Esdras Martin's barkentine Malay Bride made a venter as late as twenty-eight.
"Never was nobody like Cap'n Obed—old limb o' Satan! Heh, heh! I kin mind him a-tellin' abaout furren parts, an' callin' all the folks stupid for goin' to Christian meetin' an' bearin' their burdns meek an' lowly. Says they'd orter git better gods like some o' the folks in the Injies—gods as ud bring 'em good fishin' in return for their sacrifices, an' ud reely answer folks's prayers.
"Matt Eliot his fust mate, talked a lot too, only he was again' folks's doin' any heathen things. Told abaout an island east of Othaheite whar they was a lot o' stone ruins older'n anybody knew anying abaout, kind o' like them on Ponape, in the Carolines, but with carven's of faces that looked like the big statues on Easter Island. Thar was a little volcanic island near thar, too, whar they was other ruins with diff'rent carvin'—ruins all wore away like they'd ben under the sea onct, an' with picters of awful monsters all over 'em.
"Wal, Sir, Matt he says the natives anound thar had all the fish they cud ketch, an' sported bracelets an' armlets an' head rigs made aout o' a queer kind o' gold an' covered with picters o' monsters jest like the ones carved over the ruins on the little island—sorter fish-like frogs or froglike fishes that was drawed in all kinds o' positions likes they was human bein's. Nobody cud get aout o' them whar they got all the stuff, an' all the other natives wondered haow they managed to find fish in plenty even when the very next island had lean pickin's. Matt he got to wonderon' too an' so did Cap'n Obed. Obed he notices, besides, that lots of the hn'some young folks ud drop aout o' sight fer good from year to year, an' that they wan't many old folks around. Also, he thinks some of the folks looked dinned queer even for Kanakys.
"It took Obed to git the truth aout o' them heathen. I dun't know haow he done it, but be begun by tradin' fer the gold-like things they wore. Ast 'em whar they come from, an' ef they cud git more, an' finally wormed the story aout o' the old chief -- Walakea, they called him. Nobody but Obed ud ever a believed the old yeller devil, but the Cap'n cud read folks like they was books. Heh, heh! Nobody never believes me naow when I tell 'em, an' I dun't s'pose you will, young feller—though come to look at ye, ye hev kind o' got them sharp-readin' eyes like Obed had."

All throughout the countryside the Frogmen's witch covens & cults have been sewing mayhem & evil weakening France. The Frogmen are in direct competition with the Dr ermm Elves for all of the marbles during the Hundred Years War. But God is not mocked & Dagon's brood are in for a rude awakening in the form of "The Maid of Orléans" (French: La Pucelle d'Orléans).

"Joan of Arc (French: Jeanne d'Arc,[5] IPA: [ʒan daʁk]; 6 January c. 1412[6] – 30 May 1431), nicknamed "The Maid of Orléans" (French: La Pucelle d'Orléans), is considered a heroine of France for her role during the Lancastrian phase of the Hundred Years' War and was canonized as a Roman Catholic saint. Joan of Arc was born to Jacques d'Arc and Isabelle Romée, a peasant family, at Domrémy in north-east France. Joan said she received visions of the Archangel Michael, Saint Margaret, and Saint Catherine of Alexandria instructing her to support Charles VII and recover France from English domination late in the Hundred Years' War. The uncrowned King Charles VII sent Joan to the siege of Orléans as part of a relief mission. She gained prominence after the siege was lifted only nine days later. Several additional swift victories led to Charles VII's coronation at Reims. This long-awaited event boosted French morale and paved the way for the final French victory.
On 23 May 1430, she was captured at Compiègne by the Burgundian faction, which was allied with the English. She was later handed over to the English[7] and put on trial by the pro-English Bishop of Beauvais Pierre Cauchon on a variety of charges.[8] After Cauchon declared her guilty she was burned at the stake on 30 May 1431, dying at about nineteen years of age.[9]
In 1456, an inquisitorial court authorized by Pope Callixtus III examined the trial, debunked the charges against her, pronounced her innocent, and declared her a martyr"

So not only is she and her forces instrumental for boasting the morale of France but she's instrumental in stopping the push by the Deep Ones during  the Lancastrian phase of the Hundred Years' War. 
Everything here depends upon several pivotal battles which didn't happen in Dark Albion enabling the Deep Ones to take France. The dungeons of Gary Gygax's D2 "Shrine of the Kuo-Toa" (1978) are directly under Paris & spread out into the countryside. The Sviberfneblin are straight out of French Fairytale books from the late 1800's & later on the 20's. There is some evidence that the Sviberfneblin might also reference certain Arthurian fairies.


Blibdoolpoolp might well be another chaos god avatar of the Deep Ones she has all of the required Lovecraftian elements & lends a large amount of weight to the encounter with her. She's an interesting contrasting chaos goddess symbol for various witch cults especially given the implications that the  French population had not recovered to its size previous to the Black Death of the mid-14th century. This was a time when ripe for violence across the countryside.


PC's are going to have to bring their 'A' game playing through a Lion & Dragon campaign set up for
Gary Gygax's D2 "Shrine of the Kuo-Toa" (1978) especially during the Lancastrian phase of the Hundred Years' War. 
This is going to require a great deal of thought & careful planning or the party is going to end up very dead or worse. This is a location based adventure with lots of twists & turns that is going to effect the greater outcome of the Hundred Years War. As well see these events turn things inside out for the Lions & Dragons game soon.

Alien gods, Monsters, & Clark Aston Smith's "Captain Volmar" Sequence With Old School & OSR Resources

So its two A.M. in the morning on a Friday & I've had all kinds of fun this past week. So I've been quietly retreating back into some of the writings of Clark Aston Smith's  "Marooned in Andromeda", the first entry in his "Captain Volmar" sequence, was the cover story in the October 1930 issue of Wonder Stories. illustrated by Frank R. Paul
For me the "Captain Volmar" sequence by CAS is pure human exploration out beyond Pluto & Yuggoth. Humanity has been reaching deeper & deeper into the 'Old Solar System'. The Hyperborean wars are over, Old Earth is barely starting to escape the devastation of Hyperborea leaving Earth. The clock is ticking & the Old Ones almost but not quite awake.

So I'm thinking about how the Star ship Warden of S3 Expedition to The Barrier Peaks relates to other possible space craft & yes at length I've talked about S3's relationship to Killraven & The Planet of Apes Marvel comics. 
But tonight I want to put a CAS focus on this & some of the other star ships & adventure opportunities with Goblinoid Games Starships & Spacemen second edition.  "Captain Volmar" sequence fits very nicely into the style of S&S second edition very nicely. The command chain, ideas,etc. all fit into the middle ground of Realms of Crawling Chaos. Why I'm going on a Goblinoid Games bend tonight?! Because I ordered myself a copy of Apes Victorious from Lulu Publishing using the LuLu20 code for 20% off all of the various print books. I still need a new copy of Realms of Crawling Chaos & Mutant Future second edition but those will wait.


So while Apes Victorious game presents a Planet of the Apes centric world. The 1977 version  Marvel Comics version of Logan's Run featured key scenes that were left out of the film but were in the comic book. So what does this have to do with the
"Captain Volmar" sequence??! Logan's domed cities might well be isolated enclaves of young sacrifices created to be conveniently waiting sacrifices & snacks for the Old Ones. The malfunction of the starship Warden might be a result of a beacon from the city of domes just outside of old Washington D.C.. Logan's city might be simply another human state unknown among the rubble of 'Old Earth'.



Both worlds might easily be the same campaign one & they might be related to the ape races of Astonishing Swordsmen & Sorcerers of Hyperborea. There are several ape related races in AS&SH second edition including an ape demon thing from Underborea that wants to return the ape race to its rightful place of total dominance over humanity. The apes might be simply unwitting tools for these demon creatures but given the WWII level technology things could get very dangerous for the PC's.
There's another older OSR release that seldom gets mentioned that expands upon S&S's rules and variants. That's
"The Lucanii Drift" by Paul Kidd this book greatly expands the PC alien races, star ship combat, and adds all kinds of options for the table.  

 Some of the ideas put forth in the various AS&SH adventures especially Ghost Ship of the Desert Dunes with its lost ship, mutant creatures, strange radioactive fuels,etc. it all fits into the S3 adventure operating parameters. This same formula ideal is also found within "Captain Volmar" sequence  of adventures; the crew is stranded or captured on an alien planet, they encounter nightmarish flora and fauna, and then they escape. The PC's will be very lucky to pull this sort of an escape off!


Maybe it seems as if I'm drifting away from the Dungeons & Dragons aspect of AS&SH second edition but think again. Time after time we've seen various OSR adventures that employ isolated modern  or post apocalyptic adventure settings. So could there be other star ships just waiting to make Earth fall after the Warden makes land fall in possibly some isolated region of Europe? I think so and there's also another pay what you want resource from a well known OSR company that could fit the bill. Neoplastic press's Star Ship From Hell is a great seldom mentioned OSR resource that has all of the bells & whistles to fit the bill.

There are several weird life forms that seem to fit many of  the classic old school monster builds that we've seen in Advanced Dungeons & Dragons within CAS's
"Captain Volmar" sequence & it would be very easy to add in a twisted creature or two from the first edition Monster Manual to pad out some of the planetary encounters out beyond Pluto.

Wednesday, January 17, 2018

Lovecraftian Gods,Gorillas, & Classic Monsters In The Underworld - OSR Monster Commentary



So I've been looking looking to classic mythological sources again for some classic OSR action. For most folks this would the latest releases but for me I tend to fade back into the earlier adventure & resource  influences of the OSR. I've been looking into a few the earlier releases from several pioneer publishers including Goblinoid Games & Brave Halfling Publishing for some of my Lovecraftian itches.
I started doing a bit of reading through of Realms of Crawling Chaos tonight for dealing with some of ecology of Underborea of Astonishing Swordsmen & Sorcerers of Hyperborea second edition.


My version of Underborea is a wasteland of damned souls,the ever decaying remains of dead Lovecraftian  gods, & plethora of weird monster races straight out Lovecraft & Clark Ashton Smith. But right away I started to notice something that I wasn't expecting the sheer number of underworld Lovecraftian ape monsters in Realms of Crawling Chaos. You've got the Devil Ape, the Cave Beast, The White Ape & half White Ape PC races, & the Subhuman PC races not to mention the Voormis & several other animalistic Great Old Ones.
All of these are ripe to add to my 'Old Earth' setting after the events of the Ragnarök most of the major gods have passed away! The gods Odin, Thor, Týr, Freyr, Heimdallr, and Loki are all dead but not gone suffering away below in Underborea held within a timeless decaying death where the act out the events of the war. They eternally decay but are still in an undead state. Yes there is more then a passing resemblance to concepts by Jack Kirby. Down below the surface of the world are the ruins of hundreds of ancient cities & temples.
 
This gets into one of my favorite modules that seems to have time passed it by I'm talking about People of the Pit by Alphonso Warden. Alphonso Warden weaves a pitch perfect module that draws from A.Merritt's pulp novella The People of the Pit without ripping it off.

"Several millennia back, the peoples of the mighty Kingdom of Merritt entered into all-out war with their long-time nemesis, the People of the Pit, a nefarious race of slug-like creatures hailing from a vast subterranean city lying on their northern border. Though the battle was hard fought, with both sides initially incurring heavy losses, the Merrittians in due course gained the upper hand, almost wholly exterminating their foe. Even the very god of the People of Pit was banished to the lower planes by a cabal of Merrittian magic-users and clerics, or so they thought. Recently, the evil within the city of the People of the Pit has surged yet again, and it is up to you to see that it doesn't spill out into the surrounding lands."  The original story draws heavily on a Northern location perhaps Alaska which is one of the locations for the invasion points for my Old Earth setting. The Paper Knife blog has a really good overview of the original A.Merritt story. 


Needless to say that the module is a classic of the OSR and evokes the sort of weirdness that one expects from the OSR. There's lots of potential in People of the Pit to mine and even to a certain extent to expand upon for old school campaign use. Another Lovecraft adventure by
Alphonso Warden through Mythmere Games  is The Namless City which is perfectly suited to be adapted for an AS&SH second edition campaign. Originally for Swords & Wizardry The Namless City also has another version closer to many of the OSR retroclone systems. "The module is available for both Swords & Wizardry WhiteBox and Swords & Wizardry Complete Rules and Freestyle (Core) Rules. If you're going to use it with another old-school system, it's obviously going to be compatible, but use the Complete/Freestyle version for this: the hit dice and other information will be closer to other systems than WhiteBox."

 

" In the world there are ancient, degenerated remnants still living, survivals from unimaginable antiquity. What happens when the adventurers stumble across one of these deadly places? There must be treasure untold for those willing to brave the long-forgotten perils of ... The Nameless City. "Both of these modules are perfect for evoking entrances to a Lovecraftian underworld realm that hooks up with the dangers & adventure locations of Underborea.  I would be remiss if I didn't mention the fact that many of the degenerative races of both AS&SH, Realms of Crawling Chaos, & these modules reminds me of many of the proto humanoid races of the first edition Fiend Folio. The Grimlock, and many other humanoid races of the Fiend Folio have the perfect left over servant or weaponized racial feel that would serve serpent men or other ancient Lovecraftian races. Yes I'm thinking of the Great Race of Yith or The Elder Things.


  


I could definitely see these guys guarding an ancient Elder Thing underground garden preserve waiting generations for trespassers to try & take some of the biological wonders of their ancient masters.

I think there are a lot of overlooked OSR gems on the market that need to have a second look taken at them to get their full potential realized in a campaign setting such as Hyperborea or your own old school setting.

Damnation & The Final Confrontation In Q1 Queen of the Demonweb Pits By Gary Gygax & David C. Sutherland III

"How different things seem now from when you undertook the crushing of a few rebellious hill giants! What seemed a simple adventure has turned into a major expedition. Much time has passed since you discovered the conspiracy that led you to the frost giants, fire giants, and eventually to the long-forgotten Drow. Through your encounter with the dark elves, you have found the true source of the evil -- the demon queen Lolth!"


So three things happened last night, one I was able to order the Lion & Dragon hardcover because the current code for Lulu publishing  is LULU20 which gives 20% off of all print books. The second thing that happened is that I started to talk with a friend about Q1 Queen of the Demon Web Pits By David C. Sutherland III, & Gary Gygax.

I have very mixed feeling about this module so much so that it gave me pause to put up a blog entry last night. Q1 hit the shelves in 1980 & our group didn't get to play it until about '87 after we had completed a number of higher level Wagner inspired Norse opera adventures. Our group of players in '87  slogged our way through Q1 losing about six of our beloved PC's on the way. It was glorious! This is a level ten through fourteen PC adventure with all of the bells & death that go with it.
For me personally it also marks one of the turning points in classic era TSR writing & design according to the Drivethrurpg entry for Q1 the real story behind the scenes comes out;"

It turns out that Gygax was putting on a good face, and that Q1 was in fact produced against his express wishes, apparently at the insistence of Gygax's partner, Brian Blume. It would be the first outward sign of a division in the company that would lead to its takeover by Brian and his brother Kevin in 1982, and Gygax's subsequent exile to California (where he'd get the Dungeons & Dragons cartoon on the air).
If you look closer at Q1, you can see the cracks - i.e., that it's not actually the sequel Gygax intended. A careful reading of the G- and D-series modules suggests that the villain of the piece was the Eilservs drow clan, who worshiped the Elder Elemental God. If anything, Lolth should have been an erstwhile ally for the player characters in a final adventure against the EEG, rather than a final foe.
Gygax said that the villain got changed after Sutherland discovered the "demonweb" pattern in a hand towel and talked Blume into making Lolth the Big Bad."


The whole module is problematic from a Medieval stand point & there's a whole bunch of back story stuff that has to be changed right off the mark. The fact is that the placement of Q1 Queen of the Demonweb Pits would have to take place in the Underworld. I'm talking about the classic pseudo  Greek Underworld of classic literature which borders on the lands of fairyland & the Christian Hell. This adventure is going to border on the Lamentations of the Flame Princess style where the PC's are thrown to the wolves erm spiders.


Erol Otus, Q1 Queen of the Demonweb Pits


The forces of the Elves are getting squeezed at the Gods get involved with the arrival of the Black Death on Europe's door step. The war's time line moves along with every battle & massive event of the Hundred Years war right in time to the PC's hex crawling along.
"In 1348, the Black Death, which had just arrived in Paris, began to ravage Europe.[32] In 1355, after the plague had passed and England was able to recover financially,[citation needed] King Edward's son and namesake, the Prince of Wales, later known as the Black Prince, led a Chevauchée from Gascony into France, during which he pillaged Avignonet and Castelnaudary, sacked Carcassonne, and plundered Narbonne. The next year during another Chevauchée he ravaged Auvergne, Limousin, and Berry but failed to take Bourges. He offered terms of peace to King John II of France (known as John the Good), who had outflanked him near Poitiers, but refused to surrender himself as the price of their acceptance. This led to the Battle of Poitiers (19 September 1356) where his army routed the French.[33] During the battle, the Gascon noble Jean de Grailly, captal de Buch led a mounted unit that was concealed in a forest. The French advance was contained, at which point de Grailly led a flanking movement with his horsemen cutting off the French retreat and succeeding in capturing King John and many of his nobles.[34][35] With John held hostage, his son the Dauphin (later to become Charles V) assumed the powers of the king as regent." France is being ravaged as the Deep Ones take full advantage by releasing the Black Death as a WMD only to have it ravage the entire human population that their trying to enslave. The PC's are stuck in the Underworld trying to get back topside trying deal with the BS of the Underworld whist dodging the Elves & demonic forces! The portals to Fairyland are the goddess of death turning the wheel to gain more of her hold as the coming plague ravages Europe.


Battle of Crécy, 1346

Meanwhile alliances of witch cults, humanoid chaos mutants, and much worse allows deadly epidemics, famines, and bandit free-companies of mercenaries reduced the population of Europe to a much more manageable size. This all interweaves through  Lolth's webs, where the PC's are confronted by Lolth's minions, slaves, guards and captives but these are her agents spreading her evil throughout Europe. By the time we get to Battle of Agincourt Europe is becoming exhausted.
We've got the
Death of Clarence (1421) & The English Success right in the middle of the Hundred Years war as Q1 Queen of the Demon Web Pits wraps up. That's it right?!? Nope although it seems as if the Death Goddess of Elves is down & out the Elves forces have only taken it on the chin. Sure she's down but the Frog Princes have cemented their hold on France for the moment.


Fifteenth-century miniature depicting the Battle of Agincourt.

This is not going to be good for 'the Church' at all. They'll have to rally their own forces in the priests & clerics especially for France. The Deep Ones are not going to be expecting the appearance of Joan of Arc at the siege of Orléans sparked a revival of French spirit, and the tide began to turn against the English. Here the forces of the gods & God are going to take a hand to make sure Europe isn't lost.
One thing to  understand is the scale of Q1 Queen of the Demon Web Pits & the Hundred Years War. These are epic clashes and it sure seemed like the end of the civilized world at the time for Europe.
The black plague unleashed upon Europe was spread by humanity, so could there be other forces at work within the underworld almost about to unleash horrors from Tarartus itself?




PC's that survive their time in the Underworld are never going to be the same again. They're going to be rich but also within the purview of powers beyond their reason. The Church is going to have them dead within their sights & they're also going to be families of renowned within court. I don't see these folks being from the lower strata of society & also not being of lower social standing.
We're right in the middle of the events of the Hundred Years War & so other family members & party members are going to have to take the places of earlier adventurers. This is something that any Pendragon player is going to be familiar with. Some D&D DM's & players may have done something similar. This of course is all alternative history with real world elements mixed in. 


Anyone whose a fan of Clark Ashton Smith is going to see the resemblance of Lolth to CAS's Atlach-Nacha. I've seen more then a few folks switch out these deities in the past to get a more Smithian constant to Q1 Queen of the Demon Web Pits. The cults could be interchanged but there would have to be an uptick into using Dark Albion's Cults of Chaos to flesh out a bit more of the elves chaos witch cults in my humble opinion. Q1 Queen of the Demon Webpits isn't the end because we're right in the middle of the Hundred Years War.


Monday, January 15, 2018

Deeper In Blood & War D3 Vault of the Drow By Gary Gygax As War Campaign

"As a member of a bold party of adventurers, you and your associates have trekked far into what seems to be a whole underworld of subterranean tunnels -- arteries connecting endless caves and caverns which honeycomb the foundations of the lands beneath the sun. Your expedition has dogged the heels of the Dark Elves who caused great woe and then fled underground."

So one of the things I've been doing is staying away from the near constant "commercial whine of the social media OSR" & once again the near fire hose releases of retroclone systems & adventures. This means keeping my head down & once in awhile reviewing product as my schedule allows. And I've been getting back into the classic modules that I so much love. Which gets me into D3 Vault of the Drow by Gary Gygax which puts the PC's in the middle of some old school cross hairs in the world of the Elves. Yes, I said Elves and not Drow because I'm modifying out the module!? Why? Well, because I'm saving my pennies for a hard cover version of Lion & Dragon. 

I already know its going to be a great quality purchase & I've got ideas rolling around in my head for the latest campaign project. I've already talked with RpgPundit about it. He's already got an adventure for Lion & Dragon called RPGPundit Presents #14: The Secret Order of the Red Lady. This sounds great but I really want a classic adventure here and I'll get around to reviewing the adventure sometime in the coming week as my work schedule allows. If you've been following my latest modification of  D1-2 Descent Into the Depths of the Earth By Gary Gygax then you know what's coming.


This is going to be set up during the Hundred Years War, the events of Against the Giants have already happened. The world has been rocked by the Elven princess/ priestess Eclavdra whose been stirring the pot of war behind the scenes. The events of Against the Giants parallel the war in France & the sucession issues in England. Why!? Because the Elves have been interfering with the birth of male princes & the issues of Scotland. " The question of female succession to the French throne was raised after the death of Louis X in 1316. Louis X left only a daughter, and his posthumous son John I lived only a few days. Philip, Count of Poitiers, brother of Louis X, asserted that women were ineligible to succeed to the French throne. Through his political sagacity he won over his adversaries and succeeded to the French throne as Philip V. By the same law that he procured, his daughters were denied the succession, which passed to his younger brother, Charles IV, in 1322."

"Charles IV died in 1328, leaving a daughter and a pregnant wife. If the unborn child was male, he would become king; if not, Charles left the choice of his successor to the nobles. A girl ended up being born, therefore rendering the main male line of the House of Capet extinct.
By proximity of blood, the nearest male relative of Charles IV was his nephew Edward III of England. Edward was the son of Isabella, the sister of the dead Charles IV, but the question arose whether she should be able to transmit a right to inherit that she did not herself possess. The French nobility, moreover, balked at the prospect of being ruled by Isabelle and her lover Roger Mortimer, who were widely suspected of having murdered the previous English king, Edward II. The assemblies of the French barons and prelates and the University of Paris decided that males who derive their right to inheritance through their mother should be excluded. Thus the nearest heir through male ancestry was Charles IV's first cousin, Philip, Count of Valois, and it was decided that he should be crowned Philip VI. In 1340 the Avignon papacy confirmed that under Salic law males should not be able to inherit through their mothers.[8][9]
Eventually, Edward III reluctantly recognized Philip VI and paid him homage for his French fiefs. He made concessions in Guyenne, but reserved the right to reclaim territories arbitrarily confiscated. After that, he expected to be left undisturbed while he made war on Scotland."
The war on Scotland is a big deal because its one of the Elves ancient seats of power on Earth. When it comes to power so above as so below. The Elves in question here are the worshipers of a death god or goddess depending upon on which group of Elves we're talking about. So this gets into issues raised in Dark Albion's Cults of Chaos especially their version of Elves. So what do the Elves gain here? A morass of  war, blood shed, and the perfect opportunity to take back what they feel is theirs namely all of Europe. Bankrupt the humans through various cults, witch cells, violence, food riots, etc. And set everything up for their human agents to act on it.


Les Grandes Chroniques de France, Bibliotheque Nationale, Paris. Reproduction in "Les Rois de France", Hachette.

This sets everything up that's happening in the Underworld as the PC's struggle to deal with the very alien world of the Elves. There are numerous settlements, opportunities, alliances etc. that the PC's are going to have to deal with. Every single monster encounter in D3 Vault of the Drow is aligned with the Drow (Elves) because these were the strong hold of the death god or goddess. Elven blooded PC's are a must here & its well worth remembering that D3 was a competition module. This is a hex crawl in every single sense of the word.



These are the last of the great Elven states with militaries, well organized societies, cults, etc. All waiting to inflict pain & huge amounts of suffering on the world of Europe above. The dark European world wouldn't know what hit it. Already we've seen the set up for a possible French invasion from the Frogmen in the form of 
the Kuo-Toa or Deep Ones. Everything here is aligned for the ongoing war between England & France. "Relations with Flanders were also tied to the English wool trade, since Flanders' principal cities relied heavily on textile production and England supplied much of the raw material they needed. Edward III had commanded that his chancellor sit on the woolsack in council as a symbol of the pre-eminence of the wool trade.[24] At the time there were about 110,000 sheep in Sussex alone.[25] The great medieval English monasteries produced large surpluses of wool that were sold to mainland Europe. Successive governments were able to make large amounts of money by taxing it.[24] France's sea power led to economic disruptions for England, shrinking the wool trade to Flanders and the wine trade from Gascony." Wizards & black powder are a must as the PC's navigate the alliances & triple crosses between the factions of this series.

Battle of Sluys from a manuscript of Froissart's Chronicles, Bruge, c.1470


So not only are the stakes going to be very high but the blood shed is going to monumental. PC's are going to die, retire, & generally have to deal with some very weird alliances as the module series progresses. Fairy mounds & other doorways to forgotten bits of  the countryside could get the PC's home or killed very easily as the witch cults of Europe do their best to cause all kinds of murder, mayhem & chaos. There's going to be witch hunts and trials in the middle of the events of  The Hundred Years War.

"Becfola and the Snarling Horde," by Arthur Rackham (Irish Fairy Tales, 1920)

The Church is going going to be a huge mover & shaker in this campaign with their interests at stake  as well as the crowns of Europe.The Church could see these events as an all out war with Satan's forces. They just might be right as Elves pull out the stops & triple crosses are the norm not the rule. The lower tier hit points for PC's are going to put player's teeth on edge but anyone can die anytime is something we've seen before in Dark Albion. The PC's are going to move into the movers & shakers circle of the Hundred Years War if they survive D3 Vault of the Drow.



Is there are far more sinister connection between King Arthur's ancient reign & the events of the Hundred Years war as old alliances come to call? There is a strong
connection between Queen Mab  & the Elven princess/ priestess Eclavdra  especially around Ireland & Scotland.
"the Irish folklore of the last High Queen of the Daoine Sidhe - and wife of the High King Finvarra - was named Una (or Oonagh, or Oona, or Uonaidh etc.). In the ballad tradition of Northern England and Lowland Scotland, she was called the Queen of Elphame "  The Elven forces at work within the Underworld of Europe stirring the pot of the war placing the PC's right in the cross hairs! The PC's are going to be very deep behind enemy lines when the module finally wraps up & better be on the Church's good side!
Svirfneblin (or deep gnomes) are another left over faction of a time long past when humanity worked side by side with these slaves of the Elves. Ancient alliances are not forgotten. But is the price of alliance to high for even the most strident party of adventurers? Will the party have a good relationship after D1-2?



Svirfneblin by Russ Nicholson from the first edition Fiend Folio.

Erelhei-Cinlu is a perfect ancient hold over from thousands of years ago when the Elves were at the height of their power. The place is wicked and perfectly suited to give even the most jaded gamer pause. The power of the place even to this day sends a shiver up the spine of many AD&D players. Simply changing some of the window dressing and adding a historical veneer is one of the challenges of adapting these classics to home campaigns and having a blast with them.

Monday Monster Matters - A Swords & Sorcery Monster Cocktail Commentary - Using Classic AD&D Monster Resources In Old School Campaigns



Just putting together some random classic monster thoughts on a Monday. So let's dive in.




So I've been fighting this Flu for the past three weeks & we're now onto week three. Over the weekend I've been concentrating on my 'Old Earth' campaign setting which is my regular Astonishing Swordsmen & Sorcerers of Hyperborea second edition game that takes place in  the land of Lomar. My game world is a mess of a place where Hyperborea exited Earth leaving the place in tatters. An invasion from below by the empire of the necromancer tyrants of K'n-yan & the Hyperboreans left most of the world's military in shreds. These two empires ruled for years and in the setting its mostly black powder weapons in or near the human city states. Hyperborea floats in the night sky out near Saturn yet can be seen in the night sky of Earth. My players are in the middle of events out in the Western Wastelands a region of what used to be Alaska and bits of Russia. I know that I'm upsetting more then a few Lovecraft & Clark Ashton Smith purists out there.


So l like to look around for material for my own home setting & one of the things I stumbled across was a tumbler talking about using first edition AD&D resources from the Monster Manual, The Fiend Folio, & The Monster Manual II. Right up my OSR alley right?! Not exactly because they're talking about adapting it to Fifth edition. Look if you play fifth edition then more power too you but for me there are only so many hours in the day. I've got no desire or time to learn yet another incarnation of the systems that I love when I do traditional & retroclone systems. My take away here is to take another hard look at The Monster Manual, The Fiend Folio, & The Monster Manual II for some non traditional foes for my Swords & Sorcery setting.  Sure AS&SH second edition uses a lot of traditional old school monsters but customization is one of the keys of the OSR to me.


First up on my list for the Western Wastelands is going to be "The Peryton" which is one of my favorite creatures from the Monster Manual. The AD&D version was taken from " Jorge Luis Borges in his Book of Imaginary Beings, using a supposedly long-lost medieval manuscript as a source."
Yes I totally stole this from the Wiki entry but here's the interesting bit "According to Borges, Perytons lived in Atlantis until an earthquake destroyed the civilization and the creatures escaped by flight. A Peryton casts the shadow of a man until it kills one during its lifetime, at which time it starts to cast its own shadow. A Sibyl once prophesied that the Perytons would lead to the downfall of Rome."



So these things are out in the wastelands seeking the souls of Hyperboreans, going off to the Dreamlands to breed, and generally making themselves into an apex predator of  mankind.


1987 D&D Adventure Pack and notice the crumbling castle in the background perfectly pitched for AS&SH exploration.

The bad ass coffer corpse is another monster that is totally going in to the Western Wastelands as the remains of humans. For that matter all of the undead from the first edition Fiend Folio are pitch perfect for this.


Soldiers that went up against the forces of 
K'n-yan might have died by the millions but that doesn't mean their necessarily gone entirely. A few of those brave souls battled back from beyond the "Underworld" and came back as Bodak. These things are the bane of necromancers everywhere. Dealing with undead & damned souls is the business of witch doctors, necromancers, & priests everywhere. These things are abominations against many of the warrior ideals of tribes everywhere.

Death Dogs & frost foxes are left over Hyperborean monsters that were used extensively for hunting down slaves & humans for sport by the Hyperboreans. These monsters were beloved pets but are now wandering horrors feeding on adventurers & tribesmen alike.



Yeah so Old Earth is filled with lots of left overs, rejects, and horrors that have been hunting humanity for thousands of years. The fact is that the we've got tons of horrors out in the wastes making life tough for the various barbarian tribes & wizards. How you as the dungeon master use the monsters  is really going to determine the pitch of the campaign slant. The players are really going to be the ones to help define the world. The classic monsters are classic for a reason especially things like rot grubs that just scream magical toxic waste from Hell.

The classic rot grub is one that I've continually used as a byproduct of black magick ceremonies & sacrifices ala when Deep Ones or others have done some foul deeds breaking the dimensional barriers. These along with larva are always fun to throw in especially around doors leading to the Underworld or Undereborea. Adventure locations can make or break a campaign but its the monster's encounters that people will continue to talk about for years to come in my experience.
For now keep em rolling! A bit of Clark Ashton Smith's poetry to keep things moving on a Monday!


The force of suns had waned beyond recall.
Chaos was re-established over all,
Where lifeless atoms through forgetful deeps
Fled unrelated, cold, immusical.

Above the tumult heaven alone endured;
Long since the bursting walls of hell had poured
Demon and damned to peace erstwhile denied,
Within the Abyss God's might had not immured.

(He could but thwart it with creative mace. . . .)
And now it rose about the heavenly Base,
Mordant at pillars rotten through and through
Of Matter's last, most firm abiding-place.

Bastion and minaret began to nod,
Till all the pile, unmindful of His rod,
Dissolved in thunder, and the void Abyss
Caught like a quicksand at the feet of God !
The Abyss Triumphant  (1912)
by Clark Ashton Smith

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