Spells as Ingredients to Craft Beings – Evlyn describes how to create constructs and other beings in possibly the best magic procedure content I read in ages. Does what it says on the tin. Recommended.
Applied Fantastically: unknown tables – I’m not sure if this was spurred by an April writing prompt, but it’s an hilarious collection of wonky making items, encounters, rejections, and more, including two lookalikes having a fistfight, actually two drunk doppelgangers deciding who gets to steal the identity of their victim. Who might not be dead yet. A must read.
Productive Scab-picking: On Oppressive Themes in Gaming – from Humza’s Legacy of the Bieth. Why and how do we include or not oppressive themes in our games? Also, the Hugboxing-Scabpicking Spectrum and what happened to the (excellent) Attack Helicopter novelette and its author.
Gygax 75 – Also on Legacy of the Bieth I found a link to this inspiring workbook on how to put together your campaign, based on a 46 years old Gygax article. It will hold your hand on a five weeks trip, guiding you out of the Perilous Badlands of Campaign Creation, the horrible place where so many young enterprising campaign ideas go on adventure and get lost forever. Gygax was a bit of a self aggrandizing graphomaniac with uneven results, but amongst that unevenness there is some seriously good stuff: the original article, attached at the end of the workbook, shows how the sausage is made, and also reveals some details about Castle Greyhawk (feat. a level with 30-50 wild hogs).
68 pages, A4 black and white, written and illustrated by Jonathan Newell of bearded-devil.com, with cover art by Bronwyn McIvor. Available on DrivethruRPG in print and PDF.
Genial Jack is a campaign setting about the eponymous God-Whale, the city built on and in him, and its inhabitants. The second issue is dedicated to Jack’s Entrails, “a living maze of darkness and fear, but also of ancient wonders”.
Yes, it’s very gross. And, yes, of course you too can drink the blood of the Whale God. Here’s the Questing Beast review.
Built for the fifth edition but filled with OSR sensibilities, volume 2 covers adventure hooks, special equipment for entrails delving, its special unique magic items, the druidic Gutgardeners (the micro-biota of the Whale God are not micro- at all), and three adventuring sections: the Small and Large Intestine (rendered as dungeons) and the city of Hernaheim, at the same time a forlorn place populated by offcasts, wanderers, and criminals running from the law and possibly the safest place in the Entrails. The volume is completed by a a chapter devoted to the creatures inhabiting the Entrails, from thrushspawn zombies to the Teratomental.
65 pages, A5 black and white, written by Eric Nieudan with cover art by Didier Balicevic and interior illustrations by Eric Nieudan, Russ Nicholson, Guillaume Jentey, Jonathan Newell, Luigi Castellani, John Grümph, Luka Rejec, Clare Foley, Bronwin McIvor, Didier Balicevic, Chrissy Stanley, and Jops. This translation is by Cédric Ferrand, editing by Michaël Croitoriu. Available on DrivethruRPG in print and PDF.
Eric Nieudan’s Macchiato Monsters is famous for brewing shared worldbuilding into an OSR cup. The game finally finally sees a French edition: now you can delve into the Donjonverse of your own making in French! We particularly want to thank Cédric Ferrand and Michaël Croitoriu for translating and editing.
GRAB YOUR AXE, GO TO THE WEIRD WOODLANDS, AND MAKE A NAME FOR YOURSELF!
47 pages, A5 black and white, written by Erik Jensen (and family!) and interior illustrations by Alex Damaceno. Available on DrivethruRPG in print and PDF, and on itch.io in PDF.
Lumberlands is the first installment in a series of travel guides for Wampus Country, detailing huge magic forests and inhabitants. Inside you’ll find details on how to play a Lumberjill or Lumberjack, the various factions in the woods, its strange inhabitants from Sasquatch to Squirrels, and a more than forty events, from encounters with the flora or fauna to those special sightseeing places you all wanted to visit, with the occasional portal-land disturbance phenomena.
The books is concluded by a section of special familiars and some henchpeople, including the perfectly adequate Medium Berta, and Flippy, the Handsome Marmot, depicted above in all his majestic beauty.
A DIEGETIC SETTING OF WIZARD SCHOOL ADVENTURES IN THE MYTHIC UNDERWORLD
192 pages, A5 black and white, written by Paolo Greco with Chrissy Stanley, cover by Claire Maclean, and interior art by Chrissy Stanley. Available on DrivethruRPG in print and PDF.
Want to play a wizards-only campaign? Want to play a student at a magic academy, surviving uncaring professors, drunken student life, mysteric cults, and the devouring idols? Want a campaign setting inspired by Mediterranean religion and magic? Want to tap the unlimited power of mana tar, the black gold oozing from the ground? Want to steal the good stuff from the school pharmacy?
Chthonic Codex is a book describing the Schools of Magic of the Hypogea, their relics and rituals, students and shenanigans. The setting is presented in a diegetic way, narrating the world from the inside, written by its characters. The Codex itself exists both in our world and in the game world, to be found by students PCs as they try to survive magic college and, despite an utterly contemptuous lack of support from the teaching staff, graduate. Each creature is described in the book as a diegetic fragment, as part of a lecture, discussion, text. There is also a short poem about carnivorous reality bending axolotls, and a cautionary tale about not messing up with wizard kids:
The book itself is built around ten schools of magic and a spell selection of more than a hundred spells, designed to be used as a replacement to the usual spell assortment, but can also be used with your other games. Most spells come with either an Alteration or a Dispensation: Alterations are different ways to cast the same spell, and Dispensations are conditions and tricks to cast the spell without spending mana. Oh, yes, there is a new spellcasting system using mana points. Here are simple examples of Alteration and Dispensation, from the Sufi-inspired Circle of Fire Dervishes:
Other sources of inspiration are classic Greek magic, western occultism, Orthodox Christianity, those Greek myths too bizarre to have broad appeal, and my terrible year of postgraduate school at Glasgow University. The rest of the book is devoted to adventure hooks, two types of magic research, herbalism, dozens of new monsters, a couple of magic systems, a mythic underworld generator, an 11-step mysteric initiation quest generator, a bevy of magic items. Also, to make character generation faster, students get a standard endowment of equipment from their school, plus some absolutely useless magic items from a d666 table, as you can see below:
Here’s a review of the boxed set edition by Questing Beast. The Omnibus edition is a single book version of the 2016 edition: it has some extra material compared with the boxed set, but otherwise the text is the same.
Chthonic Codex stat blocks are presented for both B/X and for Adventure Fantasy Game, which is now available as Pay What You Want. AFG has a bunch of extra spells that you can use in Chthonic Codex or other other campaigns and games, a simple skill system, and also accomplishment mechanics to do away with experience points.
This is all for now. This post should have been at least two posts. The past two months have seen a lot of changes, including finding a new Lost Pages headquarters, moving twice, realizing that twitter is pretty much hopeless as discussion platform and return to blogging, starting to design and write Lost Ubar, new long-term debilitating injuries, re-evaluating attitude to life, playing Factorio Space Exploration, cats, and so on.