Sunday, October 19, 2014

The EIGHTH Psychedelic Fantasies module is now available!

Proteus Sinking by Bjorn Warmedal

This adventure is set on a crashed starship of gelatinous beings. You do not have to wait until the PCs are high-level to get them into crazy sci-fi weirdness, for this module is for character levels 1-3. Start them off right away with the crazy. Don't let the Globo-Zen, Globo-Disco, and hallucinogenic mushrooms fool you into letting your guard down. This dungeon will kill you.

Compatible with every old school version of the original fantasy role-playing game.

Each stand-alone adventure module in the Psychedelic Fantasies line revels in unconstrained imagination. Every monster, every magic power, and every magic spell is a unique and never-before-seen creation of the author. No orcs, fireballs, or +1 swords will be found within. Leave the familiar behind to explore hitherto undreamed of wonders…

This one is Pay What You Want!

Go here to buy the module: http://www.rpgnow.com/product/138783/Proteus-Sinking-Psychedelic-Fantasies-8?manufacturers_id=6044

Go here to see the entire line of Psychedelic Fantasies modules: http://www.rpgnow.com/browse/pub/6044/Geoffrey-McKinney?term=geoffrey

Sunday, March 2, 2014

The 7th Psychedelic Fantasies module is now available!

Each stand-alone adventure module in the Psychedelic Fantasies line revels in unconstrained imagination. Every monster, every magic power, and every magic spell is a unique and never-before-seen creation of the author. No orcs, fireballs, or +1 swords will be found within. Leave the familiar behind to explore hitherto undreamed of wonders…

Compatible with every old school version of the original fantasy role-playing game.

With Gleams of the Livid Plaque, Paul Keigh has now written 3 of the first 7 Psychedelic Fantasies modules:

PF4: Dreams of the Lurid Sac

PF6: Streams of the Lucid Crack

PF7: Gleams of the Livid Plaque


As you can tell from the similarities of the titles, these three modules work well together, but each is a stand-alone adventure.

If you like the weird, the alien, and the strange, presented with clarity and rigorous logic by a writer with a gift for words, then Gleams of the Livid Plaque is what your game needs. The players in your campaign have never encountered anything like this. The author has risen the bar for what is a top-rank module. Take a look at the free preview pages for a taste of this unique work.

Go here for Gleams of the Livid Plaque:
http://www.rpgnow.com/product/126921/Gleams-of-the-Livid-Plaque-Psychedelic-Fantasies-7?manufacturers_id=6044

Go here for the entire line of Psychedelic Fantasies modules:
http://www.rpgnow.com/browse.php?manufacturers_id=6044

Thursday, January 16, 2014

The SIXTH Psychedelic Fantasies module is now available!

Paul Keigh (author of the 4th Psychedelic Fantasies module, Dreams of the Lurid Sac) is back at it with Streams of the Lucid Crack. As you can tell from the similarities of the titles, these two modules work well together, but each is a stand-alone adventure.

If you like the weird, the alien, and the strange, presented with clarity and rigorous logic, then Streams of the Lucid Crack is for you. The players in your campaign have never encountered anything like this. Even for a Psychedelic Fantasies module, this one is off the beaten path. Take a look at the free preview pages for a taste of this unique work.

Each stand-alone adventure module in the Psychedelic Fantasies line revels in unconstrained imagination. Every monster, every magic power, and every magic spell is a unique and never-before-seen creation of the author. No orcs, fireballs, or +1 swords will be found within. Leave the familiar behind to explore hitherto undreamed of wonders…

Compatible with every old school version of the original fantasy role-playing game.

Available here: http://www.rpgnow.com/product/124917/Streams-of-the-Lucid-Crack-%28Psychedelic-Fantasies-%236%29

Here is the entire line of Psychedelic Fantasies modules: http://www.rpgnow.com/browse.php?manufacturers_id=6044

Keep those submissions coming. Perhaps your submission will be the seventh Psychedelic Fantasies module.

Sunday, December 8, 2013

The 5th Psychedelic Fantasies module is now available!

Yves Geens (the author of Psychedelic Fantasies #3) has done it again. The Harvester from Outer Space is an adventure for mid-level characters that will warp your mind. It is set in a starship full of alien life-forms and high-tech gadgetry. "But I do not want high-tech in my fantasy setting!" Never fear. The starship is in orbit, thus allowing a referee to use it without having to introduce high-tech into his fantasy world.

Compatible with every old school version of the original fantasy role-playing game.

Not to be outdone, Paul Keigh has added a page of appendices to the 4th Psychedelic Fantasies module, Dreams of the Lurid Sac. It's the same great module as before. There's just more of it now.

You can get the entire Psychedelic Fantasies line of modules here:
http://www.rpgnow.com/browse.php?manufacturers_id=6044

Stay tuned for more original and fantastic adventures in the Psychedelic Fantasies line! Who knows? It might even be your module. Keep those submissions coming!

Tuesday, November 12, 2013

Psychedelic Fantasies PDFs now for sale at rpgnow.com!

All four Psychedelic Fantasies titles are now for sale as PDFs on rpgnow.com. Here is the link: http://www.rpgnow.com/index.php?manufacturers_id=6044&term=geoffrey%20m

The Psychedelic Fantasies line of modules:
#1: Beneath the Ruins
#2: Within the Radiant Dome
#3: The Fungus That Came to Blackeswell
#4: Dreams of the Lurid Sac

With more titles coming soon!

Friday, October 11, 2013

More Extra Stuff for Dreams of the Lurid Sac

The Qludi and the Hot, Hot Sounds of the Lurid Sac

This is a second post of supplementary material for running the fourth Psychedelic Fantasies module, Dreams of the Lurid Sac.

This time it's a whole new monster, the qludi, a specialised form of invasive guided by the mysterious surgeons from beyond the Incisions...

Qludi

The qludi is a smaller variant of the scrudo, modelled on the adhesive aerial fleebr rather than the bheekl, and used by the surgeons primarily to clarify communication with outlying invasives. It is growing ever more common as the rival explorations progress outwards through the Sac.

Assuming that no allied invasives are present, a qludi will use its calling stalk in combat: if this stalk attack is successful, the blast requires an insufficiently shielded opponent to save or be incapacitated for 1d6 rounds, with a 1 in 3 chance that each invasive component which the victim wears or carries is destroyed; the reordering caused in the victim also permanently reduces one randomly determined attribute by one point.

Qludi: lawful / neutral / chaotic; 90' (30'); 1 HD; AC as chainmail; 1 toolset (1d6) + 1 stalk (special); SV 8+; may fly at double speed

- - - - -

Rather than adding the qludi to the Sac encounter tables (see Dreams of the Lurid Sac), it could be placed along a line of optimal relay points: 1d3 could be spaced out between each first encounter with an invasive supervised by a given surgeon, other than a pruba, and the chamber holding the source Incision.

As an invasive the qludi is not fully adapted to its environment, requiring approximately one turn to unfurl an opening. However, it is able to ignore the effects of local gravity and similar forces at will and at any time attract or repel any or all forms of matter, as per the standard invasive spells. Surgeon level is 1d10+5, alignment is that of the surgeon, and treasure at destruction is 1d3+1 rolls on the Invasive Components table.


Tuesday, October 1, 2013

Extra Stuff for Dreams of the Lurid Sac

Paul Keigh's new Psychedelic Fantasies module, Dreams of the Lurid Sac, is packed with information. I even had to cut some stuff to make sure the module would fit on 16 pages. Here are some tables from the Introduction that didn't make the cut:

The outermost opening of the Sac - the Mouth - is shrouded by a miasma and may be concealed within a larger structure, while the comings and goings of the various occupants and interlopers may spread rumours and leave clues. The tables below offer a few suggestions.

Where is the Mouth? (1d10)

1. Among the roots, vines or canopy of a worldtree, wood or jungle
2. In the slope of an undulation on a burial ground or battlefield
3. In a hollow, niche or fissure in a rocky outcrop, cliff or cave
4. In the wall of a sinkhole, well or pit, or a mine shaft or adit
5. Beyond the collapsed wall or floor of a cellar, crypt or dungeon
6. Under the ashes or rubbles of a razed or ruined village or town
7. In a secluded corner of a suite in a keep, manor house or palace
8. Within a protective circle at the heart of an eldritch structure
9. On a gigantic exoskeleton, preserved corpse or decomposing mass
10. Among the tissues and cavities of a long hibernating worldbeast

What have you heard? (1d10)

1. A deep lode has been sealed off by an immense ore-feeding beast.
2. The camps are abuzz with rumour of living caves that bleed gold.
3. Local creatures are behaving oddly and migrating out of season.
4. A pack of 10-legged pilferers have been tracked to a crazy lair.
5. A trusted local claims to have found a snout buried in the earth.
6. The airs have spoiled, the soils turned and fare grows unsavoury.
7. A luminescent globule is begging for coins out along the trails.
8. The coinage is being debased by unknown means as the people sleep.
9. A golden aurora has appeared almost overhead and is waxing bright.
10. Dreams are troubled by visions of blazing forests and metal towns.