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Saturday, 23 August 2025

[Fanzine Focus XL] The Phylactery Issue #2

On the tail of Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another Dungeon Master and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970sDungeons & Dragons, RuneQuest, and Travellerbut fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Not every fanzine for the Old School Renaissance need be dedicated to a specific retroclone, such as The Phylactery.

The Phylactery Issue #2, published by Planet X Games in September, 2021, following a successful Kickstarter campaign, is a fanzine for the Old School Renaissance rather than any specific fantasy retroclone. Thus, it works for Old School Essentials or The King of Dungeons or Labyrinth Lord. As with The Phylactery Issue #1, it is a collection of magical items, NPCs, monsters, and a scenario or two. It presents the Game Master with a relentless barrage of choice and options, some of which is ready to use, some of which is not, and so will require the Game Master to develop and add some stats. Everything comes with background elements—some specifically so to make them interesting—enabling the Game Master to flesh out her campaign setting as well as introduce an item of magical power. All of it is written by Levi Combs, the publisher, and his words are backed up with some decent artwork and excellent maps.

The issue’s magical items begin with ‘The Skullstaff of Stelos’, the first of its many magical items and it is a big one. Originally crafted for Stelos the Necromancer, it is a great, gnarled staff, topped with a charred, horned skull. The wielder can command undead as a Tenth Level Cleric (or four Levels higher, if already an evil Cleric) as well as cast various spells and talk to the undead. However, it will transform the wielder into an undead creature as well, but he will not accept that he is changing. This is a very nicely detailed item that any Game Master is going to want to equip her big evil villain with.

‘Of Longstriders and Giant Killers – Renowned Rangers of the North’ is inspired by Tolkien’s Aragon and describes five tough NPCs and their most feared weapon or magical items. For example, the Dragon-bone Spear is a Spear +2 once wielded by Helka ‘Red-Spear’, known for her hatred of Frost Giants after her family was killed for them. Not all of the NPCs are dead, like Belken ‘Stormbreaker’, who wears The Counsel of Crows, a silver torc that enables him to talk to crows and other corvids as per the spell, Speak with Animals. He is so feared that even a murder of crows overhead is enough to scare away bands of Orcs and Goblins. None of these NPCs is given stats, so the mechanical focus is on their magical items.

The magical items continue with ‘Magic Armours and Weapons of Legend’. They include The Alabaster Armour of St. Saldric the Blessed, a set of plate armour sacred to the god of justice, all alabaster white, except for the left gauntlet, which is left plain to symbolise the one-handed nature of the god! It is Platemail +2 and can reflect spells as per the Ring of Spelling Turning. This article adds another three, nicely detailed items with lore aplenty that can be worked into a campaign. And then, ‘Secrets From the Lich’s Crypt - A Whole Buncha Weird Ole Crap in a Dead Wizard’s Lab’ gives the Game Master a pick and mix of things to fill a wizard’s laboratory, such as the Elixir of Curdled Swarms, which when imbibed causes the drinker to wrack with convulsions and then vomit Ochre Jellies under his command! This develops a thematic line of oozes and jellies that runs through the issue, and is one of nine fascinating items that add spice to a particular location or can be pulled out and placed elsewhere in the Game Master’s campaign.

The monsters and NPCS start with ‘Strange Things That Live Underground And Other Weird Creatures’. They include Shroud Spiders that combine the worst features of giant spiders and undead shadows; Ooze Cultists of the Slime-Lord which have melted faces and lurk in the underworld, capturing the unwary and transforming captives into gelatinous horrors or feeding them to the carnivorous jellies of their slime-farms; and Worm Polyps from the Void Beyond, great green sacs that hang in fungal forests that when they burst, shower the area with carnivorous worms whose continued bite will transform the victim into a monster (sadly, the actual monster is not detailed).

The legendary Grandmother of Witches is fully described in ‘She Rides on the Wind – Baba Yaga, Hag Queen of the North’. The equivalent of a Twentieth Level Magic-User, she can even learn Cleric spells and has an array of monstrous abilities, the equivalent to a god. Her magical items are detailed too and all together she is a fearsome foe, should she turn her attention to the Player Characters. ‘Hali Oakenspear, Wandering Cleric of the Luck Goddess’ is given a full write-up as an NPC, an Eighth Level Cleric who has dedicated herself to wandering the land and doing good.

The last of the monsters are detailed in ‘Here There Be Monsters!’. The four entries include ‘Sodden Bastards’, the unfortunate souls of those who drowned at sea and now lurk in shipwrecks, ready to instil fear in those they surprise, and the ‘Murdershroom’, a fungal horror formed from the energies of a magical gate or the fallout of a demon summoning gone wrong, which stalks victims in the dark of the underground, breathing toxic spores on them causing hallucinations, and after slaying them, taking their bodies back to a corpse farm to attract more victims.

Further flavour is added ‘More Forbidden Demon Cults of the Outer Void’, which describes three demons and their cults, like ‘Mulg, The Bloated One’, a mountain of yellowing fat and bone whose approach is heralded by a vile, unwashed odour, and who revels in greed, deviancy, and worse, and who can consume anything. Like the other two entries, it is accompanied by a ‘Fun Demon Cult Fact!’, in this case the rise of Mlug from a minor demon to a greater demon after it got lost on the astral plane where it gnawed away at the body of a dead deity!

The Phylactery Issue #2 includes three scenarios of varying length. Deigned for Player Characters of roughly Eighth Level, ‘Brood-Hive of the Slime God’ describes a set of caves near the fishing village of Urtag Horn, several of whose inhabitants have gone missing, been beset by strange dreams, and even gone mad. The local clergy want the matter investigated, the mad man indicating the cause as being inside the caves. These are slime-encrusted and very nicely detailed and quite a tough little dungeon that can played through in a single session, two at most. It is nicely detailed and its location makes it easy to add to a campaign, as is ‘Grindhouse Deep Crawl #1’. This is a dungeon complex intended to be added to a bigger dungeon, a half-finished and forgotten annex. There is no real theme to the set of nine rooms, instead being a set of well designed and interesting encounter written around a very attractive map. There are at least two shafts that drop to lower dangers; a tomb of Prefect Thrim, a cleric consumed by a carnivorous creeper who thinks that it is the cleric and if the Player Characters can speak to plants it might be able to answer questions they pose, whilst the vegetables it grows have divine spell effects if eaten; and a Demon-Frog’s Fane, where the wounded may be given its blessing if they bathe in its waters before its bloated statue and let it feed on more blood! Lastly, ‘It Came From Spawn Vat X!’ is more of an encounter, the Player Characters going to investigate the tower of a well-regarded wizard, which has recently exploded, and facing the last of his experiments gone awry. It is short and simple and very easy to prepare.

In between, ‘Twelve Things a Magic Mouth Would Say’ is a fun table that can be used to unnerve the Player Characters or lay the seed for a puzzle or adventure hook. Similarly, ‘10 Wayward Oddfellows You Might Meet on Any Given Night at Old Man Rumple’s’ gives a table of NPCs can be used in the same fashion, whether to add colour or spur further adventure. The latter is very similar to ‘1d10 Tough SOBs, Roadhouse Hoodlums, Bored Adventurers, and Mean Ole Bastards You Might Meet in a Tavern’ from The Phylactery Issue #1. Barring the stats, they do draw comparison with the ‘Meatshields of the Bleeding Ox’, the regular collection of NPCs from the Black Pudding fanzine, and they are just as useful.

Physically, The Phylactery Issue #2 is very nicely presented. It is well written, and both the artwork and cartography are excellent.

The Phylactery Issue #2 continues the stream of content begun in the first issue, presenting the Game Master with a wealth of options—monsters, treasures, and more that she pick and choose from to add to her campaign. Some of it needs a little development, even if only to fold into a campaign setting, but there is so much here to choose from and use, that a Game Master is not going to be disappointed with the content. (The only disappointment might be when the author runs out of steam!) Suitable for any Old School Renaissance retroclone, The Phylactery Issue #2 continues the torrent of ideas and dangers and more, still giving the Game Master a wealth of choice and content to work with.

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