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Battle For The Purple Islands $4.00
Average Rating:4.4 / 5
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Battle For The Purple Islands
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Battle For The Purple Islands
Publisher: Kortthalis Publishing
by Thilo G. [Featured Reviewer]
Date Added: 01/29/2018 07:10:33

An Endzeitgeist.com review

This adventure clocks in at 24 pages, 1 page front cover, 1 page Kort’thalis glyph, 1 page editorial, leaving us with 21 pages of content, so let’s take a look!

Well, as you may have deduced from my reviews, to this day, I consider Venger’s “Islands of Purple-Haunted Putrescence” perhaps the best of his adventures; it is certainly my favorite, for the combination of Carcosa-style weirdness without the constant doom and gloom (though there is plenty of bad stuff waiting to happen to everyone…), infused with healthy doses of gonzo and humor, created something that really resonated with me.

Suffice to say, I was rather excited when Venger suddenly sprang a return to these unique locales, haunted by basically a Great Old One, with all the “fun” ramifications for the locals that ensues. Now, this adventure, like all of Venger’s adventures, doesn’t really sport a synopsis, though this time around, this is well justified: In a sense, this is a scenario into which PCs are plunged. How it develops and what exactly happens remains a mostly player-driven thing.

It should be noted that I STRONGLY suggest getting the “Islands of Purple-Haunted Putrescence” before running this one; without its unique backdrop, the putrescence itself, etc., this loses a bit of its flavor. Also, much like Venger’s other modules, this is not something you can pick up and play – you definitely have to read the module in its entirety, preferably while taking notes, but since the preferred way to run this, is one situated within the islands, you will want to modify it anyways. It’s just important to note if you expect the level of convenience provided by quite a few of current modules.

That being said, the pdf is significantly more convenient than usual for Venger’s adventures, in that it explicitly provides three different entry vectors for the scenario: One for newcomers to the purple islands, one for veterans of the place, and, since the tie with Alpha Blue has been established (in fact, Alpha Blue was, to my knowledge, first mentioned in the Islands-supplement!), we also get an entry-vector for Alpha Blue. A big plus would also be that Venger actually included stats for the creatures encountered here: If it’s likely to attempt combat, you’ll get stats.

This isn’t all, though! We do get a massive 100-entry strong table for roll-as-you-go hexcrawling: From clearing to metallic sphinxes, possessed pythons etc., the table is pretty neat and a welcome addition to the GM’s arsenal. We also get a table to randomly determine the reaction of locals to lovecraftian entities, which cover abject terror, worshiping the entity, trying to defeat it – you get the idea. An 8-entry weather table allows the GM to further enhance this aspect – though I do suggest you check out the Islands-book, for purple rain there…well. You’ll see.

Beyond all of these, we have further help for the GM: A total of 8 different motivations can be used to further entice either players, or act as a fill in for an NPC-motivation that you just didn’t think of. There is an additional global rule on the islands for the context of this adventure, one that I rather enjoy: The Purple Destiny. The table depicting those is 20 entries strong, and the implementation is simple: Basically, when a character acts in accordance with the predestined fate, he gains advantage, but not more often than once per battle. (Note: This does not impose anything on the character – it’s just another angle to develop: predestined does not mean that the character is locked into this destiny!)

Now, I should mention that the fully-developed entry vectors do add an in medias res angle that can dramatically change the circumstances of meeting the person that kicks off the action…but to tell you more, I need to go deep into SPOILERS. Potential players should jump to the conclusion.

..

.

All right, only GMS around? Great! So, perhaps the PCs are half-delirious and hanging, captured by cannibals over a pit of sewage, as he is thrown into their cage; or, they encounter an ape-men-patrol hunting for the fellow, but things begin when the PCs meet this man from the Guild of Purple Prose, one Stenz B’wca – this purple-spandex-wearing fellow is on a crucial mission, namely to save the universe. He must find none other than H.P. Lovecraft and convince him to write his tales. You see, Lovecraft, dejected by refusals to be published, lives the life of a hermit on these islands, as he managed to venture here via the Dreamlands. Oh, know what? He’s guarded by shadow shoggoths. Yeah, it won’t be easy to get to him.

Anyways, the middle section of the module beyond the entry vector is, as you can glean from the different starting positions, very much is a dynamic field that oscillates between the actions of and interactions with the factions herein: Each of them comes with stats for rank and file members as well as for the leader, if applicable. Here, we embrace Venger’s gonzo Sword & Sorcery to the full extent: We have the cannibal tribe of the Uba-Tuba, with notes on typical behavior and a 12-.entry table for strange customs of such cannibal tribes; when the crescent moon is in the sky, one of the last snake-men named H’ssan, with deadly apparitions, comes down from the mountains to procure sacrifices; there would be the ape-men and we can encounter the deadly Brotherhood of the Unquiet Void – a cult of the old ones, inspired by their profane messengers, who has instructed them to create the Purple Missile: A missile that is bound to spread extreme, sanity-destroying mutation-causing radiation over the islands…there is just one component missing. An indigo crystal. A Crystal that also contains the hologram that Stenz is supposed to show Lovecraft…yeah, this directly puts the PCs at odds with the powerful brotherhood.

The crystal’s hologram does have a surprise: It’s Lovecraft, 20 years down the line, talking to himself, giving words of encouragement and pointing him towards an old art museum, situated at the bottom of a deep crevasse. Entering the weird museum, the PCs can find all sorts of strange things…and accompany Lovecraft to see the movie. Well, smart PCs will wait outside. The movie will do its job really well, but characters may well become permanently-changed by attempting to see the film.

How does Lovecraft leave the islands? Well, obviously, dream journeys are an option, but the GM can easily make the evacuation of the author yet another adventure…

Conclusion:

Editing and formatting are top-notch, I noticed no significant hiccups. Layout adheres to the neat 2-column full-color standard of Kort’thalis Publishing, with splotches of dried blood, purple veins etc. making the pdf aesthetically-pleasing. The pdf sports a ton of really nice b/w-artworks, all original pieces that highlight the weirdness of the islands. The pdf comes fully bookmarked and sports a second, more printer-friendly version.

This is Venger at his best, simple as that. We get a glorious mix of pulp, sword & sorcery, horror and some subdued meta-references (without relying completely on them) and even a bit of humor. The blending of these aesthetics and themes works to the module’s advantage, making it feel more unique than his trinity-modules, for example. While the organization isn’t perfect, and while there are modules out there that are easier to use, this is a huge leap in the right direction and frankly, considering what this is, I am perfectly fine with how this is presented; this is a sandbox/toolkit, pure and simple.

While I tend to really enjoy Venger’s adventures, this is the first in a while where my rating doesn’t come with a caveat; the increased number of stats, the improved structure – this is a really cool set-up for another trip to those thrice-damned purple islands, where all manner of horrors lurk and almost everything is possible. While it would be nice to have names bolded, a synopsis, etc. for easier go-and-play use, this is pretty much my only valid complaint against this, and frankly, considering what this is and tries to be, it doesn’t feel fair. This is a brief set-up for a frame-narrative and a series of strange factions that coalesce into the plot and sequence you create; it has to retain this open structure to maintain compatibility with the diverse iterations of the Purple Islands out there (which, as you know, can go a LOT of different ways…), so as far as I’m concerned, the wide open nature is a here a feature, not a bug.

In short: This left me more excited about future modules by Venger than any of the Trinity-modules. Get the Purple Islands-book, then get this one. Marvel at the glorious, combined madness. My final verdict will clock in at 5 stars + seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
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Battle For The Purple Islands
Publisher: Kortthalis Publishing
by Justin I. [Verified Purchaser]
Date Added: 08/26/2017 16:29:43

Battle for the Purple Islands is the newest release from Venger Satanis. It's written for Venger's games (like Crimson Dragon Slayer and Alpha Blue) and can be used with just about any D&D-ish system with minimal effort. I've read through it a few times and it's a blast.

The adventure centers around a courier needing to deliver a hologram message to a hermit that lives in a mountain located on the Purple Islands. Depending on the system your playing the character could be the couriers (if playing Alpha Blue) or they could be captives of cannibals alongside the courier. The players need to escape the cannibals, avoid intelligent ape patrols, make it up the mountain, and deliver the message to.... H.P. MF'ing Lovecraft. Oh, but that's not all kiddies. In addition, players must escort the master of the macabre to a museum with his work, avoid a sinister snake man, and stop purple cultists from nuking the island and turning everyone in to Lovecraftian monstrosities!

Pros: The adventure is a gonzo hex crawl and the Purple Islands are an unforgettable setting. You like something, the Purple Islands has it or can with little-to-no explanation. Grindhouse-style cannibal tribes? Check. Talking apes with machine guns? Check. Lovecraftian monsters out the wazoo? Triple check. Killer juggalos? They were mentioned in the first excursion to the Purple Islands, not this one, but still... check! Though the setting is on a fantasy world, reality's boundaries are thin and you can add whatever the Hell you want.

Do you like references and homages in your games? Venger sure does. There are some pretty obvious ones like A New Hope and Cannibal Holocaust, but there are some you might glance over, like Ghostbusters.

Finally, like all of Venger's works, this one is full of random tables to keep things fresh and interesting, including a Land of the Lost roll as you go hexcrawl chart with 100 entries.

Cons: You're going to really want The Islands of Purple-Haunted Putrescence if you're running this. Now I don't think that's a bad thing. Quite to the contrary I love that book, just saying if you have this one, you're probably going to need that one.

Final Verdict: If you've ever wanted to do a Lovecraftian version of "Vincent and the Doctor" mixed with a little Planet of the Apes and a bloody dollop of Cannibal Holocaust. this is the adventure you've been waiting for.

If not, what's wrong with you?



Rating:
[5 of 5 Stars!]
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Battle For The Purple Islands
Publisher: Kortthalis Publishing
by Eric F. [Verified Purchaser]
Date Added: 08/17/2017 20:22:40

I have a very strong connections with The Islands of Purple Haunted Putrescence, its a very flexible & dangerous adventure location/setting from the warped mind of Venger Satanis. A gonzo science fantasy setting with liberal doses of 'R' rated sex, gore, & lots of mayhem. All of which collide with the concepts from H.P. Lovecraft's circle of Cthulhu mythos writers. But what are the islands themselves & the brand new factions, horrors, & the adventure kit? Wait what?! Didn't you know that the new Heavy Metal style magazine aesthetic adventure & expansion book The Battle For The Purple Islands has hit the shelves of Drivethrurpg "What are they? A forbidden sanctuary of weirdness in the middle of the ocean. Three large islands next to

each other with dark purple sand, unbelievable creatures, and treasures untold. It’s a gonzo science fantasy paradise!

You see, much of the dark forces reigning supreme over the purple islands were vanquished by adventuring heroes. They came, they saw, and they slaughtered. A few years went by without incident.

Everyone started coming to the islands after things quieted down—colonists, anthropologists, big game hunters, sightseeing tourists, etc. But then obscene purple blasphemies deep within the islands began to resurface"

The islands have a bit of an overhaul & get back into the multi dimensional madness that them great as an adventure location in the first place. There's lots of reasons for your PC's to be on the islands and the book actually provides a number of random tables to give your characters a reason to be there. The whole affair clocks in at about twenty three or so pages. There's Venger's usual OSR & O5R vibe through out but in this case that's not a bad thing. Basically this book is a number of interconnected adventure plot points with factional information scattered throughout as much adventure as tool kit. Battle for The Islands of Purple Haunted Putrescence is Venger's Seventies & Early Eighties wet dream love letter with blood slime from 'Cannibal Holocaust' mixed with Stop Motion dinosaurs from 'Land of The Lost'. There are expansions of existing Islands of Purple Haunted Putrescence factions & new ones like 'Cannibal' tribes that will eat your PC's in heart beat, yes you do meet HP Lovecraft & yes there is an Alpha Blue adventure in for you Satanis veteran players. This is an extremely dangerous little book with lots of new pit falls & weirdness waiting for PC's. I'm talking new factions such as the Sorcerers of the Crescent Moon who are serpent men from another time just waiting for PC's. "When at least one of the purple moons is crescent, a snake-man sorcerer named H'ssan comes down from the mountain to steal warm-blooded humans. Under cover of darkness, H’ssan procures sacrifices for Xivirinthi, the ancient wyrm who lives inside the third moon." Then you've got Talking Apes an in for Apes Victorious if you ever needed one! Why? Why not because everything is better with apes! "The purple islands allow for travel through time, space, and other dimensions. So, it’s no wonder that certain areas of the jungle have been altered by the quantum upheaval. Such changes bring civilizations from parallel worlds and alternate universes. Talking apes that walk upright like men is just one example. The apes are part of a community called New Ape City. They carry machine guns, attempting to conquer the purple islands whenever they meet a force that threatens them—both physically and intellectually… radical ideas that go against their religious-scientific belief system." The ones you really don't want to meet are the brotherhood of the Unquiet Void, "A religious order calling themselves Brotherhood of the Unquiet Void devote themselves to those outer abominations whose slime drips down from another universe, a universe of throbbing, twitching, screaming flesh, gory and insane and spilling out into the unreachable darkness. The brotherhood worships entities that hail from such places, and they have a leader named Kaion Vasus" Sort of a combination of the underdwellers from Battle For The Planet of the Apes & what happens to the world population in the film In The Mouth of Madness. These are not folks you want to invite over for supper. Then there's encounters with Lovecraft younger & older(don't ask). Lots of encounter tables for hex crawling across the islands. This is where the book shines of OSR style games especially if your into own a couple of OSR retroclone systems and want to expand your players adventuring! This also takes place in a timeless setting meaning that this is the book your going to want to pick up to introduce new players to the gonzo Lovecraftian sleazy jungle dripping action of The Islands of Purple Haunted Putrescence. Is Battle For The Islands of Purple Haunted Putrescence worth the five dollar price tag? In a word yes, even if you don't own the original then Battle is your entry level drug for the weird science fantasy setting. This book brings home the setting and there are several tables that should have been in the original book. Your not paying twice for same setting folks this book has lots and lots of new material that isn't the 'special features' that ended up on the cutting room floor. Instead this is an add on book for the setting. Which leads into the next question should there be another book in the Purple Haunted Putrescence setting series of books? In a word yes. If your into the All Night Long USA style gonzo cheese and weirdness of Venger Satanis's science fantasy setting then this is book for you. Will I be using it in future and upcoming games? In a word yes! But this isn't a perfect book, I wanted more awesomeness and cult crazy gonzo adventure but this is a gateway & continuation book. In this alone the book sustains and in some points exceeds its goals. I'd say an even five out of five for purple haunted weirdness! Eric Fabiaschi Swords & Stitchery Want More OSR action & support for this as well as other OSR titles? Subscribe to https://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
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