Showing posts with label Adventure. Show all posts
Showing posts with label Adventure. Show all posts

Wednesday, December 7, 2022

About The Frozen Temple of Glacier Peak

 The Frozen Temple of Glacier Peak is a 24 page OSR adventure by Robin Fjärem, for a party of level 1-3 adventurers, designed for Knave, and easily convertible to other OSR games.

I got the PDF and printed it at home as an A5, stapled zine of sort (no POD option is available).

Mr Fjärem has done a very good job at designing a module that in 24 pages describes 32 rooms full of adventure.


What's it about? The adventure offers 3 levels, each with a distinctive theme and flavor. The first is the titular frozen temple with 11 rooms, the second is a a single large cave with an underground lake with 6 areas, and the last is "the spirit realm", a large underground complex with 15 rooms.

Before the dungeon proper, we have the description of a mountain camp, 6 different hooks, and 6 rumors.

The first level is long lost temple. The glacier has melt a bit, and it is now possible to enter the temple again. The contents of the temple fit the theme perfectly, its all abandoned and icy, close to no encounters except a frost centipede and, from the random encounters table, rival adventuring parties and a frost smilodon who has just ventured inside the temple looking for prey.

The second level is fairly linear, with a sequence of islets scattered through the lake. But has a snorting troll sleeping in the farthest islet, and the lake is the portal to the spirit realm, if the group figures out how (and there's plenty of ways to understand how the lake is magical), while possibly avoid waking up the mysterious source of the snorting. 

The last level, the spirit realm, is in fact a perfect adventure in the mythical underworld, with more than a hint at fairy tales and norse mythology. This level is full of fun, interconnected encounters with NPCs, including a Lindwurm (a flightless dragon) and its magnificent hoard.

So how is it? It's a great little adventure, with a distinct pacing and a strong theme. The writing is short and clear, exactly how I like it. You read it once, you're ready to run it.

Is it perfect? No, but close. I didn't like that some secret passages in level 1 don't include in their description an obvious way to suspect they are there. I didn't like that the "spirit realm" level is too small. It feels like it should have been vast, too vast to explore in its entirety (there's world in mythical underworld). And it feels so because there's a lot going on with the fairy creatures and peculiar places described, and also because of the very good random tables included (mushrooms, treasure, NPC motivations, events). At your own risk, you may attempt connecting this to other adventures such as The Incandescent Grottoes, or simply expand the map, adding rooms and paths between the keyed ones, to increase the feel of an underground world. Those tables should make it relatively easy.

All in all: It's a good one, definitely recommended if your campaign has snowy mountains and you like the fairy/norse(ish) themes, and worth the effort of conversion to your favorite OSR system.

Wednesday, October 19, 2022

Halloween Mega Sale at DTRPG: My OSE Recommendations

 The Halloween sale is on at DriveThruRPG. For the next 14 days, more than 14.000 horror-themed rpg titles are available at reduced price!

The list of OSR titles currently discounted counts a big 588 items, which is a lot.

The sheer amount of titles available makes it hard to create a list of OSR recommendations, so this time I'll focus on some of the titles listed for Old-School Essentials and for Labyrinth Lord, as BXDnD is my current go-to ruleset.

Pumpkin man courtesy of Nightcafe AI art generator

Adventures

Of the Necrotic Gnome's official adventures for OSE, the only one available during this sale is the Ennie award winning Halls of the Blood King by Diogo Nogueira: exploring the interdimensional castle of a vampire lord sounds like a great scenario for a Halloween game indeed.

Ominous Crypt of the Blood Moss - is a very good 10 room dungeon which develops the cliché theme of "crypt with undead" with interesting twists and consequences, and a horror from beyond space and time. I've reviewed it here.

Falkrest Abbey - Ghost, wights, and ravenous zombies in a ruined abbey. Written by Andrea Mollica and me. More about it here.

The Frost Spire - An excellent creepy-fairy-frosty level 3 dungeon adventure with an interesting moral dilemma. Reviewed it here.

The Demon Tower of Valdig Fel - An intriguing scenario for Labyrinth Lord, with a flying citadel shaped like a demon head, for characters level 5-7. Short and sweet.

Witches of Frostwyck - A long, mystery scenario for characters level 1-4, with witches and a cursed village in frozen forest.

The Haunted Hamlet - A best-selling location based scenario by Lazy Litch.

The Stygian Library - A hugely successful and widely acclaimed infinite dungeon-library with lots of random content.

Sourcebooks, Supplements & Zines

Of my very own Lands of Legends zine series, the Grim volume is now on sale, (and the five zines are also currently bundled up in PDF + Print on Demand.

Realms of Crawling Chaos - A classic Labyrinth Lord supplement to introduce the Cthulhu Mythos in your OSE/LL/BX campaign.

Into the Wyrd and Wild - A supplement to make wilderness adventures more interesting, with a strong accent on the weird and terrifying side of things out there.

Don't forget the Trick or Treat specials!

During the Halloween sale, you should check the DTRPG Home page and click on the big orange banner at the top of the page, because you'll find three titles offered for free, on a rotation with new titles every 24 hours!

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Into OSR? Check my other OSR posts and reviews!

Friday, July 29, 2022

Axian Library is available! And Falkrest Abbey Is Coming! And More!

 Five months after a stunning Kickstarter, the Axian Library zine collection PDF has been sent to backers and is available for everyone at DriveThruRPG

I've got to say I'm very happy with the result, and hope all the backers will enjoy it.


Next step is preparing the file for the print version and getting the print proof from DTRPG. Once the proof is ok, all print level backers will receive their vouchers for the printed book, and the print version will become available for everyone too.

New Projects!

In the meantime, I've already started working on new projects! I've teamed up with Andrea Mollica to design a bunch (2? 3? 4?) of new dungeon adventures for Old-School Essentials.

The first one is Falkrest Abbey and the text is already pretty much finalized. If you're in the Old-School Essentials Facebook group you might have had a chance to grab an early playtest PDF.

Falkrest Abbey is an Old-School Essentials dungeon adventure for characters level 1-3, and features about 20 rooms with non linear exploration, puzzles, decision making & problem solving, a bit of faction play, and a bunch of new monsters and magic items.

For Falkrest Abbey I've decided to ask my friend Zaira Diana to draw the cover and interior art. Zaira, Andrea and I have already worked together on Guardians of Sol-Tau, and I'm very happy to have her again with us.

This is the cover art she's concocted for us: meet Grusom the cursed abbot. I love this piece!


And since the Abbey is already written and playtested, Andrea and I are already at work on another adventure: The Mouth, based on the ideas from this post.
We're in the middle of fine-tuning everything, but most of what's in that post has found a place in the adventure, and can't wait to begin internal playtest!
We'll also probably offer a public playtest version in the next weeks on the official Old-School Essentials facebook group...


Sunday, July 24, 2022

About Temple of 1000 Swords

 Temple of 1000 Swords is a dungeon adventure for Old-School Essentials by Brad Kerr, the same author of Hideous Daylight. If you play OSE, go grab it now because it's so good I'm stunned.


It is a 25 page adventure featuring a 19 rooms dungeon of intense fun. It is statted for Old-School Essentials so it's also ready to use with BX D&D and similar rulesets. It states being designed for "approximately level 3 characters", which probably means a level 2-4 range would be ok. I think level 5 characters would find it too easy, and with too little loot.

I bought the PDF and had it printed and stapled locally into a nice little black and white A5 booklet.

The writing is short and sweet and fully functional to run the adventure. Flawlessly structured and well laid out for easy running.

The temple of Gladio the forgotten sword god has interesting things going on in every single room, with situations that require problem solving, lateral thinking, one or two optional "regular" puzzles, a sort of moral dilemma, and even faction play. I think I couldn't ask for more!

You have Gladio's magical forge, capable of turning anything that is put on it into a sword-hybrid: a coin, a book, a torch, anything. And that's why one room contains crazed sword-persons...

The magic forge is also the source of the d100 table of peculiar swords that can be found scattered around the place among the piles of hundreds of swords that clutter all the rooms. These are made of stuff someone put on the forge to see the result. These include nonsense pieces such as the linen sword, papier-maché sword, and egg sword; some that are simply treasure such as swords made of silver, gold, rubies, mithral and dragon scales; some that are more conventional magic swords (light; masterwork; adamantine) and some very cool pieces such as a magically stretching sword, a functional blowgun sword, a rattlesnake sword, and my favorite: the intelligent, mustached, grandfatherly, +1 Grandfather sword (possibly a Diablo reference, and also meaning someone put their grandfather on the forge, which I find hilarious).

You have a legendary sword that is divided into nine pieces scattered in the various rooms, and one has been used to pin a vampire against a wall. You want to collect them all? You'll have to free the guy.

You have two factions battling for control of the place (treacherous merfolk and bloodthirsty duck people).

You also have a bunch of interesting hooks and and possible outcomes impacting the campaign outside the dungeon. 

The only two little quibbles I have are that one of the secret passages is marked on the map but there are no real clues to motivate the players to look for one, and one NPC, Piotr, has no game statistics. That's because players are not supposed to kill him, evidently, but still, players being players, you never can tell...

Of course these are very small flaws, more like two bits I'll have to remember fixing before running it (can't wait!). Seriously, this is one of my all time favorite OSR adventures along with Black Wyrm of Brandonsford!

(And it's currently included in the Christmas in July sale!)



Tuesday, June 28, 2022

Morrigan for the Frost Spire adventure

 Last week I reviewed the very very good adventure The Frost Spire by Jacob Hurst.



As pointed out in the review, for some reason the module doesn't include statistics for the final encounter, so I thought, why not make them?

As I wrote in the review, the quickest way is to generate a high level elf with the official OSE online tools, so let's start with that.  Considering all there is to the scenario (which is for a level 3 group), I have no problem shooting for a level 10 elf. Of course a less powerful version might be viable as well, but I really would not go below level 6. 

Here's what I got:

Level 10 Elf (NPC)

Armour Class 2 [17] (plate mail + ring)

Hit Points 36

Attacks 1 × crossbow (1d6) or 1 × spell

THAC0 12 [+7]

Movement Rate 60' (20')

Saves D6 W7 P8 B8 S8

Alignment Lawful

STR 16 INT 9 WIS 10

DEX 10 CON 7 CHA 10

Spells

read magic, shield, floating disc, mirror image, esp, mirror image, fly, protection from evil 10’ radius (mu), invisibility 10’ radius, dimension door, growth of plants, wall of fire, wall of stone, transmute rock to mud (transmute mud to rock)

Items

Broom of Flying, Potion of Heroism, Ring of Protection +1, Spell scroll (protection from evil 10’ radius (c), cure disease (cause disease), find traps, growth of animal, create water) , Crossbow bolts +1 (9)

Is that ok? Well I guess it could work if in a hurry, but this is not the case here, so I'll try and make it more in tune with the scenario.

That STR 16 doesn't really seem to match with the art in the adventure; and Morrigan's job makes me want to change the Alignment to Neutral.

I don't like the magic items I got, so I'll try and put some more frost-themed stuff here and there. Ok I like the flying broom, as it is a very convenient means of traveling to and from the spire, and offers a great option for retreat in case of hostile adventurers, so I'll leave it there.

A quick search on the OSE SRD for "cold", "ice" and "frost" gives me two things worth adding: a wand of cold and the wall of ice spell.

Some other cold-themed items? I have a bunch in this post with Diablo-inspired magic items: the Ravenfrost ring seems the right fix, as well as the Skin of the Viper Magi armor.

So here's the edited girl:

Morrigan - Level 10 Elf 

Armour Class 5 [14] (leather armour +2)

Hit Points 34

Attacks 1 × short sword (1d6+2, +1 from STR) or 1 × spell

Base THAC0 12 [+7], 9 [+10] with short sword +2 and +1 from STR

Movement Rate 60' (20')

Saves D6 W7 P8 B8 S8 (+2 to all from armour; +1 vs spells from WIS)

Alignment Neutral

STR 13 INT 9 WIS 14

DEX 10 CON 7 CHA 16

Spells

read magic, shield, floating disc, mirror image, esp, mirror image, fly, protection from evil 10’ radius (mu), invisibility 10’ radius, dimension door, growth of plants, wall of ice, wall of stone, transmute rock to mud (transmute mud to rock)

Magic Items

    • Broom of Flying
    • Short sword +2, Charm Person 3 times a week
    • Wand of cold (7 charges left)
    • Skin of the Viper Magi (leather armour +2, +2 to saves vs spells)
    • Ravenfrost ring (Cold damage heals the wearer by the same amount, instead of harming them. Cold spells and effects never affect the wearer in any negative way)

Strategy

Well the first thing to do to run the encounter decently is to carefully read the page about Morrigan and prepare to defend her position and her job with discussion. If conversation fails to end the encounter, it's time smash the PCs.

With this set up, I can see Morrigan attempting various strategies if conversation with the PCs turns to violence. She can Charm with her sword; turn invisible; dimension door to safety; or fly out of the room and lock the party inside inside with a wall spell, then gather reinforcements such as the harpies or the bear. Or she could just mirror image and then hack at the group with her sword or freeze them to death with the wand.

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Into OSR? Check my other OSR posts and reviews!

Wednesday, June 15, 2022

About The Frost Spire

 The Frost Spire is one of the adventures that resulted from the Wavestone Keep adventure design contest at Bryce's blog.

It is a 16 pages black and white pdf, written by Jacob Hurst, with real nice art (see pics) by Joshua Alvarado and maps by Dyson Logos.

I've grabbed the PDF and had it printed locally.



The adventure is listed as 3rd level, and has generic OSR game statistics (with ascending AC) which make it pretty much ready or almost ready to use with the usual od&d, bx and becmi d&d rulesets and their retroclones. Treasure values seem appropriate for a third level adventure for such games.

The titular Frost Spire is a floating iceberg that occasionally comes near coastal villages, magically freezing seawater around it and making it reachable from the shore. In order to run it you'll need your group to be near a coast.

Killer art piece and opening text

Avoiding spoilers, the adventure is definitely on the grim-fairy-folk side of fantasy, with children being kidnapped by ancient elves. Theme and flavor are nicely and consistently carried on in the background, hooks, events and dungeon itself.

The first 2 pages feature the background of the Spire, both as a false legend and the actual facts going on; a timeline of events which can be used as a "before" to the adventure or as events that gradually unfold before direct players involvement; a series of 5 hooks; and 4 different encounters that can be played on the magically frozen sea as the group approaches the spire.



All of these are well written and intriguing. My only quibble is with the hooks, which set up an interesting mystery but might require some adjustment or expansion for groups where some reward or perspective of treasure is the only working motivation. For my group, I would probably make the initial legend known to the party, adding some legendary treasure in it, to give them some extra reason to go.

The adventure itself is a 10 page dungeon (with 3 pages of art and 7 of actual text): it's a short scenario that's quick to prepare.

The dungeon is 9 rooms inside the iceberg, with two different entrances, both of which are not immediately accessible and will require some problem solving by the group.



What's cool

What is immediately cool about this dungeon is that nothing is immediately, necessarily hostile. It basically starts as a mystery: what is this place? and, depending on the hook(s) you've used, where are the missing children? What is going on here?

While the inhabitants include harpies, a gelatinous cube, and a polar bear, they are are not immediately hostile (the cube only being released if the PCs upset one of the NPCs). There are several treasures the group can loot, including original and well-themed magic items, and the set-up of each encounter and situation is clear and well-thought, with the players often facing interesting decisions.

Everything contributes to creating the specific atmosphere of "enchanted dangerous fairy/icy place", reinforcing the theme of a journey in fae territory.

And ultimately, the dungeon is a path to the final encounter and the conundrum it poses. The NPCs in the throne room is responsible for the missing children, but her reasons are worth pondering.

Moreover, the adventure states that inside the dungeon time flows differently, and makes it clear that you can use it to shift the PCs forward into the future, as hours inside the spire may correspond to years in the outside world.

What's not cool

Two NPCs don't have game statistics. While it's evident they are "not meant" to be fought, I would still prefer to have game statistics for them just in case.

EDIT: The adventure is so good I've created Morrigan's statistics for Old-School Essentials.

All in all

The scenario is frankly cool, atmospheric and well-thought, with interesting situations, interactive encounters, unusual dangers and rewards. Like Ominous Crypt of the Blood Moss, it's a great short dungeon with a lot going on and with possible meaningful consequences.

And it is also deep, with a final encounter which may become a moral debate, and one which is not obvious. It really is nuanced, and the scenario gives clear instructions on how to play it. The only thing missing is game statistics in case the group's choice is "die you witch!". Based on the scenario, the minimum effort solution for the lack of statistics can be a level 9 elf from your favorite online character generator, but of course I would have preferred the author's view. Still, a very minor flaw in my view.




Into OSR? Check my other OSR posts and reviews!

Saturday, June 11, 2022

About Old School & Cool Vol. 3

Old School & Cool Volume 3 is the third installment of Knight Owl Publishing's zine series dedicated to OSR games.

It was crowdfunded last February during Zine Month. I backed the project and the printed zine has just landed here at my place, all the way from Portland, US to Pisa, Italy!



It came in a simple letter envelope, plus a protective plastic wrap. It came in good condition (except for a corner on the cover).

The zine is one of those US formats I can't fathom, similar to A5 but slightly narrower. It looks beautiful. Color cover, b/w interior, good staple binding and print quality, 40 pages of goodness, with clear layout and nice art. I especially like the full wrap-around cover art.

So what's inside?

The objective of this zine is to give options and content for b/x d&d and its simulacra, Old-School Essentials included, to go beyond the 14th level limit.

This is achieved in the various sections of the zines: new options for classes, high level spells, immortal artifacts, monsters, gods who used to be adventurers, and the adventure "Don't Lose Your Head".

First of all, the zine introduces the concept of "level x": instead of coming up with tables upon tables of new level progression beyond level 14 (or lower, depending on class limits), the zine presents the idea that once a character has reached their class' maximum level, plus another xp threshold listed in the zine, they can reach "level x" if they defeat ("though not necessarily kill") a level x character.

Defeating another character is a very interesting concept (yes I know druids already had that) and one that makes progression more interesting than just an abstract, arbitrary xp goal.

Once both conditions are met (xp and victory over a level x character), the new level x hero must choose one of two paths: Ascended or Descended. These two may sound a bit like "good" and "evil" (which in turn is quite close to how the law/chaos opposition seems to map in b/x d&d), but it's not necessarily so. The two paths available to clerics are pretty much so, with one being the angelic healer, and the other an aspiring demigod of undeath. Things are definitely more nuanced for the two paths available to dwarves: the runesmith and the grudge keeper. I like that, as per the rules presented in the zine, the choice is free and not tied to alignment in any way, and that there is no neutral choice between, say, the path of the vigilante and the path of the crime lord for thieves, forcing players to an interesting ethical choice beyond their alignment. . This section, with two paths for each of the seven bx classes, is 10 pages.

Each level x path offers a packet of new class abilities (in most cases 4 or 5), plus of course access level x spells for spell caster classes.

The zine lists 8 arcane level x spells and 6 divine level x spells, described in 4 pages. These are of course very powerful (the arcane list includes a wish spell, for example).



What I like about both the new class abilities and the new spells is that yes of course they are powerful (often extremely powerful), but also that they are not just and not only numerical bonuses, but often give new capabilities. Examples: an elf who's picked the path of the unseely fey can "command any animal, beast, or monster with 10 or fewer HD, so long as they are within a forest". That's one hell of a special skill, and the type of ability that truly changes the game, which is good, in my opinion. Another example: one of the level x divine spells completely restores an undead creature to life, as if death and undeath never happened to them. This, in a domain level play, can have a lot of consequences which can be interesting to explore and definitely may go beyond mere combat.

I like that these new powers, abilities and spells are clearly not mere conversions of stuff from other editions.

I don't like that here and there some rules are not 100% crystal clear in their meaning, or so they appear to me.

I can't be sure these powers and skills can work or will ruin the game with their immense power, but one thing is sure: before players gain those skills, they must defeat an NPC who possesses them, and it will definitely require some very clever planning and group work. Think for example of a grudge keeper dwarf: one their abilities says once they lose half their hp they "lose track of their dwarfmanity" (LOL) and until all enemies are dead they attack at -2 but roll 1d100 for damage! Go kill that guy, I dare you, this is what the zine says, and I like it.



The "Immortal Artifacts" sections presents 22 (again, very powerful) magic items. These are cool and detailed with backstory, powers, and also a corrupting trait and some way to neutralize them. These are very cool and can definitely be introduced as treasure (and game changers, and of course as part of the arsenal of villainous NPCs,) into a high level campaign wether you choose to use the "level x" rules or not.

The monsters section includes ten creatures, such as Apocalypse Dragons, Devil Wyverns, Kaijus, Shoggots, and Ghost Cataphracts (a Ghost Rider inspired undead, complete with a "hellfire flail" that extends to 15'). They range from 12 to 33 HD and of course have very nasty special abilities. These are solid and interesting and, like the previous section, can surely be introduced as mega enemies for level 10+ parties.



The "Gods who used to be adventurers" section (2 pages) briefly describes four godly NPCs, with brief background, game statistics, holy symbol, unique special abilities, and individual art pieces. These are frankly cool, and are connected with the other contents of the zine such as the artifact, but on the whole I'm not sure what's the deal here. Even though they have the six abilities scores listed, based on their statistics they don't seem to be level x characters, but their own thing, so what are they here for? Possible adversaries or allies, I suppose, but the intended purpose is not perfectly clear as it is not stated.



The final 4 pages feature a scenario for characters who "have enough experience to reach level x but need to defeat a level x champion. Characters of less power but great cunning could perhaps survive, but it would not be an easy task".

This is a short open scenario with a city threatened by an evil level x magic user, but also protected by a good level x fighter. It also features several creatures from the monsters section and a couple of items from the Immortal Artifacts section. It could have benefited from having one or two extra pages to make a few details clearer, but overall it seems to me a good example of high level play scenario, which is quite rare. It is an open scenario where clever thinking, diplomacy and political decisions may have a large impact and, while the default approach is to stop the evil magic user, the scenario will still work if the group decides to challenge the good fighter instead.

Overall

Overall the zine is very good, with lots of things that can be dropped into high level campaigns (10+), all together or in selected bits, and I'm glad I backed it! If it's ok to have ogres and trolls in scenarios for level 1-3 characters, then you can definitely put some of those mega monsters (and magic items, and spells) in a level 10-14 scenario.



Print version?

The print version (I suppose the same as mine), alone or with the PDF, is available at the Knight Owl Publishing store, while the pdf alone is up at DriveThruRPG.

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Into OSR? Check my other OSR posts and reviews!

Friday, May 27, 2022

About Cliché Dungeon Design


 I've recently watched a video by a friend and rpg designer who advised GMs to avoid trite cliché dungeons such as the goblin lair cave, the undead crypt, the vermin-infested sewer, and so on.

That surely is sound advice, in general, unless your players are complete RPG beginners. But I feel there's more to be said about those cliché, and more than a little something that's worth saving about them.

I think those cliché, with their list of obvious places and situations, are actually very good, if you don't stop at that when designing your dungeon.

Why are they good? Because they empower player agency by allowing players to have solid expectations of what can be found. If the environment fits a logical scheme, you can make predictions and take meaningful decisions while exploring the place.

This can, of course, become very bad, if all there is to your dungeon is the cliché place and situation. A dungeon adventure should be a foray into the unknown, and the trite goblin cave won't take you there at all, if all you put in it is the same old barracks, kitchen, prisoners room, wolves pen, throne room, and hidden treasure. Such places will make the dungeon easy to understand and navigate, which is good, but you'll need some extra work if you also want your dungeon to be more entertaining, challenging, and engaging.

One way to do that little extra work is to take time to come up with the dungeon backstory. That can be as simple as a three step timeline:

1. Origins: Who built the place? What was the purpose? What's left of the original construction?

2. Distant Past: Who occupied the place in the past? For what purpose? Did they modify it? What is left of their passage? Have they really left? Why? Also: Natural events such as cave-ins and floods? These can create new, unintended paths through the dungeon and have other consequences.

3: Recent Past: Have the current dungeon denizens altered the environment for their purposes?

Let's put this to work with the boring goblin lair cave concept.

1. It was a natural cave. Ok. Vast, with all the usual cool places of natural caves: crystal cave, pools, fungi, chasm. A waterfall too! Or it could be lava... but for this example I'll keep lava out of it.

2. Stone giants settled in! BAM. These 14' tall chaps smoothed and decorated a dozen rooms and of course left a stone throne, five huge stone beds, and clubs made from stalactites. What else? They may have carved the entrance as a huge giant face, or something more subtle, but definitely something goblins wouldn't be able to create. They might have buried their dead in deeper, hidden caves, perhaps protected by magic, and definitely with some big ass treasure. They might have had some stone elemental device/totem/altar, still working now, or needing repair or reactivation.

Why did they leave? Let's say they left because they were attacked. Two of their 14' tall stone skeletons are still in there.

3. Of course goblins changed the environment. They've brought in their stuff and the stuff they've pillaged from farmsteads or robbed from travelers, and set their little traps and alarms, and so on. A mushroom orchard, henhouse, pigsty?

This was literally written in 2 minutes, but now I have enough stuff to make this goblin lair a little bit more unique. They may have found a giant-sized ring which their leader uses as a crown; they may have gathered some cool crystals from the deeper caves; they may have used the stalactite clubs or giant bones as part of their wire traps. They definitely haven't been able to open the sealed, 16' tall stone door to the giant king's sanctum, of course.

Is this enough? If you want. But of course you can go on and make another round at the dungeon backstory, now filling it with details and events you can use to make the dungeon cooler. Some of these I've already come up with above. But what about the goblins? 

This is where you take time to consider the activities of current denizens. Ok they are goblins so yeah they raid farmsteads and/or assault and rob travelers or small merchant caravans. Fine. But also boring! One way to make a better dungeon out of it is to think of specific, special incidents that have happened during such activities and that have consequences on the dungeon.

They might have stolen something unique which, while valuable, may also be dangerous. How about a caged cockatrice? Is it still in the cage, or of course they accidentally freed it and had to barricade a section of the caves? Or... a trunk of alchemical components? Sure they've been messing with it, which may have resulted in some mutated goblins, a proliferation of slimes, or a cauldron full of their "magic potion".

Is this enough? If you want. But of course you can go on. You know what's also missing to shake up the cliché? Some good old conflict for faction play! The goblins must have made enemies, and the mountains are full of dangerous beasts and monsters...

Ideas off the top of my head:

The deeper caves have been invaded by caecilias or frigging purple worms! Those stone giants' totems the goblins have been defacing? I guess their function was to keep those away deep down into the earth! Some still stand, but the goblins haven't figured out why the monsters stop pursuing beyond a certain cave. They've just carved a warning on the wall, like a crude drawing of a stickman (stickgoblin) sitting at the top of a tree, or falling headfirst inside a pipe, or is it a tornado with teeth?

The goblins have messed with the wrong guy(s). They always do. Here's a faction that wants revenge, or their stuff back. You can pick the sentient creature(s) you like from your bestiary, and this is the enemy that is stalking the area, looking for the lair, or waiting for the good moment to attack. Depending on what you pick, lots of different interactions with the party, the goblins and the dungeon may result. This can be a single, powerful individual patiently stalking the cave and killing the goblins one by one predator-style (and it goes straight into the random encounter table); or a group of lesser powerful creatures who were just waiting for a bunch of adventurers to get in and distract the goblins. Very different scenarios here if you go with, let's say, kobolds, neanderthals, or pixies.

Again, whatever you add, take time to consider the impact it may have on the dungeon. The goblins pissed off the pixies, ok, why exactly? Is there something they've taken from them, which can be found inside the dungeon, like a jewel, a prisoner, a magic bough?

Are the goblins aware of the threat? If so, they may have set up specific countermeasures and traps. And signs and consequences of previous battles should be there, including trophies, captured armament, warning posts. Their leader might offer a reward to the party if they can destroy their enemies.

Is this enough? Ok, it really is enough when you think it is. For such a dungeon scenario, you may really want to outline at least two personalities, with their goals, wants and needs. The cliché here would have a presumptuous but kinda dumb goblin king, and a devious, cunning advisor or shaman. You know what? Invert those, then put in a goblin princess who wants to escape and live her life. Or become queen. Or join the avenging pixies. Spend 5 minutes to give at least 2 goblins some extra reason beside survival to tell the party "hey don't kill me, let's work together", or "hey don't kill me, I have something for you", such information or actual help.

This can really be enough now. BUT! One more way to play on the cliché is to work on the reason(s) to go into this dungeon. The complete cliché scenario is the goblins have treasure because they stole stuff, kill them and it is yours. Coming up with something different adds a very impactful layer on the dungeon and how it plays out.

Three off the top of my head:

The group is hired to extract that rebellious goblin princess. Depending on who's commissioning the extraction, and for what purpose, she might be happy to come along, or be part of the problem. It might even be her own machination all along!

One of the stone giants' ancient devices must be repaired in order to stop the swarm of earthquakes that's been going on in the region. Hey, the goblins might actually want to help, if convinced (that's why you also want those caecilias or killer pixies in the picture).

Sometime after the giants' demise and before the goblins' arrival, the legendary bandit king hid one of his seven treasure trunks inside one of the pools of the deeper caves, and the party has found a partial map to it. Now the goblins become a completely accidental problem.

Ok, NOW I think there's enough meat to make a nice goblin lair cave that doesn't suck, while still be made out of a pretty cliché scenario idea.

One last consideration: Prison of the Hated Pretender, Tomb of the Serpent Kings and Ominous Crypt of the Blood Moss are cool dungeon adventures that closely fit the train of thought of this post, as they both start from a cliché scenario type (actually: the SAME cliché scenario type!), but feel very unique and are absolutely cool!

Into OSR? Check my other OSR posts and reviews!

Tuesday, May 17, 2022

About Prison of the Hated Pretender

 Prison of the Hated Pretender is great short dungeon written and illustrated by Gus L.

It is available as pay-what-you-want on drivethrurpg, and you really have no excuse not to grab it now, because it's a very good one!

I grabbed the PDF and printed and stapled it at home.

The Basics

The 20-page pdf includes a backdrop village for the adventure, rumors and hooks, and the description of the dungeon itself, which has 10 keyed locations. It is "for 4-6 characters level 0-1", so basically a starting adventure.

It includes "universal" old-school statistics which are perfectly compatible with OD&D/BX/BECMI and their clones and pseudoclones. Treasure seems set to values that are appropriate for xp-for-gold systems, too.

It also includes an appendix with 5e statistics which, frankly, I didn't even bother to read.

Art is nicely evocative and the map is really good and included in three versions.

Same goes for the writing style, reasonably compact but very evocative.



The Dungeon Adventure

The Prison is not a dungeon proper, as it is above ground. It's a head-shaped, three-story tower of sorts, with an underground crypt. It's the crowned head on the cover.

Despite the small area, the prison definitely allows for multiple expeditions, because the place is full of interesting stuff to investigate and interact with, AND there's a faction of creatures that just keep coming on and on, until the players figure out what makes them return and how to prevent that, which means a typical group of the suggested level will be forced to leave fairly often, and plan to visit again.

In the 10 rooms of the Prison, there's pretty much everything a good dungeon adventure should have: faction play, possible non-violent interaction with creatures, mysteries to unravel, traps and hazards that are well described in their functioning and trigger and with ways to figure they are there, and treasure that is interesting.

Extra Feature: An OSR Essay on Dungeon Design AND Refereeing

PotHP also shines as an excellent guide of sorts for GMs who want to familiarize with the old-school style of play and adventure design, as each page has a box of text explaining the design approach of the adventure, the reasons behind it, and how to best run it.

The combination of "theory" and playable example truly is gold, and puts PotHP in the same category as Tomb of the Serpent Kings as great "educational" modules (and great modules on their own right).

Tuesday, April 19, 2022

Dragons for My Current Game: Xagoranth of the South

 A few weeks ago I posted my adaptation notes (part 1 and part 2) to run Tomb of the Serpent Kings with Old-School Essentials.

The first post included a simple hex map I made so as to have a minimal "backdrop world" with the starting town of Fortana.

Of course one thing leads to another so I quickly added the modules I hoped to run after the Tomb: Brandonsford, renamed as Brandonia, and a village for Ominous Crypt of the Blood Moss.

And after that I added two dragons on the map... because why not? The implied setting in BX dungeons & dragons and Old-School Essentials is clearly has lots of them. And people in Fortana probably know about the two closest dragons.

So now? Time to roll their details with the tables in Deadly Dragons Dire & Daunting, the set of tables included in the Axian Library book to create unique dragons with their environment and context.

The first dragon I detailed in this post.


I've also added The Seers Sanctum, putting it on a not-so-pleasant islet in the middle of a lake.


Here's what I got for the dragon in the swamps south of Fortana:

Xagoranth

Black Dragon, Old, Male


Armour Class     2 [17]

Hit Dice                 8** (36hp)

Attacks [2 × claw (1d4 + 1), 1 × bite (2d10), sharp horns (2d10)] or breath

THAC0                 13 [+6]

Movement             90’ (30’) / 240’ (80’) flying

Saving Throws D8 W9 P10 B10 S12 (8)

Morale                 8

Alignment Chaotic

XP                    1,750

Breath weapon: 60’ long line of acid.

Secret weakness: Music scares, irritates or disgusts the dragon, who must make a Morale check if confronted with it.

Language and spells: Intelligent (INT 10). Speaks Draconic, Common, and 1 more language. Spells: 3 × 1st level.

Spells: 

  • Level 1: Floating Disc, Charm Person, Read Languages

Sleeping: 20%. 


Motivations and Desires: Survival, greed, pride, paranoia (Halved chance of sleeping; -1 to THAC0 due to tiredness; both included above). Current desire: Wants another dragon dead. Of course, why not Korgathix?

Treasure

  • total value 120,000gp
  • 60,000gp
  • 30,000pp
  • Sword +1
  • Sword +1, +2 vs spell users
  • Plate mail + 1
  • Shield + 2
  • Potion of Healing
  • Potion of Delusion (seems a Potion of Giant Strength)
  • Spell scroll (esp, web, wall of ice, floating disc, feeblemind)
  • Spell scroll (speak with animals, continual light (continual darkness), cure disease (cause disease), sticks to snakes, purify food and water)
Origin of the treasure: It is the accumulation of tributes of enslaved or defeated humanoid tribes. Obviously the dragon stole better part of Frindil's family treasure (see below).

Allies, Enemies, Adventure


Allies:  1 Cyclops, Oggamar
Ok this guy probably lives with the dragon.
Their treasure:
  • 4,000ep
  • 5,000gp

Allies:  30 Brigands, with their leader Fargan (level 2 fighter with plate mail, sword, lance).
Their camp is in the same hex as the dragon's lair. Fair weather friends.
Their treasure:
  • 6,000cp
  • 1,000sp
  • 10,000gp

Enemies: 21 Dwarves, with their leader Frindil
They live in a mine in the hills north of the swamp. They moved to their current home about two years ago, and were attacked by the dragon who took a lot of their heirloom and slay half of their group. Of course they hate him and would gladly join an expedition to kill him (or at least recover their enchanted swords and armor).
I'll also consider these to be the cousins of the three dwarves in the Brandonsford scenario, because connections are good.
Their treasure:
  • 40,000gp
  • gem (50gp)
  • 7 × gems (100gp)
  • gem (500gp)
Frindil, level 3 dwarf leader:
Armour Class 2 [17] (plate mail + shield)
Hit Points 14
Attacks 1 × hand axe (1d6)
THAC0 19 [0]
Movement Rate 60' (20')
Saves D8 W9 P10 B13 S12
Alignment Lawful
STR 9 INT 7 WIS 10
DEX 9 CON 9 CHA 10

Adventure Hooks:
  • The dragon’s enemies are willing to pay 4,000gp to have it baited out of its lair for one hour. I swear I rolled this one. It's perfect with Frindil's dwarves!
  • Xagoranth wants Korgathix dead.
    • He may trade information about his lair, allies and enemies in order to save his life.
    • Xagorath may send his brigand allies to hire dragon-slayers.
  • A local noble is looking for “trusted helpers” to join his dragon slaying expedition, but actually wants them to defeat the dragon for him, while he waits outside the lair and subsequently takes all the glory and fame for himself.

Lair: A ruined temple in the swamp.

I'll set this as serpent-themed, to continue the theme of the Tomb of the Serpent Kings. Ah, I might as well add a map to the temple among the treasures of the tomb, with a secret passage by-passing the magic ward (see below). 

  • The temple is on an islet in the middle of a mire about 4' deep.
  • Entrance is magically warded and requires the magic word "Saranta", only known to the dragon and the silly cyclops Oggamar.



Wednesday, April 13, 2022

Dragons for My Current Game: Korgathix of the North

A few weeks ago I posted my adaptation notes (part 1 and part 2) to run Tomb of the Serpent Kings with Old-School Essentials.

My players have started delving the tomb despite one player was missing (and that means he'll roll on Mysteriously Missing & Merrily Met!). The've explored most of the false tomb and upper tomb, with a lot of luck and careful exploration, but not so much treasure so far... 

So, the first of those two posts included a simple hex map I made so as to have a minimal "backdrop world" with the starting town of Fortana.

Of course one thing leads to another so I quickly added the modules I hope to run after the Tomb: Brandonsford, renamed as Brandonia, and a village for Ominous Crypt of the Blood Moss.

And after that I added two dragons on the map... because why not? The implied setting in BX dungeons & dragons and Old-School Essentials clearly has lots of them. And people in Fortana probably know about the two closest dragons.

So now? Time to roll their details with the tables in Deadly Dragons Dire & Daunting, the set of tables included in the Axian Library book to create unique dragons with their environment and context.

Here's what I got for the dragon in the mountains north of Fortana, and something you may find useful as a "dragon situation" for your games

Korgathix "Hellmouth", "The Swallower of Giants"

Red Dragon, Adult, Male


Armour Class     –1 [20]

Hit Dice                 10** (45hp)

Attacks [2 × claw (1d8), 1 × bite (4d8)] or breath

THAC0                 11 [+8]

Movement             90’ (30’) / 240’ (80’) flying

Saving Throws D6 W7 P8 B8 S10 (10)

Morale                 10

Alignment Chaotic

XP             2,300

Breath weapon: 90’ long cone of fire. Strong Breath: Can use his breath attack up to four times per day.

Secret weakness: Sleeps a lot. +20% chance of sleeping (included below).

Language and spells: Intelligent (INT 12). Speaks Draconic, Common, and Dwarvish. Spells: 3 × 1st level, 3 × 2nd level, 3 × 3rd level.

Spells: 

  • Level 1: Hold Portal, Magic Missile, Floating Disc
  • Level 2: Invisibility, Mirror Image, Web
  • Level 3: Protection from Evil 10’ Radius (MU), Dispel Magic, Fire Ball

Sleeping: 30%.

Large Maw: The dragon’s maw is larger than usual. and capable of swallowing a human-sized victim. An attack roll of 19 or 20 with its bite attack indicates a victim is swallowed. Inside the dragon’s belly: suffer damage equal to its bite per round (until the dragon dies); may attack with sharp weapons at –4 to hit; body digested in 6 turns after death. If the dragon uses its breath attack, the swallowed victim is expelled.

Motivations and Desires: Survival, greed, pride, spleen. Current desire: craves fame.

Treasure

  • A giant-sized golden crown with a hundred diamonds, worth 20,000gp
  • A giant-sized golden necklace worth 5,000gp, usually worn by the dragon
  • 10,000gp
  • 1,000pp
  • 1 potion of healing
Origin of the treasure: It was a giant king’s treasure. 

Allies, Enemies, Adventure


Allies: 20 Troglodytes
They live in a cave complex below the entrance of the dragon's lair, and act as guards, but are not allowed to enter his lair.
Their treasure:
  • 5,000sp
  • 3,000ep
  • Sword +1 (+3 vs Enchanted Creatures)
  • Spell scroll (hold person, cure disease (cause disease), detect evil, speak with animals, resist cold)
  • Wand of Negation

Enemies: 3 Treants
These are the few treants that survived the dragon's fire, and of course they hate him. They live in a small ancient wood south of the dragon's lair.
Their treasure as rolled with the online generator:
  • 4,000sp
  • 4,000ep
  • 2 × gems (100gp)
But I don't like it. Why would treants have coins? So I change it with a single jewel of equivalent value:
  • A large (3') silver and gold tray with small emeralds, a gift from the elves of Elvenil, worth 2,600gp.
Adventure Hooks:
  • According to rumors the dragon has become decrepit, or is currently weak, or diseased. A few aspiring dragonslayers, especially of the opposite alignment, have already attempted to find the dragon’s lair. The rumors may of course be false, or even created by the dragon to lure fools.
  • Korgathix is currently obsessed with fame, so he will always
    • let at least one enemy escape
    • accept surrender
    • fall for flattery regarding his well-known might, riches, etc

Lair: A natural cave that is hard to reach without flying, or good climbing tools (4d6 falling damage). Whenever Korgathix sleeps or leaves the lair, he
  • "locks" his treasure inside an alcove closed with a large stone slab and the Hold Portal spell cast on it.
  • seals the entrance with the Web spell (which he can easily remove with his flames).

....

So here's the updated map, expanded with a few more details as I slowly build the region. I've added "rumors" of more monsters around, and an elven community west of Fortana, just so we know where elf PCs come from.



Saturday, April 9, 2022

Tomb of the Serpent Kings: My Adaptation Notes for OSE - Part 2

Tomb of the Serpent Kings by Skerples, with art by Scrap Princess, is an awesome dungeon adventure which you should immediately grab if you haven't already.

It's a very good dungeon per se, and is also famous for being a "learning" module both for players and GMs who want to familiarize with the OSR style of play.

It is available as a free pdf, but I've grabbed the A4 Print-on-Demand version and I'm very happy with it. I'm preparing to run it for a group of total newbies, and see how good it is at its intended job!





And since I'm going to use Old-School Essentials, I've prepared a few adaptation notes, so why not share them?


I've posted the first part of my notes for Old-School Essentials in a previous post.

Also, check this cool, free isometric map of the tomb, by Andrew Duvall!

Here are the notes for the Lower Tomb.

Tomb of the Serpent Kings - Lower Tomb

Notes for Old-School Essentials

Treasure: All values should be multiplied x10!

Wandering Monsters table:

Fungus goblins are just OSE goblins (but sticky!)

Large spider: it says it's fist-sized, so it's not really any of the giant spiders listed in OSE.

Large Spider 

Armour Class   7 [12]

Hit Dice           1/2 (2hp)

Attacks            1 × bite (1d3, +1d4 poison if failed save)

THAC0            19 [+0]

Movement 120’ (40’)

Saving Throws    D12 W13 P14 B15 S16

Morale         8

Alignment Neutral

XP                 5

Room 22: Not an adaptation note but I believe, based on the textual description, that the map is wrong about the position of the door, as it seems to me that the door is to be interpreted as "Recessed 5' into the wall" from the side of the chasm, not from the room 23 side. Anyway, since the stone hammer doesn't crush the victim against a solid object, I believe the trap should be save vs death (+2) or 1d6 damage, plus another save vs death or fall into the chasm (instant death).

Room 24: The infamous skeleton jelly: as per skeleton in Old-School Essentials, except immune to all damage, and only inflicts 1d4 damage. I've decided it can be turned by clerics even though it is against the idea of the encounter, because I don't feel like being a jelly makes it more powerful than the gods, and when in doubt I always choose in favor of the players.

Room 25: Save vs death or d6 from falling, and again for the spikes at the bottom.

Room 26: Easy to pick: double % for thieves to pick the lock. Also, rusted, so I guess it can be kicked open like a stuck door.

Room 30: For characters inside the pit, instead of COS damage I'll have a simple save vs paralysis to avoid becoming unconscious (and falling into the flames for 2d6 damage).

Room 32: Baltoplat the succubus!

I've mixed the statistics of a harpy from OSE with those of succubi from AD&D 1st edition. I suppose a succubus should have more special abilities, but I think this is enough for this specific encounter.

Baltoplat the Succubus

Armour Class   2 [17]

Hit Dice           6* (27hp)

Attacks            2 × claws (1d3)

THAC0            14 [+5]

Movement 60’ (20’) / 150’ (50’) flying

Saving Throws    D10 W11 P12 B13 S14

Morale         10 (but will flee combat)

Alignment Chaotic

XP                 500

Immunity: fire (normal & magic) and non magic weapons.

Energy drain: A kiss from Baltoplat drains one level (save vs death to avoid), like wights and similar.

Spells: Charme, minor illusion.

Room 33: The gas trap is save vs death or d6 damage.

Room 34: I guess the eggs can be sold to sages etc for 1d6 x 10gp each. Not very useful for warmblooded creatures after all, but still a curiosity item. Or, they may become more useful for expeditions into very cold environments if the heating effect is increased to become equivalent to that of a decent-sized bonfire (but without the flame).

Room 35: Save vs death for the blade traps.

Room 38: See basilisk in OSE. Definitely going to use the 2-round petrification routine as suggested in the module (instead of the OSE save-or-die RAW petrification rules), as it makes for a more engaging and less brutal encounter.

Room 42: Xiximanter the lich! Liches can be found in the OSE Advanced Fantasy monster book, but I want to make him a bit different (and sligthly less powerful). Spells: I've used the  online OSE random tools to determine the spells he has prepared, but also figured a shorter list for those who use Wondrous Weavings Warped & Weird (this second list is handpicked).

Xiximanter the lich

Armour Class   1 [18]

Hit Dice           10**** (45hp)

Attacks            1 × claw (1d8 + paralysis)

THAC0            11 [+8]

Movement 60’ (20’)

Saving Throws    D6 W7 P8 B8 S10

Morale         12

Alignment Chaotic

XP                 3700

Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).

Immunity: Non-magic weapons, electricity, cold, all spells that cause metamorphosis, madness, death.

Fear Aura: Xiximanter may decide to "turn on/off" his fear aura. Those who see it must save vs spell or flee for 2d6 turns. Characters level 4 or higher are immune. 

Paralyzing claw: Save vs. paralysis or paralyzed for 6 turns.

Spells: 

Level 1: Floating Disc, Hold Portal, Sleep, Floating Disc

Level 2: Locate Object, Detect Invisible, Wizard Lock, Mirror Image

Level 3: Lightning Bolt, Protection from Evil 10’ Radius, Invisibility 10’ Radius, Protection from Evil 10’ Radius

Level 4: Remove Curse (Curse), Wall of Ice, Polymorph Others, Hallucinatory Terrain

Level 5: Animate Dead, Hold Monster, Animate Dead

Level 6: Reincarnation, Part Water, Part Water 

Alternate Spells (if using Wondrous Weavings Warped & Weird): Flesh to stone, anti-magic shell, death spell, disintegrate, teleport, hold monster, wizard eye, lightning bolt, invisibility, fly, magic missile, sleep, web, mirror image

Room 45: Random potions! Here's what I got from the online OSE random tools, plus the ones listed in the module.

I've decided to ignore the "spell mutation" potion listed in TotSK, because I cannot figure out what it is and this is a rich hoard of magic anyway. I made the list into a d20 table just in case the players pick a random bottle.

d20        color                potion type

1            white                diminution

2          grey                   flying

3          grey                       flying

4            black                control undead

        transparent        levitation

6         transparent        levitation

7            orange                heroism

8            orange                heroism

9            red                    control animal

10          brown                giant strength

11           green                speed

12        yellow                fire resistance

13        yellow                fire resistance

14        white                diminution

15      purple                healing

16      purple                healing

17      purple                healing

18        pink                    poison

19        gold                    longevity

20        gold                    longevity

Room 46: The cursed throne. I'll have it be worth 8,000gp. Players must either solve a puzzle or cheat (or kill!) Xiximanter, AND decide to quit the expedition to take it away, and go back to town at a movement rate of probably 6 miles/day, meaning more chances for random encounters. This deserves to be a big, memorable jackpot.

The curse: save vs spell, or "desire lordship and conquest", as stated in the module. How to translate this into game terms? I'm frankly considering just going with a (possibly false) hallucination/vision of the future as a ruler, and let the player fall for it or not. Something like

"you see yourself sitting on this very throne, but you're visibly older, with wrinkles and grey hair, and you're dressed in rich, lordly clothes and have a jeweled crown on your head. A young valet bows at your feet and says the tributes from the eastern provinces of the kingdom have arrived and include an enchanted ring as a gift from your vassals."

Room 48: Save vs poison or flee with disgust.

Room 50: Love this room.

Dredging the soil requires 1/turn per 3x3' square per person, with a roll on this table to see what comes up. Each result can only come up once, and I consider only 6 squares to be the goblins' garden, so this all means digging it all up requires 1 hour if only 1 person is doing it, or less if more characters work at it.

1 A finger and a fork

2 A rusted dagger

3 1d20 gold pieces

4 A ruby worth 300gp

5 A chicken bones

6 The crown!

The crown: If worn, save vs spell etc. The crown is the other "jackpot treasure" in the module, and players need to figure the soil in the room might hide something precious. I'll make it worth 5,000gp.


Appendix 1: Where is Xiximanter's spell book?

I guess Xixi would keep it in either room 44 or 45, perhaps inside a secret compartment in the wall, hidden as a beautiful fresco of snake men empowered by lightning.

Appendix 2: Where is Xiximanter's phylactery??

That's a very good question, one that expert players may have. Truth is, OSE liches haven't got it!
So it's up to you if you want to add one or not. I would hide it in a secret compartment inside one the pits in his rooms.

Appendix 3: What if... Xiximanter is a divine caster??

It would be a cool alternate version! Here's a selection of memorized spells from cleric's lists, if you want Xixi to be a divine type lich.

Level 1: Protection from Evil, Light (Darkness), Purify Food and Water, Detect Magic, Purify Food and Water

Level 2: Hold Person, Know Alignment, Resist Fire, Speak with Animals, Silence 15’ Radius

Level 3: Locate Object, Cure Disease (Cause Disease), Cure Disease (Cause Disease), Cure Disease (Cause Disease), Remove Curse (Curse)

Level 4: Speak with Plants, Sticks to Snakes, Neutralize Poison, Speak with Plants

Level 5: Raise Dead (Finger of Death), Commune, Commune, Quest (Remove Quest)


Into OSR? Check my other OSR posts and reviews!



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