Showing posts with label Old School Essentials. Show all posts
Showing posts with label Old School Essentials. Show all posts

Monday, January 8, 2024

New Year New Game Sale 2024: The OSR Goodness

The New Year New Game Sale is on at DTRPG, and it's got a lot of cool OSR titles I recommend!

The theme of the sale is getting to start a new rpg, so a lot of game systems are on sale, along with low level or introductory scenarios. Here are my favorites!



Old-School Essentials Official:

The Old-School Essentials Classic Rules Tome, by far my favorite OSR game

The Hole in the Oak and The Incandescent Grottoes, adventures for level 1-2, by Gavin Norman

OSE compatible:

Wyvern Songs four-adventure anthology (level 1-6), Hideous Daylight by Brad Kerr

Tomb Robbers of the Crystal Frontier acclaimed level 1 adventure by Gus L

In the Shadow of Tower Silveraxe and The Scourge of Northland, regional modules by Jacob Fleming 

Planar Compass Issue 1 zine by D. M. Wilson and Sarah Brunt

Other OSR game systems:

Errant by Ava Islam

Sharp Swords & Sinister Spells  and also Solar Blades & Cosmic Spells by Diogo Nogueira

Worlds Without Number by Kevin Crawdord

Maze Rats by Ben Milton 

Other OSR modules:

Fever Swamp by Luke Gearing

Slumbering Ursine Dunes by Chris Kutalik

The Waking of Willowby Hall by Ben Milton

The Haunted Hamlet - and other hexes by Lazy Litch

Dyson's Delves and Dyson's Delves 2 by Dyson Logos

The Frozen Temple of Glacier Peak by Robin Fjarem

The Gardens of Ynn and The Stygian Library by Emmy Allen

Aberrant Reflections and The Seers Sanctum, acclaimed puzzle dungeons by by directsun

Tuesday, July 18, 2023

Christmas in July Sale 2023: My Old-School Essentials Recommendations!

  The Christmas in July sale is on again at DriveThruRPG. For the next 14 days, more than 70.000 rpg titles are available at reduced price!

The list of OSR titles currently discounted counts a big 4241 items, which is still 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 332 titles listed for Old-School Essentials as it is my current go-to ruleset.




OSE Rulebooks

As with other large DTRPG sales, the core OSE books are discounted, both the Classic Rules Tome and the Advanced rules (Player's tome and Referee's tome). If you're reading this, you're probably already a fan (like me), but don't forget sales are a great occasion to spread the word. Tell your friends!

Moreover, the new, official Foundry VTT packages are on sale.

Adventures

Well, the whole Old-School Essentials line is part of the sale, which means you can get some great adventures too, like Incandescent Grottoes, the Ennie award winning Halls of the Blood Kingand Isle of the Plangent Mage by Donn Stroud.

In the Shadow of Tower Silveraxe - A regional module in zine format written by Jacob Fleming, with lots of dungeons and lots of hours of play. Reviewed here. From the same author, the Through the Valley of the Manticore module with a similar format is on sale too.

The Black Wyrm of Brandonsford - The exquisite, sandboxy point-crawl adventure for characters level 1-3, by Chance Dudinack. Very easy to run, with lots of interaction between locations, and guaranteed to offer a huge number of hours of play. I can't wait to run it. My review here

And The Secret of Black Crag, Dudinack's new module, is on sale too!

Puzzle Dungeon: The Seers Sanctum - Another very good 10 room dungeon with, well, a lot of well conceived puzzles. I've reviewed it here, and if this dungeon is a great opportunity to connect your existing campaign to the setting outlined in the best seller Planar Compass zine series.

Aberrant Reflections, Directsun's new puzzle dungeon, is on sale too!

Wivern SongsHideous Daylight and Temple of 1000 Swords - Brad Kerr's excellent adventures, all highly recommended! I've reviewed 1000 Swords here, and Wyvern Songs here.

Bottomless Pit of Zorth, Darkness at Nekemte and the big huge Gunderholfen megadungeon - G. Hawkins' series of modules. Check out Gunderholfen to grab a 400-page megadungeon at $7.50!

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

The Falkrest Abbey adventure by Andrea Mollica & I. Now at just $0.85!

Sourcebooks, Supplements & Zines

The full Carcass Crawler series of official OSE zines!

The Axian Library zine collection by yours truly is on sale! Check it if you enjoy alternate rules for Wizards and Clerics, dozens of tables to generate unique dragons, and a host of tables and rules for missing players and new characters.

The Dungeon Dozen, collecting over 200 system-agnostic d12 tables full of awesome inspiration, from the blog of the same name.

The whole Third Kingdom line of hexcrawl supplements is on sale, including the great Filling in the Blanks guide.

The Delver Magazine zine series, full of awesome random tables, along with its Tavern spin-off.

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Into OSR? Check my other OSR posts and reviews!

Monday, July 17, 2023

Old-School Essentials: Lairs and Dungeons

 This post is basically me trying to establish the answers to questions the keep coming on and on:

  • What is a lair?
  • What is a dungeon?
  • Are lairs and dungeons the same thing?

I'm going to answer these questions first of all with what's in the Old-School Essentials core book, then trying to make logical conclusions from it. Since OSE is a bx d&d clone, such conclusions should apply to the "whole family" (probably including BECMI and its clones).

What is a lair?

Ok let's begin with good old Merriam-Webster dictionary:

Lair

a: the resting or living place of a wild animal.

        "we tracked the bear back to its lair"

b: a refuge or place for hiding.

        "a villain's lair"

Why am I starting with this? Because the rules offer no definition at all, so I believe the only safe path here is to assume "lair" means what "lair" means in ordinary English:

a monster lair is the place where monsters live, rest, and/or hide.

The Game Statistics (Monster) page in the OSE srd, under the Number Appearing (NA) section, gives us the following information:

Number Appearing (NA)

Listed as two values, the second in parentheses.

[...]

Monster lair in a dungeon: The second value lists the number of monsters found in a lair in a dungeon.

Wandering monsters in the wilderness: The second value indicates the number of monsters encountered roaming in the wilderness.

Monster lair in the wilderness: The second value multiplied by 5 indicates the number of monsters found in a lair in the wilderness.

Lairs are mentioned again right after that, in the Treasure Type (TT) section:

Treasure Type (TT)

The letter code used to determine the amount and type of treasure possessed by the monster(s) (see Treasure Types). The letters listed are used as follows:

A to O: Indicate a hoard: the sum wealth of a large monster or a community of smaller monsters, usually hidden in the lair. For monsters with a lair encounter size (see #Number Appearing) of greater than 1d4, the amount of treasure in the hoard may be reduced, if the number of monsters is below average.

This is basically all there is to it.

In the rules, a lair is defined by two things: 

  • A variable amount of monsters (a "community");
  •  a (usually specifically) associated treasure type.
Additionally, from the NA section we derive the following knowledge:
  • A lair can be in a dungeon;
  • A lair can be in the wilderness (and has 5x the monsters, but their treasure hoard stays the same!).
Accidentally, I think the first point takes us closer to answering the question "Are lairs and dungeons the same thing?" Spoiler: no.

Let's put it all together and this is the best answer I can offer:

A lair is place where a (typically large) group of monsters (often as an organized "community") live, rest hide, etc, and keep their "community" treasure hoard; monster lairs can be found both inside dungeons and in the wilderness.

Let's work an example?

The Goblin entry in the OSE srd has additional specific information for goblin lairs, so let's see what we get.

  • A goblin lair in a dungeon amounts to 6d10 individuals (and x5 if the lair is in the wilderness).
  • If encountered in their lair, the goblins have a type C treasure.
  • A 3HD (15hp) king and 2d6 2HD (2d6hp) bodyguards live in the goblin lair.
These three pieces of information are the building blocks to create a goblin lair.

An average goblin lair in a dungeon amounts to about 30-36 individuals, plus a 3HD goblin king and 6-8 2HD bodyguards, and a treasure hoard worth around 1000gp.
Yes, that's a lot of enemies for some crappy loot... but type C also has a 10% chance to include 2 magic items!
Considering the swingy nature of random treasure, wise players should try to figure out if a specific lair is worth making an enemy of, before committing to attempted mass goblin murder. Their hoard might as well amount to zero...

Just for fun, let's also consider the largest, richest goblin lair we could finde in the wilderness according to the implied setting: 300 goblins, 1 king with 12 bodyguards, somewhere around 10,000 gp worth of treasure, and 2 magic items.

The only thing that's lacking is: where is this goblin lair? What kind of place is it?

For the most part, we can only answer using common sense and imagination.

The rules tell us it can be in a dungeon or in the wilderness.

In the wilderness, the lair can be anything the specific monster would consider a suitable "home": a cave, a ruin, a hole in a hill, a nest on a mountain peak, the inside of a volcano, etc. And also any type of "home" the specific monster might be able to build, in the case of intelligent creatures: a camp, village, castle, or even a whole city. Remember, NA in the wilderness is x5!

In a dungeon, the lair can be one or more rooms of a larger dungeon. If the dungeon is a small one, the lair can occupy all of it, causing "lair" to be the same as "dungeon". Or does it?

What is a dungeon?


Hey this sounds like the dumbest question. We've been playing dungeons & dragons for decades, we don't need to define what a dungeon is. 

Of course! What I'm doing here is answering the question only with information from the OSE rules, because this will help us understand the difference with lairs.

Again, the rules don't give us a definition of what is a dungeon, but the OSE srd has a whole big Designing a Dungeon page, so my take is: whatever we can infer from that page, gives the "nature" of a dungeon.

The page tells us a dungeon can be a variety of different places (section 1), it has monsters (section 2), you should map it (section 3), and you should stock it with the following "important details" (section 4):

Important details: Monsters (including the possibility of patrols in the area), traps, tricks, treasures, or special magical effects that are present should be noted.

Section 4 continues with the notion that a dungeon often extend over multiple levels, and the deeper you go the higher the risks and the reward, and then notes that treasure is usually guarded by monsters, but can occasionally be found unguarded.

After that, the final section is the Random Room Stocking section. In my mind, this is not just a tool to randomly fill the blanks, but also a set of implicit guidelines. That simple table tells me that a dungeon "as intended" is supposed to roughly have:

33% "empty" rooms (i.e. no monsters and no traps, and about 16% of such empty rooms should contain treasure)
33% rooms with some monsters (and about 50% of such monster rooms should contain treasure)
16% rooms with a trap (and about 33% of such trap rooms should contain treasure)
16% "special" rooms.

These proportions match the intent of "risk goes hand to hand with reward".

In a hypothetical 36 room dungeon, these proportions give us:

10 "empty" rooms (i.e. no monsters, no traps, no treasure)
2 "empty" rooms with unguarded treasure (no monsters and no traps!)
6 rooms with monsters
6 rooms with monsters and treasure
4 rooms with some kind of trap
2 rooms with some kind of trap and some treasure
6 "special" rooms.

This is not all, however, because another important bit about dungeons is found in the Dungeon Encounters page: dungeons are expected to include wandering monsters!

Can we figure out a definition from all of that? Let's try:

A dungeon is a place that: is populated by monsters; features traps (or other environmental hazards); has treasure that make it worth exploring; has bizarre, magical things going on, good and bad (the "special" rooms), and monsters roaming around. 

Are lairs and dungeons the same thing?


Short answer: No, obviously.

Longer answer:

A dungeon can host anywhere from zero to dozens of lairs. If the dungeon hosts 1 lair of monsters, we can say that the dungeon is a lair.
We can look at it the other way around and say that a lair can be a dungeon if it has all the features that a dungeon requires: monsters and treasure, and also empty rooms, traps, and special rooms. In other words: it has to be fully fledged, exciting adventure site!

Let's make some comparative examples with Fire Giants:

  • You can have a Fire Giants lair inside a larger dungeon, with the following numbers: 1d3 individuals, with a type E treasure hoard + 5,000gp.
  • You can have a Fire Giants lair in the wilderness. The description tells us that it should be a black castle near a volcano, with 1d3 x5 individuals, the same type E treasure hoard + 5,000gp, and also the "guardian" creatures listed in the description; 1d3 hydras or 3d6 hellhounds.

The wilderness lair has a lot more giants, but has the same potential treasure as the dungeon lair. How is this fair?

This is supposed to be fair because:

  • The wilderness lair is supposed to be all there is to it, i.e. it is supposed to NOT include traps and wandering monsters.
  • The dungeon lair is supposed to be part of a dungeon with all the "dungeon stuff": traps, special rooms, and wandering monsters. All of that should compensate for the reduced amount of giants.

Can we have another example?


Sure, let's go on with the hypothetical 36 room dungeon:

6 rooms with monsters + 6 rooms with monsters and treasure
It really is up to you to decide how many monster you put into these 12 rooms.
It IS up to you because the BX flavor of d&d does not include a "% in lair" for monster entries, which is featured in the AD&D books and bestiaries.
So you can decide to have zero lairs! Just a bunch of monsters, with some treasure of your choice.
You can decide to have the twelve rooms as a single goblin lair, and this means you'll spread the total number of goblins, and their king and bodyguards, among these 12 rooms, and spread their hoard among 6 rooms.
Or you can decide to have 6 lairs of different creature groups, each controlling 2 rooms. This will give you a much more crowded and dangerous dungeon, but also more potential loot.

4 rooms with some kind of trap
The guidance for traps is sorely short and only amounts to the six examples in the Example Room Traps section.

2 rooms with some kind of trap and some treasure
The guidance for traps is sorely short and only amounts to the six examples in the Example Treasure Traps section.
How much treasure here? The answer is in the Treasure in Empty / Trapped Rooms section, and depends on dungeon level.

11 "empty" rooms.
These have no monsters, no traps, no treasure, so you "stock" them with whatever makes sense for the type of place the dungeon is.

1 "empty" room with treasure.
No monsters and no traps! How much treasure? The answer is in the Treasure in Empty / Trapped Rooms section, and depends on dungeon level.

6 "special" rooms.
The guidance for special rooms amounts to the 9 examples listed in the Example Specials section.

(The truth is, for actual guidance about traps, "empty" and "special" rooms, you should probably check Courtney Campbell's Artifices, Deceptions and Dilemmas).

Does all of this matter?


No, probably! I mean, considering the gm is supposed to roll the dice to determine how much treasure (if any!) can be found in each lair, we can safely say all of this is just guidelines to stock your dungeons.

Not to mention this post is probably the nerdiest thing I've written in my own life. I feel comforted by the fact that if you are reading this, you are at least as much of a nerd as me.

All of this matters a lot if you care for the implied setting and "balance", and if you want to know how much treasure and how many monsters you are supposed to put into your dungeons and wilderness locales.

Even if you don't roll the dice and end up choosing exactly how many goblins and gold pieces you stock your dungeon with, I think it's just nice to know what the expected numbers are, you know, so we try to be all on the same page.
Because those numbers, and the treasure/HD ratio, is the only attempt BX has to make things "fair" and less "whatever the GM thinks".

Especially if you want to write a dungeon module for publishing, I guess.





Saturday, March 4, 2023

GM's Day Sale 2023: My OSR Picks!

 The 2023 GM's Day Sale is on at DriveThruRPG, and will be on through March the 14th. It is one of the largest sales on the site, with more than 72000 titles, and the OSR titles are almost 4000!

So what to look for? Whether you've never played OSR games, or you're a veteran looking for the hottest new games and adventures, here we go!

[This post contains affiliate links]

OSR GAMES: THE BIG ONES

Worlds Without Number - Kevin Crawford's masterpiece, and one of the most successful games on the whole DrivethruRPG platform. A great game in itself, and a book with tons of tools to generate everything, from world building to adventures, whatever game system you prefer.

Old-School Essentials - The Whole Line - The best retroclone around, a faithful reproduction of the B/X D&D rules, with an exceptional work done on the text to make it clear and user-friendly, with an egregious layout. Recommended if you're new to the OSR and want the distilled, simple experience of the original B/X rules. Everything you need to play in one book. Also, my favorite OSR game. If you are new to OSE or B/X, go with the Classic Rules Tome. The Advanced Player Tome and Referee Tome are also on sale, if you want to expand your B/X with lots of options without power creep.

Dungeon Crawl Classics RPG Core Book - A glorious OSR game that is not a retroclone but captures the feel of old school games, with unique mechanics that build on a solid d20 system, generally compatible with other OSR stuff. Recommended if you want a more modern cut, while true to the spirit of OSR... and you like crits and fumble tables.

OTHER OSR GAMES

Solar Blades & Cosmic Spells, and Sharp Swords & Sinister Spells - Both of Diogo Nogueira's original games are a blend of OSR and modern sensitivity, with streamlined rules and inspired tables.

GROK?! - by Lester Burton, an impressive little system for quick games.

ZWEIHANDER RPG - If you need to scratch that WHRPG itch with a retroclone.

Against the Darkmaster - The clone of the old Middle Earth RPG, minus Tolkien, plus metal!


OSR SUPPLEMENTS

A lot of supplements and adventures are included in the GM's Day Sale, including a bunch of super hot new adventures:

Brad Kerr's latest adventure anthology book, Wyvern Songs. Probably THE OSR BOOK OF THE YEAR 2022. It's so good. I've reviewed it here.

Chance Dudinack's Secret of the Black Crag - From the author of the excellent The Black Wyrm of Brandonsford (which is on sale too), a big island-crawl adventure with a big dungeon!

Pauli Kidd's big huge Wolf's Head Tor, a 233-page setting, with a megadungeon included, developed from the author's original '70s campaign! Can you imagine going more old school than that?

Peril in Olden Wood - An acclaimed, big huge regional adventure for OSE, level 3-5.

The Frozen Temple of Glacier Peak - A nice adventure for Knave. My review here.

Hideous Daylight and Temple of 1000 Swords - Two third-party Old-School Essentials adventures by Swordlords Publishing with awesome reviews. I've reviewed 1000 Swords here.

Bottomless Pit of Zorth - Another acclaimed adventure, with a slime theme and insane art, for characters level 3-5.

Tomb Robbers of the Crystal Frontier - the acclaimed adventure by Gus L,  set in a fantasy wasteland with western vibes.

The Frost Spire - Another great adventure by Jacob Hurst. My review.

The Gardens on Ynn - A point-crawl adventure set in an ever-shifting extradimensional garden, with a system to generate content while you play.

The Stygian Library - Gardens of Ynn's twin, this time a dungeon set in an infinite, extradimensional library.

The Black Wyrm of Brandonsford - An EXCELLENT sandbox-y point-crawl adventure for characters level 1-3, very easy to run, with lots of interaction between locations. I reviewed it!

Ominous Crypt of the Blood Moss - A very good 10 room dungeon. I've reviewed it here.

Puzzle Dungeon: The Seers Sanctum - Another very good 10 room dungeon with, well, a lot of well conceived puzzles! Here's my review.

And finally, my OSR stuff you may want to check:

Lands of Legends - A zine series with 500 areas and 500 unique encounters for your sandbox. Learn more about Lands of Legends here!

Axian Library - A collection of five zines with options and rules and LOTS of tables for Old-School Essentials and other B/X clones.

Falkrest Abbey - by Andrea Mollica and me. Well if you haven't picked up this adventure yet, you can grab it now for 0.85. People say it's a decent one :)

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Into OSR? Check my other OSR posts!

Saturday, February 4, 2023

ZineQuest 5 + ZineMonth 2023: Here We Are!

 It's February and ZineQuest is back on Kickstarter, with a load of small but awesome ttrpg zines.



It's ZQ number 5, and the event returns to the regular February edition after last year's shift to August, which brought us the ZineMonth event, so now we have TWO platforms to check! But don't worry: I've done that for you.

Let's see what's going on, beginning with my OSR game of choice: OSE.

The Old-School Essentials Projects

Advanced Ancient Academy - An expanded version of the classic one page dungeon adventure by Stuart Robertson.

Old School & Cool Vol. 4: The Undead Issue - The fourth issue of Wind Lothamer's OSE zine focuses on undeath, with options to use undead creatures as player races, plus an undead-themed city, tables to create new unique undead monsters, new spells and magic items, and a mini adventure. Volumes 1, 2 and 3 of Old School are already available at dtrpg, and you can check my review of vol. 3 here.

Gary's Appendix - Issue 2 - A Thoughtful Zine for Old School Essentials - The second issue of Jeffry Jones' unique zine, offering essay-like articles on DMing, world-building, and other OSR topics. This issue focuses on languages, currency, and religion, among other topics.

Delver 7: Resources for the Random-Rolling Referee - Delver hits issue 7, continuing the series of collected random tables of all kinds. The first 6 issues are up at dtrpg.

The Doom of Blackwinter - An OSE (and Zweihander) adventure set in frozen mountains, against fey creatures, by Mark Meredith. 

CANDLE III: Fantasy Audio Magazine - The third issue of this unusual zine + cassette (and digital audio) combo. Check out issue II, which also features Kaptain Carbon, Danger Bear Art, Luka Rejec, and even me!

Ziggurat of the Blood God  - A zine adventure for OSE,  DCC, and Mork Borg, written by Christopher Willett, with strong horror vibes.

Odyssey - Black Tales RPG - A grim take on Ulysses' journey, for OSE, Mork Borg, and even 5E.

Other OSR Zines

Plenty of interesting OSR projects!

Dungeon Malarky - Levi Comb's new zine: a guide to hazards, magical items, strange plants & bizarre spell components for GMs.

The Electrum Archive - Issue 02 - Expands issue 1's science-fantasy tabletop RPG written by Emiel Boven and inspired by games like Morrowind, Ultraviolet Grasslands, Mothership, Dark Sun and Cairn. 

Cloud Empress: Ecological Science Fantasy Roleplaying - a Nausicaa-inspired fantasy campaign setting for the Mothership RPG.

Loot Hunters - Pouch of Gold - A system-neutral maps, adventures, and random tables, just perfect for OSR games. Also check out last year's Loot Hunters - First Coin.

Bio-Drones & Cryo-Clones - A biopunk facility-crawl zine for Mothership RPG by Chris Airiau, with insane art.

MisAdventure Games: Horror Compendium (upcoming) - apparently a collection of spooky adventures.

A Home Reforged (upcoming) - A dwarven-themed OSR zine, based on The Black Hack.

Carapace & In the Heart of Oz - a Hex Flower RPG Bonanza - A double-features zine project by Goblin's Henchman.


Beneath the Sea of Dust 1 - A a revised, re-organized, and even play-tested compilation of Ray Otus' Dungeon23 journal.

AMMU: A Whimdark Adventure (upcoming) - A system neutral RPG adventure through the corpse of an eldritch god.

GRANDMOTHERSHIP - A sci-fi TTRPG about senior ladies in space - With a title like that, this deserves a look.

Other Zine Projects

TLD RPG - An indie RPG with OSR influences, designed by Billy Blue.

La Masseria (upcoming) - An investigative RPG Zine set in the folklore of a farm in Southern Italy, designed by Alessio Spalluto. I'll have to check this because it's set where I was born and grew up!

Electrocube War Adventures - A transformers zine for Erik Bloat's Valor Knights RPG.

MEKKAKONKRETE - A chiptuned fantasy RPG - A zine project on the new Crowdfundr platform, with Mechas in a medieval world, with insane art!

Dungeon Delver: A Card+Zine Crawl (upcoming) - Dungeon tiles + a generation system? Sign me in! Looks like something I might use with HeroQuest!

Candied Blood - An adventure set in a hungry candy factory, playable with both To Change and Trophy Dark. 

And More!?

Well, while you're checking crowdfunding, here's a bunch of projects which are not zines but you should definitely take a look at.

Yoon-Suin: The Purple Land, 2nd Edition - The new edition of the 2004 acclaimed, seminal OSR setting toolbox by Noisms Games.

Cities Without Number - the cyberpunk RPG from Kevin Crawford, the creator of the acclaimed Stars Without Number and Worlds Without Number games.

Wrapping Up

Lots of interesting projects here, and lots more I've probably missed. Use the comments below to add to the list!

Thursday, January 5, 2023

New Year New Game Sale 2023: My OSR Recommendations

   The New Year New Game sale is on at DTRPG, and here's the offers I recommend.

Whether you've never played OSR games, or you're a veteran looking for something cool, here we go.

This year, despite the sale name, a lot of OSR adventures and supplements are included in the sale!

OSR GAMES

Old-School Essentials - Classic Fantasy Rules Tome - The best retroclone around, a faithful reproduction of the B/X D&D rules, with an exceptional work done on the text to make it clear and user-friendly, with an egregious layout. Recommended if you're new to the OSR and want the distilled, simple experience of the original B/X rules. Everything you need to play in one book. Also, my favorite OSR game.

Dungeon Crawl Classics RPG Core Book - A glorious OSR game that is not a retroclone but captures the feel of old school games, with unique mechanics that build on a solid d20 system, generally compatible with other OSR stuff. Recommended if you want a more modern cut, while true to the spirit of OSR... and you like crits and fumble tables. And then there's 100+ DCC adventures and supplements that are also on sale.

Worlds Without Number - Kevin Crawford's masterpiece, and one of the most successful games on the whole DrivethruRPG platform. A great game in itself, and a book with tons of tools to generate everything, from world building to adventures, whatever game system you prefer.

Solar Blades & Cosmic Spells, and Sharp Swords & Sinister Spells - Both of Diogo Nogueira's original games are a blend of OSR and modern sensitivity, with streamlined rules and inspired tables.

Maze Rats - a modern classic among non-retroclone OSR games, by Ben Milton.

ZWEIHANDER RPG: Revised Core Rulebook - the Warhammer Fantasy Role Play retroclone... 'nuff said!

AND OSR ADVENTURES & SUPPLEMENTS

Despite the promotion is supposed to be about new games, this year quite a few supplements and adventures made it through the mysterious DrivethruRPG automatic selection and are on offer:

OSE official adventures Hole in the Oak and Incandescent Grottoes. Highly recommended!

And 50+ more third-party OSE-compatible titles are on sale.

The Gardens on Ynn - A point-crawl adventure set in an ever-shifting extradimensional garden, with a system to generate content while you play.

The Stygian Library - Gardens of Ynn's twin, this time a dungeon set in an infinite, extradimensional library.

Luke Gearing's Fever Swamp - a hex-crawl sandbox adventure compatible with BX d&d and its clones.

Pauli Kidd's big huge Wolf's Head Tor, a 233-page mini setting, with a megadungeon included, developed from the author's original 70s campaign! Can you imagine something more old school?

Brad Kerr's latest adventure anthology book, Wyvern Songs. Probably THE OSR BOOK OF THE YEAR 2022. It's so good. I've reviewed it here.

Peril in Olden Wood - An acclaimed, big huge regional adventure for OSE, level 3-5.

Puzzle Dungeon: The Seers Sanctum - A challenging 10 room dungeon for smart players to figure out. Reviewed it here.

Chris Kutalik's Slumbering Ursine Dunes - A widely and wildly acclaimed setting, point-crawl, and sourcebook, compatible with BX d&d and its retroclones.

Ben Milton's The Waking of Willowby Hall - A lovely adventure scenario for Knave.

WHAT ABOUT MY STUFF?!?!?

For reasons I can't fathom, my OSR stuff was not selected for the current sale. No worries though, the Falkrest Abbey adventure for OSE is still up for just $1, and my OSE e-zines are out there as Pay What You Want.

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Into OSR? Check my other OSR 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.

Friday, November 18, 2022

About Wyvern Songs

 Wyvern Songs is a collection of four adventures for Old-School Essentials, authored by Brad Kerr. If you like your OSE game with just a pinch of weird and whimsy, and you are looking for GREAT adventures, Wyvern Songs is a must-buy.



Brad is the author of the widely acclaimed, best-selling OSE adventures Hideous Daylight and Temple of 1000 Swords (I've reviewed it here), and of Demon Driven to the Maw (written for Cairn RPG).

In short, Brad had dropped an outstanding series of adventures, so as soon as this new book was available, I ordered the hardcover version, which is a nice full color,  A5 book (hardcover A5 is, in my opinion, the best print-on-demand format from DriveThru, and the one I've chosen for my OSE-licensed Axian Library book too).

What's inside

The book features four adventures: The Sinister Secret of Peacock Point, Fabien's Atelier, The Singing Stones, and The Dreaming Caldera, plus an impressive appendix of bonus material.

Each adventure has a different color used for text headings and as the background of the maps, making browsing the volume very easy.

All the adventures are location-based, with multiple hooks, and no preset outcome. All offer non-linear problems and things to play with, and ideas on how to further develop the place or the events that the players may trigger. The text is short and sweet, with clever use of bolded text and bullet points, making preparation super easy.

The table of contents, with a summary of the adventures.
It also introduces the color-code used throughout the book. 


The Sinister Secret of Peacock Point is a dungeon crawl adventure for first level characters. The dungeon (25 rooms) is the guildhall of a gang of thieves, who've just been slaughtered by a demonic insect lord they've unwittingly released from its prison inside a locked music box.

So the place has a story, and it shows in every room. And it's got the traps the thieves had set to stop intruders, and they are reasonably telegraphed, empowering player agency; and an overarching "puzzle" that develops along with the random encounters and exploration of the place.

Fabien's Atelier is a dead wizard's flying palace. It is a puzzle-heavy dungeon for characters level 2-4 (19 rooms), and can be played as a followup to Hideous Daylight or on its own. Fabien the wizard has died, and its flying abode has a lot of things going on.

The core piece of the dungeon is a magic cabinet that makes you change size, allowing the players to explore a series of small tunnels inside the walls (among other things). Also of notes are puzzles featuring keys which are not keys, a miniaturized dragon living inside a doll house, and a mass battle between dream gremlins and undead rats. The adventure is open-ended and the players may cause a lot of trouble freeing a djinn, or crashing the flying palace on the duke's beloved garden.

The Singing Stones is a point-crawl adventure for characters level 3-5, set in a rocky valley of enchanted stones that's 6 square miles and features 20 different points of interest to explore. The valley has a lot going on. The main hook is to find the disappeared prince (who got poisoned by a wyvern, and also petrified by a medusa before the venom could kill him!), but other hooks are provided: finding a great bard's burial place and treasure; stopping the mysterious beast eating the singing stones; investigating the ghost of a young bride; visiting a commune of dwarven artists who are unwittingly creating a summoning device for an ancient vampire... and more.

This adventure is probably the best of the group. Even more open-ended, with each location point offering enough elements to investigate, explore and interact with, to fuel hours and hours of play time.

The Dreaming Caldera is another "traditional" dungeon, designed for characters level 5-6. It features 27 rooms divided in 2 levels, and includes areas specifically designed to expand the dungeon, if you want. The content is a bit of a funhouse dungeon, with a great variety of monsters. What makes it a cool scenario is the strong theme the connects everything: all the monsters inside the dungeon are busy trying to shape a body for a chaos godling that is about to be born. 

All in all: the book is just great. From overall structure, to layout, use of of colors, and text organization of each room, everything is just perfect to make it easy to run. You read it and you are ready to run the game. And the content is top notch. If you like your fantasy game with just a pinch of weird (of the imaginative -not dumb, not gonzo- kind), this book has four scenarios you want to have and will enjoy running, as players will find plenty to do, figure out, interact with, and decide on their own terms.

And I haven't even mentioned the bonus materials at the end of the book: a new class, a starting village, and even a regional hex map with the locations for the four scenarios in the book AND a score of other published adventures, both from Necrotic Gnome and from other authors, as The Black Wyrm of Brandonsford and The Seers Sanctum.

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!

Monday, September 19, 2022

Talk Like a Pirate Day: d20 Seas Encounters & Events!

 So hey today it's Talk Like a Pirate Day, so here's 20 sea-themed encounters and events for your OSR campaign, straight from Lands of Legends Grim and Lands of Legends Mundane!

click on the flag for DTRPG pirate-themed bundle sale (today only!)


Roll a d20.

  1. The Lost Merchant. A middle-aged man floats on the waves, clinging to a splintered mast. He screams for assistance as soon as he sees the heroes' ship. Hailing from some distant land, he may or may not speak any of the languages known by the group, but his fine jewels and his patronizing attitude speak for some wealthy origin, and a possible reward for bringing him back home.
  2. Message in a Bottle. Heroes spot a corked bottle floating on the waves. It contains (roll a d6): 1: a pirate’s last will and treasure map; 2: a nautical chart; 3: a love letter; 4: a madman’s ravings, 5: a shipwrecked or slave’s plea for rescue; 6: a spell or cursed scroll. Roll another Sea Encounter or Area for further details, if needed.
  3. Floating Coffer. This damaged wooden coffer floating on the waters contains (roll a d6): 1: d6 bottles of excellent wine; 2: some minor treasure; 3: common tools; 4: a partially deteriorated spellbook; 4: a collection of bizarre trinkets; 5: a set of medial tools; 6: whatever comes to your mind, as long as it’s lighter than the box.
  4. Dolphins. A school of dolphins or narwhals approaches the ship and follows it for d6 days.
  5. Sea Giants. Large fins and flat tails can be seen emerging from the waves: 2d6 huge cetaceans (whales, narwhals or blackfish) seem to have gathered here, or are migrating together (roll for a random direction). Sailing away from these behemoths might be a smart move, but trying to fish some might be more rewarding.
  6. Ships! Two ships appear on the horizon. They are very close to each other and smoke rises from one: it’s a pirate attack. Will the heroes rush to help the assailed sailors or mind their own business?
  7. Broken Ship. A partially destroyed merchant ship is carried by the waves. Its passengers (2d12 survivors) scream for help as soon as the heroes’ vessel comes into view. The ship might have been damaged by monsters, a fire or a storm.
  8. The Mighty Remora. Suddenly the ship on which the heroes travel becomes much slower and difficult to maneuver. A huge fish called Remora has attached itself to the keel with its strong suction cup. Its presence can be hinted by the risen waterline on the ship sides, as if an extra weight were on the ship. If the Remora is not removed, navigation will proceed at half speed. If they decide to get rid of the monster, the heroes will have to face a sort of large whale-shark.
  9. Wood Limpets. The hull of the ship is attacked by a swarm of wood-eating limpets. If the sailors do not remove and kill them one by one in 24 hours, the ship will be “holed” in a hundred different places and begin to sink.
  10. The Lost Hideout. This uncharted minuscule islet features a small rocky hill rising over the lush vegetation. The hill has a small, partially hidden cave, where a long dead pirate’s 2d4 trapped treasure chests can still be found.
  11. The Oldest Ship. A bizarre ship appears, crafted in a very exotic fashion. It seems to have been mended and repaired endless times and to be now a mosaic of different parts, from all the seas and all the times. The crew is dressed in rags, and also seems to come from every age and place. The crew is cursed by the Sea Gods for being the first people challenging the sea, in the dawn of navigation. They can never disembark and the ship is constantly repaired and the crew kept fed with offerings made by other seafarers. Denying something to the crew unleashes a curse: the captain (or those who refuse to help) is forced to embark on the ship forever (all sailors have a chance of having heard the legend of this ship and might recognize it).
  12. Murders on Board. A ship appears on the horizon. Its crew has been killed and dismembered. Blood is everywhere and there are signs of claws on the wood. The murderer is still hiding on board: it is the figurehead! This is a species of marine gargoyle, wingless, with wooden-looking skin and capable of swimming and crawling from ship to ship. Variant: the gargoyle is on the heroes' ship and the murders take place one by one during the night. Its presence on a ship can be the result of a curse, or the gargoyle might have taken the place of the original figurehead without the crew noticing.
  13. The Wrong Timber. This ship is cursed: strange accidents occur to the sailors, wood seems to moan and blood drips from the masts. A recent repair to the ship has been made with the remains of a Treant (or a tree inhabited by a Dryad) and now the restless spirit will not subside until those who have committed this sacrilege are punished.
  14. The Rainbow Swarm. A bright-colored cloud is transported by the wind. Examination might reveal its true nature: it is a swarm of flying jellyfish about to attack. Probably the best way to avoid their attack is to find a shelter and wait for the swarm to pass, as it lands and takes off again with a popping sound. Those who can’t find a shelter and fail a Save are hit by d6 jellyfish, each inflicting 1d4 acid damage, before jumping off again and continuing their mindless journey.
  15. Dragoning Ship. A sailing vessel covered with horn spikes, with scales along the bulkhead and the head of a bronze dragon as figurehead appears at the horizon. The ship is armed for the hunting of sea serpents, with harpoons, tools for skinning, and a crew of the roughest sailors of the seas. The Captain asks if anyone has seen a great white sea serpent, but the monster actually follows the trail of the ship and attacks all those who come in contact with it.
  16. Those are Pearls that Were His Eyes. A derelict man emerges on the waters. He floats on a tortoise shell decorated with coins, his horribly skinny body is encrusted with corals, jewels and gems. As he approaches, he asks “please, an offer for the treasury of the sea”. If refused, he will just spit and sink back underwater. But those who don’t give him at least a coin, will suffer his same fate: their body will start to wither and turn into coral, starting from a random hand or feet. The metamorphosis will be complete in a lunar month and the character will have to leave the earth and join the cursed man in his wanderings, unless he can find him again and give him his due.
  17. Boon from the Dead. A small wooden coffer floats on the waters. It contains a random magic (but alas cursed) item.
  18. Marauders! A fleet of 2d6 warships appears on the horizon and approaches quickly. Each is manned with a crew of twenty warriors and twenty slaves at the oars. Unless the heroes manage to outmaneuver them, the marauders (vikings, savages or pirates) will be on them and their fierce captain will decide to confiscate their ship, rob them of everything, capture them as oars slaves or enlist them as fellow marauders under his orders depending on their numbers, reaction and type of vessel, as their plan is to ravage and pillow the closest villages and then return home.
  19. Triton Patrol. A squad of 5d6 tritons riding giant seahorses approaches the group’s ship. Their leader, a proud knight in seashell armor, politely but firmly asks for a tribute to the Sea King: 100 gold pieces per voyager.
  20. The Sargasso Ogre. The waves have accumulated hundreds of tons of fibrous seaweeds, on which explorers can walk. This place is inhabited by birds and other harmless animals. But also by a terrible Sea-Ogre (or a similar monster, like a troll or a scrag)! The Ogre attacks anyone who walks on “his island”. Or worse, it can try to sneak into the ship while the crew is distracted, and butcher all the sailors one by one.



Wednesday, August 3, 2022

ZineQuest 4: The Old-School Essentials Projects!

 ZineQuest4 is happening now, with 70 active projects as of today.

Lots of cool projects, but apparently less than usual, what with the decision to skip February, and August being the month of Gencon, and people trying to be on holiday, maybe.

But still more than enough projects to make a list! So let's get it going.



The Old-School Essentials ZineQuest4 Projects - plus a bunch of not-zine projects worth checking!

Please note this list includes active projects as well as some in pre-launch.

Delver Issue 5 - The fifth installment of the zine series that provides LOTS of random tables for the OSE referee. Each issue also includes an adventure. The previous issues are available at DrivethruRPG.

Inn to the Deep - A five-booklets deal by Bill Edmund, offering four dungeons, a bestiary, and an inn connecting the whole thing. Check out those sweet annotated maps!

The Beast of Borgenwold - A level 1-3 adventure with a big bad reanimated taxidermied manticore! Written by Harry Menear, with cool art by Yuri Perkowski.

Zines With Class For Old-School Essentials - Offers 5 new classes and advanced races for OSE, including a chimpanzee folk and necromancer. 5 more classes are listed as stretch goals, and each class is featured in its own individual zine. By Appendix N Entertainment.

Gary's Appendix - A zine with articles by various authors, offering advice, inspiration and guidance for OSE referees. At $1 fr the PDF, it's definitely worth checking.

The Scourge of Northland - By Jacob Fleming, a new adventure module in the same vein as Tower Silveraxe and Valley of the Manticore.

Blackmore: a high fantasy Rock & Roll zine for 5E & OSE - A zine with three connected adventures, inspired by the Rainbow rock band albums.

Worldbreaker / Dark Tides of Zaratos - A HUGE double-feature campaign offering a pirate/psionic campaign setting and adventure (Zaratos), AND a sourcebook to end your campaign world with a bang (Worldbreaker). The whole campaign actually delivers 6 zines!

Into the Space Worm - A dungeon adventure inside a colossal space worm, from Knight Owl Publishing, authors of the Old School & Cool zine series.

Old-School Solo Adventures - Four zines each with a scenario that can be played solo like choose-your-own-adventure books, or used in regular group play with a referee.

Secret of the Black Crag - Written by Chance Dudinack, author of The Black Wyrm of Brandonsford. Nuff said.

BIG EYE CHUNGUS - From Levi Combs (check the Phylactery zine!), a zine dedicated to those tentacled, big-eyed, floating sphere monsters of the deep. Not officially associated with Old-School Essentials, but still close enough to make it into the list, as the OSE Advanced Rules has the eye of terror monsters available. You know, those with beauty in their eye...

The Den of Nightmares and Sweets - A "spoopy" adventure for low level characters.

Loot Hunters - System agnostic set of regional, city and dungeon maps, with a great old school feel and a bargain €1 pdf pledge.

The Medieval Margin-agerie Zine - A generically osr of bizarre content, by Paul Baldowsky, acclaimed author of award-winning The Dee Sanction.

Ogre's 11 - Not OSE-licensed, but a zine with heist scenarios by Mark Finn. Plus I love puns.

Black God's Kiss - An OSE adventure and "microgame" based on C.L. Moore's tale The Black God's Kiss (still in prelaunch as I write, so this is all I know).


Have I missed something? A new project has launched? Hit the comments so I can update the list

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...


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