Saturday, December 11, 2021

Fairy Cities for OSR Games

   New weekend, new table from Lands of Legends!

A slow, frustrating Saturday with my kids going through yet another swab, and probably another week off from school because of several covid cases around. And even the school I work at has got half a dozen cases or more. So let's escape to some Fairy City!

This week, I offer a d10 table with ten Fairy Civilization areas for your OSR sandbox campaign with simple stat references for your classic game of choice, wether is Old-School Essentials, Labyrinth Lord, Sword & Wizardry, or any other clone of OE, B/X, or BECMI Dungeons and Dragons.

Use them to spice up your sandbox!

These are straight from the Areas section of Lands of Legends Fairy. Check it out for hundreds more!

But before the table, it's time for an announcement! I've wrapped the five Lands of Legends PDFs into one big sweet BUNDLE available for the duration of the holidays Hope this counts for making it on the nice list!






So here's the table:


Civilizations - Fairy Areas

  1. The Floating Castle. This castle floats 200’ above the ground. It is home to the Three Archmage Brothers, served by 12 animated crystal statues and protected by 90 gargoyles. They travel through kingdoms researching knowledge, rare alchemical components and, very rarely, apprentices.
  2. Goblin City. An accumulation of hovels, shacks and huts stacked on one another on many levels, around a network of muddy streets and alleys. Structures are built with a jumble of parts randomly juxtaposed, totally unsafe, and about to fall down. Bridges, roads and stairs, completely unnecessary, go back and forth without reason, with blind alleys and twisted meanders. Construction sites, scaffoldings and excavations are found everywhere, with the most unlikely workers. The Goblin Committee rules the city, hosting emissaries from distant tribes. Navigating the city requires an INT check, and failure may result in a monster encounter or a nasty cave-in or collapsing building (3d6 damage).
  3. Modern Times. In this metropolis all the hard work is done by golems and mechanical servants; sewer oozes digest the waste, bulettes are used for digging tunnels and mines, the breath of dragons is employed in forges and alchemical workshops, rust monsters serve the scrap dealers and so on. Each monster in the bestiary has been tamed for a particular use, including many humanoids, who live in the nearby slum, while humans are employed as geometers, architects and superintendents. But who is on top of the hierarchy?
  4. Webtown. This town hangs from magically protected ropes attached to the huge rocks at the sides of a ravine, because the region is so infested with wild beasts that the only safe place to live in is the air. Hundreds of hammock-houses in rope, leather and fabric hang over the abyss below, with rope bridges and ladders connecting the two sides of the ravine to the houses.
  5. Armilla, Town of Nymphs. This once beautiful city has been abandoned for centuries. Among the ruins, the beautiful baths, aqueducts, fountains and basins work perfectly and do not seem aged by a day. Beautiful girls are often seen swimming in pools and fountains, disappearing at will in the pipes and reappearing somewhere else, at another point reached by water. Consecrated to the goddess of water, Armilla is inhabited only by this group of water nymphs, protecting it against invaders and the passage of time.
  6. Of Giants and Men. This town is inhabited by giants, but there is also an entire population of humans. To the giants, the humans in the city are what mice are to men, hiding in caves, behind walls or under the stairs, pilfering from their larders, barns and cellars. The giants fight off men as parasites, or capture and cage them like pets. They also use big panthers to dig out their unwanted guests.
  7. The Well of Wonders. This village is famous for its enchanted well: those who dare drink its water undergo some kind of change. Roll a d10. Each individual can only be affected once! 1-3: reroll a random ability with 4d6; 4: rejuvenate 2d6+5 years; 5: gain a random first level spell as a natural ability; 6: loose a level; 7: become immune to poison; 8: gain a level; 9: change sex; 10: randomly change race.
  8. Slumbertown. This cursed village is generally avoided: all its inhabitants sleep and nothing wakes them up. No one grows old, nothing decays. If a visitor attempts to harm someone or take something, all visitors are teleported to the last bed where they slept, remembering their visit as a dream. The only way to lift the curse is to find an empty bed in the village and sleep for a whole night. Poltergeists will try to wake up the newcomers, so five rolls (WIS checks) must be failed. The witch that cursed Slumbertown might be displeased, though!
  9. The Clockwork City. This whole city is a complex construct. Roads, stairs, walls, palaces and towers are wired together and can move and change configuration under the control of the City Masters for special needs such as sieges, wars, urban planning, curfews, and so on. 
  10. Maple Town. This place, also called The Farmyard, is inhabited by anthropomorphic animals who follow a complex code of honor (carnivores cannot eat humanoid or humanized animals), trying to create a utopian society. They gather from around the world to formulate a common statute and an early universal declaration of animal rights, so the city is like a great parliament. Humanoids are welcome, but often viewed with suspicion.
                  If you enjoy this type of content, check my other random tables posts, and my OSR stuff on DrivethruRPG: the Land of Legends series and my pwyw e-zines for Old-School Essentials: Wondrous Weavings Warped and Weird and Mysteriously Missing & Merrily Met!


                  My next pwyw Old-School Essentials e-zine will be released this month! To find out what it'll be about, and grab it as soon as it's out, follow me on FacebookTwitter or Telegram!


                  Wednesday, December 8, 2021

                  About a Groats-Worth of Grotesques

                   A Groats-Worth of Grotesques is a big bestiary for OSR games.

                  I've received a print copy for review from the author George Edward Patterson. The DrivethruRPG print-on-demand version is a nice big A4 softcover book, counting 251 pages. It was released in May 2021.





                  From the DrivethruRPG blurb:

                  Being a SYSTEM-AGNOSTIC Role Playing supplemental treatise ON MONSTERS; which is to say a BESTIARY for your Tabletop Games of Fantasy. Styled in the manner of the Baroque Period; a Curiosity Cabinet of Creatures for enlivening the table!

                  The over 100 entries were gathered out of sundy authors, philosophers, physicians, and poets; sacred and profane. The illustrations are collages of diverse prints and emblems. From the lowly ant to the earth shattering Behemoth, the mundane dog to the alien Ch M G, this collection is a rollicking gambol through history and myth.

                  The blurb itself shows the (awesome, to me) baroque, anachronistic language style of the book, which aims at making it an in-world bestiary collecting information and rumors as they would be reported by sages and chroniclers of your fantasy world.

                  While the blurb describes it as system-agnostic, each creature entry includes simple game statistics (AC, HD, damage, and special features) which make them easily portable to most OSR games.




                  Things I liked:

                  • Art. Lots of it. Each creature entry is accompanied by at least one public domain image (engraving) which has been, in most cases, artfully photoshopped to better match the author's idea. Public domain engravings have a long tradition of cheap (and fascinating) art for RPGs, so this might sound as nothing new. But what's here is stunning: the quantity and variety of images is insane, and the quality of the alterations is stylish and serves the author's ideas very well.
                  • The baroque textual style. The book is presented as a XVI century bestiary: The book title and general introduction, and the first description of each entry feature a marked and remarkable baroque style, which obviously matches the art. The creature descriptions are particularly fascinating as they weave bizarre observations by a writing persona that is implied to be from the implicit game world.
                  • The general theme of the grotesque. The creatures presented can be divided in thee groups: ordinary creatures, "classic" fantasy creatures, and unusual creatures. The first groups features creatures such as ants, camels, bears and so on, and imaginary creatures. The trick in the book is that all of them have at least one unusual feature which makes them interesting and subtly weird. The same applies to "classic" fantasy creatures (these include Dragons, Hell Hounds, Leucrotas, Mantichoras, Giants, Griffins and others): all have a twist, a unique take, and often a series of variants which are often all you need to make your classic fantasy game feel fresh without turning its monster fauna into an all new, completely unfamiliar, world. The last group is made of creatures that are new. A few examples: Bishop Fish, Vegetable Lamb, Filth Licker, Haunted Umbrella, and the Wonderful Two-Headed Girl. These are brilliant and and are the incarnation of the grotesque theme. Surreal, otherworldly, somewhere between nightmare and fairy tale, and yet somehow with a very real feel to them.



                  In short: I'm impressed with this book, which deserves more attention than it's had so far.

                  I can see this book as an excellent resource for a series of OSR games: Old-School Essentials, Lamentations of the Flame Princess, Sword & Wizardry, and any other post-clone like Knave or Maze Rats. Especially if you want to inject your "classic" fantasy campaign with bits of unusual, surreal, fantastic, horrific, surprising creatures, and even more so if you want to completely put aside classic creatures for new ones.

                  A final note on price. At the time of writing this, the A4, 251 pages softcover is priced a mere $13.99, which is a lot of bang for your buck, when compared with many other products with a much lower page count, and the PDF is $4.99.

                  Friday, December 3, 2021

                  Grim Jungles for OSR Games

                    New weekend, new table from Lands of Legends!

                  A bit of a boring Saturday morning here, dreaming of upcoming holidays but still having to deal with work & everyday chores. Time to plan my next Kickstarter! There will be time to write about that in the next weeks...

                  For today, I offer a d10 table with ten Grim Jungle areas for your OSR sandbox campaign with simple stat references for your classic game of choice, wether is Old-School Essentials, Labyrinth Lord, Sword & Wizardry, or any other clone of OE, B/X, or BECMI Dungeons and Dragons.

                  Use them to spice up your sandbox!

                  These are straight from the Areas section of Lands of Legends Grim. Check it out for hundreds more!




                  So here's the table:


                  Jungles - Grim Areas


                  1. Geese Graveyard. Natives of the region say that in the heart of this jungle lies the fabled “golden geese” graveyard, where these birds go to die and become solid gold statues. Following the natives' directions is relatively easy and, indeed, golden geese can often be seen in the sky, heading to a precise location. It is a lost temple, surrounded by a village of cannibals and all the natives are their accomplices, trying to keep them at bay. Explorers who reach the village are brought to the "graveyard", surrounded and killed. Their remains are then given as food to cruel golden geese, who fly from across the region to feast on human flesh.
                  2. City of Tigers. Cruel man-eating tigers inhabit this impenetrable jungle and often make forays into the neighboring villages. Legends say that in the middle of the jungle lies the terrible City of Tigers, whose pavilions are built with human bones and skins. Cruel Rakshasas and weretigers rule it with an iron paw and their envoys are everywhere, hidden among men, in order to send more and more victims to the jungle. These emissaries (and all the tigers disguised as men) can be recognized because they have reversed hands and feet, with thumbs and toes on the outside.
                  3. The Invasion of Impossible Things. A mysterious skull-shaped green asteroid has fallen in this jungle, and now its deadly radiation contaminates the whole area. Those who spend more than a week and fail a Save vs Paralysis become a kind of reptilian creature within a few days (1d4). Leaving the area before the transformation is complete reverses and cancels the phenomenon, but leaving later causes the victims to explode in a burst of bloody pieces. If the transformation comes to completion, the victim's skin rips and a mindless lizard-man emerges trying to bite and devour everyone. The creature's bite is contagious like a werewolf’s and produces the same effects, but a Save can avoid the transformation.
                  4. The Real Living Death. A terrible curse affects those who die in this jungle. Bacteria keep the corpses together after death and allow smaller organisms to take part of it: the dead bodies are eaten as usual by bugs, worms, centipedes, fungi and molds, but they still maintain their structure and mass. As time goes by, all these beings "become" the corpse, which ultimately consists of a mass of plants, fungi and parasites and behaves as if it were still living and sentient. And it moves in search of food.
                  5. Cannibal Holocaust. This jungle is inhabited by tribes of cannibals who are accustomed to eat their dead, enemies defeated in war, the diseased or elderly ones and those who commit grave crimes. Despite these habits they act very politely with visitors, treating them with the utmost care and attention and inviting them to their special banquets as honored guests.
                  6. Death Valley. In this lush forest all predators, including reptiles, fish, mammals and birds, have poisonous attacks with teeth and/or claw!
                  7. Head Hunter Trolls. This jungle is the kingdom of a peculiar kind of trolls: they are about as tall as a man, and as nimble as monkeys. Primitive and savage, divided in several scattered tribes, they collect the heads of enemies and preys, both humanoids and animals, and then cut gashes on their shoulders and stick the severed head inside. Most heads just attach and become simple living tissue, slightly shrunk in size and slowly sliding down the chest; about 1 out of 6 is assimilated with better functions so that it can breath, eat and see, though it will become mindless; about 1 out of 6 of these breathing heads will be fully functional, retaining its knowledge and mental skills, though its will won’t be free unless the troll’s head is severed. The oldest and fiercest tribe leaders and warriors are covered with heads, many are shrunk, some are crazed and horrified faces, and a bunch are there, staring, thinking and serving the troll’s will.
                  8. Wooden Death. This jungle is dotted with the remains of long abandoned villages: rotting huts, broken wooden walls and canoes, stone totems. Amid the ruins, inside small holes, broken pottery and baskets, as well as in the shadows of the nearby vegetation, hundreds of murderous wooden dolls, with big horrible heads, topped with human scalps, stand vigil and are ready to assault anyone entering their territories. The dolls are possessed by the maddened souls of the dead natives, who were tricked into this undead slavery by evil spirits. Clerics may attempt to turn these 3 HD undead, while wizards and necromancers might be tempted to capture one and make an enslaved familiar of it.
                  9. Grim Scales. This jungle has no mammals nor birds. Equivalent creatures are all reptiles and all are ferocious predators: scaly monkeys, bat winged lizards, slinky, cold blooded scale tigers.
                  10. Termite Forest. This jungle is infested with carnivorous termites, whose territories are avoided by most animals. If explorers get close to their mounds (bizarre towers, up to 30 feet high) to examine them, it is already too late. The swarm comes out and attacks, dealing 1d6 damage with tiny bites and toxic saliva every round. In order to save their lives, heroes must stand very close to a flame, dive into water, or pour great amounts of oil all over them.

                  If you enjoy this type of content, check my other random tables posts, and my OSR stuff on DrivethruRPG: the Land of Legends series and my pwyw e-zines for Old-School Essentials: Wondrous Weavings Warped and Weird and Mysteriously Missing & Merrily Met!


                  My next pwyw Old-School Essentials e-zine will be released next month! To find out what it'll be about, and grab it as soon as it's out, follow me on FacebookTwitter or Telegram!


                  Saturday, November 27, 2021

                  Primeval Mountains & Hills for OSR Games

                   New weekend, new table from Lands of Legends!

                  Mighty bad weather today here, with nature reminding us whose world this is, so I offer a d10 table with ten primeval-themed mountain & hill areas for your OSR sandbox campaign with simple stat references for your classic game of choice, wether is Old-School Essentials, Labyrinth Lord, Sword & Wizardry, or any other clone of OE, B/X, or BECMI Dungeons and Dragons.

                  Use them to spice up your sandbox!


                  These are straight from the Areas section of Lands of Legends Primeval. Check it out for hundreds more!




                  So here's the table:


                  Mountains and Hills - Primeval Areas


                    1. The First Peak. Dragons this place the Last Flight. This peak is nearly impossible to reach without flying, because of its extremely steep cliffs. Even if flying, explorers will have to face the seven Greater Storm Elementals (Air Elementals with lightning bolts), bound to guard the way to the peak. At the top lies the cemetery of the First Dragons, who came here to die when their time had come. Their bones have turned to gold, but are guarded by a Wight Dragon: one of the oldest, wisest and most dangerous creatures of the world (ancient undead Black Dragon with Wight abilities, plus almost all the knowledge one can have, and a very bad temper). If the Black Dragon is slain, the golden skeletal dragons will rise to fight!

                    2. The Chained Titan. Legends say that a titan is chained to the side of a mountain of this impressive range, punished by the gods for giving mortals the secret of fire and metal. Actually, the titan is a giant sculpture carved on the side of the mountain. In the caves of his eyes, the last immortal blacksmiths of the people who carved the sculpture have their ever-burning forge, creating weapons in black iron, adamant and other special metals.

                    3. Rock Giants. The huge boulders that lie scattered on the flanks of this mountain are actually giants made of rock, at their larval stage. While the group travels across this area and passes near the boulders, there is 1 in 6 chance that their proximity makes a rock “hatch” and let a giant arise, attacking immediately.

                    4. The Machine in the World. Throughout these mountains travelers hear a ticking noise coming from underground. Under the mountains there are ancient mechanisms and stone wheels and mills powered by lava falls. The machine moves continents, causes earthquakes and pushes tectonic plates according to the will of mysterious engineers. Gates to the machine are hidden and protected and inside there are stone golem guards. Tampering with the gears might cause enormous, violent changes in the world.

                    5. Veins of Gold. A vein of wild alchemical gold runs in the heart of the mountain, occasionally emerging here and there. Those who do not realize the danger and touch or step on these outcrops must pass a Save vs Petrification or their blood will be turned into solid gold. At worst, their friends will have about 10lbs of gold as a consolation (if they manage to retrieve it).

                    6. The Heavy Mountain. This mountain’s heart of molten metal increases the gravity of the surrounding environment. Anyone and anything in this area becomes gradually heavier, weighting up to twice.

                    7. The First Dwarves. The roots of this mountain are inhabited by the first dwarves, stocky and uncouth beings, deformed and primitive. They are not evil, but misshapen, idiotic and violent. They have no language, but worship a grotesque boulder-god. Their skin is leathery and their bones are as hard as stone.

                    8. Grey Bearhounds. A race of strong hounds lives in these mountains, used to hunting wolves and bears. These animals behave like common wild dogs, but are quite larger (the size of a dire wolf). Heroes might tame them as pets, animal companions or even mounts.

                    9. The Crystal Peak. This mountain is a colossal meteorite made of crystal, partially covered by debris and rocks. At night it emanates a sick purple luminescence and during the day a disturbing buzzing can be heard from the surrounding mountains. The peak and the valleys around it are inhabited by all sorts of chimeric beasts, lured here by the crystal or possibly generated from it. Fragments of the crystal might be used to propel or channel chaotic energies in magic rituals, but for each day spent around the peak there is a cumulative 1% chance of developing some chimeric mutation.

                    10. Shadowridge. The wild predators of this mountain range live a double life: during the night (whether they fall asleep or not), their bodies become ethereal and they hunt with the special abilities of shadow creatures while maintaining their shape, HD and attacks.



                  If you enjoy this type of content, check my other random tables posts, and my OSR stuff on DrivethruRPG: the Land of Legends series and my pwyw e-zines for Old-School Essentials: Wondrous Weavings Warped and Weird and Mysteriously Missing & Merrily Met!


                  My next pwyw Old-School Essentials e-zine will be released next month! To find out what it'll be about, and grab it as soon as it's out, follow me on FacebookTwitter or Telegram!



                  Saturday, November 20, 2021

                  Holy Lakes and Rivers for OSR Games

                  New weekend, new table from Lands of Legends!

                  This week I offer a d10 table with ten holy-themed fresh water areas (rivers and lakes) for your OSR sandbox campaign with simple stat references for your classic game of choice, wether is Old-School Essentials, Labyrinth Lord, Sword & Wizardry, or any other clone of OE, B/X, or BECMI Dungeons and Dragons.

                  Use them to spice up your sandbox!


                  These are straight from the Areas section of Lands of Legends Holy. Check it out for hundreds more!






                  If you're into sandbox/hexcrawl games, I recommend you check this blog post here too, for a straightforward step-by-step guide on how to set the thing up, in a simple way that I verily appreciate and approve! Mixing those steps with the Lands of Legends tables will set you up in a blink!

                  Also note, the full Lands of Legends series is now available in print!
                  So here's the table:


                  Fresh Waters - Holy Areas


                  1. The God in the Lake. This lake is very deep, with clean, limpid water. The bottom is full of thermal springs and as one swims down, the water fills with oxygen and heats up, becoming breathable, allowing swimming to the bottom without being crushed by the pressure. Here, in the midst of a special luminescence, is the temple of Karkinos the Crab-God, with its treasure of magic pearls guarded by colossal crabs.
                  2. The Master of Algae. In this lake lives the Master of Algae, a minor deity made of algae. The whole forest of kelp is its body and it can assume the face of a bearded giant to communicate underwater. The locals honor him, and offer a flake of sulfur whenever they cross the lake. Crossing the lake without an offering may anger the god, who will entangle the ship or boat with its algae.
                  3. The Blood of the Sky. Legends say that this lake was created when the sky god was injured and his blood fell on the ground, touching plants and animals. There are many awakened trees in the region and 5% of the animals have "celestial" powers.
                  4. Golden Rays. This river is home to the mythical golden rays (6 HD fish). If offered their favourite food (ratfish) they jump out of the water and fly around explorers, blessing them in some way chosen by the GM. If harmed, they attempt one attack with their poisonous sting that turns victims into solid gold (Save vs Petrify).
                  5. The Flooded Temple. In the midst of these waters an ancient temple lies, sacred to the Mother of Waters. The priestesses of the half sunk temple can give advice and help, but explorers have to dive and swim underwater, until get to an underground, underwater dry room which is the temple entrance.
                  6. The Lake of Visions. This great lake is sacred to the neutral gods of secrets and destiny. At every full moon adventurers come here to leave offerings in the shrines around its shores, and pray in hopes of receiving a vision shown on the waters, related to some future event, interesting secret, or important issue (1/8 chance, or 1/6 if neutral, or 1/4 if neutral cleric).
                  7. The Holy Tear. This lake is said to have originated from the tears of the Goddess of Mercy. Bathing in its waters heals all wounds and removes all afflictions of the body and the soul (including curses and level drain), but only once in a lifetime. If taken away, the water becomes normal.
                  8. Lake of Fire. This lake is literally filled with fire! Souls of sinners are punished here for having betrayed or challenged the God of Justice and Retribution. These ethereal undead cannot leave their torment, unless their mortal spoils are removed from the bottom of the lake, where some exceptional items of Chaos might be found, guarded by their former owners and all the other spectres.
                  9. Snake River. This long, winding river is sacred to all the divinities associated with snakes, with domains such as healing, strength, life and immortality, but also cunning, treachery, poison and death. Clerics and worshippers have a chance (1-2 in d6) in their lifetime of receiving a boon from their god by drinking the water of this river. Possible boons: +1d4 to an attribute, +d4 to one skill or saving throw, or a special talent, spell or unique ability.
                  10. Mystic Flow. The phantasmal ships to the afterlife sail on the waters of this long river. Those of good or lawful alignment voyage upstream towards the mystic source. Those of evil or chaotic alignment go downstream towards the sea of shadows. During new moon nights the ships can be seen, with apparitions silently getting on board. On such nights one can try to communicate with the dead for the last time, if they pass a Save vs Paralysis in front of the mystery of the afterlife.


                  If you enjoy this type of content, check my other random tables posts, and my OSR stuff on DrivethruRPG: the Land of Legends series and my first pwyw e-zine for Old-School Essentials: Wondrous Weavings Warped and Weird!



                  My next  pwyw Old-School Essentials e-zine, Mysteriously Missing & Merrily Met, featuring tables to figure out what's happened to your character when you missed a session, will be released next week! Grab it as soon as it's out: follow me on Facebook, Twitter or Telegram!



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