Wednesday, December 22, 2021

Who's the New Guy Anyway? d20 Answers for OSR Games

Here's a new table for your OSR game of choice, wether it is Old-School Essentials, Labyrinth Lord, Sword & Wizardry, or any other clone of OE, B/X, or BECMI Dungeons and Dragons.

Of course brave DMs can adapt it to other editions and other games.

The table is straight from Notable Novices and Notorious Newcomers, my third electronic/print-at-home zine for Old-School Essentials.







Who Are You?
Roll a d20 to find out the reason why the party immediately welcomes a new member... such as a replacement character that's hastily rolled mid-session.
Some of the results are fairly obvious, some are more exotic or outlandish, and some affect the new character's statistics. Use with caution!

  1. The new character is the hitherto unknown stepbrother or stepsister of another party member! Adventure runs in the family blood, it seems. The two of them are so happy of having met, they both receive +5% experience points as long as both are alive. The bonus only applies for sessions both characters participate in.
  2. The new character grew up in the same village, city district or community as another party member, and spent their childhood playing together.

  3. The new character has a crush on another party member and is eager to show their worth and bravery.

  4. Another party member has a crush on the new character, and is eager to show their worth and bravery.

  5. The new character cultivates, together with another party member, a not-so-adventurous hobby, such as crochet, soap-making, painting, or poetry.

  6. The new character has heard of the group’s legendary exploits, and won’t leave them alone until they are considered part of the company.

  7. The parents, spouse, or siblings of another party member have had the new character swear an oath to watch over them and make sure they are safe while adventuring. The new character receives +10% experience points as long as that party member is alive. The bonus only applies for sessions both characters participate in.

  8. The parents, spouse, or siblings of the new character have had another party member swear an oath to watch over them and make sure they are safe while adventuring. That party member receives +10% experience points as long as the new character is alive. The bonus only applies for sessions both characters participate in.

  9. After one glass too many, the new character bet that they could be as much of an adventurer as anyone else. If they survive their first adventure, another party member owes the new character 1d100 gp.

  10. The new character has read some ancient tomes and scrolls, and has identified another party member as “the chosen one” of an obscure prophecy involving a dragon and a great danger to the realm. The new character receives +10% experience points as long as that party member is alive. The bonus only applies for sessions both characters participate in.

  11. Another party member has identified the new character as “the chosen one” they’ve been dreaming of, a person destined to great things. That party member receives +10% experience points as long as the new character is alive. The bonus only applies for sessions both characters participate in.

  12. Because of a “misunderstanding”, years ago the new character spent some time in jail together with another party member. They both have the same tattoo as a memento of that period!

  13. The new character is the hitherto unknown twin sibling of another party member! Adventure runs in the family blood, it seems. The two of them are so happy of having met, they both receive +10% experience points as long as both are alive. The bonus only applies for sessions both characters participate in. The new character’s ability scores are increased or lowered by 1 point in order to become closer to their twin’s scores.

  14. The new character comes from the distant future! Time travel has swept most of their memory, but they still remember a 30 feet high, golden statue of the party members.

  15. The new character has a clue or map to a treasure that is hidden in the same place the group is currently exploring or is heading to.

  16. The new character is the sole survivor of an unlucky group of adventurers, who have been slain by the monsters in a nearby lair or dungeon. Eager for revenge, the new character receives ten times the experience points from those murderous monsters.

  17. The new character is simply irresistible and all party members welcome them unconditionally! The new character’s Charisma score changes to 18.

  18. Despite being an adventurer, the new character sounds like the most sensible, sound-minded person you could find in a tavern! The new character’s Intelligence, Wisdom and Charisma scores change to 15, if they were lower.

  19. The new character is a welcome addition to the party because everyone knows they bring good luck! The new character and all other party members gain +1 to all their saves, as long as the new character is alive. The bonus only applies for sessions the new character participates in.

  20. The new character is a welcome addition to the party because they are one of the most promising and gifted members of their class! Their prime requisite changes to 18. If their class has more than one prime requisite, the player chooses which ability changes to 18.


The full version of Notable Novices and Notorious Newcomers includes three tools in total:
The first is the "Who are you?" table as above.
The second is "What's your story?", and provides the previous adventuring career of freshly rolled character that starts the game as level 2 or higher.
The third determines the magic items they've looted during such adventures, and has different columns based on character class.

While the "Who Are You?" table is a simple d20 table, the tables for higher level characters have a specific mechanic: you make a roll for every level, adding each level to the roll. So, for example, for a 6th level character, you roll six times: 1d20, +1, 1d20+2, 1d20+3, 1d20+4, 1d20+5, and 1d20+6.
For this reason, both tables take into account the 14 level limit of Old-School Essentials and thus go up to 34 results.


Notable Novices and Notorious Newcomers is already available and is Pay What You Want, so go and check it!

You can also check out my other Old-School Essentials e-zines, and my Lands of Legends series, which is currently on sale as a nifty bundle!


As I have more and more stuff coming in 2022, including more e-zines, adventures, and a super secret larger project, if you don't miss it out you should check my linktree to stay in touch!

Sunday, December 19, 2021

About Ominous Crypt of the Blood Moss

 Ominous Crypt of the Blood Moss is a third party Old-School Essentials dungeon crawl adventure for characters of 2nd to 4th level.

It is written and illustrated by Frederick Foulds and published by Oneiromantic Press and was published in 2020.



In short: a quick adventure (one or two sessions), with a horrific (almost cthuloid) theme, and lots of stuff to interact with.

I've grabbed the hardcover print-on-demand version on DriveThruRPG which is a nice A5 book, counting 60 pages cover-to-cover (the actual adventure, if you don't count the credits and the OGL license, is 43 pages).

The Ominous Crypt itself is a 10 rooms dungeon. Before the dungeon description, you get an introduction, 3 pages of background, 2 pages describing the Blood Moss from the title (which is a creature of sorts), a page with 3 possible hooks to the adventure, and 3 pages describing the village near the crypt, including a map, one NPC and an event which introduces the adventure. 



The (beautiful) dungeon map appears non-linear at first look, but once you notice where the secret doors are, the map actually is a straight line, with just three one-room branches, and the secret room which conveniently reconnects with the entrance room.



At page 21 begins the dungeon proper. As I said, the dungeon is only 10 rooms. Each room is described in 1 to 3 pages, and all of them have a lot going on, with stuff the characters can examine, loot, interact with, and fight.

The room descriptions are structured as bullet points, with colored and bold text where needed. As I said, there's lots of details, but the presentation makes it easy to navigate and find out all the important stuff.



The dungeon has a detailed backstory which involves a (very) holy crypt, now defiled "from the inside" after the corrupted body of a mage was buried in. The defunct mage hosted a fungal being from the void (the titular Blood Moss), which has spread on the floors and reanimated some skeletons. The "alien" moss initially appears as part of the environment, but actually is the "final boss" of the dungeon, with its main node rooted in the mage's corpse.

Some personal considerations.

I like that "solving" the adventure has visible consequences for the village outside the dungeon, and the presentation is top notch, making it very easy to run. I also like that among the treasure is a very good example of a sentient sword, a type of magic item I struggle with. This one, it is well detailed and makes sense within the scenario.

I'm not sure about the treasure. Magic items are more than enough for a 10-room dungeon, but considering the risks, the amount of gold seems a bit low.

Some of the "tricks" (the one that opens a secret door, plus a sort of riddle) aren't perfect (i.e. there aren't many clues for the players to figure them out) but I think it's ok as they are "only" required to get to the big treasure room and to avoid a sort of trap.

So, all in all I like this scenario and actually plan to run it in the next weeks. What I think I'll do is keep the treasure as is, but lower the HD of most creatures by 1, so as to (probably) make it suitable for level 1 characters. Considering the deadliness of the adventure, the degree of player skill it requires, the fact that it's fairly short, it may very well be a valid alternative to the more famous Tomb of the Serpent Kings as an introduction to Old School games!

Saturday, December 18, 2021

Holy-Themed Desert Encounters for OSR Games

    New weekend, new table from Lands of Legends!

This week, I offer a d10 table with ten Holy Desert encounters 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!

But before the table, a little reminder! 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:


Deserts - Holy Encounters


  1. Reverse Sphinx. This sphinx commands the group to ask her a riddle. Players have a few minutes to formulate one. If they can’t come up with a riddle, the creature attacks them. If she (and the DM) cannot answer in 1 minute, then the heroes have passed the test and can go, with the help and blessing of the creature. If the sphinx answers the riddle, she’ll be amused and ask for one more, until she cannot answer, or the group has amused her with three different riddles.
  2. Dust Angel. A whirlwind of dust appears and disappears at a distance and seems to follow the group. Later, in the presence of a danger, the whirlwind will appear again, rising around the whole party, wrapping or hiding them from enemies, erasing their tracks or carrying them to a safe place. Inside the whirlwind, the heroes can see a gentle, smiling face.
  3. Black Scorpions. The heroes spot or are approached by a black scorpion, as big as an arm. Any guide or native will tell them that it is a sacred scorpion and it mustn’t be killed, even if it tries to sting them. Actually (this is the natives' secret) their venom quenches all thirst and hunger.
  4. Mad Hermit. This crazy, babbling old man, dressed in rags, feeding on locusts and desert dew, is the most powerful cleric the world will ever see. If only one could make him listen to reason. Only very patient players should find out the truth.
  5. Prophetic Vulture. This big bird, black from the point of its beak to the talons of its feet, is a spirit of doom: it can speak, with a baby’s voice that comes out of its closed beak, and will only say the name of a place known to the characters, and then the sentence “...is doomed”. And it is true.
  6. The Ark. In the midst of this arid region lie the remains of a huge, ancient ship. The wreck, preserved by the dry climate, has no masts. Inside there are large and small ramps and stalls and ancient marks of horns and claws. Gigantic parasites may still roam in the lower decks.
  7. Living Icons. A gigantic temple stands in an area of rocky formations. Its priests are skilled sculptors and their worship is to create colossal statues of the gods, which they infuse with a sort of divine life-spark. Inside this sanctuary are the images of most known gods, which may be contacted directly to obtain responses or blessings.
  8. Nativity. In a secret cave, three magicians have gathered from distant lands to officiate a forbidden ritual: the birth of a god, which will happen in 2d6 days! They have brought special substances, astrological diagrams and dozens of servants. Attracted by a light in the sky, shepherds of the area are flocking to see. What will the new god be like? Randomly determine alignment, morality and power of the new god or make it the avatar of an existing deity.
  9. The Herald. A dense flock of red birds comes from the west. They gather in front of the party, assuming the appearance of a god speaking through twittering and fluttering of wings, resulting in a deafening roar (Save vs Spell or be deafened for 1d6 hours). Any god can speak  this “Herald". Today, it warns the group of some danger (roll the next encounter and anticipate part of it, or hint at the features of an area the party is likely to visit).
  10. The Octahedron. The party has just found one of the octahedra, which are said to be tears of the goddess of dawn made into geometric crystals by the god of forges. Those who shake an octahedron in their hands before attempting a task will receive the aid of the gods: they can add d8 to a roll they are about to perform. As soon as the octahedron is shaken, it dissolves in a cloud of dust.

                  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!


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