Has the OSR industry failed us?

Every now and then I think its healthy to have a bit of self evaluation about the whole OSR thing.

This post by UK Roleplayers columnist Baz Stevens, almost as a follow up after his review of the new Magic and Monsters game ( http://www.ukroleplayers.com/reviews/monsters-magic ), over at his RPG Treehouse blog does just that.

Warning the post is a bit provocative but knowing Baz that’s what he’s after, the real goodness should come in the comments as various people (myself included) weigh in.

Fiendish Friday: Thuric’s Ring

God Emperor Thuric is almost forgottten by all but the most obscure scholar. This tyrant lorded it over the Continent of Terror in ancient times. He was completly sadistic and insane and attracted similar bad types to his court. Such as the evil Sorcerer Elbakem-El-Feng. This demon in a man’s form quickly intergrated himself with the Emperor’s inner circle, and soon became the sole channel of communication with him. Once he had isolated Thuric he bedazzled him with a series of gifts, each more extravagant than the last. First was an intricate jade ring, were two carved jade serpents lay tail to mouth, each swallowing the other. Then came magificent sets of magical arms and armour, exquistively crafted artefacts and jewelry to melt the heart of even the most resistant of women. More and more did Thuric become dependant on Elbakem’s gifts. Then one day he awoke alone. His treasures all gone and in the empty throne room only the mocking laughter of Elbakem. His shocked servants rushed to throne room to find that Thuric had disappeared. The only trace of him being the jade ring, placed neatly on the seat of his throne.

Crypt Keeper’s info.
The ring when first donned produces a warm resilent glow around the character, giving them +10 hit points and +2 when makeing saving throw.

Each following week a new gift appears in the wearers life (roll d6 on list below). Only the wearer may don them. If they try to give them away the gift crumbles into dust.

1. Golden Armour of Lions Ac 0 [19].
2. Silver blade of Servering, d12 damage +2 to hit.
3. The amulat of Seduction, -2 to Save to avoid being seduced ( equivalent of a Charm Person spell) by the person who gifts the amulat.
4. The wearer discovers a treasure horde worth 500 Gp nearby.
5. The Sheild of the Dragon, automatically protects against Fireball and Dragon fire.
6. Robe of Charming, wearer automatically has charisma 18 and is able to cast Charm Person, twice a day.

After all the gifts have appeared, another week passes. The wearer enjoys life. Then one morning they awake and all their possessions are gone (not just the gifts). All they can hear is the mocking laughter of Elbakem-El-Feng, who then steps into Reality to take the character back to his hellish Other World as ‘payment’ for their time with the gifts.

Elbakem-El-Feng in Demon form appears as a tall gaunt humaniod with stretched grey skin, horned head and long talons. It wears and uses all the gifts.

Elbakem-El-Feng AC 0 [19] HD 8 Attacks x 2 Damage Talons (d8) or Silver blade of Servering, (d12 damage, +2 to hit) Save 8 Special Rules: Posseses the Six Magical Elbakem-El-Feng. CR 10 XP 1,400.

Fiendish Friday: The City of Chun

The Scarlet City is named thrice – for the molten godblood that flows through its core, for the crimson hue of the rock from which it is carved and from the stains of blood that run across every part of the city – a mark of the excesses of the Crimson Lord. The City fell into ruin 5000 years ago when its stone buildings were shattered by angry gods. While the rest of the old human empire was drowned in Ash, Churn was drowned in the waste of its own excesses in vengeance for its ruler’s hubris. The city is the source of the fetid Stink River* and lies at the heart of the foetid swamplands.

The infamous city of Chun is home of the Crimson Lord himself. Dotted with bubbling smoking caldera whose lava pools – known as godblood by the people of Chun – are said to contain the pathways to the Gods themselves. Twisting tunnels, intricate caves and malevolent minarets have been painstakingly carved from outcrops of volcanic rock creating a partially hidden labyrinth of narrow thoroughfares, open spiral-pathed pits and fantastical bridges and towers that eerily emerges from the swamp and mist.

Within this demonic architecture live the surviving people of Chun, feral cannibalistic savages who are grouped into small clans whose every existence is to serve the Crimson Lord himself with tribute of flesh and blood. The people of Chun worship the Crimson Lord and who in return for this love, and their blood, protects them from the ravages of the wider world. His risen armies, drawn by blood sacrifice from the godblood pools, feel no pain or fear and when one fall, another rises from the pool.

The god blood pools are tended by the Godspeakers of Chun, one of the few remaining sects of foul unspeakable cultists who once terrorised the surrounding lands in the name of the Crimson Lord.

Notes
*The Stink River is in the Ash Plains and is mentioned in UK S01 Blood of the Dragon.

The above is from an upcoming C&T module, and was written by Neil Gow author of Duty & Honour.

Fiendish Friday: A Sky of Bones

So I missed a week, but we are back with this special weather event to cheer up even the most humdrum journey across the wastes of Zarth.

“I’ve experienced it four times in my life. It always starts the same. The sky darkens as if a storm is brewing. Indeed there is a rumbling of sorts but if you listen carefully you’ll hear it’s more of a grinding sound. Then suddenly the sky goes blood red, with clouds swirling around an angry red spot, which suddenly opens up and vomits out a blanket of human bones that covers the sky, blots out the sun and even the Locust Star. If you are not already locked up tight in shelter, now is the time to run as fast as ye can, because next comes a rain of the dead armed hideous for war comes screaming down ready to harm the living”
Hongra the Horny, Scout of the Ash Plains.

This is a magical disaster that can affect an area of up to five miles square.

It starts out as typical storm, before the sky turning red round a single vertex of bloody horror, which is actually a gate to a Hellish Other World, were all the armies of the Empire that was under the Ash Plain were taken by the vengeful Old Gods in punishment for their civilisations hubris.  The Sky of Bones vomits out from that Other World gate, and if you look closely enough it is an writhing mass of undead warriors held in the sky by some invisible force.

The storm lasts for d20 minutes, and each minute roll on the following table to see what drops from the Sky of Bones near the adventurers.

Roll d8

  1. 2d6 Skeletons
  2. 1d3 Ghouls
  3. 1 Wight
  4. 1d3 Red Zombie
  5. 1d4 Zombie
  6. 1 Mist Maid
  7. 1d3 Wind Wraith
  8. Roll again and double the number encountered.

Once the storm is over, any remaining undead are sucked back into the gate which then closes, leaving only clear peaceful skies in its wake.

It occurs mainly in the Ash Plains, probably due to its origins, but has been reported in other places in the Continent of Terror.

Blood of the Dragon reviewed over at Ten Foot Pole blog

Here’s me thinking the whole OSR Blogsphere has gone quiet, especially on the reviews front, when up pops this review over at Ten Foot Pole.  I’m very happy about his review. The reviewer Bryce really gets what I was trying to do with it.   Here’s a snippet.

The setting material is brief: about three pages. Half of that is a timeline and the other half a gazetteer from Hongra the Horny. A) That’s a cool name. b) That’s some tight ass writing to get an entire region in to three pages. C) It’s fucking awesome. Did you read those names in the intro? Tyanos the Black? Black Joop? Nigus the Headless? The Mother of Hydra??! A land where the sky is piercer by rocky spires and the plains a wasteland covered by ash? Come on, that’s some pretty cool stuff right there! The descriptions are ridiculously evocative and leave the mysteries open. This makes your mind race. What is it? Who did that? Was caused that? Your mind then races to fill in the details and that builds on itself. This is EXACTLY the sort of thing I want when looking at this sort of material. I don’t want your entire shitty world explained to me. I want you to leave things open. I want to gaze in wonder at the mysteries. Explaining things kills the mystery.

Fiendish Friday: The Skin of Oskmas the Traveller

Between the hellish Other Worlds and the Real World of Zarth is the grey netherworld of The Shroud. While most of the Shroud is comprised of featureless bleak hills, endless corridors, and dreary mist filled forests there are the occasional landmark. Strange castles filled with dead warriors, aquariums filled with dark fish or ruins of cities infested with ravenous Others are chilling examples.

Travel between these locations and Zarth is hazardous and random. While being distinct and logical in themselves they often have no fixed location in the Shroud, so travelling there in any predictable way from the Zarth is next to impossible. Only long forgotten rituals of the Ancients, themselves locked in deep dangerous dungeons,  can with any certainly facilitate travel. There is also the worry to even the most insane Sorcerer that such rituals in the past have caused cataclysms as such as the opening of the Locust Star, where  plagues of Others have taken advantage of the breach between Zarth and the Shroud and have come over to feed.   The only known ‘safe’ way is the following Magic Item.

Magic Item: The Skin of Oskmas the Traveller
“Old Oskmas he travelled far and wide in a place not a place between the worlds. Until the Sorcerers of Magragore caught him and skinned him alive. Fleshless he crawls the buried underhalls of Magragore “
While alive Oskmas was a frequent traveller in the Shroud. It is unknown if it was necessity or mere curiosity that drove him to find out more and more forbidden knowledge about this shaded realm. During his life he had every location he visited symbolically represented as tattoos on his skin. By all accounts by the time of his death his body was black with inked markers. Death found him in the form of the Sorcerers of the buried city of Magragore, who slew him on behalf of the Sultan of the Shade City. The Sorcerers then had his skin cured, folded and held in a golden chest in the deepest vault in Magragore. It is rumoured that Sorcerers also preserved Oskmas’s essential salts in an a sapphire jar. Some versions of the tale say that the salts were used, and the fleshless screaming thing that guards the chest is Oskmas. Who ever possesses the skin can use the map to instantly travel within the Shroud to the location pointed at with a special enchanted bone wand, found in the chest with the skin.

 

Fiendish Friday: Achivements

Achievements are handed out by the Crypt Keeper as rewards at the end of the adventure in addition to XP and treasure.

They are partially to reward key points in the Adventure, but also to make up for the fact that unlike regular D&D, with its mass of magic items, there is no mechanism for imparting bonuses and extra abilities.

Achievements can also celebrate events in the scenario as well as being tied to specific locations.

Mostly give to hit, damage, skill or saving throw bonuses, with occasional special abilities or benefits.

Minor Achievements (Level 1-4)

+1 bonus to saves/skill rolls/to-hit etc. Small very specific new abilities.

e.g..  From Blood of the Dragon.

  • Minor: Ape Killer, +1 to hit Giant Apes (Awarded to the Player who killed the most Battle Apes during the adventure).

  • Minor: Understanding  of Battle Apes – can recognise the signs of Battle Apes (tracks, spore etc.) and have a rough understanding of their culture.

  • Minor: Serpent Knowledge – can recognise a  creation of the foul serpentine art of Vivimancy. (Awarded to the players who explored the lab and/or read the Serpent Men texts)

  • Minor: Navigate dangerous spaces. +1 to any skill rolls or saves when moving through corridors where there is a danger of collapse.

  • Minor: Read Serpentine. +25% bonus to Read Language roll

  • Freedom of the village of Cragspire.

Major Achievements (Level 5-8)
+2 bonus to saves/skill rolls/to-hit etc New abilities with broad application.

Heroic Achievements (Level 9-15)
The stuff of legends, powers outside of the normal almost magical in nature e.g. max damage with a particular weapon, always hits with sword, always acts first in combat.

Demi God Achievements (Level 15+)
The powers of the gods, eg Immortality, Touch of Death, Create Ice Castle from Water

UK OSR Blogger?

Antony Brotherton over at his Roleplay-Geek blog is compiling a links list comprised of UK OSR Blogs….

Are you UK based? – Do you know what Tizer, Irn-bru, Jaffa Cakes, Kinghtmare and The Adventure Game are? This is a chance for us UK based gamers to band together and fight the good fight using our unique sense of humour, quaint accents and stif upper lips.

If you can answer YES! to both these questions and want to celebrate your unique UK centric take on the OSR, then add your blog to the list then post your URL in the comments below.

Go sign up at the post