Showing posts with label OSR. Show all posts
Showing posts with label OSR. Show all posts

24 December 2025

Xyntillan - More to do because Roll20 has added useful things (OSR) [Minor Spoiler]

A snip from a screen showing Map Pins in Roll20. The example shows a map with a bridge with an elf character token on it (with an 8/8 hit point bar). There is a red ghost text label ‘A1’ and then a pin with the words ‘A1 - Gatehouse’ below. Above that is a tool tip that shows the player description text from an handout, and in a grey-blue box, the GM text. The player text says: “ A1 - Gatehouse Much of the structure lies in picturesque ruin. Mossy, vine-covered gargoyles perch on the massive stone heaps.” and the GM Text says: “ 1:6 ambush by Gilbert Malévol "The Fox" (#01) and his merry men, 3d8 Bandits, demanding company to "Stand and deliver!" from fortified positions on top of the rubble.”

After yesterday’s post, I had a short call with Graham to test that I’d set up all the dynamic lighting correctly from a player’s perspective, and once I’d enabled vision for the token and assigned it to him, everything worked fine, which was really nice to see. We checked out lighting, whether the doors (secret or otherwise) worked, and whether the GM text was invisible. All good, which was a relief as it’s taken nearly two years and three Christmas breaks to get this far.

The OSE character sheet worked fine, which means that so long as I had my copy of Castle Xyntillan to hand, it’s good to go. 

However, then I noticed the new map pin feature that’s in beta on Roll20. This allows you to drag a handout to a location and have it appear as a pin as shown above. You can choose whether it is completely hidden or visible to the players. The example above is completely hidden (given away by the dotted line around the tool tip) but a simple click would reveal the text that isn’t blue-grey to the players. The blue-grey text is the GM hidden information on the handout. 

This is fantastically useful; as you can see above, I have the put a short description(*) there so I can immediately set the scene for the players, and I can see some of what may happen in the room below. I say some, because presently, the tool tip doesn’t scroll, but there’s enough to get me away.

(*) By short description, I mean the whole description as this is an OSR module and there’s not any fluff in the text.

This will make running the game so much slicker, I think that I need to add it in. It shouldn’t take too long, as I have the PDF, but it does need me to do this for every location!

I do think that Roll20 have really picked up the pace of their development. There’s lots of useful things (like the dynamic lighting for a page being in the main menu now, and the GM being able to change lighting settings with a simple right click on a token, and players being able to open their character sheets with a right click on their token, and auto-measurement of distance being live when moving tokens…) starting to appear and the VTT as a whole feels fresher and faster. Now, if only they could get AV properly stable…

24 December 2025

23 December 2025

The gates of Castle Xyntillan beckon (OSR)

An extract image from the cover of 'Castle Xyntillan' showing a part crossing the bridge to enter the castle. One has a pack animal and is raising a torch to light the archway, while being watched by gargoyles. Behind them the rest of the part stands on the bridge looking out and pointed. A skeletal party walks in the graveyard below, pointing at the brave adventurers.

Beyond the small town of Tours-en-Savoy, the road passing through the mountains branches.

Most travellers cross themselves and press onwards, hoping to reach the small priory on the pass before sundown, and continue towards Rüti Canton and its merchant towns. Yet some, mostly the foolhardy and the less than scrupulous, take the less travelled road climbing through the shadowy pine forests and into the silent mountains. There, after two days of travel, lies the Valley of the Three Rainbows, and on the shores of a crystal-clear lake, the crumbling parapets and fantastic towers of Castle Xyntillan.

How long the immense, ragtag building complex has stood is not known, only that it was erected on the remains of a much older structure. The masters of Xyntillan, the Malévol family, have ruled the province since Charlemagne and perhaps earlier, each generation adding to Xyntillan in its own way. Their corruption, and curious habits which have never put them on good footing with the Bishop of Chamrousse, has long haunted their reputation, leading to their spiritual and material decline. At last, the current head of the family, Jean-Giscard Malévol, decided to move to his smaller but less costly and considerably more fashionable summer palace in Chamrousse, and abandon his family nest to time and the elements.

However, that was not the end of the story, for Xyntillan’s fabulous treasures and Machiavellian deathtraps have fascinated the fortune-seekers of a dozen lands – and never mind the ghost stories.

Introduction to Castle Xyntillan, p7

Castle Xyntillan on Roll20 in a Chrome Browser window. The top of the screen shows the four levels built into the VTT, while the main window shows the dynamic lighting in play, with a GM layer view so the black and white map has red text on for the GM eyes only. The Chat window starts with a box that says "Thou dost return safely, but changed", then below it are test attacks by a character called Testa K'racta using a mace (hitting for 6 HP) and then a test save vs magic wands for the same character (which also succeeds on a 16). 

After lots of starts and stops, I've finally completed building Castle Xyntillan in Roll20. This is a large dungeon made for Swords & Wizardry for characters of level 1 to 6. I think I made this harder than I needed to, as I decided to set up dynamic lighting because I think it gives a much more creepy effect, which is right for exploring a (somewhat) abandoned chateau. 

It's been a bit of a learning curve, but it's almost there. The only decision I need to make now is whether to add the key characters into the Roll20 journal so I can just drag and drop them in. The biggest challenge I managed to create for myself was managing to put the maps on the Token Layer not the Map layer, but that was fixed quickly one I realised what had happened.

I've set this up to use Old-School Essentials because I like that rule set (and early D&D is pretty much interchangeable on the fly). I could see it being pretty fun for Shadowdark too, if that floats your boat more. 

This is one of those perennial projects that I dig into over the Christmas period. Speaking with Graham, it's kind of like the West March thoughts he gets. However, somehow I've managed to get the key bit over the line! I have to do a couple more tests, but hopefully I've now got a potential open house dungeon to use irregularly through the year.

I like the idea of a game with slightly less pressure for people to be there all the time. 

Do you have gaming projects you dig into over the festive periods, only for them to get set aside for the rest of the year?

23 December 2025

21 September 2024

First Impressions - Wulfwald RPG (Anglo-Saxon themed standalone OSR game)

Wulfwald RPG - a white slim A5 game box with red runes and a black and white illustration lying on top of a B&W cloth map by Russ Nicholson with the wording 'A map of Wulfwald' at the bottom right.
Welcome to Wulfwald

Wulfwald comes in a sturdy white box which contains five booklets, all staple bound, and a map printed on a tea towel. The map is by the late, great Russ Nicholson. In total there are 276 pages, all black and white. Each book (and the box) has great black & white art, and uses a red colour to highlight titles on the cover. 

Wulfwald isn’t really standalone; like the Black Hack, it assumes a knowledge of earlier (pre-3e) D&D, most likely something on the lines of B/X or Old-School Essentials. I could run it out of the box, but I've been doing this style of D&D for nearly 40 years, off and on. 

What’s it about?

The world is full of dangerous monsters, magic and men. We are reminded that the worst Monster to mankind is itself. 

"To a Thegn, the Wolfpack is little more than a tool, and what a Wolfpack can do is threaten, beat, rob, murder, and terrorise his enemies." 

The heart of the game requires the characters to carry out deniable, dangerous and despised actions for the good of their master. You play a Wolfshead in an Anglo-Saxon style Kingdom; you begin as an outcast working for a local ruler to deal with problems that need a deniable solution, perhaps because they're illegal or because they cause embarrassment. Of course, it could be because they are thought to be unworthy of the attention of one of the ruler's immediate retainers. 

TL;DR: Wulfwald is extremely impressive; evocative and different, it takes a light OSR framework and makes something unique. The subsystems like magic would be simple to lift to another game. The map and artwork is lovely, and it reminds me how much we will miss Russ Nicholson. Highly recommended.

Volume 1 “Wolfsheads”

Volume 1 begins by giving an outline of the setting, which is based upon Dark Ages and pre-Christian Germanic cultures between CE 400 and CE 700. It's aversion of the world where what Was superstition in our world is real. The dominant culture is that of the Eorðwerod, a Saxon-like culture split into rival, squabbling kingdoms. Towards the edges of the land, the Réðealingas remain, a Celtic style culture driven out to the margins. In the mountains dwell the Dweorgas, short people who take joy from crafting but are fiercely defensive. Trade with them is controlled by the Cyning of the Westland Seaxe, bringing him power and wealth because the Dweorgas are more interested in the crafting of what they create than its value to men. The forests are the domain of the primative but dangerous ÆIfcynn. Dragons and other creatures such as the undead exist, and are feared. Serfdom is real.

By default, the game sets three levels of competence for characters. These do have experience associated with them, but this is only gained from the gifts that your lord gives you for the duties you've done on his behalf. Alternatively, it’s suggested that the GM could use a form of milestone experience, levelling the characters up when appropriate. However, an appendix does outline an eight-level progression for each class if you are using Old-School Essentials or other similar clones. In that case, experience is handled as if a fighter or a wizard. 

Attributes are the usual, rolled on 3D6 in order. Each class has a prime attribute which can gain a bonus in the range -2 to +2. No other attributes gain bonuses.

Criticals are rolled on a 20 and fumbles on a 1, but these affect each class differently.

Hit points are rolled based on Hit Dice. Reduction to zero means defeat, but what form that takes is left to the GM. For example, a cliff fall may be fatal, but in combat you could be unconscious and left for dead or captured. Or eaten, if it was a wild animal that attacked you. 

Magic power is measured by Gealdor, linked to level and prime attribute. It impacts saves vs magic and powers. 

There are three character archetypes in Wulfwald:Warrior, Skirmisher and Wizard. Each kindred has its own class that fulfils this niche. 

The kindred are a mix of human and non-human. Ælfs are bonded to tree spirits, but any player character Ælfs are not, as they are Fey, doomed to a mortal death as their tree spirit has died. Their grief and sorrow drives them from their kin into self-exile. Dweorgas characters are Edwita, the disgraced. Exiled from home, they face death by shameful means if they return. Réðealingas characters have fled home because of a blood-feud; they can return, but need to accumulate enough power to be safe to do so. Eorðwerod characters are outcast without the protection of the law and can be slain without fear of reprisal or blood-feud. 

The game advises the GM to make the Wolfpack unique; their Lord shouldn't have another, similar group. There are no clerics or thief classes. All the character options are very different to traditional D&D characters, especially the magic-using classes. They make the setting feel very unique. 

The character classes are: 

WARRIORS

1) Ælf Woodguard: a former protector of the great forest. Fast but can be rash. 

2) Dwarf Shield Brother: a former legendary defender of the mountain passes. Cunning but lost without their shield in combat. 

3) Eorðwerod Shieldmaiden: a young woman who has rejected the life her family set out for her. A versatile, balanced fighter. 

4) Réðealingas Battlestrong: a frontline fighter whose mighty blows sometimes leave them exposed. 

SKIRMISHERS

1) Ælf shooter:  a hunter with a deadly bow shot, but with less reliable, natural equipment.

2) Dwarf Death-dealer:  wielding the pellet-firing Dragon bow and deploying Dragon Eggs, the Death-dealer specialises with a deadly head shot but runs the risk of a weapon jamming.

3) Eorðwerod Spear-Terror; trained as a deadly spearsman, you can pin an opponent but your shoulder is vulnerable to dislocation from all the effort you've put into your fierce throw. 

4) Réðealingas Bowman -using drugged arrows you can cause carnage in the enemy's ranks, but run the risk of your bowstring snapping at an inopportune moment. 

WIZARDS

1) Ælf spell singer: using glamours and shapeshifting, you can draw upon the powers of the forest.

2) Dwarf Fateweaver: skilled in rune crafting, you can weave the fate of the world around you. 

3) Eorðwerod Shining One: feared by your people, your powers of necromancy and ability to call upon spirits is often coveted by rulers even if they'd denounce you in front of their subjects. 

4) Réðealingas Witch - a wise woman skilled in the craft, saying, brewing potions, unleashing curses and healing as needed, taught by a foul-spawn familiar. 

The booklet rounds out its 60-pages with a list of useful gear, and some appendices. As well as the OSE conversion mentioned earlier, there's a list of Anglo-Saxon names, a pronunciation guide, and some ideas on why a character may have become a wolfshead. 

Volume 2 “Magic”

The second booklet is also 60-pages long and details the four magical paths mentioned in the character class descriptions above, provides a selection of magical items, before rounding out with a description of the gods and religions of Wulfwald and some useful tables. This section really makes the setting standout from the more traditional Vancian magic we expect from D&D, so I’ll spend a bit of time on the detail of the various approaches following.

Runic fate-weaving, favoured by the Dweorgas, is a form of contemplation of the nature of reality. The caster uses their understanding of the rune to change reality. There are 24 runes in total, divided into three Aetts (Eights). Wyrdwebbas (Wizards who manipulate runes) learn the Aetts in three blocks (which mechanically links to the base three levels in the game). Although they know all the runes, mastery comes slowly. Once a rune is used, it cannot be used again until they've used all the other runes they've mastered. 

Runes can be cast, used as a warding or binding or inscribed into something to give a permanent effect. However, inscribing a rune makes it permanently unavailable to the caster, so it is a decision not to be taken lightly. A casting roll is made, adjusted by the level of difficulty of the magic, levels range from effects that could just be coincidence or natural phenomena, through to powerful, reality warping effects that could cause devastation. A lower level Wyrdwebba has a slightly reduced chance and selection of runes to draw upon, but they can still achieve the same effects as the highest level. Any casting that spends less than an hour in contemplation results in penalties on the casting roll. 

Wardings and bindings differ from inscriptions in that they are a single use effect, not permanent. For example, you could bind the death rune to a weapon to kill the next person it struck. Runes can also be reversed to cause the opposite effect to their sphere. For example, the cattle Rune, Feoh, is associated with wealth but could be used in reverse to affect a victim's wealth negatively. 

ÆIfaynn spell singing requires the time and space for singing and chanting to work. It has three distinct forms; shape shifting, glamours to manipulate people, and the songs of the forest. Shapeshifting is straightforward and more forms become available as the caster progresses. Animals will know a shape shifted Spell singer and are often scared by them. Glamours require a save from the victim else they are manipulated. When they wear off, the victim must make another save if they want to remember what was done to them. Once glamours wear off, victims are immune for a number of days. Songs of the Forest work by drawing on the power of the woods and trees around to aid them. This can be in formation, protection or assistance. Each spell singer will have a limited selection of songs that they can sing, usually limited to a single time each day. 

Eorðwerod magic draws upon the necromancy of the Scinnlæca, or Shining Ones. Users are reviled and feared as they break taboos; there is every chance that an unsubtle magician could be lynched, even if they are an open ally of their liege lord. Powers are in three distinct groups, all calling upon phantoms which the user traps in their own body to let them draw upon its power. Calling the Dead like this fatigues the caster and taints them with evil. This will lead to permanent corruption if the Scinnlæca continues to draw on these powers. If they ever gain more fatigue than their current hit points, then they will collapse and permanently lose a hit point. 

The first power is the Call of Fear. This brings a terrifying phantom which appears to the Scinnlæca's enemy and can terrify them into fleeing. It affects everyone present, including allies, who can only be protected with amulets made from the finger bones of innocents. The Call of the Underworld is the most potent magic a Scinnlæca can draw upon. It draws the Phantom into the caster and they act with the statistics and abilities of the phantom. These are varied; starting fires, dragging victims into the ground, flying and draining life force are all possibilities. The inherent evil of this path is shown by the items that the Scinnlæca uses to activate the path; a knife which has pierced the heart of an adulterer and a rowan wand. The final power is the Call of Kinship. Using the skull of a murderer which is placed to observe a victim, a malign phantom is summoned allowing the Scinnlæca to appear in the form of the victim's deceased relative. This gives options to terrify and manipulate the target. The most powerful Scinnlæcas can create undead Orcneas from the bodies of warriors. These will serve until slain again or dismissed. Each costs three Charisma, which is lost to the caster until the Orcneas returns to their death. 

Witches are common amongst the Réðealingas, practising the Craft. Normally, the path is guided, but by becoming an outcast, the Wicce must learn from a familiar which can be a malign influence. Learning the craft costs the Wicce attribute points or hit points each time something new is learned. Familiars take the form of a small animal which will reappear if slain. Those that kill them tend to die soon after in grisly accidents. 

The Craft has nine elements; 

1) The Nine-Herb charm which can cure all ills.

2) Curses; by air, stone, water or fire. There are three types of curse and each exacts a price to be learned. The simplest curses are meant to be frustrating; for example, you must always speak your mind, which could cause embarrassment or offence. Destructive curses erode status, power and wealth. Malign curses will cause their victims to suffer slow and wasting deaths.

3) The Green candle; a healing ritual.

4) Scrying; either by divination or by sending a spirit double into the otherworld to see what is going on, at any distance.

5) Amulet crafting to give protection against Wicce craft and other types of magic.

6) Potions; the Wicce can brew a variety of potions.

7) Poisons; Wicca can brew up to three different poisons.

8) Venoms; like poisons but used on weapons.

9) The Poppet and the Thorn; this is the way for the Wicca to torment an enemy at a distance. To do this, they use a wax effigy with a keepsake or personal item of the Victim, and a thorn to inflict suffering. The highest level of this allows a victim to be murdered remotely.

The next chapter then moves on to give a selection of magical items from the different cultures to use in a campaign. These are all presented in story form, the kind of tale that may be told in a mead hall at night. All the items are very unique in their powers compared to the more vanilla items you get in normal D&D. There are no ‘+1 magic swords’ here. For example, the blade Wudwuewyrhta has a history of vengeance, and is known as the ‘widow-maker’. Forged by Wayland Smith at the behest of a princess whose betrothed was murdered, a cut from the blade kills any married man within a day. The blade itself is heavily degraded and will no longer take a good edge; it’s an inferior weapon unless you are fighting someone who is married. There are multiple different examples from the different cultures, and they all feel like they have a history and mean something. 

The final short chapter provides short details about the gods and religions practiced in Wulfwald. However, the game has no cleric class and the gods do not exist or manifest in the way that they do in more classical D&D. However, belief in the gods is strong, and there are active priesthoods who will exert their power through manipulation. The beliefs of the Eorðwerod are covered in most detail, as the game focuses upon a campaign set in their lands. There’s only a brief mention of what the Réðealingas, Dweorgas and Ælfcynn believe, but enough for a GM to draw upon to use in a scenario. 

Volume 2 concludes with useful check sheets for each of the magical paths, and a useful index.

Volume 3 “Campaigns”

The third book, Campaigns, is slightly longer at 64-pages and dives deeply into the setting. Russ Nicholson’s map is reproduced in the book here, but the lovely large cloth version is probably the one you want to have open on the table in front of you when you read it. Aspects of it remind me of the maps in The Hobbit, but that’s probably influenced by that book being one of the first fantasy novels that I ever read. 

Each of the kingdoms in the setting is given a two-page spread which details the ruler, their banner and the politics and troubles of the place. Enemies and allies are also called out. Each spread concludes with a useful table; for example, the Eastlund Safe has a table of encounters, whereas the Westland Jutes have a shorter selection of encounters, but a second table to establish what the Jutish Eadwita are seeking on the Quest that they are on. All the people and monster encounters have a volume and page reference for easy use at the table. The final part of this chapter gives a set of encounter tables for the Borderlands of the map; the Dweogas Mountains, the Ælfcynn’s Great Forest, the Réðealing Highlands and the Suthron Marshes. There’s also mention of the Empire of Frisca, a distant power that can influence the politics of Wulfwald

The second chapter discusses society in Wulfwald, describing how the people live and organise. The social order is explained, with the Cyning at the top and Wulfeshéafod (Wolfsheads) at the bottom, with a lower social status than slaves as they’re outcasts. The way the land is divided is described; Thegns rule tithings, and in turn are ruled over by an Ealdorman who rules a Hundred. Scírs, or Shires, are groups of Hundreds ruled by Gesiths, who are an Ealdorman who serves in the royal war band. Typical forces available for based on the distribution of land are described. The section then goes on to discuss NPC attitudes, the impact of social hierarchy, and the fact that the characters are hated culturally, and this will flavour all their interactions. The GM is advised to manage this with a level of subtlety rather than laying it on thick, else there is a likely to be a trail of bodies and a shortened campaign. The motivations of the different levels of the social hierarchy are discussed, along with the impact of coming from different cultures. Wizards who openly show their powers are much more likely to be openly unwelcome and to be murdered if the locals have the opportunity to do so, even if they are known to the under the protection of their Lord. Scinnlæca are the most hated, feared and reviled in all of Wulfwald.  

Oh, and no-one trusts a Réðealing. They’re all cattle thieves, raiders and pillagers. Just like the men of Wulfwald.

The third chapter focusses on building your campaign, or ‘Writing your Wulfwald’. Wulfwald is described as the reverse of a points of light campaign like B2 The Keep on the Borderlands; the land is mostly tamed and settled, but some untamed wild places still exist where monsters dwell, and often the worst monsters are men. The author discusses how you can tailor a campaign; they explain that their preference is to make magic present but as mysterious as possible. Monsters should be rare, as they usually keep to the wild places. If they do stray into the lands of men, death and chaos will likely ensue. Often, the player characters will be the only ones around who have access to magical powers; a benefit and something that causes them to be even more feared. 

It’s recommended to start small, and select a kingdom which has the right flavour for the campaign story you want to explore; the setting will handle political intrigue, conflict, freedom fighters or a more supernatural feel near to the wild places. The author does recommend that each player creates a backup character so they have a choice on which is most appropriate for a mission, and also because there will likely be casualties.

The next step is to define the key NPCs the characters will encounter this is why starting small is an advantage. An example is given on how to do this. The book then describes how the campaign structure will likely shift as as the characters rise in power level; it also touches on how their social acceptance will likely change. There is a discussion about the challenges that may arise if the players decide that they need to kill their existing Lord or try and set one of themselves up as a king. An example campaign set up in Sufland Seaxe is given.

There’s guidance on how to avoid the campaign ending up with the characters being the ‘baddies’, especially as the setting embraces shades of grey rather than the crisper black and white of D&D’s alignment system. There’s also guidance on how to avoid the mission-based nature of the campaign feeling like railroading the characters; it’s advised to give multiple missions, or problems, for the characters to resolve.

This volume closes out with five appendices; the first presents optional rules. These include a reaction system, a simple skill system, and combat orders. Appendix B is The Rose War of Wigwyll, an introductory scenario for 2-4 1st level Wolfsheads. The characters are dispatched by their Thegn to find out why a hillfort is no longer paying fealty to the Ealdorman and to deal with the problem. The mission has a simple structure and should give an interesting session of play with supernatural overtones. The third appendix provides a simple warband level skirmish system to allow for larger conflicts. This includes ways to handle different formations, sieges and improvised tactics. The system is unlikely to be needed early on, but as the characters and their Thegn rise in power then there may well be a need for it. The next appendix gives some tables to develop traits, behaviours and names for the various Fyrdmen that the Wolfsheads may encounter.  Appendix E, the final appendix, is a short Who’s Who of Wulfland, listing the various rulers and key players in the setting and a page reference for more detail.

Volume 4 “Monsters”

This is a shorter 42-page volume that describes the monsters of the Wulfwald setting, starting with Dracan (dragons), Eotenas (giants) and then ‘Beasts and Everyone Else’. Finally, the book rounds out with a master list of creatures (both monsters from this book and people from Volume 5) along with the relevant page reference and stat block.

The Dracan (Wyrms) are also the progeny of Eorðraca, the Earth Dragon, the first living being in the world. Each of her children is unique, and she is worshipped by the Dweorgas. There are seven known living Dracan, and each is described in detail. This section provides key information on the Dweorgas, which I won’t repeat here as it could be a campaign spoiler. 

The Eotenas are dying out. There are six giants left in Wulfwald, and when they are slain, their kin will have passed from the world. Each giant is described in detail, including where they live and some of their backstory. They are fearsome opponents, but don’t need to be enemies.

The section on ‘Beasts and everything else’ provides a selection of monsters, magical creatures (such as the Cauldron-born and the Marsh Fiend). All the creatures feel unique and strange, even if they are variant ideas on creatures from more traditional D&D. They match the feel of the setting very well. 

Volume 5 “People”

The final volume of Wulfwald is 48-pages long and explores the threats that come from the various peoples who live in Wulfwald. This is a counterpart to the previous volume. Unsurprisingly, this is broken out into sections on the Ælfcynn, the Dweorgas, the Réðealingas and the Eorðwerod, before concluding with a short list of all the people in the book as a reference.

In the main, the book provides background, details and stat blocks for people at different levels of the social hierarchy (for example, an Eorðwored Ceorl or a Réðealingas Geoguðgara ) but there are specific entries for Fafnir Dweorge Cyning (the King of the Dwarves)and Cynic, son of Cedric, Cyning of the Westlund Seaxe (the most powerful and dangerous NPC in the setting). 

Overall this is a really useful resource that gives tailorable options for most of the people that the characters will interact with regularly.

The contents of the Wulfwald RPG box - the box lid and base are stood against the wall. The lid (left) has the titles, a B&W picture and red runes. The base has blurb, illustrations and more red runes. The five white booklets lie in front of the box lids on top of a gorgeously illustrated B&W Cloth map of Wulfwald.
What's in the Wulfwald box?

Conclusion

Wulfwald is extremely impressive; evocative and different, it takes a light OSR framework and makes something unique. Even if you don’t want to play in the setting, the subsystems like magic would be simple to lift to another game. I usually prefer hardback rules books, but multiple books in a box format works really well and I can imagine it being effective in play. The map and artwork is lovely, and it reminds me how much we will miss Russ Nicholson. 

Highly recommended.

21 September 2024

PS Thank goodness macOS stole iOS's simple way to access accented characters or this would have taken a lot longer to write!

13 July 2024

Just Deserts and Cities?

 

The cover of Khosura: King of the Wastelands (subtitled 'city & wilderness setting for levels 3-8' with the catalogue number 'EMDT 97' below. The cover shows three people walking in what could be a desert canyon with black statues of what look like birds to either side. The leftmost character looks like some king of thief in leathers with a curved sword, the centre character is in a long white robe and turban, pointing to the left, perhaps in warning. The rightmost character is a knight with a hammer or axe and a round shield that looks like a polished gemstone. The rightmost character is partly in a pool of water.
Khosura is coming...

I saw a post about Khosura: King of the Wastelands as a new hardcover released from EMDT, and it peaked my interest. I've enjoyed their previous work, especially Castle Xyntillan and Helvéczia. It's described as a city state on the shores of a salt lake, in a desert. The book covers the city, the undercity, the surrounding desert and seems to have a lot of other hooks and support material. Naturally, I'm picking up a copy.

I've found this kind of setting fascinating ever since I played B4 The Lost City back at school. It was the first D&D game I played (instead of running) and this style of adventure keeps on drawing me back. Looking at my RPG library, I have The Halls of Arden Vul (which I've so far only got in PDF - so far) and the Palace of Unquiet Repose. Plus B4 and the I series desert modules, and others including the delightful Undying Sands. I suspect that Pavis may also have been an inspiration, but less so these days. Then again, Khosura is a city state in a desert land, so maybe it is a D&D echo of Pavis for me? The first three references here are all lost cities in the desert.

I suspect that somewhere in my head is a huge desert in which all of these exist together. Somewhere offshore from that desert continent, there's an ocean of islands, with pirates and traders, and probably the city of Freeport and the Razor Coast. Then there's another darker, wetter island with a huge forest on, with the Dolmenwood and more, and it probably stretches to a coast with fjords and Norsemen.

All these worlds and places to explore but not enough time to do so. So many lovely settings. Good thing I get pleasure from reading them as well as playing them!

13 July 2024
















02 March 2024

First Impressions - Shadowdark RPG (D&D 5e OSR emulator)

A black and silver digest sized hardback book lies on a light-grey desk in front of a black and dark-grey keyboard. The cover of the book has no text, just a horrific creature floating in an archway, all teeth and tentacles with orbs or eyes at the end. The spine of the book has the word 'Shadowdark' in a gothic style.
Shadowdark. Lurking on my desk.


So I told myself that I didn't want to back Shadowdark when it was crowd-funded; I have (and love) OSE and the most recent version of Swords & Wizardry, not to mention Blueholme. Why would I want a D&D 5e hack when I have the originals in nicely written and cleaned up forms?

The funding ended, but then the whispers began. People I knew tried the Quickstart and later the initial PDF release and loved it. Bloggers I followed were running campaigns and that curiosity arose, the same curiosity that tempts me to buy another mega-dungeon or short adventure 'just to see what they're like'. Eventually, I cracked and skimmed the Quickstart and saw a game closer to the OSR than fifth edition, with a cleanliness and focus to the mechanics. I ended up ordering the core book and the screen.

TL;DR: Shadowdark takes elements of the post D&D 3e game engine, building a delightfully light & coherent take on the original D&D games, in a similar vein to the Black Hack. It is very well done, and emulates the style of play strongly, stripping everything back and building it up again. OSR compatible modules should be a breeze to run on the fly. I like what I see, and I'd like to try it out. 

Despite being a cleanly laid out 326-page black-and-white hardcover with a further four reference pages printed in the inside cover pages, Shadowdark is a quick read, taking me just an evening to complete. There are lovely illustrations throughout, and the text is laid out in a sans-serif font that does the trick of being large but not-quite too large.It's clean and easy to reference. There's a single ribbon. 


Two small black hardbacks, approximately the same size, lying on top of each other. They both have ribbons for bookmarks - a red for the top, and black for the bottom. The top book spine says "OLD-SCHOOL ESSENTIALS Classic Fantasy Rule Tome" in a white text, and the bottom book says "Shadowdark" in a silver font. The background of the picture is blurred but shows two computer screens.
Comparing the size of Shadowdark and Old-School Essentials

Shadowdark is just a little bit bigger than Old-School Essentials' Classic Fantasy Rules tome. OSE feels more information dense because it uses a smaller serif font so needs less pages. I find the layout of OSE better to read personally, but both are good.

Shadowdark has the classic six stats, rolled on 3d6 in order, with the usual modifiers applying. There's an option to re-roll if no stat is higher than 14. There are six ancestries: Dwarf, Elf, Goblin, Half-Orc, Halfling and Human. Each ancestry gives you an advantage. Humans get an additional starting talent, Halflings can become invisible and hide once a day. Elves get a bonus for being far-sighted and so on. There are no stat modifications.

I'd be tempted to go back to rolling 4d6, discarding the lowest and swapping a pair around if wanted.

Hit points are scaled back from fifth edition, matching the more traditional hit dice per level of 1d4 for Thieves and Magic Users, 1d6 for Priests and 1d8 for Fighters. These are rolled randomly, so the fragility of OSR games is in place.

I'd be tempted to give maximum hit points for starting characters, unless I wanted to go full survival horror. Again, very much how I played in the 1980s.

Character class descriptions give what armour and weapons can be used and some basic class abilities. There's a table of talents. You get one at first level and more as your progress. These replace the proficiency bonus usually seen in D&D 5e and are rolled on 2d6. You can get improvements on class abilities, bonuses to attack or to stats and other benefits. Priests do get spells at first level (unlike B/X), with two available. Wizards get three spells at first level.

Spells are cast by rolling using the intelligence (wizard) or wisdom (priest) modifiers vs a DC of 10 plus the spell's tier (level). A fail means that the spell doesn't work and you can't cast it again until you rest.

Conflicted by this; a starting spell caster has perhaps a 50% chance of the spell working. I think I'd probably rule that a spell roll failure still has it going off, but you lose it as described.

Spells always fail on a roll of 1 and wizards get to roll on a mishap table which gets more dangerous by tier. Priest just end up annoying their deity and needing to do penance to be able to case that spell again. However, rolling a 20 doubles one of a spell's numerical effects. The spell lists follow and should be recognisable if you've ever played D&D. There's no call out to whether a spell needs verbal or somatic elements. 

Characters also get a background that gives them advantage on skill rolls or in situations when it may be helpful for you. Alignment is a thing, but limited to chaotic, lawful and neutral. Again, very much in line with B/X and its predecessors. There's a two-spread with some gods for characters to draw upon. Each level and class combination has a different title based upon alignment. There's a list of languages for wizards and priests to draw upon. 

There is an option to use a funnel approach and start with 0-level characters.

Armour class is ascending, starting at 10+Dex modifier. You get starting gold to equip and can carry 10 items of equipment (or your strength stat's worth if that's higher). There's a basic dungeon crawling kit and all the classic equipment and weapons. No table of pole-arms though. Experience to level up is 10XP per level, so second level is 20 XP, fourth 40XP etc. Treasure is categorised from poor through to legendary, and is the way that you gain most of your experience. You can get 1XP for clever thinking, and also the GM has the flexibility to give more for oaths, secrets and blessing and meaningful tokens and trophies.

Character generation is followed by a set of tables to generate random characters.

Core game engine is 5e d20 roll high with advantage/disadvantage, and auto-success for 20 and auto-fail for a roll of 1.  There are four standard Difficulty Classes, starting with Easy at DC9, then increasing in steps of 3 to Extreme at DC18. Contested rolls are resolved by the highest roll. 

There's no skill system as such, as you roll with stat modifier, but you do get advantage if your background supports the action. It's recommended that you succeed at what you are trained to do in most cases (including look for secret doors, reading magical runes if you're a wizard). Social encounters only use a Charisma based roll if there are particular negative consequences, a need for skill or time pressure. Otherwise you base it on the interaction at the table.

A new mechanic is a luck token. Players can only have one of these each at any time, but can pass them to a companion. They allow a reroll of any roll that you've made. The rate that players get these is at the GM's whim. 

There's a guidance on just rolling a d6 when it's really a random choice (high is better, low is worse)

Time is tracked in real time except when the plot moves on. Each player takes a turn, and when all players have done so, a round has happened. There are ten rounds in an hour. Torches also only last for an hour. 

Initiative is a d20 roll with the dexterity modifier, highest roller goes first, then move clockwise around the table. Alternatively, you can do it narratively freeform. In a turn, players can move and act, or move twice, so the action economy is much more simple than core fifth edition. Surprise gives advantage and a free turn for those doing the surprising.

A roll of 20 will do double damage as a critical or double a spell attack. If you reduce a creature to 0 hit points you can decide to knock it out instead. Opponents who lose half their number (or hit points for a solo opponent) will make a moral check (wisdom based) or flee. Characters hitting 0 hit points are unconscious and dying. This triggers a death timer of 1d4 + CON modifier rounds (minimum one round); if you aren't healed or stabilised in that time you die. Each round, a player can roll a d20 and will gain a hit point back and recover on a roll of 20. Stabilisation is an intelligence-based check by another character.

Light is important; the GM is encouraged to be strict on tracking light and emphasising the danger. If you run out of light sources, you're at disadvantage and the environment and encounters will become more deadly and frequent.

Hiding and sneaking is dexterity based, and usually hidden creatures will be spotted if looked for in the right place. A wisdom check will be needed if someone has successfully snuck or hidden.

Resting requires rations and an uninterrupted 8-hour period of sleep and recovery. If undisturbed, all stat damage and hit points, along with any talents or items that reset. The environment influences the change of a stressful encounter that will interrupt rest, so total darkness means there will be an encounter check every hour. 

Downtime allows a number of actions; you can carouse (a way to convert your treasure into XP) or learn new skills. You can't earn another classes skill but you can learn auxiliary things they do.  To carouse, you pick an amount of money ranging from 30 gold to 1,800 gold (a night out through to a two-week bender). This gives a modifier to a roll on the carousing table which gives XP, contacts and potential elements to influence the story going forward. There's an example game of chance, and then the section rounds out with an extended example of play.

The GM section opens with strong guidance on the core ethos and reminders about how the style of play here differs from fifth edition as written. You're reminded to telegraph danger, give meaningful choices and the clues to understand them, and to be unpredictable. Character vs player skill is discussed, along with moving from rules to rulings. You're there to have fun, but you are a neutral arbiter. This is very much the agenda/principles section that is common with other games today. 

There's discussion about how to attack the character's sources of light, and how to tweak the game so it plays differently. For example, in pulp mode you can have any number of luck tokens and used them to create critical hits, get extra actions or force the GM to re-roll. In deadly mode, you have a single round to stabilise or heal and the roll needed to do so is higher. 

There's a long section of random encounters, traps, hazards and rumours, followed by an extensive bestiary. The only notable difference for the monster descriptions compared to OSR sources is the addition of modifiers for stats. A number of the creatures are unique. I started to do some analysis of the spread of these so I could convert creatures that weren't included on the fly, but then realised someone on Itch.io had already done it. In truth, unless a scenario has a unique creature you won't need these. There's a random monster generator if you want to roll your own. 

The treasure section includes random tables, more mundane treasures like luxury items and painting, an extensive list of magic items and how to created them, and the more intangible boons (oaths made to with you, secrets and blessings).

The end papers are packed with useful references.

The screen is a four panel portrait screen the same size as the book. It has a focus around encounters and treasure and complements the end papers. The artwork is great too.

So what do I think?

I don't that Shadowdark is a fifth edition game as such. Most fifth edition games are built as heroic fantasy variant. Rather, Shadowdark takes elements of the post D&D 3e game engine, building a delightfully light & coherent take on the original D&D games, in a similar vein to the Black Hack. It is very well done, and emulates the style of play very well. Whereas OSE and other retro-clones maintain the quirks of the original game, this strips everything back and builds it up from the start. I'm pretty confident that I could pick up an old module or something written for the OSR and run it while converting on the fly. I like what I see, and I'd like to try it out. 

Recommended.

2 March 2024

You may notice that some of my comments in italics stray away from the more brutal take that some OSR GMs take; I've never enjoyed games where the characters are so vulnerable that they are unlikely to survive the first blow they take. I am happy to be a neutral arbiter, but I'm enough of a fan of the characters that I want them to start their journey with a chance.

18 January 2024

Building Xyntillan on Roll20 - tables, dynamic lighting and maps

Roll20 Xyntillan Build
The kind of message you don’t want as you start to run a game

Last night was the fortnightly session for my Achtung! Cthulhu campaign, run on Roll20 for two sessions now that Role has dropped AV support. I was really looking forward to the session, especially as the game Trail of Cthulhu session for Eternal Lies was cancelled the day before before because the GM was unwell. I’d used the time I got back to do some proper preparation, rereading the scenario and the core rules to try and make things as slick as possible. I connected to the game in good time, and then - after about ten minutes when we were waiting for one of the players to arrive - the error message above popped up. I reconnected AV, relaunched the browser and fiddled until I realised that it was an issue with VirginMedia’s fibre connected, not Roll20, not Firefox, and not my WiFi mesh. To say I was disappointed was an understatement. I ended up having an earlier bed than planned.

I got woken up by the better half being restless around 4am, and by 5am I realised I wasn’t going to get any more sleep. The internet connection was back, so I put on the All About Eve Fairy Light Night gig recordings and reconnected to Roll20 to start on the next map section.

I had some issues getting the grid right. The pixel size written on the map didn’t match the reality of the file and it was a struggle to align the grid. Eventually, I used the size marked on the map and the option key to move the map to align to the grid; I’d forgotten that you can precise locate a map item or token with  that key press as a modifier. I need to remember to do that next map (part of the reason I’m writing this entry). In honesty, the instructions for using the map with Roll20 were good, it was just the final alignment that was tricky.

Roll20 window in Firefox browser showing a map from Castle Xyntillan with green lines overlaid for dynamic lighting and also doors. There is a single oblique line which was a test draw for the mouse pointer position but the pointer didn’t screenshot.
Working in the mapping layer

I started to add in the dynamic lighting. You do this by drawing on the mapping layer. You add walls/windows and one way fittings in by drawing them on. You can snap to the grid where it aligns by shift clicking, but it’s a little annoying when you do it free style (having to go off the grid intersections). The mouse pointer changes to a pen, and the line node is drawn below and to the left of the pen nib. I’d prefer a crosshair there as used in a lot of graphic programs, as it’s a bit hit and miss in getting an exact position. This also saw me adding some torches (for light from fireplaces) as light sources on the lighting layer, and some doors. The doors are easy to do, but the big round nodes at the ends make it hard to be precise. I’ll need to do some testing to make sure they’re right in the future.
 
Another Roll20 window in Firefox. Again, this shows a map from Castle Xyntillan but a table is open entitled ‘Table-of-Terror-p16’. A second dialog box is open, allowing the edit of a table row showing the weighting option set at ‘2’ and the entry text.
Building a table

I also started to build out a table; this was pretty simple. A point to note was that you can account for items  which have more than one entry on a table (for example, rolling 1&2 on a dice gets the same result) by adjusting the weighting. The principle should be the same for a multi-dice table, you’ll just need to work out how they weight against each other (for example, a roll of 7 on 2d6 would have a weighting of 6, whereas a roll on 12 or 2 would have a weighting of 1).

Overall, I’m enjoying learning this in a bit more depth. Most of the games I’ve run before on Roll20 have been pretty much using as built material with the odd simple map or NPC and token added.  I’ve still got a fair bit to do before I can open this game up for play.

18 January 2024

29 July 2023

First Impressions - Baklin: Jewel of the Seas - city supplement [OSR]

Baklin: Jewel of the Seas
Welcome to Baklin...

I was away on business this week so I slipped another of the EMDT zines into my bag to read in the hotel. This time it was Baklin: Jewel of the Seas which is a medium sized city supplement with statistics for most OSR games. It's 70 pages long with the inner coversheets being used for maps. As you can probably see from the picture above, there are two A3 maps provided. One is a player facing city map, while the second gives the same map with details for the GM and further maps of the three levels of the undercity. It comes with the PDF, fulfilled via DriveThruRPG.

Baklin is set on the island of Erillion, and is a seat of merchant power. Erillion is has been explored in EMDT's Echoes from Fomalhaut zine, especially over the first five issues. However, I haven't read those (although I intend to remedy that) and I picked this up because I'm a sucker for a city supplement. The introduction by the author states that Baklin has two objectives; to serve as a base for an adventuring party to work from and to act as an adventure site on its own. I think that the book nails this. 

The layout is clear and illustrations - all black and white - which are evocative. The text is better than that produced by some native English-speaking publishers (EMDT are Hungarian). It's clear for the GM to review but perhaps not as sharp and bullet-pointed as you'd see for an OSE book.

The city is built around a safe harbour in the limestone hillside; it is the dominant town in Erillion after the old capital fell. It sits at the midpoint of trade between the Coastlands of Kassadia and the Twelve Kingdoms to the northwest. The city is ruled by Prince Lodovic and his beautiful wife Arkella, but governed by the city bureaucracy, an arrangement agreed to some seventy years ago when the family became the rulers. Sadly, the Prince and Princess have not produced an heir and there is likely to be a succession crisis some time in the near-term future.

The city is has two rule codes; the Sea Laws (harsh, brutal and fast, governed by the Captain's Council) and the Old Ways (the common law of Erillion, less brutal and based on precedent, adjudicated by the Prince). In most areas except the Hightowne, the Sea Law holds sway. This is corrupt; there are arrangements with the Thieves Guild and an appropriate (but swift) payment to the Maritime Fund can result in a miscreant's discharge from the law without consequence. However, those that fall foul may find themselves sent to the Sack, hung in a leather man-sized sack and beaten to death. 

The Council provides security with the City Watch, and the Prince has his own guards, the High Watch. They include a unit which carries out espionage and acts on matters of state interest; you don't want to fall foul to this unit as you may come to a nasty or unknown end. The Knights of Yolanthus Kar, historically significant in the fall of the Wrath Queen Arxenia, are also based in the city, but they mainly serve to deal with the dead to prevent an outbreak of undeath. They have far less respect in Baklin, because Baklin is interested in the maritime trade routes and not the interior roads that the Knights keep safe.

The Thieves of Baklin are preeminent in the city, but increasingly under pressure from the assassins of Gont, mainly as the present Guildmaster Hyacintho Eskumar (referred to as 'the Popinjay' disrespectfully) is more interesting in living the high life than keeping his house in order. As a result, foreign thieves are more common in the city, whereas in the past they'd have been driven off, killed or sent to the Sack. The Gontsmen are increasingly becoming active in the city. 

Access to magic beyond third level spells requires a candidate to visit the mage tower to undertake a Trial. This can be done once; if you fail, although you will get the spell slots, you won't get the higher level spells. Likewise, Clerics must undertake a holy quest to access higher level powers. However, Baklin does not encourage religion, so Cleric characters may have to keep a low profile or at least avoid making enemies. 

Naturally, a random table is presented for encounters in the city, before the zine embarks on a tour of locations (39), all of which provide hooks and very short descriptions to build from. Any needed NPC stats are provided. Many parts of the city's cellars provide access into the undercity; you can travel across town without going on the surface if you know the way. However, it is dangerous; underground is out of sight and most of the dark and dangerous things that happen in the city are down there. However, there are several fine pubs too which can provide access. The undercity is extensive with 112 locations. There's a random encounter table. It feels like the kind of place that you'd enter with a good reason, or perhaps by accident when escaping trouble.

Overall, this is a great supplement. There's enough there to build a campaign from, or just use as an occasional place to rest and recuperate. It doesn't have as immediate hooks as The Well of Frogs or In the Shadow of the City-God, but they're designed as adventure modules ready to run. This is a setting that will become unique to each party that explores it. Although it is written in the lingua-franca of the OSR, you could easily use this for other roleplaying games.

Recommended.
29 July 2023

 

23 July 2023

First Impressions - "Well of Frogs" and "In the Shadow of the City-God" [OSR]

EMDT books
Two OSR modules from EMDT

I picked up several zines published by EMDT, the First Hungarian D20 Society recently. It took about ten days for the order to arrive in the UK from Hungary, and they were very well packaged. The older books received PDFs straight away, but the newer ones (those less than 6 months old) will get their PDFs at 6 months. That's the way the publisher rolls (I guess to encourage hardcopy sales).

These are two OSR modules. One is labelled as Swords & Wizardry compatible, but you should have no issues using any of these with any older D&D ruleset. I suspect they'd also be a breeze to run with D&D 5e if that's how you roll. I think I'd just use Old-School Essentials, but Blueholme or Swords & Wizardry would work too. The style is reminiscent of that period before AD&D 2nd Edition when you ran any D&D module from any edition with whatever rules that you had to hand.

Both of the modules were written by Istvan Boldog-Bernad, and translated and published by Gabor Lux. They're A5 zines, B&W printing, clean layout and 30 pages of content (including inside covers); both come with a separate map printed at A3. This is basic presentation but very readable and clear. There's a mix of art; including some sourced from 'Dead Victorians' and 'Robot Overlords'.

The Well of Frogs is the one that caught my attention most. An introductory adventure set in Cassidium, a city which has fallen from its previous splendour. There's an Italian feel to this and the adventure all takes place around the Piazza dei Rospi, a city district that surrounds the well the book is named after. The piazza has seen better times and many of the former palaces and public buildings are decayed and partly abandoned, mostly inhabited by stray cats. There are two Guilds vying for control of the area, one of which (the Barber's Guild) is especially cut-throat. There are two solid hooks to enter the dungeons below the well (robbery or rescuing a child), plus a more open sandbox-like one. The table of rumours gives plenty of hinted background and nudges and the random encounters flavourful. The key locations around the piazza are described.

If everything goes as it should, the players will find their characters entering the Well of Frogs, which is a 29 room dungeon below the city. The introductory text explains that it's unlikely that the party can take hirelings on this adventure (probably because of the way it develops and the attention that a large, heavily armed party would garner) so recommends giving each player two characters. The well is varied, multi-level and dangerous. I think it's likely to kill first level characters whose players don't have their wits about them. The cartography is interesting; the dungeon is presented in the form of a side view. The A3 map has a GM side showing the Well of Frogs, including the random encounters table, and a player side showing the piazza above (for the early stages of the adventure).

Having read this through, I was itching to pick up my copy of OSE and take a party down it. It gave me the GM-tingles, and I think I will try to get this to the table. I like the feel of the city-setting with factions, interesting locations and the potential for adventure for loot or heroism.

In the Shadow of the City-God is a different beast. This is more of a sandbox campaign, a larger scale thing than the Well of Frogs. Again, there's an Italian feel. The City of Mur makes its money from tear salt, a magical liquid that can heal and protect. The two springs that the tear salt comes from are controlled by rival families; the Falconi and the Capullo. The city's god, Muri, forbids open conflict as all must labour for the good of the City (the god's physical embodiment), but there are cloak-and-dagger intrigues and low level violence. It's a dangerous thing to be obvious, as troublemakers and criminals can be interred within the City's walls to face judgement. Citizens are likewise interred when they die, but at least they aren't alive when they're walled in. The city does have a problem with undead.

Tension between the factions is high as the scenario opens, and there are hidden aspects that make the situation more dangerous for the survival of the city than is immediately obvious. The characters will only have a number of days before disaster is upon them. There's a main hook (find a kidnapped noble) and some alternatives in case that doesn't engage your player's imaginations. The module has background on the city, the factions and key players. There's a random encounter table for day and night, and the key locations are described. This is very much a sandbox with levers to pull. The levers are likely to lead to one of three dungeons described in the text. Two of them have 17 locations (and very different feels) and they're illustrated with side-on maps (takes me back to reading Holmes Basic D&D for the first time). The third dungeon is a bit shorter and more mythical. There's also a location outside the City to explore, the Valley of the Skull which contains ruins of the Circus Corvallis, built by the long dead Emperor Nerbanus. 

In the Shadow of the City-God feels perfect for a short campaign which will come to a dramatic climax should the characters fail to stop the plots that are going on. This will need more work than The Well of Frogs to run, but should pay off more. I'd be interested in exploring this further, but it doesn't call to me quite as much as the first zine I read.

I'd recommend both these books.

23 July 2023

03 January 2023

First Impressions - Artifices, Deceptions and Dilemmas (D&D and OSR)

Artifices, Devices and Deceptions
The cover on AD&D is really nicely done.

Artifices, Devices and Dilemmas (or AD&D hereafter - see what they did there?) is a supplement for D&D style games for the Dungeon Master. It is 160 page book in the small format that matches Old-School Essentials. It has a black and white interior and an attractive colour map based wrap around cover with no spinal text. It is print-on-demand, sourced via DriveThruRPG.

AD&D is gives advice on how to run dungeons in an old-school manner, being fair in how you present the information to the players in such a way that they always get a chance to address traps or challenges without feeling that they couldn’t have avoided things if it all goes horribly wrong. The book is subtitled “Killing Characters Fairly”. This is very much about the early D&D flavour, not the post 3rd Edition hero based D&D that modern players are most used to.

The first section gives options to randomly chose the types of rooms encountered. Each has a summary of what they’re for, keywords that could be used about it and an illustration. In reality, I suspect you’d use it for inspiration when designing a dungeon area rather than slavishly using the tables.

There are then a collection of pages showing what different architectural finishes are like (eg bamboo weave vs. lath and plaster). I found the preceding pages more useful.

AD&D then moves on to talk about Agency and giving players choice; this is where the fairness starts to come into this. It’s very much about DM honesty and making sure that the right clues are given to players in a non-obscure way. This is backed up with examples from early D&D modules. It then discusses the types of traps and their triggers, again backed with examples from past modules. Multiple traps, devices and tricks are described, all excellent food for thought for the DM.

The book finishes with a list of things that can be found in rooms - each item has a selection of keywords to riff off.

The author’s voice is strong and assertive. Initially, it was a bit annoying until I remembered that they’re trying to describe a specific type of play and give direction on how to do it.

Overall, I think this is a useful book if you want to understand a particular style of dungeoneering play (something that D&D5e has moved away from and lacks guidance on). It’s packed with ideas and inspiration. A useful addition to a DM’s arsenal.

3 January 2023

28 August 2022

First Impressions - The Magonium Mine Murders [OSE]

The Magonium Mine Murders
The Magonium Mine Murders

The Magonium Mine Murders is a short zine style adventure setting designed of Old-School Essentials (and thus pretty much compatible with any OSR engine) by James Holloway. It's 24-pages long, black-and-white interior, but adds a further two pages by using the covers. The cover is evocative and effective and is deliberately aged to look like an old pulp cover or film poster.

I purchased it from James' Gumroad site for £10, and the physical copy came with a PDF as well.

The scenario is a murder mystery sandbox set during a time of war between two kingdoms. Magonium is a magical element which is used to support the war effort; miners are protected from the draft that has been instigated to provide soldiers for the war. The mine has expanded to support the war effort using both miners and prisoners of war, creating a boom-town effect which is not especially popular with the locals. They tolerate it more because it pays the bills. Recently, the mine has been troubled with tremors and the administrator has been murdered. There are reports of Magonium poisoning spreading from the mine; free workers wear protective suits when mining, but the prisoners don't.

The characters are given multiple hooks to put them in a place to investigate what's going on. There are several intertwining threats and challenges which should make things satisfyingly messy. There are two separate criminal threads and something more mysterious. The overall plot is explained and the information that each non-player character has is explained. Characters have nice portraits in a variety of styles, and there are functional and useful maps.

As a B/X clone, OSE isn't especially designed to do scenarios in this style, so James provides a page of guidance on running a scenario like this using an OSR ruleset. 

This is an above average scenario which could easily be picked up and run by a GM with minimal preparation. The complexities will come from the player's interactions and there are plenty of levers to be pulled to make things interesting. The vibe of the game reminds me of some of the Warlock! scenarios I've read, which is a good thing. I could easily imagine moving this sandbox over to that engine if I wanted to. Nicely done.

28 August 2022

 

30 July 2022

First Impressions - Gregor's Guide to Gates (OSR)

Gregor’s Guide to Gates
Probably the tiniest RPG book I own!

Gregor's Guide to Gates is a tiny hardback book produced by Philip Reed. It's 64-pages long, and is an OSR compatible mini-sourcebook on portals. Produced as an experiment, the project had some troubles due to a poor quality print run which led to reformating and a change of punter. Philip Reed lost money on the project, but brought it to completion. If you like the idea of what it covers, then please consider picking up the PDF. Initial issues aside, the format and feel of the book is delightful. Interior pages are 3- colour; blue, black and white, with evocative art by Dean Spencer.

Each page describes a portal to another world, with what you may find on the other side. They really serve as inspiration for your own game; I doubt you'd necessarily use them exactly as written. But that's half the fun!

There's a huge variety between the portals as described. The book rounds out with a d66 table that describes extra-planar strangers who you may find exiting a portal or perhaps on the other side.

It's a fun mini-supplement in a delightful format, with little snippets of entertainment. Recommended.

30 July 2022

Gregor’s Guide to Gates
With pint glass for scale.

01 July 2022

First Impressions - Old-School Armory

Old-School Armoury - very orange!



Old-School Armory (OSA hereafter) is a softback, perfect bound 204-page black & White book, kickstarted back in December 2021 and fulfilled via DriveThruRPG.

Its concept is simple, but the stretch goals somewhat expanded the final product. I'd have been happy if the final stretch goal had been released standalone, as 82-pages of adventure significantly increases the book size of what was meant to be quite a tailored product.

That tight focus was all about gear. It gives fast options for equipping player characters for a game, the aim of which is to speed entry into play. There are a variety of levels of load out (to reflect the different levels of cash characters may have) and higher levels are also considered. The author has carefully referenced different editions of Basic D&D to bring this together.

OSA also has a simple encumbrance system; easy to track, and easy to work out exactly what the consequences of trying to carry out all that loot are. Now, I was only really into this when I first started with D&D, but a traumatic experience in the One Ring RPG has made me rethink my apathy about such things. There are definitely times having such systems helps, and having a simple, graphical and effective one is a big boon.

Gunpowder weapons make an entrance with decent rules but the most interesting addition was the sentient sword as a class. There are two versions - an independent weapon which can fly, and a wielded weapon which relies on someone to swing it. It's an interesting new character class, and done very well.

The book rounds out with an 82-page adventure, "The Clockwork Armory". The characters have travelled to a famous gnomish emporium to buy equipment, but things have gone wrong. What follows is an adventure of weirdness, clockworks and corruption. It didn't really float my boat thematically but I think it would work fine as a one-shot as characters try to survive, make a profit and avoid corruption. The maps were functional but uninspiring, but the artwork is good.

Overall, I like the first 127-pages more than the last eighty-two, and I can see myself using them with Old School Essentials when I next bring that to the table. A good, useful supplement.

1 July 2022

25 June 2022

First Impressions - Grizzled Adventurers

Grizzled Adventurers, the latest game from Flatland Games

You don't need this book but I'm really glad that it exists!

"Grizzled Adventurers" is the latest release from Flatland Games, the publishers of "Beyond the Wall" and "Through Sunken Lands". I've previously reviewed the latter on the blog, and also covered it in the after action report from Furnace 2021. You may recall that I liked it.

Grizzled Adventurers takes the playbook based character and scenario framework approach used in their previous releases and applies it to dungeoneering, providing a 'pick up and play" route to mid-level adventuring. You have a mix of hardened veterans out for loot. It's perfect for a one-shot. 

Physically, the book is the same format (8×11) used in their other releases, with similar trade dress and layout. It has 90 pages of content, with a further two pages for the OGL and an advert for their other lines.

Mechanically, the game engine is the same as that used in Beyond the Wall and Through Sunken Lands. I've covered that in detail before, so let it suffice to say that it's an OSE-style light D&D, with ascending Armour Class and a variant spell system with cantrips, spells and rituals. It's also got an interesting stance option for combat that reminds me of "The One Ring".

Characters are created at the table, with players building ties together. Lingering scars from past adventures are revealed (they are 'grizzled adventurers', after all), along with the fears that they carry from previous narrow escapes. Finally, each character has a link to another player, a rivalry which means that they want to show off. The final characters will be warriors, rogues or mages, in a range between third and fifth level. Strong enough to be brave, but weak enough not to be foolhardy.

The adventure itself will kick off as they reach a location where they believe they will find the MacGuffin, an item which has led them on this adventure. The location may be a dungeon, but whatever and wherever it is; it will be dangerous.

The GM will have generated the MacGuffin from the treasure tables while the characters are being created. They then pick a map from the selection in the book (all of which are Dyson Logos ones) or from another source and locate the MacGuffin on it. The dungeon is populated using one or two sets of monsters, thematically linked together in a group, and the finishing touches are added using the traps and special features table. That's it, done.

Yes, you could to this yourself using OSE, D&D 5e or another game but it's quick, effective and sitting here ready for you. The final stage of preparation is to describe the MacGuffin to the players and ask any mages if they want to cast any rituals before they enter. Once this is done, you're underway, entering the dungeon for a final score.

That's it. Simple preparation for an evening of fun. it's a very slick ruleset and reference to bring a game to the table that's just a bit of fun. Perfect for an evening when some players can't make it or at a convention.

You probably don't need this, as you likely have all the tools to do it yourself, but I recommend that you get it. it's a lovely package that will get you to the table with a set of adventurers with a shared history and a coherent scenario with a minimum of effort. Perfect for a busy GM.

Recommended

25 June 2022


Grizzled Adventurers

 

30 April 2022

First Impressions - Through Sunken Lands (Bronze Limited Edition)

Through Sunken Lands - Bronze edition
The limited Bronze Edition

I previously reviewed Through Sunken Lands and really liked it, enough that I ran it at Furnace in 2021. We had a blast playing it and it's a game that I will return to in the future. When I saw that Black Oath Entertainment were releasing a limited edition version with a lovely slipcase, ribbon and high quality production (not unlike their Warlock Limited Black Edition I've previously covered), I couldn't resist it.


Through Sunken Lands - Bronze edition

The key details of this edition:
  • This an exclusive collector’s edition, limited to 200 hand-numbered copies. A free PDF is included.
  • 170 x 230 mm (6.7 x 9 inches)
  • Hardcover bound in faux leather with the TSL logo embossed in bronze foil on the cover
  • Luxurious hard slipcase bound in a unique bronze-like material
  • Amazingly illustrated end-papers
  • Plenty of full-color illustrations
  • A ribbon bookmark 
  • 241 pages

 Through Sunken Lands - Bronze edition

Unlike the Warlock book, this does include extras. There is another scenario pack - Intrigue in the City - which drops the characters into the middle of a three way factional fight, and two new character playbooks. These are a warrior-mage, the barbaric beast-master and a warrior-rogue, the daring adventurer. Both look fun to play. As a GM, the extra scenario pack is of more interest, but both the playbooks are genre appropriate. They aren't enough for me to justify the purchase, but I was never looking for theme to be. I wonder if they'll come out in a future expansion for the core book.


Through Sunken Lands - Bronze edition
Bronze slipcase


Overall, I really like this. It's nicely done. Of course, you could just use the core book, but this is a lovely size and beautifully made with some extras. I've copy 116 of 200. At the moment, it still seems to have some copies available on the Black Oath Entertainment website which I linked to above. Good stuff.

30 April 2022

 

03 January 2022

First Impressions - Elder Oak (B/X Old School Roleplaying Adventure)

An impressive first release.

Elder Oak is an adventure module released by Tuomas Vauhkonen. It's an impressive first release and you can get an A5 zine version from Exalted Funeral or the PDF off Itch.io. The module is 26-pages long and full colour throughout (although it's a pallet of browns and grey/greens). The layout is clear and well constructed. It uses bold to draw out key points, there's no read-aloud text and it is typo-free. The artwork and layout are all by the author and are excellent. There are a few public domain images.

TL;DR: Elder Oak is a fun investigative scenario dealing with the past sins of a community, where a wrong step could result in the village starting to tear itself apart even without the threat of the mysterious attackers. The characters are likely to be left with some dilemmas, and perhaps fending off offers of marriage and support if they want to stay.
The set-up for the scenario, which is aimed at low-level characters is that they arrive at a remote village that is in trouble, having been raided several times by small strange folk. The characters will be asked to help, and thus they are drawn into the events set entrain by the local Preacher when he arrived some forty years previously with his firebrand faith and anger. Everyone in the village has a secret they are ashamed of, secrets that could tear their lives and the village apart.

The players will have to have their characters interact with the inhabitants, explore and discover what is really going on. Smart play will be needed for some elements, and there are dangerous threats that could easily kill characters if they aren't smart.

spoiler break