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

Thursday, September 26, 2024

What is the OSR (to me?)

 Sorry for the radio silence, folks.  I’ve been writing up stuff, to be sure, but nothing complete, let alone ready for posting.  Maybe once a week is too much to ask for long posts, or maybe I’m just lazy; I dunno.

"Get to work on paying my mortgage!"  (Joke's on him!  I don't even get paid for this!  Wait...what?!)

Still, I want to take some time to talk about how I feel about this whole Old School thing.  Some recent events, such as the semi-retirement of Venger Satanis from his tiddy-tacular (I’m coining that term, Mr. Satanis) brand of publishing, as well as some chatter about the so-called BrOSR with fundamentalist ideas about Old School gaming, got me thinking about the subject overall.  It’s time I added my two cents.

Yeah, I know.  Opinions are like pink stars, and I’m about to drop trou and show you the one between the moons over my hammies.

That's nobody's bag.

Got your eye-bleach ready?  Ok!  

I consider this blog firmly on the Old Shcool Renaissance (OSR) sphere, but that means different things to different people.  So what does it mean to me?  To get to the gooey, pink innards of the matter, I think I need to first define what the “old school” part means, and then what “renaissance/revival/revolution/whatever” part is.

Old School is Your School

There’s a difficult thing I think we should come to terms with about what people tend to consider “old school” – it comes with a heaping dose of subjectivity based on age.  What becomes old school to someone may have a lot to do with their experiences as a child to young adult, up until about the age of 25, if my pop psychology knowledge is correct.

Professor Murder Hobo, a semi-professional fact-checker, and overall Renaissance Man, says it is.  And yes, we’re already at the point where I’m reusing Mr. Hobos.

Simply put, what you liked back in your younger years, give or take, tends to be old school to you.  Everything after that isn’t, and then you yell at the kids to get off your lawn.  This is why a Boomer might believe music didn’t get any better after Zeppelin, a Gen-X grog may feel D&D didn’t get better after Advanced, and a Millennial might consider 3rd Edition (or Pathfinder…oh boy...) to be the Old Testament.  One day very soon, there will even be 5th Edition “grognards.”



Old School is Classical

“Sh*t, Weregrog, you basically just described nostalgia.   Old School is not just about nostalgia!”   You might say, and I agree with you.  Enter the idea of the classic. The American Heritage Dictionary defines classic as:  1. Belonging to the highest rank or class, 2. Serving as the established model or standard, or 3. Having lasting significance or worth; enduring. 

So to be a classic then, a creative work should be high-quality (in terms of artistry, construction, and/or craftsmanship,) serve as the standard by which similar works are judged, and/or endure the test of time.  I think at least two out of three serves as a good measure for what is a classic.

I might catch flak for this, but I don’t think B2 The Keep on the Borderlands (KotB) is that great of an introductory module for D&D (B1 has my vote.)  The thing isn’t really a dungeon in the Original Edition sense, but a number of monster lairs on the borderlands (natch) near a stronghold, which is typically Expert-level fare.  I think that is why the module can be such a brutal meat-grinder.  Don’t get me wrong, I enjoy KotB for what it is, and can appreciate the old school toughness of it, but I wonder how many people’s experiences with it may have turned them off completely from D&D.

One thing is undeniable about KoTB, though: the module is a classic!  It still serves as a model for a starting D&D campaign (home base/local area/adventure location,) and it is enjoyed by many people, about 45 years and several editions later.  Even by people who were either too young for it, or didn’t exist at all!  I hear they’re updating it for the 2024 edition starter set.

I also think derivative works can earn the title of classic, provided they tap into that same magic that inspired the original(s.)  What is D&D without Gygax's Appendix N, or Arneson's Hammer horror films?  To use other media, for example, Star Wars' The Mandalorian could become a classic, whereas The Acolyte most likely will not.  Culture Wars aside, the former carefully and deliberately taps into the same inspirations that made the original Star Wars a classic, whereas the latter (perhaps also deliberately) does not.  You don’t typically go to McDonald’s for veggie burgers, no matter how good for you and/or the environment they may, or may not be; just sayin’.

Shots fired...PEW, PEW


TL/DR: When it comes to roleplaying games (RPGs,) Old School to me means classic (or even cult classic,) peppered with a dash of personal nostalgia.


Renaissance, Revival, or Revolution?   Why not all of them?!

So now that we understand what the “OS” in OSR is, let’s talk a little about the “R”rrr.  I'll save you the pirate pic, but I'm allowed to make dad puns at my age. 

Although, “Renaissance” is the most commonly-used term in “OSR” I’d like to also define the other ones in my personal order of importance.

The Revival

"RISE FROM YOUR GRAVE"


Let’s start with “Revival,” because I think it’s what got this movement off the ground over ten years or so ago.  To “revive” something, it has to be dead, or “mostly-dead,” right?  But what does that mean for an RPG? 


Out of print is an easy one.  If it’s no longer for sale, it’s no longer in the consumer conscience.  Therefore, it’s dead (at least commercially.)  Then there are games that have newer editions or revisions, some which are different enough to be different games.  D&D, of course, is the prime example here.   If a game is no longer sold, and most people don’t play it, it’s dead; doesn’t matter whether it’s “mostly” or “all".

Enter the Revival (or raise dead, if you will.)  I guess that would be an increase in people playing and talking about a dead game.  The best example here is Basic/Expert (B/X) D&D.  While this is likely the most popular old school system on the OSR space, as opposed to AD&D, many a grog will tell you that they dropped Basic D&D as soon as they adopted AD&D, or at least mashed the two together.  Few wanted to be Basic b*ches when they could play the Advanced game.


Therefore, you could say B/X was revived from its otherwise mostly-dead status.

But the OSR is about more than reviving dead games, I think.  It’s also about reviving dead ways of playing and structuring RPG campaigns.  One of the better examples I can think of here is the Wilderness adventure, hexcrawl, or “sandbox.”  This was pretty much a dead play structure by the time I started playing (A)D&D in the 90s.

Yes, there was the idea of wilderness travel, but it was just to get from point A to point B in an adventure; part of an adventure, but not the adventure itself.  Many (but not all) maps in the AD&D 2nd Edition supplements did not have hexagons, and those that did were largely vestigial (even though there were rules in the Dungeon Master's Guide.)  Most DM’s I knew, myself included, hand-waved wilderness travel, or reduced it to a couple of set-piece or random encounters to add interest to an otherwise "boring" part of the adventure.

Of course, the dungeon as a play structure was revived as well.  I’ve already discussed  how what passes for dungeons in modern D&D tend to be small adventure locations (i.e. lairs,) and not “megadungeons.”  The megadungeon was simply THE dungeon in the earliest D&D campaigns.  

In addition to these, Original play structures, a certain culture about how we play RPGs has been revived.  By the time I started playing D&D, the “in” thing, considered to be better than an expansive dungeon or wilderness map was (and I think still is) a RPG adventures with a narrative structure.  After reading the Elusive Shift, I realize this exalting of  the “RP” part of “RPG” over the “G”  happened pretty early on; roughly when D&D crossed over from wargaming circles to sci-fi/fantasy fan circles.  I think that the game wasn’t all that well explained in the Original rulebooks went a long way towards this.

I’m going to go out on a dangerous, cracked, and dangling limb here, and say that I’ve come to believe a plotted, or narrative style structure for RPG adventures is a living-dead creature that has eaten up the gaming space, and continues to do so.  It grew out of, and continues to feed on, a basic misconception about RPGs: that the GM and players are creating a story together.  The problem is that this statement is technically correct.


When a play session is complete, there is certainly a story to tell, but it is one that has emerged from the combination of the GM's prep and gameplay itself.  This is the key difference.  What trips up novice GMs, and has been legitimized by adventure modules and rulebook advice going back decades, is that the GM is like a kind of writer or director that has to carefully guide the players through their adventures, often with the illusion of choice to get them "back on track."

All one has to do is spend some time in online discussion forums and the like to see the frustration this causes.  From things like “players won’t follow my carefully-orchestrated plot ,” to “I can’t get this campaign off the ground because I can’t come up with a good story. ”  My brothers and sisters in dice!  Verily I say unto thee that I too, have known them feels, but it doesn't have to be that way!


I think this is where the business of pre-written adventures and adventure paths makes their money; the idea that you too can have an epic campaign, like your favorite book, TV, or movie series if you simply buy their product.  The same way booze commercials try to lead you to believe that if you drink, it’ll be a party 24-7, and people will love you.

Your mileage may vary.

Why this rant?  Didn’t I say there was no wrong way to play D&D?   I still stand by that statement.  The thing is (and this is the hill I will die on,) that playing D&D, and by extension, RPGs in what is the “new school” way has been a less satisfying experience overall for me as opposed to the “old school” way.  I guess I’m still a little sore about it.  It’s not that I/we didn’t have fun back then (the ultimate barometer and argument-killer,) but I could have been having MORE fun with LESS frustration as both a GM and a player.

Because of this change of heart, I now look at all RPGs in a different manner, not just D&D.  I don’t think the Old School “Revival” applies to just D&D.  It’s 80% of it only because the game is 80% of the industry.  These days, I ask myself: “how would I structure an this post-apocalyptic/horror/space opera/cyberpunk/kitchen-sink campaign in an old school manner?"  I'm certainly not the first to think this way.

And this is why you’ll see me write up something like a Fallout campaign based on the Open D6 system, or stuff for some other game system that is not strictly D&D, let alone from 1974-1981, and still have the temerity to call this an Old School blog.  Fight me!


So in this way, Old School Revival is a play ethos.  If I were to encapsulate the Old School play style, it would include (but not necessarily be limited to) the following:

  • The GM is both maker and final arbiter of the game, the world, and the rules; with, or without rulebooks.  This may seem restrictive, but if done well, it keeps the game structured and frees the players to think outside their character sheet.
  • Adventures tend to be location-based, or at the very least, open-ended situations.  Event flowcharts are ok, but only as a rough guide.  The GM must be able to improvise when players want to paint outside the lines.
  • Player character failure, consequences for actions, and even ignominious death, is always a possibility.  NPCs don’t have plot protection, either; “kill your darlings!”  (Or be ready to.)
  • The campaign world or setting exists primarily for the players to play in (or trash.)  It doesn't have to be all built in a day, just a step or two beyond what the players experience.
  • The campaign's “story” emerges during, and after actual gameplay; not before.

Now, I know there is an element of revisionist history in the OSR.  Look, many people who picked up D&D or other RPGs either learned how to play by themselves or learned from someone else.  Everyone figured things out in their own way and in their own bubbles.  We didn’t have the internet to communicate about this stuff back then.

And of course, a danger for every movement that looks to the past is idealized fundamentalism, which I guess is personified by BrOSR types haranguing about strict time records and Braunsteins.   But I think even the BrOSR has their good points; unfortunately lost in dogma.

So what is the counter to this?  What keeps the Old School “Revival” from calcifying?  Enter the Renaissance.

The Renaissance

"Gandolfo the Polymath casts Corpernicus' Heliocentric Hailstorm for XVI damage."

The OSR isn’t (or shouldn’t be) about doing the same old thing just because.  It’s also about “what ifs” and “how could I do this old school thing differently, or even improve on it?”  Going back to the sandbox example, people have taken the default Wilderness play structure from Original D&D (which can be a little dry,) and run with it creatively; enriching it with their own ideas, or getting inspiration from other kinds of games (even *gasp* video games.)  This is what the co-creators of the Original game did, so you can’t say it ain’t Old School to steal ideas from other types of games.

Some folks are so good at this, that they can command cash money doing it.  That’s where the commercial side of the OSR comes in.  At first, it was about cloning favorite, out-of-print systems, creating material to support them, and/or making products with that nostalgic feel (right down to the trade dress,) but it's become about so much more.  There are metric tons of OSR stuff out there, and no one can keep track of it all. That’s good thing (Sturgeon’s Law notwithstanding!)  We don’t have just one kind of “D&D,”  we have many, and there’s one out there that’s right for you.  It might even be the one you make up yourself!

I mentioned Sine Nomine earlier, and I think that this cat (Kevin Crawford) really gets the Old School “Renaissance” thing.  He applies the sandbox play structures to more genres than just D&D-style gaming, even using the same kind of rules (B/X-ish.) Many of his games have guidelines and tools for this kind of play that are really system-agnostic, so if you haven’t checked out his works (many of which are available in free, no-frills versions,) you definitely should.  In case I didn’t make myself clear.


"I celebrate the man's entire catalog!"

Even things like Shadowdark (which Mr. Satanis complained about as an example of the OSR's commercialization) are a feature, rather than a bug of the OSR.  It means people are thinking about and enjoying Old School ways and ideas, applying them to their creative endeavors.   Commercial success is just the indicator that there is a receptive audience for this stuff.  It means Old School is here to stay.  Old School is classic.

The Revolution

Against all odds, the Continental Alliance pushed back the bestial armies of the Brittonian Clonomancers at the Valley of the Forges.  Thus, a new, free nation was birthed from blood and dragonfire.

I left this one for last, because I think it’s probably the least important of the three, but not wholly unimportant.  There is a little-guy element of “sticking it to The Man” about the OSR.  D&D went from Midwestern, war-game variant to the gold standard (whether it actually is or not,) and along with that, Big Business and unpopular, or downright bad decisions regarding the game that continue to this day.

It’s all part of the natural cycle: someone has a good idea, people like it and throw money at it; they become big, but stodgy and less innovative over time.  Then, new folks come up with better ideas to gobble up that money, becoming big themselves.  Rinse and repeat.  

I do feel that we live in a golden age for independent, creative works.  If you’re really good at what you do (and a little good at marketing yourself,) you can go your own way via crowdfunding, bypassing, and even doing better than, the so-called gatekeepers.  Will you get rich doing it?  Probably not, but it’s not about the money now, is it?


Closing Thoughts

Well, I wasn't planning on a manifesto, but there it is!  The OSR can encompass a lot, but ultimately, I feel it’s about finding new, "old" ways of playing and creating for favorite RPGs.  This could mean newer RPGs for younger people, but played in a manner that would be recognizable to Arneson, Gygax, and folks from the early RPG era.  Old School is an ethos: creating worlds, settings, situations, etc., and letting players go at it (with whatever good or bad consequences that entails,) rather than having, or worse, enforcing, pre-conceived notions about how the game’s “story” should go.  It is about learning how the old school grogs did this, and then putting your own spin on it.

The OSR doesn't just have one dimension.  For some, it's purely about the gaming, or even one, particular game: usually their favorite version of D&D.  For others, it's about sharing, or publishing their ideas, and creative vision for others to enjoy, or something in between.  So, if Mr. Satanis needs to min/max his OSR experience by favoring actual gaming over publishing, that is A-OK (though he really shouldn’t stop creating stuff and sharing it with the world on slimy tentacles.)

Friday, August 30, 2024

Lessons from the OSR

 

Lessons from the OSR is a compilation of opinion(ated) articles about everything I’ve learned regarding the “old school” style of play, specifically as it applies to D&D.  I consider it an open, ongoing series, so there may be more articles in the future.

Monday, April 1, 2024

Tales of the Northern Marklands the Story-Playing Game!

 Do you have a bunch of OSR games and retroclones like Swords & Wizardry, Old School Essentials, or Greg Gillespie’s new (and pretty awesome) Dragonslayer, but they’re just not enough?  Or maybe you supported Daggerheart and were sorely, sorely disappointed.  Well, you can safely throw all that junk in the trash because there’s a new game in town to throw your hard-earned, inflation-reduced dollars at: Tales of the Northern Marklands the Story-Playing Game (SPG)

 

Yes!  This brand new and totally not a rehash of the game rules you love to keep buying over and over has everything you need for a fast-paced, exciting afternoon of Basements & Neckbeards, but this time…oh Sweet Lord yes!  This time it’s different, with all-new concepts and material such as:

  • Armor Class!
  • Hit Points!
  • Vancian magic!
  • Elves, dwarves, halflings, plus new, and unique races from somebody’s old high school campaign that absolutely have nothing to do with their weird fetish fantasies (eat your heart out, Arduin!)
  • Fighters, Wizards, Clerics, and new, Mega-Powered (MP) classes like the Thief-Vagabond
  • And much, much more (if by "more" you mean more of the same!)

Not since F.A.T.A.L. have you seen cool sh*t like this!

These innovative rules are coupled with our unique Story-Playing System (patent pending,) which employs psychological techniques from the brilliant minds behind the Stanford Prison Experiment to dominate your players into following the epic, narrative campaign you’ve always wanted to have!  Who needs adventure paths when YOU are in control?!

You will have fun OR ELSE!  (Additional pinky finger sold separately.)
 

Oh and the art!  Lemme tell you about the art!  Here at the Savage Lair we spared no expense (as in $0.00 USD) to provide you with only the best pieces by your favorite artists that you’ve never heard of…mostly because they’re robots.

The Savage Lair's digital art team

That’s great, Weregrog!  But will there be a license?  I want to write my ripoff of love letter to Keep on the Borderlands and support your awesome rules!  Well, we got you covered with the Weregrog Game License (WGGL.)

The WGGL doesn’t bother with a lot of legal gobbledygook and fine print (I can’t read it at my age, anyway.)  You just sign your name (blood optional,) hold your hand to your heart, pinky promise, or use any other internationally-recognized oath method, and the entirety of classic material is opened to you!  Need some flayers of the mind in your module?  No problem!  Beasts that displace?  No sweat!   The putrid Hand and Eye of some old, dead magic-user as your McGuffin?  We got your back!  Our legal team will protect you from any reprisals by witches, sorcerers, activists, or angry wizards, whether they live on the coast or anywhere else.

 

The Savage Lair's legal team is here for you!

I know you’re absolutely salivating for this game by now and just itching to click on that Kicksarter link, just so I'll shut up and take your money, but I don’t bother with any of that newfangled, crowdfunding crap.  Just call 1-800-555-GROG and give them your credit card number, or send a blank check made out to “CASH” to the following address:

Savage Lair of the Weregrognard
1234 Grog St.
P.O. Box 42
American Samoa, 12345


Our customer service representatives are standing by.
 

Disclaimer: The Savage Lair of the Weregrognard is not responsible for any triggered feelings caused by the Tales of the Northern Marklands SPG. It is a fake game that only exists in your sick imagination; about as real as Blackleaf the Thief (talkin' to you, Debbie.)  Side effects may include: nausea, itching, loss of appetite (for food or sexual activity,) fever dreams, demonic possession, and conversion to the worship of an inscrutable Snake God.  Talk to your opinionated and unfriendly local game store clerk to find out which OSR game is right for you.


Happy April Fools y’all!  If you’re wondering where my regular content went for the past couple of weeks, well it’s because the Savage Lair has been invaded (by the in-laws!)  We’ll be back soon with the conclusion of the Royal Barrows and the return of the OSR Lessons series.  Stay tuned!

Sunday, April 9, 2023

Wretched RPG is Free


The Red Room, a small Portuguese OSR publisher, is offering a PDF of their generic Wretched Role-Playing Game rules for free!

Their works are inspired on various exploitative B-movie genres of the 70s-90s (sword & sorcery, horror, spaghetti westerns, etc.,) have excellent production values and the rules system is both comfortably familiar and compatible with other OSR games.

While the publisher has courted some controversy, and their product cater to mature audiences, they are well worth checking out.

Get your copy of the Wretched RPG here (while you can!)

Friday, March 31, 2023

This is a 4E Blog Now (O4R)

 

 

Let's face it, with 5e looking venerable and 6e/One D&D on the way, I think we can all consider 4e Old School now.  Let go of your hate, you know it to be true.

 

But seriously, if you consider that the time believed to be roughly the Old School era (circa 1974-1982) only accounts for about 16-17% (or 1 in 1d6) of D&D's near 50-year lifespan.  It's time to embrace more editions into the Old School fold.


Someone with more talent than yours truly needs to depict the Tavern of Old Editions (with apologies to Tenkar's Tavern)



Therefore, all my future installments of Dungeon23 will be in the 4E dungeon style, with carefully balanced encounters and skill challenges....



...aww who am I kidding?  Happy April Fools!


 


Friday, January 27, 2023

Drill Complete

 This has been a drill.

 

Apparently, Wizards of the Coast (WotC) has decided to leave OGL 1.0a well enough alone (for now.)  In addition, they are releasing the 5.1 System Reference Document under the Creative Commons license.  Details here.

 

The damage may already been done.  Publishers are likely still moving on with their plans to avoid the OGL like the plague (as they probably should.)  Still, this is good news overall, so let's take the win.

 



Thursday, January 12, 2023

Dungeon23: Week 1

Welcome back to the Lair!  If you’re new here, be sure to check out my first post.  Before I get to the meat of this post, I have something I’d like to address.

 

Dark Clouds on the Horizon

Unless you’re living under a rock, you probably know that a new version of the OGL (v1.1) has been leaked.  It seems the new version of the license will negatively affect companies, content creators, and alas, both veteran and fledgling OSR bloggers (such as yours truly,) who depend on the OGL to produce content compatible with the World’s Greatest Roleplaying Game (and I’m probably understating it.)   What does that mean for this blog?  Honestly, I don’t know yet, but for now I will stay the course patiently on the Dungeon23 project until conditions on the ground change.

 

 Keep calm and carry a lightsaber

 

And now, back to the program.

 

The Temple of the Snake Cult

Long ago, a perverse Cult spread like a malignancy across the land.  It promised its adherents a way to carnal power and Paradise in the afterlife in exchange for allegiance to an inscrutable Snake God.  The cult spread slowly at first, gaining influence among the youth and aristocracy who forever seek rebellion and decadent diversion respectively.  Eventually, they raised their twisted, serpentine temples in all the major cities of Man, gaining riches and power enough to challenge kings.

 

One such king, a sellsword turned conqueror, sought to stand against them after they had seduced his children into thralldom.  Alas, he was unaware the Cult had infiltrated even his inner circle and barely escaped an attempt with his life.  Forced into hiding, the King formed a band of adventurers and brothers-in-arms from his mercenary days.  Together, they assaulted the Cult’s mother Temple, in a redoubt deep within the ghost-haunted hills.

 

In the dark of night, the King and his company infiltrated the Temple and fought their way through guards, acolytes, and unnameable horrors the Temple spawned.  They eventually reached the Inner Sanctum of the Cult where a furious battle against the High Priest and his Champions ensued.  That night, the steel and iron resolve proved mightier than demonic sorcery and fleshly influence alike as the Cult was brought low.  Its High Priest slaughtered before his demoralized fanatics.

 

Following their defeat, the Cult’s temples were looted and razed.  Their rhetoric was forbidden across the land on pain of death.  The Temple in the hills, however, was never looted, as the King cared not for the Cult’s cursed and snake-tainted riches.  Long after both King and Cult passed from memory and into legend, the intrepid and foolhardy have sought the Temple’s haunted treasures, but none have returned alive.

 

Dungeon Level 1 - Area A: Entrance Chambers

 

Note: shout out to the Bat in the Attic blog, whose invaluable Inkscape mapping tutorials made this map possible.  This map is created under the Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) license.

 

Level Notes:

  • Squares on the map are 10 ft.
  • Unless otherwise noted, all doors are made of hard wood and stuck
  • Hallways and chambers are generally 15 feet tall
  • There is no illumination, although there are unlit torch sconces, braziers, and/or oil lamps about every 30 feet in hallways or rooms
  • Monster and creature names are in bold.  General OSR statistics are provided where necessary.  Otherwise, use equivalents from your favorite classic or OSR fantasy game.

 

Entrance:

The entrance to the Temple consists of a set of marble stairs that climb to the foot of a single, small mountain.  Separate stairs on either side lead to a balcony above.  Under the balcony ahead is a set of bronze-covered double doors stained with verdigris.  The left door is ajar and the right has been ripped from its hinges and rests on the floor.

 

The balcony above is littered with debris consisting of broken columns and the burnt remains of what was once and ornate wooden roof.  Under the debris to the left of the stairs is a secret trap door which if opened, rouses nine (9) stirges that fly out of the trap door like a swarm of bats.  They are hungry.

 

Room 1

The hallway leads to a double chamber with rounded alcoves (1a).  The alcove on the right has a statue of a jackal-headed man and the statue on the left is a large, sinuous snake with an open mouth.  In the mouth of the snake statue is a handle that opens the secret door to the left of the entrance passageway.    If the stirges in the Entrance area haven’t been encountered, they are roosting in this hallway.

 

The room has four exits plus a doorway ahead that leads to a vaulted chamber (1b) decorated with faded frescoes on the walls depicting serpentine arabesques.   The two doors ahead are decorated with a sun (left) and one with a moon (right).  Between the doors is a fresco depicting an eye surrounded by snakes (the Cult’s symbol).  When someone steps 10 feet into the room, the fresco Eye glows an eerie blue. A deep voice enunciates the following: “INFIDEL DEFILERS BEWARE!  THOSE WHO SEEK TO VIOLATE THIS TEMPLE WILL DROWN IN LAKES OF BLOOD!” the Eye then stops glowing, leaving the room silent.  The message resets after one hour and is reactivated in the same manner.

 

There is a humanoid skeleton on the floor in front of the Moon door to the right.  The skeleton is devoid of valuables other than five rusted darts embedded its tattered clothes and rib cage.  The opposite wall has five holes in the wall disguised as the eyes of various snakes.  The dart trap used to activate when someone opens the Moon door, but is now inactive.  The Sun door is not trapped.

 

Room 2

This room is has the rotted remains of wooden cots cabinets and bench tables.  The table has earthenware plates, bowls and old, wooden eating utensils.  One intact cabinet has a false back which conceals a secret door.  However, the cabinet is a nest for a vampiric snake, a long, pale, and segmented creature with a bulbous head that is in truth neither snake nor worm, but an aberrant creature.  If roused, its head expands into a winged hood, revealing a slit-like mouth covered in small teeth.  A successful strike causes it to latch on to the victim and drain blood for 1d4 damage every round.  Three (3) more vampiric snakes crawl out from nearby cots as they are alerted to a potential meal.

  

Snake, vampiric: AC 7 (14), ATK 1 bite, DMG 1d3 + drain blood (1d4/round), HD 1 (+1), MV 40 ft., SV 17 (warrior), AL Neutral, 15 XP

 

 Room 3

This hexagonal chamber has multiple small and large barrels lined up on the walls.  The ones to the north wall have staples like rice, flour (now spoiled) as well as preserved vegetables (still surprisingly edible.)  The large barrels on the south wall however are very tightly sealed, requiring force or tools to open.  The inside is filled with slabs and cuts of what appear to be preserved meat in brine.  A closer examination, such as dumping the barrels’ contents on the floor, reveals them to be human body parts.

 

Room 4

This chamber has a small altar on the south side in front of an enclosed area with a tightly-latticed iron fence.  The fence’s gate is unlocked and ajar.  The wall beyond has a pair of manacles and is painted with serpentine designs as well as three Cult symbols.

 

The small altar has two carved snakes facing each other.  The left one is a lever that causes three (3) cobras to slither out of holes on the wall within the painted Cult symbols.  There is also a secret panel in the altar that houses the cobras when the lever is not in use.  Inside are also various small, snake-themed religious items made of silver, worth 40 gold coins in total.

 

Room 5

The door to this room seems to have been taken from its hinges.  In the center of the room is a statue of sorts made from random wooden parts (including the smashed door and furniture from this room.)  It is roughly in the shape of a winged woman with bird-like legs (a harpy) covered in dried blood and wearing a necklace made of rotted fingers and ears.  At its base is a ceramic bowl with dried blood, unidentifiable flesh matter, dried flowers, and herbs with two unlit but half melted candles by its sides.  In its eye sockets are a pair of real (albeit rotted) humanoid eyes.  Anyone paying attention notices the grotesque eyes move slowly to follow any living creature’s movement in the room.  (Note: I have yet to determine who, if anyone is watching through those eyes.)

 

Rusted torch sconces on the northeastern and northwestern walls open secret doors on the east and west sides respectively.

 

Room 6

This room is a garden open to the outside, with a fountain in the center and galleries 10 feet above.  The garden is overgrown with lotus blooms of various colors.  Three (3) gobb-men – pale, squat, and misshapen humanoids with asymmetrical features, are looking for and consuming lotus blooms.  Two remain alert, but the third is in a drugged stupor.  Four (4) additional gobb-men skulk in the gallery above.  All the gobb-men are armed with spears.

 

Note: as you can probably guess, the gobb-men are goblins reskinned for a more swords & sorcery flavor.  They are the remnants of the Cult’s sorcerous breeding programs .  I’m similarly reskinning other common fantasy humanoids as follows:

  • Hobb-men (hobgoblins) – human-sized versions of the gobb-men and their natural Alpha leaders
  • Oor-men (orcs) – The most human-like of the lot, albeit with brutish features and green-tinged skin that becomes more pronounced in scaly patches.  They believe themselves to be the true heirs of the Cult and are waging a genocidal war against the heretical hobb and gobb men for control of this level of the Temple.
  • Kobb-men (kobolds) – Smaller versions of the oor-men (not that the oor-men will ever admit it.)  All the other humanoids hate them and they have learned to be conspicuous, cunning, and cruel as a result to survive.
  • Baern-men (bugbears) – Large, fur-covered, and primitive versions of the hobb-men, who mostly keep to themselves in the caves below.  They wear leather masks made of stretched, human and demihuman face skin.  They will eat or ally with other humanoids on a whim.

 

If combat ensues, there is a 1 in 6 chance hitting a lotus bloom on a missed attack and spreading a puff of pollen.  Roll 1d6 for type and effect below.  Breathing the pollen requires a save against poison to avoid the effects.  The effects last 1d10 rounds.  The gobb-men are immune to the pollen.

 

  1. Shade lotus: victim falls unconscious as per a sleeping spell.
  2. Dun lotus: Induces a berserk state, granting +2 to attack, but will attack anyone within 5’ ft., including allies.
  3. Fuschia lotus: Induces a state of sensory ecstasy that makes the victim want to touch and be touched in turn by others.  Treat as being under the effects of a charming spell in regards to the gobb-men and other characters.
  4. Violet lotus: the victim becomes paralyzed (treat as similar spell)
  5. Crimson lotus: induces a euphoric state that seemingly slows time, granting one additional attack per round with a +1 modifier and AC that is one point better
  6. Ochre lotus: mages and non-clerical spellcasters can recast one used spell or otherwise gain one additional use of a spell.  Other characters enter a hallucinatory state (treat as a spell of confusion with a random action every round.)

 

The fountain's brackish water is full of various coins worth 20 gold coins in total (they weigh as much as 50 coins.)  A repaired area of the garden’s wooden floor to the northwest of the fountain has a small sack inside with coins and small temple trinkets worth 100 gold coins total.

 

The lotus blooms are also valuable.  Anyone searching has a 1 in 6 chance of finding one viable, intact sample (rolled randomly as above.)  Handling a lotus bloom requires a save against poison to avoid its effects (a failed save ruins the sample.)  A viable sample is worth 20 gold coins to an alchemist.

 

The western exit can only be reached from the gallery above.

 

Room 7

The ground in the northern center of the room has been dug up and glyph-carved standing stones with lengths of chain have been placed on the bare ground opposite of each other.  There are claw marks on the wall and on the edges of the makeshift pit.  The ground is muddy and contains pottery shards with unidentifiable, dried spices, nonhuman teeth, and dung next to a broken dagger.

 

In the center of the room is a pedestal in the shape of a serpent, with its open mouth facing up.  Inside the mouth is a hexagonal slot.   The slot’s crystal “key” is buried in the mud (and dung.)  When the crystal is placed in the slot and turned to the right, the northeast wall revolves to the right reveals a doorway but blocking the hallway to Room 2.  If turned left, it revolves the opposite way and opens the east wall but closes the north one.  It can be returned to a neutral position, closing both doorways.

 

A wooden armoire on the south wall is empty, but has a secret panel door leads to a kind of storeroom (7b.)  It is mostly empty save for an old pair of leather boots, a full-length mirror, and a bottle of scented oil.  The boots are near useless, but the mirror and oil are serviceable, and may be valuable at the GM’s discretion.

 

Thanks for reading!  If you like this stuff so far, be sure to share and follow for the next part of the Temple of The Snake Cult.

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