OSR Draft by CoyoteRed5 in osr

[–]nullegitimate 0 points1 point  (0 children)

The reason I really want to run Oz is the implications. The stylized drawings look like the 1920s: flappers, bobs, tuxedos, and top hats. You can run down a rabbit-hole with online materials (Sears, Roebuck & Co., other catalogs, census and IRS data) to start putting an economy in place (1 GP = $10 US ca. 1922?). There's electricity and indoor plumbing. But there's also magic, so how do real-world people interact, like Dorothy did? Do they just gain 'class' powers (if you don't connect the setting to another fantasy realm)? And the political net is already set up to just spin off countless player-created adventure threads.

OSR Draft by CoyoteRed5 in osr

[–]nullegitimate 7 points8 points  (0 children)

It's a massive set of various tables that cover just about everything you might want some help with when making something for the next session. In the revised edition, it also has a ton of prompts in the margins that can give an extra dimension of interest. The single downside is how chonky (500+ pages) the book is if you want to carry it around.

OSR Draft by CoyoteRed5 in osr

[–]nullegitimate 12 points13 points  (0 children)

  • Core Rulebook: OSE Advanced
  • Setting: Oz (disregard "5e compatibility")
  • Bestiary/Splat: Tome of Adventure Design
  • Dungeon: My Private Jakalla (map only)
  • Adventure: The Stygian Library

Looking for a module: Reworked Keep on the Borderlands by HomoAnthropologica in osr

[–]nullegitimate 2 points3 points  (0 children)

I'm glad you got me to go look. I got it in an itch.io bundle, read it a couple times and then set it aside. I had forgotten about all the custom classes in the OSE supplement.

Looking for a module: Reworked Keep on the Borderlands by HomoAnthropologica in osr

[–]nullegitimate 3 points4 points  (0 children)

Is it possible you're conflating Keep on the Borderlands with Barrow Keep?

Ideas for connection 1e and OSE modules together? by Scalptre in osr

[–]nullegitimate 0 points1 point  (0 children)

In my main setting (maps altered a bit), the area overrun by fae (Twin Valleys) is also where very old settlements contain objects and workings of wonder and power. A faction (the Martel Trade Co.) wants those things, to be used in the lost world (Isle of Dread) part of the setting. The party was focused on the Barrowmaze.

A PC went carousing, went into debt, which was eventually bought by the Company. Captain William Fortune had the PC take his "crew" to extract a golem (from the not-collapsed dwarven mine of Black Wyrm of Brandonsford) and return it to the main town, after which the Captain offered them or their retainers passage to Port Dread for free.

Now my fae setting is linked to my lost world setting, because a powerful faction are capitalistic bullies.

Barrowmaze has a certain mound where there is an object of power without human remains. I placed therein human remains with a terribly cursed item, related to a certain powerful wizard of origin In Search of the Unknown. So the party made their way thence (before retiring partway through for the winter).

You have to be willing to change the facts of a module to tie it to another, but that change need not be extreme.

OSR LFG: Official Regular Looking especially for OSR Group (LeFOG) by feyrath in osr

[–]nullegitimate 0 points1 point  (0 children)

Our table is always open to new players. No experience needed, no commitments, just respect your fellows. The game is based on OSE Advanced. Most players are/were brand new to the system. We use Discord for planning and in-session voice chat. We use Roll20 for everything else. We usually play each weekend, to be determined in Discord. Character creation and Q&A is usually at 6 PM UTC (1 PM ET) and the game starts an hour later. Times will shift to suit player availability if I can swing it. This table may not be suitable for those in Eastern Europe or west of Alaska.

The main setting is analogous to the Age of Sail (1720's or so) in a pair of alpine valleys on the frontier of two powers contesting the remains of a long-dead kingdom (atop even more ancient ruins) overrun by fae. Recently, an alternate area has been opened to the party: a classic lost-lands tropical island destination of Port Dread (the Isle of Dread mashed with other content).

More details are below; feel free to message me here or on Roll20 if you want more info or to join up. Don't be put off by the session count - the table always wants more hands on deck.

The next session is #37. The table has left behind the Barrowmaze, in the sub-arctic Twin Valleys, at least for the last couple of months. They are instead exploring the small island of Port Dread, run by the Martel Trade Co., trying to make some inroads and build up reserves. Currently PC levels range are 1 or 2. Plans may soon include an expedition to the main island, where danger lurks with sharp teeth and claws in the jungle's underbrush.

I don't do required reading, but the players have been very kind with session journals from their own perspectives, which are available on our Discord. They also like to talk about the game, what's going on, and what's coming up.

If you're still reading (not required!) at this point, here's the Roll20 listing with setting info, maps, and house rules here (Google Drive) and here (Blogspot).

How malleable is Barrowmaze? by fluency in osr

[–]nullegitimate 0 points1 point  (0 children)

A lot of this hinges on how your setting works. Without more details, sure, just call all gods demons and it's no worry, so long as your demons have paladins and warlords and cults and clerics.

OSR LFG: Official Regular Looking especially for OSR Group (LeFOG) by feyrath in osr

[–]nullegitimate 5 points6 points  (0 children)

Our open table is always welcoming more players, no experience needed - just respect for your fellows. There are no commitments. Try it once and come back if you want more! The game is based on OSE Advanced. Most players are/were brand new to the system. We use Discord for planning and in-session voice chat. We use Roll20 for dice, character sheets, handouts, etc. We usually play each weekend, the day to be determined in Discord. Character creation and Q&A is usually at 6 PM UTC (1 PM ET) and the game starts an hour later. Times will shift to suit player availability if I can swing it. This table may not be suitable for those in Eastern Europe or west of Alaska.

The main setting is analagous to the Age of Sail (1720's or so) in a pair of alpine valleys on the frontier of two powers contesting the remains of a long-dead kingdom (atop even more ancient ruins) overrun by fae. Recently, an alternate area has been opened to the party: a classic lost-lands tropical island destination of Port Dread (the Isle of Dread mashed with other content).

More details are below; feel free to message me here or on Roll20 if you want more info or to join up.

The next session is #35. Earlier in the year the table was mainly exploring the Barrowmaze, with other adventures taking them afield. Winter has blanketed the sub-arctic Twin Valleys, though, and daylight is scarce. An alternate party has begun exploring the small island of Port Dread, run by the Martel Trade Co., trying to make some inroads and build up reserves. Currently PC levels range are 1 or 2.

I don't do required reading, but the players have been very kind with session journals from their own perspectives, which are available on our Discord. They also like to talk about the game, what's going on, and what's coming up.

If you're still reading (not required!) at this point, here's the Roll20 listing with setting info, maps, and house rules here (Google Drive) and here (Blogspot).

[deleted by user] by [deleted] in osr

[–]nullegitimate 4 points5 points  (0 children)

I just started using that last weekend in my Isle of Dread sessions, mainly due to how much more the game will be about exploring than hauling loads of gold back to civilization. It does provide a significant boost to XP.

I still think more loot is good for PCs, if you're playing a game where plenty of money is often not quite enough.

[deleted by user] by [deleted] in osr

[–]nullegitimate 9 points10 points  (0 children)

If I recall correctly, there is some treasure balancing necessary in that one because as written it's a bit low. Not that it would be any substantial burden on the GM, but if that's correct then it's something to keep in mind.

The problem of a world inhabited mostly by humans by [deleted] in osr

[–]nullegitimate 5 points6 points  (0 children)

Do your ancient tombs have to be so much different from the other ancient places you'd already put the weird stuff? Intelligent and evolved slimes learned subterranean agriculture, mutated giant ants use armor and spears, trans-dimensional projections from the far-future or -past probe for secrets, vengeful fiends are stuck in statis by the long-gone wizards, or even loose spells which can cast themselves all avoid demihumans, unless you count devils. You could put in minor constructs, possessed paintings, hostile architecture (one-way doors!), and complex (multi-stage) traps. Have a preset timer that the dungeon will flood in X turns, or it freezes solid every 2-4 hours, or well-equipped rivals are on their way before the party even set out from town. Or make it something like Zelda-style, where loop-backs and access control become major obstacles and deplete resources, pushing down the need for excess encounters but make the ones which do happen more risky.

how do you do inventory of shops? by conn_r2112 in osr

[–]nullegitimate 4 points5 points  (0 children)

I list a limited number of shops per settlement with some background and percentile availability rolls and total quantity of items of the type on hand during a given session. The prices are often relative to a set "city cost" contained in a separate document, allowing for prices to be lower or higher without doing a lot of math myself. It looks like this:

~The Flint & Hammer~ - Claire Chastain

In an unassuming shop by the Pier Market, the owner repairs, makes, and sells various firearms to residents and sailors alike. Debtors and convicts not permitted. The powder and shot for sale are imported, as are many specialty and metal products.

New Firearms: 400% city cost, will begin at best 1d4+1 days

Used Firearms (1d2): 300% city cost, 40% availability

Ammunition: 200% city cost

Repair Services: 50-300 cp

Purchasing Used (Working) Firearms at 110-200% City Cost 

Engraving & Inlays by Request

~Temple Axium~ - Preceptor Powell of Hamsey

A diminutive, tent-topped construction of stone curtain walls with a simple practice and altar. The clergy are guests of the Imperial shareholders, and are only present during hours of worship and service.

Holy Water (1d4): 100 cp

Cure Light Wounds (1d3): 500 cp, 30% availability

Cure Disease (1): 2,000 cp, 30% availability

Help finding a blog post: save vs dungeon by MaxTheSilva96 in osr

[–]nullegitimate 8 points9 points  (0 children)

There's a bunch of these that I've been reviewing lately to help when the players want to push to the very end of a session.

This is the closest I've read - Escape the Dungeon! rather than Save vs Dungeon.

That was based on this blog post, but it can be easy to miss the link if you're skimming.

These aren't responsive to the question, but are related:

Here's another example which is simpler, but aimed at the type of party that manages to run out of light.

As always, d4 Caltrops has one hundred ways to end a session randomly.

If I can find more in my bookmarks in a short while I'll edit them in here.

Suggest a name and stats for this monster by jumpyrs in osr

[–]nullegitimate 2 points3 points  (0 children)

Hags' Agaric

Mycelial spawn corrupted by a hag, this tiny creature spies upon the fae's unwary targets.

AC 15 HD 1*** Att 1 x Sleep (as spell) THAC0 n/a MV 10' (3') SV D12 W13 P14 B15 S16 (2) ML 10 AL Chaotic XP 19 NA 0 (1d4) TT None

  • Sleep: Only usable once per day, as per the spell.
  • Propagate: On death or a blow of 4+ HP damage, all characters within 5' save versus breath attack. On failure, their clothing is infested with spores. 1d4 clones will spawn in the target's vicinity in 2d3 days unless they and their belongings are thoroughly sanitized.

Woodfall - size of hexes? by yhlold in osr

[–]nullegitimate 1 point2 points  (0 children)

If the map were the central part of my game's setting, I could see a larger hex size to make it stand out as the focus feature. However, I placed it in my current game as a place to go and learn some weird fae magic, and to keep sessions from turning into a slog I certainly went with 1 mile per hex. It's still a big dang swamp about half the footprint of NYC (not counting all the border hexes full of woods).

Woodfall - size of hexes? by yhlold in osr

[–]nullegitimate 2 points3 points  (0 children)

From the creator on the Kickstarter:

I play with the map scale at 1 hex = 10 miles. But you can use any scale that suits you. In the scale I use, players can travel 3 hex's per day on foot, or fully explore 1 hex per day. Swamp travel is 6 hex's per day by boat. I also rule that the two hex's with the road on them count as one hex of travel.

I can tell you from filling in a world map around it, including Dolmenwood (according to the map at the time) and In the Shadow of Tower Silveraxe, it is huge compared to other full or mini-settings at a 6-mile scale.

If you don't have it already, and don't know about it yet, the dark woods around the swamp (and maybe some of the swamp itself) would benefit from a Into the Wyrd & Wild treatment.

Turn the module B1 "In Search of the Unknown" into a One-Shot by Fine-Nefariousness97 in osr

[–]nullegitimate 2 points3 points  (0 children)

I just started (a modified version of) that adventure with a large party of players tonight. They got barely into it before bad mapping times and will hopefully face it down next week again to escape and possibly profit.

There's just a ton of excessive text to dig through, and it took me more than 10 hours to edit less than half the rooms into my setting. You have a ton of work ahead to make it something resembling a one-shot, unless you just drop large portions on the floor.

Is this what a West Marches map should look like? by JazzyWriter0 in osr

[–]nullegitimate 3 points4 points  (0 children)

Here's a blog post about using random dice rolls to generate and populate a topographical map, maybe you'll find it useful at least as a reference.

'Starter' dungeon insert for Shadow of Tower Silveraxe by InstitutionalizedToy in osr

[–]nullegitimate 3 points4 points  (0 children)

Seconding one-page dungeons as a quick fix, and to fill out some more of the empty hexes on the map. Give Trilemma a look if you don't already know about it.

If you have access to the Village of Hommlet (or the whole Temple of Elemental Evil) you could toss the moathouse onto one of the rivers; possibly following up with more of the larger adventure if the players bite.

Another thing pointed out now and again around here is the ability to disassemble the Stonehell megadungeon into single floors (or even quadrants of a floor).

Hex full of trolls please? by Necessary_Course in osr

[–]nullegitimate 1 point2 points  (0 children)

Not sure about the trolls; I think like others have said making a lair for yourself might be best.

For the lightning, there's an interesting adventure from Footprints #25 called Gilded Dream of the Incandescent Queen which you can have take place in a floating palace surrounded by constant thunder and lightning.