Chronicles of Erun now in Development

I’m developing the Chronicles of Erun, a game based off OpenQuest but written from the ground up.

It’s early days yet, I’m hoping to get it out the first half of 2018, but I’ve started giving details out at BasicRoleplaying Central, which now has a dedicated subforum (under OpenQuest).

The aim with the game overall is to have a very quick playing, pick up and play system, where you can play a very focused (and fun) campaign in about 10 sessions, with breaks for real life stuff.

All art will be by British Artist Jonny Gray.

The Chronicles of Erun cover by Jonny Gray

The Chronicles of Erun cover by Jonny Gray

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Troika needs Paterons!

Daniel Sell of Melsonian Arts Council  (who publishes the Undercroft fanzine and has previously successfully Kickstarted the adventures Crypts of Indormacny and Fever Swamp) is looking for Patreons to help him develop the full edition of Troika.

I’ve got a copy of it, and a very simple appreciation of it is that it is a grown-up version of Fighting Fantasy on LSD. It’s like the Russ Nicholson pictures have come to life!!! 🙂 In fact, if my scrambled brain can remember, you can actually play a Rhino Man (as seen casually guarding the gate in the FF classic Citadel of Chaos).

Interested? go check out the current edition (artless version is free).

Want to see this small seed bloom into something big and malevolent?

Then back David’s Patreon….see his blurb below.


I’m Daniel Sell and I make role-playing booksTroika! is my latest effort, already released in a limited form. It is a game about lost people traipsing across the hump-backed sky, meeting curious folks in curious places and moving ever rimward.

While slim, the current iteration of the game has been met with praise and heralded as something that definitely exists, written and illustrated with good strong hands.

The mechanical aspects of Troika! are robust, reminiscent of the gaming hinterlands of 80s Britain, flexible and self-effacing with nothing to prove. Characters are generated from vast lists of randomly chosen options, thrusting you directly into the world with no time for a haircut. They are very important. Feel free to read them for yourself.

People like these lists, I like these lists, but books are small or expensive. In the first instance of Troika! it was small, the second will be expensive. Beyond writing, I also publish, which means the onus to pay for art and printing falls on me. Since I do not have the double-edged benefit of an external money-man I must ensure the survival of this work myself. Now we turn our faces towards the necessary demon of crowdfunding, as we have done from time to time, in order to do what needs doing.

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Crypts and Things Deal of the Day at DriveThruRPG.com

40% off the price of the pdf bringing it down to $8.40 from $14.00 for the next 24 Hours.

Be a wild Barbarian, a deadly Fighter, a soul-torn Sorcerer or a sword sharp canny Thief, fighting evil tyrants and foul demons in a world rapidly dying and heading towards its final nemesis.

Crypts and Things (C&T) is a Swords and Sorcery Roleplaying game based on the Old School Rules of the 70s/80s. It also draws upon the British fantasy games and game-books of that period to bring a distinctly dark and dangerous feel to the game.

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Behold Beyond Dread Portals now has a cover!

Our upcoming release of Paul Mitchener’s Dimension Hopping Fantasy Adventure game, Beyond Dread Portals, now has a cover courtesy of Jon Hodgson.

Hoping to Kickstart this one, once I’ve cleared the decks of some outstanding work, probably either by the end of this year or at the start of next year.

I’ve got a full draft of the game, which initially started off as Paul’s homage to Planescape, but mutated into its own thing. It’s a large fantasy setting, where a magical city-state of Ys sits at the centre of an empire of other worlds connected by magic portals (hence the title). Its also a ruleset – which I’m tagging as post-D&D. It takes D&D as its starting point and then cuts and adds to it to make the ruleset match the setting. The nearest analogy is I can make if that second wave of AD&D 1st edition settings (Planescape, Dark Sun, Ravenloft etc.) had been self-contained games with modified D&D based rulesets. Bear in mind Paul also takes into consideration 30 years of games design on top of that, although he does so in a way that isn’t jarring to the starting point.

So in short, I’ve got a cover for this 260-page beast, which is when things start getting real and beyond the point of no return.

Expect more updates and previews over the coming months 🙂

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Fiendish Friday: In the Street of the Dead

Here follows a short location from the adventure The Furnace, from the upcoming Tournaments of Madness and Death for Crypts and Things and other OSR rulesets.

The Street of the Dead

In an old merchant’s district, an odd mechanical man awaits the characters in his shop of curiosities.

A well-worn dusty road, 20′ wide, goes seemingly on and on through the city and into the countryside beyond. Alongside are a bewildering assortment of buildings, most of which are boarded up. For this is the custom here in the middle-class area of town. That upon their death, they are boarded up with all their worldly goods inside their old shops. Now the various hammerings and bangs from behind the boards that they are desperate to get out.  Amongst the ruin of this once magnificent street, there is one shop that appears to intact, with golden columns out front and a lovely colourful sign that gives its name “Oeldi’s Shop of Wonders”.

Oeldi’s Shop of Wonders

Run by the overweight Oeldi, who wears a brightly coloured jacket and a blue fez. This curio shop has a 23% chance go having any item a character needs.  Oeldi stays here rather than fleeing the city doomed by the Undead because he is a magical construct created by The Nine (or his Nine Dads as he called them). As he takes damage the fleshy covering falls off revealing a brass body underneath.  If questioned about the entrance to the Iron Moon, he can reveal that it is in the mausoleum.

Oeldi AC 2[18 ] HD 8 HP 34 Attacks 1 Dam 1D6 +1 (Short sword +1 hidden beneath counter) MV 12 Special: Mechanical Construct – unaffected by poison, disease, Breathes fire three times a day (3d6 damage, Successful Test vs. Luck halves damage). Sleep, Charm or any magical mind control methods. CR/XP 10/1400.

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Fever Swamp Kickstarter last 6 hours

As I type it Melsonian Arts Council‘s Fever Swamp adventure, which has funded and then some, is coming into its last six hours.

For Lamentations of the Flame Princess and other D&D clones, this is what Daniel Sell owner of Melsonian Arts Council has to say about it (although it’s worth noting that its now going to be in hardcover since reached that stretch goal).

The result of this fundraising effort will be an A5, saddle stitched, 30-something page book containing a geographically linked series of vignettes that explore the particular palette chosen by the author. Flavours of nihilism, questions of inherent evil, and the abject failure of civilisation. And dampness, so damp.

Check it out (but quick, quick!)

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Fiendish Friday: Stink River Healers

Here’s another preview from the upcoming Under Dark Spires for Crypts and Things and other OSR rulesets. In this adventure book, there’s an area called the Stink River. It more than lives up to its name, being a broken, weird land full of puss ridden diseases and poisonous insects and plants. Its also inhabited by swamp dwelling tribesmen. Since there are none of the usual Temple of Healing franchise out in this remote part of the world, I thought it best that I detail what levels of healing the player characters can expect.

Getting help from the Local Healers

The Stink River People have an established class of Healers, with one or two in each village. They brew up cures, antidotes and preventative medicines in their healing hut, which also acts as a place to keep ill people, usually up to five patients, in quarantine. In the hut, you can also find the tools of the Stink River Healer’s craft.  Metal needles for lancing noxious boils, a small oven for heating needles, clay pots for storing medicines and creams.

The Healers primary role is to look after their people; all else is a distant second. Adventurers cannot come swanning up to healing Hut, suffering from some disease or poison, and expect immediate treatment from the Healer no matter how much gold they offer. The Healer will merely laugh at them and go back inside, as the village’s hunters notch arrows coated with poison (typically Imperial Folly) and aim in the character’s direction.  First, they must establish a relationship with the healer’s village, and only when they are accepted as an honorary member, after helping out by killing off dangerous monsters rescuing kidnapped members etc., will the Healer even consider healing them. The advantage is at this point there is no charge to the character, they have already paid in kind by helping the village

Stink River Healer AC 7[12] Leather equivalent HD 4 HP 20 Attacks 1 Knife (1d4) Mv 12 Special: Spellcasting CL/XP 5/240

Healers typically know the following spells:

Cure Disease, Cure Light Wounds, Neutralise Poison, Purify Food and Drink, Remove Curse, Sleep.

Note these spells are very heavily based on physical ingredients, such as specific herbs and prepared creams and powers. The Healer one in six times be out of the ingredients and require the characters to fetch them from the nearby wilderness before they can cast the spell to help their wounded colleague.

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Fiendish Friday: The Sixth

A little preview of a longer piece entitled “A Strange Thing Happened on the Way to the Ruins”, which is coming in the upcoming From the Shroud #2, which I’m hoping to get out in time for Furnace in Sheffield next month. (From the Shroud is an occasional Crypts and Things Fanzine, issue 1 is available from DriveThruRPG.com in pdf)

The Sixth

I am the Sixth of my kind.

Out of the mist, a young woman appears. She is bald, has golden skin, wears silver chainmail, which is light and does not impede her movement and gracefully carries a two-handed sword.  If the characters converse with her, she is pleasant enough but is confused about where she is and who she is. All she knows is that she is the Sixth of her kind.  If the characters allow her, she will gladly join their group, sensing that she will be able to remember her past while she adventures with them.

The Sixth is a magical clone of a former lover of the Sorcerer Ternon the Blind (see Crypts and Things page 137), and as her name suggests is the sixth in a series of failed experiments. Her ‘sisters’ are abroad in the world and may be encountered as she adventures with the party. Unlike her, they are all physically or mentally deformed in some way. They have the same stats. They hate her and want her dead. When they encounter her, they will challenge her on one to one combat. Once the other five are defeated, Ternon appears to bring the Sixth home, telling her that he released her into the world that to kill her five sisters. Only she could remove these abominations since of all of them she was the only perfect one. She then returns willingly with him.

Ternon magically created her to be stronger and faster than normal humans. Therefore she has a +3 to hit and damage with her two-handed Sword, has a move of 15 (rather than 12) and -4 [+4] modified Armour Class.

The Sixth AC 1 [18] Chainmail HD 6 HP 36 Attacks 1 Two-Handed Sword (1d10+3, +3 to hit) Move 15 Special Rules: Especially fast moving, Superhuman Strength, Immune to Sleep and other mind control magics CL/XP 7/600.

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Life and Death Zarth Edition is here!

Life and Death Zarth Editon for Crypts and Things and other OSR/Class-Level based games is now on general release!

Get it via

More info, see the three previews

All art in this version is by the extremely talented David M.Wright (who did all the art for Crypts and Things Remastered).

Pot Burial Zombie by David M.Wright

Pit Demon by David. M. Wright

The Chained King by David M. Wright

The Chained King by David M. Wright

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Life and Death Zarth Edition Overview

Its Fiendish Friday, so here’s my final preview of the upcoming Life and Death Zarth Edition scenario book, which is currently on pre-order and out on general release next week.

In a nutshell Life and Death is my attempt at doing a post-apocalyptic fantasy world in the style of George Romero’s Day of the Dead films with a large dollop of Clark Ashton’s bleak take on Swords and Sorcery. Except with me being all Fighting Fantasy “You are the Hero”, the players have the opportunity if they dig deep enough into the adventure to find out why the world is full of shambling undead.

L&D was originally a D100 adventure for OpenQuest and specifically, my attempt at making an open-ended adventure where the players could still make choices and drive the plot depending on them.  I wrote about this in a post I made to support the OpenQuest Bundle of Holding and the Crypts & Things conversion still holds that structure. It’s not a dungeon crawl, but more a location based adventure where each location is described in broad terms, enough to get the GM going and answer basic questions, a list of who is to be found there and then a series of events that could happen there if the appropriate triggers are satisfied. It’s a sort of story based sandbox. I give you the blocks and the players actions put them together. I’ve run the scenarios multiple times and no run is the same.

Pit Demon by David. M. Wright

Let’s delve deeper into the adventures:

Joining the Guild of Treasure Hunters. This is a one-page mini-adventure. It’s a tribute to the sort of introductory adventures you got in old RQ2 campaign boxes, such as Entering Pavis, where the title reflects exactly what happens in this straightforward adventure. Sit down and play through the adventure and let your players basics of the rules and ease them and yourself into the setting.  This adventure gets the player characters signed up the Guild, which gives them a rationale for working together and a ready-made patron for the adventures ahead, who isn’t some bloke they’ve met down a tavern or a high-level character who has a vice like hold over them.

The Dust of Eternity. This my take on the traditional sorcerer’s tower adventure, with Zombies as the main protagonist. I made sure that every NPC and monster in the adventure is a person with a personality and rationale behind their action. A lot of this came from the “Monsters are People too” articles from back in the 80s. Those short essays that held the central realisation that NPCs weren’t just stat-blocks waiting to be hacked apart, but had personalities and motives just like the characters! Another inspiration came from playing far too much of the first-person shooter Bioshock, where the zombie like antagonists wander around moaning and streaking about things to do with their previous life, which brings about a weird morbid fascination that even these monsters have feelings and thoughts which deepens the sense of horror.  I also wanted to write an adventure where the players don’t win if they fight their way through and just collect treasure.

Dead Pot Country. This is a small location based setting. The characters are lured there for a number of reasons, a breakdown of which is given in the setup of the adventure.  On the edge of the dried-up valley that dominates Dead Pot country itself is the village. Things are not happy in the village. Bandit chief and his men have taken over the village and have forced them to look for relics of the ancient dead civilisation that used to flourish in the area. Will the characters help the villagers break free or will they side with the Bandits for quick and easy access to the valley? Once in the valley, the characters must navigate the cyclopean ruins of the dead river civilisation which is haunted by gangs of undead monsters and guardians. Finally, they find their way down into a dark underground labyrinth were rulers of Dead Pot Country wait for them in the darkness.

Life and Death. This is the truly epic adventure of the book, which is served up in four parts. It’s like a film in three acts. The first act sees the characters arrive in the village outside the gates of Miraz, a militaristic city state. During this act, we learn the character’s motives for coming here. Perhaps they are here to make their fortune as a mercenary, rescue a loved one or seek to help destabilise this tyrannical city which is currently suffering from a plague. They spend a night in a “hostel for visitors” since the gates are closed until morning. This allows them to experience Miraz’s culture first time, and prepare them for the state of fear and suspicion they will encounter inside the city. Then the second act focuses on what is happening in the city. It gives a rundown of the city’s culture, the current situation where one-third of the city is overrun by a Zombie plague, a guide to the city’s main locations, with events that can happen there, and a cast list of everyday citizens and various movers and shakers. The last act takes them high into nearby mountains where the source of the city’s power, an iron mine, is the centre of a struggle between three factions seeking to control the destiny. There deep in the mine system the characters finally come in to contact with the enigmatic force that will decide the fate of their world itself.  The final part of the adventure is a section about how to bring the adventure to a satisfying conclusion for the players, no matter what rambling route they have taken around it.

Previous preview posts about this adventure book:

Life and Death Zarth Edition is currently on Pre-Order on the D101 Games webstore and will be available by the end of next week.

Life and Death Zarth Editon - cover by Jon Hodgson

Life and Death Zarth Editon – cover by Jon Hodgson

 

Posted in Crypts & Things, Fiendish Friday | 4 Comments