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.

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.

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.

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

 

Life and Death – Sorcerors

The presence of a villainous sorcerer is fundamental to a good  Swords and Sorcery tale.

While the setting of Life and Death, the post-magical apocalypse setting of The Shattered Lands, is very low magic in keeping with genre expectations, the bad, mad and downright dangerous to know are out in force as antagonists in the books collection of adventures.

Bilgen,  is very much your young unpleasant black magician in training. He’s very much modelled after obnoxious wanna be sorcerers I met in my real life student days. Petty smelly types who call other people “norms” or “mundanes” taking great pride in their knowledge of Magick without ever really doing much. Bilgen has a handful of spells that make him useful to the bandit chief, who also is deluded and thinks he’s a powerful Merchant Lord, and allows him to terrorise the local peasants.

Tel-Kar-Nath is the real deal.  He is a sorcerer who is fit to be the player character’s nemesis and is a worthy adversary.  He’s been a powerful court magician in a previous life whose machinations brought down reality, been imprisoned in hell for his crimes and is now back a monstrous thing with a psychotic personality.

Tel-Kar-Nath talks in a deep monotone about the joys of death. The finality of it all and the absolute power-mastery it brings. He is more than happy to demonstrate his power upon a hapless captive. However he does not attack the characters directly…

If they attack him, he uses his magic to evade and escape and his zombie followers to hold them off. He is more interested in playing the role of the enigmatic magical master than dealing with the characters, whom he believes are beneath him.

The King in Chains was once a sorcerer of immense reality blasting potential like Tel-Kar-Nath, but is now a husk of his former power. He has been brought back into being as an undead creature, by a ruthless Necromancer who uses him as a magical power source and channel for raising more Zombies. Even in this half-dead state there’s something that realises that this isn’t a good state of affairs and who knows what vengeance it will wreck if the player characters ever loosen those chains.

The Chained King by David M. Wright

The Chained King by David M. Wright

Life and Death is a collection of four adventures that make up a mini-epic tale of a struggle against the forces of Undeath in a world recovering from a magical apocalypse. It is a conversion of an existing OpenQuest adventure, for Crypts and Things and other Class/Level based Fantasy RPGs with all new art by David M.Wright (the artist who illustrated Crypts and Things in its entirety.  Its currently been worked on for a release later this month.

Previous Posts about Life and Death Zarth Edition

Life and Death Zarth Editon - cover by Jon Hodgson

Life and Death Zarth Editon – cover by Jon Hodgson

Life and Death – Zombies!

I freely admit that I have a thing for the Undead in the same way as some fantasy gamers have a big thing about orcs and other green skinned monsters.

Rather than splurge on the various Zombie RPGs that have come out since the 90s, I’ve always channeled my love of these undead through my own adventures.  My upcoming re-released Life and Death Zarth Edition, for Crypts and Things and other OSR RPGs, really is my fantasy tribute to the films of George A. Romoro.

This first Zombie is encountered in the second adventure of this four adventure collection. He is recently deceased, like the rest of the Zombies encountered in the old Sorcerer’s Tower that forms the basis of Dust of Eternity, and like a cruel joke his previous personality and some memories linger in his now dead body.  The Dust of Eternity is a low-level introductory adventure, but one I intended to show the principle of Monsters are People too even the Zombies who normally lack a personality. The inspirations came from the fact that I had recently been playing Bioshock – where in the the sunken city of Rapture its inhabitants have been turned into mockeries of their formerselves by the use of biogentics, yet still remember their former life and go around moaning and lamenting about the humanity and relationships they had lost.

Young Zombie by David M.Wright

The idea of a dead civilization that choked to death on its own evil practices thousands of years previously has always tickled my fancy. The third adventure Dead Pot Country explores this theme as the adventurers venture into dried up river valley and wander through the ruins of a once glorious civilization. A civilization that buried its dead in large pots in fields surrounding its main city…a practice that leads to minefield of danger when the undead inhabitants of said pot burials come back into the light of day.

Pot Burial Zombie by David M.Wright

I always liked the idea of Zombies as victims and embodiment of a viral plague, and this theme is played out in the final adventure, Life and Death, where the city of Miraz is in the grip of a plague whose victims are resurrected as shambling undead like the one pictured below. Miraz is in many ways is an ancient Mesopotamian city state complete with mudbrick houses and even a Ziggurat which is home to the God-Tyrant of the city.  The plague is symptomatic of the collapse of order that the city is undergoing when the adventurers arrive in the city. Not only has the Tyrant lost control of a third of his city to the plague, but his sons are at war with each other and a rebellion amoung the peasants is brewing.

Plague Zombie by David M.Wright

Life and Death Zarth Edition is currently in the final phases of production and is due out April/May this year.

From the Shroud #1 Contents

So here we go, hot on the heels of the main rule book comes this short, fun A5 zine, which is currently in layout.

This is the content’s list:

Achievements. A short system that sits alongside the experience system to reward characters for things they have done in their adventures, making them memorable events and useful benefits.

The Secret of Skull Hill. A short adventure of mystery and otherworldly delights featuring the schemes of an alien parasitic race and their attempts to reunite the body and soul of their host god.

By their Master’s Dark Command. The sad and short lives of Sorcerer’s apprentices revealed, and the useful things they become after death detailed.

Exotic Liquid Relief by Neil Shaw. Is your character bored with quaffing bog standard Blackmire’s Best whenever they need to regenerate 1d6 Hit Points? Well Neil Shaw provides details of a variety of brews to make your character’s life more varied and interesting.

Generic Life Events. This table is if you are overwhelmed by the sheer number of Life Event tables in the main rule book or simply after a OGL version you can base your own efforts off.

Useful Items of the Kindly Ones. Minor magical items left behind by the gods who used to care about Zarth.

Things to Find in Great Pots. A short random table for the harried Crypt Keeper for that inevitable moment when the players ask “so that pot you mentioned just now, what’s in it?”

Tea Party of Doom. A short encounter somewhere in the dark dismal woods with a crazy immortal Alchemist who has been playing with the psychoactive toads and their potential to provide tea.

Here’s the cover by David M. Wright

Crypts and Things goes to the Movies

Most of Crypts and Things literary, comic and gaming influences are listed in the bibliography in the book but here’s some of the films that  inspired me during the writing of the book.

Anything by Ray Harryhausen, especially Jason and The Argonauts. Don’t know about you but my skeletons are like this.

And The Golden Vogage of Sinbad for this ultimate ‘boss’ fight 🙂

Warlords of Atlantis, for all those lost cities under the ocean ruled by strange Sorcerer’s and their hybrid monsters.

Hammers’ ‘She’ for the ultimate of Sorceress ruling a lost city in the jungle vibe.

and while we are drifting off down the horror side, Clive Barker’s Hellraiser and Nightbreed provided me with lots of inspiration for the demonic Others of the game, and hey the Puzzle Box (along with Elric’s Stormbringer) is the epitome of a C&T magic item.

finally the inspiration for the ghostly netherworld of the Shroud comes from the film Nightwatch (which I saw before I read the excellent novels upon which it is based upon).

If you are wondering if there is a the connection between the leaders of Serpent Men, The Mara, and the Dr Who episodes Kinda/Snakedance this trailer for the DVD release should confirm it.

Fiendish Friday: The Dead God Ugsharak

Once upon a time in alien Other World there was a God called Ugsharak. As a deity that lived outside of time and space, he could be called upon to provide magical knowledge and power. Ugsharak was served by a race known as the Gizoni, who in return for blood sacrifice received potent black magic from the god.  When he took form in the world it was as a monstrous 30 foot tall giant skeleton whom the Gizoni called the “God Who Walks in Bone”.

Over a span of a thousand years the Gizoni home world weakened and became a desolation because of the constant need for blood for Ugsharak.  In response Ugsharak decided to leave, gathering his priesthood into his mouth and traveling to a new world to start the cycle of pain and suffering again.

Upon reaching the world of Zarth he materialised there in his physical form. However disaster awaited him. His body materialised in the earth, an element abhorrent to him, and he became trapped in rock up to his neck. His soul escaped to a place in the Shroud helped by a the Gizoni. In time the Gizoni priests, made a bridge via an ancient crystal Black Monolith not far from his body, which had now fossilised and with only the skull above the earth. Thus the legend of Skull Hill was born.

In time humans settled nearby, refugees from one of Zarth’s devastating wars. They were simple farmers and a superstitious lot. When they found the Black Monolith at the edge of their lands, they started leaving some of their crops as an offering at Harvest time. One day the Gizoni came out from behind it, as they had gated over from the Shroud to make sure the Zarth end of the portal was still intact as was their wont from time to time.  The locals prostrated themselves before these new gods and soon they were providing human sacrifices to the Gizoni at ‘Harvest Time’ who would take them to the slumbering Ugsharak in the Shroud.  Tragically though within a couple of generations the nearby human settlements were deserted due the strain put on their populations due to the annual sacrifices demanded by the Gizoni to reunite their god’s soul with its body. Not only was it tragic for the local humans, whose lands became the deserted Lonely Place, but for the Gizoni who were only a few sacrifices away from having enough stored magic reuniting their god’s soul with its body and freeing it from the hill.

To be continued in the “The Secret of Skull Hill”. An adventure in From the Shroud #1 eta December 2016.

Fiendish Friday: The Rise of the Serpent Men

From the upcoming Crypts & Things, I present the Serpentstory of the early rise and origin of Zarth’s Serpent Men.

The Rise of the Mara
The Serpent Men have their beginnings in a group of Lizard People known as the Mara. In Ancient times this small enclave of magicians was tasked with experimenting with powerful magics that dealt with the enhancement of the natural world around them, in a place far away from the main Lizard People nests for safety’s sake. Already remote and cut off they were further isolated when a magical disaster raised the waters around their nest-complex and broke the land into rough mountainous terrain. Once the survivors dusted themselves down and collectively rejected the idea that they were in any way shape or form responsible for the disaster, they found they had the ideal environment to carry on their questionable magical experiments. Without any moral restraint or condescending ethical disapproval from the rest of their race they quickly discovered Black Magic and became tainted by the use. Because they were few in number – developed Vivimancy to enhance their own genetics, taking a serpentine form and completing their separation from the Lizard People. Later they would further developed this blasphemous form of magic to twist and hybridise other creatures, leading to the creation of other servitor races. The Mara also found that the disaster, which they now saw as a blessing from the Dark Powers, had also opened many portals to hellish Other Worlds in theirbroken land. Contact with the Others, both Minor and Great, gave them access to more Black Magic.

When they started gradual expansion into the lands around their immediate sphere of influence employing the corruption of the Dark Arts this soon led them into conflict with the Lizard People.