Oriental Adventures the one that got away

I remember getting this purple tome when it came out with great glee. For you see the martial artists of Japan had exploded across my teenage brain, with an invasion of Japanese films and TV (Monkey & Water Margin stand out, ironically both Chinese in origin) and me taking part in a Shotokan Karate class at the time.  The idea of Fantasy FRP with Oriental elements had been firmly thrust into my mind by the fantastic Talisman of Death Fighting Fantasy game book. Upon reading I was excited but some what befuddled at the same time. The non-weapons proficiency system (a skill system by another name) was a cool concept, “Now my fighter can do other things!”, but a bit of a let down when those things were paper making and arrow fletching 🙁  The classes were cool though; a bizarre assortment of warrior-monks, religious soldiers, Buddhist priests, sorcerers, sword specialists, Yakuza as well as the familiar (and expected) Samurai and Ninja. But they were firmly rooted in the design philosophy of Unearthed Arcana, in fact the Barbarian class given a oriental coat of paint appears in OA, which in my opinion was over powered and illogical (I feel a post entitled “How Unearthed Arcana broke my game”brewing). There is a whole raft of new races, based mainly on the idea of animal spirits taking human form, which desperately could have done with some illustration as a frame of reference. This is a problem with the whole book. I know the old AD&D 1st ed books aren’t exactly overflowing with art, but I can easily someone being tight with the budget on this one. It feels like there is only 5 bits of art in the whole book. A complete let down when there are so many unfamiliar elements in the setting.  However the text is golden and doesn’t feel like a wall. Instead its a like a gate to a whole new world. As well as the new classes, and a host of tweaked and new spells, there’s a raft of new rules that emphases that we are no longer in Oerth any more. My favourites are the Family/Clan generator, the Honour system and the Events generator. The first two systems gives some real reason for the players to roleplay their characters and the latter system really lends itself to improvisational/sandbox play, since it gives meaningful Yearly/Monthly and Daily events to inflict upon the players. I had a grand time playing with it solo to create mini-time lines for Campaigns that I never run. Why? Well this is were the gorgeousness of OA fell down. It was a hard sell to 15 year old players who were obsessed with the get rich quick/powergaming ethos of 15 year old D&D (another subject I should post “Why its ok to play D&D now, we’re not 15 anymore”). The sheer alien detail was enough to shake them When I explained the new subsystem of Honour, they worked out that their characters would be having to commit sepeku very quickly ( the fate of characters who are reduced to 0 Hon through a series of dishonourable behaviour ) due to their ‘naughty’ style of play ( combination of shoot first ask questions later, and steal it if it isn’t nailed down ) and vetoed the idea.

I held out for another release, the box set of the offical TSR setting Kara-Tur.

The first book of this had the Chinese influenced land of Shou-Lung which introduced to me the excitement of Chinese Kung Fu and mythology, which appeals more to me than the Land of the Rising Sun.  My pedantic teenage mind then nailed the final nail in the coffin that was actually playing the game, because I realised as much as wanted to run a game in Shou Lung I didn’t want to do it with the so obviously Japanese character classes. Doh!

However this was one of the lead ins to me reading Journey to the West (aka Monkey) and finally writing my rpg Monkey 🙂

More information

Shameless plug
If you have ever been curious about Monkey: The Storytelling Game of the Journey to the West, its part of the current Bundle of Holding, which contains a fine selection of Asian themed RPGs at a low pay what you want price 🙂

Fiendish Friday: Zarth Wars!

A small idea for a Convention game next year at the Seven Hills Convention (in Sheffield weekend after Easter weekend) which has a Sci-Fi RPG gaming theme. Here’s how I blend Planetary Romance, Spell Jammer with the magnificent evil that is Crypts and Things:

Few of those who crawl in the dust of ancient empires that litters the dying World of Zarth even suspect of the mayhem that rages in the skies above their heads. Of the wars fought between the evil Uzil and the insane Yikirk. The clashes between the Space Gypsy Skyships and the foul luminous floating discs of Olz. The insane gravity of the Topaz moon or the ominous silence of the Dark Star.
But the Grand Astronomer of the Crystal Moon summons you the appointed heroes from your Zarth bound life, to rise up into space to rescue the Princess Zarisula from the clutches of the Fiend who would be Emperor of known space.

So grab your flame lance, don your crystal armour, prime your needle gun and set sail on Rocket Ship Zargaz to the Obos, the moon of Infinite Doom!

Planetary Romance meets Swords & Sorcery using the OSR D&D rules of Crypts of Things.

Fiendish Friday: The village of Shek

A small dirt poor village for your Crypts and Things game, from the upcoming adventure module UK-S2 The Dark Path.

Shek

Shek is a small agricultural village, whose residents cling to the Old Religion of Earth worship. They are used to the intervention of the spirit world in their daily lives, and dotted  around the village are small little offering  shrines to local spirits,such as the Wee Man, The Lady of the Trees, Oddkin the Bodkin and Wee Lass (no relation to Wee Man). These spirits provide protection from the extremes of the weather and ensures the health and vitality of the villagers, their livestock (mainly goats) and their crops. Priests who try to convert the villagers to their religion usually get tarred and feathered, and Sorcerers s are  treated as if they are the most evil people on the planet.

Shek comprises of around 15 log cabins with thatched roofs, a big communal barn for livestock sits on the edge of the village, and big circular hall in the centre acts as a communal meeting place. For entertainment Shek folk drink Bog Beer (a dark almost black ale), take hallucinogenic mushrooms found locally in the Woods of Delirium   and start random, but harmless fist fights (aka. “Good friendly violent fun”).

Incoming! Tomb of the Necromancer

Been busy producing stuff recently and along side OpenQuest 2  I’ve been putting Paul Mitchener’s Tomb of the Necromancer together. 25 pages of perfectly formed mid level terror set in the frozen North of Zarth, featuring Beserkers, the quest for a long lost magical item and more gruesome undead than you can shake a +1 sword at. Well this is Crypts & Things for you 😉

More details to follow. Print proof just sent off so should be available via Drive Thru in the next couple of weeks in both print + pdf formats.

In the mean time here’s the cover by the amazingly talented David Michael Wright.

Tomb of the Necromancers cover by David Michael Wright

Tomb of the Necromancers cover by David Michael Wright

Fiendish Friday: The Snakes of Severis

In a deserted temple on the Plateau of Pain stands a seven foot high statue of a long forgotten god. This robbed figure wielding a short sword held aloft is covered in writhing multicoloured snakes, ranging from between two to three feet in length. Baby snakes emerge periodically magically from the statues wide open mouth. The snakes are carried far and wide by an order of assasins who specialise in dissappearances. They know a magic word which paralases the snakes into a hard dart like form. They will then throw the snake at a target who on a successful hit must Save vs Poison as the snake’s fangs sink into exposed flesh. If the target fails they start to phase out of reality within twenty four hours (D20+3). Within that time the target becomes more and more insubstantial. Only strong magic can save them, such as Dispel Magic as cast by a ninth level Magician, or higher, or paradoxically the petrifying gaze of a Basilisk. If the target phases out of reality, their insubstantial form is transported to an isolated place in the Shroud, known as the Purple Room, where it waits for up to sixteen hours (2d8 hours) before being returned to Reality for its final damnation. For after they leave the Purple Room they are transported insied the Statue, where they become their essense produces the next batch of Snakes!

Fiendish Friday: Thuric’s Ring

God Emperor Thuric is almost forgottten by all but the most obscure scholar. This tyrant lorded it over the Continent of Terror in ancient times. He was completly sadistic and insane and attracted similar bad types to his court. Such as the evil Sorcerer Elbakem-El-Feng. This demon in a man’s form quickly intergrated himself with the Emperor’s inner circle, and soon became the sole channel of communication with him. Once he had isolated Thuric he bedazzled him with a series of gifts, each more extravagant than the last. First was an intricate jade ring, were two carved jade serpents lay tail to mouth, each swallowing the other. Then came magificent sets of magical arms and armour, exquistively crafted artefacts and jewelry to melt the heart of even the most resistant of women. More and more did Thuric become dependant on Elbakem’s gifts. Then one day he awoke alone. His treasures all gone and in the empty throne room only the mocking laughter of Elbakem. His shocked servants rushed to throne room to find that Thuric had disappeared. The only trace of him being the jade ring, placed neatly on the seat of his throne.

Crypt Keeper’s info.
The ring when first donned produces a warm resilent glow around the character, giving them +10 hit points and +2 when makeing saving throw.

Each following week a new gift appears in the wearers life (roll d6 on list below). Only the wearer may don them. If they try to give them away the gift crumbles into dust.

1. Golden Armour of Lions Ac 0 [19].
2. Silver blade of Servering, d12 damage +2 to hit.
3. The amulat of Seduction, -2 to Save to avoid being seduced ( equivalent of a Charm Person spell) by the person who gifts the amulat.
4. The wearer discovers a treasure horde worth 500 Gp nearby.
5. The Sheild of the Dragon, automatically protects against Fireball and Dragon fire.
6. Robe of Charming, wearer automatically has charisma 18 and is able to cast Charm Person, twice a day.

After all the gifts have appeared, another week passes. The wearer enjoys life. Then one morning they awake and all their possessions are gone (not just the gifts). All they can hear is the mocking laughter of Elbakem-El-Feng, who then steps into Reality to take the character back to his hellish Other World as ‘payment’ for their time with the gifts.

Elbakem-El-Feng in Demon form appears as a tall gaunt humaniod with stretched grey skin, horned head and long talons. It wears and uses all the gifts.

Elbakem-El-Feng AC 0 [19] HD 8 Attacks x 2 Damage Talons (d8) or Silver blade of Servering, (d12 damage, +2 to hit) Save 8 Special Rules: Posseses the Six Magical Elbakem-El-Feng. CR 10 XP 1,400.

Fiendish Friday: The City of Chun

The Scarlet City is named thrice – for the molten godblood that flows through its core, for the crimson hue of the rock from which it is carved and from the stains of blood that run across every part of the city – a mark of the excesses of the Crimson Lord. The City fell into ruin 5000 years ago when its stone buildings were shattered by angry gods. While the rest of the old human empire was drowned in Ash, Churn was drowned in the waste of its own excesses in vengeance for its ruler’s hubris. The city is the source of the fetid Stink River* and lies at the heart of the foetid swamplands.

The infamous city of Chun is home of the Crimson Lord himself. Dotted with bubbling smoking caldera whose lava pools – known as godblood by the people of Chun – are said to contain the pathways to the Gods themselves. Twisting tunnels, intricate caves and malevolent minarets have been painstakingly carved from outcrops of volcanic rock creating a partially hidden labyrinth of narrow thoroughfares, open spiral-pathed pits and fantastical bridges and towers that eerily emerges from the swamp and mist.

Within this demonic architecture live the surviving people of Chun, feral cannibalistic savages who are grouped into small clans whose every existence is to serve the Crimson Lord himself with tribute of flesh and blood. The people of Chun worship the Crimson Lord and who in return for this love, and their blood, protects them from the ravages of the wider world. His risen armies, drawn by blood sacrifice from the godblood pools, feel no pain or fear and when one fall, another rises from the pool.

The god blood pools are tended by the Godspeakers of Chun, one of the few remaining sects of foul unspeakable cultists who once terrorised the surrounding lands in the name of the Crimson Lord.

Notes
*The Stink River is in the Ash Plains and is mentioned in UK S01 Blood of the Dragon.

The above is from an upcoming C&T module, and was written by Neil Gow author of Duty & Honour.

Fiendish Friday: A Sky of Bones

So I missed a week, but we are back with this special weather event to cheer up even the most humdrum journey across the wastes of Zarth.

“I’ve experienced it four times in my life. It always starts the same. The sky darkens as if a storm is brewing. Indeed there is a rumbling of sorts but if you listen carefully you’ll hear it’s more of a grinding sound. Then suddenly the sky goes blood red, with clouds swirling around an angry red spot, which suddenly opens up and vomits out a blanket of human bones that covers the sky, blots out the sun and even the Locust Star. If you are not already locked up tight in shelter, now is the time to run as fast as ye can, because next comes a rain of the dead armed hideous for war comes screaming down ready to harm the living”
Hongra the Horny, Scout of the Ash Plains.

This is a magical disaster that can affect an area of up to five miles square.

It starts out as typical storm, before the sky turning red round a single vertex of bloody horror, which is actually a gate to a Hellish Other World, were all the armies of the Empire that was under the Ash Plain were taken by the vengeful Old Gods in punishment for their civilisations hubris.  The Sky of Bones vomits out from that Other World gate, and if you look closely enough it is an writhing mass of undead warriors held in the sky by some invisible force.

The storm lasts for d20 minutes, and each minute roll on the following table to see what drops from the Sky of Bones near the adventurers.

Roll d8

  1. 2d6 Skeletons
  2. 1d3 Ghouls
  3. 1 Wight
  4. 1d3 Red Zombie
  5. 1d4 Zombie
  6. 1 Mist Maid
  7. 1d3 Wind Wraith
  8. Roll again and double the number encountered.

Once the storm is over, any remaining undead are sucked back into the gate which then closes, leaving only clear peaceful skies in its wake.

It occurs mainly in the Ash Plains, probably due to its origins, but has been reported in other places in the Continent of Terror.

Blood of the Dragon reviewed over at Ten Foot Pole blog

Here’s me thinking the whole OSR Blogsphere has gone quiet, especially on the reviews front, when up pops this review over at Ten Foot Pole.  I’m very happy about his review. The reviewer Bryce really gets what I was trying to do with it.   Here’s a snippet.

The setting material is brief: about three pages. Half of that is a timeline and the other half a gazetteer from Hongra the Horny. A) That’s a cool name. b) That’s some tight ass writing to get an entire region in to three pages. C) It’s fucking awesome. Did you read those names in the intro? Tyanos the Black? Black Joop? Nigus the Headless? The Mother of Hydra??! A land where the sky is piercer by rocky spires and the plains a wasteland covered by ash? Come on, that’s some pretty cool stuff right there! The descriptions are ridiculously evocative and leave the mysteries open. This makes your mind race. What is it? Who did that? Was caused that? Your mind then races to fill in the details and that builds on itself. This is EXACTLY the sort of thing I want when looking at this sort of material. I don’t want your entire shitty world explained to me. I want you to leave things open. I want to gaze in wonder at the mysteries. Explaining things kills the mystery.

Fiendish Friday: The Skin of Oskmas the Traveller

Between the hellish Other Worlds and the Real World of Zarth is the grey netherworld of The Shroud. While most of the Shroud is comprised of featureless bleak hills, endless corridors, and dreary mist filled forests there are the occasional landmark. Strange castles filled with dead warriors, aquariums filled with dark fish or ruins of cities infested with ravenous Others are chilling examples.

Travel between these locations and Zarth is hazardous and random. While being distinct and logical in themselves they often have no fixed location in the Shroud, so travelling there in any predictable way from the Zarth is next to impossible. Only long forgotten rituals of the Ancients, themselves locked in deep dangerous dungeons,  can with any certainly facilitate travel. There is also the worry to even the most insane Sorcerer that such rituals in the past have caused cataclysms as such as the opening of the Locust Star, where  plagues of Others have taken advantage of the breach between Zarth and the Shroud and have come over to feed.   The only known ‘safe’ way is the following Magic Item.

Magic Item: The Skin of Oskmas the Traveller
“Old Oskmas he travelled far and wide in a place not a place between the worlds. Until the Sorcerers of Magragore caught him and skinned him alive. Fleshless he crawls the buried underhalls of Magragore “
While alive Oskmas was a frequent traveller in the Shroud. It is unknown if it was necessity or mere curiosity that drove him to find out more and more forbidden knowledge about this shaded realm. During his life he had every location he visited symbolically represented as tattoos on his skin. By all accounts by the time of his death his body was black with inked markers. Death found him in the form of the Sorcerers of the buried city of Magragore, who slew him on behalf of the Sultan of the Shade City. The Sorcerers then had his skin cured, folded and held in a golden chest in the deepest vault in Magragore. It is rumoured that Sorcerers also preserved Oskmas’s essential salts in an a sapphire jar. Some versions of the tale say that the salts were used, and the fleshless screaming thing that guards the chest is Oskmas. Who ever possesses the skin can use the map to instantly travel within the Shroud to the location pointed at with a special enchanted bone wand, found in the chest with the skin.