Showing posts with label Old School Essentials. Show all posts
Showing posts with label Old School Essentials. Show all posts

Sunday, February 16, 2025

Adventure Site Contest 2 REVIEW: The Bridge of Ptelemegesser

The Bridge of Ptelemegesser

Author: Peter McDevitt
System: BX/OSE
Party Size: ?
Level Range: ?

Whoops, this one's missing a couple of pages. Wait, no... it's only one page long. That's a bold strategy, Cotton. But hey, you can do a lot with one page, so let's see if it pays off.

Sunday, January 5, 2025

Adventure Site Contest 2 REVIEW: The Lair of the Lamia

The Lair of the Lamia

Author: J. Blasso-Gieseke
System: OSE
Party Size: 4-6
Level Range: 4-6

In a nearby pine forest, a granite monadnock rises 5,000' in the air: a travelers landmark known as the Watcher that local legends claim is haunted by devils. Large “birds” circle on thermals around the summit, where a mysterious red flash winks. Lately, travelers passing along the road have disappeared. The local merchants guild offers the party 25,000 gp to clear the threat. 

The description of the monadnock serves as the adventure intro. From it, we derive some other key details: The birds at the summit are perytons; there's a strange red flashing at the top; the missing travelers were lured into the woods by leucrotta cries; there's a den of leucrottas at the base of the mountain that leads into the ruins of an old monastery; a lamia lairs in the ruins and she has enthralled the leucrottas to bring her human meat; the merchant's guild is aware of "the threat" and offers a large reward to deal with it. It's unclear how much of any of this information is known by the merchants guild and/or the PCs.

Friday, May 3, 2024

Rotting Effects in D&D

As I re-acquaint myself with the rules of Basic/Advanced D&D, I'm remembering some of the odd bits and pieces of the game that we had to figure out for ourselves back in the day. One of these bits is the effect of "rotting" as a result of a select few monsters found in the game, most notably the mummy and the violet fungus.

5e uses a system of damage types to reconcile many of these incongruities from earlier editions, so for these monsters (and others like them), the game applies a set amount of damage and classifies it as "necrotic." In the case of mummies, the victim continues losing hit points from necrotic damage over time and can't heal until a Remove Curse spell is applied, whereas violet fungi get 1d4 attacks that do straight necrotic damage (up to 4d8 in a single round, which is nasty but not that dangerous to mid-level and higher characters), with no other lingering effect. It's a simple system that makes clear exactly what happens to the victim (one of the things 5e tends to do pretty well), but doesn't carry the same degree of threat as their AD&D counterparts.

For the AD&D versions, both creatures' rotting effects are extremely deadly at any level, but the actual physical results are not entirely clear. I started running a campaign for my tabletop group using a hybrid of the "Advanced" versions of Old School Essentials and Labyrinth Lord rulesets, but I lean heavily on AD&D to help with some of the behind-the-scenes granularity, and to adapt some of the monsters and magic items that aren't in OSE or LL.

"Why not just run AD&D?" you may ask. Ease of entry, mostly. The girls have only ever played 5e and were getting overwhelmed by the increasing complexity of the game as they leveled up, so I wanted to give them an easier set of rules to manage that still provides a fair range of flavor to play with. I also need to re-acclimate myself to the "old ways" of running the game, so it seemed like a good way to go. My plan is to ease them into AD&D as they get more familiar with how the older system works.

In any case, I dropped a single violet fungus into the dungeon I'm running, but as I read the Monster Manual entry, I found it to be fairly vague on what happens when the fungus touches someone. They get 4 attacks as a 3HD monster, and if one of their branches makes contact with a target: 

The excretion from these branches rots flesh in but one melee round unless a saving throw versus poison is made or a cure disease is used.

This immediately brings up several questions in my mind:

  1. No damage is listed, so what effect does "...rots flesh..." have?
  2. Does it matter where you are hit? AD&D doesn't have a hit location rule, so do we make one up or does the rot simply kill you outright?

  3. Obviously, if you fail the saving throw vs. Poison (also categorized as a save vs. Death), you have one round to apply a Cure Disease or the rot takes effect, but why is it not Neutralize Poison instead to match the save category (as far as I know, avoiding disease does not involve a saving throw)?

  4. It's not an issue in OSE/LL, but in AD&D, Cure Disease has a casting time of 1 turn (10 rounds). Does this mean you need to start applying it within one round (minute), but you then need 9 more rounds of uninterrupted casting to avoid the rotting effect? Neutralize Poison has a casting time of 7 segments, which seems more usable under these circumstances, but you would still need to cast it within 3 segments of the victim being touched or, presumably, the rot would kill the victim before the spell was complete (unless, again, you simply need to start casting it within 1 round to prevent the effect).

The online consensus seems to be that if a violet fungus hits you, then you will die in one round if you fail the save and have no Cure Disease spell available. That's pretty rough, especially since the text does not say explicitly that the victim dies. 

Sunday, December 3, 2023

Failure States

A combination of personal and professional circumstances over the past 8 months forced me to put blogging on hiatus back in the Spring, but I continued to game on a regular basis during that time. I hope to get back to posting regularly.

I failed the Dungeon23 challenge. It was purely a matter of time-availability and not a lack of creativity, which is comforting despite the disappointment. My chief problems were the scope of the project I laid out and my inability to keep things simple. As the ideas started to flow, I found myself building so many layers of complexity into the concept that I struggled under the challenge's daily demand, making it difficult to get things done in a timely manner. 

Writing by hand was an obstacle as well, and I became frustrated at not being able to go back and edit in order to fix some of the complexity errors that crept in. Then, having to transcribe the daily hand-written installments into a weekly blog post just added to the load. I thought writing the daily posts by hand would take me back to the days when I filled notebooks with material, but it turned out to be a far-more time-consuming experience that wasn't worth the nostalgia (and cramped fingers).

As my freelance writing projects accelerated in April and other things in my personal life required attention, something had to give. The Dungeon23 challenge and this blog were the obvious "somethings."

Were I to do the challenge again, I would probably just draw some simple maps or adapt a few Dungeon Geomorphs, and then populate them according to stocking guidelines, adding my own personal flavor to the results. That sounds way more achievable than what I ended up doing. I have a ton of great notes, however, so Tunnels Beneath the Earth will live on in a more-manageable and less frustrating way.

I also brought Keep on the Badlands—my weekly 5e Roll20 campaign with my long-time gaming buddies—to a close. This was another major disappointment, as I did a ton of work on the campaign and frankly think it's some of the best material I've ever written in over 40 years of DMing. My players never quite grasped how a true sandbox campaign works and kept looking for me to drop obvious adventure hooks in their path, rather than develop their own ideas for what they wanted to do.

They also rejected the survival mode of the campaign, which was baked into every aspect of the setting. I really think a lot of it was laziness brought on by videogames, where they can just press a button or mouse-over a highlighted feature to "do the thing" necessary to advance. 5e also encourages this kind of behavior in the way that it has removed risk and complexity, and dumbed everything down to idiot-level gameplay.

Sessions would invariably boil down to conversations like (actual exchange)...

Player: "I want to capture that wild horse." (a random encounter)

Me: "Okay, sure...how do you want to go about doing it?"

Player: "I use Animal Handling."

Me: "Yes, but what do you do specifically?"

Player: "I handle the animal." [Clicks "Animal Handling" skill on character sheet.]

Me: *sigh*

We played 81 sessions of this nonsense and the party still had difficulty figuring out what to do or where to go, to the point that 7th and 8th level characters decided the best course of action was to continue plundering a nearby cairn field for loose coins and burial goods (an activity they began at level 2). They never even made it to the Caves of Chaos and I just couldn't take it anymore, so I ended things. I have not resumed running the Monday campaign (another player is trying their hand at being DM)—and I'm not sure I will.

If I do run for them again, it certainly won't be with 5e. During Covid, I dove into the OSR (10 years after the fact), and fell in love with Basic D&D (and 1e to a lesser extent) all over again. I think 5e's core game engine is good...it's fast, intuitive, and easy to explain to others. But the power creep and ever-stacking abilities create a lot of decision paralysis, even for experienced players. This tends to result in the same character "builds" appearing over and over again with the same set of optimal choices. 

I enjoyed 5e when it first came out, but the longer I run it, the more the flaws keep appearing and the harder it is to ignore them. I won't even get into the problems I have with WotC adopting Forgotten Realms as the default setting for the rulebooks(!), or their constant editorializing and virtue signaling, or their pervasive efforts to make the game a "safe" and uniform experience for a category of player psychology I don't relate to at all. 

I appreciate 5e for bringing me back into the game, and I think someone could take the core engine and skin it with an AD&D ethos, but man that seems like a lot of work.

On a positive note, I brought my 5e Heroes of Brackleborn campaign to a satisfying conclusion for my neophyte players. When I started it during the lockdowns, it was just to show a few friends what D&D was all about. I wasn't expecting them to fall in love with the game and turn a few sessions into a multi-year campaign. We concluded with the girls having reached 6th level and their characters becoming notable leaders in the town of Brackleborn.

We may return to this campaign in the future, as there were some loose-ends that could rear their ugly heads once more. For now, the girls were interested in my stories about Basic/AD&D and wanted to try it out, so I started a new campaign with them using Old School Essentials as the ruleset. I kitbashed three classic adventures, along with an OSR sequel to one of those classics and some personal modifications / additions. 

I've named it The Sinister Secret of Zenopus' Tower, combining and adapting S1 The Sinister Secret of Saltmarsh with the sample dungeon from Dr. Holmes' Basic D&D Rulebook (commonly referred to as The Tower of Zenopus), and inserting the superb Forgotten Smugglers' Caves by Zenopus Archives' Zach Howard and the dungeon portion of N1 Against the Cult of the Reptile God as additional levels.

We've played 3 sessions and, so far, there have been 5 character deaths among 4 players...it's glorious. The girls have had a great time dying, and I try to turn each death into an hilarious moment by cranking up the gruesome details. They also appreciate how streamlined and simple the rules are, given how often they struggled to cope with all the choices in mid-level 5e. I'm adjusting well to running OSE, I think, but realigning my brain to the different procedures in BX has been harder than I anticipated.


On a final note, I had the great privilege over the summer to help a friend catalog and value a humongous collection of vintage D&D materials and other gaming products he purchased recently.

Flipping through a copy of the tournament version of Lost Caverns of Tsojconth, and seeing Erol Otus' foundational artwork in actual copies of Booty and the Beasts and The Necronomican (among many other rare pieces) was a huge thrill.

I'm happy to start blogging again—something I've been shooting for since August. I intend to start posting material from all these campaigns and other adventures / settings I've created over the years. 

I'll share pics and details of the vintage D&D collection in coming posts as well. In the meantime, here's a sneak peek at left (for you Batman fans, that's Dennis O'Neil's desk in the background).

Aethelberd's Tomb for OSRIC Is Now Available at DriveThruRPG

My latest adventure is now live on DriveThru RPG . This started out as an adventure for my first 5e campaign, but the players failed to bite...