Friday, December 4, 2020

OSE Monster: The Hungry Wall

While working on a living dungeon, I realized that I really wanted something that communicated that sense of passive danger in a really grotesque way so why not have the very walls around you try to eat you? 
This is my version of another monster from the world's oldest and most popular roleplaying game and I call it... THE HUNGRY WALL
 
The Hungry Wall
AC 9 [10], HD 8 (36hp), Att Special, THAC0 12 [+7], MV None,
SV
D8 W9 P10 B10 S12 (8), ML 12, AL Chaotic, XP 650 , NA 1, TT None
  • Hiding in Plain Sight: A mass of putrid grey flesh that appears, through magic, as a normal wall. It is made up of absorbed victims. The wall radiates Chaos and Magic but Infrared shows no oddities. Within 5 feet, characters are able to hear low moans of pain and sorrow.
  • Lure: All mundane equipment absorbed is lost forever. Piles of loot at the base of the wall often serves as a lure.
  • We are Legion: The wall’s attacks are dictated based on what it has absorbed. If it has absorbed a wizard, it is able to use the spells the wizard had memorized at the time of it’s absorption. Likewise with magical items being carried by the victim.

  • Defensive: Will not initiate combat but if characters come close to it, it will weakly grab at the passing character and beg for death or redemption. If attacked, a Hungry Wall will respond to each attack with one of it's own. These base attacks are only melee ranged and do d6 damage. A standard wall starts with 3 attacks. With every new body that is absorbed, the number of attacks returned increases by one. 

  • Absorption: If a character happens to be securely grabbed by the wall, they must pass a Save vs Spells or be absorbed by the wall. Their powers and HP will immediately be added to the wall’s abilities. Absorption takes 1d4 rounds.

Whispers in the Blood Mire release

 True to form, I completely forgot to post about the adventure I released until now! Whispers in the Blood Mire!


So! The pitch!

For generations, the small village of Edgemere has held a tenuous balance with the Blood Mire. Children grew up knowing the folk tales and warnings about wandering out past the walls alone or at night, about a temple that used to be but had long since been swallowed by the Mire, and the strange and lonely family that had come to build a mansion in the Mire and then disappeared. No one knows what happened to the family, the lights just went out in the Mire one day and that was that.


Fifty years later, the lights are said to be on in the house once more and a strangeness like none have seen before has settling over the area. More are reporting hearing whispers and cries in the Mire late at night and seeing dancing lights when the moon is at its fullest. No one in the village dares enter the Mire in these strange times but now the children are starting to go missing. Grieving families are convinced that it is the lost children that they hear whispering in the Mire. Others believe it’s something much worse. 


Steeped in a world of decay, infestation, betrayal, shrieking specters, and unknowable power, this is a horror adventure for low level adventurers that is well suited for a multitude of approaches and solutions. This adventure is designed to be used for Old-School Essentials but can easily be adapted to any other old-school system!

So go on! Pick it up since it's only $5 for a little while longer!

Whispers in the Blood Mire (PDF @ DTRPG)

Monday, August 17, 2020

OSE Class: The Devout

 In my attempt to integrate Wonder and Wickedness spell casting into my campaign, I decided to tinker with the Cleric to avoid having two different spell casting systems at play. I wanted them to feel distinct and "cleric-like" while still removing the spell list component to the class.

The result is the class below. Enjoy!


The Devout
Requirements: None
Prime Requisite: WIS
Hit Dice: 1d6

Armor: Any, including Shields
Weapons: Any Blunt Weapon
Languages: Alignment, Common
Saves: As Cleric
Level Progression: As Cleric
Features:
  • Holy Symbol: Devout must carry with them a symbol of their faith to aid in their mission and focus.
  • Turn Undead: Use rules for Cleric
  • Deity Disfavour: Devouts must be faithful to the tenets of their alignment, clergy, and religion. Devouts who fall from favour with their deity may incur penalties.
  • The Healing Word: A Devout can heal 1HD per level by laying hands on a wounded character. Cannot exceed max HP. Can spend HD used in whatever way they choose. Can also be used to heal Paralysis.
  • Holy Wrath: At 3rd level, Devout may enchant one mundane weapon once per day. Deals additional 1d6 damage for 1 Turn. While enchanted, is considered a magical weapon. Duration increases 1 Turn per level after 3rd.

Saturday, August 15, 2020

Static/Skies Supplement

 

This is Static/Skies. It is a supplement to the The Seattle Hack which is, itself, a Shadowrun supplement to Mirrorshades. Both of these fantastic documents are required in order to use Static/Skies.

What this supplement seeks to do is build out the equipment and magic lists, bring in variable weapon damage, apply some tweaks to how Armor and Magic work, and make small adjustments to terms so it better aligns with Shadowrun. I have also converted the majority of the spell lists in Shadowrun 2e to work seamlessly with The Seattle Hacks magic system.

Enjoy!

Edit: So it looks like The Seattle Hack is no longer showing up in the link I provided so I updated it with a link to a copy on my Google Drive.

Tuesday, January 21, 2020

OSE Class: The Spellsword

The game I am going to running soon will not have Elves as a playable class as I'm taking a slightly different approach to how they are presented. So, if I take one, I should give one back so here is a human-centric class intended to take the place of the fighter-mage in my game. I call it the...

Spellsword
Gaunt and haunted, some say that the Spellsword hunts monsters. Others say they hunt witches and magic-users who have strayed too far from the path towards Chaos. In a world increasingly hostile to Man, they have trained and studied to make themselves a formidable foe but at what cost?
Requirements: Minimum CHAR 9, Minimum CON 9
Prime Requisite: INT and STR
Hit Dice: 1d6

Armor: Any, including Shield.
Weapons: Any Weapon
Languages: Alignment, Common, Elvish
Saves: Half-Elf
Level Progression: Half-Elf
Features:
  • Arcane Magic: Use rules for Half-Elf
  • Feel Magic: When spending a Turn focusing, Spellsword is capable of sensing magical enchantments within 60'. Only direction and rough idea of strength can be detected. Must recharge for a Turn after use.
    • Chances: Lvl 1: 15%. Raises 5% every Level.
  • Detect Secret Doors: 2-in-6 chance of discovering secret or hidden doors when searching.

Tuesday, December 31, 2019

OSE Class: Goblin

So there are a lot of different versions of goblin classes but I wanted to go ahead and throw my hat in the ring as well. The approach I took was using the Halfling class as a base and working off of that. I find "weird" classes to be appealing and the idea of being able to do an all Goblin group is especially interesting to me. Without further ado, here is the Goblin!


Goblin
You are not like the others in your clan. For one reason or another, you didn't fit and it was leave or die. So you left and now are trying to find your place in a world that loathes you.
Requirements: Minimum DEX 9 and CON 9
Prime Requisite: DEX
Hit Dice: 1d6

Armor: Appropriate to Size
Weapons: Appropriate to Size (no 2 handed weapons)
Languages: Common, Goblin
Saves: Halfling
Level Progression: Halfling
Features:
  • Defensive Bonus: Due to small size, they gain +2 bonus to AC when attacked by large opponents (larger than human sized).
  • Hiding: 
    • Dungeons: Goblins can hide with a 90% chance of success. 
    • In the Woods or Undergrowth: 2-in-6 chance of success.
  • Detect Trap: 2-in-6 Chance.
  • Infravision: Can see 60’ in the dark.
  • Light Sensitive: -1 to-hit in full daylight.
  • Outsider: Goblins suffer -1 on Reaction Rolls when interacting with NPCs if their true nature is revealed.
  • Compulsion: Goblins have poor impulse control. Choose or Roll 1d6 to determine their compulsion- 
    • 1- Eccentric Speech: Speaks strangely such as only in 3rd person, sentences out of order, only in rhyme or riddle. 
    • 2- Borrower: “Borrows” small things from places they visit and people they meet. 
    • 3- Raw: Only eats raw bloody meat. 
    • 4- Dysmorphic: Believes that they are something other than a goblin.
    • 5- Fear: Afraid of non-threatening things such as children, small dogs, dolls, etc. 
    • 6- Superstitious: Holds strange personal beliefs and rituals that must be appeased or suffer -2 to all Mental checks each day they do not do it.

Tuesday, December 3, 2019

OSE Class- The Could-Have-Been

*It's been a little bit since I last posted. New job adjustments and what-not.  But now things have calmed down again so let's jump back into it with a new class!*


The Could-Have-Been
You do not know where you came from or what your purpose is. Your clothes are not your own but you do not know where you got them. Fully dressed, you might look sick but otherwise “normal”. But beneath the thick coat and long tangled hair, something is amiss. You are the unnatural product of mixing magic and life. How that is expressed differs from setting to setting whether it be stitched together parts from various bodies or a clockwork heart. Requirements: Minimum STR 9 and CON 9 Prime Requisite: STR Hit Dice: 1d8 Armor: Leather, Chainmail, Shield. Weapons: Any Weapon Languages: Common and Random Language (You do not know why you know this) Saves: Fighter Level Progression: Fighter Features:
  • Amnesia: You do not know where you come from or who made you. You carry around a memento without context in the pocket of a strangers coat.
  • A Doom that Walks: Unless care is taken to conceal it, your unnatural state will be noticeable to others who encounter you and they will be uncomfortable. -1 on Reaction Rolls for anyone who realizes what you are.
  • Unsettled Husbandry: Animals sense that you are unnatural. -1 when trying to ride or handle animals.
  • Sensitive to Magic: Due to your unnatural beginnings, you are more sensitive to magic than most. 30% chance to be able to detect the direction and general strength of an enchantment within 60'. Requires that you do nothing else but "sense" for one Turn. Ability needs to recharge for a Turn after using.
  • Resistant to Poison: Lvl 1-3: +2 to Saves to Resist Poison; Lvl 4-10: +4
  • Resistant to Charm:  Lvl 1-3: +2 to Saves to Resist Charm; Lvl 4-10: +4