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.