Friday, December 8, 2017

O-SeRial level 1 room 11

11  The door to this room is ajar, the hinges barely holding on.  Peering inside you can see three green skinned bodies lying on the floor.  A makeshift table made of refuse leans against one wall.

If the goblins are examined, they are bodies are not disfigured from a fight.  However they have small puncture holes on their necks.  If a search for treasure is made, under a small flagstone is a bag of 30 CPs and 10 SPs.  The goblins do not have any decent weapons or armour.  Scrawled in goblin on one of the walls is the following:

Meet near the dwarves, infiltrate and take the gold.

Wednesday, December 6, 2017

Abdominal Snowman - Blueholme Monster

Abdominal Snowman

AC:  6
HD:  5d8
Move:  40
Attack:  2 Snowballs
Damage:  1d6/1d6
XP:  300
Alignment:  Neutral
Treasure:  13


The Abdominal Snowman are often found alone in the northern tundra reaches.  They will normally be guarding small caves, filled with the treasure of their victims.  In a fight the snowman will hurl large ice filled snowballs causing 1d6 damage each.  If standing within 15 feet of the snowman, they can cause the ground to become extremely icy, thus reducing anyone’s dexterity to 5.  This effect lasts for 4 turns. 

Monday, December 4, 2017

I didn't make it - TOA Session 2 Notes

I wasn't able to make the latest 5e session, but thankfully the DM sent this along to keep me updated. 

Caution may contain spoilers. 

The party made their way down the River Shoshenstar, along with their companions, Azaka, Xandala and Eshek.

Making their way along the river, they encounter a few people who look like lobsters, who tell them to leave their area, to which the party high tails it out of there, and some hungry schools of fish, of which they are able to catch a few to eat.

Continuing their way along the river, they come upon a deserted camp, with evidence of a major battle having taken place there, and a large statue with a crocodile on top of a man. The only living thing in sight is a large bird with a head that looks like a hatchet frantically running around a pen. Ren casts Speak with Animals on herself, and finds out that the bird got itself trapped in the pen. She also finds out that there are wood people around to the north. She opens the pen and lets the bird out, and it quickly takes off into the woods.

Continuing to explore the camp, Ren investigates the latrines. Inside one of the latrines, they find a corpse that has been dead a few days. Tankard and Ren lower Dain down into the latrine by the ankles, and he ties a rope around the corpse's neck. They manage to pull the corpse out without decapitating him, and find a warhammer, ruined scale male armour, and a pouch containing a handful of gemstones.

Tankard explores a burned down shrine, and finds a holy symbol in the shape of a Silver Gauntlet, which Ren identifies as being a symbol of Torm.

The rest of the camp seemed to contain nothing of interest, so the party decides to explore the statue, which has a large tunnel between the man's feet. The tunnel is laden wit traps, which seem to be magically disarmed when one member of the party rides the other member of the party's shoulders. Travelling along the tunnel, bypassing all the traps by riding on each other's shoulders, they come to a ledge, which they go over leading to a tiled grid, another ledge, and a door at the end of it - the door having a similar pattern to the tiled grid on the floor - with certain tiles being lit up on the door.

The party figures out that they need to step on the tile corresponding to the lit up tile on the door. Climbing up the second ledge, they quickly discover a glyph of warding on the door with a natural 20 on an investigation check. They figure out that how they need to press the button - riding on each other's shoulders, bottom person presses the first two buttons, top person presses the other two buttons.
The door swings inward to reveal a room filled with dinosaur bones, and a spiral staircase with a jug at the pinnacle of the staircase. Continuing the trend of riding piggyback, Ren and Keldren ascend the staircase to retreive the jug. Ren identifies it as being an Alchemy Jug.

Making their way out of the temple the same way they came in, the party finds themselves face to face with the wood people, a tribe of goblin like creatures wearing wooden masks.

After a quick battle, the party dispatches the goblins, but not before one blows his horn. The party reaches their boats in time to see zombies and skeletons crashing out of the bushes.

Making their way down the river again, the party sees a man on the riverbank - Artus Cimber, and Xandala's boat starts traveling towards him. The party shouts out to him, saying they've helped his daughter find him. Artus doesn't recognise Xandala. As she gets closer she starts casting a spell. His face kind of blanks over as her boat reaches him, she has a short conversation with him out of the party's earshot, he hands her something, and then she flys away.

Once she is gone, Artus comes to, and discovers that he gave her the Ring of Winter - which he reveals is what's kept him looking ageless. He says the ring is very powerful, but won't go into detail what other power the ring has. Artus' travelling companion - Dragonbait - crashes out of the bushes shortly after.

Artus and Dragonbait join the party, in the hopes of tracking Xandala down and regaining the ring.

As the party further travels down the river, they come to another encampment, which has piles of dead human bodies around it, and beasts which have had the skin flayed from them, which is where we left off.

Friday, December 1, 2017

O-SeRial level 1 room 21

21.  This room is quite small and dusty, cobwebs hang from the ceiling.  A very ugly carpet lies on the floor, chewed up from bugs.  In the corner of the room is a small stool with a few scrolls of paper and a glinting small silver object.


This secret room can only be opened by a key.  The mage in room 20 has it.  In order to open the door one must use the key.  On the book shelf under a book is a key hole.  If the key is turned to the left it disengages the trap, if it's turned to the right the trap remains active.  If the trap is activated and someone steps into the room, they will fall ten feet thru the false floor that is located under the moldy carpet.  1d6 damage, save vs spell for half.

The two scrolls are “scrolls of remove paralysis”, the glinting object is a silver token with a bearded dwarf engraved upon it.  If the coin is flipped all of the PCs will travel back in time one day.  The coin will then disappear and reappear somewhere in the dungeon.  

Thursday, November 30, 2017

O-SeRial level 1 room 20

20  This room contains a makeshift study, there are a two book shelves and a large table in the centre of the room.  Three figures stand over the table in the torchlight pearing at a musty map.


The Three figures are treasure hunters.  One is an accomplished magic user (level 3), the other 2 are bodyguards.  They have been trying to ransack the tomb with the help of some goblins. (room 8).  There is a secret door behind a bookshelf in the southern wall.  The bodyguards are armed with clubs (The  guards are scaredy cats and will give up at the first sign of trouble).  The mage has a key to the secret door in room 21.  On the book shelf under a book is a key hole.  If the key is turned to the left it disengages the trap, if its turned to the right the trap remains active.  


The magic user knows the following spells:  Floor Nails, Magic Missile, Read Magic.





Floor Nails:


Range:  10  Duration:  1 turn/level


When cast floor nails sprout from the ground immediately in front of the caster.  Anyone in the general 10 foot vicinity must save vs spell or suffer 1d4 damage.  At level five the spell causes 2d4 damage.  At level 10 the spell causes 3d4 damage.  The spell is remains in effect as long as the caster concentrates (1 turn per level of caster).


The magic user has a few things on his mind.  Roll 1d4

  1. He believes that the hertic kings tomb may contain a world changing weapon.
  2. While he has hired goblins, he doesn’t like them and is suspicious of their motives.
  3. He would like to devle deeper into the dungeon, and is looking for help.
  4. He has heard rumours of a goblin massacre deep in the dungeon, their bodies left with holes in them, gold still sitting on tables and in chests.

Wednesday, November 29, 2017

It's your turn Mike! - An interview with Mike Evans from DIY RPG Productions

1. How did you get your start roleplaying? What system did you use?

I had been a fan of the RPG genre in video games since NES days and playing Zelda and Final Fantasy, but didn’t’ know there was such a thing as tabletop role-playing until I was in my teens.  I started role-playing in 1995 when I was 15. 

The first system I was exposed to was AD&D and loved it, but the game fizzled out after two sessions and I started playing in a Shadowrun 2e game.  About six months into playing, I decided to start running my own Shadowrun game.

After about a month of doing that, I was playing and running AD&D games as well. 

2. How and when did you discover the OSR?

I moved from AD&D to 3.x and played that for about a decade.  I really got burnt out by the bloat of 3.x/Pathfinder and all the munchkin bullshit that came along with it.  I hungered for quick, deadly, and rules-lite.  I started researching and delving into blogs about old school role-playing.  I started fiddling with stuff here and there, but nothing solid.

It wasn’t until 2008 that I REALLY got into the OSR and it was Lamentations of the Flame Princess by James Raggi and Vornheim by Zak Smith that it really just clicked for me.  The sheer amount of content that the OSR community generates is fucking mind-boggling and inspiring!  I was hooked.

3.  Tell me about DIY RPG Productions how did it start?

DIY RPG Productions really just started as an homage of the “damn the man” punk mentality that I hold dear. 

My wife drew what I now use as my logo.  At the time, I had no aspirations of starting a publishing company, it was just a rallying cry I wanted to put on my blog.  I was so fucking tired of the ceaseless wars about which edition is better, who’s dick is bigger, and all that BS- so my symbol is there to say, “Fuck it!  Do what makes you happy and what allows YOU to have fun.  Don’t give a shit what others say or think about your fun time.”

Eventually I started writing Hubris for Dungeon Crawl Classics and Jez Gordon suggested I stop just doing the blog thing and publish the setting.  That’s when I started pondering if I wanted to submit it to another publisher or do it myself.  I realized very quickly I wanted to do a publishing company that would allow myself and others to publish on their terms and unapologetically.  

4.  Tell me about "Death is the New Pink"

When I was pondering my next project, I was really wanting to run a Mad Max/Fallout-style game, but nothing out there really vibed with me.  I like silly, I like stupid, I like quick and dirty rules.  So I stated kinda mulling what to do.  Several things were going on at that time: I was reading Tank Girl and thought it would be fun and hilarious to run a game that was of that style, I was playing Borderlands a bunch with my friends, and I was watching shit like Dredd and listening to a bunch of punk rock (I love punk rock- pretty much my go-to music).  All this shit was mulling around in my head.  I had read Chris McDowall’s Into the Odd rules about six months previous and really loved it; they are quick, easy, and fun!  All that shit merged together and lit a fire under my ass. 

Death is the New Pink is a gonzo beer and pretzel game that is great for one shots and good for long term play.  It’s doesn’t take itself seriously and players take the roll of Meat Bags going out into the wastes or into the Catacombs (a huge dungeon beneath the last remaining city, Scratchtown), to kill Nefarios (bad guys), find Doodads (high tech gadgets), and get drunk before dying a wonderfully epic death!


5.  What are you currently playing?

Currently I am playtesting Death is the New Pink: Going Medieval on Yo’ Ass, which is a fantasy version of Death is the New Pink.  It’s inspired by the above mentioned stuff and I took inspiration from Earthdawn, Warhammer, and Adventure Time.

I’m running my group through the Forever Dungeon, which is inspired by an episode of Adventure Time where there was a ceaseless dungeon on a train that just kept going in circles.   I’ve run two sessions thus far and it’s been a bunch of fun!

6. If you could campaign in any world which would it be?

I guess it would be self-serving to say Death is the New Pink or Hubris, but I’ll do that anyways.  I wrote those two settings because they are the type of things that interest me. 

Not cranking away on myself, I’d happily campaign in Feral by Jez Gordon (I love TMNT and think Jez is nailing the feel), Trey Causey’s Azurth (who doesn’t want to go to the Candy Isles?!), go through Operation Unfathomable by Jason Sholtis, flounce through Hot Springs by Jacob Hurst, or a horror game in Demon City by Zak Smith.  Those are the campaign settings that have really caught my eye recently (or for awhile in the case of Feral and Project Unfathomable).

If I had to choose official D&D stuff- I’d be Dark Sun or Ravenloft all the way.

7.  Tell me about Hubris?

Hubris is definitely my labor of love.  I started writing a horrific gonzo setting and, as I mentioned before, Jez Gordon really egged me on to publish it.  So I figured DCC would be perfect fit for the rules!  DCC is so wacky and crazed and heavy metal, I was excited about it!

I took inspiration from stuff like Conan the Barbarian and Lovecraft, but I also am heavily influenced by John Carpenter’s The Thing, Evil Dead 1&2, Army of Darkness, and heavy metal bands like Slayer, Anthrax, Marilyn Manson, TOOL, and Pantera.

I threw in a healthy dose of the weird/gonzo like Alice in Wonderland, Tetsuo Iron Man, and other shit and figured out my world.

When writing Hubris, I knew I wanted it to be different.  Too many RPG settings have that “fight against the darkness and be heroes and find the light!” and that shit doesn’t interest me too much.  I like street level superheroes and street level adventures (which is why I like Fafhrd and the Grey Mouser so much).  I wanted to emphasize that hopeless battle and that even IF you do stop the darkness, people aren’t going to give a shit.  They’re too busy worrying about their own asses. 

I also knew I didn’t want it to be filled with fluff.  Too many settings try to be special unique snowflake books filled with histories and plots and characters and none of it really impacts a table’s campaign or even comes into play.  I wanted the book to be useful to a GM.  When developing the world, I created d100 charts for random encounters and interesting locations that can be used on the fly. 

I wanted the book to be hackable for those who had no interest in playing in a bleak world like Hubris, but wanted a nasty swamp territory for their world.

Thus far the people seem to really dig Hubris. 

There will be more released for Hubris in the future!

Editors note:  Mike one an award for this awesome book! 2017 Ennie for best electronic book. 

8. Who is your favourite artist and or author?

My favorite artist is Mike Mignola.  I love his style, it’s so evocative. 
RPG artist wise- I love Zak Smith’s art (both his RPG art and non-RPG art), Matthew Adams, Kelvin Green, Jeremy Duncan, David Lewis Johnson, Gennifer Bone, and Jeffery Call.  They are all fantastic artists! 

My favorite local artist is Cordell Cordaro.  I love his use of colors and style. 

Here’s his website. https://cordellcordaro.com/

Favorite authors…?  I love Robert E. Howard, Fritz Leiber, Lewis Carroll, J.K. Rowling, and Wiliam Gibson.

9. What is one of your favorite adventures other than something that you’ve released (or worked on)?

Vornheim by Zak Smith, Scenic Dunnsmouth by Zzarchov, Death Frost Doom by James Raggi, and Sailors Under the Starless Sea by Harley Stroh are my favorite adventures I’ve run for my players.  They are fun, unique, and easy to use.

editors note: It's amazing how many people say that they really dig Starless Sea, I must get it. 









10. When you get a chance to play a character, what type of PC do you like to play?
I tend to play warriors, rogues, or rangers.  Not huge fans of wizards and clerics.  I fucking hate bards.
Editors note:  Apparently no one in the osr community likes fucking bards.

11. What are you most excited about in the RPG scene currently?

Hands down, it’s the DIY community.  The ideas and collaborations that come out of it are truly inspiring and awesome. 

12.  Would you rather be a dwarf or a gnome?

Dwarf.  I can be a grumpy “get off my lawn” kinda dude at times- oh and I love good craft beer- so it makes sense. 


13.  What are your plans DIY RPG Productions for this year?

2017 has been a good year for me as a budding publication company.  I released two of my own books: Death is the New Pink and The Starrunner Kit: The Black Hole Edition.  I signed David Lewis Johnson to my label and we released Gathox.  And Hubris won a Silver ENnie for Best Electronic Book.

2018 is going to be busier!  For my own projects, I’ll be releasing Barbarians of the Ruined Earth, Death is the New Pink: Going Medieval on Yo’ Ass, High Noon: A Gritty White Box Western, Orcs: A High Octane Adventure for Hubris, and am working with Kelvin Green on the Forever Dungeon module for DitNP: GMoYA, and a DitNP comic book.

I will be launching a kickstarter for Zak Smith’s awesome Demon City RPG, Donn Stroud is writing a Hubris module, Kane Cathain is writing a DitNP module, Dan Domme is writing a module for DCC called The Temple of Laserface and the Kung Fu Masters of the 4th Dimension, Zzarchov has written a DCC module called The Ghoul Prince, and David Lewis Johnson is working on a Gathox adventure!

Thank fuck for coffee and booze!

editors note:  Holy Cthulhu your a busy dude!  and ahmen to the coffee and booze. 

14.  Tell me about Gathox Vertical Slum?

GathoxVertical Slum is written and illustrated by David Lewis Johnson.  David created a gonzo city setting that rests atop an inter-dimensional world-hopping godling that travels for inscrutable reasons.  David was inspired by Kowloon Walled City and created some awesome classes and tables that ooze flavor. 

One of the shining points of Gathox is the gangland mechanics.  It’s really easy to create gangs, fight for control of territories.

Here’s the page description in David Lewis Johnson’s words:

“Welcome to Gathox Vertical Slum, a far out, gonzo science fantasy campaign setting for Swords & Wizardry White Box Edition and other classic tabletop role playing games.

Aliens, mutants, spellslingers, and hardened criminals struggle for dominance in a lawless city built upon the back of a wandering, world-hopping godling. Inside this tome you’ll find:
* A fully mapped and fleshed out Vertical Slum, stuffed to the gills with greedy factions, hook-laden NPCs, and seedy locations.

* A new gangland system for running domain-level games at level 1.

* 43 fully illustrated strange and inimical monsters to spring on unsuspecting players.

* New classes, skills, ability checks, hirelings, and gear for players to work their will across the mean streets of the Great Spire.

* A vertical dungeon introductory adventure to test the skills and resourcefulness of new and seasoned players alike.

* Over a hundred lavish interior illustrations by D.L. Johnson.
* Five pieces of interconnected chapter fiction contributed by Josh Wagner.”
 Link- http://www.drivethrurpg.com/product/220062/Gathox-Vertical-Slum

15.  Chips or cheezies?

Rum. 


16. Where can we find you on the web?

Several places, actually!

My blog, Wrathofzombie’s Blog- https://wrathofzombie.wordpress.com/



DIY RPG Productions G+ Community Page- https://plus.google.com/u/0/communities/110590430291755615037

Editors note:  Thank you very much for taking the time to talk to me Mike! I appreciate it!  
If you liked this interview, I've posted a bunch on my blog as well as 2 compilations of them on drivethru (For free) 

Old School Interviews V1
Old School Interviews V2

Tuesday, November 28, 2017

Rumours from Stonestump

Just working on a list of rumours from the small town of Stone Stump.

1.  During a pilgrimage a local cleric contracted lycanthropy.  She was unable to be cured by priests.

2.  A group of goblins have been charging a toll to get thru the local woods.

3.  A merchant boat was sunk off the coast, under suspicious circumstances.

4.  The latest crop of wheat has soured, locals believe it is the work of the gods.

5.  Strange sounds are coming from the basement of the local tavern.

6.  Four babies were stolen in the middle of the night.  There are no clues as to their disappearance.

7.  A small crew of loggers have come back to town frightened by low rumbling sounds in the forest.

8.  The mayor of the town wishes to court a local elven maiden, he wants a rose delivered to her.

9.  An outright brawl occurred on the docks over "fake gold".

10.  The local taxman was found murdered in his home.