Tuesday, January 31, 2023

Valley of the Cracked Helm



By Billy Longino

Union of Hirelings, Henchmen and Hangers on

OSE, levels 3-5


Premise: Explore a valley of wild dwarfs if you dare.


What do we get here?


  Over 2 pages we get a point crawl with 10 major locations in it.


 Usability/formatting

 

 I much prefer this to the previous effort I reviewed from the same designer. Here we have the same level of detail and content packed into an incredibly small space with just the right level of humour. Sure the set up is bananas however it is not as meta as "Thicc as Thieves".


 You can easily run this lost valley for several sessions. You will have to pad out some of the locations and add in decent treasure yourself, the frame work is there though for you to have plenty to build off.


 Where the adventure does get meta it does so in the right way, I am thinking of the rival murder hobos in the random encounters table.

 

Portability


   Easy to drop into a mountainous region on the edge of civilization.


Recommendation


 Definitely looks like a lot of fun even if you do have to add to it a little yourself. For the length (two pages) and the cost (free if you want) you will be hard pressed to find better than this.


 Pay what you want on drive thru.


https://www.drivethrurpg.com/product/317097/Valley-of-the-Cracked-Helm

Monday, January 30, 2023

Old School Essentials Arcane Spell lists

 If you have ever thought about making a class that requires a whole new spell list then it is worth considering how the existing ones work. With the release of the Necromancer play test material we now have three arcane spell lists to compare. So lets dig in and see what conclusions we can draw from three data points.


The Very Basics


 Arcane magic user classes get access to a total of 72 spells per class. This breaks down to 12 spells over 6 levels. That means if you want to make a new arcane spell caster with a unique spell list they need access to 72 spells but how many of those are repeats of existing material? Turns out not necessarily a lot.


The illusionist gets 11 spells that are on the magic user spell list while the necromancer gets 10 spells that are on the magic user spell list. Common duplications are Read magic, detect magic and dispel magic. Read magic is given at level 1 as it is for the magic user however both detect magic and dispel magic are given to the specialist mages a level later, 2nd and 4th level respectively. Worth noting that instead of detect magic at first level the illusionist gets detect illusion while the necromancer gets detect undead.


 So the first thing you need to keep in mind when creating the spell list for a new arcane class is you actually only need at most 69 new spells and you can lower this number by taking appropriate spells from the magic user list though you probably want to keep these further spells less than 10.


 One difference between the illusionist and the necromancer is that all other spells taken from the magic user list that the necromancer uses are given at the same level as they are for the magic user, with the illusionist the spells hallucinatory terrain and project image are given at a lower level. For the magic user hallucinatory terrain is a 4th level spell and project image a 6th level spell while for the illusionist they are 3rd and 5th level spells respectively. This lines up with the AD&D PHB spell lists for the magic user and illusionist, I am not sure where the inspiration for the necromancer comes from as it does not match up with the dragon magazine death master of the period when it comes to spell lists.


Spelling It Out


 We all love a good damage spell, or at least I do anyway. The fact remains that most spells in the spell lists in OSE are not really damage spells. In reviewing the different spell lists I broke the spells down into four types of spell: control, damage, defensive and utility. Now these classifications can get a bit muddied when it comes to spells like wall of fire/ice which is both a control and a damage spell so you need to the following with a pinch of subjective salt.


Here is the break down by level of the spell types for the different classes.


In total each class gets the following types of spells:

Magic user: 17 control spells, 9 damage spells, 9 defensive spells, 37 utility spells

Illusionist: 25 control spells, 6 damage spells, 12 defensive spells, 29 utility spells

Necromancer: 12 control spells, 18 damage spells, 9 defensive spells, 32 utility spells.


These are only rough numbers due to the grey area issues mentioned earlier. The necromancer comes out with so many damage spells likely because I counted spells that summon as damage spells as the creatures summoned usually are the damage dealing type.


Depending on the type of class you are making I would use the above numbers as upper and lower bounds for the types of spells you should have, for example between 9 and 12 defensive spells on the spell list is something you should aim for. Nine defensive spells seems to be the "standard" with the illusionist being a bit more of a defensive class.

 

Levelling It Out


 After breaking down by class it seems the next important thing to do is look at the variation in types of spells by levels. Are some levels more focused at a specific type of spell than others?


Level One: Comparing the different lists it looks as though half your level one spells should be utility spells. How the remaining spells splits depends on your class, the necromancer leans towards damage, the illusionist to control and the magic user splits it 3, 2, 1 in favour of control, defence and damage.


Level Two: Damage spells are nearly non-existent at level 2, only the necromancer gets a damage spell in the form of Choke. The illusionist has an even split between the remaining types while the magic user and necromancer lean heavily on utility spells at this level.


Level Three: This level half the spells are utility spells for the magic user and illusionist while the necromancer only has two utility spells, instead leaning to a fairly even split over the other types. The illusionist favours both control and defensive spells while the magic user again goes for a 3,2,1 split this time favouring defensive spells. At this level all classes have 3 defensive spells which is something to keep in mind.


Level Four: This is a murky level, the magic user gets 7 utility spells and 5 control spells however some of those control spells can do damage. The necromancer goes 2/3 utility spells while the illusionist gets a fairly even split and a return to damage spells. 


Level Five: For all classes you get roughly half your spells as utility spells at this level. It is a big damage level for magic users and necromancers with 3 and 4 spells respectively. Defensive spells are only given at this level for the illusionist.


Level Six: A slight tone back for utility spells at this level. The necromancer splits evenly between damage and defensive spells while the illusionist favours control and the magic user damage.


 It is difficult to draw hard and fast rules from the data, there are some guidelines you should be able to tease out at least.


 Balancing It Out


 We can run the maths on some spell types for comparison, some spell types are more illusive than others when it comes to balance however. Utility spells are the worst offenders for issues on balance. How do you really gauge the power of locate object (2nd level magic user) and glamour (1st level illusionist)? 


Looking at damage spells things get a bit iffy when we start looking at the summon spells. Just looking at 1st level spells the necromancer chill touch does 1d4 plus a point of strength damage while command dead is going to bring you 2d6 creatures that do 1d6 damage per round on a hit, for the illusionist you do 1d4 damage with chromatic orb and attacks against the target get a +2 to bonus while for the magic user we have the old magic missile with 1d6+1 damage. Seeing how the balance of chill touch, chromatic orb and magic missile work is fairly easy to tease out, when you add the summons though it gets a bit confusing.


I am not going to get into the full granular analysis here (because who has time for that right?) but you get the idea. Once you have designed the broad strokes of your spell list you have to go on a level by level and case by case basis to figure out how to balance the actual effects of new spells you want to include.


 Other Data Points?


 Now there are some other data points we could consider in our analysis such as the Vivimancer and Elementalist spell casters Gavin Norman previously released for Labyrinth Lord. The problem with these is they do not adhere to the later settled upon spell list sizes for OSE meaning some levels have too many spells and others too few for direct comparison. For balance comparison I expect you can use these, and I may well do so in the future, you just can not use these classes for spell list construction comparison in a one to one fashion.


  Then you get into the other wizardly sub types that appeared scatted across Dragon magazine and various other TSR products in the AD&D era as well as the odd option in White Dwarf magazine. Again these will suffer from non standard spell list sizes and some wonky balance as they are often suggested as "NPC" classes whoever they provide decent inspiration.


A Kind of Magic?


 Final conclusions, you are probably going to need around 60 new spells for a new arcane caster class and it is going to take a lot of work balancing out the effects of the spells, not something you should attempt lightly. Hopefully this dive into existing spell lists gives you an idea of where to start at least.


 Will I be attempting my own caster classes? It is tempting but rather a lot of work so don't hold your breath. Divine casters have less spells in their spell lists, may be I should start there instead rendering all this waffle useless! 

Sunday, January 29, 2023

100 Bushels of Rye



By Garry Hamlin & Randolph L Strommen

Columbia Games Inc

Harnmaster


Premise: The players must investigate the violence at Loban manor and Amba mine, and then if possible solve the mystery.


What do we get here?


  Over 30 pages we get an adventure and a location.


 Usability/formatting

 

 Describing one of the major locations the players will want to visit as "a fine time waster" does not bode well for an adventure.



 Like most Harn adventures this one starts out with a lot of grounding, granular details however they do not add up to a huge amount here. What we end up with is a pretty standard monster killing people type adventure.


 The lair is pretty decent with a nice little abandoned dwarven forge which is actually where the interesting treasure is. 


 Writing and formatting are not really up to modern standards, you could probably knock this adventure out in about a third of the word count and make it much easier to run in the process. 


 There are a few hook options however they are mostly "ordered by a local lord" type thing. The peasants on the border of revolt are a nice little touch that adds a hint of faction play to the adventure, something you could spice up a bit on your own.

 

Portability


   Any sufficiently "on the edge of civilisation" region should do for this adventure. The fact there might only be one combat encounter means this might not work for some systems.



Recommendation


 With a bit of a re-write I could see this one being plenty fun to run, possibly even a decent situation for wandering parties to stumble into. Playing up the fears of the local populace and the anger of the lord should create some more atmosphere. I think a different monster might make things more interesting too if you substitute something in a bit more spooky or devilish.


  On drive thru for $20 so obviously no way I can recommend at that price.


https://www.drivethrurpg.com/product/238772/100-Bushels-of-Rye

Saturday, January 28, 2023

Wrestler (new class)

 



If you have been grappling with how to get this class onto the table here is an option for you! If you want all classes to have the option to grapple then this is probably not the class for your table. Note: this class is intented to be a little more sumo than WWE.



Wrestler


Requirements: Minimum DEX 9, minimum CON 9

Prime requisite: STR

Hit Dice: 1d8

Maximum level: 14

Armour: None, including shields

Weapons: None.

Languages: Alignment, Common


Agile Fighting

Upon reaching 4th level, a wrestler gains a +1 AC bonus. This increases to +2 at 6th level, +3 at 8th level, and +4 at 10th level.


 Code of Conduct

 Wrestlers are bound by a strict code of conduct, if this code is violated then a wrestler becomes a fighter of equivalent level. A wrestler must never lie, cheat, steal or turn their back on an opponent.


 Grappling

 Upon a successful melee attack roll the wrestler may grapple a human, demihuman or human-like monster. On a successful grapple the target is considered to be paralysed, this hold continues until the target is released or makes a successful save vs death on their next turn. Undead and human-like monsters of greater than 4+1HG are not affected.

 From 9th level onwards a wrestler may attempt to grapple all non-undead creatures.

 A further successful attack roll allows the wrestler to drag their opponent half the wrestler's normal movement speed.


Unarmed Combat

 A wrestler’s unarmed strikes do 1D4 damage instead of the usual 1D2, upon reaching 4th level this becomes 1D6, at 8th level 1D8 and at 12th level 1D10.


 After Reaching 9th level

 A wrestler may found their own fighting gym attracting 4d4 apprentices who will study under them.


Wrestler Level Progression

                                                                                Saving Throws

Level XP         HD         THAC0 D   W  P  B   S

1         0         1d8           19 [0] 12 13 14 15 16

2         2,000 2d8           19 [0] 12 13 14 15 16

3         4,000 3d8           19 [0] 12 13 14 15 16

4         8,000 4d8           19 [0] 10 11 12 13 14

5         16,000 5d8           17 [+2]         10 11 12 13 14

6         32,000 6d8           17 [+2]         10 11 12 13 14

7         64,000 7d8           17 [+2]           8   9 10 10 12

8         120,000         8d8           17 [+2]           8   9 10 10 12

9         240,000         9d8           14 [+5]           8   9 10 10 12

10         360,000         9d8+2*      14 [+5]           6   7   8   8 10

11         480,000         9d8+4*      14 [+5]           6   7   8   8 10

12         600,000         9d8+6*      12 [+7]           6   7   8   8 10

13         720,000         9d8+8*      12 [+7]           4   5   6   5   8

14         840,000         9d8+10*    12 [+7]           4   5   6   5   8

* Modifiers from CON no longer apply. D: Death / poison; W: Wands;

                                                                        P: Paralysis / petrify; B: Breath attacks;

                                                                        S: Spells / rods / staves.


Friday, January 27, 2023

The Pirates of Marwater Cavern

By Vance Atkins

Self published

OSE, "low"  levels


Premise: A ghost pirate is raiding local shipping lanes, explore the pirates lair.


What do we get here?


  Over 6 pages we get a dungeon with 14 keyed locations.


 Usability/formatting

 

 We get a map by Matt Jackson up front to help orient ourselves. The map is well done, clear and with plenty of loops to explore. A scale might have been helpful as room sizes never get a mention in the text.


 Nothing really zings about the writing. It is good enough for you to run the thing but never enticing enough to make you itching to do so.


 For magic items there are three unique ones which is pretty nice although likely one will get used on your players rather than them ever getting their hands on it.

 

Portability


   Requires a coastal region, could possibly be reworked for an inland bandit camp, would be hard though.


Recommendation


 If you need something you can quickly pull out this would work fine. A good back up to have on hand for when your players want to go pirate hunting, spending some time spicing things up would be worth your while before running.


 Pay what you want on itch.


https://vancea.itch.io/the-pirates-of-marwater-cavern

Thursday, January 26, 2023

Sword in the Sleeping Island



By David Harvison

Eyes for teeth

OSE, "mid"  levels


Premise: There is an island where some sleepy boy sorcerers hid their treasures.


What do we get here?


  Over 13 pages we get a dungeon with 8 keyed locations.


 Usability/formatting

 

 Well formatted and structured this is an easy to run adventure. The writing may lack a little in flavour to really excite you however this is a perfectly usable effort.


 The map from Dyson Logos is a solid frame work to build off although I do have two issues with it. It is a bit linear, hard to escape with such a small number of rooms, and half the adventure is hidden behind a secret door which can be a problem if players miss it or get stuck.


 Treasure is okay, the attempt at faction play is nothing special but at least it is present. I do like that there was at least an effort made to offering a variety of hooks even if they are a bit bland.

 

Portability


   Islands are always good for dropping into to existing campaigns.


Recommendation


 A perfect little hex filler or drop in location for an existing campaign, easy to skin up for your own world.


 Costs $3 on itch with a number of unclaimed community copies still available at the time of writing.


https://eyesforteeth.itch.io/sword-in-the-sleeping-island

Wednesday, January 25, 2023

Thicc as Thieves



By Billy Longino

Union of Hirelings, Henchmen and Hangers on

OSE, levels 3-5


Premise: Local thieves have upset the monks by robbing them of an important item.


What do we get here?


  Over 2 pages we get a dungeon with 24 rooms.


 Usability/formatting

 

 If you want a great example of how to do a lot with a little this is it. Tons of content is crammed into to two pages here.


 NPCs have plenty of personality, there is unique treasure, a "dungeon" with different access points and loops as well as bit of faction play. Everything is clear and excellently laid out.


 This would be top tier content if not for the fact it is a joke adventure where the joke falls completely flat. If you think getting fat and unit of drinking too many protein shakes is the height of comedy then fill your boots, otherwise this is just one big eye roll.

 

Portability


   Your world needs to be able to do meta comedy or this won't work at all.


Recommendation


 An excellent example of how to, a terrible example of comedy. Not something I would want to run however it could be salvaged if you need a local thieves guild to raid and took out the crass humour.


 Pay what you want on drive thru.


https://www.drivethrurpg.com/product/305853/Thicc-as-Thieves



Tuesday, January 24, 2023

Qruhl Coast

 By Mark Conway

self published

OSE, unknown level 


Premise: You find yourself on a strange beach inhabited by crab people and troglodytes.


What do we get here?


  Over 10 pages we get a hex crawl and 2  dungeons.


 Usability/formatting

 

 You need to have a taste for the gonzo to run this adventure, everything is a bit weird here.


 There are three locations on the hex crawl, two of which are dungeons. Thankfully a pretty fun random encounter table makes up for the lack of content in many of the hexes.


 We get a decent amount of faction play both in the hex crawl and the dungeons themselves. Treasure is boring, no one wants to roll on the standard treasure charts, give us something unique!


 The writing is short and to the point. We get a degree of personality from the set up of the adventure if not a lot of evocative text from descriptions.

 

Portability


   Your world does need to be able to cope with a bit of weird before dropping this one into it.


Recommendation


 A decent bit of content that could fill more than a few sessions. Pay what you want on drive thru so well worth checking out in my opinion.


https://www.drivethrurpg.com/product/393562/Qruhl-Coast



Monday, January 23, 2023

Lost Hoard of the Whistling Maria

  By A. M.

self published

OSE, unknown level 


Premise: Long ago a ship laden with treasure was lost to the sucking muds of the swamp.


What do we get here?


  Over 17 pages we get a hex crawl and 24 room dunegon.


 Usability/formatting

 

 I suppose the formatting of the writing as it is exists is fine. The problem is the writing is not good. I think you can also find some errors or typos along the way.


There is nothing evocative. Most of the hexes in the hexcrawl have nothing going on in them and a lot of the rooms in the dungeon just exist to have bags of HP that need killing.


 What is lacking is clues of where to go and a proper sense of inter connectivity.


 I have no idea what level you are supposed to run this adventure at, probably not low levels as it has a black dragon at the end and an ungodly amount of gold dropped over the adventure.


 The fact that the whole region is infected with an affliction that means any zombie that hits you takes 1d10 con off you is pretty bonkers.

 

Portability


   Works in any swampy-ish area.. 


Recommendation


 I have no idea where I picked this one up and can not find it anywhere on google now.


 Probably for the best as not something I would ever recommend.



Sunday, January 22, 2023

N1 Against the Cult of the Reptile God


 

By Douglas Niles

TSR

AD&D, levels 1-3


Premise: People are disappearing from the village of Orlane and those that come back are changed.


What do we get here?


  Over 32 pages we get a detailed village and a two level dungeon.


 Usability/formatting

 

  Designed as a module for new players this adventure has enough content to last several sessions. For the period things are fairly well formatted even if there is a lot of text to hack through at times. Mostly stuff is where you need it. You will have to do a little bit to add some evocative language to the descriptions.


 There are plenty of factions at play in the village as well as numerous ways to hook your players into the adventure via the differing NPCs in the village. A lot of adventures fall down on hooks and while they are not explicit here they are a lot of ways to get your players to Orlane to investigate.


 The creepy village filled with paranoid and corrupted locals is a classic set up. If I was going to run this I would probably tweak things a little, you do not want the players spending weeks of in game time investigating as the module suggests they might, a few days should be more than enough otherwise new players will get bored. 


 Having a powerful helper NPC in an adventure for new players is not setting a great example so I would look to scale back the involvement of the local hermit/wizard if possible. 


 When you finally get to the major dungeon of the adventure it is pretty well done, slightly below the quality of the Giants serious but still a good dungeon with loops and plenty to poke at. About the only real let down is that most of the magic items are pretty standard ones, nothing very spicy on offer here.


 To my eye some of the battles look like they might be a bit tough for inexperienced players so that is something to keep in mind if you are running for newbies.

 

Portability


  Finding a location to put an isolated village in most setting should be pretty easy. 


Recommendation


 I'd probably want to give the players a training wheels adventure to get them to level two then drop this one on them. The adventure is a classic for a reason and even if it needs a polish up is well worth considering breaking out.

https://www.drivethrurpg.com/product/17056/N1-Against-the-Cult-of-the-Reptile-God-1e

Saturday, January 21, 2023

Troubadour (New Class)

 


 Devout followers of the chivalric code troubadours are knight musicians and poets, usually on the poorer end of the knightly spectrum.


Troubadour


Requirements: Minimum STR 9, minimum CON 9

Prime requisite: CHA

Hit Dice: 1d8

Maximum level: 14

Armour: Chainmail, plate mail, shields

Weapons: Melee weapons.

Languages: Alignment, Common


 Impoverished compared to knights, troubadours uphold the values of the chivalric code and promote its values through verse and song. Troubadours are entertainers who serve a noble house or knightly order, carrying out their liege’s command and upholding the honour of the liege at all costs.


Alignment: A troubadour must have the same alignment as their liege.


Chivalric Code

As a knight in the OSE Advanced rules.


Combat

As a knight in the OSE Advanced rules.


Hospitality

A troubadour of 3rd level or higher can expect hospitality and aid from nobles and other knights of the same alignment or social affiliation (e.g. order, religion, noble house, etc.). A troubadour is expected to extend such hospitality in kind as well as provide entertainment for his hosts and allies.


Languages

Troubadours learn new languages as they advance in level. At every even numbered level above 3rd (i.e. 4th, 6th, 8th, etc.), the player may choose an additional language. Unlike the bard class they may NOT learn the secret language of druids through this ability.


Lore

From 2nd level, a troubadour has a 2-in-6 chance of knowing lore pertaining to monsters, magic items, or heroes of folktale or legend. This ability may be used to identify the nature and powers of magic weapons and armour.


Mounted Combat

Troubadours gain a +1 bonus to attack rolls when mounted.


Strength of Will

Fear: Troubadours are immune to all supernatural fear effects. From 3rd level, companions within 10’ of the troubadour who can hear their words or song gain a +2 bonus on saving throws against fear effects, and retainers and mercenaries under the troubadour’s command within 10’ who can hear their words or song gain a +2 bonus to loyalty or morale.

Beguilement: Troubadours gain a +4 bonus to saving throws against hold spells, charms, mind control, hypnotism, suggestion, etc.

They gain a +2 bonus to saving throws against illusion, and gain a saving throw (one is not normally allowed) against sleep spells.


Stronghold

Any time a troubadour of 6th level or higher wishes (and has sufficient money), they can build a castle or stronghold and control the surrounding lands. The permission of the troubadour’s liege is always required.


Troubadour level progression table: As a knight in the OSE advanced rules.


Friday, January 20, 2023

The Village of the Gangrenous Tribe - Populated Hexes Hex 13.21



By Todd Leback

Third Kingdom Games

OSE, unknown level 


Premise: A populated hex split down into sub hexes to explore.


What do we get here?


  Over 19 pages we get one major location and four minor ones.


 Usability/formatting

 

  The writing here is very nuts and bolts, you get all you need to run the locations and combat spelled out very clearly, in decent detail. There is no evocative writing for descriptions and I found the more artistic maps at odds with the business like text. I was expecting grid maps to go with this type of writing.


 It would make things easier to run if the wants/needs of the factions or major NPCs of the factions was much more clearly put upfront rather than buried in where the NPCs are located. Similarly some of the things you need to know about what happens when players enter/leave the sub hexes is buried far down in the text. You will have to read and make notes on the whole thing before you can run it.


 There is not much to the minor locations, the orc clan is basically the be all and end all of this hex.


 You do get some decent interactivity and treasure here, there is also a new class included, the orc shaman class.

 

Portability


  It is a hex, you put it down you should be fine. Does not reference other hexes from this series too much. 


Recommendation


 The good news is if you like this content then Todd Leback is a prolific creator so there is plenty more where this came from. For my taste this is a little dry and the formatting could do with a little bit of work, that being said you do get a decent amount of content here.


Just under $4 for the pdf and there are printed options too.


https://www.drivethrurpg.com/product/330560/Hex-1321--The-Village-of-the-Gangrenous-Orcs?src=newest&filters=0_0_0_44294_0&manufacturers_id=7216


Thursday, January 19, 2023

A Man on the Road



By Ian Yusem

self published

OSE, unknown level 


Premise: You meet a man on the road.


What do we get here?


  A pamphlet covers a single encounter with an evil rider.


 Usability/formatting

 

 Essentially this is a serious of random tables to build an encounter with a menacing horseman.


 There is a good amount of personality in both the tables an the writing. I can see you building a memorable encounter or re-occurring villain off this product. Some of the table options do imply adult themes you might not be comfortable with in your setting so keep that in mind.


 A fun little piece of content that is easy to roll up and then drop in play.

 

Portability


   Just a dude on a horse, you could even make it a robot horse for more sci-fi settings. 


Recommendation


 This is really inspiration rather than adventure, it should be plenty to get your DM juices flowing though.


Two bucks on Itch.io


https://ian-yusem.itch.io/a-man-on-the-road


Wednesday, January 18, 2023

The Lair of Lazhir

 By Cameron Shanton

self published

OSE, unknown level 


Premise: Go retrieve the lost shipment of a merchant which has ended up in the liar of a devil possessed carcass crawler.


What do we get here?


  Over 12 pages we get 17 points on a point crawl.


 Usability/formatting

 

 A good hook, my kingdom for a good hook. How many times must we suffer through these bland hooks? Merchants with lost shipments are boring.


Using a slightly odd adaptation of the OSE house style the formatting of the text is a little weird however you get all the info you need to easily run the adventure. One thing I really like is the designer taking the time to tell you what the characters can glean about the next rooms from the one they are currently in, no more switching back and forth between room descriptions.


 There is a good mix of the usual cave stuff, stranded drow and dwarven ruins packed into a small adventure.


 Most of the elements you want are here, emergent story from exploring the dungeon, loops and faction play. Some of the NPCs could be trimmed up a bit, you can do the same or more with less.


 What is really lacking is interesting treasure, just heaps of coin and generic magic items. We can do better and we should! The wandering monster tables do not do much to inspire either.

 

Portability


   Should be easy to plonk down in any setting with a mythic underworld. 


Recommendation


 Unfortunately it looks like the author might have pulled this one, possible due to the OGL nonsense WoTC have festered on the community.


 If you can find it a fun little adventure that with some tweaks could be really good.


Tuesday, January 17, 2023

Field of Daisies


 

By Daniel Bell

Columbia Games

Harnmaster, introductory/easy 


Premise: One of the local kids has gone missing, the only place not checked is the near by creepy caves.


What do we get here?


  Weighing in at 57 pages this product has an adventure that takes up the first 24 pages, giving a dungeon with 17 keyed locations.


 Usability/formatting

 

 The double edged sword of Harn products is they function as both a detailed local gazetteer and adventure making for some awkward formatting choices.


 For just an adventure there is far too much information on some of the NPCs, we don't need to know their whole life story. Information is also not always where you want it making the adventure harder to run. We get the full synopsis of the adventure first then the gazetteer meaning information need to run the adventure is often not near the synopsis.


 As adventures go the set up for this one is pretty classic for an opening adventure with a nice little set up. Things are set at about the right level for a low-ish fantasy world.


 The cave/dungeon is not super interactive in a high fantasy way however it does have stuff to explore and a history that emerges through play. There are loops and the option for different resolutions or what might pass for faction play in a small dungeon.


 If you are moving this adventure to a more d&d like system you will find it a little low on the treasure side. The cursed blade does present opportunities for shenanigans though. 


 Somewhat disappointingly there is not really a field of daisies that features prominently in the adventure.

 

Portability


   Should be easy to plonk down anywhere that you have a village. 


Recommendation


 Yes the formatting is a major issue but this remains a decent take on a classic starter adventure scenario. All Harn products on the expensive side so it is pretty hard to recommend this one, it does not jump out as a must run which it definitely needs to for a $20 pdf! You do get quick start rules at least in this one so you are getting slightly more for your money.


https://www.drivethrurpg.com/product/56717/Field-of-Daisies-w-Quickstart-Rules

Monday, January 16, 2023

Into the Wurm Fen



By David Harvison

Eyes for teeth

OSE, 4th-6th level 


Premise: People are disappearing from the local village, go figure it out.


What do we get here?


 Over 12 pages we get an adventure with a 6 room dungeon.


 Usability/formatting

 

A pretty standard set up here, local big wig pays you to solve a problem. It is a weak hook and not much gold offered with it for the aimed level of the characters.


I like the attempt at faction play even if I am not sure the logic of the adventure works out. The Wurm will smoke the players but mostly just wants the wizard gone, so why doesn't the wurm just smoke the wizard themselves as they are so powerful? I think the adventure needs a bit more on the wurm both in the upfront rumours as it is something the party are sure to ask about given the place names and in terms of why the wizard/wurm co-exist.


 Everything is pretty well set and formatted. The dungeon map is fine, it is only a small one so there is a little to how much you can do with that.


 Honestly this reads like a starter adventure more than one for characters that have gained some levels.

 

Portability


   Should be easy to plonk down anywhere that you have a village. 


Recommendation


 Nothing especially stands out about the writing here, this is a workable effort that you definitely can run as written it just lacks in quality to make it something you want to run.


https://eyesforteeth.itch.io/into-the-wurm-fen

Sunday, January 15, 2023

Grohog Clan

 By Jarred Willans & Jason Duff

FEI Games Inc.

OSE, 1st-3rd level(?) 


Premise: There's gold gnolls in them there hills.


What do we get here?


 Over 15 pages we get a 6 room dungeon.


 Usability/formatting


 I suppose the layout is fine given the super basic nature of it. The writing is very bland and uninspiring.


 Any thoughts of faction play or reaction rolls seem to be out the window as far as the writer is concerned, which is kind of weird as one of the opening rumours says that the gnoll leader can be bargained with.


 The whole thing ends up being a boring hack and slash effort without much room for player agency.


 About the only thing I like here is the scraped together reward the local village is offering, that is pretty realistic and flavourful.


Portability


   Should be easy to plonk down anywhere that you have a village. 


Recommendation


 There is a tiny bit of Seven Samurai in the set up to this one, if only there was a lot more. Not worth attempting to run in my opinion. You can come up with something better on your own.


https://www.drivethrurpg.com/product/396813/Grohog-Clan--An-Old-School-Essentials-Scenario-A5-Digest-Sized

Saturday, January 14, 2023

Grave robber (new class)

 Explorers of tombs and dabblers in the black arts of necromancy the grave robber is out to make a fortune and they don't care what they disturb to do it!


 Grave robber


Requirements: none

Prime requisite: DEX, INT

Hit Dice: 1d4

Maximum level: 14

Armour: Leather, shields

Weapons: Any

Languages: Alignment, Common


Prime requisites: A grave robber with at least 13 DEX and INT gains a 5% bonus to experience. A grave robber with at least 16 DEX and at least 16 INT gains a 10% bonus.


Arcane Magic

Spell casting: Grave robbers carry spell books containing the formulae for arcane spells. The level progression table (below) shows both the number of spells in the grave robber’s spell book and the number they may memorize, determined by the character’s experience level. Thus, a 2nd level grave robber has one spell in their spell book, selected by the referee (who may allow the player to choose). The list of spells available to grave robbers is found in the necromancer spell list.


Grave robber Skills

Grave robbers can use the following skills, with the chance of success shown below:

▶ Find or remove treasure traps (TR): A roll is required to find a treasure trap and then another to remove it. This may be attempted only once per trap.

▶ Hear noise (HN): In a quiet environment (e.g. not in combat), a grave robber may attempt to listen at a door or to hear the sounds of something (e.g. a wandering monster) approaching.

▶ Hide in shadows (HS): Requires the grave robber to be motionless—attacking or moving while hiding is not possible.

▶ Move silently (MS): A grave robber may attempt to sneak past enemies unnoticed.

▶ Open locks (OL): Requires thieves’ tools. A grave robber can only try this skill once per lock. If the roll fails, the thief may not try the same lock again before gaining an experience level.


Read Languages

A grave robber of 4th level or higher can read non-magical text in any language (including dead languages and basic codes) with 80% probability. If the roll does not succeed, the grave robber may not try to read that particular text again until they reach a higher level of experience.


After Reaching 9th Level

A grave robber can establish an antiquities trading house, attracting 2d6 apprentices of 1st level. These grave robbers will serve the character with some reliability; however, should any be arrested or killed, the PC will not be able to attract apprentices to replace them. 


Grave robber Level Progression

                                                                        Saving Throws Spells

Level XP HD      THAC0 D   W  P   B  S 1 2 3 

1 0         1d4        19 [0] 13 14 13 16 15 – – –

2 2,000 2d4        19 [0] 13 14 13 16 15 1 – –

3 4,000 3d4        19 [0] 13 14 13 16 15 2 – –

4 8,000 4d4        19 [0] 13 14 13 16 15 2 – –

5 16,000 5d4        17 [+2]         12 13 11 14 13 2 1 –

6 32,000 6d4        17 [+2]         12 13 11 14 13 2 2 –

7 64,000 7d4        17 [+2]         12 13 11 14 13 2 2 –

8 120,000         8d4        17 [+2]         12 13 11 14 13 2 2 1

9 240,000         9d4        14 [+5]         10 11   9 12 10 3 2 1

10 360,000         9d4+2*   14 [+5]         10 11   9 12 10 3 2 2

11 480,000         9d4+4*   14 [+5]         10 11   9 12 10 3 3 2

12 600,000         9d4+6*   14 [+5]         10 11   9 12 10 3 3 3

13 720,000         9d4+8*   12 [+7]           8   9   7 10   8 4 3 3

14 840,000         9d4+10* 12 [+7]           8   9   7 10   8 4 4 3

* Modifiers from CON no longer apply. D: Death / poison; W: Wands;

                                                                                P: Paralysis / petrify; B: Breath attacks;

                                                                                S: Spells / rods / staves.


Grave robber Chance of Success

Level TR HN HS MS OL 

1         10 1–2 10   20 15 

2         15 1–2 15   25 20 

3         20 1–3 20   30 25 

4         25 1–3 25   35 30 

        30 1–3 30   40 35 

6         40 1–3 36   45 45 

7         50 1–4 45   55 55 

8         60 1–4 55   65 65 

9         70 1–4 65   75 75 

10         80 1–4 75   85 85 

11         90 1–5 85   95 95 

12         95 1–5 90   96 96 

13         97 1–5 95   98 97 

14         99 1–5 99   99 99 


Friday, January 13, 2023

Fat of the Lamb




By Jarred Willans & Jason Duff

Earl of Fife Games

OSE, 1st-3rd level 


Premise: You join up with an expedition to establish a new trading post out in a remote location.


What do we get here?


 Over 16 pages we get a wintry disaster.


 Usability/formatting


 Rather than be an adventure this is a number of story beats along an adventure that you are supposed to figure out yourself from the suggestions included. Some how it still ends up being a railroad.


 The NPCs all lack personality which is a cardinal sin for an adventure supposed to be built on roleplay. Far too much of the adventure relies on skill rolls which is more fitting with 5E than OSE.


 I appreciate the set up however there are too many opportunities missed and it just feels like this adventure is being run in the wrong system entirely. Who burned down the storehouse? Why? Excellent opportunity for paranoia here that is completely squandered. 


 Also beware there is some content that could be uncomfortable for your players when it comes to the cannibalism and sexual harassment NPC.


Portability


   You need a remote cold location for this one. 


Recommendation


 I want Ice Station Zebra the adventure and this ain't it. Not what I would run in OSE and I'd want a more fleshed out version, pun intended, version to run in another system. 


https://www.drivethrurpg.com/product/324538/Fat-of-the-Lamb--Adventure-for-OldSchool-Essentials

Thursday, January 12, 2023

Little Barbershop of Terror



By John Large

Red Dice Diaries

OSE, 1st-3rd level 


Premise: A noble has been murdered in the big city, figure out what is going on!


What do we get here?


 Over 36 pages we get a murder mystery.


 Usability/formatting


 Investigation adventures are not easy to pull off at the best of times and I am not sure that OSR games are really the natural place for them. That being said this adventure does a pretty good job of pulling it off.


 There may be a bit too much text but you get a fairly good idea of what is going on here. The layout is decent and the paragraphs mercifully short. What the writing needs is a bit more personality in the NPCs and  evocative descriptions of locations, it is not the end of the world that these are missing as you can add them in as a GM it is just that would really make this a top tier adventure.


 The hooks are a bit limp, they often are in adventures, in any case I would suggest if you want to use this adventure you run it once your players have some contacts in the city. Thankfully there are a few ways to tackle the adventure depending on which factions your players already have a working relationship with.


 How the players approach the investigation is pretty open to them and there should be enough clues they can figure things out.


 I do like how the story mixes together common tropes for the killer, the story fits into a believable world (with a little bit of magic) fairly well. 


Portability


   You need a city to run this in really or at the very least a large town. 


Recommendation


 In my opinion this is a decent frame work you can build off of. No it is not something I would be itching to run as, I can see how I would fit it into my own world and drop it as a seed in a campaign there. A useful resource to have in your back pocket even if you do need to embellish a little. Hard to say no to when it is pay what you want on drive thru.


https://www.drivethrurpg.com/product/333285/The-Little-Barbershop-of-Terror

Wednesday, January 11, 2023

Slaves to Fate

 



By Jason Duff

Earl of Fife Games

OSE, 1st-3rd level 


Premise: You are part of a party of slaves sent to work in a creepy forest.


What do we get here?


 Over 16 pages we get a number of scenes to play out.


 Usability/formatting


 This adventure is supposed to serve as the set up for a larger campaign and although it is not explicit in the text I presume it is intended as a one shot to show "how the world got messed up".


 Despite being written for OSE this adventure has all the hallmarks of a 5E railroad. Players pretty much have no choice in what happens at any point. Escape plans in the camp are not allowed for example.


 The whole thing revolves around the GM's favourite player or their GM PC leading everyone along on their plan to cause a forever winter. If the PCs don't want to go along with it? Doesn't matter, they get corrupted just by being around the main character and have to go along with what they want.


 If the set up was not bad enough the pillars of text you have to get through are the final nail in the coffin. This thing is a chore to read through and the worst kind of rail road.


 I love a good wintry adventure and a prison break so this one is a major disappointment to me. The title of the adventure is a warning of the horror you are in store for.


Portability


   As long as you do not mind winter apocalypse-ing part of your setting you can drop this in any remote woodland. 


Recommendation


 No, I can only imagine this would as much of a chore to play through as it was to read. 


https://www.drivethrurpg.com/product/304682/Slaves-to-Fate--Adventure-for-OldSchool-Essentials

Tuesday, January 10, 2023

Tegel Manor


By Bob Bledsaw

Judges Guild

D&D, no level given


Premise: Help a cowardly paladin clear his haunted ancestral home.


What do we get here?


 Over 44 pages we get a manor with over 240(?) rooms split over multiple levels.


 Usability/formatting


 There is a tone of variety and a lot of content in this fun house dungeon. Unfortunately I do not think quantity equates to quality here.


Not enough thought has been put into making things work together coherently. To many monsters appear to be randomly included and so many of the creepy elements of the haunted house just go nowhere. Where there is interactivity there are a couple of gems but for the most part a lot of dead ends.


Basically you hack through room after room for treasure and while some of the treasure is interesting, deck of many things hello, again it does not have much rhyme or reason for its placement.

 

 The writing is beyond terse, this is a bring your own descriptions party. When it comes to the NPCs the minimal style works better, giving you a good idea of the inhabitants of Tegel village without a high word count. You do have to get used to the terminology used as well as the Judges Guild is using alternate terms to avoid a TSR law suit in places.


 When you finally get to the dungeon below the manor that is slightly better done, only just though.


Portability


   Sticking a haunted manor down in your setting should not be hard. 


Recommendation


 What this really needs is a much slimmed down and more cohesive manor section. There is a good adventure in here somewhere however in 2023 no one wants to slog through all those rooms in the manor. 


If you want to find the original version you'll have to hunt for it.

Monday, January 9, 2023

G3: Hall of the Fire Giant King





By Gary Gygax

TSR

AD&D, level 9ish


Premise: Finishing up the trilogy that is the G series of modules the characters take on the home of the Fire Giants.


What do we get here?


 Over 22 pages we get three levels with roughly 62 keyed locations.


 Usability/formatting


 Finally the maps for the adventure have been moved upfront! Hurrah for improvement!


Right off the bat I think Gygax misses a trick by explicitly saying there are no alternate entrances to the dungeon, especially with the topography he describes. I think it is fair to assume players might explore this option and that they should have a reasonable chance of finding an alternate entrance.


 I think this adventure is a bit closer to G1 when it comes to delivering on faction play and lower levels with weird shit to explore/interact with. The evil temple is pretty delicious if the players figure it out and there is a lot of potential in the various prisoners that can be freed in level 2.


 There is plenty to enjoy here, including what I assume is the introduction of Drow to d&d. 


 Yes the writing/formatting is not up to the heights of modern standards however it is still perfectly usable.

 

Portability


   You should be able to drop this into a remote region of your world fairly easily.. 


Recommendation


 I much prefer this to G2, it is much closer to G1 in terms of providing variety of content as you go down the levels.


https://www.drivethrurpg.com/product/176868/G3-Hall-of-the-Fire-Giant-King-1e

Sunday, January 8, 2023

G2 - Glacial Rift of the Frost Giant Jarl





By Gary Gygax

TSR

AD&D, level 9ish


Premise: Enter the lair of the Frost Giants to figure out how they are tied up with the Hill Giants..


What do we get here?


 Over 13 pages we get two levels with roughly 50 keyed locations.


 Usability/formatting


 Much of what can be said about G1 holds true for G2 as well. There are good loops, decent treasure and I would much prefer the maps upfront. I like that the glacial weather is really brought to life through the mechanics, a nice addition that adds something different from G1.


 Where I feel this one falls short compared to its predecessor is that the faction play is not as clear or strong here. There are various parties present in the location however they are nearly all in league with the main enemy anyway.


 I feel this one falls just a notch below the previous adventure, it needs a little something extra to elevate it from being just the halls of the frost giants. G1 was the Hill Giant strong hold plus the weird stuff below it.

 

Portability


   Any glacial region should be good for dropping this location into. 


Recommendation


 Still a perfectly good adventure even if it lacks a little of the magic of G1.


https://www.drivethrurpg.com/product/176867/G2-The-Glacial-Rift-of-the-Frost-Giant-Jarl-1e

Saturday, January 7, 2023

Skald (new class)

 In the far north of the world no war band would ever consider going into to combat without a skald present. Having no warrior poet present to record the great deeds of the day is considered to be an ill omen. 





Skald


Requirements: none

Prime requisite: STR, CHA

Hit Dice: 1d8

Maximum level: 14

Armour: Leather, chainmail, shields

Weapons: Any melee weapons

Languages: Alignment, Common


Prime requisites: A skald with at least 13 STR and CHA gains a 5% bonus to experience. A skald with at least 16 STR and at least 16 CHA gains a 10% bonus.


Lore

From 2nd level, a skald has a 2-in-6 chance of knowing lore pertaining to monsters, magic items, or heroes of folktale or legend. This ability may be used to identify the nature and powers of magic items.


Warchant

 While the skald chants in combat allies within 30’ gain a +1 to all melee attack rolls, at third level they also gain a +1 to armour class, at seventh level they also gain +1 to saving throws and at tenth level +1 to damage rolls from melee attacks. The warchant lasts for three rounds or until the skald takes damage.


After Reaching 9th level

 A skald may establish a feasting hall attracting 2d6 fighters to serve in their warband.


Skald Level Progression

                                                                        Saving Throws

Level XP HD     THAC0 D  W   P   B   S

1 0         1d8       19 [0] 12 13 14 15 16

2 2,000 2d8       19 [0] 12 13 14 15 16

3 4,000 3d8       19 [0] 12 13 14 15 16

4 8,000 4d8       17 [+2]         10 11 12 13 14

5 16,000 5d8       17 [+2]         10 11 12 13 14

6 32,000 6d8       17 [+2]         10 11 12 13 14

7 64,000 7d8       14 [+5]          8  9 10 10 12

8 120,000         8d8       14 [+5]          8  9 10 10 12

9 240,000         9d8       14 [+5]            8  9 10 10 12

10 360,000         9d8+2*   12 [+7]          6   7   8  8 10

11 480,000         9d8+4*   12 [+7]            6   7   8  8 10

12 600,000         9d8+6*   12 [+7]          6   7   8  8 10

13 720,000         9d8+8*   10 [+9]          4   5   6   5  8

14 840,000         9d8+10* 10 [+9]          4   5   6   5  8

* Modifiers from CON no longer apply. D: Death / poison; W: Wands;

                                                                                P: Paralysis / petrify; B: Breath attacks;

                                                                                S: Spells / rods / staves.


Friday, January 6, 2023

G1 - Steading of the Hill Giants



 By Gary Gygax

TSR

AD&D, level 9ish


Premise: Enter the stronghold of the Hill Giants and defeat them to stop them raiding local communities.


What do we get here?


 Over 13 pages we get two levels with roughly 55 keyed locations.


 Usability/formatting


 Given this adventure dates way back to the beginning of time I had a rather large fear it would indulge in the worst excess of pillars of text.


 After reading through the adventure you find it is perfectly serviceable as is. Now it might not be the easiest adventure to use but you can do it. Sure some of the modern formatting would really help elevate the adventure, it is not needed though.


 A lot of what you expect is here, loops, interesting treasure, factions and various things to interact with. What you get is a location to interact with not just a bunch of meat bags to go harvest.


 One thing I especially like is the random table for giant bag contents, you can see the roots of the OSR here especially. 


 My only major quibbles are the maps should be up front. the same mistake so many modern adventures make, and it would help if some of the rooms referenced how they interacted with others a bit better. Without reading the whole thing first you would miss how the kitchens interact with the manticore room for example.


 It would also be nice to have a more complete summer of the secret bad guy stuff upfront for the DM.


Portability


   As long as you have civilisation and hill giants to annoy said civilisation you should be able to drop this into your world pretty easily. 


Recommendation


 A cleaned up/modernised version of this adventure would sure be nice, you can definitely run as is though.


https://www.drivethrurpg.com/product/186742/G1-Steading-of-the-Hill-Giant-Chief-1e

Thursday, January 5, 2023

Dr. Demonara & The Dungeon of Death

 

By John Earegood

One page dungeon contest 2022

No system or level given.


Premise: Enter the lair of Dr. Demonara if you dare.


What do we get here?


 A single page gives us 12ish keyed locations.


 Usability/formatting


 An evil dude's lair is a decent enough premise even if we are lacking any hooks here, you should be able to come up with some from the implications of the evil stuff the Doctor is up to.


 The map has a decent amount of loops but I am afraid that is where the praise ends. There are far too many traps in this dungeon, to the exclusion of other content, and the traps themselves are not interesting just stuff that does DX damage. If you want a full trap dungeon you have to make them really interesting problems for players to solve not just save or damage stuff.


 Combat, faction play, interesting treasure and room interactivity are all missing here. As a frame work I suppose this is fine and the writing is not terrible there is just nothing evocative to draw you in.


Portability


   As long as you have evil people I think you can drop this lair into a world fairly easily.


Recommendation


 You would have to drop so much effort into making this worth running that you might as well start over on your own. The map might be worth salvaging otherwise not worth it.


PWYW for the whole collection on gumroad or stump up cash on drivethru.


https://spielknights.gumroad.com/l/2022opdc


https://www.drivethrurpg.com/product/410915/One-Page-Dungeon-Compendium-2022-Edition


After 84 one page dungeons I am finally done with reviewing all the 2022 entrants. There was good, there was bad and there was stuff that wasn't even an adventure.


 For the low, low price of free you can filter out a few gems. I would recommend printing out and saving the gems for when you need them. You should also seek out more work by any designers of adventures you like.


 As I have mentioned in a few entries I think the judges over value art compared to actual adventures people will be excited to run, so it is worth looking beyond the entrants that placed as there are some better adventures in there than the winners.

Wednesday, January 4, 2023

Glass and Glory

 

By Ash C.

One page dungeon contest 2022

No system or level given.


Premise: Enter the lair of glass pooping, fire breathing ants to get loot and save an apprentice.


What do we get here?


 A single page gives us 17 keyed locations.


 Usability/formatting


 I like the set up of this adventure, we get a nice little eco system for players to go prod around in. Both the desert setting and the glass ants are suitably evocative although I probably would have just gone with fire ants instead of glass ones myself.


 The lay out of the map has decent loops and is pretty easy to understand. Just don't spent too long looking for room 11, it isn't there, oopsy on the numbering.


 What the adventure is lacking is some faction play and specificity when it comes to treasure. Otherwise this seems like a fun location to explore it just need to be a bit less obviously hack and slash.


Portability


   Looks pretty easy to dump down in any desert location in your world.


Recommendation


 Definitely something you can drop in and use easily. Yes a re-write or some spicing up would really help this one knock it out of the park, as is it is a solid adventure to slot away and pull out as needed.


PWYW for the whole collection on gumroad or stump up cash on drivethru.


https://spielknights.gumroad.com/l/2022opdc


https://www.drivethrurpg.com/product/410915/One-Page-Dungeon-Compendium-2022-Edition

Tuesday, January 3, 2023

The Build-Your-Own Dungeon of the (synonym to wonder) Lands!

  

By William Steve

One page dungeon contest 2022

No system or level given.


Premise: You wake up in a strange place and feel compelled to investigate the near by castle.


What do we get here?


 A single page gives us 8 keyed locations.


 Usability/formatting


 This adventure comes with a bunch of blanks in the descriptions that you are supposed to prompt your players to fill in. I suppose that works in an educational environment where you are trying to get kids to be more creative, at the table for people expecting an RPG adventure I think it may well get pretty annoying.


  With all the missing information it is very hard to review this one. It does have a decent loop however the whole thing is a railroad as you are just supposed to be "compelled" to explore constantly. 


 There are some systems that are more about mutual world building that this might work in I think it will turn off a lot of players of other systems though.


Portability


   Going to need specific systems to run in and likely as a one shot given the rail road start.


Recommendation


 I would rather have an actual adventure please. The map is decent so you might be able to steal that at least.


PWYW for the whole collection on gumroad or stump up cash on drivethru.


https://spielknights.gumroad.com/l/2022opdc


https://www.drivethrurpg.com/product/410915/One-Page-Dungeon-Compendium-2022-Edition

Fuzanglong Legionnaire (new class)

 It has been a while, here is some lore and a new class. Fuzanglong Legion  Sallying forth under the banner of a green dragon the Fuzanglong...