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ith leather armor and assorted weapons 1d6 damage oribad friendly and sardonic loves the sight of nobility choking to death on their own blood renner timid and repentant just here to scrounge up some money will help the players as long as it doesn t put him at risk yannik ridiculously loyal to lord seth will defend him to the death brennin working off a massive debt to lord seth zeek an annoying kid who loves knights and wants to be one hopes to steal some armor and a horse to begin his epic adventure they ve gathered a horde of coins gems and valuables worth 2 000gp the king of the elves his most serene majesty king oberil of the seven pointed crown level 6 elf choose spells at random and roll for a random magic item in his possession oberil can t recall why he laid the curse but hasn t grown tired of the show yet he won t any time soon while more brave in combat than his subjects he isn t about to lose his life over this game if reduced to half his hitpoint total he will attempt to flee oberil isn t the king of all elves though he might tell the pc s otherwise if there s any chance of buying it lord garen level 3 fighter a once dashing and ruthless swordsman now entering late middle age he s dressed in a ragged greasy tunic with a bloody stain on the left hip the curse prevents him from leaving his chambers at the top of the tower he s fed rarely and has wasted away and gone half mad king oberil is frequently with him goading him to enjoy the mayhem below garen can t remember what specifically he did to insult king oberil but he can remember some details of the encounter he is raving and somewhat unhinged but becomes lucid if spoken to with the deference due to a lord the games begin every hour of daylight a new round of the tournament is announced 2d4 random participants hack each other to bits on the tournament ground npc s have a 50 chance of being slain in the course of battle cursed player characters are compelled by the geas to volunteer eagerly frequently king oberil calls for bizarre tournament scenarios for example half of the contestants will be clad in armor while the other half go skins each knight will wear a lady s hat and the winner will be the one who captures them all one contestant will be heavily armored and mounted on horseback with a helmet that obscures his vision while the rest wear no armor and try to bring down him down using pointed sticks the prize in the king s box at the tournament ground there is a jewel studded trophy worth 4 000gp attempting to steal it will draw warriors eager to punish this unsportsmanlike conduct draw two cards to see who shows up ending the curse the easiest way to end the curse for good is to discover the nature of the original insult that provoked the curse and remind the elven king of it now that time has healed his wounded pride he looks back on it with a laugh and ends the curse departing with his entourage other possibilities include casting dispel magic or remove curse on the lord which will invite creative retribution at some future date from the king of the elves for ruining his game a single warrior is left alive and awarded the prize killing the king of the elves which will make the elves the sworn enemies of all pcs involved find something more entertaining for the elves to do of course player characters are also free to flee the place immediately or geek the armsmongers to steal their racket the insult the day the cursed tournament began lord garen stumbled upon a doppelgänger rifling through his things after infiltrating the castle believing the creature had been sent to kill him and take his place on the throne garen slew it handily and wiped his sword on his tunic oberil was offended not by the death of his pet doppelganger but by the staining of the fine tunic he d sent the doppelgänger to steal it as part of a party costume elves really enjoy cosplaying as humans and creating the perfect costume is of the utmost importance for remaining popular with the fey court look immortality really is that boring hellboy 2 2008 if the curse is ended the warriors left alive will wander off towards home in a daze remembering their ordeal as a particularly vivid nightmare possibly after massacring any elves that fail to flee if they learn of the curse the survivors of the lord s retinue 20 of the warriors still alive assume control of the castle and do what they can to help the lord if he s still alive this is one of those things that was outlined in some old campaign material and never saw action at the table i decided to flesh it out with some ideas i used in my 200 word rpg entry it was sort of inspired by those castle encounters in the expert set and od d where knights are just waiting around to come out and joust the pcs or kick their ass posted by unknown at 11 08 pm no comments email this blogthis share to x share to facebook share to pinterest labels adventures design osr saturday may 26 2018 new osr class the swordslave you didn t choose it it chose you you found it enveloped in the old growth of an ancient tree or your father took it out of a plain wood chest and gave it to you the day you left home or maybe that s just what you told them after you stripped it off some wandering vagrant after you killed him over a few mouthfuls of wine regardless whatever your life was before is over you belong to this sword as much as it belongs to you art by yuri shwedoff swordslaves are vagabond warriors who possess a mystic blade with a mind of its own class abilities saving throws and attack progression as fighter level progression as magic user mystic sword the swordslave possesses a mystic weapon from which all their special powers originate the character can decide on the particular aesthetics of their mystic weapon but it s obviously a thing of otherworldly magic regardless of its form it does damage equivalent to a longsword 1d8 and may be used one handed the weapon casts light like a candle 5 radius if the player has no preference it appears as a glowing white longsword made of frosted glass it may provoke fear awe or avarice ancient creatures with long memories may know more about its history than the character does at level one the sword functions as a silver weapon ancient lore the sword is ancient and wise as long as it s in the character s possession they may cast commune once and only once per character level magic eater at level three the sword has deemed the bearer worthy of learning its innermost secret it can devour a magic weapon to steal one ability from that weapon it can carry three abilities at a time a numerical weapon bonus counts as a single ability this process is conducted through a six hour trance that must take place in solitude devoured weapon bonuses do not stack if the mystic sword is 1 and it devours the 3 bonus from another weapon the mystic sword becomes a 3 weapon the devoured magic weapon is utterly drained of power and becomes as brittle and worthless as unfired clay prisoner of fate the mystic sword is jealous any time you use another weapon in a fight the sword withholds its special abilities for one day it acts as a normal weapon of its type if it is abandoned or lost for more than a week it takes 1d4 months before the weapon forgives the character and works normally again destroying the mystic sword is possible but never easy it cannot be broken or melted by mundane means which also makes it a handy tool for barring a door or holding open a crashing portcullis it s up to the gm exactly what will destroy the sword dragon fire would be a good fit the fire of a particular dragon is probably too limited a swordslave whose sword is destroyed becomes a fighter of one level lower their strength is permanently reduced by 4 once and only once the sword will cast raise dead to resurrect its bearer at the moment of death the swordslave must willingly submit to a geas to receive this favor the assigned task is always difficult and dangerous and trying to get out of the bargain always results in tragic horrible lingering death the geas is typically long term difficult and extravagant examples might include found a new kingdom in the wilderness based on peace with the local humanoid recover a legendary holy relic and return it to its home eradicate the royal line of a great kingdom down to the very last child name level at 10th level the sword slave attracts a loyal cadre of warriors 1d6 fighters level 1d3 will offer their service in exchange for basic upkeep and the opportunity to pursue great deeds they will serve with great loyalty as long as the character continues living as a wandering adventurer and keeps no permanent home a stolen mystic sword acts as a normal weapon of its type as long as the original bearer is alive if the original bearer is dead it can bond with a new person who will become a swordslave of whatever level their total xp dictates other notes i wrote this partly just because that picture of the kid with the glowing sword got my wheels turning it s not playtested whatsoever i m afraid some of the special abilities could veer into being cheesy plot armor but their use is so limited that i think the b x elf is still more powerful i also had in mind an old friend from my early days of dming he always wanted to play a dude with an ancient magical weapon and i would always say nah just go adventure for one i thought our rinky dink forgotten realms game was way too serious to just hand out magic swords at first level he wanted to do chosen hero type stuff which can bungle up the team play aspect of the game but he was a good player and i regret not meeting him part way to scratch that itch i like to think he d have enjoyed playing this class it could also be a handy thing if you want to throw a bone to a player who wants to change to a warrior class without starting from scratch seems like you d want only one of these guys per group or maybe even per campaign it starts to feel silly when a guy with an ancient mystical blade shows up every few weeks then again they could be an order of medieval jedi knights or something too if that s the case they ll probably want their sword back after your dude gets geeked by some normal man with a crossbow posted by unknown at 8 48 am 5 comments email this blogthis share to x share to facebook share to pinterest labels art classes design osr swordslave thursday may 24 2018 review of esoteric enterprises esoteric enterprises player book by dying stylishly games emmy allen https cavegirlgames blogspot co nz 88 page pdf at drivethru rpg tl dr the game delivers well on the author s pitch for a modern day dungeon crawler it could also serve as a comprehensive sourcebook for adding elements of body horror mad science and the occult to other osr games it s close enough to use old school tsr content with only minor conversions it s a gritty contemporary fantasy adventure rpg with overtones of cronenberg and brian yuzna films definitely some clive barker flavors in there too you play a gang of occultists and criminals seeking forbidden knowledge and loot mainly in a supernatural underworld that intentionally mirrors the feel of an old school mega dungeon you get xp for fencing loot and doing dangerous underworld jobs with hard work and cleverness this could be you from beyond 1986 highlights the gem of this book is the setting like the author s previous game wolf packs and winter snow it s a complete game that gave me that i want to play this tonight feeling it includes many pages of easy to use mechanics and tables for medical experiments occult mishaps monster powers that could be bolted onto creatures or items narcotics insanity torture and so on all ripe for use in any osr setting very little of that material is necessary to get started but if a pc says hey since the yakuza blew my arm off can i graft this monster s poison stinger onto the stump you ll be ready overall the rules emphasize ease of use at the table over high resolution simulation the spook class is a standout build your own creepy monster that grows in power with each level just like gary wanted in the great and hallowed tradition of old school gaming you can also just roll on a table to see what powers your vampire or whatever has the rules for combat with modern firearms are as good as anything in the osr sphere as a shooting hobbyist who s usually disappointed by action rpgs set in modern times i m satisfied with only minor quibbles alright now i got that out of my system if i get the chance to run this i might prune back some of the options to make a more focused horror setting mixing gnostic wizards mad scientists computer hackers bigfoot vampires and lovecraftian gods all at once might be too much like mixing pizza and ice cream for me kinda cool to have it all in an 88 page book though there s two pages towards the back of the book to flesh out character backgrounds and help players find the class combo that suits their idea this is one of those things i didn t know i wanted and shows off some of the flexibility of the system a e s t h e t i c s the art is all photographs from stock image libraries or public domain sources that said it suits the tone of the game and the overall presentation is above average for a single author product the layout is professional with only minor slips such as the first letter of a white heading text sliding off of a graphic and merging with the white background the one exception is the table of contents there s major text flow problems that make it hard to read luckily there s a good index and you can search a pdf but i d hope for a fix before a print edition is made available many of the pages that i would like to print out for reference are solid black backgrounds with white text which is a bit annoying perhaps this is a countermeasure against bootlegging in advance of a print on demand offering while i normally consider internal linking or pdf bookmarks a luxury their lack is felt a little more because of these issues lastly the character class section suffers somewhat for having rules intermixed with descriptive prose i d prefer a tight bullet point list for easy reference separate from the background description nitty gritty rules stuff there s a serviceable intro inside for someone to pick this up as their first roleplaying game if they re even a little familiar with the format i m sure most readers will be familiar with multiple games of this type but i don t think it s right to call an rpg complete without this section if you re familiar with old school rules like early d d or lamentations of the flame princess the basic system will look pretty familiar classes levels multiple saving throw categories and so on the major departures in the core mechanics are the flesh grit system that replaces hit points and a simple skill system character creation is quick and easy though some classes have more options that i fear could result in some players getting build paralysis at the...
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