Tag Archives: OSR

It calls from The Tomb of the Dragon’s Heart

Scouts report, that they have seen a hill standing on burning pillars. What lies behind this mystery, why is an army of kobolds on the march, and what strange force is calling you from the dark depths of its forgotten tomb?

Welcome to the fifth adventure translated from Danish to English in the line of Hinterlandet (The Hinterlands) adventures. This time the module has been adapted to Labyrinth Lord, and is thus compatible with D&D becmi and various retro clones as well. It is oldschool adventure rich with opportunities for roleplaying.

The adventure is part of the Seven Swords of the Dwarves storyline, and it is the adventure that sparked the storyline for the next two years, where the players in Hinterlandet Living Campaign fought against The Dragon and its cult while searching for weapons to defeat the Dragon with. This is an adventure, that allows you to set loose a great villain on your campaign and let the players be in the center of it all, as they are the ones to (accidentally) unleash the foe. The adventure is followed by the adventure, The Flooded Temple, as it is from the first storyline about the Dragon – The Dragon Awakens – where the adventurers go searching for weapons against the Dragon, and the Cult of the Dragon is trying to stop them.

A large part of the fun with this adventure was seeing the players interact with the residents of the dungeon, especially when they discover, they are under siege, and hostile humanoids wants to enter the ruins. Another great moment was when the players figured out how the tomb worked (no spoilers here), and that this moment allowed a player to let her character become a central villain in the Living Campaign as she became a Herald of the Dragon.

You can find The Tomb of the Dragon’s Heart at RPG Drivethru: The Tomb of the Dragon’s Heart.


Waiting for Death’s Herald at The Flooded Temple

It is an ancient and forgotten temple hidden at the bottom of canyon only accessible by boat. Here wait’s death for curious travelers, but also an ancient relic and several factions struggling to claim the ruin as theirs. Meanwhile the kobolds just wait for Death to carry them away, and careless explorers may find, that they too will be carried off.

This is the fourth Hinterlandet adventure to be translated into English, and where the previous three were converted to D&D 5th edition (Palace of Sweet Dreams, One Night Amongst the Necromancers, Tower of the Star Watcher), this one was kept system agnostic or perhaps more precisely D&D agnostic. It is a sandbox dungeon, that invites the players to explore the caves from several different angles, and encourages roleplaying and problem solving over outright fights, and combat will mainly be at the instigation of the players.

The adventure is a part of The Dragon Awakens storyline – The Hinterlandet Living Campaign – where adventurers are seeking out the Grave of the Dragon Slayer in order to find a mighty sword to battle The Dragon with (this was a consequence of the “Seven Swords of the Dwarves” storyline, where other adventurers accidentally woke the Dragon). This means that a recurring foe, The Cult of the Dragon, appears in the adventure and intrudes in the dungeon, while the PCs are exploring the place (when adapting the adventure for your campaign, you can either use the cult or replace it with a recurring foe of your own campaign).

A part of the fun with the adventure was seeing the players deal with the different factions of the temple, and many found the kobolds to be the saddest humanoids ever encountered, and their beliefs strange and unsettling. The factions, the many paths through the adventure and the open structure is all part of the design principles of a Hinterlandet dungeon.

Recently The Flooded Temple received a positive review, which I wrote about here.

You can find The Flooded Temple at Drivethru here: The Flooded Temple.


I got reviewed: The Flooded Temple

The Flooded Temple is the fourth adventure in the Hinterlandet (The Hinterland) series to be translated, and it is one of my favorites. Recently I was notified, that it had been reviewed at RPG Geek by Bryce Lynch, who wrote a solid critique, and it contains some good pointers, that I need to take into consideration (mainly that I need to spend more time on the language, but English is my second language, and it does not flow as easily as Danish does, especially when it comes to eloquence and evocative language).

However, a lot of nice things were written as well.

Bryce writes:

This is a seventeen page adventure in a three level abandoned temple with about 25 rooms. There are multiple factions, puzzle-like things, weird monsters, an evocative environment, a moderately interesting map and MOSTLY terse text, at least for the DM notes. This is a good adventure. As I told The Pretty Girl yesterday: if all adventures were at least this good then I probably wouldn’t be reviewing adventures.

and also

The faction monsters all allow for roleplay … that can then potentially end in combat, usually with the party instigating for some reason. In addition they all have a little detail, tersely communicated, and then some extra bits which are GREAT. It’s not just kobolds. They are dying/near death. And not just near death but from from plague. And not just plague but with bubos full of pus. Likewise the bugbears. Who are are on a adulthood rite. Who have ritually painted faces described. Who tell ghost stories at night around their fire. It’s just an extra sentence but it add SO much to the adventure. It’s what I’m referring to when I say things lie “plant an evocative seed in the DM’s head.” That’s the sort of content I want to pay for. Not reams and reams of text. Not railroady or dictatorial. One extra sentence that brings the adventure alive.

This is the kind of reviewing, that makes an adventure designer happy. I strived to create these things in the adventure, and Bryce caught up on it. It also inspires one to write more. I think I will do that.

You can read the whole review here: The Flooded Temple at RPG Geek.

The adventure can be found at Drivethru: The Flooded Temple.

More adventures can be found at DMs Guild.


One Night amongst the Necromancers

Billede06.jpgThe Disciples of the Lich King are gathering – and you are not invited!

The adventurers are drawn into a haunted dungeon home of necromancers and their allies. This is the premise for this OSR-style D&D 5th edition adventure. It has been uploaded to DMs Guild – you can find it here: One Night amongst the Necromancers – and it is a tricky adventure with many moving parts. It is not an adventure, where the PCs are supposed to kill their way from room to room. Rather there are a lot of NPCs to interact with, and many have their own plans.

Originally this adventure was from the Viking-Con (a Danish RPG con) story line “Return to …”, where a series of older Hinterlandet adventures were visited again a few years later giving experienced players the joy of seeing a dungeon, they had visited years before. The original adventure was from The Lich King Returns story line. A fun part of this adventure was seeing the players interact with the remnants of the Lich King’s cult after the Lich King had been defeated. There are several approaches to the adventure, and it invites the players to infiltrate the dungeon, though without dictating how they should go about it.

The adventure has now been adapted to D&D 5th edition and made setting agnostic. It plays out in an ancient Roman-style empire, but can easily be placed in your local fantasy-campaign. As part of the original OSR-inspired style the encounters are formed without respect to balance, but instead allows the PCs to sneak around and taking the different encounters in various orders, and the DM is invited to play along with plenty of suggestions as to situations, that may occur. The Hinterlands strives to follow design-principles like these, instead of doing balanced set pieces.

The adventure contains a bunch of new monsters and NPCs and strange magical items to challenge the players. Magical items in Hinterlandet are generally unique (not counting minor items such as potions), and following this tradition, new weapons and items can be won. A personal favorite for me is The Whispering Skull, which is a skull that whispers spells for wizards to memorize.


Design Principles for a Hinterlands Dungeon

photo (87)There are many guides and posts on building an exciting encounter or creating a three-act structure or five room dungeon of combats, but when we began designing adventures for OSR-clone Hinterlandet (The Hinterlands) different principles were being used.

  • Many ways and none is the right one
  • There are bosses, but no boss fights
  • Balance is not the issue, avoiding combat is
  • There will be death

These are some of the key-elements, and now that I have begun translating the adventures into English from their Danish originals, and adapting them for D&D 5th edition, it might be the right time to have a look at the principles behind the adventures.

Many ways and none is the right one

The dungeon must have more than one way to go. It cannot be linear, and ideally it has multiple entrances, and it allows the players to choose directly or indirectly between the entrances. A great part of the fun is to see the players choose, and when running a living campaign with multiple groups running through the same dungeon, the different choices are interesting. Many dungeons emphasize the multiple paths by giving the characters the option of breaking down walls, falling through floors to other areas or scaling the walls to gain quick access to other parts, i.e. in Tower of the Star Watcher the PCs can scale most walls and enter different areas in almost any order.

There are bosses, but no boss fights

It follows that when the PCs can choose multiple paths, there will rarely be a boss monster exactly at the end of the dungeon, and it helps bring the world to live, when the players know, that monsters in the dungeon do not behave according to computer game logic. I.e. in One Night amongst the Necromancers the ‘boss’ is moving around in errands, and stealthy PCs can easily find their way to him without working their way through all the rooms. In other adventures, such as Grave of the Alchemist, one of the worst monsters resides just inside of the dungeon and to gain access, it must be defeated in some manner.

Balance is not the issue, avoiding combat is

The encounters in Hinterlandet are not really balanced, and this feature is carried over into their D&D 5th edition adaptions. However, many encounters include creatures that can be avoided or snuck by, or they begin with parlay – some monsters are hungry and can be bribed, some are sleeping or distracted, others are mistaking the PCs for other residents or guests, and yet others are suspicious but not hostile. Rarely does a monster attack, when the PCs enter. Instead the players are invited to interact with the monster, and this results in many great moments.

There will be death

Even though it may sound easy to avoid the nasty encounters and the tough fights, it is not so. Character death is common, and one cause is traps and magical dangers. Each dungeon usually contains one trap or phenomenon, that will kill or remove a PC from the game. Often there is some warning sign, and usually the PCs can simply choose to stay clear of it, but it will challenge their curiosity, and it will tempt their greed. For instance, in Palace of Sweet Dreams drinking too much of the ghost wine will trap a character in the realm of the dead, and merely visiting the ruins of the palace might result in a character forever lost in its madness.

These are some of the main governing principles for the adventures of Hinterlandet / The Hinterlands. The adventures have all been part of the OSR Living Campaign at Danish roleplaying conventions and have been run for multiple groups. Some characters survive, some don’t, but we always end up with great stories of adventurers’ daring do.


One Does Not Simply Play Dead Gods

Lately I have been playing Monte Cook’s Dead Gods super module to Planescape, that he wrote back in 1997. It is a module filled with intestering ideas and concepts using the Planescape setting to its fullest – and also in a sense revealing how Monte got the ideas for Numenera.

one-does-not-simply-walk-into-mordor_1394963912One Does Not Simply Play Dead Gods. Its black pages are guarded by more than just orcs. There are narratives there that does not sleep. The great story line is ever watchful. It is a barren campaign, riddled with vague ideas, nonsensical plotlines and superfluous ideas. The very pages you read is a poisonous fume. Not with ten thousand sessions could you do this. It is folly.

Boromir on playing Dead Gods.

But why not play Dead Gods? Well, this quote from the module will reveal why:

Whether the PCs follow Renik or Kair-aama, they eventually see their mark meet with something in the dark shadows of an alley near High Point. If the cutters keep watch for several evenings, they observe a number of secret meetings and finally see the true “face” of their enemies.

[read aloud text with description of “true face of the enemy”]

If the PCs dare to follow one of the visages after it leaves the alley […] (p.40)

1. The text assumes the players will choose to observe a number of secret meetings – without giving the slightest hint as to why.

2. The text does not bother with describing who’s participating at these meetings, the above text is the full description about the meerings.

3. The text does not explain what is happening at these meetings. Again the quote contains more or less everything mentioned about the meetings.

4. The text does not allow for any other action. What happens if the PCs follow any of the participants? Not an option. What happens if the PCs interferes with the meetings? Not an option. What happens if the PCs investigates the participants at the meetings? Not possible.

If the players want to do anything beyond “keep watch for several evenings”, then the scenario leaves no clue as to what happens or how to play it out.

5. The whole next sequence hinges on the fact, that the players choose to observe for several evenings, until they see the monster, and then their choice is to neither keep observing or interfering with the meeting, but to solely track the monster – which they have never seen before, and they don’t know what the monsters are up to beyond appearently killing people and taking their place.

6. Once the players have decided to follow the monster, which is the only option (well, technically they can choose otherwise, and the module has at the end of section a brief note on what to then, which is mainly just to skip ahead and then continue the events, as nothing had happened – oh, wait, nothing did happen), then the NPCs and the secret meetings are simply forgotten by the module, as it no longer cares about it. This is not for the players to care about any longer. This happens multiple times in the module – once the characters have seen or witnessed something, the characters are ushered on not letting the players investigate them (and neither leaving any info to the GM, should the players decide to look closer).

There are descriptions of places and NPCs and plots and ideas, that one can steal, but you cannot play Dead Gods without forcing the actions of the players, and if playing the module as written you leaving the players in the dark most of the time having them play several chapters without knowing who, what or why they’re are exploring and fighting them – and it is not fun, just frustrating. No wonder why 90’s modules have such a bad rep.

 


One Does Not Simply Walk Under Illefarn

one-does-not-simply-walk-into-mordor_1394963912After several evenings of storming the dungeons of The Temple of Elemental Evil we decided to put the module to a rest since not too much happened, as the dungeons were deadly and it kept being supplied by new monsters, forcing the players to deal with areas they had already explored. Instead we decided to play N5 Under Illefarn (1987), which consists of three small introductory adventures and then a huge dwarven mine divided by three factions.

One does not simply walk into the mines of Illefarn. Its dark corridors are patrolled by more than just orcs. There is evil there that does not sleep. The dreadful necromancer and the dwarven prince are ever watchful. It is a barren dungeon, riddled with old traps, new traps, and empty rooms. The water rushing from the mines is a poisonous sludge. Not with ten thousand sessions could you map this. It is folly.

Boromir on exploring the dwarven mines of lost Illefarn.


One Does Not Simply Walk into Temple of Elemental Evil

one-does-not-simply-walk-into-mordor_1394963912This blog has been quiet for all too long. I shall attempt to raise it from its slumber, as have not been quiet regarding roleplaying. Revently I have explored Temple of Elemental Evil with my homebrewed OSR Hinterlandet (The Hinterlands).

One does not simply walk into The Temple of Elemental Evil. Its black corridors are haunted by more than just orcs. There is evil there that does not sleep. Zuggtmoy er ever watchful. It is a multi-level dungeon, riddled with fire, air and earth. The very air you breathe is a poisonous fume. Not with ten thousand party members could you explore this. It is folly.

Boromir on playing Temple of Elemental Evil.