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Showing posts with the label OSE

Lairs: The Carillon

Acolyte Lair: The Carillon:  The Situation: A group of villagers have been drawn to a carillon by the eerie and disturbing music it plays each evening. Each morning, those villagers found a strange substance in the grass around the carillon, dozens of small crimson rings stacked around each blade of grass. They ate the strange substance, which they called Heavens Grace, and found that doing so stripped them of hunger and thirst, while filling their eyes with fractal imagery, and their hearts with religious ecstasy. The Carillonneur keeps the acolytes from entering the carillon, calling it a holy place. A Timeline: Within Days: Yurma Darby begins to transform, her form beginning to resemble The Carillonneur (See F1 description) Within a Week: The Carillonneurs transformation completes and he becomes a gibbering mouther. One Week: Freddy Greiner enters the carillon seeking answers, and is eaten and assimilated by the Carillonneur Two Weeks: The Twins and Layla Obalone begin to trans...

Sorcery!

  I made an open ended magic system for my OSE game based on my vague knowledge of the Warhammer magic system. Sorcery is a discoverable power tied to Sorcerous Tomes found in the world. The rules for Sorcery are as follows: Sorcery Rules:  Sorcery Dice are d6's and are gained through the acquisition of Sorcerous Tomes. Most tomes grant the sorcerer 3d6. Sorcery die must be prepared each day by whatever means granted the caster sorcery dice, if the caster loses the source, they will also lose access to the die. These preparations can be made as a part of the caster preparing spells in the morning. Unused sorcery die are lost when the caster sleeps as the knowledge of sorcery evaporates from the folds of their brain. You may use sorcery die to attempt to cast any non divine spell Each spell has a target number equal to triple the spells level You may use any number of die when attempting to cast a spell Roll the Sorcery Dice, If the total rolled is greater than or equal to th...

Sinners Dice and The Golden Palace

Invented by the Elves of Espa, the game was made popular during the War of Blood and Magic, in which the Espin Dirge Singers would use the game to wager the strange, and wonderful spoils of the Sorcerer Kings. The game is still played by the Elves of Espa today in grand tournaments, where winners are declared luck children. The game has also seen wide adoption among those who spend their days in the bowels of the earth, pulling treasures from the lost and forsaken places of the world. Sinners Dice is played with 3 dice: The Body: A red die made from clay The Soul: A yellow die made from amber The Spirit: A white die made from bone  Make a wager and roll the dice, the player with the highest result wins. On a tie, the winner is determined by suit: Body beats Soul   →  Soul beats Spirit   →  Spirit Beats Body On a double tie, the player with the lowest soul dice wins On a triple tie the game is a draw, the players are bound by fate. Oaths sworn on such r...

Megadungeon Post Mortem

  The First Floor I ran a megadungeon a couple of years ago, and while I had fun running it, and my group had some fun delving into it, it was pretty clear by the end of the campaign that my players were done with it. The campaign ran for about a year and a half of weekly sessions and by the halfway point of the campaign the party was spending the majority of its time exploring the region around the dungeon. I don't think that the impulse to explore the surrounding area is uncommon, and I have come to learn that it is an activity that my players really enjoy, but I do think that there are some elements of the dungeon that made exploring it less satisfying than it could have been. The Size: Megadungeons are supposed to be big, that's their whole thing, but I think the dungeon I made was big in the wrong way. Above is a map of the first floor of the dungeon and it is enormous. At around 350 rooms the floor was probably too big, especially considering that it was only being explor...

Blackjack Excavation

I'm running a small sandbox game and the map has several old battlefields as points of interest. I wanted discovering a battlefield to be an opportunity to explore and find interesting and valuable things, but it wasn't really a dungeon and I didn't want to leave it to a series of random die rolls. I wanted it to be interactive and quick and standardizable so I used blackjack as the resolution mechanic.  The Process Cards are dealt face up by the DM to all players involved, the DM only deals themself one card initially.  The DM goes around resolving players hands one at a time before dealing themself their second card and resolving their own hand The DM plays to 17 The results of the excavation depend on the results of the hand and the hands value The players can excavate their own site or team up to excavate sites together, allowing each group to use their best hand when determining the results of the dig Each dig requires 4 people and takes 2 watches (8 hours), if excavat...