I will admit I'm a little late to the game, but I've been listening to Chappell Roan a lot recently and after watching a skit was inspired to create a magic item based on Pink Pony Club.
The original music video:
I will admit I'm a little late to the game, but I've been listening to Chappell Roan a lot recently and after watching a skit was inspired to create a magic item based on Pink Pony Club.
The original music video:
After watching several videos praising it, I decided to grab a pdf copy of The Evils of Illmire. The adventure was written, produced, and features layout by Zack Wolf. There are several artists featured in the adventure, but my personal favorite is Jack Badashski. The plot centers around a a dangerous wilderness and a backwoods town under peril caused by a sinister cult. The original version was 72 pages, but Zack has updated it a few times. The current version is 125 pages. The rules are written for Old-School Essentials, but can be easily ran with other systems. You get pdf monster conversions for Dungeon World and Swords & Sinister Spells. Personally I might use it for my next 5e game.
Honestly though, it's not just an adventure. It's a "mini-mega" hexcrawl. Sixteen hexes are presented. The descriptions give you all you need, including encounter charts. There's also a variety of environments. From swamps to forests to mountains, there are a variety of dungeons and sites to explore. Each of these encounters is presented with a Dyson Logos map. Parties can interact with mantis folk, froglings, a witch, a giant king, and the Observer (who's definitely not a beholder). There is a directory of personalities and a hand plot and connection list. While I'm sure a party will eventually leave the 16 hexes, honestly you could have an entire campaign take place in Illmire. Once rid of the cult, the town would make an excellent home base.
So it's pretty obvious, I really liked this adventure. While I only have the pdf at the moment, I will either print it out of pick up a print copy at some point. You can get the pdf and print on demand on DriveThru RPG. At the time of this post you can get the pdf cheaper on itch.io. The pdf comes with quite a few extras, including maps, artwork, and thematic character sheets.
I really like this class. It seems like a lot of thought and research went into its design.
A few weeks ago I watched the second season of Arcane. The animation is spectacular and I love that the series deals with loss, identity, class struggles, and innovation. While I have no interest in playing League of Legends, the game it's based on, I thoroughly enjoyed the series. I highly recommend checking Arcane out if you have Netflix.
This week's Music Monday post is a song that featured in episode 3 of season 2, Fever 333's Hellfire.
Fire and Fangs is a fantastic setting and supplement for Old-School Essentials and other OSR games. As written, you can run some fantastic games with Fire and Fangs. Even if you don't want an extended pre-historic campaign, you can use the Mother's Vale as a lost land for player's to discover. This one is only available in pdf form at the moment, but will hopefully see print sometime in the future.
The classes include all relevant tables and information you'd expect. There are level restrictions presented if you're using the optional rules for character race and class being separate things. I'll briefly talk about each below. I will give all of their features, but an overview.
Avengers (chaotic) are anti-paladins. While they are strong and can fight as well as their holy equivalent, they are often craven and excel in deceptive tactics. They can back these up with some divine magic. These bastards are iconic and make perfect foils for typical adventurers.
Bandits (chaotic, neutral, and lawful at the referee's discretion) are a ranger variant. They excel in hit and run tactics, being masters of ambush and evading pursuit. This is one of the classes that can work will in a traditional party (and not even because lawful Robin Hood-types are possible).
Bounty Hunters (chaotic, neutral, and lawful at the referee's discretion) are a combination of assassin and ranger. They are great with disguises and have the uncanny ability to render foes unconscious. I think this is another class that can work in a regular adventuring party with little work.
Cultist (chaotic) are a vile combination of assassin and cleric. Having to hide their profane magic and operate in secrecy they can be quite stealthy, but also have divine spells. One of my favorite features they have is the ability to temporarily turn any sash or rope into a strangling cord. These folks don't really work in traditional parties, but are really flavorful. I love them.
Dark Creepers (chaotic) are demihuman thief variants that dwell dark caverns. They enhance their thieving abilities with the ability to manipulate the darkness to their advantage. Given their habitat, alignment restriction, and habit limits their use, even in most chaotic games. They're still a fun variant though and I'm sure referees can find a use for them.
Dark Mages (chaotic) are a unique type of magic-user. They harness energies from nightmarish planes to cast their magic. They are versatile like sorceress of later editions and don't have traditional spell slots. Instead they must sacrifice their own hit points to cast spells. This horrific magic takes a toll on their body and causes it to decay. Dark mages have their own spell list and unsurprisingly its all nasty stuff (or spells that aid them in practicing their forbidden magic in secrecy). Much like the avenger this class is perfect for foes of traditional parties.
Death Knights (chaotic) are essentially a fighter version of lich. They are undead, have access to arcane magic, can control their undead brethren and decay more as they gain power. Death Knights are iconic villains and I was happy to see their inclusion. Again they make iconic villains and I could see having an early villain killed by players rising as a Death Knight and seeking revenge.
Demonists (chaotic) are a variant summoning cleric. They can understand divine magic and use magic items tied to it, but don't cast traditional spells. They have a chosen weapon that they focus their dark magic through. They can imbue the blade with power and use it to summon a fiend. Since their are no official OSE stats for them, base stats are given with a chart that is used to customize the summon. Depraved souls that call upon nether creatures for power are a staple of fantasy. Referees can get a lot of use out of this one.
Duelists (chaotic and neutral) are a lightly armored fighter variant that know the values of a blade. These brave warriors specialize in fighting with multiple weapons and are essentially swashbucklers. While I understand not allowing them to be lawful, this class seems more chaotic in a love of freedom rather than malicious way. Of the classes in the book its the one that I think fits best in a standard adventuring party. Definitely making this one available to players when I run Secrets of the Black Crag.
Houris (chaotic or neutral) are variant magic users that rely on seduction, deception, and enchantment magic. They have a mesmeric sway and can produce various effects with their kiss. This class would be excellent in urban focuses games. It's also one I could see making some players uncomfortable.
Jesters (chaotic and neutral) are variant acrobats that excel in mockery and being flashy. This can lead to them being underestimated by foes. Like the duelist, this seems more chaotic in a freedom-loving way to me, making it appropriate for traditional parties.
Red Wizards (chaotic) are magic-uses that lust for power and specialize in destructive fire magic. They have their own fiery spell list. Red wizards never ask how big the room is before casting fireball.
Witch (chaotic, neutral, and lawful at the referee's discretion) is a classic variant magic-user. They have familiars, use arcane magic, and can brew special potions. They have their own unique spell list. I haven't compared this one to Tim Brannan's witch, but it seems like a solid class and I can see using it my games. This is also another class that works great for villains but is also suitable for players.
The book has a nice layout. All of the art is appropriate and invokes what the author was going for. I'd say this is one that all OSE referees could find useful. Even if you don't plan on running a chaotic campaign or want your players to use them, this is a great toolkit to make villains and rival adventuring parties.
Sometimes I hear a song and it inspires me to make gaming stuff. This pirate metal track is one of those songs. Giant Fucking Demon Crab says everything you need in the name. In the lyrics the crab is described as quick, stealthy, and able to shoot lightning from it's eyes. Everyone that sees it dies. While this could be some sort of death stare ability, I'm going to attribute this to the giant fucking demon crab's prowess. Below you'll find my OSE stats for this horrific beast.
I love cryptids. Do I believe they really exist? Highly doubtful, but they're still monsters and I love monsters. One of my favorite North American cryptids is the Squonk. Here are some squonk you can use with Dark Places & Demogorgons OSE or honestly any OSE game. 
The first written account is from 1910 and can be found in Fearsome Creatures of the Lumberwoods by William T. Cox.
The squonk is of a very retiring disposition, generally traveling about at twilight and dusk. Because of its misfitting skin, which is covered with warts and moles, it is always unhappy...Hunters who are good at tracking are able to follow a squonk by its tear-stained trail, for the animal weeps constantly. When cornered and escape seems impossible, or when surprised and frightened, it may even dissolve itself in tears.
Squonk-------------
The second annual Squonkapalooza is Saturday August 10th. Hopefully I'll be able to go next year.
Underbridge is a queer dark fantasy hub setting by Xkalayd. It's pay what you want and written for Old-School Essentials. Your mileage using this one will vary. Especially because it deals with some hard real world topics like marginalization, bigotry, addiction, and police brutality. Page two includes a content warning, which I appreciate. That being said, I thought it was interesting and wanted to share.
The default setting for Underbridge is a city where an alchemical revolution has lead to the formation of megacities. Underbridge is the undercity literally built under a bridge. It is home to the "deviant scum" of the nation.
There are 12 plus locations. In these locations there are new spells, adventure hooks, substances to take, and a lot of intrigue. There are 12 important personalities/creatures. While no stats are given, there are equivalents. For example, the Sauna Salamander of the Black Mass has the same stats as a black dragon. The humanoids are classed characters. A nice feature is there are basic and advanced suggestions given for each. Ope Andrews, the Host of the Hall, is a magic-user if you just have Basic OSE, but if you have the Advanced version he's an illusionist. They are fleshed quite a bit too. We're presented with how they're seen, how they perceive the others, and what makes them tick.
If you couldn’t tell this one is left leaning. Beyond all of the LGBTQ+ representation, there’s a lot of mention of revolutionaries and manifestos. Additionally one of the main villains is a slumlord and cops are a common foes. While the class is a champion of nature, the Mud Wizard class seems appropriate for this mini-setting.
There's definitely some weird stuff here. Need 12 fantasy kinks with dynamics, history, and legality? Most folks are gonna say no, and that's okay. However, some people might find it interesting. I mean I do, even if I probably won't ever use it in a game.
The pdf also isn't the easiest to read. The background is dark and the text is a blue-ish color. You're not going to be able to print this one out. I also don't care for the fact that the first couple of pages are in portrait, but a majority is in landscape. That last bit is just a personal quibble.
Ultimately if you aren't offended by counter culture stuff and like material with a queer aesthetic, I think this could be a great resource to help flesh out a city (even if you don't go the alchemical megacity route).
I'm going to have to go with my friend Tim over at The Other Side blog and say Basic is probably one of the easiest rpgs to use. You can crack it open and run it quickly. Even if you've never been a GM, the accompanying adventure The Keep on the Borderlands gives some great tips. I know old school gamers have their preferences. Personally, I prefer Moldvay and Cook's B/X.
I would have went with Old-School Essentials because its a cleaned up and reorganized B/X (and my current obsession). However, the way the books are released can be complicated. Honestly, when I decided to finally get into it I wasn't sure which books I needed.
I have participated in AUTOCRATIK's #RPGaDay off and on for several years now. With everything going on I kind of forgot about it this year.
Today's topic is "First RPG bought this year." While technically I paid for it when the Kickstarter ended in 2023, the first I received was Swann Castle. It was waiting for me at my parents' house when I got out of the hospital.
Here are a couple of unusual classes I’ve found for Old-School Essentials. The first is a throwback to a classic old school module and second would make Black Phillip proud.
Phanaton by Spes Magna Games - Anyone that's played X1 The Island of Dread probably remembers these halfling-sized humanoid. Looking like a cross between a lemur and raccoon (with a little bit of flying squirrel thrown in). They can climb, glide, fight, and have a prehensile tail. I think these would make a great addition to any game that features Secret of the Black Crag.
The Uncanny Goat by Yesterweird is a class that lets you live deliciously. This class literally lets you play a goat. Not a normal one, mind you. They are as intelligent as any other adventurer and can speak and read Common and Barnyard. They are hardy, expert climbers, and get strange gifts as they grow in level. I think my favorite part of this class is the d20 What Made The Goat Go Wrong chart that explains why you are such an uncanny goat.I was reading Three Curses for Sister Saren again and I love the idea of unique fiends. It got me thinking:
Wouldn't it be fun to create some?
I think so. Then I thought:
Wouldn't it be more fun to create 666?
Ambitious? Ridiculous. Well, yeah, but I think it will be a blast and I'm not setting a deadline. This will just be something I do when the mood strikes me. To be clear, when I say unique fiend, I don't mean I won't present some classics, such as succubi or imps. However, individual representatives of those types of fiend with their own personality and lore/info is what you'll find.
I'm going to stat them for Old-School Essentials. As of the initial time of posting there are no official demons or devils stats for OSE (at least in the core books). Necrotic Gnome is working on something. Appendix N Entertainment has released both Demonology and Deviltry books, and while I want to grab them, I haven't yet. Therefore I'm going to use the one's from Labyrinth Lord's Advanced Edition Companion. You'll find those below and I'll hyperlink back to this post instead of repeating them with each new fiend.
I'm going to try to scour the internet for public domain pieces to represent them.
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Devil's spell-like abilities (unless otherwise noted) function at the minimum class level required to use the similar spell, or as the devil's HD, which is higher. They are usable once each round.
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You're Trapped in a Bag of Holding! is a system agnostic one-page adventure with a name that says it all. The party find themselves in a bag of holding and have to get out. I think you could definite get a memorable session out of this one.
The Sepulcher of the Seven is an OSE adventure for levels 5-7. Centuries ago a half-elf/half-deer centaur led a group against the armies of a fae witch. She succeeded, but in the years since the church has erased the parts of history they don't want taught. In this adventure a party learns the truth of things as they explore a 39-room dungeon. This is a phenomenal adventure and I honestly can't believe it's free. If you want a detailed review of the adventure, check out Questing Beast's.
The Sunken Temple of the Amphibian God is a two page system-agnostic dungeon. In this site-based adventure an amphibian cult has taken over once noble ruins. The first page contains a keyed map and the second describes the rooms in a bit of more detail.Here are some more fun and free/pwyw OSR goodies I've found on itch.io.
The Perpetual Cheese is a pamphlet adventure by TabletobRPG. There is no real plot, per se. It's just a cave complex your party will come across. A group of kobolds have discovered a lost shrine to the Dionysus (the god of cheese and wine in this incarnation). Being master cheesemakers he's gifted them with a perpetually growing cheese culture (which is a cheese culture slime in game terms). Unfortunately for the kobolds a group of kobold-eating dwarves has entered the complex. This adventure sounds really fun and I can't wait to use it. I do think it's odd that the fact the dwarves will eat another sentient is just casually mentioned. Also, the kobolds in this adventure are the more modern little dragons, rather than classic canine-like humanoids. This last point isn't a big deal to me and I'll just reskin them when I use it.
The Place in the Bog is a short one-page low level adventure site made by Skullfungus to be used with most old school fantasy rpgs. The stats are very bare bones. The party is urged to find the source creating spudlings (which I imagine are some sort of potato-based humanoid) This can be a standard hack and slash, though players could also roleplay through this one. I adore the art Skullfungus makes. His style is fantastic!
Finally if you are looking for some unique foes for your OSE games I recommend The Fae Queens and The Nightmare Angels by Pitch Black Lair. The Fae Queens presents three powerful queens from beyond the stars. The come from the Far Realm, though unlike normal denizens of that realm they appear to be quite beautiful. The Nightmare Angels is a similar product overall. It presents three angels. A blazing stone fell from the sky and when it did everyone on the planet had the same nightmare. From this nightmare three angels, inspired by three concepts from the nightmare came into being. Even if you feel like using the background flavor, these are some unique and powerful foes to include in your games.
Here are three free/pwyw Old-School Essential pdfs found on itch.io that I thought were cool and wanted to share.