Showing posts with label OSR Setting. Show all posts
Showing posts with label OSR Setting. Show all posts

Monday, August 28, 2017

Adventure Seed: The Village of Nusquam

In my recent campaign, I had to come up with a reasonably sized village to base my players out of. I've planned out several starting adventures meant to take the characters from levels one to four. Should the players wish to stay in the area longer, I've planned for the possibility of expanding on their earlier missions.


As a starting "base of operations", Nusquam, had to have the basic necessities needed to support the player characters. They'd need an armorer and weapon smith, a temple for clerical support, a shop to purchase material components for spells, and a tinkerer's shop for those hard to find specialty items (cough cough.. lockpicks). By leaving several buildings uncommitted, there is room for the addition of other needed service providers as necessary. Should the characters require unusual items or services, there is the possibility of traveling merchants and tradesmen.

To help the players, should they become stumped or require guidance, I've included the venerable sage, Grisvaldor. He plays a central part in the campaign as quest giver, advisor, and as means of getting wayward PCs back on track.


As envisioned, Nusquam, is near a trading route, but out of the way far enough that pesky critters can cause problems, and morally ambiguous NPCs can plot questionable deeds without invoking the immediately wrath of the kingdom's military.

Village of Nusquam - Artist "hornbook1776" from Reddit
Right Click on picture and Save for larger map

How do you pronounce Nusquam? The locals have settled on saying, Nus-kom or Nus-ka. In Latin, "nusquam" means, "nowhere" or "not anywhere".

The map is left intentionally un-keyed to allow the Game Master to place NPCs and businesses where they feel like. In my experience, personalization is important in adding verisimilitude to a location. Each GM should make every adventure their own, never running something straight out-of-the-box. Several key NPCs are included to help get the ball rolling, but feel free to rename them or change them in any way you wish.


Notable NPCs

Grisvaldor - Sage and wizard. Lives in a unique little cottage down by the end of town. Locals say he is a retired adventurer, a bit peculiar, but trustworthy. He has come to the defense of the village more than once over the years, but usually serves in an advisory role to the village elders.

Throdan - Dwarf blacksmith, armorer, and weapon smith. Can reasonably identify common magical weapons and armors, though items with a "curse" appear normal. Throdan's daughters take after their human mother and are quite buxom, and flirtatious, a fact that keeps the blacksmith wary and suspicious of handsome young adventurers.

It is a known fact that nobody but Throdan is strong enough to lift and carry his anvil. It is not a known fact that this is accomplished by a locking mechanism installed under his anvil that prevents anyone else from lifting it. This secret has helped keep loose peckers in their owner's knickers and out of his daughters'.

Brother Timmer - A rather homely, but charismatic parish priest. Though a non-adventurer, Timmer has access to up 2nd level spells. He is knowledgeable about the local Druids is suspected of taking part in their seasonal festivals, which conveniently involve wearing masks and hoods during the celebrations.

Bernadette - Apothecary and herbalist. Bernadette is vivacious woman, of indeterminate age. She has access to minor healing magics, and there are whispers that she is a druidess. She and, Brother Timmer, are friendly rivals for the well-being of the villagers, and can often be seen discussing religion and local traditions in public. Many suspect the two are lovers, but everyone respects their privacy and would never spread malicious rumors.

Spell components for most common spells from 1st to 3rd level can be purchased from her. She carries enough components, per week, for the casting of any one particular spell two or three times. She will stock more at the request of  regular customers.

Binks - Binksy, as he's commonly called, is the local tinker and mechanic. He keeps the local grist mill running, and fixes mechanical device both great and small. Mistaken for a small human, Binksy is actually part-gnome. He has most of the skills of a 3rd level thief, but does not practice larceny.

There is no "guild" in Nusquam, but Binksy can help hook a character up with some connections "in the city".

Dargo - Barkeep and innkeeper. Once a pirate of some small repute, he retired to run the local tavern after he won it in a honest card game. He's tough, but fair, and quick with a joke or information as needed. He makes a practice of giving free room and board in the common room to PCs that don't cause trouble, in exchange for their help keeping trouble out of his business.

Thursday, July 13, 2017

Adventure Seeds: The Mid-Land Keep of Lord Horach

As the Player Characters' fame and fortunes have grown, so too have their reputations for dealing with troublesome matters. A recruiter, from out of the Mid-Lands, has heard of their exploits and approaches the characters about a job. It seems that a growing danger has reared its ugly head, the dead have returned from their graves to plague the lands of the living, and the players are needed to help end this menace.

Lord Benedikt Horach, a man known for his faith to the gods and a most hospitable host to tradesmen and travelers alike, has been dealing with the outbreak of minor undead for several months now. At first it was a few isolated incidents, but soon grew into a more serious problem of small clusters of undead wandering in packs across the countryside. His human troops have proven themselves in combating the outbreaks, but the threat still grows, with no relief in sight. To this end, Lord Horach has sent out recruiters to find men and women, possessing special skills and abilities, in order to seek out the source of this unholy scourge and put a stop to it.







The layout of Lord Benedikt Horach's keep has been provided to give the PCs a base from which to operate. The Mid-Land Keep is the nearest major stronghold for days in any direction, making it a center for trade and services. A small village, with a recently erected wooden palisade, lays at the foot of the hill upon which the keep sits. Details of the village and its NPCs are left up to the DM.


Suggested NPCs



Lord Benedikt Horach - Veteran of the Border Wars, he is a trained and experienced knight. Though not as physically powerful as he once was, he is as good once as he ever was. Lorded for his service to the Crown, Lord Horach has long been a benefactor and protector of the Mid-Lands.

Sir Ector, Captain of the Guard - The son of Lord Horach's squire, Justanine, from the wars, he has risen through the ranks to himself be knighted by his lord. It is his constant drive and vigilance that has seen his men survive in the struggle against the undead. He does not welcome the PCs, but sees them as rivals. Loyal to Lord Horach, and in love with Quin Anne, he hopes to prove himself to Benedikt and win her hand in marriage.

Quin Anne - Daughter of Benedikt Horach, and lady of the castle. Quin Anne, is of average beauty, but her quick wits, vivacious personality, and fair treatment of others, has won the hearts and loyalties of her father's people. Though not a trained warrior, Quin Anne is an accomplished rider, master of the bow, and very skilled huntsman. She loves Sir Ector, who frustrates her constantly with his need to "prove himself worthy and win her hand". If she didn't have the responsibilities of the castle, she'd have kidnapped him and eloped already.

Scrödd - Though seemingly the least of the defenders of the castle, he is small and misshapen from a childhood incident. Scrödd is both clever and resourceful. Sir Ector will place Scrödd in charge of the "guests" (the PCs) as a gesture meant to insult, but the players will soon realize that they have been given a valuable resource and font of information. Quin Anne is very kind to Scrödd, and sees him for the bright young man he is, she suspects his injuries were sustained while saving her life from falling off the castle walls as a child.


Adventure Suggestions:

The recent undead consist of skeletons and zombies. They are animated by a powerful necromantic force that makes them a bit tougher than normal. All of them appear to have been partially feasted upon before their reanimation.

Skeletons - Arrows and other small projectiles are of no use against the skeletons, as are small hand weapons.

The zombies can be taken down, but do not stay down unless their heads are removed or damaged severely. Any player taking the precaution of using a half-action to crushing their skulls while they are temporarily down will succeed automatically, otherwise they regenerate health (not body parts) slowly (1 hit point per round) and rise again in the same combat.

Necrobites - Once a monastic order of monks (not the martial arts kind), living in a monestary several days ride from Horach's keep, they have been overtaken by the Necrophage. They now live in a system of caverns and mines, serving the will of their unholy master. They still retain their spell-casting abilities, but have since turned evil. Any spell using characters that are killed by the Necrobites, will quickly return as a Necrobite NPC themselves.

The Necrophage - An unholy plague, spread by creature calling itself Ordo. This plague has taken hold of most of the monks, turning them into Necrobites. Those that are not transformed are then consumed for food, or reanimated as skeletons and zombies.

Ordo - A creature from beyond the world of men, it came to earth as a comet, burying itself deep upon arrival. It has slept for millennia, until recently uncovered by dwarven miners, who all perished to the creature's ravenous appetite. Ordo can not walk under the sun, and remains in the caverns. The details of this horror are left to the DM. It is suggested that Ordo be played in the background for awhile, to provide a long reaching antagonist to the PCs. The Necrobites will draw the PCs away from Ordo, and appear to be the culprits.


Special Thanks:

I wish to give a special thanks to Hussein Horack, for allowing me to use his original drawing. I had to do a slight photo re-edit because the chapel was accidentally drawn backwards.. Something I hadn't noticed until the artist himself pointed it out.

You can view more of his work HERE, on his DeviantArt page.


Free PDF Download:

Want to download this article in a free PDF file? Click HERE.

Friday, June 30, 2017

The Elephant Tower of Hindrah

Hindrah the Magnificient, Hindrah the Everlasting, many were the titles of the ancient Valley of Hindrah, now all but lost to living memory. Once a prosperous city state, ruling over a mount-locked valley, ancient Hindrah was once a great military and economic force. The armies of Hindrah fielded thousands of elephants trained for war, fueled by the precious silver and opal mines of the city state. For hundreds of years, the rulers of the Opal Throne, governed unquestioned and undefeated in the Mountains of Hindara, until one day.. it simply ceased to exist.  Expeditions, sent by neighboring kingdoms, could find no trace of their cousins. The valley entrance, the magnificent bridge, everything, had simply vanished overnight. Adventurers, seeking after fabled riches, either returned empty handed, or not at all.

That was centuries ago...


The fabled Elephant Tower, rumored to stand guard over the bridge leading to the Valley of Hindrah.
The Valley of Hindrah, and the magnificent Opal Throne, are for you, the enterprising Game Master, to create. To get you started is the Elephant Tower, a quick little setup that should get players interested in exploring the legendary ruins of this mysterious vanished kingdom.

Cartography by Dyson Logos



Thursday, March 9, 2017

What? Another Hyborian Campaign?

Conan the Barbarian 1982 - Artist: Ernie Chan

Anyone who has been gaming for awhile is probably aware of the many attempts by GMs to bring the world of Conan the Barbarian to tabletop. Some are successful, many are not. Commercial releases are a mixed bag, even when well done, because licensing considerations often limit what can and can not be included in the printed materials. Home made efforts often lack quality control and can be a jumble of gems hidden amidst a tangle of bad writing. Like others, I already pay too much money to bring new material to my games and I don't have the time to rummage through someone's personal notes to translate them into something I can use.

I'm glad to say, David Baymiller, has once again already done the dirty work and shared some ready to use, clear information on his Hyborian Campaign. 

Saturday, February 11, 2017

A New OSR Setting: The Haunted Valley

David Baymiller, good friend and fellow OSR content author, has released a new series, The Haunted Valley. A supernatural and mystery campaign setting, inspired primarily by Clark Ashton Smith's Auveroigne,  Hammer Horror films of the fifties, sixties, and seventies, the film Brotherhood of the Wolf, and probably a bit of Dark Shadows as well.


The series begins with the setting, then locations within the setting, mysteries and rumors to start you off, and finally encounters and threats found within the Haunted Valley.



Haunted Valley: Locales and Villagers of Geron





UPDATE: Some more materials added to  The Haunted Valley Setting (as of 3-1-17)

The Haunted Valley: The Infernal Emissary

The Haunted Valley: NPC Statistics

The Haunted Valley: The Curse and the Tower