I kindly received a copy of Cha'alt from Venger. You can grab a copy here.
This is a BIG book. It comes in at 218 pages! I'm always amazed at his work ethic, inspiration just flows thru him.
Here's the elevator pitch:
Cha'alt is the beast of a book (218 pages) I've been working on for the past year. It's a ruined world focusing on a couple of introductory dungeons before getting to the main event - the megadungeon known as The Black Pyramid.
The Black Pyramid is like nothing you've ever seen before. Unique design, purpose, feel, magic items, NPCs, monsters, factions, motives, agendas, strangeness, the works!
There's a decent amount of setting detail besides dungeoncrawling - space opera bar, domed city, mutants, weird ass elves, desert pirates, a city ruled by a gargantuan purple demon-worm, and much more!
Cha'alt is compatible with both old school and 5e D&D purposefully blended for maximum usability. Full disclosure: aside from advantage/disadvantage and bounded accuracy, there isn't much in the way of 5th edition mechanics. It's predominantly OSR.
Venger has included his own rules Crimson Dragon Slayer D20 within the book. As well there is a pdf for Pregens and old school feats / skill-sets and background details.
Knocking the layout out of the park is Mr. Glynn Seal From Monkeyblood Design (whose done a pile of work for Venger, and he's won an Ennie for his setting The Midderlands!) Damn I love the map on page 65.
Interior Art by Monstark, Yannick Bouchard, Brent Schreiber, Dan Brown, Paul Carrick, Luke Oram,
Matthew Bailey, and Slappy. Additional images licensed from Adobe Stock. I gotta say the art is fantastic! And it's what you expect from Venger's releases. Inspiring.
This book as the description states is a setting book/megadungeon. There's a nice over view of the world, all of the strange factions, a cantina that's in the middle of a desert (filled with patrons).
Venger loves to include random tables into his books, there's a pile of them! Including a handy chart for ability scores, typical +/- found in different iterations of D&D. I probably should have noted this earlier, this is a OSR/D&D book. You could technically run it with other systems (most OSR stuff is pretty easy to convert). Alternatively you could pull a pile of inspiration from this book, and run with your own version of the Black Pyramid and Cha'alt.
There are six awesome factions detailed in the book. A crap ton of new monsters for your players to contend with.
Example: A ga'athrul is what we on Earth would describe as an alien dinosaur. They are massive creatures living in the wasteland, vying for territory and resources…such as delicious humanoids.
Also Gigantic Spider-Droids!!!!!!!!
An incredibly detailed city, with lots of random tables! KBrae’andeuamthek City of the Purple Demon-Worm. (About the only thing that I`d really give Venger a dig at, is the names of things in his books. I can`t pronounce em! That of course is not Venger`s fault. And Honestly KBrae’andeuamthek sounds a lot cooler than Waddingtonsforth... or something).
Excerpt from the city details: Periodically, the Purple Demon-Worm priesthood imbibes hallucinogenic drugs. So,all but the High Priests and Ipsissumus are easily distracted and/or misled by a clever ruse.
The Black Pyramid: There's so much going on within this pyramid! Each room is almost a vignette unto itself. There's weirdness, there's fruit! there's death around pretty much every corner. This place begs to be explored.
I really dig the map style. It`s these oddly triangular rooms with passages between them.
Here`s a few excerpts from the dungeon.
Videodrome: Black robed humanoids are abusing and humiliating each other as cameras record the
degradation. The leader has black crosses drawn all over his face, neck, and hands. There are certain individuals within the Sect of Kara'as who've been exiled to this room for worshiping Ara'ak-Zul. They call themselves The Order of The Black Trapezoid. This is where they live.
Chartreuse Sphere
The yellow-green line of illumination running along the top of this room perfectly matches the color of the glowing sphere that hovers in the center of this small room.
All told there`s a 111 rooms in this creepy assed pyramid!
This book will bring you years of craziness and gaming.
The book was printed at Friesens (which is super cool, as it's really close to my actual home, and they do really good work!).
Quoting Prince Of Nothing in the afterword:
Running Cha'alt is not about control, accuracy, or preparation. It’s not a series of
encounters that requires a delicate balance of character classes, feats, and consumables to
circumnavigate successfully.
If you only ever buy one book of Venger's, buy this one! - Shane
(Note: it's a great idea to buy the others as well, there's some amazing wonderfully covered pages of purple slime, with strange androids and gonzo weirdness within Venger's catalog).
Showing posts with label O5r. Show all posts
Showing posts with label O5r. Show all posts
Sunday, November 24, 2019
Thursday, March 22, 2018
Dead God Excavation - Review
First thing that came to my mind when I read the title was "Who in their right mind would want to dig up a dead God?
Obviously +Venger Satanis!
Here's the publisher blurb:
All in all this is a pretty solid starting point adventure, there is enough text and flavour to get you going, but not too much that it starts to feel like a railroad. And of course the whole thing is filled with the general weirdness and gonzo that we have all come to expect from Korthalis publishing. I'm almost wondering if its worth challenging Venger to write something straight up? Nah..
If you have a copy of the The S'rulyan Vault II I think this adventure would go hand in hand with it!
As usual there is some great mind blowing art in the book, and the design is well laid out by +MonkeyBlood Design (Glynn Seal) who always does awesome stuff!
Obviously +Venger Satanis!
Here's the publisher blurb:
Dead God Excavation is a short adventure for characters between 1st and 3rd level. I happen to think it's perfect for kicking off a gonzo, eldritch, science-fantasy campaign. If you incorporate this into your "session zero"... respect, hoss!
This scenario was written for Crimson Dragon Slayer (including some new rules for clerics), but everything can be easily converted to your OSR system of choice.
The layout is sick! But there's also a printer-friendly version for those who are intimidated by such lurid hues (or who want to print it out). Just to make you aware, the pagecount includes the cover, two decorative pages, and a page for the credits. It's a densely coiled micro-adventure... beyond gorgeous demon-haunted sandbox! YOU CAN GRAB IT HERE.
First things first, I have to say I really appreciate that everyone of Venger's releases has a printer friendly version. This is handy, because I still print things off when I run adventures, I haven't wrapped my head around using a tablet or laptop while GMing.
The adventure starts off with a few rumours to set the stage. The one I liked was that the adventurer's have heard of ancient treasures and have come to possibly get wealthy and adventure! Simple enough to install the players in the game world. I should note, that I am probably going to run this module is some form. My first thoughts are somewhere in the desert of Mystara. Quite possibly as a 5e one shot. In the notes at the beginning of the adventure it is suggested to run it as a "session one funnel", while that is a grand idea, I wouldn't be able to pull it off with the 5e group I have. Mostly for "character development" reasons. None of which have anything to do with the packaged material. Onward!
Once upon the scene things start to liven up. There are a bunch of interesting NPCs with really good motives. The NPCs alone can get you going on different adventure ideas.
There is a super cool table with a variety of effects when touching the Alien Metal.
Once upon the scene things start to liven up. There are a bunch of interesting NPCs with really good motives. The NPCs alone can get you going on different adventure ideas.
There is a super cool table with a variety of effects when touching the Alien Metal.
This whole adventure has a demonic/alien/god thing going for it. It's sort of like if you took expedition to the barrier peaks and mashed it up with Call of Cthulu. Actually that's not a half bad idea! The one thing this adventure lacks is a detailed map of the inside of the tomb. Now obviously there's a ton of great resources out there for maps, here's a good spaceship one you can use: http://paratime.ca/cartography/sf_spaceships.html
As a side note, Venger if you need a map you can always tag me man, I'd be happy to try it out!
Prior to entering the tomb there's a nifty table called "Strange Occurrences" here's the text prior to the table. (it gives me the willies)
As a side note, Venger if you need a map you can always tag me man, I'd be happy to try it out!
Prior to entering the tomb there's a nifty table called "Strange Occurrences" here's the text prior to the table. (it gives me the willies)
Strange Occurneces table:
This is not simply the inert interior of a giant container full of deceased demonic deity, but an ultra-telluric biosphere somewhere between reality and the place where dead gods dream. For every 15 minutes spent exploring, roll once on the following random table to determine what strangeness occurs....All in all this is a pretty solid starting point adventure, there is enough text and flavour to get you going, but not too much that it starts to feel like a railroad. And of course the whole thing is filled with the general weirdness and gonzo that we have all come to expect from Korthalis publishing. I'm almost wondering if its worth challenging Venger to write something straight up? Nah..
If you have a copy of the The S'rulyan Vault II I think this adventure would go hand in hand with it!
As usual there is some great mind blowing art in the book, and the design is well laid out by +MonkeyBlood Design (Glynn Seal) who always does awesome stuff!
Good stuff!
Monday, January 15, 2018
So I was thinking about D&D and then ADHD kicked in.
Yesterday when I got up I started thinking about D&D (like every friggin day). In between coffee and skyrim I started re-reading the 5e DMG. At some point in time I may have to take a turn DMing 5e again. I started looking thru some of the options in the back, just to see what I could do. My guess is that it would be a one shot, however it's always good to have a backup "campaign" outline just in case. Considering we have 4 DMs in the group, this may not be an issue for me.
Campaign Ideas:
Wuxia style campaign with Aliens. I was skimming the Oriental adventures book at the same time.
Western Marshes style campaign: Read more info here. Using Blackmarsh.
Jakandor: Would be super nifty, however since we are running around an island currently it might be a bit too similar.
If we have to stick with Faerun, running Al Quadim or the wuxia thing in whatever part of Faerun that works might be an idea.
Alternatively (and what I will probably do) is not do any actual world building other than a brief sketch. Create a small hex map with 3 or 4 adventure locations, plant a town on the border and leave it at that. I really don't want to do typical high fantasy bs though. There is a bit in the DMG about campaign styles, and the last paragraph is sort of "the whole kitchen sink", that's the most appealing to me. Samuari's, Aliens, Flying airships, barbarians.
As I've said before I wouldn't mind creating new character classes, and races and or sticking with the basic ones. The only issue is the players. And I know it's "My campaign" but its still gotta be fun. If someone gets annoyed because they can't play their fav tiefling warlock/warrior hybrid, that's no fun.
Whatever the case, what I end up with is going to be deadly. I'm throwing CR's out the window for the most part. You goto the hext with the big ugly dragon. Good luck.
In one of +Samwise Seven RPG videos he talks about throwing out Charisma as a stat and using the sanity rules. This seems like a wonderful idea. I"m in agreement with him that making deception checks are boring with a dice roll. I'd rather RP it out.
Event Based Adventures:
This whole idea seems very railroadey and not very O5R. I'm sure when I was younger I was writing event based adventures, and it does seem to be a good idea for Fifth edition. I may take a crack at it for the sake of argument.
Alright so obviously this is a whole bunch of random ADHD this morning.
This week i get to play in a blueholme game with +God Emperor Leto II which is going to be FUN!
The return of the blue baron is coming along! Check it out here:
Happy Gaming!
Campaign Ideas:
Wuxia style campaign with Aliens. I was skimming the Oriental adventures book at the same time.
Western Marshes style campaign: Read more info here. Using Blackmarsh.
Jakandor: Would be super nifty, however since we are running around an island currently it might be a bit too similar.
If we have to stick with Faerun, running Al Quadim or the wuxia thing in whatever part of Faerun that works might be an idea.
Alternatively (and what I will probably do) is not do any actual world building other than a brief sketch. Create a small hex map with 3 or 4 adventure locations, plant a town on the border and leave it at that. I really don't want to do typical high fantasy bs though. There is a bit in the DMG about campaign styles, and the last paragraph is sort of "the whole kitchen sink", that's the most appealing to me. Samuari's, Aliens, Flying airships, barbarians.
As I've said before I wouldn't mind creating new character classes, and races and or sticking with the basic ones. The only issue is the players. And I know it's "My campaign" but its still gotta be fun. If someone gets annoyed because they can't play their fav tiefling warlock/warrior hybrid, that's no fun.
Whatever the case, what I end up with is going to be deadly. I'm throwing CR's out the window for the most part. You goto the hext with the big ugly dragon. Good luck.
In one of +Samwise Seven RPG videos he talks about throwing out Charisma as a stat and using the sanity rules. This seems like a wonderful idea. I"m in agreement with him that making deception checks are boring with a dice roll. I'd rather RP it out.
Event Based Adventures:
This whole idea seems very railroadey and not very O5R. I'm sure when I was younger I was writing event based adventures, and it does seem to be a good idea for Fifth edition. I may take a crack at it for the sake of argument.
Alright so obviously this is a whole bunch of random ADHD this morning.
This week i get to play in a blueholme game with +God Emperor Leto II which is going to be FUN!
The return of the blue baron is coming along! Check it out here:
Happy Gaming!
Thursday, December 28, 2017
A review of Player's Handbook Like A Fucking Boss
This is a grab-bag of fantasy goodies for use with O5R roleplaying games. That means everything from Basic D&D, AD&D, all the various retro-clones, systems similar but not identical (like Crimson Dragon Slayer), and 5th edition.
Primarily, Player's Handbook like a Fucking Boss is meant for players (duh, just look at the title). Contained within these occasionally dark, humorous, gonzo, Lovecraftian, high, and low fantasy pages are useful character suggestions, awesome bonuses, radical deeds, sneaky skills, random tables, XP sweeteners, life-lines, and get out of jail free cards that will hopefully bring balance to the force (but will most likely just spread untold chaos and evil throughout the galaxy).
If dying seems too easy (as it should be), these tools could save your miserable, gutter and dungeon strewn life! If you love bards, get this. If you hate bards with an unnatural purplish passion, then you really need to get this!
Here's my thoughts (pardon the swears):
Even though this fucking book is called a "player's handbook" there are a ton of awesome resources for DM's as well! The book is technically system neutral, although it leans towards old school games that use polyhedral dice. As is the case with everything that Venger puts out, the layout and artwork is fucking fantastic. I originally downloaded the printer friendly pdf and read it the other night, (which btw is a wonderful thing to add as an extra in the downloads section), but flipping thru the actual pdf, the whole thing pops! The amazing +MonkeyBlood Design (Glynn Seal) was on it!
The book is filled with tables, charts, and interesting ideas for old school (or stripped down 5e games) for players. For instance my players always have fucking trouble coming up with a name. Well there's a excellent table for that!
There is a cool table for basically what "sign" you are born under, which of course gives extras to players. It reminded me of Oblivion (the video game) where you get little bonus's depending on the month of your birth (beats the crap out of being a Cancer anyways). My only issue at first was "k wait there's only 8 entries for months, aren't there 12 months". However when you look closely some of the months last longer that Earth's typical 30,31 day cycle. And why shouldn't it? I mean we are talking about fucking fantasy world's here!
The "stranger things" table is similar to the trinkets table in 5e, however it has the wonderful fucked up Venger twist to it. "this table is a list of items, abilities and weirdness to start your adventuring career". This table is getting printed out and put in my DM binder next to my character backgrounds table (d100 mildly plausible backgrounds for old school characters).
I thoroughly enjoyed the table for naming magical weapons. This is another table that I will start using on a regular basis. option 1, player: "I hit it with my plus three axe", option 2: "I unsheathe Zod Bjorn Crushing Blow" fuck that is fantastic!
Some of the background mechanics presented here will also be of use to me (I'm guessing as time goes on in a session). The dishonor & infamy and "did you bring it" tables specifically.
The book comes in at 33 pages, and there are little nuggets of things on every single page. As a DM/Player you don't have to use every single table. Heck you might only use one, maybe another character will use a few of the options. The thing I like about this book, is if I was say going to run a basic old school game it adds a nice little spice to it. However it doesn't make my old school game all new and fandangled like a 5e game. As an example I use adv/disadvantage in my old school games, because it makes thing's fun. I enjoy the flip flip that can occur. I don't use it all the time however, only when situations dictate. The same goes for some of the fun tables in this book.
I agree with +Eric Fabiaschi on the following point (take from Eric's review here).
What the hell did I just read?! At thirty two pages this was way too short of a book. Venger is a solid writer & designer who needs to settle down & do more writing & designing. This is a three & a half or four star book because of the fact that I was expecting more from a book with the title Player's Handbook Like A Fucking Boss. This book seems to be a catch all of random tables & PC options for players with a few solid random tables and it seriously needs a lot more expansion before it hits the four or five star territory.
As a somewhat side note, I really do like the idea of O5R. I would be very curious to see the outcome of a book (set of rules) if someone locked Venger in a basement with the 5e SRD for a month. His version of the game, would be super fucking cool!
Player's handbook like a fucking boss is going to be sitting on my gaming table in the near future. If you like weird things, random tables, excellent naming resources, interesting fucking mechanic ideas and you play elf games with fucked up dice, this book is for you!
Get it here:
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