Eff Around and Find Out- Session 3 of OSE

Last night we had a third round of The Brass Bell of Dunmore.

Players included Stanley, and Ryan of the THAC0rpg blog.

Characters present included Abbyey Softpaws, cleric 3, And Ruben, fighter 3, along with retainers: Lance, fighter 2, Drucilla, magic user 2, and Annie, cleric 2.

The group avoided a TPK because three of their members were wearing plate mail.

After meeting, and deciding to recover the treasure of the coffer corpse, the headed out, having no encounter in the farmland, but two the next day; they met a nameless cursed man with a huge nose and one leg shoter than the other, covered in manure and pursued by bees. This poor unfortunate had shot and killed a sprite and had been repeatedly cursed by a group of its friends.

Later on they met a group of halfings “hunting kobolds” (on a tour of local taverns), and spent the night with them before approaching the brigand’s tower.

After suitable old school saftey measures were taken, they found out that the treasure had been ransacked, cast sleep on some giant rats and dispatched them, and used dead rats and a rope to try and disarm what turned out to be an alarm (tin plates tied behind a barrier of old crates) . The alarm of course notified the goblins living below, who all took defensive positions.

From the storeroom with the rats, they descended into a narrow set of low ceilinged corridors, and found a stairway down, open into a large natural chamber. Unfortunately, they did not check their 6, and once on the stairs, they were in immediate range of goblin archers on the upper tier.

A lone goblin told them, rather Negan like, to drop their weapons and half their shit. When the party opted to “F*ck around and find out” as the alternative, a hail of arrows descended upon them, and they beat a hasty retreat up the stairs, but not before Drucilla and Abbey were each struck.

Plate mail saved the others as they retreated, and ran for cover, only to be flanked by the goblins. Drucila cast protection from evil on Rubin, and Abbey on herself. U fortunately it doesn’t defend against missile weapons, so the cleric was hit again.

There was a lot of whiffing, as the goblins were useless against anything better than AC 3, and Annie sat on a goblin who rolled a 1 and tripped, and beat him to death with his own club. Soon after, enough goblins were killed as to cause those remaining to fail morale and surrender.

They rounded up the prisoners and found them to have been subjected to torture, at the hands of hobgoblins, who also had their families held hostage in order to extort tribute. The hobs were scheduled to arrive the next day, and were ambushed with a pair of sleep spells upon arrival, with the exception of Gimibya, a hobgoblin woman very disappointed with the idea of extortion instead of honest raiding. She defected and will join them next time when they go to raid the hobgoblin lair.

For now, they headed back to the Brass Bell.

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Catgirl Squad for Life

Many of you know that for some time, I have been providing illustrations for Gabor Lux, and promoting his TTRPG supplements, and that time has come to an end. I will no longer be collaborating with him or promoting his products due to a number of transphobic comments he has made.

There are many differences in personal views I will accept from those I work with, but Transphobia and disrespect for the trans community is not something that I consider a differing opinion, but a basic lack of decency.

If you are interested in collaborating with me, you can reach out to me at gwythaint.ny@gmail.com

goblinoids for BX, using the B/X Options: Class Builder

due to my love of point buy systems, and my love of near humancharacters, I have statted up some goblinoid peoples for pC use, using The Welsh Piper’s book

all of these created using BX Class Builder by Erin D. Smale


prime requisite is DX 100

HD: d4 400

Armor: any, limited by size 100

shield: yes 100

weapon limited by size 100

languages: kobold, goblin, common 300

Combat: as Thief 200

Save: as Thief 200

Infravision 60′ 200

Hide in dungeon 2/6 100

Detect stonework traps 2/6 200

find/set/remove traps as Thief 50

Hide in Shadows as Thief 50

Move Silently as Thief 50

Backstab 200

size (small, as halfling) -100

Stronghold: at lvl 5 -500

Max Level: 8 -600

base xp 1150

level 1 0

level 2 1150

level 3 2300

level 4 4600

level 5 9200

level 6 18400

level 7 36800

level 8 73600


prime requisite: DX 100

HD: d6 600

Armor: any, limited by size 100

Shield: yes 100

Weapon: limited by size 100

languages: goblin, kobold, hobgoblin. orc, common 500

Combat: as Thief 200

Save: as Fighter 200

Infravision 60′ 200

Detect stonework traps 2/6 200

Listen at doors 2/6 200

Backstab  200

Max level 8 -600

DX minimum 9 -100

-1 in bright light -100

Stronghold at level 5 -500

smaller size (as halfling) -100

basic xp 1600

level 1 0

level 2 1600

level 3 3200

level 4 6400

level 5 12800

level 6 25600

level 7 51200

level 8 12400


prime requisite ST 100

HD: d8 800

Armor: any 200

Shield: yes 100

Weapons: any 200

languages: goblin, hobgoblin, orc, common 400

combat: as HD 500

Save: as Fighter 500

+1 to hit vs elves 200

infravision 60′ 200

Max level 8 -600

Stronghold at 5th level -500

ST minimum of 9 -100

Basic XP 2000

level 1 0

level 2 2000

level 3 4000

level 4 8000

level 5 16000

level 6 32000

level 7 64000

level 8 128000

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Real Life Gets in the Way: a reason to travel to the West Marches

I have been trying since October to get my old gang together over Google Meet to play a simple game of D&D. The easiest version the rally old gamers around is B/X, so I went with the best version of B/X, OSE. not knowing if my high school chums still had anygaming supplies, I sent them table copies while keeping my hardbacks..

Most of the guys had moved away in the great post college diaspora, and in the ensuing decades, engaged with that thing that dooms most regular playgroups: Real Life.

There is absolutely nothing wrong with jobs, relationships. or families, those things are kind of the point of what being an adult is about. Gaming is supposed to be what is between these things.

I have made three attempts since our last game in November to play, but one or more of the okd group were unable to make it. My oldest friend in the group, a man I have known for nearly forty years, (he was my first DM in my high school gaming club) has always made the time.He and I agreed to a few things going forward: weneed a larger pool of players, preferably other people who were part of our old groups, and secondly to play with whoever shows up.

the best example of that kind of revolving troupe play is called West Marches style after this famous campaign. The primary conceit is that no session ends in the dungeon, and that incoming characters who “know” members of the group can acquire a copy of the campaign or dungeon map and pick up where the others left off.

Peter Dell’Orto runs his DF game this way, as seen on his website

I have triedto model my play by post campaign this way as well, by his example.

Going forward, however I will recruit players, their characters will start in the Brass Bell, a tavern in the war ravaged city of Dunmoore, and make their way out into the empty lands, depopulated by plague and the incursions of the necromancer. Whoever can show will forma group and head forth to adventure, and be back in town before we end for the night.

Maybe I can get a game going this month!

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Baklin, Jewel of the Sea

My primary patron, Gabor Lux has just released a city supplement for 1e/OSRIC, which is readily adaptable to any OSR ruleset, and comes with awesome maps.

The port city is full of intrigue and has several layers of dungeon, with multiple entrances and a variety of inhabitants, from the typical bandits, thieves, goblins, orcs, low rent undead, up to animated armor, trolls and mimics, but also including weirdnesses such as floating eyes, a small army of paladins striving to see every last corpse properly buried, and acollection of doors that lead to strange places.it would be easy to port in Through Ultan’s Door here.

The NPCs have a good selection of interesting magic items and peculiar abities like magic resistance or magical luck.

You can get it here

It is of course, full of my artwork!

as usual, you can support my patreon

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Obulex and more of my art in the wild

Obulex by Denis McCarthy

This was originally drawn for a Troika! project by Christopher Mennell, but I decided to stat it out for OSE.

Mindless, carnivorous, starfish-like monstrosities
that occupy pits. Dwell exclusively
AC 5 [14], HD 8* (36hp), Att 1 ×
swallow (1d6), THAC0 12[+7], MV
10’ (3’) SV D10 W11
P12 B13 S14 (5), ML 12, AL Neutral, XP
1,200, NA 1 (0), TT C
▶ Surprise: On a 1–4, due to stone-like
appearance of upper surface.
▶ Swallow: Affects whoever has fallen into its gullet. A
single attack roll is made and compared
against the AC of the target, the creature’s arms sweep up and push the victim within.
▶ Trapped victims: Cannot move, automatically
suffer 1d6 damage per round.
Can attack the Obulex only if they had a
short weapon (e.g. dagger, short
sword) in hand when trapped.

Treasure is found excreted into the pit in which it dwells.

Art by Mustaffa Bekir

More of my artwork found its way into Warlock! Goblins, including most of the stock art found in my Goblinoids stock art pack. Good Stuff! Fire Ruby Designs just keeps putting out expansions to the Warlock! system, inspired by both Warhammer and Fighting Fantsy gamebooks, and almost all of them have included my artwork. I keep buying them for portfolio purposes, although it would be fun to play.

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OSE session recap 11/16 with the gang

Dramatis Personae

Abbye Softpaws, cleric 3

Lance, fighter 2

Aria Silverwind, elf 2

Drucila, MU 1,  (at end of session, MU 2)

Ashanti, “mercenary”( assassin) 3

Farmer John, normal human

Skeleton, deceased

Ankheg, deceased

The bulk of this evening’s OSE game involved the creation and introduction of a new character, for an old player, Darren, a member of the gaming group that James and Stanley belonged to with me in the late eighties to early nineties.

Also present and observing was a new player, Ralph, who wanted to see how we rolled.

After the party had defeated the coffer corpse last week, Lance had run upstairs to the relative safety of the prison level, and awakened Ashanti (who replaced the minimally defined halfling I had originally had there, and gave the same backstory, having had her party scattered by the coffer corpse and owlbear/ giant rat combo.

Darren was surprised to see how stripped down the OSE assassin was, as they have d4 hp and no longer have open locks (handy for getting to your victim) or any method of concocting poisons as they did in AD&D. I think I will resolve that as a poison saving throw to acquire venom from deceased creatures. He also opted to put his second highest roll into Intelligence; I  will reward that with better information and lore results; the only mechanical effects are more languages.

Once regrouped, a skelly followed them up and was turned.

Both Ashanti and Aria were interested in dealing with what was below…without a light so Ashanti made a series of stealthy rolls and was able to open doors and get next to …something… in the darkness of the crypt level without being seen, but wisely fled rather than engage. Still got xp for this.

Upon her return, Aria impulsively descended, and slew the skelly, but retreated as well.

The rest of the group was preparing to follow, and Lance went with Ashanti to stow his halberd safely in one of the cells so that he could use mace and shield. Ashanti took the occasion to search the cell with the chained skeleton, and opened the secret door there. After acquiring a torch; she entered a tunnel three feet wide and high, and clambered some distance to a rusted grating that served as an escape hatch for the original inhabitants of the tower. Limited by her strength (and a failed open doors roll), she returned to report, leaving the rusted hatch unopened. After an inventory of hit points, they decided to travel to a nearby farm and spend some time healing.

After resting up in the barn, they were able to assist the farmer when a giant insect leapt out of a burrow to eat one of his goats.

Taking time to ready, they fired arrows at it, avoided its acid spit, whiffed at it with a halberd, were missed on a bite attack, and felled it with another arrow and a solid swipe (nat twenty, natural max damage with 18ST) of the polearm and finished a 4hd Ankheg.

They climbed down into its lair, and over about three hours, were able to pry almost a thousand electrum pieces and a silver ring worth 100gp from the walls of its burrow, lined with resin like something out of the Alien franchise. The lawful cleric was kind enough to split some of this with the grateful farmer.

Collectively they bagged a few hundred xp, enough to raise Drucila to level 2. They returned to town to requip and Drucila loaded Sleep into her book from Aira.

Mechanics I will be using going forward: the secret doors roll is ideal for finding needle in a haystack items that involve spotting a specific something in a pile or fully concealed, like a ring embedded in the resinous walls of an Ankheg’s lair, amidst hundreds of coins similarly embeded.

I come back to BX games from many years playing games with skill systems, as have some of my players. I have seen a number of attempts to graft skills onto BX era games that were unsuccessful, but I have seen ways to use existing systems within the games.

For example, there had been a blog that proposed use of a saving throw to represent a class feature that is level and class based; I  believe it was in a post called “Save vs Awesome” that I can no longer find

The gist was that each basic class has a saving throw that they excel at, and that ought be used when a class related action is taken that has an uncertain outcome; wizardly endeavors resolved with a save vs spells, and for our poison using assassin, save vs death for handling and preparing poison… an ability check of that prodigious intelligence could identify ingredients, how best to extract it, and how to forensically recognize its use.

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OSE play session with the gang 10/17

Dramatis Personae:

Abbyee Softpaws, cleric 3;

Lance, fighter 2;

Aria Silverwind, elf 2;

Drucila, magic user 1

Hildegard of the Rolling Downs, halfling?

Janosh, cleric? Deceased

Calvin, thief? Deceased

Ludwig, magic user? Deceased

Derek the Axe, dwarf? Deceased

Owlbear Deceased 

Skeletons, 2 Deceased, 2 turned

Coffer Corpse, deceased

Giant rats, eaten or cowardly

continuing from last week

While in town, there was discussion about manufacturing spell scrolls, which I like to use the Holmes Basic suggestion of allowing Magic users of any level to create them, at a cost in materials of 1d6x100 gp per spell level, but they decided to hold off on both that and the more expensive spell research option.

After resting in town, and requipping their disposables, and upgrading Lance the fighter’s armor to plate, they headed back to the brigands’ tower.

The night before they arrived, there was a screeching  sound while Aria was on watch. Naturally, she woke the others and went out ascouting. Eventually she came upon a football  sized owl pellet. She returned and told the others, who agreed that whatever it was should be hunted down.

I used the secret doors mechanic for tracking, and after getting a little lost, they were able to track it to… the brigands tower.

They geared up, and for some reason, decided against having the fighter use the high damage polearm and had him charge in with a light club and shield. Aria, not knowing its HD, cast sleep at it. Lance pasted it, but was struck badly. Abbyee immediately cured a few points of his damage. Lance attacked it again, the owlbear whiffed, and Aria grabbed her sword while Drucila prepped a molotov cocktail.

Lance, Abbyee, and Aria all hit, and Drucila set it on fire,finishing it.

After surveying the area, and finding two bodies, a crushed dwarf (Derek of the Axe) and a gutted cleric (Janosh), from whose remains they recovered 16 gp, 8 sp and 8 cp, all evenly divided, along with a mace (given to Lance as an upgrade to his club) and a fine looking dwarven axe, engraved with an interlace pattern (snatched up by Aria). Suspecting more missing adventurers, they gutted the owlbear, and happily found only the remains of giant rats.

Keeping with their standard anti-undead procedures of performing proper burials, they buried the hapless dwarf and cleric, and looked for a place to dump the body of the owlbear so as not to attract scavengers. 

When they had last approached this area, it had been raining and dark, on the return they were occupied  with prisoners, so this was their first opportunity to really get the lay of the land.

The former brigands’ lair was situated on a hill with a sheer cliff like drop down to a rocky beach beside a river that flowed south back to town. Aria used her rope and grapple to descend, and spotted two cave-like openings, one about 15 feet up, the other at ground level. Once on the shore, she became interested in a log sunk into the water a few feet from the shore that she soon surmised was a mooring post.

Carefully, without entering the caves, she ascended and reported the area as safe to dump the body without poisoning the river.

They did, and could smell roasting meat all night while they stayed on the upper floor of the tower, sleeping to refresh spells, with the usual guards posted.

For their location (and precautions) there were no random encounters that night, but some of Abbyee’s spells went to heal Lance, who had been hurting. They descended to the ground level and then through the trap door, with the elf leading.

At the foot of those stairs, she was surprised bya skeleton, and stabbed for a small amount of damage, and was able to fire an arrow at it. 

Much planning vs weapon types vs undead gad been going on, but my players have played so many systems that they didn’t know what applied here.

From immediately behind Aria, Abbyee turned the skeleton, which ran off.

They proceeded to the dungeon, where they found another skeleton attempting to stab someone in a cell.

Aria blasted it to smithereens with a magic missile, and they discovered  the famished halfling Hildegard  barricaded within, having spiked the cell door shut.  After giving her a ration, and hearing that there had been 5 in her party, of which three were now accounted for, and that everything had gone south when Calvin had opened the box (a sarcophagus with an effigy on it) and four of the other coffhad opened as well. They asked what she wanted to do,which was to return home to the Rolling Downs, but balked at giving her arrows… and cast sleep on her to make sure that she didn’t do them any harm from behind.  Again, they did not investigate the jail cell with the hanging skeleton, except to notice that it was wired together. 

They descended to the level of the crypts, and posted a guard while Aria investigated a nearby wine cellar/storeroom. Therein she was attacked by the same skeleton that had met previously, and after another light injury, she cut it down with the axe, releasing a little black smoke when she did so. This attracted the attention of 6 giant rats that were nibbling on the stripped corpse of Hildegard’s companion Ludwig. The rats advanced, but failed a morale check upon seeing the party, and retreated.

At this point, a coffer corpse,the nominal boss monster, stepped out of the room, and resisted Abbyee’s attempt to turn it,and proceeded to choke her. Drucila molotov’ed it, scoring low enough damage  as to not invoke its special feature, and then Lance smashed it with his mace. Abbyee, freed from the downed creature, then advanced into the room, stepping over it,and she then turned two skeletons that were advancing from within.… The coffer corpse then arose again like the antagonist of a slasher movie, causing Lance to flee the burning, walking corpse. (The others made their saves) It snatched up Aria by the throat,who chopped at it for real damage, accompanied by the hissing and whispers of black vapor as it was struck, but not enough to put it down for good. Next round she cut it down , but they decided to retreat at this point

Minimal treasure was acquired, due to the strategic withdrawal, but they only returned upstairs and haven’t left yet.

Xp so far was 175 for the owlbear, 30 for the CC, 20 for the skeletons with the ‘rescue’ of Hildegard TBD. So far not enough for Drucila  to advance.

The entirely of their encounters dealt with a restock of the area, using a selection of wandering monsters from the outside area (the owlbear) and a standard table result for a party of adventurers, and added in what the results would be of a few interactions; the thief opened the coffer corpse’s tomb, which released it to choke out the thief, and activated the skeletons, some of which were turned, once the coffer corpse rose again they failed their saves and fled. Two of them ran to the main floor, and died at the hands of the owlbear. The halfling barricaded herself, and the magic user fled to the storeroom to be eaten by rats. (Who stripped him is a question for another time).

  I frequently use captured or otherwise imprisoned npcs as a means of providing in-story means of providing backup characters in case of near tpk.

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owlbear fight by Jim Roslof
coffer corpse by Russ Nicholson

The OSE Characters, GURPSified

As is my perennial obsession, I converted the OSE characters mentioned here into GURPS DF , using both this conversion of mine for low level characters, and Peter Dell’Orto’s DF 15: Henchmen.


100 points for a level 2 fighter

ST13/17 [50] DX 11 [20] IQ 10 [0] HT 12 [20]

HP 13 per 10 will 10 fp 12

T/s 1d+2/3d-1 Basic Lift 34lbs

BS 7.0 [5] Basic Move 6.0 Dodge 10

Parry: 10 Block: 10  DR 6 plate and chain

Damage with light club (1d+3 crush/3d crush)

               With polearm 1d+6 imp/3d+4 cut, becomes unready

[15] combat reflexes +1 to active defenses and recovery from stunning

[-] Striking ST+4 (accounted for)

[-4] unattractive 

[-5] sense of duty:Adventuring companions

[-10]code of honor:soldier’s 

[-5] overconfidence 

[-5] hamfisted 1

[-5] callousness 

[-5] stubborn

[-1]obnoxiously loud drunk

Q: grunts loudly when lifting things, prefers head shots, always wants an armor upgrade,

     Spiderweb tattoo, greedy

Leveling up (25)would be high pain tolerance [10], hp +2 [4] primary weapons +8 pts, 3 more points to other weapons)


Brawling [2] 12

Wrestling [1] 10

Knife [2] 12

broadsword [8] 13

Shield [2] 12

Polearm [4] 12

Axe/mace [4] 12

Armory, melee weapons [1] 9

Sling[2] 10

Carousing [1] 10*

Forced entry [1] 11

Intimidation  [1] 11*


125 pt initiate

ST 10 [0]; DX 11 [20]; IQ 13 [60]; HT 11 [10].

Damage 1d-2/1d; BL 20 lbs.;

 HP: 10 [0]; Will 13 [0]; Per 13 [0]; FP 11 [0]; 

Basic Speed 5.00 [-10]; Basic Move 5 [0].

Dodge 8 Block 9 Damage Resistance: 3 light mail

Damage with light mace  (1d+2)


[20] Power Investiture 2

[24] Turning undead

[5] resistant to Evil supernatural powers +3

[1] Good with spiders


[-10] Honesty

[-5] Sense of duty, adventuring companions

[-10] Sense of duty co-religionists

[-15] greed



Theology [2] 12

Religious Ritual [2] 13

Esoteric Healing [2] 12

Hidden Lore: Undead [2] 13

Axe/Mace [8] 13

Shield [2] 12

First Aid [1] 13

Interrogation [1] 12

Detect lies [1] 11

Diagnosis [1] 11

Exorcism [12 12

Scrounging [1] 12

Search [1] 12

Stealth [1] 10

Climbing [1] 10


Purify food [1] 13

Protection from evil [2] 14

Minor healing [2] 14

Aria Silverwind

125 points

ST: 10 ​[10] DX: 12​ [20] IQ: 12​ [40] HT: 10​ [0]

Thrust/Swing Damage: 1d-2/1d Basic Lift: 24 lbs.

HP: 10 [0] Will: 11 [0] Per: 12 [5] FP: 10 [0]

Basic Speed: 5.50 [0] Basic Move: 6 [0] Dodge: 9 [0] Block 9 Parry 9


[20] Wood Elf (ST-1, DX+1, Basic Move+1, Attractive appearance, Forest Guardian 2 (+2 to Bow, Camouflage, FastDraw (Arrow), Stealth, Survival Woodlands) Magery 0, Sense of Duty to Nature, elven gear is 10% cheaper)

[10] magery 1

[5] Magic Bolt (does 1d-3, ignores armor)

[5] Night Vision 5


[-5] Sense of duty: Adventuring Companions

[-5] Overconfident

[-10] Honesty

[-10] impulsive


 Curious,Wary, Truthful


Bow at DX+3 [4]15^,

Camouflage (E) IQ+2 [1]13^,

Fast Draw (Arrow) (E) DX+2 [1]14^,

Stealth at DX+1 [1]13^ 

Survival (woodlands) (A) Per+1 [1]12^

Shield [1] 12

Shortsword [4] 13

Tracking [1] 12

Meditation [2] 10

Search [2] 12


Foolishness [1] 11, Daze [1] 11, Sleep [1] 11, Mass Sleep [1] 11


ST: 9​ [-10]; DX: 11 ​ [20]; IQ: 12​ [40]; HT: 10​ [0].

Thrust/Swing: 1d-2/1d-1; Basic Lift 16 lbs.

HP 9 [0]; Will 12 [0]; Per 10 [10]; FP 13 [9]

Basic Speed 5.25 [0]; Basic Move 5 [0] Dodge 8 Parry 9

Damage with dagger is 1d-3 impale


[35] Magery 3


[-5] sense of duty: Adventuring companions

[-15]Weirdness magnet

[-10] Low Pain Threshold



Thaumatology [4] 14

Occultism [4] 13

Hazardous materials, Magical [4] 13

Hidden Lore: Magic Items [1] 11

                      Undead [1] 11

                      Magical Writing [1] 11

Natural Philosophy [1] 10

Meditation [1] 10

Knife [4] 13

Throw Knife [1] 11

First Aid [1] 12

Throwing [1] 9


Sense Evil [1] 11

Protection from Evil [4] 14

Lend Energy [1] 11

Recover Energy [8] 15