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The Fen Orc Almanac 2020

24/3/2020

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Over the last couple of months I've created a half dozen scenarios on this blog, which have met with a warm reception (or at least, not outright hostility). They were originally part of my promotion of Forge Out of Chaos RPG, but they track my growing engagement with OSR RPGs - especially Holmes Basic D&D. So it seemed like a good idea to adapt these scenarios specifically for D&D (non-denominational and retro-clone) and put them in a document on drivethrurpg.

It's called the FEN ORC ALMANAC 2020.
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Click the image to go to the publication

But aren't all these scenarios freely available on the blog? Well, yes, they are. But...
  1. I've tidied them up and formatted them and made the file "pay what you like" so if you enjoyed the blog version, you can download a prettier and more accessible version without having to pay more
  2. I've added to them, creating more varied player backgrounds, NPC interactions and possible conclusions, so if you choose to pay you're getting something extra for your money

The Crypt Bell Chimes gets a general shake-up, adding more descriptive text, clarifying the motives of Ulurok and the tomb-robbers and making it clearer how and where the Lichkeys are used. The Cult of the Lichkeepers gets some emphasis, as well as a sharper Egyptian theme (along with the renaming of some NPCs). A rumour table gives players more contextual knowledge of the Crypt and its occupant. The main addition is a set of backgrounds for PCs who are members of the Cult, creating the potential roleplaying conflict when the scenario's religious debate becomes apparent.
I've also added an epilogue, considering how the Cult reacts to the players' discoveries and choices, which easily leads into a sequel if the PCs defy or extort the Cult then go on the run, pursued by vengeful Undead.
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Return to Deadman's Isle gets the most revision: understandably, since it's a sandbox wilderness adventure. I introduce rumours about the Island and a set of backgrounds/motivations for PCs, giving their reasons for mutinying against Cap'n Redmayne and their feelings towards him. These motives are linked to opportunities to 'level up' as the story unfolds.

The Island itself gets more detail, with a random encounter table liked for a mechanic for handling PCs going 'off trail' and cutting across the mountains or jungles. There's much more descriptive text for Redmayne and the plot introduces his dead wife's Ghost to create a more emotional climax. I've renamed the Sea Monster after the Luska of Caribbean legends.

The Vampyr's Wedding didn't need as much revision. As with the other scenarios, I've added rumours and PC motivations and again I've linked these to opportunities to level up during the story and some emotional crises at the end for players to roleplay - as if that race against the sunset wasn't tense enough already without PCs betraying each other and being struck dumb with grief.

These additions create an entertaining love triangle around Ilsa Gellhorn as well as secret motivations for some PCs, with some wishing to become vampyrs and others hiding their tainted family history.
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Bury My Tusks At Broken Jaw was the most popular of the scenarios based on page traffic and likes. It already contained rumours, PC motivations and opportunities to level-up based on roleplaying. There's much less to do here!

Nonetheless, I've clarified Cockatrices and Penanggouls and the powers and tactics of the Jembalang. There's more descriptive text, especially for the Greenseer.

The scenario has complicated timings, with events taking place by day or night based on the order players tackle their objectives, so these get more explanation and simplification.

The Inn of the Cold Companion was the most unusual scenario of the set. It doesn't need much additional material - the whole point is that you don't know where you are or the background to the Inn - but it needed more explanation to help GMs deliver the plot in a well-paced way. The episode with the 'Undead Patrons' gets the most revision.

One criticism of the scenario was that the climax relied too heavily on combat. A big change has been to explore the identity of the Cold Companion and offer advice to GMs if the players try to resolve things non-violently. Sharp-eyed readers will not a few name changes. These are purely symbolic and anyone who can explain the link to Hamlet gets a gold-plated 'No-Prize' of their very own.
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Bring Me the Heart of Finbar Forkbeard was my favourite scenario of the six. It was already pretty developed, but I thought its unusual structure (with the PCs eavesdropping on a set of NPCs going on a dungeon adventure) benefited from more descriptive text and GM advice.

This is another scenario that doesn't need rumours of PC motivations (it's all about the NPC motivations at the end of the day) but the role of the monsters Gerald and Carrie gets clarified and there's more descriptive text for the final showdown with Olaf the Black.

This feels like a fine way of delivering those scenarios in a 'finished' format. Yes, the old references to Forge have been excised but the advice for GMs for using Basic D&D/AD&D or various OSR retro-clones has been given priority. Perhaps, with the current crisis taking shape, I'll find myself with a lot of time on my hands to write more scenarios! I pray we're all here for Fen Orc's 2021 Almanac - take care of yourselves.
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    30 Minute Dungeons
    The Coney-Cliff Crypt

    Bring Me the Heart of Finbar Forkbeard

    The Inn of the Cold Companion

    Bury My Tusks at Broken Jaw

    The Vampyr's Wedding

    Return to Deadman's Isle

    The Crypt Bell Chimes
    Essays on Forge
    Bestiary of the Banal

    Some Enchanted Magic

    A Kind of Attack Magic

    Divine Magic

    Going Shopping

    Skillful Pilots

    Crunching the Numbers

    Reviewing Forge once again
    FORGE Reviews
    The World of Juravia

    Tales That Dead Men Tell

    The Vemora

    Into the Golem-Master's Workshop

    Beyond the Door to Monster Mountain
    OSR REVIEWS
    Dragon Warriors
    Warlock!
    Best Left Buried
    Return of Zenopus
    Necropolis of Nuromen
    Blueholme & Bluehack
    Beneath the Ruined Wizard's Tower
    Hidden Hand of the Horla
    City of Karan
    Dread Crypt of Skogenby
    The Ruined Tower of Zenopus
    White Box
    The Barbarian
    The Necromancer
    The War Smith
    The Demonist
    Expanded Lore 3
    Psionics
    The Detective
    The Houri
    Expanded Lore 2
    Expanded Lore 1
    The Illusionist
    The Assassin
    The Ranger
    Trauma rules
    Death rules
    RPG Hack
    Upon a Midnight Dreary
    Hell Hath No Fury
    The Ghost Hack
    Requiem for the Ghost Hack
    Future Projects
    Blood Hack
    BLUEHOLME
    Blue Hack Barbarian
    Necropolis of Nuromen
    Oaths Not Lightly Sworn
    The Desolate Wedding
    THROUGH THE Hedgerow
    Sowing the Seeds of Nemesis
    Go Gentry Through the Hedgerow
    A World Without Violence
    Buggebers
    Through the Hedgerow We Go
    Vampyre Hack
    Vampyres with a Y
    Bride of the Vampyre Hack
    Here Comes the Bride
    Spawn of the Vampyre Hack
    KULT TAROTICUM
    "Banned in Sweden!"
    Session 1
    Session 2
    Session 3
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    Fen Orc

    I'm a teacher and a writer and I love board games and RPGs. I got into D&D back in the '70s with Eric Holmes' 'Blue Book' set and I've started writing my own OSR-inspired games - as well as fantasy and supernatural fiction..

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