Showing posts with label Oriental Adventures. Show all posts
Showing posts with label Oriental Adventures. Show all posts

Wednesday, 7 December 2011

Oriental OSRIC PC Race: Hengeyokai

Conversion Notes: Removed alignment restrictions for certain sub-races. Changed the speak with animals ability so that it only works with animals of the same species the Hengeyokai can take the shape of. Allowed Hengeyokai to generate families of their own. Raised racial charisma limit from 17 to 18. While in Hybrid form, the character can no longer use armour, clothing, equipment or other items not specially designed for use in his hybrid form other than weapons. Increased the Drake's Dex modifier to -3 for game balance purposes- Drakes have too many advantages otherwise. Had trouble figuring out why Dog was listed twice on the animal tables (Dog and Raccoon Dog- the "Tanuki" native to Japan). Realized that the "Dog" entry actually referred to Tanuki and inferred that the "Tanuki" entry actually referred to Badgers (as the two terms are sometimes confused).

Hengeyokai Characters:

Hengeyokai is a catch-all term for several shape-changing races found throughout the Oriental D&D setting, often existing on the fringes of human society. They exhibit a natural curiosity that often drives young Hengeyokai to spend several years among human society, learning and experiencing all they can of human society. Their shape-changing ability is entirely a natural feature of their race. Hengeyokai are not lycanthropes in the sense that their shape-changing condition is caused by a disease or racial curse. Their activity is not dependent on lunar phases. They cannot heal wounds by shifting between forms. They cannot transmit their shape-changing ability in any way except to pass the condition on to their children. Nor are they especially vulnerable to silver or magical weapons - at least, no more so than any human.

Hengeyokai belong to any one of a number of sub-species and may often be confused for shape-changing spirits such as the evil Hu Hsien. Consequently, several species of Hengeyokai (fox and rat Hengeyokai in particular) are intensely distruted by humans unable to distinguish them from similar shape-changing spirts. They are frequently attacked on-sight by humans once their dual nature has been revealed. Others, such as the Tanuki (Racoon-Dog) Hengeyokai are often mistaken for spirits of a more mischevous, but no less unwelcome, nature. Consequently, those Hengeyokai sufficiently fascinated by humanity to move amoung mankind for any given period of time would be well advised to kep their racial abilities hidden from their neighbours as much as possible.

Due to their position outside human social structures as well as their somewhat chaotic nature, Hengeyokai are extremely limited in their class selections. Nor do they take on positions of power in human society at name level, for they have neither the patience nor the inclination to rule over humanity. Good aligned Hengeyokai may appoint themselves the protector of a given location or human settlement, however, and expect very favorable treatment in return. Hengeyokai do not acquire followers in the manner of human, spirit-folk or Korobokuru characters. Even if their chosen class would normally permit it.

Common Racial Abilities:

Shape Change: All Hengeyokai possess three forms: their human form, a hybrid form and their animal form. The particular animal form is chosen at character generation and cannot be altered thereafter. Damage, AC, movement rate and stats for the character while in their animal form are outlined in the table below. The character can change forms only once per day per character level. This means that a first level character who changes form from human to animal one day, will not be able to change back to it's human form (or adopt the hybrid form) until the next day.

Changing form is a full round action during which the character can do nothing else. Armour, clothing and equipment do not transform with the character, however. The character must make provisions for the storage and transportation of his gear while in animals form. Armour, clothing and weapons not especially made for the hybrid form may not be worn or used when the character is in hyrbid form. However, in hybrid form the characters hands remain sufficiently human as to use weapons, rings, etc without penalty.

Animal Form: When in animal form, the character appears as a normal animal. Since this is a natural rather than a magical transformation, the characters true nature cannot be detected by spells that detect magic or illusions save for spells such as Wish or True Seeing. In animal form, the Hengeyokai has the  movement rate, abilities, AC, attacks and damage of the animal as shown in the table below. In animal form, the Hengeyokai gains 120ft Infravision and the ability to speak with all normal animals of the same species as his animal form. Given the limitations of animal intelligence, such conversations are likely to centre around the presence of food/predators, weather etc. The animal will not be able to divulge complex information regarding human society or even reliably identify one human as opposed to another. The character retains his ability to understand other, non-animal languages, but cannot speak any language other than his animal language while in animal form.

While in animal form, the Hengeyokai may not case any spells or use any weapons, armour or other items of equipment (with the exception of armour specially made for their animal form). While in animal form, the Hengeyokai has fewer hit points than normal - only 1/2 their usual number of hit points (rounded up). Hit points lost in one form are carried over point for point to the next. Thus a 24 hit point character would normally have 12 hit points in animal form. If, however, he had already lost 8hp, then his animal form would have just four hp left, not 8. A Hengeyokai cannot change to his animal form if doing so would leave the character on 0hp or less. A Hengeyokai reduced to 0hp in his animal form is dead. He does not bleed and then expire at -10 as would other characters (although he expires at -10 in his other forms as usual).

Hybrid Form: When in hybrid form the Hengeyokai appears as an anthropomorphic version of his animal form, standing on two legs (or fins) and with functional hands and arms. A Hengeyokai cannot fly in hybrid form, even if his animal form would allow him to do so. Otherwise the Hengeyokai retains the general features of his animal form including fur, scales, wings. tail etc. In hybrid form the Hengeyokai can speak with animals of the same species as his animal form and can communicate normally with other humanoids. In effect, the Hybrid form character can speak any language he knows. He retains the 120ft infravision of the animal form and can use weapons as normal. He cannot, however, wear any armour, items or other equipment that has not been specially designed for his hybrid form. The Hybrid form has a base movement speed on 120ft and swims as a normal human. Even carp hybrids require air to breathe. Carp Hybrid-forms do not have the ability to breathe water. Hegenyokai in Hybrid form as easily identifiable as being something other than human -even when wearing bulky or concealing clothing. Hybrid form characters may cast spells and otherwise use their class abilities as normal.

Human Form: While in human form a Hengyokai is, mechanically and physically, a normal human character with the exception of one or more minor distinctive features related to his animal form -such as a sharp nose or round, fishy-eyes. To all intents and purposes the character is a human. In this form, the character looses the ability to speak with animals but retains the ability to understand what an animal of the same species as his animal form is saying. Like the animal form, this form is not magical in any way. It is not an illusion. A Hengeyokai in human form cannot be identified for what he is using any magical means short of a wish or True Seeing.

Stat bonuses: Each Hengeyokai sub-type gains different racial bonuses to stats in accordance with the aforementioned table. Characters who wish to be Hengeyokai must have stats that fall within the racial minimum and maximums described below AFTER racial modifiers are applied.

Languages:
Hengeyokai speak their own racial language, the common trade tongue and the court tongue. They do not gain bonus languages for high intelligence scores. They may speak with normal animals of the same species as their animal form while in animal or hybrid forms.

Permitted Class Options:
Residing as they do entirely outside the normal caste structure of the oriental adventures setting, Hengeyokai characters are limited to the following classes: Shukenja, Kensai, Bushi, Wu Jen. If demi-human level limits are in use then the Hengeyokai may advance to 8th level as a Shukenja, 6th level as a Kensai, 9th level as a Wu Jen and unlimited level as a Bushi. If the level-limit are not being used then Hengeyokai suffer a 15% XP penalty for the purposes of advancement in level.

Multi-class Restrictions:
Hengeyokai characters may multi-class as Bushi/Wu Jen or Shukenja Wu/Jen.

Movement Rate: 120ft

Racial Limitations:
If the characters maximum and minimum ability scores do not fall within these limits after racial modifications then the character cannot be Hengeyokai.
Strength: 12/18
Dexterity: 9/18
Constitution: 12/18
Intelligence: 12/18
Wisdom: 12/18
Charisma: 12/18

Hengeyokai Animal Form Stats and Stat Modifiers:
Animal Form    Damage    AC    Movement     Fly      Swim    Stat Modifiers
Badger                 1-6         9                 90ft        n/a     n/a       +2Str, -2 Wis
Carp                      n/a         7                n/a        n/a      120ft    +1Wis, -1Str
Cat                        1-3         9             120ft        n/a      n/a       +1Dex, -1 Wis
Crab                      1-3         8               30ft        n/a      60ft      +2 Str, -2Cha
Crane                    1-2         9               60ft        120ft   n/a       +1 Wis, -1 Dex
Drake                    n/a         7               60ft        120ft    90ft     +1Cha, -3 Dex
Fox                       1-3         6              150ft        n/a       n/a      +1 Int, -1 Wis
Hare                      n/a         5              180ft        n/a       n/a      +1Wis, -1Str
Monkey                n/a         6               120ft        n/a     n/a       +2 Dex, -2 Wis
Tanuki/Dog          1-6         9                120ft        n/a     n/a       +1 Con, -1 Int
Rat                       1-3         5                  90ft        n/a    n/a        +2Con, -2Cha
Sparrow                 n/a        3                  30ft      150ft   n/a       +2Cha, -2 Con

Thursday, 24 November 2011

Oriental OSRIC PC Race: Korobokuru

Conversion Notes: I changed the modifiers for magic and poison saves to +1 for every 3.5 points of constitution to bring this racial ability in line with OSRIC dwarves. Exchanged the level limits for the bushi class and the barbarian class. If most Korobokuru are Barbarians, it doesn't make sense for them to be limited to level 10 in that class but at the same time have unlimited advancement as a Bushi. Added the yari to list of permitted weapons as the background material in OA explicitly states they favor the weapon despite it not being on their list of permitted pole-arms.

Korobokuru:

The Korobokuru have been driven deep into the wild places of the world by the enchroachment of man. They reside in isolated villages and nomadic camps in remote areas of considerable natural beauty, frequently moving on when human settlement begins nearby.

Though many Korobukuru are hostile to the humans who scorn them and drive them from their homes, others, perhaps unwilling to leave the ancestral spirits of their race to the care of humanity, live in human lands still. Some even strive to become samurai.

Korobokaru stand approximately four feet in height, with arms and legs somewhat larger proportionately than humans. Their body hair is thick and course. Many sport unkempt, leonine hair or tangled beards. Their appearance is considered somewhat unkempt in the eyes of the more "civilized" oriental peoples.

Culturally, their society is considered far less advanced than that of their human neighbors. They subside through hunting, farming and fishing. What little art they produce is considered somewhat crude and artless. Their culture is considered somewhat "backward" as a result. Even those who live among humans are rarely afforded the same respect offered to a human of comparable status. Indeed, they are considered rude, pugnacious and even somewhat comical by the rest of world but, in particular, humanity.

Korobokaru tend towards chaotic or neutral alignments. They can be Barbarians, Bushi, Samurai or Wu Jen. Most are Barbarians. Their preferred weapon proficiencies include the yari, horse-bows, blowguns, shortswords, hand-axes and (when they can get them) wakizashi.

Korobokuru player characters should generate a family as per the normal rules for family generation.

Summary of Racial Abilities:
  • +1 Strength, +1 Constitution, -2 Intelligence.
  • +1 to saves vs magical rods, staves, wands or spells for every 3.5 points of constitution
  • +1 to saves vs poison for every 3.5 points of constitution
  • 120ft Infravision
  • 66% chance to identify any normal plant or animal.
  • +1 bonus to attack rolls vs bakemono, goblins, goblin rats and hobgoblins
  • -4 AC Bonus vs attacks from giants, oni, ogres, ogre magi, and titans
Restrictions:
  • Due to size limitations, Korobukuru cannot use the no-daichi (2 handed-sword). Nor may they use any polearm other than a naginata or yari. Cannot use any bow other than a horse-bow.
Languages: 
Own tribal language, Common, Spirit-Folk, Hengeyokai. They do not know any alignment languages (assuming these optional rules are used) and may not learn any additional languages regardless of their intelligence score.

Permitted Class Options: 
Korobokuru may belong to the Barbarian, Bushi, Samurai or Wu Jen classes only. If samurai, they must serve a human master. If the optional non-human level limits are in use, Korobokuru can advance to level 10 as a Bushi, level 7 as a Wu Jen and level 6 as a Samurai. If the optional level limits are not in use then it instead costs a Korobokuru character 10% more experience points to advance to it's next class level.

Multi-Class Restrictions:
Korobokuru may multi-class as a Barbarian/Wu Jen.

Movement Rate: 90ft

Racial Limitations:
If the characters maximum and minimum ability scores do not fall within these limits after racial modifications then the character cannot be a Korobokuru.
Strength: 8/19
Dexterity: 6/18
Constitution: 12/19
Intelligence: 3/15
Wisdom: 3/17
Charisma: 3/16

Wednesday, 23 November 2011

Oriental OSRIC: An Oriental Adventures Conversion Project

Over the next few months, it's my intention to go over as much of the old Oriental Adventures-related gaming material as possible and "convert" it (or rather, update it) to OSRIC. I'll be looking at old Dragon Magazine articles as well as OA rulebooks, adventures and even the Forgotten Realms Kara-Tur releases. An ambitious project, but one that I hope to handle in a number of bite-sized chunks. Once I have enough material prepped I'll probably start a new blog dedicated to Oriental OSRIC and move the whole project over there. But for the time being, this blog will be my usual work-space.

I'll be concentrating on adopting material concerning pseudo-Japanese (rather than pseudo-Chinese or Mongolian) settings first and other Oriental Materials later. What I won't be doing is re-working any of the second edition concepts such as class kits or any material published for 3rd ed -though I'll still be mining such things for ideas. I'll also be concentrating on mechanical info more than setting info. You won't for example, see me converting all the sand-box material in BA-1 Sword of the Daimyo to OSRIC. After all, what would be the point? There's nothing there that needs converting. Useful cultural information, on the other hand, might be worth while including.

My original plan over the new few days was to work out conversations for the OA classes to OSRIC rules. Or rather, tidy up the presentation a little given that they don't really need much in the way of conversion at all. Fabian over at Bladesharp has already down a great deal of the work in this regard by converting several classes to make them compatible with Labrynth Lord. I like his re-work of the ninja, turning them into a proper "single" class rather than the "multi-class" option they were originally designed to be. Though I'm sorely tempted to ask Fabian for permission to simply re-post and slightly modify his material, in the interests of both fairness and completeness, I'll probably just do my own write-ups of these classes as well.

Basically the classes I intend to make available to PC's in the campaign (and hence, convert to OSRIC) are the following:
  • Barbarian
  • Bushi
  • Kensai
  • Monk
  • Ninja
  • Samurai
  • Shukenja
  • Sohei
  • Wu Jen
  • Yukuza
All from Oriental Adventures itself. I also intend to look at the following classes from other sources:

  • Sumotori (Sumo Wrestler) From Dragon magazine 157 (two options)
  • Geisya From Dragon magazine 121
  • Genin (a ninja sub-class) from Dragon Magazine 121
The Sumotori were originally presented (in two versions) as an NPC class. I'd like to re-work them into a playable PC class, without so many of the class obligations that limit their utility as adventuring types. The Geisya is listed as an NPC class, mostly, I think, because it is somewhat lacking in abilities. I'll need to add a few new class abilities wholesale to make the class playable. Perhaps borrowing some from the Bard and Houri classes? Finally, the Genin were an attempt to make the Ninja a single-class character. It's worth looking at while I re-work the ninja, but it's not really worth using as written.

Finally, there is one class (from Dragon 164) the Paio Shih (dart wielding guards) which I may or may not convert depending on how I feel after re-reading the article.

Finally, here's a list of the articles and supplements I am (presently) aware of that might have material worth converting:

Dragon Magazine Articles:

Oriental setting: 
"Armor of the Far East"                                             31(23)  0D&D
"Arrows of the East"                                                146(80)  D&D1
"...And a Step Beyond That"                                    122(20)  D&D1
 "Step Beyond 'Shogun', A"                                      122(18)  D&D1
"Life and Death of a Castle, The"                             121(32)  D&D1
"Sun Dragon Castle"                                                 121(45)  D&D1
"Righteous Robbers of Liang Shan P'o"                     54(16)  D&D1
"Lords of the Warring States"                                   167(77)  D&D2
"Chinese Undead"                                                       26(20)  0D&D
 "Cham Fau and the White Tiger Monastery"           351(46)  D&D3
 "Cities of the Ages: Edo"                                         292(60)  D&D3
"Oriental Adventures Class Combinations"             289(80)  D&D3
"Chinese Dragons"                                                     24(8)  OD&D
"Dweomered Dragon Scales"                                   308(39)  D&D3
"Ancestor Feats and Martial Arts Styles"                315(64)  D&D3
 "Update: Oriental Adventures: Eastern Flavor"     318(39)  D&D3
"Geisya, The"                                                          121(38)  D&D1
"Genin, The"                                                           121(42)  D&D1
"Japanese Mythos, The"                                            13(11)  OD&D
"Earn Those Heirlooms!"                                        151(22)  D&D1
"Humanimals"                                                         266(40)  D&D2
"Lords & Legends"                                         123(42)  D&D1
"Soul-Swords & Spirit-Slayers"                     198(82)  D&D2
"Specialist Fighters"                                               310(36)  D&D3
"Other Orientals, The"                                           189(28)  D&D2
"Soldiers of the Law"                                             151(18)  D&D1
"Righteous Robbers of Liang Shan P'o"                 54(16)  D&D1
"Bazaar of the Bizarre"                                           40(44)  D&D1
"Bazaar of the Bizarre"                                         126(50)  D&D1
 "Bazaar of the Bizarre"                                        181(30)  D&D2
"Hand-to-Hand Against the Rules"                      139(58)  D&D1
"Art of Kuji-in, The"                                            342(84)  D&D3
"Flying Feet and Lightning Hands"                     161 Or 164(11) D&D1
"Playful Phoenix Fist V Four Scholars Boxing"  289(76)  D&D3
 "Flying Leaps, Deadly Silks"                              289(60)  D&D3
"Pressure Point Attacks"                                      336(103)    D&D3
"Warriors of the Animal Fist"                              319(68)  D&D3
"Marshalling the Martial Arts"                            122(46)  D&D1
 "Matter of Style, A"                                            326(99)  D&D1
"Menagerie of Martial Arts, A"                           127(48)  D&D1
 "New Kicks In Martial Arts"                              136(66)  D&D1
 "New Martial Arts Styles"                                  309(62)  D&D3
"Things Your Sensei Never Taught You"          164(14)  D&D2
"Iron Path, The"                                                  303(54)  D&D3
"Monk Styles"                                                    330(90)  D&D3
 "Variant Fist"                                                    310(40)  D&D3
"Wordly Styles"                                                 334(89)  D&D3
"Metered Style, The"                                         337(97)  D&D3
"Psychic Boxing: Psions of the Orient"            308(62)  D&D3   
"There Are No Generic Black Belts"                160(70)  Top Secret
"Mongols: History, Weaponry, Tactics, The"     36(31)  --
"Thunder and Fire: The World of the Kaiju"    289(66)  D&D3
 "Ecology of the Kappa, The"                           151(14)  D&D1
  "Dragon's Bestiary, The"                                151(28)  D&D1
"Ecology of the Yuan-Ti, The"                         151(32)  D&D1
"Voyage of the Princess Ark, The"                   160(41)  BD&D
"Whaddaya Mean, Jack the Samurai?"             121(16)  D&D1
"Ninja: Masters of the Silent Shadow, The"     318(24)  D&D3
"Black-Clad Assassins"                                    289(36)  D&D3
"Historical Ninjas"                                            351(86)  D&D3
"New Improved Ninja, The"                              30(13)  D&D1
"Ninja - the DM's Hit Man, The"                       16(7)  OD&D
"Art of Kuji-in, The"                                        342(84)  D&D3
"Shadow Way, The"                                         255(50)  D&D2
"Silent Warriors"                                              289(46)  D&D3
"Shadow Way, The"                                         255(50)  D&D2
"Other Orientals, The"                                     189(32)  D&D2
"Elements of Surprise"                                     354(86)  D&D3
"Oriental Opens New Vistas"                          104(20)  D&D1
"Born To Defend"                                            164(26)  D&D2
"Soldiers of the Law"                                       151(18)  D&D1
"PC Portraits"                                                   289(126)          --
"Samurai Vs. Knight: Who Would Win?        323(42)  D&D3
"Samurai"                                                             3(25)  OD&D
 "Samurai: An Honorable NPC, The"                49(18)  D&D1
"So, You Want To Be a Samurai?"                  195(10)  D&D2
"Samurai! Honorable Designer Speaks"            36(14)   Samurai
"Warriors of the Animal Fist"                           319(68)  D&D3
"Oriental Sea, The"                                           130(64)  D&D1
"Arcane Lore: Magic From East To West"      130(16)  D&D1
"Wards Against Evil"                                       133(40)  D&D1
"Where There Is One Sumotori..."                   157(32)  D&D1
"Art of D&D, The"                                   309(38)  D&D3
"Chinese Undead"                                              26(20)  OD&D
"Lords of the Warring States"                          167(77)  D&D2
"Weapons of the Far East"                                 32(6)     --
"Campaign Classics: Oriental Adventures"      229(54)  D&D2
    
Oriental Adventures/Kara-Tur:

10321e Forgotten Realms: Kara-Tur, the Eastern Realms
20181e Oriental Adventures
21152e Monstrous Compendium Kara-Tur appendix
91641e Swords of the Daimyo
91861e Night of the Seven Swords
91951e Ochimo- The Spirit Warrior
92031e Blood of the Yakuza
92421e Mad Monkey vs theDragon Claw
92572e Ronin Challenge
9258 2e Test of the Samurai
9307 2e Ninja Wars
9402 2e Kara Tur Trail Map


Additional:
2nd ed Forgotten Realms Horde Box-Set
2nd ed Complete Ninja's handbook
Sengogku Roleplaying Game
3.5 Oriental Adventures
OSRIC Unearthed
Dungeon Magazine issues.
If anyone see's anything not on this list that you think might be useful, please don't hesitate to let me know.

Monday, 14 November 2011

Oriental Adventures/Masks of Nyarlathotep Update

SANDBOX:
 After some humming and hawing as to whether or not I should simply create my own pseudo-Japanese nation from scratch or else borrow one of the maps for Kazakura from the Oriental Adventures box set, I've finally settled on a third option. Frankly, I'm just going to use a map of Japan complete with original province names and the names of major cities as my starting point. Runequest Ninja (a very fine supplement by the way if you can find it) provides an excellent map of the Provinces as they stood in the (I think) Tokugawa period.

This has the added advantage of allowing me to incorporate various Japanese geographical myths into the campaign world -for example, the legend of a pit leading directly to the Buddhist Hell in Izumi province makes Izumi the perfect stand in for one of the major adventure locations in Masks of Nyarlathotep.

However, rather than simply call the country founded on these islands Niwon or Nihon and use an "alternate earth Japan", I'm going to incoporate them into my home-brew campaign world, Edarnia and call them "Hisui no Shima", the  Jade Islands. Fortunately I've already established that Edarnia has an Underworld as well as dark, utterly alien Cthuluesque Gods even older than the Primordials who created Edarnia.  On top of that, the game world also has as well as a malevolent force of non-life known as the "Corruption (amoung other names)," an excellent stand-in for the Taint from L5R. However, I like the sound of "taint" so it looks like the corruption has acquired another cultural-cetnric name. I'll be tracking (and using) taint points in the same manner as Insanity points are used in Call of Cthulu, with the added bonus that an increasing taint score also results in increasing physical mutation. Hmm, echoes of Ravenloft here as well perhaps?


RELIGION:
Rather than having the traditional view of two main Japanese religions that exist concurrently and in relative harmony, Jeido Shoto will have just the one, the Hundred Million Kami. The religion will be mostly Shinto based, but will include a great many Buddhist elements. The main reasoning for this decision is that it will reduce the number of concepts a gamer unfamiliar with Japanese culture will have to adapt to. Hopefully, given how closely Shinto and Buddhism were integrated in Japanese culture, it won't be too big a change for the Japan-buffs in the group either.

AUTHORITY:
It might seem odd (and in fact, probably is given that I chose to simplify the religious situation on Jeido Shoto) but rather than going with RuneQuest Nija's recommended triumvirate of power (Emperor-Retired Emperor-Shogun) I'll be going with the puppet Emperor, Retired Emperor, puppet Shogun, Shikken model from later Japanese history. Although this power structure shouldn't feature too much in the Mask's campaign, I'm not putting so much effort into a campaign setting just to use it one campaign. I expect to get my mileage out of Hisui no Shima.

GREATER ASIA:
I've still to come up with names for the setting's analogue of China, which will be a major trade-partner and which will provide many NPC's and at least one adventure setting during the Masks campaign. However, Mongolia is easy enough. I'm taking the name "Burning Lands" from the L5R setting, which works well enough for me, and I'm going for it.

EZO:
Ezo, the northern-most of the Japanese Islands, was not particularly settled until the 15th century. Except by wako (pirates) renegades and Ainu (the indigenous inhabitants of Japan). Ezo seems to be an ideal stand-in for the Shadowlands of L5R , the Chaos Wastes of the Old World, the Blight of the Wheel of Time and about a dozen other settings combined. So that' what I'll use it for. The interior of the island will be a blighted wasteland of volcanic cloud, ash and a gateway to the Hell of the Hundred Million Kami. The coastal areas will be habitable, and home to a few hardy samurai clans and their retainers as well as a great many bands of ronin, wako and other renegades.


Thursday, 10 November 2011

Converting Masks of Nyarlathotep to Oriental Adventures:

As mentioned in a previous post, I was considering published campaigns that I could adapt to the Legend of the Five Rings setting for my second, much smaller, group. The one that essentially meets as when I have the time and can be bothered, as opposed to the weekly earth-shaker game.

Kelvin Green, genius that he is, suggested reworking Masks of Nyarlathotep. An awesome idea that I leapt on. I had just finished converting the first chapter, originally set in New York, to work in L5R's City of Lies when I had a revelation (inspired by the excellent blog Ramblings of a Great Khan): Why the hell am I bothering to convert this awesome campaign to L5R, a game system my players have never used, when I can just use OSRIC flavoured with 1st ed AD&D Oriental Adventures?

So, over the next few days you'll probably come across a number of Oriental Adventures themed posts. Nothing to do with my efforts converting the campaign module itself, I'm afraid. After all, my group has to play through it first. Mostly I'll be taking the mounds of racial and character class information in OA and re-presenting it in a more user friendly format. Last night I had to read through the Samurai class information three times to work out how many starting proficiencies they had.  The “OSRIC” Oriental class artciles will therefore be nothing new or original (with the possible exception of the ninja. I might re-work that class entirely) just a rehash of existing material. Mostly for the benefit of my players, it has to be said, but hopefully there will be something useful in there for you too.

I'll also post maps and a brief key of my version of a fantasy Japan. Though the campaign won't be set in either OA's Kara-Tur or L5R's Rokugan I'll probably use elements of each lifted wholesale from the original. The starting city will still be called Ryoko Owari. It will still be a “hive of scum and villainy” but it wont be Rokugan's Ryoko Owari, apart from a few key locations. I also anticipate building in an area based heavily on L5R's Shadowlands. Blood Magic will also feature heavily (it shouldn't be too hard to work up rules for Blood Magic in OSRIC). So look forward to seeing articles about these over the next few weeks.

Anyway, that's it for me just now. I'm coming down with could be a winter cold. So I'm off to hop under my duvet with a mug of hot toddy and try to beat this thing down before it has a chance to take hold.