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

Sunday, March 1, 2015

Bringing the OSR Superstar Competition to an Incomplete Completion

I've thought long and hard on how to bring the OSR Superstar Competition to a successful conclusion at this point, and I don't see a simple solution.

So, I'll have to be satisfied with a simple ending, and call it with the four top finalists in place. No final round, no grand winner.

Yeah, anti-climatic as all shit, but at this point, any conclusion to this would be anti-climatic.

The four top finalists will split the final cash prize, the 2 boxed sets will be randomly awarded to 2 of the final 15, and 4 the final 15 will have some mapping goodness coming from http://squarehex.myshopify.com/.

Is it the finish I had planned on? Nope. Neither was 2014 the year I had expected.

I'll be reaching out during the upcoming week to get the necessary info to award the prizes.

I appreciate the work everyone put into their entries. There was some amazing creativity that the judges and I read.

The next time someone makes a suggestion like this to me in the future I'll make sure to have my head examined before answering ;)

Monday, July 14, 2014

OSR Superstar Final Round Entries - Due Date Pushed to July 20th

I literally don't know if I'm coming or going this week. If nothing else, it will be one hell of a ride. That being said, I won't be looking at much email this week (and I'll be blogging in those magical moment "in between") so I'm pushing the due date for the final round of entries to Sunday, July 20th at 12PM NYC time. At this point, I haven't been told I'm working the coming weekend - but this could be subject to change top.

Some recaps:

Your mission (assuming you are one of the 15 qualifiers from the Second Round of the OSR Superstar Competition) is to:

1 - Complete the map below. You may use the hexed version or the "clean" version.

2 - You must "stock" the dungeon level using the OSR ruleset as you see fit. I advise using a "clone", as all entries will be published in a free PDF under the OGL. You can use whatever "D&D Clone ruleset you desire, but you must identify the ruleset you are using.

3 - The magic item that you qualified with in the First Round must make an appearance in your adventure.

4 - The creature you qualified with in the Second Round must make an appearance.

5 - Entries must be submitted to the email OSRdotSUPERSTAR at that gmail thing no later than midnight, July 15th, 2014. If you are unable to scan or digitally prepare your map, contact me at the above email and we will make arrangements. There will be no extensions. You have 30 days from today, at which point the judges will be given the entries to judge.

List of the 15 that made the cut:


1 - Gavin Norman
2 - Shane Knysh
3 - Eric Branstad
4 - Gus L

5 - Diego Nogueria
6 - Jason Reilly
7 - Eric Tresure

8 - Erin Bisson
9 - John McCollun
10 - Tony Mullins
11 - Legion McRae
12 - David Brawley
13 - Jon Hiesfelter
14 - Joel Davis
15 - Nathan Irving

and those awesome +matt jackson maps:






Sunday, June 15, 2014

Final Round of the OSR Superstar Competition Kicks off Now!

Your mission (assuming you are one of the 15 qualifiers from the Second Round of the OSR Superstar Competition) is to:

1 - Complete the map below. You may use the hexed version or the "clean" version.

2 - You must "stock" the dungeon level using the OSR ruleset as you see fit. I advise using a "clone", as all entries will be published in a free PDF under the OGL. You can use whatever "D&D Clone ruleset you desire, but you must identify the ruleset you are using.

3 - The magic item that you qualified with in the First Round must make an appearance in your adventure.

4 - The creature you qualified with in the Second Round must make an appearance.

5 - Entries must be submitted to the email OSRdotSUPERSTAR at that gmail thing no later than midnight, July 15th, 2014. If you are unable to scan or digitally prepare your map, contact me at the above email and we will make arrangements. There will be no extensions. You have 30 days from today, at which point the judges will be given the entries to judge.

Just 9 of the 15 Second Round qualifiers have emailed me at the above address. Those 9 will be emailed over the next day or so to verify where they want their prizes sent.



Monday, June 2, 2014

The Maps For the Final Round of the OSR Superstar Completion (Final Round Kicks Off Officially Next Week)

This is not the official kick off of the final round. That will happen next week. These are, however, the maps that the final 15 competitors will be working to finish off and stock up. Those that wish a head start may have at it. They will have 30 days once the final round officially launches to submit their entries. As such, there will be no extensions to the submittal timeframe for the final round.

The finished map will need to include the competitor's qualifying magic item and monster entries amongst the encounters.

For those of you that wish to play along at home and aren't in the Final 15, there will be an open round after we have our OSR Superstar winner sometime around the middle of the summer. The prize(s) for the open round are fame and fortune thus far, but should be fun anyhow ;)

They can choose to use the gridded map or the ungridded map as they see fit. Maps donated by +matt jackson



Round 2 Winners of the OSR Superstar Contest Are...



The delay in announcing the winners of the 2nd round of the OSR Superstar Contest is all on me. Work and life in general has been hectic as all hell.

All that being said, we do have winners to announce ;)

15 entries (with ties) made the cut.

The first 4 entries as placed by points awarded by the judges win $25 each - either via Paypal or RPGNow credit - their choice. There may be an additional prize for 1st place in the 2nd round - I need to go through the prize list again.

Qualifiers 5 thru 7 will each get $10 RPGNow gift certificates.

Qualifiers 8 thru 15 will each get $5 RPGNow gift certificates (we had ties for 8th place)

I'll be covering the cost of awarding the RPGNow credit to the expanded qualifying list.

1 - Gavin Norman
2 - Shane Knysh
3 - Eric Branstad
4 - Gus L

5 - Diego Nogueria
6 - Jason Reilly
7 - Eric Tresure

8 - Erin Bisson
9 - John McCollun
10 - Tony Mullins
11 - Legion McRae
12 - David Brawley
13 - Jon Hiesfelter
14 - Joel Davis
15 - Nathan Irving

The winners need to contact me at osrDOTsuperstar at that gmail thing - put the name of your monster entry in the subject header so i know it's you ;)

I'm heading out to NTRPG Con in less than 2 days. I probably wont be awarding prizes until I return a week from today. The next and final round of the OSR Superstar Contest won't kick off officially until next week some time and the 15 finalists will have 30 days to submit their entries.

Congrats to all who entered.

Monday, May 12, 2014

So Close I Can Taste it...

I have the judges' votes from round 2 of the OSR Superstar Competition, I just need to tally them, break ties and award prizes. I was hoping to sit down and grab and hour or two to do so and write up the post (which doesn't write itself on the commute or the crapper as 95% of these posts do) but Mother's Day weekend had a mind of it's own.

If I don't get it done tonight, Wednesday night would be the night (tomorrow night I'm at a reading for my sister's debut novel, The Hollow Ground). Free time is at a premium, as I have temporarily inherited responsibility for a second unit at work, so free time is at a premium (literally - I'm working overtime to keep my head above water in both of my units).

Oh, and I need to write up a eulogy between now and noon on Friday for my detective that was lost to cancer in January. Public speaking is not my cup of tea.

So that's where we are.

Send in the Clones! Where are the Clones? There aught to be Clones! (Paranoia flashback, but applicable)


Saturday, April 12, 2014

OSR Superstar Competition - Round 2 Entries Close at 1159 PM Sunday

We're still waiting on about a dozen of the 1st round winners to get their monster entries in.

1st Round prizes are still going out and will hopefully complete tomorrow (but I'm off thru Tuesday, so yes, they will be done soon).

List of 1st round winners are here and here.

Sunday, April 6, 2014

OSR Superstar Round Two Reminder - We Need Your Monsters by Friday, April 11th at the Stroke of Midnight



Last day for the first round winners to get their monsters in for the second round of the OSR Superstar Competition is Friday, April 11th. edit:  moving it to Sunday, 1159 pm eastern time - the beauty of a 4 day weekend ;)

Swords & Wizardry is the default ruleset.

The email address to submit to is the same as before.

First round prizes will got out as soon as OBS's site stabilizes. I'd hate for the credit (and the Crypts & Things Bundle) to get buggered.

Top 7 Round One placers

The 34 others that made the cut

email for the above to enter is at osrDOTsuperstar at that gmail thing

edit - this round is only 1 entry per qualifier - so we should see 41 entries if I recall correctly ;)

Wednesday, March 26, 2014

Here's the 34 Other Entries in the OSR Superstar Contest that are Moving on to the Second Round

Here's the list of the other entries that made the first round cut of the OSR Superstar Contest and are moving on to the next round. I'll have my staff pick 13 random numbers between 1 and 34 in the morning and I'll post the results tomorrow (this is to decide who gets the $5 RPGNow GCs and the D30 PDF)

Folks, if you made the list, start thinking about designing a new monster for Swords & Wizardry. Stat blocks, background, ecology, tactics - whatever makes your entry the best. Entries will be open until April 9th. We should be seeing 41 amazing entries ;)

As for the items listed below, we'll see them in more detail over the coming days.


Jason Reilly - Bow of the Grasslands

Mark Bober - The Lode Rod

Davis Brawley - The Jester Laugh

Tony Mullins - Beguiler's Eye

Jon Hiesfelter - Custodian's Conchitic Cover

David Chato - Crown of the Kobold Kings

Chri Nail - Sword of Kelnova

Legion McRae - The Choir Armor

John Owen - Staff of Spoken Words

James MacKenzie - Leaper's Lanthorn

Reginald McReynolds - Grave Digger's Shovel

Ed Hacket - Ghoul's Tongue

Eric Treasure - Lamp of Radiant Dispersion

Mark Clodi - Fantastic Rest Stone

Alexander Davis - Band of Oaths

Joel Davis - Deceptor

Gavin Norman - Mother Amulet Locket

Tim Snyder - Rune Eraser

Shane Knysh - Kef's Arrows of Tracking

Erin Bisson - Child of Brass and Ruby

Derek Fischer - Gauntlets of Greed / Generosity

Andrew Branstad - Chronoblade

Diogo Noguira - Backpack of the Brotherhood

Alan Mitchie - Tapestry of Tureign

Jim Stanton - Wizard's Pipe of Warning

Vita Moose - Fortescue's Gloves of Quasiambidexterity

Brian Richmond - The Lookout Beast

Danny Cline - the Marble Escritoire

Bill De Franza - Wondrous Wandering Wagon

Jasper Polane - Milvan's Master Index

John McCollum - The Wooer's Blade

Matt Kane - Book of Doors

Greg Gorgonmilk - YewGolm

Monday, March 24, 2014

The Top Seven Magic Item Entries for the OSR Superstar Competition - Enjoy!

What follows are the top 7 entries in the OSR Superstar Competition. Tomorrow I hope to list the other 34 entries (or so) that are also moving on to the second part of the competition.

+Gus L - Coward's Heart 

The betrayal, abandonment or mistreatment of one of the Green Circle, the Bone Charmers, is rarely wise for their torments are eternal and exquisitely cruel. Unlike most powers, necromancers need not lose the services of those who receive their greatest punishments, and often the utility of mortal servants is only enhanced by their deaths.

The Coward’s Heart is a filthy bundle of stained rags scribbled with illegible sepia sigils, reeking of camphor, but also an artifact of necromantic revenge. Fabricated from the preserved heart a craven, when a sorcerer stitches the Coward’s Heart into the chest of a corpse it will raise the body as a pusillanimous thrall.

Undead servants created by the Heart are timid creatures, suffering from the same terrors and lack of resolve that afflicted the Heart’s original owner. The very fear and timorousness that drove him during life prevents the donor’s soul from abandoning the heart for the peace of death, and this stubborn attachment to the self makes the Heart a desirable arcane object.

As long as the Heart is intact placing it into a new corpse will create a thrall, allowing the Heart’s owner to quickly recreate a destroyed servant. Unfortunately, thralls created by the Heart are so cowardly that they cannot undertake tasks that would be dangerous to a living person: opening strange doors, testing potential traps, leading others into a new place or engaging in combat. Perhaps because of the limited utility of Heart thralls, Coward’s Hearts are most frequently found in the possession of weak necromancer, or even for sale as a memento mori. On rare occasions a Heart Thrall remains active after the death of its master, and these piteous things skulk and scuttle at the edges of civilization, becoming increasingly afraid of discovery or enslavement.

Heart Thrall: HD 1, AC8[11] ATK 1 flailing (1d2), MV 12, SV 17, AL Chaos CL/XP A/5

Thrall may be destroyed easily by normal weapons, but there is a 5 in 6 chance that normal physical damage will not damage the Heart, allowing it to raise another. Fire and magical attacks will destroy the heart 4 in 6 times along with a Thrall, and if special efforts are made the Heart may be easily crushed or incinerated. Thralls are effectively completely loyal henchmen, capable of carrying a load, holding torches and standing watch while their master sleeps. They have normal undead immunities but may speak, though without a great deal of volition or intelligence, and are usually ordered not to as their frequent timid whining annoys most masters.

+Nathan Irving  - Codex of Dungeons 

The Codex of Dungeons is an unassuming tome, bound in leather with tarnished silver clasps. It feels lighter than it looks, and opens easily, almost willingly.

Each page of the Codex bears the name of a dungeon, a map, and a few jotted notes and sketches.  A few of the dungeons may be familiar to adventurers, but most are unknown. The maps are fairly uniform in size and scale: some display the entirety of a small dungeon; other maps are clearly subsections of larger complexes.

The notes are written in same hand throughout the Codex. Some indicate traps; others show likely guard positions, barriers, or entrances to passages not indicated on the map. A few indicate treasure. The sketches depict a variety of features: doorways, arches, columns, reliefs, and so forth.

The first time the Codex is opened with an intent to study it, it opens to the first page. The book may be closed and opened any number of times thereafter, but it always opens to the same page.  The pages flip stiffly and with great difficulty, and only one at a time. Once a page is flipped, it cannot be reopened again – the dungeon depicted is no longer accessible via the tome.

Tearing a page from the book transports the tearer and anyone around them to the entrance of the dungeon depicted on the page. Adventurers exploring the dungeon will find the map’s directions reasonably (~75%) accurate but incomplete: no more than one or two traps are usually indicated, for instance, even if the dungeon holds many more than that. Inhabitants, treasure, and other features are similar: a dungeon may hold goblins as its primary inhabitants as written, but they are allied with ogres instead of gnolls, and keep a cave bear instead of hyenas.

Burning the torn page returns everyone who was transported to the dungeon back to the point of origin (where the book was when the page was torn out). Corpses and the like typically return as well, unless they were consumed, cremated, or otherwise destroyed. The Codex can be opened and have multiple pages torn out (individually, not as a group), transporting characters to a variety of dungeons and back again (clever characters might use this to their advantage, or find themselves leaving the frying pan for the fire).

The dungeons become progressively more dangerous as the pages are turned, so characters that frequently flip pages will rapidly find themselves over their heads. (assume 1d4+2 dungeons per party level, beginning with dungeons suitable for 1st-level characters, then 2nd-level characters, and so forth). The total number of dungeons listed in the Codex of Dungeons is unknown, but may be beyond number. Many of the more dangerous and fantastic dungeons are rumored to be on different planes of existence altogether.

Finally, there is a danger to the book not revealed by any form of divination magic. Each time the Codex is opened, there is a 5% chance that it reveals the master map. This map can be unfolded to reveal a vast, sprawling dungeon labyrinth that seemingly includes every dungeon portrayed in the Codex.  One minute after the master map is unfolded, however, everyone in the area is transported to the master dungeon, and the Codex and any of its torn pages disappear from their possession.

Simon Hogwood -  Merkil's Marvelous Map

This normal-seeming piece of parchment, when unrolled, will be found to contain a map of the immediately surrounding area, up to 100 feet away (300 feet if used outdoors). All permanent physical features will be shown, but monsters, treasure, and other such items will not be noted.

When looking at the Map, characters automatically find all traps and secret doors and, when outdoors, have the chance of getting lost reduced by 20%.

The map refreshes itself every time it is unrolled, but requires one full combat round to be rolled back up for each time this is done.

The Map is usable by all classes.

+Keith Sloan  AKA Welleran - Bag of Six Demons

This curious bag appears as a small, black linen carpet bag with a simple handle.  Inside its extra-dimensional space dwell six “demons,” elemental powers that are useful in certain situations.  Each may be drawn from the bag and used once, at which point the bag will become useless.  For each type of elemental creature, there is a 15% chance that it is of a major order of power.  The demons are:
Wood – drawing this will cause an area of up to 60’ diameter to sprout entangling roots that will entrap enemies (save versus spells or be trapped for d4 turns).  If a major demon is drawn, it will cause a huge forest to appear (DM discretion as to size, but potentially miles across).
Fire – this will cause a Fireball-like effect of 8d6 power to strike the desired enemy; no matter the area struck, it will not affect the drawer of the demon or any allies within 20’ of him.  A major fire demon will cause a firestorm that will cause 4d6 damage for 3d6 rounds over a 100’ diameter area (save for ½ damage; once again, does not affect the drawer and allies within 20’ of him).
Air – this will cause a wind of over 75 miles per hour to blow in the direction the drawer wishes.  This is strong enough to blow any aerial creature away from the drawer and to prevent most ground movement against the wind.  Additional damage at DM discretion.  A major air demon will cause a powerful tornado that lasts for d6+4 minutes (damage is 16d6 to those caught in it).
Water – this causes a deluge to appear, enough water to fill a 10’ cubic space per round.  The water will flow away from the drawer and will not affect him.  Anything less than giant size will be washed away and possibly drowned (DM discretion).  A major demon will cause either a huge monsoonal storm or a tsunami.
Earth – this will cause a large crack to open at the feet of an enemy, who must save versus magic or fall into it and be lost in the bowels of the earth.  A major demon will result in a large earthquake, which may harm the drawer.
Metal – This will cause a bolt of lightning to blast forth from the caster – treat as a Lightning Bolt spell from a 12th level caster.  A major demon will cause a lightning storm for d6+4 turns over a large area (up to a mile in diameter).  Anyone in the affected area not under cover has a 50% chance of being struck by lightning every other round (6d6 damage, save for ½)

+Joe D - Liber Rubigo Mortem

This feared tome exudes a brown mist that constantly swirls above it.  Standing 20 inches tall, 30 inches across and one half inch thick, it is has two quarter inch sheets of rusted iron as back and front covers, bound by three rusted iron rings.  Within lies a single page.  Any who touch the book with their bare hands end up with rust stained hands.  The rust is foul smelling and of a nasty brown hue, and can never be washed off.  It will forever stain everything a person touches.  However, touching the book with your bare hands is the only way the book can be opened.  Many have paid the price, as the contents of that one page can be very powerful.  Within lie the instruction on how to make one of the most feared golems there is, the Rust Golem.  In addition, there are two spells, detailed below.  Only one who has actually held the book in his hands can cast any of these spells or create the golem, as the rusty covered hands seems to be a material component for all three.

Rusty Grip
Level 3
Area of effect:  1 cubic foot per caster level
Any piece of metal that the magic-user touches turns to rust, just as if it was touched by a Rust Monster. In addition, the mage can, once per day, mix that rust powder with water and drink it, curing himself of 1-8 hp of damage.

Rust Blast
Level 6
Area of effect:  90 degree fan, extending 20 feet in front of the mage
A rust cloud causes all within to save v. breath weapon or choke for 1-6 rounds, unable to take any other action even if they get out of the cloud until the choking fit is over.  In addition, another save is required v. spell, or else the victim loses one hp of constitution permanently.

Rust Golem:  
Cost:  200,000 gp
Time to create: 6 months uninterrupted work
HP 120
AC 0
HD 15
# ATT:  2 fists
DMG:  2-20 each blow, plus Rusty Grip effect upon landing a blow.  Note that this effects Iron Golems, who save at a -6 penalty.
Special Attack:  Rust Blast emanates from its mouth five times per day.  
Special Defense:  Metal objects hitting it turn to rust instantly and have no effect.  No save.  Magic items get a save, as per their wielder's save v spell.  

This foul smelling metal beast is the bane of all mages who build iron golems to protect their possessions.  It stands 12 feet tall, and a constant cloud of foul smelling rust dust emanates from it.  It has no known weaknesses and is immune to all non-magical weapons.  The only spells which seem to affect it are those which douse it fully with water, which slow it by 50 percent.  Otherwise it usually just has to be pummeled to death to kill it.

+Dwayne Gillingham - Torvit’s Amulet of Historic Viewing (this one needs the applicable graphics)

The mage Torvit created an amulet to aide him with his passion for history. The amulet has two ivory rings carved with runes used to set the date that is desired to be viewed. The outer ring is lined up with the pointer clasp that connects the amulet to the necklace and the inner ring is lined up with the gold pointer that the diamond is set into. The inner ring is divided into 16 sections with the 3 months of each season grouped together and the solstice day following each season. 





Depending where on the rune block the two pointers are resting is what date in the month and decade the users will be viewing. With practice the user can dial in a specific day in a month up to 160 years back in time. 

The amulet is activated by pressing in the diamond after setting the two rings to the desired date. After activating the user will see the world in ghostly images for intelligence feet from where they are standing. The images will be of what occurred in that area at the time selected and play forward in normal time. If the user moves so does his perspective of the ghostly world. Use of the amulet in intoxicating for every hour viewed a save vs spell (-1/hr viewed) must be made to turn off the device. It is rumored that Torvit himself was lost to over use of the device dying of dehydration. 

The amulet has many practical applications, solving murders, spying on meetings that have already occurred and making sure your wife is not cheating on you. *This device allows players to gather historical information on the Game Masters campaign world, giving the game master a way to showcase the hours of work he has put into his campaign.

Fred Bednarski  - Umarlak (Mourning Cap) -Amanita Spectra Mortis

Umarlak, known as the Mourning Cap by common folk, or Amanita Spectra Mortis by magisters, is a magic infused mushroom, that grows on bodies of those, who died recently. It bears a pale purple and gray cap, often with a pattern that resembles wailing faces.

It is used mostly by witches and druids, seconded by necromancers and even magi. Small colonies of it can be found nearby their lairs, as once harvested, the mushroom dries (turns useless) in D6 days. But even common folk where known to posses it, as a token showing their grieving.

Umarlak has magical qualities, and is often used as a magic ingridient, but a fresh and raw Grieving Cap can be used to see into a dead person's mind, before their demise, or even to disguise oneself as an undead.

Undead Disguise: When eaten (used as a potion), Umarlak makes the person look and smell like an freshly risen zombie. This makes undead creatures see the person as one of their own and not turn hostile. Other creatures will treat the person like undead (akin to zombie).
The transformation process is almost instantaneous and somehow painful - failed saving throw vs Poison gives penalty of -1 to all the rolls for the duration of the effect. The transformation lasts for 3d6 minutes, but more mushrooms can be eaten at the same time to extend that time. Each mushroom requires it's own saving throw and each failure gives a cumulative -1 to rolls for the duration.

Dead Mind Trance: When burned, Umarlak produces a high volume of thick gray and purple smoke. This smoke will induce a trance in anyone who inhales it long enough (1 turn per hit die). You can try to resist going into trance by rolling saving throw vs Magic. The trance lasts d6 turns. Those affected, will just stare into nothingness, their pupils turned white. They will not respond to any stimuli, even harmful ones.

Once in the trance, anyone who inhaled the smoke from the same mushroom will find themselves transported together to a “memory world”. This world will consist of d6 hours before the death of a person's on whose body this Umarlak has grown on (host). The world will seem very much real, albeit dream-like. You can explore it, talk to its inhabitants and even die (dying in the memory world requires saving vs. Magic or dying in real world). This world is somehow limited by the memories of the place that the Umarlak's host had: doors can lead to nothingness, people can have only know only a sentence or two, you can even stumble upon invisible walls. The trance always ends at the exact time of host's death, and those in trance will wake up in the real world, where only moments have passed. They will remember everything (keeping the experience points gained while in trance) and even show wounds suffered while in the memory world.

Cultivating Umarlaks: Once harvested, Umarlak dries and looses it's qualities in d6 days (it can still be sold as a magic ingredient to a right buyer). The most common way of keeping once harvested Umarlak's qualities is to plant it on a new host to grow a new one.

One should cut the mushroom into small pieces and turn it into a paste (usually mixed with water and ash) using mortal and pestle. This paste should be applied to a recently dead body of a intelligent creature and left in a dark and damp place overnight. The following morning a full grown mushroom will appear somewhere on the host's body, pulsating slightly as it drains the body's fluids. Leaving it on can produce more mushrooms over the course of weeks. Those mushrooms will now host the memories of this creature.

And the Winners of the First Round of the OSR Superstar Competition Are... (Part I of II)

So, an amazing thing happens when you ask 3 judges to prepare their personal "Best 16 Lists" out of over 330 entries - you get 3 lists that are almost each unique.

Of those 3 lists, only 7 entries made it on to 2 lists, and none made it to all 3 lists.

Soooo... those 7 will each receive $10 RPGNow Gift Certificates and one randomly chosen by +Tim Shorts last night gets the Crypts & Things PDF bundle curtesy of +Newt Newport and D101 games.

Who are those 7 you may ask and what were their entries?

+Gus L for Coward's Heart

Nathan Irving for Codex of Dungeons

Simon Hogwood for Meril's Marvelous Map

Welleron for Bag of Six Demons (Welleran will be receiving the Crypts & Things PDF Bundle)

+Joe D for Liber Rubigo Mortem

Dwayne Gillingham for Torvit's Amulet of Historic Viewing

Fred Bednarski for - Umarlak

Congrats to all of the above! I'll be contacting you in the next day or two to find out where to send your prizes.

As for the other entries? I discussed with Tim, and the idea we discussed was advancing everyone that made the lists. Which should be 34 entries in addition to the seven above (although I need to check to see if anyone made the list with more that one entry) moving on to round two.

13 of those 34 entries will get $5 RPGNow Gift certificates, to be determined randomly, but all 34 plus 7 will advance to the next round.

I'll work on that list of 34 for tomorrow night and will look to post the 7 entries that topped the list tonight.

Then round 2 will kick off later this and 41 fine folk will need to design some monsters ;)

Sunday, March 23, 2014

And the Winners... will have to wait 'till tomorrow...

I have the lists from the three judges of the OSR Superstar Competition in hand and after quickly looking them over it leads me to believe one thing - with ties I suspect we'll have over the 16 first round winners allotted for. Which is kinda cool, and thankfully the patrons of this blog used The Tavern's affiliate links during the RPGNow GM Sale, so the credit is there waiting to be used.

If all goes well, it should be sorted out by tomorrow night - Monday. If it doesn't go well (meaning my contractor who is building a closet in this very room and likes to work late runs even later tomorrow) it may not get sorted until Tuesday.

Still, right around the corner.

Now, back to clearing out the rest of this room so it's ready for tomorrow. Yesterday was Bowflex disassemble time, which would have been upsetting, but as all it had done for the last year was act as a clothes rack and a shelf for books, the closet is probably the more practical option...

Friday, March 21, 2014

Time is the One Thing Man Can Never Conquer

Time - there is never enough of it. Unless you are dreading some upcoming event, in which case it passes by way too fast. Or are a child awaiting Christmas, when it goes too slowly before skipping by on the 25th in a heartbeat.

I've learned some important things about time with the OSR Superstar Competition - there is never enough time to leave the entry period open and there certainly wasn't enough time to get 330+ entries judged in a timely fashion.

The top 16 entrants will be announced this weekend.

The top 16 entrants will be posted to The Tavern this weekend.

All entries will be posted in the coming days (and weeks)

Round 2 of the OSR Superstar Contest will kick off sometime next week.

We now return you to normal posting at The Tavern...


Wednesday, March 12, 2014

OSR Superstar Round 1 Results This Weekend (Fingers Crossed)

I've communicated with the judges, and the expectation is that I should have each judge's list this weekend. I'll collate and score the entries and then release the list of the top 16 (and I'll post the winners to the blogside as well).

So, if all goes well, round 2 of the OSR Superstar Competition should kick off next week ;)

Sunday, March 2, 2014

PDF Copies of DAGGER, the RPG for Kids Should be in the Hands of All of the Entrants


PDF Copies of DAGGER, the RPG for Kids should be in the hands of all of the entrants of the OSR Superstar Contest. If you entered and it isn't sitting in your email, let me know.

If you get a chance to use the rules, let me know that too ;)

Friday, February 28, 2014

Forgot to Mention What the Top Vote Getter of the OSR Superstar Competition Gets

As the judges are digging through all of the entries, I thought I should mention the extra bundle that lands in the hands of the number one vote getter of the first round:

Crypts & Things + its two adventures (Blood of the Dragon + Tomb of the Necromancers) as a PDF bundle with thanks to +Newt Newport and d101 games.

I've been sending out copies of Dagger at a snails pace via email but should get through a large number tonight.

The beat goes on ;)

Tuesday, February 25, 2014

Five Mapping Kits have Arrived from Across the Pond!


+Peter Regan , the Mad Mapper that Maps at Midnight! (not really, but it sounds really cool) shipped a box of mapping awesomeness that was waiting for me when I arrived home from work.
Peter's store is at Squarehex.co.uk

Peter has donated 4 bundles to the 4 finalists of the OSR Superstar Competition and also forwarded me a review copy. Let me just say I'm inspired to start mapping right away, but the size of the pads makes it something I could toy with during my lunch hour.


Each bundle contains the following:
A5 Hex pad (7mm hexes) with Super Hex
A7 Hex pad (7mm hexes) (lunch time sized)
A7 Pad of Geomorphic Intent (7mm grid) (lunch time sized)
Little Hexes mini-campaign setting (a mini sandbox campaign with a fold out map - I need to review this on it's own)
Pocket Guide to Dungeon Geomorphs
7mm plastic card ruler
Hex symbol card
Dungeon symbol card
Dungeon symbol fridge magnet (already stuck to the metal cabinet near my desk)
A7 polyfile wallet
Staedtler black fineliner pen
Papermate mechanical pencil


Sunday, February 23, 2014

Time to Get Myself Out of the Way - Judges Now Have Access to the OSR Superstar Entries


When I thought up the idea of having all of the entries on a single document with identifiers redacted, I never thought we'd have over 330 entries. I also didn't expect the interesting bit of turmoil going on at my real life job, with big bosses being replaced and others waiting for the axe to fall or transfers to be announced - it's made for a really long work week and has left me less free time at home to put together the master document.

The judges were picked not just because they know RPGs, but because I felt they were honest and could do the job without bias. I still feel that way. Therefore, I've given them direct access to the entries via the email account. What we lose in anonymity, we make up for in time - without this we'd have lost a week at least in the process of getting the entries judged. I think it is a very good solution to get the dice rolling again.

This does mean that I can now move what little free time I have to sending all of the entrants their free PDF copies of Dagger, the RPG for Kids. I'll start sending those emails out tonight in the order the entries were received. It will take a little time, but at least we've addressed the largest blockage - me ;)

Friday, February 21, 2014

Not Nearly as Far Along as I had Hoped...

I'm still working on putting the 339(?) entries to the OSR Superstar Competition into one document. It's moving along but no where near where I had hoped it would be. Isn't helping that we have a new chief at work, which means I had to do a breakdown of what my unit does and to justify my staffing had to work on the breakdown while home.

What is the ancient Chinese curse? May you live in interesting times. I's be happy to stay with boring and dull for a bit ;)

I also need to send out copies of Dagger, the RPG for kids - I have the copy to email out, but at about 150+ emails, sending the copies is taking second place to finishing the consolidation of the entries so I can send it out to the judges.

I'm not complaining about the number of entries, but damn it was a lot ;)
 

Monday, February 17, 2014

Final Tally - 339 Magic Items Entered into the OSR Superstar Competition and a Map Peek

Partial map for the final round

The magic number of magic items is 339.

It's not quite set in stone, as there might be duplicates or missed items in my count, but it shouldn't change by much. We'll have an accurate count when I send the judges their copies of the entries later on this week.

Next round for the 16 qualifiers will be designing monsters.

The final round of 8 finalists will get to complete and flesh out the partial map shown above by our very own +matt jackson (there may also be an open round using Matt's map - we'll see when we get there). Maps will be judges less on artistic ability and more on content, imagination and usability - but that's a bit down the line ;)

Huge thanks to all that entered!
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