You’ll Love The Hated Pretender As A First OSR Adventure

A guide to running tough but fair OSR adventures.

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One of the first requests I see when people pick up an OSR ruleset are suggestions for a first dungeon to show them off. Many of the games come with excellent opening scenarios such as The Hole In The Oak or Lost Citadel of The Scarlet Minotaur. Some folks use it as an opportunity to revisit classics like Keep on the Borderlands or Temple of Elemental Evil. Prison of the Hated Pretender from Gus L. and Hydra Cooperative, offers players new to the scene not just an entry level adventure but some advice on how to capture the feel of that style of play for Fifth Edition games or any OSE title. Did adventuring in the prison feel freeing? Let’s play to find out.

Spoilers for the adventures are below. Bottom line: As a guide to running tough but fair OSR adventures, Prison of the Hated Pretender is a fantastic resource, especially as one that’s currently Pay What You Want.

The adventure sets up two locations for the story. The first is Broken Huts, a miserable little village in the middle of nowhere. It’s mostly there for players to snatch a few rumors about the dungeon and move on to the main event. The dungeon is the Prison of the Hated Pretender. It’s a small, 10 room affair that can be fully explored in a session or two but offers a lot of elements that could impact an ongoing campaign.

The dungeon features a pair of monster types that are built to teach players about not attacking dungeons as action set pieces all the time. The first monster is the Hated Pretender, an exiled noble cursed with immortality as part of his punishment. He may be undead but can be bargained with should the players take the time to talk with him rather than try to kill him (which doesn;t stick. The other monsters are phantasms of the souls the Pretender wronged during their life. They act as guards and tormentors that painfully tear the Prisoner apart every day so that he reforms every night and the cycle goes on for eternity. They are a lesson to new players that some monsters can’t be tackled at their level but they can be avoided or redirected if they think about it.

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The weakest part of the adventure is Broken Huts. I get that they want to focus on the dungeon but the town is so sad that I wonder why they even included it at all. In a campaign I would put this as a discoverable location next to a more useful hub like Hommlet or The Keep. I could also see it as a fixer upper for groups interested in bastion building but none of that is part of the text.

What is part of the text are several designer sidebars explaining the choices they made about parts of the adventure. Some of it is in service to the Fifth Edition monster stats included in the back but overall it nails the “harsh, but fair” vibe that the best OSR stuff has. This adventure is built to teach players to be careful and observant but also isn’t afraid to squash them like bugs if they mess up.

There are a lot of unanswered questions in the text. Why is the Pretender locked up? Who is the thief that stole his biggest treasure? What god locked him up here? These were meant as elements for the GM to thread into their campaign. With so much excellent advice, I was disappointed there weren’t hooks or other discussion on potential answers to these questions to help new GMs out. If I were in charge of revising this document, I’d probably take the town out and put some discussion on threads and story hooks in.
 

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Rob Wieland

Rob Wieland

Gus L

Adventurer
Hey Rob!

Thanks for the review of Prison and glad you liked it. Here's a couple answers to the questions you pose and a bit of history on the adventure.

So... Prison of the Hated Pretender was first published back in August 2012. It was one of the first adventures I wrote for others back in the days of the OSR, and like the rest of my early work it was a free PDF on my blog. Originally it was written on a single long call at work, and edited later that night. The entire adventure was an experiment on a minimal viable funnel - funnel adventures being a newer idea back in 2012. The shorter (also free) version is much messier but still available out there.

The updated version from a few years ago was from a period where I was trying to figure out how to run dungeon crawls in 5E. It's a project I ultimately set aside, but I think Prison still stands up as a playable 5e experience (not sure how much mainstream 5E players would tolerate it, let alone like it though - which is not a dig at 5E - the tone and play style are sufficiently off from the norm of the play style/community I suspect). I still think it largely works in 5E (and in other scene based games, including story games) because it's not a dungeon crawl in any meaningful sense, but a few puzzles wrapped around a central one - the prison's entire day and night cycle.

Now your design questions.

Broken Huts exists for two reasons. First it helps set a more "mud core" tone and was originally designed to be the funnel starting village, the characters would be 0 level broken hut youth heading to the Prison on a dare. Second it offers a haven, though a minimal one making the adventure a little easier to slot into low level wilderness crawls. Of course it also provides rumors, and some potential miserable NPC types to replace party members. I suppose a third reason is that I find places like broken huts fun - as you point out they have potential for characters to take stewardship roles even at low level and so can pull players into the setting at early levels. It was expanded from a simple rumor table titled "What are the dirty bumpkins in their broken huts saying about the tower" largely because people who played the adventure told me their players wanted more about the place. I know in one Youtube actual play (using Trophy Gold) the party ends up trying to figure out how to export the place's horrible turnip wine. I've only run Prison once myself but the players got out of Broken Huts fast.

As to hooks and story, the Prison is a 1-2 session (though I have heard of parties spending many more somehow???) adventure, and it's secondary purpose is to drop onto point or hexcrawls as a location (with or without broken huts). In the dungeon crawl/old school tradition the character, being motivated by treasure (especially at early levels) will seek such ruins out and try to loot them - no additional story is necessary. The same with the mysteries involved. One gets a few names and ideas about the who, how, and why of the prison exists, but these don't need to be tied into anything - they are there for the referee to bend to their own world. Perhaps the Beaked God is a going concern and the Hated Pretender really was once a despot of a vast cruel nation (there is another adventure tangentially featuring him - also free on my current adventure archive) but maybe he's just a random petty king some weird forgotten bird cult pulled some nasty sorcery on. Story, especially for a location based adventure, is a thing that I find is best offered as a side dish or entirely contained within the location. It's a style thing and likely an artifact of the old OSR, where adventures were ideally strewn across a referee's map and the players would find impulses (mostly grave robbing) to find and explore them.

Anyway - glad you liked Prison, it's held up well over the past decade.

You can find links to my other free adventures from the OSR days (they are less polished and less 5E friendly) at my blog:

My current paid adventures are largely published by my imprint Ratking Productions on DTRPG and I generally try to include a bit of advice or referee notes.
 
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Thanks for the insight! I really appreciate the elements of advice. I think a lot of folks write this type of material with a base assumption about what the reader already knows. Going back to basics helps those who don't have that original experience and acts as a good refresher for those who do.
 

cosmonauta

Villager
Gus L. is a great designer and always has a piece of advice. I always keep an eye on what he posts on the internet. Thanks for the review, made me think some elements of the adventure.
 

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