Diefenbach

Diefenbach
Pokazywanie postów oznaczonych etykietą houserules. Pokaż wszystkie posty
Pokazywanie postów oznaczonych etykietą houserules. Pokaż wszystkie posty

niedziela, 5 marca 2023

Magiczny Miecz na OD&D homebrew. Podsumowanie kampanii.

Kampania Magicznego Miecza to trochę mój personalny fenomen. Rozpoczęliśmy ją w połowie roku 2020, opierając na starodawnej planszówce, nad którą spędziłem pół podstawówki, wielokrotnie w trakcie zmienialiśmy zasady, mieliśmy dłuższe przerwy, kilka razy mieliśmy już kończyć, ale zawsze zostawały niedokończone sprawy, których nie można było tak po prostu zostawić. I tak właśnie po ostatniej dłuższej przerwie wróciliśmy do gry, a dzięki kolejnej zmianie zasad dostosowującej rozgrywkę do wysokich poziomów postaci (o tym innym razem) kampania zyskała nowe życie. 

A ponieważ postanowiliśmy zamknąć kampanię, to aby nie zostawiać niedomkniętych tematów na blogu przygotowałem skrótowy raport z ostatniej prostej, kiedy to ekipa zmierzała już bezpośrednio do końca. 

wtorek, 26 kwietnia 2022

Przygody w Dziczy - uniwersalna mechanika OSR

Wiele współczesnych OSRów idzie tak daleko w upraszczaniu zasad rozgrywki, że zapomina o tak fundamentalnych regułach jak te rządzące poruszaniem się w Dziczy. Całe szczęście jest jeszcze Wuj Wolf, który coś tam pamięta z oryginalnej edycji D&D. A że nie jest przy tym fanatykiem stosowania starych zasady tylko dlatego, że są stare, lecz ceni sobie komfort rozgrywki - opracował te zasady dostosowując je do dzisiejszych czasów, dodając sporo od siebie. Jak zatem radzę sobie z tematem poruszania się po Dziczy (ang. Wilderness) w OSRach, które nie zawierają odpowiednich zasad? Ano tak jak wyłożyłem w poniższym dokumencie (do znalezienia również w pasku bocznym).

wtorek, 1 lutego 2022

(Nearly) complete OD&D Hack

So some time ago I posted a bunch of my houserules. Now it's time for the real deal that is the complete set of rules I use in my campaigns in lieu of the standard 3LBB stuff. It's heavily Chainmail 2ed inspired, and fuelled by long discussions with my fellow retrogamer Roberd (supposedly his blog is quite readable after machine translation so you can give it a shot) who happens to be playing in my campaign as well (and the other way around - I play at his table from time to time). 

poniedziałek, 21 czerwca 2021

OD&D: minor supplements and houserules

So without any particular introductions: we all know that Original Dungeons & Dragons (especially if we consider only the three basic booklets) is a game which needs quite a lot of rule supplementation if we want to cover most of typical in-game situations. And the rules which are present are not always that useful and you don’t need to be a genius designer to replace them.

The result is that after each campaing the referee ends up with a bunch of houserules. After few iterations, dozens of games played and few campaigns one may find that surprisingly the volume of houserules qualifies for a completely new game system.

poniedziałek, 16 listopada 2020

Poczynania arcywrogów (wspomagająca mechanika uniwersalna)

W RPG postacie graczy często mają za przeciwników inteligentne istoty, które realizują swoje plany, mają swoje dążenia i pomysły na ich realizację. W tzw. tradycyjnych grach (nie mylić z grami retro, owa tradycja to dopiero lata 80te) sposób postępowania przeciwników PC opisuje scenariusz. Jeśli PC zrobią to i tamto, to Wielki Mroczny Lord zrobi tamto i owamto. Albo w ogóle nie wiadomo co taki mroczny lord robi, opisane są jedynie efekty jego działań. Możliwa też jest sytuacja pozostawienia poczynań wrogów do decyzji MG.

środa, 30 września 2020

Mroczne Sekrety Mrocznych Bogów

Jakiś czas temu w tyle czaszki zagnieździła mi się niepokojąca myśl: czy przypadkiem mechanika Forbidden Lands nie nadaje się dobrze do rozgrywania przygód w Starym Świecie?

Oczywiście – nie jest to jakaś rewolucyjna teoria, gorące wzięcie (ang. hot take) ani przewrót heliocentryczny. FL odarte z elementów dziwaczności staje się dość generycznym fantasy, więc nadaje się do rozgrywania przygód w dość generycznym fantasy z niemiecko brzmiącymi nazwami własnymi.

środa, 29 lipca 2020

OD&D: pomniejsze uzupełnienia i zasady domowe

Original Dungeons & Dragons jest grą pełną niedopowiedzeń, białych plam i niejasnych zasad. Grając w najstarszego oficjalnie wydanego erpega musimy co chwila wymyślać dodatkowe reguły, by rozstrzygnąć sytuacje nieprzewidziane w małych książeczkach. 

czwartek, 27 lutego 2020

Technologia i Techgnoza. OD&D w wersji SF/postapo.


Doug Chaffee, okładka City of the Gods, modułu ilustrującego tezę.
W jednym z ostatnich raportów z kampanii Szmaragdowego Lasu zwróciłem uwagę, że w starych edycjach D&D (w nowych w zasadzie też, ale to już temat na inną dyskusję, bo wynika to z innych czynników) klasy posługujące się czarami kradną dość sporo drużynowego spotlightu. Przyczyny takiego stanu rzeczy są zasadniczo dwie, obie charakterystyczne dla starych gier.

środa, 18 grudnia 2019

Szmaragdowy Las. Kampania inspirowana Original Dungeons & Dragons i Chainmail.


Z zamiarem rozpoczęcia nowej kampanii z wykorzystaniem najstarszych mechanik erpegowych nosiłem się od dawna, w zasadzie jeszcze przed zakończeniem drugiego sezonu Bursztynowego Szczytu. Tym razem chciałem jednak pójść w inne klimaty niż gonzo dotychczasowych rozgrywek. Postanowiłem, że nowa gra będzie bardziej przyziemna (low fantasy), osadzona w konkretnym historycznym settingu. Odsunąłem do greckich kalend kilka dawno wymarzonych kampanii (np. tę w klimatach serialu Robin of Sherwood) i zdecydowałem się na pójście gdzieś w środek między nie.

wtorek, 10 grudnia 2019

Skoro sprawy przybrały taki obrót


Jak zapewne stali czytelnicy zauważyli – blog od dłuższego czasu zwolnił. Teksty pojawiają się rzadko i nieregularnie. Nie należy się jednak tym martwić, bo o ile przyczyn takiego stanu rzeczy jest wiele, to najważniejszą z nich jest klęska urodzaju, która dotknęła moje erpegowe życie.

Ostatnimi czasy pojawiło się sporo związanych z grami tematów, które znacząco angażują mnie czasowo. Część z nich jest ciekawa i będę do nich wracał na tych łamach, część to erpegowe bread & butter, które nie wzbudza szczególnych refleksji, więc nie będę z tego robił specjalnej hecy, zwłaszcza, że nie mam czasu ani chęci na opisywanie na blogasku wszystkiego jak leci.

piątek, 15 lutego 2019

OD&D: zasady domowe Boba Bledsawa


W zeszłym tygodniu Bob Bledsaw II (zaangażowany w tworzenie Castle Tonisborg, modułu, który będzie dołączany do Secrets of Blackmoor), syn Boba Bledsawa - założyciela Judges Guild wygrzebał ze strychu kartony z zapiskami ojca, które leżały tam nietknięte od jego śmierci w 2008 roku. Na fanpejdżu JG umieszcza co ciekawsze skarby, polecam śledzić.

wtorek, 21 sierpnia 2018

Amberpeak campaign. Episodes 16-20 Actual Play.


Since we finished another five episodes of the Amberpeak campaign (some time ago, I apologize for the delay) link it’s time to summarize and comment what happened. Previous episodes are still available, I recommend reading the reports before you delve into this one, references to previous adventures are all around the text.

We’re continuing to play every week, you can expect the next AP to arrive in a month or two.

Enjoy!

Starring:

  • Micah (KK), F-M 3, STR 13, INT 16, WIS 7, DEX 7, CON 17, CHA 11, HP 18, AC 2
  • Pluto (KS), F-M 2/M-U 2, STR 17, INT 12, WIS 12, DEX 8, CON 13, CHA 7, AC 9, HP 5, SP 2
  • Gorgon Renan (KS), M-U 1, STR 11, INT 9, WIS 9, DEX 9, CON 13, CHA 8, AC 9, HP 5, SP 1
  • Kai (Maks), C 1, STR 8, INT 12, WIS 9, DEX 7, CON 4, CHA 13, AC 2, HP 1, DECEASED (killed by underground mosquitoes, what would you expect whit such low CON and HP)
  • Tericles (Maks), C 1, STR 9, INT 11, WIS 14, DEX 11, CON 14, CHA 16, AC 2, HP 1, DECEASED
  • Artis (Maks), C 1, STR 9, INT 10, WIS 10, DEX 8, CON 14, CHA 17, AC 2, HP 1


Another delve into the Kepoi Castle dungeon ends in a massive fight with more than a dozen of Ghouls. The party is caught in a corner while bringing down a false wall (remember this wall, gentle reader, it’ll be back soon). PCs flee after killing a dozen of Ghouls and losing half a dozen of retainers. While retreating they encounter their old retainer Ferres, who was transformed into an undead by the Specter of a lizard warrior. Fortunately, they dodge his claws and arrive safely in the city.

PCs finally hold the fighting tournament, which turns out to be a huge success, earning them a hefty bag of gold. Pluto in disguise of a Mysterious Warrior from the East takes part as a contestant and reaches final match, which he loses to a powerful Hero. The tournament earns them also respect in the eyes of Menecrates leader of the local underworld.

While traveling to Derbent and back Micah falls in conflict with local guards in Fort Abila. Pluto interferes with his spells and as a result they are both apprehended until bailed out. In case of Micah “bailing out” means that Pluto used Charm Person on some of the fort officers. And convinced them to give him a magic axe. An incident which will have consequences in the future.

In another delve to the dungeon in Kepoi PCs found Aminta the Sculptor (locked in a giant iron crab), who claimed to be kidnapped by a bearded man living underwater. It turns out that she disappeared 20 years ago, but for her it was just few days. Khilonis the Sorceress takes care of her since the magician turned out to be Aminta’s fan. In return she dispells Geas put on Pluto by Aristotle, but unfortunately is not able to do same with Micah.

Another delve is targeted at the Centipede Pit. PCs fall into an ambush and face 20 Giant Centipedes (by “giant” I mean 3 HD ones). Most of retainers die, but the battle is more or less victorious. In large thanks to the Death Machine - a primitive flamethrower constructed by the PCs with a barrel, a cart and a pump.

They earned 6000 xp for this single fight. Again - tell me that OD&D is not about fighting monsters.

No treasure was found and a new issue emerged: PCs were visited by Empedales the Thaumaturgist who on behalf of commander of Fort Abila requested that they return the axe stolen from the Fort and pay 1000 gp fine. Or else. PCs visit the Fort, pay the fine (they borrow the money from Menecrates, a risky business), return the axe, but try to con their way out in case of Bag of Holding and a scroll stolen some time ago. Fort commander is not impressed and adjudicates that they need to pay 2500 gp damages instead. They appeal to the Steward in Derbent, result of the case is still unknown. They also learn that using spells is now forbidden in Fort Abila and its vicinity.

On their way to Derbent they are approached by an old lady living in a mangrove forest. She asks for help in her daily chores. Pluto suspects a witch and agrees, hoping to get some magical knowledge. Rest of the party left him there and hit the road. When Pluto was alone with the witch, she turned out to be a powerful Wizard and took him into her hut which turned out to be a portal leading to a gorge where hundreds of slaves built a stone tower. Pluto was charmed and enslaved as well.


Rest of the team reaches Derbent. They are explicitly looking for trouble at night and they find it: a horde of fish on spider legs swarms them and kills Tericles before contained. They leave a horrible stench.

The squad travels back to Kepoi again and delve into the dungeon. For the first time they are really successful. They manage to bring down the wall (you remember the wall, do you) and find some really precious jewelry. I mean several thousand gp - precious.

They travel to Derbent again (finding that Pluto has disappeared) to sell the goods. They hire a lawyer to appeal against the fines and damages imposed on them. They pay Gorgos the Necromancer to relieve Micah from Aristotle’s geas. Now they are free, no need to look for three hearts and three lions. Or is it? At night they are suddenly attacked by a group of red-robed assailants and are nearly overcome. Mostly due to paralyzing laser wands used by the attackers. Fortunately Artis is able to jump of the window and bring guards to help. Everyone suspects that the attack was a result of lifting the geas. Will Aristotle try to do more? We shall see... 

Wilderness explored so far. Not very much of an improvement since the previosu AP.


In hindsight (we are past session 25 now) I can see that encounters which ended this report proved to be vital for the future of the campaign. It’s a bit of a spoiler, but a conflict and eventually a war with Aristotle will become a kind of main arch of the campaign. The seeds were sown few times starting from episode 1 and their final installment hit the soil in episode 20. Stay tuned for further reports to learn what happened next.

It took 20 game sessions to establish a lasting team of PCs which eventually reached levels past first. They finally gained enough resources and knowledge to stay alive and establish a more cohesive plot (although still mainly improvised and heavily randomized).

I adopted new rules as to loyalty of the retainers. I treat the Loyalty attribute (vol. I p. 14) as a kind of additional Hit Points, which may wear off if the retainers are mistreated or witness unsettling events (like death of their companions, substantial advantage of enemies, etc.) but may be also regained. It works quite well, at least until PCs are not using Charm Person on every retainer (and mostly - they do).

Fight on!

poniedziałek, 18 czerwca 2018

Amberpeak campaign. Episodes 11-15 - Actual Play.


As I mentioned, we’re switching to English-only posts on my Amberpeak campaign. Details of the setting and houserules I adopted can be found in the previous post.

We’re playing the game weekly, so it’s time to summarize last five episodes (more or less last, we are already after game session 16). As a reminder - APs from previous episodes were published as appendices to Polish posts, you can find a complete list here.

Since this is the first post of the series, some comment on the format. First, I’ll list all of the characters who took part in the adventures. It’ll be a bit of a spoiler, since I’ll indicate which ones didn’t make it. Then goes the proper AP with description of events in more or less chronological order, peppered with my meta-comments (in italics). And finally, a broader comment on the course of the game in last five episodes. Let me know, if that’s legible. Of course, it’s good to know what happened previously and what is the setting premise - without such knowledge the AP will be quite cryptic. If you haven’t read it yet - go see the summary of previous episodes (for the third time: here).

The maps will be in Polish, however I don’t think it’ll be difficult to figure out what is where. If it is - let me know.

Since we play every week, you can expect the next AP to arrive in a month or so.

Enjoy!

Starring:
(player names in parenthesis)

Philip 
(SB), F-M 1, STR 12, INT 12, WIS 6, DEX 14, CON 11, CHA 13, HP 2, AC 2, 
RETIRED

Hieronymus 
(SB), F-M 1, STR 11, INT 16, WIS 13, DEX 11, CON 12, CHA 6, HP 6, AC 2, 
RETIRED

Haggai 
(KK), C 1, STR 13, INT 9, WIS 11, DEX 5, CON 11, CHA 14, HP 2, AC 2. 
DECEASED

Micah 
(KK), F-M 1, STR 13, INT 16, WIS 7, DEX 7, CON 17, CHA 11, HP 5, AC 2

Homer 
(KJ), M-U 2, STR 9, INT 15, WIS 7, DEX 14, CON 9, CHA 13, AC 9, HP 4, SP 3

Zeno 
(KS), M-U 3, STR 10, INT 15, WIS 12, DEX 12, CON 8, CHA 7, AC 9, HP 6, SP 5, 
DECEASED

Pluto 
(KS), F-M 2/M-U 2, STR 17, INT 12, WIS 12, DEX 8, CON 13, CHA 7, AC 9, HP 5, SP 2

Ares 
(Maks), F-M 1, STR 11, INT 8, WIS 6, DEX 15, CON 11, CHA 8, AC 2, HP 5, 
DECEASED

Kai 
(Maks), C 1, STR 8, INT 12, WIS 9, DEX 7, CON 4, CHA 13, AC 2, HP 1

PCs witness an execution performed by Hipostas the Green (an Enchanter): he throws some poor fella into the pit with some tentacled monster. People of Kepoi are shocked.

PCs decide to travel to the Barrow Forest in the south. They get lost and wander around for several days, finding only a bearded face carved in a tree. Eventually they leave the woods and travel the steppe to the Teeth of Tethys - twin towers guarding the river. They collect some flowers, which results in mass hallucinations and Haggai is accidently killed by one of the retainers. Near the towers they meet a mad young man in manacles, badly burned and mumbling about some ghosts and a flash of light. Eventually he runs away to the south.

Back in Castle Kepoi the retainers form some kind of a trade union and start demanding improvement of work conditions.

I roll for “other adventures” with story cubes which are a great inspiration. I also add a d6 to decide whether such adventure will be detrimental or beneficial for the party. There are no neutral adventures - nobody would give a damn. Journey to the forest proved to be uneventful despite three dozens of dice rolled.

Wilderness adventure proved to be not so rewarding, so the party decided to stay in the castle for a while. They investigated some old rumors, but nothing interested was discovered. They also started a series of experiments and technical improvements, like rat-lamps made from living vermin doused with water of glare (found on the first level of the dungeon). During one of the nights a black fog crawls around the city, they collect some of it to glass jars and later experiment on. Later they learned that such fogs origin from the Misty Vale in the west.

PCs talk to Hipostas, he reveals that the execution was just a hoax to ward off people from the pit, which contains loads of treasure. PCs hire themselves to collect the treasure and delve into the pit. They find that probably someone is experimenting on parasitic centipedes using human hosts. They fight some giant centipedes and collect platinum slabs with biological schematics. They hand them over to Hipostas (after making a copy...).

The next day they delve once more, but this time they battle a massive group of centipedes and retreat, finding nothing of use.

Well, tell me that OD&D is not about fighting monsters. A battle with 18 centipedes resulted in gaining 5400 xp, more than ever. Obviously, when a 10 HD monster is guarding a 30k gp treasure, it’s not worth fighting, but rather getting the treasure without a fight. But for low-level characters mortal combat is the main source of experience (100xp per HD, that’s a massive amount).

Pit of Several Dozen Centipedes, level 1 (explored so far)

Since no retainers are available in Kepoi, PCs travel to Fort Abila and recruit a group of Amazons. On their way back they encounter a group of Obbols (large humanoids with thick skin) under command of Aimar, but they con their way out.

At night, Homer is visited by some mysterious people and handed a rusty helmet marked with a rune corresponding to one of the signs on his magic chest.

In the morning  they delve to the first level of main dungeon and collect 10 barrels of water of glare. Then, they visit Berenice and apologize for trying to Charm her. As a token of friendship they give her a wand found some time ago in the dungeon. They reconciled, but the old cordial friendship was no more.

Pluto and Zeno decide that they want to visit their former tutor - Aristotle, residing on the Glass Hills. They venture and visit Fort Abila on the way. There, Pluto’s falcon was eaten, trail leading to a local herbalist. She was magically put to sleep by Zeno, the PCs searched the house and found a Bag of Holding and a scroll of Telekinesis/Detect Evil. They took the loot and left the fort, heading to the steppe in the north to lose the chase (as the case may have been). They encounter a group of Steppe People riders, but PCs manage to bribe them. At night they are ambushed by soldiers from Abila, but a well placed Charm settles the matter (“we are not the thieves you are looking for”).

Another example of other adventures which lead to quite interesting outcomes. I rolled 1 in 6 in order to check whether the herbalist has any magic items.

Finally, they head for the hills. They encounter a red robed rider on a Manticore and force them to retreat. At night they are ambushed by 24 swine-men. Retainers have morale crisis, but eventually the battle was won, unfortunately,  Ares dies in the process.

They arrive at the Temple of Aristotle. They are allowed inside and talk to the great stone statue of the Wizard. Zeno is trying to by cocky, so the statue burns him to a pile of ash with red death rays. A Geas is placed upon the rest of the party - they are ordered to find “three hearts and three lions” within three months.

Well, that was unexpected. The players visited Aristotle before, so they should have known that he is not the man to be messed with. In addition, I rolled badly on reaction, and the result was an instant disintegration. Zeno was the last PC from the original party from game session 1. It’s a pity, he was not so far from getting to level 4.

The party travels back to Kepoi, trying to avoid getting near Fort Abila. They encountered and charmed a trader (Eumenes), who gave them a lift to Kepoi and promised to help in their businesses. In Kepoi they try to figure out the riddle of three hearts and three lions, but to no avail. They also start organizing a boxing tournament. It draws attention of local thugs and their leader Ione, but they are pacified by a well placed Charm. Eventually, the wanna-be racketeers are employed as bouncers for the tournament.

Land of Koban explored so far. Aristotles temple in the NE.

Charm Person spell is a powerful boost to all social interactions. Our M-Us employ it whenever they can, soon most of the land will be under their influence. I allow a re-roll of the Saving Throw vs Spells after a month (full moon cycle) lapses.

Our team decides to delve into the dungeon. They go down to level 3 and then climb to level 2. They find some ethereal statues, burial sites and secret doors and dispatch a Black Pudding. They decide to turn back and leave when they reach a large hall covered in thick cobweb. They are assisted by winged red eyes which float about and point at seemingly random sections of the wall, but eventually indicate a secret wall. PCs try to bring it down, but are attacked by two Medusas and retreat after defeating the monsters. When they leave the dungeon, on level 3 they are attacked by a Spectre of a lizard-man warrior. They flee in panic, leaving one retainer sucked dry of life energy.

Castle Kepoi dungeon, level 2 (explored so far)

As a summary: we have some recurring tropes, I believe that the players will try to explore the whole dungeon under Castle Kepoi and only then advance to new adventures elsewhere. Wilderness adventures were not very successful, they rather led to loss of resources. One of the PCs rolled to have a treasure map during the character creation phase - maybe they’ll try to find the hoard when their purses will become empty (soon, very soon...).

The players are very active. They come up with new ideas and new businesses to make in the game every session. Sometimes it looks more like they are coming to the table with a ready adventure to be played, instead of expecting to be served with an adventure.

We had some reconstruction in the group, two players left, one was introduced. Two of three characters now in play reached levels beyond first, Pluto even multiclassed and advanced in both M-U and F-M classes. I’m really looking forward to a higher level play, the more the characters have to offer to the setting, the more fun.

piątek, 1 czerwca 2018

Amberpeak campaign. Setting outline. Houserules.


Several months ago I started a new OD&D campaign called Amberpeak. In the beginning I decided that I’ll try to reach some English - speaking readers, so all of the posts concerning the campaign were bilingual. The upside was that English readers were up to date with all the info on the game just as the Polish ones. The drawback was that there was quite a lot of confusion: the titles were in Polish, amount of text was doubled, notes lacked in the legibility department. And, what’s quite important, there was no introduction to the setting in English, so the outline of the campaign seemed rather cryptic. Hence I decided to change my approach and publish English-only notes next to Polish ones. Below you’ll find a summary of what happened until now and what houserules I adopted. Events from game sessions from 1 to 10 were already covered in details, you can find the links below. Sessions from 11 onward shall be covered in future posts.

The Setting

The planet is divided into separate hemispheres. Knowledge of the cosmic catastrophe which caused the division was lost in time. The Dark Side is the one inhabited by humans. The Bright Side is the land of the immortals, gods and titans. Between the spheres there is the Rift: a dark land never struck by sunlight, prowled by demons and monsters dwelling in the darkness. There is one way to cross the Rift and get to the Bright Side: Ascension. It is a complicated magical process which needs a vessel, called a Dungeon. It’s a somewhat nonsensical and absurd construction serving no functional purpose but to ascend the constructor to the other Hemisphere. After the Ascension a dungeon is left on the Dark Side and usually serves as a habitat for monsters and other chaotic beings. Usually, Ascension can be reached by individuals only, but in one instance in history, a whole state was ascended. It happened 742 years ago to the Great Meropis led by its wise leader Athena and her advisors - the Twelve Titanides. Athena became the goddess of men who were left on the Dark Side. They believe she can be reached by priests of Church of Athena: they claim that the Bright Side can be seen as a reflection on the mirror surface of Lune - the only moon of the planet. The priests may see reflections of Athena and the Titanides giving signs to those left behind. The greatest of the states on the Dark Side is Tanais by the Unhospitable Sea. Tanaisians try to unite the scattered cities, forts and baronies and prepare for another Ascension.

There are other humanoids on the Dark Side. Ancient races who refused to ascend and embraced Chaos, now demigods leading their degenerate human worshippers. Other cultures. as old as the planet, who dwell the vast caverns of the Underworld, never interested in Ascension or human civilization.

The campaign started in the land of Koban on the west shore of Sea of Mazandarana, discovered less than one hundred years ago. Tanaissians established a colony here, in the Delta of Three Rivers, with the Marshes of Pale Lights in the North, Barrow Forest in the South and Misty Vale in the West. The main town of the colony is Derbent, a large port on the Sea of Mazandarana. The land was inhabited before the Tanissians arrived, however the natives have little concern over the colonists, as long as they do not leave the Delta. Two main groups among them are the Forest People lurking in the Barrow Forest and dwellers of Naissus, a mysterious city ruled by dreaded Invincible Overlord Hespos, Master of the Black Dragons.

Of course, I was inspired heavily by several sources, in particular From the Sorcerer’s Skull blog (dungeon as an ascension vessel) and Hemispheres by Rush (mythological feel with a twist).



Adventures so far

Adventures of the party and further details on the setting are found in ten reports from our first ten game sessions.


Next reports will be published in separate posts, so keep track of the blog.

Houserules

1. Hiring retainers.
In order to hire henchmen, you need to spend some gold. For each gold piece spent PC has 1% chance of successful recruitment, so spending 100 gp guarantees 100% chance of hiring 1 to 10 man-at-arms (i.e. Normal-Men). You need to spend more when recruiting class-characters: you get -10% for Fighting Men/Women (you recruit 1 to 6 of them), -50% for Clerics (no. recruited is 1 to 3), -75% for Dwarves (1 to 6), -100% for Magic-Users and -150% for Elves (both: only one recruited at a time). The Referee may adjust the chances, e.g. taking into account CHA of the character or the renown (notoriety)  of the party.

2. Wilderness travel.
The system is simplified. Each hex is 6 miles and the number of hexes possible to be travelled per day is from 1 to 3, dependent on the terrain difficulty (at the Referee’s discretion, 3 is suggested for plains etc., 2 for hills and woods and 1 for rough terrain such as mountains or swamps). The Referee is free to speed up or slow down the travel, e.g. +1 hex per day for following a road or a trail or riding a horse on a plain, -1 for over encumbered characters or using a horse in a dense forest. The travel pace should not however drop below 1 hex per day. In case of exceptionally difficult circumstances (such as forced marched through a desert) the Referee may order a withstand check (based on CON) or the characters may lose some Hit Points.

3. Clerics and Magic-Users.
I decided to replace vancian spell slots with Spell Points (SP). Each character shall have a SP number determined by level, casting each spell shall cost SP amount equal to the spell level (i.e. a first level spell costs 1 SP, second level: 2 SP and so on). All SP regenerate after a full rest. The amount of SP shall be modified by INT (for Magic-Users) and WIS (for Clerics): +1 for an attribute greater than or equal 15 and -1 if the attribute is 6 or less.

Table 1. Spell Points.
Level
Clerics
Magic-Users
1
0
1
2
1
2
3
2
5
4
4
8
5
6
11
6
13
14
7
23
20
8
30
27
9
36
32
10
45
43
11
51
51

As you may have noticed, the number of SP is calculated as a sum of spell slots as indicated in Men & Magic (first level slot is worth 1 SP, second level 2 SP, etc.)

Regardless of the SP amount, a spellcaster cannot cast a spell of a level higher than indicated in original OD&D rules.

Table 2. Experience levels vs spell levels.
Level
Max Cleric spell level
Max M-U spell level
1
-
I
2
I
I
3
I
II
4
II
II
5
II
III
6
IV
III
7
V
IV
8
V
IV
9
V
V
10
V
V
11
V
V
12
V
VI

I also allow Magic - Users to counter other spellcasters in a similar fashion as in Chainmail. There is a chance of failure in countering in case the caster is of higher level than the M-U attempting to counter (1 in 6 if there is 1 level difference, and so on, if the difference is 6 or more levels, the lesser M-U shall always fail to counter).

Each casting class shall start the game with Detect Evil (for Clerics) or Read Magic (for Magic-Users) spells and a number of additional random or chosen spells dependant on WIS/INT level respectively.

Table 3. Additional starting spells.
INT/WIS
Additional spells
3–8
random first level spell
9-12
chosen first level spell
13-15
1 random and 1 chosen first level spell
16-17
2 chosen first level spells
18
2 chosen first level spells and 1 random second level spell

Since the Hemispheres setting has an ancient Greek feel to it, I changed the titles of Clerics. Priests and Priestesses of Athena (the dominant religion among men in the setting) have now level-titles referring to Greek Orthodox Church which sounds pretty “ancient”.

Table 4. Clerics of Athena level titles.
Level
Title
1
Deacon
2
Presbyter
3
Protopresbyter
4
Archimandrite
5
Exarch
6
Suffragan
7
Eparch
8
Arch-Eparch
9
Metropolitan
10
Patriarch/Matriarch


Stay tuned for future posts. All the English-titled ones are for you.