Baltic D&D

Finally back to blogging with the start of new campaign or actually just restarting a campaign with new rules.

The new rule set is Mentzer’s Basic D&D, it used to be test drive of D&D 5th edition which turned out to have too much crunch in the character classes/races for the old school feel I was looking for. We did play couple of adventures and there was some unfinished business in them that will undoubtedly play some role in the campaign after the rule set change.

The campaign is set around Baltic Sea in 1450 with liberally added fantasy elements and disregard for historical timeline. The campaign starts in the Hanseatic city of Danzig. Danzig being a port city gives good access to whole Baltic Sea should the players want to go exploring to Scandinavia or some other exotic locale. On the other hand Danzig is right in middle of interesting political situation with Teutonic Order and Kingdom of Poland fighting for it and the lands around it. This gives opportunities to all sorts of high medieval political shenanigans should the players be interested in them and adventures take them into that direction.

I will be running a mixture of old classic (A)D&D modules, stuff from the internet like One Page Dungeons and what other people have created in current OSR fad and some of my own creations. I have started building a mega dungeon with the help of How to host a dungeon among other things. Of course the world is a living thing and simple things can escalate to mega adventures on their own if not dealt with. So every loose string the players leave behind can possibly come to bite them in the ass at later time. There’s couple of such things already running wild in the Prussian countryside.

My players are mix of new or newer acquaintances and couple of old faces from my table, also looking for couple of more so never know what turns up. One interesting thing to note is that there are two other guys who also runs games, especially old school D&D games so we have lot of game mastering know-how on the table.

We have strong hex crawl element as well in the game. One of my gm-player’s created a hex map of Prussia that I’m using as basis for the campaign and I have already put about half a dozen adventure locations on the map for players to find. People of Danzig and other cities/villages tell rumors to player characters and it is up to players to choose which ones they want to investigate. Once they have a destination they hex crawl to the location and then the game turns to normal dungeon crawl mode.

We as a gaming group are rather flexible with the rules. We take to heart the old school way of “rulings instead of rules” meaning that we take the rulebook as starting point an adapt the content to our game. I for example have converted Basic descendidng AC and table lookup THAC0 to 3.x esque rising AC an attack bonus. I’ll hopefully write about all house rules we come up with when I have time.

We have played one session an session report for that is coming shortly after this post. An that’s all this time.



Or rules for modern firearms for Pathfinder.

It seems that my own rule system is on indefinite hold and I’m switching to Pathfinder to run my own Kingmaker style campaign in the near future. The world I set the campaign will the same I used with my own rules so I need rules for various guns. Paizo has published rules for firearms up to around 19th century tech but I need rules for 20th century and future guns so I wrote my own. These are first version and I’m not entirely sure about these. The damage values and prices are something to carefully think. Not sure how expensive these should be, the idea is that player characters can buy these from certain NPCs if they have the money but they shouldn’t be cheap. On the other hand selling them for huge amounts of cash should not be possible. Also the campaign is supposed to be lower magic (magic item wise) then regular Pathfinder so these should replace some of the magic armaments PCs normally have.

Continue reading

When in doubt, have some mushrooms

Couple of days ago we played the second part of the adventure in East Tinbluff where the miners were restless. Probably should have written this couple of days ago but Skyrim and Battlefield 3 happened like they usually do. Let’s hope I remember all the important details and observation I made during the session.

One of the PCs had gotten a job at the mine and he was invited to bring himself and his pickaxe for a meeting during lunch hour. He did so and found out that their foreman and leader of the rebellion Jurgen had heard about some foreign woman telling lies about him around the town. They were going to go throw her out of town with force if necessary. This of cource was one of the PCs in last session.

Our here at the mine was torn between staying hidden and warning his companions/employer. In the end he didn’t go with rest of the miners but tried to follow them quietly and deliver warning before they got to their target. That didn’t completely succeed. Continue reading

d12 Magic, Spells

Spells (so far) are based on D&D spells and modified to d12 system. I might start writing original spells sometime but at the moment I’ll use what is available.

Spell Stats

All spells have following stats.

  • Casting Difficulty (10+)
  • Learning Difficulty (10+)
  • Resisted (yes/no)
  • Target (self/single/multiple target/area)
  • Range (touch/range/line of sight/plane/unlimited)
  • Casting time
  • Duration
  • Description (including scaling effects)

As general scaling effect for all spells that can be resisted, extra degrees of success can be used to give the target penalty dice to the resistance roll. Continue reading

d12 Magic, Spellcasting

Second part of the magic rules.

How mages cast spells and what skills they use and all miscellaneous weirdness and little things that come from using magic.

Magic Skills

  • Channeling
  • Advanced skill used to cast spells
  • Mages channel energy from Sea of Chaos/Hyper dimensions to power their spells
  • No specializations
  • Energy Manipulation
  • Advanced skill used to control magical energies
  • Used to prevent side effects or control them
  • Specialization
  • Resistance, resist hostile spells
  • Control, preventing and controlling side effects or manipulating ongoing magical effects
  • Store, temporarily store channeled energy to gather enough for big effects Continue reading

Communist miner rebellion

First session of my d12 play test campaign took pleasantly surprising direction.

This was the very first session of the campaign so some basics things got written down first. The starting place of the campaign is the City of Snakes and the local lord is Count Thaddeus Snake who’s ancestors stole wisdom from snakes and tamed the land. City of Snakes has university where you can study theology and  sciences. The count is great benefactor of the university and especially the sciences department. Considering that the world is based on Renaissance period Germany this is exceptional. Another exceptional thing just outside the town is the star faring Guild’s compound.

All good stories need an inn so we got one, the Huge Crow. Huge Crow is favored by student and university faculty, food and beer are plentiful and cheap. The specialty of the place is that there chess sets on every table. Huge Crow servers as the home base for our intrepid heroes and this is where they started gathering their first rumors about what was going on in the county. After buying some drink and touring other local bars as well the player characters managed to hear following rumors: Continue reading