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Campaign Notes: Some Pirate Campaign Rules

     A while back, I ran a small pirate campaign. The campaign ended up not going very far, but I have some incomplete notes on ships and sea-faring that have been kicking around in my head ever since. So, lets share them with the world! Ship Stats     The most fun part of this, of course, is looking at all the cool ships you can get. In order to simplify things, I made several classes of ships with fairly generic stats. Additionally, borrowing from Ultraviolet Grasslands and the Black City (UVG), I created the concept of the "chest" unit of weight. This is approximately one chest of treasure, one person, enough supplies (including water) for a person for a week, and the minimum amount of crew member needs on a ship. Its mostly weight, but has a space component too. A cannon, with balls and powder, takes up 20 chests, which by my math was about 1 ton. Generally, a single crew member is assumed to take 10 chests of capacity, through their weight, equipment, and required space

Dungeon 23: 2 Weeks Completed

 I have been enjoying the Dungeon23 challenge so far, as it feels entirely manageable. Even if I miss a day, it doesn't take much extra effort to catch back up which has been great for my motivation. We shall see if my motivation and inspiration will continue to hold strong, but this is definitely a good start. I have created an overall dungeon structure mapping how levels and sub-levels interact, but I am leaving actually drawing out the rooms until later and am purely focusing on their descriptions. To help with this, I ended up cobbling together my own version of a dungeon stocking table, using a d12: Monster Monster Monster & Treasure Monster & Treasure Treasure Special Trap Trap & Treasure Empty Empty Empty Empty So, without any further ado, the rooms so far!  Area 1A: Mud-Filled Ruins 1/1: M     One entrance to the dungeon. A former den, relatively dry. Small roots hang from the low ceiling. Part of the rear wall has collapsed inward, revealing a space. Looking in

Cool Location: The Hissing Delta

     I have been plugging away in preparation for Dungeon23, and come up with a pretty cool location for the megadungeon. The location has enough going for it that I think it could be used on its own, but I probably won't be fleshing it out much more until the dungeon comes together more. Enjoy! The Hissing Delta      Originally expanded (created actually, but people don't remember that) as part of a "royal conservation" effort, this delta is now filled with a wide variety of rare plants and fauna not normally found elsewhere. It is dangerous, but the possibility of rare finds always brings people to explore the waters.     The delta is overseen by the College of Wings, which has existed in its current location (or there-about) since before the delta was formed. Legally and practically, the college has near total control of the delta but this is tempered by the college's historic faction struggles and regular coups. This has in fact caused much of the college'

The next stage of D12 Combat

    For those who are not a reader of All Dead Generations , not too long ago there was a post about creating an "alternate, alternate" combat system for D&D by thinking about what might have evolved from a different set of wargames (specifically, Strategos ). I found it an interesting read and absolutely love theoretical alternate histories about how D&D could have developed.     So, to keep this idea developing, I am taking it into the next stage: refinement for actual use with OD&D by someone unfamiliar with the original source material.      As a warning, the refined system I am presenting here is just my interpretation of it and it certainly doesn't include everything you could possibly need (it doesn't even include everything from the original post!). Still, I think this is a productive exercise and useful to improve the system and hopefully create something that I can use in my own home game! The Concept      This new combat system will have a few d

A System of Anti-Magic

     Sorry for the long delay between posts. Things have been hectic and I have run out of steam a bit after working on the Gygax 75 Challenge. I have one post I am working on, but it is a bit complex and taking some time to work through. In the meantime, here is a recent idea that I had about making magic work in your games.       For setting reasons beyond description here, the techniques to counter magic are common knowledge. Therefore, anyone, on seeing someone attempting to work magic can attempt to counter it as a reaction (or interrupt or something that somewhat limits this).      For "normal folk", they can declare one of three things: the name of the spell, what the spell will do, or the school of the spell. Correctly naming the spell or what it will do automatically cancels it. Correctly naming the school allows them to make an Arcana test to counter the magic. Getting close enough on the name or school will also allow for this Arcana test.      For wizards or other

Taking a stab at Gygax 75: The Martian Setting, Part Five

    This is the final week of the Gygax 75 challenge! Unfortunately for me, this week ended up being surprisingly busy and I didn't get nearly as much done as I would have liked. Still, each part I did complete ended up being larger than was probably necessary, so I think it evens out.    Back to part four Week 5: The Larger World Calendar     For this, I decided not to do a standard calendar but use the approach for events from Oriental Adventures, where you have events rolled over time to ensure you get dynamic changes. For background information, the calendar has 12 months of 4 weeks each, with each week being 7 days long. Additionally, there are 2 days "outside the calendar" at the end of the year, which are a time of hedonistic celebration. Seasonal Events     Roll 2d6 on this once per season (3 months), with a d12 roll telling you what week the event begins in earnest. 2.  Dragon Sightings, lasts 1d3 weeks. External Chaos. 3. Nomads Visit, lasts 1d3 weeks. Rare trad

Taking a stab at Gygax 75: The Martian Setting, Part Four

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     Another week, another portion of the Gygax 75. This week ended up being much more difficult than I expected, because of the two thorny problems of mapping the town and how to name things. I spent a large amount of time fiddling with Vulgar , a piece of software that helps automate language creation. I still keep finding issues, but I also need to be done with this week at some point so it will stand. Back to part three Week 4: Town Features      For your viewing pleasure, I present the City of Soorzel Somfawt (the nobles). It was made very quickly in Watabou's City Generator , though I am not particularly happy with it. The estimate on this map is that it would contain 800 buildings and be about a mile across after generously doubling the size of everything. Thus, I have decided this is the main portion of the city where the clans live and things generally happen. Outside of the walls are smaller compounds for smaller clans and the clan-less, explaining why my other map shows

Taking a stab at Gygax 75: The Martian Dungeon, part 3

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     Wow, slightly over a week later and I can say this was the biggest week so far. Didn't help that I was apartment hunting and travelling while doing it, but I do have the first three levels of the starter dungeon to present! I haven't completed the dungeon as much as I would like, particularly levels 2 and 3, but it is once again enough that I could probably run a session or two with it.     For the curious, all mapping was done in  dungeon scrawl , which is a nice free dungeon mapping software that runs online! Back to part two Week 3: The Dungeon The entrance to this dungeon is a sunken hole in the ground, leaking cool air from below. Level 1      This level is themed as a buried temple, though it ended up being pretty small. Still, it should provide some interesting adventures, particularly on repeat visits. The Statue in 05 can very easily become a recurring problem/feature of the level depending on how it is handled. The entrance to the dungeon is a hole, above a loose

Taking a stab at Gygax 75: The Martian Setting, Part 2

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Week 2: Surrounding Area Back to part one Hex Map     Mapping this setting has been an interesting challenge. I tend to get a little in-depth with worldbuilding, but did my best to hold off on the details. So, without further work I present, The Map:     I did this in Worldographer , after doing most of the work on paper first. Now, the most important detail of this map is that the hexes are 1.5 miles across. The larger, grey, hexes are 6 mile hexes. While 1.5 miles might be a weird number, but works well with my travel system, which makes use of Leagues (how far someone can walk in an hour). Another interesting thing about this map is that inside of the canyon is entirely filled with hills, because the interior of a canyon is basically only flat if someone comes along and manually flattens it.     For the sites on the map, you can see the main city located around 07:07. It has a population of about 5,000 people, making it small but still notable. At 03:11, you can see a private manor/

Taking a stab at Gygax 75: A Martian Setting

Some Background      For those who are not aware, Gygax 75 is a sort of challenge (available  for free here ) based on creating a new campaign. It is based on an article written by Gary Gygax in 1975, less than a year after the original editions of D&D were released. The challenge itself is broken up over a series of weeks, with each one focused on a different concrete task.      I have been interested in trying the challenge ever since I first encountered it, and now that I have some inklings of an idea for a Mars inspired setting, I decided that now is the time. Week 1: The Concept Pitch Points Everyone lives in enormous canyons . This red planet is inhospitable outside of enormous canyons which snake across the surface of the planet. Every canyon has a river snaking through it, providing life-giving water and supporting the agriculture necessary for large, organized society. The soil is iron . The planet is red, because nearly all of the soil is incredibly iron-rich clay. Iron i