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Tag: OSR (Page 10 of 19)

More than an Implied Setting for Andras

Using a tutorial on Campaign Cartographers, I was able to generate this artistic map on the Midosean region of Dwaneyarda (literally, "second earth"). I figured that the OSR doesn't need another toolbox without at least an implied setting. Dwaneyarda will be fleshed out in some detail, but not enough to be a full-fledged setting unless folks really like it. Having a setting makes it easier for taking ideas and adapting it to your game of choice. Dwaneyarda will also demonstrate the implementation of the rules and serve as a place to provide examples.

Many, but not all, the names are derived from a conlang called Lingwa de Planeta.

Here are some things that you need to know about Dwaneyarda:

  • The Midosean region is one of only two major bodies of water on the planet. The other major body of water, Nordeosean is a vast arctic sea that lies far north of this map.
  • Spells used by Priests are collectively referred to as miracles.
  • The use of psionics is as widespread as the use of magic.
  • Some schools of magic (along with spheres of miracles and disciplines of psionics) are more accepted than others. For example, the Necromancy school of magic is practiced in secret.
  • Dwaneyarda has a solitary continent.
  • The place names will be provided with an English Translation of the name. Materials created will have both names, but maps will always have the Dwaneyardan names.
  • The names of anything pertaining to player information (classes, kits, spells, schools of magic,etc) will be in English with Dwaneyardan in parenthesis.

Here is some information about the Midosean region shown on the map:

  • The Vakuamar (literally, the "empty sea") is an area of strong magical activity. Some believe it is a gateway to the multiverse. Others believe that it is an aberration of nature generated by the unfettered use of magic.
  • The borders of the Vakuamar are not literal - sailors have encountered it everywhere on the Midosean. However, most encounters take place north of the Isla Raduga ("the Rainbow Islands") so maps are drawn with it there.
  • The Lumataui is the great lighthouse than can be seen from almost anywhere in the Midosean. It was built for sailors to navigate around the Vakuamar. If the light of the Lumataui is not visible, you are likely inside the Vakuamar.
  • The cities on the map with towers are autonomous city-states. Those without towers are vassal states to another city. There are hundreds of villages, each with allegiance to one of the city-states not shown on the map.
  • The main road connecting the cities on the western side of the map is called Hunte Kamina (literally, the joined road)
  • The river is called the Anchun-Riva (literally, The Safe River). The origin of the name is uncertain though it may refer to the fact that the Vakuamar doesn't affect boats on the river. Branches of the river share the same name. Residents of the Midosean region do not make reference to the various branches of the river calling all of it Anchun-Riva. When describing the branches, they reference landmarks.

Here are all the place names translated into English:

  • Blisemar - By the Water
  • Bliyarke - By the Light
  • Isla Raduga - Rainbow Islands
  • Jamile - Beautiful
  • Lumataui - The Light Tower, The Lighthouse
  • Onok - On the Point
  • Pakamine - The City by the Road
  • Syaomar - Small Water or Bay City
  • Urb d'Arbre - The City of Trees, Tree City, Lumberton
  • Vakuamar - The Empty Sea
  • Versunorda - Northward
  • Zuyeste - Easternmost, The Farthest East

Feel free to use the map if you like it. If anyone is interested, I'll post the GIMP xcf file and the brushes I created. I like the format of this map because it is less tactical than a hex map or a spatially correct map.

A 2e Look at Shields

I say that this is 2e, it should be more accurately stated as a look at my 2e-inspired clone.

There is discussion going around the OSR blogosphere about shields. I happened upon the discussion at Jeff's site where he mentions J.D. Higgins elegant solution. Further comments discuss Trollsymth's shields shall be splintered rule and Stuart from Robertson Games' revision of the AC table.

THAC0 Forever brings up the fact that 2e lists four different kinds of shields and his solution reflects varying AC benefits based on the type of shield. The effect reflects shield benefits in the 2e PHB:

Bucklers are+1 AC, protected from one attack per round.
Small shields are+1 AC, protected from two frontal attacks per round.
Medium shields are+1 AC, protected from any frontal and flank attacks in a round.
Body shields are+1 AC melee and +2 against missiles, protected from any frontal, flank and side attacks in a round.

Since one the goals of my 2e-inspired clone is faster combat, I don't like these options as I am getting into facing issues and arguments about what is and isn't a flank attack. As such, I am thinking more along the lines of JD's solution.

In the 2e PHB, there are a lot more armors. A couple are dubious historically, namely ring mail and splint mail. There are also two extra versions of plate mail, field and full. Both are accurately described as very expensive and difficult to get into. For adventurers, an extra +1 or +2 AC for those that can afford these made-to-fit and hugely expensive armors makes them less practical. To add even more complexity, bronze plate is also listed.

So, the chart will reflect all the various kinds of armors except bronze plate mail. Field and full plate are included only for completeness, I really wouldn't allow any PC to use field and full because of the time required to put these suits on.

Type of Armor AC Rating
Unarmored 10
Leather or padded armor 9
Studded leather or ring mail 8
Brigandine, scale mail, hide armor or shield only 7
Leather, padded armor or ring mail + shield 6
Studded leather, hide armor, brigandine or scale mail + shield or Chain mail 5
Banded mail, splint mail 4
Splint, banded, or chain mail + shield, plate mail 3
Plate Mail + shield or Field Plate 2
Field Plate + Shield or Full Plate 1
Full Plate + shield 0

Much of the chart remains the same at the 2e PHB. The differences are that leather, padded, studded leather and hide armors got a +3 benefit from shields. Splint, Ring, Scale and Chain mail (along with Brigandine) only received a +2 AC benefit. Banded and all plate mails only recieved a +1 AC benefit.

Bucklers can only provide a +1 AC bonus maximum. They also are not subject to the shields must be splintered rule.
Small shields provide normal bonuses as listed above and can be used once to grant a saving throw against an Evocation spell or breath weapon. A shield can also absorb all damage from a non-magical attack. After granting the benefit, the shield is unusable and the AC bonus is lost.
Medium shields provide the normal bonuses listed above and can be used twice to grant a saving throw against an Evocation spell or breath weapon. It can also be used to absorb all non-magical damage as stated above twice. A medium shields can only provide two benefits (like saving throw versus fireball once and absorb all non-magical damage from an attack once). After granting two benefits, the shield is unusable and the AC bonus is lost.
Tower shields are like above, but grant four benefits.

Magic shields grant their plus in AC bonus and one addition benefit per plus under the shields shall be splintered rule.

My two cents. What do other folks, especially 2e players think?

Attack of the Portán

One of the oddities of Fiend Folio I used in coastal areas was the crabmen. In 2e, their entry went on to talk about their molting noting that some individuals reach ten feet tall and live to be about 20 years old.

I thought about them again today in part because I was recently in my hometown during the time of year for harvesting soft-shell crabs. Without going into the process too deeply, the idea is to catch crabs close to molting and place them in a make-shift aquarium until they shed their shell. During the process, the crab will usually increase in size by 33%.

This triggered three ideas for the as-of-yet-unnamed-clone:

  1. Alter the stats to include a 33% growth rate per molting
  2. Give a few shamans the ability to create golems from their old shells.
  3. Create a module that features them as a function of mass combat rules

I also wanted to give my crabmen a new name, Portán, mostly to differentiate them from the old stats. The Portán are similar in some ways, but generally have more intelligence (barely), grow larger, and practice their own form of primitive magic.

Portán

Frequency: Rare
No. encountered:
2d6
Size:
Medium (5 ft tall) to Large (11 feet tall)
Move:
90 ft, swimming 60 ft
Armour Class:
4
Hit Dice:
3 - 6
Attacks:
2
Damage:
1d4 - 1d10 / 1d4 - 1d10
Special Attacks:
None*
Special Defenses:
None
Magic Resistance:
Standard
Lair probability:
30%
Intelligence:
Average
Alignment:
Neutral

The special attack refers to the special ability to create golems from discarded molts. Portán shamans do not know any other spells.

The golems are created by filling the old shells full of mud and animating them. The stats would be the same except:

  • No 11 foot tall golem would be found. After reaching that height, a portán will die shortly before or during any molting.
  • Move is 60ft and Swimming 30ft.
  • As golems, the creatures are immune to charm and sleep spells as well as psionics.

When I get the mass combat rules hammered out, we'll see these guys again.

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