This was a campaign setting that my brother started back in '77, and which
I took over later when he gave up the hobby. The
map was taken from the old SPI generic war-game Strategy 1, and
the central conflict was between the invading armies of the sorceress
Oktvabrina of Ostoslavia, and the heroic defenders of the Lion Empire. Though
there were a lot of dungeons involved as well.
The systems started out with all or the original D&D
books up to Eldritch Wizardry, plus Metamorphosis
Alpha; but there was a lot of major system revision going on at that
time. Some character classes (Alchemist, Bard) and add-ons (social standing)
were gleand from The Strategic Review and early issues of
the Dragon. MetAlpha (as it was known) is also
responsible for the presence amongs the original campaign notes of stats for
the original X-Men, Avengers and other similar characters who I shan't
transcribe here, plus stats for the Zcarab from the Roger Dean poster.
Solar system
The system is a binary, a G-class primary (Surya/Osiris/Apollo) with a
distant (67 AU) M-class companion (Agni/Set/Ares) in a 400-year orbit with
eccentricity 0.45.
Planets
|
Name |
Orbital radius (AU) |
Moons |
Notes |
| I |
Vasha/Horus/Hermes |
0.2 |
— |
Mercury like |
| II |
Brahma/Thoth/Aphrodite |
0.6 |
— |
Venus like |
| III |
New Earth |
1 |
Sarasvati/Isis/Artemis
and Ratri/Nephtys/Athene |
Moons also known as Fei Lien and Feng Po |
| IV |
Indra/Anubis/Zeus |
3.6 |
8 moons, rings |
Gas giant |
| V |
Shiva/Shu/Hera |
6.6 |
8 moons, no rings |
Gas giant |
Native Life forms
Bugbears, Umber Hulks, Hellhounds, Stirges, Owlbears, Ropers, Dragon
Turtles, Giant Owls, Fire snakes, Winged Serpents, Dharzi Dogs, Fire Lizards,
Minotaur Lizards, Giant Beetles, Dinosaurs, Giant Sharks, Rays, Water
Spiders, Eyes, Morkoths, Mashers, Mastodons, Giant Ticks, Giant Slugs, Giant
Mammals, Orcs (stone-age technology at time of landfall), Trolls, Manticoras,
Wyverns, Dragons (Dominant life form pre-landfall), Purple Worms, Bicorns,
Pegasi, Hippogriffs, Rocs, Gryphons, Slimes, Native equivalents of most
Terran imports
Imported Life forms
Terran
Man, Horses, Mules, Dolphins, Wolves, Lions, Crocodiles, Dogs, Pigs,
Cattle, Bears, Boars, Stags, Leopards, Elephants, Tigers
From Elsewhere
“Demons” — Very few, of numbered varieties, types I–IV being constructs;
12 Mind-flayers, each individually statted out and named.
NPCs
The Royal-Imperial family of the Lion Empire
(in 3421)
K.E. Roderic II (3360–3419) m Anzia of Kreuzland (3370–); their children
are
King Emperor Anton IV (3389–) m Karlian of Ilmor (3393–)
Roderica (3391–) m King Leon of Ispanos
Antonia (3396–) m Duke Poul of Ilmor
Valric (3398–)
Zonja (3402–)
K.E. Anton has children
Anton (3413–)
Angara (3415–)
Stats under the earliest and least modified systems
|
KE A n t o n IV |
R o d e r i c a |
A n t o n i a |
V a l r i c |
Z o n j a |
L e o n |
P o u l |
D o w a g e r E m p r e s s A n z i a |
QE K a r l i a n |
| STR |
14 |
7 |
13 |
15 |
13 |
11 |
14 |
5 |
7 |
| INT |
11 |
12 |
15 |
8 |
15 |
9 |
12 |
18(84) |
17 |
| WIS |
13 |
15 |
8 |
13 |
8 |
13 |
16 |
11 |
10 |
| CON |
8 |
7 |
6 |
8 |
12 |
14 |
13 |
13 |
10 |
| DEX |
12 |
15 |
9 |
9 |
20 |
10 |
11 |
9 |
13 |
| CHA |
11 |
14 |
15 |
11 |
23 |
12 |
11 |
18 |
15 |
| Will |
5 |
14 |
15 |
12 |
16 |
10 |
9 |
11 |
15 |
| Psi |
— |
— |
71 |
— |
— |
— |
53 |
83 |
76 |
| Level |
F7 |
C6 |
M c h a r m 2 |
F1 |
F6 |
F6 |
F8 |
M E l e m 7 |
M E l e m 4 |
| HP |
33 |
22 |
6 |
32 |
32 |
38 |
39 |
23 |
12 |
| P s i p o w e r s |
|
|
R e d u c t i o n |
|
|
|
C l a i r a u d i e n c e |
L e v i t a t i o n
D e t e c t m a g i c, evil
P r e c o g, t e l e p o r t
A t t a c k s — b l a s t a n d c r u s h
D e f e n s e — T h o u g h t s h i e l d
|
M o l e c u l a r a g i t a t i o n, S h a p e a l t e r a t i o n |
Other Significant NPCs
These are recorded under later system revisions, with a fixed hitpoint
combat system
Oktvabrina : The never encountered major opponent, very much the archetypal evil
sorceress, icily beautiful
| |
| STR 6 |
| INT 21 |
| WIS 18 |
| Faith 14 |
| CON 15 |
| DEX/R 20 |
| DEX/L 10 |
| CHA 20 |
| Will 14 |
| Size 10 |
| Psi — |
| Sense 13 |
|
| Elementalist |
| Hits total 7 |
| head 2 |
| chest 6 |
| arm 2 |
| leg 2 |
| |
| Parry 5 |
| Anti-parry 1 |
| |
| Hit +1 |
| Damage +2 |
| Dodge -6 |
|
| Level 20 |
| 400 spell points |
| All elementalist spells learned to +3, used to +5 |
| Rings (right hand): |
| Human control, shooting stars, forlorn encystment, pressor, true
ring |
| Rings (left hand): |
| Fire resistance, regeneration, spell turning, prot +5 |
| |
| Circle of psi resistance |
| |
| |
| |
| |
|
Sandra : Famed mercenary warrior, major field commander for the Lion Empire
| |
| STR 18 |
| INT 15 |
| WIS 11 |
| Faith 10 |
| CON 16 |
| DEX/R 22 |
| DEX/L 21 |
| CHA 23 |
| Will 19 |
| Size 14 |
| Psi — |
| Sense 17 |
|
| Fighter |
| Hits total 19 |
| head 3 |
| chest 16 |
| arm 4 |
| leg 5 |
| |
| Parry 25 |
| Anti-parry 20 |
| |
| Hit +5 |
| Damage +6 |
| Dodge -8 |
|
| Level 15 |
| Sword +3 |
| Power Gauntlets (+6 damage, doors 1–9) |
| True sight circlet (det illusion, infravision, disbelief)
|
| |
| AC: Shoulders 3
|
| Forearms 6
|
| Torso 5
|
| Neck 4
|
| Lower legs 7
|
| Otherwise 9
|
| |
| |
|
Anetchka : Exiled Ostoslavian noble, focus of the resistance.
She lost her right hand
to Oktvabrina's torturers, and now weilds a scythe/hook weapon prosthesis.
She has a paralysis dart gun, a remnant of pre-landfall technology. |
| |
| STR 16 |
| INT 17 |
| WIS 14 |
| Faith 11 |
| CON 16 |
| DEX/R 14 |
| DEX/L 7 |
| CHA 18 |
| Will 17 |
| Size 13 |
| Psi — |
| Sense 16 |
|
| Fighter/Energy |
| Hits total 17 |
| head 3 |
| chest 14 |
| arm 4 |
| leg 5 |
| |
| Parry 11 |
| Anti-parry 11 |
| |
| Hit +1 |
| Damage +1 |
| Dodge 0 |
|
| Level 10/12 |
| 140 spell points
|
| Spells learned to/Used to
|
| Detect magic +3/+3
|
| Read magic +3/+2
|
| Light +3/+3
|
| Magic Missile +3/+5
|
| Pyrotechnics +3/+3
|
| Wall of fire +3/+4
|
| Electricity +3/+4
|
| Lightning bolt +3/+7
|
| Lightning resistance +3/+2
|
| Disintegrate +3/+2
|
|
Geography
Obviously, the main map can't be transcribed here, but for those with
access to the originals, the some cities were named.
In Hombierge, H1 is Géra, in Ispanos, I1 is Iszorra, in Jaegerstaat, J5 is
Kelnir, in Kreuzland, K1 is Kreuzstadt, in Löwerreich, the cities are Helm,
Idinburg, and Imor. In Morrashnorad, Wrǒc (if the letter between the
‘r’ and the ‘c’ doesn't come out it's Wrôc with the accent
upside-down), Urrunsgrad, Aver-Ister, and Strelsau; in Novonorad, Noczwa,
Stepametropol, Graach, Popushki and Galatz. In Ostoslavia, Dominets,
Ostoslav, Karagora, in Palestan, Athach. In Rasha, Al-Haaq, in Simburi,
Zupopo, Nurunga and Ndambange. In Tantassi, Genville and D'Ourbain. In Ubo,
Uboga and Ngotu. In Vien-tan, Hoku-go, Chungking, Ping-liang, Cheng-tu and
Hsiang-tan. InWeidong, Jabalpur and Thanjavur. In X'chow, Hanamaki,
Sagamihara and Takamatsu. The various resource hexes were mapped to the
castles, sorcerer's towers or temples from the Underworld and
Wilderness (i.e. book 3) wilderness encounter tables.
The walled city of Idin-Burg, lying on the river Valdon. Roads lead north
to Géra, south to Iszorra and east to Helm. The Royal-Imperial palace is on a
mount, surrounded by its grounds running down to and across the river. On the
east bank lie the dwellings of the gentry. North of the palace are, the barracks,
to the south-west, the noble district and to the south, King Roderic's College.
The marketplace is marked by the large coaching inn. By the Géra road is the
Kreuzlander quarter, and by the Iszorra road, the Quantari quarter
Crunchy Bits
Priests
The campaign used the Pasadena Cleric system, which gave something like
(level*(level+1)/2) + (faith-13) prayer points, and casting success was 60% *
cleric level * prayer points / (prayer level2), and prayer levels
are about twice the spell level one is used to, with magical abilities like
turning undead coming in as level 1 prayers. Some high level spells, such as
Raise Dead Fully, or Finger of Automatic Death mapped to prayer levels
15–20
The use of the various gods out of Gods, Demi-gods and Heroes
ws accomodated by the early invention of specialty priests, assigning
Pasadena levels to Druid spells, and portioning the whole ensemble out
amongst the various pantheons e.g. from the ever popular Asgardians, Odin
priests — Get ESP at prayer 6, 12 elemental summoning at prayer 12, no access
to raise spells or their reverse. Thor priests — are split-class fighters,
with prayers Call lightning at 5, resist lightning at 6, Control Weather at
10, no reversed spells, no Commune. From popular Olympians, Hermes priests —
are split-class thieves, and gain +2″ move, Nike priests gain no curative
spells, and have all destructive spells at 1 prayer level easier.
Combat
weapon vs weapon difficulty chart
|
Attacker's Weapon |
Defender's
Weapon |
Dagger |
Sword |
Flail |
Greatsword |
Staff or
Polearm |
Pike |
| Dagger |
14 |
20 |
20 |
25 |
22 |
35 |
| Sword |
12 |
12 |
15 |
18 |
9 |
22 |
| Flail |
19 |
25 |
17 |
22 |
22 |
22 |
| Greatsword |
22 |
8 |
10 |
7 |
5 |
15 |
| Staff/polearm |
12 |
7 |
7 |
6 |
4 |
7 |
| Pike |
19 |
20 |
20 |
20 |
18 |
12 |
| Shield |
11 |
8 |
13 |
7 |
9 |
9 |
Beat the number on a d20 to parry. Modify by each person's STR based
to-hit, weapon/shield plusses and fighter level. The attacker gets the
benefits of his to-hit from DEX, and the defender from his AC bonus from
DEX.Take -3 on the roll per previous parry this round.
Magic Items
Gloves and Gautlets were the specialty type of magic item in the campaign,
including the power gauntlets (AC6, metal plates on leather) used by Sandra
above, pickpocket gloves (+20%, leather, AC8), Dex gloves (+6 DEX, thin black
cloth, AC9)
of magical specialty: +5 if one is a specialist in that type, +10 if not
(slighlty offsetting the out-of-specialty penalty).
Mage Gauntlets
| Specialty |
Description |
Colour |
AC |
| Fire |
heavy gauntlets |
glowing red |
5 |
| Electricity |
elbow length gloves |
electric blue |
6 |
| Healing |
thin cloth |
white |
9 |
| Enchantment |
thin leather |
grass green |
8 |
| Illusion |
thin cloth |
matt black |
9 |
| Elements |
elbow length gloves |
silver |
6 |
| Mesmerism |
leather gloves |
iridescent |
8 |
Semi-magical items included weapons made of exotic high-tech materials
left over from the in-flight days, with names for the latter fallen days like
High Bronze (+3 to hit) or Godsmetal (+5).
Rules for weapon enchantment were simple — pay enough gold, and expend
enough spell points (implicitly giving the time involved), e.g. pay an
up-front amout to ready the weapon for enchantment (120 each per pound of
steel) then pay 1000N of each to boost a weapon from to +N to hit from
+(N-1); and another +1000N to boost to +N damage from +(N-1), where damage
pluses were never greater than the to-hit pluses, and flat sums extra for
each power.
The campaign used a system called Red Book (as it was written in a red
school exercise book), an earlier cousin of .DSYS
which went as follows:—
Specialist bonus = +1/2 per deviation each of INT and requisite from the
9-12 range (so a 7 counts as -1); Generalist bonus = +1 per deviation of INT
from 9-12 (so +6 for INT 18). Specialist own class +5, Generalist or General
spell class +0, Specialist other class, -5.
Spells take level in weeks to learn to +0; for each extra level weeks,
another +1 to a maximum of +3. Each spell has a use bonus, starting at +0,
with N successes needed to increase from +(N-1) to +N, failures subtract
directly from the use bonus.
Roll 3d6, add the above bonuses, add the number of spell points used (at
least equal to the spell level), and subtract points used to customise the
spell, and compare against the effect table for that spell. There are no
standard success values
Spell points are min (eps/1000 +5, eps/5000 +85).
Sample spell — Magic missile
This is a typical spell; it only has a few parameters to tweak. Fireball
was far more complicated, along the same lines; other spells (e.g. cure
paralysis) just had a simple fixed success/failure value.
Base number = 1, -2 per additional. Base range 50m, -1 per extra 5m. Base
speed, 3m/s, -1 per extra m/s. Base accuracy +0, -2 for each +1 to hit. Base
damage d6, -2 for each +1 to damage.
Success vs roll table
| Power |
up to 12 |
13-15 |
16-20 |
21-25 |
26+ |
| Result |
suffer attack |
suffer 1/2 attack |
|
success |
+1 change per 2 over 25 |
| Usage |
-2 |
-1 |
|
+1 |
+2 |
Power over 25 can be used to belatedly buy customisation but at half the
benefit.