Wednesday, September 13, 2023

New Magic item

 New magic item for Castle OeBerg (this one being a powerful relic)

New Item (Relic)   The Eyes of St. Helene of Bex

This is a ornate silver box that does not radiate magic (as it is a relic), that is shaped roughly like a hockey puck.  It has the seal of St. Helene on it, and inside in linen is two preserved eyes.   These  are the eyes removed from St. Helene.    Anyone holding the relic and close their eyes has true vision (IE can see though illusions and see invisible)  In the hands of any lawful cleric, it allows them to turn undead 3x a day as a 9th level cleric or +2 levels (whichever is greater).

Sunday, September 10, 2023

Possible 1st level (revised)


 Leaning towards this to be the opening level of Castle OeBerg, has more stuff and more room for some factions/powers on level 1.  

Saturday, September 9, 2023

Castle OeBerg update

 I am changing some of the level design for castle Oberg, where I am going with instead of a mass of smaller levels, I am going to go with big levels with some sublevels instead of the mass of smaller dungeon levels.  

Tenpenny Company #1


 


Tenpenny Company #1 

BECMI, AKA the Frank Mentzer classic D&D variant.   It always has a warm spot in my heart for various reasons, its how I learned D&D and Roleplaying, It can be as simple as one wishes, but also has perhaps the best rules for domain management and mass combat.   It has somewhat been ignored in favor of the slightly older B/X and AD&D variants.   Even if I learned on it, I never really got a chance to play or run a long term campaign in the BECMI ruleset, and it been on my bucket list.

However the chance has started, and using my well used "Dutchy of Yew" homebrew setting as the start, 4 players, 8 PCs meeting at the Squirrel and Worm, a Inn and Tavern in Stonebridge.   They hear of reports that a old Abby known as the "Magnox Abby" had a crypt that was mostly open for exploration, and the party agreed to explore and loot it.

Finding the ruined abby, the party explored, and found the way to Crypt, and entered, finding two statues, the party inspected, and headed north, deaing with stuck doors.  Heading to six, they where enjoying the glowing mushrooms in this area, then headed to 7.

Entering the room 4 zombies attack, the party, 8 strong, got used to the BECMI combat rules in the battle, and quickly dealt with the Zombies, and in a chest they found 12 GP, 220 SP, and 540 CP.

The Theif made her save on the trap, so the party proceeded to 8.

Heading to 8, they met a Rust Monster, it did result in a fair bit of humor as spells where cast, and the party metal using classes in the end, it was a bit of yakety sax as the fighter and dwarf ran around keeping distance, others attacked, and eventually the monster died at the lost of one shield.

The Theif luck ran out in the hallway north of 8, falling into the pit trap, and causing enough damage to kill the party member.   At this point, the party became more careful, use of 10 foot poles, and so on became standard.   

In 15 they found bound fighter (Replacement for Keeley of Yew, His name is Xerox Xerox (I don't name them) they found a dead Dwarf in the room, and recalled a statue at the start was missing the arm and it might match.   So they decided to explore south to try to get back to six or 1 while exploring new areas, heading to 11, which happened to be the "iconic" battle for this small dungeon.

The party entered, and they see a body of a monk on a slab.  It stand up, eyes glowing, and speaks in old common "I shall feast on thy souls!" and pulls out a long sword.  The party grinned and the battle was on.  

The enemy sword was rough, slaying Xerox Xerox in one powerful blow.  The Turn failed, and then the party heard reinforcements.  First some Skelitons, then a round later, Zombies arrived, the good cleric was able to turn them and the Party was getting hits on the Undead master.   In the end, Tommy was able to kill it with his sling while Selem and Kirric where down to one hit point.  

There was a fair bit of treasure, the Sword is a +1 Sword, three potions, a scroll, and a amulet.  They headed to 10, where they knew there was undead, and was rather creative in plinking them and doing hit and run raids in the room till they where dust, heading to the south, reaching 6 again, due to the beat up nature of the party, the party returned to the inn to rest and ID treasure.

(we also only had 3 hours due to life, so shorter then the usual 4 hour session.)  

After reaching the Inn, the party was able to ID/sell non magical items.   

Salem got the +1 sword, Anna got the Scroll, Healing potions where given to Vogal, Victor, and Kirric.

Everyone got 45 gp (rest went into the common pool) and 400 XP (I give minimum XP for time played.   It was a good session to get everyone used to various rules (BTB and houserules)

Treasure

12 GP, 220 SP, and 540 CP.

non-magical amulet (300 GP)

3x Potions of healing (1d6+1)

Scroll of web

+1 Sword 

RIP

Keeley of Yew

Xerox Xerox




Thursday, September 7, 2023

Sorry for the delay

 Sorry for the delay to my...(Checks stats)

Faithful one reader (that hopefully not me) I been dealing with real life (Car needed repairs) and set up a BECMI game and ran it.


As for Castle Oeberg, I am once again looking a the design if I should have instead of a mess of smaller levels, more bigger expansive levels.   We shall see.

Tuesday, September 5, 2023

4Bb: The Great Musicbox

 






This is a sublevel, work you way though and you find a music box that can play a few songs and it opens portals.


Song 1 -- Sends you to the realm of the Mad Wizard Slumber Rickman, who has a army of Elves and Paladans on Iceskates.
Song 2 -- Sends you the realm of the Kraft, where Gnomes, Drarves, and Moldons are building a great highway for wagons while listening to Techno Music
Song 3 -- Sends you to the Land of Tailor the Fast, a Blonde Wizard who can cast and maintain many charm spells, she has huge sums of gold.
Song 4 -- Sends you the Pilgrim door, where the yellow jester wants you to play some music and ring some bells to open the door to the Prism ship to get home.

Friday, September 1, 2023

Castle OeBerg Localized map

 


This is the map of the Castle OeBerg localized area. 

The Barrows -- The Barrows is a series of mounds with small dungeons, Roughly inspired by Barrowmaze's smaller Barrows.  These will have no connection to the main dungeon.

Old Temple -- This temple, flanked by two statues, is older then written history.  built by snakemen, this pile of stones has a reasonably large (3 level or so) dungeon under it.   It connects with level 4 of the main dungeon.

The Stones -- A stonehedge style standing stone monument.

West Tower -- a large den of Stirges 

South Tower -- Small group of bandits make a camp here, if cleaned out it could be a forward base for the party.

East Tower -- weird stuff in this tower, the basement behind a locked door is a special encounter area with a Oracle that can, for a charge, answer questions about the dungeon.

North Tower -- the basement is party flooded, and leads to the crabmen lair (2nd level)

Torax Tooth -- Something odd, not fully designed yet.

Fort Giron: Wizard's Tower

District: Docklands

Wizard's Tower

This is a large round tower built in the Docklands, it is 5 stories high, with a domed top. It has recently (in the last 12 months) been completed, and Nygell Amorax, a 6th level Magic User has moved in. He keeps to himself and will not join adventures (he retired) but will defend the docklands and Fort Giron if it is attacked. He will sell scrolls of Light (300 GP), Knock (600 GP), and Web (600 GP) to those who wish to make orders, half up front, and it takes 1 week to write the Light, and 2 weeks to write the Knock and Web scrolls.

The first level is for Greeting clients, 2nd level is for his staff (see below) and the kitchen. Third is his Libarary/Lab, 4th is his residence, and 5th is for observation of the sky (and below)

He has two staff, a young cook named Jenna Oxtail (4 HP), and a bodyguard named Roger D'Amort (12 HP) (2nd level fighter). Both are charmed and gladly serve him.

Nygell Amorax

Neutral Male Magic-user, Lvl: 6

STR 11 DEX 12 CON 16 INT 16 WIS 10 CHA 14

AC: 8 [11], HP: 21 ST: 10

Personality: Charming yet bookish.

Memorized Spells: Sleep, Charm Person, Light, Detect Magic, Web, ESP, Fireball

Spellbook: Sleep, Charm Person, Light, Read Magic, Hold Portal Read Languages, Write Magic, Mirror Image, Knock, Detect Magic, Web, ESP, Fireball, Explosive Runes

Magic Items: 3x Healing potions (2d6+1), Horn of Valhalla (Silver), Staff of Beguiling, Dagger +2, Ring of protection +1, Scroll of fireball (8d6), Potion of fire Resistence.

Other: 5,125 GP in coin (5000 GP, 1250 SP), 5x Gems worth 250 GP each.

New Magic item

 New magic item for Castle OeBerg (this one being a powerful relic) New Item (Relic)   The Eyes of St. Helene of Bex This is a ornate silver...