Thursday, January 2, 2020

Long Forgotten Rome - Session 0 (Start Here)


This blog is going to consist of my collected notes from the OSR game I joined in January. Maybe other RPG stuff will filter in over time; we'll see. I expect this'll actually get rewritten and edited a few times before it's all said and done. (3/28/2020: This blog now includes some homebrew Starfinder and Final Fantasy 14 recaps! I might also include some AD&D, Pathfinder, and 5th Ed D&D, depending on how ambitious I'm feeling)

Right now, I'm calling this campaign Long-Forgotten Rome, but that might change, too.

The DM is using a mash-up of systems and house rules to run this campaign, so this is subject to change as we go along, but as we're getting started, here are the basics:


Chainmail

HR5 The Glory of Rome Campaign Sourcebook (2e)

Vaginas are Magic (Published by Lamentations of the Flame Princess)

Frostbitten & Mutilated (also LotFP)

XP = Silver Spent (1:1 ratio, so in this setting, 1 gold piece = 25 XP)


Plus anything else we all decide should get added to this mess. Isn't gaming fun?

The starting players are Bob, our DM, myself, Dave, and Dakota. We each started off playing one character, but somewhere around session 2 or 3 we unanimously voted to play two characters apiece. Many of those characters are now in the Graveyard

Anyway - without further ado - Allow me to present THE PITCH, as well as my starting character sheet and a brief bio. The Witch class is found in Frostbitten & Mutilated published by Lamentations of the Flame Princess.

The year is 225 B.C. The place is northern Italy. Rome's war with Illyria ended in a ceasefire after the Illyrians summoned a kraken that destroyed Rome's invading fleet. Magic has entered the world in a way heretofore unseen in Rome, and Republic's future is uncertain. Carthage has all but disappeared from the face of the earth, but no Roman yet knows why. Yes, these are troubling times. Troubling times indeed!

Our story begins during this ceasefire in the village of Aqualea. It is northeast of what will some day be Venice by about thirty miles; similarly, it is thirty miles to Trieste, an Illyrian port. It is a town with roughly 10,000 citizens, known for its metal and wool trading, its garrison of equites, and its access to the nearby river and lagoon. It is a new colony for Rome, and by all accounts, a promising one.
Sounds kinda cool, right? Yeah, I'm hoping so too.

Rome, for all its supposed glory, has never been a kind place for women. One need look no further than the legal concept of pater familias to know this truth. It is fortunate, then, for Gwen that she is not simply a woman - She is a witch!

Gwen has come here from Britannia, following visions of a strange underground room. She doesn't know what it means or what she'll find there; she knows only that she must seek it out. It's stony, like a prison cell. And it's in Italy, along the northern coast. All this, she knows all this in her bones. She knows it, but she doesn't quite know why.

She's traveled for months with her protector and companion, Ongus, across sea and land to get here. Ongus is a dumb brute, not capable of much, but he excels in his role as Gwen's familiar. She also travels with a second, secret companion - the serpent Amigghos - who lives in the lands of the dead and makes his passage through the veil at Gwen's behest.

Together, they hope to unravel the mystery of Gwen's unfathomable visions.

Art by Mauro Belfiore
Gwendolyn                                                                                                        
1st Level Witch                                                                                                           

Abilities
Saving Throws
Armor Class
LanguagesLatin, Greek, Syrian, Gallic, Britannic, Gothic; all witches can read the skins of serpents.

+5% Earned XP
STR
14
Death
13
10
DEX
11
Wands
14
Hit Points
CON
12
Breath
16
2
INT
14
Paralyze
13
To Hit:
WIS
13
Spells
15
+1
CHA
6


Witch Abilities. Once per month, I can summon a snake demon which will serve me for a day and share my bed. Its stats are as follows:

Amigghos, the Snake Demon. AC 12, Mv 120, Morale 10, 2 HD (12 h.p.), attack +2, 1d6 damage. 50% poison, 50% constriction.

Arcana Metaphysica. I can prepare one different spell per caster level. I can safely cast one spell per caster level per day. I use the Weird Magic System described in Vaginas are Magic. (It feels really off-putting to write that title in a more serious campaign... Good job, writers of VaM? Mission accomplished?)

Charm Person: This spell applies to all two-legged, generally mammalian figures near to or less than man-size, excluding all monsters in the “Undead” class but including Sprites, Pixies, Nixies, Kobolds, Goblins, Orcs, Hobgoblins and Gnolls. If the spell is successful it will cause the charmed entity to come completely under the influence of the Magic-User until such time as the “charm” is dispelled (Dispel Magic). Range: 12”.

Funeral Fog: You summon a cloud of thick fog which carries the stench of death with it. It covers an area with a radius equal to your caster level times 10 feet. The fog can’t be seen through, and light sources create only a faint, exaggerated silhouette of anyone in the fog. Creatures unaccustomed to the stench make attack rolls with a -2 penalty. The target of any attack inside the fog is randomly determined, although a creature with an obvious silhouette may be twice as likely to be hit if it’s targeted. All damage within the fog is multiplied by the caster’s level. For first level casters, roll damage twice and use the higher result.

EQUIPMENT
Dagger (+1 to hit, d4 damage)                Waterskin                           Lantern
4 Flasks of Oil                                            1 Weeks’ Rations             Scroll (written in Syrian)
Backpack                                                    7 g.p.


*  *  *

Ongus                                                                                                       
1st Level Fighter


Abilities
Saving Throws
Armor Class
LanguagesLatin, Greek, Gallic.


STR
11
Death
12
10 
DEX
9
Wands
14
Hit Points
CON
15
Breath
15
4
INT
11
Paralyze
14
To Hit:
WIS
3
Spells
16
+2
CHA
4


Dagger (+2 to hit, 1d4 damage)                              Backpack                            3 small sacks
1 large sack                                                               10’ pole

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