Showing posts with label OD&D. Show all posts
Showing posts with label OD&D. Show all posts

Sunday, August 9, 2026

Ocean D&D: Session Documentary

I played a stomatopod in Spuk's OD&D (Ocean D&D) game, and had a great time. Here's a session report. Note that none of the "scientific facts" are guaranteed to be accurate - do your own research.

Also, you must read the report in the voice of David Attenborough.

“The reef is one of the most complex environments on Earth. Hundreds of species live side by side, and form intricate, symbiotic relationships.

“To see this interspecies cooperation in action, let us take a closer look at just five of the creatures inhabiting this reef.”



“Two hermit crabs, whom we’ll call Magnifico and Crabraham Lincoln.”


“Two axolotls, who will go by Mantle-of-Cloud and Amby.”


“And one stomatopod: Creel Crusher.”

“These five companions have left the reef, in search of food or anything else of interest to bring back home. As they explore the open seafloor, they do find something interesting. Perhaps too interesting.”


“It’s a giant triton snail, towering over the five smaller creatures. The hermit crabs greedily eye its huge shell, which would be a major home improvement for either one of them. But Creel Crusher cautions them that the snail would be an overwhelming opponent, even for the five of them together. The group decides to move aside and let the massive snail continue on its way.

“The bulbous eyes of a stomatopod can see millions of colors, and it is even believed that they can read the ‘aura’ of other creatures and assess their strength. A helpful ability when making the decision between fight and flight.

“Our five intrepid explorers continue into a kelp forest, still on the lookout for anything worth bringing back to the reef. It seems that Mantle-of-Cloud has found something. A rectangular box. Quite an unusual sight on the seafloor. But it is stuck in the ground. As the group attempts to unearth it, danger draws near.



“Dozens of sea nettle jellyfish. The faintest touch of their stinging tentacles is enough to incapacitate or even kill a small creature like an axolotl. If the group wants the mysterious box, it’s now or never. But Mantle-of-Cloud has a solution.

“This is one of the most remarkable spectacles of nature. The nanites inside the tail of the axolotl activate, and exert a magnetic force upon the stubborn box, pulling it out of the ground and onto Mantle-of-Cloud... where it dissolves?

“Indeed, the box was composed of more nanites, which are absorbed by the axolotl—doubtlessly granting them yet another mysterious power. With the treasure secured, Mantle-of-Cloud and their friends make a quick escape from the frightening jellyfish.

“Hiding in the kelp, the five creatures settle down to rest. But a few hours later, they are in for a rude awakening.”


“It seems our bold travellers have blundered into the territory of kelp crabs, which have now surrounded the five intruders, menacingly clicking their claws at them. But the hermit crabs, Magnifico and Crabraham Lincoln, click their claws back at them, and the situation calms down. It seems that a deal has been made.

“The five explorers join forces with the kelp crabs, journeying through the kelp forest until they reach their goal: a giant clam.”

“The flesh of this massive mollusc would make a delicious meal for the kelp crabs, if they could only get at it—preferably without becoming trapped inside its shell. Perhaps the reef creatures can help them out.

“The hermit crabs heave a rock up to the mouth of the clam, trying to jam it open. But the clam closes, expelling the rock. Now what?

“Mantle-of-Cloud digs at the spot where the clam is connected to the ground, exposing its fleshy foot. This, too, is a tempting meal. The kelp crabs swarm it, and start feasting... but the clam becomes unstable. It topples over, crushing half of the kelp crabs, as well as Crabraham Lincoln! The poor hermit crab has been ended by this ‘Clam Wilkes Booth’.”


“Just then, a new denizen of the reef arrives upon the scene. An octopod, whom we will call Octo-Potato.

“In its fall, the giant clam has opened back up again. Now’s the chance. The surviving kelp crabs rush in, tearing away at the soft insides of the clam. Creel Crusher and Octo-Potato has spotted something else within the clam. Together, they manage to extract it: a huge pearl. Now, sea creatures obviously have no concept of wealth or monetary value... but everyone likes a pearl.

“The kelp crabs have finished off the giant clam, and feast on its flesh—as well as the flesh of their fallen comrades. There is little sentimentality under the sea. The reef denizens also enjoy a hearty meal. Octo-Potato devours the crushed Crabraham Lincoln. To octopods, crabs are a particular delicacy. But the creatures of the reef don’t just eat. They also take with them as much food as they can carry, in their shells, paws, mandibles, and tentacles. The pearl is brought along too, of course, as the five travellers head for home.”


“They run into some crown-of-thorns starfish on the way, but give the spiky creatures a wide berth.

 “Finally the group returns to the reef, where the collected food is shared with the other inhabitants.”

“It is a moment of triumph not just for the five explorers, but for the reef as a whole.

“After resting up, our five heroes are still restless. They set out on another expedition, this time onto the open sand plains on the other side of the reef. But they don’t get far before they run into danger once more.”


“A pair of cuttlefish, hungry for crab. As they approach, their bodies turn sharp white. A hypnotizing color, which transfixes Creel Crusher and Amby. Those who retain their senses must escape quickly—and take their friends along. Magnifico grabs onto Creel Crusher and drags them away. Meanwhile, Octo-Potato sprays ink to confuse the cuttlefish, while holding onto Amby and Mantle-like-Clouds with their tentacles. Mantle-of-Clouds activates their nanites once more, but now for a different effect. The axolotl expels a jet of water that propels them at high speed, along with Octo-Potato and Amby.

“The cuttlefish give chase, and before long, they catch up to the group. But now the reef dwellers have come back to their senses, and they stand and fight. Creel Crusher squares up to a cuttlefish—and strikes.

“There is a flash of light. The cuttlefish is knocked out cold in an instant.

“A stomatopod’s punch accelerates at a rate similar to that of a pistol shot, and can strike with a force of 1,500 newtons. A direct hit can incapacitate a creature many times the stomatopod’s size, as this cuttlefish just discovered.

“Meanwhile the other cuttlefish is set upon by Magnifico and Octo-Potato. The octopod wields sharp clam shells into the fight, and together, the two of them makes short work of the cuttlefish.

“An octopod’s capacity for using tools is a clear sign of their high intelligence. Who knows what else these creatures may be capable of?

“With the cuttlefish defeated, the group drags them back to the reef for all to feast upon. Certainly all five explorers have learnt from their experiences, and Creel Crusher’s fighting skills seem to have reached a new level.”

"The old moray eel that dwells on the outskirts of the reef seems to have noticed the group's success. Perhaps it will take interest in their further activities..."




Thursday, November 28, 2024

Using Chainmail for Multi-Character Gaming

I ran a game using a combination of Chainmail and OD&D rules. It was a lot of fun!

The OD&D actual play by Bandit's Keep was a big inspiration, and Marcia B.'s Fantastic Medieval Campaigns was a great resource for the OD&D and Chainmail rules.

 

Points values from Fantastic Medieval Campaigns

Here's the basic gist of how I did it:

- Let each player build a band of characters with a total value of 10 points, using the points values from Chainmail. I disallowed those creatures that cost exactly 10 points.

- New characters can be recruited by paying gp equal to the points value times 100.

- Basic infantry and cavalry can be recruited in towns, but you can also try to recruit any creature you meet in the wilderness or in the dungeon, using the recruitment rules from OD&D. If your party is worth less than 10 points total, you can recruit for free in towns to get to 10 points.

- Make reaction rolls when encountering NPCs (2-5 attack, 6-8 uncertain, 9-12 friendly). If they are uncertain, roll again next round.

- Resolve combat using Chainmail's mass combat rules. Don't use the "Combat between special units" rules. For creatures that lack a defense value, use the same value as for attack. No creature is immune to normal attacks.

- Wilderness movement and encounters work as in OD&D.

- In dungeons, track movement round by round as if the dungeon crawl was a continuous combat. Roll for random encounters at the end of every round. Cavalry have to dismount before going into the dungeon!

- XP is awarded for gathering treasure (1 XP per gp) and for defeating enemies (XP equal to points value times 100). XP is divided equally among all characters.

- Characters level up using the Fighter XP progression from OD&D. Every level gained means they count as one more fighter in combat (make one more attack, survive one more hit), and also improves their morale by 1 point.

- You don't need to track or pay for basic equipment, food rations, inn rooms etc, but at the end of every month, you must pay gp equal to 1% of each character's XP total (as per the OD&D rule).

* * *

The game was set in the Land of the Winterwind, the great northern wilderness. I was going to have three players; two called in sick but me and the last player went ahead. I let him spend 30 points on his starting band. He went with 1 great orc, 2 orcs, 2 elves, 5 goblins, and 2 fairies.

Having heard a rumor of an underground ruin full of shining gems they went north. On the way they met a few ents and a werebear; fortunately they were friendly. They reached the dungeon, went inside, and the carnage began.

The party killed goblins, slime folk, and crystal beasts in the cramped tunnels, but also saw their own members fall one by one. They rescued a captured human but he got killed later. In the end only two characters were left: the great orc and a fairy. They ran into 7 archers as they were about to leave, and gave them most of the treasure they had found to not have to fight them. The orc and the fairy made it out with a few gold pieces and gems, a +1 extendible claw staff, and almost enough XP to level up.

Filthy and bloodied they made their way to a nearby dwarf hold, where they could finally relax, and try to take in what they had just experienced.

Then they recruited a couple of rookie dwarf fighters, and prepared for the next expedition.

Thursday, February 15, 2024

The Implied Setting of Contact Higher Plane


When I first read through original D&D, the spell Contact Higher Plane intrigued me.

“Contact Higher Plane: This spell allows the magical-type to seek advice and gain knowledge from creatures inhabiting higher planes of existence (the referee). Of course, the higher the plane contacted, the greater the number of questions that can be asked, the greater the chance that the information will be known, and the higher the probability that the question will be answered truthfully. Use the table below to determine these factors, as well as the probability of the Magic-User going insane. Only questions which can be answered "yes" or "no" are permitted.

Plane # of Questions Chance of Knowing Veracity Insanity
3rd 3 25% 30% nil
4th 4 30% 40% 10%
5th 5 35% 50% 20%
6th 6 40% 60% 30%
7th 7 50% 70% 40%
8th 8 60% 75% 50%
9th 9 70% 80% 60%
10th 10 80% 85% 70%
11th 11 90% 90% 80%
12th 12 95% 100% 90%

If a Magic-User goes insane, he will remain so for a number of weeks equal to the number of the plane he was attempting to contact, the strain making him totally incapacitated until the time has elapsed. For each level above the 11th, Magic-Users should have a 5% better chance of retaining their sanity. The spell is usable only once every game week (referee's option).”

- Men & Magic, Gygax & Arneson

(I believe this is the only mention of different planes of existence in original D&D.)

The spell describes a series of ten higher planes, inhabited by beings of progressively greater knowledge and truthfulness. Contacting these beings risks driving a magic-user insane: the higher the plane, the greater the risk.

Notably, the list starts at the third plane, with no mention of the first or second. This implies two things:

- The base plane, where the magic-user lives, is the second plane.

- There is an even lower plane: the first plane.

So what does "high" and "low" mean? A higher being seems to have greater knowledge and be more truthful. They also seem to have a maddening effect on the beings of lower planes, though that is possibly an effect of the act of contact, rather than the higher being itself.

If there are magic-users on the first plane, they could be using this spell to contact beings on the second (base) plane. Following the pattern, there would be two questions allowed, a 20% chance of knowing, and a 20% chance of veracity. There would be no risk of insanity.

The Wizard Knight

I came across a post on Monsters and Manuals about Gene Wolfe's The Wizard Knight, and taking inspiration from it for Planescape. I have not read the book (I plan on doing so!), but the way noisms describes it, the cosmos of The Wizard Knight seems to resemble that laid out by Contact Higher Plane. A finite hierarchy of planes, going from low to high.

The idea that beings of lower planes are supposed to worship beings of higher planes fits nicely into D&D: the higher planes are home to the gods.

The First Plane

If the second plane is something like the standard D&D world, then what do the other planes look like? It might be best to start with the one lower plane: the first plane. I have a few different ideas for what it could be.

Hell: If the highest plane is heaven, then the lowest plane should be hell, with the highest degree of ignorance and falsehood. Perhaps when a being dies, their soul reincarnates on another plane, moving upwards or downwards on the planar hierarchy. A being on the second plane that disrespects knowledge and truth is sent to hell when they die. (These are the two virtues that can be extrapolated from the spell - there might be others.)

Hell's inhabitants may not worship anything, but can still serve higher beings by being summoned. Perhaps beings on any plane can be summoned as servants to a higher plane?

Dreamlands: An alternative way to look at the lack of knowledge and truth on the lowest plane is to see it as unreal and whimsical. The plane of dreams, or something like Alice's Wonderland. Maybe Faerie or D&D's Feywild.

The inhabitants of this plane might have small, short-lived religions worshipping individuals on the second plane. A visitor from the second plane could find a temple dedicated to themselves!

Maybe beings from higher planes influence lower planes through their dreams. When a higher being dreams, their spirit enters a lower plane. The lower beings cannot perceive them, but the higher being's actions in their dream has an effect on the lower plane. The spell Contact Higher Plane lets the magic-user see the dreamers and ask them questions.

Earth: If the highest plane is the most maddening and incomprehensible place, then the other end of the scale should be the most mundane. There is nothing more mundane than real-life Earth. And I do like when a fantasy setting has some connection to the real world, instead of being a totally separate universe.

Are Earth's inhabitants worshipping beings on the second plane, people like the player characters? It might be better to place Earth's gods a few planes higher. That means those gods would also be venerated by people on the second plane. A PC cleric might follow Thor or Osiris. That's fine. Earth gods already feature in other D&D settings (Forgotten Realms, Wilderlands). Fantasy creatures of the second plane could be the inspiration for Earth's myths and legends.

Overall, I think Earth is the option I like best.

The Higher Planes

We've decided that gods live on the higher planes, but we'll need more than that. There are a lot of higher planes, ten in total.

Beings of the third plane are probably not that much more powerful or strange compared to those of the second plane. Perhaps this is where elves come from? They are good candidates for "higher beings".

The fourth and fifth planes could also hold some other not-that-much-greater higher beings. Dragons?

The sixth plane can be the elemental plane, holding sway over the elements of the lower planes. Beyond this plane, things are no longer composed of natural matter.

Beings on the seventh plane are close to the gods. They are angels and demons, serving the gods or rejecting them. Powerful demon lords may have worshippers on the lower planes.

On the eighth plane live the lesser gods. These have local religions on the lower planes, and might periodically not have any worshippers at all.

On the ninth plane live the greater gods. These have major religions on the lower planes, but are virtually unknown on the first plane, as they are simply too distant.

On the tenth plane live the gods of the gods, who have no contact with the lower planes.

On the eleventh plane live beings more powerful than any god, incomprehensible to beings of the lower planes.

The twelfth and final plane holds a singular being, greatest in the cosmos. An overgod, or an Azathoth-type dreaming the universe. But, as the spell tells us, not even this being knows the answer to every question.

What's Going On?

So, why do beings on one plane care about what happens on another plane?

One central fact has to be: Gods care. They care about mortals on the lower planes, and want to aid them. Some gods might be capricious or easily offended, but at their core, they want to help. Mortals pray to gods to let them know what help they need. Of course, different gods have different ideas of what's best for mortals, which leads to conflict.

The angels of the seventh plane serve as agents of the gods, carrying out their will on the lower planes. But some of them reject the gods, becoming demons. Some demons believe gods shouldn't interfere with other planes. Other demons set themselves up as gods - not because they care, but because they want to be worshipped. (There could be a Blood War-type conflict between these two kinds of demons.)

The elements of the sixth plane each strive for superiority. Their ebb and flow affects the elements across all of the lower planes. If the element of water is strong, there will be floods; if it is weak, there will be droughts. Angels try to keep the elements in balance, to avoid disasters on the lower planes.

The lower you get in the planar hierarchy, the harder it is for the inhabitants to travel between planes. Beings from the second, third, fourth, and fifth planes rarely leave their home plane. However, when the magic flows just right, a portal can open, and an unwitting traveller may stumble through.

What's Next?

I'm going to keep thinking about this setting. Need to decide what is going on at the fourth and fifth planes. And I want to read The Wizard Knight, but that might take a while...