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Sunday, November 30, 2014

Worldbuilding and the world of The Ruins of Murkhill campaign 001

Worldbuilding and the world of The Ruins of Murkhill campaign

I approach worldbuilding from two directions at the same time. The part of the world that the PCs see is created from the bottom up approach as they move about the world and explore it and at the same time I also do some top down worldbuilding to a limited extent. The top down portion the PCs for the most part do not see and is done by determining how large the world is, how many moons it has, the percentage of land to ocean, does it have an ice cap or two and many of the macro details.

I do the top down portion for myself so that things can be somewhat consistent about the things that the PCs will notice such as weather, climate, how many moons they see in the sky and etc.

The world of The Ruins of Murkhill campaign is very large and has two other campaigns (at the present time) on the same planet although they are widely separated. The planet will eventually have at least 30 or more unique campaign settings



This planet is considerably larger than Earth and is approximately 20,000 miles in diameter instead of 7926 miles. The ratio of land to ocean is 35% to 65% and it is more geologically active than earth. Gravity, atmospheric pressure, axial tilt and many other factors are the same as or very similar to the values for earth. The length of the day is 30 hours and mean temperature is the same.
There are three major moons in the sky and they range from the size of Venus to the size of Earth and all are habitable. There are an additional 30 moons in the sky that range from twice the size of the earth's moon to half that size and they are not habitable.

Now if I had the time and were so inclined I could do calculations to establish at any given moment how many moons would be in the sky at the same time and many other things. While it would be fun to have complete statistics for the planet and the moons, I do not have the time or the inclination to do the calculations myself. But the above gives me enough information to add some color to descriptions I give the players PCs from time to time.

In addition, it allows me to calculate the surface area of the planet - 1,256,637,061.436 square miles—giving 439,822,971.503 square miles of land and 816,814,089.933 square miles of ocean. The land area of earth is 57,308,738 square miles and this means I have 7.7 times the land area to play with and areas can be separated such that many completely different campaign areas that are highly unlikely to ever meet.

Friday, November 28, 2014

Money (Treasure), the OD&D Economy & Equipment 006

 This is a list that I had in my notes, not sure now where it came from, but it sure makes a complete list, although way too detailed to use in a game.


1= Mite 1/24d
2= Quarter Farthing 1/Quarter Noble
3= Third Farthing 1/12d
4= Half Farthing 1/8d
5= Farthing 1/4d
6= Ha-penny 1/2d
7= Three Farthings 3/4d
8= One Penny 1d “Copper”
9= Three Half-pence 1 1/2d
10= Half Groat 2d “Tuppence”
11= Threepence 3d
12= Groat 4d
13 Five Pence
14= Sixpence 6d “Half Shilling”
15 Ten Pence
16= Shilling 1/- 12d
17= Quarter Florin 1/6 “Helm” 18d
18 Twenty Pence
19= Quarter Noble 1/8 20d
20 Gold Penny
21= Florin 2/- “Two Shillings” 24d
22 Quarter Angel
23 Twenty Five Pence
24= Half Crown 2/6 30d
25= Leopard 3/- 36d
26= Half Angel 3/4 40d
27= Double Florin 4/- 48d
28 Fifty Pence
29= Half Noble 4/2 50d
30= Crown of the Rose= 4/6 54d
31= Crown 5/- 60d
32= Quarter Guinea 5/3 63d
33= Angel 6/8 “Half Mark” 80d
34= Third Guinea 7/- 84d
35= Noble 8/4 88d
36 Ten Shilling Note
37= Half Sovereign 10/- 120d
38 Half Laurel
39 Half Unite
40= Half Guinea 10/6 126d
41= Spur Ryal 15/- 180d
42 Rose Noble
43 Britannia Sovereign
44= Sovereign 20/- “Pound” 240d
45= Guinea 21/- 252d
56= Rose Ryal 30/- 360d
47= Two Pounds 40/- 480d
48= Double Guinea 42/- 504d
49= Fifty Shilling 50/- 600d
50= Triple Unite 60/- 720d
51= Five Pound 100/- 1200d
52= Five Guinea 105/- 1260d

OD&D Races & Classes for PCs & NPCs 007

Ogres – are very large and have powerful very heavily muscled builds with broad shoulders and very large hands, there is no quit in an ogre, they can often be found with mixed parties of other monsters. The average ogre runs 9-10 feet tall and weighs around 700-800 lbs.

Trolls – Most trolls that adventurers will encounter run from 7-10 feet tall and weigh from 300-600 lbs. They look nothing like most illustrations I have seen, the most common troll has a black or blue-black glossy rubbery hide; however there are many different types of trolls, some of which have long hair that changes color with the season and the location they are found. Trolls, like dragons, are immortal unless they die by violence. Although rare there are rumors of trolls that are 10's of thousands of years old or even older. The average troll is a mindless hungry eating machine that feeds and sleeps. But it is said that if they live long enough that their intelligence grows to the point that they become sentient and thus obtain the skills and craftiness to grow older. If pieces of a troll are separated by at least a mile each piece will grow into a complete troll.

OD&D Races & Classes for PCs & NPCs 006

Gnolls – a sterile cross of gnomes and trolls that were initially created by an insane but powerful chaotic magic-user and since have begun to form by abiogenesis. They were created as body guards and when the wizard was destroyed by the demonic forces he was trying to control, this resulted in the few gnolls that existed being released into the wild. They combine the intelligence of gnomes and the brute strength and vitality of trolls. They do regenerate to the extent of healing even major wounds, but they will not regenerate missing limbs or from death. They do have the large gnome nose and the black glossy hide of the troll but without the rubbery qualities. The average gnoll is about 6 feet tall.

Bugbears – are nearly as large as ogres and are powerful vicious fighters with abnormally long arms and fast reflexes making them deadly fighters. They have a large round head that looks much too big for their bodies with a thick powerful neck. Their eyes glow yellow-green as do their teeth which are like a sharks. The average bugbear is about 8 feet tall.

OD&D Races & Classes for PCs & NPCs 005

Orcs – They divide themselves into numerous tribes spread across the world, warlike, cruel and bloodthirsty, almost as intelligent as men but due to their nature they do not progress very much. They are low in wisdom and are content to live on the spoils of war. They will negotiate and but rarely keep their agreements, there are times when the can be traded with, but watch your back. They live in villages and caves. They are not pig faced, but do have a very prominent long jaw and a sloping forehead. When large numbers of them arise they will form into armies that march on the nearest civilized area to burn and pillage and reclaim territory for themselves. Orcs average about 6 1/2 feet in height.

Hobgoblins – Everything you can say about goblins and kobolds applies to hobgoblins except they are about the same intelligence as humans and are like orcs in being warlike, cruel and bloodthirsty and savage. Hobgoblins average about 7 feet in height and are fearless. They are favored by other races as elite troops, whereas orcs are viewed as cannon fodder to use a more modern term.

OD&D Races & Classes for PCs & NPCs 004

Each type is its own species and can not breed at all or interbreed with any of the others, all are Chaotic and will detect as evil. None of them are dog, hyena or pig like in anyway in their appearance. From time to time you can find any or all of them working together:

Goblins – These are the smallest of the evil humanoid monsters, not very bright, extremely dirty, completely untrustworthy with any third party, very loyal to each other but only with regard to outsiders so if you kill one you have picked a fight with all of them. Otherwise they happily stab each other in the back. They have a keen since of spell and excellent night vision and are excellent trackers. They always try to avoid full daylight, as they do not see well in daylight and it is painful for them. They are barely 3 feet tall. They are not complete cowards and like to have huge numerical advantages when the attack armed creatures. They like to prey on the weak or small groups. They are cave dwellers.

Kobolds – These are much the same as goblins; however they are brighter and craftier, good at tactics and will negotiate to buy time to gain an advantage, but they will not keep an agreement that is not entirely to their advantage. They stand about 4 1/2 feet tall and are less cowardly than goblins and they can be surprisingly hard to defeat. They love traps and ambushes. They prefer to prey on the weak or small groups, but under the right conditions they can take down merchant caravans and other larger groups. They are cave dwellers.

OD&D Races & Classes for PCs & NPCs 003

Over on Dragonsfoot morikahn wrote:

Humanoid monsters are formed through abiogenesis. Just like in Lord of the Rings, orcs come from mud and slime. This is the leading reason why they are at odds with player character races.

* Some races pop into existence when the right conditions occur, but can then carry on their race through normal means. Members of these races tend to be less belligerent towards other lifeforms as they have developed inside a semi-nurturing social structure. Centaurs are like this for example.


* Some races, like orcs, form as fully fledged adults. They have no concept of family or rearing children. They rarely show any empathy towards other lifeforms and respond well only to signs of strength. This is what makes them so dangerous: they are mostly psychopaths.


* Females can form for races that do not breed normally, but will be sterile. Female ogres for example

.
One of the side benefits of this type of structure is that as a DM I never have to worry about players raiding an orc village then having an emotional dilemma about what to do with the defenseless orc children. There ARE no orc children. It also means creatures can pop up in weird locations and don't need to follow standard ecology.

For my purposes I am re-writing and using it as follows:


Humanoid monsters are formed through abiogenesis; however, IMCs this is an unnatural process and it the interaction of Chaos and Evil acting on the slime, muck, manure and decayed things giving rise to the spontaneous appearance of the humanoid monsters (Goblins, Kobolds, Orcs, Hobgoblins, Gnolls, Bugbears, Ogres and Trolls). This is the leading reason why they are at odds with player character races and why they are implacable foes and can never be redeemed. Sometimes it is possible for the PCs to bluff and bargain their way out of situations if the monsters are not confident of victory.

* Some races that can then carry on their race through normal means tend to be less belligerent towards other lifeforms as they have developed inside a nurturing or semi-nurturing social structure. These races did not arise through abiogenesis and Centaurs are an example.


* Some races, like Goblins, Kobolds, Orcs, Hobgoblins, Gnolls, Bugbears, Ogres and Trolls, form as fully fledged adults. They have no concept of family or rearing children, since they have no families or children. They rarely show any empathy towards other lifeforms and respond well only to signs of strength. This is what makes them so dangerous: they are mostly psychopaths.


* Females can form for races that do not breed normally, but will be sterile. Female ogres for example.

OD&D Races & Classes for PCs & NPCs 002

Classes that are available IMCs are Fighting-Men, Magic-Users and Clerics; those are the basic starting points. I also allow Paladins and Rangers, which are a subclass of Fighting-Men; however, I usually do not allow Thieves, Illusionists, Druids, Monks, Assassins. Once I have re-written the Bard, I will allow them in the game also. In OD&D Bards start as Bards from 1st level, unlike later versions and I consider them to be a subclass of Magic-Users, as are Illusionists and Druids. Monks are a subclass of Clerics, but are so poorly designed they would have to be substantially re-written to be used.

If I were going to allow most of these, I would recast Thieves with a different name and as a subclass of Fighting-men, but I don't foresee that happening anytime soon even though I may take a stab at re-writing them just for fun. I will not allow Assassins IMC because they are by definition EVIL and as such can not be a PC, although it an NPC could very well be an Assassin.

OD&D Races & Classes for PCs & NPCs 001

In my OD&D campaigns and worlds, I allow the following standard PC races: Humans, Elves, Dwarves and Hobbits. That is the starting point. There are no Half-Elves and there are no Half Orcs, why? you say, because I like it that way. In fact there are no Half-anything in my campaigns. That is not the only reason, (more often than not it is all adults) but I also from time to time have children IMC, usually 10 and up, but as young as six and it is not my place to teach other peoples children the facts of life. Their parents can have those conversations in other settings. When it comes to monsters I do not usually put women and children monsters in the game, but I am intending going forward to eliminate them altogether for the evil intelligent monsters.

But back to the topic at hand, to continue IMC Hobbits and Halflings are completely different creatures. Hobbits are OD&Ds small PC race and Halflings are an unfortunate replacement for the real thing. The same happened as Ents were replaced by Treants and Balrogs were just deleted from OD&D. IMC there are Ents and Treants and Balrogs, but more on that later in another post.

So let us say that someone in the game wants to play something other than a standard race, what do I do? I work up a write up and let them play anything they want, that exists IMC. You want to play a centaur, a dragon, a balrog or whatever, I sit down and create a 1st level version and scale it up from there. Now if the rest of the party kills it on sight, that is not my problem as the Ref. Now I've never seen the party do that, but they have given a player with a strange PC a lot of grief until the new PC has proven itself.

Thursday, November 27, 2014

Money (Treasure), the OD&D Economy & Equipment 005

So of the next thing we need to address is how much of a given coin can a PC carry?

I am not too picky about encumbrance and try to not to let a lot of bookkeeping intrude into the game and bog things down. I like to go by it this way, give your players reasonable guidelines and trust them to follow them reasonably well. After all, hopefully you are gaming with friends and if they deliberately cheat, they are not very good friends, if you want to consider people who cheat as friends.

Belt Pouch holds 2 pounds of coins which is 280 or 140 depending on the coin, but again you are not going to get 140 Crowns or Sovereigns outside of an extreme high level challenge.

Small Sack holds 20 pounds of coins or 5600 coins

Large Sack holds 50 pounds of coins or 14,000 coins

Back Pack holds 60 pounds of coins or 16,800 coins

Small Saddle Bag holds 20 pounds of coins or 5600 coins

Large Saddle Bag holds 50 pounds of coins or 14,000 coins

Money (Treasure), the OD&D Economy & Equipment 004


Some of the coin names I am kicking around right now are Farthing, Halfpenny, Penny, Quarter Shilling, Fourpenny, Half Shilling, Shilling, Half Crown, Crown, Noble, Royal, Half Sovereign, Mark, Guinea, Sovereign, Double Guinea, Double Sovereign, and Treble Sovereign.

I am most likely for simplicity to go with these:

Penny (Copper)(or Brass or Bronze)
Shilling (Silver)

These will be the common Coins that everyone uses and with the ration of 100 Pennies equals 1 Shilling that allows for the minimum price to be one Penny and no further divisions are needed.

Crown (Gold)
Sovereign (Platinum or Palladium)

These coins are both rare and not in general circulation, being used almost entirely by royalty, the nobility, rich merchants and high echelon adventurers. About 99+% of things that the PCs could buy will be priced in Pennies or Shillings and only high end things, such as, a ship or building a stronghold would be paid for with Crowns or Sovereigns.

While these are all subject to change and not in final form yet, these are my current thoughts on how to fun the money system. While I could also come up with different names for each countries coins, in practice I will not since any changes need buy in from the players. Just calling CP - Pennies, SP - Shillings, Gold Pieces - Crowns and Platinum Pieces - Sovereigns is not too big of a change and the buy in should be smooth. Where having dozens of coin names would not be smooth or easily done. Especially not when we play once or maybe twice a month, for about four to six hours at a time. And bitd when we played 20-28 hours per week, we would not have wanted to do anything complicated because it would get in the way of playing D&D. A more complicated system is fine for books, but not for games.

Again to be clear this is not to imply that there are Adamantine or Adamantite or Osmium or Iridium or Mithril coins, this is just to show the relative value and rarity. Think of the values as follows:


Penny equals 50 cents
Shilling equals 50 dollars
Crown equals 50,000 dollars
Sovereign equals 50,000,000 dollars

Mithril Piece equals 50,000,000,000 so if you want Mithril Armor you are not going to buy it, you need to impress the Elven elders as being a true Elf Friend and maybe, just maybe you have a slim chance of getting some.

Adamantine/Adamantite/Osmium/Iridium Piece equals 50,000,000,000,000 dollars so if you want something made with these materials you need to do something like save an entire dwarven community from a horrible death, (more than once :)) and maybe if they have ever obtained any they might make you something or you need to go deep, deep, deep into a dungeon and live to tell the tale and having a slim chance of finding some. 

That is how rare platinum and the other precious metals are in the world, very rare.

Wednesday, November 26, 2014

Money (Treasure), the OD&D Economy & Equipment 003

Someone elsewhere replied to my proposed values for Gold, Silver and Copper by saying;

Normal exchange rate btb is 1 gp = 100 cp and even at that exchange rate I find it nearly impossible to get cp hoards collected by adventurers. 8,000 cp? That will encumber half the party and buy a single suit of armor. Imagine how laughable that treasure pile is at your exchange rate of 1 gp = 100,000 cp! 8,000 cp? That might get you a stick of gum, if you don't have sales tax in your setting!

To which I replied:

To repeat: I plan to switch to a Silver Economy and make Gold rare. Under a Silver Economy, Silver and Copper will be the common coins and both will have the value that they should have. When a PC obtains a Gold Piece or very rarely a Platinum or Palladium Piece, it will be something to be hoarded for a future large purchase. I will be posting a revised equipment list with new pricing in this thread.

Unlike the real world I will have one system of measure, the same for precious metals as for grain. The coins will be properly sized so that the following will be true:

One pound = 16 ounces = 7000 grains; one silver penny = 25 grains, 280 silver pennies to a pound, the same will be true for copper, brass or bronze coins. Gold, Platinum and Palladium coins are 50 grains and therefore 140 coins to a pound.

The value of silver and copper/brass/bronze coins will become more clear once the revised equipment list is completed and posted.

For example a dagger instead of costing 3 GP will cost 1 SP and a 10' pole instead of costing 1 GP will cost 10 CP. These are not final numbers but are in the ballpark of the new numbers, all prices will be adjusted and some will go up relative to others and some will go down relative to others. A cheap meal can be had a for about 20 CP and 1-2 SP will get you a good meal. Once this thread is more fully complete you will see that the PCs will not leave a single copper behind and with the encumbrance made realistic for weight versus value where 8000 CP weighs just about 28.57 pounds they will be able to haul off the copper and the silver.

Not all coins will be of standard size and that will be handled in game, but with anything other than copper/brass/bronze and silver being properly rare, the PCs will not pass up a thing.

Apparently in crafting his reply he completely ignored my point of switching to a Silver based economy where even copper has a value making it worth obtaining and of course getting rid of the monster coin size helps too.

Money (Treasure), the OD&D Economy & Equipment 002

In some parts of the world where there are many allies and major trading partners the various nations have standardized their coinage as much as possible by adopting standard coin denominations and weights, even though each nation has it own coin names and designs, the coins in some areas are freely used in trade and commerce. These nations, along with their dwarven neighbors have agreed on standards of purity and composition for the alloys and metals used for coins and it greatly facilitates commerce. This standardization is gradually spreading as the price of joining in the trade and commercial growth.

The nation by nation coin designs for the Obverse and Reverse sides, the Edge and the Rim are very important because clipped coins are not legal tender and when found are forfeit and must be re-melted and re-struck. Non-standard coins and metals obtained in treasure hoards by adventurers must be sold, after testing and replaced with approved coinage and or trade bars. Trade bars are used for higher value transactions and for banking of large sums of money.

In the majority of the world there is no standardization of coinage and transactions are more based on the amount of precious metal and tests for purity. The most common metals for coins are sliver, copper, brass and bronze. Much less common is gold and rarely platinum and palladium.

Coins in the standardized areas start with at least 99.9% purity and then is mixed in the case of silver, gold, platinum and palladium as follows 9 parts precious metal and 1 part copper, for the purpose of strength and to reduce coin wear. This is standard and acceptable for the agreed values.

Money (Treasure), the OD&D Economy & Equipment 001

I usually stick with a Gold Economy as it is in the rules, but I would like to switch to a Silver Economy and make Gold and the other more valuable items even more valuable, very rare and special.

This is not to imply that there are Adamantine or Adamantite or Osmium or Iridium or Mithril coins, this is just to show the relative value and rarity. My most recent thought is to do it as follows:

1 Adamantine/Adamantite/Osmium/Iridium Piece is equal to 1000 Mithril Pieces
1 Mithril Piece is equal to 1000 Platinum/.Palladium Pieces
1 Platinum/Palladium Piece is equal to 1000 Gold Pieces
1 Gold Piece is equal to 1000 Silver Pieces
1 Silver Piece is equal to 100 Copper/Bronze/Brass Pieces

So right now I am pretty much just thinking out loud and  while comments are welcome here, you are also invited to go to the forum links in the My Return post below and post there also.  I will also be adding coin names, likely using historical British coin names.

I have much to say on this subject and given time to do so, I will!

Monday, November 24, 2014

Natural 20's in My OD&D campaigns

Over the years I have seen many, many discussions on message boards about "does a natural 20 always hit." I adjudicate it as follows: If magic is not required to hit and you roll a natural 20, then you always hit. If magic is required and you are using a magic weapon (with or without a plus to hit) and you roll a natural 20, then you always hit. Those are the simple ones.

Let's say that you roll any number on the d20 from 2-19 (a natural 1 always misses) and your roll plus any bonuses you have equals or exceeds the number needed to hit, then you always hit (again accounting for whether or not magic is required or not and whether magic is used or not).  Again still simple.

Now for example, let us say that you need a 20 to hit AC 0 and the AC you are trying to hit is AC -2, what do you need to roll to hit (again accounting for magic as per the above)? Well there are two ways you can hit AC -2, the first is to roll a natural 20 and you hit, the second is to roll any number and consider any bonuses you have to hit. If you roll a 18 and have a +4 to hit, then you would hit AC -2 by rolling a 18. And so on and so forth, that is the way I run it and have never run it any different way. That is one of my very oldest house rules.


Sunday, November 23, 2014

A Paladin's War Horse in My OD&D Campaigns

Over on Dragonsfoot in the Workshop a while back I came across a thread titled [1E] Paladin's War Horse Quest and the discussion was for 1st Ed AD&D, but I joined in it anyway because I like the topic. We kicked some ideas around and as a result in my new paladin thread, noted in an earlier post today on this blog, I posted a revised writeup for OD&D concerning the Paladin's War Horse.

The original text regarding a Paladins War Horse in the first printing of OD&D:


The paladin may at any time he chooses obtain a horse which is likewise gifted, but he may never obtain a second within ten years of the first, so if one is killed it is not automatically replaced. The paladin's horse is a Heavy, with Armor Class 5, Moves 18", has 5+1 Hit Dice, and high intelligence.

New writeup regarding a Paladins War Horse (specifications and example Quest):


The paladin may at any time he chooses obtain a horse which is likewise gifted(not subject to disease, has a 10% higher saving throw against all forms of attack [excluding melee] and detects all evil at a range of 6")by going on a special Quest, but he may never obtain a second within ten years of the first, so if one is killed it is not automatically replaced. The paladin's horse is a Heavy Warhorse, with Armor Class 2, Moves 24", has 8+1 Hit Dice, and high intelligence and wisdom. When the paladin decides the time has come to obtain his Warhorse, he will go on a Quest into the wilderness alone and guided by visions from above, after a difficult time of it he will find a horse in a trap battling for its life and the paladin can only effect a rescue at great risk to his own life. If they both survive, the horse will speak telepathically to the paladin and take him back to his homeland to meet the Horse King (Lawful). He will learn that the Horse King, like the paladin, serves LAW i.e the real deal, not some immortal that poses as a god (law, neutral, chaos) that the majority worship, but the real thing that only a few ever find.

The Horse King informs the man that, when a human saves a horse a blood-bond is formed. If the man wishes, he can join the elite group of humans known as the Horse Brothers; these folk have special-links to their mounts and can freely communicate with all equine. In addition, since he is a Paladin serving LAW, as all Paladins must and do, there are some special things that will also happen, the Horse King grants for paladins that their horse companion will stay vigorous and capable for its entire life span and that it will be extended past the normal bounds to match the paladins life span and the paladin will also remain vigorous and capable for his entire life span. No form of magic or attack will be able to age either the Paladin or his Mount.

Very powerful, yes it is; however you have not seen the new paladin writeup yet. :)

House Rules for My OD&D Campaigns

The house rules thread is interesting for me for several reasons, one I am going back and looking at every house rule that I have ever had, thought about, tried in a game or not, whether it was used only once or on an ongoing basis. On here I will also be commenting on what kind of house rules I do (what is acceptable and what is not) and what things are so "new school" that I will not even entertain trying them in a game. Some things just break the experience and I will go over some of those things here. I am also in the process of reviewing updating the house rules I am going to use going forward from here. 

My current situation is this, I have had prostate cancer surgery (successful) and I am in the recovery period from that (physical therapy, etc.) so at the moment I am not reffing, I am taking a rare opportunity to play instead. One of my players who previous experience was with RuneQuest and has never played OD&D or any D&D for that matter until about 9 months ago is now having his first go at reffing OD&D. He is playing it mostly by the book although he has a "story" and a "mission" that we are involved in. While it is not something that I would ref myself, we have enough freedom of action in the game that I am enjoying myself immensely and we played yesterday for 6 hours straight.

While I have never experienced the "burnout" I have heard other speak of it is always refreshing and revitalizing to play, especially when it is usually years between opportunities.

So down the road, likely months, I will eventually be posting my newest and latest house rules at a much later point in the discussion.

My Return to My OD&D Campaigns blog

Well today I return to my blog after a long hiatus, however, I have plans to resume posting hear on a semi-regular basis that is considerably more frequent than has previously been the case. I have started the first few threads of hopefully many in the Workshop at Dragonsfoot forums and I hope to add some discussion here that is not appropriate in the Workshop itself.

The current new threads are:
[OD&D] Halenar Frosthelm: One Million Room Mega-Dungeon –001
[OD&D] Halenar Frosthelm: House Rules 39 years and counting
[OD&D] Halenar Frosthelm – Money, the OD&D Economy & Equipment
[OD&D] Halenar Frosthelm: The Ultimate Paladin Thread
[OD&D] Halenar Frosthelm – The Ultimate Ranger Thread
[OD&D] Halenar Frosthelm: Races & Classes for PCs & NPCs 

I will be adding posts to these threads, hopefully, every week and adding discussion here. Perhaps some of the material will inspire you in your OD&D campaign or to give OD&D a look if you have never played it.

Thank you,

Halenar Frosthelm
The Perilous Dreamer