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Like all good campaigns it started in a tavern. By session #3 they stepped on the moon. |
"I hope it won't be AD&D though" said one of my players after I told them my idea. Once again my plans to use my dream mix of AD&D 1e + 2e + house rules were delayed indefinitely. I rarely let my players have a say in what I'm going to run, but this time I had to agree with him, because I both wanted to minimize preparations and introduce some new players to the game, thus something lighter seemed beneficial. Enter Old-School Essentials, which I managed to upgrade last minute to the print version in the pledge manager, which closed on the night of the aforementioned TPK. After I got the pdf I began to revamp old materials, write new stuff, convert content from other games, draw shitty maps, outsource said maps to someone more skilled, and so on.
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This isn't even my final form! |
The campaign which I named Portals of Eremus takes place millennia later, during the tumultuous centuries following collapse of the Tritonian Empire, which ruled over the entire region before it fell apart during the Succession Wars. The players are adventurers seeking fame and fortune in the Contested Lands, where barbaric kings began to raise kingdom upon the ruins of past nations.
We use a heavily modified and expanded version of OSE. Without going into details, the following resources are in use, more or less (sometimes an entire book, other times a few articles only):
- OSE Rules Tome
- OSE Advanced Fantasy Genre Rules
- OSE Druid and Illusionist Spells
- Theorems and Thaumaturgy Revised Edition
- The Complete Vivimancer
- On Downtime and Demesnes
- Broodmother Skyfortress
- Deities and Demigods
- Unknown Gods Revised and Expanded
- Petty Gods Revised and Expanded Edition
- Judges Guild Ready Ref Sheets
- The Arduin Grimoire Trilogy
- various articles from Echoes From Fomalhaut, Fight On!, and other fanzines
- various blogposts from around the OSR community
- a shitton of house rules and homebrew content
Plenty of house rules are work in progress, under playtest, even totally untested. Nothing is set in stone, and if they won't work out as intended they will be changed, retconned, or thrown out. Not that I care too much about balance, but usability and simplicity are paramount. If we keep forgetting to use something, then it wasn't interesting in the first place and should be thrown out. Some highlights of my house rules document:
- crapton of races for the wandering circus feel
- monk, samurai, techno class conversions
- a deck o' stuff table that keeps growing
- learning skills and talents by training
- improving ability scores by questing
- smoother THAC0 and save charts
- expanded secondary skill list
- spell point based spellcasting
- spellburn and spell mishaps
- expanded weapon qualities
- dungeon fortune cookies
- combat maneuvers
- psychic powers
I will go into the details in future posts. I will also consider writing session reports, but time and time again they have proven to be something I can't keep up with on the long. For now, enjoy the Holidays, and this overview map by Gábor Csomós (author of the excellent The Lost Valley of Kishar).
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Work in progress overview map of Central Eremus |
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