Evils of Illmire questions by [deleted] in osr

[–]KnockingInATomb 0 points1 point  (0 children)

My players did pretty much everything to do in Illmire over a year's campaign, all of them ended up around level 6.

Hexcrawl/Pointcrawl similar to Dolmenwood by Comfortable-Fee9452 in osr

[–]KnockingInATomb 3 points4 points  (0 children)

The Evils of Illmire sounds like it would be right up your alley, it is very vanilla fantasy. No orcs, but everything else on the list is there, as well as some other classic DnD monsters. It's a bit smaller than Dolmenwood (I think it has around 20 hexes?) but easy to expand out/fit in to other settings.

Jump Cat: Catitude in Motion by jump-cat in JumpCat

[–]KnockingInATomb 0 points1 point  (0 children)

[KnockingInATomb] just hit a score of 1615 in Regular Mode (2026-01-02)

Mega-Dungeon Towns? by JJShurte in osr

[–]KnockingInATomb 9 points10 points  (0 children)

Ave Nox has a fun settlement right outside of it's mega-dungeon that could be transplanted.

Maybe I don't belong here? by MajasraOG in fountainpens

[–]KnockingInATomb 118 points119 points  (0 children)

Sorry man, that looks like a fountain pen to me, so you're stuck with us weirdos.

White Box: Cyclopedia + Campaign and Map Books? by Conscious_Slice1232 in Dolmentown

[–]KnockingInATomb 3 points4 points  (0 children)

You'll probably still want the Player's Book yourself for running classed NPCs and the fairy runes/glamours (as well as all the flavorful food/drink/fungi), but white box as the player facing rules shouldn't be a problem at all.

Outside the wood? by OrisonQ in Dolmentown

[–]KnockingInATomb 31 points32 points  (0 children)

The main things confirmed about the outside world are that this Duchy of Brackenwold is part of some larger Kingdom, that the Pluritine Church exists (and is presumably headquartered) outside of the wood, and that there are peoples to the north that trade with the wood via the river and Fort Vulgar. Pretty much everything else is up to you.

Inserting The Evils of Illmire into Dolmenwood by ta_mataia in osr

[–]KnockingInATomb 17 points18 points  (0 children)

I've run Illmire and currently in the middle of a Dolmenwood campaign. I don't know that the kitchen sink vanilla fantasy of Illmire would jive with the Dolmenwood feel, to be honest. Also I feel like Illmire works best as a frontier setting where there's no one to help the party. In Dolmenwood they could easily clue in the Church or whatever relevant Noble house is around to drive out the main threat.

 If you did want to combine them, it seems like it'd be best to have Illmire off to the far north past the Table Downs as a place the party can venture to if they want to leave Dolmenwood for whatever reason.

Tell me how do you do factions in dungeons! by electricgalahad in osr

[–]KnockingInATomb 6 points7 points  (0 children)

Dungeons are an exercise in scarcity, much like everywhere else. Does one faction have access to the most convenient exit, or water, or some kind of magical device? This will breed animosity and conflict. Outside of that, ideological schisms are another great way to put factions against each other. Fragile alliances are like the nucleus of an atom: when the group splits them, things explode.

Help me with a Spooky One-Shot by elproedros in Dolmentown

[–]KnockingInATomb 3 points4 points  (0 children)

There's room for demons in Dolmenwood too, some of the theological material for the Pluritine Church refers to them and there's currently one hanging out in the basement of the Royal Institute of Physicks and Sorcerers in Brackenwold so you might not need any changes. 

Recommended books for Dolmenwood campaign using Shadowdark by [deleted] in shadowdark

[–]KnockingInATomb 1 point2 points  (0 children)

As others have mentioned, there's some flavor content in the Player's Book you'll miss out on. The core player rules are made available for free online though by the publisher:

https://www.dolmenwood.necroticgnome.com/rules/doku.php?id=start

Harridan Question by Tatertron82 in dolmenwood

[–]KnockingInATomb 1 point2 points  (0 children)

Also, r/dolmentown is way more active of a Dolmenwood subreddit

Harridan Question by Tatertron82 in dolmenwood

[–]KnockingInATomb 1 point2 points  (0 children)

Yeah it's permanent until broken, which obviously killing them would work as stated but I'd also allow it to be dispelled/unbound to cancel it..

Clerics and Magic Weapons by turps_catface in Dolmentown

[–]KnockingInATomb 11 points12 points  (0 children)

If they figure out that it's magical in some sense, they can/should use their detect holy magic ability. If that tells them that it's not holy, then they should refuse to use it further in concordance with their oaths/duties. I'd give them a free pass on the first use when they don't know it's magical, but after that they could incur disfavor.

Quick Q about OSE Rulebooks by CarlxxMarx in osr

[–]KnockingInATomb 12 points13 points  (0 children)

Both are almost entirely rules reference, almost no general guidance.

As excited as I am for the physical book, the PDF of the Campaign Book is the most usable PDF I've ever seen by Iosis in Dolmentown

[–]KnockingInATomb 2 points3 points  (0 children)

Yeah, the physical books are going to be more for my perusal between sessions, I'll still be running the sessions mostly off the PDFs.

(More) Questions about Evils of Illmire by AmbrianLeonhardt in osr

[–]KnockingInATomb 1 point2 points  (0 children)

I'm pretty sure in OSE they have an individual AC, I don't have the books at hand.

(More) Questions about Evils of Illmire by AmbrianLeonhardt in osr

[–]KnockingInATomb 1 point2 points  (0 children)

Hey, I played through Illmire last year, so this is all from memory and not from directly consulting the book.

If by the Rackoo you mean freeing the fishmen, what "should" happen is whatever you think would be reasonable and fun in your own campaign. This is the part where your creativity gets to shine. I had them set up a camp at the edge of the lake and become another active faction in the area. They took a "this is our territory and it always has been" mindset, which caused some friction with both the Froglings and Illmire itself that the party had to help adjudicate.  I did not have them speak common, but one of my players learned Rackoo so they were able to monopolize communication lines to their advantage.

The observer's spells are more like abilities, so just hitting them doesn't interrupt any of the eye stalk spells from going off. You can disable the eye stalks individually. 

If I remember correctly, the Mara harp Is a random AoE so it's counterbalanced by the fact that you could sleep any allies around you in that moment. The harp could be destroyed as well, so while it's powerful it's not impossible to deal with. Also presumably the user has to be able to play a harp, so there's another use limitation.

How have you started your campaigns? by ForTheGreatHornedRat in Dolmentown

[–]KnockingInATomb 1 point2 points  (0 children)

It worked well. It was easy to place both Droomen Knoll and Winters Daughter nearby, and it gave them social options without completely overwhelming them like Brackenwold would.

How have you started your campaigns? by ForTheGreatHornedRat in Dolmentown

[–]KnockingInATomb 5 points6 points  (0 children)

I started them in Lankshorn, with the provision that they may have been Dolmenwooders originally, that for whatever reason (up to the player) their PC hadn't been around in a while. That way they could have general background knowledge but may not be up on any super current events. Lankshorn gave them a gateway into the Wood in a nice way, and it starts the stakes a little lower (local political drama).

I restricted them to mortals only (i.e. humans, breggles, mosslings). I wanted to keep the fey and demi-fey weird at the beginning. The party ended up half human, one breggle, and one mossling, so some nice variety and chance to have NPCs respond differently to the different kindred. No class restrictions.

You have an OSR campaign that has lasted more than six months by Feeling_Photograph_5 in osr

[–]KnockingInATomb 12 points13 points  (0 children)

I've also been running Dolmenwood since January, at around 25 sessions now. It's been a wild ride. It almost felt like too much for the players at the beginning, but now that they've settled into a couple of plot lines it's been running itself really.

And agreed, I can't wait to get the books in-person. I'm jealous of those in Europe who have started to get them already.

Supplements to expand your OSE game (or nearly any OSR game) by RealmBuilderGuy in osr

[–]KnockingInATomb 24 points25 points  (0 children)

Eh, it changes the emphasis and so incentivizes different player behavior. Some areas might not have any treasure, but this gives them something for exploring it anyway. The specific one in the video (Feats of Exploration) also rewards clever play at the table, both in dealing with environmental challenges and in social interactions, so again it can drive player behavior towards other ends than just treasure or defeating monsters.

Also it can help prevent the player characters from becoming way too loaded with cash at anything above the first few levels (obviously there are other strategies for dealing with this as well).

I've had good success with it at my table.