| The place that was, is and will be The city-state of Narbassal. Once a pirate stronghold, now a bustling trade hub. Order born out of violence. A city afloat, made from rafts, scraped vessels and pile dwellings. A wooden expanse clustering around a fortified rock, ruled by a low-born warlord who proclaimed himself king, with the bones of those who once ridiculed him resting at the bottom of the sea. Look, how the merchants from across the sea flock to this place, marvel at the presents from faraway palaces brought before the throne of king Vessalamchir I. Narbassal has become so proud, they say, a thorn in the side of the time-honored city-states of the south. You have come to Narbassal to seize the opportunity of getting your share of its fabled riches and you are well connected to a nascent but ambitious thieves guild. As the people of Narbassal are preparing for a week of celebrations, king Vessalamchir-bold-seagull is celebrating the tenth anniversary of his reign, the city is yours. What to expect: Sword & Sorcery, maritime urban crawl, weird Fantasy, a mini setting loosely inspired by Bronze Age / Iron Age Western Asia and classic sword & sorcery fiction. I am not well versed in the first edition, because I mostly run OSE and Shadowdark. Might make rulings instead of flipping through the rules. Will simplify initiative. Will use ability checks (roll under). Will use shields shall be splintered house rule (Destroy your shield to block incoming damage from an attack. Fighters can splinter a shield after the damage has been rolled, everyone else must do so before the roll). 0 HP = unconscious. Negative HP = Save (Death) or die. Success = unconscious + lingering wound. Natural 20 in combat: always hits, double damage. Can run the game in German or English. System: AD&D First Edition (OSRIC). Characters should be level 1-4. The mini setting features only humans but bring your elves if you want to. Paladins might not a good fit for this adventure. | |