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	<updated>2026-04-18T17:34:04Z</updated>
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		<id>https://orcedinburgh.co.uk/wiki/index.php?title=RDG%27s_Original_Dungeons_%26_Dragons_Game&amp;diff=5208</id>
		<title>RDG&#039;s Original Dungeons &amp; Dragons Game</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=RDG%27s_Original_Dungeons_%26_Dragons_Game&amp;diff=5208"/>
		<updated>2018-10-12T15:32:45Z</updated>

		<summary type="html">&lt;p&gt;RDG: /* The Story So Far */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Adventures in the Fractured Empire=&lt;br /&gt;
&lt;br /&gt;
Here follows an account of the shenanigans that plucky adventurers have been getting up to in the weird and wonderful lands of the former Latian Empire. &lt;br /&gt;
&lt;br /&gt;
==Rumour Mill==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;All distances assume travel by foot from Calaca at a Movement Rate of 12 (24 miles per day). If no distance is given, the location can be reached in less than one day.&lt;br /&gt;
&lt;br /&gt;
Rumours may be true, untrue, partially true, or otherwise misleading. (They will not, however, lead to &amp;quot;nothing happens&amp;quot;. Because that would be boring.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*About two days&#039; travel West is an abandoned monastery, destroyed by lightning. Apparently the monks did something to anger their god.&lt;br /&gt;
*Two weeks&#039; travel South lies the village of Grimmsgate. Once peaceful, the area around it has become so dangerous that traders are taking it off their route.&lt;br /&gt;
*There are reports of Orc raids on the roads between Bard&#039;s Gate and Rems (a month or more to the Northwest). &lt;br /&gt;
*Traders report that two pixie clans are at war in the northern reaches of the Forest of Hope (2-3 weeks Northeast).&lt;br /&gt;
*The Elvenking Morikwen is a friend to adventurers and pays handsomely for their services (12 days South).&lt;br /&gt;
*A dead body was discovered on the outskirts of Amrin Ferry. He had a map on him (North). &lt;br /&gt;
*The Bailiff of Eastgate is thinking of calling off the annual Festival of Stars, due to trouble with the local Thieves&#039; Guild (two days East). &lt;br /&gt;
*An abandoned mine has been rediscovered in the hills to the Southeast. It seems to be Dwarven (2-4 weeks).&lt;br /&gt;
&lt;br /&gt;
==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
===Session 1===&lt;br /&gt;
Six adventurers (Freida Silverbeard (Dwarf Fighter), Dave the Human (Human Fighter), Kane Lorath (Elf Magic-User), Morblum (Human Magic-User), Drizzit Do&#039;Urden (Elf Thief), and Bilkin (Halfling Thief)) found themselves in the strange village of Calaca, on the South Bank of the Amrin Estuary. Decapitated humanoid corpses had been washing ashore, dressed in rough grey robes. The local fishers were refusing to fish while this continued.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After asking around, they discover the likeliest source of the disturbance was the mysterious sunken tower in the middle of the estuary, which the fishers traditionally avoid at all costs. Blando Dionikos, youngest fisher in the village, had recently rowed his boat out to the tower to impress Leto, the daughter of Chrseos Dorapolyke, the village&#039;s leading merchant. Blando doesn&#039;t remember what happened, but they found him unconscious in his boat, drifting back toward the south bank. He soon developed a stutter, a morose demeanour, recurrent nightmares, and got a new tattoo, depicting a weird snake-squid hybrid with tentacles made of human skulls. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The adventurers also discovered that the grey robes of the corpses are made of goat wool. Calaca is famous for its giant goats, which are sacred to Saint Bartholomew (whose bones reside in the town&#039;s cemetery. Sacred goat wool is their main export, and a quantity of it is missing. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chryseos offered the party 200 gp to investigate the tower, and promised another 200 gp &amp;quot;finder&#039;s fee&amp;quot; if they recovered the missing wool in the process.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With Blando and Benavan Neoptolemus, the village&#039;s eldest fisher, steering the boats, the party set off for the sunken tower. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They avoided giant frogs, trapped stairs, and a headless animated corpse, before confronting the cultists in one of the lower levels of the tower. The cult leader got off a Hold Person spell, taking Freida, Bilkin, and Morblum out of action, after which three of the minions closed in for melee with their daggers. The party took some hits, but no one dropped. Then Kane cast Sleep, sending the cultists to dreamland - and none too soon, for two of them were in the process of opening up some floodgates in the back of the chamber. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seeing his minions rendered helpless, and now outnumbered three-to-one, the Cult Leader dropped his dagger and surrendered. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the immediate danger over, the party now had a prisoner, some treasure, and a few unexplored rooms. They also noticed three hapless humanoids chained to stone pillars in the chamber, and a pile of adventuring gear and weapons in the corner.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Three party members were still &amp;quot;held&amp;quot;, they have yet to find any usable goat&#039;s wool, and the tide will be coming in at some point, trapping them in the tower for at least 12 hours. &lt;br /&gt;
&lt;br /&gt;
What will they do next?&lt;br /&gt;
&lt;br /&gt;
===Session 2===&lt;br /&gt;
&lt;br /&gt;
The three active party members acted quickly to bound and gag the Cult Leader. A search of his robes revealed an unholy symbol (in the shape of Blando&#039;s tattoo) and a set of keys on a steel ring. After some negotiation, they decided to release the three captives: a Cleric, a Paladin, and Fighter (all human). Getting the Cult Leader to release the three held PCs also required some threats, but he eventually dropped his spell. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There was some debate about what to do with the captives, but the majority decision was that dispatching them all was the safest option. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The party then set about exploring the rest of the tower, ever conscious of the ticking clock of the tide. The discovered two fine crystal basins full of spell scrolls, and some warped and bulging doors that they elected not to open (for fear of flooding the tower). But their greatest discoveries lay in the lowest level, carved into the bedrock upon which the tower was built. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There they discovered a series of rooms with locked doors, apparently used as a prison. The doors opened easily with the keys; most contained only headless corpses, dressed in common clothes consistent with the village of Amrin Ferry, on the North bank of the Estuary (from which place the three new PCs had been kidnapped). They also discovered a chest containing two gems (one of which was a valuable-looking emerald) and, at least, the goat&#039;s wool. About half of it was gone, presumably used to make the cultist robes. Behind the wool was a secrete door, revealing a long, foul-smelling passage that possibly leads to the underworld. The party decided to leave it for now. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the last chamber they discovered a pulsing glow, which turned out to be an elaborately trapped sarcophagus, decorated with a minotaur motif, and surrounded by piles of brass weapons and shields. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortunately, they had read about this sarcophagus in a book they found in one of the upper rooms. It was apparently the sarcophagus of &#039;&#039;Kazleth&#039;&#039;, Maze Lord of &#039;&#039;&#039;Rappan Athuk&#039;&#039;&#039;. Their sources described the effects of the various traps, but not how to bypass them, so the party opted for the Holy Trinity of Things that Trigger Traps: 1) ball bearings, 2) Halflings 3) Poles or pole weapons. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tossing a couple of ball bearings at the sarcophagus revealed a kind of force field around the sarcophagus and the weapons. Stripping himself of metal, Bilkin carried a vial of strange red liquid apparently referred to in the trap descriptions and carefully crawled into the chamber with a rope tied around his waist. He safely bypassed the force field, grabbed a bronze shortsword (which is a normal sword for him) and returned to the corridor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By this time they were really pushing it for time, so they beat a retreat, where they discovered Blando and Benevan dressing a giant frog, which they planned to eat later. The boats were now burdened with treasure and extra passengers, but they managed to reach Calaca safely, where they began selling off their new acquisitions.&lt;br /&gt;
&lt;br /&gt;
===Session 3===&lt;br /&gt;
&lt;br /&gt;
The party returned to Calaca to find a lone trader caravan in the village, owned and operated by the traders Zhest and Zhivago. As much of the party&#039;s recovered loot was on the macabre side, the traders decided the only place they could sell it on was in the ill-famed metropolis and port city of Castorhage, some 2,400 miles away (the better part of a year&#039;s journey). &lt;br /&gt;
&lt;br /&gt;
The party intended to return to the sunken tower the next day for the remainder of the loot, but Zhest and Zhivago were keen to depart, having a long journey ahead of them. In the end they agreed to stay in town if the party (all 9 of them) agreed to sign on as caravan guards on the perilous journey. The party agreed, fixing on a rate of 1 gp per PC per day. Zhest and Zhivago then promptly sacked their existing two guards, Mutt and Geoff. &lt;br /&gt;
&lt;br /&gt;
The next day, the party re-entered the tower and made off with the rest of the bronze weapons and the statue of the skull-squid thing. They also discovered an old map of a maze in the sarcophagus (no body, though). There is as yet no indication of where the maze is located or what lurks inside it. Two possibilities:&lt;br /&gt;
&lt;br /&gt;
*There may be a maze within the megadungeon of Rappan Athuk&lt;br /&gt;
*Far to the south, in the land of Hellas, there is a legendary island which is said to have a maze or labyrinth, wherein lurks a powerful minotaur. &lt;br /&gt;
&lt;br /&gt;
Flush with cash from their shopping, the PCs geared up for the 50-day journey northwest to the city of Bard&#039;s Gate, where Zhest and Zhivago hope to sell their less ghoulish wares. Squire Ollius, a native of Bard&#039;s Gate, re-hired Mutt and Geoff as his personal hirelings.&lt;br /&gt;
&lt;br /&gt;
=Original Dungeons &amp;amp; Dragons=&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;[These rules] provide the framework around which you will build a game of simplicity or tremendous complexity — your time and imagination are about the only limiting factors...&#039;&#039;&amp;lt;br /&amp;gt;Gary Gygax, &amp;quot;Introduction&amp;quot;, &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039;, 1974&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This game is an attempt to recreate the original version of &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039;, as published in 1974 in three little brown booklets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ruleset we will be using is a &amp;quot;retroclone&amp;quot; (updated version of an older edition of D&amp;amp;D, published under the Open Game License) called [https://rpg.rem.uz/Dungeons%20%26%20Dragons/3rd%20Party/Original%20D%26D/Swords%20%26%20Wizardry/Swords%20%26%20Wizardry%20White%20Box%20Limited%20Edition.pdf Swords &amp;amp; Wizardry WhiteBox]. It is available as a free pdf, and as a print-on-demand book from [http://www.lulu.com/shop/matthew-finch/swords-wizardry-whitebox-rules-softcover/paperback/product-15991261.html Lulu].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is also a &amp;quot;clone of the clone&amp;quot;: [https://www.drivethrurpg.com/product/190631/White-Box--Fantastic-Medieval-Adventure-Game?manufacturers_id=10351 White Box] by Seattle Hill Games, also available as a free pdf. This version has some slight differences from Swords &amp;amp; Wizardry, and when the two come in conflict, we will probably go with Swords &amp;amp; Wizardry. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Swords &amp;amp; Wizardry&#039;&#039; comes in two other versions: Core Rules and Complete Rules. These are very different games (Core is closer to Basic D&amp;amp;D and Complete is closer to Advanced Dungeons &amp;amp; Dragons), and we will not be using these rulesets.&lt;br /&gt;
&lt;br /&gt;
==How is it different?==&lt;br /&gt;
&lt;br /&gt;
There are only three classes: Fighter, Magic-User, and Cleric (I will also allow the Thief class). Classes didn&#039;t change much as they levelled up. &lt;br /&gt;
&lt;br /&gt;
There are only four races: elf, dwarf, Halfling, and human.&lt;br /&gt;
&lt;br /&gt;
There is no skill system, so most actions are resolved without rolling dice!&lt;br /&gt;
&lt;br /&gt;
There are only two dice needed: a d20 and some d6s.&lt;br /&gt;
&lt;br /&gt;
Spells only go up to 6th level (or 5th for Clerics).&lt;br /&gt;
&lt;br /&gt;
Clerics didn&#039;t get a spell at first level. &lt;br /&gt;
&lt;br /&gt;
No Magic Missile!&lt;br /&gt;
&lt;br /&gt;
==Game assumptions==&lt;br /&gt;
&lt;br /&gt;
===Low fantasy, low magic===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;visible&amp;quot; part of the world is human. Towns and cities are exclusively human. Non-humans (Elves, Dwarves, and Halflings) have their own civilizations, largely hidden from the human world. To go there requires an adventure quest. This does not, however, bar players from choosing a non-human race. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Magic is hidden, mysterious, poorly understood, and usually suspect. A level 1 Magic-User is most likely the only person in town who can actually do magic. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is a lot of &amp;quot;lost&amp;quot; or undiscovered magic out there. The Original Game only had a handful of spells, but I have hidden many, many more out in the dungeons and wilderness, in the form of spell scrolls, spellbooks, and evil Magic-Users. Discovering spells that aren&#039;t in the rulebook is a significant and valuable form of treasure. It is also possible for players to invent their own new spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rulings, not rules===&lt;br /&gt;
&lt;br /&gt;
There are fewer than ten specified dice mechanics in the original game. Whenever possible, I intend to resolve actions without dice, based on your descriptions of your character is doing. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When dice are required, I intend to roll in the open as much as possible, and I may not use a screen at all.&lt;br /&gt;
&lt;br /&gt;
===Your character===&lt;br /&gt;
&lt;br /&gt;
An Old School character is more like your avatar in game than a fleshed out fictional creation. Instead of frontloading their backstory and personality at character creation, the tendency is to develop the character through play, inventing the details as they become relevant. &lt;br /&gt;
&lt;br /&gt;
===Character death and encounter balance===&lt;br /&gt;
&lt;br /&gt;
Encounter balance was not a thing in 1974. You can never assume that combat is winnable. Death is always a possibility. Avoid combat when possible. Trick or evade monsters. Attack when you know you have an advantage. Run away and live to fight another day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, have a look at this [[Primer for Old School D&amp;amp;D]].&lt;br /&gt;
&lt;br /&gt;
==Other Resources==&lt;br /&gt;
&lt;br /&gt;
===Character Sheets===&lt;br /&gt;
The original &amp;quot;character sheet&amp;quot; was a 3x5 inch index card, and you&#039;re welcome to use these. I will most likely be bring some of these to the game. You can also use some plain lined paper. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want a pre-printed character sheet, there are two that I endorse:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My favourite one, from [https://www.drivethrurpg.com/product/215767/OSR-Deluxe-CHARACTER-SHEET--free Bloat Games]&lt;br /&gt;
&lt;br /&gt;
and [https://froggodgames.com/frogs/product/swords-wizardry-light-character-cards/ this one for Swords &amp;amp; Wizardry Light]&lt;br /&gt;
&lt;br /&gt;
===Player Options===&lt;br /&gt;
&lt;br /&gt;
The Original Game claimed to be a &amp;quot;framework around which you will build a game of simplicity or tremendous&lt;br /&gt;
complexity&amp;quot;. So it was probably never intended that there would only be three classes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, before Supplements with additional player options were published, Players and Game Masters had to make up any additions to the game themselves! So if there&#039;s a class, or a spell, or any other character ability that isn&#039;t in the main rules, &amp;quot;homebrewing&amp;quot; our own version would be a good way to add it in while keeping in the original spirit of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Barring that, I recommend you stick to playing the three original classes or the Thief for your first character. &lt;br /&gt;
&lt;br /&gt;
===Thieves=== &lt;br /&gt;
&lt;br /&gt;
The Thief class I use comes from the [https://www.drivethrurpg.com/product/144790/White-Box-Companion-Swords--Wizardry?cPath=8545_23694 White Box Companion], published by Barrel Rider Games. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The class is open to humans, elves, and halflings. Elves and Halflings have no level limits when playing the Thief class. Thieves have no alignment restriction (you may be a Lawful Thief), nor must they literally be &amp;quot;thieves&amp;quot; (any more than Bilbo Baggins was literally a burglar). Thieves do not have the ability to climb walls without climbing gear. They are not Spider-man. &lt;br /&gt;
&lt;br /&gt;
===Other Classes===&lt;br /&gt;
&lt;br /&gt;
I don&#039;t usually allow Bards or Monks, but there are some other [[Player Options]] I will consider, especially as play continues beyond the first session.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:World_of_Enea]]&lt;/div&gt;</summary>
		<author><name>RDG</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=File:Enea.jpg&amp;diff=5207</id>
		<title>File:Enea.jpg</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=File:Enea.jpg&amp;diff=5207"/>
		<updated>2018-10-08T12:54:25Z</updated>

		<summary type="html">&lt;p&gt;RDG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;/div&gt;</summary>
		<author><name>RDG</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=World_of_Enea&amp;diff=5206</id>
		<title>World of Enea</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=World_of_Enea&amp;diff=5206"/>
		<updated>2018-10-08T12:54:04Z</updated>

		<summary type="html">&lt;p&gt;RDG: /* World of Enea: Locations and Cultures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;World of Enea: Locations and Cultures&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NOTE: Follow this link for [[RDG&#039;s Original Dungeons &amp;amp; Dragons Game]]&lt;br /&gt;
&lt;br /&gt;
== World of Enea: Locations and Cultures ==&lt;br /&gt;
[[File:Enea.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enea&#039;&#039;&#039; is properly the name of a continent, similar in climate and culture to early medieval Europe. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most of the action right now will take place in the northwest of that continent, an area inhabited by a group of humans collectively called the &#039;&#039;&#039;Spearfolk&#039;&#039;&#039;. They got that name because, when they came, they came with spears. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Over a thousand years ago, the Spearfolk left their ancestral home on the &#039;&#039;&#039;Scathe Isle&#039;&#039;&#039;, north of Enea, and invaded the mainland, murdering and pillaging as they went, and pushing the original inhabitants south and east, over the forbidding &#039;&#039;&#039;Grinzbjergir&#039;&#039;&#039;, a treacherous mountain range running West to East that forms a natural barrier between what are now Spearfolk lands and the rest of the continent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since then, the Spearfolk settled in different areas and have developed different cultures and languages, but they still preserve a common history and their speech is mutually intelligible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Northwest, from the Grenzbergen to the sea, is &#039;&#039;&#039;Frisjen&#039;&#039;&#039; (FRIZ-yin). The people who live there are called the &#039;&#039;Frisch&#039;&#039;, which means &amp;quot;peaceful&amp;quot; in their language. They are the least warlike and most commerce-minded of all Spearfolk, as they have access to the sea and thus to the safest and most efficient trading routes of the time. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Frisjen is part of the burgeoning &#039;&#039;&#039;Holy Freefolk Empire&#039;&#039;&#039;, so they have no &#039;&#039;Cyning&#039;&#039; (&amp;quot;king&amp;quot;). Rather, they have a &#039;&#039;Curfirst&#039;&#039;, a regent who holds power in the name of the &#039;&#039;Kaesar&#039;&#039; (&amp;quot;emperor&amp;quot;). The current Curfirst is the descendant of the previous line of Frisjen kings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Under the Curfirst are several regional warrior-nobles, called &#039;&#039;Thanes&#039;&#039;, who are responsible for all military protection in their region, and who are charged with raising and maintaining an army for the disposal of the Kaesar. &lt;br /&gt;
&lt;br /&gt;
[[File:S Weserhelm.png|200px]]&lt;br /&gt;
&lt;br /&gt;
Most players in my setting begin play in or near the town of &#039;&#039;&#039;[[Marcktdam]]&#039;&#039;&#039;, which is in the easternmost region of Frisjen, called &#039;&#039;&#039;Weserhelm&#039;&#039;&#039;. Marcktdam itself is kind of a phalanx jutting into the territory of their neighbours, the &#039;&#039;Seaxes&#039;&#039; or &amp;quot;&#039;&#039;&#039;Shortswords&#039;&#039;&#039;&amp;quot;. Marcktdam has only about 1,000 inhabitants, but it feels bigger and more important, because it is the last &amp;quot;civilized&amp;quot; town until you reach &#039;&#039;&#039;Freeland&#039;&#039;&#039;, and because it is on an important east-west river, the &#039;&#039;&#039;Nackarbrunn&#039;&#039;&#039;, and an important east-west road, making it an important trading stop. In fact, it is an essential stop for goods going to and from the rest of the Freefolk Empire. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marcktdam is relatively &amp;quot;safe&amp;quot; and unmagical, and there is no standing militia or armed town guard. But just east of the town is a dangerous marshland and beyond that a dark forest, both of which people tend to avoid. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Shortswords&#039;&#039;&#039; are nowhere near as peaceful, nor as unified as their Frisch neighbours. They are still a land of competing tribes, each led by a Cyning or king. Their lands have been claimed as part of the Freefolk Empire, but they are resisting violently, and much of the military might of the Freefolk is tied up in subduing the Shortswords. Their name comes from the often ceremonial shortsword they all wear. Even children of a certain age (about 12) are carry one, male or female. And though noncombatants&#039;s shortswords have dulled edges, you should still assume all Shortsword people are proficient with the weapon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Beneath the Cynings would be the &#039;&#039;Jarlingas&#039;&#039;, warrior-nobles who administrate and protect smaller parcels of land in the name of their cyning. However, most of these have gone into exile in the north, where they are rumoured to be raising an army to retake their lands. Many of the cynings have been killed, taken as hostages to Freeland, or in a minority of cases, accepted Freefolk rule and the Freefolk religion, and so been allowed to retain their title and privileges. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Freefolk themselves originally inhabited the Southeast of the Spearfolk territory, at the foot of the Grenzbergen. There is a narrow pass through the mountains in the south of their lands. 400 years ago the mighty &#039;&#039;&#039;Latian&#039;&#039;&#039; (LAY-shun) &#039;&#039;&#039;Empire&#039;&#039;&#039; sought to conquer the Spearfolk, knowing they were disorganized, tribal, and prone to fighting amongst themselves. They marched through the pass, intending to defeat each tribe, one by one. But instead the tribes who lived near the pass formed an alliance and defeated the Latians, who never again ventured into Spearfolk Territory. Their empire fell not long after. The Alliance called themselves the Freefolk because they were uniting and fighting for &amp;quot;freedom from Latian rule&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ironically, 400 years later, they are the imperialistic aggressors. They also introduced monotheism into Spearfolk society. They worship one god, whose name is taboo, and all other deities are considered demons and devils. They call their god &amp;quot;God&amp;quot;, &amp;quot;the Lord&amp;quot;, or, to avoid confusion with human lords, &amp;quot;the &#039;&#039;&#039;Morninglord&#039;&#039;&#039;&amp;quot; (which suggests this deity was originally a god of light). The Freefolk insist everyone in their empire abandons belief in the Old Gods and worships the Morninglord. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the North Coast of Enea, a peninsula juts into the cold &#039;&#039;Isensee&#039;&#039;. This peninsula is called &#039;&#039;&#039;The Narrow&#039;&#039;&#039;, and it is the home of the southernmost of the &#039;&#039;&#039;Norguman&#039;&#039;&#039; or &amp;quot;North People&amp;quot;, the most violent of the Spearfolk. The Norguman of the Narrow are called the &#039;&#039;&#039;Speardenes&#039;&#039;&#039;. &amp;quot;Dene&amp;quot; means &amp;quot;valley&amp;quot;, so they are &amp;quot;The People of the Valley of the Spears&amp;quot;. Rather than attacking them, the Freefolk Empire is attempting to treat with them. Therefore they have sent missionaries instead of warriors to convert them to the Morninglord. Many Speardenes have &amp;quot;converted&amp;quot;, though in fact they have just added the Morninglord to their existing pantheon, rather than abandoning their original gods.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The other Norguman live on the Scathe Isle. On the western side live the fierce &#039;&#039;&#039;Fjordingar&#039;&#039;&#039;, the fiercest and most ruthless of all Spearfolk. When they come, they come to kill and to take, and the only thing that keeps the mainland safe from them is that they are too disorganized to present a unified threat. Their name comes from the fact that their territories are riddled with fjords. They are expert sailors and navigators, as well as warriors, and they have no fear of death. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the eastern side of the Island dwell the &#039;&#039;&#039;Youngblades&#039;&#039;&#039;, named after their leader, Aerk the Young, who is Cyning of many tribes, but is barely 20. Unlike the Fjordingar, the Youngblades are unified under one banner, and Aerk has designs for his own empire. No one on the Scathe Isle worships the Morninglord, and no missionaries have ever dared go there. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, there are the &#039;&#039;&#039;Fenrunners&#039;&#039;&#039;, who live in the &#039;&#039;&#039;Frozen Fens&#039;&#039;&#039; in the extreme Northeast. This area is so icy and inhospitable that no humans other than the hardy Fenrunners can survive their. The harshness of their environment has left the Fenrunners little room for culture or civilization, so they are the most barbaric of all Spearfolk, and in fact all other Spearfolk have disowned them and refuse to recognize a kinship (though their language remains mutually intelligible). A range of steep, snow-topped mountains running north-south separates the Frozen Fens from the rest of the Spearfolk, so there isn&#039;t much communication between them.&lt;br /&gt;
&lt;br /&gt;
[[Economy of Enea]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:PbP]]&lt;br /&gt;
[[Category:World_of_Enea]]&lt;/div&gt;</summary>
		<author><name>RDG</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=File:Enea.jpeg&amp;diff=5205</id>
		<title>File:Enea.jpeg</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=File:Enea.jpeg&amp;diff=5205"/>
		<updated>2018-10-08T12:49:17Z</updated>

		<summary type="html">&lt;p&gt;RDG: RDG uploaded a new version of File:Enea.jpeg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons|{{PAGENAME}}]]&lt;br /&gt;
[[Category:PbP|{{PAGENAME}}]]&lt;br /&gt;
[[Category:World_of_Enea|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>RDG</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=My_House_Rules&amp;diff=5187</id>
		<title>My House Rules</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=My_House_Rules&amp;diff=5187"/>
		<updated>2018-09-19T11:14:48Z</updated>

		<summary type="html">&lt;p&gt;RDG: /* Suggested House Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The default rule system for the game is Swords &amp;amp; Wizardry WhiteBox, a “retroclone” that emulates the original 1974 version of Dungeons &amp;amp; Dragons, but is much easier to read (Gary Gygax was a great game designer; a writer… not so much). &lt;br /&gt;
&lt;br /&gt;
==Rules as Written==&lt;br /&gt;
&lt;br /&gt;
===The “Chance in Six” System===&lt;br /&gt;
 &lt;br /&gt;
There is no Skill system in Old School D&amp;amp;D, and the intention is to resolve most actions purely through description and role-playing. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, if we need to make a roll to resolve an action that isn’t an attack roll, saving throw, or a cleric’s Turn Undead ability, we use the “chance in 6”, meaning we roll a d6 and try to roll that number or lower. For example, a 2 in 6 chance means a roll of 1 or 2 on a d6 is a success.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;baseline&amp;quot; chance in six is 2, based on the roll required to open a stuck door. This can be modified by a relevant ability score (such as Strength). Certain races, like Elves and Dwarves, have increased chances to do certain things. For example, Elves have twice the normal chances to hear noise when listening at a door. Finally, Thieves have a &amp;quot;Thievery&amp;quot; ability, which eventually gives them a 5 in 6 chance to do things like pick a lock or sneak up on a foe (though it begins with a lowly 1 in 6 chance). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The specified Chance in Six rolls in the Original Rules are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 in 6 chance to open a stuck door. I will let you roll this, because you would know whether you opened the door or not. Only one attempt per door, per trip to the dungeon, but up to three PCs can attempt, all pushing at the same time. If they succeed this way, they fall into the room and onto the floor, and whatever is in the room gets a Surprise round (one free action). The same check can be used for other feats of Strength, such as lifting the bars of a portcullis. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 in 6 chance to hear noise when listening at a door. I will roll this secretly, because you wouldn&#039;t know whether you failed to hear something or there was simply nothing to hear. Again, up to three PCs can listen at the door at once. There are no adverse consequences. Elves have a 2 in 6 chance to hear noise. Undead don&#039;t make any noise. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 in 6 chance to find a Secret or Hidden Door &#039;&#039;if you are searching the correct 10 foot section of wall&#039;&#039;. A successful roll does not necessarily tell you how to open the door. Elves have a 4 in 6 chance, and a 2 in 6 chance to notice secret doors when merely passing by. I will roll these checks in secret, because you wouldn&#039;t know whether you failed to find the door or there simply is no door to find. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When the party first encounters a monster or group of monsters, they usually have a 2 in 6 chance of &amp;quot;surprising&amp;quot; the monsters, meaning they get a free round in which to act (which they can use to attack, cast a spell, run away, start talking, or whatever they want to do). Monsters generally have the same chance to surprise the party (giving them the free action), and many monsters have a better than 2 in 6 chance (bugbears surprise on a 3 or lower). It is possible for both parties to be surprised, cancelling each other out. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you do something that potentially triggers a trap, there is only a 2 in 6 chance the trap actually goes off. I roll for each PC who could trigger the trap, so if it&#039;s a hidden pit trap in the floor, there&#039;s a good chance at least one of you is falling in. So keep your eyes peeled and bring a ten-foot pole. Dwarves have a 2 in 6 chance to notice something &amp;quot;off&amp;quot; about the stonework, and a 4 in 6 chance when actively looking in the right spot. &#039;&#039;&#039;Most traps should be discoverable through the area description&#039;&#039;&#039;. The purpose of a trap is to test your creativity in avoiding the trap, not to trick you into dying. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And that&#039;s pretty much it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I also have a number of house rules, listed below. Some are up for discussion.&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
These are House Rules I will be using in any case&lt;br /&gt;
&lt;br /&gt;
===Rolling Attributes===&lt;br /&gt;
&lt;br /&gt;
Roll 3d6 in order. The order should be Strength, Intelligence, Wisdom, Constitution, Dexterity, Charisma (the original order), but I will also accept Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma (the Greyhawk order).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I prefer you roll up your character at the table, but it is not a bad idea to have a few back-up characters as well (I have some pre-rolled characters in case of untimely death).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To give you an example of how &amp;quot;old school&amp;quot; stats look, here is &#039;&#039;&#039;Xylarthen the Magic-User&#039;&#039;&#039;, the character example used in the original game:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Name&#039;&#039;: Xylarthen     &#039;&#039;Class&#039;&#039;: Magic-User&amp;lt;br /&amp;gt;&lt;br /&gt;
::&#039;&#039;Strength&#039;&#039;: 6     &#039;&#039;Intelligence&#039;&#039;: 11     &#039;&#039;Wisdom&#039;&#039;: 13&amp;lt;br /&amp;gt;&lt;br /&gt;
::&#039;&#039;Constitution&#039;&#039;: 12     &#039;&#039;Dexterity&#039;&#039;: 9     &#039;&#039;Charisma&#039;&#039;: 8&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gygax writes: &amp;quot;This supposed player would have progressed faster as a Cleric, but because of&lt;br /&gt;
a personal preference for magic opted for that class. With a strength of only 6&lt;br /&gt;
there was no real chance for him to become a fighter. His constitutional score indicates&lt;br /&gt;
good health and the ability to take punishment of most forms. A dexterity&lt;br /&gt;
of 9 (low average) means that he will not be particularly fast nor accurate. He&lt;br /&gt;
is below average in charisma, but not hopelessly so.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Attribute adjustment===&lt;br /&gt;
&lt;br /&gt;
You can “buff” your main attribute by one point for every 2 points you lower another attribute. However, you may not lower any attribute below 9, and you may not lower Constitution or Charisma at all. (EG a Fighter with 14 Strength and 11 Intelligence can raise their Strength to 15 - getting that +1 bonus - by lowering their Intelligence to 9). &lt;br /&gt;
&lt;br /&gt;
===Dwarves===&lt;br /&gt;
&lt;br /&gt;
Dwarves have a 2 in 6 chance of noticing sloping stone passages, as well as traps, secret doors, and other relevant hidden features specifically related to stonework, even if they are not actively searching. The DM will make this roll in secret. Dwarves have a 4 in 6 chance to notice the above if they are actively searching in the correct place (again, roll in secret).&lt;br /&gt;
&lt;br /&gt;
Dwarves get a +2 bonus to AC when fighting giants, but no bonus when fighting human-sized creatures (they’re small, but not that small). Dwarves take full damage from large opponents, however. &lt;br /&gt;
&lt;br /&gt;
===Elves===&lt;br /&gt;
&lt;br /&gt;
Elves have a 2 in 6 chance of noticing secret or otherwise hidden doors even when not actively searching. The DM will make this roll in secret. Elves have a 4 in 6 chance of finding secret or hidden doors when actively searching in the correct place (again, roll in secret). &lt;br /&gt;
&lt;br /&gt;
Elves can choose to operate in only one class at the time of character creation. When acting as a Fighter, Elves may not cast spells. When acting as a Magic-User, Elves may not wear armour unless they own Elven Chainmail. Elves do not “automatically” get Elven Chainmail. They have to find it in a dungeon like everyone else. &lt;br /&gt;
&lt;br /&gt;
Elves whose Dexterity is higher than both their Strength and Intelligence may opt for the Thief class. Elf thieves may advance to any level. &lt;br /&gt;
&lt;br /&gt;
We will not be using the “Elf Variant” or “Elf as Class” rule (which comes from the Basic, rather than Original).&lt;br /&gt;
&lt;br /&gt;
===Halflings===&lt;br /&gt;
&lt;br /&gt;
A halfling whose Dexterity is higher than their Strength may opt for the Thief class. Halfling thieves may advance to any level. Halflings have a 4 in 6 chance to hide (given a reasonable opportunity) when not in combat. This can be modified by their Dexterity bonus to a maximum 5 in 6 chance. The DM will roll this in secret, because you always think you’re hidden.&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
&lt;br /&gt;
Out of combat and exploration, time is not carefully tracked. When exploring a dungeon or interior area, we track time in “turns” which are 10 minutes of game time. During combat we track time in “rounds” of 1 minute. Otherwise, time is loose and free-form. &lt;br /&gt;
&lt;br /&gt;
===Movement===&lt;br /&gt;
&lt;br /&gt;
You may move your movement rate times 10 in feet in 1 turn and perform another action, or move twice. (E.G. if your movement is 12, you can move 120 feet and perform an action, or move 240 feet).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may move your rate times 2 in miles in one day of overland travel. (E.G. if your movement is 12, you may walk 24 miles per day over open ground.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During combat, you may move up to your movement rate divided by 3, times 10 per round. (E.G. if your movement rate is 12, you may move up to 40 feet per round - 12/3 = 4; 4x10 = 40.)&lt;br /&gt;
&lt;br /&gt;
===Initiative and Order of Combat===&lt;br /&gt;
&lt;br /&gt;
This will be discussed in [[Combat]]. &lt;br /&gt;
&lt;br /&gt;
===Binding wounds===&lt;br /&gt;
&lt;br /&gt;
After each combat, a PC can “bind the wounds” of one other PC, restoring 1d4 hit points. This takes ten minutes of game time and provokes a Wandering Monster check (meaning the DM will roll in secret to see if a Wandering Monster interrupts you).&lt;br /&gt;
&lt;br /&gt;
===High-level magic===&lt;br /&gt;
&lt;br /&gt;
You will notice that spells only go up to level 6 (or 5 for clerics), and that some iconic spells like Magic Missile don’t exist. This is the original list of spells in 1974. I will, however, put the complete list of spells in the game, in scrolls and spellbooks. But you will have to find these spells in dungeons and other dangerous places, or defeat powerful magic-users, to get access to them. You can also create your own spells. &lt;br /&gt;
&lt;br /&gt;
===Casting from scrolls===&lt;br /&gt;
&lt;br /&gt;
If you cast a spell by reading it from a scroll, it is cast as if you were a 6th level spellcaster (or the minimum level required to cast the spell), and you may cast it regardless of the spell’s actual level. However, the spell disappears from the scroll once read out (even if the spell fails) and cannot be “learned” or copied into a spellbook. If a Magic-User copies a spell from a scroll into their spellbook or a Cleric attempts to “learn” a spell from a scroll, the spell is copied/learned at its actual level. &lt;br /&gt;
&lt;br /&gt;
This means that there may be a tactical advantage to casting from a scroll, as such a spell would be more powerful or more likely to succeed. However, you can only use it once.&lt;br /&gt;
&lt;br /&gt;
===Ability score bonuses===&lt;br /&gt;
&lt;br /&gt;
Fighters may use their Strength bonus for attack rolls and damage rolls. Magic-users may use their Intelligence bonus to gain an extra spell at first level. Clerics may use their Wisdom bonus to gain a spell at first level. &lt;br /&gt;
&lt;br /&gt;
===Armour class===&lt;br /&gt;
&lt;br /&gt;
We are using the Old School Descending Armour Class. Without any armour, your AC is 9. Adding armour and shields &#039;&#039;lowers&#039;&#039; your AC. Lower AC is better; higher AC is worse. &lt;br /&gt;
&lt;br /&gt;
You still need to roll high on a d20 to hit. &lt;br /&gt;
&lt;br /&gt;
====THAC0====&lt;br /&gt;
&lt;br /&gt;
Every PC has a number they need to roll &#039;&#039;To Hit Armour Class 0&#039;&#039; (THAC0). For most level 1 PCs, that number is 19. To see what AC you hit, roll a d20 and subtract your roll from your THAC0. The result is the AC you hit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: Your THAC0 is 19. You roll a d20 and get 12. 19 - 12 = 7, so you hit up to AC 7. If the target&#039;s AC was 7 or higher (worse), the DM will declare a hit, and you can roll damage. If the target has an AC of 6 or lower (better), you miss.&lt;br /&gt;
&lt;br /&gt;
===Two-weapon fighting===&lt;br /&gt;
&lt;br /&gt;
Fighters may fight with a one-handed weapon in each hand, giving them an additional +1 to attack rolls, but not damage rolls (they may still get a +1 to damage from their Strength bonus). They do not get an additional attack.&lt;br /&gt;
&lt;br /&gt;
==Suggested House Rules==&lt;br /&gt;
&lt;br /&gt;
These are House Rules I would like to use, but can be talked out of.&lt;br /&gt;
&lt;br /&gt;
===Multiattack===&lt;br /&gt;
&lt;br /&gt;
Fighters of level 2 or higher may get an additional attack against weak foes. The number of attacks equals the Fighter’s level divided by the hit dice of the target. A fighter is always entitled to at least one attack. If this rule is used, monsters will get multiple attacks using the same formula (meaning a troll would get 6 attacks against a first-level PC). &lt;br /&gt;
&lt;br /&gt;
===Elf class advancement===&lt;br /&gt;
&lt;br /&gt;
Elves may switch between the Fighter and Magic-User class, but must return to their home base to make this switch. (E.G. an elf acting as a magic-user must return to their home base and pick up their armour and weapons if they want to switch to Fighter. They must leave their spellbook behind and forgo using spells until they switch back). Elves level up in each class as soon as they have enough XP. For example, an elf with 2,000 XP is a level 2 Fighter but still a level 1 Magic-User (until they reach 2,500 XP).&lt;br /&gt;
&lt;br /&gt;
===Critical hits and fails===&lt;br /&gt;
&lt;br /&gt;
The Original game did not have a rule about “natural 20s” and “natural 1s”, and we don’t really need them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, I would suggest that Fighters and monsters can shatter or ruin one piece of armour on a natural 20. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shields will go first, if any. Then armour will be downgraded by 2 for each critical hit. Thus a fighter with shield and plate (AC 17) would have to sustain four critical hits before their AC goes down to 10. However, leather armour is ruined after only one crit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you survive the encounter, you must buy new armour or have it repair (if possible).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This rule does not apply to magic armour or AC that is the result of magic (like incorporeal undead). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By contrast, if a PC rolls a natural 1 on their attack, their weapon is shattered and ruined. A monster should sustain a similar disadvantage on a natural 1, if this rule is used.&lt;br /&gt;
&lt;br /&gt;
===Binding wounds===&lt;br /&gt;
&lt;br /&gt;
Clerics can bind the wounds of 2 PCs, rather than one. This compensates for the fact that level 1 Clerics generally don’t get any spells. &lt;br /&gt;
&lt;br /&gt;
===Magic-User Spells===&lt;br /&gt;
&lt;br /&gt;
The Greyhawk supplement introduced a system where Magic-Users had to roll percentile dice to see if they knew a given spell. I like this rule, because it adds an element of randomness to the game, and can inspire players to consider spells that seem “suboptimal”. So I would suggest that Magic-user has a (6-[spell-level]) chance in 6 to &amp;quot;know&amp;quot; a new spell (find it in their spellbook). This does not apply to finding spells in scrolls and other spellbooks.&lt;br /&gt;
&lt;br /&gt;
==Proposed House Rules==&lt;br /&gt;
&lt;br /&gt;
These are House Rules drawn from other retroclones. They do not reflect the 1974 game, but they can make game play smoother and faster. If the intention is to stick to “authentic” 1974 D&amp;amp;D, we may not want to use these.&lt;br /&gt;
&lt;br /&gt;
===Shatter the Shield===&lt;br /&gt;
&lt;br /&gt;
Fighters who have shields can choose to “shatter” their shield instead of taking damage. You can choose to shatter the shield after the DM declares the damage. You then take no damage on that attack, but you lose you shield bonus to AC until you buy a new shield. &lt;br /&gt;
&lt;br /&gt;
===Encumbrance===&lt;br /&gt;
&lt;br /&gt;
To simplify encumbrance, a character may carry as many items as their Strength score. 10 coins count as 1 item.&lt;br /&gt;
&lt;br /&gt;
If you carry more items than your Strength score, you have disadvantage on all d20 rolls and a -1 penalty to any physical chance in 6 roll, but worn items (armour, shields, weapons) do not count as carried. You cannot carry more than twice your Strength score. &lt;br /&gt;
&lt;br /&gt;
This rule comes from The Black Hack, and may actually limit how much loot you can carry, plus it gives more benefit to characters with a high strength score than the Original game did.&lt;br /&gt;
&lt;br /&gt;
===Abstract movement===&lt;br /&gt;
&lt;br /&gt;
Instead of the movement rule above, we can use four abstract measurements of movement and distance: &#039;&#039;&#039;Close&#039;&#039;&#039;, &#039;&#039;&#039;Nearby&#039;&#039;&#039;, &#039;&#039;&#039;Far Away&#039;&#039;&#039;, and &#039;&#039;&#039;Distant&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close&#039;&#039;&#039; means in melee range (10 feet or less) .&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nearby&#039;&#039;&#039; is close enough that you can move into melee range and attack in the same round (more than 10 feet but less than your full movement) .&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Far Away&#039;&#039;&#039; means you can move into melee range in one round, but you cannot attack until the next round. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Distant&#039;&#039;&#039; means you need 2 rounds of movement to get into melee range, and can attack on the third round. &lt;br /&gt;
&lt;br /&gt;
NOTE: if you move into melee range, but cannot attack until the next round, the monster can attack you on its turn!&lt;br /&gt;
&lt;br /&gt;
If we use this rule, then “encumbered” PCs can only ever move to the Nearby range on their turn. This rule also comes from The Black Hack, and would make travel and dungeon exploration far less precise than the Original game did.&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
&lt;br /&gt;
There are no negative hit points in the Original game. However, when you drop to 0 hp, instead of just dying, you can be taken &#039;&#039;&#039;Out of Action&#039;&#039;&#039; (&#039;&#039;&#039;OofA&#039;&#039;&#039;). This means you are unconscious and unable to act. Then, if the rest of the party survives or can drag your body out of danger, you can roll on the table below to find out what happens to you:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 KO’d&#039;&#039;&#039;. Once out of danger, you wake up with 1d4 hit points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 Concussed&#039;&#039;&#039;. As above, plus Disadvantage for the next hour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Cracked bones&#039;&#039;&#039;. As 1, plus  -2 to Strength, Dex, and Con for 24 hours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 Crippled&#039;&#039;&#039;. As 1, plus Strength or Dex is -2 permanently.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 Disfigured&#039;&#039;&#039;. As 1, plus Charisma is -4 permanently. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 Dead&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This comes from The Black Hack and makes the game less lethal while still providing a consequence for losing a fight.&lt;br /&gt;
&lt;br /&gt;
===Usage dice===&lt;br /&gt;
&lt;br /&gt;
Instead of tracking consumable items like arrows, rations, and torches, we can assign these things a Usage Die.&lt;br /&gt;
&lt;br /&gt;
The second time you use something (and each subsequent time) you roll the usage die (e.g. a d10 for arrows). If it comes up 1 or 2, you downgrade it to the next lowest die (e.g. a d8). If you roll 1 or 2 on a d4, you&#039;re out of that item. &lt;br /&gt;
&lt;br /&gt;
Buying more of it restores your usage die to it&#039;s maximum. &lt;br /&gt;
&lt;br /&gt;
This rule comes from the Black Hack and preserves the &amp;quot;resource draining&amp;quot; and &amp;quot;push your luck&amp;quot; aspects of the game, without reducing it to an accountancy exercise. &lt;br /&gt;
&lt;br /&gt;
===Usage dice for rest===&lt;br /&gt;
&lt;br /&gt;
The Original Game requires you to take one ten minute turn of rest for every five turns of exploration or suffer a penalty on all dice rolls. &lt;br /&gt;
&lt;br /&gt;
Instead of that, we could say you have a d10 of &amp;quot;stamina&amp;quot;. From your second turn on, we roll the usage die. When it reaches 1 or 2 on a d4, you must rest for ten minutes (restoring the die to a d10).&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:Primer_for_Old_School_D&amp;amp;D]]&lt;br /&gt;
[[Category:RDG&#039;s_Original_Dungeons_&amp;amp;_Dragons_Game]]&lt;/div&gt;</summary>
		<author><name>RDG</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=Category:My_House_Rules&amp;diff=5147</id>
		<title>Category:My House Rules</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=Category:My_House_Rules&amp;diff=5147"/>
		<updated>2018-08-25T19:07:15Z</updated>

		<summary type="html">&lt;p&gt;RDG: Created page with &amp;quot;RDG&amp;#039;s house rules for OD&amp;amp;D  Category:Dungeons_and_Dragons Category:Primer_for_Old_School_D&amp;amp;D Category:RDG&amp;#039;s_Original_Dungeons_&amp;amp;_Dragons_Game&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;RDG&#039;s house rules for OD&amp;amp;D&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:Primer_for_Old_School_D&amp;amp;D]]&lt;br /&gt;
[[Category:RDG&#039;s_Original_Dungeons_&amp;amp;_Dragons_Game]]&lt;/div&gt;</summary>
		<author><name>RDG</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=Combat&amp;diff=5146</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=Combat&amp;diff=5146"/>
		<updated>2018-08-25T19:06:24Z</updated>

		<summary type="html">&lt;p&gt;RDG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Believe it or not, Original Dungeons &amp;amp; Dragons had no initiative system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instead, the rules referred you to the initiative system for &#039;&#039;Chainmail&#039;&#039;, Gary Gygax&#039;s earlier Miniature War Game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The problem was, &#039;&#039;Chainmail&#039;&#039; was designed for mass combat, and didn&#039;t include things like monsters and spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So every DM had to make up their own initiative and combat system.&lt;br /&gt;
&lt;br /&gt;
==My System==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The system I use is a combination of the &amp;quot;standard practice&amp;quot; for old school games, the Holmes Basic system, and Mike Mearls&#039; Greyhawk Initiative.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Determine surprise&#039;&#039;&#039;. If one party surprises the other, they get a free action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Roll initiative&#039;&#039;&#039;. One player rolls a d6 for the party. The DM rolls for the monsters. Highest goes first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Declare actions&#039;&#039;&#039;. Actions are resolved in order of how quick they can be accomplished, with movement coming first and spells taking effect last. Therefore you have to declare your intended action at the top of the round, so I know when you will be acting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general, you can take only &#039;&#039;&#039;one action per round&#039;&#039;&#039;. &#039;&#039;EXCEPTION&#039;&#039;: if an adversary is less than your full movement rate away, you may move and make a melee attack on your turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Actions are resolved in the following order:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement&#039;&#039;&#039;: you may move up to your speed.&lt;br /&gt;
&lt;br /&gt;
If you readied a spell in the previous game turn, you can cast it now. If not, you can ready a spell now, instead of moving. It will take effect in the spell phase, but if you take any damage before it goes off, you lose the spell.&lt;br /&gt;
&lt;br /&gt;
Fighters can &amp;quot;charge&amp;quot; if they have a clear, relatively straight path to their target, requiring their full movement. They can only do this on their first turn.&lt;br /&gt;
&lt;br /&gt;
Elves armed with bows may &amp;quot;spilt move&amp;quot;, moving half their movement rate and firing one bow shot. They take their second shot and the rest of their movement in the missile phase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missiles&#039;&#039;&#039;: you may attack with any ranged weapons. Keep in mind that bows get two shots per round.&lt;br /&gt;
&lt;br /&gt;
If you fire into melee, you can&#039;t choose your target. There&#039;s a chance you&#039;ll hit your allies (the chance = [number of allies]/[number of total combatants]). You can negate this by taking a -3 penalty on your attack roll. &lt;br /&gt;
&lt;br /&gt;
Elves who are using the &amp;quot;split move&amp;quot; take their second shot and must use the other half of their movement now.&lt;br /&gt;
&lt;br /&gt;
If a spellcaster takes damage in this phase, they must ready the spell again, but they don&#039;t lose the slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039;: you may make a melee attack &#039;&#039;if you are in melee range (10 ft) of your target&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Your target gets an immediate Returning Attack (an attack roll against you)&#039;&#039;&#039; if they are still alive. If you get multiple attacks, the Returning Attack comes after your first attack.&lt;br /&gt;
&lt;br /&gt;
The Returning Attack comes from &#039;&#039;Chainmail&#039;&#039; and I use it instead of Opportunity Attacks. Therefore, it is relatively safe to run away from melee. A monster may chase you, but they would have to catch you before they could attack again.&lt;br /&gt;
&lt;br /&gt;
All PCs are entitled to Returning Attacks.&lt;br /&gt;
&lt;br /&gt;
If a spellcaster takes damage in this phase, they lose the spell slot entirely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039;. If you readied a spell in the Movement phase, you may cast it now. If not, you may ready a spell now. It will take effect on &#039;&#039;your next Movement phase&#039;&#039;, but if you take damage in the next round, you may lose the spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improvised actions&#039;&#039;&#039; are strongly encouraged! Tell me what you want to do, and I&#039;ll figure out how it works and when out happens. This is a free-form game, so don&#039;t feel limited to the above list of actions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Other side&#039;&#039;&#039;. The side that lost initiative goes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Roll initiative again&#039;&#039;&#039;. We roll initiative every round. It is possible for one side to get two turns in a row.&lt;br /&gt;
&lt;br /&gt;
[[Category:My House Rules]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:Primer_for_Old_School_D&amp;amp;D]]&lt;br /&gt;
[[Category:RDG&#039;s_Original_Dungeons_&amp;amp;_Dragons_Game]]&lt;/div&gt;</summary>
		<author><name>RDG</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=Category:Primer_for_Old_School_D%26D&amp;diff=5144</id>
		<title>Category:Primer for Old School D&amp;D</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=Category:Primer_for_Old_School_D%26D&amp;diff=5144"/>
		<updated>2018-08-25T19:04:01Z</updated>

		<summary type="html">&lt;p&gt;RDG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;RDG&#039;s ramblings on Old School D&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:RDG&#039;s_Original_Dungeons_&amp;amp;_Dragons_Game]]&lt;/div&gt;</summary>
		<author><name>RDG</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=Category:RDG%27s_Original_Dungeons_%26_Dragons_Game&amp;diff=5141</id>
		<title>Category:RDG&#039;s Original Dungeons &amp; Dragons Game</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=Category:RDG%27s_Original_Dungeons_%26_Dragons_Game&amp;diff=5141"/>
		<updated>2018-08-25T18:59:54Z</updated>

		<summary type="html">&lt;p&gt;RDG: Created page with &amp;quot;RDG&amp;#039;s game of original edition (or Zero Edition) Dungeons and Dragons, using Swords and Wizardry WhiteBox.  Category:Dungeons_and_Dragons&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;RDG&#039;s game of original edition (or Zero Edition) Dungeons and Dragons, using Swords and Wizardry WhiteBox.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;/div&gt;</summary>
		<author><name>RDG</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=Primer_for_Old_School_D%26D&amp;diff=5138</id>
		<title>Primer for Old School D&amp;D</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=Primer_for_Old_School_D%26D&amp;diff=5138"/>
		<updated>2018-08-25T18:49:16Z</updated>

		<summary type="html">&lt;p&gt;RDG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With so few definite &amp;quot;rules&amp;quot; in the game, OD&amp;amp;D relies heavily on Rule Zero: the DM has the final say in rulings at the table. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This requires a lot of trust. The players have to trust that the DM isn&#039;t &amp;quot;cheating&amp;quot; or trying to kill the PCs on purpose. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To foster this trust, I will try to be up front with [[My House Rules]], clear about potential consequences of certain actions (and not play &amp;quot;Gotcha!&amp;quot; with traps, etc.), and roll my dice in the open, so you can see I&#039;m not fudging. &lt;br /&gt;
&lt;br /&gt;
==General playing style==&lt;br /&gt;
&lt;br /&gt;
Below are some of the aspect of the DM Philosophy I will be attempting to follow.&lt;br /&gt;
&lt;br /&gt;
===Rulings, not Rules===&lt;br /&gt;
&lt;br /&gt;
There aren&#039;t many rules, so much of the time, I will make a ruling at the table, based on how you describe your action. I will try to be clear about what the potential consequences are, not try to &amp;quot;trick&amp;quot; you into doing something that will get your character killed. &lt;br /&gt;
&lt;br /&gt;
===Decision, not Dice===&lt;br /&gt;
&lt;br /&gt;
Wherever possible, I will try to resolve actions without rolling dice at all. For example, if you think there&#039;s a trap, and you examine the exact place where the trap is, you will probably find the trap without having to roll. Similarly, if you describe your attempt to disarm the trap, and it sounds to me like it would work, it will probably work. Ideally, I&#039;d like to save most of the dice rolls as a last-ditch attempt to get you out of a tight spot. &lt;br /&gt;
&lt;br /&gt;
===No Skills===&lt;br /&gt;
&lt;br /&gt;
One thing we definitely won&#039;t be rolling dice for are Skill Checks, because there aren&#039;t any. Wanna check for traps? Tell me where you&#039;re looking and I&#039;ll tell you what you see. If a detail sounds &amp;quot;iffy&amp;quot;, ask about it. I&#039;ll give you more information. Eventually you&#039;ll decide whether or not it seems dangerous or not, and live (or die) by your choices. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Is the NPC lying to you? You have to decide that for yourself. There&#039;s no Insight or Sense Motive check. It&#039;s really up to you if you trust them or not. &lt;br /&gt;
&lt;br /&gt;
===There are no balanced encounters===&lt;br /&gt;
&lt;br /&gt;
One Old School Gamer wrote &amp;quot;If I&#039;m walking in the woods and I meet a bear, is Nature going to &#039;balance the encounter&#039; for me? Hell no. I need to run.&amp;quot; And while outrunning a bear isn&#039;t really a thing you can do in real life, the point is well taken: Old School D&amp;amp;D does not have the concept of Encounter Balance. It just doesn&#039;t exist. No matter what level you are, you can never assume an encounter is &amp;quot;winnable&amp;quot;. Always be ready to run, or sneak away. Always look to press whatever advantage you can. Despite what the Jedi think, ranged attacks are tactically superior to melee attacks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And remember: there&#039;s a reason a sack of ball bearings appears on the Equipment List of every single edition of the game.&lt;br /&gt;
&lt;br /&gt;
===Heroic (sort of), but not Superheroes===&lt;br /&gt;
&lt;br /&gt;
Old School D&amp;amp;D doesn&#039;t create Superheroes. Matt Finch, who wrote &#039;&#039;Swords &amp;amp; Wizardry&#039;&#039;, suggested a high-level OD&amp;amp;D character is more like Batman than Superman. Batman can do a lot of things ordinary people can&#039;t, and he certainly has a lot of cool gear, but he&#039;s still human, and thus still mortal. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Further than that, Old School D&amp;amp;D was a far less Heroic game than it has become. The core assumption was basically mercenary: PCs went on adventures to get treasure. End of story. If they did some good by killing a few bad monsters, that was a pleasant side-effect. But the main thing was treasure. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you find it hard to be motivated by mercenary goals, and want to be more a traditional Good Guy, that&#039;s totally fine. But also remember what your personal development goals are. Would you like a magic sword, for example? Or do you want to discover more powerful spells? Do you have a grudge against a particular kind of monster? PC goals are the driving force of Old School D&amp;amp;D, and they traditionally have more to do with &amp;quot;What kind of cool stuff can I get and/or do?&amp;quot; than &amp;quot;How can I make the fictional game world a better place?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Information is your most valuable resource===&lt;br /&gt;
&lt;br /&gt;
OD&amp;amp;D, and my ideal DMing style, attempts to reward players for making good decisions. However, you can&#039;t make good decisions without information. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Consider this scenario. There are three rooms. You know one room has the Treasure you&#039;re looking for. One room has nothing but flavour text. And one room has a deadly Ogre Encounter. Unless you have some clues, some way of gathering information about what differentiates the three rooms, you can&#039;t make an informed choice. So if you choose the Ogre room and die, you are &amp;quot;punished&amp;quot; for random chance, and the same goes for your &amp;quot;reward&amp;quot; if you choose the Treasure room and escape without a fight. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This means it&#039;s my job to give you hints and clues and make the essential information available to you, so you can make informed choices. It means I won&#039;t be coy about describing trapped areas or monster lairs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It also means there are no stupid questions, and you should ask as many questions as you please. The more you ask, the more you learn. The more you learn, the better equipped you&#039;ll be to get through a dangerous area, loot intact, with your in-game lives. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge is power, and that power beats a +1 sword any day of the week.&lt;br /&gt;
&lt;br /&gt;
===(Earned) Success and Failure===&lt;br /&gt;
&lt;br /&gt;
OD&amp;amp;D is more firmly a game than a story. This means the game is designed to provide a challenge to the players. It is not &amp;quot;balanced&amp;quot; to give the characters a fair chance of survival. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This doesn&#039;t mean I want you to fail. On the contrary, I want you to succeed. But I want you to succeed because you actually succeeded, not because I let you. &lt;br /&gt;
&lt;br /&gt;
===Failing is fun===&lt;br /&gt;
&lt;br /&gt;
The best Old School D&amp;amp;D stories are not about the time you defeated a Big Bad Guy without taking any damage. They&#039;re about the time you all hatched a terrible plan, everything about it went wrong, and it was an unmitigated, but wildly entertaining, disaster. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How My Character Died is probably the best kind of Old School D&amp;amp;D story. By contrast, How My Character Reached Level 20 and Lived Happily Ever After is a pretty boring story. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So try crazy things, embrace Plan B, and take a failed dice roll as a opportunity to go out in a blaze of glory. There&#039;s always another character waiting to be rolled up.&lt;br /&gt;
&lt;br /&gt;
===Leaving the dungeon is a thing===&lt;br /&gt;
&lt;br /&gt;
There are no Short Rests where you can spend a hit die to heal yourself up in OD&amp;amp;D, so if you&#039;re low on hit points, arrows, torches, spells, water, rations, or anything else you need to stay alive, it&#039;s time to head back to town. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yes, the dungeon might &amp;quot;restock&amp;quot; while you&#039;re away, so you&#039;ll have to be careful returning to areas you&#039;ve &amp;quot;cleared&amp;quot;, but that&#039;s better than dying unceremoniously in the bowels of the earth. &lt;br /&gt;
&lt;br /&gt;
==Specific to my game==&lt;br /&gt;
&lt;br /&gt;
As this is an experiment - one that may not succeed - I haven&#039;t yet decided whether to include this game in my homebrew world. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But whether I do or not, there are some aspects of my approach to the game that are important.&lt;br /&gt;
&lt;br /&gt;
===You can break my setting===&lt;br /&gt;
&lt;br /&gt;
My homebrew setting, and any setting I run, basically exists so we can play D&amp;amp;D. This doesn&#039;t mean I don&#039;t care about the setting. It&#039;s just that I care about Player Agency more. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I want your decisions to be meaningful, and to have an impact on how the world develops. Once you enter my world, it becomes your world too. And your choices are more important than any story I could try to foist on you. &lt;br /&gt;
&lt;br /&gt;
===The Invention Test===&lt;br /&gt;
&lt;br /&gt;
For me, D&amp;amp;D works best when the players have meaningful choices to make. I&#039;m not into writing a long campaign and expecting you to play through it &amp;quot;my way&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instead, I would rather run the game like the Invention Test in Masterchef. There&#039;s a sandbox full of &amp;quot;ingredients&amp;quot;, any of which could make an excellent game. It&#039;s up to you to choose which ones you want to use. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This means your choices and goals, not my stories, are the driving force in the game. At first, we&#039;ll have to start small.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:RDG&#039;s_Original_Dungeons_&amp;amp;_Dragons_Game]]&lt;/div&gt;</summary>
		<author><name>RDG</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=Player_Options&amp;diff=5095</id>
		<title>Player Options</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=Player_Options&amp;diff=5095"/>
		<updated>2018-08-24T11:00:37Z</updated>

		<summary type="html">&lt;p&gt;RDG: Created page with &amp;quot;=Additional Player Options=  ===Player Options===  The original game included only three character classes: Fighter, Magic-User, and Cleric. These three, plus a version of the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Additional Player Options=&lt;br /&gt;
&lt;br /&gt;
===Player Options===&lt;br /&gt;
&lt;br /&gt;
The original game included only three character classes: Fighter, Magic-User, and Cleric. These three, plus a version of the Thief class, will be the preferred classes in the game. If possible, you should play one of these &amp;quot;core&amp;quot; classes, especially for your first character. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a few other classes I will allow, provided you roll particularly well or too poorly to play one of the core classes. These classes come from the [https://www.drivethrurpg.com/product/144790/White-Box-Companion-Swords--Wizardry?cPath=8545_23694 White Box Companion], published by Barrel Rider Games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Druid&#039;&#039;&#039; - Rather than play a Cleric, you may opt to play a Druid. You must abide by the weapon and armour restrictions. Your alignment must be Neutral. However, you can be an elf. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paladin&#039;&#039;&#039; - If you have at least average Strength &#039;&#039;and&#039;&#039; a 15 or higher in Charisma, you may play a Paladin. Your alignment must be Law, and you must be a human. You do not have to donate any of your wealth to charity, but you cannot turn undead. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger&#039;&#039;&#039; - If you have at least average Strength &#039;&#039;and&#039;&#039; a 15 or higher in Dexterity, you may play a Ranger. You must be a human, and you cannot cast spells. Rangers can use their Forestry skill to forage for healing herbs, allowing them to restore 1d6 hit points when they bind wounds, but they must be in a wilderness area to do this. (If another PC has already bound the wounds for 1d4 hit points, the Ranger may restore an additional 1d4 hit points.) You do not have any alignment restrictions, nor do you have to donate your wealth to charity. You can choose one of the following benefits: you can add your Dex bonus to your AC; you can have the &amp;quot;Giant-Slayer&amp;quot; damage bonus; or you can make an extra attack when fighting with two one-handed weapons. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief&#039;&#039;&#039; - The Thief class is open to humans, elves, and halflings. Elves and Halflings have no level limits when playing the Thief class. Thieves have no alignment restriction (you may be a Lawful Thief), nor must they literally be &amp;quot;thieves&amp;quot; (any more than Bilbo Baggins was literally a burglar). Thieves do not have the ability to climb walls without climbing gear. They are not Spider-man. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I &#039;&#039;may&#039;&#039; consider other class options or homebrew classes. However, I will not allow Bards or Monks.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;/div&gt;</summary>
		<author><name>RDG</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=Economy_of_Enea&amp;diff=4913</id>
		<title>Economy of Enea</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=Economy_of_Enea&amp;diff=4913"/>
		<updated>2017-09-10T12:51:23Z</updated>

		<summary type="html">&lt;p&gt;RDG: Created page with &amp;quot;&amp;lt;metadesc&amp;gt;Economy of Enéa&amp;lt;/metadesc&amp;gt;   == Coins ==  No human cultures in Enéa are sophisticated enough to mint coins. Instead, they use leftover coins from vanished ancient...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Economy of Enéa&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Coins ==&lt;br /&gt;
&lt;br /&gt;
No human cultures in Enéa are sophisticated enough to mint coins. Instead, they use leftover coins from vanished ancient civilizations, mainly old Latian coins. The value of these coins is not fixed; they are worth only as much as their weight in the precious metal. &lt;br /&gt;
&lt;br /&gt;
Whenever PCs discover coins, the DM will secretly roll to see how worn down the coins are (the &#039;&#039;&#039;debasement&#039;&#039;&#039; roll). Ordinarily, PCs will not learn the true value of their coins until they try to spend them; however, certain backgrounds, such as Guild Artisan, will allow you to roll for appraisal (Int + Proficiency bonus).&lt;br /&gt;
&lt;br /&gt;
Starting gold is not subject to debasement. &lt;br /&gt;
&lt;br /&gt;
The most common coins and their &amp;quot;face&amp;quot; value are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Latian Bronze sestertius&#039;&#039;&#039;: a coin worth 1 copper &lt;br /&gt;
piece each. Early ones are stamped with the face of &lt;br /&gt;
the Emperor, but later ones have a hole in the middle, &lt;br /&gt;
off-centre, and the name of the Emperor on the other &lt;br /&gt;
side. These later coins are likely to be made of &lt;br /&gt;
brass, but their base value is the same.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Silver Denarius&#039;&#039;&#039;: a Latian coin worth 1 silver &lt;br /&gt;
piece. It is stamped with the Emperor&#039;s face and the &lt;br /&gt;
date of the most recent conquest on the other side &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hacksilver&#039;&#039;&#039;: Some Spearfolk wear bracelets of silver and &lt;br /&gt;
will cut pieces off to pay for goods or services. &lt;br /&gt;
These pieces are usually worth 1 silver piece, &lt;br /&gt;
though it is possible to cut smaller pieces off, &lt;br /&gt;
worth 5 copper pieces. Hacksilver is never subject to debasement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gold Denarius&#039;&#039;&#039;: an imitation of a Latian denarius, &lt;br /&gt;
but made of gold and minted in the East. People who have visited Oryor often carry these. It is &lt;br /&gt;
stamped with a phrase from a sacred text on one &lt;br /&gt;
side and the name (never the face) of a sultan on &lt;br /&gt;
the other side. It is worth 1 electrum piece. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gold Aureus&#039;&#039;&#039;: an older Latian coin. It is usually so worn &lt;br /&gt;
that its base value is only 1 electrum piece. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gold Solidus&#039;&#039;&#039;: a newer Latian coin that is worth 1 &lt;br /&gt;
gold piece.&lt;br /&gt;
&lt;br /&gt;
There are no coins of copper, electrum, or platinum in the human world, but nonhuman cultures may have any number of strange currencies. &lt;br /&gt;
&lt;br /&gt;
Gems and art objects are never subject to debasement.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:PbP]]&lt;br /&gt;
[[Category:World_of_Enea]]&lt;/div&gt;</summary>
		<author><name>RDG</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=File:S_Weserhelm.png&amp;diff=4906</id>
		<title>File:S Weserhelm.png</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=File:S_Weserhelm.png&amp;diff=4906"/>
		<updated>2017-09-05T13:18:02Z</updated>

		<summary type="html">&lt;p&gt;RDG: {{PAGENAME}}
{{PAGENAME}}
{{PAGENAME}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons|{{PAGENAME}}]]&lt;br /&gt;
[[Category:PbP|{{PAGENAME}}]]&lt;br /&gt;
[[Category:World_of_Enea|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>RDG</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=Marcktdam&amp;diff=4905</id>
		<title>Marcktdam</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=Marcktdam&amp;diff=4905"/>
		<updated>2017-09-04T22:20:30Z</updated>

		<summary type="html">&lt;p&gt;RDG: Created page with &amp;quot;---- created using Medieval Fantasy City Generator https://watabou.itch.io/medieval-fantasy-city-generator  == Marcktdam ==  &amp;#039;&amp;#039;&amp;#039;M...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
[[File:Marcktdam1.jpg.jpeg|200px|thumb|left|created using Medieval Fantasy City Generator https://watabou.itch.io/medieval-fantasy-city-generator]]&lt;br /&gt;
&lt;br /&gt;
== Marcktdam ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marcktdam&#039;&#039;&#039; is a small walled market town in the southeast of &#039;&#039;&#039;Frisjen&#039;&#039;&#039;, where is borders with the lands of the &#039;&#039;&#039;Shortswords&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The town runs right to the north bank of the Nackarbrunn river, and the towns walls form a semi-circle, with the river completing the wall. There are three gates, in the North, East, and West sides of the walls. There is a large central Market Square, and a smaller square on the east side of the town, where the Church of the Morninglord is. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. The Town walls&#039;&#039;&#039; are original an original feature, built when the town was founded shortly after Frisjen became part of the Freefolk empire. At this time, Marcktdam was considered an outpost for expansion of Frisjen into Shortsword territory. This expansion never materialized, and Marcktdam remains the head of a phalanx into dubious and hostile territory. The walls, however, have not been necessary for defence for over a century, as the Shortswords have been preoccupied with fighting the Freefolk. This has left Marcktdam freel to concentrate on trade and agriculture. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. The West Tor (West Gate)&#039;&#039;&#039; is the most used of the three town gates. It is also the safest, granting access to the main road to through Southern Frisjen, to the west coast of Enea. Several towns and villages are on this road, including Witchcraig, Triboar, and Fandlingen. There are usually two townspeople stationed at the gate, but they are charged with little more than monitoring traffic in and out. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. The Nord Tor (North Gate)&#039;&#039;&#039; is the only gate that requires a measure of &amp;quot;security&amp;quot;, meaning that the unarmed townspeople who stand &amp;quot;guard&amp;quot; are charged with asking the name and business of any strangers attempting to enter there. This is because the North road out of the city forks, with one road leading through Frisjen to the regional capital of Weserhelm, and the other leading through the western part of the Neigental, part of the Shortsword territories. The &amp;quot;guards&amp;quot; are still unarmed, however, as the main traffic in an out of this gate are Weserhelm soldiers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 The Ost Tor (East Gate)&#039;&#039;&#039; is the least used of all the three gates, the only traffic being the few farmers whose holdings lie east of the town, and those who make their living from the marshes. Very few people from further east arrive by foot, and the east gate is usually unstaffed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 The Ljochtskirck (Church of the Morninglord)&#039;&#039;&#039; is the newer of the town&#039;s religious buildings, as when the town was founded, Frisjen had not yet converted to worship of the Morninglord. It is not a large church, with only one belltower and a modest churchyard adjoined to the back, for well-to-do families (town patrons are given sarcophagi in the church proper). Ordinary townspeople are buried in a consecrated graveyard outwith the town walls. The town priest is Culbright Ragnarson, and though his faith is strong, he is not able to perform any divine magic. There is a rumour that the basement of the church stores large numbers of powerful magical items sacred to other deities. The &#039;&#039;&#039;Kirkplaz&#039;&#039;&#039; (Church Square) contains a statue of St Cuthbert, patron saint of Frisjen.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 The Churchyard&#039;&#039;&#039; is for the wealthier families of Marcktdam and is surrounded by a dry stone wall about five feet high. The only (official) way in or out is through a concealed (but not secret) door in the rear of the church.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7 The Marcktplaz (Market Square)&#039;&#039;&#039; is busy on Wednesdays and Saturdays, with local farmers, artisans and merchants arriving by river setting up stalls. On other days it is still a community hub, and home to the upmarket shops. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8 The Radhuis (Town Hall)&#039;&#039;&#039; is on the Marcktplaz. It is a large, ornate wooden building. The &#039;&#039;&#039;Rad&#039;&#039;&#039; (Town Council) is a 12 member body consisting of representatives of the richest families of Marcktdam, almost all of whom are large farmholders. They are presided over by the &#039;&#039;&#039;Borgmaester&#039;&#039;&#039; (Mayor), who is chosen annually by the Rad from among the same social class. His duties are largely administrative, though he also casts the tie-breaking vote at meetings of the Rad. The current Borgmaeaster is Guthmund Reginson, the first Borgomaester who isn&#039;t a landed farmholder. His father, Reginn Torvaldson, was a cobbler who expanded his small business into a small factory, and today Marcktdam is actually famous for its shoes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9 The Radskeller&#039;&#039;&#039; is the upmarket inn/tavern, next to the Radhuis on the Marcktplaz. It is owned and run by Griselda Arnorsdottir. She&#039;s a savvy enough businesswoman to be obliging to patrons, but is tough enough that you cross her at your peril. She is a pragmatist, so will put aside the usual squeamishness about magic and non-humans if it suits her interests (that is, if there&#039;s money to be had, and no risk to her own reputation). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10 Heartsworth&#039;&#039;&#039; was the town&#039;s original religious building. Built as a shrine to Heimdallr, a god of protection, it was abandoned when the town converted to the Morninglord, and lay derelict for a generation, as most townspeople were too scared to go near it, believing it haunted by evil spirits. It was recently purchased by an adventuring company, who have restored it and converted it to their base of operation. Ordinarily the town would look harshly on such goings on within their own walls, but the town has no militia, and the adventurers are proven warriors, providing more effective security than the usual method of sending a rider North to Weserhelm to ask for aide. Also, the adventurers spend their wealth freely, which has caused most townspeople (including the Borgmaester) to turn a blind eye to the fact that not all of them are human.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:PbP]]&lt;br /&gt;
[[Category:World_of_Enea]]&lt;/div&gt;</summary>
		<author><name>RDG</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=New_Page&amp;diff=4903</id>
		<title>New Page</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=New_Page&amp;diff=4903"/>
		<updated>2017-09-04T22:18:30Z</updated>

		<summary type="html">&lt;p&gt;RDG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
[[File:Marcktdam1.jpg.jpeg|200px|thumb|left|created using Medieval Fantasy City Generator https://watabou.itch.io/medieval-fantasy-city-generator]]&lt;br /&gt;
&lt;br /&gt;
== Marcktdam ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marcktdam&#039;&#039;&#039; is a small walled market town in the southeast of &#039;&#039;&#039;Frisjen&#039;&#039;&#039;, where is borders with the lands of the &#039;&#039;&#039;Shortswords&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The town runs right to the north bank of the Nackarbrunn river, and the towns walls form a semi-circle, with the river completing the wall. There are three gates, in the North, East, and West sides of the walls. There is a large central Market Square, and a smaller square on the east side of the town, where the Church of the Morninglord is. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. The Town walls&#039;&#039;&#039; are original an original feature, built when the town was founded shortly after Frisjen became part of the Freefolk empire. At this time, Marcktdam was considered an outpost for expansion of Frisjen into Shortsword territory. This expansion never materialized, and Marcktdam remains the head of a phalanx into dubious and hostile territory. The walls, however, have not been necessary for defence for over a century, as the Shortswords have been preoccupied with fighting the Freefolk. This has left Marcktdam freel to concentrate on trade and agriculture. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. The West Tor (West Gate)&#039;&#039;&#039; is the most used of the three town gates. It is also the safest, granting access to the main road to through Southern Frisjen, to the west coast of Enea. Several towns and villages are on this road, including Witchcraig, Triboar, and Fandlingen. There are usually two townspeople stationed at the gate, but they are charged with little more than monitoring traffic in and out. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. The Nord Tor (North Gate)&#039;&#039;&#039; is the only gate that requires a measure of &amp;quot;security&amp;quot;, meaning that the unarmed townspeople who stand &amp;quot;guard&amp;quot; are charged with asking the name and business of any strangers attempting to enter there. This is because the North road out of the city forks, with one road leading through Frisjen to the regional capital of Weserhelm, and the other leading through the western part of the Neigental, part of the Shortsword territories. The &amp;quot;guards&amp;quot; are still unarmed, however, as the main traffic in an out of this gate are Weserhelm soldiers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 The Ost Tor (East Gate)&#039;&#039;&#039; is the least used of all the three gates, the only traffic being the few farmers whose holdings lie east of the town, and those who make their living from the marshes. Very few people from further east arrive by foot, and the east gate is usually unstaffed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 The Ljochtskirck (Church of the Morninglord)&#039;&#039;&#039; is the newer of the town&#039;s religious buildings, as when the town was founded, Frisjen had not yet converted to worship of the Morninglord. It is not a large church, with only one belltower and a modest churchyard adjoined to the back, for well-to-do families (town patrons are given sarcophagi in the church proper). Ordinary townspeople are buried in a consecrated graveyard outwith the town walls. The town priest is Culbright Ragnarson, and though his faith is strong, he is not able to perform any divine magic. There is a rumour that the basement of the church stores large numbers of powerful magical items sacred to other deities. The &#039;&#039;&#039;Kirkplaz&#039;&#039;&#039; (Church Square) contains a statue of St Cuthbert, patron saint of Frisjen.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 The Churchyard&#039;&#039;&#039; is for the wealthier families of Marcktdam and is surrounded by a dry stone wall about five feet high. The only (official) way in or out is through a concealed (but not secret) door in the rear of the church.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7 The Marcktplaz (Market Square)&#039;&#039;&#039; is busy on Wednesdays and Saturdays, with local farmers, artisans and merchants arriving by river setting up stalls. On other days it is still a community hub, and home to the upmarket shops. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8 The Radhuis (Town Hall)&#039;&#039;&#039; is on the Marcktplaz. It is a large, ornate wooden building. The &#039;&#039;&#039;Rad&#039;&#039;&#039; (Town Council) is a 12 member body consisting of representatives of the richest families of Marcktdam, almost all of whom are large farmholders. They are presided over by the &#039;&#039;&#039;Borgmaester&#039;&#039;&#039; (Mayor), who is chosen annually by the Rad from among the same social class. His duties are largely administrative, though he also casts the tie-breaking vote at meetings of the Rad. The current Borgmaeaster is Guthmund Reginson, the first Borgomaester who isn&#039;t a landed farmholder. His father, Reginn Torvaldson, was a cobbler who expanded his small business into a small factory, and today Marcktdam is actually famous for its shoes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9 The Radskeller&#039;&#039;&#039; is the upmarket inn/tavern, next to the Radhuis on the Marcktplaz. It is owned and run by Griselda Arnorsdottir. She&#039;s a savvy enough businesswoman to be obliging to patrons, but is tough enough that you cross her at your peril. She is a pragmatist, so will put aside the usual squeamishness about magic and non-humans if it suits her interests (that is, if there&#039;s money to be had, and no risk to her own reputation). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10 Heartsworth&#039;&#039;&#039; was the town&#039;s original religious building. Built as a shrine to Heimdallr, a god of protection, it was abandoned when the town converted to the Morninglord, and lay derelict for a generation, as most townspeople were too scared to go near it, believing it haunted by evil spirits. It was recently purchased by an adventuring company, who have restored it and converted it to their base of operation. Ordinarily the town would look harshly on such goings on within their own walls, but the town has no militia, and the adventurers are proven warriors, providing more effective security than the usual method of sending a rider North to Weserhelm to ask for aide. Also, the adventurers spend their wealth freely, which has caused most townspeople (including the Borgmaester) to turn a blind eye to the fact that not all of them are human.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:PbP]]&lt;br /&gt;
[[Category:World_of_Enea]]&lt;/div&gt;</summary>
		<author><name>RDG</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=File:Marcktdam1.jpg.jpeg&amp;diff=4899</id>
		<title>File:Marcktdam1.jpg.jpeg</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=File:Marcktdam1.jpg.jpeg&amp;diff=4899"/>
		<updated>2017-09-04T22:06:45Z</updated>

		<summary type="html">&lt;p&gt;RDG: {{PAGENAME}}
{{PAGENAME}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons|{{PAGENAME}}]]&lt;br /&gt;
[[Category:PbP|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>RDG</name></author>
	</entry>
</feed>