Idraluna Archives

Base rule set: OD&D The Littlest Brown Book.

Much was borrowed from EvilTables' Northern Strata rules & Slothyyyy's Redux downtime & hireling rules. Combat draws on Chainmail by way of Meatheads.

Character Creation

Everyone is a human, but additional types may be unlocked. Characters are foreigners by default, having traveled over the Encircling Sea to Antarctica in search of adventure.

Instead of attribute scores, roll 2dZodiac to determine sun & moon signs:

dZodiac ☀️ 🌘
1. ♈︎ +10% Armiger XP +1 initiative
2. ♉︎ +2 HP +250 coin-weight carry capacity
3. ♊︎ +1 reaction rolls Can switch between classes (as Elf)
4. ♋︎ +1 save vs. Breath Attacks Dead at -3 HP
5. ♌︎ +2 hireling morale +1 followers
6. ♍︎ ID trick construction (as Dwarf) +1 open doors
7. ♎︎ +1 turn undead +2 saves vs. Spells
8. ♏︎ +1 melee damage +2 saves vs. Poison
9. ♐︎ +1 ranged attacks +2 saves vs. Wands
10. ♑︎ +5% XP +2 saves vs. Petrification
11. ♒︎ +10% Mage XP +1 to learning spells
12. ♓︎ +1 surprise +1 saves vs. Petrification

No clerics -- everyone is either an Armiger (fighter) or Magus (magic-user).

Characters get max HP at 1st level.

Armigers can pick two weapons to be favored weapons, rolling attacks with +1.

Magi belong to an esoteric tradition (white, black, red, green, or blue magic) & automatically know all spells of their tradition (of the level they can cast). Sharing spells between traditions is strictly taboo, but this does not apply to spells learned while adventuring. Additionally, traditions confer the following benefits:

Esoteric Tradition Power
White Advantage when turning undead.
Black Command undead instead of turning (for 2d6 turns, or permanently on disintegrate result).
Red Expend a spell slot to shoot energy bolts that inflict (Level)d6 damage.
Green Turn plants & animals as undead of equivalent HD (befriend/enthrall on 'disintegrate' result).
Blue Replace any prepared spell with ESP.

The spells Detect Magic & Read Magic do not need to be prepared & can be cast in place of any prepared spell.

Combat

Combat proceeds via the following sequence:

  1. Initiative (d6, players win on 4+, -1 penalty underground unless magical light is present)
  2. Casters declare spells & ranged attackers take aim
  3. Initiative winner move & ranged
  4. Initiative loser move & ranged
  5. Melee, in order of weapon class (high-low 1st round, low-high 2nd round)
  6. Spell effects

Attackers roll 2d6 & compare to the target value on the combat matrix. If the defender has a shield (or has armor plating, in the case of the monster column), use the parenthetical value. Two-handed weapons are marked with an asterisk -- these inflict 1d6 + 1 damage.

Armigers can make one attack/HD when fighting 1HD foes. At level 4 Armigers get a +1 bonus to all attacks, at level 7, +2.

Weapon Class Unarmored Leather Chain Plate Monsters Equiv. Monster Attk.
Unarmed 0 7 (9) 8 (10) 9 (11) 12 11 (12)
Dagger/athame 1 6 (8) 7 (8) 9 (10) 10 (12) 8 (10) Small bite
Hand axe 1 7 (8) 7 (8) 10 11 (12) 9 (11) Beak
S. Robot stun prod 3 7 (9) 9 (11) 6 (8) 6 (8) 6 (9) S. Robot stun prod
Mace 3 7 (9) 8 (10) 8 (10) 9 (10) 8 (9) Hoof, heavy paw
Shortsword 3 5 (6) 6 (9) 8 (10) 11 8 (10) Small talons
Longsword 4 5 (7) 6 (8) 8 (9) 11 8 (10) Large talons
Battle axe* 5 6 (7) 7 (8) 8 (9) 10 (11) 7 (9) Large beak
Morningstar* 6 6 (8) 6 (8) 7 (8) 10 8 (9) Powerful bite
Flail* 7 7 8 8 10 9 (10) Tentacle, spiked tail
Bardiche* 8 6 (7) 6 (7) 8 (9) 10 (11) 6 (9)
Spear 8 7 (9) 8 (9) 10 (11) 11 (12) 6 (8)
Halberd* 9 7 (8) 7 (8) 8 (9) 9 (10) 6 (8)
Greatsword* 10 6 (7) 6 (7) 7 (8) 9 (10) 7 (8)
Mounted lance 11 5 5 6 (7) 8 (9) 5 (7)
Pike* 12 8 8 8 9 (10) 5 (7) Stinger (giant)
Weapon Range inc. Unarmored Leather Chain Plate Monsters
Shortbow
Longbow
Javelin
L. Crossbow
H. Crossbow
Pistol
Arquebus
Martian radium rifle
Grey alien laser
Fungal alien electro-gun
L. Robot railgun

Weapon damage (d6)

Weapon 1 2 3 4 5 6 7+
Unarmed 1 2 2 3 4 4 6
Dagger/athame 1 2 3 4 4 6 8
Hand axe 1 3 3 5 5 7 9
S. Robot stun prod 2 2 3 3 4 6 9
Mace 2 2 3 5 6 7 8
Shortsword 1 2 3 4 5 7 8
Longsword 2 2 3 5 6 8 9
Battle axe* 2 3 3 5 7 8 10
Morningstar* 2 2 3 5 7 9 10
Flail* 1 2 3 4 5 8 9
Bardiche* 2 3 3 5 7 8 10
Spear 1 2 3 4 5 6 8
Halberd* 2 4 4 5 6 8 10
Greatsword* 3 3 4 6 7 9 11
Mounted lance 3 4 4 6 7 10 13
Pike* 2 4 4 5 6 8 10
Shortbow 2 2 3 3 5 6 8
Longbow 2 3 4 5 6 7 10
Javelin 3 3 4 5 5 8 11
L. Crossbow 1 2 3 4 4 6 8
H. Crossbow 3 3 4 4 5 8 10
Pistol 4 5 6 6 7 8
Arquebus 5 5 6 7 8 9 11
Martian radium rifle 2 6 7 8 9 10 15
Grey alien laser pistol 2 4 6 7 8 9 9
Grey alien laser rifle 4 6 7 8 9 10 13
Fungal alien electro-gun 1 4 5 6 7 11 13
L. Robot railgun 5 7 9 11 12 13 15

Magic

Turning Undead

Any character may brandish a holy symbol to attempt to turn undead. Each use of Turn Undead must be recharged by spending a week of downtime in prayer.

Shrines

Any character can pray at a shrine to acquire a power. Some powers are passive, others can be deliberately invoked.

Downtime

For each week between adventures, characters can choose one of the following downtime activities:

Activity Requirement Duration Effects
Recuperation Lost HP 1 week Roll HD & regain that many HP.
Roll a save vs. Poison to recover from disease.
Advancement Enough XP to level up 1 week/level Advance toward next level
Prayer Faith in a higher power 1 week per use of TU Restore a use of Turn Undead & acquire the power associated with a shrine (if present).
Spell Preparation Knowledge of a spell above one's max level 1 week per level above highest prepped spell level Magi who acquire a spell of a level higher than they can cast can use downtime to prepare it. Each week there is a 1-in-6 chance that preparation fails.
Carousing Money 1 week See 'Carousing' entry below.
Martial Training Armiger 1 week At some point during the next adventure you can say something like "this is what I trained for" & add +2 to an attack or damage roll.
Research Presence of library or archive 1 week Chance at answering a specific question (odds determined by Referee & disclosed before committing to research).
Magical Experimentation Magus As Magical Research in the LBBs
Writing Notable event or phenomenon to write about 1 week Roll the potential die corresponding to the in-progress monograph (beginning with a d3). On a maximal result, a stroke of inspiration improves the potential die one step (d3 -> d4 -> d6 -> d8 -> d10 -> d12 -> d14 -> d16 -> d20 -> d24 -> d30).
A discovery made while adventuring pertaining to the book's topic guarantees a successful roll.
When the work is finished, roll the potential die: a result of 1-3 is a rejection, 4-6 an average work (1d3x100gp), 7-12 an impressive work (1d12x100gp), 13-24 a renowned work (1d6x1000gp), & 25+ a magisterial work (1d20x1000gp).
Working Petty Magic Magus 1 week Earn [Level]d20gp. Examples: cure maladies (white), hex romantic rivals (black), improve weather (red), fertilize soil or repel pests (green), fortune-telling or seances (blue)
Guard Duty Armiger 1 week Earn 3d12gp. 1-in-12 chance of injury (1d6 damage, exploding).
Banditry Armiger 1 week Earn 1d100gp, 1-in-6 chance of injury (1d6 damage, exploding), 1-in-6 chance of being caught (bounty of Level x 100gp.)
In populous areas, risk increases to 2-in-6 & reward to 3d100gp.
Journeying 21 hexes/week Relocate a character to the current session's start location. Route must be through explored / settled hexes

Carousing

Carousing requires a suitable population of guests & merchants to furnish food & libations. Generally, a single inn can supply up to a night of debauchery, a village can support a village festival, a town can furnish a grand soiree, & a city is needed to host anything more. Remote locations can attract distant guests if additional weeks are allotted for sending invitations & travel.

Party Size Cost Reputation Bonus
Low-key get-together 3d6gp
Racous party +
Week of debauchery ++
Village/neighborhood festival 3d6x100gp +++
Grand soiree ++++
Lavish fete +++++
Spectacular banquet 3d6x1000gp ++++++
d30 Carousing Result
1-3 Mild hangover
4 Pissed off the locals (- reputation)
5 Impressed the locals (+ reputation)
6 Got in a fight, lose 1d6 HP & gain 50XP
7 Sick with the sniffles (-1 HP/HD, disadvantage on saves vs. Poison)
8 Lost 1d20% of net worth gambling
9 Gained 1d20% of net worth gambling
10 Met an admirer; decide if it's a one-night fling or the start of something more
11 Learned an important secret... and forgot!
12 Got a new tattoo or piercing (50% terrible, 50% fetching)
13 Splitting headache (disadvantage on saves vs. Spells)
14 Fined 1d4x1d10gp for damages
15-16 Had a great time, +1 morale for all hirelings
17-18 Made an ass of yourself, -1 morale for all hirelings
19
20
21
22
23
24
25 Learned a rumor
26 Banished from town
27-30 Roll on Luke Gearing's Table

Leads

All credit for this system goes to Slothyyyyyy.

Leads are stated goals, with conditions for completion. Completing a lead provides an XP reward, starting at 100 and increasing by 100 for every failed attempt at completion.

At the start of each session, players select one lead to pursue. At the end of each session, players may add one lead to the lead pool.

If the conditions of a lead are fulfilled while pursuing another lead, XP is awarded for that lead as normal.

Other Rules

Overland Travel

Travel across the Antarctic hexmap occurs in two modes:

Sailing

TBA, will probably use the rules in Wolves with modifications for ragworm-powered vessels.

Cold weather survival

TBA

Hirelings

Job Cost & contract
Equipment porter, torchbearer 3gp
Mercenary 15gp + equipment cost, 100gp paid to family on death
Treasure porter 1/10th share of treasure

Sequence of Play

  1. Session start
    1. Update calendar
    2. Introductions: player name, character name
      1. Ref notes player bonuses to reaction, initiative, surprise
    3. Recap last session
    4. Resolve downtime
      1. Update reputation
      2. Level up (if applicable)
    5. Expedition prep
      1. Select a lead
      2. Purchase equipment
      3. Hire hirelings
      4. Calculate days till starvation (if traveling overland more than 3 days)
      5. Quartermaster determines party carry capacity
      6. Determine marching order
  2. Session
  3. Session end
    1. Quartermaster distributes treasure
    2. Calculate & award XP
    3. Award or increase Lead XP
    4. (Optional) add a new lead

Player Roles