REQUIEM OF SOULS
REQUIEM OF SOULS
This is the main wiki for the Requiem of Souls campaign converted to D&D 5E.
It is a campaign inspired by Paizo’s Adventure Paths, my own homebrew stuff and other things allo in the world known as Halgard.
AGE OF DARKNESS
The realm of Halgard isn’t the safe heaven that it was, the occurrence of monster attacks has grown exponentially in the last Age and even the new occupying Imperial Forces are not enough to ensure the security of roads and cities across the land. Travel has become dangerous and the exploration of the surrounding wilderness is a perilous task.
I suggest you read the following: A Quick Primer for Old School Gaming. It isn’t a house rule but gives guidelines to play the game in respect with the Old School feel that I’m going for. For those who don’t want to read the entire text, here are the highlights:
RULINGS, NOT RULES
Most of the time in old-style gaming, you don’t use a rule; you make a ruling. The players can describe any action, without needing to look at a character sheet to see if they “can” do it. The GM, in turn, uses common sense to decide what happens or rolls a die if he thinks there’s some random element involved, and then the game moves on.
Rules are a resource for the GM, not for the players. Players use observation and description as their tools and resources: rules are for the GM only.
ROLEPLAY, NOT ROLL PLAY
You can’t just say ‘’I make a Spot check, what do I perceive?’‘, you have to tell the GM where you’re looking for traps and what buttons you’re pushing. You have to tell the GM whatever tall tale you’re trying to get the city guardsman to believe it isn’t just a question of making a Bluff check. You have to decide for yourself if someone’s lying to your character or telling the truth. Checks are required by the GM not the players (again see point 1).
HEROIC, NOT SUPERHERO
Old school gaming is the fantasy of taking a guy without tremendous powers – a guy much like yourself but somewhat stronger, or with slight magic powers – and becoming a king or a feared sorcerer over time. It’s not about a guy who can, at the start of the game, take on ten club-wielding peasants at once. It’s got a real-world, gritty starting point. And your character isn’t personally ever going to become stronger than a dragon. At higher levels, he may be able to kill a dragon with his sword or with spells, but never by grabbing its throat and strangling it in a one-on-one test of strength.
FORGET ‘’GAME BALANCE’’
The old-style campaign is with fantasy world, with all its perils, contradictions, and surprises: it’s not a “game setting” which somehow always produces challenges of just the right difficulty for the party’s level of experience. The party has no “right” only to encounter monsters they can defeat and no “right” only to encounter traps they can disarm.
Know when to run. Even on the first level of a dungeon, there might be challenges too difficult for a first-level party of adventurers.
IMPORTANT TIPS FOR OLD SCHOOL ADVENTURERS
- View the entire area as the battleground; don’t plan on taking on monsters in a single room. They may try to outflank you by running down corridors.
Establish rendezvous points where the party can fall back to a secure defensive position.
- Scout ahead, and try to avoid wandering monsters which don’t carry much treasure. You’re in the game to achieve a goal. Trying to kill every monster you meet will weaken the party before you attain your goal and final challenge.
- Don’t assume you can defeat any monster you encounter.
- Ask lots of questions about what you see. Look up. Ask about unusual stonework. Test floors before stepping.
- Protect the magic-user. He’s your nuke.
- Hire some cannon fodder. Don’t let the cannon fodder start to view you as a weak source of treasure.
- Check in with the NPCs for their knowledge of where or what your next goal is. Maybe they can warn you of the Medusa protecting viciously the Tomb of Kings.