Introduction
As you come to, you’re hauled sputtering from cold, briny water onto
a foam-slicked floor of dull bronze. “Welcome aboard the HMS Tartarus,
flotsam! You’re lucky to be alive, if you can call this living.” The
ruddy-faced man chuckles at his own joke, then carries on. “It’s a rough
lot you’ve been cast, being pulled aboard a ghost ship. You get five
days by the grace of the stewards, then you sign on to the crew.”
HMS Tartarus will be a gritty old-schoolish mini-campaign run using
the Dungeons and Dragons Player’s Handbook 3.5, with the Epic
6 houserule, experience for gold, and a nonstandard XP chart.
Additional player-facing material may be made available over the course
of the campaign, including a mixture of official, third-party, and
homebrew sources.
Game details
- Gritty means you’re not the big damn heroes saving the world. The
player characters will be thrust into an unfamiliar environment, the
vast interplanar liner HMS Tartarus, lost on its maiden voyage to the
City of Brass. Character death is on the table, but mechanisms will be
in place to allow starting above first level and catch up. Expect a
struggle to survive in the early sessions, followed by increasing power
and agency as the game progresses.
- Old-school in this case means we’ll be including hirelings,
retainers, experience-for-gold, and an acceptance that Dungeons and
Dragons hasn’t been balanced at any pont in its history. Negotiation
with, and retreat from, dungeon encounters is encouraged. Expect
tracking of mundane equipment, enumbrance, ammunition, and money to
matter more than in typical games.
- To start, we’ll be using whatever mix of 3.0 and 3.5 core books
haven’t fallen apart on me yet. Pathfinder 1e derives most of its rules
from D&D 3.5, so some familiarity there may help. Everything in the
3.5 PHB is on the table, DMG and MM content will appear but please don’t
build your characters with it. I’m willing to consider additional
player-facing material from all kinds of sources, but prestige classes
don’t really mesh with the E6 level cap, so they’ll mostly need to be
chopped up and made into feat chains (which E6 will let you take
eventually). The limit on rules is mostly about keeping the focus on
exploration and in-game problem solving rather than character
optimization, and I’m willing to relax things as long as that stays the
case.
- Epic 6 is a houserule for 3e D&D capping character levels at 6
and allowing progression beyond that via additional feat choices every
10000 XP gained. This is more about giving an upper bound on raw
character power that keeps things dangerous even in the nearer sections
of the hull while allowing some divergence in character levels.
- Experience for Gold means that an experience point will be awarded
to the group playing in a given session for each gold piece worth of
treasure brought back to civilization. Aboard HMS Tartarus, that means
bringing things from the hull at large into Sterntown and having the
Pale Gates shut safely behind you. The goal here is to encourage
noncombat solutions to problems - killing the frogmen and taking their
stuff is one option, but so is stealing from them, bargaining with them,
allying with them, or avoiding them entirely.
- Given the above, you’ll get XP a lot faster than usual, and the
level-up chart will be adjusted to compensate. I haven’t nailed it down
but the general target is about the same as core 3e (so three or four
sessions per level up).
Character Creation
For the beach game, we’ll be starting at level 3, with some level 1
and 2 PC-classed retainers available. Retainers are generally brought on
for the long term, and paid either a substantial wage or a half share of
the party’s profits. Level 1 NPC-classed hirelings may be available
should the party return to Sterntown successfully, but generally will
only join a larger expeditions. Starting gold is 3000gp - spend as on
PHB and DMG items, no more than 1500 gp on any single item.
Overheard on the Tartarus
- There’s strangers in the hull, all pale skin and black iron. Seen
’em on the Straight Road but never got close enough to shout
- It’s not just plague dead in the hull. They say there’s a walking
skeleton in marine armor, clean as the day it was made, who stands guard
at the aft chapel.
The Gatetown Notice Board
Among the tattered papers at the Notice Board
- In a mess of typefaces: “Harold’s Scavenger Supplies: The Finest in
Arms, Ammunition, and Curiosities. Buying and Selling.”
- A large, fresh poster boldly stating that “Trade with the Frogmen is
Strictly Forbidden by the Passenger Class.” A long series of
definitions, subparagraphs, and pictograms fills the rest of the
poster.
- In neat writing on a small card: “Cyrus of Ephebus, Priest of Pelor.
Half share an expedition. Retainer as healer 10sp a week. Find at
the”
- In sprawling, messy writing on handmade papyrus: “Scavenger-General
(Acting) Ebeneezer Gerund offers a wide variety of MAPS and INFORMATION
as to things of VALUE in the HULL. Act quickly! Our SHIP relies on
it.”
- In simple block type:
SEEKING HYDROPONIC RACKS. DELIVER TO STEWARD SECOND CLASS THEODORE SMITH. REWARD OFFERED. - A PASSENGER
- In neat writing on a small card: “Ulric Red-hand, Bersarkr for hire.
Half share an expedition. Find him at the Shrine of the Kraken”
- A ragged poster: “KEEP THEM SCAVENGING”, a blacksmith hammering on
glowing metal.
- A faded postcard of an elegant sunroom, scribbled with “Remember
what They took from You”
- In simple block type, a price sheet listing dozens of common
foodstuffs with prices in the tens and hundreds of gp. The date marked
is 1524.05.01 LLS. A stack of slightly varied sheets is pinned beneath
it.
- On a ragged scrap of paper: “Elsa and Vissen, scroungers for hire.
20gp each an expedition, or half share. Find us at the sign of the Red
Lion”
- On creamy paper in a calligraphic hand: “Steward Third Class
Jonathan Almsker was slain by frogmen who approached his expedition
under a flag of truce. Jeremy Swinn, Steward Second Class, seeks brave
members of the crew to recover his personal effects. 2000sp
reward.”