Lost Londinium

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A play-by-post game using a mash up of 5.6e Call of Cthulhu (BRP) and B/X D&D, set in apocalyptic Roman Britain.

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Gustave Dore Inferno32 smaller.jpg

The apocalypse rages. Mighty empires have fallen. But some pits are darker than others...


Setting[edit]

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The Imperial government is gone. In its place are:

  • the Bureaucracy, which handles the nuts and bolts of actually running the city. Based in the Old Forum, now called Albus Atrium.
  • the Constabulary, which maintains order and enforces the Rules of the City. Based in the Old Fort, now called Caledonia Yard.


Player Characters[edit]

Irbis, formally of Bremetennacum[edit]

Played by Walkie Talkie Noise Decoder

  • Level 1 Scout
  • 200 xp
  • STR 12, INT 16 (2), W 10, D 16, CO 10, CHA 8
  • HP 6
  • AC -1
  • Languages: tbd
  • Skills: Athletics 19, Navigation 19, Stealth 19, Occult 3
  • Thief Skills: Hear any noise 15, Find and remove small traps 15
  • Connections
    • Imperial Veterans
  • Complications
    • The Painted people.
    • Visions.
    • Wife and kids.
  • Esoterica: Whispered Hint x 1
  • Equipment:

Mail, decorated helmet, round shield, long sword/spatha, recurve bow and arrows, 3 short throwing/thrusting akontes/spears with saddle quiver, saddle, axe, rope, lamp, bedding, satchel, wineskin. Cavalry horse.

  • 25 gp


Quintus Valerius Carbo[edit]

(real name: Rufus)

Played by NoMessiah

  • Level 1 Fighter
  • 200 xp
  • STR 16, INT 10, W 9, D 14, CO 14, CHA 13
  • HP 9
  • AC -1
  • Languages: tbd
  • Skills: Athletics (7), Etiquette (14), Fast Talk (6), Law (5), Medicine (5), Navigation (5), Occult (3), Psychology (5), Research (10)
  • Connections
    • Muscle for Hire
  • Complications
    • Social Climber
    • Secret Identity


  • Esoterica: Whispered Hint x 1
  • Equipment: Lorica segmentata (probably banded mail?), scutum (shield), rounded helmet, gladius (short sword), spear, riding horse, backpack, waterskin, three sets of fine clothing
  • 25 gp


Valerius Apius Scaurus[edit]

Played by Brill1ance

  • Level 1 Fighter
  • 200 xp
  • STR 12, INT 9, W 16, D 13, CO 16, CHA 10
  • HP 10
  • AC -1
  • Languages: Latin, Celtic
  • Skills: Athletics 12, Occult 3, Research 13, Stealth 17, Streetwise 15
  • Connections
    • Londinium Constabulary
  • Complications
    • Dark Secret
    • Secret Identity


  • Esoterica: Whispered Hint x 1
  • Equipment: Banded Mail, Helmet, Shield, Short Sword (Gladius), Dagger, 4 Javelins, Backpack, Bedroll, Rations, Mirror, Silk Rope, 2 Lg. Sacks, Waterskin
  • 50 gp

Dionisyios Aelius[edit]

Played by MonsterMash

  • Level 1 Magic-User
  • 200 xp
  • STR 10, INT 16, W 10, D 13, CO 10, CHA 14
  • HP 1/4
  • AC 4
  • Spell: Sleep
  • Languages: Latin, Greek
  • Skills: Athletics 5, Engineering 2, Etiquette 10, Law 10, Medicine 3, Navigation 6, Occult 3, Psychology 7, Research 5, Stealth 5, Streetwise 4


  • Connections
    • Londinium Bureaucracy
  • Complications
    • Smuggler
    • Secret Identity


  • Esoterica: Whispered Hint x 1
  • Equipment: Spatha (Long sword), sling and 30 bullets, waterskin, backpack, set of fine clothing, lamp and oil, set of scales and weights, bedroll, 2 lg sacks, rope, Leather armour, oval shield, helmet.
  • 50 gp

House Rules[edit]

I will be using a number of House Rules to better fit B/X D&D to Call of Cthulhu's concepts, gothic horror themes and my lazy DM philosophy:

  • Character Generation
    • Character Classes: Only humans allowed but to give players more options, I'll roundabout bring back the Elf and Halfing as two new classes, the Spellsword (Fighter/Magic User) and Scout (Fighter/Thief).
    • Characters get a Standard Array for ability scores 16, 14, 12, 10, 10, 8 (arrange to suit). Then, PCs modify ability scores with bonus points depending on class. NB- it costs 3 bonus points to increase a 17 to an 18, it costs 2 bonus points to increase a 16 to an 17, and all other increases cost 1 bonus point
      • Fighter, 6 bonus points
      • Thief, 4 bonus points
      • Cleric, 3 bonus points
      • Magic User, 3 bonus points
      • Scout, 2 bonus points
      • Spellsword, 1 bonus point
    • Characters get limited hit points depending on class, modified by Constitution scores. (i.e., after 2nd level hit points DO NOT INCREASE WITH LEVEL)
      • Fighter, 8 hit points + (Constitution adjustment)
      • Cleric, 6 hit points + (Constitution adjustment)
      • Scout, 6 hit points + (Constitution adjustment)
      • Spellsword, 6 hit points + (Constitution adjustment)
      • Thief, 5 hit points + (Constitution adjustment)
      • Magic User, 4 hit points + (Constitution adjustment)
    • Cleric, call forth magic light from a holy weapon at will
      • Unlike Magic Users, a Cleric does NOT need to select his/her spells beforehand (i.e., s/he decides at the time of casting)
      • Every day, a Cleric can produce one vial of holy water
    • Thief, divide 60 points among 1) open locks, 2) find and remove small traps, 3) pick pockets, 4) hide in shadows, 5) hear any noise and 6) move silently
      • After Character Generation, add 6 points for every new level
    • Scout, divide 30 points among 1) open locks, 2) find and remove small traps, 3) pick pockets, 4) hide in shadows, 5) hear any noise and 6) move silently
      • After Character Generation, add 3 points for every new level
      • Unlike Thieves, a Scout CANNOT backstab
    • Spellsword, cast spells as per a Magic User of half level round down (i.e., 1st level Spellsword cannot cast spells, 2nd level Spellsword cast spells as per a 1st Magic User)


  • Complications
    • Every PC has one to three complications from their past (ala the characters from “Lost”).
      • if one or more of your complications impacts your character alone (i.e., not causing problems for the whole party) in a significant way, you get bonus XP.


  • Investigator skills
    • All PCs start with 60 points to distribute among skills
      • Athletics- includes Swim
      • Engineering
      • Etiquette- knowledge of what is becoming or appropriate for a person of good breeding
      • Fast Talk- confuses someone for a few minutes. Not Persuasion
      • Law- includes Bureaucracy
      • Medicine- includes Herbalism and Forensics
      • Navigation- getting around. Includes Tracking
      • Occult- **THINGS MAN WAS NOT MEANT TO KNOW**
      • Psychology- detects lies and insanity
      • Research
      • Stealth- broader than Thieves' Skills of Hide in Shadows and Move Silently, and at an amateur level
      • Streetwise- the necessary knack, personality and instinct for survival in rough, urban environments
    • Occult starts with max 3 points- further increases in Occult cost permanent reduction in Wisdom via reading forbidden books.


  • Characters Generally
    • All classes can use all weapons, armor and magic items (e.g., MUs can use swords and fighters can use wands).
    • All classes use the Fighter XP and Saving Throw tables
    • All PCs speak at least Latin and one other language of their choice
    • All PCs begin with whatever mundane gear they would like and 25 gp
    • For Fighters, Scouts and Spellswords, THAC0 improves by 1 each level. For others, THAC0 improves by 1 every other level.
    • For Fighters, Scouts and Thieves, natural AC improves by 1 each level. For others, natural AC improves by 1 every other level.
    • XP is awarded for completing tasks, NOT FOR KILLING CREATURES AND/OR TAKING THEIR STUFF


  • Equipment
    • shields deduct 3 from Armor Class, rather than 1


  • Standard Checks
    • Spot Checks use Intelligence
    • Fear Checks use Wisdom
    • Stealth Checks use (Intelligence + Dexterity) / 2


  • Combat
    • Facing
      • Flank Attacks are at +2
      • Rear Attacks are at +4