The white magic spell list was meant to function as a Cleric replacement if desired (I’ve dropped clerics from my home game), but I think it would work fine to keep them too. Clerics in OD&D are already a bit redundant, but there’s a certain charm to how weird they are. If used alongside chromatic mages, I’d frame them as something closer to a paladin or holy knight.
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I’ve started players in my current campaign near Murdicog’s Manse (27-282). The nearby city Ux Qorath (50-304) has a fair bit going on.
Fort Da (63-269) if you want to be a recent arrival.
Ix-Balaqta (41-281) or Amon-Shophal (42-284) for political intrigue (which needs a bit of fleshing out tbh).
Portage Town (34-299) is centrally located and could be a good base for exploring much of the map.
An escaped slave or apprentice from the castle of The Heart of Ages (14-295) could be fun.
If I were to try a solo game I think I’d play as a clone from 33Jane’s Manse (39-264).
If you want to go hard mode, play a mage among the shipwrecked sailors in the Lilac Waste (27-282).
I personally always rule that you can choose targets for Spell of Somnolence – I just don’t like fussy stuff that requires keeping track of positioning on a battle grid or the like. And, I like my Mages to be pretty powerful. When they only have one or two spells, it feels silly to nitpick their best spell in ways that make it weaker. I do think the Delving Deeper interpretation is neat, though.
Good catch! I’ll update the language on p. 12. I’m prepping an update with even more little tweaks and will include this among them.
As for the confusion w/r/t when saves apply, that’s there in the original. In general, with The Littlest Brown Book I’m trying to thread the needle between being faithful to 0e in all its glorious jank and providing something useful.
For Spell of Somonlence specifically, I don’t usually allow a save. Enough saves do specifically mention a save that it seems fair to say this one was intended not to allow it (and I like having it be pretty powerful). But it would be entirely reasonable to rule the opposite way. Another way to rule it would be that only characters with classes (PCs and leveled NPCs, but not bandits or hirelings) get a save.
Hell yeah! – just updated the map, should appear on the webmap shortly. Let me know if you want a pregenerated key template with or without Wolves hexfills and/or any subregions marked out.
The 6-mile folder has been updated with some ocean maps – hopefully an adequate starting point for your age of sail campaign. You’ll definitely need to double-check that the desired islands are present & probably should manually label some of the smaller atolls in the Pacific. I also wasn’t sure of your desired scope, but I set up the map coverage for minimal overlap so that one could move off one map and onto the next without too much fudging of distances.

Color-coding hexes by water depth is definitely doable, though building it into this script would take some effort. I find that for maps like these they complicate the visualization a bit since color is already used to denote biome on land, but I definitely see the utility (and arguably depth is loosely analogous to biome in aquatic environments). Will definitely add it to my low-priority to-do list.
Great looking layout, & delivering a message is a great dungeon mission. I also like that it’s packed with interesting non-combat interactions. I wish a few prompts went into a little more detail, e.g. what philosophical questions the snake is asking, or what might cause a randomly-encountered celestial bureaucrat to use their banishment power.
Hey thanks! The castles & towns have actually been moved around rather than deleted – there are 24 & 9, respectively. The map isn’t strictly a flooded version of the original OS map, but a new map with the same ratio of terrain features (plus ocean). But I like the idea of fleshing out the underwater terrain – will definitely tinker with it if/when I revisit these.














