Last week we started the work on adapting AtCotRG to a mythic Greek setting. We covered all the simple stuff, like renaming the NPCs and the town as well as deciding how to reskin the enemies. This week we are going to get into the more nitty gritty details, primarily rules info for Less is More.
Gear Adjustments
The equipment lists are specifically geared more toward a traditional medieval fantasy style of D&D, so a few the following chart has a few equipment tweaks or additions. Note that blades longer than a shortsword are basically non-existent, the same for warhammers, halberds, and crossbows, all of which largely came into being in the Middle Ages. Small shields existed but are very rarely used. They would be considered relics. The spear is a little more powerful, as befitting the primary weapon of a Mycenaean hero. The below armor replaces that found in the main text.
| Item | Description | Cost |
|---|---|---|
| Spear | 1d8, Versatile, defensive | 2 |
| Javelin | 1d6, Throwable | 1 |
| Linen Cuirass | 1 Armor | 5 |
| Leather Cuirass | 2 Armor | 8 |
| Bronze Cuirass | 3 Armor | 30 |
| Bronze Panoply | 4 Armor | 65 |
Vevilóno the Medusa
All of the creatures used in the conversion are found in the Less is More SRD, although my medusa sorceress that is taking Explictica Defilus’s place is a unique creature. She would technically be a Leader, but unlike most Leaders, she is actually alone in the battle, so I am instead making her Legendary. Going by her HP then, she is a Challenge Level 4, which feels about right for this, as that should put her roughly 2 CL above the players.
As a medusa, every player has to make a WIS Contest each Turn not to look her in the eyes (basically the Deadly Glare ability from the SRD, but the Paralyzation is themed as petrification. Since I am influenced by the Echidna/Medusa hybrid from Clash of the Titans, lets also give her a longbow (1d8+4).
To round her normal abilities out, lets give her a few spells:
- Charm: Targeted player needs to make a WIS Contest with a -4 penalty or become an ally.
- Fireball: All characters Close to the targeted character dark 4d6 damage unless they succeed on a DEX Contest with a -4.
- Dispel: Instead of the darkness spell to counteract light I’m instead wanting her to be able to turn off player’s spells (unless they succeed on a WIS Contest with a -4 penalty). The reason for this is that darkness could prevent them from seeing her.
Finally, let’s give her some Legendary Abilities. I think a targeted Petrify, in which a targeted character is compelled to look her in the eyes is pretty good, triggered by them closing in on her. Its the same as the normal petrify, but it would force a second attempt at it.
For her second Legendary Ability, I think she should un-petrify two of her “statues,” who are now under her charm spell and attack the players. This would be triggered by her health dropping 1/4th (so every 10 HP lost).
Magic, Channel Faith, and the Gods
Not every spell in the SRD really makes sense for the setting, so its suggested that the GM restrict the available spells for normal magic users to the following list: Amnesia/Recall, Anti-Magic Shell, Boost, Charm, Circle of Calm, Circle of Protection, Command Spirit, Compel/Prevent Compulsion, Confusion/Clarity, Create Sound/Silence, Darkvision/Blind, Disguise Text, Dispel/Enhance Magic, Elemental Protection/Weakness, Gecko Climb, Grease, Hallucination, Ignite/Extinguish, Immobilize, Know Status, Light/Darkness, Minor Magic, Open/Seal, Scry/Block Scrying, Sharpen/Dull Weapon, Sleep, Spirit Missile, Summon/Banish Spirit.
Finally, we need to nail down the details of the Greek gods and their Channel Faith abilities, for any characters that wish to pursue those character types.
Aphrodite
- Channel Faith: The character may pay Stress equal to their Mastery and to force target Nearby creature to obey a three word command given by the character if their Challenge Level is less than the character’s Mastery. If this command would directly harm the character physically, mentally, or emotionally, then the Mastery must exceed double their Challenge Level.
- Spell List: Amnesia/Recall, Bless/Curse, Boost, Charm, Circle of Calm, Compel/Prevent Compulsion, Confusion/Clarity, Create/Sound/Silence, Hallucination, Invisibility/Make Visible, Know/Forget Langauge, Mirror Image, Sleep, Truesight.
Apollo
- Channel Faith: The character may pay Stress equal to their Mastery and produce a light that illuminates the Nearby area for A While. Any undead or servants of the Dark Gods take 1d10 damage per Mastery every Turn that the light shines upon them.
- Spell List: Animate/Destroy Undead, Bless/Curse, Circle of Calm, Circle of Healing, Circle of Protection, Compel/Prevent Compulsion, Control Weather, Death Ward, Elemental Bolt (Light), Elemental Burst (Light), Heal Wounds, Hide From/Reveal to Undead, Light/Darkness, Summon/Banish Spirit, Truestrike, Turn/Bolster Undead.
Ares
- Channel Faith: The character may pay Stress equal to their Mastery and damage Nearby creature for 1d6 damage per Mastery.
- Spell List: Bless/Curse, Boost, Cataclysm, Circle of Protection, Disintegrate, Elemental Wall (Stone), Endure Climate, Feather, Haste/Slow, Know Status, Scry/Block Scrying, Shapen/Dull Weapon, Spirit Missile, Terrorize/Calm, Truestrike.
Artemis
- Channel Faith: The character can “speak” with the animals they encounter, able to glean small amounts of information from them. Animals do not understand complex concepts like ownership or culture, but will assist if they can so long as the character does not abuse their trust. This ability is always active and does not cost Stress.
- Spell List: Awaken, Bestial Senses, Bless/Curse, Breathe Water, Call Animal, Charm, Circle of Calm, Command Animal, Control Weather, Cure/Spread Disease, Darkvision/Blind, Endure Climate, Enhance Creature, Gecko Climb, Haste/Slow, Hedge Out Animals, Light/Darkness, Locate Person/Place/Thing, Neutralize/Inject Poison, Permanency, Photosynthesis, Polymorph Target, Sleep, Truestrike.
Athena
- Channel Faith: The character may pay Stress equal to their Mastery and grant all Nearby allies a bonus to attack and defense equal to their Mastery for A Moment.
- Spell List: Anti-Magic Shell, Bless/Curse, Circle of Calm, Circle of Protection, Command Spirit, Compel/Prevent Compulsion, Create Sound/Silence, Darkvision/Blind, Death Ward, Disguise Text, Dispel/Enhance Magic, Feeblemind, Hallucination, Haste/Slow/Heal Wounds, Invisibility/Make Visible, Know/Forget Language, Know Status, Mirror Image, Sharpen/Dull Weapon, Sleep, Spirit Missile, Transcribe/Erase, Truesight.
Demeter
- Channel Faith: The character may pay Stress equal to their Mastery and heal target Nearby creature 1d6 per Mastery.
- Spell List: Awaken, Bestial Senses, Bless/Curse, Breathe Water, Call Animal, Charm, Circle of Calm, Circle of Healing, Command Animal, Control Weather, Cure/Spread Disease, Darkvision/Blind, Endure Climate, Enhance Creature, Heal Wounds, Haste/Slow, Hedge Out Animals, Light/Darkness, Locate Person/Place/Thing, Neutralize/Inject Poison, Photosynthesis, Purify/Corrupt Food/Water, Sleep, Truestrike.
Dionysus
- Channel Faith: The character may pay Stress equal to their Mastery and sing a song (or other performance) that Distracts all Nearby enemies whose Challenge Level is less than or equal to the character’s Mastery. This effect is ended for a creature if they are attacked, the subject of negative spell effects, or approached in an aggressive manor.
- Spell List: Amnesia/Recall, Bless/Curse, Charm, Confusion/Clarity, Create/Sound/Silence, Enhance Creature, Feeblemind, Hallucination, Know/Forget Language, Neutralize/Inject Poison, Projection, Purify/Corrupt Food/Water, Sleep, Terrorize/Calm, Truesight.
Hades
- Channel Faith: The character may pay Stress equal to their Mastery and choose one Nearby creature, and if its Challenge Level is equal to or less than the character’s Mastery, it is immediately risen as an undead ally if it dies within the next Turn.
- Spell List: Animate/Destroy Undead, Command Undead, Darkvision/Blind, Death Ward, Drain/Gift Life, False Life, Gravemist, Hide from/Reveal to Undead, Soultrap, Turn/Bolster Undead, Wail of the Banshee, Wither.
Hecate
- Channel Faith: The character may pay Stress equal to their Mastery and immediately end all Nearby magical effects with Potency up to twice their Mastery and prevent any magic within that area for A While unless its Potency is greater. This affects both allies and enemies.
- Spell List: Anti-Magic Shell, Bless/Curse, Command Spirit, Copy/Seal Text, Disguise Text, Dispel/Enhance Magic, Feeblemind, Hex/Fortune, Immobilize, Invisibility/Make Visible, Know/Forget Language, Know Status, Light/Darkness, Projection, Reflection, Scry/Block Scrying, Shadow Spy, Soultrap, Summon/Banish Spirit, Truesight.
Hephaestus
- Channel Faith: The character may pay Stress equal to their Mastery and magically break (or repair) a Nearby object. If that object is held by an enemy then they must have a Challenge Level less than or equal to the character’s Mastery for this to take effect.
- Spell List: Anti-Magic Shell, Bless/Curse, Boost, Create/Destroy Element (Earth/Metal), Disintegrate, Elemental Wall (Earth/Metal), Ignite/Extinguish, Open/Seal, Repair/Ruin, Sharpen/Dull Weapon, Summon/Banish Object.
Hera
- Channel Faith: The character can pay Stress equal to their Mastery and reduce the CL of the targeted foe by an equal amount (reducing the penalties that every Contest that enemy is part of).
- Spell List: Anti-Magic Shell, Bless/Curse, Charm, Circle of Calm, Circle of Healing, Circle of Protection, Cure/Spread Disease, Heal Wounds, Hex/Fortune, Know/Forget Language, Know Status, Neutralize/Inject Poison, Purify/Corrupt Food/Water, Scry/Block Scrying, Sleep, Truesight.
Hermes
- Channel Faith: The character can read, write, and speak any and all languages. This ability does not need to be activated, but is always on.
- Spell List: Bless/Curse, Boost, Command Spirit, Copy/Seal Text, Create Sound/Silence, Dimension Door, Dimension Lock, Disguise Text, Dispel/Enhance Magic, Feather, Hallucination, Haste/Slow, Invisibility/Make Visible, Know/Forget Language, Locate Person/Place/Thing, Mark/Recall, Open/Seal, Projection, Slowfall, Summon/Banish Spirit, Telepathy/Shield Thoughts, Transcribe/Erase, Water Walk.
Poseidon
- Channel Faith: The character may spend 3 Stress and breathe underwater like a fish until they surface again. While underwater their senses are also altered to allow them to see, hear, and smell clearly.
- Spell List: Bestial Senses, Bless/Curse, Boost, Breathe Water, Call Animal, Cataclysm, Command Animal, Compel/Prevent Compulsion, Control Weather, Create/Destroy Element (Water), Elemental Bolt (Water), Elemental Burst (Water), Elemental Form (Water), Elemental Protection Protection/Weakness (Water), Elemental Wall (Water), Enhance Creature, Hedge Out Animals, Polymorph Target, Purify/Corrupt Food/Water, Sleep.
Zeus
- Channel Faith: The character can spend Stress equal to their Mastery and hurl a lightning bolt that Paralyzes a target with a Challenge Level equal to or less than the this character’s Mastery.
- Spell List: Bless/Curse, Boost, Cataclysm, Charm, Compel/Prevent Compulsion, Confusion/Clarity, Control Weather, Create Sound/Silence, Darkvision/Blind, Elemental Bolt (Lightning), Elemental Burst (Lightning), Elemental Protection/Weakness, Endure Climate, Levitate, Truestrike.
Conclusion
So, overall a much shorter post that last week’s, although more actual work. This will be useful even for people not specifically running Against the Cult of the Reptile God, but just wanting a Trojan War era Greek setting conversion. Regardless of what you are looking for though, I hope this was interesting. Next week I will hopefully have some actual play information to report.





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