Yearly Archives: 2012

Monster Defaults

Parsimony is a virtue in monster stat lines. It seems like many game products make a fetish of following a template however, even if much is wasted space. For example, the omnipresent “Magic resistance: Nil” lines in 2E, though there are similar examples in all editions. This was recently brought up on G+, and I thought I would share how I do things here.

The basic idea is that I have a “default” monster (which is very close to a first level fighter), and I only specify anything that differs. Here is said monster:

# appearing 1, HD 1, AC unarmored, # attacks 1, damage 1d6, movement as unencumbered human (12), save as fighter of level equal to hit dice, attack as fighter of level equal to hit dice (or by monster hit dice, depending on the game), size as human (medium), % in lair, treasure none, morale 12 (fearless).

% in lair and size are actually not things that I have been specifying, but they were brought up and I think they are useful. I default to fearless for morale because that probably represents the single largest group of foes (undead, constructs, etc), even if they are not a majority (so most of my stat lines do end up with a different morale entry).

This leads to monster entries that look something like:

Robot, HD 3, AC as plate

And everything else is assumed.

I would probably include XP rewards too in anything intended for others, but I’ve been experimenting with so many different methods for rewarding XP that it would not be all that meaningful to me right now.

See also Alex Schroeder’s method.

Seal Evil

Joseph William Turner, Interior of a Prison

Sometimes truly destroying a demon is impossible or impractical. In such cases, magical seals are sometimes employed. Clerics may learn the seal evil rite upon reaching fourth level. Learning requires four months study with a holy text describing the rite or one month of study with a cleric can can perform the rite. Creating a seal is closer to creating a magic item than casting a spell. It requires one day of work (regardless of the seal level) and 100 gold pieces per level of seal. A cleric may not create a seal of level higher than their experience level as a cleric. So, for example, a fifth level cleric could create a fourth level seal at the cost of 1 day of work and 400 GP in expenses. The same cleric could not create a seal of strength higher than fifth level.

However, multiple clerics working together may create stronger seals. All clerics so cooperating must have learned the rite (and thus must be at least fourth level). For each cleric in excess of the first, the strength of the seal is raised by one level, to a maximum level of 20. The time to complete the rite is still one day, but costs are commensurate with the final level of the seal (so a 15th level seal created by a 7th level cleric and eight assistant clerics would take one day and 1500 GP in sacrifices and components).

Seals work by preventing magical or chaotic beings from passing through the warded area, usually a door, though a physical barrier is not required. Such beings include elementals, undead, demons, powerful sorcerers, and cauldron-spawned beastlings (but not natural humanoids or animals, even if dangerous). Affected creatures inside the sealed area with hit dice equal to or less than the level of the seal may not in any way cross the barrier. In addition, if the barrier is an entrance into a closed area (such as a room, coffin, or complex), such creatures may also not leave via any other route (for example, tunnelling through dirt around the door is not possible). In addition, all the benefits of a protection from evil spell are present.

Clerics of any level can immediately identify a seal and ascertain its potency. In addition, clerics of fourth level or higher can read any details included (seal inscriptions are written in the hidden language of law). Magic-users will recognize a seal but must make an intelligence check to determine its level. Seals detect as magical, and read magic can be used to uncover details about the evil being warded against (if the seal creator decided to include such information). Anyone else may identify a seal with a successful intelligence check, though no details about its power or reason for being should be provided. A sage can often assess the level of a seal if provided with rubbings or sketches.

Creatures with more hit dice may attempt a saving throw versus spells once per lunar cycle to break the seal. If successful, the seal is destroyed. In addition, unless accompanied by a cleric who knows the seal evil rite, anyone crossing the threshold will break the seal. Thus, creatures trapped within a sealed chamber will often seek to trick or tempt mortals into transgressing the seal.

Speed factors & multiple attacks

In this post I started off talking about d20 initiative, but I also mentioned d10 individual initiative. I called this AD&D initiative, but then I couldn’t actually find a reference in the core AD&D books. I did find such rules in the Second Edition Player’s Handbook, however, on page 95. This form of individual initiative system uses 1d10 per player (with modifications) and a “count up” method to see who goes first (lower is better). For those who never understood AD&D segments (this included me, until very recently), each tick on this “count up” corresponds to one segment.

Then I was thinking that this system might actually support multiple attacks using fast weapons without too much hassle. To simplify the optional modifiers to initiative slightly, here are the following factors that would be relevant:

  • Weapon speed factor
  • Casting time
  • Dexterity
  • Armor
  • Monster size (small/medium +3, large +6, huge +9)

Everything is a penalty except (potentially) dexterity.

So here’s how it would work. Say someone has a dexterity initiative bonus of two and is fighting with a fast weapon like a short sword (speed factor 3). Thus, overall the PC is taking a +1 penalty on initiative when fighting with the short sword (this should be calculated beforehand by each player for each weapon commonly used).

Each round is broken up into 10 segments (we don’t need to worry about exactly how long each round or segment is, only that one is finer grained than the other). Each number on the initiative die corresponds to one segment. So you roll 1d10. Say you get a 4, then your modified initiative is 5 (continuing with the dex +2 short sword example begun above). Some monster or other PC might do something before you, but then the ref calls out your number (which you had been keeping in your head), so you make you attack.

Then, you roll you initiative again immediately, and add the number to your previous modified roll (which was a 5). You’re lucky, and roll a 2, leading to a modified result of 8 (5 from the previous action, 2 from the roll, 1 from using a short sword). Now, when the ref calls out segment 8, you get another attack and get to repeat the procedure. You might get another attack if you roll a 1 (which would be 8 + 2 = an action on segment 10). But probably you will roll higher and not get another action this turn.

Now, I can see two possible ways to handle initiative rolls greater than 10. The first and simplest would be to cap initiative at 10. If your first initiative result is greater than 10, than you act on count 10. This is easy to remember, and guarantees everyone at least one action per turn, while giving the possibility of more actions to characters wielding faster weapons. If you have already acted (like the short sword example above), then you would ignore any further results above 10, and start over with another d10 roll at the beginning of the next turn.

However, there is another option. If you roll higher than 10, you remember that number but subtract 10 from it (i.e., modulo 10). That is the count you act on during the next round (so you don’t need to roll initiative again at the beginning of the next round, only after your next action). This would mean that big, unwieldy weapons might not get an attack every round, which could be a feature or a bug.

If using the second option, the round abstraction is only really necessary because it simplifies the referee’s counting task by resetting the numbers every 10 segments. It also allows new combatants to enter the fray at clearly defined times. Weapons will really be acting on their own clocks (for example, a character with an attack that has a speed factor penalty of 10 is going to be attacking approximately every 1.5 rounds, if I’m doing the math right in my head). I think this is somewhat elegant because it allows you to subsume reload times into speed factors. And, someone might get a string of good luck even with a relatively slow weapon, making the system continuously interesting to all involved. Because everyone likes to pull the lever on the slot machine, right?

I think this might work because each player would be strictly responsible for tracking the segment that they act on, and any following penalty. As a referee, in most cases I would probably roll singly for all opponents, and only possibly break out individual monster groups in special cases (example: a dragon and a group of goblins might each deserve their own initiative die, but it would definitely be extra work). I’m sure there are some rough edges here (missile weapons? might work as is).

This does give benefits to short, quick weapons (modeling quick weapons, is, after all, the point of this exercise) and to balance that we probably need to allow users of longer weapons to keep enemies at bay, even though this is already partly offset by greater the larger damage dice of bigger weapons (if using variable damage rules). It would be nice if this could work for d6 weapon damage (or damage by hit dice), but that probably requires even more tuning. Many larger weapons were designed primarily with this purpose in mind (spears being the obvious example, as they have existed in various forms for pretty much every martial culture the world has ever seen). But that is a task for a future post.

The Uses of Monsters

The Capture of Cerberus (image from Wikimedia)

In the Vaults of Pahvelorn game, no XP is awarded for defeating monsters. From a game design point of view, this is probably the only house rule with a potential for major unintended consequences, so I am approaching it enthusiastically but with caution. The main intention is to break the primary association between killing monsters and advancing in the game.

Sometimes you do just want to kill creatures and take their stuff, but that is not the only profitable way to interact with strangers. Here are some other possibilities.

  • Minions. Many intelligent foes would be just as happy working for you as against you, if you make it worth their while. Payment is a good start, but subdual and enslavement can also work sometimes, and fighting against a someone’s enemies is always a decent way to get on their good side. The magical option is traditionally charm person or charm monster.
  • Mounts. Some rideable creatures are intelligent and can be bargained with. See the entry on retainers above. If not, feeding creatures is a good opening gambit (though you need to discover what they eat first, if you don’t want to offend them). Unintelligent creatures will require some training time, and paying an animal trainer (or beast master, if you can find one) can help speed up that process. The magical method is charm monster.
  • Taxidermy. Preserved monsters are a sign of wealth, power, and erudition. It is considered especially chic to replace eyes with precious gem stones. Specimens of The Beautiful People are particularly prized by collectors.
  • Resources. While you won’t generally encounter NPCs that send you on quests for 10 hell hound ears (or whatever), many creatures do provide components of value. For example, fire beetles contain an unstable compound useful in creating high quality oil and other combustibles. Poison, if safely extracted and stabilized, is also always valuable in the black market (if you don’t want to use it yourself). Sometimes, a poison sample is required to formulate an effective antitoxin. If in doubt, haul a carcass back to a sage and get it examined.
  • Gladiators. Pitting slaves or monsters against each other is good sport in some lands, though it is not permitted (publicly) in Zorfath.
  • Menageries. Travelling circuses and menageries will often pay good coin for captured or subdued beasts. Sometimes, they just transport them to distant customers (zoos, arenas, sorcerers) while other times they are trained as circus creatures. Enslaving and selling creatures will not endear you to their relatives, however.
  • Dissection. Useful for a bonus on spell research, and perhaps for things like the creation of chimeras. I have an earlier post about this too.
Anything that is potentially dangerous can also be used creatively. This includes hazards, traps, and monsters.

Any other ideas for how to make use of monsters?

Healing & Aging (Again)

Previously I brought up the idea of aging as a potential side effect of healing magic. My original method was cumbersome (1 day of aging per HP healed) and potentially not salient enough to the player. Talysman also weighed in, and suggested that there could be a chance of years worth of aging per die of healing rather than a smaller guaranteed amount of aging. Talysman’s method avoids the need for extra rolls, but the probabilities result in aging being a bit too frequent for me.

I do think the idea of aging one year every once in a while rather than aging days for every instance of healing would work much better in terms of bookkeeping, and also be more salient to the player. I personally don’t mind an extra roll, since healing is infrequent. Based on these principles, here is a revised proposal:

Whenever a character is healed magically, there is a percentage chance to age one year equal to the number of HP so healed, minus the character’s constitution modifier. For example, if a character with 10 (average) constitution is magically healed 6 HP, there is a 6 percent chance of ageing. If a character had a +1 constitution modifier, the same healing would result in a 5 percent chance of aging.

The percentage can obviously be tuned for any specific campaign. For example, if you want the aging to be rarer, you could make it % equal to half the HP healed, or a flat 1 in 20 chance (essentially, a fumbled constitution check). I kind of like having the number of HP healed and the character’s constitution influence the result, however, and HP healed = percentage chance of aging is really easy to remember. Also, if natural healing is 1 HP per day, that means that the recover of 350+ HP is the natural “worth” of one year of aging. Healing the same number of HP magically over the same time period would result in about 3.5 times more aging, making magical healing not a good alternative for the common cases.

The books of magic

Image from Wikimedia commons

Recently I have been fascinated with the idea of magic books as things with identity over and above individual spells. Here is a system for handling the main D&D spells using grimoires rather than generic spell books. All but eleven of the spells in Men & Magic are accounted for. Magic-users may begin with a copy of Arcana Metaphysica and with one other grimoire (choose or roll 1d12).

Researching a spell for personal use or scribing a scroll is different than creating a grimoire, which is not just a collection of spells. A grimoire is a book of power, painstakingly copied down through the ages, and often the work of an individual (perhaps mad) genius. They also often contain things like poems and chants in addition to spell formulae. Many parts of these eldritch books are unintelligible, even to magic-users. However, the spells listed have been identified by sorcerous tradition, and are commonly understood to exist, even if not all magic-users have the talent or experience to cast them safely. Individual magic-users often create spell books, but these are not grimoires and cannot be used by other wizards (though they may grant a bonus to magic research rolls if examined with the assistance of read magic). Magical spells cannot be shared like science, and often die with their creator.

Some of these grimoires contain very high level spells. Magic-users may attempt to cast or prepare spells above their normal ability, but at great risk. The casting or preparation takes 1 turn (10 minutes of in-game time). If prepared, the highest level spell slot must be used. When cast, a saving throw versus spells is made with penalty equal to spell level and bonus equal to 1/2 level. On a roll equal to or less than the spell level, the magic user suffers a catastrophic backfire. Note that the fumble range is not decreased by increasing level until the magic-user is able to prepare the spell as normal. The saving throw is not made until the moment of casting.

All grimoires are looked upon with fear and awe, but of the individual books, Arcana Metaphysica is by far the most common (relatively speaking) and least mysterious of the known grimoires. Anyone with an education will be able to identify it, and anyone carrying this book will be assumed to be a magic-user. Grimoires are quite bulky; one will occupy most of a backpack or sack. Travelling with several grimoires generally requires multiple chests and servants, or at least a pack animal with generous saddlebags.

Arcana Necromantica, Conjurations & Banishments, and The Roads Between the Stars are all considered forbidden knowledge, and will mark the possessor as a necromancer or demonologist. Even many magic-users will destroy these books if given the chance, though the status of Conjurations & Banishments is ambivalent, as the fragments do contain warding spells. Unfortunately, most of the spells of banishment have not survived.

Copying a grimoire correctly is not something that a common scribe can accomplish. It must be done in the proper ritual setting, and requires the finest materials. Costs as per magical research in Men & Magic. Arcana Metaphysica is the primary exception, often being created by a magic-user during apprenticeship (though some individuals have been able to teach themselves from a pilfered copy of the Arcana). It is also the only grimoire that a magic-user can recreate from memory if the original is lost. The great cost of creating a grimoire does not encourage experimentation, however, and small variations can sometimes doom an entire project.


(Spell levels are indicated by the number prior to the spell name.)

The Basics

Arcana Metaphysica, anonymous

  • 1 Read Magic
  • 3 Dispel Magic
  • 4 Remove Curse
  • 6 Anti-Magic Shell

Specialized Grimoires

Roll 1d12:

1. The Hidden Knowledge, attributed to Cochyla the Younger

  • 1 Detect Magic
  • 1 Detect Evil
  • 2 Locate Object
  • 2 ESP
  • 3 Clairvoyance
  • 3 Clairaudience
  • 4 Wizard Eye

2. Realms Seen and Unseen, attributed to the Fifth Council

  • 1 Light
  • 2 Detect Invisibility
  • 2 Invisibility
  • 2 Continual Light
  • 3 Invisibility, 10′ Radius
  • 3 Infravision

3. The Organ of the Inner Moon, attributed to Sezius Elfblood

  • 1 Charm Person
  • 1 Sleep
  • 3 Hold Person
  • 4 Confusion
  • 4 Charm Monster
  • 5 Feeblemind
  • 6 Geas

4. Mastering Gates, attributed to Marlow Shadow-Walker

  • 1 Hold Portal
  • 2 Wizard Lock
  • 2 Knock
  • 5 Pass-Wall

5. Codex of the Cloud-Masters, anonymous

  • 2 Levitate
  • 3 Fly
  • 3 Protection from Normal Missiles
  • 5 Telekinesis

6. Illusio, anonymous

  • 2 Phantasmal Forces
  • 4 Hallucinatory Terrain
  • 4 Massmorph
  • 6 Projected Image

7. On Essence, attributed to Caleia

  • 4 Polymorph Self
  • 4 Polymorph Others
  • 5 Transmute Rock-Mud
  • 5 Growth of Animals
  • 6 Stone-Flesh

8. Arbatel of Flame

  • 3 Fire Ball
  • 3 Lightning Bolt
  • 6 Disintegrate

9. Songs of Three Winters, attributed to Taymar the Wise

  • 3 Slow Spell
  • 3 Haste Spell

10. Arcana Necromantica, anonymous

  • 5 Animate Dead
  • 5 Magic Jar
  • 6 Reincarnation
  • 6 Death Spell

11. Conjurations & Banishments (fragments), anonymous

  • 1 Protection from Evil
  • 3 Protection from Evil, 10′ Radius
  • 5 Conjure Elemental
  • 5 Contact Higher Plane
  • 6 Invisible Stalker

12. The Roads Between the Stars (fragments), anonymous

  • 4 Dimension Door
  • 5 Teleport

Pahvelorn Summary

CHARACTER CREATION

  1. 3d6 in order for ability scores.
  2. Pick class: cleric, fighter, magic-user, thief (human only).
  3. Roll for equipment (or 3d6 * 10 for GP and purchase à la carte).
  4. If magic-user, roll for starting grimoire.
  5. Roll for starting retainer.
HOUSE RULES

  1. Save versus death at 0 HP (success = unconscious, failure = death).
  2. Reroll HP before each adventure.
  3. Save to retain spells when cast (vancian variant 1).
  4. Magic-Users may arm themselves with daggers only (Men & Magic, page 6) is a legal stricture. If magic-users are seen armed with weapons other than daggers and casting spells in civilized areas, they will be driven away (traditional punishment also includes branding on the face, and sometimes the severing of the primary hand). Further, casting a spell with the intent of harming another man is malfeasance and punishable by death (traditionally burning). Note that banishment is a significant punishment, as pockets of civilization are rare.
  5. All magical weaponry is usable by fighters, and this in itself is a big advantage (Men & Magic, page 6). Magic swords are mostly inert for non-fighters, though they can sometimes be wielded as standard weapons (though they may curse their wielder). There are some warlock blades (which will serve a magic-user) and some holy blades (which will serve a cleric), but these are even rarer than magic swords in general.
  6. Clerics may use edged weapons, but contrary to what it states in the rules, it is a rare magic weapon that will consent to serving a cleric.
  7. Alignment is not about morals or behavior, so there is no need to pick an alignment for your character.
  8. Note that the thief from Supplement I: Greyhawk is available, but I won’t be using anything else from that book (no expanded ability modifiers, variable weapon damage, or variable hit dice).
  9. Clerics may not research new spells, though they may find new spells on ancient holy scriptures through adventuring.
  10. Holmes rules for scroll creation (100 GP & 1 week of time per spell level). Above-level scrolls may be scribed from grimoires.
See also the 20 rules clarifications for more details.

Pahvelorn 20 Rules Clarifications

Here are answers to my 20 rules questions for the Vaults of Pahvelorn OD&D campaign.

Ability scores generation method?

3d6 in order. Greyhawk supplement ability modifiers are not in effect (ability scores will be handled as per the 3 LBBs). Human only to begin with. Other options may become available later in the campaign.

How are death and dying handled?

At 0 HP, make save versus death. Success = unconsciousness, failure = death. In addition, there are no fixed HP totals. Hit dice are rerolled at beginning of every adventure.

What about raising the dead?

Yes, but only dark priesthoods have access to such magic. The cost, both monetarily and otherwise, will be high.

How are replacement PCs handled?

Promote a retainer or make a new first level PC with 0 XP.

Initiative: individual, group, or something else?

By situation, but probably group initiative as per Moldvay (d6 per side, highest wins, reroll ties).

Are there critical hits and fumbles? How do they work?

Not at this time.

Do I get any benefits for wearing a helmet?

No AC benefit, but helmets may help in other situations. Also, you can drink out of them.

Can I hurt my friends if I fire into melee or do something similarly silly?

Yes. By ruling. I will warn if there is a danger though.

Will we need to run from some encounters, or will we be able to kill everything?

Encounters will not be balanced. But remember that anything that is a threat to your characters can also potentially be used by your characters creatively.

Level-draining monsters: yes or no?

You will need to discover this through play. NPCs may have useful information, or you could do it the hard way: charge everything and see what happens.

Are there going to be cases where a failed save results in PC death?

At 0 HP, definitely. Potentially in other situations as well. Beware of poisons. You might want to research potential threats and antitoxins.

How strictly are encumbrance & resources tracked?

Using the LotFP system. Retainers are useful for carrying things, too.

What’s required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time?

XP will be awarded after adventures as treasure is spent, and levelling up can happen at the same time. Spells must be discovered during play or researched; no free spells on level up. Magic-users may acquire fewer spell slots upon level up, but saving throws are allowed to retain spells when cast.

What do I get experience for?

Treasure. Killing monsters awards no XP. But you may be able to sell some monsters, either living or dead, in which case they are treated as treasure.

How are traps located? Description, dice rolling, or some combination?

Anyone may locate traps by description and player skill. Thieves may “remove small trap devices (such as poisoned needles)” (Supplement I: Greyhawk, page 4).

Are retainers encouraged and how does morale work?

Yes, retainers are encouraged and common costs will be provided in another post. For sanity, it is suggested that the entire party (PCs + retainers) not exceed 12. War dogs are also available, but are one hit die creatures.

How do I identify magic items?

Paying a sage is the surest way. Detect magic can tell you that something is magic if it is not obvious, and read magic can sometimes be used if there are runes or other arcane inscriptions.

Can I buy magic items? Oh, come on: how about just potions?

Yes, some consumable magic items can be purchased, but it depends on the location. You may even be able to find the occasional permanent magic item for sale, but don’t count on it.

Can I create magic items? When and how?

Scrolls may be created at first level following Holmes rules (100 GP and one week of work per spell level; e.g., a scroll with a single third level spell will cost 300 GP and 3 weeks of time). Other items as per the rules in Men & Magic.

What about splitting the party?

Occasional scouting missions are fine. Keep in mind that the time of other players is valuable.

Vaults of Pahvelorn

Being a campaign pitch. Other related posts can be found under the Pahvelorn label.


Several generations past, the ambitious lord Arios set out into the wilderness to extend the reach of civilization. In consultation with his sorcerer Ismahir (for all wise lords have a wizard), he selected a hill called Pahvelorn for his stronghold and raised up a mighty fortress. He drove the giants away and slayed several dragons. The populace prospered.

But then strange things began to happen around the fortress, and Ismahir was gone for months at a time. Unnatural creatures would emerge from the dark spaces beneath the castle. Other advisors begged Arios to be rid of the wizard, but he was loyal to his old companion. Then, one day, when Arios was out on the hunt, he heard a terrific roar and the earth shook. He immediately returned to his fortress to discover only a giant pit in the earth where but days before had proud Pahvelorn stood. Above, clods of dirt and worms rained down from the fortress as it rose into the cloudy sky. Ismahir was never seen again. In the pit below where the hill had once been, dark things writhed and hissed in unfamiliar daylight, even the pale light filtered by the day’s heavy clouds.

Or, so go the stories. All we know for certain is that most of the good people left soon after the castle ascended into the overworld. Bereft of family and distrusted by the villagers, Arios vanished into the wilderness with his most loyal men, seeking to redeem himself the way he first gained glory. Now, half ruined, the village Zorfath perches over the edge of the pit, the haunt of mercenaries and treasure hunters, a gateway into dark places opened by the castle’s leaving.

A shadow has been recently seen over the land, however. Crops wither where it passes. After a 101 year absence, the fortress is returning.


System is OD&D. The 3 LBBs plus the thief from Supplement I: Greyhawk. Human only. Proposed venue is G+ hangouts, every week or so, and would use the excursion format (so consistent attendance would not be required). Having access to a copy of the rules is not required; character generation rules will be provided.

More details about rules to come later.