Category Archives: Campaigns

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?

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.

Harlan Katz

Harlan Katz was one of the major NPCs in my old Blackwater Falls campaign. This campaign had something of a Jules Verne, steampunk atmosphere. Katz was a visionary machinist, totally ruthless, who believed that the future belonged to his mechanical creations, rather than the archaic and unreliable powers of wizards, and was constructing a utopia called Katzland. He built all kind of robots and golems which were frequent antagonists to the PCs (at least when I was refereeing).

Artwork by Me

Blackwater Falls System

My first post to this blog was about a campaign that was called Blackwater Falls. As I mentioned there, the game started using D&D rules, but was then transitioned to a custom system that we designed. I have come now to appreciate basic-style D&D rules much more, and I don’t think I would want to play again using this custom system, but I think it is interesting enough to sketch out what we came up with, at least the parts that I remember.

The basic design was inspired by the White Wolf system of combining attributes and abilities for task resolution. We really liked the idea that a character’s inherent makeup and training would combine to give a probability of success (really, this is a systematization of the idea of nature and nurture). What we didn’t like was the complicated multi-die plus target difficulty mechanic that White Wolf used. We wanted to be able to adjudicate things with a single die roll, like an attack roll in D&D.

Each attribute, skill, or power was rated from 1 to 10. In the case of attributes (like strength), 5 was average, 1 was incompetent, and 10 was world-class. In the case of a power or skill, 1 meant superficially trained or limited power and 10 meant mastery.

Any particular task resolution would be handled by combining an attribute with a skill or power. This is almost directly from White Wolf, which would have combinations like Strength + Brawl, Dexterity + Dodge, and Intelligence + Linguistics. In that system though, each score is rated from 0 to 5, and each point adds another d10 to your dice pool. Our system would yield a number between 1 and 20. This number would then be adjusted for situational difficulty, down for something hard, and up for something easy. Then we would try to roll less than or equal to it on a d20, like a D&D ability check.

I don’t remember every attribute we used, but I know they included Strength, Agility, Stamina, Intelligence, and Appearance. We used a linear point-buy system, and, like in White Wolf, new points in attributes and skills could be purchased with experience.

The skills selection was free-form. If you wanted your wizard to be able to cast a spell like burning hands or fireball, you would make up an appropriate skill or power that was not too general and take points in it. For burning hands, the power might be pyromancy. The power value would thus both determine what you were capable of (a single point might allow lighting a candle, or manipulating a natural fire, while a fireball might require 4 or 5 points). The referee would be required to rule on whether a particular effect was consistent with a skill value. A number of common permissible effects were quickly accumulated through use (similar to the precedent in law of past cases), but we never felt the need to codify or write down what particular skills could do, which left significant room for creativity. Special racial or supernatural abilities were also represented as skills and had to be purchased with points in the same way. One example of this was a character of mine that could switch heads (yes, you read that correctly). His name was Clair de Lune and he had a collection of heads in special glass cases and a magic scarf that he used to connect them to his body; this was related to some curse in his background story and mechanically he had some sort of skill which allowed him to harvest body parts from others. Most of our characters were not that odd, but the system seemed to support such concepts.

A health score was derived directly from stamina, though I don’t remember how. Full health might have just been equal to stamina. I have no memory of how we handled armor. I think it both made characters harder to hit and absorbed some of the damage points, in the process decreasing its own pool of structural points (or something like that).

I believe we called this system Puppeteer. Unfortunately, I seem to have lost all hard documentation.

Blackwater Falls

You have received notice that the great sorcerer, Wolfgang Constantine, your patron and friend, has died in mysterious circumstances. The missive further indicates that you were included in the wizard’s will, and as such have been bequeathed a part of the Blackwater Falls estate.

So began one of the most successful RPG campaigns that I have participated in. This was in the late 90s. Some friends and I were tired of campaigns that did not last, so we wanted to put something together that would require a very small upfront investment in preparation, and would not require extensive referee work from any one person.

The principles of the game were as follows:

  • Your character must have a relation to the archmage Wolfgang Constantine (this would also provide an easy way to introduce new characters as needed, since not all of the inheritors had been located)
  • Referee duties would be rotated
  • Multiple characters were allowed, but we had to pick only one to play at the beginning of each session (this also meant that we didn’t have to wait for one set of characters to get back before starting another adventure, particularly if different players were involved)
  • Referees were not to use important NPCs created by others (this was to allow recurring villains and sub-plots)
  • The world map began mostly unspecified and would be elaborated as needed over the course of play (it started as a college of wizardry, a town, and the Blackwater Falls mansion)
  • The mansion itself, built into a cliff of black stone over which tumbled a waterfall, was huge and unexplored; no one knew how big it actually was, or what purpose it served
  • In addition to the exploration of the mansion and its catacombs, the PCs would have to deal with tax and debt collectors coming after the great wizard’s heirs (Constantine was a big spender, but everyone was afraid to try to collect from him, since he was such a powerful and feared wizard)
  • PCs must start and end every session at the mansion (if at all possible)

We called this a “house” game, since the PCs started and ended every session at the Blackwater Falls mansion. At the time we attributed the campaign’s ultimate success mostly to the idea of referee rotation and the “house” concept (which we borrowed from some older White Wolf gamers, though I don’t know if the term was in general use). Looking back on this now, though, I think that the real reason the campaign worked was that we had unwittingly stumbled upon many of the principles of old school gaming. The lack of initial setting specification. The megadungeon (in the mansion). The lack of too much pre-planned plot (mostly due to the rotating referee duties). In other words, we started with only the principles of what would make a successful RPG, and we ended up with old school D&D (the rules for adjudicating success and failure were different, but the way we played the game was remarkably similar). The only major principle we were missing was the use of random tables. The focus on treasure was even there, since all the characters started out poor, but needed to accumulate funds to pay off Constantine’s debts.

The game started using AD&D 2E rules (with some modifications to support a pseudo-Victorian and steampunk setting), but after some play was transitioned to a generic homebrew skill system based roughly on White Wolf games (after all, back then the smart kids were playing Vampire and Mage, not D&D). But the rules were mostly immaterial. It was the sense of exploration, at least for me, that made the game work.

That’s what makes the OSR so fascinating to me, getting back into this hobby. I’m currently running a 4E game (3 sessions in), more or less because that is the system my coworkers expect. I hope to make use of some of the old school ways though. In fact, I partly see this blog as an investigation into the following question: can an old school sandbox game be run effectively using a modern ruleset? I am greatly inspired by the empirical style of James Maliszewski’s Dwimmermount campaign. My experience so far is that combat is slow, clunky, and does not lend itself well to creativity and imagination. But I don’t yet consider this to be a fair appraisal, because I am still learning the rules (as the referee), and we are playing with at least one player who has never played any tabletop RPG before.