Tag Archives: Pahvelorn

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.

Clerics

What is the deal with my cleric’s religion?

— Question #1 from Jeff’s 20 quick questions for your campaign setting.

Image from Dark Classics

Clerics are members of an ancient order of holy warriors dedicated to the power of law. In legend, the order originated as the elite judicial and martial arm of a mighty and just empire. They were betrayed by a wicked emperor who was jealous of the order’s influence. The clerics survived underground, passing the Mysteries of Light down from teacher to student throughout the ages. The empire which birthed the order has long since been lost beneath the waves or smashed by mountains that fell from the sky (accounts differ), but the clerics believe in a prophecy that the True Empire will rise again, ruled by just High Priests.

Now, however, clerics are rare, and as self-appointed guardians of the law are often persecuted. Because of their tendency to oppose corrupt potentates, a cleric’s relationship with secular authority is often problematic. In these degenerate times, rulers are rarely better than brutal warlords concerned only with strength of arms, or sorcerer kings that use black magic and dark pacts to rule briefly before losing control of the power they have harnessed. Thus, the remaining clerics tend to be itinerant traveling demon hunters, though there do exist strongholds ruled by High Priests of the Light which claim the authority of the True Holy Empire. Like wandering marshals in the wild west, clerics can sometimes be found traveling the borderlands, offering their services as judge and exorcist to the fragile outposts of civilization. Clerics are often welcomed by the people of such frontier towns.

As clerics belong to an order of mysteries, they must be initiated. This can be done by apprenticeship to a wandering cleric, joining the order at a High Priest’s stronghold, or (more rarely) by discovery of Holy Scriptures of the Light (sometimes on the person of a fallen cleric or overgrown shrine). As the order is handed down by lineage, from teacher to student, it is considered a great tragedy when a particular cleric’s lineage ends with no new initiates. Thus, people sympathetic to the faith but not initiated may feel a duty to continue a dead lineage if a fallen cleric is discovered. Such self-initiates are often distrusted by more established clerics until they prove themselves.

The mysteries must never be disclosed to outsiders, and the true source of holy power is a secret. Clerics powerful enough to fully comprehend the mysteries may no longer even exist. Many outsiders believe that clerics worship a sun god, and much of their iconography does include symbols having to do with light and the sun, though sages have pointed out that the sun is also a potent weapon against many powers of chaos (especially the vampire, a traditional foe of the order).

To increase in level, a cleric must consult with a higher level member of the order. Often, at least for the first few levels, this will be the cleric’s initiator, though if the cleric was self-initiated, or high level, this may require a more extensive pilgrimage. This requirement can also be satisfied by venerating a shrine of the appropriate level (this is based on the level of the entombed cleric). The low level scriptures are written in vernacular language, but the more puissant and subtle are written in a hidden language which only initiates of the light may read or speak. Clerics gain greater fluency in this hidden language as they rise in level. It is common superstition that reading hidden scriptures will drive the impure mad.

In addition to the standard draws of adventure, clerics have several other objectives. Many ancient shrines of the order have been defiled by the powers of chaos, usurped by the vanity of petty gods, or destroyed by jealous black magicians. Clerics gain acclaim by purging such shrines of evil and reconsecrating them in the name of the light. Clerics also value recovering scriptures (written in the secret language of law) or holy relics (the remains of fallen clerics). The shadowy underworld and gloomy forests are littered with the remains of brave champions of the light. Accumulating treasure is also just as important to the cleric as it is to other adventurers, as wealth is required for building a stronghold and raising armies against the powers of chaos.

Clerics believe that worldly power is fully legitimate only as the True Empire, though they will often happily work with other rulers for the sake of expediency. Thus, for most the highest calling is to build a stronghold, especially if by doing so they manage to reclaim some of the chaotic wilderness for civilization. Not all clerics choose to follow this route, though, and instead wander the wilderness unceasingly, offering their services to a world still smothering in darkness and sorcery.

Cults and worshipers of other powers exist, but such priests and cultists are not available as PC classes by default. They may be discovered through play though (and will certainly use different rules than the cleric class).