The Editioning: Week Three, OD&D

OD&D, The Woes of Sorrowfield, Session Two

Let me start by saying, if you’re one of my players, turn back now! Do not read! Danger! Danger!

The PCs gathered some hirelings. The town of East Barrens was not replete with adventuring types or even warriors, so I ruled that the only idiots available for hire were what OD&D refers to as “normal men.” This is a term from CHAINMAIL, I think, and means they are not fighters of any kind. Basically, they’re what later editions might call 0-level NPCs. Four of them showed up for duty. They did not all survive the session…

Hirelings are an interesting part of old D&D. You don’t really hear of a lot of 5e adventuring parties taking on a bunch of mercenaries as backup. But I remember playing AD&D particularly back in the olden days, the party would always want an extra NPC or two. They were often necessary to ensure survival. Playing OSR games like the Black Hack and Black Sword Hack, we have always employed hirelings for a variety of reasons in recent years too. Even in UVG, you probably won’t get very far without a crew of NPCs to keep your caravan running smoothly. UVG’s pretty old school in that respect. In the old games, they were pretty much just damage soaks, meat shields and extra carrying capacity. Even today, as a GM, I find I only role-play them when the players remember they exist as characters, which is not very often. In our Basic D&D game, the adventure we’re playing, Keep on the Borderlands, is designed for 6 to 9 players or something nuts like that, so we went all out of hirelings. Especially after my character got murdered by bandits in the first combat of the game. In oD&D and Basic, I think it’s easier to handle a larger number of characters, especially in combat. You don’t have to remember all those actions and complicated initiative order that you have in 5e and other more modern systems. Mostly, each character gets one actions/attack and they can move and that’s it. You roll initiative per side each round so you don’t have to keep the order in mind for a whole combat. This keeps it smooth. At least, that was our experience last week in both games.

The adventurers set off into the Barrenwood. They had to pass through it to find the source of the magical attacks the forest and the town had been coming under for weeks. It had not stopped raining and the road was a mucky morass. They trudged along the overgrown path into the dark, rotting woods and, before long encountered some trouble. A swarm of crystal infected arachnids had built a supernaturally strong web across the path in the dark, at just the height to trap unwary travellers. That’s what it did to our Fighting Man, Siward, who was leading the way. Abiss, the Halfling Thief set about cutting him free with her magical bronze sword while the others tried to scare off the spiders. Tadhg, the Cleric, made clever use of his lamp oil and torch, by blowing the oil out of his mouth at the flame to create a DIY breath weapon, incinerating a large part of the swarm and the webs as well, freeing Siward! They found some treasure on the ground below the webs, gold and some more magic items, a magic mace and a Staff of Striking.

I am running the Wilderness expedition as a hex-crawl. Here’s a picture of the hex map I drew in my “Pocket Dimension” from the Melsonian Arts Council. I bought a pack of ten of these a couple of years ago and I’m finally getting some use out of them.

A hex map in a hex-flower shape. It has letters from A to G along the top and numbers from 01 to 13 along the left hand side. There is a town in G-04 with a river flowing south and through it. a road goes from the town southeast and off the map. Another branches off into the forest that takes up the rest of the hex map. In the forest there is a lake B-05 and river winding south through the trees.
Barrenwood hexmap

Anyway, you can see the town in the north-east of the map and most of the rest of it is forest by design. I want the entire Wilderness portion of the adventure to take place in the Barrenwood. The area is not very large. I haven’t defined the exact size, but I’m thinking about an hour of travel per hex, with time added for encounters and rough terrain. Essentially, I ask the players to roll 2d6 on this encounter table each time they enter a new hex.

2Undead animals – crystalline growths – They won’t attack unless attacked. They make terrible noises while attempting to go on as if they were alive. Stats as Skeletons.
3Trapped merchant – stuck in a tree with strange crystalline chimeric creatures below. Stats as Zombies. Succesful attacks provoke a save vs Stone. Offers them 1000 GP to save him.
4Swarm of glowing crystalline spiders – trap! Treasure dropped amongst the webs – Staff of Striking, Mace +1, 560 GP, 300 SP, 500 CP. The spiders can do no damage but PCs will need to make saves vs Stone.
5Undead trees – crystalline branches. brittle and weak to fire – try to grab PCs. Treasure inside them – Total of 400 GP.
6Crystalline undead – one has a journal explaining how to find the entrance to the dungeon
7Pixies – frightened and angry – try to trick the pcs into swimming in the lake, diving for treasure
8Hermit’s shack – Breandan only drinks rain-water he collects himself in casks. Wagers the adventurers that they can’t kill the carnivorous crystal elk that he says has been stalking him. He will offer them an old silver amulet with a ruby in it (3000 GP.) Can also tell them the best way to reach the coast so they don’t have to roll on the encounter table anymore. Says he encountered another adventuring party returning from the tower ruins a while ago. Apparently they were frightened off by a horde of undead on the first subterranean level.
9Nothing but more sodden trees and undergrowth trying to trip them. Roll 1d6. On a 1, become lost. Roll 1d6 to determine the direction they go in.
10Crystalline briar patch. It takes up the whole hex. Will require ingenuity to traverse, or they can go around. If they brave the crystal thorns they will need to make one Save vs Stone per turn for six turns. They will find treasure, however. Roll on Type A table each turn.
11Roll on Wilderness Encounters tables in the Underworld and Wilderness Adventures page 18
12The rain stops and the sun comes out. Crystalline shards glisten upon every bough and underfoot. A lost Acolyte finds them. Grainne Bell, CL 1, AC5, HP3, THAC0 19, Turn Undead, Crystalline ear
Barrenwood Encounter Table.
I can’t figure out how to format this so it doesn’t look like crap on the blog. Sorry!

So far, this method has worked well and has been telling a story, which is what I wanted. I have struggled to stick exactly to the letter of the old OD&D books, mostly because so much is left to the referee in play. But there is also another point. The Underworld and Wilderness Adventures random encounter mechanic just didn’t work for me and the game I’m creating with the players at the table. There is a lot in the that book about castles in the wilderness, and a set number of hexes you can travel in a day and how far away you can be from a monster and still be surprised. There are no castles in the Barrenwood. It wouldn’t make sense in the context. Surprise will occur if no-one Hears Noise from the trees because it’s a forest and not open territory. And surely hexes can be any size one chooses? For all these reasons, I decided to go with my own hex-map + encounter table combo. It’s simple and effective.

The PCs escaped the spider webs with their loot and no casualties, although one of the NPCs got bit by a spider and failed her Save vs Stone so her index finger turned into crystal. She managed to keep it together enough to continue, though. They moved on into the next hex towards the river and they encountered a pair of mischievous pixies who flew around them laughing and invisible. The Magic user, Ilaina, used her own Ring of Invisibility and I ruled that she was able to to see the diminutive fairies in that state, because I thought it was a cool idea. She was able to identify what they were up against and get a good look at them (they had thought, perhaps, that these were talking crows that they’d heard tell of in the town.) This seemed to anger the pixies but they nonetheless agreed to show them the source of the magical bursts which had polluted the waters and damaged the town.

The mischievous pixies left the PCs on one side of the raging river that passed through the forest while they flew on and laughed at them from the opposite bank. Siward and one of the hirelings, Edmund, used their axes to chop down one of the more gargantuan stress on their side and I asked for an attack roll from Siward to hit the other side with it. I did this, mainly because there is not really a mechanic to test abilities and there are no skills at all, unless you mean thief skills. I briefly considered adopting the roll-under mechanic used in Basic D&D, but felt that I would rather use the mechanics as presented for this, as much as possible. I really am just picking and choosing which rules to employ here. So, with their makeshift bridge in place, the party clambered across to a an area relatively devoid of trees. Since they had entered a new hex, I asked for another encounter table roll. Sticking close to the riverside, Abbis was able to hear a rustling and cracking coming their way through the trees, giving the adventurers a heads-up to the emergence a moment later of a half-dozen undead trees! My idea for these monsters was basically, zombie treants, brittle and rotting and falling apart. I gave them the stats of a regular zombie from the Men & Monsters book, but made them extra susceptible to fire damage, not that that came up in the fight. It was a tough combat! Our thief was lucky that she had levelled up the previous session or she would have died when she got brained by a rotting tree limb and two of the NPCs, Edmund, who I had named for my dead Basic D&D PC, and Brianna of the crystal finger, went down. The party were victorious but it had been a costly battle. Luckily, the bole of one of the undead trees was filled with treasure!

That’s where we wrapped up the session. Everyone levelled up at the end of it, what with all the treasure I’d been throwing at them.

Conclusion

This week, more than the previous one, I have become aware exactly how difficult it is to stick to the idea of playing this game as it would have been in 1976. It’s really impossible. My gaming brain has been influenced for good or for ill by so many story-games, the OSR and even later editions of D&D that its essentially impossible not to feel their effects on what we’re doing.
But, then again, I’m sure there were as many ways of playing this game at the time, as there were groups playing it. You would have had you hard-core war-gamers that used it as fantasy set-dressing, your power gamers and min-maxers who wanted to do nothing but gain XP and influence, castles and followers and power and there were probably still others who played it as a fantasy romp with real role-playing elements and deep character backstories. So, I’m quitting my hand-wringing over it. As far as this Editioning challenge goes, it has to be secondary to the enjoyment of the players, including me. Otherwise, what’s the point?

The Editioning: Weeks One and Two, Basic D&D

The Keep on the Borderlands

Friend of the blog, Isaac has generously offered his time and effort to take on the Editioning with me. He’s DMing Basic D&D for us right now. He decided on the Keep on the Borderlands as the adventure for this edition, and I couldn’t be happier. It’s the iconic first scenario for many, many adventurers in the 80s. I actually think I might have played at least part of it as a novice, although I have no real memory of it.

For those who don’t know it, here’s the set up. The PCs arrive at the Keep on the Borderlands, a remote and embattled outpost, that has been recently assaulted by a group of creatures that have come from the nearby Caves of Chaos. They use the keep as a base of operations to set out and explore the caves and other locations in the area.

It’s got a few interesting NPCs with their own specific motivations and desires and a couple of different factions to keep things interesting, including the Ospreys, a rebellious bandit clan, the current ruler in the keep, the Castellan, and the Thyrenian Guild.

A lot of these older modules are designed for unusually large numbers of PCs. I think this one is designed for 6 to 9 players. As we started off with just two players (now expanded to three) it was essential to hire a whole bunch of hirelings. We started off with four but quickly decided we should max out that number and hired three more. By the time we set out to the Caves of Chaos, in our third session, we had a small army, including a slightly suspicious priest by the name of Jabeck and his acolytes. This should make combat interesting.

The cover of B2, The Keep on the Borderlands. A purple cover with the name of the module and a colour illustraiton in the middle: a piched battle on the road between adventurers and monsters.
By Scanned by DM2ortiz, Fair use, https://en.wikipedia.org/w/index.php?curid=505624

How its going

I say we set out for the caves in session 3, but actually, that was just our most recent and successful foray. Here’s the story of the first one.

So, in the first session, Tom and I made characters. As per the rules, we rolled up our ability scores first and determined the character class best suited to those scores afterwards. Tom rolled pretty well and decided on an Elf character, Eandril Summerstream, which made a lot of sense as elves had the benefit of spells and proficiency with melee and ranged weapons too. Given our smaller party size, that flexibility could be useful. I rolled execrably:

Str: 6
Int: 6
Wis: 12
Dex: 5
Con: 9
Cha: 10

There was only one option with those scores, so I created Edmund of the Sun, a Cleric of the Sun. He’s a lovely fellow, but thick as pig shit. I played into the idea that he was barely literate and couldn’t remember an NPC name if his life depended on it. I outfitted him in plate armour because his dexterity was so bad and he only had 2 hit points. Between the two of us, we represented the only two survivors of our mercenary band called the Company of the Summer Sun (a clever play on the names of the two characters) who arrived at the keep with the hope of rebuilding.

I genuinely had a great time roleplaying Edmund in the keep and getting pissed in the tavern with the party’s new hirelings. We awoke in the street the next day, suffering from alcohol poisoning and set off with Jabeck and his mates to explore the Caves of Chaos. Now, we had been warned about Jabeck by the keep’s chaplain, Father Burgoyne, who asked us to watch him and find out what we could about him. He suspected that he was a spy for the Great Serpent Cult, which operated out of the caves. But Father Burgoyne was incredibly racist against elves and Jabeck seemed reasonable when we went to talk to him. He also plied us with ale, which endeared him to us. So, I guess we took his side. That’s how he ended up accompanying us to the caves. I really hope he doesn’t betray us…

Anyway, on the way, Isaac had us roll for a random encounter, which resulted in an ambush by the aforementioned Ospreys. Now, we had been given a token by one of the guards in the keep to take to the Ospreys to maybe do some work for them. However, there was also a bounty on them, which was worth 10GP per right ear returned to the keep. Being rather lawful types, we decided to go anti-Osprey in our outlook. Edmund tried to throw them off by deliberately mistaking the voice of the unseen Osprey in the roadside bushes for a lad he knew in seminary. He trusted in his armour to protect him from any potential attacks. Turned out this was a mistake. They got tired of Edmund’s sass and rolled initiative. We lost, they won, one of them fired an arrow. It lodged in Edmund’s eye-socket, killing him immediately and outright, with 2 points of damage. The first combat roll of the game killed my boy. It was a bit of a shock, even though I had predicted Edmund’s early and brutal demise from the outset, given his atrocious stats.

From there, Eandril led the charge and killed the three bandits. I picked up one of the hirelings to control for that battle but wanted to make my own character again. So as the rest of the party turned around and returned to the keep to regroup, I started rolling. Oddly, by the time Eandril and the hirelings got back from chasing down the Ospreys, to the road where Edmund’s corpse lay, it was gone, taken, they assumed, by Jabeck to dispose of as per the rites of their shared religion.

A thief in a black and white illustration from the Basic Rule Book
Yoink

Despite the loss of Edmund, the encounter proved quite profitable, between the 30gp for the Osprey ears and the horses they left behind, Eandril did well. By the time they returned to Father Burgoyne to tell of Edmund’s demise, I had my next PC ready. Thaddeus Nightbane is a thief, obviously. I rolled significantly better for this character so hopefully he will last a little longer. This would be unlike every family member, friend and acquaintance he had ever had, however, as they have all perished tragically somewhere in his backstory. Despite this slight worry, Eandril decided to take him on as a full party member.

To the Caves

Finally, with session 3 on Wednesday, we actually made it to the Caves of Chaos. We were joined by another player, who rolled up a Halfling. We also created some backup characters for everyone, given the obvious lethality of the system and the adventure. There is no doubt that the lack of hit points, the lack of healing, or spells of any kind for the cleric, the swinginess of the combat and the potential for unbalanced encounters is pretty rough on these little adventurers, so its best to go in prepared. Unfortunately, my backup character is just as bad as Edmund, and is, possibly, one of his peers, as I had to go Cleric again. With all this character creation, we didn’t get too much time to play. But we did make it down the road without a random encounter this time.

When we got to the caves we discovered a group of goblins moving something around down there in sacks (the sneakier PCs went in to hide in shadows and spy on the inhabitants.) Our plan is to draw them out of the caves as much as possible and ambush them in a pincer. We have executed the first part, gaining their attention with some elven lullabies, so out of place in the darkened caverns. And last we left off, we were getting ready to roll initiative! Exciting! Hopefully Thaddeus lasts a little longer than Edmund.

The Basics

Dungeons and Dragons Game Rule Book cover. A red dragon menaces a warrior wielding an axe.
Big Red

There are too many possible versions of Basic D&D to definitively say that we’re playing the version. I mean, we’re not even really using one version at the table. We have the Rules Cyclopedia, which contains all the rules from the entire BECMI line, the Dungeons and Dragons Rule Book also printed in 1991, which only contains he Basic rules for levels 1 to 3. Isaac also has been referring to the Moldvay rules, a kind of 2nd edition of the Basic set, and we have even been using resources and specific rules from OSE, which is essentially the same ruleset.

In general, this hasn’t been an issue. We have come across some conflicting rules. Encumbrance was the first one. Isaac simply made a ruling to go with the encumbrance from OSE rather than the Cyclopedia. We have discovered a could have differences in spell descriptions, but they were functionally unimportant so we could safely ignore them or Isaac would make a ruling as to which version to use.

I have to say, stuff like the class sheets from OSE, printed out and handed to the players, have actually been very useful and don’t have any deleterious impact on the “playing Basic D&D experience.”

As for interaction with the rules, Some have found THAC0 and descending AC to be a bit of a leap to understand, but, luckily, the character sheets Isaac has selected have the full range of “to hit” numbers laid out so all we have to do is roll the dice and refer to the table.

Things like the rolls for thief skills are weird and anomalous but not difficult to understand. Once again, as long as you have them laid out for you, its easy to know what you’re rolling and what you need to get below to succeed, whether its on a D6 or a d100.

Conclusion

It’s too early for a conclusion, but, despite the death of my first PC on the first combat roll of the game, I am enjoying the game and the adventure. The old school style has been particularly refreshing. It’s interesting that we need to rely on a cadre of mercenaries to even attempt the adventure and I like the randomness that’s inherent in it.

I’ll be back with more reports once we have a couple more sessions, dear reader, so stick around!

The Editioning: Week One: OD&D

Highs and Lows

Oh boy, what a D&D week we had. The Editioning has well and truly begun! OK, technically, it began last week with OD&D character creation as I mentioned in the last post. As a note, you can find all the Editioning related posts here. Depending on when you read this post, there might be three others or, like, a dozen. I have no idea how long this experiment is going to go on for, tbh.

Anyway, We’ve had three sessions already! Isaac guided Tom and I through character creation and the first steps on our adventure in B/X D&D on Tuesday and Wednesday. And then I kicked off our OD&D adventure online with four members of Tables & Tales, which included the aforementioned Tom and Isaac.

Across the two games and the three sessions we have had victories and losses, death, and new life, fun and horror.

First up is my OD&D game, so let’s get into what it was like.

OD&D: The Woes of Sorrowfield

The first session of play for this game happened on Friday the 13th. In general, it was anything but unlucky for the PCs, who consist of Ilaina, the Elven Magic User, Abbis, the Halfling Thief, and the two humans, Tadhg, the Cleric of Brigantia and Siward, the lawful Fighting Man.

As I mentioned in a previous post, I’m not running a published adventure for OD&D. I had expected to run a classic adventure of the era for each edition, but the options were few and underwhelming. So, I decided to take the advice of the game and draw some maps. I started with a basic map of the dungeon and went from there. Although, I haven’t finished the dungeon yet. I realised I needed to be old school about the design: Town, Wilderness, Dungeon, in that order. You need a town for the PCs to resupply, hire hirelings, gather quests and hear rumours. The Wilderness is there to build them up before the dungeon and to add a little to the world, flavour, backstory, connections. And then the culmination should be the dungeon.

So, I went back and drew a map of the town, which the players had decided would be called East Barrens. You can see the map below.

The Town of East Barrens sits atop a defensible hill and is circular from above. Roads spread out in a star pattern from a grand oak in the centre. The Temple to Brigantia towers above the town in the north

We started the session with them arriving at the lower gate, in the south there, the only way through the town’s palisade. It was pissing rain and the guards were asking them for proof of a special invitation from the Bishop.

I told them, luckily, they had just such an invite from Bishop Cerys Williams of the town’s Temple to Brigantia. She had send messengers far and wide across the land of Sorrowfield to garner aid from adventuring types. And they had answered the call.

I instituted a flashback here. I asked the players how they thought their characters knew each other, making it a little easier on them by giving them the nearby city of Bailey as the venue for their meeting. Tadhg, a member of the same sect as Bishop Williams, suggested that the message was sent to him personally, since he had spent time in the town as a young priest, years before. But, knowing he would need more help, he went to the nearest tavern where adventurers gathered, and announced his intention to lend his aid to the town and that he was recruiting. Thus, did the other members of the party gather to him. Of course, they met in a tavern…

Flash forward again to East Barrens. In the town they made immediately for the Temple and the Bishop’s palace. Bishop Williams greeted them and asked them to investigate a series of terrifying bursts of magic that have come from the west, beyond the Barrenwood. Three of these bursts have been launched as though from some enormous catapult over the last three weeks. Two landed in the forest, but the third struck the town’s sturdy stone wall, reducing a section of it to melted, crystaline debris. At the promise of gold, the party agreed to help and then went to explore the town, including the damage to the wall.

Cleverly, Ilaina, the Magic User, decided to use her one spell, Detect Magic, on the wall and its rubble.

This is the text for the spell from the book, Men & Magic:

Detect Magic: A spell to determine if there has been some enchantment laid on a person, place or thing. It has a limited range and short duration. It is useful, for example, to discover if some item is magical, a door has been “held” or “wizard locked,” etc.

I found this, in D&D terms, almost refreshingly vague. This allowed me to describe what she discovered in broad but useful terms, i.e., it was powerful, transformative magic that she hadn’t seen before. And it was dangerous. I was gratified that the PCs were invested in investigation of the phenomena involved from the off! So much so, that, when the opportunity to cast Detect Magic arose again later that same session, and in the same day, I allowed her to do it, with the understanding that, if it were in a dungeon or wilderness setting, I wouldn’t allow it. It’s rough being a 1st level Magic User in these older D&Ds. What is obvious, also, is that far more of the available 1st level spells in OD&D are utility spells, rather than offensive of defensive, compared to later editions. This makes the Magic User much less useful in combat encounters in the early days. This, we discovered later in the session.

Ilaina warned the stone masons working to repair the wall that the debris could be dangerous to handle and they began to take precautions, with thanks.

As they made their rounds in the town, they discovered a couple of things. Another team of adventurers had set out a week ago to find the source of the magical blasts, but had not yet returned. This was of particular concern as that group was made up of locals, and the townsfolk were eager to get them home.

Before they could settle into the inn for the night the Bishop approached them again on the rain-soaked streets, with a request to investigate the cemetery by the temple. Reports had come to her of strange noises emanating from there and she was worried about grave-robbers. They readily agreed to check it out. When they got there, they opened the large gate and utilised an iron spike to wedge it open, leaving their vector of egress open, just in case. I admired the use of the iron spike by the players. It was old school as all get out. Then they entered to investigate. They heard the scraping and clacking of the skeletons before they saw them. But it was too late to do anything except roll initiative once they did…

Initiative in OD&D was nicked from Chainmail Miniature Wargaming rules. In fact, the whole combat system was, but thankfully Gary and Dave were kind enough to present an “alternative combat system” for those who didn’t have the patience for all that, in the Men & Magic book. I present it below:

The Alternative Combat System from Men & Magic:
Armor
Class Description
20-Sided Die Score to Hit by Level*
Level 1–3 4–6 7–9 10–12 13–15 16&+
2 Plate Armor & Shield 17 15 12 10 8 5
3 Plate Armor 16 14 11 9 7 4
4 Chain Mail & Shield 15 13 10 8 6 3
5 Chain Mail 14 12 9 7 5 2
6 Leather & Shield 13 11 8 6 4 1
7 Leather Armor 12 10 7 5 3 1
8 Shield Only 11 9 6 4 2 1
9 No Armor or Shield 10 8 5 3 1 1
*Fighting-Men: Magic-Users advance in steps based
on five levels/group (1–5, 6–10, etc.), and Clerics in steps
based on four levels/group (1–4, 5–8, etc.). Normal men
equal 1st-level fighters.
All attacks which score hits do 1–6 points damage unless otherwise noted.
Ronan McNamee (Order #51119631)
20
ATTACK MATRIX II.: MONSTERS ATTACKING
TARGET:
Armor
Class Description
20-Sided Die Score to Hit by Monster’s Dice #
Dice Up
to 1 1 + 1 2–3 3–4 4–6 6–8 9–10 11&+
2 All as in Table 17 16 15 13 12 11 9 7
3 1. above... 16 15 14 12 11 10 8 6
4 15 14 13 11 10 9 7 5
5 14 13 12 10 9 8 6 4
6 13 12 11 9 8 7 5 3
7 12 11 10 8 7 6 4 2
8 11 10 9 7 6 5 3 1
9 10 9 8 6 5 4 2 0
All base scores to hit will be modified by magic armor and weaponry. Missile
hits will be scored by using the above tables at long range and decreasing Armor
Class by 1 at medium and 2 at short range.
The Alternative Combat System from Men & Magic

That’s it. If you have any questions about it, ask your referee (they weren’t using the term Dungeon Master at this stage of the hobby.) If they don’t know, shrug. Make something up.

So, back to initiative. Each side rolls a D6 and compares results. If the rolls are equal, everything happens at once. Otherwise, the side with the higher roll gets to go first. If that’s the players, they can make some decisions about who acts before whom and what actions they’re going to take.

Technically, this is how a combat round should progress:

Chainmail Turn Sequence 1: TURN SEQUENCE THE MOVE/COUNTER MOVE SYSTEM 1. Both opponent's roll a die; the side with the higher score has the choice of electing to move first (Move) or last (Counter-move). 2. The side that has first move moves its figures and makes any split-moves and missile fire, taking any pass-through fire possible at the same time. 3. The side that has last move now moves its figures and makes any split-moves and missile fire, taking any pass-through fire possible at the same time. 4. Artillery fire is taken. 5. Missile fire is taken. 6. Melees are resolved. 7. Steps 1 through 6 are repeated throughout the remainder of the game. Note:Missile fire from split-moving troops is considered to take effect immediately during the movement portion of the turn, and the same is true of passthrough fire. All other fire, both artillery and missile, is considered to simultaneously take effect just prior to melee resolution.
The Move/Counter Move System from Chainmail

Or, alternatively, like this:

Chainmail Turn Sequence 2: THE SIMULTANEOUS MOVEMENT SYSTEM 1 . Both sides write orders for each of their units (groups of figures of like type), including direction of movement and facing. 2. Both sides move their units according to their written orders, making onehalf of the move, checking for unordered melee contact due to opponent movement, and conducting split-moves and missile fire and taking any pass-through fire; then the balance of movement is completed as ordered. 3. Artillery fire is taken. 4. Missile fire is taken. 5. Melees are resolved. Note: Exact orders for each unit (group of figures of like type) must be given. Cavalry may be given the order to "Charge if Charged" (CIC), either in their own behalf or in support of any nearby friendly unit. Such CIC movement begins at the one-half move and is only half of a normal charge, i.e., a unit of medium horse CIC to support a unit of archers would move up to 12" during the second half of the turn.
The Simultaneous Movement System from Chainmail

As you might have guessed, dear reader, these are screenshots from the Chainmail rules I mentioned earlier. That’s what OD&D rules were based on, after all.

In practice, there was really no need for all that. The combat was short. These were half hit-die skeletons (I’m using the optional rules for monster hit dice from the Greyhawk supplement for OD&D, which allows you to use d8s for hit dice. Previously, they were d6s with various bonuses.) Besides, there was a cleric who could turn them on the roll of a 7 on 2d6, which he did. Here’s the rules for turning undead:

The Turn Undead Table from Men & Magic: Clerics versus Undead Monsters: Monster Type Acolyte Adept Village Priest Vicar Curate Bishop Lama Patriarch Skeleton 7 T T D D D D D Zombie 9 7 T T D D D D Ghoul 11 9 7 T T D D D Wight N 11 9 7 T T D D Wraith N N 11 9 7 T T D Mummy N N N 11 9 7 T T Spectre N N N N 11 9 7 T Vampire N N N N N 11 9 7 Numbers are the score to match or exceed in order to turn away, rolled with two six-sided dice. T = Monster turned away, up to two dice in number. D = Dispelled/dissolved, up to two dice in number. N = No Effect.
The Turn Undead Table for Clerics. this is all the rules for that ability.

Yep, it’s just a table again. You’ll notice there is nothing about distance or duration of the turning so we kept that vague. Basically they were turned for as long as it took the PCs to do another action each and make for the gates.

Before that, though, the thief succeeded in a Hide in Shadows roll to go for a backstab. In OD&D, low level thieves’ chances to do anything with their skills are practically non-existent, so the success felt immense, as did the 8(!) damage from the backstab, utterly destroying one skelly! In OD&D, backstabbing gives the thief a +1 to hit and doubles the damage. Huge for a first level character. I would imagine it is much less satisfying at higher levels, as I don’t believe there is any way to increase those bonuses as they level up.

From Greyhawk. The tables for thief abilites and how they improve across levels. Also included is that table showing how demihumans benefit: Thief Open Locks*/ Remove Traps* Pickpocket* or Move Silently*/ Hide in Shadows* Hear Noise Apprentice 15%/10% 20%/10% 1–2 Footpad 20%/15% 25%/15% 1–2 Robber** 25%/20% 30%/20% 1–3 Burglar 35%/30% 35%/25% 1–3 Cutpurse 40%/35% 45%/35% 1–3 Sharper 45%/40% 55%/45% 1–3 Pilferer 55%/50% 60%/50% 1–4 Master Pilferer 65%/60% 65%/55% 1–4 Thief*** 75%/70% 75%/65% 1–4 Master Thief 85%/80% 85%/75% 1–4 Master Thief, 11th Level 95%/90% 95%/85% 1–5 Master Thief, 12th Level 100%/95% 100%/90% 1–5 Master Thief, 13th Level 100%/100% 100%/95% 1–6 Master Thief, 14th Level 100%/100% 100%/100% 1–6 Bonuses to Dwarves, Elves, and Halflings as Thieves: Type Open Locks Remove Traps Pick- Pocket Move Silently Hide in Shadows Hear Noise Dwarf 5% 15% - 5% 5% - Elf - - 5% 10% 15% - Halfling 10% 5% 5% 10% 10% + 1
The thief abilities.

Our Magic User helped by providing light, in the form of a lantern they borrowed from the front gates. I gave the PCs a +1 to hit for this.

Meanwhile the Fighting Man guarded the Magic User. But once the skeletons had been turned, the fight was effectively over. This is when I gave them the opportunity to use Detect Magic again. This time it was on the fountain, which was overflowing into the disturbed graves. The water was filled with the same magical crystal shards as they had seen at the damaged wall, leading them to believe the magic was what raised these skeletons. So they asked me if they could destroy the fountain, make it stop working. The thief failed a Detect Traps roll, which I allowed as a way to understand the workings of the fountain. The Fighting Man, however, was able to destroy it. Now, if this was a later edition, that would have been a Bend Bars/Lift Gates roll for the fighter, but since no such ability existed in OD&D, I was forced to go with the next best thing… Open Doors. As this is a feat of strength described under the Strength stat in the Greyhawk supplement, it seemed like the best thing to use, honestly. It’s a D6 roll, and Siward needed a 1 or a 2 to succeed. He rolled a 2! He used a rope to bring down he fountain and bent the pipe inside until it stopped flowing.

The Strength table from Greyhawk: Strength Hit Probability Damage Weight Allowed* Open Doors 3–4 –2 –1 –100 1 5–6 –1 NORMAL –50 1 7–9 NORMAL NORMAL NORMAL 1–2 10–12 NORMAL NORMAL +50 1–2 13–15 +1 NORMAL +100 1–2 16 +1 +1 +150 1–3 17 +2 +2 +300 1–4 18** +2 +3 +500 1–5 *this is an addition or subtraction to/from the normal carried without encumbrance **fighters with a strength score of 18 are entitled to make an additional roll with percentile dice in order to determine if their exceptional strength is highly extraordinary, consulting the table below: Dice Score Hit Probability Damage Weight Allowed Open Door*** 01–50 +2 +3 +500 1–5 51–75 +3 +3 +600 1–5 76–90 +3 +4 +700 1–6 (1) 91–99 +3 +5 +900 1–6 (1–2) 00 +4 +6 +1,200 1–6 (1–3) ***the numbers in parentheses represent the chance of a fighter with that particular score of opening wizard locked or magically held portals.
The Strength Table from Greyhawk. You’ll notice this table includes the percentile addition for fighters with 18 strength. They abandoned this for B/X D&D and then brought it back for AD&D.

Then they looted the opened graves and went back to the cemetery gate. They used some more iron spikes to keep it shut and called on the Bishop to go and destroy the undead with her far more powerful turn undead abilities. She rewarded them and then they went for a few well deserved pints in the inn where they informed a grateful populace that the water from the fountain and probably the wells in the town, which all came from the same underground river, was probably polluted. They immediately started gathering the plentiful rainwater and filled our heroes with drinks and rumours.

Now, I provided the PCs with plentiful loot from those opened graves. Thousands of silver and gold pieces, gems and magical items. It might seem like a lot, considering it was their first encounter, but gold = XP in this game. At one XP per gold piece, two of their number were able to level up at the end of the session. The thief and the cleric have to attain much lower numbers of XP to level up than the fighting man and the magic user. Since I knew I wanted this game to only last about six sessions and it would be a single adventure, I wanted to make sure they got the chance to level up. So I suspended the usual rule that they can’t gain levels until the end of an adventure, instead allowing it at the end of sessions. I may even allow it whenever they rest to account for the disparity in levelling rates.

Conclusion

I’ll have to come back for another post on the B/X D&D game, dear reader. I didn’t expect this one to go so long! But, please come back for it. We’re playing the absolute classic, The Keep on the Borderlands!

The cover of B2, The Keep on the Borderlands. A purple cover with the name of the module and a colour illustraiton in the middle: a piched battle on the road between adventurers and monsters.
By Scanned by DM2ortiz, Fair use, https://en.wikipedia.org/w/index.php?curid=505624

As for the first session of OD&D; we had a brilliant time. As a note, we were playing online using Zoom and Roll20. Unsurprisingly, Roll20 does not have an OD&D character sheet option, so the player’s just used their own hard copies. We really just used the VTT for the maps. And, although I had a map of the cemetery drawn, we didn’t even place tokens on it. It ended up all theatre of the mind, which was just fine by me. There is no doubt that the game presents some challenges and relies on the referee to make a lot of rulings or to use the rules in unexpected ways, but that was actually part of its charm, I found.

Looking forward to the next session in two weeks.

Time-loop

Spell Jammin’

The Editioning has started. We made some characters for OD&D the other night. We have one Fighting Man, one Magic User, one Cleric and one Thief, just as Gygax (or maybe Arneson) intended. But today, I want to write about a mini 5E campaign we just ended.

I have been running a Spelljammer campaign on and off for the last three years or so. The main campaign is, I guess, nearing a conclusion. I had always envisioned a particular timeline for it, factored in major plot beats, character moments, significant locations and events, but underestimated exactly how long a lot of that would take and, of course, where the PCs would take the game in some cases. So, last year, I decided to take a break from it. But, some months before the break, one of our number was launched into the IRL adventure of welcoming his second child into the world. When he and the rest of us came back to Spelljammer, I wanted to play something that would explain where his character had been in the interim.

The Wild-spacer Giff, Azimuth, is our resident Charisma Fighter. Or, he was. Now, he’s a Fighter/Paladin. He used his charm to get the group out of a couple of tight spots and himself into a couple of hot dates. He had a troubled back-story. The rest of the crew picked him up after he had been left stranded in Wildspace when some disaster befell his own ship, captained by his father, Parallax, also known as “the Admiral.” He didn’t know what had happened and he was driven to find out. When their adventures took them to the Rock of Bral, he did some investigation and discovered that something was happening to ships in a region of space known as the Amos Expanse. This struck a chord with Azimuth. So he put a crew of his own together while his erstwhile companions pursued their own goals, and he set off into the Expanse to find his dad. We called it, “The Search for the Admiral,” or “Dad-quest” for short.

Side Quest

This is how I handled it. We took another extended break from the main campaign and I got the other players to create new characters to act as the crew for Azimuth’s own ship. They all had a connection of some sort to the Admiral so it made sense that they would want to help find him. The players really got into this! They loved the opportunity to play new PCs in the same world, and even, in a way, the same campaign as their older characters had been in for a couple of years. They came up with some incredibly different characters compared to their original ones. My wife was playing a gnomish artificer in the main campaign and decided to create an Astral Elf Circle of Stars Druid who talked like Jennifer Coolidge (like many of the people I play with, my wife is a fully paid up member of the funny voice club.) I wrote, last summer, about the idea of allowing the players to use their two characters interchangeably from now on.

Giff! He's a hippo in a victorian military uniform holding a blunderbuss
Giff! He’s a hippo in a victorian military uniform holding a blunderbuss

The bulk of the seven session campaign was spent searching and investigating the Amos Expanse. I handled this as described in this post. TL;DR they rolled on a few encounter tables and they marked progress points when they rolled a 6. In the end, they rolled on those encounter tables quite a few times. What I enjoyed most about this part was that they found a through-line of a plot in the random encounters that I had never intended. There were a number of different hazards, problems and encounters that involved Kindori, the whale analogues in Spelljammer. There was an encounter with some space-vikings who were hunting them. Another involved the corpse of a Kindori that was being mined for space-ambergris and another was an encounter with a Kindori ghost. I had come up with these by using the spark-tabes in Between the Skies but never saw them as connected. And they wouldn’t have been if it hadn’t been for the order they were rolled up by the players during their journey. Anyway, on 5 progress points, they found what they were looking for.

Loop

It just so happened that the last encounter they rolled up before the finale was a big one. They encountered a Void-frost Elemental that was holding open an anomalous portal from the Elemental Place of Frost into Wildspace and it was spreading out from there. The PCs’ ship got caught in the ice (along with another Kindori who ended up helping them) They were forced to trudge across the space-ice-floe and defeat the elemental to close the portal and release their ship. It was a tough fight and they took a lot of damage to achieve their goals, but they won out in the end. When they did, of course, the enormous portal popped out of existence. This event drew the Crimson Cloud they had been hearing about to that spot, to fill the “void” it had left. It also trapped the PCs inside the cloud!

It turns out this was a fortuitous happenstance since this is also where Azimuth’s Da had been all this time. He, along with all his crew and a whole other ship had been trapped in a time loop inside the cloud ever since the disaster that had left Azimuth stranded at the start of the campaign!

Here’s what happened. Azimuth’s Dad, Captain Parallax, had been commanding his ship through the expanse when it encountered the Crimson Cloud. The Cloud was a temporal anomaly that allowed beings and objects to travel in time. Inside the anomaly, they got hit by another ship that had also been caught in it. This other ship also bore Azimuth’s Dad, just a much younger version of him. And it was a mercenary ship from decades earlier. The mercs rammed into the Admiral’s innocent merchant ship, assuming they were their target. And that’s when they got stuck in the time-loop. A device aboard the Admiral’s ship, a sort of Portable Dungeon, meant to trap whole armies in a prison demi-plane, interacted with the temporal anomaly and trapped them in the time-loop.

The way I planned it, the loop would last only about 15 minutes. As such, the two crews and the two versions of Azimuth’s Dad had done this over and over again, hundreds or thousands of times. But none of them were aware until the PCs also got sucked in, half way through a loop.

This is what I did to handle the loop. I established the events that would happen without the intervention of any outside influence such as the PCs. Here is the basic set of events:

  1. The ships enter the cloud/loop after colliding – The Mastodon’s Breath (Parallax Senior’s ship) is damaged but not completely wrecked. It has a great hole near the prow. The Jackpot (Parallax Junior’s ship) has only taken minor damage, but, unknown to them, it is enough to cause a massive blowback effect when they fire the cannon into the Mastodon’s Breath. It will be enough to destroy both ships in a cataclysmic explosion.
  2. Xenotermination giff marines get together to make an assault on the Mastodon’s Breath. Lieutenant Parallax is cheering them on from the spelljamming helm. The assault is met with surprising opposition from the elves in Lord Faewynd’s retinue (these guys were being transported by Parallax along with their cargo) and the crew of the Mastodon’s Breath, not to mention the distraught Captain Parallax himself. The fighting is bloody and results in the marines retreating, badly hurt.
  3. Fearing the worst, Lord Faewynd and a bodyguard escape the MB on a small tender with the spelljammer helm from the ship and the Astral Dungeon on board. Meanwhile, both crews take the time to rest and heal.
  4. Just as the Jackpot’s captain, Captain Lagrange orders the firing of the main cannon, Lieutenant Parallax and Captain Parallax finally see each other from opposite decks. That’s when both ships explode in a fiery blaze.
  5. Not long afterwards, the Astral Dungeon will reset, taking everything back to the starting point, just after the two ships collided.

Live. Die. Repeat.

I got the idea to do this, partly because my wife is a big fan of time-loop movies like Groundhog Day and Edge of Tomorrow and I wanted to give her that experience. But also, I had read a clever adventure in the Dragonbane boxed set that showed me it was possible to create an adventure like this. In fact, it made it seem relatively easy. It hinged on the series of events, of course, but “The Village of the Day Before” was far more complicated, in many ways than what I had planned. It had a lot of NPCs you had to locate and keep track of, for one thing. I didn’t need to do that so much since everyone was restricted to one of two ships. In fact, it was surprisingly easy to run, is what I found, as long as I kept the timeline in mind.

The PCs experienced three iterations of the time-loop. On the first two times, they got blown to smithereens along with everything else trapped in the anomaly when the merc ship fired their enormous cannon and blew up the Astral Dungeon. They reappeared on the edge of the map each time. On the second go, they noticed the interaction between the explosion from the cannon and the Astral Dungeon in the middle of a pitched battle with the giff marines. By the third one, they had figured out they had to prevent the cannon from blowing that thing up and they had to get to it and find out some way to shut it off to free themselves. And that’s what they did. They had to kill the mercenary captain and fight the marines to a standstill while they figured it out, but they managed it.

Conclusion

In the end, there was no “big bad” to fight to end the adventure. There was just a puzzle to solve and some chances to take. The players did that and they escaped the time trap. It was exactly what I wanted and the players seemed to enjoy it too.

If you’re thinking about running a time-loop adventure, DMs out there, do it! But let me warn you, it’s hard to keep it to yourself when you’re planning it!

The Editioning: How to OD&D

The Editioning Begins

The first session for our Tables & Tales OD&D game is set for next Friday. I think it’s just going to be a session 0 to introduce the game to the players and have them create characters. Part of the reason for this is the way I’m approaching it. It’s going to take a little longer to complete my preparations than I thought it might. Today, I’m taking you on the start of that prep journey with me. Click this link to check out all the posts on the Editioning, our challenge to play all the major editions of D&D in the next twelve months or so.

Step 1: the Map

I have made an important decision, dear reader. I’m not going to run a published adventure for OD&D in the Editioning. For one thing, there are precious few of them. For another, they are not very attractive. I considered running the adventure contained in the Blackmoor supplement, the Temple of the Frog. But then I listened to this review of it on the Between two Cairns podcast and I decided against it (yes, I know they were reviewing the 1986 version made for the D&D Expert Set, but I’m assuming a sufficient similarity that will allow me to make assumptions about the older version.)

Instead, I thought to myself, I thought, “you should just do what the OD&D core books assume you’re going to do, create your own dungeon, your own wilderness, your own NPCs and monsters and treasures. That’s the real OD&D experience, you idiot!” I then apologised to myself for calling me an idiot and got out some graph paper and a pencil, because Gary and Dave told me to start with a map.

Dungeons & Dragons, Book III, The Underworld & Wilderness Adventures by Gary Gaygax and Dave Arneson starts with a section entitled, “The Underworld.” Here’s the first page of that:

Sample side elevation of a dungeon from the Underworld section of OD&D volume III
Sample side elevation of a dungeon from the Underworld section of OD&D volume III

OK, I don’t have a lot of time, and am only willing to expend a moderate amount of effort but I have a decent imagination. So, hopefully that’ll see me through. One advantage I have here is that I know I only want this game to last about six sessions, so I doubt I need to make anything very large.

Since I’m starting with this map, I’m hoping it will inspire me to come up with a theme for the adventure/dungeon. Let’s see.

If you are one of my players, TURN BACK NOW! SPOILERS AHEAD!

Levelling

My dungeon - six levels including the ruined tower on the surface and the sea cave at the bottom with the flyig saucer crashed in it.
My dungeon – six levels including the ruined tower on the surface and the sea cave at the bottom with the flyig saucer crashed in it.

I’ve started by planning out six and a half levels of dungeon. My pen did provide some inspiration immediately by drawing the whole side elevation with a cliffside on the left. I hadn’t meant to do this, but a slight mistake led to it and then, it just felt right. I placed the ruined lower floor of a tower on the surface, near the cliff’s edge and drew a shaft dropping from the floor down to a subterranean level. That level also has an entrance on a ledge poking out from the cliffside.

At the book’s urging, I decided to mix up the methods by which an adventurer might move between each of the levels. The bare shaft between levels one and two gives way to a simple stairway between two and three. From three to four and from three to five there are lifts and you can only safely traverse the gap between levels four and five if you can fly. From level five, you can get to level six by the use of a rocky slide or a teleportation pad. You might also get to level six by descending from the ledge at level 2 above, although you would need a lot of rope and a swimming proficiency badge. I like this! It seems fun and means the players won’t always know what to be on the look out for when they decide it’s time to descend.

For the craic, level six is a submarine cavern, inside which is a crashed flying saucer. Well, looks like a theme is definitely coming together, although, it hasn’t fully crystallised yet.

Level One

The ruins of the tower currently play host to a group of Dwarven mercenaries in need of shelter. There are four rooms, including the Dwarves’ camp. One room contains nothing of interest but a handle to the trapdoor that leads down to Level Two. Another has a riddling raven who keeps its hoard of shinies here. If they answer a riddle, they’ll get a prize but if they attack the bird, they’re getting cursed. The last room has the trapdoor to the next level and a Gray Ooze resting on top of it.

I’m having immense fun with this so far. I’m doing it all by hand; drawing the maps in a notebook and writing out descriptions on the opposite pages. I normally do session prep on my computer and I haven’t built a dungeon from scratch in maybe eight or nine years. It’s a real breath of fresh air!

Level Two

My thinking behind this level is that it is there to dissuade potential dungeon delvers. It will present wave after wave of undead, who will regularly appear, as if from nowhere, in the room adjacent to the one the adventurers emerge into from the level above, trying to force them back. The undead are not real. Rather, they are like characters generated by the holodeck in Star Trek. If the PCs explore other ares of the level, they will probably find the hidden control room which will allow them to turn off the hardlight illusion generator. Then they’ll be able to get through to the stairway leading to the next level down.

I am quite excited about this idea, especially as there is an alternative to fighting the undead or figuring out the illusion generator. They can escape to the ledge on the cliffside from this level, although the only option is to descend into the sea from there…

Levelled Out

A crude line drawing of a dragon with a bird flying at its face
Dragon

That’s as far as I have gotten so far. I need to knuckle down and expand on what I’ve done so far. So I’m going to leave this post here for now. I’ll keep you posted on my progress in a few days.