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.

The Editioning: From OD&D to 5E 2024

Bloggies Inspiration

I have read a lot of TTRPG blogs in the last few weeks, dear reader. I imagine the chances are good that you have too, if you’ve been following the Bloggies awards over on Explorer’s Design. There have been so many wonderful reads, I really did find it hard to choose between many of them. What a I liked most of all were the posts that expressed their enthusiasm for the hobby in one way or another. You can feel it shine from a d66 table of carefully curated results as much as you can from the effusive prose of some bloggers. And there were blogs about every aspect of this weird pastime from story-telling to initiative methods and everything in between. So often, what I found is that writers went back to the source material for inspiration, those historical tomes that defined the RPG scene and continue to play an outsized part in it, whether we like it or not. Most of these we were OSR bloggers with a keen interest in the original D&D from 1974. But you would occasionally see other editions get a shout out. On top of this, I get a newsletter from the Shop on the Borderlands that tempts me weekly with a lot of old dragon game shit I don’t need… Unless, what if I did need it?

The Editioning

Now, I have some to lots of experience with most of the editions of the game, and I already have a bookshelf full of D&D, mostly AD&D 2nd Ed and 5E, but also several 4E books, a smattering of 3rd Ed and a couple of 1st Edition tomes. So, I figured, if I undertook a challenge to play a full adventure in every edition of D&D during the next twelve months, I wouldn’t need to supplement my collection too much to make it possible.

So, that’s where we are now. The Editioning is coming to pass. The plan is to play every edition of the D&D game, in order (although there may be some overlap) in our gaming community, Tables and Tales, between now and February next year. Isaac has agreed to take up DM duties for several editions. I will run OD&D, AD&D 2nd Ed, 3rd Edition and 3.5 and Isaac has said he would like to run B/X D&D, Ad&D 1st Edition and 4E. Someone else in the community might run 5E 2014 and 2024, but if not, I’ll probably do those too.

Pre-loved

The covers of the AD&D 1st Edition Dungoen Master's Guide and the D&D 3.5 E DMG.
Just arrived!

I’m trying to source second-hand copies of the main rule books of each edition where possible. It seems more like a real history project when you have relics, primary sources, legendary tomes. It’s part of the adventure. I like to think about others using the books to play their own campaigns twenty, thirty, forty years ago. It puts me in touch with my own teenaged self and allows me to tap into the enthusiasm I had for the game back in the day. Also, its just cool to have them.

I’ve been surprised to find that you can get most of them for prices that I don’t consider extortionate, either on Shop on the Borderland or Ebay. I started shopping for them last week and a couple of DMGs showed up on Friday, AD&D 1st Edition and D&D 3.5E. They’re in good condition considering how much I paid for them. But before we get to those editions, we need to take a look at OD&D and D&D Basic/Expert.

The Educationing

This undertaking has taken me to school. I had to figure out which editions were really distinct enough to deserve to be a part of it. I started by looking up the full list of editions here. I found this useful table:

A table nicked from the Wikipedia entry for Editions of Dungeons and Dragons. it shows all the versions from OD&D to 5E 2024.
From Wikipedia

You can see that it clearly shows the parallel evolution of Dungeons & Dragons and Advanced Dungeons & Dragons. I remember, as a young DM being quite dismissive of the non-Advanced version of the game. I had cut my teeth on the Basic Set but felt as though I had graduated past it to AD&D after a year or two. Never-the-less, I did play it in the nineties. A friend DMed it for us using the Rules Cyclopedia and the Hollow World campaign setting. Looking back at it now, I wish I had had more of an interest in it. Above any other version of the game, except, perhaps OD&D, it seems to have had the greatest influence on the modern OSR. Hindsight is 20/20 I suppose.

I have seen the terms B/X and BECMI and Blueholme and The Red Box and whatnot, for a long time. But this was the first time I bothered my arse to figure out the differences between them. This despite having actually played the using the Basic Set myself. I did not know that the confusing “abbreviation,” B/X referred to the first two boxed sets of the D&D rules, Basic and Expert, which allowed play from level 1 to level 14. I also had not known that the initialism, BECMI, referred to the full set of five rule-books, Basic, Expert (why is Expert shortened to ‘X’ in B/X but ‘E’ in BECMI? Make it make sense!) Companion, Master and Immortal. BECMI supported advancement all the way from 1st level to 36th!

Anyway, I made the executive decision to collapse all these versions into one, and just refer to it as B/X, since the main difference seems to be the extension of level caps with each successive book and we will not be playing long enough for that to be an issue. Nonetheless I have ordered both the Basic Set rule book and the Rules Cyclopedia, just to make sure we have all our bases covered.

Whither Adventure?

The cover of the Making of the Original Dungeons and Dragons. It has a red cover with a big gold ampersand on it.
The cover of the Making of the Original Dungeons and Dragons.

There are still a few decisions to make. And there is a lot of work to do to prepare.

I have a relatively easy task to begin with, and that’s the reading of the OD&D books. I picked up the PDFs of these from Drivethru for a song. I do have them in a a slightly unwieldy printed form in “The Making of the Original Dungeons & Dragons” book that a friend kindly gifted me at Christmas, so I am happy not to need to empty my bank account to purchase a vintage copy of those books. I’ve quickly realised that I would also need the Greyhawk supplement since, otherwise, I would need to use the Chainmail medieval miniature war-game to run combat, and that was a bridge too far for me. The Greyhawk supplement included the first iteration of the D&D combat system that we might recognise today.

On top of that, we have to decide on what adventure modules to run for each edition. I would like to use vintage adventures that were made for the particular edition that we’ll be playing. For B/X, AD&D etc. there are tonnes of options, which means we’ll have to narrow them down somehow. But for OD&D, we have a very different problem. Adventure design appears to have been mainly the domain of the DM. The main books give you rules and tables, monsters, treasures etc, but mainly they encourage the DM to create their own stuff. Which is great! But it leaves me with the question, is that what I should do? Since that’s the intention? Or, should I use the one adventure I could find in any of the OD&D supplements, Blackmoor? The adventure is “The Temple of the Frog,” and I haven’t finished reading it yet. But it does strike me as the sort of scenario that could be quite lethal unless the PCs turn up with an army of hirelings. If that’s what’s intended, maybe that’s just what we should go for.

Conclusion

I don’t yet know which way I’ll go with that decision, dear reader. I would welcome feedback from anyone with more experience of OD&D or the Temple of the Frog than me.

In general, this challenge has got me quite excited about playing D&D for the first time in quite a while. I wrote a few posts about maybe getting back into playing AD&D back in 2024, specifically I wanted to play Dark Sun. The experience of even making a character put me off it. But I now think that, with other players involved, it could be not only of historical interest, but it could be really fun! I know some of our players in Tables & Tales really like a bit of crunch, while others love the OSR principles of rulings above rules that OD&D might bring.

One thing you can be assured of, dear reader, is that I’ll be taking you with me along the way. I hope to have some interesting things to write about reading, prepping and playing these games, so stick around!

Revenge of the Giff

I’m considering an option that harks back to Dark Sun. In 2nd Edition Dark Sun, a player started, not with just one PC, but a whole stable of them, called a character tree.

Mid-season finale

The crew of the Cadabra were going home. After weeks of adventure across Scatterspace and all over the Rock of Bral, they have arrived back at First Home, the asteroid/inn/shipyard that was their first stop after leaving their world behind in the first place. They could justifiably expect a warm welcome since they freed the shipyard from a Neogi infestation last time. But they weren’t expecting to be confronted with a crew of kobolds from their home island to be there. Kobolds who probably thought the PCs had murdered their queen. They also weren’t expecting to find Becky Fullpockets’ personal spelljamming vessel there. They had been struggling against the machinations of the technomagical billionaire ever since they fled their planet. It looked like they were stuck between a rock and a hard place, with no escape!

No better place to end part of a season than on a cliffhanger. And that’s what we did right there. We have been on a break from our Spelljammer campaign for a couple of months now. It’s given me a break from 5E and allowed us to play some other great games in the meantime. But now, it’s time to come back, sort of.

Spin Off

A few months (IRL months, that is) before the crew of the Cadabra reached First Home for the second time, they said goodbye to one of their number. Giff Fighter-Paladin, Azimuth, who had to be rescued from two ship-wrecks in quick succession might have been labelled a Jonah by many crews, but the Cadabra was different. They welcomed him on board with open arms and he adventured with them for a while. But, eventually, he was always going to go back to look for the father who went missing from the first of those two ship-wrecks. Now, while his erstwhile comrades are heading back to their homeworld, Azimuth is armed with a little knowledge about the stretch of Wildspace Papa might be found in and a ship stolen from Becky Fullpockets. He’s preparing an expedition of his own to go find his real dad… Not that gnome who pretended to be his dad during that short period where he’d lost his memory (long story, dear reader.)

The rest of the players are coming back too, but they’ll be playing new characters for this spin-off. Azimuth needs a crew for his ship, after all. We are getting together tomorrow night for a session-0 type thing. I think everyone is looking forward to trying some different classes/backgrounds/species compared to the ones they have been playing for over two years in the main campaign. Although, Azimuth’s player, David, doesn’t get a new character, he does get to pursue his PC’s main drive and its a great welcome back to the group for him.

As for me; I’m looking forward to yet another shake-up in this game. I’m planning to use the progress-based travel rules that I mentioned in my Prep Part 2 post last week. And, as well as that, I have something very special up my sleeve for the meat of the adventure, which I can’t reveal here and now (my players read this blog sometimes.) I’m definitely going to write about it after the fact, though.

Change of Cast?

The introduction of new PCs into the campaign, even though its a spin-off, raises the question of what happens once Azimuth joins back up with the main crew again. I’m considering an option that harks back to Dark Sun. In 2nd Edition Dark Sun, a player started, not with just one PC, but a whole stable of them, called a character tree. I believe you were supposed to begin with four characters. This was to help counter the lethality of the setting, giving a player back-ups in the inevitable event of a PC death. This made a lot of sense, especially considering the amount of time it took to create characters. Go check out my Dark Sun character Creation series to witness exactly how long that took.

So, my thinking is that, once this spin-off is done, if they want, the players will be able to swap PCs in or out as they like. This should have the double benefit of providing the players with a bit of variety and allowing them to almost fully crew their ship with their own characters, rather than just NPCs. I’m currently thinking through how I’ll handle character advancement if I do allow this. In Dark Sun, if I remember correctly, the PC only gained experience when they were actually played. No vicarious levelling. I think this makes a lot of sense, but it might be more difficult to adjudicate with milestone levelling.

What do you think of these ideas, dear reader? Have you ever run a spin-off campaign like this? Would you be happy for your players to switch between active PCs like I’ve described?

Alien RPG(s)

World’s first Alien RPG

Imagine you’re twelve years old and you have an obsession with something. I would imagine this is a relatively trivial task for most of the nerds reading this blog post. Anyway, You have an obsession and you generally want to express your love for your obsessions through the medium of role playing games. Once again, I’m sure you’re all still on board. I had several of these, Lord of the Rings x MERP, check, Star Wars x West End Games Star Wars the RPG, check, Robotech x Palladium’s Robotech RPG, check. You get the idea. But there was one missing. It was an important one. It related to a sci-fi movie series that I was far too young to watch legally (sorry Mum!) It was Alien(s.) The first I even heard about this franchise was from a friend on the playground. He and his brother had managed to stay up way past their bedtime and watch it with the sound turned way down so as not to wake up their parents, on a satellite TV channel (which I did not have.) Anyway, he told me literally the entire plot of Aliens from start to finish during break time one morning, leaving pretty much nothing out. And I knew I had to see it. It was some time later that I managed to get someone to rent me a VHS copy to watch myself. And thus was the obsession kindled. The hardware, the badasses, the gunfire, the nuclear explosion, the Xenomorph itself. It was all perfectly concocted to appeal to the mind of a twelve year old boy. It was frankly cruel to prevent me from seeing it! It wasn’t until quite some time later that I even got to watch Alien. And seeing it, that first John Hurt chestburster scene, the slow whittling of the crew, the hiss and the creep of the monster, the silence and the horror of it. Still gives me goosebumps to watch that film.

By that point, I was well into RPGs, had been playing D&D for a couple of years, had played Gamma World, Twilight 2000, Shadowrun, all the games I mentioned above and more. But there was one missing, an Alien(s) game. Why? Because it did not exist at that point. It was still a couple of years before the Aliens Adventure Game would be published by Leading Edge Games. Even with how badly that game was received, I would have taken it. But it didn’t exist, so I made my own…

I actually remember writing a full rule-book for it. I did some drawings and cut and pasted some movie stills from magazines for the more complicated stuff. I remember being quite proud of my work, which was contained in a three ring binder and held together otherwise by sellotape and glue. I can’t find that binder now. It’s been more than thirty-five years, so I was particularly pleased to be able to discover even a small piece of evidence of this first Alien RPG. I found a hardback science notebook that contained the first (and, I think, only) adventure for my Alien RPG. Here are some pages from it.

Unsurprisingly, it was a sort of dungeon crawl set in a “titanium steel” mine (the irony that I wrote this in a science notebook, of all things, is not lost on me), with a point crawl in a town called Lewisville attached to it. I used a sort of cursed chimera of D&D and Palladium rulesets to run it. As I remember, this worked well for my friends and me. We had played so much of both, they were second nature to us. The PCs were all colonial marines on a bug hunt. It didn’t lean into the themes of the movies or evoke much of an atmosphere BUT, the marines got to shoot a LOT of Xenomorphs. And that, for us, at that age, was all that mattered.

World’s latest Alien RPG

Alien Evolved Edition is Free League’s latest incarnation of their 2019 Alien RPG. It had a really successful kickstarter, which I backed at the last minute. I wasn’t going to. I mean, I still had the first edition on my shelf, it’s only a few years old, and I hadn’t even played it yet. Not only that, they were at pains to point out that this is not a big overhaul of the game, more like some rules-clarification, the addition of solo rules, and a glow-up. But then, they showed me the special edition of the core book… and I caved.

I don’t regret it though. Free League is almost guaranteed to produce a true piece of art every time. And this book has art and design by Johann Nohr of Mörk Borg and Into the Odd fame. I received the Beta versions of the PDFs today and I am not disappointed.

Anyway, I thought it was probably about time I pulled the first edition off my bookcase and dusted it off. I have been reading it for a few days, prompted, I think by the fact that it was Alien Day on April 26th.

Much of this RPG will be very familiar to anyone who has played any of Free League’s Year Zero Engine games over the last few years. When you try to do something, you make a dice pool from your ability score and your skill score with additions from items or circumstances. Alien uses exclusively D6s so all you’re looking for is a single 6 for a success. But there are a couple of differences with Blade Runner and Tales from the Loop, with which I’m more familiar.

Firstly, you also add to your pool, Stress Dice equal to your current Stress score (which you can gain mainly from pushing rolls.) This gives you a better chance at success but also introduces the potential for your character to Panic, if you roll a 1 on one of those dice. This is usually not good for you. The effects can range from a mere tremble in the extremities, to a berserker rage or full catatonia. Sounds fun, right?

Secondly, you get to add stunt effects when you score more than one 6 on your roll. This feels like it was yoinked directly from Green Ronin’s Fantasy AGE game system, which Dragon Age uses. However, it utilises specific stunts for each skill. I imagine this necessitates a lot of book-checking when stunts come up, but its still a nice feature, which I appreciate.

There is another attractive element to the game as well. I like the very clear delineation between Campaign and “Cinematic” play. Campaign play is exactly what it sounds like. You create your character as you would in any other RPG and you and your friends hope they survive through a multi-session story as things probably spiral slowly out of control. The book includes some useful resources for creating planets and start systems, as well as thematic NPCs to help with this style of game. Cinematic play is designed for one-shots, or, at least a short series of sessions. The events of it are probably a little less flexible and fit into an appropriate three-act structure. The PCs are chosen from a few pregenerated characters. And let’s face it, if you’re talking about Cinematic and Alien, you are not expecting them to survive, or, at least, not very many of them.

Alien Day delayed

I was so annoyed that I had missed an opportunity to play an RPG on a non-standard holiday that relates to it, that I felt like I had to play it anyway, in penance. So, I announced a one-shot of the first edition of the Alien RPG today on our Tables and Tales Discord, and I have a couple of sign-ups already. I have a few published Cinematic options and a few days to decide which one to play. I am leaning towards the one from the core book, which relates directly to the events of the movies, as an introduction for the players. But there are also the scenarios in the Starter Set and the Destroyer of Worlds boxed set that could be contenders.

I’ll be back probably next week with a report on how it went! I might just do a round up of that and our Star Wars themed Vaults of Vaarn one-shot from May the fourth. See you then, dear reader.

April Fools

My dirtiest trick

I’m not really a big fan of “tricks.” The word gives me the feeling of something rather mean. And, as a GM, I would rather not be mean to the PCs. Challenging, sure, occasionally lethal when called for, absolutely. But not mean. The closest I have come in recent years was when I had the corpse of a recently deceased player-character possessed by a demon in order to wreak havoc at their own funeral.

The Death

Merideth, played by Isaac was the sort of tiefling barbarian that every D&D party needs: utterly heedless of danger, first into the fray every time, usually naked with naught but a bevy of rotting heads dangling from her belt. She was one of an intrepid crew of adventurers who had recently turned up on the shores of the great orcish nation of Tír na nOrc. They were convinced by a patron to assault the hideout of one of the capital’s under-city gangs. There, Merideth was murdered, predictably enough, as she charged headlong into the guards in the entrance hall. Slightly less predictably, it was a stray crossbow bolt from one of her own companions that really did for her in the end.

Merideth’s companions continued on regardless and explored the rest of the gang headquarters, as well as the maze of traps below it. There they uncovered a secret pact between the gang, An Fiacla Dubh, and the Demon Lord of the Hunt, Baphomet. This would soon bring the eternal Blood War of the Lower Planes to the streets of the city. While they were at it, they released a dybbuk that had been imprisoned in the burnt and blackened body of a prisoner chained in the maze. It escaped, but that would not be the last they would see of it.

The Funeral

The dungeon over and done with, the next session we agreed that it would be a nice gesture if the PCs, along with a collection of major NPCs from the city of Ráth an Croí gathered at a private dock to bear tearful witness to the funeral of Merideth. A Priest of, Kaigun, God of the Sea, was employed to complete the ceremony. The barbarian was laid out on a raft and pushed off after everyone had said their words of tribute and farewell. Then, viking style they shot flaming arrows at her to send her off in fire and glory to the after life.

But, just before any arrows managed to hit, the dybbuk emerged from the waters of the dock, shadowy and incorporeal. It seized the body of the tiefling and propelled her at her former comrades. Isaac, represented in this scene in his new, bardish guise, was forced to fight off his former character as were her former companions. As moments of surprise and shock go, I have rarely been prouder to present this one to the PCs. It was only improved by the nature of the dybbuk. The demon, (the 5e version can be found in Mordenkainen’s Tome of Foes) which appears as a translucent, flying jellyfish in its natural form almost always appears, instead, in possession of a corpse. One of its features is that it can plunder the mind of the dead one for details of its life, memories and bonds to mess with their loved-ones. I used this to good effect, particularly on her long-time adventuring pal, Antoinette, and the poor PC who accidentally killed her, the Outlaw, Josie Wales (yes, really.) Another of its features is that it gets to use the abilities of the body it possesses, meaning they had to face the formidable might of the undead/possessed barbarian as well as a plethora of other enemies who showed up for the fun.

Luckily, they other PCs all survived and they got to kill Merideth all over again. Ah, good times!

What about you, dear reader? What was the dirtiest trick you ever perpetrated in the context of an RPG… or otherwise?

Dwarven Strongholds

The Complete Player’s Handbook Series

Character options in D&D 5e have always felt pretty thin on the ground to me. Official ones at least. Of course there are hundreds of subclasses, species/races, backgrounds etc. out there from third party creators but it has always seemed as though WotC have deliberately limited the number of official options they put out. I sometimes wonder if I only feel that way because 5e is not my first edition of the game. Because, in comparison 2e, the various classes and species are woefully underserved in my opinion.

In the late 80s and early 90s TSR released a set of books designed to complement the basic character options presented in the 1989 Player’s Handbook for 2nd Edition Ad&d. there was one for each of the classes. These generally focused on fleshing out the possibilities for the classes with “kits” background options, class-based campaigns, new abilities and features, class-based organisations like thieve’s guilds. There were also several supplements that dealt with AD&D races. The elves got one, the gnomes and the halflings got lumped together in their own book and they even had one called The Complete Book of Humanoids, which featured a plethora of “monstrous” races as PC options.

Back in those days, my table got a lot of use out of most of these books. The character kits from the class books became standard choices in many cases and the extra racial options were very popular for rounding out PCs.
But my favourite, by a pretty long way, was the Complete Book of Dwarves. I had been a fully paid up member of team-dwarf since I read the Hobbit as a kid. I loved their aesthetic, their toughness, their curmudgeonliness, and, of course, their beards. I had a few dwarven characters over the years across multiple games and systems but I don’t think I ever got to have one in AD&D as I was almost always the DM. So, instead, I used the Complete Book of Dwarves to make up Dwarven societies, kingdoms, mythologies, NPCs and Strongholds. The book contains chapters on the mythical origins of the dwarves, dwarven subraces, “Your Life as a Dwarf,” Character Creation, Proficiencies, Dwarf Kits, Role Playing and Personalities, Mining, Equipment and Designing Dwarf Campaigns. I remember getting fully immersed in dwarven world-building in a way that my players probably did not entirely appreciate. But, if I’m honest, that was for me anyway, not for them.

Stronghold Creation

So the Complete Book of Dwarves has a whole chapter devoted to generating your own Dwarven Strongholds and I have a distinct memory of being wrapped up, sick, in a duvet on the couch rolling up stronghold after stronghold. I must have recorded them somewhere but those records have been lost to the mists of time along with Cold War and white dog poop.

Now, I haven’t had a copy of the book in years. I’m not really sure what happened to the one I had, but there is a good chance it was borrowed by one of my good friends a mere thirty years ago and they haven’t gotten around to returning it yet. Understandable. Anyway, it was my birthday on Tuesday and my friends Tom and Isaac gifted me a copy of it! I had recently been going on about my particular love for this book and they’d actually listened to me!! True, true friends.

So I thought we could create a stronghold together now that I’ve got it. Strap in!
According to the opening section of the chapter:

Strongholds are the homes and workplaces of the dwarves. They can range from simple family residences to huge subterranean cities. The stronghold design sequence allows you to design a stronghold, either by making a series of choices, or by random die rolling. You may also combine the two methods.

Dear reader, if you have been here for any of my character creation posts, I think you will know which way we are going. Random all the way!

Here’s the Dwarf Stronghold Design Sheet:

You can see that we are going to start with the name. Now this actually requires us to turn back to Chapter 4 first and locate the Dwarf Name Generator.

  • We then roll 1d4 to determine the number of syllables in the stronghold’s name – that’s a 2.
  • That means we roll 1d20 twice on the Dwarf Name Generator Prefixes table – that’s a 7, Dal- and a 16, Nor-
  • We go ahead and combine those in the most pleasing sounding configuration, I think that would have to be “Nordal” for me
  • Then we flip back to Chapter Ten and roll 1d20 once more on the Stronghold Suffix Table – 15, -lode
  • Put em all together! Nordallode! It definitely has the sound of a place name made up for D&D but we are going with it

Next! Subraces Present. Ugh. Yep. This is the bit where it becomes a little problematic. Obviously, the whole subrace business in D&D is slightly odd. If you applied it to humans you would be talking about different ethnicities, but D&D doesn’t do that with humans, does it (I mean thank fuck, right?) (I’m deliberately skirting around the variant human unearthed arcana options because I think it’s best to do that.) Anyway, the Subraces Present section wants us to make sure we know which is the main subrace (i.e. the most numerous,) the dominant subrace, and which other subraces exist there. This section also includes a table that tells you how many of the dominant subrace are in your stronghold, while pointing out that this only refers to the number of male dwarves. The number of females is, for some reason, half this number and the number of wee dwarflings is half that again. Look, I don’t know. How they came to such decisions is beyond me and clearly did not even strike my tweenaged mind as something noteworthy at the time.

OK, so, I’m going to roll on the Subrace Table to figure out which is the Main Subrace in Nordallode. The same table determines their numbers. Once again, the table has different potential populations of subrace for each (Deep Dwarves can have 3d100+50, whereas Gully Dwarves can only have 1d100+50.) As for numbers of males to females, I see no reason to abide by the nutty, unexplained logic in this section. I’m not even going to split them up.

  • Ok, Subrace Table, roll 1 – 32 – Gully Dwarves.
  • Number – 1d100+50 = 108

Now to find out which is the dominant subrace and how many other dwarves subraces live in the stronghold. Let’s roll on the Dominant Subraces Table.

  • 61, Hill Dwarves
  • This means there are 1d4 Other Subraces in the stronghold according to this table. I rolled a 2.

I’m beginning to get confused and frustrated by this whole subrace business. The first table got me to roll to determine which was the main subrace and how many of them were in the stronghold. Now, I’m told to roll on a different table to find out which is the dominant subrace (is this not the main subrace?) and then roll to find out how many other sub races are in the stronghold? But, so far, I have rolled two different types of dwarf for main and dominant…

If I continue on to the next page, it tells me to reduce the number of the dominant subrace by a percentage depending on how many other subraces are present. But, I have not actually rolled the number of the dominant subrace yet.

Forget it. I am scrapping the Hill Dwarves. Long stand Nordallode, home of the Gully Dwarves!

I will keep everything else the same. Now, with 2 other sub races sharing their home with them, the Gully Dwarves must reduce their numbers by 25%. That brings them down to a mere 81.

I’m now going to find out how many and what type of other subraces are present.

  • I roll 1d100 on the Gully Dwarves Subraces Table and get 74 – Mountain Dwarves. I roll 2d10 to determine their numbers and get 14.
  • I roll again for the second minor subrace and get 52 – Hill Dwarves. There are 3d12 of these beardoes – 20
  • New population of Nordallode – 115

From the book:

Hill and mountain dwarves may be found at any depth and living with any other subrace. They are clannish and keep to themselves. They are likely to be the employers of other sub races. While these others will likely be in the stronghold on a fixed term contract, it is not unusual for a stronghold to have enclaves of other dwarves who have been there for generations.

Time to figure out the stronghold’s overall alignment. This does not determine the alignment of every member, just the general outlook.

  • 2d6 – Obviously this table has each of the sub races along the top as some of them are more likely to be evil than others (aaaagh.) Nordallode turns out to be Chaotic Neutral.

Let’s move swiftly on from all that nonsense.

Let’s figure out the Type of Stronghold we are building:

  • Another d100 roll and I get a 14, which means it is a Secondary Stronghold and gets to increase its population by 100%
  • New population of Nordallode – 230
  • Secondary Strongholds are second only to Major Strongholds and can be independent or allied with a Major one. I think we will call Nordallode an independent stronghold!

How old is our stronghold? Good question!

  • For Secondary Strongholds we roll 2d6 to find out how many generations of age Nordallode is – That’s 8. Pretty old… except, there is a Racial Modifier. Gully Dwarves subtract 2 from that number. So its 6 generations (no fucking idea.)

And how old can the dwarves of Nordallode live to be? No roll here:

  • Gully Dwarves – 250 years (this is the lowest possible life expectancy and its determined entirely by subrace…)

What type of government does our stronghold have?

  • It’s back to the d100 rolls – 89 – Oligarchy! Why, of course! How fitting! (Wah!) Oh wait, there are more modifiers here. Gully Dwarves add 10 (for whatever reason) and we have to add another 10 for being of Chaotic alignment! That makes it 109. It’s Anarchy baby!

Time to roll on the Attitude Table to find out what our problem is.

  • It’s a d20 roll this time. That’s a 112 – Isolationist. Lock those gates!
  • This means that 75 – 100% of the population is in the frikking militia.

What are our major resources in Nordallode? Well, the book shies away from telling you exactly what you’re rich in, instead, just giving you an idea of its monetary value.

  • It’s 1d20 on the Stronghold Resources Table and I got a natural 20! WOOHOO! Things are looking up for my poor little Gullies. That means it’s Rich!
  • There is an optional part of this table – the starting gold modifier, that applies to PCs who come from this stronghold. So, if your character did come from Nordallode, they would start with an extra 1d10x10gp. Pretty sweet. But wait! Another racial modifier means that you take away 10 from the original d20 roll because Nordallode is a Gully Dwarf stronghold… Born to lose. So, this actually means that my downtrodden dwarves start at Average Resources and so get no starting gold modifier at all. FFS. There is a +1 to the roll for being a Secondary Stronghold, but that doesn’t improve it from Average anyway.

OK, time to find out what Nordallode’s Relationship with Other PC Races is. We need to roll 1d20 four times on the table of that name. I am going to factor in the modifiers at the start this time. I get a +1 for being Chaotic Neutral and, for being Isolationist, I must treat any roll of 4 or less as a 9:

  • Elves – 12 – Threatening
  • Gnomes – 13 – Cautious
  • Halflings – Nat 20, becomes 21 – AT WAR!
  • Humans – 12 – Cautious
  • Nordallode, not friendly to outsiders.
  • Properly, this should only be rolled for the races that live nearby but since this is entirely experimental, I rolled for all of them

OK, we have figured out who we hate above ground, time to go to war or peace with someone underground too. Love the War/Peace Table:

  • Its another d20 roll – That’s a 1 which actually means Nordallode is at peace!
  • The next table allows us to see how long that unlikely situation has persisted
  • Peace Table – 1d10 – 7 – 2d6 generations! – That’s 4 generations of peace! Just not with those fucking Halflings obvs.
  • There is a War table as well but I think we have just determined that we don’t need to roll on that.

Nordallode has to defend itself from the depredations of those vicious, hairy-toed bastards. How do we do that?
With our Military Forces!

  • Gully Dwarves have an Unsteady Morale (7)
  • Apparently the first reaction of Gully Dwarves to danger or conflict is to run away, whether they are members of the militia or not…
  • Their weapons are… “any they can scavenge,” which is not great for a militia but may make sense in a stronghold where anarchy reigns
  • With 230 dwarves in the stronghold, I’ll assume that 200 are in the armed forces. That means that, of their Leaders, there are 50 Thieves (level 2-6), 40 Warriors (level 2-4), 20 Warriors (level 2-6), 4 Warriors (level 8), 2 Warriors (level 10) and 2 Priests (level 1-10)
  • Special Forces – It says 10 to 20% of the militia have some of the specialised Class Kits from the book. I’m not going to get into that right now though as it would require the sort of dive into more general AD%D rules that I’m not prepared for. But, numbers wise, that’s at least 20.
  • War Machine Table! – We get 4 rolls on this because of the size of the militia and we get a +1 to our rolls because of our cool Isolationist attitude. It’s a d10 table – that makes 11 for the first roll giving Nordallode 3 War Machines, 8 for the second roll for another 1 War Machine and finally a 6 for 1 more. That’s 5 War Machines, total. Noice.
  • You can have Animals to defend your stronghold. The specific animal depends on your subrace, unsurprisingly. Let’s a have a cadre of Giant Beetles for the Gully Dwarves of Nordallode. That’ll scare the bejeezus out of those pipe-smoking tyrants!
  • let’s figure out our Total Strength
  • That’s Number of Leaders in the Military (118) + Special Forces (20) + Number of Dwarves in the stronghold (230) = 458. I am not sure what this number means. It seems incredibly abstract.

Conclusion

Every time I revisit one of these old AD&D 2E books, the realities of the western world, the industry, our polluted minds and questionable thought-processes of the writers of game materials largely marketed to children, smack me around the face again.
When I first read this, I didn’t see anything wrong with it. In fact, I specifically remember deriding the mere idea of playing a Gully Dwarf when I was 12 years old. But I am giving that me a pass. He was a child. So, it’s harder to hand out the get-out-of-jail-free card to the creators of the books. They, perhaps unthinkingly, used their creations to perpetuate racist ideas. And I know they are fantasy races but there’s no excuse. Those subraces, as I wrote above, are the same as human ethnicities. According to the writers of this material, only some of them are fit to be the employers of the others, some of them consort with beetles and are cowardly and some are inherently evil… Need I say more?

I had a lot less fun with this process than I remembered having when I was a kid but there are still elements that spark the imagination. I like to imagine the Gully Dwarf heroes! Those few high level Thieves, Warriors and Priests, perhaps riding out on their War Beetles. It makes me wonder about the generations that came before, the founders of Nordallode, and what their lofty goals were. Would they be disappointed in their descendents or proud?

What’s your opinion on these old, race obsessed books, dear reader? Do you just shake it off or do you embrace the stereotyping and run with it?

New Character Options from Erlendheim Part 4

Back to the characters

This is the latest in a series of posts on the new character options I introduced for the PCs in my D&D campaign known as Erlendheim. It was based on a home-brew world of my own but intersected with the 2nd Edition AD&D version of the Planescape setting. This was very special for me as I had always loved that setting and the Planescape products from that time. It was very exciting for me to explore it with my players and I wanted to make it special for them too. So, I created, with their help, new features and class options for each of them. They have little or nothing to do with balance in the game, and most of them are overpowered but that didn’t bother me. It just meant I could ramp up the challenge of the situations they ended up in. You can take a look at the previous entries in this series here.

How to Resurrect a God

So, at a point during their adventures through Sigil, the PCs in my D&D campaign of a few years ago discovered that the god to whom most of them owed their devotion, Helm, was, in fact, dead. Or, at the very least, gone. In the Parted Veil bookshop, the proprietor and confirmed atheist, Kesto Brighteyes, confirmed this for them. This shook our Bariaur cleric’s beliefs to their core. As a senior priest of Helm, Menuk had been praying to his god all his life, and receiving spells and other abilities in return. So, if his god was dead? Who had been answering his prayers? The answer was Aegir, the elemental spirit and Fathomless former patron of our Warlock. They had been intercepting the prayers of the people of Erlendheim and gathering power from them for centuries, posing as Helm and controlling the populace. This revelation rocked Menuk to his core and he immediately lost access to all his priestly spells and features. But at that moment, he also started to hear a noise, as of a plate gauntlet scraping against stone. Only he could perceive it. And it got him thinking there must be a connection to Helm.

This set the PCs off on an investigation, following the trail that began with the sound in Menuk’s head. They had already heard of a portal to the Astral Plane, where they might find the body of Helm floating forever through that wispy sea. It was in the Shattered Temple, headquarters of the Faction known as the Athar, a fiercely anti-deity group. So, they infiltrated the building and jumped through that portal onto the petrified body of a god. Here, the noise in Menuk’s head became clearer, beginning to sound like the words, “Pray, pray, pray, pray, pray to me.” They fought an Astral Dreadnought, which had taken up residence in the region, while Menuk used the power of prayer to awaken Helm.

I inserted a “god-resurrection” mini-game here. This gave the otherwise de-powered Menuk a goal and a focus for the fight while the others struggled with the Dreadnought.

When his prayers finally woke the god, Helm’s great, mailed fist rose and crushed the Astral Dreadnought. He then transported the PCs back to his home plane, Mechanus, where he appeared to them, once more restored to his throne. And this was when he declared Menuk to be his new Right Hand, and imbued him with a new set of Clerical abilities along with all those he lost earlier.

This was one of the most epic and grand encounters and scenarios I have ever run and it was a joy to bring this chapter full circle.

New Cleric Features – Helm’s Right Hand

Below are the details of the new Cleric features that he got. As always, these were written specifically for this particular Life Domain Cleric of Helm so their usefulness might be limited. But, if any of them catch your eye, please feel free to customise and use as you want.

Channel Divinity: The Watcher Over the Fallen

From 2nd level the Life Domain Cleric can use this feature once between long rests. When any creature that is within the Cleric’s line of sight falls to 0 hit points, as a reaction, using Channel Divinity, they can choose to restore them to one hit point instead. This feature cannot be used to heal undead or constructs.

Tough Love

From 6th level, when the Life Domain Cleric summons a weapon using the Spiritual Weapon spell, it can be used to cast any of their healing spells.

Channel Divinity: Helm’s Shield

From 8th level, the Life Domain Cleric gains the ability to summon Helm’s protective power in the form of a shimmering bubble of light. Helm’s Shield surrounds them or any creature the Cleric chooses and can see within thirty feet.
The Shield has an AC of 10 and hit points equal to 10 + the Cleric’s level.

Helm’s Mailed Fist

From 14th level the Cleric gains the ability to transform into the physical embodiment of Helm in the world. They take on the form of a glowing, platinum warrior, adorned in full plate and standing 14 feet tall. The Cleric can take this form for a number of rounds equal to their wisdom modifier (minimum of 1.)
The form grants the following:
AC bonus: +3
Temporary Hit Points: 15 + Wis modifier
Spell Slots: 1 extra spell slot of any level available to the Cleric
Channel Divinity: 1 extra Channel Divinity
Attacks: Add +5 to hit and +5 to weapon damage (damage counts as magical damage)

D&D Planescape Resource – The Book of Doors and Keys

The Foundry Tower

One of the central mysteries of my Erlendheim campaign was the PCs’ hometown. Dor’s Hill stood out like a boil on the perfect skin of an elf. The town stood atop a tall hill in the exact middle of the island of Erlendheim, surrounded by plains and forests. There was something else about it that was odd. A legend, or false history existed, indicating that, many generations ago, a number of very different people appeared in the vicinity of the hill, supposedly sent by the islanders’ primary deity, Helm, to act as guardians of the island. The native people were humans with a Nordic type of culture. The new people that appeared also included humans, though very different to the Erlendheimers, but there were also the goat-like Bariaur, a contingent of Githzerai and several Tieflings too. The legend told that they built the town of Dor’s Hill on top of the hill and swore to live in peace with the people of the island while acting to protect it at the behest of Helm.

As usual with such stories, there were elements of truth mixed into this largely fabricated tale. It was mostly made up or confused or deliberately mis-told over the centuries. In fact, the hill never existed prior to the coming of the new people. Because they arrived in it. It was a building, formerly of the city of Sigil, at the centre of the Outer Planes. It was the old headquarters of the Faction known as the Believers of the Source, or the Godsmen. It had been plane-shifted to the island by one of the Factions’ great rivals, along with everyone in it. When the Godsmen found themselves on Erlendheim, they also found there was no way back. So, rather than despair, they set themselves up on the island, allying themselves with the locals and assimilating.

The Foundry Tower, as it was known while situated in Sigil, had been rather brimming over with portals to other places and planes of existence. It had been renowned for being the most portal-dense building in a city filled with such portals. In Sigil, any door, window, pipe-opening, sewer grate or picture frame could also be home to a portal. You just had to know the key to activate it. So, although the PCs discovered the tower under the hill and uncovered the fact that it was home to dozens of portals that still worked, they had no way to activate them without some guide to the keys required. And they had to find them because the Druid’s kids had been kidnapped and transported through one of the doors. After losing access to the only extant copy of the book describing the keys on the island, they had no choice but to travel to Sigil in the hopes of finding another copy. So that’s what they did, through an underwater backdoor portal that happened to exist off the coast, conveniently.

Now, the fun thing about the doors in the City of Doors, was that the keys needed to open them could be almost anything, from a verse of poetry to the lost sword of a dead king. As a result, I thought I would let my imagination run wild with the keys needed for the doors in the tower. It turned out I didn’t need most of theses. I think they only ended up entering two or three of them in total, but it was still a fun exercise and I think it could stand to me in the future if I ever have another Planescape adjacent campaign.

So, as a break from the Erlendheim Character Options series, I thought I would present here “The Book of Doors and Keys.” If you can get any use out of this in your own Planescape campaign, that’s great! You may even be able to use them for some other purposes, I guess.

Bear in mind that the “Door” entries are specific to a map I was using for the tower. I’m not going to present it here as I think its usefulness to others is negligible, so you can just ignore those.

Also, please note that any destination with “Scatterhome” in it is from my own home-brew world, so you can safely substitute it for some other place.

The Book of Doors and Keys

Door: Doorway in Level 1, Room 3
Destination: Nidavellir, Ysgard
Key: The thought of your most beloved person

Door: Eastern Doorway in Level 1, Room 6
Destination: Abellio, Arcadia
Key: Eat a plate of ribs at the doorway

Door: Doorway in Level 1, Room 10
Destination: Dothion, Bytopia
Key: Turnip

Door: Doorway in Level 1, Room 11
Destination: Pandemonium
Key: Be drunk

Door: Doorway in Level 1, Room 13
Destination: The Shadowfell
Key: Whisper a secret to someone else which will make them think less of you

Door: Doorway in Level 1, Room 16
Destination: Para-elemental Plane of Smoke
Key: Smoke a strong joint

Door: Doorway in Level 1, Room 18
Destination: Chaste, Vitrean Empire, Scatterhome
Key: A symbol of Kaigun, God of the Sea, from a dead priest

Door: Well near Level 1, Room 20
Destination: Mechanus
Key: A gear from a magical construct from Sigil

Door: Doorway in Level 1, Room 22
Destination: Goldenfields, The Sword Coast, Faerûn
Key: A red ribbon tied into a knot

Door: Well near Level 1, Room 24
Destination: The Caverns of Thought, The Outlands
Key: The memory of a parent that is the most enraging

Door: Doorway in Level 1, Room 26
Destination, The Elemental Plane of Fire
Key: Dragon-breath

Door: Doorway in Level 1, Room 31
Destination: The Nords, The Outlands
Key: Crush a bunch of peck-berries (only obtainable from the Fae-wild) under foot before the door

Door: Doorway in Level 1, Room 33
Destination: Aquallor, Arborea
Key: Whistle the tune to the Hymn of the Mother

Door: Doorway in Level 2, Room 1
Destination: Elemental Plane of Air
Key: Eat a turtle cake and burp in the doorway

Door: North Archway leading to the statue of a Githzerai in Level 2, Area 2
Destination: The Astral Plane
Key: Break a bottle of healing potion in the doorway

Door: South Archway leading to the sculpture of a great palace in Level 2, Area 2
Destination: The Factol’s Palace, The Ethereal Plane
Key: Tell someone a secret that will cause emotional harm to them

Door: Doorway in Level 2, Room 4
Destination: Tír na nÓg, The Outlands
Key: Tell a joke

Door: Doorway in Level 2, Room 5
Destination: Khalas, Gehenna
Key: Stab yourself in the leg and spread the blood across the door before the doorway

Door: Northern Archway in Level 2, Room 6
Destination: Strixhaven University
Key: Frustration

Door: Doorway in Level 2, Room 8
Destination: Neverwinter, The Sword Coast, Faerûn
Key: Dance the Neverwinter Axe-dance

Door: Doorway in Level 2, Room 9
Destination: The Infinite Beerhall, Demiplane of Celebration
Key: Put a sausage somewhere it does not belong in front of the doorway

Door: Doorway in Level 2, Room 11
Destination: Elemental Plane of Water
Key: Speak the name of the person you would most like to have sex with

Door: Doorway in Level 2, Room 13
Destination: Malbolge, The Nine Hells
Key: Burn a book and throw it through the doorway

Door: Doorway in Level 2, Room 14
Destination: Minethys, Carceri
Key: Inscribe an arch around the doorway with the tip of a steel sword

Door: Doorway in Level 2, Room 15
Destination: The deepest dungeon of the Imperial Palace in Vitrea, Scatterhome
Key: Cut off a left hand and place it in the doorway

Door: Doorway in Level 3, Room 1
Destination: Krigala, The Beastlands
Key: Throw a beast’s tooth through the doorway

Door: Double doorway, Level 3, Room 3
Destination: The Arena, The City-state of Tyr, The Tablelands, Athas
Key: The tortoise blade of a Mul Gladiator left in the doorway

Door: Doorway in Level 3, Room 4
Destination: the Feywild
Key: Play the pan-pipes in front of the door

Door: Doorway in Level 3, Room 8
Destination: The Positive Energy Plane
Key: Roll two sixes on a pair of dice

Door: North Doorway of Level 3, Room 10
Destination: Krangath, Gehenna
Key: Wear a crown

Door: West Doorway in Level 3, Room 13
Destination: The Opera House, Rath an Croí, Scatterhome
Key: Place a diamond in the doorway

Door: Doorway in Level 3, Room 12
Negative Quasielemantal Plane of Ash
Key: A handful of Yugoloth ash poured on your head

Door: Doorway in Level 3, Room 15
Destination: Amoria, Elysium
Key: Pay a compliment to the person you find it most difficult to compliment

Door: East Doorway in Level 3, Room 16
Destination: Niflheim, Hades
Key: Cry genuine tears of sorrow

Door: Doorway in Level 3, Room 17a
Destination: Mercurua, Mount Celestia
Key: Tell a sad story in celestial

Door: Doorway in Level 3, Room 17b
Destination: The Mortuary, the Hive, Sigil
Key: Crush a cranium rat’s brain in your hand

Door: Doorway in Level 3, Room 17c
Destination: Limbo
Key: The memory of your most embarrassing moment

Door: Doorway in Level 3, Room 20
Destination: Avalas, Acheron
Key: Burn your skin and allow the heat from the burn to kill an insect

New Character Options from Erlendheim, Part 3

Erlendheim

I began a series of posts last week detailing the character options I introduced to my Planescape flavoured D&D campaign a few years ago. It was quite epic in scale and involved gods and legendary monstrosities and elemental powers as well as travelling across multiple planes of existence and saving the universe from the domination of a narcissistic sea spirit. I hadn’t planned it in advance but, at one point, the Warlock needed to switch her patron so I came up with a new one which you can read about here. After that, I was hooked. I started making new character options, features and powers for every PC in the party. You know when you max out your rep with your party members in CRPGs like Dragon Age and Mass Effect and they get access to new abilities? That’s the way I was thinking of it. As a result, these new character options were designed with our specific players, characters, shared world and story in mind. I left balance at the door. Balance was not relevant to what I wanted to achieve. In fact, I wanted the PCs to feel special, powerful and impacted in a very concrete way by the events of the campaign. I think I largely achieved that. Take a look, here, at the powers I gave the party’s Druid when he became a kind of a shitty god. I think it exemplifies my philosophy when designing these abilities.

Celebrating the Mundane

I think the next big character advancement arc to culminate was that of Xarune, our Githzerai Fighter. Xarune, despite his background as an adventurer in his younger days, had a solid view of the world. He believed in the shield in his hand, the guardsman at his side and the firmness of the ground beneath his feet. He had developed a dependable reputation in a position of some responsibility as a sergeant in the Yeomanry of the town of Dor’s Hill. Magic was anathema to him and, indeed, he went to extremes to explain away magical phenomena in entirely mundane terms. But then the ground beneath his feet turned out to be the ancient tower of an unknown faction from a city in the shape of a donut floating above the top of an infinitely tall spire at the centre of the Outer Planes. It became increasingly difficult for him to hand-wave the obvious magic in the world around him, especially once he ended up in Sigil. In fact, I instituted a special mechanic, specific to Xarune. Each time he witnessed something truly magical that he could not explain, he would roll a Wisdom Saving Throw. When he failed, he lost a point of Wisdom, making it more-and-more likely that he would fail with each successive failed save. My goal here was to get Xarune under 10 Wisdom. Once that happened, his aura of confusion and his inability to square his beliefs with the facts of reality brought him to the attention of a small, new Faction in Sigil. They were called the Mundane. When Xarune ran into their leader, another Githzerai warrior named Sarafem, who noticed his unique state of disorientation through her natural psychic abilities. We had another short mini-game at this point, after Sarafem introduced the Faction and its tenets. She presented to him her shield, with, emblazoned upon it, the emblem of a shield. She asked him to take and examine it.

Here is how I presented Xarune’s inner struggle in my notes:

Sarafem will encourage Xarune to use detect thoughts while examining the shield. In essence, this will allow Xarune to detect his own thoughts, to interrogate his own beliefs.
If he does so, he will replay some of the more recent encounters he has had with “magic.” Ask him to recount them and indicate that he is unable, in retrospect, to lie to himself and his own feelings. The truth is that the spells and magical effects did happen. In some cases he was able to shrug off the effects and in others he bore the full brunt of them. What becomes clear as he remembers these incidents is that, it is not objectively true that he or anything has to be subject to such effects. He begins to get so in touch with his feelings that he feels a new understanding blossom. He is able to apply the force of his will against this magic, a will that is every bit as strong as any wizard or demon thinks they are. For that is all it is in the end, a battle of wills.
He will want to fail his saving throw against detect thoughts. Give him three chances to fail it at various points through the process. Of course, it is a Wisdom saving throw but this time the DC will be 2 points higher than Xarune’s normal DC as it gains a bonus from the shield.
Whether he succeeds or fails, Sarafem will present to him the shield with a bow. It is a mundane +2 shield. There is nothing magical about it, but it is exceptionally well made from the hardest, lightest wood they have ever seen. (It is made of what she calls Steadfast.)
If he fails, with a barely perceptible twinkle in her eye she will ask him to join her budding faction, which she calls, “The Mundane.” She says they are still workshopping it. There are not many of them so far, but each of them has a very firm grasp of their true feelings and they know what is real. If he decides to take her up on her offer, they are usually to be found meeting in her house near the Statue of Bigby in the Lady’s Ward any evening.
Also, he will regain his lost points of Wisdom and he will gain the new abilities presented [in the section below]
If he succeeds, however, he will go on as before, he will not regain any points of Wisdom and he will continue to risk losing them. If he ever reaches 0 Wisdom, he will lose his mind completely and reject reality entirely, thus becoming an NPC.
However, he can continue to attempt the trick with the shield, trying to detect his own thoughts. He can do this whenever he has downtime using the same rules as are presented above.

Thankfully, he failed all his saves and his outlook and philosophy changed as a result. Not completely, it was still quite compatible with his no-magic stance from before, it just morphed into a more anti-magic one, bringing a few new abilities with it. And you can read about those below.

But that wasn’t all. Xarune’s player, Isaac, took the idea of the Mundane and ran with it. He quickly took the ideals of the Faction and began to codify them, even going so far as to write up a Mundane Manifesto! This did my withered old heart good to see. The campaign gave his character a concrete, mechanical advancement directly related to Xarune and the way he played him, and he gave back to the campaign and the world, adding to its story and its depth. Sigh so good.

New Fighter Features – Nullification (Anti-magic)

Erlendheim #DND

So, as I pointed out in the intro to this post, I created these features and options for, not only a specific class, but for a particular character. As a result, the features prestented below are unique to Xarune’s flavour of Fighter, a Battle Master who focused on using the Defense and Protection Fighting Styles. As always, if you think you could make use of any of this stuff, please feel free.

Fighting Style

Defense

Also add a +1 bonus to saving throws against magical effects

Protection

In addition to the regular advantage of this fighting style, if a creature you can see casts a spell that requires a saving throw against a target other than you within 5 ft of you, you can use your reaction to add your shield’s AC bonus (including magical or other bonuses if it has them) to their saving throw.

Martial Archetypes

Battle Master

Maneuvers
Deny

When another creature hits you with a spell attack or you fail a saving throw against a spell effect or magical effect, as a reaction you can expend a superiority die and reduce the amount of damage you take by the superiority die roll + Con modifier.

Reflect

When another creature hits you with a spell attack, as a reaction you can expend a superiority die to reflect the superiority die roll + Con modifier damage back at the spell caster.

Wake-up Call

When you take the attack action on your turn you can forego one of your attacks and instead use a bonus action to direct another creature who can hear you to make an immediate saving throw against a spell that they are currently affected by. You expend a superiority die and they can add the roll + your Con mod to their saving throw roll.

Indomitable

In addition to the regular benefits of this feature, starting at 9th level, if the Nullifying Fighter is subject to a magic spell or effect, they can roll any saving throw with advantage.

New Character Options from Erlendheim Part 2

Gods are superheroes too

In the last post, I wrote about how D&D 5E characters are basically superheroes by another name. I also introduced the new Warlock patron that we came up with for Yulla in our D&D 5E campaign, Erlendheim, a few years ago. She had abandoned her “Fathomless” patron and taken up with “The Source.” After Yulla got her groove back and started living up to her potential, it was our Druid’s turn.

Habjorn, played by David, had not wasted the years since their former adventuring days. He’d settled down with his wife, Lydia and started a little family which quickly ballooned into a sizeable troupe of children. There were seven in total, Habjornson, Sigrid, Gurt, Hogarth, Jankur, Flaarj and Yeet, the little one. But, as I noted last time, they, along with several of their neighbours, went and got themselves kidnapped by one of the antagonists. Lydia had already passed away a few years previous.

So, obviously, the party to go to great lengths to find them. Lengths that eventually led them to Sigil and beyond.

While the party were in the City of Doors, they got a job from Kesto Brighteyes, the gnomish owner of the Parted Veil, a bookshop where the PCs went to find the tome they were looking for. I found Kesto and everything about him in Uncaged: Faces of Sigil. This was an invaluable source-book for this campaign and provided at least three incredibly useful, well drawn and significant NPCs who were residents of the Cage with depth and interconnectedness.

Anyway, this quest led them off to the Lady’s Ward of the city, where they managed to defeat the object of their quest, a Gautierre. Upon the occasion of their victory, Habjorn the druid was approached by Lydia, his dead wife, in the form of a Petitioner. Petitioners are the souls of dead sentients, ascended to the Outer Planes who are, to all intents and purposes, reborn into new lives there with no memories of their old ones. They normally turn up on the plane where their gods lived or, at least, on a plane that matches their alignment. But, Lydia’s god, it turned out, was dead. So, she started wandering the planes looking for somewhere to belong. Until she felt a pull drawing her to her husband when he passed through a portal into Sigil.

Lacking a god or any sense of purpose, she felt a connection with Habjorn that she thought she should have had with her god, Helm, but didn’t due to his deceased state. So she started to believe in Habjorn like a god. She didn’t necessarily agree with him all the time or obey him at all, in fact, but she still had a strong enough belief in him to essentially grant him the status of a Minor Power, a godling out there on the Outer Planes.

It was actually pretty tragic. He was overjoyed/heartbroken to see her again but she didn’t recognise him and had no memory of their life together before her death. She knew nothing of their family and her motivations were totally different as a Petitioner.

But I digress. Before he knew it, Habjorn started hearing the prayers of his kids, held deep underground on the plane known as the Outlands, under the roots of one of the World Tree’s saplings. They were hoping and praying that he would come and save them and their belief began to compound the meagre abilities provided by Lydia’s own prayers.

And thus the Druidic Deity was born. So, like Thor and Hercules (kinda) before him, Habjorn became a superhero god!

Now, believe me, I understand that this stuff is totally unbalanced and potentially game-breaking. But I was throwing these characters up against some very tough situations, so I felt ok about it. I will point out, also, that, unlike the Warlock patron from the last post, this is not a subclass. Instead, its a couple of new features that work for Habjorn the Circle of the Land Druid/minor god, in particular. It is unlikely to work for anyone else in its current form but I think it was a fun addition to his set of abilities that allowed him to do some interesting stuff in particular situations and led to some truly fantastic character and story moments in our game. So, take it under advisement! But, if you want to use it or any part of it, please feel free!

New Druid Features: Druidic Deity

Grant Druidic Magic

The Druidic Deity can grant two cantrips and two first level spells from the Druid Spell List to their follower/s. The druidic deity can grant the cantrips and spells once and cannot do so again until they have completed a long rest.

The Power of Prayer

When a worshiper has prayed for spells to be granted the Druidic Deity gains a Prayer. There is no upper limit to the number of Prayers the Druidic Deity can be in possession of and if not spent before taking a long rest, they carry over. The Druidic Deity can spend a Prayer using a bonus action. This Prayer can be spent in several different ways:

  • Allow the Druidic Deity to regain an expended spell slot of any level they have access to
  • Allow the Druidic Deity to gain another use of Wild Shape
  • Allow the Druidic Deity to Wild Shape into any CR 2 Beast or Monstrosity that they have seen
  • Allow the Druidic Deity to remain in Wild Shape for double the normal length of time
  • Allow the Druidic Deity to cast spells while in Wild Shape
  • Allow the Druidic Deity to use the Natural Recovery feature to regain all used spell slots including 6th level ones and higher
  • Allow the Druidic Deity to cast one of their Circle Spells without expending a spell slot
  • Allow the Druidic Deity to empower their Land’s Stride ability , granting them the opportunity to pass into a plant of sufficient size and emerge from a similar plant of sufficient size within 200 ft
  • Allow the Druidic Deity to empower their Nature’s Ward feature, granting them immunity to one more damage type of their choice until they complete a long rest
  • Allow the Druidic Deity to empower their Nature’s Sanctuary feature so that beast and plant creatures cannot attempt to save against it.
  • Grant a worshiper another cantrip or first level spell

So, like I mentioned above, I know these features are potentially game-breaking and open to abuse. But my players took this sort of thing in good faith and David played his character as he thought he should react to becoming a slightly shitty kind of god. He was somewhat incredulous but used every ounce of his power to do the things his “worshipers” wanted of him. In other words, for Daddy to come and save them. And that’s what he did.

I would mention here as well, that balance, as a concept in D&D/TTRPGs in general is a concept that I take with extreme caution. I would rather chuck an unbeatable monster at them and have them figure out they need to run away or use their wits instead of charging headlong into the fray, then stick to Challenge Ratings most of the time. In this respect, I think the OSR has it right. But, I think this door swings both ways, if a challenge can be unbalanced due to an encounter’s difficulty, the PCs can also be a challenge due to their ability. They should get to feel like the superheoroes thery are. On the other hand, I also have the ability to keep piling on the difficulty as the party gets more and more powerful, so I see it as a win-win.

Let me know if you have any comments on these nutty druid features, dear reader.