The Editioning Weeks Three and Four, Basic D&D

Keepin’ on Keepin’ on

We’re two more sessions into the classic Basic D&D adventure, the Keep on the Borderlands. And we’re getting into the meat of it now, I think. We’ve got multiple factions, both in the Keep itself and in the Caves of Chaos. We’ve got spying and betrayal. We’ve got court intrigue! But most of all, we’ve had laughs and fun with this.

Donkey Konging

There are some spoilers for the Keep on the Borderlands below. If you think you might want to be a player in that adventure, you might want to choose a different post to read.

We launched straight into a fight at the start of session three. We managed to trick and ambush a dozen strong goblin patrol, trapping them in a pincer movement. The fight didn’t last too long, actually. We took out their leader and the rest pretty much dropped their weapons and happily consented to be tied up and gagged so they couldn’t follow us as we went to pillage their home. We did bring one of them with us as a kind of guide. Gaw was a congenial sort of goblin, and very eager to help. He told us about their leader, Sharktroll. Now, Sharktroll, is, it turns out, neither shark nor troll, despite the name. She’s a goblin and the other goblins seem pretty scared of her. Armed with this knowledge, we proceeded along the tunnel to the west, keeping a sharp eye and ear out as we went.

At the start of the campaign, Isaac presented us with a list of traditional roles for players that he cribbed from the Retired Adventurer blog. Tom took the Quartermaster and Timekeeper roles. I got the Rules Coordinator and Mapper ones. Normally, in our groups, the GM just gives out the map and trusts in the ability of the players to compartmentalise the knowledge they have, with the understanding that the characters don’t have it. It works well, saves time and avoids frustration. But we thought it would be an interesting experiment to do it the old fashioned way. So far, it’s going ok. Isaac has been good about providing accurate measurements for rooms and corridors, and I’m using graph paper to maintain consistency. At times, it has been hard to picture some of the rooms correctly in my head, but in those instances, Isaac has kindly showed us that part of the dungeon map from the adventure. Keeps me busy.

A map drawn with pen on graph paper. It shows a wide canyon and a caves sytem where the goblins live.
A photo of the crude map I have drawn so far of the goblin caves in the Caves of Chaos

So, we went exploring the goblin caves, found a sack full of gold which we robbed, and a barrel full of javelins, which Thaddeus Nightbane, my thief, peed in. Of course, we almost immediately found cause to use those miturated upon javelins as another goblin patrol approached the guard room where we found that stuff. We were able to get ourselves set up to launch a surprise attack on them, chucking spears and, even more fun than that, rolling barrels of water down the narrow tunnel! Donkey Konged the hell out of those gobbos. Killed ‘em all in one fell swoop. It felt like a really great old school moment; setting up a ridiculous plan with very little time and only the few items to hand. Surprising that it worked out so well, though, to be honest.

Snakey

We pushed on, thinking to find this Sharktroll character and maybe do her in. But, instead, we found a large room full of goblins: men, women and children. We didn’t alert them to our presence, luckily, but this “family room” as we called it, gave us pause. We all cooled on the idea of clearing out these goblins, now that the ramifications of doing that were staring at us with big green, baby eyes. It was at this point, in the tunnel outside that room, that we turned to Jabeck, the so-called Priest of the Sun who had asked us to accompany him to rid the caves of the monsters. We delicately questioned his real motives here. And with the lightest of verbal jabs, he revealed his true colours, as an adherent of the Cult of the Great Serpent! He and his acolytes attacked and we were forced to kill them. The acolytes went down without much hassle, but Jabeck weathered round after round of attacks. He was wearing magic plate mail, so his AC was ridiculously low. He did us some damage too, but, eventually, we brought him down and took his stuff, and his head.

I had known there was a treacherous priest somewhere in this adventure, as it happens. I think I read it in the Wikipedia article I linked above, in fact. But I didn’t know which priest. It could just as well have been the racist one back in the keep, who had asked us to keep an eye on Jabeck. So, it was fun to discover this in this way, while delving this dungeon.

Of course, the noise of battle attracted the attention of the goblin civilians. We spotted them in the entrance and then all our torches went out (thanks to Tom’s timekeeping for that incredibly dramatic event!) some of them ran to get Sharktroll, who returned with her bodyguards and wives. Through our goblin-speaking dwarven hireling, Gimleth, we conducted some negotiations. I remembered that the rumour I had received about this place was that the Great Serpent cult had been wiped out by the goblins, orcs and gnolls so they could take over the caves. Deploying this bit of knowledge, we convinced her that Jabeck was the one who was to blame for any deaths amongst her people, that we might have caused. Unlikely as it may sound, she bought it. She seemed far more pre-occupied by the enmity between the goblins and the orcs and gnolls who occupied the other side of the canyon. On top of this, someone was stealing from their stores. Loot, food, everything was going missing, and they wanted us to help discover the culprits.

Our elf, Eandril, Tom’s character, used his secret door seeking abilities in the store room and immediately discovered a hidden entrance to the lair of the hobgoblins, Sharktroll’s erstwhile allies. So, we convinced her that it must have been the hobgoblins who were creeping in and stealing their hard earned booty, right from under their noses. We got her good and riled up and sent her off into the hobgoblin tunnels with a warband and a whole lot of righteous indignation.

We did not accompany them. Instead, we left them to it and scarpered off back home. Isaac rolled up the results of the goblin assault and was able to determine that they were successful in defeating the hobgoblins roundly. Huzzah! This seemed pretty good to us, as it reduced the number of Caves of Chaos factions we had to deal with by one.

Factioning

Back at the Keep, we returned to the racist priest with Jabeck’s head. In fact, I threw open the church doors while Lotharia the halfling, atop Eandril’s shoulders, hoisted aloft the head, declaring for all to hear that we had killed the priest! This didn’t go down very well with the other members of the clergy there gathered, and for a second, we were about to get into another fight. But then Father Burgoyne intervened, calming the situation when we told him what happened and showed him Jabeck’s forked tongue. Burgoyne congratulated us on a job well done and then went off to report these happenings to the castellan. We blagged our way into an invite to talk to his castellanship. We told him what we had found out about the goblins, how we had gotten them to defeat the hobgoblins and what had happened with Jabeck. In turn, he rewarded us handsomely. He gave us the use of Jabeck’s quarters, exempted us from the 10% gold tax at the gate of the keep and trusted us with an all important mission to capture one of the rebellious Ospreys alive!

On top of this, Isaac informed us that we were now RESPECTED with the Castellan. Not only that, but had also gained important reputation boosts with the church so that we were ESTEEMED in their eyes. We had even, somehow, gained respect amongst Sharktroll’s goblins! This reputation game was not something I knew was part of the adventure but it’s very welcome actually. Oddly, it struck me, at first, as a very video-gamey element. It reminded me of the reputation trackers you get in games like World of Warcraft. Indeed, the reps in the Keep on the Borderlands work very similarly as they unlock new quests and options within the confines of the adventure, as you can see by the offering of the quest to discover the thief in the goblin lair and the unlocking of the quest to help the castellan with the Ospreys. It adds a richness to the adventure and makes it, perhaps, quite re-playable. I imagine that, if we had gone to meet the Ospreys representative on our first night in the Keep, things might have turned out very differently indeed. Or if we had decided to explore the hobgoblin caves before the goblin ones, maybe the goblins would be the faction that got wiped out first instead. The possibilities are fascinating. I’m beginning to see why this module is so well loved.

Conclusion

We’re all getting very invested in this adventure. We’ve had a little while with our respective characters and they are very much developing their own personalities. Equally, there is an inter-character dynamic appearing too. The NPCs are compelling, especially as portrayed by Isaac, and the plot is doing enough to keep me interested in getting involved in it. What I had thought would be a relatively standard dungeon crawl is turning into something with far more bite and complexity, or it is the way we’re playing it, anyway.

As for the D&D Basic rules; I feel as though we have all more-or-less adjusted to things like THAC0, descending AC, etc, and, where the rules fall short, Isaac has been very pro-active in rulings. In several instances, he decided that the best way to resolve an action was just to make an ability check, i.e. a d20 roll under the PC’s defined ability score, such as a Strength check to lift those barrels of water to go Donkey Kong on those goblins. This has served to move things along nicely in instances which could have been bogged down in rule-checking.

I think we will be having a bit of an Editioning break over the next couple of weeks. I have another report on my last session. Of OD&D to come next week though, so please do come back for that, dear reader!

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: 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.

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)