The Alexandrian

Posts tagged ‘reactions to OD&D’

B2 Keep on the BorderlandsIn “(Re)-Running the Megadungeon” I talked about how to keep a dungeon complex fresh by restocking the room key and using wandering monster tables as a form of low-tech procedural content generation. In “Wandering Adventures” I talked about how the OD&D wandering monster tables could be used to generate entire adventures. Now I want to build on those ideas by touching on the basic concept of factions in the dungeon.

To immediately boil the idea down to its core: If your dungeon has a life beyond the activities of the PCs, it is much easier to revitalize the dungeon between delves. The life of the dungeon will naturally generate the ideas necessary to restock the dungeon (and, thus, carry a lot of the weight for you). This becomes even easier if the dungeon contains multiple, independent factions. (And even moreso if these factions are openly hostile to each other.)

Nor does this have to be something that you need heavily pre-plan. It can largely just be a matter of keeping one eye on it during your restocking process: “Okay, the PCs killed 70% of the orc population on Level 3. Who can take advantage of that? What will the Orc King’s response be? Actually, wait, they killed the Orc King. Have the orcs broken into factions? Could the Red Prince (I just made that name up) have allied with the goblins on Level 2 to push his claims? How will the other orcs feel about being asked to co-exist with lowly goblins? Will they turn to the Voodoo Necromancer (just made that up, too) who was once the Orc King’s advisor?” That’s about 15 seconds of brain-storming. Follow it up with a couple minutes of actual prep and you’ve got orc-and-goblin warbands with faces painted bright crimson squaring off against orc warriors ‘roided out on alchemical strength-boosters wearing the bone fetishes of the Voodoo Necromancer. It doesn’t even really matter if the PCs get involved in the actual politics of the situation: Even if they just hack their way through these orcish factions, they’ll (a) recognize that the dungeon has changed in their absence and (b) get some unique and interesting hacking out of it.

(You can see a similar real-play example of this in Delve Seven of “(Re-)Running the Megadungeon” when the elementalist gets killed.)

So, obviously, there’s nothing wrong with winging it. In the process of winging it, however, I’ve found it generally useful to prep two key pieces of information:

  1. Identify each faction.
  2. Identify the territory controlled by each faction.

Most of the time, it’s not necessary to get really obsessive with this. For example, in the Caverns of Thracia I don’t really have much more than a general sense that “the cultists control this chunk of the map”, “the lizardmen control these rooms”, “the anubians are based out of this complex”, and the like.

My understanding of the complex is fairly amorphous, and putting more detail into it is probably counter-productive: It’s unlikely to ever be noticed by players, it’ll bog down your prep, and it’s rarely representative of the fairly amorphous nature of contested territory. Precision will also tend to bog down your ability to flexibly interpret the results from your random encounter tables.

(Of course, if you’re designing a scenario in which particular focus or importance is placed on factional play, more detail may be merited.)

RANDOM FACTION INTERACTION TABLES

With that being said, it might be valuable to build some quick, light tools that will allow you to procedurally generate the ebbing shifts of factional fortunes in the dungeon. For this purpose, let’s turn to the Caves of Chaos from the classic B2 Keep on the Borderlands.

For those unfamiliar with this module, the Caves of Chaos are particularly useful for this purpose because they’ve already been conveniently split into factions: Essentially you’ve got a small valley full of caves, with each cave leading to an interconnected system of caverns and serving as the lair for one of several chaotic factions. The factions are:

Die Roll (d12)
Faction
1
Kobolds (A)
2
Orcs of the Bloody Fist (B)
3
Fang-Fingered Orcs (C)
4
Goblins (D)
5
Ogre (E)
6
Hobgoblins (F)
7
Owlbear (G)
8
Bugbears (H)
9
Minotaur (I)
10
Gnolls (J)
11
Evil Priests (K)
12
Wandering Adventurers

(“Wandering Adventurers” refers to an NPC party entering the Caves of Chaos.)

FACTION CONFLICT CHECK: After each visit to the caves by a party of PCs, make a faction conflict check. Roll 1d6. On a roll of 6, conflict has broken out between the factions. Roll twice on the faction table to determine which two factions have come into conflict. (If you roll the same number twice, either re-roll or assume some sort of civil strife.) Then roll on the Conflict Resolution Table:

Die Roll (1d8)
Outcome
1
Stalemate Skirmish
2
1 Faction Damaged
3
1 Faction Crippled
4
1 Faction Destroyed
5
Both Factions Damaged
6
Both Factions Crippled
7
Both Factions Destroyed
8
Factions Unite

Stalemate Skirmish: The factions are largely unaffected by the conflict. Their forces may have been reinforced, or you may wish to subtract 1 or 2 members from one of their encounters. (The conflict may leave them ripe for alliances against their recent foes; or leave a chamber showing recent signs of conflict; or a couple of corpses tossed onto the valley floor to be feasted on by the owlbear.)

Faction Damaged: A damaged faction has suffered losses equal to roughly 25% of their strength. Subtract 1d4 members from each encounter (keyed or random) with that faction.

Faction Crippled: A crippled faction has suffered loses equal to roughly 50% of their strength. Eliminate entire encounters or subtract 1d12 members from each encounter (keyed or random) with that faction.

Faction Destroyed: A destroyed faction has been eliminated. Their lair may lie empty, be occupied by the other faction involved in the conflict, or restocked randomly. Their population has been killed, driven off, or enslaved.

Factions Unite: The two factions have allied with each other. (One of the leaders may have been killed. The alliance may be for some short-term goal. Or the populations might be fully intermixed between the lairs.)

USING THE TABLES

Like a random encounter table, the output here is designed to be flexibly interpreted. Once again, the Caves of Chaos are great for this sort of thing because it already includes some short notes regarding the relationships between the factions. (For example, the owlbear is described as having recently munched on some gnolls. The two orc chieftains have a secret meeting room that only they know about. And so forth.)

Mostly for the fun of it, I’m going to roll up a couple actual examples using these tables. We’ll start by assuming that I’ve just rolled a “6” on my Faction Conflict Check and go from there:

1. DETERMINE FACTIONS: I roll 1d12 twice, generating 9 and 5. That’s the Minotaur and the Ogre.

2. DETERMINE OUTCOME: I roll 1d8 and get 8. That’s Factions Unite.

3. INTERPRET RESULT: The Minotaur and the Ogre are the two solo factions in the Caves. (There’s only one Ogre and one Minotaur.) Scanning their entries, I see that the ogre is willing to sell his services to the highest bidder and the minotaur has a lot of money. So let’s say that the minotaur has hired the ogre for some purpose. What could it be? Well, the minotaur is willing to help the bugbears if they pay him in slaves. What if the bugbears cheated the minotaur and now he wants a little help to get the payment he feels is his due? That sets up a scenario where the PCs could arrive in the valley to see bugbears fleeing from their caves; or find bugbears shackled in the minotaur caverns; or just the minotaur and ogre huddling up in the minotaur’s cavern while they plot the glories of their revenge.

Let’s do it again:

1. DETERMINE FACTIONS: I roll 4 and 12. That’s Goblins and Wandering Adventurers.

2. DETERMINE OUTCOME: I roll a 5 for Both Factions Damaged.

3. INTERPRET RESULT: This one is pretty easy to figure out. A group of adventurers entered the goblin caverns, wreaked some havoc, and then got driven off.

4. GOBLIN ENCOUNTERS: There are 36 goblins total in this lair. A 25% loss would represent 9 goblins. I can represent this loss pretty easily be eliminating the wandering patrol of 6 goblins (the surviving goblins have bunkered down) and the 4 goblins guarding the store room.

5. ADVENTURERS: Where’d they go? Well, let’s say it was a party of 4 adventurers. One of them is dead and his corpse can be seen on a spike outside the goblins’ lair. The rest are either (a) camping nearby and looking for allies; (b) sold to the hobgoblin slavers; or (c) both.

FINAL THOUGHTS

It should be pretty easy to see how this simple system can be used to add a little quick spice to the complex between PC visitations. Combined with the ability to simply use some generic wandering monster tables to rapidly determine the new inhabitants of any lair complex emptied out by the PCs, it’s pretty easy to see how the Caves of Chaos could be easily used pretty much endlessly for low-level adventuring.

The Keep on the Borderlands

Blood Shield Bandits

February 8th, 2011

A few interesting factoids about the Blood Shield Bandits:

1. Several of the bandits worship a giant demi-goddess named Herathka. Their cult for this near-forgotten deity stems from the ancient shrine they discovered within a secret chamber hidden in the cave complex at one of their hideouts.

2. Before riding on a raid, Blood Shield bandits will pour a little alcohol on the ground in order to appease the godlings of mischief and mischance.

3. One of the 4th level fighters wears the mummified hand of his dead brother on a strap around his neck. The bandits believe it brings them good luck on their raids.

4. The bandits maintain small stashes of emergency supplies and gold scattered throughout the region. They’re marked by the symbol of a small raven that is carved into nearby tree trunks with small, coded symbols indicating the distance and direction of the stash.

5. Arik the Bold, a bandit lieutenant, has a fascination with all things arcane and magical. He particularly enoys collecting spellbooks, even though he can’t understand them at all.

6. On the night of a blue moon, the bandits burn a taper and watch for the winding sheet: On the morn they’ll ride on a great raid in the direction of the winding sheet’s bent. (The winding bent is an old folk belief. When a fragment of wax stands higher than the candle’s flame it’s known as a winding sheet. When it begins to bend under candle’s heat, the direction it bends is the winding bent.)

Back to Reactions to OD&D

Volume 2 - Monsters & TreasureIn a recent comment exchange with jdh417 regarding (Re-)Running the Megadungeon, I spoke about wandering monster encounters in OD&D:

Practical experiment: OD&D says there’s a 1 in 6 chance of a wandering monster every 10 minutes in the dungeon. There’s only a 1 in 6 chance chance per day outside of the dungeon. Try following those rules strictly for a few sessions. You don’t even have to tell your players what you’re doing: They will find a way to get out of the dungeon.

(In practice, my OD&D game has dropped back to a 1 in 10 chance per turn. And, as I noted, this will drop even further if they’ve cleared a section of the dungeon. I’ll also reduce check rates if they’ve secured themselves or hidden themselves in some way, allowing for potential “camp in the dungeon overnight” scenarios. But I think the only way for a megadungeon to work is if the players can never feel completely safe while they’re inside it.)

But in quickly re-checking the OD&D rules for wandering monsters in the wilderness in order to make sure my memory was accurate for the details, I realized that I had been inadvertently glossing over a potentially fascinating distinction. From Volume 3: The Underworld & Wilderness Adventures, pg. 17-18:

At the end of day (turn) the referee will check to see if a monster has been encountered. The matrix below is for travel afoot or mounted. For travel afloat or in the air two die rolls are made — a 5 on the first one indicates an adventure in the mid-point of the day with waterbourne or aerial monsters; a 6 on the second die roll indicates that there is a normal adventure at the end of the day, and the table below is used.

What I want to call your particular attention to here is the phrase “the second die roll indicates that there is a normal adventure at the end of the day”.

See, the random charts which follow don’t include any information on the number of creatures encountered. They just determine type. Which presumably means that you should use the “Number Appearing” column from Volume 2: Monsters & Treasure. (Which is confirmed when you reference that volume and discover that this column is, in fact, marked with a footnote which reads, in part: “used primarily only for out-door encounters”.)

And that’s when the whole thing starts to make sense.

ROLLING A WANDERING MONSTER

Let me demonstrate by way of example. Allow me to roll up an actual wandering monster for a group of PCs traveling through a forest:

(1) I roll 1d8 and consult the “Woods” column to determine the type of encounter. I roll a 6, which is Men.

(2) I roll a 1d12 on the “Men” table. (This table includes four columns, one of which is “Desert (Mars)” and includes Red Martians, Tharks, Black Martians, Yellow Martians, and White Martians. Goddamn, that’s awesome. BID.) I use the “Typical” column, roll a 5, and get a result of “Bandits”.

(3) Now I flip over to Volume 2 and look up “Bandits”. There isn’t an individual listing on the Monster Type table, but “Men” appears generically. The Number Appearing for Men is 30-300, so I roll 1d10 x 30 and get 150.

(4) I flip to the description of Bandits on page 5:

BANDITS: Although Bandits are normal men, they will have leaders who are supernormal fighters, magical types, or clerical types. For every 30 bandits there will be one 4th level Fighting-Man; for every 50 bandits there will be in addition one 5th or 6th level fighter (die 1-3 = 5th level, die 4-6 = 6th level); for every 100 bandits there will be in addition one 8th or 9th level fighter (die 1-3 = 8th, die 4-6 = 9th). If there are over 200 bandits there will be a 50% chance for a Magic-User (die 1-4 = 10th level, die 5, 6 = 11th level) and a 25% chance for a Cleric of the 8th level. If there are exactly 300 bandits there will absolutely be a Magic-User, and the chance for a Cleric goes up to 50%. There is also a chance that there will be magical accouterments for the super-normal types […]

(5) So I have 150 bandits: That means I’ve got five 4th-level fighters. I also have three 5th- or 6th-level fighters, which turn out to be (roll) one 5th-level and two 6th-level fighters. And their leader will be an 8th-level fighter.

(6) The table for determining “magical accouterments” says that each fighter has a 5% chance per level to have a magical item, and I should check for armor, shield and sword. For the sake of this example, let’s just check for our 8th-level leader: 8 x 5 = 40% chance. Armor roll is 58, no armor. Shield roll is 33, so he has a magic shield. And sword roll is 44, so no sword.

(7) I flip to the Treasure tables. There isn’t a separate table for shields, but on pg. 24 there’s a table for Armor which includes shields. I roll three times on the table before generating a result (65) which includes a Shield +1.

(Weird note: There’s an example in the rulebook for how to generate bandits. It starts with, “Assume 183 bandits are encountered.” Which made me realize you could actually generate the number of bandits with 30d10. I did so just for kicks and generated… exactly 183 bandits.)

Total result? The Blood Shield Bandits, named after their fiery-haired leader who carries a shield of bright crimson into battle.

THE BANDIT ADVENTURE

My point with all this is that the OD&D rules for wandering monsters in the wilderness are not rules for generating random encounters in the sense commonly understood by later editions: These rules do not generate a single combat encounter. They are procedurally generating an entire adventure.

What does this adventure look like?

Probably something like this:

The Blood Shield Bandits

The Victorious Battle over the Bandits at Huanghua

In no small part because these rules are meant to gel with high-level play where the PCs are expected to be local baronial lords leading small feudal armies.

But even at lower levels, the encounter tables are telling you that you’re entering an area currently plagued by a large tribe of bandits. Does that mean getting waylaid on the road? Being forcibly deputized by the local lordling to deal with the problem? Being hired by a wealthy merchant whose daughter has been kidnapped? Being press-ganged by the bandits themselves and tasked with kidnapping the merchant’s wealthy daughter? All of the above? A dozen or so dice rolls have me pretty much brimming over with ideas.

In any case, the point is that you’re generating an adventure, just like the book says — something that the players can engage or ignore; bypass or be ambushed by; become embroiled with or skim past.

READING WITH FRESH EYES

Delving into the OD&D manuals continues to be a rewarding experience. I’m constantly amazed at how often I’ll realize that what I’m reading could actually mean something completely different and that I’m only defaulting to reading it in a particular way because of the conditioning imposed by thirty-plus years of RPGs which all went a different way.

In part, this gets back to my discussion of OD&D as the Ur-Game — a mirage that doesn’t actually exist because the rulebooks are open to so many different interpretations.

What fascinates me is the idea of the road that wasn’t traveled: All those passages whose enigmas were refined to read as “A” when they could have just as easily been read as “B”. (With “B” being potentially just as interesting.)

Since the OD&D PDFs are no longer legally available, people have occasionally asked me which OSR clone I recommend to take its place. The truth is that I don’t recommend any of them. OD&D is a severely flawed game, and all of the clones I’ve looked at have generally inherited its flaws while simultaneously (and probably necessarily) whitewashing out the ambiguities which I find rewarding to explore.

(UPDATE: The OD&D PDFs are once again legally available!)

Interesting Facts About the Blood Shield Bandits

Back to Reactions to OD&D

My Favorite Character Sheet

January 24th, 2011

I’m re-posting a tale from the Caverns of Thracia which I’ve shared previously here on the site because it provides the context for my favorite character sheet of all time. (This was originally posted as part of OD&D in the Caverns of Thracia. You can just scroll down to the end for the new bit.)

What’s your favorite character sheet? Post it to your blog, link back to here, and throw a link up in my comments.

THE GRAND TOUR

As Thalmain led them into the Caverns of Thracia, he was able to act as a bit of a tour guide for the new players/characters. (“Here’s where the bridge almost burned down… Don’t open that door… Here’s the pit trap I heroically saved the party from… Here’s the place where I roasted lizardmen…”)

Eventually, however, they began pressing on into unexplored territory. A short while later, they found themselves descending broad stairs of stone…

And that’s when things got epic.

In the Caverns of Thracia, there is a room keyed thusly:

The Burial Crypt of the Cult of the Dark One: The reek of decaying flesh permeates the air here. Lying in ordered rows are rank upon rank of corpses. Most are long decayed and in skeletal form, but many are still fairly fresh, not having been dead for more than a few weeks (if you can call that fresh!). […] If the southernmost pair of columns is approached within 5′ or if the columns are passed between or to either side, 1-4 skeletons will animate and begin to attack intruders. Each additional melee round 1-4 more skeletons will animate as long as there are living intruders to fight, up to a total of 400 skeletons. Skeletons, AC: 7, Move: 12″, HD: 1, Damage 1-6, HP 3.

I decided that the Thanatos cultists that they had killed before would have been moved down here, so there were also about a dozen bodies laid out directly before the leading into this large chamber and covered with fresh linen. (This creeped them out because, of course, it implied that there had been somebody around to move the bodies.)

Caverns of Thracia - Area 27B

Inevitably, of course, the PCs moved far enough into the room to trigger the undead guardians. As the corpses began to stir and wrench themselves free from the cordwood-like stacks of the dead, the party fell back to the entrance.

The two halfings — skilled in ranged weaponry — picked off the first wave. (Aided by the occasional coin-toss from Howard.) But more and more of the dead were beginning to stir, and they realized it would only take a few unlucky die rolls for the skeletons to reach their defensive position.

(Actually, I don’t think I’ve discussed this previously: Halflings are described in OD&D as having “deadly accuracy with missiles as detailed in CHAINMAIL”. These sessions are being run with the conceit that I don’t “have” Chainmail, so we decided that halflings would simply get a +1 bonus to damage while using ranged weapons.)

Against the eminent risk, they quickly rearranged their lines. Brennan and Reeva took the front line. Greenwick switched from ranged attacks to a polearm in the second rank. And then Howard, Thalmain, and Bob lined up in back using their ranged attacks to thin the undead ranks before they reached the melee fighters.

But, more importantly, they also started spreading oil in front of their defensive position. And as soon as some of the undead got close enough, they lit the oil.

Based on my interpretation of the room key, the undead would just keep coming. Each undead had 1d6 hit points. Those that survived the ranged attacks would enter the oil, suffer 1d6 hit points, and frequently die before they even threatened the melee fighters.

After a couple of rounds, it was clear that the 1d4 skeletons per round were just never going to pose any kind of credible threat: The defensive position they’d created was too strong. And while the oil would only last for 1d6 rounds, they had stocked up on it (in large part due to Thalmain’s success with a similar tactic during the last session).

THE MASSACRE

I was in the process of trying to figure out how to make the encounter more interesting (since wittling through 400 undead 1d4 at a time wasn’t particularly exciting) when the PCs made it easy for me:  They decided to try proactively eliminating the undead before they could rise. They tossed a flask of oil onto one of the piles of corpses and then fired a flaming arrow into it.

I ruled that the resulting conflagration was successful in destroying a large number of potential undead… but it also had the effect of rousing them. I rolled 1d10, got a result of 8, and went from rolling 1d4 to rolling 8d4 for the number of undead animating each round.

As the undead rose en masse, the piles collapsed — sending the dead cascading across the floor of the chamber.

It’s a testament to the strength of their defensive position that they managed to hold out for several more rounds against the larger waves of undead without sustaining any injury. I was literally rolling fistfuls of d6’s to calculate the skeleton’s hit points while the players rolled a fistful of d6’s to calculate the damage wrought from the wide moat of fire they had laid down. They would read off the results and I would toss d6’s aside or lower their totals to reflect the current hit points of the skeletons.

Unfortunately, many of them were just 1st level characters. Eventually the law of averages worked against them and one of the skeletons emerged from the flaming oil and with a howl of undead rage managed to rip out Brennan’s throat.

Around this same time, my d4’s rolled high and a wave of 22 skeletons started heading towards them. At that point, they decided that discretion might be the better part of valor. But they weren’t done yet: Howard moved up to the melee line and they held the position for another couple of rounds.

As the wave of the 22 skeletons got close, however, they fell back.

But they weren’t done yet. See, Brennan had been the one carrying most of their (very large) supply of oil. So before they retreated, they rolled Brennan’s body into the flames.

1… 2… 3….

KA-BOOM!

Surprisingly, a couple of the skeletons managed to actually emerge from the far side of the inferno and pursue them a couple of steps up the stairs. (I say a couple of steps, because Thalmain and Bob put arrows through their skulls before they got any further.)

When it was all said and done, I tallied up the dead:

They had killed 76 skeletons.

Killed? It’s probably more accurate to say “slaughtered” or “massacred” on a scale that a bunch of 1st level characters (with the exception of the 3rd level Thalmain) should really not be capable of dealing out.

Of course, they weren’t 1st level any longer. Everybody not only leveled up, but also maxed out their XP for the next level, bumping into the “thou shalt not get enough XP for two levels” ceiling. (Well, except for Thalmain, who bumped into the “thou shalt not advance past 4th level” ceiling for halflings.)

76 skeletons.

It isn’t the largest single-battle slaughter I’ve ever seen in a D&D game, but it’s almost certainly the most impressive. The only battles that rival it in terms of sheer number involved groups fighting large hordes of significantly weaker opponents.

Smart play. Very smart play.

Admittedly, if the skeletons had been smarter they wouldn’t have continued marching into the flames. But, on the other hand, I’m not sure how much difference it would have made: The skeletons had no access to ranged weapons and any possibility of a retreat was cut off by the chasm to the north). Even if they had hung back, they would have simply been picked off by the party’s ranged attacks.

MY FAVORITE CHARACTER SHEET

Which brings me to my favorite character sheet, which belongs / belonged to Brennan:

Character Sheet - Brennan

(click for larger image)

As decoated posthumously by Brennan’s player, Katlin.

Since we’re going to be discussing the Caverns of Thracia extensively as part of the Xandering the Dungeon essays, I finally motivated myself to collect the campaign journal / exploration of OD&D that I wrote in early 2009 so that they could all be accessed through one handy link. Check it out:

Part 1: Character Creation
Part 2: The First Foray
Part 3: Death in the Ruins
Part 4: The Second Party
Part 5: The Final Foray
Part 6: The Second Session
Part 7: The Twin Travails of Thalmain
Part 8: The Massacre of Fire

UPDATE: The following posts also contain thrilling exploits from the dungeon:

The Intemperate Jungle
My Favorite Character Sheet

You might also want to check out the (Re-)Running the Megadungeon essays, which use a behind-the-scenes peek at this campaign as an example of how to properly run a megadungeon.

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