Built by Gods Long Forgotten
Classic Dungeons and Dragons and Old School Gaming
"Heir to a crumbling summit: to a sea of nettles: to an empire of rust: to rituals' footprints ankle-deep in stone."
-Mervyn Peake
"...and that, my liege, is how we know the Earth to be banana shaped."
-Sir Bedevere in Monty Python and the Holy Grail
Thursday, August 15, 2024
just play dnd
I have been tempted to do this before, but it feels like an imposition to just suggest to launch into a game but DAW does it right. She just asks "do you want to play dnd, no i mean, right now." Perfect.
Saturday, August 10, 2024
Dungeon City Rules
Character Creation
Ability Scores are rolled with 3D6 in order of course. The ability score modifiers are based on Swords and Wizardry. Negative traits instead of negative modifiers was an idea I had to make low ability scores more fun and interesting.
The "Whats Your Deal" table inspired by a Jeff Rients table of excuses or reasons for the PCs to go into the dungeon. I included it to make sure characters are focused on finding and exploring dungeons.
Character classes are kinda like Swords and Wizardry but with fighters getting +1 to hit per level and there is a thief class with d6 thief skills like LotFP but with the standard BX skill list. There are no Clerics.
I use alignment to add a tiny bit of mechanical differentiation to the character. Lawful alignment gives the character what is usually the Cleric's Turn Undead ability. Turn undead is 1D6 instead of the usual 2D6. I did this because I wanted everything to be either a D20 roll or a D6 roll. Neutral alignment introduces the possibility for changing ability scores over time and Chaotic alignment is only for characters that bond to gods found in the dungeon to acquire weird magic powers during the game. This way of using alignment evolved from an idea I had to replicate the classic horror movie genre in OSR play. A character's alignment is a big deal but at character creation there are only two options so hopefully its not overwhelming for new players. There are a lot of undead in Dungeon City so even though conventional DnD clerics are replaced by the cults and Scions of ancient elf gods with their own weird powers/spell-like abilities I thought keeping the Turn Undead ability in the PCs toolbox was important. I like adding powers/abilities and the little extra crunch that comes with these things gradually over the course of the game based on decisions made by PCs in the game rather than as default class abilities.
Buying equipment takes up so much time typically. In most old school games it is by far the most time intensive part of character creation. I wanted to get rid of it completely to get people playing quickly so I riffed on this idea from Necropraxis where equipment is based on a 3D6 roll.
Game Play
Armor class is ascending. Base (unarmored) AC is 11 instead of 10. Hit Points are D6 for all character types with Fighters getting +1 per level. Magic-Users only get a HD every other level, just getting +1 HP on level levels like ODnD. Thieves are like this too. Fighters have a lot more HP than other classes and the +1 attack bonus per level makes them really good at fighting compared to other classes.
Initial Hit Points are generated by rolling 3 dice and taking the single best result. I did not come up with this but I have no idea where it came from. Probably a house rule I found on a blog?
Saving Throws are just one number like Swords and Wizardry but all classes are the same. The Saving Throw number gets one better per level for all characters.
Experience Points are awarded as 1 Silver Piece = 1 XP. XP is not awarded for killing or defeating monsters. There is a short list of in game activities that earn XP. Like many of these house rules, this list came from my BX Home game. I remember that there was a lot of discussion on OSR blogs about this when I codified the list but I don’t think there was any single source. The most commonly used of these in Dungeon City is Wild Stunts. A wild stunt lets any character at their option make an attack with high risk and high reward. I got this idea from a blog, I cannot for the life of me remember which blog it was, not one I usually read. I have a hazy memory of an image of a leggo mini on the blog for some reason? If you know the origin of this rule let me know. It’s a fun mechanic that Players tend to grasp pretty quickly. I feel like giving XP for it was maybe mistake but its too late now!
Combat is pretty typical BX. My notion about Hit Points is that they do not represent physical damage for PCs, at least not significant damage. Hitting zero HP forces a roll on a wound table that was inspired by various blog discussions, chiefly Trollsmiths Death and dismemberment table. I allow a little bit of HP recovery for a 1 turn rest. Weapons do D6 damage with a +1 or a -1 for heavy and light weapons like in Swords and Wizardry Whitebox.
Dungeon City includes rules for spending money based on lifestyle between sessions but this doesn’t see much use. Some of the short list of Downtime Activities get used a lot more than others.
Magic is similar to BX. I let Magic-Users wear light armor which is a concept I first saw in LotFP. Magic-Users can make scrolls starting at first level which I believe originated in Holmes Basic if not ODnD. Arcane Stress is my thing. I got the spell name for the spell Witchsight from this guy.
Retroclones
Thankfully PDFs of Original Dungeons and Dragons and BX DnD are available and affordable.
older editions of Swords and Wizardry are still available free and can be found here.
Lamentations of the Flame Princess (LotFP) free pdf rules are here.
Monday, July 29, 2024
Old Wizards and Orc Magic
"I once knew all the spells of men and elf and orc"
-Gandalf, at the Doors of Durin
I have no idea how true to Tolkien this is, but I think it's cool for two reasons:
1. Gandalf used to know more spells than he does now.
2. Men, Elves and Orcs are the major spell casting races.
For the first item, it makes me think a low level Magic-User might not be some rookie schmuck, but a grizzled old wizard, maybe mostly out of his gourd. As this PC gains in level, he's not just learning new magics, he's remembering, regaining former glory. This is also reminiscent of Merlin aging backwards.
As for Orc wizards and witches, that sounds great to me too.
Here is a first Level Orc Spell:
Mind Wolf
The orc mage raises their hand and brings their thumb together with the rest of their fingers like they are closing the mouth of a puppet. (orc spells are quick, sometimes quick and dirty, sometimes quick because they have been refined, whittled down to their essence) A spectral wolf head forms in front of the Caster's hand and lunges at an opponent. This is essentially a short range magic missle. The caster rolls damage (D6+Level). If a 1 is rolled the spell fizzles into nothing, no damage is inflicted but if a 6 is rolled the caster also rolls another D6 damage on the following round as the Mind Wolf stalks its prey before finally returning to its spectral home.
Monday, August 28, 2023
Open Table Gaming
Since February I have been running a monthly open table game at the local gamer pub. I run a simple house ruled version of BX dnd. Because it is a drop in open game the group always leaves the dungeon at the end of a session. There is a core group of 6-8ish people and then I had a few sessions with 10-12 people. The first time that happened was a challenge -it is a very different experience to run a group that large. At my last session there were 17 people!
Sunday, January 22, 2023
I like FAGs and you probably do too
Sunday, September 20, 2020
One Page Dungeon Contest 2020
I submitted to the One Page Dungeon Contest this year. This was my first entry since 2013 with The Iron Cloud. Like the Iron Cloud, this one is also intended to be used in a "Space Mutant DnD" milieu. In other words there are wizards and there are also robots.
Though they won't realize it at first, there are three different clocks that the PCs are working against in this adventure.
The first is the deadly lazer magiks of two dueling wizards who are trapped in a some type of slowed time distortion. There is a tracker for noting how long the lazer magiks have before they meet their intended targets. The tracker from the one page dungeon is shown below, with five squares marked out for each wizard to indicate that 2 and a half days have passed since the wizards were embroiled in their freaky duel. The starting point for this tracker is not stated in the adventure but since refugees have been appearing "a few days ago" I would start with 2 to 6 days marked off of this tracker. MBV represents the Magi Bon Vai and ATI represents Anthropath The Inhumanist.
What I enjoy about One Page Dungeons is the opportunity for text and image to combine and interact in ways that are not found in typical published adventures where the standard is map + key text with maybe some illustrations. There are things I would do differently with this one if I did it over but it was fun.
Here is the pdf:
Saturday, March 2, 2019
30-ish minute dungeon
I have fallen in with a bad crowd. The sort who hammer out a dungeon in just half an hour (though this took a good 45) as inspired by the Bogeyman.
I'd like to try it again and stick to the time limit. This was an enjoyable exercise, I normally start by drawing a map. It was fun to try a different process. I was not thinking about politics when I wrote it, I really wasn't. Here it is, typos and bogus autocorrects and all:
The Stump Tower of var Haran
Hook:
If the wizard in your party wants a certain spell, there is rumor that a wizard who dwells to the north has it and is happy to trade spells with the rare visitor.
Background:
Baraghaul var Haran (BvH) is the wizard. He lives by a lagoon to the north. He does in fact have the desired spell but the rumor is a falsehood he spreads to lure weak and foolish spellcasters to him so he can steal their spells.
BvH lives in the massive massive hollow and broken trunk of a fallen tree upon which a bronze onion shaped dome has been placed and fastened. BvH is a metalworker. He is paranoid but not without a certain charisma. He is a tall skinny man who wears layers of diaphanous robes over a grimy union suit. His hands and feet are the claws of vultures.
Next to BvH's dome topped tree tower there is a long stone hall with a partially carved in roof. Since the hall was built the edges of the lagoon have swelled and the hall is now about half on land and half in the water.
NPC:
Resting atop the domed tree trunk tower is a black gull. The creature named Arturic is intelligent and cursed. He will attempt to warn the PCs of the danger of BvH and the lion but he speaks only the language of ancient Helleth.
Encounter:
Tree tower entry hall. This room is appointed with what used to be fine rugs placed over stone and ceramic tiles. Some flagstones, some roof tile that have been repurposed. The entry hall is stalked by a dire lion who is invisible except for his mouth: a crooked maw full of long odd angled teeth like the knives of a deranged and murderous chef. The lion's name is Hoivre. He loves jokes and will ask visitors to tell him some. He will eat them when they run out of jokes. The lion always laughs at what BvH says, even when it's not funny. (BvH has charmed him)
Hoivre invisible dire lion
AC 18 (mostly invisible) HD 5d10 dmg: d12+1 bite
Empty:
From the entry hall there are a number of ladders. One leads up to a large wooden platform with a few benches, pots, pans, knives a rake, a shovel. A pot stove and barrels of food. Through a slim hole the stovepipe exits one can get a slight view of the lagoon.
Encounter and Magic Items:
Up another longer ladder leads to the top chamber where BvH can most often be found.
This room has an open view to the lagoon. There is a large trunk, so large it has been nailed to the I side of the tree trunk. Inside there is a very very heavy full body leather suit with a quilted coif. Inside the suit there are lead sheets and strange filaments. The suit protects as leather armor, but slows the wearer as if they were wearing plate. The suit negates all magic effects directed at the wearer.
Baraghaul var Haran
level 6 magic user
AC 14 HD 6d4 dmg by spell or dagger or wand of paralysis with 3d4 charges.
He also has a metal disk 24" around and 1/4" thick that functions as a floating disc or levitate spell if a magic user or psionic steps on it and wills it so.
Trap and treasure:
The longest ladder leads up into the onion dome. Near the top of the ladder there are three false rungs that will break away. Save or fall for each one. Inside the onion dome is where BvH keeps his stolen spellbooks. He has most first and second level spells, and a few third level.
Empty:
Out behind the tree trunk tower is BvH's crude foundry under a large tarp fashioned into a lean-to.
Empty:
The dry end of the long stone hall:
The roof has mostly caved in and this area is full of old machines, some iron and rusted, some bronze and not. BvH has chipped away at and otherwise borrowed bits of the machinery
Encounter:
In the wet end of the long hall (underwater) dwell a group of 3 fish men who are strong and capable and jealous of the lion.
AC 15 HD 3d8
Weird:
Outside the submerged end of the long hall in the lagoon there is a verdigris statue of a slightly abstract woman. Touching the statue will allow anyone to receive a message left at the similar statue of a man far far to the south. This is how BvH communicates with his agents. There is a massage in it that says "more are coming." And then includes descriptions of the PCs.
Trap:
The lagoon is poisonous and will incapacitate anyone who drinks from it for d4 days, failing a save. It will incapacitate anyone who comes within significant contact (immersion or partial immersion) with it for 1 day failing a save.