Thursday, March 5, 2020
Two Weeks!
Or slightly over. I apologize for the delay, but after working 60+ hours a week and fighting either the a) Corona Lite virus or b) the worst god damn allergies in history, I'm back and ready to rumble! Stay tuned for an update this weekend (maybe two!) and let's see what kind of fresh hell Minston and Footman can get themselves into.
Seriously, thanks for bearing with me - I've got about a month before I have to go through this again, but I'll do my best. The show must go on!
- WK
Wednesday, February 19, 2020
A Quick Update
I'm still alive - just due to the quarterly release nature of my particular company, this week and part of next is Super Crunch Time From Hell (tm). I'll post an update as soon as I can - talk among yourselves, maybe come up with names for the Bearers or Footman, suggest ideas for a direction for our party to head next, etc.
Thanks for reading!
-WK
Thanks for reading!
-WK
Sunday, February 16, 2020
A Quick Note About Methodology
I know that the first few posts have been pretty heavy with references to pages, tables, charts, modifiers, etc. Just to be clear, I'm only going to mention those things the first time they come into play. Once we've covered it, then you'll only see the occasional (R ##) notations to indicate a die roll - feel free to reference the table that it would logically refer to if you wish.
Saturday, February 15, 2020
Encounter!
Due
to naive unconcern, our party is about to get their first Learning
Experience when it comes to standing watch during nighttime hours.
Something lurks nearby…
The
Random Wilderness Encounter table for Uninhabited/Wilderness areas in
a Temperate/Sub-Tropical environment is on page 184-185 of the DMG. A
simple d100 roll, cross-referenced to Rough terrain (R 30) reveals
that Humanoids of some type have been lurking in the shadows of the
rock formations about the camp. A d100 roll on the Humanoid sub-table
at the bottom of pg. 185 (R 52) results in Kobolds.
Starting
on pg. 196 of the DMG, there is a basic, stats-only listing of
monsters from the Monster Manual. It does not provide a “number
appearing” range for any monster, just single-creature stat lines.
Of course, we could (and will, eventually) refer to the entries in
the Monster Manual for full details of creatures encountered, but the
DM has an idea.
A
single Kobold can make some interesting sense, because there is a
single small dwelling somewhere in this hex (see the previous blog
entry).
Therefore,
I decide that the party unknowingly bedded down for the night on the
other side of the rocks from this lonely kobold's hovel-cave. Cast
out from his tribe for (reasons), he has been scratching out a living
here by the hairpin turn in the road, carefully sneaking into poorly
guarded campsites to pilfer what he can to supplement his meager diet
of lizards and insects. Driven by curiosity, hunger and maybe
loneliness, he has been watching them from above. Once they appear
fully sleep, he makes his move…
A
thorough review of the PHB and DMG reveals that there are no rules
concerning surprise of a completely sleeping party (or sleeping
monster, for that matter). Normal Surprise rules call for a d6 vs. d6
roll-off with various modifiers, but it is clear from the
examples given, tables, etc. that Surprise rules are only meant for
conscious groups that can possibly detect each other. Since there are no rules
for anyone EXCEPT a Thief to move quietly, we can assume one of two
things. Nobody but a Thief can ever be sneaky without magic aid, and
even a Thief will suck at it most of the time.
So,
lacking rules for this type of encounter, the DM decides that there is a 1 in 12
chance someone in the party wakes up while the Kobold is doing his
work.
(R
7) Snoring continues unabated as the Kobold quietly picks his way
among the gear scattered by the fire. His primary quarry was food,
and the Iron Rations represent a King's feast to him after untold
months/years in the badlands. A week's worth of rations vanish, along
with the not-as-full-as-before wineskin, and our bandit tip-toes his
way back to his lair.
We
started the adventure with a week of rations for each person, or 28
man-days total. The loss of a complete week's worth or rations plus
the day the party has consumed reduces the total to 17 man-days left.
Instead of 6 days worth of food, the party is down to 4.25 days. A
potential disaster, to be sure.
This
might not be the end of the the troubles because Day Two will start
with an encounter roll (ER 2).
Thankfully our adventurers will have some undisturbed time to discover they've been raided during the night. Waking up slowly to a clear, warm day (the DMG has no Random Weather charts, so we'll fall back on DonJon's random generators again, giving us a clear day with light winds and moderate temperatures (81'F for the high)).
One of the bearers looks up from repacking the gear. "Hey, boss - unless someone got some kinda hole in their stomach, I think we've been hit. I can't find a whole week of rations."
Everyone stops and begins looking around the campsite. Minston soon realizes the wineskin is gone as well. Footman finds signs nearby that seem to indicate that whatever it was, it sat the package of rations down and dragged it for a bit before picking it up and walking. Small clawed footprints and dribbles of spilled wine on the dusty ground lead around the smooth rock outcrop where they spent the night.
"Right!" declares Minston, straightening his armor and smoothing his hair. "Bearers, you stay and finish packing Mule and make sure our visitor doesn't return for round two. Footman, with me!"
As the two men finishing gearing up, Minston advises the bearers "If it looks like the scoundrel made it too far, we'll come back for you and resume as a group. If we're not back by nightfall... then we aren't coming back. Be strong, fair friends!"
The bearers look at each other conspiratorially, then back and Minston, nodding. "Right, boss."
Within moments, Minston and Footman are off on the trail of the dastardly fiend who pilfered their goods!
Within moments, Minston and Footman are off on the trail of the dastardly fiend who pilfered their goods!
Thursday, February 13, 2020
The Adventure Begins - Day One
We will be starting with the Movement
Rules in the DMG, pg.58, for our overland adventure. With a mule to
help carry things, we can assume an Average burden for the party as a
whole, which gives us a 20 mile per day movement (1 hex) in normal
terrain, and since Minston and his band are heading north along the
road, that seems reasonable. SmallVillage is smack-dab in the middle
of our starting hex, so it's 10 miles to the "border" of
the next zone. They can cover that by mid-day, and get half-way into
the next hex by nightfall on the same day, assuming no encounters or
other unforeseen events.
Speaking of encounters - DMG pg.47
outlines the chances of encounters and how often to roll for them.
Forest terrain requires more checks than any other type, six times
a day. The chance for an encounter is based on the population density
of the immediate surroundings, from relatively dense to
uninhabited/wilderness. We will assume that the population level is
Moderate to Sparse from SmallVillage to the edge of the next hex,
giving us a 1 in 12 chance per check.
So it begins!
Minston and his merry band rise
early, just before dawn. Double-checking the supplies secured to
Mule's back, they bid a hearty farewell to the rooster eyeing them
suspiciously from a nearby railing and strike northwards towards
their destiny. The morning passes uneventfully (Encounter Roll 5),
with the twisting path of the road eventually taking them out of
sight of their home. Birds twitter, deer stare, moss grows, as wind
gently rustles the tops of the trees. An auspicious start, Minston
thinks.
By mid-day (ER 4), the party stops
to rest their feet and enjoy a bite to eat while they chat about
their homes and lives before today. Nothing special, as the Footman
points out, or none of them would be here. Nods and grunts of
agreement muffled by bread and cheese. After a quick bit of
stretching, they regroup and stare at the mile-post just ahead. This
is it. This is the farthest from home any of them has ever been.
Packs adjusted, they march forward - heads held high.
The Next Hex
We will assume that each hex has a
"dominant" terrain, with a chance for differences here and
there as the DM sees fit. The DMG pg.173 gives us the tools we need
to determine what the next 20 miles of terrain holds for our group.
Simple enough - find the terrain type they're currently in on the
table, roll a d20, and skim down to find the new terrain type.
(Roll - 15) Rough terrain. According to
the book, it is a badlands hex. Not exactly a desert (though it could
be), but arid and nearly barren of life, and rugged. This will also
affect movement rates if the road gives out or changes direction and
the party decides to keep heading north.
Although the DMG does not specify how
to randomly determine road or river directions, I will apply the
following rule. The course or path will continue in the direction it
was following when the hex was entered, then roll a d6 at the
midpoint to show the change in direction, if any. If the roll shows
the road or river doubling back on itself, then that will be where it
ends/begins. Exceptions will be made for things like mountains etc.
on a case-by-case basis.
What about inhabitants? A d100 roll (3)
tells us that there is a single dwelling somewhere in this wasteland.
We'll decide later if our group stumbles upon it.
Here's a hiccup - the Encounter table
on pg. 47 does not include Rough Terrain. The DM will make a judgment
call that Rough will use the Desert encounter line with rolls made
Morning, Night, and Pre-Dawn.
The small band clears a bend in the road
and finds that the trees thin out quickly, revealing a ruddy
red-and-brown landscape that stretches as far as they can see. The
road continues north, its dusty brown surface barely discernible
against the rest of the terrain. The adventurers pause, looking
behind them at the wall of green, then at each other. Mule brays
mournfully. The march resumes.
Despite the dreary surroundings the
weather is thankfully mild, the winds light, and the road flat. The
line of green recedes behind them and eventually disappears as the
sun dips low in the western sky, and attention is diverted to finding
a place to spend the night. Strangely, the road almost loops back on
itself (mid-Hex Roll: 5), hair-pinning back to the southwest. There
is no obvious reason for the dramatic turn, and they decide to find
shelter nearby for the night and decide on their course the next
morning.
They soon find a suitable spot
nestled in the crook of what looks like a fossilized dune and settle
in for the night. Soon they are singing and sharing stories, drinking
wine beneath the glowing stars, and generally feeling pretty pleased
with themselves. It is decided that no watch is needed - after all,
they haven't seen a thing beyond a few buzzing flies in the last few
hours, and they're all beat from a good day's march.
(ER 1)
Tuesday, February 11, 2020
Meet Minston Diced
Before we begin, bear in mind that this presentation is intended for folks not familiar with the system, letting them see how it works, warts and all. It looks and reads way more complicated than it really is - the entire process at the table might take 5-7 minutes once you've done it a few times. It also exposes some of the idiosyncrasies (or flaws if you wish) of the AD&D1e books and their layout. I've tried to hit all the points of Character Creation, even things some folks might declare "optional" (and they're all optional, right guys?) just for the sake of completeness. If I've missed anything, please let me know.
So, let's find out who our Heroic Adventurer will be. I started out by rolling 3d6 and assigning them to the character's statistics in the order presented in the Player's Handbook. Why 3d6 in order? Because that's how the game is supposed to be played. For transparency, I'm presenting the screenshots of my rolls from the freebie version of the dice rolling app I used on my phone, https://www.natural20app.com/:

Nothing special at all about our friend Minston. On the whole, he is just barely above average in a couple of categories, and below average in others. Certainly not an Epic Heroic Adventurer - not yet at least. I'm sure that almost nobody playing any version of D&D after 1e would put up with these stats, but this IS your daddy's D&D after all. Presented in order with modifiers, bonuses and restrictions included (NA = no adjustment):
STR: 14 Hit Probability: NA Damage: NA Weight: +200gp Open Door: 1-2 Bend Bars/Lift Gates: 7%
INT: 7 Additional Lang: NA No Elf, Magic-User, Paladin, Assassin, Ranger or Illusionist
WIS: 13 Magical Attack Adjustment: NA No Ranger or Monk
DEX: 11 Reaction/Attack Adjustment: NA Defensive Adjustment: NA No Assassin, Monk or Illusionist
CON: 12 HP Adjustment: NA System Shock: 80% Resurrection: 85% No Half-Orc or Ranger
CHR: 8 Max. Henchmen: 3 Loyalty Base:-05% Reaction Adjustment: NA
So he can't be an Elf or a Half-Orc. No Magic-User, Paladin, Assassin, Ranger, Illusionist or Monk. His Wisdom is "eh" for a Cleric. Dexterity too low for a decent Thief. Just based on all those factors, I'm thinking Fighter is the only real choice for our boyo.
Next - which Race? Well, any Race is open to Fighters. Fighters can also be any Alignment. Only Humans Fighters have uncapped Level Limitation, with Half-Orc (which he can't be anyway) at 10 and Dwarf at 9 but with a strength of less than 17, a Dwarf is limited to 7th level. Assuming our guy manages to survive lacing up his boots on Day One, we want him to be able to go as far as possible.
Therefore, Minston Diced will be a Human Fighter. Huzzah!
What are his views towards others? Humans are basically neutral to everyone except Half-Elves (tolerated) and of course other normal people (Humans).
As a Fighter, what does Minston have to look forward to? d10 Hit Dice type, nine Maximum Hit Dice, and no Spell Ability or Class Level Limit. We can use any armor, any weapons, oil and possibly even poison if the DM (that's me!) allow it. Potions and protection scrolls are fine, a few Rings, Wands, and one Rod are possibilities, but we all know the Fighter's stock-in-trade will be magic weapons and armor, provided we find any. Looks like the sky's the limit for a Human Fighter, as it should be. I won't go into all the future benefits of the Class (taxes, men-at-arms, etc.) until and unless we make it that far.
Hit Points = 9 - just about the best we could hope for. Too bad we don't have a Constitution bonus, but them's the breaks.
Alignment: Let's go with Neutral Good. Go along to get along type, minimal government and do as you please, just don't force it on me, man! Solid libertarian fellow.
Languages: Common and Neutral Good - both rather badly, I would imagine, with an INT of 7.
Money: 140gp. Phew, that was a big hurdle. Our guy isn't exactly Sir Lancelot in any sense, but without a good amount of gold his start might have been his finish. At least we can equip him fairly well.
Speaking of equipment, the list in the Player's Handbook doesn't exactly provide Amazon-levels of selection. It looks basic because it IS basic, with no bloated tables of gear to over-encumber your PCs with. In later editions, you could get multiple books of gear. As we all know, nobody uses encumbrance rules. Have you seen how many brooms you can carry in Skyrim, for example?
We will be using those rules, however, and we'll have to plan accordingly. Even though the list is small, that weight will add up quickly.
(There is one glaring omission from the equipment tables - no hammer or mallet to drive in those iron spikes. As DM, I'm making a ruling that 5 spikes come with a hammer.)
Weapons - I imagine there'll be a lot of need for them fairly soon. Fighters get four initial Weapon Proficiencies, meaning four types that can be used without penalty. That gives us quite a range of options. Speaking of range, let's start with a short bow and a dozen arrows (16gp total). At low levels especially, being able to start combat at range (if you can) is vital. A Longsword and Scabbard (15gp) and a Dagger and Scabbard (2gp) round out the weapon purchases for now, leaving one proficiency. Battle axe sounds good (Minston was a woodsman, maybe?).
We have 107gp left.
Armor. That's expensive stuff. No plate for sure, not even chain for now. We'll start with good old Studded Leather (15gp) and a Small Shield (10gp). No helm, because Minston doesn't want to obscure his chiseled good looks and flowing locks (CHA 8 but INT 7, remember - not the sharpest spoon in the drawer). This gives us a respectable Armor Class of 6, with no DEX mods.
82gp, and it's time to look at more practical gear.
High, Hard Boots (2gp), a Belt (3sp) and Cloak (5sp). No shirts or pants - real men don't need them in AD&D1e - that's what armor is for.
Backpack (2gp), Bullseye Lantern (15gp), three Oil Flasks (3gp), a 10' Pole (3cp), one Large and two Small Belt Pouches (2g10s), a Quiver for the arrows (8sp), 50' of Rope (4sp), a Wineskin (15sp), 5 iron spikes (with hammer! - 5cp) and a Tinder Box and Flint (1gp).
Hopefully, Minston will be able to hunt and forage for food during his adventures, but let's start out with at least a few rations. Iron Rations for one week (5gp), and a couple of good pints of Wine (1gp) for those long nights around the campfire when he's rethinking his life choices.
A horse, maybe? We'll come back to that and see how much gold we have left after we're done with other things.
So we're left with 78g, 9s, 2c - everyone get the same answer?
This brings us to another consideration - Hirelings and Henchmen.
Note: I'm glossing over the various rolls/modifiers and restrictions for locating these guys just to get the ball rolling. Going forward, as they say, we'll put it all into play as necessary.
Early editions of D&D are *deadly* by design, especially for a solo adventurer. Minston will need traveling companions both for their carrying capacity and their fighting ability. Let's look at hiring some "friends". Because of his CHA 8, he has a maximum of three henchmen but can have however many hirelings he can afford.
We'll have to flip over to the Dungeon Master's Guide (pg. 28) for this one, since the various types of hirelings/henchmen, their costs, etc. are detailed there. Standard hirelings are relatively cheap physical/minor skills types. Based on the list, Minston will hire two bearers for a month and provide them with 10' poles to double their carry capacity to 100lbs each. They have to eat too, so 1 week of rations each (10g total), and two torches each (4cp). A final touch for the bearers - slings! No point in letting these overpaid slackers stand around while Minston gets diced. They can provide a bit of cheap fire support (Sling and 12 Bullets each, 1gp total).
Minston will pay them 50% above their normal pay of 1gp each for venturing into the unknown (he has a -05% Loyalty modifier, so he'll have to buy his friends for now) and to cover for the lack of housing which would normally be expected. As the adventure progresses, giving them a bit of treasure won't hurt either, although this might not be as important with Hirelings as it would with Henchmen.
Total: 21g, 7cp, leaving us with 57g, 8s, 2c - still a fair amount to work with.
Let's give him a Stalwart (well, compensated) Companion as well. A Light Footman (under Expert Hirelings in the DMG) is a good choice - a capable melee type used to fighting in loose formations and rough terrain. I don't know how Minston KNOWS he's a Light Footman since the guy has no gear. Maybe he's a scam artist. IQ 7 Minston neither knows nor cares.
Double salary for the first month (2gp), Leather Armor (5gp), Small Wooden Shield (1gp), Long Sword and Scabbard (15gp), Low Hard Boots (1gp), Backpack (2gp) and a week of Iron Rations (1gp). This will give a character with average stats (assumed as 10 across the board) an AC of 7 and a decent chance to pitch in during a fight. He's not cheap, but better than fighting solo. Total cost, 27gp.
Now we're at 30g, 8s, 2c.
Time to figure Encumbrance. Only weapons have their weight listed in the PHB - we need to go to pg. 239 the DMG for Encumbrance of Standard Items and Armor - the weights of which are given in lbs. for some reason (I converted to gp below). I've only listed the items we have at least one of as a group, then multiplied accordingly. I didn't show my work, feel free to double-check if you like.
Arrow - 2
Dagger - 10
Backpack - 20
Belt - 3
Belt Pouch, Large - 10
Small - 5
Boots, Hard - 60
Soft - 30
Lantern - 60
10' Pole - 100
Quiver - 30
Iron Rations - 75
Cloak - 25
50' Rope - 75
Iron Spike - 10
Tinder Box - 2
Torch - 25
Full Wineskin - 50
Oil Flask, full - 20
Sling bullet 2/each
Longsword 60
Studded Leather 200 9" base move
Leather 150 12" base move
Small Wood Shield 30
Small Shield 50
Padded 100
Bow - Short 50
Based on the Encumbrance rules in the PHB pg. 101, this gives us:
Minston - 1002.4 (100.24 lbs) <= 105 lbs. Result - Heavy Gear; 9" max movement, normal Reaction and Initiative
Bearers - 199 (19.9 lbs) <= 35 lbs Result - Normal Gear, 12" movement, no restrictions to Reaction or Initiative
Footsoldier - 395 (39.5 lbs) <= 70 lbs. Result - Heavy Gear; 9" max movement, normal Reaction and Initiative
Not horrible. Minston gets and extra 20 lbs. per encumbrance level for his +200gp capacity (55/90/125 lbs. as opposed to a normal 10 strength person) but it didn't impact his results yet. That's good, right?
Only if you don't want to haul much treasure, or if you don't mind being so slow a snail could waylay you on the road. Looks like maybe a pack animal of some type wouldn't be a bad idea. How about a Mule (20gp)? And he'll need at least a harness (12sp), and a few saddlebags (two Large and two Small - 16gp total).
Now we're at 3g, 16s, 2c. That's a bit more incentive to head out and look for some treasure. Parties gotta eat after all.
So there you have it. A fully fleshed out, equipped, and certainly not at all in over their heads group of Adventurers. Well, one Adventurer and three guys collecting paychecks. And a Mule. Feel free to suggest names for any or all of them, otherwise I'll reach into the Random Generator bag and see what emerges.
Next Time: Veteran Fighter Minston Diced and his intrepid crew strike out for fame, glory and gold!
Saturday, February 8, 2020
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