April 21, 2025

20 Questions on AD&D Rules

This awesome blogpost from the old-school OSR (OSOSR?) has 20 rules questions for your favourite D&D-like. I thought it would be a good exercise to answer these questions for (my understanding of) AD&D by the book. This would be pretty much my answers for my upcoming (hopefully soon!) new AD&D campaign.

Ability scores generation method?
    
Method III: 3d6 six times, pick the best, repeat for each stat. Or the almost (with 0.5% accuracy) equivalent d100 table posted here.
    
How are death and dying handled?
    
If a hit brings your HP to exactly 0, you are unconscious. Even if woken up or healed, you are out of the action until you can get 7 days uninterrupted bed rest. If a hit brings you to negative HP, you are dead.
    
What about raising the dead?
    
That is possible with the raise dead or resurrection spell, contingent on passing a Resurrection Survival check. If you pass, you are raised, your CON is reduced by one, and your max. resurrection counter is reduced by one (your max. resurrection counter at character creation equals your rolled CON). If you fail the check, you are permanently and irrevocably dead.
    
How are replacement PCs handled?
    
All new characters must begin at 1st level, there is no taking over of higher-level characters with the exception of henchmen in the retinue of the deceased character. In general, characters are not "spawned" just because a PC died. Normally, 1st level characters are created in towns and villages, and can be retrieved there by the party. They don't just appear wherever is convenient. They also don't suddenly decide to go alone to a dungeon just to join a party that they don't know. But players may take steps to ensure that a replacement character is always nearby. They can employ hirelings and henchmen that they get to "take over" if a PC dies. Hirelings will become level 1 characters at the end of the session; henchmen retain their level (and this is the only way to start playing a character of a higher level.) Players cannot bring multiple characters from their stable along without there being a henchman-liege relationship.

Initiative: individual, group, or something else?
    
Group initiative. High-Dex individuals may fire missiles out of initiative order as described by the Dexterity rules, but only if unencumbered. Actions are declared before initiative is rolled!
    
Are there critical hits and fumbles? How do they work?
    
There is no such thing.
    
Do I get any benefits for wearing a helmet?
    
Yes: for the sake of speeding up the game, wearing a helmet is mandatory if you are wearing any kind of armor. (Otherwise every attack incurs a chance of the AC 10 head being targeted... and this DM doesn't want to deal with that.)
    
Can I hurt my friends if I fire into melee or do something similarly silly?
    
Absolutely. Firing into melee hits a random target among all the combatants in the melee.
    
Will we need to run from some encounters, or will we be able to kill everything?
    
You will need to run from some encounters, and you might want to do that before you are engaged in melee due to the free +4 attack the monsters would get against your back otherwise.
    
Level-draining monsters: yes or no?
    
Yes. Be careful and don't neglect to play and advance clerics.
    
Are there going to be cases where a failed save results in PC death?
  
Yes. If you have to roll a save you already messed up. Be glad that you get to roll.
    
How strictly are encumbrance & resources tracked?
  
Encumbrance should be calculated at the beginning of each session to determine movement rates. From that starting value, just keep track of additional encumbrance due to treasure that you picked up. In particular, don't bother updating the ENC value after every torch you use or potion you consume. If you want to drop something heavy to free up space, feel free to recalculate encumbrance.
    
Resources are also tracked pretty strictly. You should bring along enough food and torches to get you through the expedition, and those will deplete at a steady rate. However, water is handwaved if you have a waterskin and are not in a desert. Consider electing a quartermaster among the players to handle resource tracking for all players.
    
On the other hand, the replenishing of resources once back in town is not handled strictly: everyone must pay upkeep costs every month, and it is assumed that you can replenish your resources with that upkeep money. You spend money to get new "max resources" and the replenishing of these is abstracted into upkeep.
    
What’s required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time?
    
PCs level exclusively between sessions and they all need to train. Training costs 1500 gp per current level per week. It lasts from 1 to 4 weeks depending on the "grading" of that character. Grading is done after every session. Characters are assigned a grade of 1 (best) to 4 (worst) according to whether they have played their role well with respect to their character class and alignment. At leveling, all grades between the last level gain an now are averaged, this gives the number of weeks the character must train. Training requires a higher-level tutor, but characters with an average grade of 2 or better can self-train for double the cost. Magic-Users and Illusionists get one spell every time they level. They choose one non-named spell from the PHB list, roll chance to know, and if they fail they note this and try again with another spell, this repeats until they succeed. MUs and Illus can learn additional spells by finding scrolls and rolling "to know" (erases spell from scroll in any case).
    
What do I get experience for?
    
a) Recovering treasure from a dangerous place and bringing it back to civilization or a friendly stronghold. This includes coins, gems, jewelry, and magic items. With magic items, you can either give up the item immediately and receive a lot of XP for it, or you can keep the item and receive less XP. A "given up" magic item is assumed to have been sold to the black/underground market and effectively disappears from the campaign. b) Defeating monsters in combat. Note that all experience gains are reduced if the challenge required to get them was way lesser than the party's strength.
    
How are traps located? Description, dice rolling, or some combination?
    
Both are acceptable. A thief's roll to search for traps is in addition to stuff anyone (including the thief) can do by probing, observing, etc. The thief should still say what he does when he searches though, he doesn't just roll abstractly. However, a failed roll does not normally spring the trap.
    
Are retainers encouraged and how does morale work?
    
The morale rules are pretty extensive. They are described in the DMG. Generally, they work by rolling 1d100 against a fixed morale rating (for monsters, 45 + 5/HD), rolling over that rating indicates morale failure, the degree of the failure is determined by the d100 minus the morale rating. When to roll morale is also in the DMG (iirc, for example at 25% losses and at the loss of a leader. Some circumstances may add to the roll, making morale more likely to fail). Retainers of all types are very helpful for a successful mission and players are encouraged to seek them out in downtime.
    
How do I identify magic items?
    
Via experimentation or the Identify spell. Generally, NPC magic users will want 2x the cost of casting this spell for item identification.
    
Can I buy magic items? Oh, come on: how about just potions?
    
Yes, but you have to a) find them, b) the Magic User must be willing to sell them to you (which is in general not the case), and c) the price is 2x the XP you gain for selling them. There is no easy purchasing of magic items in downtime like there is for equipment. Bartering magic items is explicitly an option, but again not automatic.
    
Can I create magic items? When and how?
    
That is described in the DMG and PHB in much detail. Feel free to read the details if you are interested. In general, that will happen after you've gained some MU levels. BUT the magic research rules can be used from level 1!
    
What about splitting the party?
    
That's possible, but then players are asked to keep their focus and not get distracted while the other half of the party is handled. The most common case of splitting the party is someone scouting ahead.

April 06, 2025

AD&D Faction: The Dhuvians

"It was fear, the ancient evil thing that crept among the grasses in the beginning, apart from life but watching it with eyes of cold wisdom, laughing its silent laughter, giving nothing but the bitter death.

It was the Serpent."

Leigh Brackett, The Sword of Rhiannon.

---

In this post I outline a mid-level faction for AD&D 1e Braunsteins. This is my answer to the challenge raised at BDubs and Dragons. I will follow the guidelines detailed in that post and will attempt to structure my entry like the ones in BROZER.

To start with, here is a short blurb of the faction that is supposed to be visible to all players.

The Dhuvians: Lawful Evil. Pale, scaleless snake men that thrive in the dark. They lack strength, but possess esoteric knowledge. They leverage this knowledge to support their allies and fight their foes.

And now the full details, visible only to the Dhuvian player.

Description: The Dhuvians, also called Snake Men or Children of the Serpent, are an ancient Demihuman race that has evolved to thrive in darkness using cunning and subterfuge. They worship the fallen demigod Rhiannon, who still sometimes whispers to them. From him they know how to use a few items of ancient power. They are aloof and calculating, always waiting for the next chance to permanently alter the game board in their favor. They will make allies of convenience but their ultimate goal is to dominate all intelligent life and rule every human and nonhuman kingdom.

Leader: Lord Hishah, Cleric 5. Evil cleric: will generally use the reversed version of spells. Ability scores: Str 11, Int 15, Wis 13, Dex 14, Con 16, Cha 13. Spells: 3 3 1.

Magic Items:
Pipes of the Sewers
Figurine of Wondrous Power: Marble Elephant (Mastodon)
Scroll of Protection vs. Undead
Sword +2, Dragon Slayer (F)
Potion, Dragon Control
Scimitar +2
Shield +1

Hishah is presently the mediator between the Dhuvian people and their god Rhiannon. He is a cunning diplomat, and will visit potential allies with his entourage to demonstrate the power of Rhiannon's scientific magic. He will try use his magic items to intimidate enemies and force potential allies to cooperate with his goals. Like most children of the Serpent, he hates other forms of intelligent life, especially those that thrive under the sun, which is most of them. His relationship with Rhiannon is a tense one, as the demigod was banished and entombed for as long as the Dhuvian race exists by his godly companions. Still, he provides Hishah with spells and power words for his items, at least for now. Hishah is always on the lookout for powerful magical items to add to the stash at his city of Caer Dhu. He will use the ones that hurt his enemies with much glee.

Officers, Troops: Caer Dhu's army is rather thin. Mostly Hishah thinks of the army as a vehicle for using magic swords, and as protection for himself while on diplomatic mission. There is one Lv. 2 lieutenant and two troops of 10 light foot with helmet, leather armor and small wooden shield (AC 7) wielding spears, plus two serjeants. The lieutenant wields the dragon-slaying sword and one of the serjeants the scimitar +2. The player should decide who has the shield +1, possibly including Hishah.

Dhuvian stat block:

NO. APPEARING: 20-200
ARMOR CLASS: 10 (no armor) or 7 (leather and shield)
MOVE: 12”
HIT DICE: 1
ALIGNMENT: lawful evil

Treat as Half-Elves for Class/Level restrictions, Age, Height/Weight, and any other relevant characteristics.

Location: Caer Dhu is the only city of the Dhuvians. It is a walled city with a gatehouse and stone buildings inside it forming a twisted and sinister appearance with no open space. It sits in a marshy/swamp area which further repels intruders. About 180 snake men live in the city. AD&D specifics for the city: 12 stone buildings, 600' of wall, gatehouse, 4 towers (10' square).

Goals: Hishah wants to subdue and rule over all intelligent life... or if not him, his vassals. In short, he wants total Dhuvian supremacy. But he recognizes that his power is not advanced enough yet, so some small steps will be needed first. He will be pleased if he manages to 1) completely subjugate an enemy and install a Dhuvian ruler upon them, 2) gain a powerful ally and get them to defend Caer Dhu from some threat, or 3) directly cause two third parties to fight each other and not him. He will additionally seek 4) the acquisition and use of a substantial magical item, like a misc. item with a power word or a powerful rod/wand/staff together with the requisite Magic-User to operate it.

Appendix N Notes: This faction is lifted from "The Sword of Rhiannon" by Leigh Brackett. This book actually has quite a lot of factions, and these factions drive the story, together with the intervention of the protagonist. A highly recommended read for adventure enthusiasts, and for more ideas on how to play the Dhuvian faction. Note that I adjusted some things like Rhiannon's character to make it fit the game better. I also didn't include any of the powerful items from the book since I wanted to use BDubs' system for magic items.

This concludes my faction. As you might have noticed, I leaned heavily on the magic item generation as described by BDubs, in line with the original Dhuvians' modus operandi. I didn't get anything crazy but there are several items that could be creatively leveraged into an advantage in your next Braunstein. Enjoy!