Monday, December 27, 2021

Arduin Bloody Arduin

I want to profusely thank Emperors Choice for participating in Tenkar's 12 Days of OSR Christmas event. I was fortunate to win one of their sets of Volumes IV to IX, which completes my trilogy of trilogies.

I've had the first three (in later prints) for more than 25 years, plus The Howling Tower, a much-used copy that Crazy Egor warned -- "How crappy can you get. One of the rarest items ever and it wasn't just used, it was abused inside. Writing all over in pencil, ink cross outs all over. OK, play it but don't destroy it!" Still playable, though... otherwise I would not have been able to afford it!

I also have the Arduin map, bought some years ago at Gen Con; such a gorgeous map!

I have spent the last four days poring over the new acquisitions and going over the first three grimoires and scanning the map.

What a wonderful, fascinating world! A true wacky, wahoo, classic!

I am planning to order World Book of Khaas: Legendary Lands of Arduin and Vaults of the Weaver next week to finish the collection. I plan on adapting the material to Labyrinth Lord (BX/AD&D) and running it after my current 5E Temple of Elemental Evil campaign finishes... or maybe concurrently, if I can get another group together.

I look forward to further developments in the world of Arduin!

Saturday, December 25, 2021

40 Years Ago Today…

40 Years Ago Today…
 
December 25, 1981. Christmas morning in the small northern Indiana town of Chesterton.
 
A Christmas morning like many others, however, there would never again be a Christmas morning like that for me.
 
For that Christmas is the year I received the Dungeons & Dragons Basic Set, the “Moldvay” magenta edition. 

And my life was never the same again

In fact, that one single gift directed my life pretty much every day since that day.
 
I still remember opening the gift and setting it aside on the pile of other games and toys, then later that afternoon, belly filled and everyone going off to rest and recover in their own way, I sat down in the big chair in our family’s formal living room to check out that new game.
 
I’d seen it before, at several stores; I realized it was a different boxed set than the one I was used to seeing (the “Holmes” set). I’d even expressed interest in it before, but that one little book with the sacrificial victim on the cover (Eldritch Wizardry) put my mom off the idea of my ever playing such a strange game.

Little did my parents realize that this was that self-same game, in a new edition, written and illustrated in a child-friendly manner, and available at that most innocent of stores, Toys ‘R Us. I had read The Hobbit, and most of the Lord of the Rings (that part in Two Towers with Frodo, Sam, and Gollum was just soooo boring to a 12-year old…). I had consumed other fantasy and science-fiction books and movies in large quantities...

And so not recognizing it as “that game,” my parents thought that some game with a dragon on the cover would be a natural fit, and as they had a few dollars left in the budget they set for games and toys for me, they picked it up… on a whim!
 
I tore open the box, opened the book -- and never looked back.
 
I was the first kid in my age group/social cadre to get D&D, and so I of course became the first Dungeon Master of the group. Oh, the spectacular mistakes I made! Worst example – I did not understand monster hit dice at first, and just assumed that their hit dice were their hit points. So orcs had 1 hit point, ogres had 4, and red dragons had 10… monster kills were in the 100s before I figured out THAT mistake.
 
But the game was glorious fun. In January I picked up the D&D Expert Set. In rapid order thereafter I picked up modules B1 and T1, which introduced me to Advanced Dungeons & Dragons, the books of which I picked up at the Hallmark Books shop in Marquette Mall in Michigan City. I rapidly discovered that there were hobby shops dedicated to Dungeons & Dragons, among other things. I picked up my first issue of Dragon Magazine, #57, at B&A Hobbies, also in Michigan City, around that same time.
 
By April 1982 Dungeons & Dragons had become my life. My first non-D&D game was Gamma World 1st Edition, which I received for my birthday that month. I also decided I wanted to design and write for Dungeons & Dragons, as I sent off a letter complete with hand-written monsters, to TSR; some months later, I received a “thank you, but” reply, my first rejection letter at age 13.
 
Needless to say, it did not stop me.
 
I was known as “That D&D Guy” in school thereafter. If I was not King of the Nerds, I was certainly somewhere on that court. I played D&D in the high school D&D Club (run by the Anatomy & Physiology teacher, Mr. Jim Strange), right up until a priest came in and convinced our principal that D&D was satanic.
 
I continued playing even when I lived in Germany for a year between high school and college; I even introduced gaming to some German friends there. I like to think that I ran some good games there, but between my half-assed German and all the beer, I never quite knew
 
I continued playing in college. I ditched my German for Teaching program for Anthropology and Humanities, thinking that somehow that might A) be more interesting and B) help my be a better game designer, so I might get a job writing for TSR (silly me, what they wanted was designers with English degrees, to save $ on the editorial process). In graduate school I had a dual epiphany – I hated academia and I really, REALLY wanted to work in the Game Industry. Sneaking into my first Game Manufacturer’s Association Trade Show with some faked-up business cards sealed the deal.
 
From 1995 to 2012, most of my adult life was spent (WELL SPENT, so very, very well spent) working in the Game Industry. I never got paid full time to be a game designer – sadly, game designers have never been well paid, so I worked in peripheral support areas. Over the years, I worked for Wizards of the Coast, West End Games, WizKids, Chessex Distribution, Alliance Distribution, ACD Distribution, SCRYE Magazine, Comics & Games Retailer Magazine, and Chimera Hobby Shop, among others. To stay in the business I did anything I could – I worked in publishing, purchasing, marketing, advertising, public relations, sales, and warehousing – in manufacturing, distribution, and retail. I even got to do some design work, initially as a freelancer.
 
That work of which I am most proud, and which also sadly was my Waterloo, was publishing the Wilderlands of High Adventure under license from Judges Guild and working directly with Bob Bledsaw; closely followed by working on Lejendary Earth with Gary Gygax (the fruits of which died on the vine, and would never see print). I got to work with two of my greatest childhood heroes – for Bob and Gary had a stature in my heart and mind much as, say, Joe Namath or Reggie Jackson might have in the hearts of football and baseball fans.
 
It was
amazing.
 
How many can say they lived their dreams?
 
All that was born on that one simple Christmas day 40 years ago. A simple box, a simple game, from which sprang forth a lifetime of amazing adventures, in the world of fantasy and in real life.
 
Life is a game. Roll some dice.
 
Merry Christmas.


Monday, December 20, 2021

Conjure up an Army!

Here are some new spells for conjuring up a quick (but not cheap or even necessarily good) army...


Conjure Goblinoid
Level: Magic-user 1
Duration: Instant
Range: 60’
 
This spell transforms one or more normal animals of animal intelligence into kobolds, goblins, orcs, hobgoblins, gnolls, or bugbears. The magic-user can conjure one “point” worth of goblinoids per caster level; a kobold (1/2 HD) or goblin (1-1 HD) costs 1/2 point; an orc (1 HD) costs 1 point; a hobgoblin (1+1 HD) costs 1 1/2 points; a gnoll (2 HD) costs 2 points; and a bugbear (3+1 HD) costs 3 points; “leader types” can also be conjured for the base cost of the goblinoid type plus 1 point per additional hit die, though goblinoids with class levels cannot be conjured in this way.
 
Multiple kobolds may be conjured from a single canine, including coyotes, dogs, foxes, or jackals; a single canine may be used to conjure as many kobolds as it has hit points. Goblins must be individually conjured from tiny or small lesser creatures, such as badgers, birds, cats, dogs, foxes, frogs, lizards, monkeys, piglets, rats, toads, weasels, etc. Orcs are conjured exclusively from adult swine – wild swine, domesticated pigs, or warthogs. Hobgoblins must be conjured from small to medium-sized carnivores or omnivores, such as black bears, large birds, baboons, chimpanzees, crocodiles, large dogs, goats, panthers, and so forth. Gnolls must be conjured from hyenas. Bugbears must be conjured from medium to large carnivores or omnivores, such as brown bears, polar bears, lions, tigers, wolverines, wolves, and so on.
 
Conjured goblinoids have goblin-level intelligence, fully understand goblin “culture,” can speak their dialect of Goblinish and Common, and are obedient to their creator (+2 Morale). They can reproduce among themselves by type (provided there are males and females), often mixing the characteristics of their founding animals into strange and unusual combinations. They do not have armor or weapons when conjured. Once conjured, the goblinoids are permanent, and cannot be dispelled.

Each individual target gets a saving throw versus Spells; if an animal’s saving throw succeeds, that animal is not transformed, and flees thereafter at maximum speed for one round per caster level.

The material component is gem dust, sprinkled on or toward the target animal(s), requiring 10 gpv per point used, which is expended in the casting of the spell.
 
Conjure Light Panoply
Level: Magic-user 1
Duration: Instant
Range: 60’
 
With this spell the caster creates a suit of armor and weapons out of thin air, up to one additional panoply per level. The spell conjures a suit of studded leather armor, plus one one-handed melee weapon and a shield or a short bow with a quiver of 20 arrows or a light crossbow with a case of 10 quarrels, plus a dagger or hand axe. The panoply appears on a willing target within range. Once conjured, the armor and weapons are permanent, and cannot be dispelled. The material component is 
gem dust, sprinkled on or toward the target, worth no less than 50 gp per panoply conjured, which is expended in the casting of the spell.
 
Conjure Medium Panoply
Level: Magic-user 2
Duration: Instant
Range: 60’
 
With this spell the caster creates a suit of armor and weapons out of thin air, one panoply at 3rd level and up to one additional per level thereafter. The spell conjures a suit of chain mail armor, plus one one-handed melee weapon and a shield or a two-handed melee weapon or a short or long bow with a quiver of 20 arrows, or a light or heavy crossbow with a case of 10 quarrels, plus a dagger or hand axe. The panoply appears on a willing target within range. Once conjured, the armor and weapons are permanent, and cannot be dispelled
The material component is gem dust, sprinkled on or toward the target, worth no less than 100 gp per panoply conjured, which is expended in the casting of the spell.
 
Conjure Heavy Panoply
Level: Magic-user 3
Duration: Instant
Range: 60’
 
With this spell the caster creates a suit of armor and weapons out of thin air, one panoply at 5th level and up to one additional per level thereafter. The spell conjures a suit of plate mail armor, plus one one-handed melee weapon and a shield or a two-handed melee weapon or a short or long bow with a quiver of 20 arrows, or a light or heavy crossbow with a case of 10 quarrels, plus a dagger or hand axe. The panoply appears on a willing target within range. Once conjured, the armor and weapons are permanent, and cannot be dispelled
The material component is gem dust, sprinkled on or toward the target, worth no less than 250 gp per panoply conjured, which is expended in the casting of the spell.
 
Conjure Knight’s Panoply
Level: Magic-user 4
Duration: Instant
Range: 60’
 
With this spell the caster creates a suit of armor, weapons, and a steed out of thin air, one panoply at 7th level and up to one additional per level thereafter. The spell conjures a suit of shining plate mail armor, shield, lance, long sword, and dagger, plus a mace, flail, or pick, and a warhorse complete with barding. The tabard, shield, and great helm have coat of arms, badge, and/or crest as appropriate. The panoply appears on a willing target within range, who is also instantly seated upon the warhorse. Once conjured, the armor and weapons are permanent, and cannot be dispelled
The material component is gem dust, sprinkled on or toward the target, worth no less than 500 gp per panoply conjured, which is expended in the casting of the spell.

Thursday, December 2, 2021

Orcs and XP through the Ages

I have been working on a booklet about humanoids and found some interesting tidbits about XP ratios and humanoids through the editions (and this also touches on treasure). The main simple distillation of what I found can be seen in the ratio of the number of orcs a party must kill/defeat before rising from 0 XP at 1st level to 2nd level.

After almost 40 years, I now understand why I always thought AD&D was more of a grind than B/X, which I think is a major element in my preference for B/X...

Party of four adventurers: Cleric, Fighter, Magic-user, and Thief; XP required to get to 2nd level:

OD&D: 7,200
GH: 7,200
B/X: 7,200
AD&D: 7,254
5E: 1,200

XP Value of One Average Orc (5 hp):

OD&D: 100 xp
GH: 10 xp
B/X: 10 xp
AD&D: 15 xp
5E: 100 xp

Number of Orcs a Party must Kill to rise to 2nd level (not including Treasure XP):

OD&D: 72
GH: 720
B/X: 720
AD&D: 484
5E: 12

Average Treasure per Orc, including Individual & Lair Treasure (except 5E), ASSUMING MAXIMUM COINS in treasure (not counting gems or jewelry) and Orcs per Group:

OD&D: 26 gp (TT D: 8,000 gp/300 orcs)
GH: 26 gp (TT D: 8,000 gp/300 orcs)
B/X: 133 gp (TT D: 8,000 gp/60 orcs)
AD&D: 16 gp (TT C, O & L: 4,860 gp/300 orcs)
5E: N/A

Number of Orcs a Party must Kill to rise to 2nd level (including Treasure XP, except in 5E):

OD&D: 58
GH: 200
B/X: 51
AD&D: 234
5E: 12