Showing posts with label Old School Essentials. Show all posts
Showing posts with label Old School Essentials. Show all posts

Saturday, January 10, 2026

Character Challenge 2026 - 10 Days Late - Nodonn, Human, Fighter, 4th level

 I've always meant to do the #CharacterChalllenge. And I always miss it. For 2026, I am going to try to catch up with two posts a day. 

Let's start with the overt commercial: 

I use Necrotic Gnome's Old-School Essentials, but picked up the boxed sets from a Kickstarter. You can approximate this with two titles: The Referee's Tome and The Player's Tome. Or you could taste test it with the Basic Rules. These are free.

As before, I stole Nodonn from a book. Nodonn Battlemaster is a lord from the book The Nonborn King, a part of the Many-Coloured Land Series. He is an alien, but I cast him as a human. His people, the Tanu, are the prototype for Elves. The link above goes to Amazon. As an Amazon Associate, I earn from qualifying purchases. 

Nodonn Human Fourth Level Fighter 

Strength: 15
Intelligence: 11
Wisdom: 13
Dexterity: 13
Constitution: 13
Charisma: 10

Hit Points: 33
Armor Class: 3 Ghosty Platemail (+1)

GP: 12  SP: 0  CP: 0 EP: 0   PP: 20 Gems: None  

Spells: None 
Languages: Common

Equipment: 

The Ghosty Armor (Plate)
Two-Handed Sword
Dagger
Bow and 24 Arrows

Backpack:
6 Torches
Tinderbox 
2 Waterskins
2 Sacks
7 Days of Rations
Bedroll
Change of Clothes
Shoulder Bag

Aside from the Ghosty Armor, the other special thing about Nodonn is that he is a human with elf-like features. 

Ah, Ghosty equipment is diabolical. 

I'll do a full write-up later, but the basics are: it is hard to perceive. It bothers people. It imparts bonuses because people can't see it. 

This is not magical armor, but high-tech armor. When I run X2, Castle Amber, I will see how well it works out. I have a couple of plans to make it work, plus a few fallbacks because I don't want a passive item to cause too many saving throws. 

We will see. 

Character Challenge 2026 - 10 Days Late - Ana Khouri, Post Human, Fighter, 4th level

I've always meant to do the #CharacterChalllenge. And I always miss it. For 2026, I am going to try to catch up with two posts a day. 

Let's start with the overt commercial: 

I use Necrotic Gnome's Old-School Essentials but picked up the boxed sets from a Kickstarter. You can approximate this with two titles: The Referee's Tome and The Player's Tome

Next topic: My campaign world is post-apocalyptic, so Ana Khouri is stolen from a series of science fiction novels, Revelation Space. This is a link to Amazon. As an Amazon Associate, I earn from qualifying purchases. 

Ana Khouri has travelled to the stars before returning home to Earth. She is thousands of years old, thanks to high-tech rejuvenation nanites and time dilation. She has been many things: spacer, soldier, mother, and assassin. 


Ana Khouri Fourth Level Fighter  

Strength: 15
Intelligence: 15
Wisdom: 11
Dexterity: 17
Constitution: 8
Charisma: 12

Hit Points: 32
Armor Class: 4 Elven Chain  

GP: 34  SP: 0  CP: 0 EP: 0   PP: 0 Gems: None  

Spells: None 
Languages: Common, Elvish, Halfling  

Equipment: 

Elven Chain Armor
The Ghosty Sword (+1)
Dagger
Bow and 24 Arrows

Backpack:
Lantern
4 flasks of oil
Tinderbox 
2 Waterskins
2 Sacks
7 Days of Rations 
1 Flask of Brandy
Bedroll

Special Abilities: Infravision, Starlight Vision, Max Hit Points per level, effectively immortal.

The "character sheet" above is adapted from the ones that appear in BSOLO - Ghost of Lion Castle

Since she is a post-human, I wanted to give her some special abilities without making them overpowered. She receives max hit points per level due to her nanites, despite having a low Constitution. Ana receives no bonus hit points for her stats and has lost the hit points she had in her various past lives. 

The nanites also make her immune to the spells Slow and Haste, for better or worse. Her vision is incredible. She can see in the dark like a starlight scope or use infravision. It takes a round to switch. She might be momentarily blinded by a sudden change in light levels, but she is quick to adapt. 

As mentioned in a prior post, Ana probably started with 18 in every stat, but these are slowly falling, leaving her pretty average. She is not subject to aging in the normal sense. Ana is effectively immortal unless killed by something. Ana was once an Assassin, but that was so long ago that she has forgotten all of those skills. Besides, that was another world or two ago. She doesn't have access to those types of high-tech weapons anymore.

Ana Khouri does have one high-tech weapon: The Ghosty Sword. It is a +1 Vorpal long sword. It has one other trait: it is hard to look at or focus on, improving the wielder's AC by 1. I will post more about Ghosty equipment because several of these new characters have them. 


Ana Khouri's daughter and several husbands are presumably alive, someplace out there, just not on Earth. She hopes to see them again someday, but doesn't have the means to search the galaxy for them. As you can imagine, this fact has created several weird conversations with the normal people of Earth. She only brings it up when speaking to true friends, and rarely at that. This topic of conversation gives her a headache. 

Friday, December 26, 2025

The DM's Rubric - X2 Castle Amber as an Example

In my last post, I said that X2 Castle Amber made me a better DM, but I did not fully explain why.

What makes a good DM and good players is understanding the assignment. There is a reason that meme exists. Most role-playing games give players and referees specific roles, often resolved through specific die rolls. Understanding which choices matter, which rolls apply, and what the consequences are is critical to fun and successful play.

I used to be a teacher, and one of the hardest lessons to learn was how to create a good rubric.

X2 Castle Amber made me a better Dungeon Master because it forced me to understand the difference between player agency and railroading, and how inconsistent expectations around choices and die rolls undermine good play. In teaching terms, Castle Amber shows what happens when a game’s rubric changes without warning. Learning to recognize that made me a better DM in every game I now run.

A rubric, as I like to define it, is this:

“A scoring guide that clearly defines the criteria, expectations, and levels of achievement for an assignment.”

In role-playing games, this means understanding how different roles and different die rolls are meant to work. When those expectations are clear and consistent, play improves.

I have touched on learning before. The White Box Set teaches gameplay through tangible examples. My five-star review of the 2000 Dungeons and Dragons movie is about how not to run a campaign (or a movie). My earlier X2 post describes a real learning experience at the table.

The first thing a DM needs to learn is what is and is not a railroad.

In my Keep on the Borderlands series, I ran the same end scenario three times. I prepared over one hundred monsters for a large fight. Two runs ended in total party kills. One did not. The difference was player agency. In the successful session, the players did the unexpected. I did not force them into a fight simply because I had prepared one. 

Players do not know or care what the DM prepared. If they show agency, they should not be pushed into a predetermined outcome. The thief might back away. The wizard might find a clever solution. The cleric might use magic. The fighter might decide the fight is not worth the cost. That is not avoiding play. That is play.

From the DM’s perspective, this should be a success. The players are engaged. It's a consequence of having great players, not a failure to anticipate what is needed or desired. 


Yes, it is frustrating to prepare material that does not get used. Too bad. That is part of the job. Having those monsters ready does not mean they must appear exactly as planned. Presenting the same material in a different way is not railroading.

If the party disguises themselves as enemies and talks their way into the leader’s tent, only a few of those creatures might ever be used and probably not in a fight. If they encounter the group of 100 creatures in smaller pieces and defeat them through magic, logic, or trickery, that is also not a railroad. In each case, the party made meaningful choices despite what the DM planned. 

De-escalating a railroad situation is not railroading.

X2 Castle Amber works differently. It presents a series of changing criteria and expectations. It uses alternating rubrics, and structurally it is a railroad. The players are trapped and pushed from scenario to scenario like a movie. The fun comes from recognizing the railroad and finding the exits. The module describes only one exit, but players are savvy and smart. They might come up with 3 exits. 

This only works if the players are competitive and willing to play that kind of game. If they are not, the DM should not run it. The same warning applies to “you wake up in a prison,” “the king summons you,” or even “you meet in a tavern.” Any of these can become a railroad if handled poorly.

At this point, you are getting spoilers for a 44-year-old module. I don't feel bad, but if you don't own this, perhaps you should stop reading here and buy it at DriveThruRPG.  

Consider the boxing match in X2. It is a straightforward sequence of attack rolls with the option to quit. The rules are clear and the odds are fair. The very next encounter, the dining room, is completely different. Survival depends on a chain of choices and saving throws. A saving throw is not the same as a combat roll.

An attack roll rarely kills a character outright. A saving throw often represents a single moment of survival or death. In the dining room, players are given chances to avoid those saves, but they are not told that those choices matter. The consequences are not clear. If the DM presents this poorly, the players may never realize they had a choice at all.

From a teaching perspective, combat is a series of connected decisions that lead to random outcomes. Each result feeds into the next choice. The character has agency.

Dice are uncertainty. Don't roll them
if everyone is certain. 
A saving throw is one roll with no follow-up. X2 makes this worse by mixing saves that grant benefits on failure, events with no rolls at all, and standard save-or-die effects. The rules change from scene to scene. When players face many such challenges in a row, survival becomes unlikely, not because of poor decisions, but because of constant uncertainty.

This reminds me of another lesson about rubrics.

In school, passing is often set at sixty-five percent. That may not sound impressive, but context matters. On a spelling test of seven to twelve words, that threshold makes sense. It balances difficulty, memory limits, but not the fairness. 

Problems arise when teachers scale assessments without adjusting expectations. A twenty-word spelling test with a ninety-five percent passing requirement allows only one mistake. That is unreasonable. It also confuses failure with consequence.

I remember having to write misspelled words ten times each. That was not failure. It was reinforcement. I was not retested, but I learned the words. That is a consequence, and it is good teaching.


The passing bar stays at sixty-five percent because some people have advantages. Some know spelling rules. Some do not. Knowing when to apply “I before E” is like knowing what the Deck of Many Things is before drawing from it. The situation is stacked whether you realize it or not, and there is nothing hard and fast about applying rules of thumb. "I before E" is often wrong and a Deck of Many Things is usually a deal from the bottom. 

In role-playing games, failure and consequence are often treated as the same thing. In real life, they are not. Surviving Castle Amber’s infamous meal, where the rules and consequences change from roll to roll, is hard. It can work, but only if players understand the choices they are making.

I have already scripted out the meal and the boxing match to conform to how I should have done the meal years ago and to match how I really handled the boxing match. One is what I wished I had done and the other will be a retelling of a good experience. I hope you roll with the creative drama. There will be spoilers warnings on the dramatic turn in my posts. And hopefully some sage advice. 

To survive Castle Amber and enjoy it, both the DM and the players need agency at the table. Once you understand what choices are available, you can make decisions that lead to success as a player, a character, and a DM.

I hope you will follow my future series on Castle Amber. I will be running it solo so I can explain the choices I make from both sides of the DM screen.

And now for the overt commercial: 

I use Necrotic Gnome's Old-School Essentials but picked up the boxed sets from a Kickstarter. You can approximate this with two titles: 

The Referee's Tome and The Player's Tome

I hope that I can replace my original D&D books someday. 

You can get the Basic PDF from DriveThruRPG, and they offer both The Expert Book and B2 as print-on-demand. I cannot tell you how nuts that makes me. Why offer parts 2 and 3 as POD but not part one? Pull it together, WotC. You do crazy stuff. 

And for that matter, if they had the BECMI titles in POD, I'd own those, too. But alas, WotC. 

Saturday, September 27, 2025

The Cloak of Wonderous Items

The Wizard Dallehm is a long-dead character in my campaigns. But he was the owner of many magic items and the inventor of several spell ideas. He did not live long enough to create new items or spells.  

Besides the famous crown, Dallehm also owned the Cloak of Wondrous Items. One of the Cloaks is in the possession of Sybil, and is a copy of one her father owns. How Sybil's father came by it is unknown. 

The Cloak of Wonderous Items is similar to a Robe of Useful Items, but with the ability to return non-living, non-burning items back to the cloak for later use. This is done by covering the item with the cloak or brushing the cloak over the item. 

New items cannot be added. Nothing that comes from the cloak is lit or on fire. Burning items must be extinguished before being returned. 

I stole this idea from the Many Colored Lands series. One of the characters has an outfit festooned with tiny pockets with components to assemble devices that are not otherwise allowed where the owner is going. The implication is that searching a cloak is tedious and would only turn up items that are allowed because the individual components are benign. It's the combining of items that makes them useful and dangerous. 

The cloak always has 2 of the following: 

  • A pair of daggers, one silver and one cold iron, 
  • A 12-foot tent pole, 
  • 8 iron spikes,
  • 1 large wooden stake, 
  • A torches,
  • A tinderbox, 
  • A waterskin, full, 
  • A mallet, 
  • A hatchet
  • 1 shirt, 1 pair of pants, and boots, all sized to the owner. These are neatly folded in one package.

There are 3d6 other items found on this random generation table: 

01-04    A pair of war dogs. 
05-08    A riding horse, with saddle and bags.
09-15    A bottle of wine or brandy with four wooden cups
16-22    A rowboat with anchor and oars. Holds 8 people. 
23-30    Logs and tinder, suitable for a campfire lasting all night in the coldest winter. 
31-44    A wicker mantlet. It's a siege shield with wheels and is usable by anyone. 
45-51    100 feet of rope.
52-59    A trestle table with two benches, and bowls of bread and water for 8 people. 
60-68    A rack with 6 crystal vials. 2 are holy water, two are oil, and 2 contain a powerful acid. 
69-75    A round shield, not usable by the Magic-User.
76-83    A lantern full of oil, unlit. 
84-90    A potion of healing with 8 doses. Returns 1d4+1 hp per dose. 
91-94    An 8-man tent, unassembled. It has its own spikes, mallet, and tent poles. 
95-00    A pig on a spit, ready for roasting. Serves 3d12 people. 

Alternatively, you may simply choose to have every item available once. 

The healing potions are unique and can't be returned. The same for the oil, acid, and holy water vials in the rack. The horse and war dogs also cannot be returned to the cloak. They are permanent and genuinely love the cloak's owner. 

Returning the table, waterskins, wine and brandy bottles, and roasting spit, emptied, will regenerate the food and liquids 24 hours later. Returning torch nubs or empty lanterns will regenerate the tinder, oil, wicks, and torches in 12 hours. 

Broken or lost mundane items may be replaced with an exact substitute. Characters may not replace items with substitutes if they still have the original item. 

The owner of the cloak always knows the properties of the various liquids. They will never mistake a vial of acid for a healing potion or holy water. 

This cloak is limited to Magic-Users and Illusionists; however, anyone can use the items. 

You may wish to add the following details to the items:  

  • The tent is labeled, "Camp Crystal Lake, NJ". 
  • The table is bright green and stamped with the words: "Property of Erie County Public Works". 
  • The rowboat has a number on it and the name: "Sandusky, OH". 
  • The vial rack is labeled: "Fr. G. Sarducci". 
  • The brandy is labeled "Thunderball" and the wine is branded "Dom Pérignon, 1955". 
  • As with all tents, no magic in the world can restore lost parts even if returned to the cloak. The rope, pole, mallet, and spikes are all intended to work with the provided tent. 
  • The rope must be neatly wrapped before returning. Be kind, rewind. 
  • The round shield has a white star with blue and red stripes. 

Monday, August 18, 2025

The Court Wizard Dallehm

In my last post, I covered the Crown of Saunders. This is the history of that item. I like to codify these mysteries and histories so that Bards, Magic-Users, and Clerics can use their abilities and spells to dig into the world. I like it when the players and characters feel they are the source of knowledge rather than me doing a silly info dump.  

When characters use their abilities, I will summarize only the parts applicable to the nature of the characters' powers. Sometimes that is lore, or knowledge, or merely the result of casting a spell. 

The Crown of Saunders could always reverse alignments and provide immunity to charm. How it gained its other powers is summarized below. 

Dallehm was the last Court Wizard of Saunders. He thought he was tricky and came up with a plan to steal the throne from the rightful heir. Dallehm knew that the Crown of Saunders was magical, but couldn't figure out its properties. He enlisted the aid of Magarven the Drow to find out the exact magic of the item. 

Dallehm plotted to use Magic Jar, possessing the king and forcing him to abdicate in favor of himself. 

Problem one: Magarven was not just evil; he was untrustworthy. He didn't bother to do the research or spells to determine the nature of the Crown's power. Magarven fed Dallehm information to keep the flow of coins coming. The lies didn't stop until Dallehm's coins dried up. 

Problem two: The Crown is very powerfully cursed. 

Problem three: Interactions with Magarven are cursed. 

Feeling that he had the most excellent plan in place, Dallehm proceeded to fail spectacularly. 

When he attempted to Magic Jar the king, the crown acted. First, it flipped Dallehm's alignment. Then there was a violent confrontation between the Magic Jar and the Crown, ending when Magarven destroyed the Magic Jar "to save the King!" Having no place to go, Dallehm's soul found refuge in the Crown itself. He is now effectively immortal, but trapped in an inanimate object. Dallehm is the source of the other powers the Crown possesses. 

Magarven, being of a clerical bent, ensured that Dallehm's empty body passed away quickly and quietly. 

"I tried my best, but I don't know what evil befell the Court Magician. Perhaps if the Crown had a healer instead of a Magician, this tragedy could have been averted. If the king was so inclined, I would be happy to serve at his pleasure." 

Yeah, Magarven is that kind of evil. 

Dallehm soul's can converse directly with the king, and generally Dallehm likes to talk to the king. This is what provides the gift of languages and bonus to Charsma. Dallehm is completely independent of the king's mind, so he can make observations, provide translation and the ability to speak languages while the king is otherwise occuppied. 

Dallehm can cast any of the spells he knew at the moment he was trapped in the crown. He knows 3 spells for levels 1-3 and 2 fourth-level spells. As a 9th-level Magic-User, he should also have a single fifth-level spell, but I ommit this one because he never bothered to study after using Magic Jar. DMs should select these spells base on thier campaign. 

There are two final powers Dallehm provides. When the king engages in dancing, singing, riding, or swimming, Dallehm experiences a fusion with the king. Dallehm feels like he has a body again. He amplifies the king's natural abilities but does not replace them. 

There is one last power the crown conveys to the king. When the king is subjected to telepathy or mind reading, the results are unique, to say the least. Since someone using these abilities on the king does not know there is a second mind in play, they perseve the king's inner thoughts and voice as very cold, as if he is not entirely human. The description I use for this is: "You can sense the king's thoughts, but not his voice. His thoughts are like the sound of words made by silence and absense." 

This last tidbit isn't a power of the crown, it is just my way as DM to get into the heads of the players and make them lery of mind reading and such.  

Saturday, August 16, 2025

A Simple Crown for Saunders

I was always fascinated with the artifacts in the DMG, but there was always a problem with them. They were written for someone else's campaign, plus they were essentially cursed. And often world-breaking. 

I often make up artifact-level magic items for my campaign. In general, they are more of a McGuffin of limited utility rather than The Ring of Power. I really suggest using the artifacts in the DMG as a guide rather than items to be selected. 

The Crown of Saunders is one such item. The Kingdom of Saunders is a tiny place. Its main claim to fame is that the wisdom of the kings has allowed it to remain stable for centuries. This is the power of the Crown, the actual crown worn by the king. 

Saunders' main problem is that its princes usually fall prey to the men around the king, the type of men who always gravitate to power. Every prince has always been remembered as a horrible little prick, who, upon ascending the throne and donning the crown, suddenly had a change of heart and became wise and kind. 

This is the Crown's doing. It has the following magic: 

Reverse Alignment (once in a lifetime),
Immunity to Charm,
Allows the spell ability of a 9th-level Magic-User, 
Confers on the owner the ability to sing, swim, ride horses, and dance exceptionally well. 
Confers the ability to speak and understand many languages. 
Confers a +1 to Charisma, up to 19.  

The first 3 powers require the wearing of the crown. If someone other than the king wears the crown, they will experience the alignment reversal, but not gain any of the other abilities. Those are reserved for the king. 

The DM should make up a list of spells for the crown as if a Magic-User were getting ready for travel, not combat. These can be cast once per day, but only if the crown is worn. These extra spells require no study or a spell book. Should the king actually be a Magic-User, that person can cast their own spells or one of the ones the crown "knows", but they cannot exceed the casting limits of a 9th-level caster. They don't get to cast extra spells. The Magic-User is required to study if they wish to cast a spell from their own spell book as per normal. 

The next three powers are conferred to the proper owner of the crown, not someone wearing it or holding it. It is impractical to wear the crown all the time, especially when dancing or horseback riding. The Kings of Saunders can perform all of these tasks ridiculously well, but I will leave the actual bonus up to you. I will note that drownings and riding accidents never happen to the Kings of Saunders; it's like they are Olympic-level athletes. Hubris is still possible, but unlikely. 

DMs should select up to 3 languages for the Crown to confer to the King, based on your campaign setting. In my setting, these are "evil" languages that a King typically wouldn't study due to the stigma. 

Several wily kings have historically used the alignment-reversing power of the crown to "pardon" a politically motivated criminal by placing the crown on their head. This will force the alignment change, turning an evil or chaotic person into a lawful or good citizen. It greatly reduces the likelihood of reprisals and problems for the king.  The utility of this is dubious, as the reverse of neutral is still neutral, and so is reversing the alignment of someone who is acting out of logic or belief. On many occasions, this trick of "pardoning" has actually caused more problems for the king than it solves. 

So, here you have it. A very neat and powerful item that could, but doesn't have to be game-breaking. I will have a second historical post as to how this Crown was created. It is unusual because the Crown's gambit of powers are also unusual. 

Friday, December 30, 2022

A Vance A. Study in OSE NPCs

In the last post about OSE, Vance A. commented that the Old School Essentials had character generators, specifically for NPC, Travelers, and so on. He didn't know how the distribution went, so I took a shot to figure it out. 

Before I dive into that, I would like to take a moment to thank Vance and anyone else who took the time to comment. I find that comments and shares are far better than a random like or emoji that I get elsewhere. Comments let me in on the mind of the readers and they are a report of the reception of posts I share. I love the comments, thank you very much.  

The best tool seemed to be the Retainer Generator. I set it to 0 percent chance for normal humans and asked it to generate 10d10 characters at 1st and 10d10 3rd level characters. I will repurpose them for my upcoming campaign and other projects, so I didn't burn electrons for nothing. 

I used my NPC breakdown sheet as a tally sheet. 

01-02 Acrobat (5)

03-04 Assassin (7)

05-06 Duergar (4)

06-15   Dwarf (2)

16-25    Fighter (7)

26-30 Half-Elf (3)

31-32    Half-Orc (0)

33-38 Halfling (0)

   39   Knight (7)

40-50 Theif (8)

   51      Svirfneblin (4)

52-73    Magic-User (10)

73-74    Illusionist (4)

75-80    Barbian (3)

   81      Bard (18)

82-92      Cleric (6)

   93  Drow (0)

   94         Druid (10)

95-97 Elf (0)

   98   Gnome (1)

   99   Paladin (2) 00   Ranger (10)


And you know what I discovered? Random is random. 


I generated 111 characters and this is just not enough to detect anything but the most basic trends. Certain classes and races seem more popular than others. However, judging by the 18 Bards I rolled, I could just be ascribing a personal point of view to a small series of choices. 


It was an interesting experiment in Random.


While this generator was meant for retainers, the resulting characters seem just fine for PCs. I'll be using them for that and more. You can check out all of the OSE generators at this link



Monday, December 26, 2022

Divine Donative - Bartering for Lives

For some strange reason, in all of my years of playing D&D, not one of my players has expressed a wish for the reincarnation or resurrection of a dead character. Not even the player of the deceased character. In fact, on the few times, one character has wished another character back to life, the player of the risen character has expressed some remorse at returning to the land of the living. 

I think I know why. Very often player characters in my campaigns ascend to a beloved NPC state. In other words, they retire. The story hasn't ended for them, but the adventure has. 

One idea that I am trying with my next campaign is "Divine Donative", an offering to a church, temple, or another group that ensures resurrection or reincarnation should something befall the character. Many of the rules in D&D are geared toward such a transaction such as an oath of poverty which requires donations. There is even a list price for the casting of such spells, so why not pre-payment as insurance. 

Hit x amount and you get free services. It stands to reason that if the character or party is funneling huge sums of money into an organization, there should be an immediate benefit.  At low levels, it's a bed for the night or minor healing. Later, after pounds and pounds of silver have been diverted to the organization, another life. 

We don't know what happened.
We think he liked rabbits.
Now for the fun bit. Usually, characters die from player burnout. They get bored or goofy and do something stupid to get killed. This moment of death could be an opportunity for a side mission. Everyone rolls up new characters and campaigns to recover the body. It's a nice little break and offers a chance to be something different than normal.  

Then there is the possibility that they pre-paid for services they do not want. But it's a contract that must be fulfilled. 

Off the church leaders go to save one of their most beloved patrons, and upon their return to the land of the living, this guy doesn't want to leave the temple grounds. He wants to tend a garden rather than scalp orcs. 

And if push comes to shove, maybe he or she refuses to come back as a human. All of a sudden, the party picks up a wolf or dog or cat as some sort of guardian. While the players wouldn't control such a beast, having one makes them special. 

Over time, if the characters donate enough, a willing person could be given some sort of magical jar that could be opened in a time of great need for the ultimate healing right on the field of combat. Think, a Pheonix Down from Final Fantasy. 

While I wanted to try this idea for end-of-life situations, the concept really should appear more in my campaigns. If characters are in some sort of guild or association that they support, that support should be two ways. Especially if the character is on track to be an epic hero of many storied deeds. People should be jumping out of the woodwork to support them. Even lowly fighters may belong to some sort of veterans group which could prove a small benefit if support. 

My idea isn't to just fork stuff out to the players as much build continuity with the campaign world beyond what the players are directly experiencing. If the party has a Bard or a Magic User, they probably have associations that need answers, which the PC might have. This would create a series of barter situations that the characters could grant favors and call them in later. Rather than present the party with a list of spells and costs, I should have them intervene if they can so as to curry favor with some group or another... or they could pocket the cash. 

I really like the idea of swapping this for that instead of a list of prices and services. It may take a bit to flesh the whole idea out, so I'm sure I will revisit it as time goes on.  

PS: You can pick up a copy of Old School Essentials CharactersMagicMonsters, and Treasures on DriveThruRPG. You can also try Wordlographer before you buy.  

Sunday, December 25, 2022

A Missing Bit from Old School Essentials - NPC characters

I noticed a tiny item missing from Old School Essentials: percentages of characters appearing. 

And... it immediately became obvious why this was missing. The original DMG was super weird about it and since OSE has many more character types, the whole thing goes sideways quickly. 

In the DMG, page 175 has a breakdown of an NPC for encounters of all dungeon levels. It lists all of the characters in almost alphabetical order and assigns a chance percentage to each. The table assigns a value of 9 for total party size and of those nine, 2-5 are classed characters. The remaining men are henchmen or men-at-arms. 

So, if one makes a table of characters found in Old School Essentials, you end up with three different tables. The first table would be for the basic rules, the second table would be advanced rules with race as a character class and the third table would be paired back to just the advanced character types, where race is something else. 

I love this quick table so I want one for OSE and I guess that means making one myself. I like it. 

But there is a hitch. The basic rules don't match my DMG because it has races as classes. Looking at the DMG does provide some guidance. It's ordered by class with subclasses appearing next. The table clearly shows that Fighters should be the most numerous characters in a party, followed by Magic Users, Clerics, and finally Thieves. All other classes have a tiny chance of appearing, between 1 and 3% each. 

But I am working with race as a class so there are no subtypes. There are a couple of ways to get a good list. If simply ballpark the numbers, a party should look like this: 

4 Fighters + 2 Magic Users + less than 2 Clerics + 1 Theif. Every other type has a tiny chance of appearing. Hmm, that is rather odd, but I can make it work. 

Instead of using the named class as a grouping, I am going to use my Pure, Square, and Semi models. A pure is someone who uses only uses magic to get stuff done. A Square is just like a Pure, but they use their muscle instead of skills or magic. Semis are someplace in between, using magic to supplement their skills or strength. Restating class as type, I end up with: 

5 Squares + 2 Pures + 2 Semi, all classes/races appear as one of these three classifications. This is interesting because it equates Thieves and Fighters, and separates Clerics from Magic Users from them. It is different but also allows Clerics to meet the standard of a "Fighting-man" while still being magical.  

Basic OSE has Cleric, Dwarf, Elf, Fighter, Halfling, Magic-User, and Thief.  I would group them like this with the following breakdown: 

5 Squares: Dwarf, Fighter, Halfling, and Theif, 
2 Pure: Magic-User
2 Semi: Cleric, Elf. 

That looks nice. I would order my list like this: 

01-13    Dwarf
13-36    Fighter
36-41    Halfling
42-50    Thief
51-71    Magic-User
72-86    Cleric
87-00    Elf

For Advanced OSE with race as class, we end up with a different list. 

5 Squares: Acrobat, Assassin, Duergar, Dwarf, Fighter, Half-Elf, Half-Orc, Halfling, Knight, Theif, and Svirfneblin.
2 Pure: Magic-User, Illusionist,
2 Semi: Barbian, Bard,  Cleric, Drow, Druid, Elf, Gnome, Paladin, and Ranger. 

Before assigning percentages, we'll create the same list with race as the class removed. It's easier to edit that way: 

5 Squares: Acrobat, Assassin, Fighter, Knight, and Theif.
2 Pure: Magic-User, Illusionist,
2 Semi: Barbian, Bard,  Cleric, Druid, Paladin, and Ranger. 

This one breaks down as: 

01-02    Acrobat
03-04    Assassin
05-06    Duergar
06-15    Dwarf
16-25    Fighter
26-30    Half-Elf
31-32    Half-Orc
33-38    Halfling
   39      Knight
40-50    Theif
   51      Svirfneblin
52-73    Magic-User
73-74    Illusionist
75-80    Barbian
   81      Bard
82-92    Cleric
   93      Drow
   94      Druid
95-97    Elf
   98      Gnome
   99      Paladin
   00      Ranger 

This one honors the original DMG list, but weakens both races and healing magic. I really had to mess with the numbers and it needs to be adjusted to specific campaigns. In my campaign, Half-Elfs are the default race while Half-Orcs and Drow are exceedingly rare. Those last two are literally 1 in 10,000 for NPCs. So, could totally monkey with the specific percentages. It's a good starting point for random NPC but bad for pretty much every individual campaign world.

The second list breaks down a little nicer than the first: 

01-08    Acrobat
09-10    Assassin
11-33    Fighter
  34       Knight
35-55   Theif
56-73    Magic-User
74-75    Illusionist
76-77    Barbarian
   78       Bard
79-94    Cleric
95-96    Druid
97-98    Paladin
99-00    Ranger 

And ultimately, I want the second list to generate some characters. So I roll a 2+1 for total of three characters. 77, 58, and 47 

We'll meet these three new characters in my next post. In the meantime, I have put together a couple of downloadable. The documents contain the lists above, plus a blank duplicate so you may enter your own probabilities. The 8.5x11 and A4 are two-column layouts and the A5 is just a single column as a Google doc. If you prefer, I have them in PDF, 8.5x11, A4, and A5

Merry Christmas! I hope you enjoy. 

PS: You can pick up a copy of Old School Essentials CharactersMagicMonsters, and Treasures on DriveThruRPG. 

Tuesday, December 20, 2022

Expanding the View - The Town of Manteva

I am continuing to work on this town, I think I have a name: Manteva. I am looking at some old maps of Italy and this one jumped out at me. Maybe it's misspelled, I don't know. 


We are looking at the southeastern edge of the town. I stopped the game in order to come up with some ideas for the flavor and layout of the town. I wasn't planning on a walled village, but it looks nice. 

Walls present some problems for generated maps. Computers are good at detecting collisions, but poor at the layout. Comparing this map to my last post, you'll notice some changes. First, there needs to be dead space around the walls, guard houses, and towers, otherwise, those bits don't work correctly. Providing cover to the enemy is bad, as is providing kindling for fire inside the walls. So, most of the trees have been pushed away from the structures. 

Stores, taverns, and inns should be near an entrance. Coopers and stables are good businesses to have near the gates. I like the Roman idea of bathhouses and outhouses, so this town has a couple. Furriers and smiths also appear near the gates. 

More interior to the town are market houses. These buildings have living space and shop space in the same structure. There is a public barn used for foodstuffs near the entrance. More than a few blocks contain public or private gardens. It looks like farmland, but really these would be a bit decorative and limited to herbs and small eatables like tomatoes. 

Since this is a fantasy town, the characters will find more than a couple of stationeries. Stationery shops sold books and paper. They were "stationary" because they didn't move on market day. The goods were too fragile. In addition to these types of establishments, there is also an Illuminator who would do the art for books. As a hidden feature, these shops are great for Clerics and Magic users. 

I've been labeling these so I can go back and populate each structure with a description. I can't wait to finish this town and move on to the next. 

PS: You can pick up a copy of Old School Essentials CharactersMagicMonsters, and Treasures on DriveThruRPG. You can also try Wordlographer before you buy.  

Thursday, December 8, 2022

Refined House Rule Armor Class in Old School Essentials

Facial hair is impressive, 
but does not
 contribute to defenses

I have thrown a bunch of ad hoc rules at D&D over the years. And my favorite and most workable is Armor Reducing Damage. In Unearthed Arcana, they had a suit of field plate armor that acted like a limited pool of hit points. I don't necessarily like giving the characters a way to purchase hit points. 

What I do is slightly different. I offer damage reduction based on how low the AC is, to a practical limit of AC 2 for non-magical armor. 

The AC scale is 9 to 2 for damage reduction.  

AC 9 - No armor, no damage reduction. 
AC 8 - Only a shield, no damage reduction. 
AC 7 - Leather armor, -1 to damage. 
AC 6 - Leather armor  + shield, -1 to damage.
AC 5 - Chainmail, -2 to damage
AC 4 - Chainmail + shield, -2 to damage
AC 3 - Plate armor, -3 to damage
AC 2 - Plate armor + shield, -3 to damage
AC 1 or lower, no further damage reduction except for magical armors which can reduce damage to -4. 

The damage reduction is a property and advantage of armor over speed, toughness and/or magic properties. A wolf or dragon does not receive a damage reduction because they probably don't have armor. An orc or horse in armor or barding does receive damage reduction. 

Wearing all of the armor
helps a lot. 
In exchange for this reduction of armor, the character must be fully dressed, meaning they have all ancillary parts of their armor for it to reduce: ie helmets, boots, greaves, bracers, gloves or gauntlets, etc. Having all parts covered simply removes the possibility of a light hit (a dagger or a punch) from doing harm. 

There are two weapons that are unaffected by this reduction - Long Bows and Crossbows. These arrows and bolts have so much mechanical advantage they simply won't bounce. They do skip off angled bits which is represented by a poor damage roll, not the quality of armor.  

There are two corollary rules to this. 

Each type of armor is made up of the lesser armor types. What this means is, chainmail is made up of a layer of leather armor plus the mail. Plate armor is composed of chainmail and leather. The end result is, your character's investment in an expensive suit of armor means you also have a functional lesser suit of armor in addition to the full set. Plate armor can be worn as plate, chain, or just leather. Also, you can save time by only suiting up to your comfort level. This can also come into play for retainers and followers, giving a soldier an ability to suit up in layers quickly. 

There are many stories where the hero only suits up to the first layer and fights to defend his page or squire as they suit up. This injects a bit of drama and heroism. 

History is full of examples where soldiers wore what they thought made sense at the time, say the undergarment but not the protective metal cover. Of course, what makes these commentaries notable is the soldier won or lost a battle seeming based on what they had on. 

Harald Hardrada's troops got caught wandering without their mail shirts but were also completely surprised by a massive army bearing down on them with no warning. 

Several times gladiators were pressed into service as soldiers in the Empire's legions. It could go either way. In the Year of the Four Emperors, the gladiators had the advantage of the heaviest armor but made a poor showing when thrust into traditional set-piece battles. However, in urban settings, they were dangerous in combat. Later, Marcus Aurelius pressed gladiators into the role of soldiers. The Empire was decimated by a plague so there was no lack of legionnaire standard armor for them. Or they served in a role where armor wasn't a factor. 

Numerous times, the legionaries got ambushed while wearing only their tunics but were holding heavy pickaxes and turf cutters. They destroyed heavily armored enemies. If there was one thing legionaries were more practiced in than sword fighting, it was using tools to make camp. 

Even power armor has limits, 
say if your feet leave the ground

This has an interesting social side effect on D&D which also has a good history at the table. Padded or studded leather, banded and ring mail are transitional types of armor that cannot be broken down like chainmail and plate types. They are all one piece with metal bits attached directly to the cloth or leather. They aren't layers and don't come apart. They have a place and are very descriptive of a specific type of character. A barbarian or cleric would be expected to have the heaviest but cheapest armor available, ring or banded types. A Thief or an Assassin looks like a ruffian, but never a guard. 

Back to the corollary rules for armor. I run with the idea that a person wearing armor is unencumbered in combat or movement until "one more thing" is added. Don't wear a backpack in armor. Don't walk in mud in armor. Don't let peasants jump on your back in armor. Don't get hit with a mancatcher or take a pilum to the shield. All of these will immediately encumber a character in armor in rather disastrous ways. 

When reading through those examples of historical battles involving mismatched armors, the side that moved smartly won. 

I have tried a couple of rounds of combat first level characters using the Old School Essential rules.. Damage reduction increases the loiter time of first level characters while not eliminating death. This is give combat an epic feel as one Fighter with 8 hp and plate armor can survive 1 good hit (more than 4 or 5 hp damage) or 2 average hits (3 or 4 hit points of damage) and a whole series of weak blows. 

When facing heavier damage, say 2d8 hp from a serious bite, the same 8 hp Fighter (or Dwarf) in plate is more likely to survive due to damage reduction but is by no means assured of it. An average roll would be 9 hp of damage reduced by 3 leaving just 2 hp left. On the other hand, reducing 15 points of damage does nothing. 

It is an interesting mechanic, if anything it can make your fighting types much tougher. You can try out Old School Essentials CharactersMagicMonsters, and Treasures on DriveThruRPG. 

Wednesday, November 30, 2022

New Project - New Direction

In my last post, I spoke about a book. This book will be the kernel of how I present my campaign world to others. When people start new campaigns, they compartmentalize the world to limit the scope of what the DM has to present to the players. For example, they start with a small town and perhaps a dungeon or keep then expand to larger ideas. It is a good bit of advice for gamers, however, there has always been an inclination to have a roadmap to a larger world and events.  Maybe you don't start large and go larger, but making a whole world (a good-sized continent) does require some sort of roadmap. 

In this case, I am starting with a massive idea and breaking it into chunks that might not be obvious from the outset. The main idea of this campaign setting is romanticism. The Peninsula of Plenty has many locations, cities, towns, kingdoms, and other places that will be described in detail by an in-universe author name Magarven the Mad.

Magarven, although crazed, has a pretty good handle on what is happening in his world. It is an era of peace and prosperity at the largest level, which does not preclude mysteries and conflict at a local level. For the most part, this campaign world has left the medieval age behind. He has stumbled on the idea of describing what is happening with imperfect information. Or more correctly, information he has not validated but wants to be true. He is operating from his ego over his guts. He wants fame for bringing knowledge to the masses. He doesn't see any possible harm because he believes this one volume of books accurately describes the world. It does but only poorly.  

You might guess correctly that I am a history major. This process occurred in various parts of the world back in the 18th century and peaked in the mid-1800s. It spread from Europe to Russia and to both North and South America. This was not exactly a peaceful era, but romantics often portrayed it as such. This was really not a good time to take a romantic perspective or a good place to evoke powerful emotions. Emotion and feelings took precedence over logic and facts, which had a dreadful effect on historiography and the natural sciences of this era. People were basically making their own rules and creating their own version of history which was radically different from reality. As all of this was taking place, things were falling apart. 

In writing as he does, Magarven is actually sending people with torches and weapons to marvel at the wonders of a world made of powder kegs. 


While akin to a hexcrawl, it places the characters in civilized danger. There are patches of wilderness here and there but the real problems lay just outside of cities and towns. Obviously, many of the bits of wilderness and hinterlands were left empty on purpose and as a result, play off of the wildness found in the so-called civilized bits. 

In this world, it would not be too surprising for a country fair to cover up a coven of witches or a massive clambake ending with a sacrifice to a dragon. A vampire could be the mayor of an idyllic village. Or a lonely abandoned boathouse is a gateway to the underworld.