Available Hires, Number and Level

The player party visits their local Sword & Board to recruit NPCs for the next adventure. How many potential hirelings are present? What class? What level?

DM’s Summary

In this article, I get into lots of details and tables. Here’s the short version.

Number of Hirelings: First decide the frequency of each character class. Fighters might be common, dwarves and elves rare, and all others uncommon. Roll a d12. Divide the result by 2 for common types, 4 for uncommon, and 11 for rare. Drop the fraction.

Level of Hirelings: Roll a dice in size (number of sides) equal to or greater than the PC’s level and a d3. Divide the result of the first dice by the result of the d3, rounding up. In case of a result higher than the PC’s level, re-roll the first dice.

For explanations, examples, and variations, see below.

Number of Hirelings

“Then Hazard tells us how many [hirelings] there are and how much they cost according to his system…”—Phenster, “Regular Entourage: Hirelings and Henchmen

Phenster doesn’t make much of it, but limiting the number of potential hirelings represents a cost of failure in Hazard’s system. In an inn full of unlimited potential hires, a candidate’s refusal has no significant consequences, and hirelings are a boring commodity.

We could use a two-step method, first determining if any hires of a particular class are available, then how many. I prefer to put the steps together in one dice roll, and I have the idea that greater numbers should be less frequent.

Playing with dice, I hit on this method to determine the number of hirelings available of a given class. The basic mechanic is to divide a dice result by a number and drop the fraction. The higher the divisor, the fewer potential hires.

This method is similar to using a larger dice as a smaller dice. To generate a number from 1 to 3, for example, we roll a d6, divide the result by 2, and round up. The only difference is, here, we drop the fraction instead of rounding. The practical effect, evident in the table below, is that we split the chance for the highest number, giving the remainder to zero. The chance for any other result is still the divisor over the dice size.

Comparison: d3 and d2, Rounding up (Standard) and Dropping the Fraction
d6Divided by 2 (d3)Divided by 3 (d2)
Round UpDrop FractionRound UpDrop Fraction
11010
21110
32111
42221
53221
63322
d6 Results Dividing by 2 and 3, Rounding up and Dropping the Fraction.
  • Dividing by 2 and dropping the fraction, there’s still a one-third chance for a 1 or 2, but the chance for a 3 is reduced to one-sixth, and there’s a one-sixth chance for a zero.
  • Dividing by 3, we split the chance for the highest result, a 2, into three parts, sharing between the 2 (one part or one-sixth) and the zero (two parts).

We’ll see below, the effect is the same with larger dice and greater divisors, but we share the chance between the highest result and zero in more parts. A d12 divided by 6, gives us a 112 chance for a 2 and 512 for a zero.

Simple Example

The DM decides that fighters for hire are common at the Green Dragon Inn. Thieves, magic-users, and all halflings are uncommon, and clerics are rare, as are dwarves and elves of any class. To determine the number available, she throws a d6 and divides the result by 2 for common types, 3 for uncommon, and 6 for rare. A table of results looks like this:

d6Common (÷ 2)Uncommon (÷ 3)Rare (÷ 6)
1000
2100
3110
4210
5210
6321

The table shows that some number of common types are available five in six times. One or two are present one-third of the time, and three only one-sixth. One candidate from the uncommon types is available half the time, and two of them one in six times. While rare types appear only one-sixth of the time, then only a single candidate.

One-sixth, or 16⅔%, may not be considered so rare; we use the term relative to common. For finer granularity, we can use a larger dice. A d12’s 8⅓% gradation makes the rare types sufficiently infrequent while still keeping them in the game. If rare types appear only 1% of the time, for example, it’s hardly worth rolling for it.

A d20, with its 5% gradation, yields a few more potential hires of the common type, while keeping the numbers of uncommon and rare types low.

d20CommonUncommonRare
÷234567891011121314151617181920
10000000000000000000
21000000000000000000
31100000000000000000
42110000000000000000
52111000000000000000
63211100000000000000
73211110000000000000
84221111000000000000
94321111100000000000
105322111110000000000
115322111111000000000
126432211111100000000
136432211111110000000
147432221111111000000
157533221111111100000
168543222111111110000
178543222111111111000
189643322211111111100
199643322211111111110
2010654322221111111111
d20 Results Divided by 2 Through 20.

Still, I like the d12 for the purpose. The granularity is enough fine for game purposes, and, depending on the divisor, we get up to six common types. With only a 28% refusal chance on the negotiation table, more than six candidates available might as well be a hundred; no need to roll on the negotiation table. Plus, we get some use out of the dodecahedron.

d12 Number of Hirelings Available by Class Frequency Divisor
d12CommonUncommonRare
÷23456789101112
100000000000
210000000000
311000000000
421100000000
521110000000
632111000000
732111100000
842211110000
943211111000
1053221111100
1153221111110
1264322111111
d12 Results Divided by 2 Through 12.

In the table above, I place arbitrary categories on the divisors based on their maximum results. One might consider a divisor of 6 as rare, allowing 2 of the rare types 8⅓% of the time. The DM can select a divisor for each category as seems fit, even changing the divisor to suit current conditions (as in wartime or when a demon horde is on the rampage). For example, I like a divisor of 2 for common types, 4 for uncommon, and 11 rare. We might say men-at-arms (0-level) are twice as numerous as fighters and roll twice on the common column.

d12Common (÷ 2)Uncommon (÷ 4)Rare (÷ 11)
1000
2100
3100
4210
5210
6310
7310
8420
9420
10520
11521
12631
Common: fighters, men-at-arms (roll twice)
Uncommon: magic-users, thieves, halflings
Rare: clerics, dwarves, elves

Hireling Level Determination

Phenster suggests, by the method to determine hireling cost based on experience required for their level, that those of 2nd and higher levels might be seeking work at the Nine of Pentacles. He does not, however, provide a method for determining the level.

The simplest method to determine hireling level is, of course, to roll a dice the size of the highest possible level (the hiring PC’s level). This gives us an even chance for each level. But, like greater numbers of candidates, I have the idea that higher-level NPCs seeking employment are less frequent.

To skew the results toward lower levels, roll the level using an equal distribution as in the previous paragraph, then divide the result by the results of a second dice, rounding up. Taking the d8 (8th-level PCs) as an example, we see in the table below that dividing by a d2 splits the first dice in half, giving equal distributions in the low and high results. Dividing by a d3 or a d4 yields some variation in the lower middle results (3 and 4 on the d8) but the same equal distribution for the lowest results and the upper half.

d8÷ d2÷ d3÷ d4÷ d6
118.75%25.00%31.25%43.75%
218.75%25.00%31.25%31.25%
318.75%20.83%15.63%10.42%
418.75%12.50%9.38%6.25%
56.25%4.17%3.13%2.08%
66.25%4.17%3.13%2.08%
76.25%4.17%3.13%2.08%
86.25%4.17%3.13%2.08%
Distribution of Results of a d8 Divided by the Results of a d2, d3, d4, and d6.

The small percentage equally distributed for higher-level hirelings feels appropriate. I do want some variation in the lower levels, which leaves the d2 aside. The larger the divisor (second) dice, the greater the percentage for lower-level hirelings and lesser for higher levels. I like the d3 for the greater (though small) chance for higher-level results, but it requires (unless one is armed with a d6 numbered 1 to 3 twice) an additional mental step to derive the d3 results from a d6 roll. For this reason, while its higher results are less likely, the d4 is attractive. I give tables of results for both. Let the DM decide.

Determine Hireling Level (÷ d3)
PC Level
NPC Level2nd3rd4th5th6th8th10th12th16th20th
183.33%66.67%50.00%40.00%33.33%25.00%20.00%16.67%12.50%10.00%
216.67%22.22%33.33%33.33%33.33%25.00%20.00%16.67%12.50%10.00%
311.11%8.33%13.33%16.67%20.83%20.00%16.67%12.50%10.00%
48.33%6.67%5.56%12.50%13.33%16.67%12.50%10.00%
56.67%5.56%4.17%10.00%8.33%12.50%10.00%
65.56%4.17%3.33%8.33%8.33%10.00%
74.17%3.33%2.78%6.25%8.33%
84.17%3.33%2.78%6.25%5.00%
93.33%2.78%2.08%5.00%
103.33%2.78%2.08%5.00%
112.78%2.08%1.67%
122.78%2.08%1.67%
132.08%1.67%
142.08%1.67%
152.08%1.67%
162.08%1.67%
171.67%
181.67%
191.67%
201.67%
Dice Equal to PC’s Level Divided by a d3.
Determine Hireling Level (÷ d4)
PC Level
NPC Level2nd3rd4th5th6th8th10th12th16th20th
187.50%75.00%62.50%50.00%41.67%31.25%25.00%20.83%15.63%12.50%
212.50%16.67%25.00%30.00%33.33%31.25%25.00%20.83%15.63%12.50%
38.33%6.25%10.00%12.50%15.63%20.00%20.83%15.63%12.50%
46.25%5.00%4.17%9.38%10.00%12.50%15.63%12.50%
55.00%4.17%3.13%7.50%6.25%9.38%12.50%
64.17%3.13%2.50%6.25%6.25%7.50%
73.13%2.50%2.08%4.69%6.25%
83.13%2.50%2.08%4.69%3.75%
92.50%2.08%1.56%3.75%
102.50%2.08%1.56%3.75%
112.08%1.56%1.25%
122.08%1.56%1.25%
131.56%1.25%
141.56%1.25%
151.56%1.25%
161.56%1.25%
171.25%
181.25%
191.25%
201.25%
Dice Equal to PC’s Level Divided by a d4.

Pandemonium Society characters reached levels around 13th. I include 20th level because we have a dice for it.

At levels for which no dice matches (7, 11, 13, 14, 17, 19), use the next higher dice. On any result above the PC’s level, re-roll the first dice—not the divisor dice (d3 or d4). A d16 is achieved by rolling any dice plus a d8. An even result on the first dice adds 8 to the d8 results. Ignore the first dice’s odd results. In the same way, we can make a d9 (with a pair of d3s), d15 (d5, d3), and a d18 (d6, d3).

Regular Entourage: Hirelings and Henchmen

The following article is from L’avant garde: Newsletter of the East Middleton Wargamers Association #65, July 1984.

Regular Entourage

Jinx likes to have a lot of sword- and spearmen as a regular entourage. He says it's better to have more steel on the target. Beowulf doesn't like to have any hires at all. He says his two-handed sword is steel enough. I like to have a fighter or two to protect my skin when the going gets rough. Hazard lets us roll the dice for our hirelings, so it's more fun when I can't throw a spell. Plus, when one of our characters is killed, we can always take over a hireling or a henchman.

We used to advertise for positions and role-play the encounter and haggle for the fee and all that, but after one or two times it wasn't much fun. Now we just go to the Nine of Pentacles[1] and buy ale for potential hires. We tell Hazard what professions we're looking for and how many. Then Hazard tells us how many there are and how much they cost according to his system (see below). We still do some haggling.

Dwarves and elves for hire are rare, but we can usually find one or two human-types or halflings we want. And there's never a shortage of men-at-arms, unless there's a war or something, like the time a horde of demons got loose from the Great Halls and rampaged the countryside.

Hire Rates by Armor Type

To figure the cost to retain the services of a hireling, Hazard takes 1/10th the XP required for the hire's level. All 1st-level human and halfling types cost 100 g.p. minimum. Men-at-arms (0-level) are 50. 1st-level dwarves and elves are 200.

That's the usual rate, which we call CHAIN. Double the rate is PLATE (+1 reaction), and half is called LEATHER (-1 reaction). You can negotiate for even lower rates (-2 reaction). Then it's called JACK, as in "I didn’t get jack...." Any bonus money or benefits is called SHIELD (+1 if consequential). If you really want a particular hireling for some reason (like if a fighter looks especially strong), you can pay DOUBLE PLATE for an extra bonus.

We have to buy armor and weapons for hires, of course, plus equipment and rations. We also pay room and board, and hirelings get half-shares of the treasure. We usually don't have to pay guild fees (for magic-users and thieves), but a potential hire might haggle for it, and that gets expensive!

Dwarves and elves expect to be paid plate (-1, -2 for lesser offers).

Negotiation

After we make an initial offer, Hazard rolls 2d6 on this table. He gives a bonus for really good offers (PLATE and SHIELD), high charisma[2] and the PC's reputation for treatment of hirelings. Or a penalty for bad offers, etc.

2 Offended (-1 further checks)
3-5 Refuses
6-8 Haggles
9-11 Accepts
12 Pleased (+1 loyalty)

If the prospect is offended, he just can't be persuaded and he might spread rumors about you. You take a penalty on any other negotiations for a month or so. If he refuses, you might get him back in the game by doubling your offer, but it's usually not worth it. In case he wants to haggle, he might make a counteroffer, or he could say no (usually politely) and wait for you to make a better one. This is the time to throw in shield (a bonus), so you get another roll on the table.

Shield

Shield is a bonus offered in addition to the usual rate (plate, chain, leather). If offered up front, it usually gets you a +1 bonus on the first negotiation roll. After the first roll, you can offer shield to convince the hire (get another roll), but you get no bonus.

Good examples of shield are more gold, gems, jewelry, paying guild fees, or a magic item (even a potion will do). Bonus gold, gems or jewelry should be at least 20% of the base offer. Offering a small trinket as a bonus or saying you equip all your fighters with plate mail and shield is called a WOODEN SHIELD if it's true. It's good (you might get another roll) but not good enough for a bonus to the roll. If it isn't true, it's called a STRAW SHIELD, the same as promising extra treasure or any other future thing. Offering a straw shield gets you a -1 penalty on the negotiation table. This is because the initial payment usually goes to the hire's family for safe-keeping until he comes out of the dungeon. It serves as his estate if he doesn't make it.

When we were starting out and didn't have much treasure yet, we mostly paid chain. But now we usually have enough gold to pay plate. Our reputation for good pay and fair treatment is pretty good, except for Jinx. He's generous with shield, but his hires have a habit of "giving up the estate."

Loyalty

Initial Loyalty

When the hire accepts an offer, the DM rolls 3d6 for the hireling's loyalty score. Add any bonuses/penalties from the PC's charisma and the negotiation roll. The DM keeps hirelings' loyalty scores secret from the players.

Testing Loyalty

A hireling's loyalty is tested at the end of every adventure, after treasure has been divided and hirelings have been paid their shares. Bonuses and penalties based on treatment during the adventure (+1/-1) and extra treasure (+1) apply. If you didn't get any treasure to distribute, -1 to the roll. You get a +1 if the hire is the same alignment as you and a -1 if the hire's alignment is diametrically opposed to yours (you probably won't know it). Hazard also tests loyalty whenever a hireling is faced with great danger or some moral dilemma concerning the employer, the party, or the mission for example.

Test loyalty with a d20 roll. Rolling the loyalty score or less means his loyalty goes up +1. Higher than the loyalty score means his loyalty goes down -1.

Broken Loyalty

If the loyalty score ever drops below 11, the hireling's loyalty is broken. This means that if the initial loyalty score (3d6) is 10 or less, the hireling probably won't stay with you after the first adventure, unless you manage to get some bonuses on the loyalty test.

When a hireling's loyalty is broken between adventures, he leaves. (Role-play according to circumstances.) If loyalty is broken in the dungeon or some dangerous wilderness, the hireling's morale drops to 10[3], and he will leave as soon as it's safe. A neutral hire might commit treachery if he can take advantage of a situation. An evil one probably will commit treachery just to be mean.

Saving the hireling's life automatically gains +1 directly to his loyalty score.

Suicide missions, asking to do something against his alignment, or some behavior on the PC's part that is dramatically opposed to the hire's alignment, will automatically break loyalty.

Henchmen

A hireling whose loyalty score reaches 20 becomes a henchman (one adventure minimum). A henchman is a trusted lieutenant to the PC. His loyalty is no longer in question, and he doesn't have to check morale anymore. (A hireling has to pass a morale check when things are looking grim or run away.) A henchman follows the PC in all cases (except extreme cases as above: suicide missions, etc.). A henchman gets a full share of the treasure, and he pays his own way (room and board, etc.). He's a lot like, but not quite, like another PC. The player has full control over the henchman's actions, but don't abuse the privilege (like sharing magic items and stuff like normal 2nd PC rules).

Experience Points

Henchman and hirelings only get half XP. Hazard doubles the number of PCs, then adds the NPCs, then divides the total XP by that number. The PCs get two times the amount, and NPCs just get one.


1 Phenster mentions the Nine of Pentacles elsewhere (see “Dirty Fighting”), referring to it as the group’s “local Sword & Board,” which, we assume, is an inn.

2 See Ability Score Bonuses and Penalties [E], “Ability Score Modifiers in the Great Halls of Pandemonium.”

3 See Morale [E], “Advanced Combat.”

The Dungeon So Far

“Step 3 involves the decision aspect already mentioned and the actual work of sitting down and drawing dungeon levels. This is very difficult and time consuming.” (Gary Gygax, Europa, April 1975, 19)

To what “decision aspect” Gygax refers I know not, but I am intimately familiar with the “actual work” next mentioned. I sat down, for more than a hundred days, to draw dungeon rooms. Difficult? Maybe. Time consuming? Definitely. Enjoyable? I love it!

And then other obligations distracted me, and for more than a hundred days since, I have not been so diligent. Progress on Deep Dungeon Doom halted at the bottom of Fury’s Deep, level 4. I intend to get back to it, but we’ll see if I conquer that dragon. Meanwhile, I continue here with Gygax’s step 3: “The location of the dungeon where most adventures will take place.”

“In beginning a dungeon it is advisable to construct at least three levels at once, noting where stairs, trap doors (and chimneys) and slanting passages come out on lower levels, as well as the mouths of chutes and teleportation terminals” (The Underworld & Wilderness Adventures, 4).

Although the mapping pace is one room per day, I take this advice and seek opportunities to slip in ways to get to lower levels. In area 1 Cave Entrance (the first day), I placed a secret door (1a) and a deep pool (1b). Both, I imagined at the time would lead to another level.

Once drawn, a chute marked “to level unknown” hangs in the air until the cartographer advances to the logical terminus. Eventually, the secret door at the Cave Entrance opens into a network of secret tunnels (39) that riddle Lyceum Arcanum. More recently, the deep pool turns out to be the upper end of a watery passage through two areas that begins on level 4 (92 Force Field). An exciting part of #Dungeon23 is realizing that a stairway or chute from an upper level, placed weeks or months before, should come out in the room you are going to map tomorrow.

“Each level should have a central theme and some distinguishing feature, i.e. a level with large open areas swarming with goblins, one where the basic pattern of corridors seems to repeat endlessly, one inhabited by nothing but fire-dwelling or fire-using monsters, etc.”1 (Europa).

Here, Gygax lays out an important aspect of dungeon design long overlooked by my younger self. Early in my dungeon-drawing career, I got the idea that a dungeon was all about what treasures were guarded by what big mean monster in its lair. Certain, monsters and treasures are an integral part of a dungeon. But a compelling theme helps to capture the players’ imaginations, gets them into the dungeon, and holds their interest long after the monster is vanquished, its treasure removed, and the lair restocked. The difference between a collection of rooms and an interesting delve environment is theme.

Cross-section map showing surface locations, a tall tower in ruins, and subterranean strata.
Early Rendition of Dungeon Plan

I summarize Deep Dungeon Doom’s levels as completed, before outlining a few ideas for deeper levels.2 The ideas are mined from the dungeon’s time line (see “Using How to Host a Dungeon for #Dungeon23”). Plans, if executed, may change.

Completed Levels

Lyceum Arcanum [Level 1]

A magic school built during the reign of the Lore Kings and destroyed in the Time of Vengence, it is still haunted by magic-users, living and dead.

Ningalgaur [Levels 2, 3]

Within this area of natural caves, the Illmind first constructed a holding area where they stored brain vessels (any sentient beings) prior to harvest. Only a few wall carvings hint at the purpose. Later, demons converted the structure into charnel pits, carving horrid faces in wall reliefs. To block a deep chasm, dwarves built a fortified drinking hall on the edge of the “Abyss.” The hall is now defended by the Doommaker Cult.

Fury’s Deep [Level 4]

A sinkhole descends over 400 feet to a bottomless pit. Between the surface and infinite depths, a precipitous path winds by access points to several dungeon levels, including a faerie cascade through which is a one-way portal to other worlds and an ancient dwarf-built subterranean road.

Future Levels

Old Dwarf Road [Levels 4, 5, 6]

During their civilization, the dwarves connected their subterranean realm to neighboring dungeons. The sinkhole that makes Fury’s Deep opened access to a still-intact portion of the ancient highway. It runs through a former dwarf dormitory that was re-purposed as laboratories by the Lore Kings and now serves a wyvern as lair. The highway continues down a gentle slope to a bridge across a wide chasm. A river flows below. On the opposite side, a wizard’s tower overlooks the chasm.

Giant Stronghold [Level 7]

The subterranean river flows toward the Abyss (Ningalgaur, above). Along it, a treacherous path leads to an oversize castle built into the rock wall of a high cavern, where the river falls into the Abyss. This was the principle stronghold of the giant empire. A few giants still occupy the place, along with dragons, trolls, and wraiths among others. A clan of ogre magi pretends to sovereignty.

“Garden of Eden” [Level 8]

To increase the quality of the harvest, the Illmind created favorable living conditions for the brain carriers captured on the surface. A nearby magma chamber provides heat. A central orb radiates magical light and darkness in a daily cycle. Fresh water flows through canals. The area became—and yet remains—a lush subterranean forest. Heaven in earth? More like hell, because its inhabitants were aware of their fate.

Sealed Empire [Level 9]

Thanks to a platinum vein, adamantine deposits, and their metalsmithing craftsmanship, the dwarves built an empire wealthy beyond imagination. But they got too curious about the workings of the mysterious device in a deeper level. When the gate opened, a demon horde poured through it. Many dwarves were slaughtered in a great carnage. Survivors fled to the imperial throne room and sealed themselves inside. Though they could not enter, the demons did not retreat for many long years. The location of the sealed door is now lost. Should someone find it and break the seal, an empire’s riches await.

Arena Arcane [Level 10]

The Cyclopes, primordial creatures enslaved by the Illmind, quarried granite from this region. From the space, deep elves later carved an arena. During the giant empire, it served as a slum, before the Lore Kings restored the arena.

Deep Elf City Ruins [Level 11]

The pits and sanctums of an ancient deep elf city are in ruins. The once-magnificent opera house is more or less intact. While they have not lived here in millennia, deep elves frequent the place, seeking lost treasures and forgotten lore.

Infernal Sanctum and Demon Gate [Level 12]

The Illmind constructed the gate to the demons’ home plane. Before departing, they opened the gate to call forth the horde that would destroy any of their remaining works. The dearth of remains from the Illmind civilization testifies to the project’s success. The adjacent sanctum is a cyclopean complex wherein the demons held their infernal revelries.

Deeper

“Before the rules for D&D were published ‘Old Greyhawk Castle’ was 13 levels deep” (Europa).

Ours is to be twelve levels by years end. From the start, I imagined Deep Dungeon Doom to comprise 24 levels at least: 12 beneath the surface, 12 more rising up through the tall tower, called a “donjon,” of the Greater Ones. There are, however, ideas and space for many more levels.

Godthrone [Level 13]

The Illmind built a thing atop the donjon. No one is certain of its purpose. It resembles nothing more than an enormous chair. Hence, it’s common name: Godthrone. The location has been used on and off throughout the millennia as a place of worship.


1 Gygax’s dungeon-level theme examples may seem uninspired to modern adventurers and dungeon makers. In his defense to posterity, the co-creator points out: “The first level was a simple maze of rooms and corridors, for none of the participants had ever played such a game before.” I for one would trade my jade spectacles for a seat at that table.

2 Here, at the crossroads of #Dungeon23 and #Gygax75, I am neglecting McCoy’s precept “Don’t make a grand plan” (“#Dungeon23,” Win Conditions). Rather, the instigator advises: “Just sit down each day and focus on writing a good dungeon room.” Time to get back in the dungeon…

In Deep Dungeon Doom, I follow #Gygax75 and #Dungeon23 to create a D&D dungeon campaign in a few minutes per day for one year. I intend to post irregular updates here. To get the daily rooms, follow me on Mastodon.

Level Advancement

This is the 22nd in a continuing series of articles, which reedits house rules for Holmes Basic D&D from 40-year-old game club newsletters. Mentions of house rules are in bold text and followed by a [bracketed category designator].

For rules category descriptions and more about the newsletters, see “About the Reedition of Phenster’s.” For an index of articles, see Coming Up in “Pandemonium Society House Rules.”

Phenster’s Pandemonium Society House Rules is a work of fiction. Names, characters, businesses, events, incidents, and newsletters are either products of the author’s imagination or are used in a fictitious manner. Any resemblance to actual persons, living or dead, or actual events is pure coincidence.

A note on the cover page near the closing staple of Paradigm Lost #2 (November 1980) instructs the subscriber to “REMOVE STAPLE WITH CARE . . . CENTERFOLD INSIDE!!!!” Phenster teases us further in the editorial column “From the Amanuensis”:

We have a special "centerfold" treat in this issue for all you little demons of the Pandemonium Society. An assortment of tables (that go with a piece by Hazard about characters past 3RD LEVEL) are arranged by themselves on one side of 6 pages with a drawing of a siren (sorry, none of our photographs came out). All you have to do is unfold the pages (you were careful with the staple, right?) and paste/tape them onto cardboard that you can fold in threes. Add a few more tables of your own devising for your own custom Referee Screen!

Our subscriber A. J. Postlethwaite seems to have heeded the first instruction but failed to carry out the second. Only two tiny holes indicate the staple’s one-time presence. The center pages are intact.

I reproduce Hazard’s tables within each house rule below.

Level Advancement

Players in the Great Halls of Pandemonium progressed beyond 3rd level over the summer. Since school started I've been juggling calculus, chemistry, and trying to decide how to manage experience points, spells, attack matrices, and so on. (Thank Crom for study hall!) My first idea was to make the switch to AD&D like everybody else. After a lot of reading and much thinking though, I decided the "advanced" rules are too complicated for what they give the game. I looked at the old rules too, but frankly, it's a big mess. They just kept adding on to the system until it became a golem of rules. Eventually, I made up some stuff, inspired by both the old and the new. I tried not to change any numbers (hit tables, saving throw matrices, spells, etc.) from levels 1-3 in the Basic book, so any characters rolled-up from that book are still valid in the Great Halls campaign.

Necessary Experience for Higher Levels

Double the amount you need every level, as in the Basic rules, until you get to 8th level. The total amount you need to get to 8th level is what you need to get from 8th to 9th and for every level higher. Fighters need 4,000 to attain 3rd level, 8,000 for 4th, etc. . . They need 128,000 to reach 8th level. Then they need 128,000 more XP to get to 9th level (256,000), then 128,000 more for 10th level (384,000), and so on.

You get normal HD + bonus h.p. for CON at every level gain through 9th level. After that, you don’t get more HD or bonus h.p. You just get +1 h.p. per level except fighters, which get +2.

Magic Spells

Clerics

Clerics get first and second level spells through their faith at 2nd and 4th level, respectively. Third through fifth level spells (gained at 5th, 6th, and 7th level) are delivered to them by divine intermediaries, like angels and such, while sixth and seventh level spells are given by the deity itself. Clerics can cast these spells at 9th and 12th levels.

Clerics get another first and second level spell at every other level after the first spell. Third through fifth, they get every 3 levels, and sixth and seventh every 4 levels.

Magic-Users

Magic-users start with 1 first level spell at 1st level, 2 at 2nd and 3rd, then 3 for 3 levels, 4 for 4 levels, and so on (as in the chart). The number of spells increases the same for each spell level. Magic-users can cast another level of spells at every odd numbered level.

Cleric's Turning

The only table in the whole lot that makes any sense. At higher levels, clerics can turn the next undead monster at every level, getting better by 2 pips. At 4th level they automatically destroy the weakest sort.

Thief's Abilities

Thieves add 5% to each ability (except Climbing and Hearing) per level up to 99% (highest). Climbing adds 1% each level, and the range to hear noise goes up 1 every 4 levels. Thief's blow from behind ability gives them triple damage at levels 5-8, x4 at 9-12, x5 at 13-16, and so on. Thieves can read languages 80% of the time at 4th level, like in Basic, but they can’t read magic scrolls (not cleric) until 10th level.

Attack Matrices

Characters Attacking

I did these tables a little different from the book because I wanted to make a smooth transition from level to level without jumping from e.g. 19 to 17, like a fighter does from level 3 to 4 in the old rules. If you look at the average level for each range (which is how they did it in the old rules--completely nuts!), it works out to about the same without any jumps.

1st level characters need a 20 to hit a monster with a 0 AC. The fighter's chance to hit goes up 1 (3/3) every level. The cleric's goes up 3/4 of a point, drop the fraction, thief 3/5, and magic-user 3/6 (or 1/2) per level. Did you see the math magic I did there?

Monsters Attacking

Same as 1st level characters, monsters with less than 1 Hit Dice need a 20 to hit 0 AC, then the number to hit goes down 1 per HD. So, 1 HD needs 19, 2 an 18, 3 a 17, and so on. Monsters with HD+n are counted as the next higher HD.

Saves

I cast some math magic on the saving throw tables too. For each save I averaged the total increase from level 1 to 13 from the Saving Throw matrix in D&D and spread it out over the levels. For instance, fighters save Death Ray 12 at 1st level and 4 at 13+. Formula, where L is character level: 12-(12-4)/(13-1)*(L-1). So the saving throw goes down 2/3rds point per level, rounding up. Clerics also go over 12 levels too, but I used 10 as the divisor for magic-users.

Fighters have the best saves, total increase 8 over 12, except dragon breath, which is 10/12. Clerics' good saves are 8/12 (Spells, Death Ray), others are 7/12. Magic-users have the worst. Their spells (good) save is 7/10; the rest are only 5/10.

Basic D&D says Thieves save as fighters, but Greyhawk has them as M-Us. I took a road across the middle ground. Thieves start like fighters in all categories, and they progress as fighters in physical categories (8 and 10 over 12) and as M-Us against spells and wands (7, 5/10).

Elves, dwarves, and halflings use the best save in each category by their class (multi-class possible), like dual-classed humans. Dwarves and halflings get +2 to all saves except dragon breath, which gets a +1.

Paradigm Lost #2 (November 1980)

Experience Points by Class and Level [E]

LevelThiefClericFighterMagic-User
10000
21,2001,5002,0002,500
32,4003,0004,0005,000
44,8006,0008,00010,000
59,60012,00016,00020,000
619,20024,00032,00040,000
738,40048,00064,00080,000
876,80096,000128,000160,000
9153,600192,000256,000320,000
10230,400288,000384,000480,000
11307,200384,000512,000640,000
12384,000480,000640,000800,000
13460,800576,000768,000960,000
14537,600672,000896,0001,120,000
15614,400768,0001,024,0001,280,000
16691,200864,0001,152,0001,440,000

Hit Dice by Class and Level [E]

LevelThiefClericFighterMagic-User
11d41d61d81d4
22d42d62d82d4
33d43d63d83d4
44d44d64d84d4
55d45d65d85d4
66d46d66d86d4
77d47d67d87d4
88d48d68d88d4
99d49d69d89d4
109d4+19d6+19d8+29d4+1
119d4+29d6+29d8+49d4+2
129d4+39d6+39d8+69d4+3
139d4+49d6+49d8+89d4+4
149d4+59d6+59d8+109d4+5
159d4+69d6+69d8+129d4+6
169d4+79d6+79d8+149d4+7

Number of Spells per Day [E]

Clerics

Spell Level —
Level1st2nd3rd4th5th6th7th
1
21
32
421
5321
63221
743221
843222
9543221
10543322
11653332
126543321
137644322
147644432
158754432
168755432
179855533
189865543

Magic-Users

Spell Level —
Level1st2nd3rd4th5th6th7th8th9th
11
22
321
432
5321
6332
74321
84332
944321
1044332
11544321
12544332
135544321
145544332
1555544321
1665544332
17655544321
18665544332

Cleric’s Turning [E]

Undead Monster —
LevelSkeletonZombieGhoulWightWraithMummySpectreVampire
17911NNNNN
2T7911NNNN
3TT7911NNN
4DTT7911NN
5DDTT7911N
6DDDTT7911
7DDDDTT79
8DDDDDTT7
9DDDDDDTT
10DDDDDDDT
11DDDDDDDD
N: No effect
T: Automatic turn
D: Automatic destroy

Thief’s Abilities [E]

LevelOpen
Lock
(%)
Remove
Trap
(%)
Pick
Pocket
(%)
Move
Silently
(%)
Hide in
Shadows
(%)
Climb
Sheer
Surfaces
(%)
Hear
Noise
(d6)
1*1510202010872
22015252515882
32520303020893
4**3025353525903
5*3530404030913
64035454535923
74540505040934
85045555545944
9*5550606050954
10***6055656555964
116560707060975
127065757565985
13*7570808070995
148075858575995
158580909080995
169085959585995
17*9590999990995
189999999995995
199999999999995
* Blow from behind (+4 attack) starts at ×2 damage, increases every 4 levels to ×3, ×4, and so on
** Read languages 80%
*** Read magic scrolls

Character Attack Matrices [E]

Fighter Attacking

Character Level —
AC12345678910111213141516
0201918171615141312111098765
119181716151413121110987654
21817161514131211109876543
3171615141312111098765432
416151413121110987654322
51514131211109876543222
6141312111098765432222
713121110987654322222
81211109876543222222
9111098765432222222

Cleric Attacking

Character Level —
AC12345678910111213141516
02020191817171615141413121111109
1191918171616151413131211101098
21818171615151413121211109987
3171716151414131211111098876
416161514131312111010987765
5151514131212111099876654
614141312111110988765543
71313121110109877654432
812121110998766543322
91111109887655432222

Thief Attacking

Character Level —
AC12345678910111213141516
020201919181717161615141413131211
119191818171616151514131312121110
21818171716151514141312121111109
3171716161514141313121111101098
41616151514131312121110109987
515151414131212111110998876
61414131312111110109887765
713131212111010998776654
8121211111099887665543
911111010988776554432

Magic-User Attacking

Character Level —
AC12345678910111213141516
020201919181817171616151514141313
119191818171716161515141413131212
218181717161615151414131312121111
317171616151514141313121211111010
4161615151414131312121111101099
51515141413131212111110109988
614141313121211111010998877
7131312121111101099887766
81212111110109988776655
911111010998877665544

Monster Attack Matrix [E]

Monster Hit Dice —
AC<1123456789101112131415
0201918171615141312111098765
119181716151413121110987654
21817161514131211109876543
3171615141312111098765432
416151413121110987654322
51514131211109876543222
6141312111098765432222
713121110987654322222
81211109876543222222
9111098765432222222

Saving Throws [E]

Fighters

Character Level —
Save12345678910111213141516
Spell
Magic Staff
161615141413121211101098876
Magic Wand1313121111109987765543
Death Ray
Poison
121211101098876654432
Turn to Stone141413121211101098876654
Dragon Breath151514131211101098765543

Clerics

Character Level —
Save12345678910111213141516
Spell
Magic Staff
1515141313121111109987765
Magic Wand1212111110109887765544
Death Ray
Poison
1111109987765543322
Turn to Stone1414131312121110109987766
Dragon Breath161615141413121211101098876

Magic-Users

Character Level —
Save12345678910111213141516
Spell
Magic Staff
1515141313121111109887665
Magic Wand14141313121211111010998877
Death Ray
Poison
131312121111101099887766
Turn to Stone131312121111101099887766
Dragon Breath161615151414131312121111101099

Thieves

Character Level —
Save12345678910111213141516
Spell
Magic Staff
16161514141312121110998776
Magic Wand131312121111101099887766
Death Ray
Poison
121211101098876654432
Turn to Stone141413121211101098876654
Dragon Breath151514131211101098765543

Multi- and Dual-Class Characters [E]

Multi-class (non-human) and dual-class (human) characters use the best save for each category by class.

Dwarves and Halflings [E]

Dwarves and halflings add 2 to the dice roll to all saves except Dragon Breath, to which they add 1.

Adventure Never Ends: A Tabletop Saga

In a short review of Jon Peterson’s triptych of D&D history, I allude to “The True Impact of D&D,” which, Peterson speculates in the closing of Game Wizards, after almost 50 years “has yet to be felt.” Since then, I’ve been thinking more about the game’s impact on my own life and how I see its effect on others’ lives. I have also been searching the information network for ways in which the game’s more forward-thinking proponents are, today, using DUNGEONS & DRAGONS as more than just a game. So exploring, one discovers a meta-dungeon stocked with obstacles and monsters, populated by heroes and wizards.

The wizards are those who work the game’s magic to help dungeon explorers overcome obstacles and defeat monsters. I don’t mean dungeon obstacles, like heavy portcullises and bottomless chasms. The dungeon is real life, and its obstacles are emotional, like autism and social isolation. And not fantastic monsters, either, like hobgoblins and trolls. I mean more fearsome monsters, like anxiety, depression, alcoholism, and post-traumatic stress disorder—dragons encountered in our daily lives. The heroes are those explorers who, through their experience in the game, emerge from the dungeon an improved version of themselves.

We also find treasures in the meta-dungeon. They come in many forms: anecdotes about making life-long friends at the game table, accounts of personal transformation aided by playing RPGs, and documentaries about the game and its impact on human lives.

One such treasure, recently unearthed, is Adventure Never Ends: A Tabletop Saga. Produced for Time Studios by Douglisio DiMuccio, Rob D. Miller, and Aaron Pagniano, this 40-minute documentary was released last month. It emphasizes the importance of D&D and reveals, through multiple interviews, recurring themes in the D&D play experience.

Notable interviews include Luke Gygax and Peter Adkison, among other game designers, a host of actors, and several school children. The children participate in therapeutic game programs, at which point we discover another treasure:

Also interviewed are Game to Grow founders, Adam Davis and Adam Johns. Game to Grow, a non-profit organization, uses D&D and Minecraft for therapeutic, educational, and community growth. Of their game therapy program, Davis says, “A lot of our kids are so burnt out on therapy, and they’ve been in social skills training programs that haven’t really helped them… This is more important than learning how to make eye contact or learning how to shake hands effectively. This is an opportunity for your child to care about being around other people” [17:10].

Heroes and wizards agree: D&D is a powerful tool to inspire, educate, and motivate. It’s a treasure.

I’m thinking to open the scope of this blog to talk about D&D’s larger impact on society. I know little about using hashtags, less about making new ones. On social media lately I’ve been tagging appropriate posts with #TrueImpactOfDnD. Some more savvy social media maven might suggest better.

A still image from the video, a child’s hand holds a pencil, on a table with paper and dice. Text reads: “In its 50 year history, the game of Dungeons and Dragons has inspired generations of players—each for their own reasons—but the common themes of community, creativity and confidence are hard to miss. This short film features dedicated players including actor Matthew Lillard and Luke Gygax, son of D&D co-founder, Gary Gygax. A film by DiMuccio & Miller” 39:18, 13 April 2023.
Click or tap the image to watch the full documentary on Time.com.

Classes and Races

This is the 21st in a continuing series of articles, which reedits house rules for Holmes Basic D&D from 40-year-old game club newsletters. Mentions of house rules are in bold text and followed by a [bracketed category designator].

For rules category descriptions and more about the newsletters, see “About the Reedition of Phenster’s.” For an index of articles, see Coming Up in “Pandemonium Society House Rules.”

Phenster’s Pandemonium Society House Rules is a work of fiction. Names, characters, businesses, events, incidents, and newsletters are either products of the author’s imagination or are used in a fictitious manner. Any resemblance to actual persons, living or dead, or actual events is pure coincidence.

Playing Classes in the Pandemonium Society

Some of us play AD&D with the big kids at the Game Hoard. I recommend Ivanhoe's "GOLGOROTH" campaign to anyone who can play on Monday nights. He puts lots of magic in his world, and he isn't stingy with treasure like some AD&D DMs I've heard about.

We wanted to put some AD&D rules in our D&D game. Tombs got the DUNGEON MASTER'S GUIDE and read it from cover to cover, and so did Cypher. I tried to, but I got stuck in the combat chapter. Tombs told me I could skip the combat chapter, because, after playing in Ivanhoe's game, he didn't think anybody else read it either. Cypher thinks that was the best part. Hazard says most of the AD&D rules are too complicated for what they do. Beowulf just flips through the Monster Manual and fights the monsters.

For a long time we've already been allowing thieves for the other character types, like in AD&D. We give dwarves a +10% bonus on locks and trap skills. Halflings get the same bonus to pick pockets, and elves are better at sneaking around (moving & hiding). Dwarves and halflings take a -15% penalty on climbing.

I wanted to let dwarves and halfings be clerics and magic-users too. But Hazard thinks it's better to differentiate between character types. Or else they all start to feel the same. He said there are probably dwarf religious leaders, for example, but most of them don't cast spells and go on adventures. Maybe there are some, and we might meet them sometimes.

If they want, dwarves and halflings can advance as fighters and thieves, like an elf does with fighting and magic-using. And elves can add thief to their class list, even though it takes even longer to go up in levels, because you have to divide x.p. into all three classes. Or you can be an elf who is just a fighter or just a magic-user or just a thief.

Depending on their DEX, thieves get a bonus to their abilities (not including climbing).

DEX Abilities
--- ---------
15 +5%
17 +10%
18 +15%

Nobody seems to know why non-human characters can't go up high in level, like humans. Hazard says it's just the game-way to even out the playing field, because non-humans get special abilities, like better saving throws and seeing in the dark. So, we let elves, dwarves, and halflings go up as high as they like. To make it up to the humans, Hazard gives them 2 extra points to add to their primary ability score and 1 point to add to any ability (even the primary if they want).

Human beings can also take more classes, but it works differently from non-humans. Humans can switch between classes but only advance in one class at a time. So, for example, if a level 3 fighter switches to clericing, all x.p. goes to gaining cleric levels. Later, the same character can switch to magic-using. Then he goes up in magic-user levels. When you switch to a new class, you don't get hit points for the first level. Clerics that switch to another class still can't use edged weapons without the usual consequences. Hazard makes us pay for training when we take a new class, and it’s expensive.

Basel wanted to play a druid, but Hazard said druids and rangers and such don't fit the ambiance in the Great Halls of Pandemonium, which is mostly dungeon adventures. Those classes are more for outdoor campaigns.

L’avant garde #37, April 1981

I break these up into discreet rules, so a DM may choose one or more or all as befits their preference. Skillful Humans [E] is suggested for use only in combination with any other of these rules that give an additional bonus to non-humans. I cite the rulebook where applicable.

Skillful Humans [E]

After choosing a class, 1st-level human-types add two points to their primary ability score by class and one additional point to any ability score. No score can be raised over 18 (addition mine).

No Level Limits [E]

Dwarves, elves, and halflings can achieve any experience level in their profession.

Non-Human Thieves [E]

“There are special rules for halflings, dwarves and elves who wish to be thieves—these are given in ADVANCED DUNGEONS & DRAGONS” (Holmes, 6).

Dwarves, elves, and halflings can be thieves as well as humans. Non-human thieves adjust their thief’s abilities according the following table.

Race/AbilityPick PocketsLocks & Traps*Move & Hide**Climb†Hear Noise‡
Dwarf+10%−15%+1
Elf+10%+1
Halfling+10%−15%+1
*Pick Locks, Remove Traps
**Move Silently, Hide in Shadows
Climb Sheer Surfaces
Phenster doesn’t mention hear noise. Maybe it’s obvious. I add the final column.

Dexterity Bonus to Thief’s Abilities [E]

Thieves with high Dexterity adjust all thief’s abilities except Climb Sheer Surfaces according to the table below. Note the jump from 15 to 17.

Dexterity ScoreBonus
15+5%
17+10%
18+15%

Single-Class Elves [E]

“[Magic-users] have the advantage (shared with clerics and some elves) of being able to work magical spells” (6, emphasis mine).

In addition to fighter/magic-user, elves can be single-classed fighters or magic-users.

Non-Human Single and Multi-Classes [E]

Non-humans can be any single class or may take multiple classes. An “X” in the table below indicates the race-class combination is allowed.

Race/ClassClericFighterMagic-UserThief
DwarfXX
ElfXXX
HalflingXX

Dual-Class Humans [E]

Humans may, at any time during their careers, take up a new profession. A training period and a fee (see below) may be required, after which, earned experience goes toward advancement in the new profession. At anytime thereafter, the character may switch back to a previous profession or take another. A dual-class cleric may not use edged weapons.

Training: Phenster doesn’t specify the training period or the fee. I suggest one year and 1,000 gp per total class level at training time. So a 3rd-level fighter, training to become a magic-user, must pay 3,000 g.p.

Class and Race Combinations à la Carte [C]

Hazard nixes Phenster’s suggestion to open the gates on race and class combinations, while reserving the right to use them as NPCs. Furthermore, a DM might allow and disallow particular combinations for player characters according to the campaign setting. One might imagine a world, for example, in which dwarf-kind invented magic. In the campaign, dwarf magic-users are common, and perhaps elves are denied magic-use. In another world, the halfling god is the most powerful divinity, so halflings may be clerics.

Additional Character Classes [C]

“There are a number of other character types which are detailed in ADVANCED DUNGEONS & DRAGONS. There are sub-classes of the four basic classes. They are: paladins and rangers (fighting men), illusionists and witches (magic-users), monks and druids (clerics), and assassins (thieves). There are half elves” (7).

Again according to the campaign setting, a DM might allow other classes and races. Detailing each class is beyond the scope of this series. Of course, DMs may make up their own classes or find many classes elsewhere. Those noted above, with the exception of witches, are found in the AD&D Player’s Handbook (1978), to follow the rulebook’s guidance. They are also found in various OD&D supplements and issues of the Strategic Review, which groups may have referenced prior to mid-1978.

“The Witch” NPC class is detailed in Dragon No. 43 (November 1980). Tucked into that article is another article: “The Real Witch” (8) is an origin piece by Tom Moldvay. Also interesting are two articles: “Witchcraft Supplement for Dungeons & Dragons” (Dragon No. 5, March 1977) and “Another Look at Witches and Witchcraft in D&D” (Dragon No. 20, November 1978). Following the latter, check out the related article “Demonology Made Easy” (No. 20). We’ll see later, in the Monsters section, that Hazard makes use of these early Dragon articles for his Great Halls of Pandemonium campaign.

For late-1st-Edition era, “The Witch” is further treated in Dragon No. 114 (October 1986). For what seems a comprehensive list of witch references and illustrations, see “Witches in Early D&D” by Oakes Spalding, Save Versus All Wands (November 2017).

The previous month, in the Pandemonium Society’s Paradigm Lost #3 (March 1981), appears the following notice under GAMES & CAMPAIGNS:

KING OF WANDS (NEW!): ADVANCED D&D wilderness adventures (some dungeons too). Explore dark lands, kill monsters, claim territory, become the King of Wands! Wednesdays after school @ 3:15. Call Basel: (redacted).

Next up in Phenster’s Pandemonium Society House Rules: Level Advancement

Fury’s Deep

In the middle of a dark night, the ground shook, the earth groaned. Startled from shadowy dreams, the folk of Domesday lay still, wondering throughout the night what new doom had befallen their accursed town.

The sinkhole was soon discovered by goatherds in search of strays in the steep, rocky hills outside town. All was quiet, at first, in its dark depths. Before a year was out, though, shadows could be seen deep down, and after unquiet nights, strange tracks appeared in the narrow gorge that led to the rim.

The townsfolk built a watchhouse to block the only easy access to and from the pit. The post was manned in the day, but none would stay the night after the first such attempt. Avery Dain was a man of 27 years when he came to be called “Oldave,” for he aged a lifetime in that one night.1

Even the daylight shift proved too hazardous. One stormy afternoon the next year, a fury of flames blew from the depths and ravaged the watchhouse and the hills around.

That was a hundred years ago. Now called Fury’s Deep, no one goes there these days save the foolhardy… Save the foolhardy.

Description

A tear in the landscape, Fury’s Deep stretches 110 feet from Rock Point (map 96, northeast) across to Deep’s Dark Defile (104, southwest) and 180 feet from Faerie Falls (102, southeast) to the Carver’s Sand Cliffs (105, northwest). A pit (106) in the western crevasse, over 400 feet down, is said to be bottomless.

Hand-drawn dungeon map, showing Fury’s Deep, areas 95 through 107 of Deep Dungeon Deep.
Fury’s Deep, Deep Dungeon Doom

An upper floor once joined the two rooms of the Old Watchhouse (95) that straddle the only safe path into the Deep, which is otherwise surrounded by steep granite hills. Steps carved into a rocky cliff once led up to a door, but the wooden upper structure is burned away.

Slipping by the ogres, who lair under a log shelter within the watchhouse, we proceed to a rocky outcrop, called by the locals Witches’ Finger (97), from which we survey our path.

Natural stairs take us to the first precipice (98), down which we must climb or rappel. A hundred feet below, a steep, winding path of rocky dirt leads through Unicorn Grove (99), under the Dryad’s Tree (100), to an Enchanted Lake (101). We then follow the river west, passing Hive Rock (103) and Deep’s Dark Defile (104), before descending farther into the Deep in the northwest at the Carver’s Sand Cliffs (105). A second precipice drops 60 feet onto a slope that slips under an archway of pitted granite stone blocks (107). The archway is about 400 feet below the rim. We avoid the Bottomless Pit (106) to the south.

In Deep Dungeon Doom, I follow #Gygax75 and #Dungeon23 to create a D&D dungeon campaign in a few minutes per day for one year. I post irregular updates here. To get the daily rooms, follow me on Mastodon.

Nexus

Fury’s Deep is a nexus, connecting to diverse dungeon levels and other worlds. Except the Old Dwarf Road (107), further development of the following areas are left to the DM.

  • 98 Cave of the Unknown: They say no one has ever come out of this cave alive, and it’s true. But no one has ever gone into it, either.
  • 101 Enchanted Lake: Nixies live in a complex of submerged caves 80 feet below the surface. The caves may lead to another dungeon level or to an underwater realm beneath the surface of some distant sea.
  • 102 Faerie Falls: The 200-foot waterfall hides two passages:
    • First, from where it emerges from the cliff, 50 feet below the rim, we can follow the river upstream to the Subterranean Lake (33) in Kubra Kowthar’s Realm (Lyceum Arcanum). Who knows what lies between here and there.
    • Second, through a grotto beyond the cascade, we enter the realm of Faerie or that of Grimshade, depending on some unknown factor. Both realms are dangerous for mortal beings. From neither does one easily return.
  • 104 Deep’s Dark Defile: Here the river drops into unnatural darkness. I don’t yet know how far down it goes or through what dangerous paths. Eventually, it enters a lower level (probably 8 or deeper) of the dungeon.
  • 105 Carver’s Sand Cliffs: These three sandstone cliff faces seem to be carved by a giant hand. Behind this bizarre facade, a nest—or multiple nests—of giant ants riddles the earth. Foraging tunnels may lead to other dungeon levels.
  • 106 Bottomless Pit: Descending to a magical void on a lower level, the hole is truly without end. Perhaps the void takes hapless characters to the world’s underside.
  • 107 Old Dwarf Road: Beneath the archway, we enter a wide thoroughfare built during the dwarven civilization. We now follow this road farther down into Deep Dungeon Doom.

1 I have the idea that Oldave, despite his apparent advanced years, went on to enjoy a long and successful adventuring career. On retirement, he bought a tavern in Domesday. He became its keeper and occupies the post to this day—for he yet lives, going on his 14th decade and in perfect health!

Half All OD&D’s Magic Swords Suffer Cruel Fate

SWORDS: Among magic weaponry swords alone possess certain human (and superhuman) attributes, Swords have an alignment (Lawful, Neutral, or Chaotic), an Intelligence factor, and an egoism rating (as well as an optional determination of the their origin/purpose)” (Monsters & Treasure, 27).

It’s a little known fact that all magic swords in D&D’s original edition are intelligent. In 1974, we determine a magic sword’s intelligence with a d12 roll. An intelligence of 7 or higher grants the sword an increasing number of primary and extraordinary powers and the ability to communicate.

A roll of 1 to 6, however, gives us a sword with intelligence yet unendowed with any powers or any means to communicate. It is also denied an ego, for “Only those swords [with an] Intelligence of 7 or more will have an Egoism rating” (29). Such a sword may signal its condition only to characters of a differing alignment, who take damage from a touch.

Magic Swords Intelligence Table from D&D (1974), Monsters & Treasure, 28

Maybe the co-creators did not intend to manufacturer such an item. An asterisk denotes that “Although the sword cannot communicate it will endow its user with the powers it has, but these will have to be discovered by the user” (28), while the Mental Powers column makes it clear the sword has “None endowed.” Perhaps “the powers it has” refers to the sword’s magic powers, such as has a sword +1, +2 vs. Lycanthropes or a sword +2, Charm Person Ability?

As written, if we obey the dice, half all OD&D’s magic swords suffer this fate. Considering that it is usual for a magic sword to have been created in some long ago time and that such weapons tend to be nigh indestructible, we might say it is a fate worse than death.

In B/X D&D, Moldvay, Cook, Marsh save magic swords from this cruelty by replacing the straight up d12 roll for intelligence with a d20 table. A sword is intelligent on a result of 15 or higher. A 14 or less results in a null intelligence score.

Periphron’s Tower and Excavation: Dungeon Map Cover Art

Periphron’s Tower and Excavation — Frontispiece

To stock the dungeon, I’m using the Old-School ’77 Dungeon Stocking Tables for general room contents. Look for results here sometime within a week or so. See also “Periphron’s Tower and Excavation: Adventure in the Making” for development notes.

Lacking space in the six-page PDF, I omitted a frontispiece. The dungeon map from the cover of the Old-School ’77 Dungeon Stocking Tables, in the cartographer’s opinion, warrants a showcase.

Taking cues from the map god, I provide, for your personal use, grid and no-grid versions of the map without scale or compass rose accompanied by background text. The cartographer’s apologies to cross-hatching aficionados.

It was stocking his Deep Halls that prompted the development of the Old-School ’77 tables. Furthermore, it is through study of his work that we learn dungeon map design. More than that, the example of his career teaches the value of diligence and perseverance in pursuit of our dreams. This map is dedicated to Dyson Logos.

Periphron’s Tower and Excavation

The wizard Periphron seeks a powerful artifact called “the Seventh.” His research, which includes use of a crystal ball and multiple castings of contact other plane, aided by a library of esoteric tomes, indicates the Seventh is located within the ruins of an ancient town, purportedly buried under a rocky hill in an arid plain.

After charming the blue dragon that laired within, Periphron rebuilt a ruined tower on the hillside. Beneath the tower, he excavated several tunnels in search of the ancient town. Exploratory tunnels broke into a series of natural caverns, which leads to the ancient town’s underground ruins.

Periphron uses the charmed blue dragon to guard the tower entrance. The excavation is accomplished by move earth spells and stone giants. Periphron’s apprentices handle the excavation’s day-to-day management.

Meanwhile, the wizard continues research. For, with the Seventh, Periphron intends to begin the prophesied Age of Dragons. How he will achieve this is unknown, even to the wizard himself.

But lawful factions want to prevent Periphron’s finding the artifact. Chaotic factions want to steal it. After so many uses of contact other plane, Periphron might be fairly nuts.

—from “Periphron’s Tower and Excavation: Adventure in the Making

Periphron’s Tower and Excavation (200 dpi, grid)
Periphron’s Tower and Excavation (200 dpi, no grid)

The Charnel Pits and Caverns of Ningalgaur, Great Lady of Demons, Called the Laughing Fiend

In Deep Dungeon Doom, I follow #Gygax75 and #Dungeon23 to create a D&D dungeon campaign in a few minutes per day for one year. I post irregular updates here. To get the daily rooms, follow me on Mastodon.

Progress: For the second time in the year-long daily dungeon-making exercise that is #Dungeon23, I got behind a few days and caught up again in March. Each day’s room often takes me some time more than a few minutes, but I love the work and am so far pleased with the resulting dungeon.

Campaign: Meanwhile, after closing the door on the baalgaur’s prison (Lyceum Arcanum, 9) on the uppermost level, the player party explored the Auditorium’s balcony (2a): The cautious adventurers turned away from three great blades swinging like pendulums in an archway (2d). They then defeated a giant black widow spider (2e), foiled a pit trap in front of a treasure chest (2f), and purloined the gold coins the chest contained. Emboldened by this success, the duo acquired hirelings in Domesday and prepared their second foray into Deep Dungeon Doom.

Ningalgaur [nin-gal-GAW-r]

Named after the nefarious empress and “great lady of demons,” this dungeon region was first used by the demons during their civilization that followed the Illmind’s departure. Most walls, whether natural rock or built from rust-red brick, bare vestiges of relief carvings depicting gruesome faces: bulging eyes, bulbous noses, fat cheeks, wide mouths grinning, lascivious lips, rolling tongues. Since then, a succession of civilizations and empires have connected the former charnel pits with tunnels to create a dense network of rooms and caves.

Now, with its 55 encounter areas (40-94) spread across levels 2 and 3, Ningalgaur may be divided into four sections: Minotaur Maze (NE), Veiled Grotto (NW), Laughing Rift (SE), and Daemningstadr (SW). A brief description of each follows the map.

My thanks again to Tony Dowler for his How to Host a Dungeon: The Solo Game of Dungeon Creation (2nd Edition, Planet Thirteen, 2019), whence I draw the civilizations: demonic, dwarven, and magic-using. You didn’t think I came up with a fortified drinking hall myself, did you?

The Charnel Pits and Caverns of Ningalgaur, Great Lady of Demons, Called the Laughing Fiend (200 dpi)

Minotaur Maze (NE)

A deluded magic-user employs illusion, polymorph self, and a hero henchman in a bull’s-head mask to discourage trespassers. It’s Scooby-Doo meets Theseus and the Minotaur, but that doesn’t mean there isn’t a real minotaur in there.

Veiled Grotto (NW)

A lost pebble sheds an impenetrable darkness throughout these natural caverns filled with noxious molds and creeping animals. Largely considered impassable by the locals.

Laughing Rift (SE)

A deep chasm connects diverse regions of the dungeon, this level and beyond. A mad hermit holes up in natural caverns below a dwarf-built dam on the south rim. Nearby, a magic portal wants repair. Carved tunnels on the north rim are presently inhabited by gnolls, who dispose of their waste in the rift’s nether regions and guard the entrance to Daemningstadr.

Daemningstadr (SW)

Built during the dwarven civilization, Heillwaegg Daemningstadr Drekkenhal—in the common tongue, “Drinking Hall of the Blessed Wall in Dam’s Site”—is a fortified construction, now occupied by members of the Doommaker Cult. The priest-leader’s mission is to destroy remnants of the Gold Flame, which defends the Bastion of Law on Level 1, to make way for the cult’s main objective in the dungeon’s shallow levels: to release the balgaur from its prison in the Infernal Tower.

Warning: Reading this book will make you want to play D&D!