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!

Alternative Method to Increase Prime Requisite for XP Bonus

In “Three Paradigms: Evolution of Ability Score Adjustments and the Prime Requisite Bonus in Old-School D&D,” I stated my preference for the complimentary paradigm from OD&D over the later practice paradigm to determine experience-point bonuses. The Pandemonium Society had another idea. They used both.

This is the 20th 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.

Another Way to Adjust Ability Scores for XP

Ivanhoe tells me he doesn't use the rules for bonus XP in his AD&D campaign because it's too much math. In the Pandemonium Society, we use bonus XP for high prime requisites. Cypher helps us with the math. It's really pretty easy the way she explains it. But we didn't much use the rule that says you can change your ability scores when you roll up a character.

Like, if you want to be a fighter, you can subtract 2 from your INT and add 1 to STR, and a cleric or magic-user can subtract 3 from STR and add 1 to WIS or INT (for M-U). The higher your prime requisite the more XP you get.

That system worked for Beowulf because he didn't care about being intelligent. He just wanted to be a burly brute. But Tombs wanted to play the cleric. They have to be wise and be able to fight pretty good, so he didn't want to lower his strength.

I rolled a 13 for INT, a 15 WIS, and 12 STR. I could've been a cleric or an elf, but I really wanted to be a magic-user of the wise-old-wizard kind. A wise old wizard is usually frail so I lowered my STR to raise my INT to 14. Not enough to get 10% extra XP, but I got another language. I could have lowered my WIS 2 to get another INT, but a 13 WIS is barely above average, so I didn't want to do it.

Tombs and I talked it over with Hazard, and we came to a compromise. Hazard let us use the points to raise our prime requisite score, just like in the rulebook, except we didn't really change the scores. For example, I used 6 WIS points to make a 17 in my prime requisite without lowering WIS or raising INT. I’m still wise (15) and not any more intelligent (14), but I get a 10% bonus on XP. Tombs used 3 points of STR, without lowering it, to raise his prime requisite to 15, but his WIS is still 14.

Of course, everyone wanted to do it that way then. Except for Beowulf. He still wanted to be a brute. Hazard said we could do it either way: changing the scores or just using the points toward our prime requisites, or both. But just not using the same points twice.

—from L’avant garde #59 (January 1984)

Alternative Method to Increase Prime Requisite [E]

After generating ability scores, instead of raising and lowering scores (as described in Holmes: Adjusting Ability Scores, 6), the player uses points from certain above average scores to increase the prime requisite score only as it applies to the experience-point bonus. All constraints—used abilities by class, number of points used, minimum scores, etc.—are according to Holmes. The only difference is that no ability scores are raised or lowered.

Using this method, it helps to think of the prime requisite as a separate score, initially equal to the class’s primary ability score.

I put the alternative method in the [E] Extra category because it’s quick and easy: Count points above 9 in one or two abilities and add one or more points to another score. Furthermore, as no sacrifice is made, players have no barrier—only the prospect of earning more XP.

Strength Not Complimentary for Magic-Users [E]

When using the Alternative Method to Increase Prime Requisite [E], magic-users cannot use points of Strength to increase Intelligence.

As in OD&D’s Men & Magic, high Intelligence makes a more clever fighter, but a strong magic-user is no more adept in the profession. The Pandemonium Society seems to ignore this point.

Combined Methods to Increase Prime Requisite [P]

The alternative method may be used together with that described in Holmes, though points may only be used for one method.

In Phenster’s example, he reduced his Strength score to raise Intelligence, but when using Wisdom, he adjusted neither score.

For simplicity during character creation, I suggest using Holmes’s raise-and-lower method first to get the desired ability score bonuses, Then use the alternative method to figure the final prime requisite score for the XP bonus.

Because it effectively adds a second step to character creation while at the same reintroducing the time-consuming min/max decisions, this one goes in [P] Pandemonium.

Simplifying the Exchange Rate

We might simplify both methods by setting the exchange rate at 2 for 1 in all cases. I don’t propose it here for three reasons.

  1. I try—though not always successfully—to avoid B/X-isms in Phenster’s.
  2. While the Holmes spirit is simplicity in one sense, it also embraces a certain complexity, most often where it fails to modify rules from OD&D.
  3. The difference in the exchange rate, 2 or 3 for 1 depending on ability and class, implies a difference in the importance of each ability to each class. Consider that the more intelligent fighter improves faster than the wiser one (exchanging 2 INT or 3 WIS for 1). Likewise, the smarter cleric improves faster than the more brawny (2 INT or 3 STR for 1). And the more successful thief must be not only intelligent but also wise (2 INT and 1 WIS for 1). I appreciate this nuance.

Old-School ’77 Dungeon Stocking Tables Now on DriveThruRPG

Random Determination of Room Contents for Dungeons from the Late 1970s. Like Moldvay’s dungeon room contents tables for earlier editions. Available at DriveThruRPG in PDF for print and phone.

Roll on one of three d% tables to determine a room’s general contents: monster, treasure, trap, interesting variation, or empty. The tables are derived from guidelines given in three late-1970s’ publications of the world’s most superlative role-playing game.

For a one-third chance of monsters throughout the underworld, use the BLUEBOOK table. To differentiate between built dungeon areas and natural caves and caverns, switch between the DUNGEONS and CAVES tables.

You get 2 PDFs:

  1. Print PDF (6 pp., 5½" x 8½") displays well on tablets and e-readers.
  2. Phone PDF (8 pp., 2¼" x 4") fits on the smallest screens.

Both contain the tables and brief instruction. A footer contains links to each table for quick navigation on screen. Or print the tables on a single double-sided letter-size or A4 sheet; fold in half short-wise to expose the desired table.

Monsters and Treasures Not Included: After determining general contents, you’ll need to decide on specific monsters, treasures, and interesting variations according to your dungeon plan and preferred rule system.

Get yours on DriveThruRPG.

Old-School ’77 Dungeon Stocking Tables Coming Soon

Release is set for early in the week. Previously called “Flying Dungeon Stocking Tables,” we used these a couple years ago to help stock a certain twisted and nightmarish dungeon. Lately, they serve in Deep Dungeon Doom when inspiration is short for the daily #Dungeon23.

I put the trio of tables, with instructions for use, behind a nice cover and made one PDF for printing and viewing on mid- to large-size screens and another for use on your smartphone.

Random Determination of Room Contents for Dungeons from the Late 1970s. By Stephen Wendell

Like Moldvay’s dungeon room contents tables for earlier editions.

Roll on one of three d% tables to determine a room’s general contents: monster, treasure, trap, interesting variation, or empty. The tables are derived from guidelines given in three late-1970s’ publications of the world’s most superlative role-playing game.

For a one-third chance of monsters throughout the underworld, use the BLUEBOOK table. To differentiate between built dungeon areas and natural caves and caverns, switch between the DUNGEONS and CAVES tables.

For details on how the tables are derived, see “Flying Dungeon Stocking Table by the Bluebook” and “Flying Table by Dungeon Geomorphs Sets.”