Movement and Encumbrance

The following article appeared in L’avant garde #63 (May 1984).

Movement and Encumbrance

It's true that our first adventures weren't very sophisticated. It was just Hazard and me and Beowulf back then. Jinx joined us early on. I remember that we carried a ton of equipment and fought a slew of monsters. I don't remember how many times we died. Whenever we all got killed, we erased the treasure we found before that and kept going. There didn't seem to be any point to rolling up a new character.

We didn't pay much attention to how much gold we had to start either. We just picked stuff from the equipment list. I think I had about everything in my backpack: rations, water skins, 100s of feet of rope, torches, oil, iron spikes, a silver mirror. . . . I even took a holy symbol and wooden stakes w/mallet, garlic, and a few holy waters. Somehow I was sure we would run into a vampire, even if we were only second level. All that went in the backpack, and I strapped a bandoleer of daggers across my chest. With the lantern and a 10' pole in my hands and a scroll with three spells up my sleeve, I was ready for adventure!

Beowulf wore plate mail armor, a shield, and the whole armory of weapons. We didn't even know what half of them were, but Beowulf wanted one of each. Jinx stuck 10 daggers and a bunch of other equipment on a bandoleer. He could draw a flint-and-steel and a torch as quick as a throwing dagger and still have time to light the torch and throw it at a monster while I threw oil on it. But then we read the rules and figured out there's no way in Pandemonium we could have afforded all that stuff, much less carry it all around with us.

Encumbrance

Hazard made up this simple list of the encumbrance for armor, weapons, and treasure. A helmet counts as part of whatever armor you're wearing. For all the other equipment, like rope and spikes and stuff, he gives us the standard allowance, as long as we don't go overboard.


Equipment
Encumbrance
(in coins)
--------------------
Leather armor300
Chain, plate armor600
Helmet---
Shield100
Light weapons20
Normal weapons50
Heavy weapons100
Extra-heavy weapons150
Coin, gem, scroll, ring1
Jewelry, potion, scroll w/case10
Wand, staff, rod30
Standard allowance100

Move Rates

You find your move rate by the kind of armor you're wearing. You can wear armor and carry up to 300 coins without going over into the next slower category, but every 300 coins after that slows you down more and more.

Exploring speed is half your normal rate. Going at normal rate in the dungeon, you're more likely to walk into a monster nest or not notice a trap or some important clue. Running (double time) is twice the normal rate. Combat speed is 1/12th normal rate, but it's per round. (You can also run while combat is going on but not while fighting in melee.) Outdoors, with good light and no mapping (mostly in towns), you move 5 times faster than normal rate. Half that in bad light. For long-distance travel, we use journey rates. You move at normal speed divided by 10 in mi./day.

You can't run with a heavy load. Full armor can only run for 1 turn. Half armor can run 2 turns, and unencumbered can run 3 turns. Extra heavy and super heavy loads can't run or move long distances, and you can hardly take a step. Fighting isn't a good idea either, because you take a -2 on attacks and a +2 AC with an extra heavy load, and super heavy takes double the penalties.


Category
Armor
type
Max
coins

Comb.

Expl.

Norm.

Run

Jour.
-----------------------------------------
UnencumberedNONE3002012024048024
Half armorLeather600159018036018
Full armorChain,
plate

900

10

60

120

240

12
Heavy load12005306006
Extra heavy15003204000
Super heavy18001102000

Every +1 bonus for strength gives you 200 extra coins you can carry without going over to the next category. (-1 for strength gives you 100 less coins.)

It's kind of hard to keep track of it all, and we usually forget to add up all the treasure we're carrying after a while. Even Cypher says it's too tedious. But basically, your weapons and equipment usually turn out to be within the 300 additional coins you can carry at the start of the adventure. So, just go with your armor category. Then, when you get a good treasure haul, you'll probably go down to the next slower category, unless you've got a high strength.

Coin Carrying Capacities

Large sack600
Backpack300
Small sack300
Haversack200
Pouch100/50/25*
* Large/medium/small

A haversack is like a small sack with a strap so you can carry it over a shoulder. It's called a haversack because it's just big enough to put everything in it. I like to say "I either HAVE it ER I don't!" And I can get stuff out of it easy. Even during combat, it only takes one round. I can't be under attack, of course, but when the melee is going on all around me, I can still reach in and grab a potion or a bag of caltrops. If it's in a backpack, you have to take it off and rummage. Rummaging during melee is a good way to get yourself a new character.

Resting

Exploring the dungeon is exhausting. We have to rest for 1 turn after 5 turns exploring or after running or after combat. Combat happens so fast that we say we just rest for the rest of that turn. If we don't (or can't) rest, then we take a -1 penalty on attack and damage rolls, and we move at the next slower category. Plus, hirelings take a -1 penalty on their morale rolls. If we still don't rest after 5 more turns (or running or another combat), the penalty is -2 and we go down another move category. It goes on like that until we can't move at all. When we rest for 1 turn, we're good as new after. If you're unencumbered and moving at a slower rate, you don't need to rest at all.

Nowadays I like to travel unencumbered. I carry a haversack with all my gear in it, including scrolls and potions. I wear a girdle around my waist to hold a pouch with 20 g.p. and a dagger to protect my skin. Beowulf wears plate mail, a helmet, and carries his two-handed sword. He has a backpack for gear and a short sword for fighting in tight spots. Because he's so strong, he can still carry a sack full of gold without slowing down. Jinx wears leather armor with a skullcap, a backpack, a sword, only 5 daggers on a bandoleer, and he carries the lantern and the 10' pole.

We did eventually encounter a vampire. We were 3rd level. We had just found a good haul of treasure and decided to do one more room before we quit for the day. We thought it was just a giant bat at first, so I threw a web spell on it. It turned into a cloud of gas, and my web fell on the ground. Then it became a vampire! I presented the symbol with verve and threw holy water at it, while Beowulf and Jinx fought it. But we all died anyway.

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.

Models for Languages in Make-Believe Worlds

Languages reveal culture. Their use in an RPG campaign adds verisimilitude. Riffing off Phenster’s examples, we can introduce languages to a simple D&D campaign without much effort. Or we can use the examples as a starting point and, with some effort, develop the ideas further.

Like hirelings and henchmen, the use of languages in the campaign is more a model or template than a strict rule, so I categorize the following rules, derived from “MYSTERIORUM LIBRI,” in [C] Campaign.

Learning Extra Languages [C]

A character can learn languages in addition to languages known at character creation (see “Ability Score Modifiers in the Great Halls of Pandemonium”). A teacher must be found, and the fee negotiated. The suggested minimum is 100 g.p. per month.

The time required to learn a language is 6 + d6 months. Complex languages take 6 + 3d6 months. Reduce the number of months by one month per language already known, not counting Common and the alignment language. Dialects of known languages require half the number of months.

Learning may be interrupted for up to one month without consequence. An interruption of more than a month adds an additional month to the learning time, i.e. after a month or more without learning, one month of previous study is lost.

Reducing Monster Languages

“All other creatures and monsters which can speak have their own language” (Men & Magic, 12).

In OD&D, the monster list doubles for the language list. Holmes reproduces the text (9), adding that all languages are selected at character creation. Moldvay suggests human dialects and 19 languages spoken by monsters from the Basic (1981) rulebook. Cook and Marsh give no further guidance concerning which Expert monsters might speak their own language. The AD&D Dungeon Master’s Guide (1979) lists more than 50 languages (102), including one for each color and metal of dragon plus six giant types.

If language selection is to be meaningful, the player should have a certain assurance to encounter speakers or script written in the language. Choosing the language of bronze dragons would be a rare gamble. Of course, when a player selects the language, the clever DM finds a way to include the speech of a bronze dragon in the game. Clever DMs aside, a language not chosen by players is of little use in the campaign.

Instead of a language for every monster, Hazard groups monsters by themes, loosely cultural. For example, gnomes and kobolds speak dialects of dwarvish.1 All fairy creatures speak the same language, as do goblinoids and wargs.

Hazard also groups mythical creatures, who speak one of an undefined number of unnamed ancient human, or “Mythic,” languages. As a good many monsters from contemporary sources (OD&D, Holmes, AD&D Monster Manual, B/X) are drawn from mythology, this greatly reduces the language list. Furthermore, because the Mythics are from ancient (presumably human) cultures, they are doubly useful.

Monster Languages by Culture [C]

These are monster languages according to Hazard’s system. The DM is free to modify and invent. Alternative names are in parentheses. See Phenster’s description of each monster language.

Monster Languages
Dwarvish/Gnomish/Kobold+
Elvish (Fairy)*
Goblinish
Orcish+
Gnoll*
Ogrish++
Draconic (Wyrm Utterances, Wyrmspeak)*
Entish**
Doppleganger*
+ Dialects of the same language.
++ Dialect of Common.
* Complex language.
** Complex language, requires years, not months, to learn.

Surrogate Languages

“[Hazard] uses other real languages (usually old ones) for other old languages in the Heptarchy.”

—from “MYSTERIORUM LIBRI

The first I encountered the idea was in Ray Winninger’s Dungeoncraft, where the author applies foreign languages to character names (Dragon #259, 18-20). Hazard goes further. He uses real-world languages as stand-ins for any representation of imaginary languages in the campaign. In “MYSTERIORUM LIBRI,” Phenster notes Hazard’s choice of surrogate language for each human language in parentheses at the end of the description.

Human Language Categories [C]

Like the “Common” language, used throughout D&D editions and ubiquitous in D&D campaigns for going on five decades, Hazard’s “Old Common” is not otherwise named. Phenster’s DM doesn’t go out of his way to name the language used throughout the dominant culture of the ancient world, either, calling it “O.E.,” which must stand for Old Empire.

Though perhaps obvious, I outline these categories and subcategories as a simple way for the DM to consider languages in the campaign setting.

The Common Languages

In addition to the Common language currently in use throughout the campaign setting, a number of other languages once served a similar purpose. These, if not still spoken, have extant written samples. Phenster’s examples are old and ancient common and numerous mythic languages.

Old: This was the common language hundreds of years before the contemporary Common, which may or may not be an offshoot of the older. If English is our real-world Common, Old English or French are examples of Old Common.

Ancient: At least one step removed from Common, this language was in widespread use a thousand years or more before the present. In the real-world example, the Romans spread Latin throughout the known world.

Mythic: The many and diverse mythic languages were first used in times long past and places near and far. Greek, Old Norse, Egyptian, Ugarit, and Mayan are a few examples from our world.

Uncommon Languages

Phenster mentions Caerlon, an indigenous language. I add the local and foreign categories.

Indigenous: Spoken by people native to the area, indigenous languages are spoken and may be written, depending on the culture’s technological level.

Local: In some areas, usually outside the setting’s cultural center, the Common language may be foreign. The locals speak Common as a second language. Player characters from the region would speak the local language as well as Common.

Foreign: Merchants, immigrants, and invaders bring their languages to the campaign area.

Linguae Francae

Phenster tells us O.E. is “the lingua franca of the Church,” as is Ecclesiastical Latin in our world. The historical Lingua Franca is a mix of a few languages, including French, once used in trading ports around the Mediterranean. In D&D worlds, Common is usually considered the mercantile language, but a setting might use another (or others). Other possibilities for linguae francae are a court language, a language used between sages (possibly secret) or a multi-cultural military group, druidic, and the cant of thieves.

The Rare Languages

The example is Runic, which is lost, magical, and secret. The Forty-Eight Keys are another possible example, but Phenster doesn’t make it clear whether the language is lost or magical or both. Though I break down the constituent categories, combining at least two of these makes the player’s choice less rare. In any case, player characters usually cannot learn a rare language at the beginning of their careers.

Lost: A lost language is unknown or heard of only in legends at campaign start. A lost language usually falls into another category or categories, e.g., a lost mythic language.

Magic: Assuming the usual D&D campaign setting where magic-users must cast a spell to read magic, any additional magical language should be, at least, difficult to use or limited, perhaps by rarity. It may also allow the use of a different kind of magic.

Secret: A secret language is used by a small group, widely dispersed. A missive may be intercepted, but its contents are indecipherable to outsiders without the proper magic.

Alignment Languages

A system of only two opposing alignment languages places a greater emphasis on the opposition between them. It suits a campaign that, like Hazard’s Great Halls of Pandemonium, embraces Law and Chaos as opposing sides, wherein scenarios focus on the ongoing battle between them. Alignment Languages: Law and Chaos [C] can be used whether using three, five, or nine alignments. These house rules assume five.

Alignment Languages: Law and Chaos [C]

Whether good or evil, lawful and chaotic characters know their respective alignment language, either Law or Chaos. Neutral characters know neither.

Written Alignment Languages [C]

Alignment languages are usually spoken. Individual words or short phrases (up to three words suggested) may be inscribed on a durable medium, e.g. stone, precious metals.

Four or Five Alignment Languages

Another idea is to break the alignment languages into four or five: Law, Chaos, Good, Evil, and maybe Neutral. Creatures speak two, one, or, if only four languages, none, depending on their alignment. Chaotic good characters speaking with like-aligned would use a mix of Chaos and Good, depending on the topic. Lawful good and chaotic good would use Good. Although such a system would create a certain ambiance, it might get a little nuts. I don’t propose it as a house rule.


1 In Holmes, “Gnomes are similar to dwarves,” and kobolds are “dwarf-like,” though they “behave much like goblins” (28, 29).

This is the 28th 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.

“Bluebook” D&D.
The 1977 edition of Gygax and Arneson’s DUNGEONS & DRAGONS is also known as “Holmes Basic” after editor Dr. J. Eric Holmes.

MYSTERIORUM LIBRI: Languages in the Great Halls

In the September 1984 “Dispatch from the Campaign Desk,” Dave introduces Phenster’s contribution:

“Phenster tells us a story wrapped around ways the Pandemonium Society uses languages, and he throws us a few more crumbs about Hazard’s Heptarchy campaign setting” (L’avant garde #67).

MYSTERIORUM LIBRI

Hexalogy

We found a book in the dungeon. None of us could read it. It was written in "a strange script with an evil air about it." That's how Hazard described it. We found it in a green dragon's hoard with a lot of treasure from the Old Empire, vases, jewelry and scrolls and stuff.

Phenster Prime knows O.E., which is what we call the ancient common language of the Old Empire (he also knows Orcish, Elvish, Mythic and the Wyrm Utterances, q.v.), so we decided to go to the Lundgre Towers, a big city ruled by magic-users. There's a huge library there, where we could do some research and find out what the language was and decipher some of the script. I say "we" but it was mostly me and Cypher doing the research. Friar Tombs went off on a quest for the church with the rest of the party except Jinx and Beowulf. Highway Jinx made contact with the city Thieves' Guild, but he hasn't told us what mission he did yet, and Beowulf the Bully got into a brawl at the Pen Alembic on the first night and spent a whole month hanging by a chain from Tower Gaol.

It took us a while to find anything in the library. It's so big it has its own dungeon! It was an adventure, but eventually, we found the "MYSTERIORUM LIBRI QUINQUE" (The Five Books of Mystery). It's really just one big book, all written in O.E. Hazard uses Latin words for O.E. to make it sound different from English, which is the Common language of course. He uses other real languages (usually old ones) for other old languages in the Heptarchy.

The Five Books of Mystery tell all about how a special kind of magic works. The first book is a primer on a language called the Forty-Eight Keys. That's the language the book we found is written in. The Keys (for short) are used to communicate with creatures from other planes of existence. We translated the title of the book we found. It's called The Sixth and Sacred Book of Mystery. We still have to translate the whole book, but it's supposed to tell us how we can get to a place called the MYSTICAL HEPTARCHY. We think it's a parallel plane of existence, but we don't know why we'd want to go there.

We can learn extra languages during the campaign in addition to the ones we know at 1st level from our intelligence. That's how I learned the local Mythic. We have to find a teacher and work out the teaching fee (depends on the teacher but at least 100 g.p. per month), and it takes 6 plus 1d6 months to learn a normal language or 6+3d6 for complex languages, like the Utterances or Doppleganger. Subtract one month per extra language you already know (not counting Common or Alignment). You can usually study a language during off-time and still go on adventures. I wanted to learn the Forty-Eight Keys, but the only teacher I found in Lundgre was this weird, old guy that smelled like sulphur. His name was Enoch the Tower Hermit. He said I'd have to stay in his tower the whole time without ever going out. I didn't want to keep Phenster Prime out of the campaign for so long. I'd rather be adventuring. And that guy was just too weird.

Here's how Hazard worked out languages in the GREAT HALLS campaign. I use a similar system in games I run, and some other DMs in the Pandemonium Society use it too. Complex languages (q.v.) have an asterisk (*).

Monster Languages

Dwarvish/Gnomish/Kobold: Gnomish and Kobold are dialects of Dwarvish. If you know Dwarvish, you can learn Gnomish or Kobold in half the normal time.
*Elvish/Fairy is the common language in Elfland. Most fairy creatures speak it.
Goblinish: All the goblin types speak Goblinish: goblins, hobgoblins, bugbears, and wargs.
Orcish: There are so many different dialects of Orcish that whenever you talk in Orcish, there's always a chance to misunderstand or be misunderstood. If that happens, there's usually a fight. It's better to speak Common with orcs if they speak Common or not talk at all and evade if possible.
*Gnoll is difficult to learn and speak because the sounds aren't like what people usually can make.
Ogrish: Ogres speak a dialect of Common. We can usually communicate with an ogre, if it wants to talk.
*Wyrm Utterances or Wyrmspeak is a primordial language. The dragons call it "Mother's Tongue" because Tiamat taught it to the first dragons. She learned it by licking the stones on the Shores of Time, which split her tongue. That's why dragons and lizards have split tongues.
*Entish uses words and chemical signals passed between treekfolk by their roots. It takes years (instead of months) to learn Entish, and even then you talk in a dialect because you don't have roots or the right chemicals.
*Doppleganger is an alien language. It sounds different than all the other languages because it doesn't really have words like we think about them.

Other Languages Spoken by Humans

Old Common: Not many books are written in Old Common, but a lot of graffiti in the Great Halls is written in it. It's an earlier form of Common that's still used by folks in remote areas of the Heptarchy. Some monsters out there speak it, too, instead of Common. (Old English)
O.E.: Lots of books are written in the language of the Old Empire. A lot of books from earlier times were translated to O.E. too, so sages usually know it. It's also the linga franca of the Church. Cleric scrolls are written in O.E. or Common. All clerics have to know O.E. by 3rd level or they have trouble advancing in the Church hierarchy. (Latin)
Caerlon: Several native tribes inhabit wilderness areas in the Heptarchy. They are called the "First Peoples," and they speak Caerlon, which has a musical sing-song cadence. Caerlon has many dialects, but they're all similar, so different tribes mostly understand each other. They also write on scrolls and pottery and carve on stones and cave walls. (Celtic)
The Mythics*: There were lots of other empires and civilizations way before the Old Empire. The Mythic languages were common tongues back then. Some of them are still spoken by people in the Faraway Lands (which is everywhere outside the Heptarchy) and mythical creatures, like medusas, minotaurs, centaurs, cyclopes and giants and such. That was before they had books, and any scrolls written in the Mythics turned to dust long ago, but some copies have been made, and there might be clay tablets. Or so Hazard says, we haven't found any yet. (Norse [for our local Mythic], Greek [far to the south], Egyptian)
Runic is a lost magical language. It used symbols (or runes) to convey meaning and store magic power. We find the runes sometimes on small, flat stones and dungeon walls. Some powerful wizards and a few sages know the names of the runes. We can pay a sage to tell us a rune's name, but they won't teach Runic to anybody. (Futhark)

Alignment Languages

Alignment languages are a whole other thing. They aren't like normal languages, but they aren't magic either. Hazard says they are "integral" to the world, like if you change alignments you just don't know the old alignment language anymore and you do know the new one, just like that.

The Basic rulebook has 5 alignments. AD&D has 9 and every one has its own alignment language. I agree with Hazard when he says that's way too many. In the GREAT HALLS campaign, we have the 5 alignments, but there are only 2 alignment languages: the Words of Law and the Dark Speech of Chaos. They are spoken languages with gestures, usually not written. But sometimes we find words or short phrases engraved in stone or jewelry. They are often magicked in some way.

Lawful characters can speak Law Words. It's impossible to tell a lie with Words of Law. Chaotics know the Dark Speech. There are a million ways to tell lies and half truths in Dark Speech. Chaotic good characters usually don't use the Dark Speech, even though they can understand it. Lawful evil characters use Words of Law for their malevolent designs. Neutrals don't know either one of these languages.

More Mysteriorum

Tombs & co. were successful in their quest. They retrieved a religious relic, the Stormgod's Chalice, from an evil temple. That gives Tombs some clout with the Lundgre Matriarch. He wants to get his own bishopric.

While we were staying at the Pen Alembic, some shady characters started hanging around. They always sat at the table next to us, wearing hooded cloaks, and they seemed to be listening to what we said. Beowulf wanted to fight them, but we talked him out of it. We didn't want to wait around while he spent another month hanging from Tower Gaol. Jinx's contacts in the Thieves' Guild informed him that someone was asking around about us, where we were from and what we were doing in the city. When we finally left the Lundgre Towers, somebody was following us. We asked Jinx if all that could have something to do with his mission. He didn't give us a straight answer.

This is the 27th 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.

“Bluebook” D&D.
The 1977 edition of Gygax and Arneson’s DUNGEONS & DRAGONS is also known as “Holmes Basic” after editor Dr. J. Eric Holmes.

1984: The Year of L’avant garde

“On behalf of all Association members, I thank Steve Ruskin for his dedicated service to this publication over the last three years. During his tenure, Steve collected our articles into a record 25 high-quality issues with a friendly and professional attitude that encouraged many of our readers to become contributors, including yours truly” (“Letter from the Editor,” L’avant garde #58).

In November 1983, a new editor took the post at the East Middleton Wargamers Association’s newsletter. He keeps his first Letter from the Editor brief, thanking his predecessor, referring readers to the table of contents, and signing “Dave” with a flourish over the typed initials “C. D. R.”

That would be the last generically titled “Letter from the Editor” in L’avant garde. In the next issue, January 1984, the heading is “Dispatch from the Campaign Desk.” The subheading is “The Year of L’avant garde.” Therein, Dave writes:

“For as long as I can remember, we have talked about putting out an issue every month as if it were a chimera or the Holy Grail. The two usual problems are (1) the editor’s lack of time and (2) having enough articles to put into an issue while keeping to the 20-page minimum (that makes it worth the overhead). For the first problem, I am determined to put in the time required. For the second one, over the last month I have talked to almost all the more-or-less regular contributors and asked a few more of you for articles in 1984. The response has been very enthusiastic. With a little work, I believe we will have enough articles to make this a 12-issue year” (L’avant garde #59).

With a penchant for parenthetical asides, Dave goes on to preview articles in the January issue and alludes to upcoming contributions. Among them is our favorite contributor:

“We all (except the most grognard among us) enjoy hearing what the young D&Ders in the Pandemonium Society are up to, and Phenster promises more this year. He starts this month with a good argument for reconsidering ability score adjustments (for those of you who remember when we used to do that). Later, we’ll see an article about languages (which I already have), an enigmatic piece Phenster calls ‘Dweomercraeft’ (which I am anxious to get), and more fun things the Neighborhood D&D Players are up to.”

Dave battled the chimera and won the Grail: one issue per month, all above the 20-page minimum. The September issue, at 56 pages, is the largest issue of L’avant garde in the Postlethwaite Collection.

By the end of the year, Phenster contributes articles to nine issues. Two of these we’ve seen already. Those I link in the following list of articles by number and month. I also add links to subsequent articles as they are published here. Where the title is ambiguous, I include a descriptive phrase in brackets.

Phenster’s 1984 Contributions to L’avant garde:

This series covers topics in the order as they appear in the Holmes Basic D&D rulebook (TSR 1977). In addition to these, I foresee only a few more topics to complete Phenster’s Pandemonium Society House Rules.

Grail obtained, a 12-issue year was not again attempted. Dave would go on to edit six issues the next year and only two the year after. In the March 1986 “Dispatch from the Campaign Desk” (#77) Dave informs readers that he has been accepted to the University of Pennsylvania and calls for a successor, as he will step down in the coming summer. In his last “Dispatch,” Dave repeats the call. Issue #78 is the final number of L’avant garde in the Postlethwaite Collection. Steve Ruskin’s 25-issue record remains.

This is the 26th 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.

“Bluebook” D&D.
The 1977 edition of Gygax and Arneson’s DUNGEONS & DRAGONS is also known as “Holmes Basic” after editor Dr. J. Eric Holmes.

Hirelings and Henchmen, Morale and Loyalty

This is the 25th 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.

The following rules are taken from Phenster’s article “Regular Entourage” (L’avant garde #65, July 1984) and my addendum “Available Hires, Number and Level.” I present the rules as examples of how DMs might handle hirelings and henchmen in their own games. As they are more a model than an extension to Holmes, I put the ensemble in the [C] Campaign category.

The Pandemonium Society differentiates hirelings and henchmen in a way that, while not unusual, may require definition for the uninitiated:

  • A hireling is an NPC of any adventuring class or a 0-level human employed to accompany an adventurer on an expedition. The employer pays an upfront fee, provides all weapons, armor, and equipment, and pays room and board. A hireling receives a half share of treasure and earns half XP.
  • A henchman is a loyal follower, often a former hireling. A henchman pays his or her own expenses and receives a full share of treasure. Like hirelings, henchmen earn half XP.

Hirelings

In this section, we determine the number of NPCs seeking employment, their class and level, and a standard fee structure. We also outline the negotiation process. For more explanation on number and level of hirelings, see “Available Hires, Number and Level.”

Hireling Frequency by Class [C]

The DM determines the frequency (common, uncommon, or rare) of each class of hireling. In a basic example, fighters are common; clerics, magic-users, thieves, and all halflings are uncommon; dwarves and elves rare; men-at-arms are twice as common as fighters. Frequency may be adjusted according to current conditions in the campaign that impact local demographics, such as a war, monstrous incursion, or recent large hauls of treasure coming out of the dungeon.

Number of Hirelings Available [C]

Divide the result of a d12 by 2 for common types, 4 for uncommon, and 11 for rare, dropping the fraction. Roll twice for men-at-arms as common. You may use other divisors as desired, consulting the d12 table of results in “Available Hires, Number and Level.”

Number of Hirelings Available by Class Frequency
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: clerics, magic-users, thieves, halflings
Rare: dwarves, elves
A Basic Example of Numbers of Hirelings Available by Class Frequency.
The DM chooses the frequency of each class and the divisor of each frequency.

Hireling Level [C]

Adventurers may employ hirelings of their own level or lower. We assume 2nd- and higher-level NPCs seeking employment are less frequent. Roll a dice in size equal to or greater than the employer’s level and divide by the results of a d3. Round up. If the final result is above the PC’s level, re-roll the first dice only.

Example: Hirelings by Class, Number, and Level

On a typical evening at the Nine of Pentacles, one or more 7th-level PCs desire to employ NPCs for an upcoming adventure. If the PCs are looking for a particular class, the DM need only roll for that class. Otherwise, roll a d12 for each class and divide by the number corresponding to the class’s frequency, dropping fractions. Tonight, the following numbers of hirelings by class are present:

Classd12 ResultFrequency DivisorNumber Present
Fighters723
Clerics240
Magic-Users1142
Thieves441
Halflings641
Dwarves3110
Elves9110

To determine the experience levels of classed NPCs, the DM rolls a d8 (7th-level PCs) for each NPC and divides the result by a d3, rounding up.

NumberClassd8 Resultsd3 ResutsNPC Level
3Fighters2, 8* 4, 63, 1, 31, 8* 4, 2
2Magic-Users5, 23, 22, 1
1Theif623
1Halfling824
* The 8th-level result is invalid; the d8 re-rolled is 4. The d3 result is retained.

Whether an observer is able to discern the experience level of adventurer types is up to the DM to decide for the campaign setting. A couple instances in the Postlethwaite Collection indicate that player characters in the Great Halls campaign had this capability. Hazard was not secretive about a monster’s hit dice, either.

Standard Hireling Fees [C]

The standard fee for a 0-level man-at-arms is 50 g.p. For 1st-level humans and halflings of all classes, the standard fee is 100 g.p., dwarves and elves 200 g.p.

The standard fee to retain human and halfling classes of 2nd and higher levels is equal to 10% of the experience points necessary for the hireling’s level in g.p. Double the fee for dwarves and elves. (For XP requirements, see “Level Advancement.”)

The hireling fee is paid upon employment. In addition, the employer pays for all weapons, armor, and adventuring equipment, plus food and lodging. In addition, hirelings receive a half-share of treasure.

Nomenclature of Fees by Armor Type [C]

Phenster describes the following terms to identify hireling fees by armor types (“Regular Entourage”). These are, in Pandemonium Society games, used by players as well as characters in-game, an example of the game group’s culture seeping into the setting culture.

Chain: standard fee (for example, as given in Standard Hireling Fees [C]).
Plate: double standard fee, +1 bonus to negotiation rolls.
Double plate: four times standard fee, +2 bonus to negotiation rolls.
Leather: half standard fee, −1 penalty to negotiation rolls.
Jack: less than half standard fee, −2 penalty to negotiation rolls.
Shield: a 20% (or more) bonus in addition to the offered fee, garners an additional bonus on the first negotiation roll or prompts further negotiation rolls.
Wooden shield: any bonus less than 20% of offered fee.
Straw shield: any future remuneration offered, −1 penalty to negotiation rolls.

Negotiation [C]

Once an offer is made, the DM rolls 2d6 on the following table, adding bonuses or penalties for exceptional offers and the employer’s Charisma and reputation.

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

On a haggle result (6-8), the recruiting PC can end the negotiation, excusing the candidate, or increase the offer, thereby earning another roll on the table. The negotiation continues until the candidate accepts or refuses the offer or the employer abandons the negotiation. If the candidate is offended (a 2 result), the PC suffers a −1 penalty on negotiation rolls in the town for one month. If the candidate is pleased (12), add a +1 bonus to the hireling’s initial loyalty score.

Morale

“Hazard mostly just decides for the monsters and NPCs when their going gets tough. But when he isn’t sure, he uses the Hostile/Friendly table from the rulebook to see if the monsters will cut their losses and run.”—Phenster, “Advanced Combat,” L’avant garde #51 (December 1982)

Morale is an NPCs confidence in leadership and team mates and his or her enthusiasm for the endeavor. Morale is measured on a 2 (stalwart) to 12 (coward) scale and checked by a 2d6 roll: equal to or greater than the morale score succeeds.

In “Advanced Combat,” Phenster specifies hireling morale as 7. (See Morale [E].) The Pandemonium Society seems not to have made any adjustments to a hireling’s morale score. When to check morale is left to the DM’s discretion. The only guidance Phenster gives on the topic is, concerning monsters, “whenever the monsters could have a second thought about going on with the fight,” (“Advanced Combat”) and for hirelings, “when things are looking grim” (“Regular Entourage”). I see no need, in the Holmes context, for a more specific rule.

Loyalty

While morale concerns the hireling’s relation to the party and its goals, loyalty measures one’s devotion to the employer. A loyalty check succeeds on a d20 roll equal to or less than the loyalty score.

Initial Loyalty Score [C]

Initial hireling loyalty is determined by a 3d6 roll, adding any bonuses from the employer’s Charisma score and the results of the negotiation. Hireling loyalty scores are not shared with players.

Loyalty Check [C]

Check hireling loyalty after each adventure and whenever the hireling faces extraordinary danger or a moral dilemma concerning the employer. To succeed, roll the hireling’s loyalty score or less on a d20, applying the following bonuses and penalties.

ConditionAdjustment
No treasure gained+1
Good treatment−1
Bad treatment+1
Same alignment−1
Opposite alignment+1

Phenster neglects the case in which a henchman faces an extraordinary situation (see below). I add that a roll of 20 on the loyalty check always fails; a 1 always succeeds.

Also note, Phenster seems to apply modifiers to the hireling’s loyalty score. I turn the modifiers around (pluses become minuses and vice-versa) and apply them to the dice roll.

On a failed check, the hireling’s loyalty score decreases by 1 point. A successful check means the loyalty score increases by 1.

Broken Loyalty [C]

When the score drops below 11, the hireling’s loyalty is “broken” and the hireling quits the PC.

As Phenster notes, it is possible, in the case of a low initial loyalty, for a hireling to quit service after a single adventure.

Henchmen

“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.”—Phenster, “Regular Entourage

Henchmen [C]

When loyalty reaches 20, the hireling becomes a henchman. Henchmen do not check loyalty, unless the PC makes an extreme demand, nor do henchmen have to check morale. The player controls a henchman like a second PC. Henchmen get a full share of treasure, and they pay their own expenses. Henchmen, however, receive only half XP.

Experience Point Distribution

Lossless Half Experience [C]

Hirelings and henchmen earn half experience points. Divide the total XP by two times the number of PCs plus one for each hireling and henchman. PCs each receive two parts; hirelings and henchmen one.

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.”

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.

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

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.