Saturday, August 28, 2021

Weapons, Wits, and Wizardry: An Adventurer's Guide

With the understanding that, to produce a game with as much breadth as Weapons, Wits, and Wizardry attempts to do, even when standing on the shoulders of giants - this represents a massive endeavor: one which, if attempted in whole at once, would require years of development and play-test. So - in the interest of progressing, I'm taking a queue from the progenitors - the originals: focus, first, on pushing a product out; then expand, representing larger swaths of the game, second. That in mind, here presented, Weapons, Wits, & Wizardry: An Adventurer's Guide.

Cover Art: Magic Dial by Daniel Maclise
Weapons, Wits, & Wizardry:
An Adventurer's Guide

What's In These Rules?

These rules are a booklet - a subset of the larger game - focused on the first part of the Old School experience: the dungeon. Procedures, practices, and charts that support the orchestration of - in whole: player and referee alike - the dungeoneering experience.

The first four levels of the character races (or six, for Elves), the first six tiers of dungeoneering proficiencies and arcane magic (plus the first four tiers for patron - read divine - magic), are included in this booklet. The first three levels of spells - plus a few bigger ones - are included. Exploration and trap procedures, combat procedures - including chase and pursuit rules - are included in this booklet. Equipment, weapons, and armor are included.

Limitations being key to keeping the scope small enough to be achievable, the above should constitute a "Basic Set" - to use the vernacular - an introductory, initial part of the game: in and of itself, well worth playing and catering to the Old School spirit.

What Sets This Booklet Apart? 

This booklet contains everything from the PDFs linked in the previous post - limited to low-level, dungeon-delving characters. In addition, it makes some changes and expansions to support the complete experience while maintaining a streamlined, smooth flow at the table.

To change and improve what was:
  • Converts combat to use the Duel: adding player choice; and modifies hit values to help differentiate weapons, armor, and shields.
  • Imports the Ringmail rules referenced into the main book and imports the relevant sections of the Referee's Enchiridion into a referee's section in the back of the book, reducing the need for multiple PDFs to be open or multiple print-outs to be held at the table.
  • Updated wizardry to run on Entropy - an escalating spell-point style system mathematically equivalent with OSR systems: allowing either Ringmail style spontaneous spell-casting while also supporting traditional Vancian spell casting.
To expand on it:
  • Adds Patron and Pact magic - allowing the creation of Clerics (dealing with benevolent powers beyond) or Warlocks (dealing with the malign).
  • Adds a list of Miracles - spells for Patron and Pact spell-casters.
  • Introduces language families: improving the effectiveness and incidence of negotiation and non-combat solutions in dungeon.
  • Adds Chase and Pursuit mechanics - firm ones - to make retreat move viable, even for parties in armor.
  • Updates alignment - introducing a three-way pull, between the drive of nature, the impetus of civilization, and the influence of change, decay, and rebirth.

But, the most exciting difference about this book - apart from not having internal links in the PDF yet and needing me to insert recalculated treasure tables - it is beta ready

From here, I would feel comfortable, with this book, attempting to run a dungeon crawl. Is it ready for prime time? Probably not - I anticipate there will be things I miss (there are missing things I'm adding now, as I am prepping this post, which I hope to have updated in the linked copy by the time the post publishes) and I anticipate there will be things I will want to change, based on those play experiences. However the excitement derives not from completion - but tangible progress towards it.

Are you updating the old PDFs? Yes - albeit slowly. I have pollinated back some of the changes to the existing WW&W and Referee's Enchiridion PDFs, but I have not pollinated back all of them: and I don't know if - as of when this post is scheduled to go live - I will have had time to load my local PDFs back into drive so as to update the links. I will try - but if you see a discrepancy, keep an eye out: because the changes are coming.

Deserted Tower; Decker

What Comes Next?

An Adventurer's Guide handles the first part of the OSR experience: dungeon delves. From here, in addition to play-test, a second book will necessarily follow to cover the next part of an OSR player character's life style: forming a war-band and exploring the wilderness. Following that, a tertiary book to cover domain level play. By breaking up the game into tiers of experience - adventurer to warlord, warlord to sovereign - it both focuses design,

How is "getting involved" going? There exist some play-test groups who downloaded the rules and are integrating bits and pieces of the design into their home games. When I became aware of that happening - that became the highlight of my week. It was (and is) the coolest thing ever to see a community of people out there both interested in the direction I was taking and also to see the product, even unfinished, drawing attention from people outside my home table!

In terms of my own progress, I have not yet set up a server to run the game, myself: but this too, is coming: and you, the reader, will be among the first to know about it. Bear in mind - my wife and I are expecting - in addition to a set of 2-year-old twins. That, coupled with working a real job and moving forward on a couple other OSR/RPG projects (e.g. the podcast), means that it's a challenge to find time - especially in 3-4 hour blocks - in order to run (or even play!). Thus, progress on that end may be slower - but again: I'm jonesin', been jonesin' for a while, so it will - in time - come to pass.

In the meantime - delve on, readers! And let me know what you think!


Public domain art retrieved from OldBookIllustrations.com and adapted for thematic use. Attributions in alt text.

Saturday, August 21, 2021

The Hollow Beneath the Spinning Stair

Scale: 10 ft.
Click here for a PDF version of this adventure!

1 - Entry

A spiral staircase provides an entry to the level. The stair - each time the party enters the room - has its steps facing a different non-cardinal direction. The stairs will always terminate in the same place regardless of facing.

2 - False Hoard

A pile of gold and jewels lies against the east wall. Running north to south in the center of the room are three grooves in the floor. If a character attempts to cross, there is a 4-in-6 chance they will trigger a trap: three saw blades, one moving the opposite direction as the others, spin across the room, following the grooves. The trap rolls to hit any targets in the same rank as the character triggering the trap - THAC0 16, 1d6 damage - and any character that takes damage from the trap must Save vs Wands or be caught between one blade and the other, going the opposite direction: taking a further 2d6 damage.

The gold is an illusion. In touching it, a player's hand will pass clean through.

Combination: Mountain Landscapee, Stream and Waterfall by William Hart and Scenographic Design for a Prison by Abel Schlicht

3 - A Spectral Picnic

Flowing from the north-east wall is an illusory river, curving south and following the west wall and terminating at the south wall, with spectral picnickers sitting beside it. On a decent reaction, they will invite the party to dine. Any characters who do partake will improve their senses for 1d4 hours: seeing 45' in darkness with a torch instead of 30' and gaining a +1 bonus to Saving Throws.

After partaking or refusing, the specters dissipate and leave behind only a blue tile mosaic on the floor where the illusory river was.

4 - Fly Chamber

A few skeletons with generic adventurer gear lie on the floor. Four Robber Flies (B41) are puttering about the skeletons.

5 - The Harpsichord Room

The ceiling of this room is a checkerboard - with the black spaces casting a dark glow onto the floor where they fall. Characters who step into the black glows will trigger an eerie sound - tone depending on which one they touch: more northern sections are higher pitched than southern sections. The room may be played as an instrument - but if played too much, should result in increased wandering monster checks.

6 - Broken Hide

This room has some broken wood - was once a platform - in the west corner. Additionally, a stone statue - defaced - stands facing the corner. Five Veterans (B44), between them carrying 83 gold pieces, are guarding a hoard they have been hauling towards the exit. They have spiked the door and are waiting - thinking that the Troglodyte in room 7 is not alone.

The hoard is valued as follows:

  • 300sp
  • 600gp
  • A ring with an emerald in it (400gp)
  • A pair of opal earrings (500gp)
  • An amulet with emerald and topaz inlays (1000gp)
  • A gold rod - capped with a ring of rubies (1300gp)

7 - Lonely Troglodyte

Against the south wall is a large wooden throne. On it lounges a single Troglodyte, eating a half-rotten fish. The troglodyte possesses a Ring of Invisibility.

8 - Mud Room

Mud is smeared in an arc on the floor of the space. Someone appears to have written something with it on the west wall, but the letters are no longer legible.

9 - Hall of Tile

Within the room, a tile inlay - alternating red and white diamonds - runs the length of the space. In the south east and south west corners are pedestals, as though statues once stood there.

10 - Spinning Lights

A chandelier that is not linked to the ceiling hovers at the normal height - rotating slowly. It has holders for candles - 1d8 out of ten are lit as the party approaches. If a character passes under the chandelier with a light source that is lit, that light source will go out - consumed and extinguished - and a candle will light. Magical light sources light two candles; a Continual Flame will be suppressed for 1d4 hours, but not extinguished. If all 10 candles are lit - the chandelier will steal no more flames, but will glow hotly: causing a dimming effect for all light sources on the dungeon level (what once cast 30' light instead casts 20', and proportional) and foiling infravisision. The effect lasts until the next sunrise, when all candles go out.

Hallstatt Skeleton; unknown artist

11 - The Ogre's Grave

The door into this space is locked.

A large (enough that an ogre-sized creature might occupy it) grave pit - square - is sunken into the floor in the south end of the space. Surrounding the grave pit are five ceramic bowls filled with 40 gold pieces each.

In the pit is a skeleton of proportional size, its features "lumpy" - misshapen - holding a large sack. Inside the sack can be found 11,000 silver pieces.

12 - Ax Room

A weapon rack holds a magic Hand Ax (+1) upside down on the east wall. Flanking the axe are two bowls - between them holding 200 silver pieces and 300 gold pieces. The room smells faintly of spices.

If the door is allowed to close behind whomever enters the room, when re-opened, it will open randomly to another room in the dungeon: roll 1d20 to determine where: with the door leading to the numbered room specified.

13 - Silver Lights

A chandelier hangs from the ceiling in this space - danging from it are four wire braids of different lengths, at the end of which can be found four silk sacks. Each silk sack contains 400 silver pieces. Directly beneath it is a single gold idol: a figure with its hands over its eyes. The idol is worth 100 gold pieces.

14 - The Lightning Vault

The east and west walls are covered in chain and the floor is a metal grate in this space. On a wooden dais near the south wall is a locked chest, secured to the dais, containing 900 silver pieces. On a metal stand to the west of the dais is a mask - electrum - with "hair" made of emeralds worth 1,000 gold pieces. On a similar stand to the east of a dais is a bandoleer made of plated silver, lined with small inlaid diamonds and worth 1,500 gold pieces.

There is a lightning trap in the space. A character stepping into the room onto the grate may trigger it - a character interacting with either of the metal stands will trigger it - an electric shock passes along the chains and through the floor: any character affected must Save vs Wands or take 2d8 electric damage.

15 - Scroll Corner

Six amphora are propped against the north-west corner. Inside one of them is a Scroll of Protection from Elementals. In the south-west corner is a sizable array of cobwebs.

16 - Gnoll Lair

Cushions and luxurious furniture - all scratched and coated in fur - is strewn about this space. On the walls are murals, worn and damaged - but still visible:

  • To the North, a grassy landscape with a single figure, clad in blue, facing the horizon
  • To the South, a walled city, with spires favoring the east
  • To the East, a woman with golden skin wearing glimmering armor

Four Gnolls (B35) occupy the space.

17 - Gnoll Excursion

Several amphora are stocked in the north-east and south-east corners. Four Gnolls (B35) are sniffing around them.

18 - Talking Heads

The walls of this space are exclusively bone - the northern arc populated with skulls. If a character of Chaotic alignment stands in the center, where the skulls face, they will flare to life and speak: answering one question the character asks. The skulls will only answer one question per lunar month.

Skull Skeleton Monochrome Dead; Peter Dargatz

19 - The Gutter

Ringing the north, east, and west walls is a sunken space filled with about three inches of water. The water is stagnant and the gutter has some mildew in it - but it is otherwise mundane and innocuous. 

20 - Pit (Viper) Trap

In the center of the room is a circular pattern, embossed in the floor. If characters tread on it, it will slowly rotate: sinking into the floor. As it sinks, there is a chance to trigger a trap.

When the trap triggers, the floor of the pattern falls through, dropping any character on it into a pit below - 10 feet deep - occupied by 2d6 Pit Vipers (B42).

Trap Key

T1

The floor in this space transitions to metal - solid sheet. Above, chains hang - drooping to about eight inches from the ceiling, but coming to a hub in the center. If a party crosses the metal flooring, there is a chance it will trigger. Characters affected by the trap must Save vs Wands or be shocked as electricity arcs from the chains down to the floor, rolling in a seemingly random pattern in all directions. Characters failing the save take 3d4 damage.

T2

Poke-holes line the corners of the hallway in this space. There is a trip-plate where a character passing may trigger: when triggered, the poke-holes erupt a gout of flames, affecting any character in the outlined section. Flame damage, 2d8, is dealt - with a Save vs Breath for half damage.

T3

The door to the south of this trap is locked. When the party interacts with the door, there is a chance they will disturb thin wires running the grooves along it; triggering a trap. When triggered, the outlined space falls through, dumping the party into a 15 foot pit with a gooey acidic substance at the bottom. Fallers take 2d4 from the fall and then take a further point of damage each round until they can exit the pit. The acid will continue to burn - 1 point of damage per round - for 1d4 rounds following a victim's extraction.

 

Public domain and open license artwork retrieved from the National Gallery of Art, Pixabay, and OldBookIllustrations.com and adapted for thematic use. Attributions in alt text.


Saturday, August 14, 2021

DO Split the Party!

Boy Rused Into the Hall; Edmund Joseph Sullivan
Don't split the party. 

It's sage wisdom that is passed down from generation to generation of gamers. 

Of course it is - isn't it? 

In that - in the OSR sphere especially - encounters are not guaranteed to be balanced (almost guaranteed to be the opposite, in truth) splitting the party may not be a bad thing after all for a crafty party. Why shouldn't the characters with infravision scout ahead down the hall, making sure nothing is spying from the far side, while the Thief works on that door lock? Or, knowing that there is a back door to the Deep Dwarf's throne room, why not send the Assassins around behind while the party face distracts the guards at the main entrance?

Knowing that splitting the party, while not always the right solution, is definitely at times a viable if not a preferable strategy, at the end of the day - the biggest reason you don't split the party as a courtesy. It's an invitation to split the attention of the ref: who may not handle it - leaving the one part of the party out in the cold while keeping the grill hot on the other. In this post, I explore some of my own experiences with split parties, combined with some of the wisdom of other old-school enthusiasts I've either conversed with or with whom I've had the pleasure of gaming, in order to produce a guide: a handful of tricks and tips about how to handle a split party - how to, with procedures and practice, keep the players engaged, keep the game moving, and to buck the age-old adage.

Exploration

Exploration: the phase of the game where the party maps out un-mapped portions of the dungeon - dodges the traps and cracks the locks on treasure vaults while peering warily into the gloom just beyond their torch light! This phase of the game - both within the OSR sphere and out - is the easiest part of the experience to run with a split party.

An OSR game - defined here as a game in keeping with the tonal and mechanical tendencies of Gary-era TSR Dungeons & Dragons - will by necessity have procedural elements used for the tracking of time and the measurement of activity in the dungeon. Picking a lock? Takes a turn. Checking for traps? Takes a turn. In this manner - the referee is able to adequately measure when to check for wandering monsters, how long a torch lasts, and similar: producing a ticking clock and balance of urgency to the players. How long before resources run out - and how much deeper can we go to find that next gold piece? The key to running a split party in this context is to lean on those procedures: alternating turns as to who is up to bat the same as you would for a combat.

War Signal; Adolph Von Menzel

From my own dungeon-mastering past: a party once encountered a very trite shrine of elements - where a key to get into the center had to be obtained from two wings, pocket dimensions, one being arid and rocky - the other being marshy and wet. I forget why they were different - but the point is the party - being eight strong or so with some redundancy of roles - decided to break into groups of four and tackle both at the same time. Not a problem! Both wings of the map were relatively small "dungeon levels" - they had short maps, mostly corridors, maze theme - so I noted the movement rates of the two sub-parties and, every that number of feet they explored, I would cut scene back to the other party - turn by turn, working their way into the heart of the maze. By switching back and forth - by keeping both sub-parties involved and relevant in the current turn of events, the players remain invested and attentive... or, as attentive as they are wont to be, but player caliber is a separate consideration.

In a non-OSR game, you can accomplish the same thing with progress points: think milestones, except for in-dungeon tasks. If one sub-party is attempting to open a door and they successfully pick a lock? That would be a progress point - before the door swings open, switch over to the other sub-party. One sub-party moves down a corridor, coming to a junction where they must choose which way to go? Progress point.

Arguably, in the progress-point scenario, all we've really done is introduced a procedure where there was none before: albeit a more seat-of-pants or wish-wash version than the concrete procedures associated with a B/X or OSR style game. Also arguably - who, reading this blog of all things, isn't playing an OSR game? Food for thought, either way.

Additionally - consider a caller. A caller helps - either way you do it - when running a split party in an exploration mode in that it allows the sub-parties to discuss among themselves what they're doing. In voice chat - admittedly - this is difficult: as the cross-talk is level compared to the ability to cross-chat at a table, where it's directional - but in an online sphere, there's also nothing preventing the sub-party players from pinging each other in instant messages. I.M. is slower than voice, of course: but really, there likely won't be that much conversation going on between them between turns - as how much can you really discuss when you're orders are along the lines of "We move 80 feet down the corridor and the Thief taps the walls for secret entrances"?

Combat

What happens when one of two (or more) sub-parties then enters a combat encounter? Wandering monsters happen, rooms sometimes contain aggressive monsters; combat is part of the experience.

City of Immortality; Henry Justice Ford
To start with what not to do, do not simply run the combat, forcing the uninvolved sub-party to twiddle their thumbs until the encounter ends; second, do not try to mix turns: an exploration turn (which is what the other sub-party will be doing) is worth 10 combat rounds - so either you will have a twiddle-their-thumbs scenario for 10 rounds followed by a "what are we doing?" turn, iterate for the duration of the combat encounter. So, with those two out - what do you do? I have experienced with a few options, some of which work better than others.

The easiest thing to run - and unfortunately the least likely to occur without the use of quantum ogres or other railroad-esque mechanism - is to engage in two separate combats. However in a populous dungeon - it may be a viable option. In the same game from above, talking about one party going to an arid mini-dungeon and another going to a swampy one, there was a planned encounter - a guardian - in the swampy subdomain: an aquatic creature would follow the party and assess them, engaging when it felt appropriate or when the party spotted it. That contingency had started - it was following the characters who were exploring that half of the map - but it had not yet engaged: on the other side, the other half of the party got the drop on some elemental rock creatures. The sub-party engaged the elementals from range, starting a combat. At that time - it did not seem particularly quantum ogre of me to do so - but I said, "We'll do one exploration turn over here, before we start in on the combat, and will get back to it." In that one exploration turn, the guardian in the water engaged - the other sub-party embroiled in combat - and from there, I was able to go round by round with each side: with the exception that the two sub-parties could not help each other when things went south (which, for the swamp-party, they did), the experience played out like a normal combat. After the session, I expected to be accused of coercing the encounter - but I guess the players had enough fun during the session that, at our midnight Waffle House post-session follow-up, they were instead talking about plans as to what to do the next session - where they wanted to use the newly discovered key to delve into the main temple.

Alternatively, presuming the presence of henchmen as participants in the combat, there is always the option that missing players could take on the role of the henchmen for the duration of the combat encounter. This would keep the sub-party players relevant to the activity at hand - participating in the combat - while also keeping the split dynamics intact. I have not done this with a split party before - however I have done similar regarding the replacement of player characters. While it's long-standing tradition to step into the shoes of your henchman if your main character dies, what happens when you run out of henchmen? Well, git gud, obviously: but - from a more serious tone in play experience - my groups tend to lend henchmen around. "Is it OK for Soinso to take over Whosit?" "Sure - go ahead my man." And the game moves on. However - in those games - henchmen tended to be more a party resource than a player resource: it requires that the one player doesn't have an investment in those henchmen and it requires that the other takes care to act in kind with how the first played their henchman in the first place. So this solution may not work for all groups - especially if the henchman in question has leveled with the party rather than being a more one-off style NPC accompanying the group for a cut of the treasure.

A third option - my personal favorite: have the sub-party not engaged in the combat play the bad guys in the combat. I don't claim to have originated the idea: having read about someone else trying it having inspired this article - but I do know I've done it at least once; more specifically, having done it with a group while running the Lichway: one sub-party was a set of player characters, the other sub-party playing NPC bad guys including the Artist/Jailer in that central room. Save the champion or leader of the bad guys for yourself - if appropriate - as the ref and then tell the other party it's time to attack their friends. Again - this serves the goal of keeping the other players, the other sub-party, engaged during an assymetric fight. Admittedly, some parties may not like the idea - they may not enjoy a PvP aspect; and alternatively, some parties may try to take advantage of the situation - playing the monsters poorly to give their allies an advantage. From my experience, it was the opposite - the players being friends in real life relished the opportunity to beat each other up in game, going so far as to taunt one another pseudo-in-character all the while: but you will need to judge whether this approach is going to work for you - as to whether your players are going to enjoy it, to thrive in the spirit of it like mine did, or whether they won't. 

Death of Clopin Trouillefou; Louis-Henri Rudder

Could I just let the other party rejoin the combat? Sure. If the other side of the party is within a reasonable distance, I would have the roll to Hear Noise and - if they succeed - allow them to make the call to come to the aid of their fellows. If they are too far - so be it - but if they are close enough, go into combat rounds and have them charge through the halls (remembering to check for traps along the way) and come into combat. If it will take more than three rounds, however, I recommend one of the other steps above in the meantime - again, the name of the game being to keep the players - all of them - in the moment and engrossed in the game.

Role Play

Role play elements - elements which have less of a procedure, less framework around them - therein lies the most challenging to keep split parties engaged. But first - a definition:

Role play doesn't mean talking in your character's voice.

Role play doesn't mean making a bad decision because "that's what my character would do."

For the context of this conversation, role play is the injection of the self into the avatar of the character: your thoughts are their thoughts, your words are their words, and your actions are their actions. Thus, it does mean that you will speak the words your character is speaking - I joke that character voices aren't for me; that's true, but the joke is that I'm not everyone: if character voices work for you, use them! - it also means interacting with that puzzle room. It also means solving that intricate trap. Why depend on a Thief to produce a number on a percentile roll when you could interact with the environment?

That said - elements of in-character activity that involve intense or focused involvement by the player will, in a split party scenario, by necessity exclude the other sub-party. The key - however - in keeping that sub-party involved, keeping those players relevant to the action - is the same as during exploration: swapping turns. Recall that a game turn is generally 10 minutes: as such, in a role-play encounter, interacting with the environment or NPCs over the course of 10 minutes should constitute a full turn: entitling the other party to a turn of their own. 

By Love Advised; Ernest Meissonier

But 10 minutes is a long time to ask the party-splitters to pay attention. Yes - it is. And at this point, it's good to leverage the power of abstraction. Players not having necessarily the best sense of time - especially when immersed in the moment - you could start by aiming at the five minute mark. Five minutes is fair - it's within the realm of reason when keeping the attention of the split-party - but it's also close enough that you can point out, well - yes, 10 game minutes have taken 5 in-real-life ones, but the words exchanged, the gestures made - they may not have been one to one. In the same sense that a combat round takes far more time at the table than in the game, and in the same sense that an exploration turn takes far less time at the table than in the game, it tracks that this timetable doesn't need to track, itself, one to one with the passage of time in the game.

You will need to hone the time to your table. Some tables will handle 5 minutes well, but 7 minutes better; other tables may be able to go to the full 10. If your group can manage 10 minutes? Go for it! There is no reason not to if the players are engaged. What I would say - though - is be consistent. Once the cadence is established, stick to it: as it will help the players (and help you as the referee) fall into habit: creating and adhering to a procedure in an otherwise largely procedure-less circumstance. Radio Grognard recently had an episode - or, within the last month or so had an episode... - where Glen talked about having a timer at the table - an hourglass or other non-invasive type - to help with pacing. That's brilliant advice - for the new referee and the seasoned referee alike: for the newbie, helping to get to that pacing place; for the veteran, helping to keep to a rhythm.

In the meanwhile, don't forget - it is important to stay between 5 and 10 minutes. If you go outside of those bounds, if not only for engagement factor, you'll be cheating the players - either for or against - when it comes to wandering monsters appearing or for torches slowly running low.

Conclusion

And them's my two coppers.

Have you done it better? I'd like to hear about it! Drop me a line - a comment, an email, a Discord direct message, or a voicemail over on the podcast. But whatever you do - don't fail to keep exploring!

Delve on, readers.

Wassail-Bout; Mary Hallock Foote

Public domain artwork retrieved from OldBookIllustrations.com and the National Gallery of Art and adapted for thematic use. Attributions in alt text.

Saturday, August 7, 2021

Birthin' Babies in B/X

The endgame of the classic OSR game is in the establishment of a domain: the fighter builds their stronghold; the wizard their tower; the cleric, their monastic barony. A critical part of domains, in history - perhaps - rather than the common gaming implementation: succession. To whom will your dominion pass when you are no longer controlling it? Knowing that - why not produce your own heirs? Herein presented, the old rules I use to have - slightly adapted to fit better to B/X - regarding child-bearing in RPGs. 

Hold on - did this really ever come up in your games? No - not really.

Then why did you write it? Well, this houserule comes from an old heart-breaker I'd written in college and serves a twofold purpose: one, as a warning - showing the folly of too-much time on your hands coming up with convoluted and over-involved rule-sets, trying to emulate reality (I should write a ramble on that...) and two, as an announcement - a sort of state of the blog. The ultrasound used in the first picture is real - my wife and I passed our conception check: we are expecting a third child next spring.

Congrats... but what does that mean for the blog? In terms of gaming, this process has admittedly stymied my gaming. In terms of the blog - recall, the reason I started the blog was a creative outlet to allow me to express gaming in light of the birth of my twins. So - for that reason - I think - the blog shouldn't suffer: if I can handle twins and draw a map scenario by Saturday morning, I think I can handle a singleton. 

And in terms of the podcast? Well - still podcasting: same lack-of-schedule. I hope to maintain the quality of both: though there may be more "ramblings" and "reviews", knowing that those take less time to produce and proofread than modules or other, "bigger" content pages.

Delve on, readers; and without further ado, birthin' babies in B/X!

Cribs & Conceptions

Conception

A character with a partner, willing and able, is permitted to attempt to conceive a new prospective heir once per in-game month. For each attempt, there is a 2-in-8 chance - modified by the Constitution of the mother (thus, a mother with a Constitution of 14 would have a 3-in-8 chance to succeed, where a mother with a Constitution of 7 would have a 1-in-8) that the attempt will succeed.

Optionally, the referee may modify the chance of success by age: where each age category the mother is away from "Mature" increases the size of the die - thus, going by the table in the AD&D Dungeon Master's Guide, page 13: a Human at age 45 would have a 1-in-8 chance, where a Half-Elf at the same age would have 2-in-8.

The Laidly Worm; John Dickson Batten

Gestation & Birth

Gestation period is proportional to the life-span of the character. This is equivalent to a number of weeks equal to the maximum threshold of the "Mature" category of the newly conceived character: thus, a Human will gestate for 40 weeks, where a Half-Orc will gestate for 30 weeks and a Gray Elf will gestate for 650 weeks.

At the point when conception succeeds, the mother must roll a Save vs Death, which will determine the outcome as follows:

  • On Great Success - defined as passing by 8 or more - the pregnancy will result in a Success, as below, and also the offspring is considered gifted - detailed under Growth and Maturation.
  • On Success: the offspring will be born without consequence at the end of the gestation period.
  • On Failure: the offspring will be born, but with consequences. The rough experience causes the mother to age a proportional number of years equal to 2d6 percent of their "Old" maximum threshold.
  • On Severe Failure - defined as failing by 8 or more - a severe complication occurs; the mother must Save again - treating a success as "On Failure" above and treating a second failure as a maternal fatality.

Optionally, as in a world with abundant Cleric magic or with more advanced medical maternal care, the above may be a bit grim - the referee may optionally have the mother roll 2d20 on the Save vs Death above: taking the higher result.

Princesses in Plenty; William Heath Robinson

Growth and Maturation

Presuming heir survival, the heir should next roll their Ability scores. 

For normal heirs, rolling Ability scores should be 3d6 down the line. Then, select a parent the heir takes after: this can be done randomly, rolling odd or even - or it can be done along gender lines - at the discretion of the referee: for each Ability score that is 4 or more points different - higher or lower - roll 1d4, adjusting the Ability score in the direction of the parent. Thus, a Wizard of Intelligence 18 and Constitution 9 who sires an heir of Intelligence 13 and Constitution 16 would roll 2d4: one to adjust the Intelligence upwards, towards 18, and a second to adjust the Constitution downward, towards 9.

For gifted heirs, rolling Ability scores should be 4d6 drop lowest - again, down the line. Then, in adjusting the Ability scores, the 1d4 adjustments should only adjust upward. Thus, if the same Wizard had the same sired heir, but the heir was gifted - only 1d4 would be rolled, which would adjust Intelligence upwards.

Growth and maturation of the heir then follows naturally - with the heir bearing a fraction of their abilities proportional to their age until they hit Young Adult - at which point, they become eligible to play either as a henchman or hireling or as a replacement player character.


Death's Large Hothouse; Hans Tegner


Open license art, Battle Axe Medieval Middle Ages by user OpenClipart-Vectors and Helmet Vikings Noorman (sic?) History by user gllms retrieved from Pixabay and incorporated into ultrasound image as original content. Other artwork, public domain, retrieved from OldBookIllustrations.com and adapted for theme - attribution in alt text.

Maze of Moaning

Scale: 10 ft. For a PDF version of this adventure, click HER...