Monday, 27 February 2023

Machodor Domain Report (October 2022)

Brovenloft!


Just because an entirely new #BROSR world kicked off, it didn't mean things stopped in Machodor. These were the results for the October 2022 period of encounters on the "Inhabited" table;

  • Week 1
    • Merchants (4)
    • Manticore
    • Pilgrims (20)
  • Week 2
    • Trollops (90) with Merchants (6)
    • Giant Stag Beetle
    • Giant Skunk
  • Week 3
    • Bombardier Beetle
    • Merchants (5)
    • Bandits (140)
  • Week 4
    • Giant Ants
    • Trollops (20) alone
    • Trollops (50) with Merchants (2)
  • Week 5
    • Merchants (5)
    • Ogres
    • Merchants (1)


Suitable Encounters


Merchants
Bumper crop of Merchants this month. With a total of 19 rolled that becomes 190,000 gp in goods which breaks down to;
  • Duty at 2% = 3,800
  • 10% Luxury Goods Tariff at 5% = 950
  • Sales tax of 10% = 19,000
  • Payroll conversion fee = 3,100
For a total of 26,850 GP

Trollops
Deserving of their own heading this month, the 160 Trollops were absolutely loaded and contribute 4,850GP in currency conversion along with 1,600 gp in citizenship feed (one the harlots were weeded out!)

Pilgrims
The Pilgrims were evil! What were they thinking coming to Machodor? 

Unsuitable Encounters


The evil pilgrims were the main unsuitable encounter, and they were dealt with by Lansabit.




Sunday, 26 February 2023

Machodor Domain Report (September 2022)



A major nuclear attack occurred during this month, but the worst outcome was avoided thanks to a combination of mighty magics that are constantly prepared to defend the fair city. With that excitement taken care of, the normal encounters continued to roll in.

I realised that having just 4 weeks of encounters each month would leave me 4 weeks short at the end of the year, so for the final 4 months of the year I am doing 5 weeks worth to catch up. These were the results for the September period of encounters on the "Inhabited" table;

  • Week 1
    • Brigand (40)
    • Dervish (250)
    • Assassin Bugs
  • Week 2
    • Trollops (80) with NPCs
    • Bandits (80)
    • Ogre
  • Week 3
    • Disenchanter
    • Wolf
    • Were-tiger
  • Week 4
    • Merchant (1)
    • Nomad (60)
    • Pilgrim 60
  • Week 5
    • Merchant (6)
    • Wolf
    • Hobgoblins

Suitable Encounters

Merchants
Two groups of Merchants this month. With a total of 7 rolled that becomes 70,000gp in goods which breaks down to;
  • Duty at 2% = 1400
  • 10% Luxury Goods Tariff at 5% = 350
  • Sales tax of 10% = 7000

For the currency conversion from their pay chests, these Merchants had a total of 5000gp and and 500pp.
  • Currency conversion 10% of 7,500gp = 750gp

For a total of 9,500 gp. 

Dervish
289 Dervish amounted to 2,890gp Citizenship fees, there were also carrying coin, gems, and jewellery that attracted a 10% conversion fee/surtax equal to 8,589gp.

Pilgrims
The lawful good pilgrims added their numbers to Minas Mandalf, along with a small group of nomads brought the month Citizenship fees total to just under 7,000gp.

The real find of the month were the Trollops, who, according to their entry in the Trollopulous monster manual addendum can occasionally, and this month were, travelling with NPC characters. These characters included a Paladin with a cause and his companions and supporters. He arrived at a fortuitous time given the nuclear attack. The trollops themselves were carrying considerable funds attracting 500gp in currency conversion fees.

Unsuitable Encounter


The Bandits won out as the unsuitable encounter, but they certainly would not consider attracting Macho Mandalf's attention right after someone tried to nuke his city as winning. He used the Mirror of Mental Prowess to learn the layout of their castle then teleported in invisibly and cast Guards and Wards. He then methodically beat them into submission one by one, starting with their magic user, until the entire band were left with PTSD and to this day faint in fright if anyone even says "Oh Yeah!"

Machodor Domain Report (August 2022)

Still trying to find a look for Minas Mandalf

   

These were the results for the August 2022 period of encounters on the "Inhabited" table;

  • Week 1
    • Were-Tiger
    • Merchants (1)
    • Orcs (270)
  • Week 2
    • Nomad (240)
    • Giant Rat
    • Dervish (260)
  • Week 3
    • Pilgrim (70)
    • Anhkheg
    • Pilgrim (60)
  • Week 4
    • Merchants (6)
    • Wild Boar
    • Pilgrim (10)

Suitable Encounters

Merchants
Two groups of Merchants this month. With a total of 7 rolled that becomes 70,000gp in goods which breaks down to;
  • Duty at 2% = 1400
  • 10% Luxury Goods Tariff at 5% = 350
  • Sales tax of 10% = 7000
For a total of 8750 GP

Pilgrims
Amazingly, all 3 Pilgrims were Chaotic Good alignment; they all had good reactions to Macho Mandalf's stirring oratory and added a significant number of Rangers to Machodor. With them, Dervish, and Nomads (and the secretive were-tigers) also responding positively; the total citizenship fees were approximately 17,000 GP!  

Unsuitable Encounters

The Orcs came up as the unsuitable encounter, in the swamps near Minas Mandalf (an area that is hard to patrol and is in the hands of the Puglins in Fort Pug). The full details of what happened here I plan to cover at another time since it was so detailed, I call it "Assault on Fort Pug".

Tuesday, 21 February 2023

How to build a Domain in AD&D 1st Edition Part 6

Recently completed Machodor detailed map

It's been a year since I wrote my series on how to build a domain. Those posts are my most read on the blog and are still finding new readers, so I've been meaning to add this new part to the discussion since I think it fits with what has gone before.


Growing a Patron's base by encountering groups from the monster manual, as described previously in this series, is one thing; but a Patron will also want to increase the numbers of his population of normal humans drawn from the local area. If nothing else, as per class descriptions from the PHB, each new addition is a source of a number of silver pieces per month. However, increasing the general population is not directly covered anywhere in the rules. Clever domain lords will come up with ways to draw new citizens by adapting to campaign specific situations, but these don't have bearing here. The method below is drawn directly from the rules and should be applicable almost universally.


PHB pg. 20

Given the above, a domain lord with the resources available should prepare places of worship in advance, so that when these clerics arrive they can immediately get on with the business of attracting followers. The DMG allows you calculate the costs of each church like so:

DMG pg. 117

For a Church of appropriate size I've been using 2000gp total for the building itself, then using the holy water creation rules to calculate the cost of a font, then double this amount to account for an altar. A side benefit of this construction is the capacity to create a constant source of holy water (or unholy water if your domain goes that way).

DMG pg. 115


Using copper this comes out at an approximate total cost of 3000gp. If you go for a wooden church (about 40% of the cost of stone) and don't bother with a font just yet (note that construction can take up to 10 weeks), it can be done a lot more cheaply.

Now, over a month or so the clerics lay followers (2d10*10) and troops will roll in. The troops are determined on the table below.

DMG pg. 16

On average one Patriarch will attract 110 followers and 112 troops. Quite a generous number compared to other character classes. Now, you may be wondering about how often such a cleric will show up on the domain encounter tables. 

Inhabited/Patrolled encounters in Temperate or Sub-Tropical regions


From the perspective of a Lawful Good domain, Dervish and Pilgrims are available. Neutral domains could pick up Merchants, Nomads, Berserkers and (a few) Pilgrims; while evil domains could get Pilgrims and Brigands.

The overall chances of "Men" useful to a Lawful Good Domain by terrain type:

Plains 41%
Scrub 34%
Forest 20%
Rough 32%
Desert 65%
Hills 23%
Mountains 20%
Marsh 2%

It is clear that if you want to build up a lot of "Men" encounters then the desert is the place to build! God created (the desert) to train the faithful, and all that.

Interestingly, random "Men" encounters who can't be Good aligned have clerics at only level 7 or below (with the exception of Buccaneers, these can have clerics up to 15th level (!), but they don't appear on land based random tables anyway). This is possibly a reflection of the underlying benefits of a Good aligned church or to prevent evil domains from proliferating.
  • Each Pilgrim group is guaranteed to have a Level 8 Cleric; Lawful Good Pilgrims will join the domain and Chaotic Good ones may join on a good reaction roll result. 
  • Each Dervish group may have a Level 8 Cleric. The Dervish also have a level 10-12 Cleric, but I consider the Dervish group as a whole as taking the place of the followers available to this Cleric, so allowing more would be double dipping.



In the case of Machodor, each time a Patriarch arrives I assign him to a Church in Minas Mandalf and allow a month for the supporters to accumulate before adding them to the total. Once established, sometimes individual Patriarchs can lead their followers off to found new settlements such as with Long Grass Village and Xantsol's Folly, or to bolster existing settlements such as Fordebridge and Murkwell. The city of St Raul was founded by three Patriarchs working together.

So far Minas Mandalf has built around 25 Churches, plus more in other towns in wider Machodor, the total population from this source is approximately 7,000 with about half of those being civilians. I assume this source of civilian population is made up evenly of men and women, and this helps with the sex imbalance that I've otherwise had to solve by sourcing Trollops.


Monday, 20 February 2023

Machodor Domain Report (July 2022)

 

sneaky buggers


These were the results for the July period of encounters on the "Inhabited" table;

  • Week 1
    • Wolf
    • Ogre
    • Merchant (30k)
  • Week 2
    • Trollops (50) with Merchants (30k)
    • Trollops (50) with Merchants (30k)
    • Wolf
  • Week 3
    • Hill Giants
    • Giant Stag Beetle
    • Giant Rat
  • Week 4
    • Dervish (260)
    • Orcs (240)
    • Giant Rat

Suitable Encounters

Merchants
Three groups of Merchants this month, the majority with Trollops. With a total of 9 rolled that becomes 90,000gp in goods which breaks down to;
  • Duty at 2% = 1800
  • 10% Luxury Goods Tariff at 5% = 450
  • Sales tax of 10% = 9000

For the currency conversion from their pay chests, these Merchants all rolled 3 and so have 3000gp and 200pp (1000gp) each.
  • Currency conversion 10% of 12,000gp = 1,200gp

For a total of 12,450 gp. 

Dervish
289 Dervish amounted to 2890gp Citizenship fees, there were also carrying coin, gems, and jewellery that attracted a 10% conversion fee/surtax equal to 8,589gp

Unsuitable Encounter

The Hill Giants, Orcs, and Ogres were working together in one big band, but their intentions were to pass through the Minas Mandalf area to raid the interior. The Dervish were moving up to Minas Mandalf from the opposite direction. Unbeknown to either group, the Kenku who has arrived in the area in June decided to play guide for both sides, guiding them to a meeting near a watering hole in the hills directly south of Minas Mandalf. The ongoing machinations of the Kenku are only now being realised in session by player characters in Feb 2023

Sunday, 19 February 2023

Trollopulous Adjusted Session 5 (Machodor #2); Tour of the Bandit Mountains

 

Detail of the Bandit Mountains


Introduction


Following on from last week, the party had unfinished business in the Bandit Mountains. Since this was the case, and they had adventured for exactly one week in time last session, we decided to pick up from where we left off for this session.

Timekeeping 


This session took place on 16/Feb/2023 and the PCs adventured for 21 days.

Player Characters Present


Godleve (Level 4 Cleric of Machodor)
Giuseppe (Level 4 Paladin from Rome, Brovenloft)
Sever (Level 1 Ranger of Machodor)
Shamus (Level 1 Irish Fighter from Brovenloft)
Slippery Pete (Level 1 Thief of unknown provenance)
Leopold (Level 1 Fighter of unknown provenance, rescued from under Castle Von Necro)

Everyone is human unless specified otherwise in Trollopulous.

Prelude


Upon inspection; Castle Von Necro was in disrepair, about half was safe enough to move around in (the gatehouse, courtyard etc), part of the remainder had collapsed into the valley below, and the rest could join it at any time. They found the that the portcullis and gates in the gatehouse were in relatively good repair so they closed them and used the area as their camp. 

The freed prisoners, 8 VIPs and 14 slaves, explained that they had been labouring underground beneath the castle, digging in search of a key that Gisoria, the necromance defeated last session, believed would open a door embedded in the floor at the deepest level of the crypts. All attempts to force the door, a huge stone portal featuring the family crest in bas relief, had resulted in death. Not only this, but the prisoners were slowly dying off; not from physical exhaustion, but from some sort of drain on their life force. They all wanted to go home ASAP. Once they discovered Gisoria had been defeated, it was all the PCs could do to stop them immediately running off.

After talking to the captured VIPs the party was able to update their map with the information below (I generated this by treating each VIP as a "MAP" as per DMG pg. 120, with some modifications)
Distances based on starting from Castle Von Necro:

#1 Count Gastel of Grindelwald, 10 Miles North East
Promises a piece of jewellery and 2000gp for each party member on his safe return
 
#2 Renard of Bombrazillia (some 450 Miles South West)
Promises 10,000 Electrum pieces for his safe return home

#3 Burgermeister Pele of Wengen, 6 Miles East
Promises 1000 Electrum pieces each party member for his safe return.

#4 Andiril of Andermatt, 5 Miles North
Promises 2,000 gp per party member on his safe return

#5 Countess Echellet of Guarda, 36 Miles South West 
Promises 2000 EP an and 5 gems per party member for her safe return

#6 Stadtammann Krellard of Gimmelwald, 8 Miles distant South East 
Promises 1,000gp per party member on his safe return

#7 Sawtoss of Cragenda, 200 miles South (in unkown territory)
Promises 10 gems each to the party for his safe return

#8 Larmagnon of St Therese, 450 Miles West (allied with Machodor)
Promises 1500 gp to each party member upon his safe return home

Whatever else was going on, the PCs now had dollar signs in their eyes. With the party on horses and the VIPs & Prisoners on foot (no one said they brought extra horses for them) I decided they could cover about 10 miles a day in the mountains. The valley they were in was a bit of a hub location, so their possible routes needed to take this into account.


Castle Von Necro and boxed text
"You awaken the morning after killing Gisoria Von Necro and freeing the VIPs and prisoners. Far from feeling refreshed your night was plagued by evil dreams (except for Giuseppe the Paladin who merely feels a bit a uneasy). For some of you the dreams featured treasures and riches beyond your wildest...erm dreams. Others beheld military might enough to conquer the region; others, political success to reach the highest orders of your profession.

Each of your dreams had some commonality, a woman lying on a stone plinth and holding a gold scythe across her body. Her face, though obviously beautiful, is obscured by a mask made from gold and fashioned to resemble a human skull without the lower jaw; save that it has golden fin like horns projecting from her crown and temple regions. Her eyes, closed, are visible through the mask; you seem drawn to them, and, as you get closer, they suddenly open. You somehow read in those eyes, whose pupils are in the form of tiny golden skulls, that all this is on offer to you; if you were only to free her from her prison many levels deep below the castle."


This week I wanted the weather to be a feature of what the party had to overcome in the mountains, I made use of this generator which did the job, but I could probably use something more AD&D specific. The Wilderness Survival Guide has a whole chapter on weather, but I couldn't make sense of it in time and it looked like a lot of work to do every day (would have been 22 times for this session!)

In the morning the party's plans to move on were immediately stymied by snow that reduced visibility and movement. Sever (Ranger Level 1) chose to scout the trail to Gimmelwald in the south east after explaining in no uncertain terms to the VIPs and former prisoners that the party would move out from the castle when they were good and ready. One of the former prisoners, Leopold, was an adventurer himself (Fighter Level 1); he took up one of the many old weapons strewn about the castle and also tried to squeeze himself into the other suit of Field Plate that had been found last session. Alas the field plate could not accommodate his ample frame, but he was more than content to take Sever's old plate mail. 

as though his very lifeforce was drawn out
The scouting proved that the path was open and the others spent the first day ransacking the castle for makeshift winter clothing fashioned from bedding and tapestries etc. Previously they had found that Gisoria Von Necro had on her person a pouch with 22 small gems and two books that radiated magic, little else of value was found. None were interested in checking out the door the prisoners had been trying to open in the depths of the crypts under the castle (perhaps another time?)

The next day dawned bright and sunny, seemingly vindicating the decision to spend a day in preparation. However, the prisoner's desperation to leave the castle was also vindicated, one of them had not made it through the night.





Somewhat subdued after this development the party of 26 travelled to Gimmewald. They had no encounters along they way, delivered Stadtammann Krellard and received their reward; easy. Sheamus (Fighter Level 1) attempted to hire the freed captives as mercenaries, but they were having none of it. 

Gimmelwald
The remaining party members rested for the night and followed with a full day shopping in Gimmelwald, then rested again. Retracing their steps they pushed all the way past the valley of Castle Von Necro and continued on halfway to Wengen, then made camp with the ample gear they had purchased in Gimmelwald.



The night was uneventful and the morning weather was clear, they continued to Wengen. Along the way the first potentially deadly random encounter came up; Griffons. Sever caught sight of them (eight in number) and managed to roll well for surprise. I used surprise really to determine which side, if any, noticed the other, but surprise also limits the encounter range; not an issue in the dungeon but quite a big difference with flying creatures in the mountains. Perhaps they were coming into to land? Anyway, I ruled that the party had time to hide, but I also had to factor in the smell of the horses they had with them; Griffons can smell out a horse up to 360 yards!

Used this table from DMG pg. 54

With this table I was able to determine that the party were downwind of the Griffons, and, since they had not crossed they party's trail, the monsters did not detect them at all. Chalk up one for the ranger keeping the party out of peril.

Wengen

Around noon time they arrived in Wengen to great fanfare and received their reward from Burgermeister Pele for his safe return. The PCs, particularly Slippery Pete, tried to parlay their popularity for some information. The harlots were not as knowledgeable in this area compared to their main areas of interest, but one shared some recollections that the Family Von Necro were residents of the castle from of old, and were believed to have always been traffickers in dark magics.

Andermatt
On to Andermatt. Part way there the party again managed to get the drop on a random encounter; this time with Stone Giants, six of them. They bravely hid and let the creatures keep moving off to their game of stones elsewhere. Arriving in Andermatt, their reception could not have been more different to Wengen. At the guard tower, once the guard on duty recognised that the party had Andiril with them, it actually looked like he was going to sound the alarm. He thought better of this though and went to get the Guard Captain, who happened to be Andiril's brother; Andiron. 

Andiron related that; during his brother's absence, while Andiron himself was out of the valley; the villagers reported that Andiril had appeared in a spectral form and visited his family house. After a time the spectral forms of his family (his wife and two teenage sons) came out and terrorised the town. No one has been brave enough to investigate his home since. Andiril himself, and, of course, the party, were brave enough; what they found was a conundrum, the fortified dwelling had been stripped of all valuables. Shock, the party were not getting paid for this one! The only clues were tracks of claws, maybe birdlike, on wooden floorboards. Definitely not ghosts...

The PCs were intrigued and their natural sense of fair play drew them to investigate. Count Gastel of Grindelwald was not happy at the delay, which he felt had nothing to do with him, and chaffed to get moving since he was so close to home. Appeals to his good nature and to put himself in the shoes of poor Andiril did not move him, he was sure the rich town of Grindelwald was safe from such petty worries.

Another day passed and the party stayed in Andiril's empty house, they searched the place thoroughly and asked around in town. In the end it looked like their suspicions of Andiron's involvement were unfounded; but that was as much as they could accomplish.

Wind Walker (left profile)

The weather was again good the next morning and the party moved on to Grindelwald. Sever once again prevent them from finding out the hard way how friendly a random mountain monster was (this time a Wind Walker).


Arriving in Grindelwald, the beautiful town seem subdued; but the only problem visible was a burnt out and ruined villa in a prominent location on the mountain side. A distraught woman came out of a village house and cried out to Count Gastel before spilling the story of what had happened in his absence. It seemed that Gastel's villa had been destroyed by "Lord Inferno", an ancient and huge Red Dragon, thought to be a legend, who then claimed all the town's riches, and has been returning every few months to accept virgins at the threat of destroying the rest of the town. Even now he is due to return on the Feast of St. Ubuld to take Gastel's last remaining daughter. At this Count Gastel went into shock and spoke no more, the woman lead him into her home and the PCs were left to their own devices (and schadenfreude).
Grindelwald (before shot)

They turned up some information regarding the dragon, it was the consensus of the townsfolk that he lived in a very large mountain to the northwest, a big white topped mountain in a cluster of five others. One old woman suggested that the dragon had raided the area previously, but many many years before; perhaps it had awoken from a long sleep recently and was hungry? A barren valley to the west lead most of the way to the mountains where he lived, but the PCs didn't see this as an option to pursue at the present time.

They spent a day in the region and Sever searched for an alternate passage out of the mountains, but without luck, so on they next day they left the sad town behind and retraced their path for the next few days, making good time. The trip out of the mountains had been uneventful as they settled down to camp within sight of the plains beyond. However they were not alone, a group of a dozen familiar looking monks arrived, apparently returning via the same route they had been encountered on last session. They figured both groups would be safer camping together, and the party agreed. Their world was about to change.

In the middle of the night, with Sheamus on watch, there was a sudden commotion. The others awoke to find a blizzard of wings and shrieks as though huge birds had alighted among them. The bird men creatures were everywhere but did not appear to be making attacks, and they would be gone in seconds.

Immediately Slippery Pete announced that he would grapple one of the creatures. This declaration was followed by others from all but Godleve; who announced, wisely as it turned out, that he would check his belongings to ensure nothing had been stolen.

We all opened the DMG to page 72 and the fun began. Why not watch a video on the subject here?

Since most of the party had been sleeping, I ruled that they had removed their armour; this had the effect of increasing their chances dramatically (dang)! When the one round battle was over, the bigger fighters had demolished three of the bird men, while Slippery Pete, although having a much tougher time of it; had none the less managed to capture one alive. They made a roll call and found that two of VIPS were gone: these were Andiril and Sawtoss; they must have been taken by the bird men! Also, all of the monks were gone. A quick check of the clothing worn by the bird men they had defeated confirmed rising suspicions; the monks were the bird men!

Plans to head back into Machodor were shelved; vengeance was on the table. They returned to  Gimmelwald and put the remaining VIPS: Renard of Bombrazillia, Countess Echellet of Guarda, and Larmagnon of St Therese into the care of Mayor Krellard. The mayor had some knowledge of the bird men (aka Kenku), but had thought they were mere stories. Seeing the one the PCs had captured dispelled all his doubt, though he did not have any actionable information as to their location; only that for generations the creatures had featured in stories told among the inhabitants of the mountain towns. It was said that some of them could use magic; spells that inflicted damage, or, allowed them take on the form of other beings, or even to become invisible.

The party put their heads together and decided that it must have been the bird men behind what happened to Andiril's family, and who knew what other mischief they had been getting up to?

They bought supplies and set off the next morning, heading to the crossroads where they had first encountered the "monks", in an effort to try to track down the Kenku's lair somehow. Finding nothing helpful at the pass, they continued north west. The days passed and their frustrations grew, frustrations they were tempted to take out on their prisoner. Cooler heads prevailed and they treated the Kenku, who made no apparent effort to communicate, with enough accommodation to encourage him to cooperate. One cloudy morning, as the party were beginning to think they were wandering aimlessly, it became clear that the Kenku did not want to move away from the towering snow capped mountains just north of the camp; was this a lead?
"Kenku, mental!" -- Ron Ragnar.


They set off up into the rugged mountains in the hope that it was; however, before they had gone more than a few hours, they encountered short, bearded creatures, who were moving in numbers towards them. It turned out this was a force of dwarfs from clan Ragnar, out of the Schloss Ragnar, allies of Machodor. The leader of this force, Ron Ragnar, was fascinated by their story; for monks very similar in description had previously been involved in the disappearance of two separate groups of dwarfs. Macho Mandalf himself had gotten involved to secure their rescue. As Schloss Ragnar was just a few days west, perhaps the party were interested in travelling there to rest and to later aid Clan Ragnar in bringing the culprits to justice. This was agreed, and, after several days of really bad snow storms that may have frozen them solid had they not been with the dwarfs, the party finally arrived at the mighty fortress of Schloss Ragnar.


Treasure and XP


Session 16/02/2023 Treasure and XP

All characters present got
1500GP/XP for VIP returns (this is spendable within Schloss Ragnar without the need for money changing to Gold Machos)

240XP for the Kenkus killed (2  *  2hd, 1 * 3HD) works out to 40xp each.

  • Sever
  • Slippery Pete
  • Godleve
  • Giuseppe

Get 1950GP/XP each from the gems taken from Gisoria last week

Still to be sorted out in down time:
  • Spare suit of field plate
  • two magic books 

Class Grading


Leopold (Fighter Level 1), E. With so little combat it was a hard session to be a fighter, but he grappled at the first opportunity.

Slippery Pete (Thief Level 1), E. Once again showing the strength of the thief class even in non-favoured terrain.

Sever (Ranger Level 1), E. His early warnings kept the party alive on many occasions and showed how vital a Ranger is in the mountains. Kept the VIPs in line without quite going over the line himself.

Godleve (Cleric Level 4), E. Did not need to turn anything today but contributed to spreading the word of the Church laying to rest the fallen.

Giuseppe (Paladin Level 4), E. Tithed, again, you don't actually see that much. Fought well and bravely.

Shaemus (Fighter Level 1), E. Had the bad luck to be in armour when the wrestling fight broke out but kept on with his goal of purchasing a small military force to lead; perhaps he will have better luck among the dwarfs?

Thursday, 16 February 2023

Weapon vs AC "To Hit" Adjustments and the "hit proof" Target Problem

It's likely that anyone interested enough to read this already has a better grasp on the the subject that I did when returning to AD&D 1e, but I hope it proves useful to you. After a very long time of thinking I understood these rules, I finally believe I really do understand how they are supposed to work in AD&D 1e. Let's start with some tables:

Combat table for Fighters DMG pg. 74

Although not coming until 8 pages later, the "Progression on the Combat Tables" does a good job of explaining the otherwise odd looking arrangement of 20s in the table; they are there to provide a threshold to "impossible to hit" targets.

DMG pg. 82

I don't really have an opinion on which way to go with the natural/adjusted rolls at this stage, my gut feeling is to allow adjusted results unless the target has some particular reason not to.

DMG pg. 70


Though it probably could be located closer to the other two sections in the DMG, this paragraph is crucial; without this rule, if I need 20 to hit and I have a net -1 penalty then I can never hit! Instead though you should consult the combat table and shift the AC of the target up one place, a result of a 20 means you can still hit on a roll that high. This help does not always make a difference; a -6 penalty will put it into the range were the target cannot be hit, but by this stage that is a reasonable thing given the power imbalance indicated. When I first re-read this coming back from remembering 2e THACO, I couldn't make sense of it; because with THACO one step either way works more or less the same. In 1e this is the difference; penalties have a mitigated impact while bonuses do not. 


PHB pg. 38



Now, look at the penalties in the To Hit Adjustments chart; in the same way as described above for "certain spells" these too are not modifications to attack rolls, they are modifications to the Armour Class of the target. 

Consider a 1st level fighter with a battle axe vs an enemy in platemail and shield (AC 2). The fighter can hit AC 2 on an 18, but the weapon vs AC penalty of -3 if applied to the roll would make it impossible for him to hit; but, moving up the AC by 3 on the Combat Table results in a To Hit of 20; he can still do it. Contrast him with a level 1 fighter with a footman's flail; he too has a To Hit of 18, but he gets a +2 bonus and can now hit the enemy on a roll of 16. Both fighters can hit, but the one with the foresight to bring an alternate weapon reaps the reward. Similar trade offs can be made at other levels of AC.

Why is it so?

The paragraphs from the DMG pretty well explain the reasoning; it's about when and how a target should be "hit proof"; but, I would extend this explanation by comparison with later releases. 2e does away with the combat table for the much maligned THACO system, so effective was this change that many forget that THACO was not a 1e thing at all. 2e also introduced the rule that a roll of 1 is always a miss and a roll of 20 is always a hit (still the case in 5e). I think this dumbs things down and ignores the problem 1e was trying to deal with by making a broader threshold before a target is hit proof. 2e also simplified and made optional Weapon Type vs AC adjustment. 

This combination of rule changes reduces player agency in weapon choice, and also, no minor thing, scales poorly in mass combat. In mass battle 40 Goblins with bows will, on average, hit a fighter with AC -10 (or whatever that is in ascending AC, yuck) twice a round under the simpler system and not at all in 1e. 

The 1e solution to a "hit proof" target makes the threshold more difficult, but not impossible, to reach; which I think is superior to its successors. Like many rules in AD&D it might not be a totally accurate representation of the "real world", and you might go a long time without it being relevant; but, when the situation does come up the rules work well and do what they were intended to do.

If you've read this far you might be interested in what Nagora did to put all the numbers in one place on the character sheet.

The Combat Wheel


Of course, the ultimate instantiation of the Combat tables is in the Combat Wheel. I've lost track of where I sourced these from so I can't attribute them (but thanks to who ever it was). I sent these to a printer for laminating and it worked quite well.





Trollopulous Adjusted Session 129 (Machodor #80): Stuck, in the Tomb of Kistomerces

A mysterious portal Introduction Last session the party scratched the surface of the Tomb of Kistomerces, avoiding death at two false entran...