d20 Big Five character traits

There’s a lot of pop personality typology, from astrology to Meyers-Briggs Type Indicators to the Enneagram of Personality. The most scientifically elaborated typlogy of personality is the Big Five personality traits, based on five continua: openness to experience, conscientiousness, extraversion, agreeableness, and neuroticism. Let’s use these to generate NPC personalities for TTRPGs!

Here’s a table with the extremes of each traits, framed in positive and negative terms. Roll a d20 and record the character’s trait. You can only have one trait from each row, however—for this purpose one couldn’t be both “unreliable” and “disciplined”. So if you roll again for another character trait, ignore results from a previously-selected row.

Table: d20 Big Five personality traits

Openness1. cautious2. close-minded3.reckless4. adventurous
Conscientiousness5. spontaneous6. unreliable7. stubborn8. disciplined
Extraversion9. sociable10. attention-seeking11. self-absorbed12. introspective
Agreeableness13. compassionate14. naive15. argumentative16. competitive
Neuroticism17. stable18. uninspiring19. anxious20. sensitive

1PDC 2020: The Crying Cricket Tavern

Finally got a submission in for the One-Page Dungeon Contest. I’ve been taken with hand-drawing taverns in the style of Dyson. But… One-page taverns should be a genre unto themselves! Every fantasy gamer needs fresh, distinct tavern maps, and most taverns should be small enough to fit on a single page with a 5-foot grid: tiny watering holes should surely be more common than massive alehalls hundreds of feet long. So I made one. The map was drawn at 1-inch battlemat scale, but we did a bad job with the scan (no time to fix it on deadline!) Just print off the page and throw it on the table.

The Crying Cricket Tavern is an odd little goblin bar with a couple of secrets. It’s also a one-page tavern adventure and printable battlemat.

Naruto-style Shinobi for B/X

“Naruto” is an anime about ninjas who are actually powerful magic users; they spend more time casting epic, flashy spells than skulking around. My son is having a good time playing a fighter and halfing in our Labyrinth Lord/Old-School Essentials campaign, and has been begging to play a shinobi. So I wrote up this class for our game. My campaign setting doesn’t do fantasy counterpart cultures, so they’ll be reskinned a bit for actual play. Mechanically it’s similar to a 2E AD&D bard, or a dual-class thief/magic-user. Interestingly the spells are are surprisingly compatible already: there are six levels of jutsu that compare surprisingly well in power to existing spells like fire ball and mirror image. Lots of them are based on East Asian legends like fenshen or bunshin (translated here as teleprojection) as well on stuff that looks cool on screen. Of course the spells below are written just to play well in the game and give the general feel of ninja powers.

Shinobi
Requirements: None
Prime Requisite: INT
Hit Dice: 1d4
Maximum Level: 14
Armour: None
Weapons: Any
Languages: Alignment, Common

Shinobi are adventurers who combine the stealth of a thief with the arcane spell-casting of a magic-user. Shinobi are able to cast a greater number of increasingly powerful spells as they advance in level.

Arcane Magic
See Rules of Magic for full details on arcane magic.

Spell casting: Shinobi carry spell books containing the mantras and hand seals for arcane spells. The level progression table (below) shows both the number of spells in the shinobi’s spell book and the number they may memorize, determined by the character’s experience level. A 2nd-level shinobi gains one spell in their spell book, selected by the referee (who may allow the player to choose). The list of spells available to shinobi is provided in Shinobi Spells.

Combat
Shinobi are unable to use shields or wear any kind of armour.They can use any weapon.

Scroll Use
A shinobi of 10th level or higher can cast arcane spells from scrolls. There is a 10% chance of error: the spell does not function as expected and creates an unusual or deleterious effect.

Shinobi Skills: Shinobi can use the following skills with the chance of success below. These skills are otherwise identical to the skills of a thief, and follow the same rules of Rolling Skill Checks and Player Knowledge.

After Reaching 11th Level
A shinobi can attract 2d6 apprentices of 1st level. These shinobi will serve the character with some reliability; however, should any be arrested or killed, the PC will not be able to attract apprentices to replace them. A successful shinobi might use these followers to start a shinobi clan.

Climb SurfacesTrap RemovalHear NoiseHide in ShadowsMove SilentlyOpen Lock
75%10%1-210%20%15%
Table: Shinobi Skills Chance of Success
LevelXPHDTHAC0DWPBS123456
101d419 [0]1314131615
22,5002d419 [0]13141316151
35,0003d419 [0]13141316152
410,0004d419 [0]131413161521
520,0005d419 [0]131413161522
640,0006d417 [+2]1112111412221
780,0007d417 [+2]1112111412222
8150,0008d417 [+2]11121114123221
9300,0009d417 [+2]11121114123322
10450,0009d4+1*17 [+2]111211141233221
11600,0009d4+2*14 [+5]89811833322
12750,0009d4+3*14 [+5]898118433321
13900,0009d4+4*14 [+5]898118443332
141,050,0009d4+5*14 [+5]898118444332
Table: Shinobi Level Progression

Shinobi Spells
Level 1

  1. Bodyswitching
  2. Disguise
  3. Illusory Teleprojection
  4. Jump
  5. Shadow Cloak
  6. Unbinding

Level 2

  1. Blinkspeed
  2. Butterfly Kick
  3. Cause Fear
  4. Fog Cloud
  5. Grasshopper Kick
  6. Hold Person
  7. Mirror Image
  8. Paper Weapons

Level 3

  1. Animal Summoning
  2. Animate Puppet
  3. Aqueous Teleprojection
  4. Burrow
  5. Finger Inscriptions
  6. Fire Ball
  7. Flame Orbs
  8. Hallucinatory Chamber
  9. Whirlwind Kick

Animal Summoning
3rd Level Magic-User & Shinobi Spell
Duration: 1 round per level
The caster conjures an animal to an exact location within range to fight nearby foes or perform other tasks. The caster must have created a contract with a specific individual of this type of animal, and must smear some of their blood on the hand that signed the contract when casting the spell. The conjured animal can have up to 1 Hit Die per two level of the caster.

Animate Puppet
傀儡の術­ (kugutsu no jutsu)
3rd Level Magic-User and Shinobi Spell
Duration: Concentration
Range: 30′
The caster animates and mentally controls an inanimate object, which can attack or perform other tasks at the caster’s direction. The object cannot bend or flex except as a normal object of its type, so most are constructed with articulated joints and limbs, but something as simple as a cart can be animated. The animated object has one Hit Die per two levels of the caster, an armor class of 4 or 8 depending on material, and generally deals 1d6 points of damage on a successful attack.

Aqueous Teleprojection
水分身 (mizu bunshin)
3rd Level Magic-User and Shinobi Spell
Duration: Concentration
Range: 30′
The caster conjures water and mist and sacrifices 1 hit point to project a portion of their life force to create an semi-real double. The double appears to have all of the caster’s equipment and abilities, but can only faintly impact the physical world, such as by casting spells, attacking, or leaving footprints. Any impact of the double upon the physical world, such as damage-dealing attacks or spells, is only a quarter the strength of such an effect made by the caster. The double has hit points equal to one-quarter of the caster’s total. The double must remain within 30′ of the caster, but otherwise can act as the caster mentally directs. This spell cannot be cast in an area that entirely lacks water or mist.

Blinkspeed
瞬身の術 (shunshin no jutsu)
2nd Level Magic User & Shinobi Spell
Duration: Instant
Range: The caster
Upon casting this spell, the caster can make one full round of movement in the blink of an eye. The caster can move up to their maximum movement speed instantaneously, but must use their normal modes of movement (walking, running, swimming, climbing, flying). Because this movement is too fast to react effectively, the caster cannot attack or be attacked while moving this way.

Bodyswitching
変わり身 (kawarimi)
1st Level Magic-User & Shinobi Spell
Range: 30′
Duration: Instantaneous
The caster magically switches places with an inanimate object of roughly the same size or mass within range, such as a mannequin or log. The spell can be cast with an instant gesture, quickly enough to save the caster or another creature if they are attacked. The caster must announce this spell before the attacker makes their attack roll. The attack is automatically successful, but only strikes the inanimate object.

Burrow
3rd Level Magic User and Shinobi Spell
Duration: Concentration, up to 1 minute per caster level
Range: The caster
The caster can dig through earth like a mole, pushing through soil as easily as fine sand, and can hold their breath while burrowing. The caster can travel at a speed of 10′ (30′) while burrowing, but can’t pass through rock or artificial construction.

Butterfly Kick
2nd Level Shinobi Spell
Duration: 1 round
Range: The caster
Performs a spinning kick against an adjacent opponent. If the attack roll hits, the kick deals 3d6 points of damage and the target must make a saving throw versus paralyze. If the saving throw fails, the target falls prone to the ground.

Cause Fear
2nd Level Magic-User & Shinobi Spell
Duration: 2 turns
Range: The caster or a creature touched
Identical to the 1st-level cleric spell of the same name. Will cause a target within 120’ to flee for the duration unless it saves versus spells.

Disguise
変装 (hensō)
1st Level Magic-User & Shinobi Spell
Range: Self
Duration: 1 hour
The caster creates a supernatural disguise for themself, using face paint and a cloak (or other suitable costume). The caster can add a minor detail, look like a specific and known individual of the same species, or even look like a member of a different humanoid species of the same general size. This disguise will pass a glance or cursory inspection, but a creature inspecting the disguise closely may succeed on a save vs. spells to recognize the it as an illusion. If the disguise is of a differnt humanoid species or a specific individual known to the creature, they get a +4 bonus on the saving throw. The caster does not gain the abilities or mannerisms of the chosen appearance, nor does it disguise the feel or sound of their equipment.

Finger Inscriptions
指刻封印­ (shikoku fūin)
3rd-Level Magic-User and Shinobi Spell
Duration: Concentration
Range: 5′
The caster concentrates energy into their finger to permanently inscribe images or written messages onto a surface.

Flame Orbs
炎弾­ (endan)
3rd Level Magic User & Shinobi Spell
Duration: Instant
Range: 240′
Orbs of flame streak out from the caster’s fingers.
Orbs: There is 1 orb per level of the caster. They can shoot to different targets or the same target, as the caster selects.
Saving Throw: Save versus spells to dodge each orb.
Damage: The orbs deal 1d6 points of fire damage each.

Fog Cloud
2nd Level Magic User & Shinobi Spell
Duration: 6 turns
Range: 30’
A dense fog streams from the caster’s fingertips, obscuring vision.
Area: The fog fills a 30’ diameter area.
Movement: The fog moves at 60’ per turn (20’ per round), driven by the wind (or away from the caster, in still conditions).
Sinking: Because the fog is heavier than air, it sinks to the lowest level of the land, even pouring down den or sink-hole openings.
Concealment: Creatures within the fog cannot see more than 5′, and creatures outside the fog cannot see through it.
Wind: Strong winds of natural or magical origin can dissipate the fog before its duration has expired.

Grasshopper Kick
2nd Level Shinobi Spell
Duration: 1 round
Range: 10′ or 30′
The caster leaps into the air, strikes at a target within 30 feet with a kick, and lands next to the target. If the attack hits, the target takes 3d6 points of damage. As part of this kick, the caster may leap straight up 10′, straight down 30′, backwards 10′, or forwards 30′.

Hallucinatory Chamber
3rd Level Magic User & Shinobi Spell
Duration: Until touched
Range: 30′
Hallucinatory chamber either conjures illusory features (e.g. furniture, furnishings, materials) or hides an existing terrain feature within a single natural or constructed chamber.
Area: The illusion must fit completely within the spell’s range.
Touching: If the illusion is touched by an intelligent being, the spell is negated.

Illusory Teleprojection
幻分身 (genbunshin)
1st Level Magic-User & Shinobi Spell
Duration: Concentration
Range: 30′
The caster sacrifices 1 hit point of damage to project a portion of their life force to create an illusory double. The figment appears to have all of the caster’s equipment and abilities, but cannot impact the physical world, such as by casting spells, attacking, kicking up dust, or leaving footprints. The figment must remain within 30′ of the caster, but otherwise can act as the caster mentally directs. Any effect that would cause the illusory double to take damage causes the spell to end. A creature that interacts directly with the illusory double may succeed on a save vs. spells to recognize it as an illusion.

Jump
1st Level Magic-User & Shinobi Spell
Duration: 1 turn
Range: The caster
The caster may leap straight up 10′, straight down 30′, backwards 10′, or forwards 30′. The caster may make one such leap at any point while the spell is active, and an additional time per 3 levels of the caster (two at level 4, three at level 7, &c.).

Paper Weapons
紙手裏剣­ (kami shuriken)
2nd Level Magic-User & Shinobi Spell
Duration: 6 turns
Range: 10′
The caster folds ordinary paper into deadly weapons, either daggers or shuriken. These paper weapons can be used in the same way and to the same effect as an ordinary metal dagger or shuriken. Using this spell, the caster can create a 1d6 weapons, +1 per caster level, from a single piece of paper.

Shadow Cloak
隠れ蓑 (kaguremino)
1st Level Magic-User & Shinobi Spell
Duration: Concentration
Range: 0
The caster enchants a cloak or straw raincoat to provide supernatural camouflage. While concealed beneath this cloak, the caster is invisible, vanishing from sight, as long as they remain still. Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing worn by the creature. Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable. This effect ends if the caster moves position, attacks, casts a spell, or holds a light source.

Unbinding
縄抜け (nawanuke)
1st Level Magic-User & Shinobi Spell
Duration: Instantaneous
Range: 0
The unbinding spell causes one mass of rope restraining the caster to become unknotted and untangled, allowing the caster to easily free themself. The ropes do not re-knot or become tangled again on their own until after the caster is free of them. This spell affects natural ropes, cloth, vines, and spider webs, but not chains, manacles, tentacles, or magical bindings.

Whirlwind Kick
大旋風­ (daisenpū)
3rd Level Shinobi Spell
Duration: 1 round
Range: The caster
The caster spins and delivers a series of four whirling kicks to an adjacent foe or foes. The caster must succeed at an attack roll for each kick, which deal 2d6 points of damage. Creatures damaged by a kick must succeed at a saving throw versus paralyze or fall to the ground prone.

Top 10 RPG adventures/systems I want to play right now

Come convention season, it’s time to look for games that I would more rarely get an opportunity to play. So I’ve organized all the games I want to play but never actually have into two top-10 lists. Might be fun to revisit this in a few years.

Top 10 adventures I want to play right now

  1. Dungeon #70: Kingdom of the Ghouls—(tenfootpole.org) This is something I have wanted to play since I read it in Dungeon in the ’90s. It is the best example I’ve read of “Underdark as the mythic underworld,” full of weird and creepy encounters that are fresh in my mind after reading them 20+ years ago.
  2. S1: Tomb of Horrors—The original deathtrap funhouse tournament module.
  3. Lair of the Lamb is, like Tomb of the Serpent Kings, an introductory adventure, but organized around teaching the idea that the solution is something you create, not something that’s on your character sheet, rather than the basics of dungeon crawling. Creepy, weird body horror, playable in any system but I guess it’s written for the GLOG.
  4. The Caverns of Thracia (OD&D)—The original version of this is pretty crazy, I think it predates the era when adventures are designed for character level ranges. Read but never played.
  5. DCC #68: People of the Pit—Awesome level-1 adventure for DCC RPG. I’ve run the first few encounters but not much more than that.
  6. Rrypo: Get a Head is ZARDOZ-based adventure compatible with The Ultraviolet Grasslands (a psychedelic heavy metal mashup of Dying Earth and Oregon Trail).
  7. Operation Unfathomable A weird and trippy OSR-style Underdark adventure.
  8. Fever Dreaming Marlinko—Exploring a weird Slavic acid fantasy city. Gonzo. Read but never played.
  9. Broodmother Skyfortress: Weirdo giants descend from a floating city to wreck your precious campaign setting. Not read yet.
  10. The Stygian Library: Exploring a procedurely-generated dark weird-fantasy infernal planer library. I love Emmy Allen’s game commentary, but haven’t actually played any of her games. This seems a little more immediately gameable to me than The Gardens of Ynn. Not read yet.

Runners-up: S2: White Plume Mountain, Dungeon #37: Mud Sorcerer’s Tomb, Statues, B4: The Lost City, Yoon-Suin, Through Ultan’s Door, Dragon #83: The Dancing Hut [of Baba Yaga], S4: The Lost Caverns of Tsojcanth, Kidnap the Archpriest, The Gardens of Ynn, Fever Swamp, DCC #67: Sailors on the Starless Sea, Chthonic Codex, DCC Lankhmar: The Greatest Thieves in Lankhmar, DCC #13 Crypt of the Devil Lich, Anomalous Subsurface Environment, Stonehell Dungeon, DCC #81: The One Who Watches From Below, DCC #77: The Croaking Fane, DCC #88: The 998th Conclave of Wizards, Do Not Let Us Die in the Dark Night of this Cold Winter, Barrowmaze, Carcosa

Top 10 RPG systems I want to play right now

  1. Old School Essentials (SRD) is the perfect game system for an OSR player that wants to hew to the very familiar play style of old-school D&D with plenty of room for table creativity. It is the rules of Basic D&D, but simplified and reorganized for maximum DM utility and teaching to new players. I am transitioning away from Labyrinth Lord (mostly I need for the COVID-19 pandemic to ease in order to buy physical books) and was also interested in Bloody Basic and others, but after running B/X retroclones for a couple of years, OSE is far superior. It’s not an ersatz of the B/X D&D rules, it actually is the rules, organized and presented in a useful and comprehensible way.
  2. The Petal Hack Big fan of Tékumel worldbuilding, a wild and deeply imagined mix of Mesoamerican and South Asian mythology with science fantasy and sword & sorcery, but the rules sets are a little old-fashioned. The Petal Hack is extremely lightweight, and looks like the perfect way to explore this amazing setting.
  3. Scum & Villany is a Blades-in-the-Dark-based game about pulling off space heists, inspired by Firefly and the Millenium Falcon. The cool thing about this is that the party works together to develop the ship as a character, with its own character sheet.
  4. Troika! Numinous Edition is a wild science fantasy RPG that riffs off the Fighting Fantasy gamebooks more than D&D. Everything looks beautiful and kind of crazy, but it looks like a somewhat different way of engaging imagination, creativity, and narrative than most OSR or storygames.
  5. Trail of Cthulhu is a Lovecraftian horror and investigation game that uses the GUMSHOE framework, which is intended to make mystery and investigation-themed RPGs run more smoothly. I’m a little skeptical that this will actually be satisfying, but I’ve never actually played it out and am interested in trying it with a Cthulhu theme.
  6. The Quiet Year/The Deep Forest is by Avery Alder (the author of Monsterhearts); this is more of a one-session game, where you play out a year in life of an isolated community. It’s more of a novelty, but looks interesting to play at least once.
  7. Maze Rats is a two-page RPG system with a couple extra pages of random tables for character development; it seems ideal for a one-shot session. There’s a really cool mechanic where spellcasters randomly generate their spell titles and must collaborate with the GM to figure out what their spells do, which makes magic both otherworldly, unpredictable, and oriented to creative problem-solving. Things like Five Torches Deep and the Black Hack fill a similar role, but Maze Rats is particularly small and has that cool random spell system. You don’t have classes, what would be class abilities are handled by what equipment you pick up.
  8. Lasers & Feelings is an adorable Star Trek-themed mini-RPG good for a one-shot. I’ve translated it into Klingon (still a WIP), but never actually played, I need to fix that.
  9. FATE is something I’ve only ever played in a jokey, comedic game, but I’ve been assured by random people on the Internet that it’s good for serious Star Trek-themed games, and I’d like to give it another try.
  10. The GLOG isn’t a game system, it’s a manifesto of DIY RPG design that is a hot mess just crawling with ideas.

Runners-up: Tunnels & Trolls, OD&D, Five Torches Deep, Blood & Bronze, Black Hack 2E, Ars Magica, Into the Odd, Dogs in the Vineyard, The Dolorous Stroke

Every way to do Opposed Ability Checks

Modern game design tends to have very uniform and tightly-integrated resolution mechanics. But one of the things I’ve come to love about the rulings-not-rules OSR as well as the baroque mechanics of 1970s/80s (A)D&D is the way that trying to make sense of lots of overlapping and inconsistent rules really empowers the table to make the game their own. It forces GMs to really be the game designer, not just a referee—tabletop RPGs are best when GMs/players aren’t just passively consuming published material, but are making up their own stuff. To that end, these days I’m trying to collect as many resolution mechanic options as possible.

Ability checks—checking whether an action succeeds by rolling under a relevant ability score on a d20—is a resolution mechanic of long pedigree, and I use it all the time in my Labyrinth Lord game. Sometimes you need to do an opposed roll, though, and I’ve never seen anyone try to spell out all the ways to do that. Here’s a stab at it!

Opposed Ability Checks
In some cases, an ability check doesn’t represent a simple success or failure, but a contest between two or more people. This could represent an arm-wrestling competition, a singing or shoving contest, or a skillful card game. Opposed ability checks can be handled in several ways; the GM should determine which method is most appropriate to the situation.
Simple Comparison: The contestants compare the relevant ability scores and the highest one succeeds. No die roll is made. Any modifiers are applied to the ability score (for the purpose of this contest) before comparison. This is useful for contests which require a swift resolution or which innate ability is more important than chance.
Modified Ability Check: One contestant rolls a d20, and they receive a bonus or penalty on their ability check equal to 10 minus the opponent’s relevant ability score. In this case, rolling lower is better. For example, a wizard (Strength 8) is arm-wrestling a fighter (Strength 13) and gets a +2 bonus on arm-wrestling checks due to a spell he has devised. The number he must roll under to succeed is 8 + (10 – 13) + 2 = 7. This is most useful when a player character is vying against a single non-player character.
Highest Roll Wins: Each contestant rolls a d20 and adds their relevant ability score modifier and any other bonus. The contestant with the highest result wins. This is useful for contests of chance where a character’s innate abilities are a minor factor.
Highest Success Wins: Each contestant makes an ability check, and any who fail are eliminated. The remaining contestants apply any other circumstance bonuses or penalties to their roll, and compare results. The contestant with the highest modified roll wins. This is useful for contests that are a balance between chance and innate ability.
Highest Margin of Success Wins: Each contestant rolls d20, subtracts the result from their relevant ability score, and adds any other bonuses or penalties to the sum. The character with the highest modified score wins. For example, a thief with a Dexterity of 14 and a circumstance bonus of +2 rolls an 8. The thief’s margin of success is 14 – 8 + 2 = 9. In this case, rolling lower is better.

Beasts of the Brackettverse: Venusian Nahali

Leigh Brackett‘s third published story concerns the disreputable space-rats, murderous villains, Terran Guard washouts, and scum scraped from across the Solar System who together make up the Stellar Legion. This force is guarding a circle of protective forts on the soggy ground that surrounds the swamplands of southern Venus, to protect the fertile uplands and plateaus from monstrous raiders, who wait only for the rainy season to begin.

Welcome to Venus:

Men…sweated in the sullen heat of the Venusian swamp-lands before the rains. …the eternal mists writhed in a thin curtain over the swamp, stretching for miles beyond the soggy earthworks…

The swamp folded them in. It is never truly dark on Venus, owing to the thick, diffusing atmosphere. There was enough light to show branching, muddy trails, great still pools choked with weeds, the spreading liha-trees with their huge pollen pods, everything dripping with the slow rain. …Fort and village were lost in sodden twilight.” (“The Stellar Legion”, Planet Stories, Winter 1940, 98)

The swamps are dangerous, not least the for the malarial fever that will inevitably fell any person traveling without helmet and coveralls. A traveler might make it through to ship out on a tramp freighter out of Lhiva, were it not for a greater danger: the Nahali.

nahali

Venusian Nahali
No. Enc.: 2d4 (6d6)
Alignment: Chaotic
Movement: 60′ (20′)
Swim: 120′ (40′)
Armor Class: 5
Hit Dice: 2
Attacks: 1 (touch)
Damage: 2d6 electricity or stun
Save: F2
Morale: 10
Hoard Class: XIX
XP: 47

Nahali are six-foot, scaly, anthropoid swamp-dwellers with red eyes, triangular mouths, and noseless faces. Nahali can communicate across long distances with a low, monotonous piping call, which they use also to pray to their rain gods, and can learn to speak with humans despite their otherwise low intelligence. Nahali are amphibious and must consume water through their skin to respire; this may be thick mist or rain. During the rainy season, they can leave the swamp in great numbers to raid upland areas remorselessly, but will suffocate out of contact with water, fog, or rain. Nahali will also quickly suffocate in clouds of soot or smoke, A Nahali’s most dangerous trait is the electrical charge generated throughout their body with which they can choose to stun or kill creatures that they touch. If the Nahali is merely attempting to stun a creature with its touch, that creature must make a saving through versus paralyzation or lose consciousness for 1d4 hours. If the Nahali is attempting to kill, the creature touched takes 2d6 electrical damage. Creatures that attack a Nahali with bare hands or metal weapons also suffer 2d6 electrical damage. However, Nahali bioelectricity makes them vulnerable to electricity that overloads their “bio-circuits”, and they take double damage from electrical attacks.

Locals who regularly fight these creatures have developed special weapons, such as the electro-pistol. An electro-pistol is a handheld weapon that fires an electrical bolt, which deals 2d6 electrical damage on a successful hit unless the target succeeds on a saving throw versus paralyzation. Creatures who are generally dry get a +10 bonus to this saving throw, but creatures who are soaking wet (such as Nahali) do not. Electrified moats and electro-cannons are also employed against Nahali raiders.

Nahali first appeared in Leigh Brackett’s short story “The Stellar Legion” (1940). The statistics above are adapted by this author for use with the Labyrinth Lord RPG.

Labyrinth Lord Bestiary: Yale

The yale is an antelope-like creature from medieval bestiaries that can swivel its horns around to confound attackers, I wrote it up, however, as a fantasy-campaign headcanon equivalent to the Klingon Sargh—any definitive similarities await a zoological expedition to Kronos, of course.

yale
Image source

Yale
No. Enc.: 0
Alignment: Neutral
Movement: 120′ (40′)
Armor Class: 7
Hit Dice: 3+3
Attacks: 1 (horn)
Damage: 1d8
Save: F3
Morale: 9
Hoard Class: None
XP: 100
This fierce heraldic beast has the body of a horse, the jaws of a boar, the horns and hooves of an oryx, and the tail of an elephant. Although they can survive on grazing, they are omnivorous and prefer to eat fruit, fungi, tubers, and carrion when available. A yale can swivel its horns in different directions, and can change between an offensive stance or defensive stance every round. Depending on the orientation of its horns, it gains either a +1 bonus to attack rolls or a +1 bonus to AC. Some savage tribes (especially orcs or neghai) train these wild creatures as warbeasts to bear riders or draw chariots, but they are rarely used as simple beasts of burden.

Labyrinth Lord Bestiary: Gatormount—”half horse and half alligator”

Back in the early 19th century, the backwoods pioneers of Kentucky and the Ohio River were commonly described as “half horse and half alligator” for their fierceness and woods lore. Here’s the War-of-1812 song “The Hunters of Kentucky”: “We’ll show [the foe] that Kentucky boys/Are alligator horses.” Here’s Mike Fink a-braggin’: “”I’m chockful o’ fight! I’m half wild horse and half cockeyed-alligator and the rest o’ me is crooked snags an’ red hot snappin’ turtle[!]”

How colorful is that!? Half the monsters of D&D are heraldic beasts come to life, and what better heraldic beast for the Appalachian backwoods and Ohiana than a creature that’s half horse and half alligator. It reminds me a bit of the erect crocodylomorphs from the Late Triassic, like Postosuchus (from North Carolina) and the Rauisuchidae.

Image of a Batrachotomus

Keep in mind, though, these Kentucky pioneers were a group of settlers all hot and ready to march into Indiana up to Prophetstown and fight Tecumseh—this is the political constituency for indian removal.

So here’s some game stats for Labyrinth Lord. They are slower than horses on open ground, but faster through rivers and swampy backcountry, and far more expensive to feed.

Gatormount
No. Enc. 0 (1d8)
Alignment: Neutral
Movement: 120′ (40′)
Swim: 90′ (30′)
Armor Class: 6
Hit Dice: 3
Attacks: 1
Damage: 1d8
Save: F2
Morale: 7
Hoard Class: None
XP: 50
The gatormount is a chivalric beast of the river folk, and has the body of a horse and the head, scales, feet, and tail of an alligator. They stand 6 feet tall at the shoulder and weigh about 1,500 pounds. These fearsome creatures are trained as combat mounts by some river folk, and such gatormounts have a morale of 9. Gatormounts hunt near water in swamps, plains or forests, although females gather to build nesting mounds in swamps or marshes in the spring.

Beasts of the Brackettverse: The Martian Khom

“Rikatva and Tchava, the Martian Reclaimed Areas. The Tri-Council—great minds of three worlds—had poured money into them in an effort to give the unwanted overflow of a crowded civilization a chance to get off the public charity rolls. Water, brought in tanker ships from wetter worlds; Venusian humus, acid phosphate, nitrate nitrogen, to make the alkaline desert fruitful; after that, crude shacks and cruder implements, scrimped together with what was left from the funds wrung so hardly from resentful taxpayers.
“It was common talk throughout the Solar System that the Areas were a failure. Only the destitute still had hope.” (78)
“…Huddled and squalid under the huge loom of the water tanks, the cheerlessness of Thern was horrible; here and there rose the shattered marble spires of the ancient city, mute prophets of futility.” (79)
“…The road they followed out of Thern ran between dusty fields, set to beans and alfalfa and yellow Martian grapes. Here and there the land was stripped bare of green things as though a plague of locusts had descended.” (81)

Leigh Brackett‘s first published story, “Martian Quest” (in Astounding Science Fiction, Feb. 1940), is a pulpy yarn about hardscrabble settlers in the deserts of Mars. Brackett packs a fair bit of worldbuilding into this short tale, introducing vaards and Venusians. There’s a dangerous monster, but it’s not quite the tentacled, man-eating kind. Here’s some game statistics for Labyrinth Lord.

Martian Khom
No. Enc.: 1 (1d4×10)
Alignment: Neutral
Movement: 90′ (30′)
Armor Class: 2
Hit Dice: 11
Attacks: 1 (tail or trample)
Damage: 2d8 or 2d6
Save: F6
Morale: 8
Hoard Class: None
XP: 2000
A Martian khom is a great desert lizard. A khom has an triangular reptilian head, a yawning jaw with a set of rat-like incisors, and a horny frill. Its body is eight feet long, covered in thick armor plates, and supported on sturdy, clawed legs. The khom’s main weapon is the spiked mace at the end of its twelve-foot tail, which can kill a man with a single blow. They often attack by charging past or trampling a foe and swinging at them as they pass. Although not carnivorous, Khoms are extremely aggressive herbivores and likely to attack those who interrupt their feeding. They are known as “the Destroyer” for their ability to strip farmland, break and eat wooden buildings, and gnaw scrub, cactus, and the vines of the yellow Martian grape to the ground. Individual khoms frequently kill farm workers attempting to drive them off, but the creatures will swarm by the dozens to attack creatures that smell like the musk of their wounded juveniles.

Martian Quest Khom

How to kill a goblin in Chainmail

There were a couple of different combat systems that are said to be used in the first plays of what became Dungeons & Dragons, and it’s often noted that the first combat systems used—at least for a session or two!—were from Chainmail: Rules for Medieval Miniatures by Gary Gygax and Jeff Perren. Here I’ll be going through basic combat in Chainmail (and later OD&D) to see how it worked. I’m looking at a PDF of the 7th printing (April 1979) of the 3rd edition of the rules (copyright 1975).

These rules were developed to use Elastolin and Starlux 40mm miniatures, as well as Airfix Robin Hood and Sherriff of Nottingham (recently reissued by HaT) 25mm miniatures. They assume a ratio of 1:20 figures:men and a groundscale where 1 inch equals 10 yards. For smaller figures it is reduced to 1:10.

Interestingly, Chainmail allows both alternating turns and simultaneous turns (where players secretly write down orders before turns are resolved). A turn consists of initiative, the first move (including split-moves, missile fire, and taking any pass-through missile fire), the second move (including split-moves, missile fire, and taking any pass-through missile fire), artillery fire, missile fire, and resolving melee.

Here we’ll assume that, since this is “how to kill a goblin,” the humans are the aggressor.

Mass Combat
Vanilla Chainmail has no goblins—you’re thinking of the fantasy supplement!—so we’ll assume this initial melee concerns a band of human brigands rather than goblins. Fighting forces are categorized by unit type (Armored Foot, Landsknechte/Swiss, Arquibusiers/Crossbowmen, Heavy Horse, Medium Horse, Light Horse, &c), and armor level (Unarmored, 1/2 Armor or Shield, and Fully Armored). A contemporary experienced historical miniatures wargamer, should know what level of armor each troop type is supposed to have. It’s probably there in the Osprey Publishing books that you consulted when researching this era to accurately paint your miniatures. Chainmail has little to say about this directly, although it’s probably obvious which of the figures in your Elastolin collections are Vikings or Turks.

Brigands are possibly best represented in Chainmail as a unit of Light Foot/Archers (Move 9, Road Bonus —, Charge Move 12, Missile Range 15). Possibly the closest thing to the standard low-level D&D fighter in chainmail is Heavy Foot (Move 9, Road Bonus —, Charge Move 12, Missile Range 3*)—their ranged attack is equivalent to Viking or Saxon throwing axes and spears, while Armored Foot is much slower. Heavy Foot is later described to include Normans, Saxons, Turks, Vikings, Men-at-Arms, while Armored Foot includes Dismounted Knights, Sergeants, Italian City Levies, and Condottiere.

Chainmail Missile Fire

So, a single figure of Light Foot/Archers is atop a hill, to represent Team Brigand. A single figure of Heavy Foot (Team Adventurer) advances up the hill toward the brigands. They are armed with halberds. Team Brigand can attempt arrow fire against the advancing Heavy Foot, but the Missile Fire table is heavily oriented toward mass combat. The Missile Fire table uses a single d6 roll compared against the number of attacking missile troops and the armor level of the defenders—a single unit of archers can’t generate enough arrowfire to take down half-armored troops.

Team Adventurer can march up to Team Brigand. This is a mass combat game,and not designed for single figures: according to the Combat Tables, both Light Foot attacking Heavy Foot and Heavy Foot attacking Light Foot roll one less die than the number of figures attacking. Team Brigand would roll 0 attacking dice (d6), which kill on a 6. Team Adventurer is armed with halberds, however, and so gets one additional die when attacking, and kills Light Foot on a 5 or 6. Team Adventurer rolls a 2, so they do not kill Team Brigand. Both sides check morale by multiplying the number of surviving figures by a morale factor specific to their class (4 for Light Foot, 5 for Heavy Foot) and doubles the value since there are less than 20 figures per side. Since the total is less than 19, the melee simply continues (without the side with lower morale being forced to move back, retreat, rout, or surrender). On the next turn, Team Adventurer rolls a 5 and scores a kill on Team Brigand.

Man-To-Man Combat
The man-to-man combat rules are of course much more appropriate for this scenario. In man-to-man combat, the missile tables are identical to mass combat (so Team Brigand still can’t kill Team Adventurer with arrowfire). However, some things are a little different—attacker and defender simply trade blows until one is slain, and roll 2d6 for attacks rather than 1d6—and initiative is determined by what weapons are being used. Let’s say Adventurer is wearing chainmail and a shield, and fighting with a flail, while Brigand is wearing leather armor and fighting with a battle axe.

Chainmail Man-to-Man Melee Table

Adventurer is the attacker, so they would attack attack first, which is doubly true since a flail is two ranks higher than a battle axe. A figure with a flail must roll 7 or higher on 2d6 to kill a figure in leather armor, and Adventurer rolls an 8. Since the battle axe is ranked slightly lower than the flail, Brigand can elect to parry; this subtracts two from the attacker’s roll, making it a miss, but Brigand doesn’t get his counterblow on this round.

On the second round, the attacker would go first, except that a battle axe is ranked two lower than the flail, so instead Brigand goes first. A figure wielding a battleaxe needs to roll a 7 or higher to kill a figure in chain mail. Brigand rolls a 6 on 2d6, which is lucky for Adventurer, since a flail can’t be used to parry a battle axe. Adventurer gets his counterblow and rolls a 10, killing Brigand.

This is certainly more suitable for use as the combat system of an RPG—if you’re willing to tolerate extremely high levels of character death!

Fantasy Supplement
Reading the fantasy supplement is a fascinating look at original, implicit setting of D&D. Ogres are halfway between men and giants, whereas trolls are explicitly the regenerating monsters from Three Hearts and Three Lions. A fireball spell is equivalent to a catapult shot, whereas a lightning bolt is equivalent to an attack from a ballista. Many of the distinctive D&D spells and monsters are here, like cloudkill and phantasmal force.

But these are definitely mass combat rules. Goblin and kobold units have identical statistics (Move 6″, Ability to see in normal darkness as if it were light, Charge 9″, Fly —, Range —, Attack as Heavy Foot, Defend as Light Foot). Combat otherwise proceeds as in mass combat: the two combatants need to attack in a group to have a chance to score hits, unless they are armed with halberds. Heroes, however, are extremely powerful (Move 12″ (18″), Ability to raise morale of friendly troops, Charge 15″ (24″), Fly —, Range 18″, Attack and Defend as four men of the appropriate unit type depending on armor and situation). Thus a Hero in chainmail with ordinary weapons would roll three combat dice to attack, and would have to suffer four hits on a single turn to be destroyed. Superheroes are even better, since they attack and defend as eight men—they’re a one-man army.

Chainmail Fantasy Combat Table

However, certain monsters (Dragons, Elementals, Treants, Giants, Heroes, Lycanthropes, Rocs, Super Heroes, Trolls, Ogres, Wights, Ghouls, Wizards, and Wraiths) use a variant of the man-to-man combat rules when fighting each other. The attacker rolls 2d6 (instead of 1d6) for the attack, and the Fantasy Combat Table records what target they need to hit. For example, a Hero attacking a Troll or Ogre needs to roll a 9 or higher, whereas a Troll or Ogre fighting a Hero needs to roll an 8 or better. If the attacker rolls under, there is no effect; if they roll the target number exactly the defender must fall back back one move, and if they roll over, then the defender is killed. The creatures differ widely in power levels. A Hero cannot kill a Dragon (unless perhaps he has a magic sword), but a Super Hero has a small chance of it. The strongest monsters are Dragons, followed by Wizards and Giants, then Super Heroes and Elementals.

Jousting!
The Chainmail rules for jousts, in the man-to-man combat section, are amazing. This is essentially a mini-game that adjucates a jousting match in a single page and a half of rules, and which takes just moments. You could run a whole tourney in 15-20 minutes.

Chainmail Jousting Matrix

What’s great about these jousting rules is that it’s based on simultaneous action selection and wholly deterministic. Players secretly choose an aiming point and defensive position, and simultaneously reveal their choices. The results are given on the Jousting Matrix, and one or both players may break their lance, have their blow glance off, knock off their opponent’s helm, injure the opponent, miss outright, or unhorse their opponent—or some combination of them. The two opponents conduct rides until one or both are unhorsed or they complete three rides, and score the results.

So for example, say the Knight Errant is jousting the Goblin Knight. On the first ride, the Knight Errant aims for the sinister chief of the shield and sits shield low, while the Goblin Knight aims for the dexter chief of the shield and sits shield high—the Knight Errant deals a glancing blow and the Goblin Knight simply misses. On the second ride, the Knight Errant aims sinister chief and sits shield low, while the Goblin Knight aims dexter chief and sits leaning left—the Knight Errant breaks his lance and the Goblin Knight misses. On the third ride,the Knight Errant aims for the fess pale of the shield and must sit steady seat (since he broke his lance), while the Goblin Knight (knowing his opponent must sit steady seat) aims fess pale and sits shield high—the Knight Errant breaks his lance and is unhorsed, and the Goblin Knight breaks his lance and is unhorsed and injured. The Knight Errant scores 18 points (+20 for unhorsing the opponent, -2 for breaking his lance twice) and the Goblin Knight scores 9 points (+20 for unhorsing, -1 for breaking his lance, and -10 for being injured).

Overall, it’s extremely quick, thematic, and tells a story. It plays sort of like a baroque double game of rock-paper-scissors-lizard-Spock. This is a little awkward with just the tables, but would be awesome as a miniature card game.

Gary Gygax expanded this for AD&D in Dragon #17 with a one-page article describing how to account for the relative level of the jousters and any magic arms and armor. The aim points and sitting positions are the same, but are cross-referenced to generate a numeric modifier. The jousters add modifiers for magic lances and shields, a modifier based on their difference in level, and add these to the result of d20 rolls. Depending on the value, they may unhorse their opponent, break their lance, or deal a glancing blow; there is a percentage chance of injury, depending on whether the defender is unhorsed or loses his helm. This is a lot more complicated to resolve, and it appears to be the result of high-level AD&D players complaining about losing jousts ;)

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