Players need not be confused by the special dicecalled for in DUNGEONS & DRAGONS. By using theassortment of 4-, 6-, 8-, 12- and 20-sided dice, a widerange of random possibilities can be easily handled.For a linear curve (equal probability of anynumber), simply roll the appropriate die for 1-4, 1-6, 1 -8, 1-10 , or 1-12. If some progression is called for,determine and use the appropriate die (for instance, 2-7 would call for a 6-sided die with a one spot addition).For extensions of the base numbers, roll a second diewith the appropriately numbered die. For example: togenerate 1-20, roll the 20-sided die and 6-sided die,and if the 6-sided die comes up 1-3 , the number shownon the 20-sider is 1-10 (1-0), and if the 6-sider comes up4-6, add 10 to the 20-sided die and its numbers become11-20 (1-0). This application is used with the 12-sideddie to get 1-24. If 1-30 or 1-36 are desired, read the 6-sider with the 20- or 12-sided die, with 1 -2 equalling noaddition, 3-4 adding 10, and 5-6 adding 20. Thisprinciple can be used to generate many other linearcurves.For bell curves (increasing probability of numbersin the center, decreasing at both ends), just roll thesame die two or more times, roll several of the sametype of dice, or even roll two or more different dice.
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The Forgotten Smugglers' Cave: Index of Posts
An index of posts describing the Forgotten Smugglers' Cave, an adventure for Holmes Basic characters levels 2-4. ...
Saturday, November 27, 2021
TSR's 1976 "Lower Prices" Dice Ad (that shares text with Holmes Basic)
Friday, November 12, 2021
The Forgotten Smugglers' Cave: Random Encounters
A random encounter table for the The Forgotten Smugglers' Cave, which starts here.
Illustration of a Large Rock Crab by Lore Suto |
When the players spend a turn searching, there is a 1 in 12 chance of an encounter per turn.
If an encounter occurs, roll d12 to determine which:
1. A large rock crab, camouflaged as a rock or stalagmite, strikes out at a random party member with previously hidden claws, surprising on 1-3 in 6. It will spend the next round drumming its claws on the rocky floor (during which time the characters can flee without being attacked), which cause 1d4 crabs to turn up in the next round (from a total colony of 2d4). They will continue this behavior (attacking alternately with drumming) until all crabs in the colony join in.
Large Rock Crab (2d4): DX 9, AC 5, HD 1/2, AT 2 claws for 1d4 each.
A full "new monster" entry for the rock crab can found here.
2. A huge rock crab, camouflaged as a stalactite on the ceiling, drops on a random party member. This surprises on 1-5 in 6, and if the crab gains surprise, the drop is treated as an attack roll with a +4 to hit and doing the indicated damage; if a character is not surprised, they can automatically avoid the dropping crab. Once on the ground, the crab will spend the next round drumming its claws on the floor (see above), attracting the other 1d6 huge crabs in its group to drop to the ground and join in (there is only a 10% chance that any of the other are directly over another party member).
Huge Rock Crab (1d6): DX 6, AC 3, HD 1, AT 2 claws for 1d6 each or drop for 1d8.
3. A stalactite or chunk of rubble, disturbed by the group's movements, falls from above on a random party member. Treat as an attack by a huge rock crab above, but without further attacks.
4. A pack of feral cats, descendants of smugglers' pets, begins circling the party just beyond their light source, meowing raucously for food. Providing food will quiet them. Otherwise, the noise will keep increasing until something else is attracted to the noise (roll again on the table), at which point it will suddenly cease.
5. A juvenile carrion crawler reaches down from a wall or ceiling in an attempt to paralyze a random party member. This is the spawn of the carrion crawler in Area #3; these are encountered alone, and there are only 8 in total throughout the cave system.
Juvenile Carrion Crawler (1): DX 15, AC 9, HD 1, AT 2 only (due to small size), D 0 + save vs poison at +4 or paralyzed.
6. The ghost of a peddler, who long ago provided the smugglers with goods, approaches. He is friendly and eager to sell goods to the party. He can procure any type ordinary equipment available at twice the cost of the rulebook prices. However, these items are actually brought forward in time from the past, and return there after one day.
7. An aggregation of aggroaches on the hunt scurries towards the party. See the full writeup of the aggroach here.
Aggroach (variable): DX 10, AC 7, HD variable, AT 1 bite for 1 point.
Roll a d12 for size and numbers:
7-9 = 1d10 large (HD 1/2)
10-11 = 1d6 huge (HD 1)
12 = 1d4 giant (HD 2)
8. A cloud of miasma settles in the area, sickening the party. Each must Save vs. Poison or make all die rolls at -1 for 3 turns.
9. A vampire bat, part of the colony in Area 6, swoops in and attempts to bite a random party member.
Vampire Bat (1): DX 18, AC 3 (9 while attached), HD 1/8 (1 hp), AT 1 bite for 1 point damage, attaches on a successful hit and then automatically drains 1 hp per round for two rounds, at which point it is full and will detach and fly away.
10. A group of torches appears in the distance in the dark. Once in the light, they are revealed as floating torches. These are corpse lights, a type of minor undead formed from the spirits of smuggler lackeys who died in the caves.
Corpse Light (floating torch) (3d4): DX 10, AC 7, HD 1/8 (1 hp), AT 1 torch for 1 point of damage. Undead, turned as skeletons with a +2 on the roll.
11. A partial skeleton, just an upper torso, drags itself into view and begins inexorably crawling towards a member of party. On 1 in 4 it still wears a minor piece of jewelry worth 10d4 gp.
Partial Skeleton (1): DX 10, AC 7, HD 1/8 (1 hp), AT 1 claws for 1 point of damage. Undead, turned as skeletons with a +2 on the roll.
12. Roll for surprise. On a 1 or 2, a random adventurer realizes that the wet rock they are standing on is actually a grey ooze, which has begun dissolving their boots. Otherwise, they are merely standing near the ooze.
Gray Ooze (1): DX 3, AC 8, HD 3, AT 1 for 2d8.
Chronologically on this blog, this post was made after Area 10 and before Area 11.
Sunday, November 7, 2021
Jim Ward on the Why of Chits
The Chit Sheets, Front and Back. Source: The Dice Collector |
Later printings of the Holmes Basic D&D set came with an infamous sheet of chits, pictured above, in place of dice. I myself was one of those kids that received such a set, which only added to my confusion in understanding how the game was placed, despite the instruction sheet included for using the chits. It's long been rumored that the change was due to a dice shortage in face of D&D's popularity, and thus increased need for dice, but former TSR employee Jim Ward recently related (here on FB), how it was actually the result of management decisions by TSR during a time they were developing their own dice:
Young Jim Ward and the Dice Monster
© all rights reserved by James M. Ward
“Young Jim Ward” was a history teacher in a small rural school when the call came in. I had just finished writing Gods, Demi-gods & Heroes, Deities & Demigods for AD&D, and Metamorphosis Alpha the first science fiction role-playing game. I told Gary Gygax that as soon as he could pay my teacher’s salary of 13,400 dollars I would move back to Elkhorn and join his company. In 1980 he was able to do that and I moved.
“Young Jim Ward” started out in the sales department as the inventory controller. It was my job to order the boxes and parts for the games and especially the D&D box set. It was selling 100,000 units a month, steady as clock work. One of “young Jim Ward’s” jobs was to make sure the Hong Kong dice came in on time to fill the next batch of 100,000 boxes. It was a responsibility I took very seriously.
It took exactly six months for 100,000 sets of poly dice to be made, ship from Hong Kong over the water, and be delivered to the boxer in Madison; Patch Press at the time. Naturally, being a careful person “young Jim Ward” ordered the dice two months early so that 100,000 boxes in December had their dice ordered 8 months out. So in May “young Jim Ward” was ordering dice for the December publication and everyone was fine with that.
I’m proud to say there were some problems with getting things in on time before me. After “young Jim Ward” started, we were never late on getting product out. This included the day Patch Press printed 16 pages of the monster manual pages in the player handbook [sic*] and shipped the 100,000 to our warehouse.
So one day “young Jim Ward” is doing his job and the vice presidents of the company have a meeting and decide it would be much more cost effective to make our own dice. I had no problem with the concept. I told them my dice schedule and young Jim Ward went back to work. Two months later, the Vice President in charge of getting the dice molds made comes into my office and says I can stop ordering Hong Kong dice. I became very alarmed and asked the question, do we have finished dice molds? His reply was no but he was sure we would have finished molds in a few short weeks. That was why I could stop ordering dice. “Young and diligent Jim Ward” didn’t want to stop ordering dice since there wasn’t a finished dice mold yet. He went to his Vice President and got permission to order the next month’s 100,000 dice.
Weeks later the other Vice President comes storming into the sales office. “I thought I told you not to order dice,” he shouted. “Do we have a working dice mold?” I asked very meekly even though I wasn’t feeling meek. I had a job to do. “No we don’t, but that doesn’t matter, we will when we need the dice.” He stormed out of the office and I heard the lecture. I was told if a vice president of the company gave me an order I had to do it. I didn’t order the next month’s dice and it almost killed “young Jim Ward” with worry.
For two months “young Jim Ward” got real sneaky and tracked the progress of the dice mold. On the day we were going to be late if we didn’t have Hong Kong dice “young Jim Ward” sent out a memo detailing the schedule and our need for 100,000 sets of dice. “Young Jim Ward” gave it to all of the vice presidents. An hour later the mold VP brought the memo back to my office and threw it in my face. “We will have dice when we need them. You are not to worry about this matter any more.”
Naturally, “young Jim Ward” started to worry even more. I asked my Vice President if I would send out memos every week (I wanted every day, but held myself in check) on the dice issue. He made me send out one a month. On the day when it would be too late to order dice to get them in December I sent out a memo detailing that fact. All the vice presidents got together and were assured we would have dice. “Young Jim Ward” was ordered not to send out any more memos on the dice. Raw blades of inventory agony transfixed “young Jim Ward’s” body as the weeks went by. Still sneaky, I knew exactly what condition the dice were in that were being made by the mold. I begged my VP to talk to Gary about the matter. He did and Gary went to the dice mold VP and asked to see what type of dice were being made by the new molds. That VP opened his desk to pull out several pieces of what looked like popcorn with numbers on them. Clearly they would not be used for the D&D box set. Gary went to me and told me to order dice and get them as soon as possible. He also told me never to listen to anyone who said not to order dice again. That dice VP got a written reprimand and I got a huge smile on my face.
For three ugly months we used cardboard counters and a coupon for dice in our box sets. The only people happy about that were the prisoners in jail as they couldn’t get games with dice in them. From then on the dice VP didn’t like me at all and every time I was promoted into another position he would tell my supervisor what a trouble maker I was.
* It was the Dungeon Masters Guide that was misprinted with the pages of the Monster Manual, in what is designated the "Second Alpha" printing here on the Acaeum.