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Monday, April 6, 2020

2020 - The Year of Blackmoor - 50th Anniversary - Day Ninety-Seven

Celebrating 2020 - The Year of Blackmoor - 50th Anniversary of Blackmoor and of Role-Playing!

Today is Part 42 of my series of looks at OD&D starting with Monsters & Treasure Volume 2.

**For those coming in, in the middle of this series I am giving you my take on OD&D during my first exposure starting in Sept of 1975. For this first part it is just the first three books of the original woodgrain box set and prior to obtaining the Greyhawk, Blackmoor and later Supplements.**

Today we continue on with the Treasure Types tables:

I will post the section of the table for Types B, C and D and then discuss it:



First up today is Type B Treasure and it has an interesting mix of monsters. First which monsters get Type B Treasure? Ghouls, Wights, Hydras, and Nixies. Rather an odd mix would you not say? A 50% chance of Copper and a 25% chance of everything except Magic which is only 10%. There is no upside to fighting any of these monsters, avoiding them is by far the best course of action.

Next up is Type C Treasure and it also has an odd mix of monsters. Which monsters get Type C Treasure? Ogres, Gargoyles, Lycanthropes, Minotaurs, Pixies, and Gnomes. Wait what? Yeah, Gnomes! Seems odd company for Gnomes. A little odd for Ogres too. Ogres are our first special case, if you recall in the Monster Reference Table, Ogres have 1,000 GP plus Type C - so they have a base amount of treasure.

Now what is Type C Treasure? It is a very low chance for Copper and Silver, Nil chance of Gold, low chance of Gems & Jewelry, and only a 10% chance of Magic. So there is no upside to fooling around with any of these except for Ogres who have a base amount of Gold even if they have nothing else. Now the Gnomes you might be able to trade with or buy supplies from, although you must be careful about signing contracts without very careful thought.

Last in this group is Type D Treasure, which again has an interesting mix of monsters.  Orcs, Hobgoblins, Gnolls, and Trolls which is pretty logical, but then we add Mummies, Cockatrices, Manticores, Purple Worms, and Dryads.

So let us now look at what Type D Treasure is, a very low chance of Silver and Copper, but they do have a 60% chance of Gold and then a low chance of Gems and Jewelry and an even lower chance of Magic, although you do have a chance at two items plus a potion. The big thing with orcs in their descriptions is that they might be moving wagons with a sizable amount of Gold. If you were lucky you could collect a toll from them with minimal risk.

Although I was not aware of it for years, outside of our little group, dungeons were the thing because that is where the large treasures and big hauls of magic were to be found. Although I did eventually start building dungeons, my original campaign was much more wilderness focused at the beginning and later on was always at least 45% and 10% was village, town, and city.

Next up let us look at Type E and Type F Treasure. 



Type E Treasure is the province of Giants, Wraiths, Spectres, Gorgons, Wyverns, Elves, and Griffons. What is Type E Treasure, minimal chance of Copper, low Silver and Gold, very low Gems & Jewelry and low magic, but if the change is for any three Magic Items plus a Scroll. The exception here are Giants which have 5,000 GP plus Type E Treasure, so like Ogres they have a base amount. Later on I revised the tables to give most of the intelligent creatures - especially the humanoids and certain others a base amount also.

Next up is Type F Treasure. Here we are looking at Vampires, Basilisks, Medusae, and Chimeras. These are all quite dangerous foes and so let us see what kind of Treasure they have. Type E Treasure has no Copper, very low Silver, a decent chance of Gold, low chance of Gems and Jewelry and a 35% chance of any three non-weapon Magic Items, plus a Potion, plus a Scroll. So I put a base amount of 2000 GP for these and I always increased the chance of Gems and Jewelry for Vampires and Medusae from 20% to 35% for Gems and from 10% to 35% for Jewelry as it seems to me they would be interested in such items.

Now we will look at Type G and Type H Treasure.



Type G Treasure is the Treasure Type of only one Monster - Dwarves. Now that is interesting Men and Dwarves get their own Treasure Type, but Elves do not. Type G has no Copper and no Silver, but they do have a 75% chance of Gold (10,000 to 40,000 Gold) and then 25% each for Gems and Jewelry. They also have a 40% chance of Magic of any four items plus a Scroll. So a much better potential Haul than Humans or Elves.

Type H Treasure is also the Treasure Type of only one Monster - Dragons. Dragons as you would expect are the biggest potential haul (as well as risk). A chance of Copper, a 50% chance of 1000-100,000 Silver, 75% chance of 10,000 to 60,000 Gold, 50% chance of 1-100 Gems, 50% chance of 10-40 items of Jewelry, and 20% chance of any four magic items, plus one scroll and plus one potion.

That leaves Type I Treasure. 



There is also only one Type of Monster that has Type I Treasure and that is the Roc. Type I Treasure is no Copper, Silver or Gold, a 50% chance of Gems and Jewelry (Birds like shiny things) and a small chance of one Magic Item.

Some monsters were not assigned a Treasure Type. Skeletons and Zombies - that makes sense. Unicorns, Ents, Pegasi, Hippogriffs, Invisible Stalkers and Elementals. That all makes sense to me. But Djinn and Efreet have no Treasure Type and that makes no sense, until you remember their Treasure is spelled out in their description. Then the cleanup crew, animals and insects have no treasure and that makes sense. Then there are those for no information listed. I gave Hobbits Type A, like humans; Balrogs I treated like Vampires; Titans and Cyclopes I treated like Giants; the other miscellaneous monster have nothing, but Gelatinous Cubes carry theirs with them. 

I gradually quit using these tables and just assigned Treasure/or not to them as I went.

Tomorrow we will get into the Magic/Maps Determination Table.

Sunday, April 5, 2020

2020 - The Year of Blackmoor - 50th Anniversary - Day Ninety-Six

Celebrating 2020 - The Year of Blackmoor - 50th Anniversary of Blackmoor and of Role-Playing!

Today is Part 41 of my series of looks at OD&D starting with Monsters & Treasure Volume 2.

**For those coming in, in the middle of this series I am giving you my take on OD&D during my first exposure starting in Sept of 1975. For this first part it is just the first three books of the original woodgrain box set and prior to obtaining the Greyhawk, Blackmoor and later Supplements.**

Now we are going to look at something that many players can get very enthusiastic about. Treasure! First we will look at the Treasure Types and I hope to highlight some things that may have passed unnoticed.

First up we have Type A, one of the unique things about Type A is that there are different numbers for Land vs Desert vs Water. Let us look at a few things:


Land has the greatest chance of Copper, Silver and Gold. It has the same chance of Gems and Jewelry as Desert, but in smaller quantities. It has a lower chance of Maps or Magic than Desert, but can have any three items. Desert then has lower chance of precious metal but larger amounts of Gems and Jewelry. It has no chance of Maps but the highest chance by quite a bit of any three Magic Items. Then we come to Water, no chance of Copper or Silver, but the largest chance and quantity of Gold. It also has the largest chance and quantity of Gems and Jewelry. But no chance of Magic, but a 50% chance of a Map.

It has always seemed odd to me that Desert and Water have a greater chance and a greater quantity of Gems & Jewelry than regular Land. Just as it strikes me as odd that Desert has the highest chance of Magic and Water has no chance of Silver (remember all those Spanish Treasure Ships of Gold AND Silver) and no chance of Magic only a Map. Water having the highest chance and quantity of Gold, Gems and Jewelry, I suppose makes sense in terms of Treasure Ships and encounters with Pirates and Buccaneers.

So the change that I made to the table is to give Water a higher chance of Silver to match the higher Chance of Gold. So Water has a 40% chance of 2-8 Silver and I also changed the chance of Magic and Maps from only a map to 1 Map AND 1 Magic at the same 50% chance. I left Desert as it was and changed Land to Copper 5-30 at a 30% chance and a instead of any three it became 3 Magic AND 1 Map.

This brings me to another point Type A is the treasure type for Men and for one other creature. Do you know or can you guess what that is? You have all of the various types of humanoids, plus Dwarves, Elves and Hobbits, but it is none of them. Have you guessed yet? It is Centaurs, go figure. But it gave me more ideas about how to play Centaurs. What do you think? Please share your ideas in the comments.

Next we will jump all the way to the bottom of the table to look at the three footnotes that apply to Type A Treasure.


 First the note about Treasure only found in the Lair is the purpose of this table and any amounts carried with the various monsters is as was indicated in the individual descriptions. So if not in the Lair and not indicated in the description, Treasure found during an encounter is a house rule.

Now on to the three numbered footnotes. Note 1 are additional rules for Brigands and Bandits, the first only has important prisoners (*guess what happens to the unimportant) while Bandits just have prisoners. Both will carry a little bit of Silver on there persons. Berserkers have neither prisoners nor coin, while Cavemen have no treasure.

*What are your guesses? Please share them in the comments. I am looking for ideas other than killing them or abusing them.

Note 2 indicates that Nomads will have prisoners and some Silver on their persons, while Dervishes will have neither.

Note 3 indicates both Pirates and Buccaneers have prisoners the same as do Bandits. Instead of carrying a bit of Silver they each carry a bit of Gold.  Mermen though only have treasure in their Lairs.

Although not mentioned, I always assumed that whether encountered outside the Lair or in the Lair, those Men that take prisoners would have a chance of having prisoners with them. I treated it as a 80% chance in the Lair and a 30% chance outside the Lair. My players found out that rescuing important people can be quite rewarding, but they unexpectedly found out that the benefits of rescuing the "ordinary" people could be in many ways much more rewarding. No, I am not talking about sex. Can you guess what some of those rewards are? Please share them in the comments.

Tomorrow we will continue on down the table.

Saturday, April 4, 2020

2020 - The Year of Blackmoor - 50th Anniversary - Day Ninety-Five

2020 - The Year of Blackmoor - 50th Anniversary - Day Ninety-Five

Celebrating 2020 - The Year of Blackmoor - 50th Anniversary of Blackmoor and of Role-Playing!

Today is Part 40 of my series of looks at OD&D starting with Monsters & Treasure Volume 2.

**For those coming in, in the middle of this series I am giving you my take on OD&D during my first exposure starting in Sept of 1975. For this first part it is just the first three books of the original woodgrain box set and prior to obtaining the Greyhawk, Blackmoor and later Supplements.**

Today we continue on with our look at the original D&D monsters starting with Horses and Mules:
HORSES: As explained in CHAINMAIL, war horses melee. The other characteristics of Horses (and Mules) are:

I would like to point out here that although I did not do it back in the 1970s, I later added in the weight that a Draft Horse or Mule could pull both alone and as part of various sizes of teams. I remember the Borax commercials and the 20-Mule Team of Death Valley. Also at that later time I also added Donkeys, Burros, Ponies and Oxen.
Horses and Mules are panic-stricken by raging fire and strange smells, although those trained for battle are not nearly so likely to be affected. Only mules are agile enough to be taken in dungeons.
Sorry, but while horses can be panic-stricken around fire, mules are on the whole more intelligent and much calmer than horses.
INSECTS OR SMALL ANIMALS: These can be any of a huge variety of creatures such as wolves, centipedes, snakes and spiders. Any hit will kill the smaller ones, while larger beasts (such as wolves) will receive one Hit Die. Generally speaking they will be Armor Class 8.
This is just using normal (mostly) insects and animals in your game and they should (IMO) be part of the encounters.
LARGE INSECTS OR ANIMALS: This category includes giant ants and prehistoric monsters. Armor Class can be anything from 8 to 2. Hit Dice should range from 2 to anywhere near 20, let us say, for a Tyrannosaurus Rex. Also included in this group are the optionally usable “Martian” animals such as Apts, Banths, Thoats, etc. If the referee is not personally familiar with the various monsters included in this category, the participants of the campaign can be polled to decide all characteristics. Damage caused by hits should range between 2–4 dice (2–24 points).
This includes dinosaurs and the historical mega-mammals. Both books and movies (creature features) are a great source of these creatures. From movies like The Lost World Sir Arthur Conan Doyle (book and movie), King Kong in the 1930s to all of those B-movies of the 1950s (and later).
OTHER MONSTERS: There is no practical limitation to the variety of monsters possible. In the campaigns associated with the play-testing of these rules there have either appeared or been postulated such creatures as:
Titans: Giants with limited magical abilities.
These were detailed in Greyhawk and most others were detained in the supplements or in AD&D. I used these in the game. 
Cyclopes: Super-strength Giants with poor depth perception.
Juggernauts: Huge stone statues on wheels which crush anything in their path. They are motivated by some unearthly force.
Living Statues: Various stone and metal monsters which come to life if trespass into a certain area is made. One of these monsters was iron, impervious to all weapons save two special ones he guarded, had a fiery breath, poison sword, and a whip of Cockatrice feathers which turned the thing struck by it to stone.
I used all three of these IMC especially Living Statues, I use these a lot and they have been a boon to my dungeons. And for the ecology minded - they do not eat.
Salamanders: Free-willed Fire Elementals of somewhat limited power, in reptilian shape.
Salamanders have a number of similarities to Dragons, just not as powerful and definitely not as smart.
Robots, Golems, Androids: Self-explanatory monsters which are totally subjective as far as characteristics are concerned.
I have also used these, especially Golems.

Tomorrow we move on to Treasure.

Friday, April 3, 2020

2020 - The Year of Blackmoor - 50th Anniversary - Day Ninety-Four

Celebrating 2020 - The Year of Blackmoor - 50th Anniversary of Blackmoor and of Role-Playing!

Today is Part 39 of my series of looks at OD&D starting with Monsters & Treasure Volume 2.

**For those coming in, in the middle of this series I am giving you my take on OD&D during my first exposure starting in Sept of 1975. For this first part it is just the first three books of the original woodgrain box set and prior to obtaining the Greyhawk, Blackmoor and later Supplements.**

Today we continue on with our look at the original D&D monsters starting with what is called the clean-up crew. You should also note that these are semi-intelligent hives minds for there is never only one:
OCHRE JELLY: The clean-up crew includes Ochre Jelly and similar weird monsters. Ochre Jelly is a giant amoeba which can be killed by fire or cold, but hits by weaponry or lightning bolts will merely make them into several smaller Ochre Jellies. Ochre Jelly does not affect stone or metal, but it does destroy wood, and it causes one die of damage per turn it is in contact with exposed flesh. It seeps through small cracks easily.
All of these creatures are great fun and create a lot of grief for the adventuring party. The Ochre Jelly can seep through small cracks easily so it can show up unexpectedly. A character leans against a wall to rest and it oozes out of a crack the wall and starts feasting or maybe destroys so leather straps or eats the backpack. They are fairly slow, so when they are hit by weaponry and especially by lightning bolts, they tend to splash, so those several smaller Ochre Jellies can end up almost anywhere. They have a chameleon quality and tend to be very hard to see blending into the background.
BLACK (or GRAY) PUDDING: Another member of the clean-up crew and nuisance monster. Black Puddings are not affected by cold. It is spread into smaller ones by chops or lightning bolts, but is killed by fire. Black Puddings dissolve wood, corrode metal at a reasonably fast rate, have no effect on stone, and cause three dice of damage to exposed flesh. If an armored character runs through a Black Pudding the monster’s corrosive power will eat away the foot and leg protection of the armor so that it will fall-away next turn. Black Puddings can pass through fairly small openings, and they can travel as easily on ceilings as on floors. 
Note the word "chops," a word that Dave Arneson used a lot in Blackmoor. These monster move twice as fast as the Ochre Jelly and they also splash too. Black Puddings can drop from the ceiling directly onto anything passing below. It only takes once and players learn to look up at the ceiling. Note also that these monster do three times the damage of the Ochre Jelly. Gray Puddings blend into many of the walls found in dungeons and they are often undetected until it is too late. They also are very difficult to see when they are on a ceiling, much harder to see than a Black Pudding even when there is plenty of light.
GREEN SLIME: A non-mobile hazard, Green Slime can be killed by fire or cold, but it is not affected by lightning bolts or striking by weapons. It eats away wood and metal but not stone. Green Slime sticks to flesh and penetrates it in one turn, thereafter turning the flesh into Green Slime. Green Slime cannot be scraped off, so when it contacts something the item must be discarded or excised in some way. A Cure Disease spell will also serve to kill and remove Green Slime, even when it is in contact with flesh.
There are Green, Gray, Red, Black, White, and Blue Slimes all of which are quite deadly. They secrete an anesthetic so it is very possible for it to be eating away at your flesh and you will not know it. People are known to have seated themselves in it, completely unaware until an arm or leg gives way beneath them.
GRAY OOZE: A seeping horror which closely resembles wet stone and is thus difficult to detect. It will not be spread by non-harmful weapons, but it is subject only to lightning bolts or cuts and chops by weaponry, for it is impervious to cold or fire. It does not harm wood or stone, but it corrodes metal at the same rate that Black Pudding does. It does two dice of damage to exposed flesh for every turn it is in contact with it.
This monster also secretes an anesthetic and can ooze onto a creature and start devouring it. Yes, unlike the slimes, this monster can move and it will try to stay undetected until it is ready to engulf you.
YELLOW MOLD: A deadly underground fungus which can be exterminated only by fire. It attacks wood and flesh — doing one die of damage if it contacts exposed skin — but does no harm to metal or stone. However, its worst threat is its spores. Rough contact with Yellow Mold will have a 50% chance of causing it to break and send forth clouds of asphyxiating spores in a 1” × 1” cloud. Any creatures within the spore cloud must make saving throws as if they had been exposed to poison, and failure to make saving throws results in death for the parties concerned.
Yellow Mold is just one variety and it comes in many different colors. As with the other members of the clean-up crew above, it is semi-intelligent and a hive mind that is distributed throughout its every occurrence within a dungeon.

This next one appears a few pages later, possibly because it was added later in the process and it saved retyping this part of the manuscript.
Geletinous Cubes: Underground creatures of near complete transparency which fit exactly the typical corridor of a dungeon. Metal objects absorbed into them would be visible thereafter within their body. These monsters would be difficult to harm and have a large number of Hit Dice.
In all the early prints it was misspelled and the spelling was not corrected to read Gelatinous Cubes until the 2013 print. At least I always assumed it was misspelled. This monster was also not included in the table that started this volume. Since less information was provided (it would not be detailed until the Greyhawk Supplement was released.) this gave us even more leeway than usual to define things about this monster.

So I wrote up this. Number appearing 1-2, AC 2 (difficult to harm), Move in Inches 6/12 (I gave it a charge move), Hit Dice 10 (large number of Hit Dice), Lair 100% since it carries its lair with it, Treasure Type - 70% chance of mundane weapons or armor plus a variety of coins of up to 4000 GP in total value and there is a 20% chance any weapons or armor are magical. Since it is of near complete transparency and the poor lighting of torches and such, there is a 40% chance of blundering into it. When it touches you, that part becomes super-sticky and it holds you as it rapidly engulfs you. If other character try to help you get loose, they risk, 30% chance, of becoming stuck themselves or (separate check) 30% chance it will try to engulf the additional characters. This monster is a scavenger and and a predator given the opportunity. It immediately starts dissolving all organic matter, doing one die damage per melee round as it is strongly caustic.

All weapons both mundane and magical do half damage (except fire) and it regenerates as a Troll. Like a troll it can be given permanent damage from both mundane and magical fire, acid is ineffective because it is able to neutralize acid.

Tomorrow we will start off by looking at Horses and Mules.

Thursday, April 2, 2020

2020 - The Year of Blackmoor - 50th Anniversary - Day Ninety-Three

Celebrating 2020 - The Year of Blackmoor - 50th Anniversary of Blackmoor and of Role-Playing!

Today is Part 38 of my series of looks at OD&D starting with Monsters & Treasure Volume 2.

**For those coming in, in the middle of this series I am giving you my take on OD&D during my first exposure starting in Sept of 1975. For this first part it is just the first three books of the original woodgrain box set and prior to obtaining the Greyhawk, Blackmoor and later Supplements.**

Today we continue on with our look at the original D&D monsters starting with Invisible Stalkers:
INVISIBLE STALKERS: As previously noted (Book I) these are monsters created by level 6 spells, uttered directly or from scrolls. They are faultless trackers. They follow continually until their mission is accomplished at which time they return to the nondimension from whence they came. Until their mission is completed they will never vary, and must be destroyed by attack to be stopped, although a Dispel Magic spell will also work. The referee should note, however, that Invisible Stalkers resent missions which entail long periods of continuing service such as guarding a Magic-User for a month, a year, etc. They will then seek to fulfill the letter of their duties by perverting the spirit. For example: An Invisible Stalker is ordered to: “Guard me against all attack, and see that I come to no harm.” In order to faithfully fulfill this endless duty the Invisible Stalker will have to take the Magic-User to its non-dimensional plane and place him in suspended animation, and assume this is accomplished whenever a 12 is rolled with two six-sided dice, checking either daily or weekly as the campaign progresses.
Interesting is it not? Created, not summoned and from a non-dimensional plane. Does the non-dimensional plane come into being each time one is created? Is there a one non-dimensional plane for all of them or is there a unique non-dimensional plane created for each one as they are created. If they return to the non-dimensional plane, could you create a spell that would summon a previously created one, instead of a new one each time? If there is a new unique one created every time the spell is used, at some point do their numbers increase to where their non-dimensional plane, become a dimensional plane? 

I love everything about the write-up above, how single minded they are, how implacable. This is a great monster.
ELEMENTALS: There are four types of Elementals: Air, Earth, Fire, and Water. Each will be dealt with separately. There are variations of strength (hit dice) within all four types:

Four types? No, there are Five types for the Five Elements, they left out Aether Elementals.
Regardless of the strength of an Elemental, only one of each type can be brought into existence during any “day.” Thus, if a character possessed a device to call up an Air Elemental, but before he could employ it an opponent conjured an Air Elemental, another could not be created until the next day. Only magical weapons/ attacks affect Elementals.
This "one of each type during an day" I immediately did away with. They are all unique and independent of each other. Note the "brought into existence." Each one can only be destroyed by a Dispel Magic spell, if they fail their saving throw. This is because once created they start to take on a life of their own, they save as a Fighting Man 4 levels lower than the hit dice they have.
Air Elementals: Air Elementals move only by flying, moving at a maximum rate of 36”. When engaged in combat in the air they add +1 to damage scored from hits. They normally do one die roll of damage. They can turn into a whirlwind which will sweep all creatures under two hit dice away, the whirlwind being conical in shape, 3” diameter at the base, 6” diameter at the top, and as high as the number of hit dice possessed by the Elemental (16”, 12” or 8”). Forming a whirlwind requires one full turn as does dissolving it.
Note how fast these can move. Elementals are another great monsters for Magic-User villains. Very useful against an opposing army. 
Earth Elementals: Earth Elementals move but 6” per turn and can not cross water. However, when they hit they score damage with three dice (3–18 points) against any opponent which rests upon the earth, and they score two dice of damage against all other opponents. They have the effect of a super battering ram against walls, scoring damage as if they were striking an opponent (3–18 points).
Slow but powerful, very useful against a massed army, but also very useful as a siege engine against fortifications.
Fire Elementals: Fire Elementals move up to 12” per turn. They score two dice of damage against all non-fire-using opponents, and one die –1 (2–7 hit points of damage) against fire-using opponents. They act as incendiaries when in contact with inflammable material. They cannot cross water. They are brought forth from flame of considerable heat, i.e. a large fire, lava pool, etc.
I tweaked the speed of a Fire Elemental to 12"-18"-36" since fire can run with the wind. The first speed is against the wind, the second is in calm air and the third is with the wind.
Water Elementals: Water Elementals are generally confined to water, being able to move only 6” from such a body of liquid. They move at a rate of 18” per turn in water, 6” outside water. In water they do damage equal to two dice, while out of water they do but one die of damage when meleeing. Water Elementals can only be brought forth from a considerable body of water, i.e. a pond, stream, or larger body of water.
In the oceans Water Elementals are more powerful doing three dice of damage and in some places they are a great hazard to shipping as part of pirate attacks.
All elementals must be controlled at all times by the persons who have called them forth. Failure to control any elemental will result in its turning upon the one who called it up and attacking. The returning/attacking Elemental will move directly toward the one who summoned it, attacking anything that gets in its path as it returns. Note that once control is lost it can never be re-established. Control consists merely of the summoner maintaining undivided attention upon the Elemental; and being attacked, moving, or any other action will tend to break this concentration.
It is very difficult to hold concentration for an extended period of time. 
No Elemental may be hit by normal men unless magically armed.
And even then they only take half damage.
DJINN: All Djinn are aerial creatures and have not the powers typically credited to them in fairy tales. They fight as Giants with a –1 as far as damage is concerned, thus doing from 1–11 points of damage when hitting. They can carry up to 6,000 Gold Pieces in weight, walking or flying (the latter for short periods only). They can create food which is nutritionally sound. They can create drinkable beverages. They can create soft goods and wooden objects of permanence, but metallic items last but a short time when created by them (the harder the metal the shorter its life), so that Djinn-Gold lasts but one day. They can create illusions which will remain until dispelled by touch or magic, and they need not concentrate upon the illusions to maintain them. They can form a whirlwind 1” base diameter, 2” top diameter, and 3” in height which otherwise is like that of an Air Elemental. Djinn are also able to become invisible or assume gaseous form.
I increased their speed on foot from 9" to 18" and their flying speed from 24" to 48". Djinn have the power to do many things and so are the prize of kings who are usually responsible for imprisoning many of them in bottles and lamps and other items. I do not give them the full power of some fairy tales, but a lot more than what is noted above.
EFREET: These creatures are similar to the Djinn, but their basis is in fire and they tend to be Chaotic. Their fabled home is the City of Brass. They are enemies of the Djinn. The Efreet are otherwise like Djinn, with damage scored equal to that done by a Giant (two dice, 2–12 points), and they can carry up to 10,000 Gold Pieces weight. In addition they can create a Wall of Fire and they can become incendiaries. They will serve for 1,001 days.
All my comments about Djinn also apply to Efreet. The Efreet are a little more powerful than a Djinn and they also can be imprisoned in bottles and lamps and other items.

Hope to see you all back here tomorrow.

Wednesday, April 1, 2020

2020 - The Year of Blackmoor - 50th Anniversary - Day Ninety-Two

Celebrating 2020 - The Year of Blackmoor - 50th Anniversary of Blackmoor and of Role-Playing!

Today is Part 37 of my series of looks at OD&D starting with Monsters & Treasure Volume 2.

**For those coming in, in the middle of this series I am giving you my take on OD&D during my first exposure starting in Sept of 1975. For this first part it is just the first three books of the original woodgrain box set and prior to obtaining the Greyhawk, Blackmoor and later Supplements.**

Today we continue on with our look at the original D&D monsters starting with Gnomes:
GNOMES: Slightly smaller than Dwarves, and with longer beards, these creatures usually inhabit the hills and lowland burrows as opposed to the mountainous homes which Dwarves choose. They are more reclusive than their cousins, but in all other respects resemble Dwarves.
IMC Gnomes do not resemble Dwarves. Dwarves are very stocky the body with thick muscular arms and legs. Gnomes are slightly shorter on average than Dwarves and the average Gnome weighs about 40% of what the average Dwarf weighs. Gnomes are very lean and muscular with very little body fat. Gnomes have very long beards of which they are very proud. By the end of adolescent Gnomes have white beards and bald heads, causing most other peoples to assume that only very old Gnomes deal with the outside world and while this is partially true Gnomes from early adulthood at 50 until the end of their lives around 800 or so tend to all look the same age.

As I noted earlier in a previous post: Gnomes were changed to be only Lawful as in extreme Lawful. They are the  bean counters of the world, the dot every i and cross every t, adhere to every line of a contract type of folk. They are by nature incapable of changing Alignment just as Undead are unbreakably Chaotic. Gnomes I play as touchy and very concerned about the exact letter of a contract and very hard to deal with. They have strong magical powers and inclined to be isolated.

Gnomes do not care that you broke the contract because you were taken captive and barely escaped with your life and have only just made it back to civilization, they only care that you broke your contract with them and they want satisfaction.

Of course Gnomes have the same benefit facing large great creatures that Dwarves do.
DWARVES: Because of their relatively small size, clumsy monsters like Ogres, Giants and the like will have a difficult time hitting Dwarves, so score only one-half the usual hit points when a hit is scored. Any body of Dwarves will have one above average fighter for every 40 in the group, and to determine the level simply roll a six-sided die, the number of pips equalling the level of fighting of the dwarf. If in their lair the score will be adjusted so that 1 or 2 equals 3rd level, 3 or 4 equals 4th level and 5 or 6 equals 5th and 6th levels respectively. For every level of fighting ability there will be a 10% chance that the dwarf will have a magic shield, magic armor, or a magic sword (die 1–4) or hammer (die 5, 6). Unintelligent beasts may sometimes be used by Dwarves to form a part of their defenses (domesticated bears, wolves, or whatever, at the referee’s option). They are otherwise as outlined in CHAINMAIL.
Here is something that most people never noticed or knew. Dwarves (and Gnomes and Hobbits) take half damage from attacks by monsters like Ogres, Giants and the like. (Some may have noticed that I say "and the like" or something similar a lot, blame Gygax)

I made this change: Parties of Dwarves of 10 or less will include at least one 2nd level Fighter, parties of 11-20 at least one 2nd level and one 3rd level Fighter, parties of 21-30,  at least two 2nd level and one 3rd level Fighter, parties of 31-39 at least three 2nd level and one 3rd level Fighter, and parties of 40 and over have additional above average Fighters as follows: for every additional 10 there will be one 2nd level Fighter, for every additional 20 there will be one 3rd level Fighter, for every additional 30 there will be one 4th level Fighter, for every additional 40 there will be one 5th Level Fighter. These additions for over 40 are cumulative. Parties of 80 or more will always have one 6th level Fighter and every additional 80 will add one additional 6th level Fighter.

Dwarves are the makers of the premium mundane and magical weapons and armor with only the exception of Elven Chainmail, Elven Swords, and Elven Bows which have their own special magic. Even mundane Dwarven weapons gain non-magical +1 to hit  and a +1 to damage due to their extraordinary quality. The great Dwarven Armor and Weaponsmiths wield powerful and secret magic to create their magical wares. While they freely sell their mundane items, the magical items - especially the weapons - are sold for a King's ransom and then only when the purchaser - who must be the user - takes a blood oath to never use that weapon against a Dwarf, unless he has been banished by the Dwarves and bears the mark of banishment.

I will also note here that Hobbits were left out of this volume of OD&D and no additional information is provided. 

I previously in an earlier posted noted that I added: Hobbits, Elves, and Dwarves could be any of the three alignments the same as Men. I specified which was the most common and least common extrapolated from the original specifications.

I also as I noted previously added: If you look at Chainmail, you see that they can fire a stone as far as an archer shoots. So  I did not allow hobbits to use bows, but they could use slings. As for the deadly accuracy part I did not spend a lot of time trying to parse what that meant and how to implement that. I just eyeballed it and gave hobbits a +3 to hit with sling stones and have never changed it. 
ELVES: Elves are of two general sorts, those who make their homes in woodlands and those who seek the remote meadowlands. For every 50 Elves encountered there will be one of above-normal capabilities. Roll a four-sided die for level of fighting and a six-sided die for level of magical ability, treating any 1’s rolled as 2’s and 6’s (magical level), as 5’s. For every 100 encountered there will be a Hero/Warlock. One-half of the Elves in any given party will be bow armed, the other half will bear spears, and all will have swords in addition. Elves have the ability of moving silently and are nearly invisible in their gray-green cloaks. Elves armed with magical weapons will add one pip to dice rolled to determine damage, i.e. when a hit is scored the possible number of damage points will be 2–7 per die. Elves on foot may split-move and fire. Mounted Elves may not split-move and fire, for they are not naturally adapted to horseback.
I added that there were multiple sorts of Elves that were adapted to any terrain type, from deserts, to mountains, to swamps, to coastal Sea Elves and so on for all terrain types. For groups of Elves of less than 50 there will always be at least one 2nd level Fighter/3rd level Magic-User. If a single Elf is encountered this is what he will be. The color and appearance of Elven Cloaks changes with the habitat.

All Elves carry a bow and all carry a sword, half also carry a spear. Elves are deadly with bows having two shots per melee round, increasing to three shots at 4th level.
ENTS: These tree-like creatures are encountered only in forests and woodlands. They have the ability to command plants like themselves, so if they are within 6” of a tree they may cause it to move 3” per turn, each commanding up to two trees in this manner. Although Lawful in nature, Ents are not prone to involve themselves in affairs which do not directly concern them.
IMC there are Ent-Wives, they are lovely and willowy creatures very different from the craggy appearance of the Ents. And let us just say that seeds that grow into Entlings are lovingly planted and cared for until they are able to walk. Woe betide anyone or anything that harms an Entling.
PEGASI: Winged horses are wild and shy, being most difficult to capture. They will serve only Lawful characters, and once captured Pegasi are the equal to any horse in battle, for they fight as heavy horses.
These are highly prized as mounts almost as much as Griffons.
HIPPOGRIFFS: Although the name would imply a cross between the horse and the Griffon, the Hippogriff is another kind of beast entirely. They are fierce fighters, attacking with both their hooves and with their sharp beaks. They are otherwise similar to Pegasi in nature, although the two creatures do not herd together and will normally fight each other.
The name does not imply a cross between the horse and the Griffin, it does imply a cross between a miniature hippopotamus and a Griffin (do not ask), which is in fact the case. Once tamed they will typically ignore other mounts, even Pegasi.
ROCS: This term has been used to encompass large and fierce birds; the Roc of mythology preys upon elephants! Therefore, the data given for Rocs is understood to be that for the small variety, and that for the largest Rocs should be doubled or even trebled. All Rocs nest high in the most inaccessible mountains, and if an encounter is made when Rocs are in their lair, which is their nest, there is a 50% chance there will be from 1–6 young therein (eggs, chicks, or fledglings). Young Rocs can be tamed and taught to serve as steeds. Adults are always hostile if there are young in the nest. Otherwise they will be positively hostile only to Chaos and Neutrality, ignoring (80%) or being friendly (20%) to Lawful characters who do not attempt to approach too close.
Also a prized mount especially when traveling into the mountains.
GRIFFONS: These creatures are the most prized of steeds, for they are swift, loyal, and fierce. However, they are fond of horse flesh above all other foods, so the two creatures cannot be mixed or even brought within 36” of each other. In their wild state Griffons will attack anyone nearby with little provocation, particularly if their lair is nearby.
Griffons, like Rocs, can only be trained when they are very young and can be imprinted on their owner. A wild adult can never be tamed. It is said that trained Griffons can sometimes be taught not to attack horses, but usually they must also be charmed to accomplish that if it is needed.

Tomorrow we will continue on.

Tuesday, March 31, 2020

2020 - The Year of Blackmoor - 50th Anniversary - Day Ninety-One

Celebrating 2020 - The Year of Blackmoor - 50th Anniversary of Blackmoor and of Role-Playing!

Today is Part 36 of my series of looks at OD&D starting with Monsters & Treasure Volume 2.

**For those coming in, in the middle of this series I am giving you my take on OD&D during my first exposure starting in Sept of 1975. For this first part it is just the first three books of the original woodgrain box set and prior to obtaining the Greyhawk, Blackmoor and later Supplements.**

So we continue on starting with Balrogs:
BALROGS: Balrogs are highly intelligent monsters with a magical nature. There is a high probability that spells will not work against them, To determine success of spells use a base of 75% resistance at the 11th level and adjust upwards or downwards in 5% increments, i.e. a 12th level Magic-User would have a 70% chance of resistance. Balrogs cannot be subdued, but they can be enlisted in the service of a strong chaotic character. There is, of course, always the possibility that the Balrog will attempt to assume command himself, for Chaotic creatures will generally obey a Balrog before a human (except for an Evil High Priest who is slightly more influential). Balrogs have those characteristics indicated in CHAINMAIL, but when fighting fantastic opponents they attack in two ways each turn: The normal attack is with a magical sword of +1 value, and if the Balrog immolates (any score of 7 or better on two six-sided dice, check each turn of melee) it also attacks with its whip. If the whip hits the Balrog drags the opponent against its flaming body, doing two dice of damage. In this manner a Balrog can fight one or two opponents at the some time.
The only thing IMO that really needs to be imported from Chainmail is this:
Balrogs cannot be killed by normal missile fire or in normal combat.
Balrogs can only be damaged with magical weapons, mundane weapons do not cut it. (pun alert) My players faced quite a few balrogs, I enjoyed using this monster and the players really bragged about it when they bested one.
GARGOYLES: As depicted in medieval architecture, the Gargoyle is a reptilian beast with horns, talons, fangs, bat-like wings, and is often bipedal. They are hostile and generally (75%) attack with no provocation regardless of the fact that they may be attacking other Chaotic creatures. They are at least semi-intelligent, and usually can be relied upon to behave with forethought and planning. Only magical weapons/attacks affect Gargoyles.
My Gargoyles come in two types, one Lawful and one Chaotic. One is hostile and one is not. The Lawful type is the much more intelligent of the two.
LYCANTHROPES: There are four kinds of Lycanthropes with varying Armor Class, Movement, and Hit Dice. Only silver weapons or magical weapons/attacks affect Lycanthropes.

I loved to use Lycanthropes IMC. I did use all four types, although the wereboar was the least used type. I changed the hit dice respectively to a range of 4 to 6, 4+1 to 6+1, 5 to 7, and 6 to 8 hit die. All are intelligent and Lawful Werebears can sometimes be quite friendly and good neighbors to have. Chaotic types almost always will attack.
Groups of Lycanthropes are either packs or family packs. Packs are from 2–4. Family packs are from 5–8. Groups of from 8 to 20 are more likely to be packs (two-thirds) than several family packs (one-third).
A family pack will consist of two adults and the balance of young of varying age (one-half to nine-tenths grown). If the young are attacked the female adult will fight at triple value for four melee rounds, but thereafter drop to one-half value. If an adult female is attacked its mate in the family pack will fight at double value thereafter.
When adults are killed all young under nine-tenths grown will be subdued, those of nine-tenths growth will fight until dead. Anyone seriously wounded by Lycanthropes (assume about 50% of total possible damage) will be infected and himself become a similar Lycanthrope within 2–24 days unless they are given a Cure Disease spell by a Cleric.
I ran this as anyone clawed by a Lycanthrope has a 50% chance of infection for any amount of damage and anyone bitten by a Lycanthrope has a 100% chance of infection. You have 4-24 days to be given a Cure Disease spell and a Remove Curse spell. Both spells are required.
PURPLE WORMS: These huge and hungry monsters lurk nearly everywhere just beneath the surface of the land. Some reach a length of 50 feet and a girth of nearly 10 feet diameter. There is a poisonous sting at its tail, but its mouth is the more fearsome weapon, for it is so large as to be able to swallow up to ogre-sized opponents in one gulp. Any hit which scores over 20% of the minimum total required to hit, or 100% in any case, indicates the Purple Worm has swallowed its victim. In six turns the swallowed creature will be dead. In twelve turns it will be totally digested and irrecoverable. Purple Worms never check morale and will always attack.
I changed this to Purple Worms range from 15 to 50 HD (eight-sided hit dice) and can grow up to 150 feet in length and a girth of up to 25 feet in diameter. While they can appear almost anywhere, they do not appear in the mountains nor near sea coasts or in swampy or marshy areas. There is generally only one per 500 square miles and they are territorial with regards to each other. When they reach full size they will break into an unknown number of segments and each will burrow deep and cocoon themselves in place. Somewhere between 25-50 years a new worm will emerge from each burrow.
SEA MONSTERS: As a general rule these creatures are more for show than anything else. However, they could guard treasure. The typical Sea Monster of mythology is equal in size to a Purple Worm, and they work upwards from there to double or treble that size. The best guide is a book on prehistoric life forms, from which the referee can pick a number of suitable forms for his Sea Monster. Typically, hits from a Sea Monster would inflict 3 or 4 dice of damage.
IMC Sea Monsters were not for show, they were a lot of fun and a great hazard for shipping. I was always fond of Sea Serpents, huge Salt Water Crocodiles and truly massive Sharks. A Sargasso Sea area was sometimes an intelligent monster and sometimes an unintelligent monster as there were different types, each with its own characteristics. 
MINOTAURS: The Minotaur is classically a bull-headed man (and all of us who have debated rules are well acquainted with such). Assume that they are above human size and are man-eaters. Minotaurs need never check morale. They will always attack. They will pursue as long as their prey is in sight.
These were of only animal intelligence. They were often used to guard little used areas of dungeons and the treasures hidden therein.
CENTAURS: At worst these creatures are semi-intelligent, and therefore Centaurs will always carry some form of weapon: 50% of a group will carry clubs (equal to Morning Stars), 25% will carry lance-like spears, and the balance will be armed with bows (composite bow, foot-type). In melee the Centaur will attack twice, once as a man and once as a medium horse. Centaurs will be found in hidden glens. It is there that both their females and young are and where their treasure is hidden. In the lair (glen) will be found from 1–6 additional males, females equal in number to twice the total number of males, and young equal to the number of males. Females are not generally armed and will not fight, and the young are also non-combatant, except in life-and-death situations.
My Centaurs are quite intelligent and are great hunters with sharp hearing and great eyesight.
UNICORNS: Only a maiden (in the strictest sense of the term) of pure and noble heart may approach the fierce and elusive Unicorn. Unicorns may be ridden by maiden-warriors and will obey them. Otherwise, they will avoid human contact, unless pressed. When attacking, the Unicorn fights as a lance on its first charge and as spear and heavy horse thereafter. In addition Unicorns are very magical. They resist magic as if they were an 11th-level Magic-User. They can sense the approach of enemies at 24”. They are able to transport both themselves and their riders as if they were using a Dimension Door spell, up to the full 36” distance, once per day.
I have never used Unicorns IMC, for no particular reason.
NIXIES: These water sprites are neutral in nature, but they will always seek to lure humans beneath the waters to enslave them for one year. For every 10 Nixies that appear there will be one Charm Person spell being cast at any person within 3” of their lair. Any charmed character will immediately proceed underwater and remain there until the year is up when he is freed. A Dispel Magic spell has a 75% chance of succeeding before the charmed character is immersed. Nixies are otherwise armed with daggers and javelins (6” throwing range). In the water they will be accompanied by a school of the largest and fiercest fish living therein—probably muskie, pike, or gar – the size of the school being 10–100 fish. The fish will attack on command from the Nixies, but flame (such as a flaming sword) will keep the fish back but not the Nixies.
I have never used Nixies IMC, for no particular reason.
PIXIES: Air sprites as described in CHAINMAIL, Pixies can be made visible, or make themselves visible, but they are naturally invisible to human eyes. Therefore, they are able to attack while remaining generally invisible. They can be seen clearly only when a spell to make them visible is employed, although certain monsters such as Dragons and high-level fighters will be aware of their presence.
I have never used Pixies IMC, for no particular reason.
DRYADS: The beautiful tree sprites of mythology. Dryads are each a part of their own respective tree and will stay within 24” of their trees. They are shy and nonviolent, but they have a powerful Charm Person spell with a +10% chance of succeeding, and anyone who approaches/follows a Dryad is likely (90%) to have the spell thrown at him. Anyone charmed by a Dryad will never return from the forest. Dryads have exact knowledge of the woods around them.
If a Dryad is forcibly taken more than 24" from their own respective tree, they will die in 4d4 days. I had one player that had a Magic-User for a character and he decided to go trade Charm Spells with a Dryad and it must have not went so well for him, because that Magic-User was never heard of again. Oddly enough, the women in the party voted down any rescue attempt. 

We will resume again tomorrow.

Monday, March 30, 2020

2020 - The Year of Blackmoor - 50th Anniversary - Day Ninety

Celebrating 2020 - The Year of Blackmoor - 50th Anniversary of Blackmoor and of Role-Playing!

Today is Part 35 (Part C) of my series of looks at OD&D starting with Monsters & Treasure Volume 2.

**For those coming in, in the middle of this series I am giving you my take on OD&D during my first exposure starting in Sept of 1975. For this first part it is just the first three books of the original woodgrain box set and prior to obtaining the Greyhawk, Blackmoor and later Supplements.**

So now to continue on with a few of the other things that I did with Dragons back in the fall of 1975 through the spring of 1976.

You will remember the original Dragon Breath Weapon Table looked like this:



and this is how I revised it around April of 1976 prior to when we obtained the Greyhawk Supplement:


At that time I also changed Dragons to an eight-sided die for hit dice and for the breath weapon. You will note that there is now a noticeable progression of the Range and Size of the Breath Weapon between the different Dragon races. I also increased the range of hit dice for each race and increased the likelihood of a Dragon being about to talk.

This previously noted house rule," was deleted:
At the fullest extent of the cone, the diameter would be equal to the range.
Since I revised the table.

But this house rule I kept:
I allow the Dragon to swing its head and spray a wide area with acid from one side to another, but not with a lightening bolt. 
I also kept this house rule:
I changed Chlorine Gas to Mustard Gas as the actual substance, although of course I did not use that name with the players.
I also changed Gas to Lightning for the Golden Dragon and clarified that the Golden Dragon may choose to use either Fire or Lightning on any given use of their breath weapon.

You remember the Dragon Age Table looked like this:


I revised this previous house rule:
I upped Old Dragons to four times per day on the breath weapon and Very Old Dragons to five times per day.
to a new version and reading to match the revised table.
I upped Mature Adult Dragons to four times per day on the breath weapon, Old Dragons to five times per day, Very Old Dragons to six times per day, and Ancient Dragon to ten times per day.
The new Dragon Age Table below:



All of this was to establish the Dragon as clearly the Premier monster in the game and to establish that Dragons are never to be taken lightly regardless of how powerful a player and an adventuring party might become.

Dragons besides being Immortal also grow throughout their lives and never stop growing. The older a Dragon is the larger it is, the tougher its skin becomes, and the longer it sleeps, and the more unwise it is to disturb its sleep. The Hit Die limits shown in the first revised table above only apply up to Mature Adult Dragons, the last three age categories will have a greater number of hit dice than those listed in the table.

The Legend of Dragon Mountain claims that it is really the oldest Dragon in the world and has been sleeping for many millennia and it is covered with trees and other vegetation. A wide area around Dragon Mountain is home to many Dragon lairs and they highly discourage visitors to the area. Very rarely (once in a hundred generations) will someone be deemed a Dragon Friend and allowed to visit this area.

Tomorrow we will move on to Balrogs and other monsters.

Sunday, March 29, 2020

2020 - The Year of Blackmoor - 50th Anniversary - Day Eighty-Nine

Celebrating 2020 - The Year of Blackmoor - 50th Anniversary of Blackmoor and of Role-Playing!

Today is Part 34 (Part B) of my series of looks at OD&D starting with Monsters & Treasure Volume 2.

**For those coming in, in the middle of this series I am giving you my take on OD&D during my first exposure starting in Sept of 1975. For this first part it is just the first three books of the original woodgrain box set and prior to obtaining the Greyhawk, Blackmoor and later Supplements.**

So now to continue on with the Dragons - 
Attacking Dragons: Sleeping Dragons may be attacked with a free melee round by the attacker and +2 on hit dice for chances of hitting.
IMC the Dragon might be sleeping, but that does not mean it is defenseless. Most dragons make it difficult to get close to them without waking them up. In addition, many dragons have guards that they levy from any surrounding monster communities, such as orcs, hobgoblins, and ogres to name but a few. These communities in a Dragons territory also usually pay tribute to the Dragon on a yearly basis in gold and livestock.
Certain weapons will be more or less effective than others against the various types of Dragons. This is indicated on the following chart, the number indicating the addition or subtraction for the probability of hitting as well as the amount of damage done.
As noted in the table below are a number of types of attacks, these attacks include magic spells, certain magical weapons, staves, wands, rods, scrolls, Efreeti, Djinns and Elementals.


Subduing Dragons: Any attack may be to subdue rather than to kill, but this intent must be announced before melee begins. When intent to subdue is announced, hits scored upon the Dragon are counted as subduing rather than killing points. Each round of melee the number of points scored in hits is ratioed over the total number the Dragon has (hit point total), the hits obtained being stated as a percentile of the total possible, i.e. 12%, 67%, etc. The percentile dice are then rolled to determine if the Dragon has been subdued. A roll equal to or less than the percentage of hits already obtained means the Dragon is subdued. 
My Dragons are Immortal creatures and as such it never made much sense for a Dragon to be subduable. So IMC Very Young, Young and Sub-Adult Dragons may be subdued, but Adult, Old and Very Old Dragons may not. In addition, Adult, Old and Very Old Dragons will often be found with their mate. These older Dragons will always use their breath weapon immediately without delay when they are cornered, surprised in their sleep or if they even suspect that you are trying to subdue them and sell them into slavery or even worse to a Magic-User for experimentation. 

If they surmise that you are trying to subdue them (such as striking with the flat of the weapon) they will fight at double value, meaning they can use their breath weapon, immediately followed by claw, claw, bite and a tail sweep all in the same melee round. If they are in the presence of their mate, they will both fight at double value and will gain a +2 to all attacks. This also applies if either or both are in the presence of their young.
For example:
A “Very Old” 11 Hit Dice Red Dragon is encountered asleep in its cavernous lair. Three fighters creep in and strike to subdue. All three hit, scoring respectively 2,3, and 6 points, or 11 points total. 11 ratioed over 66 (the number of hit points the Dragon can absorb before being killed or in this case subdued) is 1/6th or 17%. The referee checks to determine if the Dragon is subdued and rolls over 17 on the percentile dice. The Dragon is not subdued, and a check is then made to see whether he will bite or use his breath weapon during the second melee round. The result indicates he will breathe. The attackers strike again and once more all hit for a total of 12 points. The Dragon breathes and as none make their saving throws the attackers are all killed for they take 66 points of damage from Dragon fire. Subsequently, the referee rolls 01 on the percentile dice (any roll up to 34 would have indicated success) indicating that had the attackers survived, they would have subdued the Red Dragon that turn.
As I noted before about breath weapon damage, this very old 11 Hit Die Dragon does 66 points of damage with its breath weapon. You do not roll damage, they always do maximum damage with their breath weapon if you miss your saving throw.
Not more than eight man-sized creatures can attempt to subdue any one Dragon.
This just identifies how many people can crowd in around a Dragon. My Dragons are larger and the number increases to twelve man-sized creatures.
Value of Subdued Dragons: Subdued Dragons can be sold on the open market (going out of existence in the game) for from 500 to 1,000 Gold Pieces per hit point it can take. Thus, the Red Dragon in the above example would be worth from 33,000 to 66,000 Gold Pieces. Offers are determined by the referee merely by rolling a six-sided die to see if the offer will be 500 (die 1), 600 (die 2), etc. Gold Pieces. Of course the character or characters who subdued the Dragon could keep it in their own service or sell it to other players for whatever they could get.
First, since I only allowed the younger and lower hit point Dragons to be subdued, I increased the value to 1000 to 2000 GP per hit point as standard sale value, but if you could get several bidders in an open auction, the value could be much higher, especially if several Magic-Users are involved.

Second, what is the "(going out of existence in the game)" all about? We assumed that it was a tidbit from the home game of Gygax, due to (we guessed) players deciding to go out and hunt dragons and sell them. So he was taking the open market selling of dragons away from them.  In all the 40+ years since, I have never heard this remarked upon by anyone talking about the Greyhawk campaign and I had really forgotten about it until I was going through it writing this.
Length of Subdual: A subdued Dragon will remain in that state until such time as an opportunity presents itself to escape or kill its master, but as long as the master is in a commanding position it will not attempt either course.
Parental Dragons finding Very Young, Young or Sub-Adult Dragons or a Dragon finding its mate missing, will attempt to track and locate the missing. Dragons have been known to wreak havoc in such cases. (This is something I have kept from the beginning all the way to the present day.)
Two or More Dragons: If two Dragons are encountered they will be a mated pair of at least the 4th age category. If three or four Dragons are encountered they will constitute a family group of a male, female and one or two young. The adults will be of the 4th or greater age category, the young of the 1st. If the young are attacked both parents will automatically use their breath weapons. If the female is attacked the male will attack at double value unless he is simultaneously attacked, and vice versa.
I superseded this with what I wrote higher up the page.
Dragon Treasure: Very Young and Young Dragons are unlikely to have acquired treasure. Sub-Adult Dragons will have about half the indicated treasure for Dragons. Very Old Dragons can have as much as twice the indicated amount.
I changed this to Old Dragons will have as much as twice the indicated amount. Very Old Dragons can have as much as quadruple the indicated amount.

Tomorrow I will post a few of the other things that I did with Dragons back in the fall of 1975 through the spring of 1976.