Showing posts with label AD&D. Show all posts
Showing posts with label AD&D. Show all posts

Thursday, September 3, 2026

Play Report (AD&D 2e): In Search of the Unknown (Session 19)

We played the nineteenth session of our Dungeon Module B1: In Search of Unknown AD&D 2e game last night. You can read past play reports here.

The roster for this session was as follows:

  • Llombaerth, CG elf thief 4 (Adam)
  • Mirkle, N human fighter 2 (Maya)
  • Zommernar, CN elf fighter 2 (Nael)
  • Egbert, human necromancer 1 (NPC)
  • Wilros Wackledeckle, gnome (NPC)
  • Indur, gnoll (NPC)
  • Zhukk, orc (NPC)
  • Four friendly zombie adventurers (NPCs)
  • Bilodeau, man-at-arms (NPC)
  • Graves, man-at-arms (NPC)
  • Brazile, halfling porter, and his dog, Ripper (NPC)
  • Ejiofer, human porter (NPC)
  • Lendeborg, human porter (NPC)
  • Steinbach, human porter (NPC)
  • Walgretor, half-elf porter (NPC)

Last we played, the party sent their zombie minions after Ghudgak's orcs, slaying two and capturing the last of them, Zhukk. They also rescued a gnome prisoner named Wilros Wackledeckle. The orcs' lair contained a stone which bestowed magical properties upon those who ate pieces of it. The party experimented with it, gaining some permanent ability score increases and a 500 g.p. gemstone, which they let Egbert keep. The stone also healed one of their zombies, turned another invisible, and caused a third's short sword to begin glowing - perhaps it had become magical?

From Zhukk, they learned of "Dead Eaters" lairing in a cave just off the orcs' lair. From Wilros, they learned of a hole in the ceiling of a nearby cavern which led to the upper level. Wilros showed them where the cave was. The party gathered itself together and decided to return to the secret entrance to regroup with their hirelings, then plan an attack against Mangug's orcs on the upper level.

As they returned to the secret entrance, they were confronted by a group of five barbarian warriors who accused the party of stealing their people's relics and demanded they surrender their stolen goods. The barbarians had already subdued the party's hirelings outside, who had apparently surrendered without a fight.

We picked up there. The players continued to talk through their options, but eventually resigned themselves to fighting. They told Egbert to read what he had written on his scroll. The barbarians drew their bows and pointed them at Egbert, threatening to fill him with arrows if he began reading. The player characters all stood in front of Egbert and told him to read.

Egbert read. Both sides prepared to loose missiles at one another, but Egbert's spell went off before anyone else could act. He cast sleep at the barbarians, but rolled low (just 2 on 2d4!), putting two of the barbarian warriors to sleep. The remaining barbarians sent their arrows flying, but all either missed or were deflected by armor. Llombaerth threw flaming oil at the enemies, scoring a critical hit on one of the warriors and splashing the remaining two. The warrior struck with the flaming oil was set alight and died screaming. Indur put an arrow through the other warrior's face for max damage, killing them instantly. 

At the top of the following round, the leader failed her morale check by 10, meaning she would surrender. She cried out towards her dead allies, threw down her weapons, and subjected herself to the party's mercy.

The party bound the leader and the two sleeping warriors. They made an offer to release the barbarians if they pledged to help the party slay Mangug's orcs and retrieve their treasure. The leader spit on the ground and said that her people would never be slaves to plundering adventurers who had killed her warriors.

The players discussed and decided to gift the leader with the barbarian chieftain's sword they had found in the museum. The leader was stunned - this was the sword of her people's greatest chieftain. Had the party possessed this all along? If they were willing to part with it now, why not earlier? She had only wanted the return of her people's relics. This bloodshed could have been avoided entirely. 

The party reminded her that the barbarians had taken their hirelings hostage, threatened them, and demanded they surrender their treasure. The party admitted that they had mistakenly assumed that the barbarians wanted all of their treasure. They mentioned that they had found the chieftain's bones, and were happy to return these.

The leader looked regretful. She glanced back towards the two dead barbarians and lamented that she had taken such an aggressive approach. She said that if the chieftain's bones were returned, her people would help the party. She introduced herself as Girthil. The party agreed to let the barbarians keep any of their relics that they found, as well as any loose coinage on the orcs once they were defeated.

The party freed Girthil and her warriors. Girthil went out onto the ledge outside the secret entrance and called to her warriors down below, telling them to free the captives. The party's mercenaries were irate at having been captured, and expected the party to slay the enemies. There was considerable tension between the barbarians and the party's hirelings. 

The party decided to leave their hirelings and four of the remaining eight regular barbarians to guard the camp. They also left Zhukk in camp, as he did not want to fight other orcs. Wilros Wackledeckle also elected to remain in camp. The party escorted Girthil to retrieve her chieftain's bones and secured those in camp as well.

The rest of the company (Llombaerth, Mirkle, Zommernar, Egbert, Indur, the four zombies, Girthil, and her four remaining warriors) headed upstairs to ambush Mangug's orcs. 

Planning the attack took a while. The players had to get on the same page about their mental map of the dungeon. The whole party would emerge from the throne room area (previously used by Drak's orcs) and turn left. Llombaerth, Indur, and two barbarians would take the first passage on the right, which they knew looped around and entered Mangug's/the goblins' territory from the rear. The rest of the party would head straight towards the intersection with the one way secret door. Zommernar and Egbert would take the zombies right to rush the orcs, while Mirkle, Girthil, and the two remaining barbarians went through the secret door to join the fray by way of the main entrance corridor.

Here's the map the players came up with:

They put their plain into action, emerging from the throne room into the hallway. Immediately, they heard orcish voices calling to them from the end of the hall, near the intersection with the secret door. The party couldn't see them yet, but the orcs could see their light source. 

The party moved closer and found two orcs guarding the intersection. The orcs were surprised to see that the party had found another way in, but assumed that they had come to treat with Mangug, as discussed earlier. The party sent their zombies forward in a charge and followed close behind them. Llombaerth, Indur, and two barbarians took the first right as planned and rushed to flank.

The orcs cried out in alarm when they saw the zombies. The zombies and orcs engaged in melee as Mirkle, Girthil, and another barbarian brought up the rear, firing projectiles and stabbing through the first rank with their spears. The party failed to score any hits in the first round, while one of the orcs stabbed the thief zombie with a spear. A third orc joined the melee, crashing into the thief zombie with its flail, which "killed" the zombie.

The following round, a barbarian stabbed one of the orcs, but managed only a minor wound. Mangug himself came to join the melee, and four orcs attacked with their flails. Two managed to hit the wizard zombie, which brought that zombie down as well. With a few zombies eliminated, Zommernar could wade into melee with his long sword.

Meanwhile, the second group had circled around into the heart of orc territory, and found two more orcs moving perpendicular to them to reinforce the ongoing melee. They had caught the orcs on their flank, and had just enough movement left to charge in, so they did. The orcs were unprepared, and could not set to receive a charge with their spears or counterattack in any way. Indur managed to kill an orc in the charge.

The following round, Zommernar tried to get the zombies to push the orcs back up the corridor to clear the way to the secret door, but the orcs held their ground. Zommernar struck and killed the wounded orc with his sword. Mirkle scored a hit with her spear, but didn't kill any orcs. 

In the other melee, Llombaerth circled around the remaining orc and struck it with his glowing short sword, killing it. The blade was light and sharp, cutting quickly and true. As the orc fell, it landed a retaliatory blow against Llombaerth with its flail, dealing 5 damage. With the last of the two orcs dead, the party continued down the hall to join the other melee, emerging at the orcs' rear.

The remaining four orcs finally saw the writing on the wall, and their morale broke. They failed the check by 3, so they made a fighting retreat. They backed towards the secret door, making attacks as they went. Llombaerth attempted to hit the whole group with flaming oil, but rolled a critical failure. The oil flew over the orcs' heads and shattered just beyond them, hitting the whole group for splash damage.

The orcs managed to land a blow on the party's burly fighter zombie for 5 damage, and another hit Zommernar for 7 damage, but then the party laid into them. Zommernar slew Mangug, and Mirkle, Indur, and four of the five barbarians landed hits on the remaining orcs. The combined damage was enough to thoroughly slay the orcs, and combat was over.

We wrapped the session there. The highlight of this session was definitely the planning phase, where the players had to use their accumulated knowledge of Quasqueton's halls to coordinate their battle strategy. It took a long time for them to get on the same page about the dungeon's layout, but it really clicked when they decided to collaborate on a map and label their hallways. It struck me as very different than the last time the party had fought orcs here, where they had been the defenders and the orcs had craftily counter flanked and ambushed their flanking party and generally foiled their carefully laid plans. It feels more and more like the players have mastered this space.

The combat definitely became unwieldy with so many moving pieces, and I struggled to reconstruct it after the fact for this report, but I think I did a reasonably fine job. At a certain point I just said to hell with initiative and declared that everyone was attacking everyone else at the same time, which was not a bad solution, but definitely eliminated some element of tactical nuance. 

I'm tempted to go through the PHB and sort the different weapons into an ordered list based on Speed Factor so that I have a sort of phased initiative to fall back on in big skirmishes like this. For example, if I went by the weapon types used in this combat, the order would be: flaming oil (Llombaerth) > short swords (Llombaerth) > long swords (Zommernar) > spears (Mirkle, barbarians, and orcs) > short bows (Mirkle and barbarians), flails (orcs), and morning stars (Indur) > long bows (Indur and orcs). That seems like it would simplify big skirmishes while still allowing for some element of strategy. Something worth testing out in the future!

Thursday, August 27, 2026

Play Report (AD&D 2e): In Search of the Unknown (Session 18)

We played the eighteenth session of our Dungeon Module B1: In Search of Unknown AD&D 2e game last night. You can read past play reports here.

The roster for this session was as follows:

  • Llombaerth, CG elf thief 4 (Adam)
  • Mirkle, N human fighter 2 (Maya)
  • Egbert, human necromancer 1 (NPC)
  • Indur, gnoll (NPC)
  • Four friendly zombie adventurers (NPCs)
  • Bilodeau, man-at-arms (NPC)
  • Graves, man-at-arms (NPC)
  • Brazile, halfling porter, and his dog, Ripper (NPC)
  • Ejiofer, human porter (NPC)
  • Lendeborg, human porter (NPC)
  • Steinbach, human porter (NPC)
  • Walgretor, half-elf porter (NPC)

Last time we played, the party looted some gnoll corpses and headed back to the dungeon's secret entrance to rest. Some wild dogs bothered them right around dawn, but Llombaerth threw them some food, and they went on their way. They constructed a crude shelter to protect their camp from outside threats, and Egbert determined that the scroll they had found was a 9th level sleep scroll.

The party went back into the dungeon with Egbert, Indur, Lendeborg, and Walgretor. They returned to the cave with the pool, hoping to open the trap door in the ceiling, but couldn't get it to budge. They found more bluish ore in a nearby cave, collected a sample, and considered the possibility of mining it in the future. 

They followed a long, curving tunnel and found a secret door in the wall. Inside the secret cavern were more shriekers, which the party dispatched quickly, without attracting more monsters. Scattered about the cave were thousands of copper coins. They left these for now, but filled a sack with coins and gave it to Indur, with the promise of more if he served them well.

They continued along the tunnel and found a worked stone chamber filled with mining equipment and stairs leading up. In an adjoining room, they found a sort of museum with painted frescoes depicting Rogahn and Zelligar, a framed letter from the hamlet of Timbershore thanking Rogahn and Zelligar for their aid in the war against the barbarians, a manacled barbarian chieftain's skeleton, and the chieftain's sword, which they took.

They ascended the stairs and found that they led back to the throne room on the upper level which had been used by Drak Stonespeaker. Rather than confront Mangug's orcs now, they went back downstairs to finish exploring the lower level.

Continuing down the curving tunnel from the room with the stairs, they found four zombie adventurers trapped in a thick web. They took the zombie wizard's spellbook and, determining that the zombies had no "master" and were docile and pliable, decided to free them. They ushered the zombies before them as they continued down the tunnel. Suddenly, they heard orcish voices to their left, raising a cry. They sent their zombies shambling down the tunnel after them.

We picked up there. The party sent the zombies in front of them as meat shields. The tunnel was narrow and wound to the right and then to the left. The party did not have line of sight on the orcs. They heard the orcs talking to one another, and heard another, more diminutive male voice protesting in the Common tongue as the orcs jostled him.

By the time the party caught sight of the orcs, they were just 20' away. The orcs had a gnome they had taken prisoner and shoved out in front of them as a shield. The orcs were ready with their bows, and fired arrows at the zombie vanguard as they approached. Three arrows struck the zombie in the center, who appeared to have been a burly fighter in life. The zombie hardly noticed the wounds. 

All three of the zombies became distracted by the gnome and began to fall upon him. The party ordered the zombies to attack the orcs, not the gnome, but this only seemed to confuse them. They froze in place, wasting a round. The party told the gnome to run past the zombies and join them. The gnome, looking to the orcs and then the zombies, saw an opening and darted past the slack jawed zombies and took shelter behind the party. Llombaerth gave him a dagger.

The party rallied the zombies to press the attack against the orcs. Mirkle followed them, hoping to stab through the front rank with her spetum. The rest of the party readied to fire a volley of projectiles past the zombies. The orcs drew their spears and shields and braced for the zombies' charge. 

One orc managed to hit the zombie thief, but only for minimum damage. One of Llombaerth's arrows was just narrowly deflected by an orc's shield. The gnome threw Llombaerth's dagger at on of the orcs and scored a hit, though the orc still stood. The thief zombie scored a staggering blow against the orc which had stabbed her. The burly fighter clobbered the orc in the center, bringing it to the ground. The zombies stopped what they were doing to feed on the fallen orc.

With the zombies distracted, the remaining two orcs looked to retreat. Llombaerth threw a flask of flaming oil over their heads, which shattered and exploded behind them, cutting off their retreat and inflicting splash damage. The rest of the party pressed the attack. Indur hit one of the orcs with an arrow, and Egbert managed to bring it down with a well-placed dart.

The party offered surrender to the remaining orc, and promised it good conduct. The orc glanced at its allies being devoured by zombies and opted to throw its shield and spear on the fire. The party navigated around the feeding zombies and secured the remaining orc with rope. 

They learned that the orc's name was Zhukk. They asked Zhukk if he was affiliated with Ghudgak. Zhukk nodded to the mangled orc corpse on the ground, surrounding by feasting zombies, and sadly said "Ghudgak". The party asked how many of Ghudgak's orcs were left, to which Zhukk said he was the last. Shal, Shang, and Zorel had died in the pit trap, the party had just killed Ghudgak and Zhuk (not to be confused with Zhukk), and Bhadgak had been smote by the Stone.

The Stone? Zhukk gestured to the cavern to the party's left. There, they saw a large, glowing chunk of rock towering over the cavern. Zhukk explained that the orcs ate the flesh of the Stone. It granted boons to the worthy, banes to the unworthy, and occasionally struck down true heretics, like Bhadgak. Bhadgak had eaten the flesh of the Stone, began choking, turned purple, and died. The orcs had given him over to the Dead Eaters as a peace offering.

Dead Eaters? Zhukk gestured to the tunnel to the party's right. There was a fork in the tunnel, with one branch to the left and another which went straight ahead and turned right. The Dead Eaters lived down the latter tunnel. Ghudgak had arranged with them the exchange of corpses to allow the orcs to live unmolested.

The party questioned the gnome next. They learned that his name was Wilros Wackledeckle. He and his wife, Breela Billowbadge, had come to Quasqueton in search of treasure so that they could afford to buy a home and start a family in Timbershore. They had negotiated their way past the goblins on the upper level and eventually found an old forge. They had climbed down a hole in the floor of an adjoining room to reach the lower level, at which time they were captured by Ghudgak's orcs. The orcs had forced the gnomes to consume the Stone's flesh. Wilros had survived, but Breela had been struck dead and given over to the Dead Eaters.

The party decided to try their luck with the Stone. Mirkle tried it first, breaking off a chunk of rock and inserting it into her mouth. She gained a permanent +1 to her Wisdom score. Llombaerth went next, gaining a permanent +1 to his Intelligence score. They invited Egbert to partake as well. To their surprise, the chunk of rock turned into a gemstone in Egbert's mouth. Llombaerth took advantage of his improved Intelligence score and identified the gem as a 500 g.p. topaz. They allowed Egbert to keep it, since he had risked his life for it.

Llombaerth had the idea to conceal a bit of rock inside some orc flesh, and fed a bit to each zombie. The zombies mindlessly chomped down on the rocks, shattering their teeth, but it had an effect. The zombie thief's shortsword began to glow in its scabbard. Llombaerth took it (the zombie didn't seem to mind) and examined it. It felt lighter, its edge sharper. Llombaerth held onto it.

The wizard zombie's mortification was ever so slightly reversed. She was still an undead thing, but looked like she had been dead for less time. The burly fighter's body pushed out the arrows protruding from its torso, and the party watched as its wounds knitted together. The less burly fighter disappeared entirely, though the party could still poke her and could see bits of orc gore being torn from the carcass and fed into an invisible maw.

Indur and Zhukk had an argument, which the party had to break up. The gnolls had been enemies of Ghudgak's orcs, and Indur wanted the party to kill Zhukk. The party explained that they had promised Zhukk good conduct, and could not kill him unless he crossed them. They promised Indur that if it came to that, Indur would be allowed to kill Zhukk himself. 

The party asked Zhukk where Ghudgak kept his treasure. Zhukk reluctantly indicated the tunnel to the left (the one that didn't house the Dead Eaters). At the end of 20' tunnel, the party found an assortment of electrum and platinum, plus a black pearl worth another 500 g.p.

The party asked Wilros to show them how he had gotten down here. They backtracked about 70' down the tunnel leading to Ghudgak's lair and took a right, walked 20',  then took a left. 50' down the tunnel they saw the pit trap from earlier. About halfway down the tunnel was a small cavern on the left. There they found a rope hanging from a hole in the ceiling 40' above.

The party took some time to deliberate. Should they continue exploring the lower level? There was a tunnel just outside of this one that they hadn't explored. There were also the Dead Eaters, who the party decided not to confront. Should they go back upstairs to confront Mangug's orcs? If they were going to do that, they would want to get their mercenaries from outside. They decided to exit the dungeon and reconvene with their hirelings.

Realizing that they had left the zombies back in Ghudgak's lair eating orc corpses, they went back to retrieve them. They offered Zhukk an ultimatum: they could either leave him hogtied and defenseless somewhere in the dungeon for some monster to come upon, or, they could untie him, give him a weapon, and pay him 20 g.p. to fight beside them against Mangug's orcs. Zhukk did not want to fight other orcs (Mangug's orcs were unfamiliar to him, and he had no quarrel with them), but it seemed he had no choice. He agreed. The party brought him with them, but didn't untie him just yet.

So the party took Egbert, Indur, Wilros, Zhukk, their two hirelings, and their four zombies all the way back to the cavern with the secret entrance. As they crossed the long cavern and turned towards the secret door, they were confronted by five warriors dressed in hides and wielding spears and shields.

The warriors were led by a woman, who did not identify herself. She said that they were the people of the Black Crag, who lived in this region before the evildoers Rogahn and Zelligar drove them out and stole their relics. They had learned of plunderers selling their goods in Timbershore and had come to investigate. The party's mercenaries had surrendered without a fight, and all of their hirelings outside were now prisoners.

The party explained that they were retrieving the artifacts stolen by Rogahn and Zelligar, and offered to join the people of the Black Crag in recovering their lost relics. They explained that there were orcs on the upper level which they were trying to root out. The warriors looked at the party with Indur, Zhukk, and their zombie allies, and accused them of fraternizing with monsters and practicing black magic.

The party didn't see much of a way out of this, and with the numbers of their side, decided to fight. We wrapped there.

This was a bit of a slow one. The skirmish with the orcs took some time because there were so many pieces involved, even though it lasted just a few rounds. The party had two new NPCs to question, and spent a good deal of time experimenting with the magic stone - which was fun! A good mix of combat and social interaction with a bit of exploration mixed in. It looks like the party has another fight on their hands next session, so we'll see how that goes.

The party continues to accrue NPC followers, it seems. It's unwieldy, but fun. I love when the party starts to roll through the dungeon squad deep. I'm looking forward to seeing how things shake out next time.

Thursday, August 20, 2026

Play Report (AD&D 2e): In Search of the Unknown (Session 17)

We played the seventeenth session of our Dungeon Module B1: In Search of Unknown AD&D 2e game last night. You can read past play reports here.

The roster for this session was as follows:

  • Llombaerth, CG elf thief 4 (Adam)
  • Mirkle, N human fighter 2 (Maya)
  • Rory the Small, LN human fighter 1 (David)
  • Egbert, human necromancer 1 (NPC)
  • Indur, gnoll (NPC)
  • Bilodeau, man-at-arms (NPC)
  • Graves, man-at-arms (NPC)
  • Brazile, halfling porter, and his dog, Ripper (NPC)
  • Ejiofer, human porter (NPC)
  • Lendeborg, human porter (NPC)
  • Steinbach, human porter (NPC)
  • Walgretor, half-elf porter (NPC)

Last we played, the party prepared themselves to encounter some orcs, planning to lure them onto the pit trap in the floor of the tunnel they currently occupied. Instead, the orcs stopped short, and their leader Ghudgak, attempted to negotiate with the party. The party learned that Ghudgak's orcs worshiped the Stone Below, and had been enemies of Drak Stonespeaker's orcs (now deceased) who worshiped the Stone that Speaks. 

Zommernar challenged Ghudgak to single combat and easily prevailed, but Ghudgak had set a trap. He retreated back behind the ranks of his followers as more orcs charged the party from another tunnel. These orcs did not stop short of the pit trap, and Egbert cast a reduce spell on the pit's iron grate covering to drop all three orcs into the pit. Llombaerth threw a flask of alchemist's fire down into the pit to finish off the single orc that had survived the fall. Ghudgak and his remaining two orcs retreated back from whence they came.

The party let them flee and went down the other tunnel. They eventually came upon a huge cavern filled with bat guano, with no bats to be seen. As Llombaerth, Rory, and Egbert shoveled guano into a sack, Mirkle and Zommernar explored a catacomb of natural stone pillars. There, they encountered a pair of man-sized mushrooms, which began shrieking loudly when light was shone upon them. Mirkle and Zommernar butchered the mushrooms, and the party extinguished their light sources and hid in the darkness to see if anything would come to investigate the noise.

Llombaerth spotted a gnoll which entered the cavern, looked around for a bit, then left the way it had come. They explored a raised cavern at the other end of the cavern of the bats and found that one of its walls was streaked with veins of blue ore. With nothing else to investigate, they went back the way they had come.

As they returned to an earlier cavern, they found themselves surrounded by four gnolls. The gnolls were enemies of Ghudgak's orcs, so the party managed to convince them that they were friends. The gnolls' leader, Endur, mentioned that they worshiped a Freezing Pool. Thinking it might be magical, the party asked the gnolls to show them the pool.

The gnolls obliged, and escorted the party to a cavern with an 8' deep pool of freezing water. Two dead adventurers and a mysterious vial laid at the bottom of the pool. There appeared to be a trap door in the ceiling above the pool. Endur explained that he had been trying to prove himself worthy of the pool by diving to the bottom and retrieving the vial, but had failed because of his thick, heavy fur.

Rory decided to attempt the pool's trial himself, and succeeded after three tries. He claimed that the pool had chosen him as its high priest, which angered Endur. The party managed to goad the gnoll into shaving his body and attempting the trial again himself, with Rory tossing the vial back into the depths.

As Endur dove underwater, Rory and Zommernar shoved two of the remaining gnolls into the water, while Llombaerth slew the third with a backstab. When Endur surfaced with the vial in hand, Llombaerth filled him with arrows. The party allowed one of the gnolls in the pool to drown, then fished out the last surviving gnoll, Indur. Rory convinced Indur that it was the pool's will that his friends be sacrificed, and that Indur alone should survive them to rebuild his tribe. He convinced Indur to join them in destroying the remaining Stone worshiping orcs.

We picked up there. The party fished out one of the dead gnolls and searched the bodies, finding only meagre coinage. They had been at it for almost a full day at this point, so they returned to their hirelings, who were camped at the base of the cliff beneath the secret entrance, and joined them to rest. They were pretty deep in the caves at this point, but because they travel five times as fast along mapped routes, they were able to exit the dungeon in just one turn. 

The whole camp was awakened at around 6:30 am by the sound of dogs barking loudly. Four wild dogs had approached the camp, Ripper had started barking at them, and they had started barking back. The dogs weren't menacing the camp themselves, but there was a chance that their barking would attract something else. Llombaerth tossed the dogs some his vinegared fish. They fought over the scraps for a moment, but were eventually convinced to quiet down and be on their way.

The party returned to their bedrolls for another 30 minutes, then rose to start their day. The weather remained fair for the season. The party spent a four-hour wilderness turn setting up a bivouac to guard their camp against predators, since the bulk of their hirelings would remain outside. During this time, Egbert used read magic to open the scroll tube they had found on the body of the dead wizard outside the dungeon's secret entrance. He was able to determine that the scroll contained a sleep spell.

Since Egbert is a necromancer, he cannot learn spells from the enchantment school of magic, so he could not copy this into his spellbook. However, I decided that he could still cast it from the scroll. Since the power of a spell cast from a scroll is determined by the level of the spellcaster who scribed it, and because wizards must be at least 9th level to scribe scrolls in 2e, this was a 9th level sleep spell! 

Ordinarily this is actually an interesting tradeoff - do you scribe the spell into your spellbook so that you know it and can prepare it as much as you like, or do you save it as a one-use exceptionally powerful casting of the spell? In this case Egbert can't learn the spell anyway, so the party simply pocketed it.

The player characters, Egbert, Indur, and two of their porters, Lendeborg and Walgretor, returned to the dungeon by way of the secret entrance.

They returned to the pool room, hoping to find a way to open the trap door in the ceiling. Llombaerth climbed up the rough, slippery walls beneath the door and fastened a rope. He looked for a mechanism to open the door from this side, but couldn't find one. He took his crowbar to the door to try to force it, spending nearly an hour doing so, but failed to get it to budge. 

(There's nothing in the module about opening the door from this side, but I wanted to give the players a chance to try it. I allowed a Find/Remove Traps roll to identify a latch or mechanism and how to operate it, which Llombaerth failed to do. I suggested that they could try to pry the door open with something like a crowbar, which would be an Open Doors check with a +4 bonus. Llombaerth needed an 11 or lower to succeed, but rolled a 14. He could keep trying, but each attempt would take time and would have a cumulative -1 penalty. He tried four more times, rolling an 18 and three 16s in a row. If only this were a situation in which he wanted to roll high!)

Defeated, the party decided to keep exploring. Exiting the cavern with the pool, they found a door on their left. They opened it and found a small, empty cavern with more streaks of blue ore in the far wall. Mirkle touched it and found that it crumbled easily at her touch and stained her hands blue. With no way to identify it, she collected a bit of the ore in a vial with the hope that someone back in Timbershore might tell them what it was. If it was valuable, they might be able to mine it.

The party deliberated as to where they should go next. From the room with the ore, there was a tunnel immediately to the left, and another tunnel to the left in the next cavern over, which was straight ahead. They asked Indur if he knew what lie in each direction. 

Indur told them that the tunnel immediately to the left curved right and went a great distance before coming to a worked stone chamber with lots of mining equipment and stairs to the world above. Ghudgak's orcs were sometimes there, and it was a sort of disputed land between them and the gnolls. The second tunnel led to a cave of phosphorescent fungi. To the right of it were more narrow, winding tunnels which also led to the orcs' lair and were similarly disputed. The party decided to explore the closer of the two tunnels to investigate the room with the mining equipment.

The party followed the tunnel as it curved to the right for about 15 to 20 minutes. They found several copper coins spilled across the floor. Finding this odd, they searched for secret doors and found one. A section of the tunnel wall shifted out of the way. As the party's light shone inside the cavern beyond, four more man-sized mushrooms began shrieking. Mirkle and Indur each managed to dispatch one of the mushrooms in the first round. Mirkle killed another in the second round, and Rory killed the last one.

(Shriekers have a 50% chance of attracting wandering monsters each combat round they continue shrieking - compared to a 1-in-6 chance every three dungeon turns when exploring normally. This resulted in one of the gnolls coming to investigate in our last session - and the remainder of the gnolls then getting the jump on the party when they retraced their steps. This time, I rolled gnolls again, but since the party had already dealt with the gnolls, no encounter occurred.)

With the shriekers dead, the party searched the cavern and found that the floor was littered with loose coins - thousands of them! Too many to quickly be counted. Unfortunately, it looked to be mostly copper. They filled a sack with 300 such coins and gave it to Indur, promising that he could have the rest if he served them well. This pleased Indur well enough.

They followed the tunnel for another 10 minutes or so and found the worked stone chamber with the mining equipment and stairs leading up. There was also a door to the right and another tunnel exiting to the left, on the same wall from which they had entered. The room contained rock rubble, carts, jacks, timbers, and pickaxes, but nothing especially of value. The party figured this could be useful if they decided to mine the blue ore.

They explored beyond the door to the right. A 10' wide corridor beyond it went straight for 50' and turned left, opening into a small chamber. The walls to the left, right, and straight ahead were adorned with faded, painted frescoes. Hanging next to the frescoes was a framed piece of parchment, a curved sword, and a skeleton hanging from the ceiling by manacles with an engraved plaque beside it.

The fresco to the left depicted a young boy raising a sword, a young man slaying a wild boar, a warrior carrying off a dead barbarian, and a hero in the midst of a large battle hacking barbarian foes to pieces. The fresco to the right depicted a boy gazing upward at a starry night sky, a young man diligently studying a great tome, an earnest magician changing water to wine before a delighted audience, and a powerful wizard casting a death fog over an enemy army from a hilltop. The fresco straight ahead depicted the two great men together, shaking hands as young men, winning a great battle against barbarians in a hill pass, and gazing upward together from the wilderness to a craggy rock outcropping. The fourth space of this fresco was blank. There were no hidden switches, buttons, or doodads in any of the frescoes.

The parchment was addressed to Rogahn and Zelligar, and appeared to be a letter of thanks for the two men's help in a war against barbarian invaders. It was signed by the elder of the hamlet known as Timbershore, and was dated some decades ago.

The plaque beside the skeleton identified it as that of a barbarian chieftain. The sword had runes etched into the blade. Egbert examined these and identified the sword as belonging to the barbarian chief. He could not determine whether it was magical, so the party held onto it for now.

They decided to explore up the stairs. They led up to an empty room. Beyond the door, a 40' hallway to their right led to a familiar sight - Drak Stonespeaker's throne room! The party deliberated for some time here. Should they ambush Mangug's orcs from here? Perhaps they could lure them into a trap and hit all of them with the sleep spell? Should they return to the secret bedchamber where they had stashed most of their bulky treasure and start moving it out through the secret entrance on the lower level?

They decided to return to the lower level, finish exploring, and deal with the remaining orcs there. Then they could deal with Mangug's orcs, and it would be easier to haul out their treasure through the dungeon's main entrance after that.

Before they left, they noticed that the door to the chamber with the Stone had been spiked shut from outside, but they decided not to investigate it.

Back on the lower level, the party headed down the tunnel (now on their right) which exited the room with all the mining equipment. 30' down the tunnel, they found an empty cavern on their left. The tunnel continued, turning sharply to the right. They followed it for another 90'. It turned sharply to the right again. 30' ahead of them, it turned sharply to the left, but straight ahead they found another tunnel opening which had been completely covered in thick webbing. They found four rotting humanoid corpses tangled in the webs.

As they approached to investigate, one of the corpses moaned and began to stir. The remaining corpses followed suit. Three appeared to be human - two dressed as a fighter and one as a wizard. The fourth appeared to be an elf, outfitted like a thief. 

The party wanted to set fire to the webbing and the zombies, but Egbert convinced them not to. The party had not yet discovered any "master" that would have animated these corpses, and being a necromancer, Egbert had a macabre interest in determining how that might be. Besides, the one dressed as a wizard surely had a spellbook, and Egbert didn't wish to see it burned.

Mirkle decided to try fishing the wizard zombie out using her grappling hook. It too got tangled in the webs, but the zombie grabbed onto it like a baby clutching at a set of jangling keys. Mirkle dragged the zombie out. It didn't attack, but simply stood there, motionless, moaning. The party could swear they saw it smiling faintly at Egbert. Mirkle knocked it to the ground and bound and gagged it with her rope.

Egbert searched the restrained zombie and found both its spellbook and a wooden box containing 35 gold pieces, which he handed to Mirkle. Egbert explained that, contrary to popular belief, simple undead such as this are not inherently evil, but exist solely to carry out the whims of their masters. In the absence of a master, they become more malleable, albeit less predictable. He demonstrated by commanding the zombie to "speak", to which it responded with a moan. They untied the zombie and experimented with having it "sit", "stay", and "come". 

Once they were satisfied, they freed the remaining zombies, all of which seemed docile and nonthreatening. They searched the zombies' persons and found some more coinage and a couple of gemstones. They decided to employ the zombies against Ghudgak's orcs. They ushered the zombies down the tunnel ahead of them, following at a distance of 30' as the zombies shambled along.

Because of the zombie's disorganized, shambling gait, it took 30 minutes to herd them some 180' as the tunnel turned left, right, and right again. The tunnel began to curve right again and came to a fork which led both straight and hard to the right. From the rightmost tunnel, they heard orcish voices sounding an alarm at the sight of the party's torchlight, and the party ordered the zombies to follow the sound of orcs.

We wrapped there. Pretty much a pure exploration session with a little bit of social interaction. It really feels like the players have mastered this dungeon now that they found the secret entrance into the lower level and a way back to the upper level. They've explored almost all of the lower level and a very big chunk of the upper level as well. It feels like the days of exploring Quasqueton are numbered, but we will see! It's great to see them finding new ways to reach previously explored areas and figuring out how to use those paths to their advantage.

I'll admit to being really happy that they didn't burn the zombies. When I was stocking the dungeon, I rolled zombies in the webbed cave and got an "enthusiastically friendly" result. What does that mean? Well, maybe these zombies used to be adventurers, and they have some sort of instinctual memory of adventuring and view other adventurers as allies. At times I felt like I was using Egbert as a blunt instrument to get the players to give the zombies a chance, but really, Egbert the necromancer was just the perfect NPC to be present for this encounter.

The party now has an entire river boat crew, five porters, two mercenaries, a henchman, a gnoll ally, and four zombies servants. It's totally unwieldy, and I love it.

Thursday, August 13, 2026

Play Report (AD&D 2e): In Search of the Unknown (Session 16)

We played the sixteenth session of our Dungeon Module B1: In Search of Unknown AD&D 2e game last night. You can read past play reports here.

The roster for this session was as follows:

  • Llombaerth, CG elf thief 4 (Adam)
  • Mirkle, N human fighter 2 (Maya)
  • Rory the Small, LN human fighter 1 (David)
  • Zommernar, CN elf fighter 2 (Nael)
  • Egbert, human necromancer 1 (NPC)
  • Bilodeau, man-at-arms (NPC)
  • Graves, man-at-arms (NPC)
  • Brazile, halfling porter, and his dog, Ripper (NPC)
  • Ejiofer, human porter (NPC)
  • Lendeborg, human porter (NPC)
  • Steinbach, human porter (NPC)
  • Walgretor, half-elf porter (NPC)

Last time, the party made the journey downriver from Timbershore to Quasqueton, which passed uneventfully. Their barge moored at the edge of the lake east of the dungeon while they and their hirelings set off into the forest.

In the forest, they came upon a serene meadow dominated by a huge oak tree. An elfin face materialized from the tree's bark, identifying itself as the Great Oak. The Great Oak claimed dominion over all the forest, and expected a tithe of treasure for passing through its lands. The party eventually realized that the face on the tree was an illusion, and that the voice of the "Great Oak" was coming from a burrow beneath the tree's roots. When confronted, whoever was inside the tree called their dogs to drive the party off. The party threw flaming oil into the burrow and found a rock large enough to seal the entrance, then moved on.

Returning to Quasqueton, they found the path to the entrance littered with recently constructed cairns containing the bodies of dead orcs. Inside the dungeon, they learned that a band of orcs led by one named Mangug had taken over the entrance hall, taking the goblins formerly of Grilk's gang as prisoners. Mangug knew that the party had slain Drak's orcs, and while the two groups were not related, orcish custom demanded a blood debt of the party in return. If the party wished to enter the dungeon, they must treat with Mangug's orcs.

The party decided to circle around to the rear of the crag and search for secret entrances. Llombaerth scaled the cliff and found the old corpse of a wizard on a ledge about 40' up. On the corpse he found a scroll case, which he gave to his henchman Egbert, though they would have to wait to open it due to the arcane sigils which sealed it. 

On the same ledge, Llombaerth found a secret door which opened onto a large cavern. The party left most of their hirelings in the forest below to guard their mules, which could not easily access the secret entrance, while they and Egbert went inside.

There they found a statue of a wizard pointing conspicuously to a rocky outcropping, though a search of the statue and the outcropping found nothing unusual. They proceeded down a tunnel when Egbert noticed that they were standing atop a pit trap which had failed to open. Since the pit trap was too wide to leap across, they tied themselves together before moving on. As they did so, they heard the plodding of boots approaching from a side tunnel which they hadn't yet explored.

We picked up from there. The party debated which side of the pit they wished to be on when they met whatever was approaching down the tunnel. They decided to backtrack over the pit to the side closest to the cavern of the statue, from whence they had come. Thankfully, the pit trap was not activated. It was unclear what exactly would cause it to activate. They planned to lure whatever was approaching onto the pit trap, then use Egbert's prepared reduce spell to shrink the grate covering the pit and drop their pursuers inside.

As they waited, they heard commands bellowed in orcish. Their pursuers suddenly halted, and a moment later they heard footsteps receding. Zommernar decided to taunt the orcs in an effort to goad them into drawing nearer. An orc at the end of the hall identified himself as Ghudgak, asking whether it was cowardice to avoid a foe's obvious trap. Was it cowardice to set a trap for the foe yourself?

The party stalled for time as they untied the rope which linked each of them together. As they did so, they learned that Ghudgak's orcs worshipped the Stone Below, and that they were enemies of Drak's orcs, who worshipped the Stone that Speaks. They were unfamiliar with Mangug's orcs.

Ghudgak's orcs had taken cover at the end of the tunnel to the right, while the party had taken cover beyond the pit trap. As they were at a stalemate, Zommernar challenged Ghudgak to single combat, which Ghudgak accepted. The two met in the middle of the corridor between them (Zommernar alone was strong enough to leap across the pit without stepping on it). The duel was a short affair. Ghudgak's first blow glanced off of Zommernar's armor, while Zommernar's sword sliced into Ghudgak's side. Ghudgak quickly yielded.

Zommernar demanded Ghudgak admit that his Stone was inferior. As the orc's behind him hooted and hollered angrily, Ghudgak begrudgingly admitted it, under his breath, so that the other orcs could not hear. 

Suddenly, the party heard more footsteps approaching from the third tunnel, to the left. Three more orcs were quickly closing from that direction. Ghudgak bellowed another command in orcish and twisted away from Zommernar, retreating behind his fellows, who had drawn their bows. 

Zommernar dashed back across the pit to take cover. Llombaerth prepared a flask of alchemist's fire, and Egbert began casting reduce. The three orcs approaching from the left did not notice the pit trap in their bloodlust. One had a chance to attack before Egbert's spell went off. It flailed at Zommernar wildly, but missed. Egbert sprinkled powdered iron atop the pit trap's grate, causing it to shrink ever so slightly. All three orcs fell 10' below.

Two of the orcs were killed by the fall, the third's fall cushioned by the others' bodies. Llombaerth dropped his alchemist's fire into the pit atop the third orc's head, setting it ablaze. The orc raged and wailed as it burned to death. The orc archers to the right loosed their arrows, but without a clear shot at the party, the projectiles clattered harmlessly off the tunnel's walls. Ghudgak gave another command, and the orcs retreated.

The party let the orcs flee. Llombaerth climbed down into the pit to loot the dead orcs' corpses. The party then secured a rope and piton to the wall bordering the pit trap and went around it. They planned to explore the tunnel to their left. 

Before Llombaerth went ahead, he moved to transfer the party's precious 5,000 g.p. oriental emerald to someone else for safekeeping, only to find that the emerald and the pouch in which it had been kept were both missing. The party searched the area for signs of a culprit, but found nothing. This was very troubling, but they could only theorize as to who the culprit could be. Whatever creature had been inhabiting the "Great Oak" was identified as a prime suspect. 

With nothing to be done about it now, Llombaerth scouted ahead in the darkness. The tunnel curved sharply to the right and shortly ended in a small cavern with another exit immediately to the left. Llombaerth followed that tunnel, which was long and curved slightly to the right. It emptied into a large cavern with two wide tunnels exiting, one immediately to the left and the other at the far end of the cavern on the right. A third, narrower tunnel exited about halfway down the opposite wall, slightly to the right.

The party rendezvoused in the cavern, and Llombaerth went on to explore the wide tunnel to the left. That tunnel curved slightly left before straightening out into a huge cavern which reeked of offal. Great quantities of fluffy, dusty guano littered the floor, though no bats were present in the cavern. In the bottom left corner of the cavern was a mazelike catacomb of natural rock pillars which stretched from floor to ceiling. In the bottom right corner was a set of rough stone stairs leading up.

Llombaerth brought the rest of the party to the cavern. He and Rory went about shoveling several pounds of guano into a sack, while Egbert helped them identify the choicest deposits. Mirkle and Zommernar went to explore the catacomb.

Winding through the maze of pillars, the two stumbled upon a pair of man-sized mushrooms, 4' to 7' tall. As the pair's torchlight fell upon the mushrooms, they began shrieking horribly, the sound echoing throughout the catacomb and into the cavern beyond. The rest of the party ran over to investigate while Mirkle and Zommernar stabbed and slashed at the mushrooms. 

The pair was able to slay both mushrooms in two rounds - plenty of time for some other monster to hear them and come along to investigate. While the bulk of the party hid in the catacomb, Llombaerth crept ahead in the shadows, watching the cavern's entrance. After a short while, he spotted a 7' tall doglike humanoid enter the cavern, wearing armor and clutching a pike. The gnoll scanned the cavern for a moment before going back from whence it came.

Once it departed, the party explored the stairs at the opposite end of the cavern. The stairs led up to a small cave with a 5' high ceiling, its far wall streaked with veins of bluish ore. There were no other exits, so the party withdrew and returned to the earlier large cavern to explore the other tunnels.

As they made their way to the center of the cavern, a pair of gnolls emerged from the narrow tunnel to the left. A second pair emerged from the tunnel behind them and to the right. The gnolls menaced the party. Endur, their leader, was the ruler of this cavern, and the party was trespassing in his territory.

The party learned that Endur and his gnolls were enemies of Ghudgak's orcs. While the party were also enemies of Ghudgak, that did not necessarily mean they were friends of Endur. The party explained that they had been ambushed by the treacherous orcs, who had passed through Endur's cavern in order to do so. This incensed Endur. The party explained that they had not meant to trespass, and offered to help Endur post signs in the cavern to indicate that this was his realm. Endur was impressed by Llombaerth's depiction of him using guano on parchment, and decided that they could be friends.

Endur explained that he and his gnolls worshiped the Freezing Pool. The party asked to see this Pool, and the gnolls led them through the narrow tunnel and to the left into a small cavern with an 8' deep, 20' diameter pool of cool spring water. Endur gestured to the ceiling above the Pool, where the party could see a trap door, then to the bottom of the Pool, where a pair of dead adventurers laid. A bottle or vial was visible there as well. Endur explained that heathens from the world above were occasionally dragged down by the weight of their sins to drown at the bottom of the Pool, where their treasures accumulated for only the worthy to claim. 

Endur claimed to be the high priest of the Pool, yet he had tried many times to claim the Pool's treasures to no avail. Presumably, this was because of his thick fur. Rory wished to attempt the Pool's trial. He stripped off his armor while the gnolls lit a ritual fire. Rory entered the Pool and found it quite cold. He dove to the bottom, grasping at the vial, but failed to retrieve it, gasping for breath as he surfaced. The gnolls murmured nervously amongst themselves. He tried again, and again he failed. The gnolls became more anxious. Endur explained that if Rory failed the test, they would have no choice but to sacrifice him to the Pool.

Rory dove once more - his final attempt - and surfaced with the vial upthrust triumphantly. The gnolls erupted in an uproar. Emerging from the Pool, Rory held the vial forward and informed Endur that the Pool had spoken to him, and it had told him that he must be the Pool's new high priest. This angered Endur, who was the rightful high priest of the Pool. Rory said that only one with the strength to dive three times was worthy of the honor.

Another gnoll, Indur, stood up for Endur, claiming that Endur have dived into the Pool one thousand times, shivering by the ritual fire and praying to the Pool nightly to grant him its favor. It was only Endur's thick fur which weighed him down and prevented him from succeeding in the trial. Llombaerth stepped forward with a knife offered to Endur. If he was truly so devout, he would shed his vanity and shave his body so that he was hairless. Only then would the Pool embrace him.

Endur accepted the challenge. He discarded his armor and allowed his followers to shave him bald. Meanwhile, Rory threw the vial back into the Pool and donned his armor again. The gnolls gathered at the Pool's edge to watch Endur as he attempted the challenge. 

Endur dove into the Pool. As soon as he was under, Mirkle, Rory, and Zommernar attempted to shove the remaining gnolls into the Pool. Rory and Zommernar each shoved a gnoll into the Pool. In their armor, they sunk like stones, thrashing wildly. Mirkle struggled with the third gnoll, until Llombaerth approached from behind the gnoll and drove his sword into its back, delivering a critical hit for 20 backstab damage, killing it instantly.

A moment later, Endur emerged, proudly clutching the vial, only to see one gnoll dead on the ground at the edge of the Pool, another two drowning beneath him. The party loosed missiles at him as he paddled at the surface. Mirkle's spear missed and sunk to the bottom of the Pool, but both of Llombaerth's arrows struck - one for a critical hit and another for maximum damage. Endur took an arrow to the heart and another to the eye. To add insult to injury, Rory threw Endur's own armor at his corpse, sinking the gnoll's body.

As one of the two remaining gnolls drowned to death, Rory extended his halberd to pull the second one out. It turned out to be Indur. Indur was understandably distraught by the betrayal, but Rory managed to convince him that this was the Pool's will, and that the Pool had decided that he alone should be spared. The party promised that if Indur aided them in destroying the Stone worshipers, then they would help Indur find more of his people and rebuild. Indur was born again from his near-death experience, and decided to lend his aid to the party.

The party used their 10' pole to dredge up the dead adventurers and the vial. They looted some coins from the adventurers and examined the vial. It seemed not to visibly contain any liquid, but felt as if it did. What could be the contents of this strange gift from the depths of the Pool?

We wrapped there. Another good one, with a mix of combat, exploration, and social interaction. Clever plans and a lack of moral scruples won the party a resounding victory against both the orcs and the gnolls, as well as a dubious ally in Indur. The party has been in the dungeon for several hours, and it's nearly time that they rest. They planned to rejoin their hirelings outside of the dungeon. Hopefully nothing else has gotten to them first...

Thursday, August 6, 2026

Play Report (AD&D 2e): In Search of the Unknown (Session 15)

We played the fifteenth session of our Dungeon Module B1: In Search of Unknown AD&D 2e game last night. You can read past play reports here.

The roster for this session was as follows:

  • Llombaerth, CG elf thief 4 (Adam)
  • Mirkle, N human fighter 2 (Maya)
  • Egbert, human necromancer 1 (NPC)
  • Bilodeau, man-at-arms (NPC)
  • Graves, man-at-arms (NPC)
  • Brazile, halfling porter, and his dog, Ripper (NPC)
  • Ejiofer, human porter (NPC)
  • Lendeborg, human porter (NPC)
  • Steinbach, human porter (NPC)
  • Walgretor, half-elf porter (NPC)

Last we played, the party had business in Timbershore. They shopped, buying more equipment and a pair of mules. They put out a call for henchmen in the Chapel Ward, then went to the River Ward to meet with the smugglers Tavin Underbough and Lethariel Vaen. They made arrangements with the smugglers to bring their ill-gotten gains from Quasqueton back to Timbershore through the town's proverbial back door. They also learned that the gem they had pilfered from the blackout drunk nobleman Ludovic Pell was in fact a 5,000 g.p. oriental emerald.

The party returned to the Chapel Ward to await the arrival of prospective henchmen. They waited around for two days and met Grilgurn Goldenbelch, a dwarf fighter. The party was looking for a wizard, so they rejected Grilgurn's application. He became incensed, but they managed to placate him with alcohol. After, they met Egbert, a human necromancer. The party offered him a 500 g.p. signing bonus plus Pommernar's spellbook, and he accepted.

They returned to the River Ward the following morning and purchased a small river barge, the Mossy Turtle, from a captain named Hadric. They paid Hadric 900 g.p. for both the boat and a month's employment of the crew. The party hired four additional porters to carry treasure and decided to set sail immediately.

We picked up from there. It was 12 pm, so the party had about 7 hours of travel downriver before it became dark. There was no wind, but the weather was otherwise fair. The boat would have to rely on its oars and the river's current to carry it through the forest.

I had spent the time between sessions determining whether there would be any random encounters on the voyage. The first day passed uneventfully. The boat's crew was made up of 20 0th level fighting oarsmen, the gruff captain, Hadric, the mean old halfling woman, Wilda Brambletoe, and her three wiry brown half-feral river mutts, and the second mates Corvin and Aelwen Riversong. Corvin is a middle aged human who doesn't like adventurers, and Aelwen is a young half-elf girl who loves adventurers.

As darkness fell, the barge moored along the edge of the forest, with the crew working in shifts to keep watch. The night passed without incident. The weather remained the same the next day, so the barge continued on. They traveled a bit farther downriver before coming up the lake deep in the forest. The barge crossed the lake and moored at the mouth of the river which flowed downhill from Quasqueton. The party disembarked with their men-at-arms, porters, Brazile's dog, and their mules, while the barge's crew stayed behind to guard the vessel. They set off into the forest towards Quasqueton. It was 9 am.

I was a bit disappointed that the journey downriver had not yielded any encounters with giant beavers, waterfowlbears, or hobgoblins sniping at them from the tree line, but it's okay. The journey back upriver will take longer, and the barge will presumably be laden with treasure, so there's still time.

The party followed the river through the forest along its north bank for about two hours, then noticed something peculiar. They had stumbled into a glade of ancient oak trees and silver birches, with a fine green moss and small yellow wildflowers carpeting the ground. The birds were singing jovially and the smell of honey and damp leaves filled the air. They noticed trinkets hanging from tree limbs - spoons, bits of ribbon, lengths of fine chain, mismatched pairs of boots, and the like. The moss, flowers, and trinkets were concentrated around one especially large oak.

Recognizing this as unusual, the party assumed that the tree might be sacred in some way, and offered up some trinkets of their own. Mirkle called out to the tree to see if it was sentient. An elfin face appeared as if carved into the tree's bark. It introduced itself as the Great Oak, thanked them for their trinkets, and asked if they had anything of real value to offer it.

Mirkle gave the tree three gold coins, which seemed to please it, but surely these brave woodland adventurers had more. The party asked what the Great Oak needed gold for, to which it responded "Acorns, which I, uh...eat! Of course." The Great Oak explained that it was master of the wood and all its creatures, and that these woodland animals great and small frequently made pilgrimage here to pay homage.

The party was confused. The woodland animals were the Great Oak's subjects, yet it paid them for acorns, which it ate? "Why yes, uh...the woodland creatures pay me homage in the form of ordinary acorns, but occasionally they bring me the choicest acorns, for which I of course, uh, compensate them...with gold!"

The party let that one go. They asked if the owlbears of the forest where also subjects of the Great Oak, to which is responded with disgust. Those creatures were nasty and formed of evil sorcery, not natural beings. They did, however, possess great treasure, which would please the Oak greatly if delivered to it. The party asked if the Oak knew where the owlbears lived, and the Great Oak told them that they made their lair in the deep forest to the north, where the three rivers met.

The party mentioned that they had encountered the owlbears themselves, and had even slain one. Llombaerth indicated his owlbear skull helm, which of course the Great Oak had recognized immediately, and certainly wasn't noticing now for the first time. The Great Oak asserted that it was well aware of the party's activities in the forest, since its leal subjects had been monitoring them closely. Nonetheless it inquired as to how they had come across these owlbears. Surely they had been on an adventure to some dungeon and were returning laden with treasure, which if it had come from the forest would rightfully belong to the Oak. The party played coy.

The interaction had seemingly run its course, so Llombaerth decided to make a final offering to the Oak. He produced one of his pickled fish and attempted to insert it into the Oak's mouth. The Oak said, "No no, the Great Oak does not desire to partake in your stinking fish!" Llombaerth persisted, and as the fish entered the Oak's mouth, he discovered that the face on the tree was an insubstantial illusion. 

At the same time, Mirkle noticed something else amiss - the voice seemed to be projected from elsewhere, like a bad ventriloquist throwing their voice. She inconspicuously indicated as much to Llombaerth, and began scanning the branches of the tree. Meanwhile, Llombaerth looked around the base of the tree. Mirkle did not notice anything unusual, but Llombaerth spotted a 4' wide burrow hidden among a tangle of roots and moss which led beneath the tree.

Llombaerth produced a flask of alchemist's fire and called into the burrow that the jig was up, and ordered whoever was inside to come out at once. The party heard a high-pitched whistle and a diminutive male voice calling on "Salt, Pepper, and Paprika" to "go get 'em!" Llombaerth heard the sound of multiple sets of padded feet and the baying of hounds coming towards them from within the burrow. Llombaerth didn't hesitate. He lit the alchemist's fire and threw it inside the burrow. 

The dogs within came screeching to a halt, yelping in fear of the flames. The small voice inside began coughing and declared that the party was no fun. He was just trying to introduce some whimsy into their lives and now they were trying to set his home on fire. The party responded that he was trying to trick them and extort them for gold. They heard whoever was inside the burrow retreating deeper within.

Llombaerth waited for the flames to die out and then crawled inside, squeezing to fit through the tunnel. The air was warm and dry, with smells of pipeweed and cinnamon beneath the acrid smoke which now filled the space. Tiny lantern mushrooms provided dim illumination within, and small stones pressed into the earthen walls had been carved with smiling faces. 

Where the fire had been, tiny bells littered the ground, and more hung from the ceiling above. Llombaerth would be unable to crawl through without ringing the bells or carefully cutting them down. 25' feet down the tunnel, he saw that it opened into a cozy-looking hearth chamber. He didn't feel comfortable trying to sneak inside without knowing what awaited him, so he crawled back out.

The party decided to leave the area, but not before finding a stone big enough to seal the burrow. The whole interaction had taken about an hour. It was noon, and the party resumed following the river to Quasqueton. They spent two hours passing through the lowland forest and another three hours making the hike to the dungeon. They arrived at about 5 pm.

They now approached the dungeon from its eastern side. The crag loomed above them, some 80' tall, the cliff scattered with rough handholds, tree limbs, and narrow ledges. Rather than make the climb, they circled around to the familiar western face. Making their way up the perilous path to the entrance, they spotted stone cairns scattered along the trail - ten in all.

The party had Egbert cast detect undead in case a nasty surprise waited for them beneath the cairns. He said the magic words, made the gestures, and scattered a handful of stinking dirt in front of him. Focusing on the cairns, he finally concluded that there was no danger of ghosts or ghoulies here. 

The party excavated one of the cairns and found a rotting orc corpse, decapitated. Its head showed signs of having been bludgeoned with a blunt weapon and skewered on a spear or sharp stick. Slices of flesh had been carved from its meaty thighs. The party concluded that this was one of the orcs killed by the goblins, but interring the orcs in this manner was not goblin-like at all. Had the orcs from the lower level come up and launched an attack?

The rest of the party stayed behind while Llombaerth attempted to sneak inside down the long hallway lined with alcoves. As he approached the second pair of alcoves and attempted to hide inside, he stumbled. He spotted an orc sentry posted at the barricade atop the landing at the end of the corridor, and the orc spotted him as well. It called out to him, claiming that it meant no harm, and told one of its fellows to fetch Mangug.

A short time later, two more orcs emerged, with one taking position at the center of the barricade, flanked by the others. The center orc introduced itself as Mangug. Llombaerth identified himself as a Stonespeaker. This did not surprise Mangug, who said that the goblins had warned him that the Stonespeakers would return to slay them. 

Mangug understood from the goblins that the Stonespeakers had aided them in slaying Drak's orcs. Mangug's orcs had no relation to Drak's, but orc custom dictated that Mangug exact some sort of blood price from those who had killed fellow orcs and stolen their treasure. He assured Llombaerth that the goblins were alive and were paying off their debt by way of service, and that he was happy to make some sort of arrangement with the party. They would simply need to bring Mangug whatever treasure they had secreted away, and they would mutually agree upon some commensurate compensation for the party's crimes.

Llombaerth tried to lure the orcs outside to negotiate with the rest of the party, but Mangug was wary to forego his advantageous position and treat with them under the harsh light of the sun. Mangug assured Llombaerth that the party would be under the protection of guest right while they treated within the dungeon, but Llombaerth preferred to confer with the rest of the party outside. Mangug accepted this. He and his orcs now controlled the entrance to the dungeon, so the party would have to treat with him one way or another if they sought access.

The party reconvened outside and decided it was time to find a new way into the dungeon. They circled back around to the rear of the crag and began searching for secret entrances, but found none. Llombaerth offered to climb the cliffside and search along the narrow ledges scattered about its face. 

About 40' up, he found an old, dead wizard lying on a ledge. He searched the body and found a wooden scroll tube with some sort of magic writing on it. He could not open it. He lowered and secured a rope for Egbert to climb up. Egbert could open the tube, but it would require a read magic spell, which he did not have prepared. Based on the dead wizard's out of fashion hat, Egbert concluded that he had been dead for a number of years.

Llombaerth searched the cliff face on the ledge and found a cleverly concealed lever. Pulling on it, a secret door opened. It led into a large, rough-hewn cavern. Mirkle climbed up to join them. The men-at-arms, the porters, the dog, and the mules remained at the base of the cliff. By this time it was 7 pm, and the darkness was settling over the forest.

The party followed the cave as it wound to the right, then proceeded straight to the end, where it tapered into a tunnel sealed by a door. They heard nothing on the other side, so they proceeded within. There, they found a statue of a wizard, its arms outstretched, pointing to a rocky outcropping immediately to their left. Beyond the outcropping, a short tunnel on the left led to a T intersection. Llombaerth examined the outcropping while Mirkle inspected the statue, but neither found anything unusual. Based on the statue's very outdated hat, Egbert concluded that it was decades old - likely from Zelligar's time.

The party proceeded to the T intersection, with Egbert in the rear. Egbert cried out in alarm that Llombaerth and Mirkle were standing atop a covered 12' wide and 10' deep pit. Fortunately, the trap had not opened beneath them. There was a chance it would open as Egbert crossed it, and he could not clear the distance by jumping it, so they used rope to tie themselves together, just in case. 

They decided to take the tunnel to their left. As they went that way, they heard the sound of many pairs of roughshod boots plodding down the corridor behind them, heading in their direction. We ended the session there.

This was another fun one. Lots of social interaction and exploring. Approaching the dungeon by a different route led to the party discovering one of my keyed wilderness locations and learning the location of another (the owlbear lair). The status quo of the dungeon has changed drastically while the party's been away, which has forced them to get creative and led them to discover the secret entrance into the dungeon (in the module as written, this door cannot be opened from outside, but that stinks, so I changed it). 

While the party has ballooned in size with henchmen, men-at-arms, and porters, they had to leave many of these behind to guard the mules, who cannot easily access the secret entrance. The group that's actually inside the dungeon is quite small as a result, and now some unknown force is coming to meet them. I'm looking forward to seeing what happens next time!

Monday, July 27, 2026

AD&D DMG Slush: Combat

While I have discussed the AD&D DMG in great length on this blog, my interest has largely been in interpreting the general feel of the game: I mostly unpack the implications of specific rules, worldbuilding conceits, and explicit playstyle intentions. I sometimes get into the weeds on something specific, offer a critical analysis of a subsystem, or suggest some way to utilize weird AD&D rules in your non-AD&D games, but by and large this blog is not overly concerned with 1e's mechanics.

I appreciate the authorial voice and hyper specific DM advice in the 1e DMG, but as for actual rules, I'm a 2e guy. I know the ins and outs better and I think the rules are presented in a more digestible way. When I play AD&D, I want it to feel like 1e, but the bones of the game are 2e.

All that preamble is to say that I haven't spent much time reading 1e's section on COMBAT. As far as I'm concerned, 2e's system is just fine for my purposes. I'd rather use THAC0 than attack matrices, and I'm not particularly interested in breaking my combat rounds into segments. 

I did, however, finally take the time to peruse this section of 1e's DMG. While there's a lot of stuff I'm plainly not interested in, there are some cool tidbits as well. This post has no high-minded thesis or profound takeaway. I'm just highlighting mechanics that I think are worth spending some time thinking about.

Right at the beginning of this section we get the (now fairly common) interpretation of hit points as an abstract representation of the player character's endurance, luck, and magical protections, rather than a concrete measure of actual wounds sustained:

This of course raises questions about things like the cure wounds spells (should it not instead be cure endurance, luck, and magical protections?), or why it takes several days of non-activity to recover lost hit points, but as usual this can mostly be handwaved by declaring it "abstraction".

Then follows a procedure for resolving combat and encounters (determine surprise, then distance, then initiative, then actions and resolution for the side with initiative, then for the side without) and a lengthy section on surprise. It is possible not only for one or both sides to be surprised, but also for greater or lesser degrees of surprise, which grant the surprising side greater or fewer actions before the surprised side can act (surprise can already swing an encounter heavily in one side or the other's favor, so this is a bit of fiddliness which I feel doesn't actually make the gameplay experience any better). 

Here is 1e's reaction roll mechanic, which is like, the most complicated and least useful one I've seen:

I like that it has separate categories for "Hostile" and "Violently hostile" as well as "Friendly" and "Enthusiastically friendly" (something I carry over into all my games and greatly prefer to the over-simplified negative/neutral/positive reaction roll you often see), but I don't see the need to distinguish between a neutral uncertain reaction and an uncertain reaction that leans towards either negative or positive.

There is some common sense advice as to whether monsters pursue player characters that wish to avoid them. Basically, monsters will pursue if it makes sense for them to do so (is there a barred door or flaming oil in the way? does the party have something the monsters want? is the party faster than the monsters?) or if their description says they will. Otherwise, it's a 50/50 chance.

An honorable mention to the totally nuts advice in this section on parleying:

"Player characters will usually attack first and parley afterwards. You should create encounters that penalize this behavior so as to encourage parleying. Parleying attempts, of course, will be fruitless." Huh?! Or maybe Gygax is saying that, because of the player's base (Evil) nature, attempts by the DM to encourage parleying will be fruitless? It's a weird sentence.

Missile discharge, magical device attacks, spell casting, and turning of undead all occur more or less simultaneously (this is a bit complicated by speed factor and casting time in some cases). This paragraph describes a frenetic sort of scenario where arrows are loosed at the same time as a fireball explodes, in which case the DM makes a saving throw for each of the arrows caught in the blast to see if they survive:

I kind of love this? It seems like such a pain in the ass to stop everything and adjudicate, but it is so grounded in the fiction of the moment and in common sense that I find it really satisfying. Imagine your party is about to be hit by a volley of arrows, so your wizard launches a fireball into the air to explode and incinerate a bunch of the arrows before they reach you. That's a really cool image.

Here is the rule for missile discharge into an ongoing melee:

While this can be a bit tedious in the event of an especially large melee with lots of combatants, I've always loved this rule. Missile weapons have always been powerful in D&D, especially in AD&D, in which a stationary archer can fire two arrows from their bow every round. Giving missile weapons a percentage chance to hit the attacker's allies when fired into a melee certainly won't make the player feel like Legolas, but it is a reasonable drawback to impose in these situations.

Some rules for grenade-like missiles:

It's worth drawing attention to how short the range of container missiles is. You can't easily and accurately toss these clear across dungeon corridors. If you are close enough to accurately throw a container of burning oil, you are also close enough for the target to easily get into melee range with you. 

Item saving throws come up again here. When you hurl that pot of flaming oil, the DM is supposed to check if it actually breaks!

I like this bit about throwing ingestible poisons into the gullets of monsters:

Here is a handy rule for when your players want to roll a boulder off of a ledge onto a monster's head:

14 pounds is, of course, equal to the "stone" unit of weight measurement used in the UK and Ireland. Fun!

Item saving throws rear their head once more when a creature attempts to leap over flaming oil:

Make sure to ask your players whether their characters are wearing long, dangly cloaks!

Likewise, make sure your Evil clerics are carrying unholy water to throw in your player character paladin's face:

Continuing on the subject of clerics, they can turn undead on multiple rounds in a single encounter so long as their attempts continue to be successful:

If lesser undead are being controlled by more powerful undead, the greater undead may need to be turned in order to turn the lesser.

Evil clerics are sick. Instead of turning undead, they compel them into service. This can be for as little as 4 hours (in the case of a 1st level Evil cleric compelling a wight, which requires a roll of 20), a full 24 hours (for any undead up to and including spectres, plus paladins of up to 4th level), or even 6 whole days (for any undead up to and including wraiths).

Love the idea of the Evil cleric running with an absolute squad of divinely compelled undead minions (plus any created by various spells). The possibility that the party's paladin is compelled to serve the Evil cleric NPC is also pretty neat.

Of course, this has its drawbacks, as if the Evil cleric is knocked unconscious or killed, the undead are freed from control and may attack the group, which could be very bad indeed:

Then there's this bit about opposed clerics having turn undead battles:

Simply put more Evil clerics in your games!

There's a long bit about closing into melee and charging:

  • You cannot make a melee attack on the same round that you close into melee unless you charge.
  • You can only charge if you're not encumbered, and you get a movement bonus (+33.3% outdoors, +50% for quadrupeds, and +100% indoors). 
  • Charging creatures suffer an AC penalty (no Dexterity bonus allowed, or a flat penalty of 1 if the creature doesn't have a Dexterity bonus). 
  • At the end of the charge, longer weapons strike first, regardless of initiative.
  • A creature who is being charged (or leapt, pounced, or fallen upon) can brace a piercing weapon against the charge, dealing double damage on a hit. Braced weapons such as these always strike first.
  • If the charging creature survives, it gets +2 to hit.
  • Only 1 charge can be made each turn (10 rounds).

Weapon speed factor comes up next. If initiative rolls tie, the weapon with the lower speed factor strikes first (simple, but I like 2e's use of speed factor as a modifier for individual initiative a bit better - generally, I prefer individual initiative as it makes combat less like rocket tag). There's also this totally bonkers rule:

I like the idea that faster weapons might enable multiple attacks against a wielder of a slower weapon, but this feels way too fiddly for me. There's another bit about how weapon speed determines whether a weapon can strike before a spell is cast, but it's similarly too complicated to warrant using. Again, I'd rather just use individual initiative with a modifier from speed factor/casting time to determine whether the weapon user or the spellcaster goes first.

I really like this bit of nuance to the morale mechanic, where the degree to which the morale check fails determines how the morale failure manifests itself in the creature's behavior:

I'll be honest that I don't understand what the difference is, mechanically speaking, between "fall back, fighting" and "disengage-retreat". There's a later section on breaking off from melee (attacks of opportunity are a thing!), but it only covers turning one's back to the opponent and fleeing at full speed (which I would interpret as "flee in panic").

Maybe a good rule of thumb is "fall back, fighting" allows the creature to fall back at a third of their normal rate while still attacking, "disengage-retreat" allows half movement and doesn't provoke additional attacks, but doesn't allow the retreating creature to attack either (similar to 5e's disengagement rule), and "flee in panic" allows the full movement rate, provided the creature survives any provoked attacks (at +4 to hit)?

2e uses a 2d10 roll under morale mechanic (unlike AD&D's d100 mechanic), so the conversion would be something like:

  • Fails by 3 or less: Fall back, fighting
  • Fails by 4 to 6: Disengage-retreat
  • Fails by 7 to 9: Flee in panic
  • Fails by 10 or more: Surrender

There is a lengthy section on pursuit and evasion, which for some reason offers largely different guidance for determining whether monsters chase the player characters:

This is a mix of common sense and fiddly number stuff, but I like it well enough.

There is then a breakdown of what conditions must be met for pursuit to end, and the specifics depend upon which of the groups is faster. Basically, monsters will break off pursuit if the party is far enough away (with the distance needed being less if the party has broken line of sight), if a certain amount of time has passed without the pursuers gaining ground on the party, or if the pursuers become physically exhausted.

Pursuers can also be slowed by barriers and distractions, or confounded by intersections in the dungeon, provided they can't see the party's light source, hear them, or smell them - some nice rules of thumb re: how far light sources can be spotted once the party has rounded a corner and how far away characters can be heard when wearing different types of armor:

I also like this specific guidance for using food and treasure to distract monsters:

A very good reason to keep a pouch full of copper coins! If you're being pursued by monsters of low intelligence, simply scatter 90 coins behind you and you can guarantee they'll stop chasing you. That's not even one gold piece! During a pursuit, one round allows you to move three times, so unencumbered humans can get 360 feet away before the monsters pick up the chase again.

Pursuit outdoors is handled differently, and is determined by the speed of each group, the predominant terrain, the size of the groups, and available light (checked every hour):

This is solid stuff, and you can use it with basically any elfgame. 

Something worth mentioning which is not made explicit in the text is that each hour of pursuit is an hour "wasted" by the party - it is (presumably) one less hour that they can spend traveling that day, one hour that they are chased off course from their destination (and must make back once pursuit is over), and it could even result in an encounter check being made. Imagine evading pursuit from a band of orcs for four hours, only to run into a dragon immediately after. Conversely, you could lead the orcs back to inhabited lands and hope to run into a patrol from the nearby town to take care of the orcs for you.

Some guidance about how many creatures can attack a single creature simultaneously in melee:

This is one of those cases where I would probably just use 5e's rule of thumb (sizes T, S, and M occupy more or less one square each, size L occupies four, size H occupies nine, and size G occupies 16, and however many creatures of whatever size can fit in the surrounding squares is how many can attack at once). 1e's rules are not super thorough (they don't include size T, H, or G at all), but we could probably extrapolate from the information provided:

  • Size T: 6 size T, 4 size S, 2 size M, or 1 size L, H, or G figure can attack simultanouesly
  • Size S: 8 size T, 6 size S, 4 size M, 2 size L, or 1 size H or G figure can attack simultaneously
  • Size M: 10 size T, 8 size S, 6 size M, 4 size L, 2 size H, or 1 size G figure can attack simultaneously
  • Size L: 16 size T, 12 size S, 8 size M, 6 size L, 4 size H, or 2 size G figures can attack simultaneously
  • Size H: 20 size T, 16 size S, 12 size M, 8 size L, 6 size H, or 4 size G figures can attack simultaneously
  • Size G: 24 size T, 20 size S, 16 size M, 12 size L, 8 size H, or 6 size G figures can attack simultaneously

Or maybe extrapolation is the wrong way to go, as this section suggests that the shape or larger creatures will in part determine how many attackers can engage with it at once:

Like, giants are Huge because they're tall. How much wider are they than an ogre? That is, can twelve people really surround it and attack it all at once? Would you need to cover more of its vertical surface area to field that many attackers simultaneously, or would doing so simply allow additional attackers? It's really hard to say, but I do like that this is in part another concession to good old common sense.

"Facing" is, of course, important in AD&D:

No, your shield does not give you a ubiquitous AC bonus regardless of which direction you're being attacked from, stupid! Personally, I like the fiddliness of "No, the AC bonus from your shield doesn't benefit you against this attack. Neither does your Dexterity bonus." Fictional positioning!

Some other special considerations:

I like that magically sleeping and held opponents are automatically struck for maximum damage, and especially that they can be so struck at twice the normal rate! This is only when a melee is ongoing. Otherwise, they can be automatically slain or bound at a rate of one per round, which makes sense.

Interesting that two-weapon fighting must employ either a dagger or hand axe in the off-hand:

I prefer the 2e rule, which is simply that the off-hand weapon must be smaller than the main hand weapon (so if your main hand weapon is a long sword, the off-hand weapon can be a dagger, hand crossbow, scourge, sickle, or short sword, though bafflingly the hand axe is size M in 2e so it cannot be used this way). I think the 5e rule is even more elegant, though - just give certain weapons a property or tag that lets them be used in two-weapon fighting.

Here is 1e's rule for attacks of opportunity, which I alluded to earlier:

As I mentioned, there is no distinction between a creature that is fleeing in panic versus making a fighting retreat or tactically disengaging.

This bit is hilarious:

As the note at the bottom indicates, unless a special adjustment is made, a monk can never stun or kill a hill giant with a single blow (they're ten and a half feet tall). A 16th level monk could stun or kill an ogre (9' tall). Of course, the Monster Manual pretty much never lists the weight of any monster, so I can't imagine how you would actually adjudicate this. I would probably never use it, but it's very funny and very AD&D.

Continuing on the topic of monks' unarmed attacks:

I take this to mean that a monk attacking a lich would be subject to the lich's paralyzing touch attack, which is pretty brutal. Don't monks have it hard enough? Also kind of perplexed as to why dopplegangers are unaffected. Does this imply that they are not living things? Or perhaps that their physiology is far too mutable to be manipulated by the monk in this way?

Next is an explanation of what player characters might accomplish in a single melee round:

The DM might require players to write their actions on paper (like an IRL game of Diplomacy). The DM should "of course" regard all discussion about strategy between players as if their characters are talking aloud. If the players take too long to decide what to do, assume their characters are simply standing around debating their course of action. 

For my money, this is all pretty bad advice, but it is amusing. I do somewhat like the idea that combat should involve more talking. Flip this around and imagine that the goblins are also talking amongst themselves, declaring their actions aloud (in their own language, obviously)!

The example describing what can be done in a single round is somewhat interesting. It's pretty much all left to the DM's judgment. While I don't love breaking rounds up into segments, the idea that a character can hurl a flask of oil, drink a potion, and move, and that it actually takes a certain amount of time to retrieve an item from a backpack is interesting. Way too complicated for me, I think.

Following that is an example of melee, which is lengthy and complex, and which I won't detail fully here. Some highlights:

First, I have to give a shoutout to Gutboy Barrelhouse, which is maybe the best NPC name I've encountered in all of my analysis of TSR-era D&D. It is also worth pointing out that these parties are both very mixed in terms of character levels.

Next, we see the effect of surprise:

Because if you are surprised, the number you rolled is the number of segments for which you are surprised, rolling high is actually worse (that is, if you are surprised on a roll of 1 or 2, you would prefer to roll a 1 over a 2). Dexterity adjustments modify the number of segments that an individual is surprised, so while the whole party is surprised for 2 segments, one member of the party is surprised for only 1 segment because of their Dexterity adjustment (weird and fiddly - I don't love it).

The whole example is a bit complicated, but the advice at the end is solid:

There is a lengthy, complicated section on non-lethal and weaponless combat (pummeling, grappling, and overbearing). I can't imagine ever using this, but maybe? My eyes just kind of glaze over looking at it.

Several pages of attack matrices follow, which aren't of interest to me. There is a table with guidelines for how powerful a monster must be to affect another monster which is vulnerable only to magic weapon attacks:

So an ogre (4+1 HD) can hit a shadow (+1 or better to hit), a catoblepas (6+2 HD) can hit Demogorgon, Prince of Demons (+2 or better to hit - also, what a funny sentence), a vampire (8+3 HD) can hit Orcus, Prince of the Undead (+3 or better to hit), and 25% of frost giants (10 + 1d4 HD) can hit...well, there isn't anything in the Monster Manual that requires +4 or better to hit, so I guess, like, a god. Giants being able to kill gods seems pretty apt.

There's also more information on turning undead. Typically, 1d12 undead are affected. In the case of powerful clerics versus lesser undead, it's 1d6+6. 1-2 minor demons, lesser devils, mezzodaemons, and night hags can be turned by clerics of 8th level or higher (as "Special" undead). Good clerics turn undead (or "Special" fiends) for 3d4 rounds, and those creatures must flee at full speed for the duration if possible.

Lots of information about psionic combat. I love psionics but would never use this stuff. More likely I would just give the psionic creature a handful of psychic-flavored spells and adjudicate them with that in mind (i.e., no components required, and the psionic powers aren't treated mechanically as "magic"). There's even a handy list of which spells could be used as psionic powers:

Extremely useful in my opinion!

And you can even use these guidelines to modify the saving throw against these "psionic" spells:

Magic-users, clerics, elves, dwarves, and halflings are resistant to psionics, as are those under the effects of a mind blank spell. A helm of telepathy worn by the defender stuns the attacker if the defender's saving throw is successful. Seems much easier than using a whole other combat subsystem.

I also like this bit about psionic combat occurring very quickly, so the DM should just stop everything and resolve it before doing anything else:

There's also this handy table for using a monster's Intelligence to determine its Wisdom score:

If you're not running psionic combat, you'll probably never need this, but I found it interesting.

Next is saving throws. A roll of 1 is always a failure! Item saving throws! Magical items get bonuses, and all items get +5 against attack forms "in their own mode" (feels like that phrase is doing a lot of work here):

A lengthy diatribe on the very meaning of saving throws follows. I love this section:

(A)D&D is a game about personae interacting with the milieu. Okay! This results in adventure. Great! The resulting fantasy is dramatic and comic, foolish and brave, exciting and boring. Awesome. I love that D&D is explicitly allowed to be comic, foolish, and boring! Characters are linked by blood and purpose. There are frustrations, setbacks, and tragedies. The player characters are creating their own Conan-esque legends. Why is such a succinct explanation of D&D's very ethos buried in a subsection of the section on combat?

The player character is all-important. Interesting! Not very OSR. They must always have a chance to survive. If they do, they become the stuff of legends.

Love this example of a character chained to a rock escaping a red dragon's breath. Great advice for adjudicating these situations and describing them in the fiction. This whole section is great:

Flavorful description of how magic-users learn to bend magic to their will and how saving throws manifest in different character archetypes! The final example is the cherry on top. All that waxing poetic about the importance of the player character and the legends they live, how their fame and infamy enriches the campaign, how they must always have some chance to narrowly avert certain death...and the guy tripped over a rock and got fried by a blue dragon. Love it!

I like this bit about circumstantially modifying the saving throw:

Once again, good old common sense and deference to the fiction trumps hard-coded rules.

Just as a natural 1 is always indicative of a failed saving throw, this suggests that a natural 20 could always be a success:

Remember how much saving throws suck in 5e (at least in the 2014 version, maybe they fixed it in 2024)? We figured this out in 1979!

Here's an interesting bit about poison:

Swine and wearboars are immune to insinuative poisons. Large monsters are unaffected by smaller monsters' poisons. Again, common sense stuff, but I like seeing it spelled out.

Similarly, magic armor gives a bonus to the saving throw when it makes sense:

It does not affect saving throws against anything inhaled, ingested, injected, or things that affect the mind or otherwise bypass the armor like shapechanging magic. Metallic armor doesn't help saving throws against electrical attacks.

We get more language about what hit points (and moreover, the Constitution score) represent:

There's a lengthy musing about what percentage of a character's hit points represent "physical ability to withstand punishment" and which represent "metaphysical" ability ("skill, luck, and sixth sense"), but none of this seems to impact mechanics at all, as all hit points are recovered the same way (magical healing or the passage of time):

Characters with poor Constitution heal more slowly (if they have a penalty, they must rest that number of days before any hit points are recovered), while characters with high Constitution heal more quickly (only after the first two full weeks of rest). Regardless, player characters always regain full hit points after four continuous weeks of rest.

I really like the rule that (except in cases of low Constitution) characters regain one hit point per full day of rest (i.e., no adventuring activity - one could argue that this rule still allows traveling overland and even dungeon delving, so long as no combat or spell use occurs, but I choose not to interpret it that way). If a goblin cuts you and does three damage, you feel it. That's three days of rest! This does exacerbate the issue of clerics, paladins, and the like serving as healbots, but it also greatly boosts the value of those characters, so I'm okay with it. It also encourages players to spend more time in settlements, which costs some money and incentivizes them to get mixed up in politics and intrigue.

Did you know that, rules as written, AD&D characters die at -10 hit points? I didn't!

This was a common house rule in our 2e games growing up, but I assumed it was just that - a house rule to make the game less lethal. I hadn't guessed that it had this sort of precedent!

I'm a bit mixed on this. I do like the level of lethality posed by death at 0 hit points. On the other hand, being brought to 0 hit points is still brutal, even if death does not occur. The character is helpless until they rest for a full week unless a 6th level heal spell is used. The rest of the party basically has to drop everything to get them to a safe location, effectively ending whatever expedition they were on.

I also like that at -6 the character gets some sort of lingering injury based on whatever brought them to 0. It's cool to have a hard-coded point at which your character gets a scar - a putrefying giant tick bite, a lingering head injury from a goblin's mace, or a gnarly scar from an owlbear's beak. I'm tempted to use this in my ongoing B1 game, but it might be unfair to all those characters who have died along the way already.

We get rules for intoxication:

Love this. Not sure why we need both modifiers to bravery and morale (or what the difference is even supposed to be, mechanically speaking), but otherwise this is great stuff. Obviously you can use this table for when the player characters are intoxicated, but I like using it for NPCs as well. A greatly intoxicated orc that can barely hit you but refuses to stop fighting and is harder to kill is more fun than just a regular old orc. 

The penalty to attack dice also acts as a bonus to opponents' saving throws, so a drunk magic-user's spells are easier to resist than a sober one's:

It takes time to sober up, but the application of stimulants can shorten the time required:

The chance that using strong stimulants will lower a character's Constitution permanently is also funny. Great excuse to introduce amphetamines to your D&D game!

Finally, the combat section concludes with a list of types of real-world "insanity", described in clinical and mechanical terms. Insanity can be caused by a variety of factors, including cursed magic items, backfiring spells, mental anguish in a character afflicted with lycanthropy, psionic attack, attacks from Demon Lords like Demogorgon, or whatever. It's fine. Better minds than I have written about the issues surrounding the use of real-world mental illness in roleplaying games, so I won't dwell on it here.

So that's AD&D combat as presented by the DMG. There's some neat stuff in there and some stuff to throw away. The big highlight is the lengthy blurb about saving throws that for some reason distills the essence of D&D itself into a sort of impromptu mission statement. The bit about hit points representing both physical endurance as well as metaphysical skill and luck is also quite interesting. 

Mechanically speaking, I really like the more nuanced "degrees of failure" approach to morale, the rules for evasion and pursuit, the list of "psionic" spells, the common sense approach to saving throw modifiers, the rules for lingering injuries, and the rules for intoxication. The example describing what actions can be performed in a round and the example of melee (while not represented in full in this post) are also illustrative and worth checking out.

I'm going to keep running 2e, but as usual, 1e has given me some things to keep in mind when running my version of the game. I imagine a lot of this stuff found its way into the 2e DMG as well, but honestly, I don't see much reason to use the 2e DMG at all when the 1e version exists.