Hope you have a happy New Year!
APS Physics.
Math, history, and design of old-school D&D
HARPIES: Harpies have the lower bodies of eagles and the upper bodies of human females. They are always opposed to mankind and its like, and will attempt to kill all they can. By means of their singing the Harpies lure men to them, then enchant them with powerful charms, and kill and devour them. Any creature not making its saving throw vs. magic will immediately proceed towards the Harpy. and if the Harpy touches it it will Charm the creature.The above is from D&D Supplement I, Greyhawk. Note that there are two separate mechanisms; the song which can "lure" a victim, and a touch attack which can actually "charm" them. A save is necessary for the luring song; it is unclear whether the touch warrants another save or not. In addition, it is a bit unclear whether failing the "lure" is strictly required before the touching "charm" or not.
Harpies have the bodies of vultures but the upper torsos and heads of women. They are voracious carnivores and foul creatures. Those that dwell along seacoasts are generally known as sirens. All harpies are able to emit sweet-sounding calls. Any creature hearing these calls will proceed towards the harpies unless they save versus magic. Similarly, the touch of a harpy charms those creatures which fail to make their saving throw versus magic. The harpies attack, torture, and devour their charmed prey. What they do not want they foul with excrement. A harpy attacks with her vulture claws and some form of weapon - often a bone club or some weapon left from one of her farmer victims. They speak their own language and none other.In Gygax's AD&D, the powers of harpies are mostly the same. We see the same distinction between the luring song and the charming touch. In this case, it is clarified that each power requires a separate save versus magic. Also, with the two abilities in separate sentences and with separate saves, it is more clear that they are truly distinct, and the touch is not dependent on the luring song working first. The language is also modified to speak of "harpies" and "calls" in the plural, such that it's more likely only a single save for the whole group is intended, and more in line with the implied danger level, as above. In the DMG, harpies strangely do not seem to appear in the dungeon random monster tables; but based on experience points, they should be a 4th-level monster (out of 10).
A harpy has the lower body of a giant eagle and the upper body and head of a hideous-looking woman. By their singing, harpies lure creatures to them, to be killed and devoured. Any creature hearing the harpy's song must save vs. Spells or be charmed (see special attacks at the beginning of the MONSTERS section). Charmed indivuals [sic] will move toward the harpies, resisting any attempt to stop them, but not otherwise attacking. If a character saves against the songs of a group of harpies, the character will not be affected by any of their songs during the encounter. Harpies are resistant to magic and have a + 2 on all their saves.In the basic line as of Moldvay, the separation of effects is eliminated. The song charms victims directly; no reference to a distinct touch effect is given. The effect is clearly attributed to "a group of harpies", implying just one save for the whole flock.
Combat: The song of the harpies has the ability to charm all humans and demihumans who hear it (elves are resistant to the charm). Those who fail their saving throw versus spell will proceed towards the harpy with all possible speed, only to stand entranced while the harpy slays them at its leisure. This charm will last as long as the harpy continues to sing. Harpies can sing even while engaged in melee...In Dave Cook's revision to AD&D, he somewhat changes the effect of harpies' powers from 1E, moving it closer to the B/X edition that he worked on earlier with Moldvay. Here the song charms its victims directly. The touch has a separate and slightly reduced effect, stunning the victim for a limited time, but is not required for the destructive charm.
The touch of a harpy upon a charmed individual has a similar, though somewhat less potent, effect. Those who are touched and miss their saving throw versus spell will stand mesmerized for 20+1d10 hours.
Captivating Song (Su): The most insidious ability of the harpy is its song. When a harpy sings, all creatures (other than harpies) within a 300-foot spread must succeed at a Will save (DC 15) or become utterly captivated. This is a sonic, mind-affecting charm. If the save is successful, that creature cannot be affected again by that harpy’s song for one day. A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area, that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the harpy stands there and offers no resistance to the monster’s attacks. The effect continues for as long as the harpy sings. A bard’s countersong ability allows the captivated creature to attempt a new Will save.In 3rd edition, all reference to the harpy's touch attack, as in the Basic D&D line, is gone. The song directly "captivates" its victims, who march forward to their destruction (but are allowed possibly other saves and the ability to defend themselves from other dangers along the way). Interestingly, the language here again refers to a "harpy" in the singular, implying in a strict reading that each creature forces a separate save vs. the magic (which would be completely devastating in large numbers to parties of almost any level).
Dungeons & Dragons seems to have been waiting for us somewhere under the particular psyche of this generation, a psyche that may have been coaxed into fantasy mania by the media that surrounded it. Many were seeded with “Harry Potter” books as children, raised with the “Lord of the Rings” movies (and more “Harry Potter” in cinematic splendor), and brought to blossom in adulthood by “Game of Thrones” on television. Let us not forget the imminent return of “Stranger Things,” a show in which something akin to Dungeons & Dragons not only literally lurks in the wings but is also played by the central characters.
MUMMIES: Mummies do not drain life energy as Wights and Wraiths do, but instead their touch causes a rotting disease which makes wounds take ten times the usual time for healing. A Cleric can reduce this to only twice as long with a Cure Disease spell if administered within an hour. Only magic weaponry will hit Mummies, and all hits and bonuses are at one-half value against them. Note, however, that Mummies are vulnerable to fire, including the ordinary kind such as a torch.In OD&D Vol-2, Monsters & Treasure, Mummies have AC 3, MV 6, and HD 5+1; the above is the entirety of their explanatory text. Even with magic weapons you can only score half-damage on them.
Advanced Leprosy: The social disease afflicting all mummies, this is what causes wounds to take longer to heal. It is automatically contracted on contact with a mummy. If not cured within three days, there is a 95% chance of fatality, with a 2% decrease each successive day. Any character that succumbs to this dread disease may NOT be raised from the dead; they are permanently dead.
Mummies are undead humans with existence on both the normal and the positive material planes... The scabrous touch of a mummy inflicts a rotting disease on any hit. The disease will be fatal in 1-6 months, and each month it progresses the diseased creature loses 2 points of charisma, permanently. It can be cured only by a magic spell, cure disease. The disease negates all cure wound spells. Infected creatures heal wounds at 10% of the normal rate.
The mere sight of a mummy within 6" will cause such fear and revulsion in any creature, that unless a saving versus magic is successful, the victim will be paralyzed with fright for 1-4 melee rounds. Note that numbers will give courage, and for each creature above 6 to 1 mummy, the creatures add + 1 to their saving throw...
Mummies can be harmed only by magical weapons, and even those do only one-half normal damage... Magical fires are at +1 per die of damage... Any creature killed by a mummy rots and cannot be raised from death unless a cure disease and raise dead spell are used within 6 turns.
Despair (Su): At the mere sight of a mummy, the viewer must succeed at a Will save (DC 15) or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that mummy’s despair ability for one day.
Mummy Rot (Su): Supernatural disease [slam, Fortitude save (DC 20), incubation period 1 day; damage 1d6 temporary Constitution.] Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. An afflicted creature that dies shrivels away into sand and dust that blow away into nothing at the first wind unless both a remove disease and raise dead are cast on the remains within 6 rounds...
Resistant to Blows (Ex): Physical attacks deal only half damage to mummies. Apply this effect before damage reduction.
Fire Vulnerability (Ex): A mummy takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it.
Despair (Su): At the mere sight of a mummy, the viewer must succeed on a DC 16 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours. The save DC is Charisma-based.
Mummy Rot (Su): Supernatural disease—slam, Fortitude DC 16, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based.
Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below.
Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.
To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.
An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.
Mummies are also members of the undead. They do not drain life levels, but their touch (if they make a hit) causes the dreaded rotting mummy disease which makes wounds take ten times the usual rate of healing. A cleric can reduce this healing time to only twice normal with a cure disease spell if it is administered within an hour.
Only magic weapons can hit mummies, and they take only half damage from a hit. Note, however, that mummies are vulnerable to fire, including the ordinary kinds such as a torch, although it only does half-damage to them.
When a mummy is first seen a saving throw vs. a spell must be made or the individual is paralyzed with fear and cannot move until the mummy strikes him or another member of the party. If the party numbers above 5 each member gains a +2 on his saving throw, as their numbers help dispel fear.
Mummies are undead who lurk near deserted ruins and tombs. On seeing a mummy, each character must save vs. paralysis or be paralyzed with fear until the mummy attacks someone or goes out of sight. In melee, a hit by a mummy does 1-12 points of damage and infects the creature hit with a hideous rotting disease. This disease prevents magical healing and makes all wounds take 10 times as long to heal. The disease lasts until it is magically cured.
Mummies can only be damaged by spells, fire, or magic weapons, all of which will only do half damage. They are immune to sleep, charm, and hold spells.
When I’m developing a wilderness map, I always have to decide, “At what frequency should I place villages, cities, and castles here?” Below you'll find a short document that I've drafted on research for a model on medieval-level demographics. Of course, I'm not the only person to do this, and in fact I don't think this is the only time I've done this; but the document includes copious endnotes so I hopefully stop re-doing this and forgetting which parts are based on real-world data, and which parts I made up for the game.
Here's an executive summary. We use as the basis for our model data from England around the 11th or 12th century; the population then was around 2 million. (Earlier in the Dark Ages it might have been half or one-quarter this level; later in the High Middle Ages it would be around 5 million, and then collapsing back down to 2 million at the time of the Black Death.) For our baseline in history we find, in round numbers:
This module was originally used for the Official Advanced Dungeon & Dragons tournament at Origins '79. This special numbered collectors edition (300 copies in print) contains background information, referee's notes, a large four-level map and reference matrices. Pre-rolled characters are included with brief histories for each. LOST TAMOACHAN: "The Hidden Shrine of Lubaantum", is the first in a new line of Collector's Edition modules from TSR. If you find this module intriguing, look for the TSR logo on future publications from The Game Wizards!
The ball moves in increments of 5' or 1 inch on a scaled playing surface. Players must strike as if hitting with their major [sic] to hit AC 5 to connect and then drive the ball the resulting damage in inches along the corridor; in this case always roll for damage, don't use average rolls. To score the character must be within range of the goal and score +4 above the required roll "to hit". If players are within 6 inches, on scale, of the ball they may all swing to hit; if the nearest figures are 12 inches up to two may attempt to hit at -1; and if none are within range only 1 may attempt at -2... The ball moves itself 2-8 spaces each round, [sic] number is generated, but must always hit opposing walls in any round, +1 more wall if moving over 5 spaces...Now, this tactical scene, with all distances given in inches, and the 1" = 5 feet scale is particularly interesting because it's written within the same year (1979) that Gygax is writing in the AD&D DMG, "Each ground scale inch can then be used to equal 3⅓ linear feet" (p. 10).
The chests hold large heaps of coin necklaces, silver coins pierced and threaded on gut, worth 360 s.p. each... In the first chest are: 10 coin necklaces, 6 pair of jade earplugs, worth 260 s.p. a set; an alabaster stature, worth 500 s.p.; and an agate ring, value 100 s.p....
These chests hold large heaps of coin necklaces, 360 silver coins pierced and threaded on gut worth a total of 18 g.p., and other assorted valuables... Chest #1: This chest is jammed shut and must be broken open. It holds 10 coin necklaces, 6 pairs of jade earplugs, worth 15 g.p. a set, an alabaster statuette, worth 50 g.p., and an agate ring valued at 5 g.p...Note that standard jewelry treasure in any version of D&D is valued in units of hundreds (ostensibly gold pieces). The original adventure text has treasure on this same order-of-magnitude; but the converted module C1, with jewelry valuation in the single-digits and teens (as seen above), is a complete anomaly. The physically biggest treasure caches become effectively worthless garbage in the AD&D economy and XP system. The only thing that makes sense is that someone was originally running their economy and XP awards in silver-standard units. Again, this echoes the prior section: there is an "obviously correct" scale to D&D pricing values, and it's not really in gold piece units. It took a lot of labor over time to try and continually align the publications with Gygax's early and fundamental errors.
Even a very small tower, such as Peveril Castle, would have cost around £200. In the middle were castles such as Orford, which was built in the late 12th century for £1,400, and at the upper end were those such as Dover, which cost about £7,000 between 1181 and 1191.[131] Spending on the scale of the vast castles such as Château Gaillard (an estimated £15,000 to £20,000 between 1196 and 1198) was easily supported by The Crown, but for lords of smaller areas, castle building was a very serious and costly undertaking. It was usual for a stone castle to take the best part of a decade to finish.
Although it has been said by quite a few D&D addicts that the Greyhawk system of experience points, which is based on monsters' hit dice, is too stingy I don't think this is something which can be considered in isolation... So, circuitously, back to experience points. In my view they are intended to reflect risk. A character gets experience for meleeing with a monster because there is a finite, non-zero, risk that he will be killed or at least suffer wounds which could contribute to his eventual death. He gets experience for gold because he has taken risks to grab it... He should not, however, get experience for finding a magic sword or that seven-spell scroll since these things will assist him in getting experience by other means... Since the whole point of the Monstermark is to measure the risk inherent in tackling a particular monster, experience points should bear a linear relationship to M...I fully agree with those observations, and my motivation for EHD is exactly the same: to provide a measure of risk, from of which we can support a simple, linear calculation for experience points. We both assume a protagonist fighter with a fixed armor type, shield, and a sword; we both give the fighter one attack per round. Now, the basis of his system is this: for the default fighter, compute the expected amount of damage he would expect to take fighting the monster (assuming the combat never ended from the fighter's death). In this case, the calculation is done by first computing the number of rounds the monster would expect to live (D); and then multiplying that by the expected damage per round (analogous to the DPS -- damage-per-second -- statistics in MOORPGs) for an overall aggression level (A). In the first article, Turnbull presents it like this:
Usage: MonsterMetrics [monster] [options]
By default, measures all monsters in MonsterDatabase file.
Skips any monsters marked as having undefinable EHD (*)
If monster is named, measures that monster at increased fidelity.
Options include:
-a armor worn by opposing fighters: =l, c, or p (default Chain)
-b chance for magic weapon bonus per level (default =15)
-f number of fights per point in search space (default =100)
-r display only monsters with revised EHD from database
-u display any unknown special abilities in database
For purposes of experience determination the level of the monster is equivalent to its hit dice, and additional abilities add to the level in this case. A gorgon is certainly worth about 10 level factors, a balrog nut [sic] less than 12, the largest red dragon not less than 16 or 17, and so on. The referee's judgement must be used to determine such matters, but with the foregoing examples it should prove to be no difficulty.