• Rules Sketch: Calendars

    If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

    One piece of preparation that really helps with world-building is a calendar. It gets a whole section in the second edition DMG, but I think of a calendar as twofold: It helps track what’s happened in your campaign to help you prepare for the future, and it helps you improvise.

    A campaign calendar is in a real-time calendar, divided into 52 weeks rather than months or days.

    Each week or fortnight, generate a holy day, a celestial occurrence, or a magical event. Don’t create the whole year in advance; leave it to your preparation time. Flexibility is better! Remember that different regions will celebrate different religions and festivals, so as your party moves, you can introduce different events.

    Each time you complete preparation, be sure record of what happened in the world is written in the calendar. It helps to colour code or highlight different types of event, so it’s easier to track across the whole calendar.

    This is a really simple addition, but in combination with a d100 random events generator, it’s pretty powerful for creating a sense of space.

    There are some bits and pieces that I’m not sure for in the structure I’m picturing for the book, and this is one of them. I don’t want sidebars, really, because despite the optional rules abounding in second edition, they’re often clearly the lesser or greater choice in the opinion of the designer. In a way, everything in Advanced Fantasy Dungeons is optional, but because of that I want everything to have it’s place so players want to choose the option.

    This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on calendars and time keeping, if there are questions left unanswered, whether I’ve overlooked anything glaring, or anything of the sort!

    Idle Cartulary

    25th May 2022

  • Rules Sketch: Shopkeepers and Fantasy Economies

    If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

    Economics gets a lot of words, especially in the DMG, but concrete implementations are non-existent. I want to cast fantasy economics in the context of the personal: The shopkeeper and their family. To summarise the NPC post:

    To sketch a walk-on or one-note NPC, give them A-DNA: An asset the PCs want, a distinguishing trait, what they need from the PCs, and an agenda.

    To portrait a significant NPC, add A-VOW: A preferred approach, a visage they falsely present to the world, an obsession they cannot let go and a weakness that will always defeat them.

    And pulling from the DMG, the five principles of fantasy economics:

    Shopkeepers are people. Give them at least A-DNA, and A-VOW too if they’re a local who will be met with every trip back to town. Shopkeepers can’t afford to buy things that they can’t sell to the people already in their town. If they could afford a 1000 GP diamond, it’s at a tenth the price, and they leave town to sell it and retire in the city.

    Shopkeepers can’t afford to give discounts. If they like your chances, though they might just take a percentage of the treasure you bring back.

    Shopkeepers can tell if you’re desperate. If you walk into town looking like adventurers, climbing gear and torches are going to be at a premium.

    Shopkeepers sell rare items at high prices. The shorter the supply, the more expensive it is. If you buy the local stores supply of hemp rope, that last length will be double the price of the first, and next time even more so.

    Shopkeepers think in whole numbers. Charge double or triple to sell. Offer half or a quarter of the price to buy.

    It’s worth acting out shopping because shopkeepers have mouths to feed, and they’ll routinely charge double or triple price, or offer a tenth of the value of an item, because their job is to squeeze the PCs for all they’re worth. I’m not sure where this belongs — NPCs, probably?

    This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on fantasy economics, if there are questions left unanswered, whether I’ve overlooked anything glaring, or anything of the sort!

    Idle Cartulary

    24th May 2022

  • Rules Sketch: Equipment

    If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

    Equipment does need simple mechanics like the heavy descriptor which indicates it takes up two inventory slots. I want to minimise these mechanical hooks, though.

    In order for us to keep tagging to the minimum, we need general categories and general category rules. Vehicles and mounts should clearly fit into horse-sized or wagon-sized and it is self evident that a wagon cannot travel in swamps or a horse over ice. I shouldn’t have to put “horse-sized” next to “horse”, and I shouldn’t have to put “not over water” next to “wagon”. But I do need to quantify and qualify certain things.

    Most equipment simply does what it does. Climbing gear is for climbing. Wagons cannot be used off roads. When in doubt, discuss your equipment with the GM.

    If equipment is not listed with mechanics in brackets next to it, it grants a success in a relevant challenge, facilitates the use of a proficiency, or is subject to a general rule. Examples include: Climbing gear, blacksmith’s tools. Covered wagon. Horse. Sailboat.

    Encumbrance

    Light equipment is purchased in a set of two and two fit in an inventory slot.

    Heavy equipment takes two inventory slots.

    Quality

    Fine equipment is more effective for a significantly higher price. For each level of fine, gain +1, and the price doubles.

    Lock (Fine 3)

    Mounts and Vehicles

    All horse-sized mounts or vehicles provide 10 inventory slots.

    All wagon-sized mounts or vehicles provide 20 inventory slots.

    Flying mounts do not provide inventory slots.

    Weapons

    Long-handles weapons can attack only from reach rank.

    Ranged weapons can attack only from reach or ranged rank.

    All weapons have a damage type that is usually self-evident (broadsword is slashing; rapier is piercing; club is crushing). Damage type should only be mentioned if it is unusual.

    All weapons have a dice value that should always be listed.

    For example:

    Longbow (heavy, 1d10) — left unsaid is piercing, ranged

    Clarity, the Tooth of Zeus (broadsword, 1d8, lightning)

    Glaive (heavy, 1d6) — left unsaid is reach, slashing.

    Armour

    Armour is used to prevent certain types of damage. When armour is first purchased, roll its total HP. When it has no further HP it is destroyed. While it still has HP, it can be repaired by someone with the right proficiency and tools. For example:

    Breastplate (heavy, 10d6 slashing)

    Rubber shirt (5d6 lightning)

    Scale shirt (heavy, 7d6 piercing)

    Steel helm (2d6 piercing or slashing)

    Shields

    Shields can be destroyed to ignore all or half damage from a certain category. For example:

    Shield (all mundane, half magical)

    Tower shield (heavy, all area of effect, mundane, half magical)

    Buckler shield (light, half mundane)

    I’m sure new things will come up, but there wasn’t anything else in the Players Handbook that isn’t covered by these rules and tags.

    This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on equipment, if there are questions left unanswered, whether I’ve overlooked anything glaring, or anything of the sort!

    Idle Cartulary

    22nd May 2022

  • Rules Sketch: Combat positioning

    If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

    I realise some people hate the idea of combat without location. But I hate the idea of grids and stuff. And most of the solutions I’ve seen seem overly complex. Here’s my take:

    If you do not consider positioning on the battlefield important, consider this optional rule, and allow the GM to apply their discretion.

    There are three ranks, equivalent to the three weapon ranges: Melee, Reach, and Ranged.

    Each combat has one or more battlefields based on interesting and interactive landmarks or objectives involved. These areas each contain their own three ranks.

    Melee weapons can only attack people in the melee rank from the melee rank.

    Reach weapons can only attack people in melee rank from the reach rank.

    Ranged weapons can attack from the ranged rank into any rank or other areas, but are likely to hit allies if firing into the melee rank.

    Movement takes a character between adjacent ranks, or from ranged rank into an adjacent battlefield.

    Areas of effect always affect an entire battlefield.

    The idea is to minimise the presence of location to something that could be done on a scrap of paper without miniatures. Unless there are scores of enemies, you don’t even have to track who’s where. For a complex combat with five battlefields (seems excessive), you could manage with a three row, five column table on a notepad.

    This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on combat positioning, if there are questions left unanswered, whether I’ve overlooked anything glaring, or anything of the sort!

    Idle Cartulary

    22nd May 2022

  • Rules Sketch: Journeying (Part 2)

    If you’re walking in on the middle of the advanced fantasy dungeon series, there’s an index here.

    In the context of the dungeon grid, I’m going to revise Journeying. It shouldn’t change much, but I’ll take the opportunity to reduce the rolling mechanics as well. The extra roll is purposeful in the dungeon, as it’s attached to resource exhaustion. Not so much in the wilderness, where I’ve minimised resource management.

    Each day has three watches.

    For each watch, the GM rolls for a random encounter. On a result of 1, there is a random encounter. Typically, the GM rolls a d10, however it may be decreased for hostile territory or increased for safe havens.

    For each watch, the GM rolls on the wilderness grid. Roll d100 for what encounter, and 1d8 for the type of encounter:

    What encounter: 1. Very rare; 2-3. Rare; 4-6. Uncommon; 7-10. Common; 11-14. Common; 15-17. Uncommon; 18-19. Rare; 20. Very rare; 21-100. Nothing.

    What type of encounter: 1-4. Nothing; 5. Monster Traces; 6. Monster Tracks; 7. Monster Encountered; 8. Monster Lair.

    Random encounters prevent a watch of rest from being completed, but do not prevent a watch of travel from being completed.

    If you travel for a watch, move forward one hex. You must spend 1d6 HP to travel for a second or and 2d6 HP to travel a third watch. To travel on difficult terrain, roll fortune or a relevant proficiency or spend 1d6 HP.

    If you rest rather than travel for a watch, perform a rest action such as heal, memorise spells, prayer, or repair. There is no formal lists of rest actions, but rather you can only perform one such action per rest watch (in addition to all of the other things you must do while travelling). You cannot travel and rest the same watch.

    Using vehicles or mounts does not allow you to travel further, but limits or facilitates your ability to travel on certain terrain and allows an expanded inventory.

    If you are stranded in the wilderness at the end of a session, each PC rolls to return to the nearest settlement. Roll fortune or an appropriate proficiency, against a target equal to the number of days travel to the nearest settlement, plus the number of turns traveled to escape the dungeon. For every point you fail by, choose either to spend that amount in HP or ten times that amount in GP.

    The only adjustments here are around the wilderness probabilities being flatter than before the 2d6 and having 10 rather than 11 entries. Worth it for less die rolls in my opinion. I cut out the part on mounts and will move it to equipment.

    This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on journeying (that’s better than overland travel, right?), if there are questions left unanswered, whether I’ve overlooked anything glaring, or anything of the sort!

    Idle Cartulary

    21st May 2022

  • Rules Sketch: Restocking & Wandering Monsters

    If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

    There are two things in the campaign that need restocking or refreshing intermittently: Dungeons and Rumours. They’re reflective of the dynamic change that occurs in these locations. Rumours change when they’re not investigated by the PCs, but dungeons should change in response to PC interference or extended absence. A lot of inspiration for these procedures comes from John Bell here and here.

    Dungeons require a monster and a trap grid. The grid is simply the areas 2d6 wandering monster or trap table, with the following 1d8 across the other axis; this grid is inspired by amalgamating John Bell’s work here and here.

    Monster & Trap Grids

    Roll 2d6 for what encounter or trap, and 1d8 for the type of encounter or trap on this table:

    1-4. Nothing; 5. Monster Traces/Broken Traps; 6. Monster Tracks/Trap Signs; 7. Monster Encountered /Trap Triggered; 8. Monster Lair/Trap Danger Zone.

    (5) is nondirectional signs there is an encounter in the area – a trap not reset, a shed snakeskin, an old camp or a victim. (6) is a directional sign there is an encounter in the area: Tracks, poison darts on the floor, the sound of grinding gears or growling owlbears. (7) is the encounter itself, the monster being in sight (perhaps not aware) or the trap has triggered and the PC has to act or be trapped. (8) is where the monster sleeps, holds its treasure, or sits on its throne, or the PCs realising they’ve put their foot on the pressure plate.

    Restocking

    Dungeons require restocking after the PCs cause a power shift or they spend extended time away from the dungeon. Restock areas in the dungeon — be they floors, zones or lairs — not the entire dungeon. Each area can have its own wandering monster and trap tables, or the entire dungeon can have just the one: It’s up to you.

    When you restock a dungeon, first roll on the transformation table, and then for each room roll on the areas monster and trap grid. If an entry doesn’t make sense (for example, is a transient effect), leave the room empty. Generate treasure as appropriate.

    And now we need a transformation table.

    Transformation Table

    Roll on the transformation table prior to restocking the dungeon. The entries are intentionally vague: Always ask why the transformation has occurred and work it into your new entries.

    1. New Tenants. Use a random encounter table from an adjacent area or the wilderness.

    2. Trappers. After your first monster, roll twice on the wandering traps table instead of the wandering monsters table.

    3. Warlords. The first two lair monsters lord over the monsters in their adjacent rooms. They are at war with each other.

    4. Dominator. The first lair monster mind controls all the other monsters in the area.

    5. Burrowed. Any two rooms with the first monster rolled in them will have a new secret passage connecting them.

    6. Hostile Takeover. Roll again for any empty rooms, on a wandering monster table from an adjacent area.

    John Bell’s transformation table was a list of rules, which I’ve simplified considerably. It randomly iterates on each restock, generating depth that traditional restocking doesn’t.

    The math in the wandering monster table means that half the time an encounter won’t eventuate. That means I should adjust the Exploration Roll accordingly, which is easy, because spoors is now part of the monster grid:

    1-4, Nothing happens; 5-6. Wandering monster; 7. The environment changes; 8. Light sources exhaust; 9. Spells expire; 10+. Rest or spend 1d6 HP

    Rumours are similar, but instead of using the transformation table, we use the reaction roll to modify them:

    Make a d6 or d8 (depending on size or population) list of rumours for each area, some false, misleading, and true:

    1. False; 2-3. Misleading; 4-6. True.

    Between sessions, when the PCs don’t follow up on a rumour they’ve heard, roll on the reaction table, applying the reaction table’s adjective to modify the rumour or change how the situation develops. Recycle names and problems within the area as things develop to give the area more personality.

    Rumours are much simpler, and I feel like I might be able to replace rumours with secrets in preparation as well, which simplifies preparation.

    This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on restocking dungeons and rumours, and about wandering monsters and traps, and the grid. Have I left questions unanswered or overlooked other things needing restocking?

    Idle Cartulary

    20th May 2022

  • Rules Sketch: Non-player Characters

    If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

    “Nothing is more important to the AD&D game than the creation and handling of nonplayer characters. Without nonplayer characters, the AD&D game is nothing, an empty limbo”

    Second edition’s DMG is pretty clear about the central importance of NPCs. Second edition categorises them into monsters, hirelings and full NPCs, but I’m expanding them to everyday people, monsters, grand villains, gods and even factions.

    An aside: I rail against the term non-player character, and am a fan of game-master character instead, because I don’t like the implication that the GM is not simply one player of many. They might at most be considered the captain of the team, useless without the larger team but with a unique role with unique responsibilities. But I’m trying to hew to original language here as best I can, unless the results are hurtful, so I’ll continue to use the offending term.

    In terms of creating an NPC personality, the advice is to choose one or two of a character trait, physical habit, and physical trait, exaggerate them, and call that a day for a “walk-on NPC”. I’ll call that a “sketch”. For a “significant NPC”, they suggest growing them out of small questions to these sketches traits. Some NPCs are developed to be significant, and for those they have a table for which they recommend two random results, calling out specifically not to develop a background story. I’ll call these more in depth descriptions portraits. This is fascinatingly i’m stark contrast to the approaches taken by popular properties that drove second edition such as Ravenloft and Dragonlance.

    Finally, I’m going to come back to the campaign advice, because I think that these are really about NPCs. Campaigns are driven to unexpected outcome by passion, desire, intrigue and virtue. My interpretation of this is that characters either just do it, they build and plan, or they act in good faith. Giving each NPC a preferred course of action of impetuousness, subterfuge or faith (are these good iconic names?) seems like a good implementation of this in my opinion.

    So, going forward, we need NPCs to be expandable in terms of sketch to portrait, to be memorable, and to have a preferred course of action (is approach a better name?). And I want it to be flexible enough to encompass everyday people, monsters, grand villains, gods and even factions.

    One popular sketch approach is DNA, standing for distinguishing trait, what they need from the PCs, and their agenda. (I’m not sure my source for this, please, if you know it, let me know so I can link it in). This makes for a pretty solid base for a walk-on NPC. For more significant NPCs, add to your DNA: a VOW: A visage they falsely present to the world, an obsession they cannot let go and a weakness that will always defeat them. I pulled this from my Playful Void post on NPCs, simplified. There is one other thing most NPCs have, and that’s a thing the PCs want, but this acronym is pretty sideways already to be honest. I could call that an asset maybe, and then we need a series of random tables to help with A-DNA-VOW.

    Factions, then, fit this acronym as well. The Garrulous Guild of Thieves have the map to the Jewel of Ichor, a jester’s hat tattoo, want access to the Vault of St Lemay, and want the ascension of St Lemay’s undead soul to godhood. They pretend to be a thieves guild, but at high levels are a cult, and their leaders seek divine relics obsessively, but cannot allow the body of St Lemay to be disturbed before the ascension.

    I did that without looking back, so the acronym works pretty well for a pretty complex summary (portrait) and still is effective as a sketch. I realise now that i this I didn’t use course of action, but I suppose either A could be replaced with action. Or even better: A-DNA-A-VOW. Obviously the guild acts with subterfuge, but if they acted with blind faith? Very interesting twist.

    This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on NPCs, if there are questions left unanswered, whether I’ve overlooked anything glaring, or anything of the sort!

    Idle Cartulary

    19th May 2022

  • Rules Sketch: Preparation

    If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

    Preparation gets the barest of nods in second edition, compared to campaign building. It’s hinted at here and there, particularly in regards to talking with other players Bout their characters and what they want, but there’s no mention of strict time keeping or records or restocking or rumours or factions.

    So, the section in preparation that I think is essential discussion is the first section that’ll be mainly just what I think and what I do, drawing from a lot of the legacy principles that second edition builds upon and doesn’t support. It’s another section that screams “have a worksheet” to be honest.


    There are four types of preparation you can perform as GM for play, and you shouldn’t do all of it at once or all the time.

    • Campaign prep the campaign is infinitely expanding. Do this as little or as much as you wish.
    • Living world prep should take between ten and twenty minutes. Do this every week or between sessions, whatever is longest.
    • Improv prep should take about ten minutes. Do it between sessions.
    • Response prep should take about ten minutes. Do it immediately after a session.

    For all of these, it is useful to keep is a campaign history: A record of what the PCs do in session and how the world responds, in addition to things happening in the background. Whenever a piece of prep becomes part of the world because a PC or NPC acted on it or reacted to it, add it to your campaign history. Whenever a piece of prep changes a map or map key, do the same.

    Living World Prep

    Living world prep consists all the moving parts of the world that the PCs do not interact with but which make the world feel alive. This happens in real time, so do it between sessions or once per week, whichever is longer. Progress things randomly or as it interests you, especially as the campaign becomes more complex:

    • Response Prep check: Implement response prep if you haven’t already.
    • Dungeons: Progress the dungeon using the dungeon transformation procedure.
    • NPCs and Factions: Progress projects randomly or as per your interest.
    • PCs: What are the next stages in their projects?
    • Rumours: Delete investigated rumours and progress uninvestigated rumours using the rumour transformation procedure.

    Improv prep

    Improv prep is quantum prep, in the sense that it doesn’t exist until a PC or NPC acts on it or reactsee to it. Keep your prompts topped up, but delete things you haven’t used in a while as that usually indicates they aren’t inspiring you. These prompts need to be generic so you can work them in easily, but also specific and interesting to serve as hooks in a pinch.

    • Top up your improv prompts to six each of:
      • Secrets
      • Strange or fantastic locations
      • Named and sketched NPCs
      • Unique treasures
      • Monster transformations
    • Events: Check your campaign calendar for events you can incorporate this session
    • Modules or locations: Review any module or location you’re using
    • PCs: Review any PC goals or backgrounds that might be relevant to the upcoming session

    Response Prep

    When responding to a session that just happened, you simply have to let the world change in the PCs wake. Each PC changed the world in at least one of these ways:

    • The PC emptied something, cleared out someplace or took something away. How did it change the world permanently and obviously?
    • The PC interacted with an NPC who did not die. How did they change that NPC irrevocably?
    • The PC gave something away, told someone about something or left something behind, How did it change the world permanently and obviously?
    • The PC chose inaction when action would have helped someone. How did it change an NPC irrevocably?

    Implement these changes immediately if you can, and record them in the campaign history. Change any maps or map keys.

    Campaign prep

    Continue to expand your campaign world in discrete chunks between sessions at a leisurely pace. Pick any of the following, whatever seems most interesting to you at the time:

    • Map out a similarly sized area adjacent to an already mapped area
    • Map out a similarly sized area related to a PC after asking them for details
    • Create a villain, important NPC or god
    • Create a faction that interacts with an existing faction but in another area
    • Create a faction that is related to a PC after asking them for detai
    • Add an arcane conjunction, celestial event or festival to the real-time calendar
    • Add two or three rumours and two or three events to an area you have developed to draw PCs or NPCs there from afar
    • Create a unique magical item and its ancient and recent history
    • Make a special random encounter table for a terrain that already exists on your maps
    • Expand an existing dungeon by one to three floors by opening up blocked passageways
    • Add a dungeon to an existing map that doesn’t have one

    For any of these, simply follow the procedures in the worksheet or in the chapter on NPCs.


    So this is the first time I’ve wrote an actual chapter text here, and I’m not sure I’m happy with the loose leash I’ve given myself here.

    Things here are drawn from many places over many years, and as I don’t keep a file on which blogs I’ve read for the last ten years, I can’t be more specific with inspirations, except that improv prep in particular takes inspiration from Return of the Lazy Dungeon Master. I need to write a dungeon restocking procedure, a rumour restocking procedure, about campaign calendars, and some examples and definitions around improv prep to fill this out. Prep is a lot!

    This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on whether this is a good approach to preparation, if there are questions left unanswered, whether I’ve overlooked anything glaring, or anything of the sort!

    Idle Cartulary

    18th May 2022

  • Rule Sketch: Hazards Part 2: Traps

    If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

    Firstly, obviously Hazard is a better name for environmental challenges. Let’s change that. I realise that I’ve forgotten an important hazard: Traps. Now, there are a number of approaches I could take:

    • Find and remove traps roll
    • Trap clock as per other environmental challenges
    • Descriptive traps

    My inclination is to say that there could be an overlap between clocks and descriptive traps, but I feel like there’s a benefit to completely de-mechanising traps, at least from the PC end. At the GM end, there isn’t a procedure, there need to be trap principles:

    • Easily identified or easily anticipated.
      • A pit covered in leaves. The safe of a master poisoner has a needle.
    • Foreshadowed or gives the PCs a chance to react.
      • A collapsed pit with two skeletons in it.
      • “The poisoner is paranoid as known to trap her most treasured belongings”
      • You hear a click and the flagstone moves under you. What do you do?
    • Goes either for a kill or a capture.
      • A pit trap either imprisons or has a spiked floor
      • A poison needle instantly kills or puts to sleep
    • Balances the trapper’s protection and convenience
      • Never in the main access hallways unless there’s secret access; always in the chest in the high priest’s quarters.
    • Simple actions can avoid or disarm them
      • “I stand on a box and pinch the wire so I can set the door slightly ajar. Glorax, you’re slim enough to to slide through the slightly open door. Once you’re on the other side, you can cut the wire, allowing us to enter without the bucket of acid tipping on us.”

    It’s always better to have no rules than rules, in my opinion. A trap is simply a description of it, and either kills or imprisons if it’s not caught.

    This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on traps, if there are questions left unanswered, whether I’ve overlooked anything glaring, or anything of the sort!

    Idle Cartulary

    17th May 2022

  • Rules Sketch: Priestly Magic (Part 2)

    If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

    As I stated in my first attempt, the initial draft of these rules was messy in practice and strong in spirit, in the pursuit of driving priestly spell magic with relationship and fickleness instead of encumbrance and memory. Maybe, if gods are simply NPCs there’s ready a rule here we can lean on? The first section should remain the same:

    Priests need not memorise a spell to cast it, but they must spend a watch dedicated to their priestly devotions. During priestly devotions, as you pray to your god, recite your deeds of the day. If your deeds impress your god, gain 1 piety. If they are contrary to their ways, lose 1 piety. If you do nothing to move your god, your piety remains the same.

    You may always expend one piety if you have it to cast the spell you want.

    But it changes from there:

    If you do not want to spend piety, state the spells name, and make a reaction check, modified by your piety:

    1-2. Unreceptive. You gain access to an inconvenient spell at a random level.

    3-6. Suspicious. You gain access to a random or inconvenient spell at a similar level.

    7-15. Uncertain. You gain access bro a similar spell at a similar level.

    15-18. Deliberating. You gain access to the spell you want.

    19-20. Receptive. You gain access to a similar spell, at a higher level than you can usually cast.

    This spell must be the next spell you cast, until your next priestly devotions, unless you expand piety to get the spell you want. There is no limit on the amount of spells you can cast in a day.

    The priest still gets a choice, but at the cost of their relationship with their god. Gods are ineffable, and sometimes provide powerful spells and bizarre guidance. But simpler abs use an existing rule. I reckon this is better.

    This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on priestly magic, if there are questions left unanswered, whether I’ve overlooked anything glaring, or anything of the sort!

    Idle Cartulary

    16th May 2022

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Dungeon Regular is a show about modules, adventures and dungeons. I’m Nova, also known as Idle Cartulary and I’m reading through Dungeon magazine, one module at a time, picking a few favourite things in that adventure module, and talking about them. On this episode I talk about Threshold of Evil, in Issue #10, March 1988! You can find my famous Bathtub Reviews at my blog, https://playfulvoid.game.blog/, you can buy my supplements for elfgames and Mothership at https://idlecartulary.itch.io/, check out my game Advanced Fantasy Dungeons at https://idlecartulary.itch.io/advanced-fantasy-dungeons and you can support Dungeon Regular on Ko-fi at https://ko-fi.com/idlecartulary.
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