Sunday, April 25, 2021

Frontier Forts of Kelnore: Finale

This week we’ll finish up the fort, but it won’t be the finish of the adventure.

A few weeks ago we went room by room and determined what was in there, aside from Ka'Taka’s minions. This week we’re adding the minions.

We’ve already placed Ka'Taka (Tower/11) and Tupo (Mess hall/14). That leaves:

  • Mal'k'k, the female first level cleric who’s sucking up to Ka'Taka.
  • Mu'koto (Ka'Taka’s brother) and a heavy bowman.
  • 4 unnamed half-orc heavy bowmen.
  • 13 unnamed medium half-orc swordsmen.

During the daytime, 2 swordsmen and 1 bowman will be sleeping in the Barracks/18. At night time everyone else will be asleep and those three will be awake. Everyone carries a small whistle around their neck and will blow on it to raise the alarm.

I’m just going to divvy them up where it makes sense.

# Name Daytime Nighttime
1 Basement (Scorpion) 2 swordsmen
2 Crypt None
3 Crypt None
4 Crypt 2 swordsmen
5 Crypt (Shriekers)
6 Courtyard 2 swordsmen (effectively the courtyard area is also the gate, the well, and the stables)
7 Gate 2 swordsmen 2 swordsmen
8 Well (None–this is part of the courtyard)
9 Stables (Wolves)
10 Parapet 2 bowmen 1 bowman
11 Tower (ground) (Ka'Taka)
12 Storeroom N/A: This is now part of the courtyard
13 Storeroom N/A: This is now part of the courtyard
14 Mess hall Tupo Empty
15 Commander’s quarters None None
16 Executive’s Quarters None None
17 Tower (1st floor) 2 swordsmen
18 Barracks 2 swordsmen & 1 bowman (sleeping) 11 swordsmen, 4 bowmen, 1 cleric (sleeping)
19 Tower (2nd floor) None (Bloodweed)
20 Tower (3rd floor) None
Keep’s Roof Mu'koto & 1 bowman
Outer Stables 1 swordsman None

Final thoughts

From keep’s roof and the parapet, the bowmen can see enemies approaching the fort. They can use the battlements for cover (+2 to AC) and shoot the enemies. If attackers breach the keep and are in the courtyard, the bowmen on the parapet will run to the barracks where they can use the arrow slits (+4 AC) to shoot into the courtyard.

This is a tough adventure, mainly because the half-orcs are not idiots. Any of them that encounters a surprise hostile party will most likely first run away, blowing his whistle to raise the alarm. The player’s best chance is probably trying to sneak in at night either through the secret tunnel (but remember the shriekers!) or using a grappling hook to climb onto the keep’s roof. But players may have other ingenious ideas, which should be rewarded with a good chance of success.

That’s it for the fort itself. Starting next week, we’ll look at the oasis town of Konpoke1, where the fort is located.


  1. Transpose the “k” and the “p.” Substitute “a” for “o.” If Gygax can misspell “omelet,” I can have fun with other breakfast foods.

Monday, April 19, 2021

The Treasure of Ka'Taka (Swords & Wizardry Treasure Generation)

For the past three weeks we’ve been making an adventure from the old Frontier Forts of Kelnore supplement from Judge’s Guild.

  • Part 1 was the basics of the Fort.
  • Part 2 fleshed out the contents of each room.
  • Part 3 was a custom monster (Bloodweed) that I made for the adventure. I didn’t number that one because it was generic enough to be used outside the fort.

This week I’m going to determine the treasure, and place it in the fort. To do so, I’m going to walk you through the treasure generation rules in the Swords & Wizardry RPG.

Step 1: Total XP Value

After we went through all the tables and everything, we ended up with the following encounters:

Monster Quantity Challenge
Level1
XP
Each
Total
XP
Big Scorpion 1 1d6 10 10
Half-Orcs 20 1 15 300
Wolves 4 2 30 120
Bloodweed 1 3 60 60
Ka'taka 1 4 120 120

Adding all that together tells me that the players are facing 610 XP of enemies.

Step 2: Base Treasure Value

Once we know the total XP value, we multiply it by 1d3+1.2 My result was a 3.

3 × 610 = 1,830. That’s the base value (in gold pieces) of our treasure.

Step 3: Trade-Outs

I think this step is cool. It’s probably the biggest thing that draws me to this system versus others. The one drawback is that it involves a lot of dice rolls. For our little treasure here it will require at least 19 rolls. I programmed a computer to do it for me.

Minor Trade-Outs

We roll 1d10 for every 100 gp of base value. Because our base value is 1,830, we’ll be rolling 18d10. For every die that comes up as a “10,” we have a Minor trade-out. My program tells me that we rolled two 10’s, so we have two small trade outs.

Each of those two requires a d20 roll. A “20” indicates a magic item, otherwise we roll on a Gems & Jewelry Table. My results are an “8” and an “18,” so we’ll be rolling twice on the (Minor) Gems & Jewelry Table.

The roll is a 1d6, and I get a “2.” The table tells me that’s “Gem or jewelry worth 1d100 + 25 gp.” I find that a little awkward, and too granular for my taste, so I’ll replace it with “(1d10 × 10) + 25 gp.” I roll a “6.” 6 × 10 = 60 + 25 = 85 gp. I decide that this will be an ornate, bejeweled unholy symbol that Ka'taka wears.

The second roll on the table is a “3,” which means “Gem or jewelry worth 1d100 + 75 gp.” Using the same substitution as above I roll “3” × 10 = 30 + 75 = 105 gp. That’s an awkward number, so I’m rounding to 100. We already have a jewelry item, so I’ll make this a gem. Based on the value, I decide it will be a large aquamarine.

Medium Trade-Outs

The medium trade-out process is identical to the minor, but we roll once for every 1,000 gp of base value instead of 100. If we get any, we roll on the Medium Trade-Out table, which offers more valuable gems/jewelry or more powerful magic.

1,830/1,000 = 1, after you drop the fractions.3 We didn’t get any medium Trade-Outs.

Major Trade-Outs

The Major Trade-Out is just like the others, but it’s for every 10,000 gp of base value. Our puny first level adventure doesn’t even qualify.

Subtract the Trades

The base value of the treasure was 1,830, but we had two minor trade-outs. We need to subtract that value from the base. We subtract 100 gp for each minor trade-out, regardless of its value. That leaves us with 1,630 in coins. Although we actually lost a little value in the trade outs (we traded 200 gold for 190 gp value of gems and jewelry), it’s still a pretty good deal for the players. If the DM counts encumbrance (and I do), those two items make it easier to carry more value.

Step 4: Coinify

Now that we know how much the coins are worth in value, we need to determine their composition. This is mainly important for encumbrance. A heavily equipped character might only be able to carry 1,800 coins. If the treasure is 1,630 gp of value and it’s all in gold, good for him! But if it’s copper pieces, he’s going to have a challenge transporting over 8 tons of coins back to his stronghold!

Swords & Wizardry does not provide any guidance. The Whitebox variant does, but it’s uninspiring.  I'll have to make my own.

They way I figure it, in day to day use amongst commoners, more copper pieces change hands than silver pieces, and more silver pieces change hands than gold.

So if a treasure is just a random collection of coins—for example collected by a bird who likes shiny objects—it will be mostly copper. But intelligent, wealthy creatures—say a dragon or a rich human merchant—will tend to stockpile gold over silver, and silver over copper. Somewhere in between are intelligent but not wealthy creatures; while they know to stockpile gold rather than silver, the simple truth is that gold seldom falls into their hands.

I figure that Ka'Taka falls in that latter category.

Here’s how I’ll do it: I will roll 3d10 and discard the lowest and the highest dice. The remaining die will be multiplied by 10. That’s the percentage of the coin value that will be in silver pieces. I then repeat the process, and that will be the gold. Anything left over will be in copper. I’ll demonstrate:

Silver roll: I roll 5, 5, and 3. Discarding the 3 and one of the 5’s, leaves a 5. 5 × 10 = 50%. So half the treasure is in silver. Our total coin value is 1,630 gold pieces. 50% of that 815 gold pieces. 815 gold in silver is 8,150 silver pieces.

Gold roll: 4, 6, and 3. The middle die is the 4, so 40% of the total treasure is in gold. 40% of 1,630 is 652 gold pieces. (Of course had the middle die been a 6 or higher, it would have just been considered to be a 5, because that’s all that was left of the treasure. In that case there would have been no copper).

Copper pieces: We don’t need to roll. The rest of the treasure is in copper. There’s 163 gp of value remaining, so that works out to be 16,300 copper pieces.4

The Total Treasure

So let’s sum up the treasure. While I’m at it, I’ll refer to my previous notes and place it.

Item Value Location Notes
16,300 c.p.
7,250 s.p.
888 gp Two chests in  Commander’s quarters (15) This is the group’s day-to-day expense fund. Everyone knows that it’s there, which it why it’s trapped. This trunk can hold about 20,000 coins though it will break if you try to carry that many.
652 g.p. 652 gp Barrack’s roof chimney This is the metal box that’s down the chimney. The box is 5 inches × 7 inches and 5 inches tall. Ka'Taka and Mu'koto are supposedly the only ones that know it’s hidden there. Tupo knows something is hidden in chimney, however, as he has spotted Mu'koto checking on the box.
900 s.p. 90 gp Crack in the wall of Crypt (2). In three back packs, holding 300 coins each. This is the money that belongs to the mercenaries hired by Ka'taka. The chief mercenary keeps the money hidden in the crack in the wall of Crypt (2).
Bejeweled Unholy Symbol 85 gp Carried by Ka'Taka A holy cleric might insist on destroying it or melting it down or something. +1 bonus XP to that character if he does.
Large Aquamarine 100 gp Carried by Mal'k'k Mal'k'k is the first level cleric henchman.

It might not be very realistic that I grouped all the coins together in separate caches, but eventually you have to say “it’s just a game.” I say that, but I did use this calculator to check the container sizes for each cache.

Incidental Treasure

There’s some other treasure to be had, but the players need to work for it:

  • If searching bodies, each half-orc will be carrying some coin. (For each half-orc, roll 1d10. On a 9 or less, that’s the number of copper coins it’s carrying. On a 10, roll again, but this time it’s silver. If the second roll is also a 10, roll again, but this time it’s gold and treat a 10 as a 10.

  • If the wolves are somehow captured and befriended, they can be sold for a pretty penny. Even if they’re killed their pelts can be sold for a few gold.

  • The carved pixie fountains can be sold.

  • Returning Oggo to his home will result in a reward.

  • Somewhere is a letter from Oggo’s wife to Ka'Taka, pleading for Oggo’s release. “Leggo my Oggo,” it says.

That’s all

I can’t top that last line. Let me know if you have any thoughts!


  1. Challenge level is generally equal to the hit dice, but it can be boosted for special abilities. I boosted the big scorpion one level for its poison. The Bloodweed got a boost for a combination of automatic blood drain, the nuisance of having to find the main stem before attacking, and the fact that you need to attack with an edged weapon (you can’t stab or crush).

  2. There are four variants of Swords & Wizardy: Complete, Core, Whitebox, and Light. The 1d3+1 is found is Complete and Core. Whitebox says to roll 1d6 and consult a chart to generate a number between 1 and 4. Light doesn’t say anything.

  3. I’m tempted to say that the fraction should be turned into a percent chance that you get another die, but that would add even more rolls.

  4. The 16,300 copper pieces are valued at only 163 gold pieces, yet weigh over three-quarters of a ton. This is more than enough to fully encumber the entire party, unless they brought mules or hirelings. This is why many old school players consider copper pieces to be a trap.

Sunday, April 11, 2021

Bloodweed

This will be a short post.  I worked all week, all weekend, and had 6 additional hours of commuting time.

Bloodweed

The lighter color tips turn red when the plant is feeding.
Image by Kerstin Riemer from Pixabay

Armor Class 17 (special)
Hit Dice 2
Move 0' (see below)
Attacks Special
Damage 1 hp/round
Number Appearing 1
Morale n/a
Treasure Type Special
Intelligence Animal (2)
Alignment Neutral
Monster Type Normal Plant
Terrain Oases
% in Lair n/a
Special Attacks Vine attachment/blood drain
Special Defenses Hidden stem
Magic Resistance Normal
Size L

Last week I called this "Bloodvine." Both names are used.

Bloodweed climbs like ivy, and collects in deep (knee-high) thickets where possible. Anyone wading in the thicket is subject to attack. 

When a person or animal enters the thicket, the vine will seek to attach itself to the victim. This takes 1 round for a person wearing no armor, 2 rounds for a person wearing leather, 3 rounds for chain, and 4 for plate armor.  Shields have no effect.

The vine anesthetizes the victim's skin when it attaches, causing the victim to be unaware of what's happening. Each round after the vine attaches, it will do 1 hp of damage as it drains blood from the victim. The vines and leaves closest to the victim will start to turn red as they fill with blood, and the victim will notice that he is feeling weakened.  Finding the attachment site requires a successful Wisdom save.  Once the attachment site is located, the vine can be simply pulled out. Remaining in the thicket will start the attachment timer over again.

The vine can feed off of any number of victims as long as they're all in the thicket.

Attacking the main stem require a hit against AC 17.  The vine is considered to have 2 hit dice, but "killing it" is temporary: the weed will grow back within a month.  The only way to permanently kill it is with fire, acid, or an appropriate spell.  

Bloodfruit

Bloodweed doesn't collect any treasure, though sometimes the bodies of former victims will contain valuables. 

Having said that, there is a 25% chance that a feeding bloodweed will produce a bloodfruit. Eating a bloodfruit initially causes 1d4 hit points of damage. If the character survives the damage, they then heal 2d6 hit points at the rate of 1 point per round.  The healing effect can even boost the character's hit points above their normal maximum, but the "extra" hit points "wear off" at the rate of 1 hit point per turn.

That's all!

That's all for this week.  Maybe next week we'll finish the fort!

Do you like the bloodweed?  It's little bit of a monster and a little bit of a trap.

Sunday, April 4, 2021

Frontier Forts of Kelnore, part 2

Last week we started building an adventure using the Frontier Forts of Kelnore supplement from Judges Guild. This is a continuation of that process.

On a related note, I stumbled upon the blog of Anton Ryzbak who built a scale model of the forts. The model isn’t perfect—for example, it’s missing the tower’s roof as well as the battlements that run along the parapets and the keep’s roof—but it’s still pretty darn impressive. I wish I had that talent.

Also, that blog post shows the map for the first two levels. So if you want to look at that when I describe things, feel free.

Optional Tables Overview