Supplement 07 Lost Lore (0e)
Supplement 07 Lost Lore (0e)
LOST LORE
EDITED BY RC PINNELL
CONTENTS
INTRODUCTION
ABILITY SCORES
ARMOR
COMBAT
DEMI-HUMANS
MONSTERS
Wood Giantess
Balrogs
NEW CLASSES
Amazon
Barbarian
PRIESTS & DEITIES
THE WILDERNESS
Introduction
This work is derived from what is known as the "Little Brown Books" (Original Dungeons and
Dragons, and its 1st supplement, Greyhawk). The premise of the suggestions that follow is that, in
the beginning, Game Masters and players were encouraged to extrapolate the information
provided and develop their own style; this usually meaning, "house-rules" that were intrinsic to
only their own gaming group and/or campaign.
Apparently this was just the case, for, in the early years of the development of "the game,"
history reveals that many of the early participants, groups and campaigns seemed to differ. In
fact, it was more uncommon for group styles to stick to the rules as written (RAW) and reflect,
almost identically, the image of others in and around Lake Geneva at the time.
Nowhere is this is exemplified better than in the first two Supplements to the game, Greyhawk,
and Blackmoor. These documents, created by the co-authors of the original game, reveal that
even they had, strongly different, conceived ideas how the game should be played. And though
future supplements (III-IV) attempted to expand and codify the structure of the rules, by then it
was too late--the cat was out of the bag! Referees and players had already embraced and
embedded the promoted concept of a make-it-your-own, game. This is evidenced even further
when, decades later, Supplement V: Carcosa, by Geoffrey McKinney, appeared--during the
resurgence of the hobby in 2008--followed by author Robert Conley's supplement VI--The
Majestic Wilderlands, in 2011.
Which brings us, now, to Supplement VII, LOST LORE. Like the supplements before it, the
information within should be regarded as suggested additions to your Original game. While some
of the data is repetitive for having appeared in previous documents, the presentation of such
has been altered and/or expanded to include new ideas and concepts for you to consider.
ABILITY SCORES
The 3d6 rolled-in-order system established in the original rules is adequate if character ability
scores have little to no effect on the success and/or failure of the adventure. When the game
shifted from miniature war simulation to one-on-one role-playing scores were not, then,
considered critical to such success, or failure--random attack rolls and hp were!
Whether one agrees with that or not, the following character creation system is designed to
provide players with better odds for having scores of more value--not guaranteeing better
scores! Inspection of the mechanics quickly reveals that the range generated (6-18) is not greatly
changed from the original.
Each ability, for characters, begins with a base score of 12. Players then roll two six-sided dice(of
differing colors; in this example, Red and White), with one color designating a subtraction from,
and the other an addition to, the base score. Whichever die is higher wins, with that number
adjusting the base score. Ties involving 2-6 cancel each other out. Ties of 1s require a 2nd roll,
with the higher of that toss determining which of the first toss applies.
EXAMPLE 1 EXAMPLE 2
Roll Result =Total Roll
1 (r5/w6)12+6=18 1 (r4/w2)12 -4=08
2 (r3/w1)12 -3=09 2 (r3/w5)12+5=17
3 (r2/w5)12+5=17 3 (r1/w1)12+1=13*
4 (r5/w3)12 -5=07 4 (r3/w3)12+0=12
5 (r4/w4)12+0=12 5 (r3/w4)12+4=16
6 (r2/w3)12+3=15 6 (r1/w2)12+2=14
Once all six scores have been generated, the player then assigns each number to an ability
(Strength, Constitution, Dexterity, Intelligence, Wisdom, Charisma) in the order rolled. A high score
in STR would benefit a Fighting Man (as described later), Dwarf, Hobbit and even Elf, while a high
score in INT would benefit a Magic User, in WIS a cleric, and in DEX a thief.
STRENGTH
Only Fighting Men receive bonuses regarding their strength scores. (Ignore penalties due to low
strength as shown in Supplement I, p.7, since no other class is penalized by such either.)
Bonuses remain as described in the Greyhawk Supplement. In addition, use the following:
The table above reveals not only the maximum strength possible for the race in question, but
the highest level a character of such race may advance to according to their strength score. U
indicates there is no upper limit for human characters. Strength scores below those shown do not
lower the level limit beyond the least indicated.
Demi-humans that operate in 2 or more classes simultaneously are limited as Fighting Men to the
level indicated as per their strength, regardless of other class limits, if any.
For female characters of a given race the maximum strength ability is established as 2 lower
than that listed; with level limit (if any)associated with such scores.
DEXTERITY
This not only applies to the Fighting Man's ability to Fire Missiles, but to Dodge & Parry attacks by
melee weapons as well.
The table above shows the adjusted AC rating of the Fighter due to his/her dexterity score
bonus. The top row(2-9) indicates normal AC with and without shield. Determine what the AC
protection of the fighter is, then refer to his/her Dexterity score, reading from left to right to find
the appropriate adjusted figure beneath his/her original AC rating. When monsters physically
attack the Fighting Man, use the Adjusted rating for his/her AC rating. Note--bonuses from
magical items (shields, armor, etc.) might adjust the Fighting Man's total protection further. (For
example, 3rd level Fighting Man Maynard, wears chain mail and shield for an AC4. However, his
Dexterity score is 16, so his Adjusted AC rating is AC2. Now, give him +1 chain mail and +1 shield,
and his Adjusted AC rating is AC0! Which is very difficult to hit for most creatures!)
ARMOR
Leather and metal armors have been introduced and discussed in previous books. Everything
from their AC rating, to weight and encumbrance are well established. But, sometimes, unusual
materials will often make some of the best protection versus specific kinds of attacks. It is with this
in mind that many Game Referees introduce (or allow) armor made from other sources. Often,
these are exotic versions coming from strange and distant lands, yet are desirable for the extra
protection they extend.
It is in this light that the following new forms of armor are exhibited for your consideration.
COMBAT
Human Fighting Men (including amazons and paladins), and demi-humans that are single-
classed fighters, receive more opportunity to attack opponents with levels gained. This ability is
two-fold: versus all less than 1HD creatures and normal men, or versus all other types. Against all
less than 1HD types, the Fighting Man (etc.) can attack once per each level he/she has. For
example, a L4 Fighting Man versus 12 goblins would get 4 attacks per attack round. If the group is
mixed, the Fighting Man(etc.) can still attack, by dividing his routine among the targets available.
For example, a Gnoll and 9 Goblins appear and charge a L4 Fighting Man. Choosing to attack
the gnoll first, the Fighting Mans has reduced his attacks versus less than 1HD by 1, and thus only
has 3 attacks he can launch at the 9 goblins. (Use this formula in general combat situations) The
versus all other types function applies to all creatures of 2HD or more. In this regard, versus a
mixed group of ten 3HD, four 2HD, and two 5HD monsters the Fighting Man uses the attack
routine according to his level on the table below:
Attack Routines such as 3/2, 5/2 are not difficult to implement. Put simply, the Fighting Man is
entitled to either 3 attacks per 2 rounds, or 5 attacks per 2 rounds. For the former, this equates to
1 attack per round, with an additional attack coming at the end of every second round. For the
latter, it means 2 attacks per round, with the additional attacking occurring at the end of the
second round. These, like all attack routines, are based upon initiative and the character's DEX
score, and will thus follow, sequentially, according to their numerical relation to the beginning of
a combat period.
DEMI-HUMANS
Mythology is filled with strange results of humans breeding with gods, demons, monsters. The
details of such shenanigans need not be microscopically dissected and/or revealed in here. It is
sufficient enough for the Game Referee to have a periodic inflow of creatures, spells, magical
items and character classes in order to continue defining his campaign. With that in mind, the
following demi-human is offered.
The Half-Ogre
Standing between 7 and 10' tall, this being is usually the result of a lustful adventurer gaining
access to a female ogre. While it is usually shunned by most human communities, the half-ogre is
almost always raised by its mother; while among ogre-kind it is treated as a second-class
member of the clan/village/tribe in which it lives. Eventually it reaches a point where leaving is
better than remaining, and the half-ogre begins what is, mostly, a lonely, quiet, secluded
existence away from all races. About 10% of all half-ogre are at least average in intelligence,
and those sometimes seek out human and demi-human communities, offering their great
strength as a means of being accepted. It is these individuals that end up becoming part of
adventuring parties.
The half-ogre can be any alignment, but prefers Neutral. It is strong, capable of wearing the
heaviest of armor and shield, and swinging large weapons single-handed. Its brute strength
delegates it to front rank fighting, and its massive bulk (and hp)allows it to excel as a Fighting
Man.
To generate a half-ogre character, use the roll-up system previously described. If the raw scores
for strength and constitution are both 14 or more(the minimum to be a half-ogre character),
then, add a bonus of +2 to both Strength and Constitution. If this results in a strength of 18, roll per
cent dice to determine Extraordinary ability, and add a +15% bonus to the roll. Strength cannot
exceed 18/100, but the half-ogre can have a Constitution of 19 or 20! (If the latter occurs, it
receives a bonus to hp generated of +4/+5 to HD rolled per level gained.)It can have but a
maximum Charisma of 12; anything above that is discarded! The half-ogre uses a d10 to
generate hp per level gained. But advancement is slow, as it takes double the amount of XP for
the half-ogre to advance in levels as the normal Fighting Man.
If you are not using variable weapon damage in your campaign, the half-ogre rolls a d8 per
hit(adding whatever bonuses apply), otherwise, it uses all standard weapons a Fighting Man can,
and, swings a battleaxe or two-handed sword with but one hand, without suffering any sort of
penalties in doing so(--does not have to attack last, etc.)
The half-ogre speaks only its native language during childhood. It can learn one additional
tongue for every 4 points of intelligence it has above 6. (i.e., +1 at 10, +2 at 14, +3 at 18). It has a
weaker Infravision than demi-humans, good for only 30' in the dark. And while it makes all Save
Throws as a Fighting Man, it receives a bonus of +4 versus poison in general, while being immune
to venomous creatures altogether that are half its HD or less.
MONSTERS
There is no such thing as a complete catalogue of creature-monsters available for playing the
game, since new ones are continually being created and old ones reinvented by imaginative
designers, players and referees. The offerings that follow are simply two examples of what one
can come up with, given a little time and thought; hopefully, serving as models, as how to rethink
long-existing concepts thereof, and exciting the reader into creating a plethora of beasts and
critters of his/her own.
WOOD GIANTESS
Like all giant-kind, this race does only half-damage upon successfully striking a dwarf in combat.
This being stands from 8 to 12 foot tall and often appears like nothing more than an tree, with
spindly growths protruding from its skin like withered limbs up to 4 foot long, and a crown of
leaves for hair. Normally only 1 to 4 will be encountered within a large forest at a time, though
clans of up to 18 have been discovered--unfortunately, for the discoverers! They are Chaotic by
nature, though 5% of a large group might be Neutral. They have 11 hit dice to generate hit
points, can move 9 inches per turn, and do 2 dice + 2 to damage when they score a hit. Though
they are treated as AC2 for combat purposes, daggers, swords and bladed pole weapons used
against them have a 20% chance of breaking/shattering upon each successful attack-strike
(Axes not included). Wood Giantesses do not hoard treasure, but often a magic dagger, axe or
sword will be found sticking into one. They are immune to cold-based attacks, but fire does +2
damage to them upon striking and has a 10% chance of igniting them for an additional 1-6 hp of
damage as it burns for 1 to 6 rounds. Lighting and acid does full damage against them, while
poison gas does only 1 hp of damage per attack per die possible. Up to now, only female
appearing creatures of this kind have been encountered.
Two options are presented as follows to allow you to choose which style(version)you prefer to
use in your game. Note that the Greyhawk Supplement creature is based on variable HD and
Weapon Damage that is optionally allowed to players.
*By size of creature(i.e., 2d12 for 14HD/3d12 for 16HD/4d12 for 18HD)
**Gigantic being defined as from at least 18 feet tall.(16/18HD Balrogs)
Note: that Balrogs provided here do not appear in the Original Books, nor the Greyhawk
supplement as shown. Balrogs were included originally but were ordered removed by the Tolkien
Estate, and only brief references to them remained in later printings of each. The information
given above concerning Balrogs has been derived from the earliest printings that did include
them.
The Wood Giantess never appeared in either work, though references to giants other than the
standard Major races(Hill, Stone, Frost, Fire, Cloud, Storm) can be found. (including one to a race
of Rock Giants!)
NEW CLASSES
Reinterpretations of fantasy-game classes have been flowing out of the minds of creative
designers for decades. It seems with every "new" game-set introduced, some class or another
has been reworked and redefined. By now, very few fantasy-game professions have not been
attempted--10 times or more! The following have titles that will not surprise even the most
fledgling gamer; the terms have been bandied about in movies and books and games for over
six decades that I am aware of. But regardless of where they first appeared (Arthur Conan
Doyle's "Lost Continent" or R.E. Howard's barbaric warrior series, or...)the presentations here have
been refined and adapted to fit into the system at hand.
THE AMAZON
This character class is exclusively for females. The Amazon is a cultural result born out of the
desire to be free of male domination, and the women that originally fled such a state and
established their own domain in the wilderness, far from the reach of Man. There are 2 types
known to exist at the moment: human and half-elf.
Amazons use only knives and spears initially. Upon gaining Bow Maiden status they are trained
in the use of that weapon and can alternately use it or any other from that point forward; they
cannot use the bow and shield at the same time. They cannot wear any armor and, in fact,
prefer not to wear anything at all when in combat. (This has the effect of distracting male
enemies and monsters, causing all such to suffer a -2 to their attack rolls vs. amazons!) They can
use magical versions of all the weapons (and shield) they are able to. All amazons gain a +1 To
Hit with each rank of-the-bow/spear they attain(i.e., +1 at 3rd level, +2 at 7th, etc.), causing 2
dice of damage if the victim is within 30' of the amazon at the time; standard damage otherwise.
Amazons will be encountered in groups of mixed alignments: Lawful(60%) or Neutral(30%) or
Chaotic(10%). Character-types must be either Lawful or Neutral.
The amazon fights on the combat-matrix as the Fighting man, and makes Save Throws based
on this as well. She does not benefit from the Strength/Dexterity tables as the Fighting Man, for
her expertise involves thrown/missile weapons.
*Tracking is the ability of the amazon to follow a trail left behind by an animal-creature. As long
as the tracks are not washed or swept away by some means, she can follow them.
**Running is an inborn ability. All amazons are sleek and muscular, with thighs containing might
and strength beyond male understanding. When she desires, the amazon can run without
becoming fatigued for 10 times the duration-amount normally allowed for characters.
The ranks of Mother are reserved for only the senior most amazons in a given tribe. Amazons
that rise to these have led many expeditions and encountered countless creatures in the wild
lands in which they reside. Their numerous encounters with venomous creatures has allowed
those that survived to develop resistance to all natural poisons delivered by such animals
(scorpions, snakes, spiders, etc.)thus eventually bestowing immunity!
To become an amazon, the character must have a minimum strength of13, dexterity of 13, and
a constitution of 14. A shield and knife are provided at character generation, but no money is
rolled. Amazons use a barter system for everything, and coins have no value to them.
Amazons that wear armor of any kind lose their ability to distract opponents, and do not gain
the benefit of bonuses to hit with their favored weapons(bow, spear).
The above does not, of course, cover every aspect of what the Amazon culture and life is all
about. You should expand upon what is given, and borrow from other sources all that you wish to
include in order to provide a well-rounded knowledge-base of the amazon and her world. The
more layers you add to this class, the more fun the player will have that uses it, and you will have
in refereeing.
THE BARBARIAN
Most encounters with barbarian characters will be with males. Females of this culture seldom
leave their tribal territory, and are too important to the survival of the clan to allow wandering
about by the curious types among them. Most males encountered, actually, are bachelors and/
or outcasts, out searching the wide world for adventure, and a way to make a kingdom for
themselves. They are generally ignorant of sophisticated aspects of civilized culture, and are
loud, obnoxious, and daring.
To become a barbarian character one must have a raw strength score of 14, dexterity of 15
and constitution of 14. As barbarians dislike armor that inhibits their freedom of movement in
combat, they almost always never wear any, relying on their high dexterity to afford them the
ability to avoid damage. If they do not wear armor in combat, they receive double the bonus
derived from their Dexterity score as Fighting Men. This results as follows:
Use of a shield is prohibited by most of the barbarian culture. This frees the barbarians hands up,
allowing him to wield all 2-handed weapons with ease. Because of this, they are never restricted
to striking last in a round because of their preference for large weapons (normal initiative and
dexterity modifiers apply instead). They can, if they choose, wield two small weapons at once--
one in each hand--when engaged in melee. If they utilize this option then they will inflict one die
of damage per weapon that strikes, but with each striking at a penalty of -2 to hit. This penalty
can be reduced by adding 1 if his dexterity score is above 16, and by 2 if it is actually 18!
The barbarian character prefers axes, swords and spears, but can use any weapon as a
Fighting Man. He begins with 1d6x10 GP.
Barbarians have natural enemies, against which they can become intoxicated with blood lust
to exterminate on sight. Against these types the barbarian adds +2 to damage(bugbears, ogres,
giants, trolls), but suffers in his blind desire to destroy by suffering from the lack of his double-
dexterity bonus to his AC while he is engaged with such types. He can, at his option, choose to
resist this lust, and still retain his AC benefits, but will lose his bonus to damage. Doing so more
than twice in a day will result in the barbarian becoming moody, and short-fused even with his
companions. He will become loud, abrasive, and insulting towards dwarves and elves, until his
blood lust has been fulfilled or he becomes inebriated and sleeps it off.
The Barbarian character can be Lawful, Neutral or Chaotic upon creation. His affinity with the
wilds, its influence, and his totem deities, will eventually move him to center(Neutral) by the time
he becomes a Brother-Hero in any event.
The following tables provide two different versions of the barbarian class for you and your
players to experience. If using just the original books you are not limited to the combat system of
Chain Mail in order to resolve melee with monsters; Men and Magic provides a d20 alternative
that is consistent with this supplement. If the Greyhawk Supplement I is opted for, remember to
adjust for variable HD and weapon damage when incorporating the amazon and barbarian in
your game.
The usual fantasy-adventure world does not deal with gods, preferring to leave clerics as
generic as possible; getting their abilities from nameless forces unseen. If you wish for clerics in
your game to be more connected to their sources--more priestly--then detailed information is
required. The tables below reveal a roster of deities and general information regarding each,
and while all the races are represented, you need only focus on the Human pantheon for cleric-
characters. Keeping in mind, the pantheons for the demi-humans will only concern NPC clerics of
the race involved.
DWARVES
Deity Influence/Concern Symbol Plane Color Holy Day/s--Time/Followers_______
IMELSTONE King of the Gods Hand axe Skoll Red Summer Solstice Warriors
BELRAM Prince of Shadows Dagger Skoll Grey Winter Solstice Thieves
RAGNITE Lord of the Rock Chisel Skoll Brown New Moon All dwarves
SELAH Earth Mother Needle Skoll Pink Full Moon Females
NIFLT Brewing Hops stalks Skoll Yellow Autumn equinox All dwarves
All Dwarf gods have a rank 2 status. Other than SELAH, all appear to be male, between 6' and 9'
in height.
ELVES
Deity Influence/Concern Symbol Plane Color Holy Day/s--Time/s Followers
SKYOAK Night and stars Star Glades Black New Moon Elves
LEM Animals and trees Antler Glades Grey Winter Solstice Elves & Druids
EVERLEAF Lady of the Lake Sword Glades Blue Every 9th day Elf females
SHANIPE Arcane secrets Staff Glades Brown Full Moon Elves
WILLOWCREEK Life and birth Cross Glades Red Equinox(both) Elves
All Elf gods have a rank 2 status. Everleaf and Willowcreek appear to be female, 6' in height;
others are male, 12' in height
Deity AL Rank Abilities HP ___________
SKYOAK C 2 F18 305
LEM N 2 F17 225
EVERLEAF C 2 F17 290
SHANIPE C 2 MU17 205
WILLOCREEK N 2 C16MU16 210
HOBBITS
Deity Influence/Concern Symbol Plane Color Holy Day/Time/s Followers_
BENOBRIAR Truth and Law Sword Harvest Fields White New Moon Halflings
DRUTTLE Drinking and health Mug Harvest Fields Grey Every 13th day Halflings
GRETILDA Home and hearth Staff Harvest Fields Blue Every 7th day Females
LISPIN Crops and fields Scythe Harvest Fields Brown Equinox (both) Halflings
MUSHPOT Gambling Dice Harvest Fields Yellow Summer solstice Halflings
All Halfling gods have a rank 3 status. Gretilda is 5' in height; males are, 6' in height
HUMANS
Deity Rank Influence of Deity AL Abilities HP Plane Symbol Holy Days
WOLFIN 1 Justice, truth, honor L C18/F18 500 Eden Scales Every 7th day
KROGAN 2 War, combat, N F18 300 Eden Spear In battle
MISEL 2 Thieving N F12/T18 250 Nod Coin Midnight
DHARLEEN* 2 Poetry, art, music N C16 225 Eden Quill & lyre Every 5th day
GINELA* 2 Mercy, pity, healing L C18/MU18 200 Eden Tear/Hand Day's dawn
SYNEMY* 1 Vice/lust/lechery C F16/T18 375 Purgatory Scarab Every night
COBANE 2 Agriculture, weather C C16/MU16 275 Eden Sickle Equinox(both)
ALPHENA* 2 Mothers and children L C18 230 Eden Spoon Every 9th day
LUGAR 1 Death and afterlife N MU18 400 Hel Skull Night's end
* These deities appear to be female, though all deities are non-reproductive/sexual beings with
the exception of SYNEMY and ALPHENA.
Abilities reflect the deity's level/s only when the being is manifested upon the prime world of its
worshippers. Upon its home plane the deity is undefeatable by mortals.
All greater deities have 400hp +/- d100; lesser deities have 250hp +/- 5d10. These apply only to
its physical form when it appears on the prime world.
Greater deities require a +4 or better weapon to be hit when in physical form upon the prime
world; lesser deities needing a +3 or better.
Note: refer to Supplement IV, Gods, Demi-Gods & Heroes (by Rob Kuntz and Jim Ward)for more
information regarding deities and their expectations of followers. Use everything that will assist
you in running your campaign adventures.
All deities have innate abilities in whatever form they appear, many of which they perform at
will, in the blink of an eye. The following are common among all human deities. Immune to
elemental damage(fire, lightning, cold, poison, poison-gas); move at super speed without
tiring(1000xnormal human move rate); can breathe under/and move through at 10x normal rate-
-water; can teleport without error back to home Plane; alter appearance with illusion for
unlimited duration; become invisible at will; Command any mortal to cease any violation of faith
or hostile action for 1 turn(no save allowed); summon servant creatures(each has a different
preference).
WILDERNESS
HEX SIZE
This is addressed in Volume 3 of the Original Books as being 5 miles across from edge to edge, or
top to bottom. You are not restricted to such. If you prefer to depict a bigger picture of your
world, then a scale of 100, 250 or even 500 miles per hex is appropriate. You can also reduce hex
size for very local maps; the area surrounding a small village for example, might best be shown in
a scale of 20, 30 or 50 feet per hex; such would allow you to create details of the location that
would not normally be seen from high above/on a larger scale.
The use of hex mapping is recommended in wilderness adventures. While you could use the
standard square graph paper, most Game Referees will find it easier to track the characters'
overland movement using the hex, with each face representing a direction related to the
compass:
precise headings such as N, NNE, NE, E, SE, SSE, S, SSW, SW, W, NW, NNW provide the Referee the
ability to plot exact travel and location. This is important in outdoor settings, where visibility is
critical, more harsh, and can mean the difference of being spotted by enemies or not.
SUMMATION
The purpose of this Supplement is not to address every component of the Original Books and
Greyhawk Supplement with counter suggestions. It is to offer a different insight into the concepts
that are addressed. And, examine a few that have developed since the inception of the game.
It is hoped that some things that needed clarifying, have been done, and that in doing so, will
motivate you to reexamine the Original Books and Greyhawk Supplement, with the desire to
continue in the same manner.
(If it is not clear to you the reader, then let me state for the record, I do not claim ownership to
the conceptual ideas and materials within this supplement that have publicly appeared
previously. Anything that appears to be "new" and has not appeared anywhere else, is by my
design--if not credited to its author. I am, in the end, merely the editor of this volume.)
RC Pinnell,
Menifee, CA. November 2012