Friday, 19 November 2021

Tombs and Crypts


“And so sepĂșlchred in such pomp dost lie,
That kings for such a tomb would wish to die.”
― excerpt from On Shakespeare. 1630
by John Milton, from The Complete Poetry



Poised at the Entrance
Did you ever wonder how DMs dealt with tombs and treasure before the publication of the boxed sets and three core books? Probably not. I never did. I never had to. There were tables galore in the 1e DMG.
Not so in 1977. There was only the Little Brown books, as we like to call them, and nothing more. DMs had to homebrew just about everything, including the rules. One imagines that tombs were simple affairs. A few rooms, a few traps, and probably more monsters than the surrounding realms could possibly sustain. I doubt many concerned themselves about such things then. Most adventures probably began in much the same manner as the tournament modules of the day: You find yourself standing before a set of massive doors. The orcs must surely be raiding the countryside from here.

Our Heroes Sneak In...
The heroes sneak in, or break down the doors; and once inside, they clear the place of anything that lives and breathes, and of a few others that don’t.
And take anything and everything they could lay their hands on, without a thought about how it came to be there. The hoards were there for a purpose, after all. XP and a means to pay for the next bout of training. No one thought about the morality of what they were doing, killing and tomb raiding. Orcs are evil and deserve to die. And all this gold ought to be back in the economy, and not be purposed for burial rites. Besides, have you seen how much gold it takes to level up? Paladins needed a ton or two of gold to pay their way to greater glory. The long and short of it was that there was a need for treasure, and lots of it.
The Burial Chambers
So, how did DMs divvy out the treasure back then? Judiciously? I think not. Sporadically? Never! Arbitrarily? Possibly. I expect more than a few DMs turned to the pages Dragon magazine to help them figure out how they might spread it around.
And Dragon magazine existed for just that purpose. To advise.

Here’s a gem from those early issues, if you will pardon the pun.
From Tombs and Crypts, by James M Ward, from Dragon #9, 1977
I’ve cleaned it up some. The below text and tables were crammed into a small space at the end of the magazine, and the tables were, shall we say, not particularly well aligned. And I’ve edited a few of the numbers, changing a few -14s and -3s, to 15s and 5s. I hope you will forgive my hubris in doing so. 

 

Soldier

Hero

Priest

Pair

Mated

Lord

King

Patriarch

High Priest

Wizard

Arch-mage

Being

Gold Pieces

-

15

20

25

20

25

20

25

20

25

30

45

Gems

10

15

20

25

40

30

35

40

45

20

40

45

Maps

-

-

5

5

5

10

20

25

10

-

30

40

Jewelry

-10

-5

-

-

10

15

25

10

5

5

20

30

Magic item

-15

-5

-5

-

-

5

15

10

10

10

15

20

Misc. M. Item

-30

-20

-15

-15

-20

-10

-

-5

-

-

5

10

Special Item

-20

-15

-10

-10

-5

-

5

-

-5

-

-

5

Artifact

No

No

No

No

-

-9

-5

-4

-4

No

-

5

Tomb Itself

-50

-40

-40

-10

-9

-9

-1

-1

-1

-5

30

45

Guardian

-30

-25

-25

-20

-20

-

10

10

-

20

30

40

  1.  Roll a d12 to see what is buried in the tomb.
  2. Roll for each of the 9 items using the charts given below. For each item, check the row to add, subtract, or leave alone the resulting percentile roll. “Pair” stands for more than one being buried in the tomb, for example: 2 brave fighters that killed each other in battle. The mated pair stands for a husband and wife type tomb not necessarily a human type.

The Dearly "Departed"
Using this system and the rest of the charts it is easy for the judge to make up many of these tombs for his castle or outdoor map. When going over the possible 100% total just assume that you rolled a 100 and roll again without the bonus given for the person in the tomb. If the number rolled totals less than 0%, assume you have a 01% roll.
“Being” refers to an intelligent creature whose followers thought enough of it to place it in a special crypt of honor.
Finally to all those critics who loudly clamor that there is too much of a chance for treasure and goodies in these tombs, I point out that anyone that goes to the trouble of making a tomb for any dead person will logically have a higher percentage of good things to put in that tomb. 


Guarding Her Treasure
Gold Pieces

1-50%

1-100 Pieces

51-60

1-100 (x2)

61-70

1-6 Thousand

71-80

1-12 Thousand

81-90

1-20 Thousand

91-99

2-40 Thousand

100

100,000

Over 100

Roll again

 

Greyhawk Table I, part 1

Magic Items

1-50%

None

51-60

Sword

61-70

Armor

71-80

Misc. Weapon

81-90

1-6 Potions

91-99

Ring

100

Good Misc. Magic Item

Over 100

Roll again


Greyhawk Table I, part 2

Maps

1-80%

None

81-100

Judge option as to what map contains


Greyhawk Table II

Gems

1-50%

1-6 base 100

51-60

1-6 base 500

61-70

1-8 base 500

71-80

1-12 base 500

81-90

1-12 base 1,000

91-99

1-6 base 5,000

100

1-20 base 10,000

Over 100

Roll again


Greyhawk Table III, part 1

Jewelry
Pendants

1-50%

1-6 base 500

51-60

1-6 base 1,000

61-70

1-6 base 5,000

71-80

1-6 base 10,000

81-90

1-6 base 20,000

91-99

1-6 base 30,000

100

1-20 base 50,000

Over 100

Roll again


Greyhawk Table III, part 2

Greyhawk Table IV


Misc. Magic Item

1-60%

None

61-70

Table I of Greyhawk*

71-80

Table II of Greyhawk*

81-90

Table III of Greyhawk*

91-99

Table IV of Greyhawk*

100

Table V of Greyhawk*

Over 100

Roll again

·        *Refers to the Grehawk Supplement


Greyhawk Supplement Table V
Special Item

1-85%

None

86-100

Any Item of the Judges’ own manufacture


Artifact

1-90%

None

91-100

A Judge made object of great power


Tomb Itself

1-40%

1 room/cave/mound of dirt

41-50

Hall with spring trap of some type and a secret door at the end of it.

51-60

a 2-6 room/cave complex with many doors leading to other areas trying to lure the robbers away

61-80

1-10 rooms/caves with a secret door to the tomb and 1-10 traps in the rooms

81-90

1-10 rooms with 1-20 corridors, with 2-20 traps guarding the rooms and tombs and a secret door

91-99

1-10 connecting rooms with traps, secret doors, and magical guard spells (wizard locks, symbols, etc,) guarding the way

100

1-20 rooms with traps, secret doors, and a being guard. It requires special word to open the final door to the tomb. The word should not be found in the tomb


Guardian

1-30%

None

31-50

Magic spell (wizard lock, curse, etc.)

51-80

Invisible stalker(s) 1-4

81-99

Creature from the 6 level monster chart

100

A stronger monster in the tomb and roll again for another guard


Guardian of the Tomb
What can I say about this article? It’s short. A half page.
I have to wonder: Was this one of James Ward’s first pieces for Dragon? Or was he pressed for time to hammer out a short piece to fill a page? I don’t know, and it’s not worth asking him. I doubt he remembers it. It does not measure up to his later work, which is far better than this early item. The prose here is wordy, clunky.
That said, it’s not a bad piece. It’s purposeful. And I wouldn’t doubt that more than a few DMs found it useful, too. And continued to until two years later, when its brevity was brushed aside, replaced by the more  exhaustive, descriptive tables found in the 1e DMG.
Exhaustive? I would say so. The Treasure portion of the DMG spans from page 120 to 169.



One must always give credit where credit is due. This piece is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among  them. More specifically, this piece would never have been possible without the imagination of James Ward.


The Art:

 
Sources:
2011A Dungeon Masters Guide, 1st Ed., 1979
Dragon Magazine, 9

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