a place for cloud giants

September 26th, 2012

The latest D&D articles from Wizards solved a problem for me. A giant problem.

This week, James Wyatt and Jon Schindehette are talking about 5e giants. The new giants cleave pretty close to D&D tradition, which reminds me that I’ve always had a bit of difficulty with traditional D&D giants in my campaign world.

When I’m making an adventure, I rarely think, “this would be a great place for (say) fire giants.” However, I often think, “This would be a great place for giants.” The elemental subtypes don’t help me tell my story: the giants in my campaign world are basically big, strong humans. They’re handsome in a cruel way. They’re smart, cultured, and they once ruled the world. Over the centuries, they’ve been pushed back by the little people, and they now rule only in the mountains.

Of the six D&D giants (hill, stone, frost, fire, cloud, and storm), none really matched my vision for giants. Therefore, when combat with giants came up in my 3e and 4e games, I usually made up a generic on-the-fly monster with high HP and damage, whose attacks sent people flying.

In my last giant-themed adventure, which I ran a month or so ago, I emphasized the high society of the giants: I mentioned that they wore silks, went hawking, and served noble feasts. Therefore, I was drawn to James Wyatt’s description of cloud giants: “Cloud giants are cultured and refined, collecting fine art and exquisite treasures in their mountaintop or cloud-built castles. They dress in rare silks and wear elaborate jewelry, and they enjoy gourmet food and sophisticated music.” It turns out that my giants are cloud giants!

That brings me to the other minor problem I have with the six D&D giants: cloud giants and storm giants are insufficiently distinct. They both live in the clouds and do cloud magic. According to Wyatt, cloud giants “mimic some of the magic inherent to the storm giants: controlling weather, bringing storms, and steering wind.”

Cloud giants don’t really have a big enough chunk of conceptual real estate to stand on. That’s probably why, in all my years of playing D&D, as a player or DM, I’ve never encountered a cloud giant. However, stripped of their unnecessarily duplicative cloud schtick, they can fill the vacant “generic giant” role.

So here’s how I’m going to arrange the giants in my own campaign:

There will be two common types of giants: hill giants (who fulfill an important purpose as the dumb, uncivilized, low-level giant) and cloud giants (the smart, civilized, high-level giant), who I’ll rename “mountain giants”. Those two races are the typical giants: the ones that commonly pose a threat to civilization. The other giants (fire, stone, frost, and storm) are exotic creatures who usually live far from civilization: in volcanoes, on inaccessible peaks, in the frozen north, and on clouds.

My 2010 Suggestions for Fifth Edition

September 24th, 2012

Looking through my old D&D notes, I found a few sentences I wrote in 2010 under the heading “Suggestions for Fifth Edition”. This was well before the D&D Next announcement: it was based on my reaction to Fourth Edition and how I’d like the developers to improve it in some hypothetical new edition.

How does the 5e playtest compare to my 2010 wishlist?

1) “Minor action” and “move action” are very descripive and easy to remember for new players. On the other hand, “Standard action” is almost meaningless. Change the name “standard action” to major action

2) “Combat Advantage” is clumsy. It’s a 5-syllable mouthful that you have to say a million times every session. It could be replaced with the term “on guard”. “Grants combat advantage” can be replaced with “off guard”.

My “Move/Minor/Major” suggestion was really just a gripe about the bizarre 3e name “Standard Action.” 5e uses the pared-down terms “Move” and “Action”, and ditches the minor action altogether. They extend the term “advantage” to a whole subsystem which goes way beyond my cute little nomenclature.

Either way, 5e is addressing my underlying problem here: it’s paring away some arbitrary and unnecessarily technical terms, and making things easier to explain to new players.

Did I get what I wanted? Yes!

3) Reduce analysis paralysis during combat and character creation. Feats and powers grouped in kits?

When I wrote this, I was imagining something like a “berserker” kit, which would be a bucket of feats and melee powers: Power Attack, for instance, might be a feat available only to berserker-themed characters. A single character might only have one or two kits. At character creation, rather than looking through, say, 200 feats, you’d instead have to look through 20 kits, and then 10 feats within your chosen kit (30 decisions instead of 200 decisions). Furthermore, this would reduce the number of bizarre corner-case combos that can lead to broken builds.

This is basically how the 5e “theme” or “specialty” system works, in essence and in detail. “Powers” are gone from 5e, but 5e feats are more like 4e powers anyway.

Did I get what I wanted? Yes!

4) Separation between combat and noncombat

I expanded this idea into a 2010 blog post. I didn’t like the fact that D&D throws combat feats, like Weapon Focus, into the same feat-choice slot as non-combat feats, like Improved Diplomacy. 4e made an attempt to separate direct-damage powers from “utility” powers, but it didn’t end up doing what I wanted, because most utility powers were combat powers anyway. I’d rather have more non-combat powers, siloed out from the combat powers. I’d like this division extended to feats as well.

5e is planning to address more attention to non-combat activities, “exploration and interaction,” but they’re not doing what I hoped, having the non-combat pieces of the game fed by different resources. My experience is that combat options are like kudzu that chokes out rival options, but I’m willing to be proven wrong.

Did I get what I wanted? No!

That’s all I wrote down in my notes, but I also have a few old blog posts with more pre-Next suggestions for 5e. Let’s see how they stack up:

Lose shift and opportunity attack

I suggested that fighters lose the Marked ability; the Shift action be removed; and opportunity attacks go away. Furthermore, the fighter class should be given opportunity attacks as a class feature.

The first 5e playtest packet actually met these goals (except giving fighters extra stickiness). In the second playtest packet, things moved backwards a little bit: opportunity attacks returned. I guess my ideas didn’t pass the playtest test.

Did I get what I wanted? For a while!

Let’s drop the 4e level bonus!

In this 2010 blog post, I pre-invented “bounded accuracy”. I suggested that AC, attacks, and other bonuses shouldn’t get 1 point every 2 levels. The reason monsters and characters should get tougher is because they get more HP and do more damage. Furthermore, I suggested that skills could now have fixed DCs.

This change is being made in 5e, and it’s one of the changes I’m most excited about.

Did I get what I wanted? Yes!

My “suggestions about 5e” are, more or less, gripes about 4e. My 2010 vision of 5e was a new, improved version of 4e.

It seems that we’re getting something a little different. I’m not quite sure what it is yet, but it’s making more ambitious changes than the ones I suggested. My guess was that 5e was going to be an overhaul of the 4e chassis (more like the change between 1st and 2nd edition), and instead it looks like it’s going to be a new machine (more like the change between 2nd and 3rd).

On the whole, it looks like I’m seeing more Yes than No on my 5e suggestions. I’m getting what I wished for. Let’s hope I like it.

tenth-level cleric spells from The Faerie Queene

September 21st, 2012

I’ve already plugged Spenser’s amazing 16th-century D&D poem The Faerie Queene.

It’s a pretty decent campaign setting. It already includes most of the D&D races: humans, of course; elves (the main character of book 1 is an elf knight); and dwarves (the dwarves are of the “let the dwarf mount the battlement and give signal on his trumpet!” variety, but you can fudge it). No halflings, sadly.

It also features the four big character classes: fighters and knights and paladins of all kind; a “guilefull great Enchaunter” with “magick bookes and artes”; “a stout and sturdy thiefe”; and clerics.

Here’s a description of Fidelia, the highest-level cleric in the setting:

And that her sacred Booke, with blood ywrit,
That none could read, except she did them teach,
She unto him disclosed every whit,
And heavenly documents thereout did preach,
That weaker wit of man could never reach,
Of God, of grace, of justice, of free will,
That wonder was to heare her goodly speach:
For she was able with her words to kill,
And raise againe to life the hart that she did thrill.

And when she list poure out her larger spright,
She would commaund the hastie Sunne to stay,
Or backward turne his course from heavens hight;
Sometimes great hostes of men she could dismay;
Dry-shod to passe she parts the flouds in tway;
And eke huge mountaines from their native seat
She would commaund, themselves to beare away,
And throw in raging sea with roaring threat.
Almightie God her gave such powre, and puissaunce great.

So what do we have here?

First of all, clerics use spellbooks in this setting, and although Fidelia is Good, her spellbook is written in blood. Bad Ass.

“She was able with her words to kill / And raise againe to life”. She can case Raise Dead, and its reverse Finger of Death.

“Dry-shod to passe she parts the flouds in tway”: This spell is called Control Water, according to the third-edition d20srd.org.

“Sometimes great hostes of men she could dismay;” Fear? Cause Fear? Some sort of epic-level version, like Mass Cause Fear? Note the “sometimes”; clearly the spell has a saving throw.

“She would commaund the hastie Sunne to stay, Or backward turne his course from heavens hight;” Now we’re talking. Either she can stop and even reverse time, or she can command the sun itself. Either way, that sounds more powerful than the most powerful 9th-level spell (Time Stop only lasts 1d4+1 rounds, not long enough to notice an effect on the sun). We’ll call this a 10th level spell.

“And eke huge mountaines from their native seat She would commaund, themselves to beare away, And throw in raging sea with roaring threat.” This is a super-epic version of the 6th level spell Move Earth (which is much weaker: it has a maximum area of 750 feet on a side, and notes that “in no event can rock formations be collapsed or moved”). Since this spell can throw huge mountains around, it is clearly also a 10th-level spell.

There’s a slight possibility that Spenser meant this section as a religious allegory (“faith can move mountains”, etc) and not specifically as D&D spell list for an epic cleric. In my opinion, though, it’s both!

the cycle of repudiation and reclamation, and the 2nd coming of 2nd edition

September 18th, 2012

Here’s why 2nd edition is due to make a comeback.

For a long time, Original D&D was largely forgotten. Some people never stopped playing it, of course; that’s a given with any version of D&D. But it wasn’t a part of the public conversation about D&D. It was reclaimed in the 2000s by bloggers like Philotemy Jurament, whose analyses helped a lot of people realize how they had undervalued the OD&D game.

Nowadays on the Internet, the “Old School Renaissance” is a big thing. Most Old Schoolers revere the Original White Box game above all, although the early basic sets by Holmes and Moldvay come in for a lot of love. James Mal of Grognardia calls the White Box/Holmes/Moldvay period the Golden Age of D&D. The post-Gygax TSR period is generally ignored or dismissed: according to James Mal, the mid-to late-80’s is D&D’s Silver Age, and the 90s the Bronze Age. Of course, there are people still playing Second Edition, Dragonlance, Planescape, Spelljammer, and other products of the Silver and Bronze Age, but they don’t have the same control over the public conversation.

Reclamation occurs when someone rediscovers the value of something that’s usually ignored or sneered at. Right now, late-TSR D&D is the most undervalued property on the D&D Monopoly board. Today’s Edition Wars are fought primarily between the OSR, Pathfinder (3e) and 4e fans. The 2e supporter doesn’t have nearly as loud a voice.

I believe their day is coming. I predict that, within two years, some blogger will come along and express, with the persuasiveness of a Philotomy Juramont or James Mal, what was so special about the story-based, Elmister-infested, roleplaying-over-rollplaying Silver and Bronze Ages of D&D. We’ll learn why Spelljammer was actually awesome. THAC0 will stop being a punchline. People like Zeb Cook and Douglas Niles will finally get some praise for carrying the D&D banner for a while.

A hitherto silent piece of the D&D population will have a voice, and people who fondly remember the gaming 80s – and new converts – will flock to the 2e banner. They’ll have a movement.

I’m not the blogger who is going to bring that about. I wasn’t playing D&D during the 2e period, and I can’t even imagine the arguments that will make 2e sound like the Best Edition Ever. But the cycle of repudiation and reclamation is inevitable in literature, political science, high fashion, and in D&D too. I think there’s a mass of 80s and 90s D&D game material that’s waiting to be re-appreciated.

(By the way: I know that there are a lot of people currently playing 2e. I’m proposing that it’s currently undervalued, not that it’s unvalued.)

5 Metal Scenes From The Faerie Queene

September 14th, 2012

A while ago, my wife’s English PhD friends decided to run a D&D game based on Spencer’s The Faerie Queene, an Elizabethan epic poem that I’d never read.

I’m game for any D&D going, so I agreed to play. I didn’t want to be behind everyone else on understanding the setting, so I read the first book.

I’d heard that The Faerie Queene is long: it’s one of the longest poems ever. And it was written in the 1500s, AND Spenser was being deliberately archaic, so it’s sometimes hard to read.

Those are some of the reasons I never read it. Now here are some reasons you should read it: It’s super metal. You could use it to illustrate an entire 1980’s worth of heavy metal album covers. And it’s super D&D. It reads a little like Spenser was putting the adventures of his 1590’s D&D game into pentameter and dedicating it to Queen Elizabeth.

Here are 5 metal scenes you could steal for your D&D game. I’ve only pillaged Book 1.

The youthfull knight could not for ought be staide,
But forth unto the darksome hole he went,
And looked in: his glistring armor made
A litle glooming light, much like a shade,
By which he saw the ugly monster plaine,
Halfe like a serpent horribly displaide,
But th’other halfe did womans shape retaine,
Most lothsom, filthie, foule, and full of vile disdaine.
And as she lay upon the durtie ground,
Her huge long taile her den all overspred,
Yet was in knots and many boughtes upwound,
Pointed with mortall sting. Of her there bred
A thousand yong ones, which she dayly fed,
Sucking upon her poisnous dugs, each one
Of sundry shapes, yet all ill favored:
Soone as that uncouth light upon them shone,
Into her mouth they crept, and suddain all were gone.

This is maybe too metal for D&D! Not every group is ready for all the horrible little monsters drinking poison from the snake-woman’s breasts, and then the monsters scuttle into her mouth.

And next to him malicious Envie rode,
Upon a ravenous wolfe, and still did chaw
Betweene his cankred teeth a venemous tode,
That all the poison ran about his chaw;

All in a kirtle of discolourd say
He clothed was, ypainted full of eyes;
And in his bosome secretly there lay
An hatefull Snake, the which his taile uptyes
In many folds, and mortall sting implyes.
Still as he rode, he gnasht his teeth, to see
Those heapes of gold with griple Covetyse;
And grudged at the great felicitie
Of proud Lucifera, and his owne companie.

Each of the seven deadly sins are warlords in the army of Spencer’s Big Bad Evil Guy. My favorite is Envy. He rides a wolf, and chews a poison toad! Like most of the poem, it’s all transparent allegory, but if it’s read literally, it’s awesome.

The most metal detail? The BBEG that the seven evil warlords serve is named Lucifera.

Then tooke that Squire an horne of bugle small.
Which hong adowne his side in twisted gold
And tassels gay. Wyde wonders over all
Of that same hornes great vertues weren told,
Which had approved bene in uses manifold.
Was never wight that heard that shrilling sownd,
But trembling feare did feel in every vaine;
Three miles it might be easie heard around,
And Ecchoes three answerd it selfe againe:
No false enchauntment, nor deceiptfull traine,
Might once abide the terror of that blast,
But presently was voide and wholly vaine:
No gate so strong, no locke so firme and fast,
But with that percing noise flew open quite, or brast.

This is a pretty good magic item! When it’s blown, this horn has the following effects:
1) Cause Fear
2) Dispel Magic
3) Knock

Plus it has a range of three miles!

But ere he could his armour on him dight,
Or get his shield, his monstrous enimy
With sturdie steps came stalking in his sight,
An hideous Geant, horrible and hye,
That with his tallnesse seemd to threat the skye,
The ground eke groned under him for dreed;
His living like saw never living eye,
Ne durst behold: his stature did exceed
The hight of three the tallest sonnes of mortall seed.

…his stalking steps are stayde
Upon a snaggy Oke, which he had torne
Out of his mothers bowelles, and it made
His mortall mace, wherewith his foeman he dismayde.

…The Geaunt strooke so maynly mercilesse,
That could have overthrowne a stony towre,
And were not heavenly grace, that did him blesse,
He had beene pouldred all, as thin as flowre:
But he was wary of that deadly stowre,
And lightly lept from underneath the blow:
Yet so exceeding was the villeins powre,
That with the wind it did him overthrow,
And all his sences stound, that still he lay full low.

I love this fight against a giant. The giant is, like, 18 feet tall. That’s a serious giant: the same size as a cloud giant, according to the SRD. I like that he tore up an oak to be “his mortall mace”.

The giant strikes hard enough that, if he’d hit, he would have beat his opponent as thin as flour. That matches my group’s gory descriptions of critical overkills, which frequently turn goblins into thin red pastes or red mists, and makes me think that Spenser would fit in at my game table.

Finally: The giant’s attack knocks ther hero prone, and stuns him, ON A MISS? Killer DM!

There all within full rich arrayd he found,
With royall arras and resplendent gold.
And did with store of every thing abound,
That greatest Princes presence might behold.
But all the floore (too filthy to be told)
With bloud of guiltlesse babes, and innocents trew,
Which there were slaine, as sheepe out of the fold,
Defiled was, that dreadfull was to vew,
And sacred ashes over it was strowed new.

This is a great description of an evil castle. It’s a super civilized palace, all decorated with gold and art and beautiful tapestries, but the floors are just swimming with blood and gore, all the time. This is a really creepy location.

buy Paul’s Dungeon Master Notebook as PDF

September 13th, 2012

In case you missed the Random Dungeon kickstarter but would still like to play D&D like Paul does, I put a PDF version of Paul’s Dungeon Master Notebook up on RPGNow. 64 pages, $4.50. Edition agnostic, low to high level play, lavishly illustrated, yada yada.

Buy Jared’s dungeon paintings! And help out Jared!

September 10th, 2012

The inimitable Jared von Hindman produced some fabulous paintings for the Random Dungeon kickstarter: I asked him for a dungeon, and he produced five dungeon paintings, along with five dungeon keys (which are also paintings).

Here’s a sample: the Coroner’s Dungeon:

Coroner's Dungeon

And the map key:

Coroner's Dungeon key

If you’re interested in buying prints, I’ve made a store for all ten paintings on zazzle.com. Each dungeon painting print sells for $29.50, and accompanying key sell for $19.50, so you can get a full dungeon and key, both on heavyweight archival paper, for $49. All of the profits from prints will go straight to Jared – I’m not keeping anything.

Which brings me to some sad news – Jared is going through a tough medical and financial time right now. He’s sick, and stuck in a hospital. He’s also having financial difficulties. Tracy of Sarah Darkmagic has set up an indiegogo campaign to help him out, Operation Jared Tech, to get him enough money for computer equipment so that he can continue working. There are 13 days left: make a donation! Or buy a dungeon painting print. Either way you’ll be helping out a cool artist, writer, and fellow D&D player.

Buy Paul’s DM Notebook. Here are some free pages!

September 7th, 2012

For my kickstarter, I put together a 64-page, edition-neutral book of adventures, rules, idea germs, settings, races, and high-level options from my home campaign. I’ve turned it into a lulu book, which you can buy for $9.95.

I’ve featured a couple of pages from this book before. Here’s a page from the book:
Rules for picaresque games

And here’s another excerpt I haven’t shown before:

THE FAIRY LAND’S DECAYING TREASURES

The feywild is a land of hyper-adventure, and you should be able to describe fairy-tale treasures, like trees that grow rubies as fruit, a beach covered with emeralds, or a coach carved from a single diamond. Problem is, for some crazy reason, DMs never want the PCs to get their hands on so much cash all at once.
Forget that impulse. You can’t be stingy in the realms of wonder. ALWAYS GIVE OUT TEN TIMES THE USUAL TREASURE IN THE FEYWILD.

Feywild gems and jewels are different from natural-world treasure. When you return home with your basket of fey riches, you may find that your pearls have turned to eggs, sapphires to cupfuls of water, diamonds to ice, rubies to rose petals, and emeralds to leaves. If you’re lucky, you may find a scattering of real gems in the bottom of your basket.

When any piece of Feywild riches is first exposed to the natural world’s sun, or touched to iron, roll a d10. On a 10, the treasure keeps its form. Otherwise, it turns to some natural, worthless object. Roll individually for each major object; for collections, assume 10% of the items survived. Once a fey treasure has survived once, it is forever a permanent, real treasure.

Magic items are immune to this effect. But you could consider giving fairie-made weapons and armor a higher enhancement bonus that’s only active in the Feywild. Once exposed to natural-world sunlight, +2 fey weapons become +1 sunrusted weapons.

In fairyland, there is no way to distinguish the “real” from the “false” treasure. The fey realm is made up of so much fantasy and glamor that the distinction is considered meaningless. Many fey treasures are enchanted by fairy craftsmen who think that flowers and leaves are as good origins for beautiful gems as dirty dwarven mines. Therefore, raw materials, like gold and gems, are more common and less valuable in the Feywild. Treasures are valued for the skill and beauty with which they are carved or engraved. Coins are rare: jewelry and luxury items are more often exchanged.

The nature of a precious item’s creator can often be determined by the ingredients used to make it: a good fey creature might create gold coins from dandelions, and an evil one might use living poisonous beetles.
Because the feywild is so rich, its rare money transactions are conducted at prices inflated by 10x. The most common forms of fairy currency, though, are favors and promises.

For Fourth Edition players, here’s a ritual that lets the PCs create fabulous fey treasures:

RITUAL: FEY CREATION
Level 5.
The caster makes an arcana check: a result of 15 means that the caster can create nonmagical gems, jewelry, or precious metal objects of up to 10 GP in value. For every 5 points by which the caster’s check exceeds the DC, multiply the maximum GP value by 10. Thus, an arcana check of 35 means that the
caster can create up to 100,000 GP in value.

The ingredients for the ritual include natural objects to represent each item to be created (a bushel of pebbles to become silver pieces, a giant fey buttercup to become a golden goblet).

Special materials, like mithral, cannot be created with this spell. Items created with this spell cannot be turned into magic items. The casting cost for the ritual is arcane ingredients worth 1/10 of the value of the items to be created. This ritual may only be cast in the feywild.

odnd encumbrance

September 4th, 2012

The rule for Encumbrance seems to be that you should always arbitrarily divide gear up into two tables. In 1e, weapon encumbrance was listed in the weapons table, while encumbrance for eveyrthing else was hidden in a table in the back of the book.

As a new-school D&D player, there’s a lot of D&D history I’ve missed. Editing Cheers Gary, gaming with Mike Mornard, and illustrating the AD&D Dungeon Generator have helped, but there’s a lot in D&D that I still don’t understand. I’m going back to the OD&D texts to see whether they can help my new-school game.

In OD&D, it’s a similar story. On page 15 of Men and Magic, there’s an “Encumberance” table, which mashes together entries for equipment items (“helmet”, 50 GP weight; “shield”, 150; “weight of a man”, 1750; “miscellaneous equipment” (rope, spikes, bags, etc)”, 80) with values for maximum load (“load in Gold Pieces equal to light foot movement (12″)”, 750).

Then there’s an example of encumbrance in action. A plate-armored guy on foot has equipment that makes him move at the speed of an Armored Footman. Makes sense.

Then, there’s another table, “Weights and Equivalents”, which mixes up carrying capacities (“one small sack holds” 50) with the weights of different pieces of equipment than the ones on Table 1 (“1 flagon or chalice”, 50). Well, fine. But how much does a ewer weigh?

There must be some sort of conceptual difference between the items on Table 1 and Table 2. The stuff on Table 1 is more likely to be the type of stuff you start out with, and the stuff on table two is more likely to be treasure that you pick up in the dungeon. But it’s a fuzzy line.

In my game, encumbrance is an unsolved problem. No one really wants to add up the weight of all their gear. Taking a tip from the OD&D “Encumbrance” and “Weights and Equivalents” table, I can imagine splitting up encumbrance into two areas on the character sheet:

1) Equipment. Anything, within reason, that players write in the Gear section is considered to be weightless. Only the armor type matters for movement rate.

2) Treasure. Everything you write in the “Coins, Gems, and other treasure” section has weight. If you’re running the kind of game where you can find 500 pounds of copper coins, you’ll need to figure out how to carry it. You can carry 10 pounds of treasure per Strength point without being encumbered.

It doesn’t matter what kind of armor you wear: if you have a strength of 10, 101 pounds of treasure slows you down a notch.

I’d consider using 5e’s Disadvantage here for encumbered characters: while you’re laboring under the weight of all those treasure sacks, you’re at disadvantage, meaning you’re worse at jumping over pits, noticing people sneaking up behind you, and fighting. When a monster pops out, you’d better drop the treasure.

dark shadows

August 30th, 2012

Netflix On Demand is carrying the 60’s horror show Dark Shadows. I’ve never seen it, but I have a vague memory of hearing that it was an influence on Gygax and Arnesen, so I decided to watch a little bit and see if I could detect any D&D flavor.

I watched one episode, and already the D&D influence is clear. It’s about a shady guy whose research leads him to believe there’s valuable jewelry buried in a tomb in a crypt. He gathers together some tools and enters the dungeon setting.

(spoilers ahead)

He finds himself in a room with some sealed stone coffins. He can’t open them with his crowbar, so he rigs up a rope and pulley, running the rope through a ring on a coffin lid and a ring set in the wall. When he pulls the rope, the coffin lid still doesn’t budge — but the tug on the ring on the wall opens up — wouldn’t you know it — a secret door to a hidden chamber.

Inside the chamber is another coffin. This one is wrapped with chains. The graverobber, who is suffering from a dangerous case of genre blindness, decides that the chains on the coffin somehow indicate that this coffin contains treasure. He pulls off the chains and opens the coffin. What’s in the coffin isn’t clear, but whatever it is, it strangles him.

This episode provides a perfectly usable D&D encounter. If the rings in the room are described, the PCs will probably pull the wall ring — either as part of a pulley system, as in the episode, or just under the general principle that anything described by the DM should be pushed, pulled, or hit.

The chains around the outside of the coffin add a spooky touch, and provide a hint that whatever’s in the coffin may be a tough encounter.

Rather than populating the coffin with a regular old strangling monster, as in the episode, I think I’d fill it with a puzzle/environment monster in the tradition of D&D puddings or yellow molds. I’d have a cloud of fog billow out, flowing across the floor and expanding in every direction 10 or 20 feet per turn. All the crypt’s dead would rise as skeletons as soon as they were touched by the fog. The PCs would either have to fight an ever-increasing army of skeletons or flee in front of the fog. Perhaps the original occupant of the coffin would be a ghost who had concealment while in the fog and could, as its move, teleport into any fog-covered area.