Vek (D&D, First Edition)

A General narrative about Vek can be found here. What follows are stats for the game of Tunnels and Trolls.

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FREQUENCY: Rare.

NUMBER APPEARING: 10-60.

ARMOR CLASS: 6

MOVE: 12”.

HIT DICE: 1d8.

PERCENT IN LAIR: 25%.

TREASURE TYPE: D.

NUMBER OF ATTACKS: 2 or 1.

SPECIAL ATTACKS: Tail spikes.

DAMAGE OF ATTACKS: (2) claws for 1d4 each, or (1) tail spike for 1d4, or by weapon type.

SPECIAL DEFENSES: None.

MAGIC RESISTANCE: Standard.

INTELLIGENCE: Average.

ALIGNMENT: Neutral.

SIZE: Medium (6’ tall).

PSIONIC ABILITY: Nil.

Attack/Defense Modes: Nil.

Vek may attack (twice per round) using their claws or (at normal rates of attack) with manufactured weapons or once per round with tail spikes. They possess 1 tail spike per point of their Constitution plus their level. They generate new spikes at a rate of 1 per week, dropping old ones at about the same rate.

Character Stats: Vek would have the following adjustments to attributes in first edition D&D: Strength is +1, Dexterity is +1, Constitution is +1, Intelligence is normal, Wisdom is normal, Charisma is normal.

Creeping Gaze (First Edition D&D)

© Daniel S. Wall, May 21, 2026.

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A general narrative about the Creeping Gaze can be found here. What follows are rules for running a Creeping Gaze in first edition, D&D.

FREQUENCY: Rare.

NUMBER APPEARING: 1

ARMOR CLASS: 7

MOVE: 5”.

HIT DICE: 1d6.

PERCENT IN LAIR: 25%.

TREASURE TYPE: E.

NUMBER OF ATTACKS: None.

DAMAGE OF ATTACKS: N/A.

SPECIAL ATTACKS: None.

SPECIAL DEFENSES: None.

MAGIC RESISTANCE: 10%.

INTELLIGENCE: High.

ALIGNMENT: Neutral.

SIZE: Small (2’ tall).

PSIONIC ABILITY: Nil.

Attack/Defense Modes: Nil.

1) A Creeping Gaze has no actual means of attack.

2) Although a Creeping Gaze may understand languages as would a normal character, it has no means of speaking.

3) 3 times per day, a Creeping Gaze may 1 segment to study a given area. It thus sees anything invisible within a 30 degree arc out to a range of 6”.

4) 3 times per day, a Creeping Gaze may 1 segment to study a creature within 6”. It thus learns the following about the creature:

a: Whether or not they have killed any sentient creatures within the last day or within the last week.

b: whether or not they have broken any applicable laws within the last day or within the last week.

c: Whether or not they are a virgin.

d: Whether or not they have done anything for which they might feel guilty.

5) A Creeping Gaze enjoys a +3 bonus on any rolls to search or spot anything by means of sight.

6) A Creeping Gaze can walk on a vertical surface just as easily as any other character can walk on the ground.

Character Stats: A creeping Gaze would have the following adjustments to attributes in first edition D&D: A creeping Gaze would have the following adjustments to attributes in first edition D&D: Strength: is half (rounded high), Dexterity is +1, Constitution is half (rounded high), Intelligence is +1, Wisdom is +2, Charisma is +1.

 

Critical Hits

A house rule for first edition, D&D.

Daniel S. Wall

Whenever a character scores a critical hit, roll a die 12 and consult the chart below. If more than one option is listed for a result, the first option applicable to the situation is the one that counts. If no listed options could apply, then the result defaults to Option O.

Note that some monsters may not be affected by options listed on this table. A goo cannot be subjected to a called shot and some monsters may be immune to stunning, etc. In such cases, the critical hit is meaningless.

Definitions

Ally: Any character, monster, or construct actively helping the principal attacker. This does not include bystanders unless they are actively attacking the same opponent.

Attack (the): The attack which scored a critical hit and landed you on this table to begin with.

Enemy: The target of the attack and/or anyone clearly allied with that target and/or fighting the principal attacker and her allies.

Attacker: The person launching the attack which scored a critical hit.

Target: The individual attacked on the critical hit.

 

 

 

Die

Roll

Missile

Attacks

Melee Attacks
Crowded One-on-One
Basic Attack Called Shot Basic Attack Called Shot Basic Attack Called Shot
1 A B A B A B
2 C C C C C C
3 D D D D D D
4 E E E E E E
5 F F F F F F
6 D D G G G G
7 H H H H H H
8 I I I I I I
9 F F J K G G
10 A B L L L L
11 M M M M M M
12 N N N N N N

 

Results

A: Shot counts as a kill shot (i.e. a called shot intended to kill an opponent outright in one shot.

B: Improved Odds of success on a called shot. (If the initial damage qualifies for a percent chance of automatic success, then the called shot is automatically successful. If it does not, then attack qualifies for a percent chance of automatic success anyway.)

C: The attack scores maximum damage.

D: Add 1d12 to the final damage after all relevant multiplications have already been calculated.

E: If possible, the target will bleed for 1 point per round until dead or magically healed. A viable form of non-magical healing has a slight chance of stopping the flow of blood. The chance is equal to the Intelligence of the healer +1% per level of the character (2%) if the healing character has any healing spells or relevant professional skills (such as doctor).

F: Add 1 point per level of the attacker to the damage of the attack for those rolling on the fighter attack chart, 1 per 2 levels for those rolling on the Cleric attack chart, and 1 per 3 levels for those rolling on the thieves and assassins attack chart, and 1 per 4 levels for those fighting on the magic users and illusionist’s attack chart, but every character gets a minimum bonus of  1.

G: The attacker may immediately take an extra attack on the target. If the character dies from the first attack, she may take any relevant actions she cares to take as if she did not attack on that segment after all.

H: The target is stunned for 1 round, as per the rules for a monk.

I: Knock opponent down if possible.

J: Give an ally an extra attack on the target (if that is possible)*. Otherwise, take an extra attack on a different enemy*.

K: Take an extra attack on a different enemy if that is possible*. Otherwise, give an ally an extra attack on the target.*

L: Chance to disarm the opponent attacked. This is calculated by making opposed attack rolls. If the character scoring the critical hit has a disarming weapon such as a trident, she may roll this at a +5.

M: Roll an extra die 6 in damage. Opponent will also move at half rate for an equal number of rounds.

N: Until the opponent activates for their next turn, any attack scored on them will count as a backstab.

0: attacker adds 1d6 to the overall damage.

*            Whenever shifting targets as a result of a critical hit, the new target must be within immediate reach for a melee attack.

Dragon Modifications for First Edition D&D

Dragons in first edition D&D suck. The narrative blows them up big time, but they are easy as Hell to take down. I recall an episode of Dragon Magazine tried boosting their power by adding minor attacks such as wing beat and tail swipe, but the damage for these was miniscule. Even with these additions, Dragons in first edition never lived up to the hype. They were supposed to be bad-ass, but they always ended up being meh.

So, here is what we did…

Take the standard stat block for a Dragon from the Monster Manual as your starting point.

  • Start by doubling the hit dice of the dragon.
  • Double the dice rolled for damage on physical attacks (bite and claw).
  • Add a tail swipe against any opponent in the back of the dragon (anyone within a full 180 degree arc to its rear). The attack is rolled at any penalties normally applied for attacking enemies to the rear. Damage for the tail swipe is equal to that of a claw after the modification mentioned directly above.
  • Now treat the age of the dragon as a bonus to hit and damage on all physical attacks (bite, claw, and tail attack) as well as a bonus to armor class.
  • Double the penalties for called shots to a dragon for man-sized opponents and smaller. Dragons are simply too big to focus on specific body parts on a regular target.
  • Breath weapons work normally (but of course the damage is now set by the higher hit dice).
  • Now watch the PCs fall.
  • More importantly, watch the players treat dragons with the respect they deserve.

Special Weapon Proficiencies for First Edition D&D

The first edition of Advanced Dungeons and Dragons doesn’t offer characters a lot of opportunities to improve damage done on physical attacks. This would be addressed through a variety of means in later editions, but players were addressing the issue through house rules from the beginning. What follows is one system for enabling a character to boost their combat skills through application of weapon proficiencies already present in first edition D&D.

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Core concept: Characters earn weapon proficiencies at the normal rate listed in the Player’s Handbook, and they follow the normal class limitations listed there as well, but they can use a new weapon proficiency to boost their skills with an existing weapon proficiency instead of taking up a new weapon.

Weapon specialization begins with a Basic Bonus. Once a player has gained a basic bonus, she can consider taking one of the other options for special proficiencies, but she must always have at least 1 basic bonus for every special proficiency she has taken.

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Basic Bonus: A Character simply takes applies standard +1 to hit and damage when attacking with a designated type of weapon.

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Damage Die Boost (special proficiency): A Character may boost the damage dice for a designated type of weapon. Doing so will usually raise the top end of the possible results, usually without raising the bottom end. A die 2 becomes a die 3, a die 3 becomes a die 4, a die 4 becomes a die 6, a die 6 becomes a die 8, a die 8 becomes a die 10, a die 10 becomes a die 12, and a die 12 (or 2d6 or 3d4) becomes 2d8, 2d8 becomes 3d6, and 3d6 becomes 2d10, 2d10 becomes 2d12.

Note that in most cases a straight +1 to hit and damage will be better than a damage die boost, but critical hits and backstabbing skills may boost the value of a higher top end damage a bit in favor of the damage die boost. Special Abilities may also change this calculation. It is up to the player to decide if and when the options favor the damage die boost.

Extra Melee Attacks (special proficiency): A Character may take half an extra melee attack with a designated type of melee weapon (i.e. one that applies every other round). This can be repeated twice, thus giving a character up to 1 extra attack per round with the designated type of weapon.

Extra Missile Attacks (special proficiency): A Character may boost the number of attacks for a designated type of missile weapon. This can be repeated to a maximum of 5 total missile attacks per round with the designated type of weapon. (Note missile weapons such as crossbows which require a complex reloading process cannot be boosted in this manner.)

Note: In the event that when a character boosts her attack rate with a weapon useful in both melee and missile attacks, she must choose between the rate of fire for missiles and the number of attacks taken in melee.