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.

Bjornwyrd

© Daniel S. Wall, April 29, 2026.

***

“Yes, you must poke the bear with a stick. Strange as it may seem, your only hope is to enrage him. His claws are not as dangerous as his magic.”

– Kregestir, the Short Lived.

***

Bjornwyrd or regular polar bear? Hard to know!

Imagine a polar bear with all the usual might and strength of its kindred. Now add great magical abilities to its list of skills. This is a Bjornwyrd.

Nobody knows why polar bears sometimes develop these powers, but it happens. Not only do they develop great spell-casting powers, they also become especially adept at cold-based spells. The end result is a creature that is dangerous from a distance or up close.

Needless to say, these creatures are greatly feared by any with the sense to know what they are.

Setihím

© Daniel S. Wall, April 21, 2026.

“That one, living up the stairs, she is a strange one, you know. With one eye blue and another green, she don’t look right. A friend visits her from time to time. He don’t have half the fingernails on his right hand, that friend of hers. The way that woman looks at you? Sends a creepy feeling all over. The way she looked at our cat too, I tell you, no-one oughtta hate a dumb animal the way she does. If little Mittens comes up missing, I’ll know who to ask. She pays her room and board alright, but I just don’t know. Sometimes a coin ain’t worth it. Makes your whole life creepy, having someone like that around. Gonna ask her to leave tomorrow, I am, if’n I can work up the courage.”

– Gavin Stinsel, Inn-Keeper

***

Illustration by David Michael Wright

 

It is said that the Setihím are descended from Angels driven from the heavens for reasons long since forgotten. A trace of goodness remains within every Setihím, a natural birthright of sorts, and yet few of this kindred can be said to embrace the values which should go with that quality. Setihím tend towards selfish conduct. Often they can be quite cruel. This kindred does not wreak havoc and plunder the land as orcs or goblins might, but Setihím do tend to bring a trace of mistery to those around them.

Were it not for their inability (or unwillingness) to fully cooperate with each other, this kindred could quickly come to dominate the affairs of men. But Setihím rarely trust or care about anyone, least of all their own kind.

Setihím typically dwell in small communities among men, isolating their own neighborhoods  through subtle barriers. A Setihím community could take the form of a small hamlet just off the road in a well-populated region of the countryside, or it could be a cluster of buildings just up a one-way ally in a major city. If nothing else works, Setihím will isolate themselves with social barriers from other peoples.

Setihím are typically aloof and unresponsive to friendly gestures from those around them. They show little affection, even among their own kindred. Indeed, it is a misnomer to speak of such neighborhoods as communities at all. It would be more appropriate to describe them as collections of individuals utterly devoid of any personal connection to one another. Apparently the members of this kindred band together for the sole purpose of keeping others out.

Setihím appear as tall and skinny humans, but every Setihím has at least one unusual physical characteristic. It may be a very prominent birthmark, a sixth finger, a vestigial tail, oddly shaped ears, or any number of unusual physical characteristics. Some few of this kindred actually possess the vestigial wings of their angelic ancestors. Vestigial wings aside, the oddities of a physical appearance among Setihím are not usually so strange as to suggest an obvious supernatural origin, but the sheer quantity of such quirks can be one means of determining when one has entered a community of Setihím. …that and the utter absence of human warmth in such a place. …and of course the absence of pets. Setihím shun animals of all kinds, and a community of Setihím will not tolerate the presence of any domestic animals. They are also scrupulously clean. It is as though the dirt and clutter of this world is unbearable to them.

For all their anti-social tendencies, Setihím are impressive creatures in their own way. The disconcerting qualities of this kindred appear to keep the interest of those around them, Whether intimidating her enemies or speaking in support of an ally, a Setihím is usually successful in achieving her intended effect.

Coyote

© Daniel S. Wall, April 7, 2026.

***

“‘Do not open the basket!’ Lady Spider warned.

…and Coyote opened the basket.”

– Hosteen Nez, Medicine Man

***

This character has the appearance of a large coyote. Few would describe him as an actual deity, but his actions have consequences rivaling those of the most powerful deities. So, it might be best to regard him as a god after all. Despite his size, Coyote never has any trouble hiding from others. Coyote is always up to no good, but his antics often have positive consequences that no-one could have expected (least of all Coyote himself).

***

Religion: Coyote has few worshippers, but in parts of the Turtle Islands those engaged in cunning or concerned about the cunning of others will often pay respects to him.

***

Domains: Coyotes, Irony, Trickery.

Symbol: A Coyote.

Favored Offerings: Food. (Offerings to coyote are customarily made by tossing small portions of meat just outside a campsite or home-site.)

Moggy Toad

© Daniel S. Wall, April 7, 2026.

***

“Mogusthloed,”- Map-Meat Hammergren, Dwarven Hero.

“Tis almost correct, but your lips must be more rounded on the final vowel.” –Nariae Dveng, Sage.

“Mogusthoed,” – Map-Meat

“Tis a bit too nasal on the first vowel.” – Nariae

“Mogusthloed,” – Map-Meat

“Tis still a bit nasal, but there is also the silence that should come toward the end…” – Nariae

“What is it that others call you creatures?” – Map-Meat

“Let us stay focused…” – Nariae

“Mogusthloed” – Map-Meat

“Please remember to round your lips…” – Nariae

“I did round my lips!” – Map-Meat

“My apologies. I did not notice, but may I suggest that you round them more.” – Nariae

“Maybe, I should use it in a sentence?” – Map-Meat

“Tis an excellent idea.” – Nariae

“Mogusthloed is an idiotic name,” – Map-Meat

“I…” – Nariae

“Mogusthlodie-type creatures make my axe-hand all anxious.” – Map-Meat

“Tis funny, what you say, but it is still…” – Nariae

“Mogus-Bogus, target for my damned axe, …dammit!” – Map Meat

“Reflecting on your question from a moment ago, I think perhaps ‘Moggy-Toad’ will do just fine.” – Nariae

“Do I still need to round my damn lips? – Map-Meat

“Only if you want to.” – Nariae

***

Appearing as small, awkward looking, and oddly colored humanoids, Moggy Toads are often mistaken for gremlins (or anthropomorphic toads). Appearances aside, however, there is little in common between a Moggy Toad and a Gremlin. No-one has ever met a Moggy Toad who engaged in frivolous pranks as gremlins do. In their own way these slow-moving and seemingly innocuous creatures can be quite dangerous.

Moggy Toads prefer to live in remote swamps and other riparian settings. They are reluctant to engage in sociable activities, and still more reluctant to engage in violent activities. If pressed, however, a Moggy Toad can be quite dangerous. This is particularly true if she has the space to get away from potential melee attackers and focus on using her own abilities. Moggy Toads wield great spiritual powers, a fact which a wise character would keep in mind.

Moggy Toads are occasionally inquisitive enough to leave their homelands and explore the rest of the world. With rare exceptions, this is a temporary phase, and few Moggy Toads would ever do so without planning to return home to the pace and quiet of the remote swamps.

Ligen

© Daniel S. Wall, April 7, 2026.

***

“To the great and noble Sage, Hadin Kes,

As of the writing of this letter, your emissaries are enjoying the hospitality of my residence. As they have conveyed to me your wishes to learn more of my people and to establish long term connections between your kingdom and our own, I thought I should take the time to answer your questions directly. I will entrust the contents of this letter to your envoys and bid them farewell tomorrow morning. We here have no wish to keep such faithful and worthy servants from their master any longer than necessary. I shall try my best to answer all of your questions about my people and speed your trusty servants back home to you with what gifts we can manage to serve as humble tokens of our goodwill.

First, as I understand it, your knowledge of my Kindred is based largely upon rumor. When you read this, I hope you will count the rumors of our existence as confirmed. Yes, we do indeed exist. I further hope that you will not burden yourselves and your loyal servants with any further efforts on our behalf.. The road betwixt our lands can be quite dangerous, and I detest to hear that innocent lives have been placed at hazard without good cause. Please my friend, I pray that you will find my answers sufficient and rest knowing that you do indeed have a friend this side of the mountains, even if that friend is a distant presence. Though I may never look upon your face, I shall imagine you smiling when you read this. I pray once again that you will be content to do the same.

Now, as to your first question, it is indeed true that our Kindred bears not two but four genders. I must impress upon you that we do not merely have 2 additional genders, the extras being added as it were to the male and female which I suspect you have imagined us to possess. Rather, we have four distinct genders, each of which has been named for the seasons of the year. I myself am an ‘Autumn’. I have tried many times to explain the differences between each gender to your servants. It seems they find it a difficult concept. Though the evidence is plainly visible in the face and hands of each Ligén as well as our behavior. Sadly, your emissaries have proven themselves unable to master the difference between us. It is no fault of their own; our nature simply does not fit into the world in which they themselves live.

I must tell you that I find several of your questions regarding this matter to be quite indiscrete. Your representatives have also been quite rude on this point, albeit perhaps unintentionally so, but I am sorry to say that we grow tired of their curiosity. It is enough to know that all four genders of Ligén are essential to the act of procreation, and that all four parents play an equal role in the raising of any progeny resulting from this act. Please, we do not wish to know more about the happenings of your own sky-tables, I ask that you leave our personal affairs to us.

Regarding matters of commerce, I can assure you that we are quite self-sufficient for our own part, and that there are no resources with which we are sufficiently blessed to enjoy surplus for trade. I shall extend to you a few gifts, which I fear that you will find quite common enough for your own kingdom. Sadly, there is little to be gained from extended trade amongst our people.

As much distance as lies between us in this world – as much distance as will always lie between us in this world – I shall consider you just quite close to me in my spirit. I pray only that you will accept this and consider that it is enough.”

– K’endil Gnaine, Elder of the Ligén.

***

Postscript: It is really not very important, but in the interests of truthfulness, I thought I should tell you that the letter ‘l’ of your alphabet does not precisely match the sound which begins the name of our people, the Ligén. To make the sound properly, one places his tongue against the roof of the mouth just behind the teeth (much as you would when making the ‘l’ sound), but instead of setting the vocal cords to work on the matter you simply force air about both sides of the tongue, hissing as it were while keeping the tongue in that position. I have instructed your servants on the matter, and they have proven themselves capable of making the sound properly.”

***

Ligén are a mysterious kindred, tending to settle in remote parts of the world. They appear to be androgynous humanoids with strange conical heads and almond shaped eyes. They possess no hair. Their skin tone comes in four different hues. The pupils of a Ligén range in color from silver to bronze, the latter being thought particularly attractive among the Ligén themselves.

There are indeed four genders among this kindred, each named after a different season. While no-one outside this Kindred has ever grasped the physical differences between the genders of the Ligén, each enjoys somewhat different powers. Ligén marry for life and dwell together in a common home. Children appear in small broods (3d8-2), and Ligén consciously space the births of their children 3-11 years apart.

Questions about all marital affairs among the Ligén have been met with cross words and little in the way of answers.

A typical residence for the Ligén will consist of 4 square rooms all adjacent to one another. A circular room occupies the center of the house, as if carving a small corner our of each of the squares. This common area is separated from the rest of each room by a thin layer of curtains. Each of the four rooms empties directly out into a larger common area surrounding their outside walls, offering access to each of the squares within by means of two separate curtained doorways. The outer wall of the dwelling is thus a circle containing the four square rooms which themselves contain a circle in the center. Four separate doors will be located along the outside wall of a Ligen home, each positioned roughly adjacent to one of the four inside squares. This is fourse the most basic schema common to every Ligen household. With minor variations, one can expect this of pretty much every Ligen household.

A brood of children will live and sleep within the walls of the outer circle. Parents in a Ligén household take turns cooking for the whole family (often with the assistance of their mates or older children). A fireplace is located in the wall separating each of the four sleeping quarters from the common area to the outside.

Only the most trusted outsiders have ever been invited into the homes of a Ligén, and then only to eat and chat. Overnight guests are always lodged in the community town hall, which always has a few well-kept bedrooms set aside for that purpose. It is commonly supposed that a guest in one Ligén home is a guest to the entire community. As one may imagine, this custom also makes it easier to keep an eye on such outsiders.

On rare occasions, Ligén will travel about other regions, usually in pursuit of knowledge or magical power. Ligén are often the first to learn of any major threat to an entire region, and they will often take the initiative to inform others and provide assistance in meeting such dangers.

Ligén make good spell casters for the obvious reason that each is inherently capable of using a single school of magic. Ligén are also relatively good in close quarters combat. Unfortunately, the Kindred is also known for its clumsiness. Whether casting spells or fighting in melee, Ligén seem to fail spectacularly with an unusual frequency.

 

Hrega

© Daniel S. Wall, April 6, 2026.

***

“It is true that Hrega women may find common ground with anyone or anything they meet. It is also true that their men find cause for opposition in all creatures. And as much pleasure as one may find in the graces of Hrega women, one will find the same degree of displeasure in the presence of Hrega men.”

– Mawlin Caern, Scout

***

By all accounts Hrega woman appear quite beautiful. They are tall and thin, with exceptionally long fingers. Hrega women have no hair on their bodies, nor on their heads. The skin of a Hrega woman changes colors to reflect her mood (cool tones for calm and warm for excitement, …bright red for anger). As Hrega women are quick to adapt to those around them, the color of a female Hrega’s skin may often reflect the general mood of her companions quite well. Hrega women have no control over this, nor does this feature of her skin have any clear purpose.

Hrega men are significantly shorter than the women of their Kindred, with short strong fingers and sharp facial features. Hrega men are also completely devoid of body hair and their skin color changes to reflect their moods just those of Hrega women. In contrast to Hrega women, though, Hrega men typically fall into a mood quite the opposite of those around them. Hrega men, are not anymore likely to be cruel or evil than humans, but they do find cause for conflict quite easily. Whether this will be a matter for words or fists, or even swords, depends on the Hrega.

With both men and women, a bright red skin tone betrays a clear sense of opposition or even a desire to engage in violence. Strands of reddish hue appear whenever a Hrega attempts to lie, whereas strands of orange appear when simply shading the truth, the brighter the more egregious the deception. Any Hrega attempting to help another for unselfish reasons will develop extreme highlights of pure white on the surface of their skin. Any that are familiar with this Kindred will know the meaning of these signs.

It is of course no surprise that Hrega men and Women typically occupy different shades of the color spectrum. Each is capable of reflecting all the known colors, but their moods lead them to manifest differet hues most of the time.

Courtship among the Hrega is a rather clumsy affair as the Hrega men are so contrarian by nature. Hrega do not marry, and children are raised by their mothers with their maternal uncles providing the support and assistance one might normally expect of a husband. Hrega men are not known for their nurturing qualities, regardless of their relationship to a given child.

Whatever the gender, Hrega make interesting companions. Both genders of this Kindred tend to be very direct and honest in dealing with others. Deception is not much of an option for them, as others can literally see deception in their faces, Hrega women are well known for their capacity to aid others while the men can do immense damage in all forms of combat. Not surprisingly, the former tend to become mages specializing in healing and support spells whereas the latter typically become melee fighters.

 

Vek

© Daniel S. Wall, April 7, 2026

“A two legged manticore without wings? That’s what you think of me? Fair enough. Just so you realize, I can engage your shield man and still throw tail spikes at you. So, try not to get too creative with the creature comparisons.”

-Kessen Mir, Vek Scout.

***

Vek by Earl Geier

It is a widely held view that these creatures are actually demons who know the way from hell to the hottest parts of the surface world. To some degree this is due to their appearance. Vek are essentially humanoids possessing a very rough textured skin, usually ranging from black to reddish brown in hue. All Vek sport at least one pair of horns atop their skulls, and some bear quite a few more than that. In place of fingernails these creatures have claws. Most importantly, Vek possess a tail, and from that tail, Vek typically grow a range of hard spikes made of dense bone. With the flick of its tail a Vek may launch a spike at short range. One could well excuse those on the receiving end of such an attack for thinking they have encountered a beast straight out of the depths of hell itself.

In fact, the Vek are merely a variety of wilding whose love of the desert rivals the elven love of trees and meadows. Vek often serve as scouts and long distance traders, and more often still, they provide mercenaries to those who can afford the service. Vek generally prefer to trade with civilized peoples, but in a pinch they may well resort to raiding.

Vek may use manufactured weapons or stick with their natural weapon abilities as they see fit. For purposes of game rules, their tail spikes are considered hand thrown missiles.

***

Rules for playing Vek in Tunnels and Trolls (Delux Edition) can be found here. Rules for playing Vek in first edition, D&D can be found here.