Sunday, November 22, 2015

Arneson's Wandering Monsters

For a while I'd noticed a few interesting things about the monsters in Level 2, of the 1975 Temple of the Frog.  I'd also taken note of the unusual wandering monster set up in the 1976, until very recently, it never occurred to me that the two might be related in a systematic way. 

First let's look at TotF.  A few of the monsters are basically trapped in a given location, but those that aren't are consistently given information about how often they may be found outside thier room and in what numerical strength.  I'll illustrate with a table.

Dungeon Room
# in Room
Chance some in Room
# wandering
Chance encountered
Out of room
Giant Lizards
Giant Trolls
Giant Snakes
Ochre Jelly
Human guards

Let's discuss some things that are a bit muddy.  Wandering monster checks in the 3lbbs are once per turn, and that is the rate given for the ghouls, the guards, and how often trolls will show up if there is fighting, so I think it safe to assume that out of room encounters were likewise intended to occur both upon entering a new area and once per turn of lingering in an area.

It's also not clear in the case of trolls and giant snakes how often the room might be empty.  I'd assume that there are always some snakes present, but since all 4 trolls could be wandering, I assume they have as much chance of being in their room as anywhere else.

Okay, so what's different here?  To begin with, there is no wandering monster list.  Certain areas or territories are given over to particular monsters, and when a party is in that area, they have a chance of encountering some or all of the monsters there.  For example Giant Snakes could be encountered in "the corridors leading to rooms 12-15, and also the same, and up to the door of room 16."

It is this notion of territory, and the chance of finding some number of monsters in it, that I think is particularly interesting.  The chance given ranges from 10 to 33%.  So in effect, a monster specific percentage chance is being substituted for the standard 1 in 6 roll.  I've run this dungeon a couple of times, and didn't have any trouble applying the percentages, but I can see how it adds more of a burden on the DM, especially where multiple monsters might wander in the same area.  

The number of monsters encountered while wandering also varies, but is often some seemingly arbitrary subset of the total, such as 1-3 or 1-4.

Now let's go back to the idea that there is some chance of the monsters being in their home room.  This idea works hand in hand with the notion of a wandering territory.  If some monsters might be wandering, then there should always be a chance that some are not in the homeroom, this includes singular monsters or monsters that always travel together, like the Ochre Jelly or the ghouls.  This means the homeroom might, for some (but not all) monsters be found unoccupied.  The stated chances of finding an empty homeroom in the text vary from 10 to 40%, but is particularly the case of singular monsters or monsters in small numbers (4 or less, seemingly).  The giant lizards seem to be the only larger group (12) that might not be all "home".  In all other cases it appears that at least 1 monster will be "home".  In all Likelihood, Arneson was mostly flying by the seat of his pants here regarding which monsters always have somebody home and which don't, and that's probably as good a way as any.  If one were to look for a consistent rule, I suppose following the ghoul example and having a 75% chance for monsters of 4 or less being in their home room, and 4 or more always having some presence, is a fair compromise.

Note that the chance to be present in a home room shouldn't be compared to the % lair statistic.  In most of these cases, the monsters are still in their "lair" so to speak, since they claim several rooms and passageways as their territory.  What's being said is that within a given "homeroom" of the "lair" there will be some chance that some, all, or none are present.  It is reminiscent of Arneson's 40 - 90% of a population present "in lair" in the wilderness, except the amount of the population isn't what is being determined, its' presence in a particular room in a lair is.  The actual numbers are simply being determined randomly within the possible amount, for example 1-12 giant lizards in the room. 

To sum up, we have wandering monsters in territories.  Those monsters also have a homeroom.  In some cases the room might be temporarily empty.  Except for singular monsters, a roll is made to determine how many are in a homeroom out of the total possible.  Likewise, a roll is made to determine how many are present in a wandering encounter, often from some subset of the total possible.

So now let's go back to the first 6 levels of Blackmoor Dungeon, which, as we saw in the previous post, were stocked for D&D convention games in the mid-'70's.   The wandering monster situation here is a bit more familiar.  Each level has a list of monsters, chosen thru use of the Monster Determination and Level of Monster Matrix.

What is distinctive is that the wandering monster lists are remarkably short, restricted to no more than 4 encounters.  This is because the lists aren't random.  Arneson has once again assigned monsters to territories, not unlike what was done in TotF, but it is a much simpler system.  In Blackmoor, he divided each level into quadrants, and assigned one wandering monster to each quadrant.

Aside from the simplicity of this method, it had the advantage of allowing Arneson to add a monster to the adventure who was not keyed to any particular dungeon room (Sir Fang and his two dwarf vampire companions).  The idea of using the wandering monster list to bring in additional elements can also be seen in Arneson's Garbage Pits of Despair adventure, which includes a band of wandering orcs and a magically appearing sundial, for example, is clearly one Arneson embraced.

It is entirely possible to combine the TotF and Blackmoor dungeon methods.  It is certainly much easier to keep track of what quadrant a band of adventurers are in than to remember which monsters wander in which rooms and hallways.  We don't need to simplify to the extent seen in Blackmoor dungeon though, and can assign more than a single monster to each section or territory.  Each quadrant or section of whatever size can have a short list of the monsters who regularly move about that section, and any "specials" like sir Fang or the magic Sundial, could be added to the list.

As with TotF most of the monsters placed on the wandering monster list are going to be part of the population, usually found in specific rooms.  The actual number of wandering monsters being encountered can even be determined using the method given in Underworld & Wilderness Adventure pg 10-11, if desired, but any casualties should come out of the overall total.  The "homeroom" then, shouldn't have fixed numbers, but a range of the possible population.  This was you get the "realism" of TotF wandering monsters with the simplicity and versatility of the Blackmoor Dungeon method.

Saturday, November 21, 2015

# Appearing in Blackmoor Dungeon

The subtext of much of the discussions about OD&D revolves around the space between author intent and author practice.  When it comes to dungeons, Levels 1-6 of Blackmoor Dungeon represents perhaps our best window into practice because it is one of the only published examples we have of a D&D dungeon by one of D&D's designers in the glory days of OD&D1974 - 1976.  To my knowledge, the only other examples are levels 1 & 2 of Tsojconth by Gygax, Temple of the Frog level 2 by Arneson, and the D&D sample dungeon level. 

Blackmoor Levels 1-6 is were prepared "for convention games, and set up along "official" D&D lines."  (FFC 77:42)

To begin with, it is evident and significant that Arneson used the original 3lbb stocking tables found on U&WA 10-11 to stock the monsters in the dungeon.  As distributed throughout the dungeon, all the monsters, fall precisely into the monster to dungeon level ranges of the Monster Determination and Level of Monster Matrix table on page 10, and consequently, all monsters present in the dungeon come from the 6 monster by level lists on pp 10-11, just as one might expect.  All the monsters come from these tables, that is, except for one. 

The exception is significant, it being the vampire, sir Fang, who appears as a wandering monster on level 1 with his two companions.  Sir fangs presence, is, of course, an example of a "thoughtfully placed" or "allocated" monster, in keeping with the advice on U&WA p 6.

Mention should also be made here of toads, which appear on the Level 2 Monster list in 1st - 4th print U&WA but somehow got altered to "thouls" in the 5th print.  Blackmoor dungeon retains the earlier print monster.

So we can see how Arneson determined the monsters on each level and room, but it is not so easy to suss out the method he used to get the numbers present in a given room.

It might be useful to know what numbers and levels of adventurers Arneson was planing for.  The only "official" comment comes from the d20 Dungeons of Castle Blackmoor, where we are told. "The dungeon... was targeted towards a higher level party;..." p 12.

There's some reason to doubt that though, and to think Dave may not have stocked the dungeon with concessions in respect to PC levels at all.  In particular, we have a play report from a game at the 1976 Gen con found in Alarums & Excursions 15 wherein the very dungeon given in the FFC was run.  The plan at the convention was for 12 PC of levels 1-4.  It should be noted two additional high level PC's, (Svenny and Bosero from Arneson's original group) also joined in the actual game.  So it does not appear to be the case that Dave was anticipating high level players when he stocked these 6 levels, but he doesn't seem to have been averse to including them either.  

So, our only recourse is to take a close look at the numbers.  One of the first things one might check is the the # appearing ranges given in the monster tables in M&T, pp 3-4.  Doing so reveals that many of the monsters in the first six levels of Blackmoor dungeon don't fit the # appearing ranges.  These for example, have too few to fit the range - Gnolls, Goblins, Dwarves, Kobolds, Orcs; and Spectres have too many.

However, a careful study of the numbers reveals a few things. Importantly, but with one exception, there are never more than 40 of anything.  That one exception is a shocker - a room with 74 Heros!  I feel very confident that this is a typo, likely stemming from a poorly written 1.  I'm sure the number should be 14 not 74, for pity's sake, which puts it right in line with other groups of fighters, like the 13 swashbucklers on level 4.

Looking closer, we see some more distinctions that allow us to begin to make some meaningful groupings:

*  Magic-users and Clerics never exceed 6 in number.  

*  Fighters (assuming that 74 # is wrong) never exceed 14.

*  Likewise "fantastic" or "individualistic" type monsters never exceed 20.

*  "Normals"/group type monsters never exceed 40.

* The average number of these "normal type" monsters present is 21.

*  Dungeon Level appears to make no difference whatever in numbers stocked in a given room.

Of course to get the above conclusions, some assumptions had to be made about what monsters belong on which list.  By the numbers given, it is evident that Arneson was counting the "giant" creatures as fantastics.  However there are some animals/insects in the U&WA lists that aren't specifically called "giant" and likewise these same aren't called "giant" in Blackmoor dungeon either,  Toads, spiders and centipedes are the prime example here.  Now spiders could go to either the normal or fantastic categories, numbers wise, without affecting the average outcome too much, but I placed them on the normals list because toads and centipedes fall into the 20+ range and I figured spiders would be considered similarly. 

Another consideration is that it is possible that Arneson had a finer grained breakdown of some of the "fantastic" creatures.  For example there is only one room of manticores, and there are but 4 of them.  So while they are definitely less than 20, they are also less than 6.  Perhaps some deeper HD or level comparison may turn up something, but for now I note no compelling reason to separate out these few such examples from the other "fantastic" monsters, like wights, who number in the teens.  

So, here is what I believe Arneson was categorizing as "fantastic":

Giant Creatures, Ochre Jelly, Ogres, Manticores, Fighters, Lycans, Gargoyles, Cockatrice, Specter, Wight, Wraith

For Normals, we have:

Gnolls, Goblins, Dwarves, Kobolds, Orcs, Spiders, Centipedes, Toads, Bandits, Skeletons, Zombies

My conclusion from all of the above is that Arneson derived his monster numbers for the OD&D version of the first 6 levels of Blackmoor dungeon using the following procedure in any given room, on any given level:

For spell casting monsters/NPC's roll 1d6

For Fighters and fantastic monsters roll 1d20

For Normal tribal type monsters/NPC's roll 2d20

Note that the average roll of a 2d20 is 21, just as we see in Blackmoor Dungeon.

Now, I'm not saying "go and do likewise", though I suppose we could.  Personally, I would prefer some modification accounting for dungeon level.  What this does tell me though, is that Arneson does not seem to have found a method in the 3lbb's for deriving stocking numbers in a dungeon, and so choose a fairly straightforward method of his own.  

Tuesday, November 10, 2015

Encounter Numbers in the Wilderness

If I may remind the readers of this post % in-lair something left unsaid was the means to determine encounter numbers.

Let's reqoute the basics (from p25, of the First Fantasy Campaign, 1980 reprint)

"the number of creatures encountered will then be any number up to the total number present in the hex.  Again to avoid confusion, you may wish to take the maximum number of creatures that are listed on the Monster Matrix as representative of the population in the hex for each encounter"

So after determining the monster type encountered in the usual fashion, (step 1) you use the "Number Appearing" column to determine the population count of a given lair in a given hexagon 5 miles across.

"For each time that the creatures are found in their lairs, there will be a chance that a portion of them are out in the countryside.  To determine this number, assume that 40% of the population is always in the camp and that up to 60% (10 - 60%) are always outside of the camp."

(step 2) Determine how many are "in Lair" and how many are "Wandering".  Roll 1d6 *10 = percent of population wandering.

Now determine where the groups are, and how many are in each:

"Roll a die again and see how many miles (1 - 6 miles) they are away from the camp.  On a roll of six, the creatures outside of Camp are in two equal sized groups, and you would roll again to determine how many miles away they are. Note: Whenever sixes appear again, divide that proportion of the creatures in half again and roll for their positions. In this way, an original group of creatures starting at, say, 50 strong could first divide into groups of 25, then 12, then 6, etc.

Example: 50 Creatures, a six is rolled:
A) The first group of 25 is located 6 miles to the northwest.
B) The second group is divided into 12 and 13 Creatures; the first being located 3 miles east of camp and the second rolling a ''6''.
C) This second section is located 4 miles south of the camp."

So,(step 3) locate the "out of lair" group using the direction table and a d6.  If a 6 is rolled, split the group in two and locate as before".

So, as you can see in the example, whether you stumble on the group "in Lair" or "Wandering", Arneson's method gives you the exact numbers for the size of the encounter.  (Same method is used in CoZ btw).

For the sake of completeness here is the bulk of the rest of the paragraph in the FFC (page 25 of the 1980 reprint)

General Outlines: 
*If a group rolls three "6's" in a row, then they are considered to be located in an adjacent hex and not able to return that day. 

If the direction and distance of two groups are identical, then they will be considered to be together.  If the direction and distance rolled would place the group in an area where they would conflict with another group (not their own), they will be considered to have returned  "home" to report what they found, and be there when the attack hits.

*When more than one camp of the same type of creatures is present in a single hex area, they will be considered to be friendly with each other and of the same tribe.  This will not hold true for adjacent hex areas.  Thus, if one tribe is attacked, or detects the attacking force, they may aid each other at the Judge's discretion.  It is suggested that the Judge generate Character types for the Chieftains involved to determine if they are compatible or not (jealous of each other or very unpopular among their tribe members).

*In the case of some "Loner" type creatures, the presence of two or more areas settled by their kind will not mean that they are allied.

*If two or more groups of creatures of the same race are located in the same area of the hex, they will be considered to be one larger than normal grouping.

*If two or more groups of creatures are located in the same area but are of different races, then they will have to fight it out to see who gets a chance to settle in the area."

There you have it.  Notice there is nothing here from Arneson about scaling.  Any given hex in his system could be as dangerous as any other given hex.

However, it would be possible for a referee to create a degree of scaling, if desired, by increasing the number of lairs per hex as you get further into the wilderness, increasing the size of the populations, and/or designing and using something like the monster "level tables" in U&WA (p10-11) to increase the chance of tougher monsters the further you get from civilization.

Monday, July 13, 2015

Clerics of Blackmoor

 The Cleric class originated in Blackmoor, yet we have little concrete information on the details of the Blackmoor Cleric.   What we know from a few statements of the original players and Dave Arneson can be summed as: the lawful Cleric had spell casting ability, including healing, and could counter attacks from undead by turning them with a holy symbol.  We know nothing of anti-clerics.

Indeed, it is not clear what if any powers evil clerics had.  The entire original Temple of the Frog, as published in Supplement II Blackmoor (1975), tells us nothing of the abilities of the chaotic priests, acolytes, and monks who dwell there.  No statistics are ever given, and the only hint of spell powers is a sole reference to a temporal stasis spell (affecting Gargoyles at the very least), that only four of the priesthood know.  The spell is also contained in a book, which at least gives support to the notion of Clerical spell books. (Supplement II, p41, room 3)

 Lets number what we have so far for reference later.

1) Some Clerics can cast spells, including healing
2) Clerics can turn udead with holy symbols.
3) Cleric spells are kept in books

 Arneson's First Fantasy Campaign book (1977, reprint 1980) provides a few more interesting tidbits, but not much.  In addition to what we know of characters in general, such as the use of d6 for damage dice and hit points, we learn that:

4) Clerics are expected to give 40-90% of any money received to their faith including to "off grid" patriarchs, and won't receive any experience points for money kept for personal use. 80:51
5) Clerics are expected to  both go on religious "quests" and send others on them. 80:51
6) Clerics can suffer up to 4 lost levels when their religion suffers a significant (financial) setback 80:10
7) Clerics create 1/8th (12.5%) of all magic swords.  These are "Holy swords" with clerical spell powers 80:45-47
8) Remove Curse is within the clergy's power 80:17
9) Clerics can make Holy Water that burns/destroys undead. 80:29
10) Some undead perform unholy rites, and thus may be allied with some evil clerics. 80:21

And one last dubious possibility:
Cleric spells can be found on scrolls, and curiously, can co-exist with magic spells thereon.  80:31,level 4 room 14  (Note there is no hint of clerical scrolls in Blackmoor prior to the above referenced 1976 gencon stocking notes . One could ignore this entirely if it were assumed that the "cure light wounds" spell which is the sole "cleric only" spell listed on the 7 spell scroll, is actually a privately researched magic user version.  I'm inclined to dismiss spell scrolls as an actual feature of Blackmoor clerics)

The TSR DA series:
Although the DA series was originated and co written by Arneson in the early 1980's, it was heavily reworked by TSR and it is often very hard to know what parts of it really come from Dave.  However, one of the things that clearly has his fingerprints all over it are the character profiles in the back of DA1.  Among these are 3 Cleric profiles (pp 48 - 63), the chaotic high priestess of Zugzul, Toska Rusa; Bishop Bolitho, the High Patriarch of Blackmoor; and Brother Richard, the Flying Monk.

Now, this is interesting for a basic set of reasons.   DA1 was published in 1986 during the Mentzer BECMI era, so details, if any, not in agreement with BECMI or an earlier version of D&D most likely hint at Arneson houserules from a time when these NPC's were actually PC's. 

Let's have a look:


18th level cleric
18th level cleric high  priestess
11th level cleric
Cha 11/18
Cha 18
Cha 5
He dwells in a fortified manor house

Property Controlled
he also controls a good deal of monastic property
an entire nation of 170,000
fief at Fairfield
Money Controlled
the church funds are under his control

Treasure Controlled
Bolitho is custodian of the famous
“White Sword.”

1 7,000 gold pieces,
1 1,000 silver pieces, 3,000 copper pieces, and hundreds of gems and pieces of jewelry worth an additional 70,000 gold pieces.
great rewards were offered Richard, but he would take none of them
Personal Wealth
The bishop’s personal wealth is almost
she owns no property of her own
He always travels afoot and will own no animal of any kind. His  purse never contains more than 10 gold pieces and 5 silver pieces.
he is always accompanied by 6 body guards (AC 2 plate
mail and shield; F6;)

The priestess is guarded at all times by 12 bodyguards (AC4 chainmail and shield; F9)
 he controls a small private army of
High Church troops

Controls a company of 200 elite soldiers called the Handmaidens of Death
He always wears  plate armor when travelling
she wears leather armor, and her auburn locks are surmounted  by an iron-bound leather helmet.
a shield, plate mail and the round metal cap
Hand Weapon
carries a great war hammer.  Bolitho carries a dagger (for eating purposes only).
ironwood club
a mace
Projectile Weapon
he often carries a crossbow or a short  bow (he’s an excellent shot)

Worn Magic items

She wears a ring
of protection + 1 and a medallion of ESP
Flying cloak
Expansion Projects
University of Blackmoor
as promised Zugzul that she will build him a temple of gold.
Fairfield Abbey

From this we can build something of a partial profile of a Blackmoor Cleric

11) Clerics are lawful or chaotic.
12) Clerics eschew personal wealth
13) Clerics can use magic items
14) Clerics use blunt hand weapons
15) Clerics can use projectile weapons
16) Clerics can wear any type of armor, wear helmets, and carry shields.
17)Patriarchs control territories and receive income which they manage for the faith.
18) Patriarchs desire expansion and conceive of new building projects, including temples, abbeys, and schools.
19) The most high Patriarch has a personal gaurd of 6-12 Fighters of level 6-9
20) The most high Patriarch has a cadre of elite soldiers at their command.  Notice that no stats for these forces are given and Bolitho's force is also unquantified.  Here is one place the supplement II ToTF can help.  The map on page 42 shows 1200 soldiers housed in the barracks, the text indicates another 400 housed in the towers and an above ground barrack.  These troops are described (page 40) as being  "as heavy infantry".  They are led by 12 officers (8th level Fighters) and 48 sergeants (5th level Fighters) as shown on page 36 and in room 8 on page 43.  That is roughly 1 sergeant per 40 men and one officer per 150.
21) Being the most high leader of the faith conveys an automatic Charisma score of 18.  

Okay there's a few things to note in particular.  No version of D&D expects or requires personal poverty (#12, but see also #4 and #18).  No version of D&D allows clerics the use of weapons shooting arrows or quarrels (#15).  No version of D&D gives any level of patriarch a personal guard of 6-12 high level fighters (#19) however, OD&D  allows 1-6 assistants (presumably other clerics)  of levels 4-7 to accompany a castle owning patriarch on a foray, and within the walls of the stronghold may be up to 20 heroes and 6 superheroes, who could presumably be drawn on if needed, as a personal bodyguard.   None of this is in BECMI, of course. 
Another thing to mention is Bishop Bolitho's dual Charisma score (#21), since there is no other reason I can see for his Charisma score to jump from 11 to 18, I presume it must indicate, that as the head of his faith he is entitled to an 18 Charisma, and that's an idea not in D&D anywhere either.

Now, as it happens, there is another source that gives us some information on Blackmoor Clerics.  At about the same time DA1 was being released Arneson published a 2 part adventure in Different Worlds magazine where he was on staff.  Part two of Garbage Pits of Despair, as it was called, (issue 43, July/Aug 1986) details a party of evil clerics from the Temple of the Frog out on a slave buying expedition.

Here is what we can glean:

Fins of the Frog (6 clerics)
9th level Patriarch
7th level Bishop
3rd level clerics
Property Controlled

Money Controlled
Slave purchasing funds

Personal Wealth
None mentioned
none mentioned
None mentioned
6 Level 2 and 8 level 1 fighters


Chainmail and armored cowl helmet
Hand Weapon
Mace and dagger
Sword and dagger
Staves, swords, daggers
Projectile Weapon
None mentioned
None mentioned
None mentioned
Worn Magic items
None mentioned
None mentioned
None mentioned

Notice that the patriarch here is traveling with 7 assistants,  but 6 of them are level 3, so neither the total, nor the level fits the OD&D pattern mentioned above (1-6 of lvl 4-7).  Like the senior patriarchs of DA1, he is accompanied by a guard, but they are much lower level Fighters.    

However, what jumps out most here is their weapons; all the clerics have daggers and most have swords (many of these are magical, and some are not).  These clerics obviously have no prohibition against edged weapons of any sort.  The question is whether this weapons freedom applies only to chaotic clerics, and for that I think we need to go back and look at Garamond Bolitho in DA1.  Not only does Bolitho shoot bows and crossbows, but, like the Froggies, he also carries a dagger.  We are told parenthetically that it is "for eating purposes", but this is really strange.  First, knives are for eating and food preparation, not daggers by any means.  Second, why would a simple dining utensil be mentioned at all?  I think it quite likely that an editor at TSR caught the dagger note in Arnesons draft, thought "hey, clerics aren't supposed to have daggers", but instead of deleting it, added the parenthetical explanation.     There is further support in GPoD also.  Aside from the Froggies, there are others to consider.  Accompanying a wagon train of immigrants together is Bathare, a "9th level good Druid" armed with a club and staff, and his daughter, a 6th level "Cleric/Druid" named Monaca of Dinsbury.  Monaca's alignment is not given, but it is clear she is on the side of "good" like her father.  She is armed with at dagger +1.

22) Patriarchs may travel with 1-8 assistants of levels 3-7.
23) Patriarchs receive a personal guard of 3d6 1st and 2nd level Fighters.  
24) Clerics can use edged weapons.
So there we have it.  Now there's a curious thing I haven't yet mentioned and that regards spells.  Both in DA1 and in GPoD, there are lists of spells for the chaotic clerics, and they are all of the usual sort.  Nothing is ever said or hinted at in any of the Arnesonian sources regarding reverse spells - no Cause Light Wounds for example.  The conclusion would seem to be that there are no reverse cleric spells in Blackmoor.

Now as to the use of the spells themselves, how many and how often, we really have no special information, and must rely on what is found in D&D.  Unfortunately, with OD&D at least, frequency of use is still pretty vague.  While it is not Blackmoor, an option would be to look at the 1975 D&D spinoff work of Arneson's fellow twin cities gamer MAR Barker, Empire of the Petal Throne.   The rule found there may well reflect the norms of play in the Twin Cities gaming circles, including Blackmoor games.  The "green cover" version is as follows:

25)"... most priestly and magical spells are usable only once a day,  although some are indeed repeatedly possible.  If a party is forced to spend a night in the Underworld, all such limited spells are regenerated by the following morning (approximately 6:00 A.M.)"

Now putting it all together, we certainly have not revealed the "original" Blackmoor cleric by any means, because what we have is an accretion of many years of play, but we are left with a genuinely Blackmoorian Cleric nonetheless, suitable for play:

The Blackmoor Cleric
Clerics are lawful or chaotic (11) members of a religious hierarchy, who, in exchange for a vow of personal poverty (12) and a commitment to building up their faith either through the acquisition of wealth and or converts or destruction of enemies, receive spell powers (1).   Clerics of Law also receive the ability to turn undead with the use of a holy symbol (2), while many undead will tolerate or even be deferential to chaotic clerics. (10) Clerics use a d6 to determine Hit Dice and damage.

Clerical spells are recorded in books (3) and include such things as the ability to remove curses, banish evil, (8) and create holy water. (9) Clerics can also create special Holy Swords imbued with clerical magic.  Holy swords will constitute 1/8th of all swords found.  (7)   Unless otherwise noted, clerical spells are usable only once a day.  All expended spells are regenerated by the following morning, approximately 6:00 A.M., even if a night has been spent in the Underworld. (25)

As zealous evangelists of their faith, Clerics are expected to both go on religious missions and to send others on them. (5)  Likewise, clerics seek to bring in wealth and riches, usually for the purpose of establishing new institutions, such as temples, monasteries, and schools. (18)  To this end clerics are expected to never retain more than 40% of any money received. (4)  Hoarding wealth may cause loss of up to 4 levels, as will any significant failures or financial setback suffered by the faith for which the cleric is responsible. (6)  Clerics will receive experience points for money offered to the faith or used for religious purposes but will not receive any points for any money kept for personal use. (4)

 Clerics are able to employ most magic items, unless otherwise specified.  They are able to wear any kind of armor and use any kind of shields and weapons, including projectile weapons. (14, 15, 16, 24)

Upon obtaining Patriarch status, clerics may seek to establish their own institutions, if they are able, which may include the control of a territory generating income for the faith.  (17, 18) Patriarchs may freely receive 1-8 clerical assistants of levels 3-7. (22) Patriarchs also receive a personal bodyguard of 3d6 1st and 2nd level Fighters  (23)

Upon reaching senior status (lord tier) Patriarchs receive income, goods and treasures from the territories and institutions controlled by the clerics beneath them. (4, 17) They are responsible for the management of these funds and treasures.  (17)

The most high Patriarch of the faith has a personal guard of 6-12 Fighters of level 6-9 (19) and control a holy army of (2d10 *100) seasoned 0 level Fighters, with one Hero tier sergeant per 40 soldiers and one superhero tier officer per 150 soldiers, in command.  (20)  Finally, being the most high leader of the faith conveys an automatic Charisma score of 18.  (21)