Showing posts with label dragons. Show all posts
Showing posts with label dragons. Show all posts

Monday, February 12, 2024

Dragon Events

Inspired by my last post, I decided to create some random tables to emulate the kinds of events the appearance of a dragon might be the harbinger of. What follows are seven tables. The first six are different kinds of events. I provide each with a number in case you want to randomly determine which table to roll on. Alternatively, each table could be assigned to a specific type of hybrid monster. The seventh table is a kind of narrative tool, where something is revealed. Whether this revelation is a cause, effect, or just happenstance is up to you. Enjoy.

1. Death

    1. King 
    2. Queen 
    3. Heir 
    4. Bishop 
    5. Guild Leader 
    6. General

2. Event

    1. Refugees 
    2. Shortage (equipment) 
    3. Shortage (food) 
    4. New taxes 
    5. Rise of a new religion 
    6. King goes insane

3. War

    1. Peasant Revolt 
    2. Massacre 
    3. Civil War 
    4. Invasion 
    5. PCs Kingdom defends another kindgom 
    6. PCs kingdom attacks another kingdom

4. Magic

    1. Arcane Magic effects halved dawn to dusk & Divine Magic effects halved dusk to dawn
    2. Magic effects double during New & Full Moon
    3. Magic effects are randomly normal, half-effective, or twice as effective
    4. Arcane spells with random effects are at advantage dusk to dawn & Divine spells with random effects are at advantgae dawn to dusk
    5. Magic does not work at dusk and dawn
    6. Recovering Spells takes twice as long

5. Natual Disaster

    1. Blizzard/Heatwave
    2. Avalanche/Mudflow/Wildfire
    3. Hurricane/Tornado
    4. Flood/Tsumani
    5. Earthquake
    6. Volcano

6. Stange Events

    1. Unending Fog
    2. Days shorten to 12 hours
    4. Days lengten to 48 hours
    5. Seasons last a month
    6. Seasons last 6 months

Revelation

    1. New Ally
    2. New Creature
    3. New Race
    4. New Enemy
    5. New Civilization
    6. New Disease

Wednesday, February 7, 2024

That is a Dragon

I recently watched Jonathan Pageau and Richard Rohlin discuss dragons on their Universal History video series. It is a fascinating look at dragons from symbolic, pre-modern, and Orthodox Christian points of view (which in some ways can be understood to all be the same). I wanted to share here because Dungeons and Dragons is specifically referenced. This whole discussion is contrasted with what we old gognards might call Gygaxian Naturalism — if we narrow our view to that of the modern, as expressed by the naturalistic categorization of monsters found in the various Monster Manuals of DnD, we might not completely grok what Johnathan and Richard are talking about. This is an interesting parallel to the move I was made to make when exploring how Scripture might inform the megadungeon.    

 

For those who don't want to sit and listen to these two geek out for over an hour, here is a short summary of the general characteristics of dragons:
  1. They are serpents.
  2. They are hybrids — the serpent aspect is mixed with pieces and parts of other animals.
  3. As hybrids, they occupy a symbolic space of flux and can be understood as harbingers of change.
  4. They function as guardians (mostly of water). This guardianship can be understood as hoarding and water needs to be understood as an essential material for civilization to function.
  5. They have an enemy, often a thunder god symbolized by a trident (which is originally a symbol for lightening, not for a sea god/creature).
The aspect of this I find most useful and interesting is the fact that not all dragons exhibit all five characteristics. Thus, from this perspective, an owlbear is a type of dragon (as are many of the hybrid creatures found in the Monster Manual). From the perspective of a DnD campaign, the appearance of such a creature could signify a major event for the campaign world as a harbinger of change.

Personally, I would be tempted to leave all hybrids out of my placed encounter areas and only have them appear as Wandering Monsters. Once one appears, this could mean a roll on a major campaign event table with various types of catastrophes both natural (such an earthquake that reveals a subterranean civilization) and man-made (such as war).

This view also reinforces the mechanics of treasure from early DnD: the gold hoarded by dragons (monsters, especially hybrids) is the main means by which the PCs (both the enemies of the dragons and the defenders of Civilization) level up to become more capable of defending Civilization.

I highly recommend taking the time watching this episode. It is a fascinating (and I would say useful) discussion even for those of you who are not of the Christian persuasion. Enjoy.

Monday, February 20, 2012

Gamer ADD: Fiend Folio Part 4

The Wilderness Personified

One of the interesting consequences of having the name Dungeons & Dragons is that regardless of whether or not a particular edition is geared toward introductory characters who have no business even talking to a dragon, dragons have to be part of the game. I have mused about this before, one of the striking things about Moldvay’s Basic Edition is that the average HD of the monsters is 3+1. The Holmes edition is even nastier with an average HD of 4+4. There are meant to be monsters that are way beyond the ability of low-level PCs to deal with. Dragons fit that bill.

Though dragons do show up in the FF, they are of a whole different cloth than the now familiar chromatic and metallic dragons of traditional D&D, who personify the great powers of good and evil, who speak with ancient wisdom and hate; who might be able to cast spells and even polymorph into human form to walk among their lessors. The dragons of the FF are inspired more by the Eastern conception of the mythical beasts and every single one of them is some shade of neutral.

Whereas the chromatic and metallic dragons are characterized by their breath weapons, the powers of FF dragons are characterized by the ability to manipulate nature itself. Earthquakes, burning water, weather control, control scaled animals and ice storms can all be found in the flavor texts. Some of these creatures can do these things at will. In other words, FF dragons seem to personify the cruel indifference of nature when natural disasters reduce humanity to dust.

This calls attention to the sheer number of creatures within the FF that have some kind of elemental-type of flavor or power. Those that might appear on the Wandering Monsters Tables of a Basic edition include:
  • Fire Newt
  • Fire Snake
  • Hoar Fox
  • Ice Lizard
  • Mephit
  • Shocker
  • Thoqqua
  • Thork
  • Ice Troll
  • Vortex
Given that the FF also details five Elemental Princes of Evil, it is fair to say that monsters are personifications of Fallen Nature itself. They are the face and hands of The Wilderness fighting the incursion of Civilization. At the center of all of this are those terrifying and indifferent dragons, who personify natural disasters. PCs, then, represent humanity’s attempts (in vain?) to understand, control and minimize the impact of nature itself even as nature fights back.

Though the classic trope of Civilization vs. The Wilderness is part and parcel to virtually every edition of the game, this particular version (again) has more in common pulp science fiction than it does with traditional D&D game worlds. Whereas Greyhawk is all about Good vs. Evil and St. Cuthbert vs. Iuz, the implied world of a Basic Edition using the FF for monsters suggests a world in the distant future where humanity is not just struggling against chaos and evil, but against the inevitability of its own demise — a dying earth ready to be consumed by the fire of a red giant star or a long forgotten space colony on the verge of being hurled into the void. In this context, PCs don’t necessarily represent heroes, but rather that glorious human defiance in face of inexorable defeat. It is a dark and depressing vision, but with that defiance comes a small glimmer of hope and maybe even the possibility of not just survival, but victory.

Thursday, June 9, 2011

Holmes & Cook: Dragons

As I mentioned yesterday, there are several dragons (blue, gold and green) that appear in Cook's wandering monster tables that are not found in either his monster section or the one in Holmes. While Cook does provide statistics for these dragons, they are missing two key elements that define what a D&D dragon is — alignment and a breath weapon.

In order to determine these traits for Cook's dragons, I must look to Holmes and how he seems to see them. I am going to begin by comparing red and white dragons, because (believe it or not) they are the most similar of the four in Holmes: they both have coned breath weapons that are expressions of thermal energy.

Red and white dragons are an exercise in extremes:
  • Reds have the highest HD (in Holmes); whites have the lowest (in both Holmes & Cook)
  • Reds have a breath weapon that violently releases thermal energy; whites have one that violently extracts thermal energy.
  • Reds are the only type of Holmesian dragon that are not cursed with animal intelligence; whites are the most likely to be cursed.
This pattern suggests that dragon types occur in pairs — each representing an opposite or an extreme. This implies that red and white dragons (and therefore all dragon pairs) are somehow related. I can see two possibilities, both of which are very intriguing:
  1. White dragons are the female of the species and reds are the male. (Holmes indicates in his description of dragons that the smallest dragons are "positively female" and the largest dragons are "positively male"). Alternately, if one interprets this Holmes description to mean that all types of dragons have both male and female, reds can only breed with whites and vice-versa.
  2. White dragons evolve into red dragons (where the intelligent whites are the only ones who know how; thus, all reds are intelligent).
This last option, however, only works if both the brass and black dragons are the weaker of their dragon pairs (since both are subject to being cursed with animal intelligence). Both have 6-8 HD (higher than the white's 5-7 HD). The brass have a natural pair with Cook's gold dragon (since they are both metallic) which has 11 HD — one higher than Cook's version of the red dragon. Interestingly, Cook seems to fix the dragon HD at the middle of the Holmes HD range. Thus, a white has 6HD, red has 10HD. This is a difference of 4HD. The middle of the bronze HD range is 7; also a difference of 4HD when compared to the 11HD gold dragon. This suggests a pattern applicable to all dragon type pairs: the smaller of the two will always have 4HD less than the larger.

Given this, black, blue and green dragons don't appear to be natural pairs. This suggests that there are three additional types of dragons out there that correspond to the black, blue and green. In the case of the latter two, these missing types may very well have 12 and 13HD! The fact that Cook has dragon types that Holmes does not and that Holmes has a type that Cook does not (brass) makes me quite comfortable about these unrepresented and potential types of dragons.

Alignment

Since gold dragons are part of the brass dragon pair and Holmes gives them a neutral/chaotic good alignment, it follows that gold dragons are chaotic good. It also follows that since all the colored dragons are chaotic evil when intelligent, so too should blue and green dragons; however, since they are likely the smaller of their respective pairs, they will have a chaotic evil/neutral alignment similar to black dragons (indicating that some have been cursed with animal intelligence).

Breath Weapons

As previously noted, white and red dragons both have breath weapons at the opposite ends of a thermal energy scale. Given that black dragons breath acid (which could be seen as an expression of chemical energy) this suggests that most dragons have a breath weapon of some type of energy. The exception is the brass dragon, which has two breath weapons with spell-like effects.

Since the red and white dragons have breath weapons on either side of the thermal energy scale, it follows that the breath weapons of various dragon type pairs ought to as well. Thus, the dragon that would complete the pair with the black would spew a line of a very strong base (the opposite of an acid).

It also follows that the gold dragon should have spell effects which are "opposite" of Sleep and Fear. I would propose Confusion and Charm Person.

Since all "colored" dragons have some kind of energy-based breath and the metallics have the spell-effect breaths, it follows that the blue and green dragons would have energy-based breaths. There are several possibilities:
  • Thermal
  • Chemical
  • Electrical
  • Radiant
  • Nuclear
  • Magnetic
  • Sound
  • Luminous
Since thermal and chemical are taken, that leaves the rest as possible breath weapons for blue and green dragons. Color only has a passing correlation (blue could easily be the color of cold, black the color one gets from being burned by fire and red is not the color opposite of white), therefore it will not be of pressing importance. Rather, the most important factor will be opposites that make sense.

As cool as electrical, nuclear and radiant energy sound, they don't immediately suggest interesting opposites. This leaves the following:
  • Magnetic (attracting vs. repulsing)
  • Sound (high frequency vs. low frequency)
  • Luminous (light vs. dark)
Since the latter doesn't exactly inspire destructive possibilities, the blue and green dragon will have magnetic and sound-based breath weapons.

The color green has a passing association to earth, from which magnets come. Blue has a passing association to air/water through which sound travels. Therefore, green dragons will have a magnetic-based breath weapon and blue dragons will have a sound-based breath weapon.

Seeing that blue and green dragons are the most powerful of the "lesser"/female dragons, it follows that there might be extra effects tacked onto their breath weapons. I imagine that green dragons have a lined, repulser breath that moves targets away 10-60 ft (half if the save is made) in addition to the damage. Blue dragons would have a cone of high-frequency sound. Victims could be rendered deaf.