Showing posts with label monsters. Show all posts
Showing posts with label monsters. Show all posts

Saturday, March 9, 2024

Arneson’s version of Challenge Rating

One of the more fascinating bits of information to be gleaned from Tonisborg is a section which reveals Arneson’s methodology of stocking dungeons. For those of us who have used Moldvay as our go-to guide for creating dungeons, we might expect an Arneson dungeon to have monsters in about one third of all rooms. If you are exploring dungeon levels 3-6, this is exactly what you would find; however, only 1-in-6 rooms on dungeon levels 1 and 2 have monsters and half of the rooms on dungeon levels of 7+ are occupied.

Each room that has monsters is assigned what are called “Protection Points” — a randomly determined amount of hit points that are used to “buy” monsters with. As described in Tonisborg, the number of Protection Points are based on an average party size of 4 to 5 PCs. Unfortunately, I found the table provided to be a bit confusing, but was able to take the concept and the described math to provide a very simple metric for determining the number Arneson’s Protection Points:

(1d6+1)(Dungeon Level) per PC*

*This assumes that that HD are based on a d6. This die would shift depending upon what the standard HD is according to the edition used.

Thus, if I were stocking the second level of my dungeon, I would be rolling 2d6+2 Protection Points for each PC in the party. So, if my party had 3 PCs the total number of Protection Points would be 6d6+6.

Additionally, Arneson had a “one sixth principle of monster variation.” On top of the dice rolled above, an extra d6 is rolled. Should that d6 result in a ‘6,’ there is a 50/50 chance that the number of points are halved or doubled.

Thus, in the example above, an average roll would result in 27hp; this would be halved to 14 hp or doubled to 54 hp with a ‘6’ on the variation die.

I have yet to try this method at the table, but in principle it does several things: 

1) It clearly sets up the expected danger of each dungeon level while allowing for some encounters to be surprisingly easy or hard. 

2) It despenses with the need to roll for the number of monsters encountered or for hit points. Both are simply assigned based on the number of Protectin Points avaible. In a way, it frees up the Referee to more exactly tailor their dungeon.

For example, our room on the second level has 27 Protection Points. This can be a typical encounter of 2HD monsters like 3 gnolls with 9 hp each. Or, it could be a bit more ridiculous with 27 goblins with 1 hp each. Or it could be a bit more chellenging with a single 5HD creature like a griffin with 27 hp. 

3) It allows for a kind of short hand when designing/stocking a dungeon. I can simple indicate the number of protection points each occupied room has and assign these points to monsters on the fly depending on whim, need, or random roll. It gives me the freedom to adjust some of the difficulty of a room by increasing or decreasing the number of potential attacks. For example, if I wanted to buy gnolls with my 27 Protection Points and my party needed a bit more of a challenge, I can increase the number of gnolls to 9 with 3 hp each; however, the overall deadliness of nine gnolls is somewhat mitigated by the fact that each will die from average hit from a PC.

This is an idea that seems far more practical than Challenge Levels and their equivalants in the modern game. It will also be something I will have to experiment with to see how it actually plays. Nonetheless, fascinating stuff!


  

Friday, July 24, 2020

Orcs of My Greyhawk Campaign

Given the fact that the etymology of the word orc includes such definitions as hell-devil, evil spirit, and underworld corpse (literally, the corpses of Orcus), I (unlike WotC) have no problem calling the orcs in my version of Greyhawk evil. In fact, I have always been attracted to the idea of using Gygax’s suggestions for orc and hobgoblin tribe names to represent various different types of orcs in one of my campaigns. Thus, I am going to take several human(oid) monsters and re-skin them (with a few minor adjustments) as different types of orcs.

For the sake of practicality, every orc tribe is primarily made up of orcs by-the-book:  HD 1; AC 6; Atk 1 by weapon; Move 9; Special: -1 penalty on attack rolls in sunlight. Also for practicality, all of the following variations of orc can be found in any tribe; however, these variations are more likely to be found in certain tribes, described below.

The Skull Smashers are a haven for the Swift Orcs, for which I am going to use the stats of a goblin but up the move from 9 to 12. Thus, they survive by outmaneuvering their bigger cousins and by gathering in large enough numbers.

The Rotting Eye Orcs have figured out a way to overcome their weakness in sunlight. Their strongest warriors are infected with a magical disease that rots out their eyes and increases the other senses. One of the side-effects of this process is a lust for violence that results in a battle-frenzy. Frenzied Orcs use the same stats as berserkers.

The Slow Killers get their name, not just from their talent for torture, but from the fact that they can take their time to move either at night or day because Dusk Orcs do not suffer from the sunlight penalty of normal orcs. The Dusk Orc uses the same stats as a gnoll.

The Flesh Renders get their name from the claw-like hands of Talon Orcs. Like Dusk Orcs, Talon Orcs have no penalty in sunlight; however, they prefer to engage in unarmed combat in order to take advantage of their claws. They use the same stats as an ogrillon.

The Death Moon Orcs have a reputation of being silent killers. This is due to their heavy use of Ghost Walker Orcs, who are surprisingly nimble and quiet on their feet. They use the same stats as bugbears.


The Dripping Blade Orcs are widely feared for their reliance on Rivener Orcs. These huge orcs are strong enough to cut normal troops in half with their large blades. Rivener Orcs use the same stats as ogres.

The Leprous Hand Orcs are notorious for their use of undead. This is made possible by their heavy use of Necromancer Orcs who are able to summon skeleton warriors to bolster the ranks of the Leprous Hand. Necromancer Orcs use the same stats as a Tusken Ogre; however, instead of Mirror Image, they are able to cast Monster Summoning I (skeletons only).

The Flayers are literally feared because they are led into battle by Flagellant Orcs, who use blood magic and self mutilation to cast the spell Fear. They use the same stats as a Tusken Ogre; however, instead of Mirror Image, they are able to cast the aforementioned Fear spell.

The most powerful orcs, the Priests of Orcus, are normally only found within the Vile Rune Orcs, who are fanatic followers of the Prince of the Undead. The Priests of Orcus use the same stats as an Ogre Mage; however, instead of having the ability to shape-shift, they have the ability to cast Monster Summoning II (zombies and skeletons only).

Finally, the Long Spears is a mercenary company made up of orcs, half-orcs, and humans. Normally, their leader types are half-orc and they instill a level of discipline in their troops that make them very dangerous on the battle field. Normal troops of the Long Spears use the same stats as hobgoblins, but also gain the Special Ability that as long as they fight in formation, any damage done to one is distributed among all the Long Spears in the formation. For example, if a PC is fighting four Long Spears in formation and does 8 damage, instead of one Long Spear taking all 8, each of the four in formation will take 2 damage each.

Tuesday, June 9, 2020

The Gygax 75 Challenge Part 4

In a continuation of Week Three of the Challenge, the next step on the list is placing monsters. Otus suggests 11 (probably to make coming up with a Wandering Monster Table based on 2d6 (2-12) dead simple. Lets compare this to the math of my favorite style of stocking a dungeon — Moldvay:

The number of rooms in this dungeon design range from 21 to 36. At the low end, Molvay’s math suggests 7 monsters and 12 and the high end. With 28 rooms, my dungeon is representative of an average dungeon size using Otus’ suggestion of 1d6+6 rooms per level. According to Moldvay’s math a dungeon that size should have about 9 monsters and a dungeon with 11 monsters would have 33 rooms.

So, the monster density is a little high for my personal taste; however, it is not outside the realm of possibility if one were to use Moldvay’s random method rather than simply adhering to the math.

So here is the list:
1st level: 9 Stirges, 3 Dinosaurs (Giant Lizard, Gecko), and 4 Giant Crab Spiders
2nd Level: 5 Subhumans (Hobgoblins), 4 more Subhumans (Hobgoblins), and 1 Ice Walker (Ghoul)
3rd Level: 3 White Apes, 4 more White Apes, 1 Skinwalker (Wererat who can disguise himself as a White Ape), and 1 Skinwalker Overlord (Doppelgänger)
Chasm: 1 Winter Beast (Gelatinous Cube)
In terms of numbers, I followed Moldvay’s suggestions on his Wandering Monster Table.

The next step is to place 1d6 features through out the dungeon. I rolled a ‘4.’ This is a wild deviation from Molday. According to the strict math of Moldvay’s Stocking Table my dungeon of 28 rooms should have 4.67 traps and 4.67 “specials” — more than twice the amount I rolled up and 1.5 times the maximum roll of 6.

I will concede, however, that traps and (particularly) specials may very well be the hardest part of creating a dungeon according to the Moldvay model. So, in context of quickly churning out a dungeon with three levels, this is understandable. That said, if one is fortunate enough to own The Tome of Adventure Design it has tables that let you randomly create both traps and tricks. So, several rolls can get you well on your way to 8 to 10 traps and specials.

One can tell I am used to designing dungeons using Moldvay’s model by my choice of using a Crashed Spaceship for a theme — it allows for a lot of the Traps and Specials demanded of the style to be creatively dressed up. In making my map, I planned for three: two engines room (one intact, one melted down) and the bridge which has a window which looks out into a frozen lake and a domed underwater city.

That leaves me with one feature: neanderthal cave drawings in the entrance cave depicting a star falling from the skies.

The next task is placing Treasure. This is interesting, because this number is going to be higher than Moldvay. Had I used his math (and his distribution of monsters, specials, traps, and empty rooms), I would have 4.5 monsters, 3.1 Traps, and 2.3 Empty Rooms with Treasure for a total of 9.9. In contrast, according to Otus’ math 7.3 monsters, 2.67 features, and 2.1 Empty Rooms have Treasure, for a total of 12.

Whether or not you like this depends on what system you use. Since I am using Moldvay’s Basic D&D as my chassis, 1 gp = 1 xp. Thus, Otus’ method of distributing Treasure means more potential experience for my players. I see this as a feature rather than a bug. To put this in perspective, here is my list of monsters with their xp value:
9 Stirges = 117 xp
3 Dinosaurs (Giant Lizard, Gecko) = 150 xp
4 Giant Crab Spiders = 100 xp
9 Subhumans (Hobgoblins) = 135 xp
1 Ice Walker (Ghoul) = 25 xp
7 White Apes = 535 xp
1 Skinwalker (Wererat) = 50 xp
1 Skinwalker Overlord (Doppelgänger) = 125 xp
1 Winter Beast (Gelatinous Cube) = 125 xp
Total xp = 1362
An average party of 4 PCs needs between 8000-10,000 xp total to get to second level. That means if this dungeon is to advance the characters to second level, there needs to be a minimum of 6,638 gp in treasure. Distributed over 12 rooms, that is an average of 553 gp per room. To make things simple, we can round up and say 600 gp per room.

As an aside, if I use the average gold amounts for the Treasure Types as noted in Moldvay, and leave out the Individual Treasure Types, here are the monsters that have treasure and their treasure totals:
Stirges = 250 gp (no Magic Items)
Subhumans (Hobgoblins) = 4000 gp (15% chance of 3 Magic Items)
Ice Walker (Ghoul) = 2000 gp (10% chance of Magic Item)
Skinwalker (Wererat) = 1000 gp (10% chance of 2 Magic Items)
Skinwalker Overlord (Doppelgänger) = 2500 gp (25% chance of 5 Magic Items)
Total Treasure = 9,750 gp
Total Potential XP = 11,112 or 2,778 xp per PC in a party of 4.
I am actually really happy with that.

As far as Magic Items go, Otus suggests that 3 “Wondrous Items” be placed throughout the dungeon. He suggests pulling these from the source materials. I appreciate the use of the word “Wondrous.” This gives me the wiggle room to provide either actual Magic Items from Moldvay, unique items inspired by my source material, or “Specials” inside the dungeon that have “wondrous” effects. In other words, I can taylor this part of the dungeon design to how much magic I want in my campaign world.

Since one of the main points of dungeon delving in my campaign is to find greater sources of magic, I am sore tempted to use Moldvay’s Magic Item suggestions and re-skin them for my campaign. This would mean that I successfully rolled for either the Subhumans to have magic or I got lucky and I rolled for both the Ice Walker and the Skinwalker to have magic. Despite the incredible luck that I would have to have, I prefer the latter because it spreads things onto two different levels with the bigger reward on the 3rd level.

I (seriously) rolled up a Sword +1, +2 vs. Lycanthropes for the Icewalker (Ghoul). I’ll re—skin this as an ice weapon that is used against Skinwalkers and has a side affect of “freezing” them in a single form.

For the Skinwalker (Wererat) I rolled a Sword +1, +3 vs. Undead (seriously). This will be a plasma weapon usable by anyone that is extra effective against the “ice” creatures associated with the Winter Witch (Medusa).

Finally, I rolled up a Scroll with 2 spells on it. I randomly determined the spells and came up with Detect Evil and Dispel Magic; however, due to the hint of further adventure underwater, I decided to substitute the latter with Water Breathing.

The final step is the distribute any of the Theme Budget that is left (which, if you follow my advice from my last post, becomes irrelevant).

The Extra Credit for this week was to map out on graph paper the map, which I did as default (and interestingly it is suggested that Gygax saw this step is imperative) and to create a Wandering Monster Table. Here is mine:

Wandering Monster Table (2d6)

2. Skinwalker (Wererat)
3. 1d6 White Apes
4. 1d4 Dinosaurs (Giant Lizard, Geko)
5. 1d10 Stirges
6. 1d10 Neanderthals
7. 1d8 Fire Beetles
8. 2d4 Subhumans (Goblin)
9. 1d6 Subhumans (Hobgoblin)
10. 2d8 Winter Walkers (Zombie)
11. 1d6 Ice Walkers (Ghoul)
12. Winter Knight (Thoul)
Here is the final map with all of my notes:


Sunday, June 7, 2020

The Gygax 75 Challenge Part 2

Week two of the Gygagx 75 Challenge focuses on The Surrounding Area — the terrain around the beginning settlement and the dungeon. Otus points out that Gygax suggests:
...sitting down with a large piece of hex ruled paper and drawing a large scale map. A map with a scale of 1 hex = 1 mile ... will be about right for player operations such as exploring, camping, adventuring, and eventually building their strongholds. Even such small things as a witch's hut and side entrances to the dungeon can be shown on the map. The central features of the map must be the major town and the dungeon entrance.
To that end, Otus suggests getting a sheet of hex paper and drawing several features on it:

  • One settlement of a significant size
  • Two other settlements (camps, larger or smaller towns, a keep, the unusual home of a fantasy race, etc.)
  • One major terrain feature (covering at least three hexes) 
  • One mysterious site to explore
  • One (main) dungeon entrance

For the purposes of this exercise that is a really good start. Being someone who loves maps and has the graphic design experience and various computer programs to take advantage of those skills, I look at this and see a very sparse map. This is also where I am going to repeat some practical advice I gave earlier.

I knew I wanted an area with a lot of mountains, possibly a pass through those mountains to something dangerous on the other side. Having a frozen lake wouldn't hurt. Instead of trying to do all that myself, I leafed through an atlas. Two areas fit the bill nicely: Bhutan and Kyrgyzstan. While I think Bhutan more strictly fits what I was originally imagining, the map of Kyrgyzstan was too visually interesting to pass up:


I flipped the map 90 degrees counter-clockwise and began placing all the features on the map:


It should be quite obvious that I look some liberties. That is the point. Using a map helps ground the world in reality, and most of the geographical features will make sense; however, I wanted the area controlled by the Terran Empire to feel tinier and more isolated. Converting the plains in the southwest corner of the map into a sea accomplished that while following the geographic outline of the original. I also added some thorps and hamlets in between my two other larger Settlements and an extra mysterious site at the top of the map, representing the danger that lurks beyond the mountains.

As an aside, I did follow the 1 mile = 1 hex scale suggestion; however, I also included some larger 6-mile hexes to make things easier on myself if I ever decide to make a larger map with a  6 miles = 1 hex scale. I also added hex numbers. This makes the process of keeping track of various things on the map so much easier later in the preparation process, even well into a campaign.

Note: naming things is probably the most difficult thing for me when making a map. I'll usually do the following things to help out:

  1. Come up with a theme. In this case it was all things cold: ice, snow, dark, etc.
  2. Choose a cool language as a basis to translate my conceptual words. I used Hungarian.
  3. Decide which geographical features will have been named by Civilization (usually important things, or things natives would not have been interested in or keen to talk about).
  4. Name things using English for those that Civilization named and a transliteration of the translations for everything else (I am not going to bother trying to make people try to pronounce the long and short umlauted vowels found in Hungarian, and sometimes changing a letter or two just makes it sound cooler).

This will help develop a linguistic feel for your world and an easy method to come up with names on the fly in the future. For example, if the party stumbles upon  a village I haven't named, I can go to Google Translate type in "village" and out comes the new name of the place: Falu.

Don't be afraid to name things simply. For example, I named the river next to a lot of the settlements River North because it literally is the river people take to go north. Ft. Frontier is literally a fort on the frontier. Despite maybe sounding too simple, it is useful to name things by a descriptor to give players a sense of the world.

The Extra Credit of this second week involved "pimping" the map. I do that by default. In addition, there is the challenge of coming up with a simple Wandering Monster Table based on a 2d6 resulting in a range of 2-12 in a bell curve. In other words, whatever creature ends up at 2 or 12 is going to be very rare while those at 6 to 7 are going to be common. Here is mine:

Wandering Monster Table (2d6)

2. Skinwalker Overlord (Doppleganger)
3. 1d8 Skinwalkers (Wererat)
4. 1d6 White Apes
5. 1d4 Dinosaurs (Giant Lizard)
6. 1d6 Berserkers
7. 2d4 Pterodactyls
8. 1d10 Neanderthals
9. 2d4 Subhumans (Orc)
10. 1d6 Ice Walkers (Ghoul)
11. 1d6 Winter Knights (Thoul)
12. Winter Witch (Medusa)
Note: My monster list includes a number of non-standard monsters that are simply monsters that primarily exist in Moldvay (Pterodactyl is from Cook's Expert) re-skinned to fit the concept of my campaign world. This is another practical tip that I feel is often over looked: there are a ton of creatures in D&D that have nigh-identical stats but feel different simply because of how they are described. Re-skinning monster stats is a quick and easy way to create a bevy of new monsters without having to do all the statistical work. Just rename things, describe them how you want and go!

Also note: The number appearing is largely based on the Wandering Monster Tables in Moldvay. The two exceptions are the Skinwalker Overlord and Winter Witch. Moldvay gives a number appearing as 1d6, but I want these creatures to be very rare, so that even when encountered, there will only be one.

One thing that is missing from my WMT is something Otus suggests:
...include adventure hooks, like “Three goblins looting the corpse of a dead noble. Characters might recover the body and/or signet ring for a reward.”
I am not a big fan of these kinds of notes in connection to a random table, not because they are bad (adventure hooks and notes associated with various hexes are an essential parts of a sandbox campaign), but because they are not that useful to my style of play. Random tables are very capable of giving nonsensical results. When I am forced to find a reason why the result isn't nonsensical, that reason often ends up being a better hook than I ever could dream of in my preparation process.

Thursday, June 4, 2020

Human Monster Stats in B/X

I was recently asked by an old buddy of mine to look at how D&D stats up humans as monsters to see what that said about the game and by implication the game world. Given my proclivities I thought it might be an interesting exercise. The first place I went was Moldvay, not only because his is my favorite version of D&D, but because I know that humanity is well represented in the Monster Section.

I decided to make a chart for easy comparison. I threw in Dwarves, Elves, and Halflings because all of them are PC classes in Basic and I included Gnomes because I like them and I thought it would be interesting.

Click to Embiggen

Hit Dice

One of the first things that jumps out to me are the Hit Dice. In Basic D&D all monster HD are d8. Therefore, most human and demi-human monsters have a higher HD than their PC counterparts. I think this is a hold-over from 0e, where all PCs had a d6 for a hit die. Interestingly, Berserkers and Elves are the only “fighting men” that retained the ‘+1’ given to the HD of that class in the original rules.

Damage

The second is the amount of Damage each type of “monster” does. Outside the Acolyte’s preference for using a mace, this suggests a universal damage die based on class where Fighters do d8, Clerics and Thieves do d6, and Magic-users do d4.

Armor Class

Also fascinating is the Armor Class. Basic D&D doesn’t assume or assign Ability Scores to monsters. Indeed, Moldvay suggests that DMs “may” want to roll ability scores for NPC parties. As a consequence, it can safely be expected that all of the human and demi-human “monsters” have ability scores that fall within the ±0 range of 9-12. Thus, the armor class of each entry tells us something about what armor a particular “monster” is using. The results are fascinating from both a cultural point of view and as a comparison to the rules for PC classes that these monsters emulate:

  • Acolytes (AC 2) wear plate mail and shield. This reveals that the average 1st level cleric is much more likely to be a Knights Templar than a village priest. In other words, it appears that the primary role of the cleric is fighting, not necessarily praying.
  • Bandits (AC 6) wear leather and shield. This suggests that Thieves actually do know how to wield a shield counter to what the rules for PCs say.
  • Berserkers (AC 7) wear only leather. Due to their battle rage, Berserkers are the most monster-like entry on this list; however, from the perspective of the Tinkerer in me, this entry also suggests another option for a fighter class — one that lives by the axiom that offense is the best defense. By forgoing the ability to wear armor heavier than leather, this new fighter-type attacks as a fighter 3 levels higher and gains one extra hp per HD. Alternatively, maybe all Fighters get that 0e +1 to their HD and receive a bonus "to hit" based on their Movement Rate: 120 (40) = +2; 90 (30) = +1; 60 (30) = 0.
  • Dwarves (AC 4) wear chain and shield. Notice their movement rate. Based on the movement rates of others on this list wearing plate mail, one would expect an AC of 2. This suggests that Dwarves have a base move of 90 (30) instead of 120 (40). Thus, chain is the heaviest armor they bother to train with because plate mail not only slows them to 30 (10), but prevents them from carrying any gold. Another option is suggested by the Gnome below. Maybe Dwarves fill the roll of Fighter/Thief and they have access to the same type of quiet chain that Gnomes do.
  • Elves (AC 5) wear chain. Firstly, this suggests that it requires two hands to cast magic, therefore Elves don’t use shields. Secondly, look at the movement — 120 (40). Either chain mail has the same effect on movement as leather, which is contradicted by the entry on Dwarves, or all Elves have access to a special type of Elven Chain that weighs as much as leather.
  • Gnomes (AC 5) wear chain. Note that gnomes have the same movement as dwarves but do not use shields like elves. This suggests that gnomes have a reason to keep both hands free like elves. Given the lower damage die (d6) suggests that gnomes fill the roll of Magic-user/Thief in the same way Elves are Fighter/Magic-users. The fact that they can wear up to chain and are not limited to leather like Bandits suggests that they, like Elves, have a special type of chain. While not light like Elven Chain, Gnomish Chain is quieter than normal chain.
  • Halflings (AC 7) wear leather. The Halfling is an outlier. The AC, HD, Move, and Damage all compare unfavorably with the other entries. Given my own bias, I would be tempted to dump the Halfling as a character type; however, given that the lack of a shield has been used to justify spell casting, the Halfling may very well play the roll of Cleric/Thief despite the fact that both of those classes are allowed to use a shield (a nod to the better saving throws?)
  • Mediums (AC 9) wear no armor. No surprise here; however, it does go to show that these “monster” versions of the class are considered to have ability scores of 9-12 (no implied AC bonus).
  • Noble (AC 2) wear plate and shield. Again no real surprise, but it does suggest that nobles are not only expected to fight but that there is a need to.
  • Normals (AC 9) wear no armor. The only real surprise here is just how incompetent at fighting normal humans are with the d4 HD, low saving throw and lowest morale of all the entries. This is especially shocking when compared to the other races. This suggests that humans are prosperous and numerous enough to have the luxury of professional armies to protect them. Given that every other entry on this list is at least as competent as a goblin or orc (and often better), there seems to be a real need for armed conflict.
  • Traders (AC 6) wear leather and shield. What I find fascinating about this entry is that they are specifically described as Fighters, despite the fact that statistically they more resemble Bandits than Veterans. Does this suggest another fighter-type that forgoes both offense and defense for a variety on non-combat abilities? Or, does this simply suggest that a Thief is a fighter who gave up on fighting in order to pursue other mundane skills? Interestingly, the Saving Throw seems to suggest the former.
  • Veterans (AC 2) plate and shield. No real surprise here also, other than the fact that plate mail is so common among those that society expects to fight.

Morale

Morale also tells an interesting story. Most humans have a Morale of 7, whereas most demi-humans (Halflings being the outlier again) have an 8 that increases to 10 if their leader is still alive and kicking. Rather than speaking to a level of professionalism, as is suggested by the Veteran’s Morale of 9 versus the Noble’s Morale of 8, it suggests a level of desperation. Whereas humans have a place to retreat to, most of the demi-humans do not.

Treasure Type

The story suggested by Morale is reinforced by the Treasure Types. All of the human entries (as well as the Halflings) list individual Treasure Types. If a normal Treasure Type is listed, it only exists “if encountered in the wilderness.” In contrast, there are no Individual Treasure Types for Dwarves, Elves, and Gnomes. The implication is that when one of these demi-humans is encountered they are not very far from home and hearth.

Movement Rate

I find it interesting that the Movement Rates of all these monster entires contradict the normal encumbrance rules. Moldvay has leather armor at 90 (30), and metal armor at 60 (20). These entries support the idea that both unarmored and leather should be 120 (40), chain should be 90 (30) and plate should be 60(20).

Alignment

I find it fascinating that Normal humans (most often) have a Lawful Alignment. The suggests that the Alignment System centers not on morality but where one stands with Human Civilization. The fact that most human monster entries indicate that they can be any alignment says more about the fickle nature of humanity than anything else. This concept of Alignment is confirmed by the Neutrality of Dwarves, Elves, and Gnomes. While willing to work with humans, they don’t necessarily support their Civilization. Note, that Dwarves and Gnomes seem to be split on the question, though. Once again, the outlier here is the Halfling. Like Normal humans, they are Lawful. This makes me wonder if there is more of a connection between the two than the monster entries are letting on.

Monster Descriptions

There are a couple of interesting tid-bits in the descriptions of all these entries. Almost all of them refer to leader types of up to 8th level. The exceptions are not surprising: Berserkers, Normals, and Traders. What is surprising is the levels of the various leader types. Nobles are "always 3rd level," Veterans max out at 3rd level, Bandits have leaders from other classes, and (most shockingly) Mediums have a 50% chance of being encountered with their Master — a 3rd level Magic-user! 

In contrast, Gnomes have leaders up to 4th level, Clerics up to 5th, Elves and Halflings up to 7th, and Dwarves up to 8th. 

I think this speaks to the relative youth of Human Civilization and the fact that magic is largely unknown. Both Acolyte and Medium leader types can't cast more than a 2nd level spell! And remember, 1st level Clerics in B/X can't cast at all. In other words, if a PC Magic-user wants to get ahold of a 3rd level spell, they have to go outside of Human Civilization. Gnomes (if they are Magic-user/Thieves) seem to be in the same boat. The fact that Elves can routinely fire off 4th level spells speaks to their mystery and power. This might also explain their ambivalence toward Human Civilization.

So, does this make you want to tinker, house-rule a few new classes, and play? I am certainly tempted.

Thursday, April 30, 2020

Half-Lung Fighter

No. Enc.: 1d6
Alignment: Chaotic
Movement: 90
Armor Class: 5
Hit Dice: 3
Attacks: 1 weapon + special
Damage: by weapon type (1d6)
Save: F4
Morale: 9
Hoard Class: XXI
XP: 95
The unusual name of this undead comes from the story of a lord who went mad when his wife drowned while at sea. He convinced himself that if he had enough potions that would allow him to breath water, he could go beneath the sea to be where his wife had gone to live. According to this self-delusion, each potion needed the lower half of a fighter’s lung. He would lure his own soldiers into the make-shift lab he constructed in the bowels of his tower. He would then extract the lungs while his victims were still alive. He would then dispose of the bodies by throwing them into the sea. Eventually, the soldiers returned as undead to exact their revenge.

A Half-Lung Fighter appears as a bloated soldier that can barely squeeze into what little armor they wear. They are armed with the weapons they used in life, usually a spear. They are immune to blunt damage and take half-damage from piercing weapons. The first time they take damage from a slashing weapon, the noxious liquid that fills what is left of their desiccated body cavity bursts out. Everyone within 10 feet takes 3d6 damage unless they make a Save vs. Breath Attacks. Those who make their save only take half-damage. This attack may happen once per encounter. Damage taken from this attack cannot be magically healed until a Remove Curse or Cure Disease spell is cast on the victim.

I told you it needed to be a thing...

Monday, August 21, 2017

SF + SWL Mash-Up Part 6

Monsters

What follows are the stat blocs for several monsters. Like SWL, I have 18 creatures with simplified mechanics and descriptions. For those interested I used these public domain alien names and concepts for inspiration for some of the entires.

Brain Lords

Def: 0 HP: 1d6+1 Att: 1d6+1 Mental Blast BAB: +7 Move: 3
Special: Mental Def -4; Telekinesis as per Mind Mage ability
Large, brainy heads with atrophied bodies. They use Mechans as exoskeletons to help them move.

Bug, Giant Glow

Def: -1 HP: 1d6+3 Att: 2d6 bite BAB: +7 Move: 12

A giant glow bug’s light-glands glow phosphorescently and continue to give off light in a 10’ radius for 1d6 days after they are removed.

Crater Men

Def: 0 HP: 2d6+1 Att: 1d6 weapon or claw BAB: +8 Move: 12
Special: Stink Gas
These asteroid dwelling creatures emit a gas attack that, if successful, reduces a victim’s BAB by -2 for 1d6 x 10 minutes.

Demons

Def: -1 HP: 6d6+3 Att: 1d6 weapon or claw BAB: +12 Move: 12
Special: Banish Def: -5; Regenerate 3hp per round.
Creatures of the Outer Darkness. The only way to utterly kill a demon is by dousing them with holy water.

Flesh Eaters

Def: +1 HP: 2d6 Att: 1d6 claw + special BAB: +8 Move: 9
AC: 6[13]
Special: Paralysis Attack; Banish Def: -2; Mental Def: -4

Flesh Eaters Are creatures of the Outer Darkness that eat the flesh of their victims, leaving only skeletal remains. They have a second attack per round that paralyzes a victim for 3d6 rounds if successful. Skeletal remains of their victims will become Fleshless in 1d6 days.

Fleshless

Def: +3 HP: 1d6 Att: 1d6 weapon BAB: +7 Move: 12
Special: Banish Def: 0; Mental Def: -4
Skeletal creatures of the Outer Darkness.

Mechans

Def: +1 HP: 1d6-1 Att: 1d6 weapon BAB: +7 Move: 9

Special: -1 to BAB when not directly controlled by a Brain Lord

Semi-autonomous cyborg servitors of the Brain Lords.

Megaspiders

Def: +1 HP: 2d6+2 Att: 1d6 bite BAB: +8 Move: 18
Special: Webs
Megaspiders may attack using their webs. Victims become stuck. Even those missed can only move at half rate through webbed areas. Megaspider surprise on a roll of 1–5 on a d6.

Mephisians

Def: 0 HP: 4d6+1 Att: 1d6+2 weapon BAB: +9 Move: 9

Special: Banish Def: -3
Devil-like humanoids of the Outer Darkness that like to be overlords of other monsters.

Mooniacs

Def: +1 HP: 1d6 Att: 1d6 weapon BAB: +7 Move: 12
Marauding green humanoids that gather in tribes.

Possessed

Def: +3 HP: 2d6 Att: 1d6 weapon or strike BAB: +8 Move: 6
Special: Banish Def: -1
Innocent humanoids possessed by creatures of the Outer Darkness. They may be freed if rendered unconscious or with a Critical Banish roll.

Sand Rat

Def: +2 HP: 1d6-1 Att: 1d6 bite BAB: +7 Move: 12
Giant vermin about the size of a small dog.

Shadow Beasts

Def: +1 HP: 4d6 Att: 1d6 bite BAB: +10 Move: 18
Special: Banish Def: -3
Large, intelligent beasts from the Outer Darkness sometime used as mounts by other monsters.

Space Dragon

Def: -2 HP: 8d6 Att: 1d6 bite or blast BAB: +14 Move: 6/24 flying
Special: Flight, Sonic Blast
Giant winged beast that are able to use a 30’ r. area effect sonic attack.

Space Witches

Def: +4 HP: 2d6 Att: 1d6 weapon BAB: +8 Move: 12

Special: Charm; Mental Def: -4

These practitioners of the dark arts prefer to avoid combat by Charming their victims (BAB+10). On a critical success, a victim can be forced to do something dramatically out of character.

Stonebacks

Def: 0 HP: 3d6+1 Att: 1d6 weapon or claw BAB: +9 Move: 9
Special: Surprise opponents with 1–3 on 1d6 roll
These carnivorous reptilian humanoids have stone-like scales that allow them to easily hide in any environment.

Utani Ape-men

Def: 0 HP: 2d6 Att: 1d6 weapon or claw BAB: +8 Move: 9
Utani Ape-men are tall humanoids with an ape-like appearance.

Zutharians

Def: +1 HP: 1d3 Att: 1d6-1 weapon BAB: +6 Move: 6
Cowardly, small green humanoids usually enslaved by other monsters.

Friday, June 23, 2017

Holmes!

I love me some random tables and I love me some Holmes Basic D&D. In honor of Free RPG Day, Zenopus Archives released Holmes Ref 2.0. I highly recommend checking it out, even if you have no real interest in Holmes because it is chuck full of goodness, especially of the random nature.

Ostensibly, it is a reference sheet for taking Holmes beyond its original scope of character levels 1-3 using OD&D as its default point of departure for higher levels (brilliant idea, especially since that is exactly what Holmes himself did). Thus, I find myself desperately wanting to play a Holmes campaign using this stuff.

There are, however, some very cool variations in here that are portable to any Old-School game and, with a little work, to any version of the game.

Firstly, there is a random name table that apes some of the names from Holmes and B1 and reminds me of the name charts found in the alien expansions for Original Traveller (which is always a good thing). The first time I rolled up a name, it produced something truly inspiring: Sho Zo-ton from Afar (more on this below)

Secondly, it provides a Backgrounds table for human characters that players may roll on in lieu of rolling up beginning cash. Each background provides a cool ability, a set of equipment appropriate for that background and a reduced number of dice x10 for starting cash.

So, for Sho Zo-ton from Afar I rolled up a Nomad background which provides an ability to surprise 1-4 on a d6 when outside while wearing leather armor or less and the ability to use archery while riding. In addition to 1d6x10 starting gold (I rolled a ‘4’), the character starts with a Light Horse, Lance, Horse Bow and Leather Armor.

This is where the fun begins. The title “from Afar” suggests that this character comes from a distant land. A fantasy version of Korea immediately suggested itself, because traditionally Koreans have 3 syllable names: the first being the family name and the last two being the given name. Therefore ‘Sho’ is the character’s clan and ‘Zo-ton’ is the given name. Additionally, traditional Korean weapons fall into three broad categories: bows (which are considered to be THE Korean weapon), spears (of which a lance is a variation) and sword.

For flavor, I noted the Korean names of each weapon Sho Zo-ton carries:

  • Gakgung (a bow made from buffalo horn)
  • Gichang (a spear with a flag at the spear end used both by horsemen and footmen)
  • Hwando (a single edged curved short sword, which I used part of the 40gp to purchase)

Traditionally, men of the Joseon period (14th c.-19th c. which is approximate to the suggested fantasy Western culture in most D&D settings) wore their hair in a sangtu top-knot. This signified manhood which came from being married (and they married young). This suggests a reason why Sho Zo-ton came from Afar to adventure in the “West:” his family, specifically his wife, was killed by strange beasts (orcs? gnolls? lizard men?) that he learned originated from the area that the campaign takes place. He is here for honor and vengeance.

All this from a couple of random table rolls!

Finally, Holmes Ref 2.0 organizes all 80 monsters in Holmes into a giant Monster Reference Table which accomplishes two things:

Firstly, it provides a customizable Wandering Monster Table in that the monsters are grouped together by Hit Dice and the reference numbers are organized into groups of twelve allowing the GM to roll up to a d8 in addition to a d12 to get a random monster. The smaller the first die, the lower the likely HD of the monster.

Secondly, it provides a cool way to create new monsters. The Table is organized into AC, DMGxAT, AC, MV, AL, TT, Special Characteristic and Habits. Roll on the table using the aforementioned d8 and d12 to randomly determine each category. With a little imagination, the result is a brand new monster (and one I am guessing that pushes our creativity beyond what we would normally do).

The first time I rolled up a creature, I came up with this:

Living Door

HD: 1d4
Dam: 1d6
AC: 4
MV: 0
AL: Neutral
TT: Nil
Special: Shriek with 1d3 rounds of light within 30’ or movement within 10’; 50% of wandering monster
Habits: Unintelligent

These strange plants were magically grown by the ancients to warn of intruders and discourage interlopers. They appear to be doors made of wood without any handle. Carved in the middle of the door is an abstract face with a open mouth as if screaming. Within 1d3 rounds of there either being light within 30’ or movement within 10’ the living door begins to shriek and shoot thorn-like darts out of its mouth. Any attack against the living door that doesn’t target the face does no damage.

The dart attacks and the shrieking will cease (or never begin if done quickly enough) if the proper type of food (e.g. Carrion Crawler flesh), determined by the ancient who grew the creature, is placed inside the mouth of the Living Door. The mouth will close and the door will open and remain open for 1d6 turns while the food is digested.

Once killed, a Living Door functions as a normal locked door; however, it is rumored that if food is placed inside the mouth of a dead Living Door it can be revived to then accept whatever food is placed in the mouth to revive it.


A very Holmsian monster, if I do say so myself!

BTW if you are interested in seeing some good and inspiring movies that feature Korean archery, I suggest The Fatal Encounter and War of the Arrows.

Monday, May 8, 2017

Gamer ADD: In Need of Some Fey

In the wake of receiving the Swords & Wizardry Legion Packet, I have been hit pretty hard with Gamer ADD, so much so that I have persisted in trying to put together campaign ideas for the map provided with the SWLP despite the fact that the last couple of weeks have been brutally busy for yours truly.

Besides the issue of scale, the first issue I had to deal with was choosing which part of the map to focus on to build a campaign around. In my experience, an area of 4x6 five to seven-mile hexes is plenty to run a goodly amount of a campaign with. I decided to focus in on the village of Darnagal because of its proximity to several different evocative features on the map:

  • Shorsai Forest (which just screams fey to me)
  • Isle of the Blessed Serpent (which is a mid-high level adventure waiting to happen)
  • The Haunted Keep (which sounds like a great excuse to make the top levels of a mega-dungeon)
  • The Sacred Glade (which just solidifies the idea that fey are going to play a big role in the campaign)

In addition, The Great Salt Marsh and the Ruins of Varagost, though outside the 4x6 hex area I will originally focus on are close enough to suggest a high-level adventure area for later in the campaign once players start to get the itch to explore far and wide.

When I start a campaign, I generally like to make a few rules for myself so that I keep things focused and by delineating limits on what I will allow myself to do, I tend to be more creative with what little I am left with. Since this is campaign is inspired by S&W and Frog God Games, I decided to limit myself to the Tome of Horrors Complete, one of my favorite monster collections of all time. In terms of sheer inspiration (there are many campaigns I would run out that book if I could) I rate second only to the Fiend Folio and that is primarily because the Tome converts and updates a lot of the material in the FF to the OGL.

Since the area I have chosen evokes the fey so strongly, I decided to go through the Tome and collect data on all the various creatures therein that could arguably be called fey. Two things struck me:

  • The vast majority of fey creatures are neutral.
  • There was a pattern of powers that was reasonably consistent.

This gives rise to two thoughts:

  • The fey are not going to be either the protagonists or the antagonists of this campaign. The main difference between seelie and unseelie fey is whether or not they are willing to cooperate with humans. Regardless, their main goal is to protect their own. If a party is killed off by fey, it is because they did something to threaten the fey domain; however, the party could potentially go through an entire campaign without one real whiff of a fey presence as long as the fey interest is protected.
  • I am not a big fan of the way D&D and its clones categorize and portray the fey. By having both brownies and buckawn (which are described as being related to brownies) there is a strong implication that these two populations are separate entities, even if they are related. When I think of fey, I think of Shakespeare’s Midsummer Night’s Dream where the fey kingdom is portrayed as being a hodgepodge of all kinds of fey creatures. Since all of the various fey in the Tome of Horrors are quite similar in power and scope, I decided to boil them all down to a single monster entry.

Arthur Rackham's The Meeting of Oberon and Titania

Shorsai Fey
HD 1d6
AC 3[16]
Attack Weapon (1d3)
Save 16
AL N
Move 12 (+special, see below)
CL/XP 2/30
Special: see below

Shorsai Fey come in a wide variety, but all have the following abilities:

  • Magic Resistance 25%
  • Invisibility (self) at will
  • Detect Good/Evil at will
  • Illusion Magic (choose one of the following: Confusion, Mirror Image or Phantasmal Force) once per day
  • Light/Darkness once per day
  • ESP once per day
  • Poison Use (Seelie use White Moonberry Poison which induces sleep on a failed save while Unseelie like to use purple Moonberry Poison which does 1d8 damage on a failed save)
  • Each individual Shorsai Fey will have a special move that they can do in their favored environment which allows them a Move of 24. For example, a water fey would have a move of 24 in a river while a wood fey would have a move of 24 in forested areas.

To reiterate: these fey are what I like to call background noise. They will react to events in the world and may prove boon or bane to a party depending upon whether or not their activities are seen as a threat.

Sunday, November 6, 2016

Gamer ADD: Monster Manual II Part 2

In Search of a Theme

Moving forward, I am going to have to depart from the methodology I used with the FF, because, while I whole-heartedly embraced the themes of the FF, I am not at all interested in the theme of the MMII (Gygax’s underdark and planar cosmology). Therefore, rather than beginning with the MMII, I am going to begin with Moldvay’s Basic D&D and his monster section.

Moldvay presents seventy monster types (where some types, like dragons and lycanthropes, have several entries). Of these types, 51 have entries that are below 4 HD. Of the nineteen that are 4HD and above, only 5 are 6HD and above. This gives me a tool with which to eliminate a large number of monsters in the MMII that might have appeared in a Basic Edition of D&D. This tool (not uncoincidently) eliminates a lot of extra-planar and underdark monsters. As a consequence, I can begin with a thematic clean slate with the monsters that remain.

One interesting feature of the MMII is the fact that there are a lot of entries for normal animals. Bat, cat, cheetah, eagle, falcon, goat, otter, owl, rat, skunk, snake, squirrel, swan, weasel, vulture and swordfish are examples that fall below 4HD. There are more, like the narwhale, that are 4HD+. Rather than using a bunch of types on various animals, I will simply use one entry: animals. This will allow me a greater variety of monster entries and help me find a few new themes. Unfortunately, finding 51 entries outside of animals in the MMII of monsters with less than 4HD is difficult. There will be a higher number of monsters with higher HD, but the overall HD average should be similar to Molvay because of the number of low HD animals under the animal monster type.

Looking over what is left, I can justify three main themes in the MMII with a pair of sub-themes:

  • Fey with a sub-theme of the Undead
  • Lost World with a sub-theme of Plants and Fungi
  • Elemental

One interesting feature of the fey is that, with the exception of Swanmays and Hybsils, the overall-all alignments tend toward neutral and evil. This includes both versions of elves: wild elves (neutral) and valley elves (chaotic neutral). Given that I see no functional difference between chaotic neutral and chaotic evil, this makes the only arcane casting elves in the game Chaotic, and therefore monsters, not a PC class.

I use the term Lost World because there are a lot of monsters that hail from some fantasy version of prehistory. Dinosaurs and weird giant insects abound. In addition, there are several entries for humanoid-like creatures that appear to have evolved from a non-mammalian source: aspis, formian, myconid, ophidian, vegypygmy and vulchling. I also include here a number of monstrous plants like the mandragora, tri-flower frond and kampfult.

Due to the abundance of planar monsters, it is difficult to avoid an elemental theme with entries like the azer, firebat, magman, mudman and sandling.

The end result actually feels a lot like Moldvay’s monster section, which also had both  Lost World and mythological elements within it. The major difference is that the MMII ventures outside the expected and will hold a lot of unpleasant surprises for players.

Saturday, September 21, 2013

Saintly Saturday: The 26 Monk-Martyrs of Zographou Monastery on Mt. Athos

Today is an interesting feast: the 26 Monk-Martyrs of Zographou Monastery on Mt. Athos. My interest is in the fact that it is part of the larger story of the Great Schism.

The popular date for the schism between East and West Christendom is 1054. This is due to a very dramatic event: the papal legate assigned to Constantinople angrily placed a papal bull of excommunication upon the altar table of the Patriarch of Constantinople during a liturgy. This event, however, only signified one argument among many between Rome and Constantinople during which time other Eastern jurisdictions remained in communion with Rome.

The truth is that the Great Schism was a process more than a single event. The seeds were planted as early as the 8th century when the Franks began to distinguish themselves from Constantinople and eventually claimed to be the true heirs of the Roman Empire.

The single most important event in the whole process (at least in the minds of Eastern Christians) is the sacking of Constantinople by the Crusaders in 1204. The City had been unconquerable for almost one thousand years and it falls, not to pagan barbarians, not to the great Roman enemy the Persians or to the Ottoman Turks, but to fellow Christians from the West. It was a deep and bitter betrayal.

Constantinople became vulnerable. It is in this context that the story of the 26 Monk-Martyrs of Zographou Monastery is told. In 1274, Emperor Michael VIII accepted union with the Roman Church in the face of threats from both East and West. The Union of Lyons stipulated a recognition of Papal authority, the use of the Filioque in the Creed and the use of unleavened bread for communion.

With the sacking of Constantinople fresh in their minds, most of the Orthodox East rejected the Union of Lyons, including Patriarch Joseph, who was deposed. It is even reported that the emperor’s own sister remarked, “It is better that my brother’s empire should perish, rather than the purity of the Orthodox Faith.”



The 26 Monk-Martyrs of Zographou Monastery were among those who were persecuted for refusing to submit to an imperial edict that demanded acceptance of the Union. When imperial forces were sent to Mt. Athos to enforce the imperial policy, the martyrs locked themselves inside the monastery and reproached the imperial forces from inside. The attackers set fire to the building and all twenty-six monks were burned alive.

In truth, the Great Schism didn’t fully come to be until East and West stopped talking to each other after Constantinople finally fell to the Ottomans in 1453.

***

Flaming Ghoul


Let fiery wrath swallow up the survivor, and destruction overtake those who oppress your people. — Sirach 36:8

Number Appearing: 1d6
% in Lair: 80%
Alignment: Chaotic
Armor Class: 6
Move: 9
Hit Dice: 2 (turn as 3 HD)
Attacks: 1d3/1d3 + flame
Special: see below
Save: F2
Morale: 12
Hoard Class: XXI
XP: 47

These restless dead are normally the angry victims of persecution — especially those who were burned to death. They resemble normal ghouls, save for the fact that their flesh is charred instead of desiccated. While in combat, they burst into a magical flame. Those in melee with them must make a Save vs. Breath or take 1d3 heat damage every round. Anyone who is hit by the claw of a flaming ghoul must make an additional Save vs. Breath or catch fire. Those on fire will automatically take 1d3 points of damage per round that the flame is not put out. It takes one full round to put a flame out. Anyone who dies from the flame will rise as a flaming ghoul. Those under the effects of a Bless spell are immune to the flames.

Thursday, May 23, 2013

Meditating on Golems and Superheroes

I got to see Ironman 3 last night and given Tony Stark’s use of all the various versions of the Ironman suits with a kind of remote control as well as the trailer for the new Superman movie (which preceded this latest Ironman movie) got me thinking about golems.

Anyone who has played D&D is familiar with the concept of the golem — a figure made out of various materials and brought to life as an automaton. One of the original source materials for the concept is Jewish in origin. There are a variety of stories that involve man trying to duplicate God’s creation of humanity. An anthropomorphic earthen vessel is created and given life; however, the end-result is always imperfect and often dangerous. Thus, the core of the legend is a cautionary tale about hubris.

The most famous golem-tale is that of the Golem of Prague. The 16th century rabbi Judah Loew ben Bezalel is supposed to have built a golem out of clay from the banks of the Vltava river in order to protect the Jews of the Prague ghetto from the pogroms of Rudolf II. In the classic tale, the golem was eventually destroyed by the rabbi when he forgot to let it rest on the Sabbath; however, there are versions where it becomes a monster that goes on a murderous rampage.

In this sense, Superman can be seen as a type of golem — at least as a concept in the context of his creation. The father of Jerry Siegel, one of the creators of Superman, died during a robbery attempt of his Cleveland, OH clothing store in 1932. In addition, the creative irony of the use of Nietzsche’s Übermensch by the Nazi party when compared to Superman, who was portrayed by the Jewish Siegel and Schuster as an alien defender of the downtrodden, poor and defenseless, cannot be ignored (image from here):


However, something interesting happened with the golem Superman — despite his superior abilities and alien physiology and origin, he deeply identified with humanity. His upbringing as Clark Kent formed the foundation upon which he became a hero rather than a monster.

Indeed, I have often argued that the superhero of the Superman stories isn’t the Superman persona, but, rather, Clark Kent — precisely because he strives so hard to be a human being. I also believe that it is one of the keys to his long-term success as a literary character and one of the reasons that, despite my preference for normal human comic book characters like Batman and Green Arrow, Superman is one of my favorite superheroes. I can’t help but respect him, not because he is so irritatingly powerful, but because he tries so hard to be human despite all that power.

In a way, all superheroes are golems and the best ones are those who struggle with their own humanity (or, as Superman, to be human). One of the reasons that I collected DC rather than Marvel at the height of the popularity of the X-Men and Wolverine during the 1980s & 90s was due to the glorified golem qualities of Marvel’s Mutant Universe.

As is often acknowledged, the mutant story lines serve as a commentary on whatever shade of bigotry one wants to explore; however, other than the Us vs. Them bigotry, the concept of Homo sapiens superior is rarely, if ever, compared to what it means to be human. As a result, the debate is often stuck at: Should we make war against humanity or Should we be magnanimous and protect humanity? It always bothered me that both cases infer the inherent inferiority of humanity. The question of what it meant to be human never became a foundational principle like it did for the Superman character.

Therefore, all of Marvel’s mutants all end up being merely golems.

As with the original stories about golems, the concept is most powerful when it is an expression of hubris and its destructive consequences. Ironically, there are a plethora of monsters in D&D that are better at being golems than golems on this score. My two favorites are orcs (especially if understood in Tolkienesque terms as the result of twisted experiments on elves) and owlbears (which are described as the result of a twisted experiment by a magic-user).

Saturday, January 19, 2013

Saintly Saturday: St. Macarius the Great of Egypt

Today is the feast of St. Macarius the Great of Egypt. He lived during the 4th century when monasticism flowered and was a disciple St. Anthony the Great — who many Christians hold up to be the father of monasticism. There are extant fifty homilies attributed to him.


As with many of the desert fathers, St. Macarius focuses on the internal struggles that are central in a Christian lifestyle. As such, he lays bare one of the primary challenges that Christianity poses to RPGs, especially the kill the monster and take the loot kind of games such as D&D. Historically, the ideal Christian hero is the contemplative who spends most of their life in prayer, dealing with the internal struggles that St. Macarius writes about. This does not lend itself well to the kind of adventures that one expects when playing an RPG.

Thus, from a strictly simulationtionist point of view, doing a Christian RPG or playing an RPG to simulate a Christian campaign world is nigh impossible; however, Scripture and the writings of the Fathers are full of allegory, simile and metaphor, which gives us RPGers a bit of wiggle room. For example, take a look at this meditation on the relationship between the soul and sin by St. Macarius:
The precious vessel of the soul is of great depth, as it says in a certain place, He seeks out the deep, and the heart (Sirach 42:18). When man swerved from the commandment, and came under sentence of wrath, sin took him for her subject; and being herself like a great deep of bitterness in subtlety and depth, she entered within and possession of the rages of the soul even to the deepest inner chambers of it. In such fashion, as this let us liken the soul and sin when mixed with it, as if there should be a great big tree with many branches and it has roots in the deepest parts of the earth. So the sin which had come in, taking possession of the ranges of the deepest chambers of the soul, came to be customary and to have the first say, growing up with each man from infancy, and going up and down with him, and instructing him evil things. — Homily 41
If we take St. Macarius’ description of the internal struggle of the Christian and make it external using the very words that he uses we end up with the megadungeon.

The Greek word for “deep” in Sirach 42:18 is actually “abyss” and has the connotation of being bottomless (signifying that there are always going to be new levels of the megadungeon to explore). Sin has infected the deepest chambers of the earth — where monsters are sin personified. The megadungeon, as suggested by the image of a tree whose branches reach down into the soul, is itself a living thing that grows, changes and actively works against those who are trying to cleanse the dungeon of sin (monsters). The deeper one goes, the harder the megadungeon tries to repel invaders (the monsters get bigger HD the deeper the dungeon level).

This is very suggestive of what I mused about when exploring a Homlesian vision of the Dungeon and of Philotomy’s Mythic Underground (which sadly appears to be offline). It also strongly supports the idea that the megadungeon is always going to be an underground wilderness that is always filled with monsters — in a fallen world, sin will always be pervasive (this, BTW runs counter to the way I have run my games where PCs are capable of recovering sections of dungeons).

Treasure, therefore, becomes the mechanism by which a character’s progression toward their potential is measured. The gold, jewels and magic found within the megadungeon is akin to finding the inborn beauty that is the human soul. In other words, the recovery that I normally allow to play out as PCs cleansing a section of dungeon and making it safe, occurs not in the dungeon but the characters themselves. This treasure, in turn, is used to buy better equipment (to better the chances against greater and greater sin) and ultimately to build a stronghold where others come to improve themselves under the tutelage of one who has fulfilled their potential. Again, the recovery of the world from sin is measured in persons rather than geography.

As someone who grew up assuming the naturalism of Gygax and Arneson (and who, frankly, still uses it on a regular basis), I find this vision of the dungeon fascinating. The campaigns that would naturally arise from these non-naturalistic assumptions would be far more abstract or specifically game-oriented. Cities exist, not due to political reasons, but because of their proximity to dungeon entrances. In a world where G+ is emerging as a primary way for a lot of people to play, one could imagine a city of portals that lead to a variety of “dungeon worlds” where the rules of the universe change slightly (as reflected by the whims and quirks of different DMs/GMs/Labyrinth Lords/Referees). Expeditions are organized by inhabitants of the City of Portals (aka FLAILSNAILS?) into one or more of these dungeon worlds as game sessions arise and are played, all the while trying to fulfill their own potential by seeking out the externalized depths of the soul and rooting out the externalized sin that infects it.

Saturday, November 24, 2012

Saintly Saturday: St. Clement of Rome

Today is the feast of St. Clement of Rome. According to the list of bishops given to us by both St. Irenaeus and St. Hegesippus, Clement was the third bishop of Rome. He became a Christian through Sts. Barnabas and Peter. Under the reign of Emperor Trajan, St. Clement was first sentenced to hard labor (where he found and ministered to many Christians) and then drowned by having an anchor tied around his neck about the year A.D. 100.


His legacy includes two Epistles written to the Corinthians. According St. Dionysius of Corinth, these letters were publicly read on Sundays in the church. Intriguingly, this means that these two Epistles were part of the discussion in the early Church as to what should be included in the New Testament canon. In my own experience, I have found that many do not realize that the NT as we know it was not formally recognized until the 4th century. Indeed, the earliest NT writings first appeared more than two decades after the crucifixion of Christ.

This, of course, is soil ripe for folks to claim that certain books were suppressed while others were forced upon Christians and other conspiracy theories about how the NT came to be. The Epistles of St. Clement, however, demonstrate a couple of important factors. First and foremost, the books of the NT were written by Christians for Christians and it was Christians who determined what stayed and what didn’t. Secondly, due to the fact that Clement’s letters did not make the cut despite being accepted as good and right (they were read publicly in church), the criteria for what stayed and what didn’t had two factors:

  • They had to contain the Apostolic kerygma — Christ crucified and risen.
  • They had to be written by that generation that witnessed Christ.

Clement, being the third bishop of Rome was too far away from the Apostles to make the cut.

His letters, though, are a very interesting read — particularly the first. It is replete with Scriptural quotes, focuses primarily on ethical behavior (something of a trend with early Roman Christians) and integrates Hellenistic thought. The most intriguing example of the latter (and most useful in terms of an FRPG) is the 25th chapter:
Let us consider that wonderful sign [of the resurrection] which takes place in Eastern lands, that is, in Arabia and the countries round about. There is a certain bird which is called a phœnix. This is the only one of its kind, and lives five hundred years. And when the time of its dissolution draws near that it must die, it builds itself a nest of frankincense, and myrrh, and other spices, into which, when the time is fulfilled, it enters and dies. But as the flesh decays a certain kind of worm is produced, which, being nourished by the juices of the dead bird, brings forth feathers. Then, when it has acquired strength, it takes up that nest in which are the bones of its parent, and bearing these it passes from the land of Arabia into Egypt, to the city called Heliopolis. And, in open day, flying in the sight of all men, it places them on the altar of the sun, and having done this, hastens back to its former abode. The priests then inspect the registers of the dates, and find that it has returned exactly as the five hundredth year was completed.
So, Clement gives us inspiration for a fantastic creature (the phoenix), its life cycle (which includes a larval stage) and an adventure — retrieving the bones from the city of Heliopolis. This presents a couple of interesting possibilities:

First, what if a the phoenix were an insect rather than a bird? This would explain the 500 year life cycle (an exaggeration of the 7-year cycle of the cicada), the worm-like larval stage (found in all kinds of insects) and (though Clement does not mention it) even the mythical fire of the phoenix (there are several insects that produce nasty chemical cocktails for self-defense). The “bones” in question could very well be the shedding of the outer shell as the phoenix emerges into its adult state.

Second, the adventure in question could very well be something of a competition or race. The value of the phoenix bones would have to be very high (are they a key component in the spell Raise Dead?). Various factions would hire and equip expeditions into the ancient (and monster infested) city to recover these bones. The party could very well be one of these expeditions. Extra-party rivalry, intrigue and conflict would be all part of the fun. Are there any agreed-to rules as to how these expeditions are to be conducted or is it a free-for-all? If there are rules, what are the penalties for cheating? What is the procedure for proving that someone did or did not cheat?

This, of course, is a beautiful set-up for a campaign. There is a built-in cultural reason that there are adventurers and that there is a megadungeon. There is also the added bonus of a built in time-frame in which a party needs to “level up” enough to be a contender in the adventure of several life-times. On this day one year from now, the competition begins. Will you and your party be ready?

Friday, October 19, 2012

WH40K Campaign: Space Orks

One of the most prevalent group of creatures that inhabit B.R.7 are the orks left over from the failed invasion of Black Reach. Thus, I need to convert several of the ideas about WH40K orks into stats I can use at the table.

There are three things I have to note about the way I am going about this conversion:

  1. There are going to be discrepancies between my interpretation of certain types of oddboyz and WH40K canon for the purpose of having a working set of statistics.
  2. For the moment, I have no conversion for Madboyz. I have three possible ways to go: 1) Use the psionic rules of Stars Without Number and determine the number of disciplines and powers by the number of orks in the area 2) Use various Mental Mutations from Mutant Future placed in a table to determine which is available on a particular round and modified by the number of orks in the area 3) Use various psionic powers from Realms of Crawling Chaos, again using a random table modified by the number of orks in the area. The first is most likely to be the most effective, whereas the latter two are a bit more fun (with MF being more gonzo than RCC). I just haven’t made up my mind yet.
  3. I am going to use a modified S&W stat block. There are a couple of reasons for this. First and foremost, I have come to find that it is the easiest to both prepare and use and the table. It has just about everything I need to know about the monster. On most occasions, I would quibble with myself over this statement because normally I insist on things like % in lair and Hoard Class/Teasure Type. These two stats, however, are not going to be necessary. There is not going to be a whole lot of wilderness exploration where orks are involved and traditional D&D/LL treasure is not going to be a major part of the campaign. HD = Hit Dice; AC = Armor Class; Att = Attack & Damage; ST = Saving Throw; Sp = Special Abilities; MV = Movement; Al = Alignment; Mor = Morale

Space Orks


No one can control the wind and stop it from blowing, no one can control the day of death. From war there is no escape, no more can wickedness save the person who commits it. — Ecclesiastes 8:8

Space Orks are a genetically engineered race whose sole purpose is war. Who engineered them and for what purpose is lost to the mists of time. Presently, they are a plague upon imperial space. Mostly, they fight amongst themselves; however, warbosses of great prowess and power are able to organize large groups of orks into what is known as a WAAAGH! that conquer entire worlds, spreading destruction and chaos as they go.

One of the more interesting aspects of space orks is that their technology does not function for any other race. Indeed, their technological prowess is genetically engineered into them — they have no real knowledge of how or why it works. Rather, their is a latent psionic power that exists within groups of orks that through their belief that the technology will work, it does. Outside of this psychic field, it doesn’t.

One of the side-effects of this reality (besides the inability of adventuring parties of looting space orks for their technology) is that in within the remnant ork warbands inside of B.R.7, this psychic belief is waning and the technology starts to malfunction. A minimum of five space orks are required for their tech to work without a glitch. For every ork less than five, there is a 25% chance that their tech will malfunction when it is used. Thus, if there is only one ork, all the the tech ceases to function at all.

Space Orks

HD 2
AC 6
Att 1d8 (pistol) or 1d8 (sword/axe)
ST 16
Sp Burst Fire (+2 to hit w/pistol), Flank (+1 damage in HTH)
MV 90’
Al Chaotic
Mor 8
Also known as Orkboyz, these form the vast majority of any ork mob or WAAAGH! They are cruel creatures who have no word for diplomacy and solve every problem by fighting. They are normally armed with “Shootas” (the equivalent of a semi-auto pistol) and a “Choppa” (a sword or an axe). In missile combat, orks can use burst fire to get a +2 to hit. In HTH, if they are able to flank an opponent, they get +1 to all damage.

Oddboyz

These are orks with special skills not found in the typical ork trooper. These include Mekboyz, Painboyz, Runtherdz, Gretchin, Wildboyz, Snotlings, Nobs and Madboyz.

Mekboyz

HD 3
AC 2
Att 2d6 (thermal pistol) or 2d6 (power claw)
ST 15
Sp Life Support
MV 90’
Al Chaotic
Mor 9
Mekboyz are orks with the genetic encoding to create advanced technology. In combat, they wear powersuits that allow them to survive in hostile environments, to wield the otherwise dangerous to use thermal pistol and the strength to use a power claw.

Painboyz

HD 2
AC 6
Att 1d8 (pistol) or 3d6 (poison)
ST 16
Sp Cause Frenzy, Poison
MV 90’
Al Chaotic
Mor 8
Painboyz are what pass for field medics in ork mobs. In combat, they carry spiked gauntlets attached to canisters filled with what passes for ork medicine. When used against non-orks, it functions as a poison doing 3d6 damage (save for half). When used on an ork, it sends them into a frenzy. They gain +1 to hit and damage and are able to ignore death until they are at -10 hp.

Runtherdz

HD 3
AC 5
Att 1d6 (whip) or Special (Snotling Gun)
ST 15
Sp Snotling Swarm, Raise Morale
MV 90’
Al Chaotic
Mor 9
Runtherdz are those orks that are capable of corralling and controlling the smaller members of the ork mobs — the Gretchin and the Snotlings. When Getchin and Snotlings are within 60’ of a Runtherdz, they use the morale of the Runtherdz rather than their own.

Runtherdz sometimes use a specialized weapon called the Snotling Gun. It fires up to three Snotling Swarms (see below).

Gretchin

HD 1
AC 7
Att 1d6 (pistol) or 1d6 (knife)
ST 17
Sp none
MV 120’
Al Chaotic
Mor 6
Gretchin are either space ork young, or a smaller variety of ork. They are generally used as cannon fodder and the driven into combat by Runtherdz.

Snotling Swarm

HD 8
AC 7
Att Swarm 1d6
ST 9
Sp Swarm
MV 90’
Al Chaotic
Mor 10
Snotlings are the smallest of the ork-kin, and are generally seen as the most useless. Individually they have little courage and little combat prowess; however, orks have found that when sent en masse through a warp tunnel from a Snotling Gun, they go temporarily insane and start biting and clawing anything they come in contact with. Such a swarm will automatically do 1d6 damage to anyone in a 10’ square.

Wildboyz

HD 3
AC 7
Att 2d6 (great sword/axe)
ST 15
Sp Berserk Rage
MV 90’
Al Chaotic
Mor 10
Wildboyz are feral orks that have not yet exhibited the ability to build or maintain technology. In combat, they only wield primitive HTH weapons, but are able to induce in themselves a berserk rage which gives them a +1 to hit and damage in HTH and they are able to ignore death until they are at -10hp. If a wildboy is treated by a painboy, the effects are cumulative.

Nobs

HD 6
AC 2
Att 2d6+2 (mag pistol) or 2d6 (great sword/axe)
ST 11
Sp Morale Boost
MV 90’
Al Chaotic
Mor 12
Nobs are the “nobility” of the ork mob. They are some of the biggest and strongest of their kind, able to inspire their fellow orks to greater feats of chaos and destruction. All orks involved in a battle where a Nob is present increase their morale by 2.

Thursday, May 17, 2012

Here There be Monsters

My afternoon today found me spending time comforting my oldest daughter who had a rather nasty spill on the playground this morning. One of her requests was watching an old episode of Secrets of the Dead with me. She, like me, is really interested in how scientists can reconstruct events of the past through the study of bones, ruins, artifacts, etc. The episode in question was an investigation of the disappearance of the Minoans.

According to the show, we don’t know a lot about the Minoans. We just recently deciphered their written language (Linear A) and most of what we know is from myth. The Minoans had a cult based upon the bull and there is evidence that they made human sacrifices which were then eaten. This, of course, is strongly associated with the Greek story of the minotaur — the bull headed man who ate his victims alive.

The Minoans also likely had a female priesthood associated with some kind of snake goddess — among the various Minoan artifacts is a statue of a woman holding snakes in her hands. I couldn’t help but wonder if this weren’t the origin of Medusa or some other serpentine monster.

This also made me call to mind another episode which detailed how the Aztecs not only ripped the heart out of their human sacrificial victims, but took bones from their victims as trophies to hang in their homes and even ate them.

All of this reminded me that while we who are fond of fantasy and play FRPGs tend to associate such behavior with the mythological and the monstrous — the scene from Two Towers where the orcs are arguing over whether or not to eat Merry and Pippin comes immediately to mind — all of this nasty behavior can be traced back to human beings.

Not surprisingly, in both the case of the Minoans and the Aztecs this sacrificial cannibalism is justified via a twisted combination of religion and politics. Continuous sacrifice is made necessary to both appease the gods and keep various populations under control. This is a pattern, by the way, that Christianity shatters. Rather than demanding sacrifice, Christ gives Himself up as the ultimate sacrifice once and for all. It is also a pattern that keeps popping up once Christianity is pushed to the side — the Jews under Nazi Germany and the Bourgeois under Communism, for example.

Although one of the primary uses of RPGs in general is escapism, I cannot help but believe that RPGs (particularly FRPGs like D&D) can be very good at holding up that mirror to the fallenness and brokenness of humanity. Personally, I am forced to ask the question every time I play — are the monsters sin personified (and therefore unsalvageable) or are they human in some way fashion or form (and therefore worth saving)? This is particularly true when I have a group of players that enjoys talking to monsters as much as fighting them.

I have said it before, and I will say it again: one of the reasons that D&D is as successful and enduring as it is has to do with the fact that it is a pastiche. This allows a tremendous amount of freedom for we as players to explore (or not) just about anything we want to bring to the table. It can be both pure escapism and the horror of looking at the monster that is fallen humanity.

By the way, scientists have determined that the Minoans were wiped out by a combination of natural disasters. The island of what is now known as Santorini is a volcano that erupted with a Krakatoa-like force causing not just one tsunami comparable to the one that decimated Asia in 2004, but at least three of them. As a result, given the mythological connection with the minotaur, the show wondered if this destruction weren’t the source of the story of Atlantis. Food for thought for anyone who wants to include some version of Atlantis into a campaign...

Thursday, March 15, 2012

Gamer ADD: Fiend Folio Part 9

Wandering Monster Table Level 3

This is a continuation of my posts here and here. An interesting thing starts to happen with the Level 3 Wandering Monster Table (WMT) in Moldvay. The variety of monster types begins to expand. Trying to define some of them is actually quite challenging. For example, a Shadow is not undead in B/X and how does one categorize a Doppleganger? I was forced to categorize Medusae and Lycanthropes as humanoids because petrification is not common in the FF and there are no lycanthropes at all in the FF. For what it is worth, here is my attempt to strip out creature specifics and just leave general categories (the numbers in parentheses are HD and asterisks indicate special abilities, where two indicate more powerful abilities):

  1. mammal (4)
  2. insect (3+1)
  3. humanoid (3+1)
  4. scavenger (3+1*)
  5. ambusher (4*)
  6. insect (4*)
  7. flyer (4+4*)
  8. slime/ooze (4*)
  9. flyer (3*)
  10. construct (3)
  11. humanoid (3*)
  12. human (1**)
  13. humanoid (4**)
  14. NPC Party (var.)
  15. slime/ooze (5*)
  16. humanoid (4+1)
  17. extra-planar (2+2*)
  18. insect (4*)
  19. undead (3**)
  20. undead (3*)

Once again, the dearth of insects in the FF rears its head. I was forced to substitute some other kind of animal for every insect slot in this table. Surprisingly, the various weird categories had decent fits. The Skulk has a similar strategy as a Doppleganger, the Shocker is an extra-planar being like the Shadow and the Whipweed fits the scavenger slot as nicely as the Carrion Crawler does. The only other stretch I had to make was the Thoquua as a construct. The FF has a number of creatures that fit this category, but they either don’t have the right HD or are specifically not wandering monsters. Here is what I came up with:

  1. Osquip (3+1)
  2. Gorilla Bear (4)
  3. Firenewt (2+2*)
  4. Whipweed (2+4; 1+4)
  5. Skulk (2*)
  6. Fire Mephit (3+1*)
  7. Grell (5*)
  8. Stun Jelly (4*)
  9. Mantari (1+1*)
  10. Thoquua (3*)
  11. Crabmen (3)
  12. Swordsmaster (3rd level fighter)
  13. Lava Children (4*)
  14. NPC party (var.)
  15. Algoid (5*)
  16. Meazle (4)
  17. Shocker (1+2*)
  18. Firedrake (4*)
  19. Sons of Kyuss (4*)
  20. Huecuva (2*)

This WMT has a distinctly elemental feel to it. One of the reasons I chose the Thoquua as a construct was that it fit very nicely with the elemental theme. The one element that stands out is fire. Firenewts, Fire Mephits, and Firedrakes all have breath weapons. Thoquua and Lava Children have heat-related powers that can render various items useless. Another observation: there are a lot of multiple and special attacks on this list. PC parties better be ready to be creative because going toe-to-toe with this list of creatures is not a recipe for long-term success. If there isn’t an easy way to the surface from the third level of a dungeon, even one combat could place a party in danger of a TPK just trying to get out.