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Showing posts with label Mystara. Show all posts
Showing posts with label Mystara. Show all posts

Friday, June 21, 2019

RMA: Camels

No, I don't have a cigarette!

I think one of the reasons that camels are rare in my games, and I suspect other peoples is two-fold. One, they are heavily associated with desert climates and most campaigns are not set in the desert (at least not for extended periods). The second reason is that most games don't track resources and travel the way that lets these creatures shine.

Camel (from Cook)

AC: 7
HD: 2
Move: 150' (50')
Att: 1 bite /1 hoof
Damage: 1/1d4
No. App: 0 (2d8)
Save: F1
Morale: 7
Treasure: nil
AL: N

So we can see these stats are not impressive. Camels are not very tough, fast, brave, strong, or impressive in a fight. In the description, it even specifies that riders cannot perform a lance charge from camelback. Horses, on the other hand, can faster, do more damage, have better morale, and/or carrying capacity, depending on what type you choose. So why choose a camel?

Terrain: While it is true that a riding horse can easily outpace a camel (240' vs. 150'), remember that desert terrain drops movement by 2/3. Camels treat this as clear terrain, meaning under those conditions the difference is 160'  vs. 150'. Draft and war horses are even slower. This can make a crucial difference when it comes to overland travel in a harsh environment like a desert.

Climate: It's true that a camel cannot carry as much as some horses, but by moving faster through the desert, you need fewer supplies. Also, you don't need to carry water for the camels (provided you plan on being out for two weeks or less. I know that many campaigns aren't tracking every coin of encumbrance, but water is heavy and in the real world horses be thirsty critters! 5-10 gallons per day is normal for horses (as opposed to 2 quarts for people). For the record, that's 40-80 pounds! So even low-balling it for a horse that's more acclimated to the environment, you'd still need to pack 400cn of water for every day you plan on being out in the sandbox. And that's just for one horse!

Imagine a scenario where a desert caravan with horses has to drag along casks of water in a wagon or some such only to have the containers destroyed by some foe or clever monster. They know the party will never make it out of the desert alive, so they just wait a few days and then pick over the caravan after everyone is dead of dehydration. A cleric with the Create Water spell could thwart this plan, but the odds favor it as a successful tactic. How many 6th+ level clerics are wandering the dunes anyway?

So we can see that using camels in such a situation would mean carrying a couple of gallons of water  per day for a party vs. 20+ gallons. This could be managed with several skins or one small cask. Food is still an issue, but that's true of both horses and camels.

Camels are specialized animals, for specialized environments. While it's true they aren't very impressive in a fight, that shouldn't be the only measure of their worth to a party of adventurers. Especially if they need are traversing the Emirates of Ylaruam or such places. 



Friday, April 20, 2018

Endgame, part 5: Halfings, aka "There's a new Sheriff in Town!"

Down, down to Hobbiton. You go, my lad!

Halflings are an odd one in BX. I've already espoused their general kickassery as adventurers. Their name level/end game scenario is quite different from the human classes', and only slightly less so compared to other demi-humans. A lot of this can probably be chalked up to the Professor's influence on the class' conceptualization. The LOTR/Hobbit overtones are quite strong. Some later TSR products, like "The Five Shires", offer some different takes on halflings, but we're dealing with straight BX for now.

Since the halfling XP chart caps out at 8th, they reach name level ("Sheriff") before anyone else (120K). As Sheriff, they don't get troops or apprentices. If they build a stronghold, they get "a whole community of halflings." Numbers aren't specified, and I assume are at DM's discretion, but it's interesting that the halfling gets by default what fighters need to entice to their lands. It should also be noted that technically, a halfling doesn't need to wait until eighth level. X7 specifically states he can set up a shire "any time a halfling has enough money."

There isn't any overt mention of clearing a hex or getting a title from the local rulers, but since halflings "prefer pleasant communities in fair countrysides," it seems unlikely that such prime real estate would be unclaimed in any civilized territories. Again, JRRT's idea of hobbits having a secluded nature is coming through here.

In terms of gameplay. I suppose a halfling sheriff would get taxes and could hire mercenaries to protect his borders (bounders), but he isn't really set up to do a lot high level adventuring. Unlike the human classes, he isn't going to progress any further (not in BtB BX, at any rate).


I do see some interesting roleplay opportunities when it comes to things like trade and diplomacy. A fertile land producing goods and commodities, which a powerful character protecting its interests could influence a lot of things in the wider world. Assuming you break with Tolkien's isolationist model enough to have the halflings get involved in such matters.

Tuesday, April 17, 2018

Endgame, part 2: Fighters, aka The Lords of the Land.

Fighters are pretty straightforward. First off, the class information expressly states:
“High level fighters usually spend their time training and leading men-at-arms, clearing the wilderness of monsters, and expanding human settlements.” 
So the idea is that the whole “endgame” thing is a big part of what name level fighters do.

Tallyho!

Fighters reach ninth level at 240k xp, which is fairly middle of the road, advancement-wise. Using our earlier Tarnskeep example of a 175k gp price tag, it’s likely the new Lord would have enough scratch to at least start the construction process.

Unlike clerics, BX fighters don’t automatically attract followers to their castles. In fact, only clerics and thieves gain followers by default. Why is this? Well, it seems to me that a cleric’s followers aren’t really his. They are followers of his faith. We’ll talk more about thieves in a later post. A fighter must gather men with the force of his personality (CHA) and by the promise of rewards. If he hires mercenaries and leads them well, he might recruit more easily in the future, but in the end the soldiers will want their pay.

Another fun tidbit mentioned on X7 is that:
“When a fighter reaches 9th level (Lord/Lady), the character may become a Baron or Baroness  and the land cleared and controlled by that character will be called a Barony.”
So the assumption is that the fighter joins the ranks of his homeland’s nobility. (Note: While it’s not really a “BX product,” GAZ1 (Karameikos) does do a pretty nifty job of integrating these aspects of play into the societal/political structure.) DMs can harvest a lot of plot fuel from characters that are not only vested in the current power structure, but under an oath of fealty to serve it!

This also makes a Baron or baroness all the more interested in attracting settlers to their lands in order to collect taxes to help pay for their soldiers. When the crown calls in the banners, a lord that cannot respond might lose their fiefdom!

Monday, April 9, 2012

RMA: Devil Swine

SOME PIG!

Once upon a time, I asked Frank Mentzer (on his Dragonsfoot Q&A thread) who came up with this monster. I explained it was one of my all-time favorites from classic D&D. When he graciously answered my query, he said it was most likely Cook or Moldvay. He also wanted to know what it was that I liked about the creature. My reply was quite simple, which I will quote below:

"It's a HUGE, MIND-CONTROLLING WERE-PIG!!"

 Let us pause for a moment to let that sink in.

110% Pure Win.


So! Lets look at my incredibly detailed thoughts one at a time, shall we? But first, here are the stats:


Devil Swine
No. App.: 1-3 (1-4)
AC: 3 (9)
HD: 9*
Move: 180' (60')
 -Human: 120' (40')
Attacks: 1 gore (or weapon)
Damage: 2-12 (or by weapon)
Save: F9
Morale: 10


Point the first: It's HUGE

Devil Swine are by far and away the scariest of the classic lycanthropes, IMO. They have 9 hit dice. NINE! That's averaging 40-odd hit points. They transform into huge boars that "...are carnivorous and especially fond of human flesh." So it goes out of its way to eat people. In the Labyrinth Lord rules, the "Demon Boar" is described as 9' long. Here's a pic to give you an idea of what that might look like.

Yes, that's a real photo.

2nd point: MIND-CONTROL

The DS can use a potent Charm Person ability up to three times per DAY! What's more, saves against it are at -2. So while in human form (usually an obese person), they might gather flunkies about themselves. In fact, they might have a couple with them even when transformed. The idea of this "person" manipulating the local populace into trusting/liking him and then feeding upon them is pure awesome, IMO.

What a charmer!


Lastly, WERE-PIG

Devil Swine are actual lycanthropes. This not only gives them the immunity to non-silver or non-magic weapons, but means they can infect others with the disease. A delightful bit of Mystara trivia: According to some fluff, Orcus –demon immortal lord of undead and lycanthropes– was a devil swine in his mortal form (the first of his kind). This cracks me up, not to mention the delightful tie-ins that might be added to an adventure involving these creatures.

...did I mention there can be FOUR of these things hanging out together?


Monday, March 12, 2012

Mystara ebay find!


I picked these beauties up on eBay for < $40 (w/shipping)! The boxes are slightly beat up, but the contents are near-mint! I own the pdfs and printed them out at Kinko's, but having the color hex maps and books is such nerd-joy. 

Wednesday, March 7, 2012

Stone Cold Killers


"Old school players are only scared of two things: energy drain and things that turn your ass to stone."  -'Clip', from Dragonsfoot
I read that line on a message forum a long time back. (If someone knows who originally said it, please let me know and I'll credit the quote.) It's an interesting statement, and encapsulates a lot of what folks consider "Old School" play. I'm not going to get into the merits of one style of play vs. another, or if those mechanics are good or bad. Rather, I just want to say a little bit about one of those two threats: Petrification.

I'm going to say right up front that, in my games, I've got no trouble with people being turned to stone. I'm sorry, but it's too firmly rooted in fantasy and mythology to leave out.

Oh yeah, him!

Now, I will say it should probably be pretty uncommon. When you look at the ways it can happen, you've only got a few options (without custom traps/monsters). 

  • Flesh to Stone spell (6th level MU)
  • Some magic items (Eyes of Petrification, etc.)
  • Certain monsters
    • Beholder*
    • Medusa
    • Basilisk
    • Cockatrice
    • Gorgon

*The Beholder is a 1e monster, but a variation appears in Labyrinth Lord's AEC, so I put it on the list. 

If you go by the random encounter charts, the first creature that shows up is the cockatrice, and that's on levels 4-5. So it's not something PCs are sweating right out of the gate. Plus, a cockatrice's petrification power is dependent upon a successful melee attack, unlike a medusa's gaze or a gorgon's breath. 

Such creatures can put a good scare into the party, and might even be best avoided (run from). Fair GMs often leave some tell tales, like a hall filled with statues in poses of fear, etc. If the PCs have been thus warned, then it's on them to deal with the consequences. I don't think putting a medusa or similar in an adventure is a "Screw the PCs" move necessarily, but a total bushwhack might be harder to justify.
[Apologies for the brief 'At the Table' story: In a Ylaruam-based campaign I ran, the party heard of an abandoned place known as the Valley of the Statues, where some curse had petrified dozens of townsfolk a century ago. The remaining villagers fled. There had indeed been a basilisk at work, and its descendent still lived in a cave near there. The PCs were adequately warned by the rumors and were suitably cautious.]

The particulars of how the effect occurs aside, there are a couple things to keep in mind when/if it happens. 
  1. In almost every case, there is a saving throw allowed.
  2. There is a specific spell that reverses the effects (and can be used by the players if they have access to it!)
Frankly, I think it makes more sense to leave the statue behind and come back to it. 6'-7' cubic feet of rock can weigh close to half a ton! Not to mention its fragility. Break off that arm, and you'll be calling him Lefty.

While getting his PC turned to stone in the middle of an adventure is no fun for the player, he can always take heart in the fact that:
  • His stuff is safe from pilfering PCs.
  • Wandering monsters won't feast on his corpse if the party leaves him behind.
  • Unlike Raise Dead, there isn't a time limit on Stone to Flesh.
  • Even though it's 6th level, you might get a StF scroll and have the party mage/elf read it, regardless of level.

In the meantime, play a hireling and get on with the game. No hirelings? I thought we were talking old-school here! ;-)




Monday, March 5, 2012

Over Heard

Most folks who read this blog probably also read Dreams in the Lich House, but I saw that Beedo has posted about a new blog by Bruce Heard. For anyone interested in Mystara, it's worth checking out.

Thursday, February 16, 2012

Mystaran Bloggyness

For those of you who haven't seen it, you should check out Stocking the Dungeon by Darva Shriver. It's a great blog full of classic D&D and Mystaran goodness.

RSA (Random Spell Assessment): Read Languages


This is a great spell. Seriously, can you imagine this spell in real life? Archaeologists, students, even tourists would love this spell! It's not quite the world changer continual light or cure light wounds would be, but it's still darned cool. However, in D&D it seems to be among the less popular low-level spells.

I think there are a couple of related reasons for this. First off, virtually every PC and NPC speaks "Common." There's no need to worry about the idea that your character is Thyatian and you're in Glantri. If there is something written in another language, you just ask a native to translate. Even if you're talking to a dwarf or elf, they know Common, too. Not to mention all the bonus languages demi-humans get. A high INT mage has a couple spare languages under his belt as well.

Another thing is that DMs frequently don't bother to worry about working these details into a game. Other than things like orcs that only speak Orcish, it's often seen as just a way to hassle the PCs. I disagree, but that's a topic for another time. 

Apart from reading the menu at a Minrothad tavern, there's things like ancient writings carved on tomb walls, etc. to be dealt with. Remember, kids: Dead languages can be fun! 

(and SEX-AY!)

This should be a standard spell for dungeon crawling/exploration, IMO. If your game allows for PC scroll creation, one with R.L. in reserve would be a nice way for a low level MU to have it handy without using up a daily spell slot. Even with only 20 minutes (2 turns), you can read a lot of text in that time. Maybe not a whole book, but certainly enough time to translate the riddle that tells you how to keep the iron golem in the next room from ripping your heads off.

Idea: Magical lenses, similar to Eyes of the Eagle, that grants the wearer the Read Languages ability X times per day. I would think some scholar would pay a pretty copper for that.