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Showing posts with label random. Show all posts
Showing posts with label random. Show all posts

Thursday, February 11, 2021

REF: Old McHydra had a Farm

I'm trying to keep the posting momentum going. so now it's time for some randomized encounter hijinks! For this entry, I chose the wilderness tables and randomly picked the terrain type and got "Inhabited." For creature type, the dice sent me to the Dragon subtable (eek!) and we ended up with an eight-headed Hydra!


Now, the term inhabited can mean a lot of different things. As this is a "wilderness" encounter, I chose not to go with an actual village or town. I decided I liked the idea of open farmland. Still rural, but with a population around. Now, if we're basing things on a medieval style world, a lot of farming lands were surrounded by much denser wilderness. People worked fields that had been cleared from deep forests and the like. 

So in this scenario, rather than the hydra just roaming around open ground stomping farmhouses "Dunwich Horror" style, I'm imagining that it originated from a deeper, darker part of the adjacent forest. Perhaps it had hatched there some time ago and had been growing in size. At first, the young creature could find enough to eat on the smaller animals that lived in the woods with it: birds, rabbits, maybe even the occasional deer. Now, however, it has grown too large and its appetite too great for such fare. The scent of nearby livestock has drawn it out of concealment.

Maybe traveling PCs are sleeping in a farm's hayloft one night when it attacks the barn, seeking a fat cow for dinner. Or maybe the party is traveling on horseback when the hydra charges out of the trees after one of their mounts. This could lead to a fast one-and-done encounter with the creature, or it could lead the party to a more involved adventure. How did the hydra come to be in the woods when the locals had never seen one around those parts before? Maybe, somewhere deep in the trees there is the body of some adventurous type who had acquired the egg but died in the wilderness. The hydra has treasure type B, so perhaps the loot is on the body? Tracking it back to its lair could be profitable.


Saturday, August 8, 2020

Moldvay Musings XIX: Doors



I've blogged before about magically barring and opening doors as well as secret doors, but a recent thread on Dragonsfoot got me looking over the text on just plain old doors in dungeons.

Moldvay (B21) says:
NORMAL DOORS: Doors in a dungeon are usually closed, and are often stuck or locked. A lock must usually be picked by a thief. An unlocked door must be forced open to pass through it. To force open a door, roll Id6; a result of 1 or 2 (on Id6) means that the door is forced open. The roll should be adjusted by a character's Strength score adjustment. The number needed to open a door can never be less than 1 nor greater than 1-5.

Once a door is opened, it will usually swing shut when released unless it is spiked or wedged open. Doors will usually open automatically for monsters, unless the door is held, spiked, or closed with magical spells.
There's a lot to unpack here, given such a short entry, but that's part of BX's beauty, IMO.

First off, nearly everything described about doors is qualified with terms like "usually" or "often," leaving room for the DM to use their discretion and judgement. The language helps paint a picture of what dungeons are usually like. Doors warped and swollen in their frames bu the damp, or latches rusted shut. If it's a more heavily used location, like an active lair, perhaps a stuck door is rarer. Locks are still a thing, though.

This brings us to the next part: opening said doors. Locks are a thief's job, obviously. Of course a failed roll could lead to a brawny PC forcing it open as if it were stuck. This gives a sense of how these obstacles are expected to be handled. The smart party tries stealth first, force second.

The last part of this section seems at first a bit "gamey" in its language. Doors just swinging shut and especially the part about them simply opening automatically for the monsters. My own interpretation of this is that the location's denizens know the place well and are used to the doors' fiddly little ways. I wouldn't have a door just pop open for a creature that couldn't normally operate it, e.g. no hands or unintelligent.


As far as swinging shut, I interpret that as doors that no longer hang true on their hinges and naturally fall back closed. Again, this isn't every door all the time, but it can happen.

So all this begs the question of why? Why have door stick and slam shut? Why make it so the party has to take the time and effort to pick its lock, or force it open? The answer is time. All these efforts cost the party time. As classic D&D is a game of resource management and exploration, the players will have to make choices. Do we waste another turn trying to pick this lock? Do we risk attracting some wandering monster's attention with the noise of forcing open this door? How long until the current torch burns out?

But what if that's the door that leads to the PCs' goal? Or the lower levels? Aren't you just screwing with them by leaving whether the game progresses up to chance like that?

While you certainly can run a "pure" sandbox like that, with zero plot or plan; most experienced DMs follow the guideline of either A) not putting something critical out of reach because of one bad die roll, or B) Always have more than one way for the party to move forward. Maybe the lock is too tough for the thief and the door is too strong to be battered down. However, maybe there's a secret door they could find that will let them through? Or maybe there's a key to be found? I'm not suggesting this be the case with every door, and I admit it's still possible for bad luck to derail things, but used judiciously these wrinkles can add a lot of detail to an adventure.



Friday, November 23, 2018

Moldvay Musings XI: Initiative

In a recent game, the PCs had a wilderness encounter with a nest of four giant scorpions. Fortunately for the characters, they were mounted and were able to turn things into a running battle where they literally ran the monsters  in circles as they peppered them with arrows. The monsters could catch up with the PCs each round, but not also attack.


By the end,the fight had become a simple matter of tedious attrition. After the session, I thought about it and how it might have been handled differently. Not to punish the players for using tactics, but to keep it more exciting. (Though honestly, they should have just run away). I chided myself a little for not applying circumstantial modifiers for things like terrain slowing them or giving cover from missile fire to the monsters (they were in a relatively dense forest). The main thing I found though was something in the rules as written that I have always been aware of, but seem to have difficulty remembering for reasons uncertain: In BX, initiative is supposed to be re-rolled every round.




At some point in our group’s history with various editions and systems, we’ve fallen out of that habit and simply rolled for initiative at the start of an encounter. We use individual initiative as opposed to group, so at first I was thinking it was just a good way to reduce excess die rolling, but it turns out that rolling every round matters more than I first realized.


For example, in the above circumstances the kiting players wouldn’t have been able to rely on going first each round (they’d rolled well) to evade the monsters again & again. One low initiative and the scorpions would do their thing. This ties into the rules for Defensive Movement, i.e. Fighting Withdrawal and Retreat (B24). To use these types of movement, one must declare intent to do so before rolling the round’s initiative. This increases the risks, but does keep things fresher. Keep in mind the rule applies to monsters as well as PCs.


The other circumstance where an action is “pre-declared” in BX is spell casting. This one always catches me out because the rule is listed in Cook, not Moldvay. A character wishing to cast a spell that round must A) say so, and B) declare which spell before the initiative order is rolled. Again, upping the tension in the fight. I usually haven’t applied this rule in the past because I felt like it weakened already fragile spellcasters, but I am considering reintroducing it.


For a more detailed discussion on some of these and other mechanics, I highly recommend reading the “An Interpretation of Basic D&D” post over at the Basic Dungeons and Dragons blog.



Monday, July 2, 2018

REF: Noble

Time to go back to the dungeon for another random encounter! Picking randomly, we end up on level 2 of the crawl. Rolling for our encounter, we get a 12, which is a Noble (2-12 appearing).

Huh?

Like the Traders in an earlier post, a noble doesn't sound like someone you'd bump into as you are working your way through a dungeon. Going back to the monster listings, it describes a noble as "the lord of a castle and any of his or her relatives." In Basic, the encounter will be with a 3rd level fighter by default, but can be any class or level. The standard encounter will be the noble (F3), his squire (F2), and possibly 1d10 retainers (F1s). That's potentially quite a crowd! Not to mention the possibility of noncombatant attendants, like torchbearers or porters.

So let's dive in and see what we can make of this.

Since the lord of a castle is usually 9th level or more, I'm going to say this is a relative. For the sake of building a narrative, we'll say the baron won't let their heir go off adventuring, so this is a younger child/nephew/niece. Let's go with niece, just to break the stereotype.



This young lady thinks her cousin is a twit and doesn't deserve the title or estate. She goes off and becomes a tough adventuring type, making it to 3rd level. She hears a rumor of some item or treasure that might help her in some plot to discredit her cousin and put her in a position to be named the baron's heir instead. She gathers a few loyal troops and her squire (the d10 results in four 1st level fighters with her) , then heads to the dungeon seeking the object of her quest. While the PCs are working their way through the same crawl, the two groups run into each other.

The noble could be hostile or friendly. Perhaps she would consider joining forces or hiring the PCs to help. Things might get dicey if she decides that she has the sole claim to whatever she's after, while the PCs see it as party loot. If the PCs refused to join or work for her, she might decide they need eliminating. Fighting a half dozen fighters of 1st - 3rd level sounds like no picnic. What's worse, what if the PCs win and kill her? What if word gets back to the baron that his niece wasn't killed by monsters, but slaughtered by a group of local murder hobos?







Wednesday, June 13, 2018

REF: Castle Encounters

Castle encounters is an interesting subsection of the wilderness encounter tables. Despite the name, it’s not for encounter within a keep or castle, it’s for when the PCs stumble through the woods into the territory of the local lord and one of their patrols. It’s another example of how misleadingly compact the Moldvay/Cook rules are to include such a nifty bit of detail.

As the description states, “When characters discover a castle in the wilderness they will be unsure of the type of reception they will receive.” [X59] The encounter assumes A) the DM doesn’t have an attitude/reaction planned for the patrol and B) “the party does nothing either to arouse suspicion or inspire trust.”

The nature of the patrol (heavy or medium horse) depends upon the type of ruler (NPC class), but that’s a minor detail. Although I love the fact that it states “Note that the men listed are only part of the castle owner's forces. The rest of the force should include men and might even include special creatures such as trolls, or combinations such as superheroes mounted on griffons.”


I get chills.

The meat of this section are the possible reactions. Rather than the full monster reaction table, there are three basic possibilities: Pursue, Ignore, or Friendly. There is no CHA modifier (these are professionals), though I would probably allow a re-roll if the players showed some good role-playing.

Pursue: This isn’t necessarily a chase (though it could be). It could be a toll charged. Refusal can result in a fight or arrest.

Ignore: Just as it says. They pretty much give the PCs a “Move along.” It’s important to remember the ‘nothing to arouse suspicion’ caveat earlier here. PCs can act and look pretty suspicious sometimes without really trying!

Friendly: An invite of the keep’s hospitality. A fun tidbit: This can be offered by bad guys “for evil purposes” (!) Awesome.

A final note regarding demi-humans mentions “Elves, dwarves, and halflings are not given on this list, as their strongholds are special cases.” and suggests they would avoid contact. Fair enough, but that might vary from setting to setting.

So imagine the scenario of the PCs cutting cross-country, entering the territory of a 13th level wizard’s tower. It’s late afternoon and a patrol of a half dozen heavy horsemen appear. They are not hostile and even suggest the PCs might wish to shelter at the tower for the evening. The magus is always happy for guests. If they accept, maybe they come to the tower to find a bugbear mounted on a manticore is guarding the gate and lets them and the patrol enter without fuss.

Is the wizard evil? Are the PCs in for a really bad time? What would happen if they refused the offer? Maybe the mage is benign and he could even become an ally or resource for the party. All because they took a wrong turn at that gully and went one hex off-course.

Man, I love this game!

Thursday, April 26, 2018

REF (Random Encounter Fun): Prairie Petrification!

Time for another round of random encounter rolls! Last time, we had multiple dragons in dungeon, so this time let's return to the great outdoors.

Rolling randomly, our terrain is grasslands. I rolled "Unusual" for the encounter type (uh-oh). The result was Gorgons! Fortunately for our hypothetical party, they only meet one; just one measly, little, armor-plated bull with a petrification attack.

Encounter distance come up at 40 yards. Given that this boulder-making bovine can cover that in a single round, that's pretty close. Let's assume the PCs came over a hill and there it was on the opposite side; maybe just down the slope?

Next up, since there isn't anything in particular in the gorgon's description to indicate a default reaction, and it's of animal intelligence, let's make a reaction roll. An 8 indicates uncertainty and no immediate attack. If the players don't rush it, they might be able to just back away and avoid the fight. Let's assume they try to calm the beast with soothing noises and move around it. A second reaction roll gives us an 11! Since there was no offer to consider, it's fair to say the beast wanders off. Crisis averted.

Or was it?

One of the issues with random encounters like that is if you meet the monster away from its lair, then you're a lot less likely to see any treasure. A gorgon has type E treasure, and since it's a beast, it's not carrying its loot around with it. Greedy players might decide to follow the gorgon and see if it leads them to its lair. Rolling for the Number Appearing in lair (1d4), I got a 2; which means another one (its mate?) is back at the old homestead.

Let's assume the fight occurs and the PCs win (at least some of them). That's not so crazy. Heck, if they can down one of them, maybe the other fails its lousy morale. So what was their fabulous reward? Well, TT: E is listed with an average value of 2,500gp (B45), but we're doing random here! So I rolled for it. Turns out, the PCs did pretty well for themselves.

  • 1,000gp in gold coin/buillion
  • 9 gems (!), totaling 2,400gpv (including one 1,000 gpv stone)
  • 7 pcs of jewelry (!!), totaling 7,500gpv. The highest value piece rolled at 1,500gpv alone.

This give a grand total of 10,900gp worth of loot!

Defeating the gorgons is worth 2,400xp (8HD + special each). So the party could walk away from that with over 13K xp to split amongst them.

This is why PCs sometimes foolishly pursue risky encounters unnecessarily. Sometimes, just sometimes, it can pay off.

Now, that's the bones of the encounter. Let's put some meat on it.

I don't think we need to do much to explain the gorgons' presence. They are listed as living in grasslands, so that's just their habitat. How they heck did they get all that swag though?

Since as treasures go this has got a pretty high value-to-size ratio and is almost all in gems/jewels, it seems more likely to have come from one place than have been collected from many sources. Who has such things? Nobles do, but it seems odd for them to have been out on the prairie dripping in pearls. That doesn't explain the loose stones or the gold coin, either. So here's my idea:

Years ago (how long is up to the DM), a young gentlewoman was promised in marriage to some horrible old nobleman, but she was in love with a poor commoner-type. She decides to flee in the night, taking enough easily portable wealth for her and her paramour to start anew. Galloping madly cross country to meet him in the next town, she accidentally stumbled across the pair of gorgons. Her horse shied and threw her as it bolted, causing her to drop the bag of treasure. Thus, when the startled monsters breathed their petrifying fog, only she was turned to stone, not the gold, etc.

When her father's men searched for her, the fleeing horse's tracks led them off in the wrong direction. The stone figure of the girl and the small leather bag lying in the tall grass were all but invisible to searchers. The gorgons had wandered off but eventually returned to their preferred resting spot. Over the years, the gorgons and their kin have made the area around this hollow their home.

Perhaps the story of the lass and the treasure is a local legend. Maybe the lad was found out and it was assumed he killed her for the loot. Maybe he's been executed and he haunts the girl's family to this day. If the PCs find the petrified girl when they find the loot, a whole new adventure arc could spawn from a simple random encounter.

Assuming the PCs don't go full murder-hobo and just leave the girl as a rock and take the loot. Those Stone to Flesh scrolls ain't cheap!




Friday, April 13, 2018

The BX setting (part 3)

OK, I am wrapping this up. Seriously!

To finish up my musings about settings for a setting representative of the Basic/Expert game, I wanted to touch on just a few more topics: Resources, Risks, and Rewards.

Resources

For me, and many grumpy old-schoolers, managing your resources is no small part of classic D&D play. Heck, I even created products specifically to make it easier to incorporate into tabletop play. Rules like encumbrance, searching times, movement rates, and light source duration all lead to some real cost/benefit decisions being made: Do we take the time to search every room? How many torches did you bring? Do we hire someone to carry our extra stuff?

Now all these sound more game mechanics-related than setting, but bear with me. A BX world is a place where not only do decisions like those above matter, they matter because it's a world where dungeon crawls are a relatively common thing. Ancient labyrinthine ruins, extensive subterranean caves, mysterious catacombs, they practically flourish in a BX world. Of course this is true for many other versions of D&D, too. The point is the characters live in a world where someone, at some point, decided that it was a good idea to carve out an underground lair that looked like this.


There are weird, even zany places in a BX world. Maybe they are ancient ruins or a mad wizard's tower, but those that decide to brave those places prepare for mapping long corridors, regular booby traps, hidden passages, and foul monsters lurking around corners. Which brings us to...

Risks

Whether it's claw, sword, or spell, PCs face most of their risks in combat. The BX world is one where monsters are real and your character is going to have to fight for his life at some point, if not many times. A BX world allows for the possibility of a dragon flying over your head as you travel the King's Road or for a hill giant to be walking down a city street! This is a fantasy world. 

That being said, most of these creatures are monsters, not NPC or PC "playable" races (BtB at least). But "monster' does not always equal "enemy." A decent reaction roll and the appropriate language slot can result in parley or even friendly communication. 

Combat can be de-emphasized and other aspects of play can be focussed upon, but by default at least the threat of violence is deeply ingrained into a D&D setting. What can give this a more "BX feel?" Well, BX is a fairly lethal flavor of D&D. PCs tend to be fragile with their lower hit dice and -by the book- 0 hit points being dead. Even mid to high level PCs can be killed fairly easily, and morale rolls can lead to the better part of valor being exercised by monster and hireling alike. Compare that to some of the later versions of the game and you can easily picture a world where life can be a bit cheap and those that live by the sword are likely to pick their battles carefully as well as try to squeeze every advantage out of a situation. And once the battle is over, they will be sure to get as much of the spoils as possible to offset the risks.


Rewards

XP for GP. That brief statement tells me this is a world where its inhabitants gain influence and become more competent by getting as much as they can for as little risk as possible. It's not the slaying of the monster, it's the treasure it was guarding. A BX world is a place where foul humanoids have piles of loot stolen from victims or looted from old castles they now infest. Half-rotted coin pouches lie among the bones in the lairs of terrifying trolls and gigantic spiders. And that axe of antique design wielded by the bugbear chieftain? It has a +2 enchantment on it. 

This is a world of coin-filled coffers and magic swords. Of scrolls containing mystic spells or treasure maps. Of idols with a single ruby eye the size of a golf ball. Of dragon hoards, staves of power and magical rings. The DM may not wish to flood his world with  magic items but in a BX world, such things exist and even leaving it to the random treasure charts the PCs will encounter at least some of them. 

Assuming the characters live long enough, it's also a world where lowly murder-hobos and would-be heroes might accrue enough wealth, fame, and connections to become lords (and ladies) of the land themselves. It's not a place where everything is 100% fixed sociopolitically. Maybe there are wars, or dynastic struggles, or rebellions and invasions. Maybe there are young nations that are still growing. The point is even if your PC started as a turnip farmer, he could one day be a knight in a keep with a fiefdom of his own to rule.

Wrapping Up


What does all this mean? Have I answered the question? Well, no. probably not. But I don't think that it's a question that can be answered definitively. What I do think I've accomplished is to work through some concepts of what I think a setting should or shouldn't have to be a good fit for Moldvay/Cook. 

And maybe it's done a bit that for you, too.

Tuesday, November 14, 2017

RSA: Confusion


I won't say I've never seen or used confusion effects in my games, 'cuz I have! But it usually hasn't been the result of a spell casting. Typically it's been the "spell-like" effect of a monster or item. Looking at the BX spell descriptions, I can see why it's not a commonly chosen spell.

Foe one thing, it's 4th level MU, so it's competing for a slot against Wall of Fire, Wall of Ice, and Charm Monster (among others). Also, despite the fact it lasts for twelve rounds and 2HD or less targets get no save, it's a fiddly spell to run.


  • First, the number of targets is random (3d6), so you're uncertain of the result right out of the gate. 
  • Secondly, 2+1 HD and up targets have to roll their save each round. 
  • Thirdly, the confusion effect is re-rolled for each target each round with a failed save. That's a lot of rolling!
  • Finally, there is a better than 1:3 chance that the target(s) attack you anyway, and that's after they fail their save vs. spell!
Confusion is a fun effect, but it's understandable why PC/NPC wizards aren't desperate to memorize it for the day.

Thursday, November 2, 2017

REF: Traders

Time for some Random Encounter Fun!

Last time, it was a wilderness (well, city) encounter with some spectres. This time, we'll head back to Moldvay's Level 1 wandering monsters and #19 on the chart: Traders (B43).

Wait, what?

I know it sounds weird, but bear with me here.

Traders in BX are different than merchants. They are "first level fighters who make their living trading goods." the listing goes on to say they are "similar to merchants, but much braver." They normally wield swords or hand axes, wear furs that count as leather armor, and carry shields.

Axes, furs, shields... hmm, what does that sound like?

VIKINGS, of course!

The vikings, in addition to the exploring and raiding, were terrific merchants and traders. They sailed all over, and were in a near-ideal position for commerce.


So, back to the encounter. Number appearing is 1d8. I rolled a 4. That's a decent party size for some NPCs but these are all fighting types with no clerics or wizards or thieves, so it makes sense they are a level 1 encounter. Not because they're wimps, but because they probably wouldn't venture far into the dungeon.

The listing in the book says they use pack mules in the wilderness, and typically carry trade goods like spices or furs or "carved decorative items." But these fellas are in the dungeon, so maybe the animals are back on the surface?

Traders have a low morale score (7), so they aren't interested in lots of fighting. They are probably in the dungeon looking for something valuable they can grab and go. Maybe they're hoping for some bits of jewelry or they've tracked an animal with a valuable pelt to its lair. In any case, they probably aren't "residents" of the dungeon. Like the PCs, they're just visiting.

I would see an encounter with this group as being far more likely to result in roleplaying than combat. A trading party might buy some loot off the PCs. The party might gain useful information from the traders about the place or the surrounding region (they're probably well-traveled after all). For the right price, the traders might even join the party for a bit and bolster their ranks.

In my scenario, I place the traders on the first level of the dungeon, relatively near the entrance. They have tracked some Giant Killer Bees (another level 1 monster) to this location and are searching for the hive. They are carrying green wood and lamp oil to smoke the insects out so they can steal the magical honey. The traders' reaction roll was a 9 (no attack, leaves or considers offers) which seems fair for mercantile types. If the party seems tough, the less than foolhardy traders might offer a trade: If the PCs can bring them a full jar of honey, the traders have a treasure map that the party might find worthwhile.

Like the NPC party, traders also serve as a reminder that the dungeon can be a dynamic, living place where the heroes aren't necessarily the only people interested in treasure; and sometimes even a dungeon encounter doesn't have to end up with rolling for initiative.  

Friday, September 29, 2017

An exercise for the writer: Ready-made NPC party

Back in the day I posted regarding the BX rules for creating an NPC Party. As I've been looking at using things like peasants and NPCs in an adventure I'm working on, I thought I'd go ahead and generate a party for general consumption and as a walk-through of the process.

1) Determine the number of NPCs in the party: 5-8 (roll ld4 + 4).

Six!

2) Determine the class of each character (roll Id8): 
1 Fighter 
2 Magic-user 
3 Cleric 
4 Thief 
5 Dwarf  
6 Elf 
7 Halfling 
8 Fighter

(It's quirky/interesting that the higher chance for fighter is split up at the top and bottom of the die results instead of just 1-2 or 7-8.)

So I rolled 8,1,2,5,1, and 4. That's three fighters, a magic-user, a dwarf, and a thief. This is a pretty muscle-heavy party, but maybe the wizard is after some ancient magic. The thief and the dwarf are there to foil traps and find their way in the deep places of the world. The group gets the mundane loot and the mage gets the mystic relic.

3) Moving on. We check for each character's level. Using the Basic rules, it's 1-2 = 1st, 3-4 = 2nd, and 5-6 = 3rd.

I rolled a mix. We have a 1st level dwarf, a 2nd level thief, one of each level fighter (1st, 2nd, and 3rd), and a 3rd level magic-user. This actually jibes well with the imagined scenario above.

4) Next, alignment. Same spread as levels, but Lawful/Neutral/Chaotic.

OK. The rolls make it pretty weird. Everyone except the 1st level fighter and the thief are chaotic. They are both lawful. It fits okay with the idea that they are all mercenary types, maybe hired by the wizard by the promise of loot. The chaotic wizard makes sense too. Maybe he's seeking black magic of some kind. Things might be kind of tense for the junior swordsman and the trap sweeper. Plus, a chaotic dwarf? Wacky!

5) Randomly determine spells. This will be interesting!

The magic-user gets two 1st levels and a 2nd level. The results are Light, Floating Disc, and Wizard Lock. Those are...unusual spells for a mage, but random is random!

6) Roll for any treasure. The book says you can also choose special treasure to give the party, but in keeping with the spirit of chance, I rolled and got nothing for them. The NPCs given that most of the PCs are higher than 1st level, one might assume they've somehow lost any treasure they'd won in previous adventures, or maybe they spent their cash on gear for this expedition.

Now, you could stat these characters out more fully with scores, equipment, etc. but at this point it's really just PC creation repeated a few times. As I mentioned in the earlier post, the Expert rules increase the level ranges for more powerful NPCs.


Friday, September 1, 2017

RMA: AAAH! FLYING DINOSAURS!

(link utterly NSFK/W)


While not true dinosaurs, the pterosaurs are inextricably linked with the terrible lizards in people's consciousness. The distinction is even less an issue in a "Lost World" scenario where we are lumping species together that were actually separated by millions of years (and various continents).

In the real world, there were several species of these creatures, but for BX purposes they are split into two: The pterodactyl and the pteranodon. This is a nice, simple way to offer smaller and larger options for using the beasts in your game.

D&D took a page from classic prehistoric fantasy stories and doubled these creatures in size for the purposes of making the more fun.

It just doesn't get better than Harryhausen!

Pterodactyl (from Cook & LL):

AC: 7
HD: 1
Move: (fly) 180' (60')
Att:1 (bite)
Dmg: 1d3
No. App:0 (2d4)
Save: F1
Morale: 7
Treasure: nil
AL: N

Pteranodon
AC: 6
HD: 5
Move: (fly) 240' (120')
Att:1 (bite)
Dmg: 1d12
No. App:0 (1d4)
Save: F3
Morale: 8
Treasure: V
AL: N

(Note: The Cook Expert rules contain a typo that does not list the number or type of attack for these monsters, I took that stat from the Labyrinth Lord retro-clone)


The pterodactyl is the smaller of the two, with a wingspan of 8-10 feet (real ones it was more like 3 feet). They aren't big enough to haul away a character, but a half dozen of them harassing a party or their mounts could be an annoyance. Their low morale suggests they'd flee easily, but possibly return to harry a likely meal. Essentially treat them as prehistoric giant, non-vampiric bats and you'll be close. The way I might use them is to have them get defensive around their nests/roost and the resulting flapping and noise might attract a bigger threat (force a wandering monster check).

BX Pteranodons are much bigger (50' span) and described as more aggressive. Having one swoop in and grab a character is a classic move, though it would probably target the lighter/less armored ones for carrying purposes. They actually get a treasure type, so maybe shiny objects and former victims' equipment ends up in their nests? The most fun way to use them would be as flying mounts, of course. Perhaps a tribe of airborne neanderthals or some PCs with a charm monster spell?





Wednesday, August 23, 2017

Stories vs Adventures

I ride the subway to and from work every day. Since I don't tend to obsess over my iPhone's screen and I don't like carrying "extra encumbrance" e.g. books, this leaves my mind some time to roam freely. Of course gaming is a common subject.

I was pondering different GM tactics the other day. More specifically how to incorporate certain classic plot devices into an adventure to add tension to a situation. The problem, it seemed, was that too often springing a "gotcha" on the party seemed like taking away player agency.

Here's a super-simplistic example:

GM: "Your torch sputters out."

Player: "I light another."

GM: "You don't have any more."

Player: "What? Yes I do! I have three more on my character sheet!"

GM: "You lost them jumping across that chasm. They fell out of your pack."

Player: "You didn't tell us that! I would have noticed!"

GM: "Well, you didn't and now it's dark. You hear slithering."

See what I mean? Kind of a screw job. The specifics can vary widely, but the general idea is that -in a piece of fiction- you see a character not lock a door or accidentally drop their phone or forget their ammo bag and it leads to extra tension or humor in the story. The tricky part about a PC leaving their lifesaver behind is that for it to work best the player can't be aware of it until after the fact, which means they can't "make a save vs oops!" Which brings us back to lack of agency. PCs are not characters in the GM's story, they are avatars of proactive agents: the players. The GM has no story, he is presenting the party with a situation, from which they create the story.

 A while back I wrote about the use of random encounters in "classic" style gaming, arguing that it's an important cost-benefit agent in a resource management focused game like BX. I would argue they serve another purpose: a way to represent a certain amount of the unplanned into the adventure. It's not a perfect parallel, but it seems a good way to make the PCs deal with something they couldn't have anticipated.

These aren't really new ideas, but it was another example of finding interesting depths between the lines of a "Basic" game.





Friday, November 6, 2015

The Nick of Time

Something that came up in a conversation about a mini-module I wrote got me thinking. The issue was related to encounter randomization and pacing. It's all well and good to say "The monster lives in the cave, which is located at the 'X' on the map." If the PCs never go to X, they don't fight the monster. Simple. But if they miss all the interesting spots, the night's session can get a bit dull.



In cases of a limited layout (i.e. a dungeon) the odds of not finding anything of interest in any room is slight; even if it's not combat (maybe there is a puzzle or trap to deal with). In wilderness or town adventures, the odds of PCs wandering into Dullsville get higher.

I have a solution I like to use: I just move the set pieces around on the fly. Go west instead of east, then I just move the haunted farmhouse (or whatever) into their path. In fact, for my own games, I've actually stopped placing things on the overland maps until after the encounter happens.

This can be seen more than one way, of course. On the one hand, it allows a level of player agency where you let them decide how to proceed ("We cross the river" vs "We stay away from the water"). Players like to feel like their choices matter. Otherwise why even ask them? On the other hand, if the trap or the monster is going to end up in their path anyway, what's the point?

My answer is that the set piece(s) aren't the only thing that the PCs might encounter. Also, once a feature like a town or dungeon or temple, etc. is encountered, then it is  fixed on the map. I'm not going to move it about in their way– geographically or narratively. Unless the nature of the encounter is mobile (caravan or some such).

It's the same with time.  If the players have no knowledge of a timetable to work with, then they will arrive when it is dramatically appropriate. On the other hand, if they are given a deadline to work with ("The scrolls say the hellgate opens at sunset!") and they choose to wait or are delayed, then so be it.



All this flies in the face of sandbox lovers but I have to admit, over the years I've played too many pure sandboxes that fell flat when it came to pacing and excitement to worry too much about it.

Tuesday, April 24, 2012

More REF: Hell Hounds




Whee! TIme for more random encounter fun!™ 

Let's get rolling. Last time, it was a wilderness encounter, so this time, let's use the dungeon charts.

OK, the BX table allow for levels 1-8+, so let's roll a d8

roll, roll
A 6!  That's Levels 6-7. Now we need a d20 roll.

roll, roll

A 9! That's "Hellhound" Nice!
It says there are 2-8 of these infernal pooches, so let's see what we've got. 

roll, roll
3 + 4 = 7! This could get nasty!
Their hit dice are supposed to match the level (6-7) so let's just say they are each 6HD (Saving as 6th level fighters). Let's roll hit points twice and take the higher total for the pack leader.

roll, roll
4+5+3+3+5+4= 24
5+6+3+7+6+5= 32

So we have a 32 hp pack leader and six 24 hp pack members. 

These creatures are described as reddish-brown dogs the size of a small pony. Their attacks are biting or breathing fire. BtB, you roll a d6 each round to see what it does (1-2 = fire, 3-6 = teeth). The breath targets one victim and does 6d6 (!) damage (save for half damage). Its range isn't specified in Cook, but the 1e MM says 1", so pretty close (melee distance).

While the random nature of the charts means they could be in any kind of dungeon, I'm going to go Gygaxian Naturalist here and say that the hounds' den is in a chamber/room of the dungeon which has a pool of lava in it, probably from a fissure in the rock tapping into a volcanic vent.  The hounds are immune to non-magical fire and highly intelligent, so they would know that most enemies couldn't tolerate the magma. They normally bed down on the far side of the lava from the entrance for added safety.

Now, since this is a wandering encounter, let's assume they are not in the lair. They are hunting the halls or tunnels in a pack, looking for dinner. 

Points to remember: They are smart, nasty, dogs. They can also detect invisible creatures within 60' most of the time (75%). If someone was invisible, the hounds might be smart enough to note his presence and pretend to be oblivious until they could catch him out.

Tactics:
The hounds would know the layout of the dungeon. If they are aware of the party, they would fan out and use any side corridors to flank them. A good blast of fire breath would spoil demi-humans' infravision right off. Then, depending on the party's numbers, they would probably target spell casters first (if possible). 

If the flanking was successful, the dogs would harry the rear. They'd also be smart enough to finish off anyone who was looking wounded. If the fight started going against them, they would retreat to their lava lair and –if possible– use the hostile terrain to their advantage (knocking attackers into the lava, etc.).

Kills would be dragged off to the lair and feasted upon. One hound is big enough to drag a human being without too much difficulty (provided it's not for miles and miles). Dragging the corpse through the lava would destroy most gear and items as well as cook the meat nicely! The odd trinket might avoid landing in the molten rock and constitute the bulk of the hounds' treasure.

Friday, April 13, 2012

Random Encounter Fun! (REF)


Let's build an encounter!

For giggles, I'm going to try and take a truly random monster and build as interesting a "set-piece" encounter as I can, more or less within the Rules As Written (RAW).

I think I'll try a wilderness encounter for greater randomness. In Cook Expert, there are ten "terrain types": 
  1. Clear/Grassland
  2. Woods
  3. River
  4. Swamp
  5. Barren/Mts./Hills
  6. Desert
  7. Inhabited
  8. City
  9. Ocean
  10. Jungle

Let's start slinging some polyhedrons!

So we'll just roll a d10 and see what we get. 
roll, roll

A two! That's "Woods."

Next up, let's roll a d8 for the monster.

roll, roll
A five! That's "Unusual." Oooo! This could get fun.

Now it's off to the Unusual Subtable. That's a d12.

roll, roll
Four! "Displacer Beast." Neat!

Off we go to the monster listings.

We have 1-4 of them (roll, roll). A four! Getting scary!

Okay, they have six HD. What I'm going to do is roll twice for hit points, they larger of the two totals is for the pack leader, the other three each get the smaller total.

roll, roll

25 & 27

So we have a leader with 2 more hit points than the other three. 

They have treasure type D, so let's figure out their loot.

roll, roll, roll, roll, roll, roll
  • 3,000gp
  • Shield +3 (Wow!)
  • Potion of Speed
  • Potion of Invisibility

Not a bad haul.

Okay, so ten minutes of rolling and scribbling later, we've got a handle on what we're dealing with. Now let's make the encounter FUN!

Backstory: 
(This is the sort of stuff that fills my head instead of sport scores and getting work done!)

A pack of four displacer beasts live in the forest. At some point in the past, a young knight and his squire were traveling through the woods. Sir Bannon had only recently won his spurs. He was charged with safely delivering a payment from his lord to another nobleman in the next province. The knight and his squire were attacked. The squire and the pack horse were killed. Sir Bannon's horse bolted. Since he was using his great-sword (2H), his shield was on the packhorse. It was a family heirloom from his grandfather's time and bears the family crest. 

The beasts dragged the bodies (with the saddlebags) back to the lair, devouring the horse & boy. The goods are still intact and tumbled in among the gnawed bones. In the saddlebag with the coin is a letter charging Sir Bannon with delivering the cash.

Between losing the money, the magic shield, and appearing to run, Sir Bannon was disgraced. He is now a shell of his former self and badly in debt to his lord. If the PCs were to recover his shield and/or the money and return them to him, they would gain a true friend among the gentry.

Tactics:
The beasts are quite cunning, if not actually "intelligent." They not only use their displacement power, they take advantage of the forest's undergrowth and the trees for cover and ambush. They also prefer attacking under cover of darkness when possible (see below). A favored tactic is to hide in the middle branches and strike their victims from above with their tentacles. They also sometimes lower themselves with their tentacles, attacking with teeth and claws* then pull themselves back up into the canopy again. 

The beasts also move through the branches from tree to tree. This affords them good cover and concealment while stalking their prey.

Small targets (halfling-sized or smaller) might be hauled up into a tree with a tentacle and killed in the branches, then the displacer beast takes its prize back to the lair. They are also intelligent enough to double back on themselves and take to the trees occasionally to make tracking them back to their lair quite difficult. They feel no need for a standup fight. The pack is perfectly happy trailing a group for days, picking them off one or two at a time or killing a horse and hiding until the group moves on, leaving the dead animal behind.

The beasts' territory extends for miles and it takes a group walking or riding through the dense forest at least a few days to get clear. Horses and the like grow hard to control when they scent the creatures (morale checks for mounts and DEX rolls to keep control of a spooked horse). If the party camps at night, the beasts may try to panic the picketed mounts into fleeing before fading back into the forest. That way they can hunt the horses down later one by one. The displacer beasts also love wear down their prey by hanging back from the camp at night, roaring and screaming and making enough noise to prevent the characters from resting (or regaining spells!). 

*The RAW only describe DBs as attacking with tentacles, but it says they resemble six-legged pumas. So, OPTIONALLY, you might give them some claw/bite attacks. As long as the damage and the number of attacks per round are the same, it shouldn't matter, balance-wise, and it would let them use their tentacles as prehensile limbs. Or, you can just run it as written.