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Showing posts with label Tolkien. Show all posts
Showing posts with label Tolkien. Show all posts

Monday, May 6, 2019

REF: Red Dragon

More fun with random tables, kiddies! This time it's wilderness. Some rolling of the dice brings us to barren mountain terrain and a result of Dragon, Red. Yikes!

Okay, let's not panic just yet. Some more rolling (and a random dragon name from fantasy name generator) Gives us the following:

Vulluth the Red
AC: -1
HD: 10 (40 hp)
Move: 90 (30') Fly 240' (80')
Att: 2 claws/1 bite/ breath
Dmg: 1d8/1d8/3d8/special
# App: 1
Save: F10
Morale: 10
AL: C

Vulluth is awake, can speak, and cast spells

Spells:
1st Level - Detect Magic, Charm Person, Sleep

2nd Level - Detect Evil, Phantasmal Force, ESP

3rd level - Invisibility 10' radius, Hold Person, Lightning Bolt


So 40 hit points is the first thing that jumps out at me. I'll be honest, if I were placing this dragon as a non-random encounter in my game, I'd boost that total a bit (but keep it within the 10HD cap of 80). This means his breath weapon is going to be much less scary than it could be. He's still got great melee attacks & damage, though. But to be honest, even though they were also rolled randomly, I think Vulluth's real puissance is his spell list.

Other than his detection spells -and maybe ESP- every one of these is combat applicable. Invisibility 10' radius is usually meant to make a party invisible, but it will work for the dragon as well (yes, it still works on the caster even if he is bigger than 10' across) . Imagine Vulluth hearing the party approach and turning invisible. I would be applying some surprise checks, not to mention save penalties to the rolls vs dragon breath that first round!

Sleep, Charm Person, and Hold Person are all classics. Granted a higher level party may dodge the snooze bullet, but the others can eliminate potent combatants right away. Phantasmal Force is also a great combat utility spell.ESP might require a bit more creativity, but knowing what your foe is thinking can't hurt.

The best part about Lightning Bolt isn't even the damage. It's the idea that the PCs are expecting fire attacks and then ZAP!  Or maybe I'm just a jerk DM.

So the party (or some of them) manage to slay the wyrm. Let's look at the loot!

TREASURE:
10,000 cp
3,000 pp
6 pc jewelry-
  • 1,300gp
  • 1,200gp
  • 2x 1,000gp
  • 2x 800gp
30 gems-
  • 10x 10gp
  • 5x 50gp
  • 5x 100gp
  • 7x 500gp
  • 3x 1000gp
Magic-

  • Potion of ESP
  • Cursed scroll (re-roll prime requisite)
  • Scroll of Resist Fire (clerical)
  • 3x +2 arrows
  • Boots of Traveling and Leaping
  • Ring of Invisibility

Not a terrible haul. Nearly 30K in cash (and XP) from the hoard. The magic has some fun items, especially the ring and boots. The cursed scroll makes me smile (see "jerk" above) and some thief or elf type is going to love getting a couple +2 arrows in their quiver.




Tuesday, February 26, 2019

Moldvay Musings XIV, Part B: Item Creation


The second part of this section has to do with making physical magic items. Either reproducing one listed in the books or making a brand-new one. A few guidelines are given but, even more so than with spell research, DM discretion is involved.

Unlike new spells, making a magic item requires a caster of name level. MUs, Elves, and Clerics can all create items, but clerics are somewhat more limited than the others. They can only make items that they themselves could use. Note that this is not the same as cleric-only items. Magic armor would be one example that comes to mind.

It's also worth noting that nothing says the caster has to be the only person involved in the item's creation. Perhaps a jeweler crafts the actual ring or medallion that is to be enchanted to the wizard's specifications.

Another thing to keep in mind is that acquiring the materials required are potential adventures in and of themselves. Minotaur bones, meteoric iron, or a mirror that's held a medusa's reflection are not things one can buy in town.

"These items should be difficult to obtain, and the spell caster will often have to adventure to acquire the items, for there are no magic stores."
-X51 (emphasis mine)

Side Note: I don't know that this line was intended to populate over into all facets of a BX setting, but the idea that a place to buy magic items is by default nonexistent is an interesting one. I know that I have ignored this quite frequently in order to give the players more options when it came to what to spend their money on. I am led to ponder a bit about the scope of the game and what the original intentions were, but that's a much larger topic than the one in front of us. Another time, perhaps.

Back on topic, without getting into the specifics of costs and crafting times it's important to look at them in terms of the investment they represent to the PC spellcaster. This includes money and time.

PCs creating items are going to be out of the normal day to day of the campaign for a while. They aren't going to be dungeon crawling while creating a carpet of flying or a ring of spell storing, but they may need to go on adventures ahead of time to get what they need for the task. Alternately, they may hire lower level PCs (or send apprentices) to get the goods. In fact, that is a great way to run a multi-tiered campaign: where the lower level PCs are in the employ of the higher leveled ones. Or as hooks for low level parties working for a high level NPC.

The investment of money is another factor to consider. Magic items can cost tens, if not hundreds, of thousands of gold pieces to make. The crafting PC would likely need at least one of the following ways to raise the necessary capital:

  1. Have saved a lot of cash from earlier adventures.
  2. Work for a wealthy patron. Possibly royalty or rich merchants.
  3. Plan on selling the item and/or take commissions.
It's also important to note that in both spell research and item creation, there is a 15% chance of failure. This is rolled after the time and money are spent! So the PC's investment is gone either way. An important factor when weighing the costs and benefits.


Finally, it's worth looking at a brief passage on X52:
A spell caster may want to use magic in a way not covered by spells or production: cleansing a defiled temple, opening a gate to another world, setting magical traps, and so on.
This opens up a whole wealth of opportunities within a campaign. Perhaps that party wants to time travel back to when a lich was still a living mortal? Or travel to another plane (not something expressly covered in BX)?  DMs and players alike should see this as a great opportunity to get creative and really give a campaign a distinct flavor beyond "We kill it and take its stuff!"

Monday, April 23, 2018

Getting the Word Out: Communication in a BX World.

For a radical change of pace, I was looking at the Moldvay/Cook rules and noticed something that I found interesting: I've always assumed that a society with access to relatively reliable magic would be able to use it to communicate over long distances. e.g. relaying messages across hundreds of miles in moments instead of days, telepathic communication, etc. This came up as I was noodling with an idea for an adventure: A nobleman dies in the capital, and the PCs must get word to his heir out at the distant estate. Why, I thought, would the PCs need to be sent? Can't the people involved just magically notify the heir?

...or send a raven?


Turns out, not so much.

The fastest way to magically send a message, BtB, is the teleport spell. That's right. You need to zap someone from point A to point B via a 5th level MU spell. That means a name level wizard (or elf), a pricey scroll, or a Helm of Teleportation (a seriously odd item in its own right)  is involved. Things like a Crystal Ball allow for observing, but not sending to, distant locations. If one went full palantir, there could be a network of such items where the operators could check in at preplanned times and literally read the writing on the wall left for them to see, but multiple crystal balls quickly becomes an expensive proposition.

Every method in the BX rules that lets a PC communicate over long distances actually requires that the distance itself be traversed (even if instantaneously). Of course this led me to think of flying carpets and winged mounts like griffons or pterippi (look it up).


What if a country's ruler kept a small "fleet" of winged messengers for the most critical of missives? Sure it's way faster than a man on a horse, but it's not instant. The message can still be intercepted. Mounts must rest, and carpets carrying more than one person aren't terribly fast, so the rider probably needs to stop to sleep, so people wanting to literally kill the messenger would probably get at least one opportunity. The fact is, most long distance communication would be written on sealed letters and delivered by horse or ship and take some time. This would also have the effect of driving up the value of things like griffon eggs or similar. Likewise successful research into a long-distance sending spell.

I don't know why, exactly. But that makes me smile.

Saturday, April 21, 2018

Endgame, part 6: Elves and Dwarves aka Tree-huggers and Stumpies

I put the last two demi-humans together to wrap this up and because the rules aren't very elaborate with either of them. Like the halfling, elves and dwarves have level limits in BX, meaning there is a point at which (BtB) they aren't really gaining much mechanically from adventuring.

Side Note:

I know this is one of the complaints against race as class, and I don't want to get to deeply into that here, but I would mention a couple of things I've observed over the years. First off, I've rarely (if ever) played or run in a classic D&D game where characters who started at 1st managed to run up against their level caps, even 14th for humans. Second, it's my belief that by the time characters reach those levels, a few more hit points or incrementally better THACO or another spell slot just isn't going to be that crucial. Hopefully PCs involved in the end game at that point are focussed more on the roleplay aspects of being commanders and high priests, etc.

Not to mention that when elves and dwarves hit their cap around 600K XP, the humans are all at about 11-13th anyway. Even if the demi-humans don't level up again and keep adventuring while the wizard is trying for another 400K or so, they'd still be seeing HUGE gains in terms of treasure (coin and magic) during that time.

End of tangent.

Dwarves


The Dwarf Lord follows a very similar model to the fighter's. He builds a stronghold and protects it. At 270K xp to reach 9th, the dwarf should have acquired enough loot for constructing at least along the Tarnskeep level of complexity.  He attracts members of various clans to his territory. There is a lot of leeway given to the DM in how these clans are organized; be it by bloodlines, trades, homelands, or what have you. In keeping with the stereotype, dwarf holds are largely underground and often in mountains or hills. Dwarves will only hire or retain dwarf soldiers, but can hire other races as specialists, etc. One bit on X7 that intrigues me as plot-fodder says: 
"There will be many different clans of dwarves, each gathered under the protection of a Dwarven Lord, but usually only members of the same clan will live together. Dwarven clans are generally friendly with each other and may join forces in times of need, such as when there is a war of natural disaster."
(emphasis mine) 

So the implication is that the clans don't necessarily get along. That's not to say that there is open warfare in the tunnels, but perhaps rivalries or petty feuds? Dwarves are known to hold grudges, after all. 
In some worlds, they have a book full of them!

The "may join forces" line leaves the door open to the idea that they may not. A good leader would need to herd those bearded cats in times of crisis, and that could make for some fun diplomacy sessions.


Elves


Elves can become lords of their lands at 9th level, which takes them 400K XP to reach. This puts them later than everyone except, interestingly, Magic-Users. The assumed stereotype has these sylvan elves creating a base of operations in some spot of great nature beauty and seclusion. An interesting conceit to balance the cost to the PC is that the efforts of beautification (elaborate woodcarving, landscaping, statuary, or what-not) means that even of the elf-hold is not made of great stone blocks, it costs just as much. Like the dwarves, I find the default assumption of demi-humans retreating from human lands and being somewhat insular a definite, though not exclusive, trait of a BX setting. Like the dwarves, the elf lord attracts other elves to his hold, and only hire elven soldiers. 

Elves have the interesting twist that they protect the creatures of the forest around them and, in turn, all the critters are friendly toward them. These animals can even bear messages to and from the elf lord. (!) Does this mean he can talk to these animals innately? Or does he give them a little scroll to carry a la "Game of Thrones" ravens? I say it's up to the DM, but personally, I'd let him speak to them and they can make themselves understood to the recipients via the elf lord's bond with them and his magical nature. 

(I don't know why I went all Rankin-Bass on this post!)

What a wonderful plot device for low level PCs to be at a village and have a fox come out of the woods to deliver a warning from the local NPC elf lord about some imminent threat!

Speaking of magical natures, I should also mention that as a 10th level spell-caster, like the magic-user, the elf lord-wizard is theoretically capable of spell research and magic item creation. So in addition to his duties as a leader among his people he can also play mad wizard in his laboratory, adding to his arcane powers.

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.

Wednesday, April 11, 2018

The BX setting (part 1)

[Edit: this started to ramble a bit, so I decided to cut myself off and save the rest for a later post.]

While there is certainly no shortage of settings for fantasy RPGs, it seems that some are better suited to certain games than others. I’m not interested in dissecting every published setting out there. Rather, I’ve found myself mulling over those aspects of some fantasy worlds (whether it’s a game setting or a piece of fiction) that seems -merely in my own personal opinion and experience- to embody some facet or facets which fit a Basic/Expert D&D game.


 To begin with, I find BX and OD&D lend themselves a little more towards "swords & sorcery" and little less to "high fantasy." I'm not sure I have hard and fast definitions for either of those terms, but let's see if we can't parse that a little bit.


 Wikipedia defines the swords & sorcery genre as:

"... a subgenre of fantasy generally characterized by sword-wielding heroes engaged in exciting and violent conflicts. An element of romance is often present, as is an element of magic and the supernatural. Unlike works of high fantasy, the tales, though dramatic, focus mainly on personal battles rather than world-endangering matters. Sword and sorcery commonly overlaps with heroic fantasy."

And high fantasy as:

"High fantasy is defined as fantasy set in an alternative, fictional ("secondary") world, rather than 'the real', or 'primary' world. The secondary world is usually internally consistent, but its rules differ from those of the primary world."

The theme of good vs. evil features heavily in such stories as well. Whereas S&S tends to have more personal battles. But I don't think of Moldvay/Cook or Labyrinth Lord quite as "Swords & Sorcery" games. They are after all, still Dungeons & Dragons; and while the roots of D&D may be more John Carter than Aragorn, it's not quite pure Conan to me either. The truth of it (if there is one) seems to lie somewhere in between. Which brings me to alignment.

3 v. 9

Classic D&D uses the three-point alignment spectrum as opposed to the nine of AD&D. There is no 'Good' or 'Evil'. Just law, chaos and neutrality. I have heard the opinion that this is a simplification for a "basic" game, but I don't find that to be the case. Rather the opposite really. I've rambled about this in the past, so I won't rehash it here. But I do feel that keeping the three point system and what it entails firmly in mind influences the nature of the setting. One need look no further than the introductory text of the seminal B2: Keep on the Borderlands for an indication of how Gary envisioned Chaos in the world:

"The Realm of mankind is narrow and constricted. Always the forces of Chaos press upon its borders, seeking to enslave its populace, rape its riches, and steal its treasures. If it were not for a stout few, many in the Realm would indeed fall prey to the evil which surrounds them."

One could read this as a classic "good vs. evil" set up, and -to be fair- that's perfectly valid. But reading the wording closely, I notice two things: Firstly, it's the "Realm of mankind." A human nation. This realm is "Narrow and constricted," seeming to imply that civilization has a limited reach. Much of the world is wild and quite possibly chaotic.

Second, while the text does talk about "evil" preying upon the populace, the fact that this evil seems to be interested in personal gain (slaves, riches, etc.) and not necessarily covering the world in darkness makes this less about EVIL and more about Us vs. Them. Sure, the "them" in this case are primarily humanoid monsters, as opposed to just some other country of people, but this IS a fantasy game after all.

It makes sense to me that the majority of people you'd meet would fall under Neutrality in this model. Most people have a natural desire to just get along and live their life. They recognize the utility of law & order, but they also don't want to jettison their desire for a level of personal freedom. Benign self-interest is the rule of the day. I'm reminded of a quote from The Hobbit about the dwarves when Bilbo goes through the hidden door.

“Dwarves are not heroes, but a calculating folk with a great idea of the value of money; some are tricky and treacherous and pretty bad lots; some are not but are decent enough people like Thorin and Company, if you don't expect too much.”



That last part pretty much sums up my idea of neutrality. So in a world where that's where most people fit, it's pretty reasonable to expect their motivations to be more personal and self-interested. As opposed to altruistic world-saving. It also follows that players are more likely to accept the hooks that benefit their characters directly, as well as trusting NPCs who seem motivated by self-interest as well. Adventurers tend to be a greedy bunch, as a rule. Especially in a game where advancement is largely achieved through the finding and gaining of wealth. At least, I've also found that a better fit in my BX games.

Wednesday, October 25, 2017

A Walk in the Woods: A non-LOTR Ranger for BX/LL

Like so many of these posts, this started when I was flipping through BX. I was reading a section in the Cook Expert book about wilderness travel and ran across a couple interesting passages that, while I've read before, stuck in my mind.

The first was "Becoming Lost" on X56. It begins by explaining how not to get lost; which is basically follow a road or some feature like a river or have "a reliable guide." Otherwise, the DM starts rolling for your party to wander through the woods until an OP random encounter eats you or you starve.

This got me thinking about how much plot goodness could be derived from paying more attention to these rules, but that's another post for another time.

The second part was about foraging for food. Not only is it a bit of a desperation move for when you're out of rations, but it slows travel down considerably.

This led the bucket of squirrels I call my brain to mull over the idea of the "reliable guide." Who are these guides? It wouldn't make sense for most dungeons to be right off the main road. They should be deep in the wilderness or similar, Players are notoriously suspicious of hiring someone to lead them to some lost temple. They'd much rather just use a map or stumble off through the swamp by themselves. Less chance of betrayal, and no annoying NPC to keep alive and/or share loot/pay.

Like this. But usually fighting over the remote.


If the DM is using the wilderness rules properly though, this can end badly for the PCs. To quote Cook:
"Strangely enough, traveling in the wilderness can actually be more dangerous for a low-level party than venturing into the first levels of a dungeon."

So what if, instead of hiring some local yokel to lead you to the dungeon or whatnot, you had PC fulfill this role? Someone like, I dunno... a RANGER?

First off, let me say that if you want a ranger like a 1st edition AD&D ranger in your BX/LL game, look no further than the Advanced Edition Companion. It's got a great version.

I was looking for something a little less Tolkien: With the orc-slaying, palantir-viewing, spell casting version we all know. I didn't want another fighter either. I wanted someone who was at home in the wilds, who could track, hunt, scout, and also find his way through the wilderness. In many ways he is a support character, like the cleric, but hopefully still with enough to offer a player to make running one interesting and fun. Enjoy.

BX Ranger

Primes: WIS and CON
13+ either = +5% xp
13+ both = +10% xp

Fight/Save/Level as: Cleric
HD:d6

Weapons: Any
Armor: Leather (no shields)

Class Abilities:

Known Regions: The ranger starts with a working knowledge of his home terrain. He is considered a "reliable guide" within this region and can navigate cross-country without getting lost. Once every three levels, the ranger can add familiarity with a new region with DM approval. He must have spent time there and/or studied maps of the area. The size of a given region is determined by the DM, and may be dependent on size, geographical, or even political features.

Tracking: A ranger can follow tracks. The base chance of success is 50% + 2/level. A success shows the ranger a discernible trail and what kind of a creature made it. A failure shows no trail or possibly even a false trail (DM's discretion).

A new tracking roll must be made every hour in a dungeon or urban environment and twice a day in the wilderness (usually in the morning and at midday). The DM may ask for a new roll if the trail crosses breaks in the terrain or might have been obscured (eg crossing rocky ground, a stream or a busy road).

Modifiers to the basic roll include age of the trail, weather, and the nature of the terrain. The list below is not exhaustive, but give the DM a basis to work from. Modifiers are cumulative.

Modifiers Example
-5%         per day since tracks were made or on a shifting surface like sand
-10% hard ground (stone or packed earth) or steady rain for more than an hour
+5% Large beast, a cart, or multiple creatures on foot
+10% Huge creature, a caravan, or a large group on foot
-25% Rain for more than day since trail was made or a storm
+25% Tracking through snow or other obvious footprints
-10% Tracking at night or through poor light/visibility



Nature Lore: A ranger is familiar with the natural world of his known regions. He can easily identify normal plants and animals. He knows how to equip and dress for the weather, and find appropriate shelter. He is also aware when something is amiss (birds stop singing, an odd smell, etc.). As a result he is only surprised on a 1 in the wilderness of his known regions.

Live off the Land: A ranger is better at hunting and foraging than other classes. He can successfully find food on a 1-2 (d6) for 1d6+Level people and can hunt without having to stop traveling for the day. Alternately, if the party does stop for the day to hunt, the ranger finds game on a 1-2 (d6). At 7th level, these increase to 1-3. He is also skilled at skinning and dressing normal game animals.

Scouting: A ranger can move quietly and hide in the wilderness of his known regions as a Thief of the same level. Starting at 2nd level, he has gained sufficient knowledge of game traps like snares and pits to let him set, find, and disarm them as a Thief of half his level (round down).



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