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Grumpy, yet verbose.
Showing posts with label erol otus. Show all posts
Showing posts with label erol otus. Show all posts

Friday, August 17, 2018

Moldvay Musings VII: Retainers, Mercenaries, and Specialists

A recurring idea in classic D&D that seems to be often overlooked by players is the option of hiring retainers and the like. When one looks at things like older modules, it's obvious that it was expected for the group to bolster their ranks a bit. It's a shame that too often today's players ignore the option. Whether it's a fear of book-keeping, or desire to keep the most treasure and XP for themselves, it often shortchanges the party's odds of survival and let them really get the most out of an expedition. I won't say I've never seen a group use hirelings of some sort or another, but it's far from the norm. 

As I am in the process of trying to start a new BX campaign (or at least run a few adventures), I've been thinking about ways to make features like this easier to introduce and handle at the table.

Retainers:



Retainers are first brought up in Basic (B21), so we'll start here. The idea behind a retainer is that they are an NPC (with a character class) of equal or lower level than the hiring PC. They ostensibly work for an individual PC, or at least that's who hires them. This is where those Charisma modifiers start coming into play. Most people think of sellswords/meatshields as your typical retainer, which is perfectly fair. But think of a spare magic user. Especially if people are low enough level that even one more spell is a significant boost. In a game where starting spells are determined randomly, imagine the demand for that apprentice who lucked out with Sleep. Of course, if one uses house rules like I recently described, unseemly types might see to it that such retainers have a lot of "accidents" and acquire new spells from their grimoires. But that's the sort of thing that would get the party a bad reputation re: hireling survival rates and the well may soon run dry. 

Another possibility with retainers in the party is the idea of instant replacement PCs. If the "main" PC is killed, the player can take over a retainer and still finish the adventure. Once "back in town," they can decide whether to keep playing the retainer or make a new PC. Of course the retainer will have earned some XP already, as opposed to totally new character. 

To make this easier for the players, I plan on A) having a ready stack of NPC characters pregenerated. There is a great BX character generator online one can use. B) I have incorporated locales in the "starter town" with reputations for being good places to find such people for hire. My hope is that once the players have been gently led to the well, they can find their way back as play progresses.

Mercenaries:

Mercenaries come up in the Expert rules (X22) with the focus being mainly on larger, more military roles. ie "Mercenaries are usually hired to guard a stronghold or castle."

While I see no reason that such "troops" couldn't be hired in small numbers for dungeon crawling, their inclusion in the rules seems to be more about the "endgame" where name level characters are manning keeps and fighting battles.

Side Note: 0 level noncombatants (torchbearers, porters, etc.) aren't really discussed in BX, but Barrowmaze's MEATSHIELDS is a nice NPC generator for their basic stats, etc. (LL-based, but quite compatible)




Specialists:
Honestly. What other image did you expect here?

Specialists, as per the Expert rules (X21) are generally hired for tasks, rather than to go on an adventure. Alchemists, Sages, Engineers, and Spies will often have missions or assignments that they complete for a fee. 

The thing I like most about specialists is the idea that there are non-adventurers in the world with sought after skills. It somehow fleshes the world out a little more to know that there are people who can command high fees for their services but may have never fought an orc or robbed a tomb. It sort of defines the adventurers as part of a larger setting. Even specialists like sailors (Seamen) and armorers have distinct skills that sets them apart from a common laborer as well as the sword-wielding warrior.

Specialists also fulfill a purpose for the game in giving the party (and the DM) ways to advance the character's knowledge when they can't answer a question or complete a task on their own. Getting a sage to look over an ancient map or an alchemist to analyze a poison might help further the plot if the players are drawing a blank. It's also a means by which to drain some funds from the party coffers!

In my starter town, I've placed a few specialists including an alchemist and a sage, I plan to make them known to the party very early on. Even if they have no need (or funds) to hire them, they'll at least know they're about. 

All of this is a very roundabout way of saying that these rules are well worth the time to integrate into one's BX game. They can add a lot of depth with not a lot of heavy lifting on the DMs part and continue to demonstrate the reasons I find this system so engaging. 

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.

Wednesday, March 21, 2018

A brief Garycon X aside

As it is BX related. I though I'd mention that I managed to get copies of my Moldvay & Cook rule books signed this year by David "Zeb" Cook and Erol Otus (his first GC). Both of them couldn't have been nicer. My only regret is that the inestimable Mr. Moldvay is no longer with us.




Friday, January 12, 2018

RMA: White Ape

No, not the Barsoomian kind:


This kind:


We touched on these simians before when discussing Neanderthals, but we didn't really get into the creatures themselves.

White Ape (from Moldvay):
AC: 6
HD: 4
Move: 120' (40')
Att: 2 claws
Damage: 1d4 each
No. App: 1d6 (2d4)
Save: F2
Morale: 7
Treasure: nil
AL: N

I won't say these creatures are unheard of in games I've played or run, but they aren't run of the mill either. Because of their previously mentioned connection to cave men, I would also lump them in under "Lost World" creatures. They can be found in dungeons and in the wild as wandering monsters (though oddly not on the Lost World encounter table). They also seem to serve as the model for any large primate encounters (gorillas, etc.) as there are no other creatures of this type listed in the BX rulebooks.

As opponents, the apes are a bad time for starting or low level PCs, but not overwhelming. Their rock-throwing (1d6) and 2 claw attacks are dangerous, and 4 HD means you aren't putting one down in a single hit. On the other hand, their AC is pretty tame and they lack any really unusual abilities.

No, the thing I like most about these creatures (apart from the inestimable Mr. Otus' illustration) is that they are a great example of a relatively "normal" animal written up right. Low morale, keeping no treasure, and described as nocturnal vegetarian gatherers who will threaten before attacking. The idea that they have lost their coloration due to subterranean life is an interesting side note, but they are otherwise, well, just apes.

Not every creature has to be utterly mundane or completely fantastic (in the original sense of the word). The white ape is a nice balance between something normal and something just a little exotic.

And I like that.


Friday, December 8, 2017

Typing Treasure

One my favorite quirky bits of old-school D&D is Treasure Type. Cross-referencing the letter code to the table and rolling each category to see what goodies the monster has is great fun (to me). Thumbing through, as I glanced at TTs N and O, I was struck with how specific they are:  No coins of any denomination, no gems or jewels, but N gives a 40% chance of 2-8 potions, whereas O has a 50% chance of 1-4 scrolls; and only those items! What's more, no creature in the BX rulebooks has either of these listed TTs. The only creature I did find? The Kopru, from X1's Isle of Dread, and it has TT: I + N

Another Otus gem!

"I" is another interesting Type, by the way. In the core books, it only appears with Rocs. It emphasizes platinum and gems with a slight chance of one magic item. I guess when you can eat elephants, you can be picky about the shiny objects that litter your nest.

But back to N & O, I wonder what creature(s) the gang at TSR were thinking of when creating those listings. Someone (something) that had ready access to potions or scrolls, obviously. Perhaps alchemical-inclined or spellcasting monsters of some sort?


Friday, October 6, 2017

REF: Spectres

I haven't done a Random Encounter Fun™ posting in quite a while, but –in keeping with the Halloween vibe– I did roll up a semi-random encounter* to try and cobble together into a (hopefully) fun little set piece.

*I did decide to use the Undead Sub-table, but I randomly rolled the location and type of undead, as well as the treasure, hit points, and number appearing.



I rolled "City" as the location and a total of four (4!) spectres. Yikes!

I decided it made sense that three of the spectres were underlings, drained by the "boss" and under his sway (as per the description in Cook). Hit points came out to 36 for the boss and 24 each for the lesser spectres ("lesters?")

When I rolled treasure, I was bemused to get a result of 4,000 silver pieces and 5 gems. Why would an undead tolerate the presence of so much silver? But then I read in the description the spectres "... have no solid bodies, and can only be harmed by magic weapons: silver weapons have no effect." So no problem there, other than why an incorporeal undead wants cash at all, but we're getting to that.

While it doesn't specify this in BX, the Rules Cyclopedia gives this creature an average INT of 8. This isn't a genius, but it is sentient.  Also, it's possible our little academy of apparitions (yes, apparently that's the correct collective) is smarter than the average spectre. Let's stick with 8 for now, shall we?

So we've got four of these terrifying but not so bright undead spirits –with a modest pile of loot– hanging out somewhere IN A CITY. What gives?

It seems to me that in a city of any size, the local temples would have destroyed these things pretty quickly. So it one of two scenarios seems the most likely:

  1. The "infestation" is recent.
  2. They are in a relatively isolated location.
As this was rolled up as a random encounter, not a predetermined part of an adventure, I don't want to overthink the setup. So here goes:

A few nights ago, three ruffians knifed a merchant and took his money: a coffer of silver coins. Pursued by the watch, they jumped the fence into the local graveyard. They hid in an old tomb. While waiting for the coast to be clear, the thieves spied a gem-encrusted urn on the altar. Uninterested in the contents, they smashed the vessel and bent to scoop up the precious stones. 
The urn was magical and trapped an evil spirit. The family had built the tomb when the wicked patriarch had died because it was expected of them and they wished his evil to remain a secret, but they knew his foul necromancies might allow him to return from death in some form or another, so they cremated him and had the vessel enchanted to hold his spirit. 
Free of its prison, the spectre quickly slew the thieves and they soon rose as his spectral slaves. Their bodies, and the treasure, lie on the cold stone of the tomb's floor.  The family died out generations ago, and no one ever visited the grave while they still lived, so it is largely forgotten. The spectres have no master plan, and they shun the daylight, but if anyone were to stray too near after dark, or enter the tomb, they will gladly feed off his life force.

Why are the PCs in or near the tomb? Maybe they are searching for the entrance to the catacombs, maybe they are chasing someone? You tell me!