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Thursday, August 30, 2018

Curious Objects: Medallion of ESP

3 copper pieces if you know where that image is from!


Miscellaneous magic items (MMIs) are always an interesting read, as they cover what I consider the really "magical" part of magic items. Magic weapons or armor are usually just combat boosts, and scrolls or wands are mostly more spell slots. But MMIs? The sky's the limit. They might be boots or bags, musical instruments or jewelry, who knows? And who knows what they'll do? Sometimes their powers are passive, sometimes they have only a few uses. Often their abilities come with a price or a twist.

Case in point is the Medallion of ESP. This is an especially weird entry as there are two versions of it: The 30' range one in Moldvay, and its 90' cousin in Cook. Let's start with Basic, shall we?

The medallion has no charges or limited uses per day. It merely requires a round of concentration and limits what the wearer can do while concentrating (no fight, no spells). One need not be a spell-caster to use it, either. It should be mentioned that its effective range is shorter than the spell's, but its duration is limited solely by concentration.

This item's fun tidbit is that it malfunctions 1 in 6 times, causing the reverse effect and broadcasts the wearer's thoughts to everyone within 30'! I find that very funny and with great plot twist potential. This also ties in neatly with my ideas on magic having a cost.

The Expert rules add a second version of the medallion. This one with a 90' range. It's description is also somewhat different. This one merely mimics the 2nd magic user spell with the slightly farther range (90 vs 60'). This is interesting for two reasons. One, it's not only replicating a spell, it's improving upon it. Secondly, it puts me in mind that the basic version could be seen as a sort of a "flawed prototype" with less power and with some bugs in the system. I don't know why, but that just seems very "BX" to me.

Wednesday, August 29, 2018

Moldvay Musings IX: Pursuit and Evasion

Looking over some of the responses to the last post, where I talked a bit about wandering in the wilderness, it seems that people find rules explanations useful. So I thought I'd take a whack at a couple of BX rules that seems to generate confusion for some: Pursuit and Evasion.



In Basic, the pursuit rules are simply what happens when one side of a (potential) fight runs and the other gives chase in a dungeon. Obviously if the PCs are one of the sides, and the faster of the two, chances are what happens is whatever the PCs want to happen (they catch up, they let them go, etc.). 

Here's a basic scenario for pursuit and how it would break down. Unlike the last time, I've already rolled it out and know what happened, so I can provide step by step maps.

Dungeon Chase-

The Setup: A band of brave(ish?) adventurers have entered a dungeon. They open a door and step into the room to discover a pack of orcs. 


Round 1: Surprise rolls are made and both sides roll 2s. The PCs and orcs stare stupidly at one another for a moment.

Round 2: Initiative is rolled. The orcs get a 5 and the PCs a 6. The orcs' reaction roll is a 5 indicating they are hostile and will probably attack.

The party doesn't like the look of all those snarling tusks and decides to beat a hasty retreat. They use their running speed for movement (60'), which gets them to the corner turn in the hallway.

The orcs take off after them. The monsters have a move of 120' so they can catch the PCs if they want, but the party's magic-user cleverly tossed a pouch of coins on the ground behind him as they fled. There is a 50% chance the orcs will stop for the loot and it turns out they do (I rolled a d6. Odds they ignored it, evens they stopped. I rolled a 4).


Round 3: The PCs move another 60' and reach the outside and daylight. The DM rules that since the wizard dropped the whole pouch and didn't scatter the coins, it only took the one round for the orcs to retrieve it. They run down the hall and see the PCs out in the sunshine. The DM rules that the orcs don't like the idea of fighting in the daylight and break off pursuit.


Now, there were a lot of things that could have happened differently there, but that gives you a short & sweet version of it. If it had been an unintelligent creature, like a giant lizard or some such, the party might have dropped food instead of treasure to distract it.  


Wilderness Pursuit-

The scale of wilderness pursuits makes mapping it less useful. The rules themselves favor a more abstract method as well. In a nutshell, if one group is surprised and the other is not, the latter may automatically avoid the encounter: remember the wilderness random encounter distances are 40-240 yards! If a group that did not surprise the other wants to avoid an encounter, and the second group isn't having any of that nonsense, then the Evasion Table on X23 is used. The DM is encouraged to make ad hoc rulings for factors like terrain, speed, or whatever is deemed relevant.

Example:

A group of four PCs and their three hirelings are traveling in the forest when they spot a group of 10 gnolls though the trees. The DM rolls for encounter distance and gets 100 yards as a result. Neither side is surprised (they spot one another simultaneously) and the gnolls seems hungry. The party decides this is a fight they'd rather avoid and flee deeper into the foliage. 

The party has 7 people total, the gnolls 10. This gives a 70% base chance of losing their pursuers. The DM also rules that the tree cover is thick enough to grant a +10% bonus (it would have been higher, but the gnolls' are keen-nosed). This gives the party an 80% chance of success. The dice are rolled and come up 44! The party spends a tense several minutes fleeing into cover and waiting for the gnolls to lose interest. 

If the odds weren't as favorable, the party could have upped their chances by splitting up, as smaller groups are more likely to evade bigger ones.

Had the party failed the roll, the gnolls would have closed the distance and -if faster than the PCs- had a 50% chance to force an encounter (using the PCs from the dungeon example, the gnolls are faster with 90'). If the gnolls fail to force the encounter, the party could attempt to evade again, but their direction is random and they cannot map. This process continues until:
  1. The party successfully evades or stops trying to run.
  2. The gnolls successfully catches them.
  3. The gnolls give up the chase.
There are no specific rules for time increments in a wilderness pursuit, though the text mentions the possibility of a chase continuing for "several days." I feel like there must be something in the books (there usually is), but I don't see it. If I were to run such a situation, I would say each evasion attempt takes an hour, giving the abstract nature of moving through terrain, hiding, looking for signs of one's quarry, etc.

So the next time your group decides to exercise the better part of valor and skedaddle from certain doom, or decides to chase down those wascally kobolds, hopefully this will help clarify a few things. 


Monday, August 27, 2018

Moldvay Musings VIII: Into the Wild



I had written a longer, more rambling post that bounced between general thoughts on resource management to critiquing how such rules are often applied in-game. After looking over that train wreck of text, I opted to delete most of it and start over with a simple walkthrough of overland travel rules as sort of a Random Encounter Fun (REF) entry, but with a little more focus on rules instead of a specific critter.

A lot of players (and more than a few DMs) complain that tracking every little thing can be tedious. I find the main issue players have is that they fail to plan well before the actual adventuring begins, and DMs fail to take some of the factors that will matter into account when they plan the session.

There is a terrific example of an expert level party preparing for an overland journey on page X19. If the players know that you (the DM) will be having them track resources consistently, and you as DM are keeping track of time, then it can all flow fairly smoothly. It's really just a question of organization and some minimal prep.

Here's an example of what I mean by minimal. This is a map I made in about 5 minutes on the computer. It's all I need to run an overland adventure with the rules in the book. I've set no fixed encounters. If I wanted, I could include several days' worth of weather for added detail. All rolls in this example will be recorded as they happen. As of writing these words, I don't know how this will play out.




The premise? A party of four PCs start in the village. They have heard rumors that the wizard Examplo the Mad is likely dead and his evil tower to the Northeast is ripe for the pickings. To get there, they must traverse the Spooky Forest and the Haunted Hills. They know it's about 40-50 miles.

There is no road, which means A) slower travel times, and B) they would be wise to seek out a map or guide. Sadly, our heroes are more bold than wise and decide they merely need to steer NE and they'll get there eventually. They do have enough sense to buy rations for two weeks apiece (x 4  = 56 days) plus bedrolls, tents, and a mule to carry most of the extra gear. Under these conditions, the PCs can travel 12 miles per day on open ground (Their slowest member moves at 60'). The DM also decides to only roll for encounters once per day and once per evening's rest. 

Day 1: The land outside the village is open grasslands with trails made by trappers and woodcutters leading to the woods. The DM rules no problem, the path negates the chance of getting lost. The PCs camp that night just inside the forest. There are no grassland or forest encounters (52 days' of food left).

Day 2: The trails don't go far into the forest, so now the PCs (lacking a map, guide, or personal knowledge of the terrain) need to rely on their own senses of direction. They are also moving slower (2/3 normal rate for wooded terrain = 8 miles a day). For simplicity, we'll call it (very) roughly 1.5 hexes. 

The DM rolls a d6. On a 1-2, the party takes a wrong turn. Uh-oh, a 2! Rolling again, the die comes up a 4, so the party heads NW, all the while THINKING they're heading NE. The trouble is already beginning! They camp again. Luckily, the encounter gods are with them yet again. They have no trouble that day or that night. (48 days' food remaining)

Day 3: Another roll vs getting lost. A 3 means they stay on course. Mind you, they still think NW is NE. Since they are still deep in the Spooky Forest, they have no landmarks to set them aright. More bad news as an encounter comes up for the their night's rest. A 2 (flyer) and an 11 for woodland encounters means sprites! The DM rules that the quiet little clearing where the PCs have unknowingly bivouacked is quite near the lair of 22 sprites. A reaction roll of 9 lists as "leaves or considers offer." Now normally I'd say that would be the end of it, but sprites love their pranks so I don't think they'd let the PCs go scot free. The DM decides that the little jokers pull the mule's picket and then spook the poor beast.  While the PCs chase it down, the sprites steal 11 days worth of food (one half per sprite) from the saddlebags. The PCs eat their dinner and try to rest (33 days' left, leaving a week for each of them).

Day 4: Another travel roll yields a 1. Lost again! Direction roll is a 3. Two wrongs make a right and they're back on track, heading NE again! Their luck doesn't hold though. A wandering encounter roll during their days' travel comes up an 8: Dragon! "Luckily" it's not a REAL dragon, just a puny ELEVEN-HEADED HYDRA!

plus four more heads

Now, I'm not going to roll out a whole combat here, but it's probably not unfair to say that there are pretty good odds of four measly PCs getting their collective lunches handed to them here. And so, our noble heroes meet their fates in the Spooky Forest, never reaching the wizard's tower. If they had only had a guide or map, they might have avoided such a fate. Or not, random encounters be nasty!




There, now. That wasn't so hard, was it?

Tuesday, August 21, 2018

Curious Objects: Big Magic

When one thinks about finding magic loot in D&D, images spring to mind of glowing swords, magic potions, powerful rings, sorcerous wands, and enchanted armor. The real fun begins in the Miscellaneous Magic tables, though. Crystal balls, bags of holding, magical amulets, and magical cloaks are all classic finds in a dungeon or lair.

All of the above share one similar characteristic: portability. Even a flying carpet, which can seat up to three people and is hardly small, is still by its nature easily moved. There are, however, a few items which -while not immobile- can't be so easily transported.

Bowl of Commanding Water Elementals
This is the largest of the elemental summoning items (X50). It's described as a 3' diameter bowl. I imagine it as a birdbath-like stone basin, but I suppose it could be metal (or an enormous seashell!). Whichever way you imagine it, a 3' bowl is not something one stuffs in a knapsack (weight/encumbrance aside). It only works 1/day and takes 1 turn to prepare. Also, the caster cannot move or cast other spells while controlling the elemental. None of this lends itself to the bowl being moved around a lot. I can even imagine it being a fixture in a wizard's tower, as part of its defenses. This would work especially well if the structure was located near a coastline, river or similar where the elemental can operate easily on or in the water. 

Brazier of Commanding Fire Elementals

The brazier is the next largest elemental based item after the bowl. Braziers are defined as a pan for holding burning coals, usually for cooking and typically with a stand or legs. Braziers are designed to be portable for things like camping, but certainly not carried while lit! Cook's Expert doesn't give an exact size, but a foot or more in diameter and height isn't unreasonable. As a DM, I would interpret this item's 1 turn preparation to include lighting a fire for the elemental to "ignite" from. It also carries the same restrictions about the caster moving about or performing other actions while concentrating on controlling the elemental.

Efreet Bottle 

"This item is a large, heavy, sealed jug about 3' high." (X50). Now, unlike the elemental items, nothing in the bottle's description says one needs to have the bottle once the efreet is bound to the one who freed it, but it could be fun to require it. Perhaps it retreats to the bottle each day after it's completed the task required by its master. The possessor of the bottle must pop the cork each time he wants the efreet to do something. Remember that "[Efreet] are reluctant and difficult servants and will obey their instructions exactly, attempting to distort the meaning of whatever they have been told to do in order to cause trouble for their masters." (X31) So why would it make things easy for the clown summoning it over and over for 101 days? Making the PC drag around a Nebuchadnezzar full of surly smoky servant would probably amuse it.

Drums of Panic


This item is described as "large kettle drums" (plural). It's even in the name: it's not "DRUM of Panic" after all. Now, timpani come in different sizes, but the large ones are about 30" in diameter. Not something one just totes along through the dungeon. Of course the drums' function is better suited to a battlefield situation. It's interesting to note that the save vs magical fear is replaced when the "optional" morale rules are used with a simple -2 modifier. Again, this is an item I see used as a defensive measure for a castle or keep, but you'd have to work out the logistics of not affecting friendlies who are farther than 10' away when the drumroll starts.

Of course nothing says the DM can't make other interesting magic less of a snatchable bauble and more of a fixture or even occasionally left at home. It may make the players have to think a little harder about how to take advantage of "big magic" in the game. 


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. 

Tuesday, August 14, 2018

RMA: Blink Dogs


I always think of these as an AD&D creature. Partially because of the quirky 1e monster manual Tom Wham illustration, but mostly because that's what we were playing when I first encountered the creature. They are however, also in the BX rules as well as their nemeses, the displacer beasts.

What is up with that tail?

I think these are an unusual encounter because of their lawful alignment (not generally hostile) and running the mechanics of their short-range teleport ability can be complicated.

Blink Dog (from Cook)
AC: 5
HD: 4*
Move: 120' (40')
Att: 1 bite
Damage: 1d6
No. App.: 1d6 (1d6)
Save: F4
TT: C
AL: L

One thing that jumps out at me from the stats is that these are pretty tough dogs. They're roughly on par with a dire wolf (B44) in terms of raw fighting ability (a bit less damage on the bite). Despite that, they are skittish (low morale). This probably stems from their lawful alignment and the fact that they are "highly intelligent." It's worth noting that  the 1st edition Monster Manual lists them as of "average" INT (human level) and possessing a "fairly complex language consisting of barks, yaps, whines, and growls." (MM10) Whether a DM wants to bring that to his or her BX game is another question, but I personally like the idea of a PC learning the language and having to bark and growl to make themselves understood.

The intelligence level means 1) the dogs can be clever in their tactics, and 2) they may choose to not fight (eg low morale). If you allow for the idea that blink dogs have a language, it's also possible that they could know "PC" languages like Common, Elvish, Lawful, etc. which means parley is possible with good reaction rolls.

Moving on to the blink part of blink dog, these canines can "bamf" in and out during a fight. They do so without error and at random distances (1d4 x 10 feet).

Couldn't write this one without a shout-out to Kurt!

Blinking has two main effects during an encounter. 1) if they have the initiative, the dogs can attack someone and then blink away without allowing for a melee counter attack. 2) the constant shifting of position makes fighting or targeting them very difficult. They also can just "blink out" when/if they decide to flee a fight. They have OK treasure in their lairs, but given that they can teleport away, you might have a hard time tracking them there if randomly encountered.

The exception to their skittishness are displacer beasts. They "always attack" them and they are considered natural enemies. This is less a consideration for typical encounters and more of a delightful bit of flavor that could be mined for plot hooks. I like to imagine that the two creatures' were both initially from some other plane and arrived in the world via some sort of accident or freak occurrence. Both exist partially out of phase with the material world, but it manifests differently for each. Maybe they had some sort of Autobot/Decepticon thing going on. Displacer beasts are semi-intelligent, and they "hate and fear" blink dogs. So the antipathy could be baed upon something more than just competing for space in an ecosystem. Food for thought anyway.



More than meets the eye!

Monday, August 13, 2018

Spell Caster House Rules

I had posted this idea a while back in the BX G+ community, but thought I would add it to the blog as that's where I have similar ideas for house rules. The idea is to make the acquiring of spells a bigger part of adventuring as well as giving spell casters a little more magical power by allowing for scroll creation.

  • All magic-users and elves have a grimoire. This can be a your classic spell book, a long scroll, a tattooed pelt, scrimshawed bones, or any other means of recording written spells. Casting Detect Magic will distinguish a grimoire from a normal book or object.
  • 1st level MU/Elves start with the following spells: Detect Magic, Read Magic, a 1st level spell of their choice, and one random 2nd level spell (a gift from their teacher for when the character is advanced enough to use it.)
  • Clerics must choose a designated time of day (or night) in which they pray for their spells. Magic-users and Elves can only replenish a spent spell slot once per day and after a full night's worth of rest (8 hours+). If their rest is interrupted by anything more strenuous than taking a turn at keeping watch, the rest time resets. Unused spells are retained until cast or "traded out" for different ones.
  • As the caster goes up in level, spell slots are gained but new spells are not learned automatically. They must be found to add to one's grimoire. Spells can be gained by three methods: spell research (X51), scrolls, another casters’ grimoire
  • Copying spells (from another grimoire or scroll) to one’s own grimoire requires use of the Read Magic spell. Once the caster can read the new spell, he must spend the time and purchase special materials to add it to his personal grimoire. The original of the spell is consumed in the process. (This is why wizards typically don’t let other wizards copy directly from their grimoires!) It takes one full day’s work and 100 gp per level of the spell to transcribe it. This requires the caster’s full attention for the duration of the process.
  • A magic-user or elf may create a magical scroll from a spell in his grimoire without destroying the original copy. (This is how spells are typically shared.) It takes one day and 500 gp per spell level to create a scroll. The scroll can be used to cast the spell or copy it, but it is consumed in either case. 
  • A cleric may create spell scrolls for the same costs in time and money as magic-users or elves, but must prepare -but not cast- the spell for each day he is scribing the scroll.
  • If a caster is desperate, he can cast an unprepared spell directly out his grimoire like a scroll, but the copy of the spell is destroyed in the process. 




Monday, August 6, 2018

RMA: Giant Toad

Ribbit!

While not exactly rare, giant toads aren't particularly common either (at least in my games). It only shows up randomly on the wilderness tables and there only at rivers. I think this is because it is a relatively low level monster that doesn't make its appearance until the Expert rules. The river table appearance is somewhat limiting when one considers that real-life toads are often found well away from large bodies of water. Nevertheless, Mr. Toad is here and we shall investigate him before he drives off.


Toad, Giant (from Cook)

AC: 7
HD: 2+2
MV: 90' (30')
ATT: 1
DMG: 1d4+1
# APP: 1d4 (1d4)
SAVE: F1
MORALE: 6
TT: Nil
AL: N

GTs are described as 150-250 pounds ("the size of a very large dog") and capable of changing the skin color. This chameleon effect increases their surprise chance slightly (1-3). Their hit dice and AC are no great shakes and they are hardly the bravest creatures when it comes to morale. Not to mention no real loot to speak of.

The two things that make the giant toad interesting are its ranged tongue attack (15') and the chance of swallowing a target whole. Only "small" (the text implies dwarf-sized or smaller) targets can be swallowed, and only then on a natural 20 attack roll. A swallowed target takes 1d6 damage per round while in the amphibian's gullet.

I think the reason this didn't get included in Moldvay was A) space limitations and/or B) the creature's wilderness aspect. It is after all just a big animal. The Expert rules opened up the wider (and wilder) world beyond the dungeon to the players & DM, so it seems -aheh- natural that some less powerful yet monstrous wildlife was introduced. 

As far as running an adventure with these creatures, I would happily place a few near a river or swamp and have them squat silently like a stone as the party travel through. Then THWIP! A sudden lashing out of a tongue at the halfling or dwarf PC to drag them in for a bite and if lucky, GULP! The emphasis (for me) would be to underscore the fantastic elements of a BX world rather than as a major encounter or challenge.