About Me

My photo
Grumpy, yet verbose.

Sunday, September 30, 2018

RMA: Lycanthropes (werewolf)

Once again, Halloween fast approaches. It is easily my favorite holiday of the year. This reminded me of my post last year about classic monster movies

It then occurred to me that I have never done a Random Monster Assessment (RMA) about the classic lycanthropes. I have discussed the Devil Swine, but he's not a typical example of this grouping of monsters. So without further ado, I am diving into a series of lycanthrope RMAs starting with the classic of all classics, the werewolf.

OGWW!


First off, let's get the stats out of the way, shall we?

Werewolf (from Moldvay)
AC: 5 (9 in human form)
HD: 4
Move: 180' (60')
Att: 1 bite
Dmg: 2d4
No. App: 1d6 (2d6)
Save: F4
Morale: 8
AL: C

At first it doesn't appear that intimidating. Its armor class (in were-form) isn't too bad and it has a low morale. Four hit dice means it isn't dropping in one shot, but it isn't exactly a dragon, either. Of course, what makes the werewolf and other lycanthropes interesting (and scary) as foes are the devils in the details.

It's common knowledge that werewolves are not harmed by normal weapons. It requires magic (weapons or spells) or, of course, silver to damage them. Silvered weapons aren't too hard to come by in your typical BX setting, heck they're on the standard equipment lists along with things like wolfsbane (we'll get to that), but not every weapon has an argent version. By the book, only daggers and arrows are available this way. I have had players do things like melt down silver pieces into sling bullets and coat crossbow bolt tips with the metal, but I usually draw the line at things like silvered swords and the like. It's not that the metal is so expensive, it's that the process won't hold that much of an edge. I did once see a player at a con have his cleric use a silver candelabra as an impromptu blunt weapon, though. Magic weapons and "battle" spells are pretty obvious, as that +2 Axe or Lightning Bolt spell is going to work against most any critter you use it against.

Aconitum napellus, or Wolfsbane, is an interesting bit of folklore that was added to the monster listings. I've discussed it in more detail in the previously linked blog post, but the idea that one can drive the were away without killing it, coupled with a werewolf's low morale lends itself nicely to the idea of the creature being driven away by the superstitious peasantry and remaining at large for an extended period; perhaps over several nights, months, or years?

Moving on. All lycanthropes can summon their mundane counterparts. So werewolves can summon regular wolves, wereboars normal boars, etc. Having 1 or 2 wolves show up to the fight a few rounds later might knock some PCs off balance a bit.

Werewolves are particularly nasty foes because they tend to run in packs. In groups of five or more, there is an "alpha" with an extra HD and a damage bonus plus the normal summoned wolves to pad the ranks. 2-12 werewolves with 1-2 wolves each means a lot of fangs running around underneath a full moon.



And their hair was perfect! 

Lastly, I should mention the disease of lycanthropy itself. There are a few interesting things about it. First of all, there is no save! If a character takes more than half their hit points in a fight with a were-creature, they are infected. Secondly, it only fully manifests in humans. It just flat-out kills demi-humans! Granted, humans or otherwise have a little time before the disease takes full effect (one way or the other) and can seek out an 11th+ level cleric to cure them of the disease. This is doubly interesting because A) Cure Disease is a third level spell, which a cleric would have access to by sixth level. B) There isn't anything specific about an eleventh level cleric's abilities that seem to jibe with this power. No access to new spell levels and they were already name level. So why 11th? The only thing about this particular level cleric that I see is that is where they reach the highest tier on the Turn Undead table (11+) and can automatically Destroy any undead up to Vampires. I would say it's because lycanthropy is a magical disease, infecting one via a magical creature, but mummies' rotting disease is curable by the spell. I expect it was probably a case of where the Expert rules were assumed to be going to have something for it when Basic was released, but things got tweaked after the first book was published.







Tuesday, September 25, 2018

Curious Objects: Scarab of Protection



This is a powerful, if limited, item that I have rarely seen in play. It won't keep that sword out of your vitals or that lightning bolt from frying you to a crisp, but it can definitely save your bacon..

Unlike a ring of protection or similar, the scarab doesn't up your armor class. Rather, it absorbs certain evil magics, keeping them from harming the wearer. Specifically, it blocks curses and the "finger of death" spell.

Let's start with the latter. Finger of Death is the reverse of Raise Dead. That's a 5th level clerical spell and only certain clerics (i.e. evil/chaotic) are probably ever going to be casting that version. Despite the fact that this situation may not arise too often, having an item that just nullifies it is pretty amazing. Now, as the scarab has limited charges, I would probably allow the targeted PC their saving throw vs. Death Ray first, then -if they failed- take off the charge from the scarab.

What's slightly more likely to come up is the scarab's ability to absorb curses. The description specifies that the curse can be from "spell, scroll, or other effect." In other words, nearly anything. In a BX world where you have cursed magic items, the curse spell, and even certain creatures with the spell-like ability to curse PCs, being able to shrug such things off is not trivial. While the description doesn't specify, I would rule that it would even protect from things like picking up a cursed magic sword or similar, as such things usually require a remove curse  to get rid of.

The scarab only comes with 2d6 charges, but there's no difference in cost for what it stops. So whether it's the Baleful Bishop casting finger of death at you, or a sprite giving you warts, it still costs one charge to block it. The spent scarab is useless and cannot be recharged.

It's important to note that the text says nothing about existing curses. Thus, it won't remove a curse that's already in place (just as it wouldn't resurrect someone already killed by finger of death). So putting the scarab on an afflicted character won't help.

This is another one of those magic items that could add a lot of flavor to an adventure or an NPC without drastically tipping power level with outrageous combat bonuses or similar. Likewise, a PC that finds one may be a bit underwhelmed initially, but as soon as that shaman's curse "bounces off" him, he'll be feeling differently about that little bit of bling.

Thursday, September 20, 2018

Magic Mart: Buying/selling magic items




I am not a fan of how later D&D editions (particularly 3.X) reduced magic items to a simple commodity. I get that some of the rules about crafting costs and times were a bit subjective before, but I fall into the camp that magic should be magical. 

That being said, players will want to find ways to spend their loot and one of the most useful things for an adventurer is better gear. Once the fighter has bought plate mail and silver arrows, his upgrade options in the standard price list are a bit thin on the ground. I sometimes do have the odd item or two for sale in towns. Usually it's things like potions or scrolls and other "limited" magics.

In the current campaign I am running, the PCs have managed to get through two adventures, both times clearing a fair amount of coin; enough that the PCs that have survived since session one are at or near level 3 (except the elf). The nature of the adventures limited the chance to find items, though. I am thinking of giving them a chance to acquire some magical shinies. The question is how to decide what's available in such situations without being utterly arbitrary.

The idea I am currently playing with is based roughly off of the Treasure Type Tables on X43. The larger the town or city, the better the chance of any magical items for sale. Likewise, certain types of items are more often found than others. A first pass at this for a typical BX fantasy setting (not particularly high or low magic) might look something like:

Small Town or Village: 15% Any 1
Medium-sized Town: 25% Any 2 + 1 potion + 1 scroll
Large Town or Small City: 1d4 scrolls, 30% Any 3 + 1 sword, armor, or weapon
Large Metropolis: 1d4 scrolls, 2d4 potions, 35% Any 4

It's up to the individual DM to decide where a given population in his setting falls on this list. As examples, I would say a town like Threshold in Karameikos would be a medium town, whereas Specularum might be a small city. You might also tweak how you roll based on things like how much trade or traffic a location sees or if adventurers are common there.

In my campaign, the party is currently in a town of 3,000-4,000 people; what I would consider medium-sized in my setting.  But, it is also a busy river port that sees a good deal of trade and adventurer types are not uncommon here (a name-level mage has a tower just outside the town walls). Therefore, I have chosen to roll as a large town/small city.

Roll results are as follows:

1d4 Scrolls = 1. The % dice came "00"! Which is a nice treasure map to 5d6 gems and 2 magic items. Buuuut, the party is already following one map and I am trying to generate magical items here. So I re-rolled that and got a Protection from Magic scroll.

% dice for other magic = 30 exactly (!) So 3 items plus 1 arm or armor. I rolled a d3 to see which and got a 3, which is a non-sword weapon.

The percentile rolls for the specific items came up as follows:

  • A potion of Giant Control
  • +1 Spear
  • A Staff of Healing Staff of Striking (18 charges)
  • A MU/Elf spell scroll of 3 spells. This came up as one 4th, one 1st, and one 2nd level spell. I rolled randomly (d12s) and got Charm Monster, Ventriloquism, and Detect Evil.

Now this is a pretty impressive haul, and frankly a lot more magic than I like to be just lying around. If I want to let these results stand, I need to make sure these items aren't too easy to get. Namely, they need to be expensive or require the PCs do something to get them.

The protection scroll has a lot of potential utility, but it's one use only, so I will peg that at 1000gp.

I decided to roll randomly for what type of giant the potion can control. There are six kinds of giants and I rolled a 4: Fire Giant. This is pretty neat but of limited usefulness. Commanding 1d4 fire giants even for only an hour could be pretty epic, though! Let's say 1000gp

The +1 spear is nice, but is just a bonus to hit and damage. 1000 gp should cover that.

The healing staff is another matter. I will invoke DM fiat and say this is too powerful to be simply bought in town, ready to go. This item essentially allows a cleric to cast a Cure Light Wounds once per day on each PC and uses no charges! This sort of thing would be snapped up by one of the temples in town and not readily available to wandering murder hobos. As with the map, I re-rolled and the result was a Staff of Striking with 18 charges. This is a nice item, but limited by who can use it (clerics) and of finite charges. I will judge it roughly equivalent to the spear and set its price at 1000 gp as well.

The spell scroll would be pretty expensive. I have previously established house rules about spell books and scrolls, so using those I can pin its price tag at 3,500gp (7 spell levels total at 500 gp per). Since they are all on one scroll, it's an all or nothing price.

Now, this is a pretty generous haul, but the rolls were with them. The odds favored 2-3 scrolls and that's it. I would also argue that it would be a while (a month or two at least) before this particular town might be "restocked." Over the course of a campaign, I would see this as balancing out. I'm not sure it's the perfect system. I still needed to intervene a little to maintain what I see as a correct balance, but isn't that what DMs are supposed to do?


Friday, September 7, 2018

REF (Random Encounter Fun): Stone Giants


Rolling on the wilderness tables (I arbitrarily chose "Mountains"), I got "Humanoid" as result (ho-hum), but the roll on the sub-table yielded "Giant, Stone." NOW we're getting somewhere!



Cook says 1d2 might appear in a random encounter and, lucky PCs, I rolled a 2. The description says they may keep cave bears as guards, but in a moment of mercy I originally decided those would be at the lair, not wandering (even though I did roll and they have 4 of them at home!). I changed my mind, however as I developed the idea for the encounter. But I only added one (see below).

The encounter distance came up as 170 yards (4d6 x 10 yards). A pretty respectable distance but giants are tall and easily seen, plus they would have a good vantage for spotting the party as well.

Stone Giants are Neutral and there's nothing in their description to indicate a natural empathy or antipathy toward people. So a reaction roll is probably in order. Unfortunately, it came up a 4, so the giants are not feeling friendly. The giants can throw stones 300', but that becomes yards in the wilderness, so they would probably lead with that. But rather than get into a specific melee, let's take a look at the encounter and try making sense of it.

The party is travelling through the mountains, yes? It's a random encounter, so they haven't met these giants before. The two groups are nearly two hundred yards apart, so it's not like the PCs could have said something to tick the giants off. What would cause such a hostile reaction? Are the giants being territorial? Did they just wake up grouchy? Or did they just want some target practice?

Maybe it's a case of mistaken identity?

Perhaps the giants had a run in with a different group of puny humans, maybe an NPC party? Giants have good treasure, so maybe, in a "My Cousin Vinny" sort of a twist, some other adventurer types tried to raid the lair for the loot. Maybe they succeeded, maybe they were chased off, but during the fracas all but one of the giants' pet bears was killed! Now the giants (the surviving ones at any rate) are angry. After scouring the mountainside all morning looking for the interlopers -using the bear to try tracking them- what should come stumbling by? A group of murder hobos just strolling along the slopes!

Now this could (likely) end up being a straight out fight to the finish, with neither side knowing the whole story. But imagine for a moment that one of the giants speaks Common and yells something mid-fight like "Now you will pay for what you did!" And the PCs retort with something better than "Huh?"

If the slaughter pauses long enough for a non combat actions to take place, maybe the party passes the bear's sniff test and the giants realize their mistake. Perhaps the giants feel guilty, or maybe they offer the PCs a bounty to hunt down the "killer NPCs." Depending upon the PCs' levels, they might decide staying on the good side of some 9HD monsters isn't the worst idea imaginable.

That sounds like a fun little twist. Or at least a potential side quest. Not to mention that, if they are sloppy in their pursuit, they could make enemies out of the NPCs.  Plot fodder for months!