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Showing posts with label RC. Show all posts
Showing posts with label RC. Show all posts

Tuesday, July 21, 2020

How Weird are Monsters?

Last night's game (I'm playing, not running) had an encounter that got me thinking. Forgive a brief campaign story for context.

The game is a Savage Worlds conversion of the Rules Cyclopedia. We are playing high-expert level (name level+) PCs. I'm a crotchety mystic (monk). An NPC ally is clearing a wilderness hex for his keep and we're helping out. The MU plans to build her tower nearby and the Elf is eyeing an ancient wood as his realm. At a nearby lake, the cleric has discovered some magic-infused clay under the water that can make clay golems. The trouble? A mysterious swirl (small whirlpool) in the water appears at different spots at different times. We observed a shepherd from a local population suddenly break off from his friends and flounder out into the water only to disappear beneath the surface. The party has decided that whatever it is must be destroyed. I'm personally convinced it's Nixies and the elf might not want to go murdering fellow fae, especially if he wants to be their local lord. Also, if I'm right, the shepherd is not dead. Currently, I'm outvoted.

OK, end of story.

I've talked a lot here not only about various D&D monsters, but also about the kind of world they might live in. This got me wondering about the general perception of monsters and magical beasts in a D&D setting. Not by the players, but in-game for the characters.

Obviously there can be a wide spectrum on this. There can be worlds where it's perfectly normal to have ogres drinking in a tavern. Other settings might not even have demihuman PCs. All of this is perfectly valid.





The question is; how weird is it to run into true "monsters" in your world? At what point does that creature stop being just some critter or fella going about his business and become, well, monstrous? To be sure, there are all sorts of dangerous things in your typical fantasy setting, including people. Combat is almost certainly going to happen at some point, but not necessarily.

The party in my earlier story might well be justified in going straight to combat-mode in some settings, whereas in another world such actions could even be criminal. It's up to the DM and the players to work out which kind of a world they're playing in, so everyone is on the same page.


Monday, December 14, 2015

RMA: Lich

Honestly, what other image would do?

Okay, the lich isn't exactly obscure,  nor is it a B/X monster. It does appear in the Rules Cyclopedia and the Advanced Edition Companion though, so close enough. It is also certainly an uncommon occurrence in most adventures, as they are one of the nastiest pieces of work out there.

Rather than a typical RMA where I go down through the stats and description (though I'll do some of that too), I'd like to look a bit more closely at what role the lich fulfills in a game.

Now, in terms of raw stats, the lich is quite respectable. That's not what a lich is all about, really. Let's get the numbers out of the way though, so we have them for ready reference.

Lich (from AEC)

No. Enc.: 1 (1)
Alignment: Neutral (evil)
Movement: 60' (20')
Armor Class: 0
Hit Dice: 12+
Attacks: 1 (cold touch)
Damage: 1d10 cold damage
Save: M18+
Morale: 9
Hoard Class: XXII

XP: 4,400

OK, so good AC & HD, nasty cold damage, undead abilities, crazy saves, etc. etc. But that's not what makes the lich so terrible. Reading on into the description:

A lich is an undead magic-user of at least 18th level (and possibly multi-classed) who has used its magical powers and a phylactery to unnaturally extend its life.

A minimum 18th-level spell caster where the GM can take time to plan their spells. That's scary! Still, read on:
Liches are only vulnerable to attack by creatures of 6 HD or more (or creatures of a magical nature), magical attack forms, and they are unaffected by non-magical weapons.
So only magic or big monsters can physically hurt them. Also scary, but not really the point. What else?
 In addition to having undead immunity to charm and sleep, liches are immune to the following spells or forms of damage: cold-based and electrical- based attacks, death spells, enfeeblement, polymorph, and any effects that cause insanity.
Lots of immunities. Sounds like demons and devils. This thing is looking harder and harder to kill. But wait! There's more!
A lich may attack by spell, or with a cold touch attack that deals 1d10 hp damage. Victims must also save versus paralyze or become paralyzed permanently, unless magically cured. Finally, all beings with 4 or fewer HD that see a lich will be affected with fear, and no saving throw is permitted.
Yup. Permanent paralysis and a no-save fear effect. All this and a few other odds and ends (depending upon which version you are using) adds up to a formidable, but not unstoppable, opponent. So why so scary? Well, a few things.

First of all, the lich –like dragons or senior demons– are not random encounter fodder. Not only should they be planned encounters, they are often the keystone of entire campaigns! To quote the Rules Cyclopedia entry:

Liches are master villains, coordinating armies and spy-networks made up the undead. Each one has its own goal: One may want to achieve true Immortality, one may serve an evil Immortal of Entropy, one may wish to transform the entire world into a horrid playground for the undead. Each lich in a campaign should have its own name, style, and motivation.

 In other words, think about it a bit before placing one of these things in your world. What does it want? What steps has it taken thus far? What precautions has it taken?

Precaution-wise, liches are likely to have whole legions of minions –undead or otherwise. Not to mention fortifications, hidden lairs, magical wards, etc. Plus, while it's not actually stated overtly in the rules, the implication is that the phylactery is necessary to keep existing in its undead state and if it were destroyed, the lich would die too. If the phylactery endures, the lich may return even if it's body is "killed."

Certainly this is how I've seen it played out or referred to in later gaming texts. Of course, locating the phylactery is often the point of major quests. Much like getting the One Ring to Mt. Doom, the horcru– I mean phylactery!– must be found and destroyed to end the lich's schemes.

The lich's plans may have been centuries in the making. GMs' default assumptions should be that the lich would have thought of something as a precaution against nearly any plan the PCs might cook up. Their lairs will be fortified, guarded, and probably trapped. Not to mention the lich may be willing to play a longer game; even lose a fight to fool the PCs into thinking they've won!

Liches' master plans should be epic in scope, like the examples above; taking over the world, becoming a god, etc. A lich isn't going to stoop to hanging around some dungeon guarding a chest of coins.

PCs should have plenty of chances to learn of the lich's existence before getting anywhere near it. That said, if they do barge ahead and bash in the gates without truly preparing for the fight, then they shouldn't be surprised when they find themselves rolling up new characters for the following session!



Wednesday, June 6, 2012

RSA: Detect Invisible

I sometimes wonder if this spell is not normally chosen because the of the B/X editorial mistake which left the description out of both books. I had to go to the Rules Cyclopedia to find the text.


Detect Invisible

Level: 2 (MU/Elf)
Range: 10' per level of the spellcaster
Duration: 6 turns
Effect: When the spell is cast, the spellcaster can see all invisible creatures and objects within range. The range is 10' for each level of the spellcaster. For example, a 3rd level spellcaster can use this spell to see invisible things within 30'.


At first glance, it seems more like a 1st level spell to me. After all, it's pretty specific. I expect it's second level to "counter" the 2nd level invisibility spell, which I suppose is fair enough from a game-balance perspective.

Of course, another facet is how often is a spellcaster is going to use up a spell slot for this? Not to mention how many spellcasters would even go to the trouble of putting a copy in their grimoire? Unless it's found as a scroll or spells are assigned randomly, I don't know that I've ever seen a PC with this spell. Still, I can imagine many scenarios where the spell could be extremely useful. I could see sylvan elves keeping this spell handy for dealing with annoying pixies. I expect a wizard trying to catch an assassin or cat burglar who is using a ring of invisibility would find this spell very handy.

I may try placing a scroll of this when there is a deliberate use for it later on in the adventure and see if it the players connect the dots.