Switching things up from the last REF, I thought we'd go back to the dungeon. A random determination took us to level 3 of the crawl (Moldvay). The result? Medium.
That's right. 1st level magic-user(s). 1d4 of them, actually. I rolled and got a 3.
Three unarmored fellows with daggers and one spell apiece aren't exactly terrifying. Granted, the spells could be a challenge, but if our PCs are 3rd level on average, I doubt they're quaking in their boots, here. I decided to roll randomly for the spells for Huey, Dewey, and Louie. I came up with Read Magic, Protection from Evil, and Light.
Scary? Not so much.
However, there is an interesting wrinkle to Mediums in the monster listings. There is a 50% chance that they are accompanied by a 3rd level MU, like a senior student or teacher. Rolling d100, I got 09, so guess who's coming along?
The conjurer gets two 1st level and one 2nd level spells. Again, rolling randomly, it turns out he has Protection from Evil, Magic Missile, and Web. No wonder he was sent along to watch these three newbies!
There's nothing inherently hostile about this quartet of spell-casters. Maybe they are searching the dungeon for some magic item or a spell scroll. Or maybe they're in the employ of the evil overlord and they are patrolling this sector of the lair. The point is that because of the fact that they are essentially NPCs (as opposed to "monsters"), they can have just as many motivations as the PCs for being in the dungeon.
In my campaign, magic-users and elves need to find spells to fill their grimoires, so this encounter would be a huge potential win for them. Likewise, the mediums (and their 3rd level buddy) might covet the PC spellcasters' books.
Showing posts with label Tom Wham. Show all posts
Showing posts with label Tom Wham. Show all posts
Monday, October 15, 2018
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!
Wednesday, May 2, 2012
Moldvay Musings I
I was flipping through my old friend, the 1981 "Moldvay" Basic book, when I happened to stop at page 19, "Part 4: The Adventure." This is a fascinating chapter to me. There are so many little tidbits that encapsulate much of what I consider "old-school" play.
One of the first sections is about party size, containing the passage:
"The best size for an adventuring party is 6-8 characters, enough to handle the challenges which will be faced, but not too many to become disorganized or to ruin the chances to surprise the monsters."
This is large compared to most present-day groups, but it's also interesting because it implies the need for numbers in a dungeon (a concept reinforced later with the mention of hiring retainers). The other interesting implication in that sentence is that of stealth. Adventurers should be trying to sneak up on things sometimes, not necessarily barge right in.
A dungeon should be a scary place, with darkness, monsters, and traps threatening to finish the characters off at any moment. Adventurers that want to prevail need to bring enough bodies to hold their own, as well as trying to gain any advantage they can while in the deep places of the world.
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