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Showing posts with label wolfsbane. Show all posts
Showing posts with label wolfsbane. Show all posts

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.







Monday, October 23, 2017

Curious Objects: Holy Water, Holy Symbols, Garlic, and Wolfsbane

Moving away from the magical treasure aspect a bit. I am occasionally bemused by some of the mundane offerings in the classic equipment list and, in keeping with the halloween theme, I thought I would talk about some of the "folklore" items that characters can avail themselves of for dealing with supernatural spookiness.

Holy Water


This one is pretty straightforward in game terms. Later versions of the game go into more detail about how exactly it's made, but in BX it is simply "made holy by a high level NPC cleric." Its harmful properties to undead are of course the go-to function of the item, but I am intrigued by the possibilities opened up by the statement "[It] may be used in certain rituals." I like the idea that having a vial handy could make the difference as to whether the party's cleric can perform certain rites.

Holy Symbols


In the Moldvay equipment list, it states that "Each cleric must have a holy symbol." Referring to the item, not the design concept. This is interesting because it's sort of a class restriction/requirement that isn't listed under the class, but in equipment. In later editions, there are wooden or silver symbols, but I don't recall any rules mechanic being affected by the difference. It does offer some roleplaying opps for the player. Spending coin on a nicer pendant might show piety, and the shinier bling could be considered "formal wear" at the great temples.

The main use of holy symbols is usually turning undead and warding off vampires. The former is really just a common house rule, but the latter is spelled out in the Expert monsters section. It doesn't turn  the vampire, but keeps him away.


What I find interesting is the comment "they may move to attack the person holding the symbol from another direction." This implies that the "strongly presented" symbol is  pointed in a particular facing. That could lead to some dicey tactics, especially since there can be 1d6 of them in a lair!

Garlic

Continuing the vampire countermeasures, we come to garlic. It isn't in Moldvay, having been added in Cook (haha! "Cooking"). Oddly, there is no description. It must have gone the way of "Detect Invisible." 

At 5gp, it seems pretty pricey. I cook a good deal and like to buy fresh ingredients. I probably spend more than I should at farmer's markets and the like, but 5gp for garlic is kinda crazy. I assume we're talking a string of bulbs here, not just the one. Or maybe those wascally merchants know that adventurers are idiots about mundane gear and will pay ludicrous markups for such things! In either case, vampires hate it.




Garlic is the only thing I know of that causes any undead to save vs. poison. If the vampire fails it cannot attack that round! No attack. That's huge! Of course, that implies that the garlic must be re-introduced somehow the following round. I suppose the original idea was the vampire needing to overcome his revulsion a the string of garlic at the door or window or around the maiden's neck to get on with the bloodsucking business at hand. In a melee, I don't imagine a PC simply chucking cloves at the creature. 

Wolfsbane


Wolfsbane is a real thing and it is actually quite poisonous if ingested or gets into the bloodstream. I think some of the anti-werewolf legends stem from the fact that it has been used to make arrow poisons that can drop a wolf or other large mammals in real life! It seems less about magic and more about IT'S FREAKING POISONOUS!

That said, it's important to note that wolfsbane does not kill weres in BX, it drives them off. Still, if I can smack a werewolf on the nose with a purple bouquet and have it flee, I'm good with that! At 10gp a pop, they are not cheap flowers! I would expect that they should lose potency in-game after a time as the blooms wilt and fade.

Frankly, after watching those monster movies and re-reading these entries, I think the next time I have a PC in a Ravenloft-ish situation, I'm going to stock up at the dungeoneering produce aisle!