26 April 2012
Megadungeon Mania
Murdundia and Monotheism
I think the first campaign setting I ever created for a role-playing game was the World of Murdundia for Dungeons & Dragons. It was a fantasy world loosely inspired by medieval Europe (as is typical), and it was dominated by a monotheistic religion strongly based on Christianity (which was atypical for fantasy games that were not Arthurian). It wasn't that I had any aversion to polytheistic settingsI was a big fan of the World of Greyhawkbut the desire of one of my players to play a paladin, coupled with the strong presence of infernal monsters in the Monster Manual, led me to envision a world closer to the historical Middle Ages than Middle Earth, the Young Kingdoms, or the Hyborian Age. (The fact that I once had the sun blotted out by a swarm of byakhee is beside the point.) The monotheistic religion was called Veritas (Latin for "Truth") or, less-believably (and less pronounceable), Veritasism. Its antithesis was diabolism (the worship of devils) and demonolatry (the worship of demons, primarily Orcus), both of which were at odds with one another. FrDave's Blood of Prokopius has caused me to seriously consider resurrecting this campaign setting. Polytheistic settings are great, especially when the pantheons are fascinating, but there is so much to be mined from all the history, literature, art, architecture, folklore, and cultural traditions of monotheistic medieval Europe that it would be a pity not to use it for at least one setting where paladins, clerics, demons, and devils are important. Murdundia might have to be one of my OSR projects. A better name for the religion might be in order, though.
24 April 2012
Of Wizards' Guilds and Mentors
Wizards' guilds are perfect for this purpose. A mysterious cabal of sorcerers united to protect their secrets and their fellow members, as well as to advance their esoteric interests (generally the gathering and safeguarding of occult knowledge), is the proper instrument for the guidance and instruction of magic-users. In any fantasy world where there are sufficient numbers of magic-users, this is the obvious place for magic-users to receive their training. Any town or city should have a wizards' guild, either secretly or publicly. Villages or hamlets, however, are unlikely to support such a guild.
The problem with magic-user training arises when the fantasy world has very few magic-users. So few, in fact, that there are entire communities, perhaps even entire nations that doubt they even exist! How does one get enough magic-users together to form even a single guild in such a world?
One could assert that all one needs is one's mentor to provide new spells, but there lies a host of other problems. What if the student surpasses the master? What if the mentor is faraway? What if the mentor dies?
In my fantasy campaign (IMFC), I have decided to grant all magic-users a special ability. This ability is not a spell and needn't be memorized. It is only used between adventures when the magic-user is in a place safe from immediate danger.
Astral Sanctum
All magic-users, beginning at the first level of experience, are instructed by their mentors in the discipline of reaching the astral sanctum. This is an ability that enables the practitioner, through a process of meditation that places one's body in a state of suspended animation, to travel in one's astral body to a pocket dimension that is accessible only to others who have received the same instruction. Each astral sanctum is the exclusive domain of a particular guild, and it is here that magic-users are inducted into the higher levels of their order and receive their new spells. The astral sanctum enables the far-flung members of guilds to share their knowledge and even convene councils though their physical bodies are many leagues apart from one another.
The astral sanctum does not confer any other extra-planar abilities and does not grant the ability to astrally travel anywhere except the astral sanctum.
The length of time required to gain the new spells due one's level whilst in the astral sanctum is one week.
Blogger Aside
21 April 2012
Clerical Spell: Sanctify Weapon
This spell conforms to the wisdom of Basic/Expert D&D and Labyrinth Lord in that creatures who are only affected by magic weapons are affected by any magic weapon regardless of its bonus.
Sanctify Weapon
Spell Class: Cleric
Spell Level: 4
Range: 0
Duration: special
This spell invests one ordinary weapon with a divine purpose: that of destroying supernatural forces of an alignment other than the caster’s. Specifically, it renders the weapon effective against those beings who are invulnerable to non-magical (or non-silver) weapons. The spell lasts as long as it is being used against such beings. If the weapon is ever used to strike any foe other than supernatural enemies, the weapon will become desanctified and the spell’s effect will end. This spell does not confer combat bonuses.
Lawful clerics may employ this spell against demons, devils, the undead, and hostile elementals. Chaotic clerics may employ it against angels and hostile elementals.
If the ninefold alignment system is being used, alignment opposition will be determined by Good vs. Evil, not Law vs. Chaos.
Magical Spell: Ensorcel Weapon
This spell conforms to the wisdom of Basic/Expert D&D and Labyrinth Lord in that creatures who are only affected by magic weapons are affected by any magic weapon regardless of its bonus.
Ensorcel Weapon
Spell Class: Magic-user
Spell Level: 2
Range: 0
Duration: 6 rounds per level of the caster
This spell temporarily enchants one ordinary weapon (or up to three small weapons, such as arrows, bolts, or daggers), thereby rendering it effective against foes who are invulnerable to non-magical (or non-silver) weapons. This spell does not confer combat bonuses.
19 April 2012
A Dearth of Magicians
Due to the rarity and, in some cases, disputed existence of magic-users, magic has not influenced the economy of the world, nor has it altered the boundaries of kingdoms, nor has it affected the lifestyles of ordinary subjects (as far as anyone knows). There are no magic shops where one may purchase magic items. There are no magical telecommunications services. There are no magical rapid transit systems. There are no magical strategic defense initiatives. There are no magically-powered factories. Any and all of the above would be possible if not inevitable in a world where magic-users are as common as they seem to be in some campaigns.
In most of my fantasy games, I prefer magic to retain its sense of wonder, and that means it can never be mundane. When magic happens, stomachs churn and hair feels as if it's standing on end. It becomes something to tell one's children and grandchildren. Troubadours sing of it. A magic-user by his or her very nature is a living legend.
The fantasy in my world is fantastic. One might even say it's fantastical... At any rate, fantasticality has consequences. One consequence is that adventurers will not have a reliable source of magical weaponry, which is very serious indeed when one considers the variety of monsters that are invulnerable to non-magical weapons. Another consequence is that it's deucedly difficult to join a wizards' guild when there aren't enough magic-users in any given area to form one (the absence of which may adversely affect spell acquisition). I shall attempt to address both matters (and any others that occur to me) in the days ahead.
Magic-User or Elf Spells
This thought, along with the observation that magical spells are listed in Basic/Expert D&D as "magic-user and elf spells," led me to consider making separate magic-user and elvish spell lists in order to emphasize their differences. I could say that elves just use druidic spells, especially if I don't use druids in my game, or I could just include druidic spells as elvish specialty spells, just as magic-users who belong to guilds will have access to guild specialty spells. That might be the best approach. Then if I decide to use druids, they would still have greater access to druidic spells.
For now, the rule will be: Elves may choose one druidic spell per spell level of each spell level they are capable of casting. These spells are actually magical in nature, and must be memorized in the same manner as their other spells.
17 April 2012
Monster: Dire Beastfolk
Dire Beastfolk
No. Enc.: 2d4 (5d12)
Alignment: Chaotic
Movement: 120' (40')
Armor Class: by armor type
Hit Dice: 1+1
Attacks: 1 (bite or weapon)
Damage: 1d6 or by weapon type
Save: F1
Morale: 10
Hoard Class: XXI
XP: 15
Dire beastfolk are inherently vicious humanoids whose minds and bodies are warped by the powerful dark magic that spawned them. Believed to be the result of an unholy merging of beast and goblinkind, they were created to be slave soldiers, and as such their culture is entirely militaristic. Most dire beastfolk appear to be an indeterminate mix of various beasts with goblinoid features, but a few exhibit a singular (though goblinish) beast nature, such as that of the bear, great cat, mole, rat, wild boar, or wolf. Their lairs usually consist of barracks in the forts or strongholds of their masters, although there may be independent tribes of dire beastfolk who became free by virtue of the death of their masters, in which case they might inhabit caves or ruins. They are typically armed with pole arms, morning stars, or spears. A minority are armed with crossbows. Typical armor includes padded and leather, with a shield for those not wielding two-handed weapons (AC 8, 7, or 6). Officers, chiefs, and sub-chiefs have 2+2 hit dice, wear laminar armor, carry a shield, and wield a sword or scimitar (AC 3).
14 April 2012
Combat House Rules
Just as a mounted attacker charging with a lance causes double the normal damage to an opponent, a defender armed with a spear or pike set to receive a charge causes double the normal damage to a charging opponent.
In any clash in which a mounted attacker is charging with a lance against a defender armed with a spear or pike set to receive that charge, both attacks are handled simultaneously and any resulting damage is dealt simultaneously.
Up to two ranks of spearmen or three ranks of pikemen in a single file may attack a single foe. If there is room for multiple files and the foe is large enough (such as a large monster), additional files may also attack the same foe.
Shields are useless against flails. A shield confers no armor class bonus when its bearer is attacked with a flail.
An attacker armed with a pole arm may opt to strike with the intent of dismounting a rider rather than causing damage. A successful hit indicates that the pole arm has hooked part of the rider's armor.
And, as I mentioned previously, wielders of two-handed weapons may not use shields, but are not otherwise penalized.
Old School Renaissance Logo
12 April 2012
D&D Dream Edition
[Edit: Oh, and it would include simplified versions of all the AD&D 1st Edition spells, including those from Unearthed Arcana and Greyhawk Adventures.]
11 April 2012
Labyrinth Lord Wins Initiative
10 April 2012
Monster: Beastfolk
Beastfolk
No. Enc.: 1d6 (3d12)
Alignment: Neutral
Movement: 150' (50')
Armor Class: 7
Hit Dice: 2
Attacks: 3 or 1 (claw/claw/bite or weapon)
Damage: 1d3/1d3/1d6 or by weapon type
Save: F2
Morale: 8
Hoard Class: XX
XP: 29
Beastfolk are semi-human creatures with beast-like characteristics both in temperament and appearance. Undoubtedly the result of magical experimentation on a large scale in the distant past, most beastfolk exhibit a single dominant beast nature, typically that of the bear, great cat, or wolf. They have human-like intelligence, but rational thought is at constant war with their animal instincts, a condition which has prevented their society from rising above a very primitive tribal structure. Their lairs are natural caves, although hunting bands sometimes build temporary structures of hide or foliage when they are far from home. The only weapons they make or use are spears or hand axes, both of which have stone blades. Shunning armor of any kind, beastfolk rely on their natural agility to avoid death when hunting dangerous prey. Beastfolk in their natural habitat surprise enemies on a roll of 1-3 on 1d6 and are only surprised on a roll of 1.
It is rumored that there are dire beastfolk, created by a merging of beast and goblinkind and trained in the arts and weapons of war, but these rumors have not yet been confirmed.
09 April 2012
No Half-Measures
This brings me to the subject of half-elves. As far as I can tell, the only reason for having half-elves is to allow a different combination of classes to be selected than would otherwise be possible. If, however, demi-humans are classes, what would be the benefit of being a half-elf? Is there anything intrinsic to half-elvishness that significantly differentiates it from pure elvishness or humanity? Should a half-elf be a "watered down" elf? If so, what would be the advantage of playing one? (I should mention here that level limits are not a factor in my games, as all classes are considered unlimited in potential.)
Rather than be lured into the trap of creating unnecessary rules complications (coughAD&Dcough), I am providing the following ruling for anyone who wants to play half-elves, half-orcs, or half-anythings in my games: Any character whose parents are of two different species will, for all intents and purposes, physically, mentally, and spiritually, be considered a member of the species of one of the parents. Genealogically, they will have branches of both species, but they will have the appearance, advantages, and disadvantages of only one of the species. The child of an elf and a human will always be either an elf or a human. If a random determination ever needs to be made, there is a 50% chance that a child resulting from any such union will be of either species.
If anyone has any questions about my reasoning, see Spock, Vulcan, Science Officer of the Federation starship Enterprise.
07 April 2012
Monster: Snakefolk
Snakefolk
No. Enc.: 1d12 (6d8)
Alignment: Neutral
Movement: 90' (30')
Swim: 180' (60')
Armor Class: 6 (5 with shield)
Hit Dice: 3
Attacks: 1 (bite) or 2 (bite, weapon)
Damage: 1d4 + poison; or 1d4 + poison and by weapon type
Save: F3
Morale: 10
Hoard Class: XVIII
XP: 80
Snakefolk are creatures of human intelligence who resemble large venomous snakes (average thickness 8-12") with two human-like arms that give them the capability of using tools and weapons. Their scales are the equivalent of scale armor. In combat, snakefolk attack by biting with their venomous fangs and striking with a weapon (if armed). Those who are bitten must save vs. poison or fall asleep for 4d6 hours. Upon waking, the victim must make another save vs. poison. Failure to save means the victim will gradually transform into one of the snakefolk within 1d4+3 days. The spell neutralize poison will prevent the transformation if used before it is complete. The spell cure disease will reverse the effects of the poison. Humans, demi-humans, and humanoids who fall unconscious from the effects of the poison will not be harmed, but will be bound and taken to special chambers deep within the lair until they are fully transformed. Enemies who do not fall unconscious or who resist the transformative effects of the poison are slain and devoured.
Snakefolk who use weapons are typically armed with spear and shield, sword and shield, trident, or bow. Snakefolk are equally at home in caves, trees, rivers, marshes, and deserts, and their coloration varies depending on the habitat of their colony. Those encountered in the natural habitat of their colony are able to surprise enemies or prey with a surprise check of 1-4 on 1d6 due to their camouflage.
06 April 2012
Armor Class Inconsistency
Leafing through the AD&D Monster Manual, Monster Manual II, and the Basic/Expert D&D rulebooks, it strikes me that the assignment of Armor Classes is disconcertingly arbitrary. Why, for example, would an orc have an Armor Class of 6? They have neither natural armor nor superhuman reflexes, so what accounts for this? If the Armor Class represents armor worn, why don't the descriptions mention it (as they do for elves and dwarves in the Monster Manual)? If damage can be described as "by weapon type," would it not be logical to describe Armor Class as "by armor type" for those creatures who wear it and have no other advantages?
That would solve the problem if it were the lone problem with Armor Class assignment. Why does a gelatinous cube have an Armor Class of 8? It's a 10' cube of protoplasm that causes no damage when it makes physical contact. It should have an AC of 9 or 10 (depending on the edition), i.e. equivalent to an unarmored person. If anything, it ought to be easier to hit, perhaps even impossible to miss.
Why do ogres, who are "human-like creatures" who "wear animal skins for clothes" (Basic D&D), have an Armor Class of 5? If their skin is as tough as chain mail, is that not worth mentioning? The Monster Manual says "They care for their arms and armor reasonably well." Does that mean ogres wear chain mail? Where do ogres get suits of chain mail that fit them? Surely creatures of "low" intelligence do not make chain mail armor.
In the future, I will be treating the Armor Class of all humans, demi-humans, humanoids, and the like as "by armor type," but I think I'll need to reevaluate the Armor Class of most other monsters to see if the rating is justified by their description or abilities. If not, I'll decide on a case-by-case basis whether to change the Armor Class or alter the description (or both).
The side benefit is that it adds an element of uncertainty where player knowledge is concerned.
03 April 2012
Variable Weapon Damage
[Edit: I changed these charts on 14 April 2012. And again on 4 May 2014.]
Variable Weapon Damage
Damage/Weapon Type
1d4 - Dagger
1d4 - Rock
1d4 - Sling Stone
1d4 - Torch
1d6 - Arrow (Bow)
1d6 - Bolt (Crossbow)
1d6 - Club
1d6 - Horseman’s Flail
1d6 - Horseman’s Mace
1d6 - Horseman’s Pick
1d6 - Javelin
1d6 - Quarterstaff
1d6 - Short Sword
1d6 - Throwing Axe
1d6 - Throwing Hammer
1d8 - Battle Axe
1d8 - Footman’s Flail
1d8 - Footman’s Mace
1d8 - Footman’s Pick
1d8 - Morning Star
1d8 - Scimitar
1d8 - Spear
1d8 - Staff Sling Stone
1d8 - Sword
1d8 - Trident
1d8 - War Hammer
1d10 - Lance
1d10 - Pike
1d12 - Pole Arm
1d12 - Two-Handed Sword
Variable Weapon Damage
Damage/Weapon Type
1d6 - Arrow (Bow)
1d8 - Axe, Battle
1d6 - Axe, Throwing
1d6 - Bolt (Crossbow)
1d6 - Club
1d4 - Dagger
1d8 - Flail, Footman’s
1d6 - Flail, Horseman’s
1d6 - Hammer, Throwing
1d8 - Hammer, War
1d6 - Javelin
1d10 - Lance
1d8 - Mace, Footman’s
1d6 - Mace, Horseman’s
1d8 - Morning Star
1d8 - Pick, Footman’s
1d6 - Pick, Horseman’s
1d10 - Pike
1d12 - Pole Arm
1d6 - Quarterstaff
1d4 - Rock
1d8 - Scimitar
1d4 - Sling Stone
1d8 - Spear
1d8 - Staff Sling Stone
1d8 - Sword
1d6 - Sword, Short
1d12 - Sword, Two-Handed
1d4 - Torch
1d8 - Trident
Random Weapon Table
Roll 1d30
- Dagger
- Rock
- Sling
- Torch
- Bow (Roll 1d6: 1-2=shortbow, 3-4=self bow, 5-6=longbow)
- Crossbow (Roll 1d6: 1-3=light crossbow, 4-6=heavy crossbow)
- Club
- Horseman’s Flail
- Horseman’s Mace
- Horseman’s Pick
- Javelin
- Quarterstaff
- Short Sword
- Throwing Axe
- Throwing Hammer
- Battle Axe
- Footman’s Flail
- Footman’s Mace
- Footman’s Pick
- Morning Star
- Scimitar
- Spear
- Staff Sling
- Sword
- Trident
- War Hammer
- Lance
- Pike
- Pole Arm
- Two-Handed Sword
Druidic Spell: Induced Reincarnation
Induced Reincarnation
Spell Class: Druid
Spell Level: 7
Range: 0
Duration: permanent
This spell restores life to a dead being by transforming its remains into a new, healthy, youthful body. This new incarnation will be different in appearance and may even be of a different species. Once induced reincarnation is cast, a roll should be made on the Induced Reincarnation Table. The new incarnation will retain the Intelligence and memories of the previous incarnation’s life, as well as those skills not rendered unusable by the new form. Other characteristics may remain the same or may be rolled again or rearranged to better suit the new incarnation. If the new incarnation is a character class, the incarnation’s level will be the same, but the hit dice may need to be rerolled if the new incarnation uses a different type of die. If the new incarnation is a humanoid monster, the monster will be treated as a character class of the same level as the previous incarnation. If the new incarnation is an animal or a non-humanoid monster, it will be treated as the same character class and level for which it makes saving throws, but rolling 1d8 for hit dice, and using the Monster Attacks chart for to hit rolls. If its hit dice are greater than the previous incarnation’s level, its hit dice (and saving throw level) should be reduced to match the previous level. Druids may cast this spell on themselves if death is near, up to 1 turn per level in advance of their expiration. Druids who cast self-induced reincarnation will return as druids even if their new form does not normally permit such a class. If a druid returns as an animal, the animal will be capable of speech.
There are two Induced Reincarnation Tables. One requires a roll on 1d30; the other requires a percentile roll. The selection of incarnations is identical, but the odds of rolling Elf, Human, or Original Class are slightly higher in the latter table.
N.B. If classes are being treated as separate from races, then the player may choose the class if the previous incarnation's class is not available with the new incarnation. (Druids, however, always return as druids whatever the form.)
Induced Reincarnation Table
Roll 1d30
1. Badger
2. Bear, Black
3. Bear, Brown
4. Centaur
5. Dwarf
6. Eagle
7. Elf
8. Elf
9. Fox
10. Gnome
11. Halfling
12. Hare
13. Hawk
14. Human*
15. Human*
16. Lion
17. Lynx
18. Mouse
19. Owl
20. Pixie
21. Rabbit
22. Raven
23. Sprite
24. Squirrel
25. Wildcat
26. Wolf
27. Wolverine
28. Original Class
29. Original Class
30. Roll on the magic-user induced reincarnation table.
* The player may choose a class.
Induced Reincarnation Table
Roll 1d100
01-03 Badger
04-06 Bear, Black
07-09 Bear, Brown
10-12 Centaur
13-15 Dwarf
16-18 Eagle
19-29 Elf
30-32 Fox
33-35 Gnome
36-38 Halfling
39-41 Hare
42-44 Hawk
45-55 Human*
56-58 Lion
59-61 Lynx
62-64 Mouse
65-67 Owl
68-70 Pixie
71-73 Rabbit
74-76 Raven
77-79 Sprite
80-82 Squirrel
83-85 Wildcat
86-88 Wolf
89-91 Wolverine
92-99 Original Class
100 Roll on the magic-user induced reincarnation table.
* The player may choose a class.
02 April 2012
Magical Spell: Induced Reincarnation
Induced Reincarnation
Spell Class: Magic-user
Spell Level: 6
Range: 0
Duration: permanent
This spell restores life to a dead being by transforming its remains into a new, healthy, youthful body. This new incarnation will be different in appearance and may even be of a different species. Once induced reincarnation is cast, a roll should be made on the Induced Reincarnation Table to determine whether the new body will be a character class or a monster. If the latter, another roll should be made on the Monster Incarnation Table of the appropriate alignment. The new incarnation will retain the Intelligence and memories of the previous incarnation’s life, as well as those skills not rendered unusable by the new form. Other characteristics may remain the same or may be rolled again or rearranged to better suit the new incarnation. If the new incarnation is a character class, the incarnation’s level will be the same, but the hit dice may need to be rerolled if the new incarnation uses a different type of die. If the new incarnation is a humanoid monster, the monster will be treated as a character class of the same level as the previous incarnation. If the new incarnation is a non-humanoid monster, it will be treated as the same character class and level for which it makes saving throws, but rolling 1d8 for hit dice, and using the Monster Attacks chart for to hit rolls. If the non-humanoid monster’s hit dice are greater than the previous incarnation’s level, its hit dice (and saving throw level) should be reduced to match the previous level. Magic-users may cast this spell on themselves if death is near, up to 1 turn per level in advance of their expiration. Magic-users who cast self-induced reincarnation automatically return as magic-users if the result is Human.
N.B. Elves in campaigns that do not have level restrictions for demi-humans, thus enabling them to reach levels that would grant access to this spell, may switch the Elf and Human results of the Induced Reincarnation Table. Elves may choose to roll on either the magic-user or druid Induced Incarnation Table (q.v.).
Induced Reincarnation Table
1. Dwarf
2. Elf
3. Halfling
4. Human*
5. Human*
6. Human*
7. Monster**
8. Monster**
9. Monster **
10. Original Class
11. Original Class
12. Original Class
* Roll on the Human Incarnation Table.
** Roll on the Monster Incarnation Table of the appropriate alignment.
Human Incarnation Table
1. Cleric
2. Fighter
3. Magic-User
4. Thief
Lawful Monster Incarnation Table
1. Blink Dog
2. Giant Eagle
3. Neanderthal
4. Pegasus
5. Roc (small)
6. Unicorn
Neutral Monster Incarnation Table
1. Ape
2. Baboon
3. Beastfolk
4. Centaur
5. Griffin
6. Hippogriff
7. Lizardfolk
8. Monkey
9. Pixie
10. Snakefolk
11. Sprite
12. Werebear
Chaotic Monster Incarnation Table
1. Bugbear
2. Dark Elf
3. Dire Wolf
4. Gnoll
5. Goblin
6. Hobgoblin
7. Kobold
8. Minotaur
9. Ogre
10. Orc
11. Troglodyte
12. Troll