Classic Dungeons and Dragons and Old School Gaming

D&D etc.


"Heir to a crumbling summit: to a sea of nettles: to an empire of rust: to rituals' footprints ankle-deep in stone."

-Mervyn Peake

"...and that, my liege, is how we know the Earth to be banana shaped."

-Sir Bedevere in Monty Python and the Holy Grail



Monday, January 19, 2015

Libraries and Laboratories

Libraries and laboratories are important places for Wizards, and I have been thinking that they should figure mechanically In to the spell research system, but if the spell research system has been replaced with spell research = adventures then what do we do with the 'ol Lib and Lab? 

Library = Adventure  Hooks
and 
Laboratory = Dream Quest = How Magic Items are Made = a different kind of adventure

If a Magic-User character has access to a library then at the beginning of each session they can roll to find some juicy rumors or clues to locations of ancient treasures.  Each Library has a level. Pretend like the library itself is a Magic-User according to your favorite Adventure Fantasy Game rules. The amount of gold that the books are worth is the equivalent level of the library. The M-U can roll for a chance to find a clue to a treasure of the equivalent level by rolling under his INT on a d20, or they could try for clues to multiple smaller treasures that add up to that level.

For example, if your library is worth 2500 gp, then it's second level. The M-U can roll once to try and find a clue to a Lvl 2 treasure, or she can roll twice to try find two Lvl 1 treasures. 

There is a catch to looking for clues in shared libraries. Like if your M-U doesn't have their own library and they have to use their mentor's or the library at the Wizard Guild or whatever, then for each clue they have to also roll a d6. On a 1 or 2 there will be someone else who is also looking for that treasure.  The DM will need to roll up a NPC wizard and his or her accomplices and load this other adventuring party into the encounter tables.

Now for laboratories. These are the places where magic items are made. But I'm not satisfied with the pseudoscientific images of beakers bubbling and alembics smoking or whatever alembics do. And really it comes down to just spending GP and a few weeks.  I want making magic items to be a whole kind of adventure. Bear with me now, this thought is half formed, but I want it to be a bit like this:
"As he took his father's sword the young man thought of the witch.
It was scarcely dark in the valley when he left the Castle of Erl, and went so swiftly up the witch's hill that a dim light lingered yet on its highest heaths when he came near the cottage of the one that he sought, and found her burning bones at a fire in the open. To her he said that the day of his need was come. And she bade him gather thunderbolts in her garden, in the soft earth under her cabbages.
And there with eyes that saw every minute more dimly, and fingers that grew accustomed to the thunderbolts' curious surfaces, he found before darkness came down on him seventeen: and these he heaped into a silken kerchief and carried back to the witch."
-The King of Elfland's Daughter

I think maybe making a magic item starts just the same way that scribing a spell does, by finding some bit of lore or weird item that clues the M-U to the potential existence of the item. Just like with spells, this initial piece gives the Wizard a 1/6 chance to make the item. Finding more bits will increase his chances. Aha! Maybe the adventure hook system for libraries above could also have clues about items or bits of lore the wizard has found.
Example: In his travels a Wizard finds a few worms in a jar that appear to fade into and out of reality. But what are they about? The next session the wizard rolls for clues in his library and finds mention of phase worms, which can be used to fashion cloaks of invisibility. Now with just the worms the wizard could roll to make such a cloak, but with only a 1/6 chance of success. He instead decides to try and find more bits of lore and weird items. 
That's a wise choice, because a failed attempt to make a magic item results in a cursed or flawed item.

Alright, that's enough for now, here's more Dunsany:
"Nobody can tell you about that sword all that there is to be told of it; for those that know of those paths of Space on which its metals once floated, till Earth caught them one by one as she sailed past on her orbit, have little time to waste on such things as magic, and so cannot tell you how the sword was made, and those who know whence poetry is, and the need that man has for song, or know any one of the fifty branches of magic, have little time to waste on such things as science, and so cannot tell you whence its ingredients came. Enough that it was once beyond our Earth and was now here amongst our mundane stones; that it was once but as those stones, and now had something in it such as soft music has; let those that can define it."

Wednesday, January 7, 2015

What's in the spell book of the evil wizard or sorceress?

These are spells for the bad guys in pulp-inspired fantasy adventure games. These'll work best if the PCs see the evil wizard cast one on some poor schmuck, then later the PCs find themselves in the same situation.

Desiccate
M-U Lvl 2 
Range: touch
Duration: instant
The Magic-User must place his hand on the victim and hold it there for a full round. The victim may take an action during this round if they are able. At the beginning of the round immediately following the victim's body is drained of moisture and they lose 1d6 HP per level of the caster.
Optional: after casting this spell the Magic-User becomes bloated and corpulent for d6 turns after which he vomits copiously. Roll 1d6:
1-2: it's a random potion
3-4: it's poison
5-6: it's just gross

Viper Kiss
Cleric Lvl 4
Range: touch
Duration: instant
Any person kissed by the caster must immediately Save or Die as if poisoned. Their skin will turn pale and their veins will turn dark green.

Gift of the Viper Goddess
Cleric lvl 5
Range: 30'
Duration: permanent 
This spell will reincarnate one corpse into a monstrous snake-man who will do the bidding of the caster. (HD: as caster -1, AC: as chain, MV: as man x1.5) the cause of death of the corpse must have been poison or a poison-like effect.

Slime Ray
M-U Lvl 4
Range: 100'
Duration: instant
A glowing ray shoots from the caster's finger and any target struck must Save vs. Death Ray or transform into a random slime, mold or jelly.  If the victim is carrying a shield it may be sacrificed to automatically succeed at the Saving Throw.


Monday, January 5, 2015

SPELL RESEARCH IS AWESOME

I've read a lot of different versions of D and D type fantasy adventure games and even when a lot of creativity is focused on other parts of the game, spell research is neglected. If it's even included at all it's almost always some variation of a boring formula of gold pieces and weeks spent during down time. I know some folks like detailing what their characters do during the time between adventures but it is always going to be less interesting than what happens at the table and I want Spell Research to be interesting so what if:

Adventures = Spell Research
And the inverse:
Spell Research = Adventures

In other words, for Wizards:
Spells = XP

For all Wizard/Magic-User PCs to gain a level they must research, learn, cast and copy into their spell book a spell of the next highest level. 

RESEARCH:
This is what a Wizard is doing every second of every adventure. Scattered about the Mythic Underworld and the rare places above ground there are clues to the possible realities of Spells. These clues are: runes, spellscraps, ectoplasm, odd references in ancient tomes, mystic graphitti, grimoires, other wizard's spell books, scrolls, pixie dust, eye tyrant goo and other creature bits, magic items, etc. when a Wizard finds one of the above the DM may tell the Player that they have gained a x/6 chance of casting the spell. This will usually be 1/6 but could be more especially for rare and powerful items like another Wizard's spellbook. (Read magic would have to be cast of course)

Yes this makes the DMs job a little bit harder which I am normally completely opposed to but I think it will make the game a lot more awesome so buck up and add some things to those treasure tables.

LEARN
It is assumed that Wizards are constantly obsessing over these weird bits of trash from other universes that they keep buried in the folds of their robes.

CAST
Anytime a wizard has at least one clue they may attempt to cast the spell.  The first time this will take 1d6 rounds per level and can be attempted once per spell per adventure.  Consumable items (potions, scrolls, chthonic cupcakes, etc) will be used up in the attempt.

COPY into Spellbook
Now the spell can be cast per whatever your rules-as-written or house rules about Spellcasting are. Here's an idea for the latter:

To cast a spell a Wizard must do one of the following:

1. Spend Mana equal to Spell Level to cast spell instantaneously
Or
2. Roll vs Arcane Stress
Or
3. Slow Cast 1 round/Spell Level AND using an appropriate Spell Component

(Spell Components have to be written on the character sheet, you can't be like "of course I'm carrying fungus that has been sneezed on by a priest and a butterfly simultaneously I'm a WIZARD..." This is more work for the DM again because they have to come up with a Component for every spell but at least you can make the player keep track of it and you could wimp out and just make it 1d6x100 GP/Spell Level and it wouldn't bother me too much. This post is about making spell research fun and interesting not spell components. I'll leave that for the next guy)

I'm tempted to say that 
Level = Mana per Day
that way we can get rid of spell progression charts altogether.  This'll also encourage slow casting which sounds exciting and evocative of genre fiction.

I have some other ideas about how Libraries and Laboratories could fit into the above Spellcasting system but that'll have to wait for another post.

Tuesday, November 11, 2014

The most underrated of dungeon exploration equipment is:

The Shovel.



I posted way back a million years ago about playing a character who's main weapon was a shovel. Durn the Dwarf, bearer of the rune shovel died in a dismal cave. Talysman was running the game and in fine old school fashion when the dice said that Durn died that's what he did. I was thinking today that the shovel really is a top notch dungeon exploration weapon/tool. Maybe the western martial arts crowd would say that there's no room for such an unwieldy two handed weapon in a dungeon environment, but I think I'm not going to worry about that too much in a game where the dwarves who are famous for dwelling underground (in presumably tight quarters) are also famous for wielding big axes and hammers. What I mean is, in a world of 10' corridors it hardly seems like an issue. Though if the caves did suddenly get all realistically twisty and narrow what better than a trusty shovel to make a bit more room for the broad shouldered barbarian? If these games were realistic then dwarves and goblins would be crawling around in the dark in tunnels too small for humans and I doubt they'd carry much more than a shiv or two.

Ah but if your after realism then the shovel is the first thing your PC should pick up when spending their 3d6x10 gold!  Let's look at a potential real world situation: Say you come across a rabid raccoon attacking your neighbors cat and you must rise to the occasion and intervene. What would you rather have a knife or a shovel? Are you going to bend over and take a stab at the raccoon? That would be rediculous, certainly far more dangerous and nerve wracking than being able to put the shovel between the two animals and if you had to be more forceful you could from a safer distance. Heck, I think in that situation a shovel would be preferred to a .22. You might hit the cat after all.  Now, if this situation sounds like it has nothing to do with D&D, look at your preferred 1st level monster list. A lot of those creatures resemble a rabid raccoon! In size, temperament or both.

But a shovel is a ridiculous weapon you say? Let's look at the Level 1 Wandering Monster table. Of the 20 entries on the table 9 (almost half!) are  monstrous creatures the shovel could be used to chop or swing at. These are creatures like the fire beetle and the spider crab as well as the aerial attackers: the killer bee , the sprite and the stirge. 10 on this list are humans or humanoids. They probably don't want to get whacked by a shovel either. That leaves the green slime. This type of creature is best prodded from a safe distance rather than attacked. Don't have a ten foot pole? A shovel will do in a pinch.

The Level 2 list breaks down similarly. Not until we get to the level 3 monster list does the shovel start to seem outclassed, but I think it's just an oddity of the popular imagination that a sword seems like it would do much better. Against these creatures you really need higher hit dice or a magic weapon or both. And if that's the case, then why not play a Dwarven Shovelmaster (3rd level) with a +1 Rune Shovel?

How about weapon restrictions? There isn't anything that prohibits a wizard or cleric from carrying a shovel is there? Is your wizard tired of striking Gandalf-esque poses while not actually doing much that is useful? Put a shovel head on that staff and get busy! My point is this: If you can walk into a dungeon with a magic missile spell memorized then certainly do so, but bring a shovel too.




Tuesday, November 4, 2014

Some things Mike Mearls said yesterday

Mike Mearls said stuff on Reddit.

Regarding the 5e DMG that's coming out in about a month:

"There are rules for domains and managing a realm or business as part of the downtime system."

That's good news.  I think that experiencing the characters go from murder-hobos desperate for gold to movers and shakers in what is really a totally different game is a big part of the draw and what makes rpgs a unique thing.  Also kender will not be in the DMG which is really really good news.



"Here's what I'd do if I designed the game solely for myself.
More dice, fewer static modifiers. I'd use a die in place of the proficiency bonus. I like rolling dice and find it easier to teach that way."

The person asking the question clarifies: Replacing a +2 with a d4, +3 with d6, +4 with d8, +6 with d12, etc.  That sounds FUN.  Doesn't DCC do something like that?



"I wish the MM could be an app rather than a book. Working in page counts sucks, to be honest. I would've loved to break out tables of bonds, traits, and flaws for every intelligent creature in the game. Don't get me wrong, I love physical books, but on the digital front there's so much potential in breaking out of physical restraints."

This sounds cool, but I feel pretty sure WotC would do it all wrong. I want to see a They Stalk the Underworld app, that would be awesome.  and there could be links to things like John the Retired Adventurer's Wandering Monsters  Lair/Spoor/Tracks/Traces.



Somebody asked: "Will we see Dungeon and Dragon magazine again? Will there be digital content on the website, similar to the maps, art, and adventures we saw in the 3E era?"

and Mike said:
"We're exploring options for the magazines right now. Nothing to announce yet, but we know they're an important part of D&D's history.  That said, the magazine business is in rough shape. Subscriptions to them were dropping heavily in their last years in print, and that was six years ago. You can expect anything we do will be delivered digitally."

I'm still holding out for the D&D Mega-Blog.  Only WotC could do it, and it would be a reinvention of the magazine.

Saturday, November 1, 2014

Everything you know about halflings is true.

WHAT IF everything you know about halflings is true?

They live underground, and are obsessed with comfort and pipeweed:


they're cannibals that want nothing more than to poke you to death and eat your face:


by this guy in Peru.  I love this picture.

Wait! They're basically regular folks, but smaller and with big hairy feet:

They pretty much don't believe anything you say:

They ride dinosaurs:


Ok, and sometimes goats:
You've probably seen them training and riding around on other things too, dogs, pigs, lammas, etc.  It's all true.

They are weirdly pale with flush red noses:



 They're great climbers:



And they're good at skulking about.  In other words, they make great thieves: 



But some are crafty magic-users:


And some are just barbarians:


Lately they've gotten really into collecting fungus:

Oh, and they're into tattoos.


Got all that?  They're your basic smoking and shrooming albino cannibal pastoral hedonists who love their domesticated critters and the all finer things in life, including yours.






Thursday, October 30, 2014

Unhallowed Spells

The idea that there should be a spell called "Beastial Inheritance" came into my head as I woke up this morning but my sorta still asleep brain didn't have time to figure out what the spell does.  Upon further reflection here's how I think it might work:

Beastial Inheritance
Magic-User  Level 4
The MU must ritualistically kill a lycanthrope with a cursed blade then sheath it or put it away. If the next time the blade is used it is used to ritualistically cut a normal animal and a human then the bodies and spirits of the animal and the human are combined into a new were creature.  The victim/volunteer need not be willing,  and the Magic-User may cast the spell on him/herself.  The creature will serve the Magic-User for the caster's level+2d6 days.

This spell gives the PCs the power to create whatever were-creature they want: were-sharks, were-chihuahuas, were-emus... That sounds like fun, right?  Note the spell says "normal animal" so no were-tarasques or were-dragons.

That was fun.  Here are a few more vaguely Halloween themed spells:

Necrotic Transformation
Magic-User  Level 3
As the Magic-User casts this spell they undergo a ghastly transformation into an undead creature. The player may choose one die/table on the Undead Remix tables each round if a save vs. magic/Cosmic Doom/Necrotic Transformation is made.  If the save is failed then roll the appropriate die and record the result.  Once a save has been failed the remaining die are rolled normally.  The spell's duration is the caster's level+d6 hours.  At the end of the spells duration the caster must make another saving throw.  If this is failed the undead state continues for another d6 hours after which another saving throw is rolled.  If that roll fails the caster forever remains undead.

Were-Golem
Magic-User Level 2
The material component for this spell is a bit of clay mixed with at least one drop of lycanthrope blood.  The spell must be cast just as the moon is rising and must be completed before the moon clears the horizon.  While the spell is being cast the clay is molded by the Magic-User into the form of a creature.  at the spells completion the clay will grow in size to the equivalent of a number of normal men equal to the caster's level.  The creature will come alive and serve the Magic-User until the moon sets.  The creature will have armor class as chain mail and will have the same HD as the caster.  The creature may have spikes or claws or wings or anything else that can be reasonably modeled in clay in a few minutes and they will be fully functional.

The DM should give the Player a ball of clay to mold to determine the nature of the Were-Golem that is created.  A timer of 2 minutes should be used to limit the time that the creature can be formed.

Moon Ray Cartography
Magic-User  Level 1
This spell must be cast on the night of a full moon.  A clear crystal worth at least 100 gp must be held aloft so that a moon beam may shine through it.  The light of the moon beam will form a map on the ground below the crystal.  This map will describe clues to the nature and location of a treasure.  Because the map will only last the caster's level+D4 rounds this spell is often cast over a bed of sand or unfurled roll of parchment to record the map.


Happy Halloween!