Showing posts with label bear. Show all posts
Showing posts with label bear. Show all posts

Thursday, October 23, 2025

Let Slip The Dogs Of War (Part II)

In which I continue to describe the games I ran at Cauldron 2025, spoiling secrets and providing insights into the mind of a geezer DM...


SATURDAY NIGHT BLOCK: Ship Of Fate

The rousing success of Caul’s Dark Citadel…as well as the final three runnings of the tourney module in Saturday Block II...led to dinner being a boisterous affair, especially at my table. Everyone at Cauldron was in a fine mood and, plied with copious amount of alcohol, a lot of money ended up being shucked out at the auction, with much backslapping, congratulating, and toasting of each other.

A lot of palinka. A lot of whisky.

Thus the set-up for the so-called “night block:” a 9pm to WHENEVER affair (no time limit). At Cauldron 2023 I had skipped this (to my later chagrin), instead unwinding and bantering a bit before calling it an early night. THIS year, I had originally left the slot open hoping to get into one of Prince’s epic night-festivals…and then he decided not to run a game in the block! “Sorry, man, there are games I want to play in,” is he wrote to me last month.

SO determined not to miss out, I decided I would be the one to fire up a big-ass, high level adventure into the wee hours. Enter Ship of Fate, a high level extravaganza I wrote for Prince’s NAP II contest (get it HERE if you like).

Ship of Fate is quite obviously inspired by (and heavily based on) Michael Moorcock’s Elric story Sailor on the Sea of Fate. If you haven’t read it…um, why not? Elric stories are pretty much required reading for high level AD&D play, especially Elric of Melnibone, Sailor, and Stormbringer. But, yeah, I know some people think D&D is supposed to top out around 7th level. *sigh*

Good read.
I digress…Ship of Fate is an adventure designed to be played by from four to 16 players, four of whom take the part of high-level lady and gents (the “Heroes”) and 12 of whom are mid (7th – 10th) level “Companions.” The idea being that each Hero has three Companions. The kicker is that all 16 of these characters were once actual player characters, played either by myself of by my friends…however, I’ll note that – with regard to the high-level guys – they’ve been considerably “toned down” from their original stature and abilities. *AHEM*

I have only had the chance to run Ship of Fate one time…for my home group…and we did not finish more than five or six encounters due to an abbreviated session. Alas, we never returned to it because, being a one-off with pre-gens, it held a lot less “spice” for us than using our regular, organically grown PCs; such is life in a living campaign. Because of this, I wasn’t exactly sure how the adventure would play out. Certainly it was much too big for a standard 4-hour time slot. But we were in NIGHT BLOCK, baby! There aren’t any rules! Go all night like when we were 14 and high on caffeinated drinks!

[it’s possible I was a little drunky when I decided to register this game, pre-Cauldron

So, unsure of how I was even going to seat 16 people around the table I’d been assigned, I found myself somewhat relieved when “only” nine people showed up to the game. And then while handing around the pre-gens I immediately lost one of the four “Heroes” (the 12th level fighter)…noooo!

[I might have been a little drunky…again]

Fortunately, Tom still had his 14th level fighter pre-gen from Settembrini’s earlier high-level game. I knocked two levels off, reduced the hit points to a reasonable amount (they were set something like 2 points below max), and axed a magic item or two, but most of the character was allowed to stay.

And we were off!  Just organizing such a group was a bit of an ordeal, but it wasn’t too long before they got it together and decided to send the thief into the first cavern and…

Oh, wait…what’s the point of the adventure?

So, in Ship of Fate the heroes are sailed across the Dunkle Zee…a kind of phantom ocean that connects the various planes of the multiverse…to an island nexus where two sibling wizards (brother and sister) are using a rift in the space-time fabric to drain power from all the planes in existence, gradually snuffing them out. Players are supposed to find the building at the center of the island, kill the wizards, and then fire the building using special magic firebrands designed for the purpose. The ship has a cargo hold full of gold for the players after success in their quest and the wizards themselves are likely to have treasure, too. However, they also have many minions and protectors.

SO…big ass building (like the length of three football fields). Players did spend a flare trying to burn the place down with the wizards in it, but the structure…a monstrous, twisted behemoth that looked something like an amalgamation of alien machine and melted giant humanoids…simply extinguished the flame itself. Which the players had been told it would do which is why they needed kill the wizards FIRST. Amateurs.

A couple entrances suggested themselves to the PCs…a large cave, overhung by vines OR a large stairway leading up. They sent the thief down into the cave where he was soon filled by needles from the needleman forest inhabiting the cavern. Retreating, the party had the wizard nuke the plants with a fireball before proceeding. Into the troglodyte caves.

Those proved nightmarish to try to map, let alone explore in a coherent fashion [it’s possible the players were a little drunky] and the group eventually decided to give it up and go up the grand staircase to the “main gate” (as they called it). At this point, James (the guy playing the 12th level cleric) gets a brilliant idea: “Why don’t I use a find the path spell to locate the wizards?” Can’t…the spell can’t target living beings.

“What about the nexus rift? We know it’s there…and the wizards are likely to be with it!” That seemed reasonable and the spell immediately starts pulling the cleric (who leads the party) the way of the shortest route to the object desired.

Which worked pretty well for a while, as it ignored or helped bypass several encounters, while revealing secret doors and hidden passages. Great stuff; great use of available resources! Plus, it lasted a good long time (12 turns!) meaning they were covering a LOT of ground. No sweat, guys, we got this!

Then it led them through the cavern of the shadow demons.

Mean.
Now, I'd guess there are a lot of us for whom the phrase "shadow demon" conjures to mind the little toadie/spy who follows Venger around the D&D cartoon like a whipped dog. Yeah, no. Shadow demons are highly intelligent, vicious 7+ hit die creatures that are 90% undetectable and can leap and claw and tear at opponents while also having the abilities to dowse lights (darkness 15' radius), cast fear, and magic jar opponents. In this particular instance (not a mandatory encounter, by the way...just the shortest path to the wizards!), it turned into a nightmare scenario for the PCs. Their lights were dowsed, and then the attacks from the shadow demons ended up preventing casters from turning on the lights: every time they lost initiative...or won by too low an initiative amount....they'd get attacked and have their spells interrupted. Fighters were swinging away in darkness and hitting their companions. Two characters blew their saves against fear attacks and fled into the darkness, never to be seen again (one of those blundered into a room full of spectres and was sucked dry in the darkness; I think the other just went to bed). 

They eventually managed to overcome the demons, but it was a brutal toll: only three PCs (all Heroes) had survived. Sonka (now playing Tom's fighter, as he decided to go to bed), Ollie (as Lucky the 12th level magic-user), and James continued on, the find the path spell still functioning. They made it to the nexus chamber, but no wizard was present (50% chance, and missed the roll). However, some minor exploring found her in her workroom, toiling away at constructing flesh golems, with three completed. No surprise, everyone attacked!

Again...pretty brutal encounter. The cleric was felled by a fistful of magic missiles, the wizard badly damaged while the fighter tried to fight his way through flesh golems and mirror images. Tired of having his spells interrupted, the wizard backed off to use his scroll on monster summoning VI, conjuring a pair of weretigers...who did not appear for a couple rounds. Meanwhile, the fighter was stunned with a power word and the flesh golems proceeded to curb stomp him in a fashion unseen in Germany for four score years.

[too soon?]

However, Ollie/Lucky managed to hold on and the were-tigers finally showed up. Something happened to neutralize Giz-Kala (though that part is hazy...perhaps yet another hold person spell?) and the golems bereft of an order-giver allowed the much reduced party to escape, the fighter left with three hit points to his name. 

Deciding "stealth" was now the order of the day, the two utilized a potion of polymorph and a polymorph self spell to change into rodents, with which they finished their exploration of the main chamber, were-tigers in tow. They found the other wizard, laying in a comatose torpor of slumber, and slit his throat. "Now how the hell do we get out of here?!" Neither had been mapping.

It was decided to risk teleporting to the exterior, despite having only observed the island terrain once. Fortunately, Lucky was high enough level to take the beefy fighter with him. The die roll was successful and they fired the dungeon from outside, the flames quickly consuming the structure, and declaring victory, agreeing to split the gold between them. The time was after 2:30am, the players still standing thanked me, and headed off to bed, as I cleaned the table and turned off the lights of the floor (we were the last group still going).

I did not bother to reveal how much treasure they'd left behind.

*****

SUNDAY BLOCK I: Ybarra Florin

Our final session of Cauldron, the "brunch block" took place only after breakfast and the award ceremony had been completed. Some of us (*ahem*) had continued to drink into the wee hours of the morning, by which I mean 5:50am. Given one hour sleep to work with I was...not in great shape.

Thus it was a good thing I chosen an easy adventure to run! The original idea had been to run my I3: Pharaoh re-work, Desert of Kartha, but it's not anywhere close to being finished, let alone prepped and cut to fit a four hour time block (I would have been running the thing with a few sketchy notes). So, realizing my ass would be dragging at the end of a long three days, I decided to go with something I've run several times before: Ybarra Florin.

Again, this NOT really a "Becker original." Kenneth St. Andre penned a short adventure called Tower of Yrkath Florn for the first edition of his Stormbringer RPG. It's a nice little introductory scenario, one I've run two or three times over the decades I've owned the game. About three years ago, I converted it to AD&D; but it's mostly unchanged in terms of layout and premise. Mostly.

A wealthy patron hires the party to go check out the ruins of a dead Melnibonean sorcerer, and bring back any relics you find. Of course, "Melnibonean" in my campaign world means "high elf," all of whom seem to have a Spanish bent to them (hence, the name change. Don't ask me why...).

[I'm not even the first one to do "Spanish elves;" see Aaron Allston's Principalities of Glantri]

The ruined tower is two levels of a once three-story structure that's been wrecked by an earthquake...in my world it's on the Olympic Peninsula, right off Dabob Bay near Quilcene. The St. Andre version of the adventure has a family of clackars...winged gorilla creatures...lairing in the lower portion of the dungeon. But, of course, AD&D doesn't have this monster...

[other than in the 1980 DDG with the Melnibonean Mythos, page 88: they have HD 8, 2x 1d12 damage claws (+rending), immunity to fear and surprise, etc., etc.]

...so I didn't something else for my conversion. Now, when I say "fur, feces, and feathers," does anything D&Dish spring to mind immediately? Of course it does.

I ran this adventure when we were introducing Maceo's younger brother, Winston, to the AD&D game. Of course, he was ripped to shreds. Later, their family took them to see the new Dungeons & Dragons movie and Winnie told his mom, "That's the thing that killed me! An owl bear! See I told you they were scary!"

ANYway, they're scary for adults players, too. Our group (another eight stalwart souls) brought not one but TWO paladins to the adventure. The first paladin was killed by the pair of juveniles in the first room of the main hall. As the rest of the party maneuvered to lure the creatures out into a killing area, the Papa Bear came out of a different door to investigate the sounds of battle (and smell of blood) that had disturbed its slumber. Things got very dicey for the group very fast, despite having a ranger who kept negating the "completely surprised" rolls of the party (without the ranger, it could've got real ugly...)

However, give bulk of the credit to Ludwig the magic-user for saving the party's bacon. Ludwig's pre-gen had a wand of wonder and he wasn't afraid to use it, luckily getting decent results throughout the session! A stinking cloud and failed saves from the 'bears allowed the party to move outside the tear gas and missile the critters to death before they had a chance to clear their nasal passages...a pretty fortunate outcome, all things considered.  After slaying the mother 'bear (combining a slow spell from the wand along with an insect swarm from Paul the druid), the party claim to the family's nest of eggs and young, all worth a pretty penny on the open (elven) market.

Then it was up to the second level and Old Ybarra's workroom, hidden behind a magical door. The door is unlocked but electrically jolts individuals crossing its threshold for some pretty gnarly damage; fortunately, it was Michal the (last) paladin who took the blast, thereby rendering the thing inert. Inside lurks a demon...the same creature that killed Ybarra two centuries before when an earthquake cracked the pentagram that contained it. For AD&D purposes, I used a Type II demon, which is about the right power level, despite being vulnerable to normal (iron) weapons, thanks to an excellent armor class and magic resistance. Using it was nice (it's been a while since I've dropped any demons in an adventure) and I should probably use them more often. In the end, it was defeated without inflicting a single casualty (although it did force both the paladin and druid to flee the tower in terror with its cause fear ability)...and while in retrospect it probably should have caused more casualties through the liberal use of teleport and gate, I will not blame my lack of tactical badassery on "going soft." The fact of the matter is: I forgot about these abilities.

One hour of sleep, remember?

SO...an easy adventure to run and only a light challenge (in my opinion) for the players, thanks to a little good fortune and a heavily hung over DM. And that's okay...the con had been a looong three days (not counting the 5,000 miles of air travel), and I was happy with how the session wrapped up. I even took the time to calc out the experience and treasure take for all surviving party members...per their request. It wasn't a bad haul for the ADDKON characters.

[to be continued...]
Also mean...


Wednesday, December 7, 2011

More Polar Bear

I haven't been getting a whole heck of a lot o feedback on my recent Land of Ice posts, and I don't know why. I'm not saying that it surprises me, I'm saying I literally don't know.

Not that I couldn't hazard a guess or two...but really it doesn't matter all that much (I wasn't complaining). Well, it matters that people find it interesting and useful (or inspiring for their own games) 'cause that's why I write this type of stuff (usually). But I'm having fun with it anyway, so I'm going to keep posting till I get to the end of the series.

HOWEVER, it occurs to me that perhaps I haven't been gonzo enough with the setting...I may have been modelling it too close to "real world" Vikes and the kind of human-human conflict (psychic or not) found in MZB's Darkover novels (a major inspiration, in case you couldn't guess). It may be that the stuff I've been putting out there just isn't "D&D enough"...in other words, not weird enough for use in your average (or below average) D&D game.

So I will be endeavoring to get some more weirdness "stuck in" to the mix. In reviewing my notes for a different B/X setting concept (one based on Dark Sun, of all things) I can see I had plenty of magic mixed in with the psychic weirdness and the monsters were certainly fit for the blasted post-magic-apoc setting. I probably need MORE weirdness in mine: talking polar bears and psychic snowflakes and such...otherwise what are characters supposed to DO in this setting.

[*sigh*]

Anyway, we haven't gotten to Chapter 6 yet, so there's still time for me to up the ante on the strange and bizarre. We'll see if I can find it in my heart to do so...
; )

Wednesday, June 15, 2011

Sometimes the Bear Eats You…

Just watched David Mamet’s film The Edge last night, thinking about Bear Week. I’ve long been a fan of Mamet’s work (American Buffalo, Glengary) and The Edge is certainly exceptional, but yesterday was the first time I remember seeing it all the way through. Yes, I’ve caught it a half-dozen times or so on TV but I always seem to come in right around the last half-third of the film (or I miss a big chunk in the middle).

Somehow I seem to have missed the scene where the bear eats the buddy. Wow!

While a blogged about the abomination of monsters eating people before, sometimes one forgets that those cute, cuddly bears we love to protect from extinction do sometimes eat human beings (yes, I HAVE seen the film Grizzly Man; no comment on Mr. Treadwell at this time). To be fair to bears, they eat everything…including each other and their own young!...when they’re hungry enough, and they require quite a bit of sustenance to keep them going. I don’t consider bears to be an “abomination” as I do orcish or goblin cannibals. When all is said and done, bears are still a part of nature and are just doing that “natural thang.”

Eating.

What’s more interesting (to me) is the idea of the “man-killer” bear…that a bear that has killed (and eaten) a human develops a “taste” for man-flesh. Or (to put it another way) that an animal normally not overly-concerned with human interaction has now redefined its relationship with people as “predator and prey.” I have no idea if this is simply an urban myth or if it the reason why bears who have killed humans (like the grizzly that killed Treadwell) are in turn destroyed by wildlife rangers. After all, I don’t think we’re killing the bear as a form of “punishment” or “capital judgment;” bears know nothing of human laws, only obeying the law of nature. Why then destroy an animal that has done that which “comes naturally?” I can only guess that there IS something to the “man-killer myth”…or at least there is a FEAR that there is something to the man-killer story.

For the purpose of a fantasy RPG like D&D, I say “err on the side of myth.” Duh. When you’re dealing with dragons and harpies and ochre jellies, of course you’re going to take the mythic/Hollywood angle!

According to the Moldvay Basic set (page B24), unintelligent monsters will cease pursuit for dropped ration 50% of the time (a roll of 1-3 on a D6). This is actually a pretty simple, easy-to-use rule and I’m inclined to use it as is, though I’d add +1 to any roll involving a grizzly/polar bear and – 1 to any roll with a black bear. Here’s what the roll can mean for a pursuing bear:

Roll 1-3 (stops for food)

- Bear is hungrier than it is upset/aggravated and will stop to eat food
- Bear only attacking because it’s hungry; food good!
- Bear only defending territory; combo of party’s removal from territory and food (positive) incentive is enough to break off attack

Roll 4-6 (ignores food)

- Form of rations dropped doesn’t appeal to bear
- Bear enraged beyond reason by party presence/encroachment
- Bear is a man-killer and will only stop to eat dead adventurer

And regarding that last one, if a party flees after a member has been “downed” (i.e. killed) it should count as the party dropping rations. That is, the DM should make the same roll as if the party were throwing food to the bear…in a very real way, they ARE. Something as big as an adventurer should be worth a +2 to the food roll (only a bear enraged beyond reason would pass up such a large meal).

However, even should a party evade the pursuit of a man-killing bear they’ve got a bigger problem: the bear may very well decide the party is prey worthy of being stalked.

Even after eating the party’s dead companions, a bear may continue to hunt a party within its territory, though it probably won’t get hungry again for a few hours. A male bear’s range is LARGE, hundreds of square miles, though they won’t travel any faster than a normal unarmored man on foot (probably a maximum of 6 to 12 miles per day through a forested, mountainous region like Alaska). Bears can smell for miles, and will track the scent of food and blood (wounds) looking for a kill to scavenge. Unless, the party can reach civilization (bears will generally avoid large groups of people) or find some horses, chances are a man-killer bear is the only “wandering monster” the party will need to worry about once it’s picked up its trail (with an automatic daily or evening encounter).

Black bears, by the way, are much less aggressive than other types of bears, and will often attempt to climb trees or run from encounters with large groups of humans (unless hungry and food is present and available). In general, I would avoid including “man-killer” black bears…only brown, polar, and cave bears have the temperament to come looking for trouble (brown bears will even hunt the smaller black bears, as well as stealing/scavenging their food). If a black bear is encountered as a wandering monster in the wilderness, it probably shows us during a party’s “meal break.” Use common sense here.

Okay, back to the mean ones…REGARDING PURSUIT, a brown bear has an overland movement speed of 30-35miles per hour at a dash. This means it’s faster than ANY adventurer not using magical speed enhancement. Polar bears are just as fast, though it’s slower (in general) to run over snow…polar bears can also swim around 30km/hr. I have no stats for a cave bear, so I’d probably just use the speed listed in the Basic set.

WHAT DOES THIS MEAN? It means that a party that runs from an aggressive bear withOUT leaving food for it WILL be brought down from behind. Find the slowest member of the party, and make your attack rolls on that poor sucker, including the +2 attack bonus from behind and no shield penalty. If in doubt of who’s the slowest, I use the character with the shortest legs (dwarves, usually). Bears generally won’t split their attacks…they are a predator that focuses on bringing down one animal (for the purpose of eating, usually). Once it does manage a kill, it will most likely focus on eating/protecting its meal, unless the party continues to piss it off.

Bears are good climbers and have no problems running down hills or swimming, but a closed door will usually be enough to deter them if they can’t smash it open with a single blow (heavy iron-bound oak with a cross-bar is good for this).

However, if you feed a bear (either by throwing it rations or leaving a dead buddy on the ground), it is LESS likely to leave you alone in the future. Dropping food for a bear is a short-term solution to pursuit…it will continue to come back to the gravy train whenever it gets hungry. Stay in a locked cabin or barricaded cave long enough and it will get bored and wander away (probably to look for other food), but it will continue to come back as long as the adventurers are in its territory (see above) and it thinks it can get some kind of meal out of them.

Regarding crowds: bears will be discouraged from attack by large numbers of VISIBLE people. When a wandering bear surprises a party, or a pursuing bear chases a group into a populated area, a DM should check morale before making any kind of attack if there are a bunch of humans/demihumans milling about:

Black bears: more than two to three people
Brown bears: more than four to five people
Grizzly/Kodiac*: more than six to seven
Polar bears: more than eight to ten
Cave bears: don’t need to check morale to attack

*Any brown bear with 30 or more hit points can be considered to be a North American grizzly; these monsters attack and do damage as a polar bear rather than a standard brown bear; they award XP as if they had 6HD.

Tuesday, June 14, 2011

Bear Hug My Ass

From the Tom Moldvay Basic rules (page B31):
If a bear (of any type) hits with both paws on the same victim in one round of combat, the bear has hugged its victim and will cause 2-16 (2d8) additional points of damage in the same round as the attack.
Okay, let’s get something straight right now: bears don’t hug.

They just don’t; look it up. There’s no known documentation of a bear ever hugging someone as a form of attack. It is a pretty silly idea.

A “bear hug” is a move in Greco-Roman wrestling in which the arms are wrapped around an opponent, the hands are locked, and the opponent is held tightly to the chest. It is also something I give my wife when she’s been out of town for a few days and I’m meeting her at the airport.

The only way in which the term “bear hug” has ANYthing at all to do with bears is that it has the word “bear” in its title. It is not something bears do when fighting…neither to humans, nor each other.

And yet it’s been such a part of D&D lore that every edition (with the exception of Holmes) features some form of bear “hugging attack.” The first mention of “hugs” I can find is in Supplement I in which it is noted both werebears and owl bears may “hug” for an additional 2D8 damage. By the 3rd edition Monster Manual, this has morphed into something called an “improved grab” attack. As with most things in D20, it’s ridiculously complex.

[you know, I was actually thinking of taking a stab at running a D20/Pathfinder game the other day? Yeah, really. But then I remembered what a PAIN IN THE ASS it is to DM the game due to the bullshit stat blocks of monsters and quickly came to my senses!]

Now to me, a bear is a dangerous animal. While I can buy the heroic fantasy of a knight in magic armor and a flaming sword besting one in combat, bears should be capable of killing your average two to three warriors on foot, plate mail or no. The hug attack has been a great way to model the sheer destructive force of a 1700 pound beast (both brown and polar bears are capable of that size, by the way, though the polar bears ON AVERAGE are the larger of the two). In wrestling, the bear hug is a “take down” move, designed to bring a foe to the ground. While bears don't hug opponents, they are plenty strong enough to overbear opponents (from which vantage point they can readily maul the poor target). It is not, then, my goal here to remove the "extra damage" attack from the game of D&D.

I just want to clean it up a bit.
; )

Here's how I'd re-work the bear hug for B/X:

If a bear (of any type) hits with the same opponent with both paw attacks in a single combat round, the beast bears its opponent to the ground and inflicts an additional 2-16 (2d8) damage as it mauls its victim.

It would, of course, be assumed that any character surviving such an attack would scramble away and regain its feet for the following round. If the victim does NOT survive the attack, well...it might be time for the rest of the party to sneak away and leave the animal to its meal.

Werebears would have the same mauling ability (when in bear form)...owl bears have a "tear and rend attack" that works much the same way should they get their talons on an opponent.

But let's leave the hugging out of the mix, huh?

Sunday, June 12, 2011

Best Basic B/X Monsters (Top Ten)


And by "best" I mean, "best at killing players."

I've read more than a few times that the Holmes basic edition is the most dangerous, mortality producing version of the game ever written. This is due in part to certain "expert level" monsters (like the purple worm, manticore, hydra, and vampire) being included in a game where the characters only go from levels 1-3.

Well, I beg to differ...I mean, dead is dead, right? If you're digested by a purple worm you're not anymore dead than being smacked for max damage by an ogre; there's a point of diminishing returns on that kind of thing (i.e. "death").

[unless, of course, you're killed by a vampire...then I suppose you can be "even more dead."]

But Moldvay's red book has plenty of monsters that will wipe out characters in the 1-3 range...many of whom are listed as standard wandering monsters for those very same levels. The idea that Moldvay's version of Basic D&D is somehow safer or "more balanced" is completely ridiculous. At least in Holmes characters with a high Dexterity will (on average) gain initiative (and thus, the upper hand or opportunity to run) in any encounter. In B/X, initiative is always a crap shoot.

The following list is my Top Ten Most Deadly Monsters from Moldvay's red book. Most of them are also my favorite monsters in the Moldvay set (these I've marked with an "*"). Not surprisingly, they are very real PC killers...only a true asshole of a DM would use these in an adventure for characters under 4th level, at least in the numbers listed in the rules (a singular, lone creature is much easier to deal with than a group, at least for a large adventuring party).

Oh, by the way...dragons (of any color) are NOT on the list. While I will be the first to say there aren't ENOUGH dragons in your average D&D campaign, dragons have such wildly varying ability that one can't really say whether they are consistently deadly (a stupid, sleeping, dragon of young age and no spell-casting ability isn't much of a threat if the party can get the drop on it and reduce its hit points before its first breath attack).

Here's the consistent badasses:

#10 Zombies: If there was any question in my mind whether or not "the damned dead" should be here, it was answered by last Thursday's decimation of adventurers. Unlike every other edition of D&D (including AD&D and Holmes), Moldvay's zombies are CHAOTIC (all undead in B/X are Chaotic), which is to say "unholy" and "evil;" probably the reason holy water is so effective on 'em. I already wrote how nasty these guys are...they beat out other 2HD monsters (like gnolls) due to their fearlessness (no morale checks) and immunity to sleep spells. Used in large numbers they are likely to take apart any 2nd level parties they encounter.

#9 Shadows: Again, a change-up from other editions of the game, B/X shadows are NOT undead, and thus NOT subject to turning...however, they are still immune to charm and sleepspells and being incorporeal, can only be hit by magic weapons. They show up on the 3rd level of a dungeon (1-8 appearing!); how many of your 3rd level character are carrying magic weapons? Strength drain is delicious and even if a party survives the confrontation, will probably be left deep in the dungeon in a weakened condition.

#8 Minotaurs*: I've always loved the minotaur as a monster; dug it in the legend of Theseus, dug it in Saturday morning cartoons (an episode of the old Godzilla, if I'm not mistaken), and loved Willingham's illustration in B2: The Keep on the Borderlands. A 6HD monster that gets a +2 on damage when using a weapon. Being larger than an ogre, it is immune to both charm person, hold person, and sleep, and will probably kill at least one or two PCs before being brought down, even by large parties. Minotaurs are also intelligent, and unlike other monsters "will pursue as long as its prey is in sight" (this one isn't distracted by dropped rations). Vicious...did I mention that the normal number appearing is 1-6? What the hell is this doing in the Basic game?

#7 Harpies*: As with minotaurs, I've always loved the harpy; I've been a fan of Peter S. Beagle's The Last Unicorn (both the book and the very faithful film adaptation) for years, and the harpy is an awesome villain...but which is the adventure module where, if PCs fail their save versus the harpy's song it comes and (automatically) "rips their eyes out?" One of the Slavers series maybe? Or the Master of the Desert Nomads? Regardless, that's the kind of encounter I love to see in adventure modules (and that some players...hi, Luke!...absolutely loathe). But if any monster should be a malicious, de-protagonizing bitch, it should be the harpy. Monsters that fly mean monsters that are hard to bring down (and that circle to keep out of range of spells). Three attacks per round (claw-claw-weapon) makes them exceptionally nasty, even without the charming. I used surgically-modified harpies in my Paschendale Necropolis adventure (no singing and no weapon attacks) and they still killed both hirelings and wounded several party members in nothing flat. The fact that they don't rate higher on this list should tell you something about numbers 1 though 6.

#6 Bears*: My love for the bear as a B/X monster is, I think, fairly well known. The only thing that doesn't rate them higher is their low "number appearing" stat (usually only 1, unless in their lair). Often totally underestimated...what? It's just a bear, right?...they will kill party members very quickly before they even know what hit 'em. Except for the black bear, all bears are larger than the ogre and are thus immune to the sleep/charm/hold spells of low level characters, and being animals are fairly immune to reasoning or negotiation (and since you usually only encounter ONE, they're generally NOT subject to morale checks!). Of the bunch, my hands down favorite is the polar bear (even the non-armored variety), because they seem so mundane...right up until they kill you. "Oh...and the bear hits you several times and does [*roll*roll*] ...30 points of damage to you! Holy crap!"

#5 Ghouls*: While these are a personal favorite (nothing says "terror" in the dungeon like a pack of flesh-eating undead) I almost never use them except in high level games or very small moderation. Why? Because they are Total Party Kills waiting to happen. 2HD creatures with claw-claw-bite ability are nasty enough...I've seen a half-dozen troglodytes with the same D4/D4/D4 take down two plate armored fighters and a plate-and-shield cleric without batting an eye. Ghouls do D3/D3/D3 with the same chance to hit, and every attack that hits forces a save versus paralysis (requiring a 12-14 save roll on the D20 for characters under 4th level). Did I mention they travel in packs of 1-6? And being undead they're immune to sleep/charm/hold? That gives 'em a leg up over the tentacled carrion crawler. Did I also mention that per Moldvay they start showing up on level two of the dungeon? Do you know what a 2nd level cleric needs to roll to turn a ghoul at 2nd level? A nine. Fairly long odds...and if you happen upon a lair (treasure type B = 2,000gp average), you'll encounter 2-16. That's a lot of diseased nails raking the flesh from your bones. 'Course it could be worse: in OD&D and AD&D being killed by a ghoul turns you into a ghoul!

#4 Mediums: 1st level magic-users come in packs of 1-4. The only reason they don't rate higher is it's always possible the PCs might get the drop on 'em and take 'em down with a sleep spell of their own. Otherwise, it should be short work for one of the mediums to get off a sleep spell and drop an entire adventuring party. Heck, a magic-missile might well finish off that rival party mage hiding in the back ranks, and if accompanied by their "master" (only a 3rd level magic-user in the B/X monster description!) the party may well find themselves trying to push their way through a web spell to get to said magic-users. In the lair (a school?) mediums are encountered in groups of 1-12...that's a lot of charm spells. Personally, I'm surprised it only rates as a 3rd level encounter.

#3 Lycanthrope: Werewolves*: Although these don't show up in B/X until the 4th level of the dungeon, they are present in the Basic book, and are one of my all-time favorite monsters. I almost never use them. Generally found singularly in old TSR adventure modules (a la the standard horror cinema "wolfman"), when used as written, they can be one hell of an encounter: number appearing 1-6 (2-12 in lair/wilderness). In addition, lycanthropes can each summon 1-2 normal animals to aid them and werewolves "summon normal animals to form large packs with them." On average that's nine monsters (3-4 werewolves and 5-6 normal wolves) or double that (around 18!) in the wilderness or dungeon lair. Any group of five or more has a 5HD, 30 hit point leader that does +2 damage (and is, of course, immune to sleep and charm and hold person spells...at least in wolf form), and all werewolves require silver or magic weapons to injure. Assuming you can tell which wolves are the lycanthropes and which are the normal wolves (how many silver arrows are the low level archers packing?). Wolf packs tend to maul the hell out of characters anyway (I saw three or four normal wolves take down a charmed ogre during a run of M1: Blizzard Pass) and werewolves fight and attack like dire wolves. Such an encounter with "average" numbers will kill several PCs, especially the lighter armored party members. And even should they run, wolves are some of the fastest pursuit critters in the game (180' move compared to the un-armored PC's 120' move). It would be a small matter for such scent hounds to run the PCs down.

#2 Owl Bears*: Probably my all-time, hands down favorite monster of the Moldvay Basic book, they are also probably the baddest of badasses. Cross a grizzly with a griffin and what do you get? A creature that can't be stopped by the spells available to characters level 1st through 4th and that can do up to 40 points of damage in a single round. Claw-claw-bite at D8/D8/D8 plus "bear hug" for 2D8...and did I mention they hunt in packs of 1-4? A normal grizzly is only ever found solo in a dungeon...you can encounter up to 4 times that many owl bears on the 4th level of a dungeon, and they will rip you to shreds. Bears of a feather flock together, I guess. Need it be mentioned that with 5 hit dice they're immune to charm, sleep, hold person, etc.? Oh, yeah...I already said that. When these bad boys come out, even 4th and 5th level fighters tremble in their boots.

#1 Medusa*: Another monster I almost never use. Interesting that the OD&D version had the lower body of a snake, like the classic gorgon of Greek myth...not sure why they changed it in later editions except possibly to not confuse it with the (confusingly-named) bull-like creature. Moldvay's description of the monster constantly refers to it in the singular, which I find strange as the number appearing is 1-3 (1-4 in lair). An average of 2 medusa per encounter, each one of which is 4HD with an auto-death attack (poison) AND and an auto-petrifaction effect (no attack roll necessary). The medusa (in numbers of 1-3) first show up on the 3rd level of the dungeon. What party of 3rd level characters is going to survive a wandering encounter with three medusa? That's just a ridiculously tough encounter...you might as well call 'em half-hit dice mind flayers. I feel mean just putting ONE medusa in an adventure; as I said, most of the time I just leave 'em completely out of the game. Too bad, though, because Perseus and the gorgon is probably my 2nd favorite Greek myth, right after Theseus and the minotaur.

All right, that's the list...and glad I am to get it off my chest. One of the monsters on this list will be featured in blog posts all week long, starting tomorrow, but for right now I'll let you contemplate the sadism of Tom Moldvay's "Basic" set and the death and destruction it is possible to unleash even before opening the "Expert" box. I know I did, back in the day, as I owned the Basic set probably for a whole year prior to getting the Cook/Marsh Expert rules.

Prost!
: )

Sunday, May 29, 2011

B/X Armored Bears

I love bears. I really do.

Not in an "oh, I think I'm a bear and I'm going to party with them all summer long until they eat me" kind of way. I just really appreciate their power and majesty and wish human impact on their continued survival was, well, less. I once saw a pair of polar bears at the zoo in St. Paul, MN in the middle of June and it was one of the most depressing sights I've ever seen. And I've been to Hiroshima and wept at the memorial there!

Anyway, enough of that Lefty gibberish...we're talking D&D after all, where monsters aren't endangered...PCs are! The polar bear is a fierce opponent in any edition of the game, though I've had few opportunities to use them. How badass are polar bears? On average they'll edge an owl bear in one-on-one combat, and those things are vicious. A fighter with a 13 strength wearing plate and shield can kill one in melee...provided he's at least 15th level (9th level with all +1 gear, 7th level with all +2 gear). Not bad for a 6 hit dice monster.

[yes, I realize the AD&D polar bear in the MMII is even beefier with 8+8 hit dice...I play B/X and HD 6 is just fine for me]

Now, there are only a couple things that makes the bear vulnerable to low- and mid- level characters (at least when acting in a coordinated group). One is the bears' weak armor class (AC6 is better than a Normal Human but even a NH can hit it more than one-third the time), and it's low intelligence (which results in a reduced saving throw as the bear is considered an "unintelligent" monster).

Of course, if we were talking about the panserbjorne of Phillip Pullman's His Dark Materials trilogy, that would be another story entirely. Intelligent, cunning warriors and dressed in plate armor forged from meteoric "sky iron," these guys are THE brawn of their particular world. Did I mention they live only for battle?

I've written before (or at least I thought I had...couldn't find a post to reference) that I thought the parallel universe world of His Dark Materials would make a great setting for a Basic Role-Playing game (like ElfQuest and Stormbringer). But why horde all the goodness for a system I don't even play? Why not throw the armored bears into my B/X world and watch the PCs run for cover?

Why not indeed?

ARMORED BEAR

Armor Class: -1
Hit Dice: 6
Move: 120' (40')
Attacks: 2 claws/1 bite
Damage: 1-6/1-6/1-10
No. Appearing: 1 (1-2)
Save As: Fighter 6
Morale: 10
Treasure Type: B
Alignment: Neutral

Armored bears, called panserbjorne, are a race of sentient polar-bears whose opposable thumbs and innate sense of metallurgy allow them to work as exceptional metal-smiths. They are born to battle and fashion for themselves plate armor from meteoric iron (called "sky iron" and found only in their cold northern homeland) which they treat with the same reverence and respect as a samurai does his katana. Armored bears have an exceptional sense of honor and do not give their word lightly; they are a no-nonsense people and can detect deception and illusions quite easily (+4 to saves when applicable). They have the same ability to hug victims for additional (2D8) damage as any bear, if they are able to hit with both paws in a single round.

All armored bears speak their own language as well as the Common tongue of humans. Though generally solitary, the panserbjorne have a king that may call them together in time of war.

Monday, December 20, 2010

Bearding Dragons in their Lair (Part I)

[sorry for the late follow-up to Part 1. Christmas shopping and going to Seahawk games...ho-boy, don't get me started on the latter...not to mention holiday get-togethers and such have conspired to slow down the blogging]

Picking up where we left off, a heavily armed party of 1st level adventurers managed to make their way fairly easily to the dragon's lair. By "fairly easily" I mean "without getting lost or ambushed." Let me give you a quick peak behind my DM screen:

I understand that wandering monsters are part of the game, but in general I use them only in extreme moderation, not as a regular matter of course. I see random critters as the fantasy game's picadors: spurring the adventurers on, blooding them a little, and working them up in a froth and frenzy. However, if the players are already "lathered up" and making quick movement towards their doom...er, "objective"...then why slow down the pacing of the game by throwing random battles (sans treasure!) at them.

That last parenthetical is especially significant. B/X D&D rewards "smart" play...that whole "challenge the player" thing, right? The better adventurer is the one that minimizes risk and maximizes reward (as we'll see in a bit...), thus the rewarding of "points" (XP) for treasure acquisition...and generally, far more points than simple monster battles.

So where's the "challenge" in throwing random monsters (withOUT treasure) at PCs?

There isn't one...wandering monsters serve a purpose (they penalize players for dilly-dallying as well as somewhat modeling random threats in highly populated areas). But since the players weren't dilly-dallying...and I didn't consider the wilderness around a dragon's lair to be "highly populous"...I saw no reason to bother with wandering monsters.

[and as far as the "getting lost" thing...hey, I won't worry about the Expert set rules till the characters are 4th level or so!]

So it was the players found themselves outside an icy cave mouth in the frosty hills after two-three days of following the river north. Sitting in a small circle, three furry creatures squatted on their haunches...large, furry creatures, actually. Like stretch ewoks.

[quaggoth are 7' tall teddy bears that use either large, two-handed weapons, or attack with multiple claw attacks. As everyone knows multiple attacks are far deadlier than single attacks, I decided all the quaggoth were armed. As 1+2 hit dice monsters, they are on par with standard martial hobgoblins...not the little guys in my Goblin Wars campaign...but not quite as nasty as gnolls]

The party decided to attack.

I don't recall if there was an attempt to negotiate or not (I don't think so)...I recall a lot of missile weapons going off and then Frezil the dwarf and the Matt's fighter (f that....I'm looking up his name on his character sheet..."Kendlis??" What the hell kind of name is that? No wonder I can't remember it...) were engaged in hand-to-hand...all of which boiled down to a lot of missed rolls. The quaggoth, on the other hand, had the hot dice rolling for them. Fortunately, the "double hit point" rule kept the PCs in the game.

Appelscar cast Charm Person on one of the wookies and low-and-behold it failed its saving throw. The look on Luke's face was priceless...I mean, he looked stunned (I'm not sure I've ever seen someone actually look "stunned" before, but Luke did). After all, it was like the first time he'd seen one of his spells work in the game (you'll have to recall the prior White Plume Mountain adventures in which monsters made save after save against the might of his 7th level cleric...). But this time, the spell worked, and Appelscar was in complete control of a new, furry bodyguard.

"I want to name him Warwick." Okay, said I. I didn't bother explaining that I associate the Warwick with a downtown Seattle hotel/bar my father used to drink at back in his days as a union president.

Although Warwick didn't grok any of the languages Appelscar could speak, it understood enough to know its new buddy was in trouble and helped batter its fellow quaggoths senseless. The two clerics (veteran-brothers of the sam militant order) helped provide healing for the fighters and everyone made it through okay.

I think. I may be confusing it with the next encounter:

As they pushed further into the cave complex (for the dragon's lair had been made within an ancient, existing cavern of cold stone), they encountered a second group of quaggoth who were also unfriendly towards the intruders. I believe it was in this second battle that the dwarf, Frez, met his end, taking a two-handed axe blow to the trachea (a lucky shot that somehow managed to leave most of his armor unscathed. Dave took over playing Warwick...a particularly fun aspect of these old school "rules light" games...and the party managed to wipe out this second trio of giant teddy bears.

Deciding that it'd be best to recover a bit before actually tackling Snowfang (he WAS a dragon after all, and they were just a small group of 1st level adventurers), the players retreated from the caves, back to the river and decided to "make camp" for the night.

[I'll conclude this tomorrow]

Monday, October 25, 2010

Inverted Ziggurat (P.2)

[continued from here]

“Of course there’s the little problem that everything down below is now submerged.”

Hmm…the party hadn’t thought of that. Fortunately, the wizard Keraptis had, and there was a drain in the floor leading to a gradual decline in the water level over a half hour or so. The party was fine with waiting, using the time to scale down the ledges (having tied off the rope to the door). Standing at the crack and looking at the four grinning, hungry polar bears, the party found itself a group divided.

Gustav: “I say we kill the polar bears.”

Party: “Are you kidding? They have ‘claw-claw-bite!’ They’ll kill us!”

Gustav: “I want a polar bear hat!”

This went on for awhile, but while a some abstained and most were against a straight up fight, no one had any real suggestions of how to circumvent polar bears in a non-combat fashion.

This was JB’s cue to go soft again.

“Normally, I wouldn’t suggest this,” says I, “but I know some of you haven’t played B/X for awhile, and you may have missed the Speak with Animals spell on the cleric list…um…3rd level spell, I believe.”

Well, of course, this was the perfect suggestion and the entire party over-ruled Gustav’s quest for a bear trophy. Not that he didn’t try, “Make sure you tell them we are their masters…maybe we should kill one just to show them our might for a better bargaining chip!” or “If they won’t let us pass, I’m ready with my warhammer.”

However, Alster was able to get a positive reaction roll from the bears…at least enough for them to let the party by on a “live and let live” basis. However, I did mention to Gustav that one surly mother of a bear seemed to be giving him the hairy eyeball, silently taunting him with a snaggle-toothed leer.

“I do NOT take the bait,” said Gustav.

Using a combination of the waterwalking ring and rope (duh) the party made it to the floor of the chamber, basking in the glow of the permanent Sweet T’s continual light. Tito himself needed a bit of help getting down to the chamber floor. “If I can’t actually DO anything,” asked Randy, “what’s the good of being raised from the dead?”

“You can provide moral support?”

“Um…no one has to carry your body out?”

From where they stood, they could see a vault set in a wall and a corridor leading away in the opposite direction. The vault obviously held some sort of booty…maybe even Blackrazor itself!

“Or maybe Quentin's in there,” suggested Sly. “Quentin! Are you in there?”

Terril cast detect traps on the vault. The lock glowed sinister red in color. “Oh, man…I can disarm that!” said Sly. And he did, removing a small, strange device that had no discernable purpose. With a flourish, he twisted the vault lock to reveal…a cascading pile of silver, along with a jeweled bracelet. Jackpot!

Brian wasted no time sweeping the silver coins into his bag of holding. I don’t recall who took the bracelet (probably Sly, maybe Sweet T). However, no black blade could be found.

“Hmmm…the poem said, ‘beneath the inverted ziggurat.’ I wrote that part down,” said Sly.

Maybe it’s down the drain, suggested someone.

The party pried up the drain and stared at the hole that went straight down. It looks like a tight fit, says I…maybe just wide enough for a Halfling? The party looks at Brian.

“Oh, no…I’m not going down the hole!”

Eventually the usual plan is formed, a rope is tied around the halfling’s waist and he soon crawling head first into the bowels of the volcano…

“It’s getting pretty tight, and the air is even warmer than up above, but by wriggling your body you can press forward. There’s a pretty bad smell…maybe sulfur?”

“Um…guys?”

“Just a little further…there’s probably a chamber or something.”

“You crawl a little farther. The hole…I can’t really call it a tunnel…kind of ‘jukes’ to one side and then continues deeper. You can just…manage…to squirm…”

“Guys?”

“Blackrazor’s got to be down there! Just a little further!”

“Okay, you can’t really move your arms, but by wiggling your fingers…” (I make little penguin wing motions) “…you can inch a little more. A lot of heat now…sweat pouring off your face…”

Get me out of this f***ing hole RIGHT NOW! Goddammit! YOU go down the hole!!”

The party (a little reluctantly) pulls the Halfling up with the rope. Brian is not amused. Someone suggests that they “make camp” on the floor of the chamber. As they prepare to bed down, a watch is arranged. I start rolling for wandering monsters.

I forget who had first watch, but it isn’t long before the invisible foot prints are back…circling the party, kicking up sand, splashing through the water…and then gone. Needless to say, the guy who saw it all was a little disconcerted and woke everyone up (they hadn’t been asleep that long).

Did the party question the bears? Maybe…I know they (the bears) had little useful to say (they were used to getting fed by Mr. Invisible). The party decided to go back to sleep, and Sly offered to take next watch.

When the encounter came up, I had Sly roll to see if the party was surprised. Since he rolled a “2” (and was thus surprised) I ruled he’d dozed off. I rolled randomly to see which party members were attacked by the two wights that wandered upon them unawares.

Sly and Borgnine.

Even though the party was “sleeping” a failed surprise roll just means the monsters get a free attack roll, not an “auto-hit,” so I rolled to attack. Only Sly was hit. The dwarf was startle awake by something cold caressing his cheek…the thief was awakened by soul-searing cold as his life force was wrenched from his body! Welcome to level 6.

Round two: “A corpselike figure with sunken eyes giving off an unholy glow crouches over you clutching at your body, groping at you with pale, blue-tinged hands. What do you do?” Both were attempting to kick the thing away while yelling for the rest of the party to get the hell up! The wights won initiative for the round and both were successful in their attack rolls, draining the dwarf to level 6 and the thief to level 5.

“Wait…so I’m getting worse?” asked Vince.

“Ha! You’re lower level than me now!” laughed Randy.

“That’s what you get for falling asleep on watch!” said someone else(maybe Matt…he really hadn’t liked going down the hole).

The clerics rise up pulling their holy symbols and blast the wights into oblivion.

Somehow, the party decided to get back to “sleep,” though a double watch was set, and they got little rest on the damp hard sand. No more wandering monsters troubled them.

Upon awaking, and after passing around the healing magic, the party decided to explore the only other egress available to them…the southward leading corridor.

It ended in a door.

After watching the newly diminished thief fail his “hear noise” roll, the party kicked open the door ready for anything. What they found was a bedraggled-looking Quentin Nogg.

“More tormentors come to taunt me? I will serve neither you, nor your feeble master!”

No, no…the party explains. They are here to rescue the halfling. They gaze around the room at the sumptuousness of the surroundings. “Bribes,” explains Quentin. “The wizard Keraptis killed my party and captured me. His indoctrination process failed, and so he’s kept me here for several weeks, hoping that I will agree to be his loyal slave. You’re welcome to any of his ‘treasure’ offers.” He gestures to a disorderly heap of loot that includes a suit of human-sized plate mail.

Gustav asks if he can have the plate mail, seeing as how his own is pretty toasty. “It won’t fit me,” says Quentin. Matt asks, “If this is cursed armor, I won’t know it till I’m in combat or something, right?” Right. “Eh, I’ll put it on anyway.” Okay.

Terril, feeling all this is perhaps too good to be true casts Detect Alignment on Quentin.

Neutral.

“What about Blackrazor?” Brian wants to know. “We were supposed to find Blackrazor down here!”

“It is here,” says the Halfling, “Keraptis said he wanted me to ‘guard’ it.” Quentin pulls a beautiful mahogany case…about the size of a sword…from beneath a large cushion, opens it, and pulls Blackrazor from the satiny lining of the case. The light within the room seems to disappear in the darkness of its length, giving back only the sparkling of constellations deep within the blade’s black metal.

“I don’t think you should be carrying Blackrazor,” says Brian pointedly.

“And why should I not?” says the Halfling with a look that says ‘come and take it from me.’

Brian decides to start scooping treasure into the bag of holding instead.


***EDIT: So sorry, folks...THAT is where we left the game! Hope you weren't waiting for more action, 'cause that's all she wrote for last Thursday. The players decided that finding Quentin and Blackrazor was enough of a feather for one evening, and everyone was anxious to get home to their families (we ran a little late)...but this is where I plan on picking up the thread three days from now. Stay tuned! ***

Tuesday, August 31, 2010

D&D at the Baranof (Part 3)

[continued from here]

I'll spare you the suspense: my brother's character was killed.

By owl bears.

How awesome is that?

It went down like this:

Asked AB what marching order he wanted to assign to his party. He replied (after only slight deliberation): Halfling, then Dwarf, then Cleric, then Meaty (the fighter), then the Magic-User last.

Really? You're really going to let everyone march in front of you? When your character is a 7th level fighter with an AC of 1 and, like, 30+ hit points?

'Yeah. How do you think my character got to 7th level?'

I can see why the Dwarf with the 3 charisma is your best friend. C'mon...you're going to let your ex-fiancee walk point before you do?

'Ok, fine, Meaty will walk IN FRONT of the cleric...jeez!'

And so off they went.

There are quite a few doors in B1...stuck, wooden doors that need to be kicked open. AB liked to go through doors...they would break down most every door they encountered. Generally, he would have Grouch (the dwarf) do the honors. Unfortunately, I was rolling extremely poorly for door opening rolls and despite his 16 strength, ol' Grouch ended up bruising his shoulder more than half the time. After every failed roll, Meaty would shoulder his way to the front of the line and blast the door down with his 18 strength...grumbling the whole time.

The first inhabitants the party encountered was in the stronghold's kitchen: a trio of kobolds were busy cooking up something for the lords of the Fortress Q.

[yes, Rogahn and Zelligar were both healthy and present in the stronghold. Remember that all False rumors were True and vice versa. Rumor #18(F): Zelligar and Rogahn have actually returned to their stronghold and woe be to any unwelcome visitors!]

Do you want to attack the little dog men?

'Um, well, no...let's try diplomacy first. Does anyone speak kobold?'

[I have to say, I was shocked with this approach from my WoW-addled sibling...is it standard practice in 4th edition games to talk to the encounters rather than attack? I guess my brother is a throwback as well]

Hmm...it appears the only character that speaks kobold is your best friend, Grouch the dwarf.

'Grouch will talk to them!'

I roll reaction modifying for Grouch's Charisma of 3 and the kobolds attack, only to die quickly and messily. My brother and I laugh over our beers at Grouch's attempt at "tactful greeting."

A few long corridors, a couple storerooms, and a bit of being lost in the twisting turns of Castle Q and the party finds itself in Zelligar's indoor garden chamber. Unfortunately, I'm mean and there are several shriekers present who start to give off a keening wail as the party's harsh torchlight lights the darkened room.

Shriekers are 3HD apiece (!!) and it takes several rounds for the characters to kill them. Dicing for wandering monsters, I find a lumbering owl bear ambling down the corridor to investigate the noise. The characters nut up and gang bang the thing dropping it in a single round, though Meaty takes a blow from a forepaw (a taste of what was to come). As usual, I was rolling 6s for initiative, even though I couldn't open a door with the same six-sider.

The next encounter took place in the "visitor's lounge" where my notes read "evil centaur." The evil centaur was checking out the life-size marble statue of a beautiful nude woman. Deciding to try negotiating again, the party this time put forth "Lady Troy" (the cleric) to do their talking. At first, the horse-man was well-disposed to the pretty lady in the chain coif as they tried to bluff their way into some useful info. However, he was eventually tipped off by their drawn and bloodied weapons and when Meaty opened his mouth to lie his ass off, the Reaction dice came up snake-eyes and the centaur attacked.

And died. Quickly.

Per the module, the statue is "obviously of great value" but is nearly impossible to move due to its great weight. AB decided Meaty would throw his bag of holding over the thing and knock it over (possibly using the party's 10' pole as a suitable lever). I'd had a couple by this time and decided this was a fine plan, though the statue took up most of the room in his bag (which can hold half a ton!).

More wandering, including finding and perusing Zelligar's bedroom (Big Z wasn't there...I had him located in his workshop/lab) didn't net them any more treasure...I can't recall why they didn't loot the wizard's bedroom; I believe they even left the books that looked valuable if un-decipherable.

I should note that my Virgo brother was mapping the whole time...drawing on a spread-open napkin with a pencil. Despite a lack of graph paper and my conspicuously dubious measurements ("the corridor extends 50 or 80 feet and then turns left...") he actually did a pretty good job of mapping. Later he remarked:

"Keeping a good map...or even a half-assed map...is a real time-saver. That part in the southeast where we were lost was mainly due to beer, but otherwise I had a good idea where to go and how to get out with just a few scratch marks."

[I am paraphrasing]

Eventually their lack of a thief (or their general disregard for safety) got the better of them and they blundered into a false door/pit trap that dropped most of the party 40' into a deep pool of cold water. Faced with dis-encumbering themselves or risk drowning, AB decided that Meaty would dump the statue and Grouch would strip off his plate mail, while the Lady Troy would try to tread water in her armor. Fortunately, all of the party members were able to make their swimming checks and the magic-user (who had NOT fallen in the drink) was able to help them out with a length of rope. 'I'll come back for the statue,' vowed Meaty. Such was not to be.

Finding the stronghold's armory was not nearly as big a coup as they'd expected...most of the gear was broken, old, or otherwise useless. However, they could smell treasure nearby and they anxiously pressed on. Kicking in the door at the opposite end of the armory they found themselves in the stronghold barracks facing several "guards:" three owl bears!

While the magic-user's lightning bolt spell left one monster in smoking ruins, AB may have overestimated his chances against the remaining two beasts as Meaty and Crouch waded into melee, Lady Troy providing healing and Carey doing his usual 'floating.'

[by the way, a 6th level halfling with a 12 strength and a +3 dagger does just fine in combat when you're using the All-Weapons-Do-D6-Damage rule]

Grouch, no longer wearing plate mail, was quickly scooped up in a bear hug and took massive amounts of damage. Meaty, still wearing his +3 chain, was also hit with every single attack of the owl bear (including the automatic hug attack). Unlike the dwarf, Meaty did not have 42 hit points. Despite the cleric focusing all her healing power on the fighter, the second round saw him take enough damage from the beast's hug to bring him to -2 hit points.

Quickly I rolled on my 50 Ways to Die table: "a massive blow crushes your spine killing you instantly." The owl bear had broken Meaty's meaty back!

As we had finished our pitcher at this point and it was 10pm (we' been playing close to two hours), I decided to call the session rather than finish out the fight with the NPCs. As it was, the fight was shaping up to be at least a half-TPK (Grouch was well on his way to joining his best buddy in the Happy Hunting Grounds)...and since Lady Troy was NOT carrying a raise dead spell (I guess she was level 6 after all), I figured it was time to head home to wife and beagles.

"It was the damn claw-claw-bite that did me in," analyzed my brother, something I've discussed on this blog before myself. Beware the big creature with the multiple attacks, for they are truly the most dangerous game!

I have to say that I really had fun gaming with my brother, and just being able to walk into Gary's the next day and tell Tim, "yeah, my brother got taken apart by owl bears"...man, is that just a fun phrase to say! Makes me smile just thinking about it (owl bears are definitely on my Top Ten List of favorite D&D monsters).

Anyhoo, AB is thinking of playing again, and perhaps I'll skip the Thursday ECGF game in favor of beers and B/X at Baranof's from now on...Lord knows, it was one of the best times gaming I've had in awhile (face-to-face play, adult company, booze...what more could you want?). If we do, we might pick up where we left off and we might not...ABles has been saying he's interested in play-testing the B/X Companion, so perhaps we'll take my half-finished adventure module for a spin. It might be just the push I need to get the damn thing ready for publishing!
; )

Friday, September 18, 2009

Plate Mail Won't Save You


Man, I finally got a day off, which is great. That is to say, I have a day off, meaning a day to myself. I work 40 hours a week like most of the other American stiffs lucky enough to retain their jobs in this floundering economy, but I only work 4 days a week (10 hour days). Gives me a 3-day weekend, but because of traveling, entertaining, and shift changes (I used to get Mondays off, now its Friday)...well, it's been awhile since I've had a chance to catch up on my sleep.

Oh, I know, I know...I have SUCH a hard life, don't I? As I sit drinking a steaming cup of Diva Espresso's Perfection Blend (their special dark roast of the Virgoan season), I realize that I have many blessings, and must have done SOMEthing good in a past life to receive so many gifts in this one. After all, no one's invaded MY sovereign nation and bombed my house based on the evil acts of a handful of rogue individuals...

[all praise and thanks to God!]

Plus, both my wife and I still have our jobs (we've both seen lay-offs at work) which affords me the luxury of drinking coffee, and paying for my wireless internet so I can blog away at the kitchen counter...AND enjoy a decent B/X game in the evening with the help of Skype and Gametable on-line.

Last night was yet another foray into the Wilderlands care of Mr. Armstrong over at Ode to Black Dougal, my first time playing a thief. In fact, as far back as I can recall, I don't EVER remember playing an actual straight thief...in any edition of the game.

Even when I was playing 3rd edition, my dwarf fighter/rogue/duelist STARTED as a fighter, I'm almost positive (have to get the benefit of those starting hit points, right?)...though maybe not. Hell, maybe he didn't even start at first level...that really was a galaxy far-far away...

Anyway, a "rogue" isn't the same thing as a thief; thieves are thieves, and all PCs in B/X are roguish sorts. BECMI not so much...you get paladins and druids who are all "holier-than-thou" about their respective forms of worship. B/X doesn't get so hoity-toity.

And speaking of rogues, I wasn't the ONLY one playing a thief last night. We'd actually scheduled THREE thieves to show up (hey, when you're rolling 3D6 in order, you get what you get!) but only two made it...plus our leather-clad fighter (more on him later) and yoyorob's new guy, a dwarf named Sully. 

Much fun, including one character death. I think Timeshadow's thief (who didn't make it to the party) is now the longest running character in Pat's "mini-campaign"...and she's only 1st level with 2 hit points!  See? It's all about SMART play folks...one can survive with a 6 Constitution.

Of course, it helps not to try to make friends with a wounded bear, right Jaxson?  ; )

HAHAHAHAHAHAHAHA!

All kidding aside,  it certainly appears that a character's survivability is inversely proportional to the amount of armor he wears. Case #1: Krome, Diomedes, and Biff (or whatever that henchman's name was). Case #2: Jaxson. Forgoing his familiar leather for the more familiar plate mail did NOT increase his ability to survive. 

Oh, I'm not talking about probabilities here...yes, I am fully aware that plate and shield decreases your percentage chance of being hit by 25% over leather armor alone. But how's THIS for a stat: 100%. That is the mortality rate so far of characters wearing plate mail in our B/X game. That's not probability, that is absolute certitude.

100%...compared to a 100% survivability rate for characters that do NOT wear plate mail. Now there are a couple caveats. The 100% mortality is over a span of two or more game sessions. All of the guys who have played (and died) so far participated in  at least two game sessions. Only Meepo's plate-sporting halfling (Sancho Peatfingers!) is excluded from the death poll, because Jim hasn't made it back to a game session since the first one. Based on the 100% mortality rate, I'm sure he'd be dead now if he had.
: )

Even the plate wearers fared better when OUT of their armor. Sully the dwarf also has a full kit of plate (once Rob figured out we were using the B/X equipment list and NOT the Labyrinth Lord one), but I don't think he even once had a chance to don it. The first encounter of the evening was aboard a river boat when the party was attacked by more than a dozen swarming river pirates (with archer support). Even though Sully (and Jaxson) were NOT wearing their armor (being less armored than the thieves!) they survived the encounter while fully engaging in combat and helping to drive off the brigands. Sure they took some wounds on their heroic bare-chests, but they both managed to survive the scrape.

Later when Jaxson was mauled by the bear, he was wearing full armor (I think K said later that he was unarmored, but Pat was making attack rolls as if Jax had his better AC and stated later that fighter's armor was ripped to shreds). Sully? He was reclining naked in the (locked) cabin where we could safely listen to "feeding time" without getting eaten ourselves.

[side note: bears are quickly moving up onto my top ten list of D&D monsters after their recent antics in-game. I am going to have post this list pretty soon!]

The reason why the damn stats lie regarding the wonderful ability of armor to save you has more to do with the underlying human nature of players than with any real failing in the math. Certainly, I recall the cleric Diomedes ability to leap into melee with a pack of kobolds, and practically route them himself (well, Sancho helped a bit with his bow, I guess...). Plate and shield IS effective in the right kind of encounter. Basically, any weapon-using dudes that are low in hit points (because the faster you can kill 'em the quicker they are to route). It's over-confidence in one's armor that leads to career-ending violent demise.

Against big means with claws and teeth, plate is going to get shredded nearly as fast as leather or cloth. The key here is the multiple attacks...call in the "tyranid swarm syndrome" (TSS) to borrow a term from Warhammer 40K. Hell, even Khorne Berserkers (my 40K army of choice). The multiple attacks give you more chances to hit, thus more chances to damage. Even in an army on army, multiple attacks are generally going to carry the day in melee...but if you've got a multiple attacking swarm on a greatly outnumbered opponent (such as small party of PCs) chances are the smaller group's going to get gaffled.

Fighting a bear is like fighting three guys...except harder. First off, a single opponent doesn't break morale, generally. Second off, its high hit points mean there is no diminished effectiveness based on YOU doing damage. Third off, its high hit dice means the thing is going to hit you a LOT easier (and thus more often) than a 2 HD trog or a 1 HD orc/kobold/pirate. And of course, when it DOES hit it does tremendous damage compared to a hobgoblin with a sword. Given the bear's multiple attacks (AND the added "bear hug" damage) just ensures that you're toast. Even (or especially!) a wounded bear is nothing to scoff at...lower hit points does NOT equal diminished effectiveness, remember?

Jaxson never had a chance against the thing, plate mail or not.

Compare this to a 2nd level fighter attacking an ogre. On average an ogre has 19 hit points, AC 5, THAC0 15 and does 1-10 points of damage. Against a fighter with AC 2 (plate and shield) his damage output is (average) 2.2 per round (hits 40% of the time X 5.5 average damage). The 2nd level fighter with a sword and a 13 strength? He does the exact same damage output. Now if the fighter has a 16+ strength, a high constitution and/or dexterity, or a couple buddies helping him...well, then the odds of taking down the ogre radically shift in favor of the fighter. A 3rd level fighter with 17 hit points (we play with max hit points at first level) would have the same damage output as a 2nd level fighter but would have an even chance of killing the ogre before being killed.

Not so with the bear. Even a 4HD black bear average 3.73 damage per round (and with 18 hit points, clearly outweighs the 2HD fighter). The third level fighter will need more than 7 rounds to kill the bear, even taking into account the bear's worse AC than the ogre. The bear will kill the 3rd level fighter in less than 5. Against a grizzly (which I think is what we fought) it's even quicker.  A grizzly's damage output versus plate and shield is 7.24 damage per round! A 2nd level fighter with 13 hit points (I think that was Jaxson's total) can't expect to last more than 2 rounds against such a beast...and Jaxson, still wounded from the earlier encounter, did not even last one.

Rest In Pieces, guy...little, tiny, bear-digested pieces...

Anyway, as I mentioned, I am a blessed man. I have a job, a loving wife, a home, and two wonderful beagles...plus access to good coffee and the internet. And in addition to all that, I have a new B/X character that is still alive and well (un-scratched, actually).as well as more than 60gps richer then when he started the evening.

Being a thief is kind of fun! I sure run faster than the guy in plate mail!
: )

Tuesday, August 4, 2009

From The Jaws of Certain Death (Expert Adventures Part 3)

AKA "The End of the Adventure"

In case anyone's wondering, I personally prefer these extra long blog "stories" to be broken up into parts for easier consumption...that's the main reason I don't post this all as one looooong blarg entry.

(continued from here)

I neglected to mention that after the first couple of earth-bound battles, Roland started to memorize cure light wounds as one of his first level spells. His reason for this was practical...the dwarf warrior was taking damage in fights, and he wanted to be able to heal him (which he would do most every morning). Later on, Roland chucked light from his prayer list...they weren't traveling at night anyway...and started memorizing the spell twice. Things became much more dangerous as the party penetrated deeper into the island interior.

The Phanatons did not know of any giant pearls or lost cities, but they did know of the central plateau located within the mountains interior. They explained that if the party headed northwest they would find the great river, which they could follow all the way to the central plateau. This the group did, only encountering a few groups of (friendly) giant antelope as tey made their way through the mountains.

Once they found the river I could (mercifully) stop rolling to see if they got lost. The journey upriver was fairly uneventful, save for a small party of lizard men they encountered. The lizards approached with signs of peace, perhaps because of the enchanted snakes Roland had conjured as soon as they were spotted (the cleric appeared to be some sort of reptile friend/angelic being). However when Roland was unable to communicate with them, they grew angry and attacked (a 3 reaction roll!) and attempted to spear the blasphemer. However, Roland's party was able to slay all four lizard folk quickly (in one round!) with the help of the cleric's poisonous companions.

Soon enough, they found themselves at the foot of the 3000' high plateau. With no thief to scale its sheer surface and only a couple hundred feet of rope they were at a loss as to how to get to the top. Fortunately Marvello the Magnificent once again proved his worth! The magician had been memorizing fly twice per day since infravision had not been needed in the wilderness in daylight hours, and a quick perusal of the Expert rules showed it could be cast on others. He cast it on both Gorm and Roland, then cast levitate on himself and the party used the mage's magic to reach the top (Narcolim was carried, lashed to Marvello).

Once on the plateau, Roland and Co. made ready for the last push towards the center. A trembling of the earth did not deter them, an ominous warning of what was to come.

From a copse of trees the party was surprised yet again, this time by four ravenous dire wolves! The huge beasts came sprinting from their hiding place to pounce on individual party members, dragging down both Narcolim and Marvello! Poisonous snakes, axe and hammer, all served to slay and drive off the creatures, but not before they had managed to ravage the two magic-users mortally.

Now the raise dead spell in the Cook Expert set is available to clerics of 7th level, but the description makes the time frame for raising subject to the character being at least 8th level. As such, I ruled that a 7th level cleric could only raise a deceased character within one day of death (this was discussed by S. and me at the outset of the adventure when talking about the limitations of the spell). As such Roland was now faced with a choice of whom to raise from the dead...the flying guy that could talk to the phanaton, or the dark mage with the raspy voice that had the mucho useful lightning bolt spell.

S. elected to raise Marvello. As he said, "Narcolim sounded like he was already on his last legs" (I had role-played him with a raspy, sleazy voice...think a combination of Robotech's Khyron and Raistlin from Dragon Lance). He did search Narcolim for the advance money he'd paid him (not there), and took the mage's gear and spell book ("maybe Marvello can use the lightning bolt when he's healed up!").

They then made plans to return to one of the earlier, friendly villages they'd encountered. Roland was not against continuing the adventure with only one mage, but he needed that mage able to fight and cast spells...and walk! And the recently raised dead have a two week recovery period before they're fully functional. Roland was not about to wait on the mountain!

They set off back to the edge of the plateau. As they followed the river to the falls, they encountered two cave bears fishing. Roland cast speak with animals and approached the bears in a friendly fashion. Marvello was strapped to his back. The bears reaction roll was a 3! They attacked! "Run!" yelled Roland. The bears pursued! A swipe at his back re-killed Marvello! The second cave bear mauled the hell out of Gorm. The dwarf attempted to die fighting. He succeeded!

Roland ran to the edge of the cliff, caught his grappling iron on a thick clump of prehistoric shrubs, and threw himself over the side. A check showed the grapple held! The rope nearly jerked out of the cleric's hands but (check and) he held! He slammed against the rock face, but managed to find a crevice within which to wedge himself for the night.

The bears eventually left.

The next morning, Roland climbed the rope back to the plateau. He found Gorm's and Narcolim's bodies had been dragged off by the bears for consumption. He once again raised Marvello from the dead. "Why bother to bring me back if you're just going to kill me again?" croaked the mage.

Strapping the magician to his back (again), the cleric began circumnavigating the plateau, looking for another way down besides the sheer drop. He avoided the giant antelope he encountered. He evaded the pair of wild boar that were rooting through the scrub grasses on the plateau surface. He eventually found an ancient suspension bridge, several hundred feet long, leading to a nearby mountain pass. Fortunately he was able to cross without incident.

[adventure note: there is a 75% chance that flying pteradon's attack parties crossing the bridge...in the past I've seen half a party decimated by their swoop attacks. Roland was fortunate in the roll]

Somehow, he managed to find his way back to the Phanatos village without getting lost. Once Marvello was fully recovered the two, guided by their furry clan mates (they had been made honorary members of the tribe with a 12 reaction roll!), led them safely back to the walls of Tanaroa. There, they found Captain Garrick and his men had been living it up with the tribal villagers for the last several weeks. Boarding their ship, the Lucky Lady, they sailed back to Specularum arriving without incident about a week later (I did not bother with weather/lost/encounter rolls for the return voyage).

THE END

(epilogue to follow)