Showing posts with label monster. Show all posts
Showing posts with label monster. Show all posts

Monday, July 11, 2016

Sunday, July 10, 2016

Monday, July 4, 2016

Work In Progress: The Summoner

  As my players know, I like having NPCs with non-standard abilities. The idea of NPCs being different than PCs was born of lo, those many Dragon Magazine "New NPC Class" articles. My many years of thinking about NPCs, PCs, levels, and such was summarized in a series of posts that ended with this one explaining why 'good guy' NPCs are largely non-standard. My evil NPC clerics are also very different, as I mention here; in brief, they have fewer spells but access to special powers, like disease touch, or regeneration, or invisibility. I had a few weird PC classes, too, and allowed some from Dragon, like the Archer.

Friday, June 3, 2016

Guest Post - Monster Analysis 1:The Sahuagin

  I might have occasionally mentioned my 5 sons, 4 of whom play RPGs with me (#5 is only 3 years old, so....)
  Son #4, who is 13 years old, has been kind enough to write an analysis of monsters and promises many more!
  Without further delay, his article:

This is my first in a series of 7-8 monster analysis articles which take the basic descriptions of 1e monsters and rattle on about the implications.

Saturday, May 21, 2016

Misunderstood and Improperly Played: Reaction and Morale Rolls

  I was reading a solid post by Trollish Delver, a blog I am sorry I just found, and it inspired me (thanks, Scott!) to write a new post in the Misunderstood and Improperly Played series, although I fear a better titled might be Forgotten About and Never Used.

  Scott makes some good points in his post which I will not sum up - go read his stuff! The link is in the first sentence and it is a great, quick read and you'll like his blog!

  When I have new players being introduced to the game I often use weak undead for the second or third encounter: everyone knows they should be destroyed, so no moral qualms, and there is a reason they fight to the death. But immediately after that? As soon as they get the upper hand I have monsters try to surrender.

  I also use the reaction roll. You do, too, right? I mean, here is the quote from the DMG,
  "Any intelligent creature which can be conversed with will react in some way to the character that is speaking Reaction is determined by rolling percentile dice, adjusting the score for charisma...."
  The section on generating NPCs has a chart showing how their various personality traits affect their reaction rolls. And the section on random encounters also discusses reaction rolls (which I will cover later).
  In short, 1e assumes the DM rolls reaction checks with every encounter he did not explicitly set a reaction for. Walking through the briars and encounter a few men? Roll a reaction. In a dungeon and burst in on a group of dwarves? Roll a reaction. Bump into an ogre? Roll a reaction. Cast a Speak with Animals and talk to a cow? Roll a reaction. Gnome is asking the badger for direction? Cast Speak with Dead?
  You get the idea.

Friday, October 2, 2015

What Is Out There, In The Dark?

  All DMs have little quirks, little things they do that set them apart. Most that I know have a 'go-to' humanoid and a favorite monster to scare players.
  My go-to humanoid is hobgoblins; Lew Pulsihper calls them 'Rick's Nazis'.
  But the scary monster in my 1e game is - the bugbear.

  The word 'bugbear' is from the 16th Century and means, at heart, 'big, hairy monster that eats children'. A literal meaning of 'bugbear' is close to 'supernatural, man-eating creature covered in fur'.

  The description in the AD&D Monster Manual should be chilling; bugbears are within a hair as tough as a black bear or wild boar, have a good armor class, and are strong. Strong enough to open combat by hurling footman's maces 4"! Plus, they are stealthy and surprise foes half the time. And their description? 'Giant, fur-covered goblins with a shambling gait'.

  I picture (and describe) their movement as being similar to this:


  Odd, unnatural, uncanny valley monster movements.
  Bugbears also see very well in the dark. For players in my campaigns their first encounter with a bugbear is sometimes like this;



  The people of Seaward, especially the peasants, are terrified of bugbears because of their stealth and hunger. Bugbears are known to snatch children out of their beds at night without parents or dogs knowing until it is far too late. The villages in the rill valley sometimes call the Briars the Bugbear Woods to ensure their children stay away.

  What monster do you use to scare players?

Tuesday, August 11, 2015

DM's Game Log: Return to Dwarf Hill

NOTE: Somehow an early draft was published; edits are now included.

 Dwarf Hill is the name of a large hill on the eastern verge of the Stone Hills just beyond the borders of the Kingdom of Seaward. It had long had a reputation of being both the hiding place of dwarven treasure and of being haunted by a banshee. About 18 months ago (real time) an adventuring party had found a hidden ravine on the eastern edge of Dwarf Hill and cleared out a small band of brigands hiding in a hillside dwelling. The party had found a tunnel into the hill that eventually bridged an underground stream but then ended in a door  - a door with a long-dead body in front of it and the chalked warning "Glyph" on the wall nearby.
  This weekend a new party returned, this time with a dwarven fighter/cleric along who believed he knew the password to temporarily deactivate the glyph.

  The party consisted of:
  Fiona, a human fighter; 2nd level
  The Sparrow, a half-elven fighter/thief; 1st/2nd
  Konrad, a dwarven fighter/cleric; 1st/1st
  Seamus, a druid; 2nd
  Thoren, a half-orc fighter/thief; 1st/2nd

  No henchmen this time around.
  The party travelled to the border along the Wyvern Road meeting no one of more than middling interest with only a heavy rain to break the monotony of the road. After three days they left he fortified village of Estham for Dwarf Hill, 5 hours into the wilderness. They arrived and found the stone hut still empty, but intact. They quickly rechecked the areas they had cleared out on the first trip and then scouted the bridge and door - they seemed undisturbed.
  They crossed the bridge and examined the door. Seamus used a lantern to peer carefully into the darkness along the underground river's passage and thought he detected another bridge upstream and higher in the cleft. Kaspar said what he hoped was the password and opened the door... safely.
  The area beyond was obviously a mine; the door opened into a central collection area with two drifts radiating away from it and doors further into the hill. The party heard a faint tapping in the distance, but could not identify the direction the sound was coming from. The tapping sounded like either metal on stone or water on metal and was very regular.
  The party explored the nearest drift first. The dwarf identified the ore as a source of tin. The drift showed that the vein was played out in the area. In a remote side shaft they found a half-elven body, long dead, under a pile of rubble. On the wall nearby they found tally marks; the count was 64. Returning to the main area they opened the first door and found an area with tin ore in bins. While poking through the bins the animated skeleton of an ogre burst forth and fought the party. The party slew it in 2 rounds, then opened another door in the room, revealing another passage and door.
  About this time Seamus, Fiona, and Konrad all began counting on their fingers and marking each 10 count with a tally mark on the wall. The others realized they were counting the individual taps they were hearing! Concerned, those unaffected quickly led the counters through the glyphed door (saying the password!) and across the bridge, where the sound of the water drowned out the tapping. In a few turns the three counters were feeling fine, although shaken by their sudden obsession with counting. The party realized tha, based on lantern oil, the obsession hit after an hour of the tapping, camped in the stone hut and made plans for the next day.
  After a quiet night the party once more said the pass word, entered the mine, and began to search, but much less cautiously than usual.They found another body in the second drift (beneath 91 tally marks) and stairs leading up. They also found a central equipment room with mining tools and 4 handcarts. As they approached an hour within the sound of the tapping they retreated into s short drift, Seamus put wax plugs into his ears, and the rest (all members of the Church) began chanting the Litany of the Saints.


  All felt an immediate lessening of the psychic pressure of the sound of tapping.

BTW, this is, in my game, the basis of the Chant spell.
   After about 5 rounds a figure leaped out of the darkness! It looked like an emaciated dwarf dressed in rags carrying a heavy tool hammer and was obviously undead. Most of the party was surprised - the creature swung at Seamus, but missed. Seamus missed in return and then the thing ran off, seemingly into thin air.
  The party continued, finding two more main drifts and continuing to explore. They found two more bodies and what they suspected was the main lair of the creature. And while once again stopping in a small alcove to chant the creature attacked again, striking Fiona for quite a bit of damage.
  And removing every trace of her sense of direction. She was so puzzled she couldn't even obey 'follow the person in front of you' instructions. Kaspar took her my the hand to lead her through the tunnels. A second ambush dealt damage to Kaspar, as well, and the confusion. Both could still fight and even cast touch spells, but not travel!
  On the fourth attack, however, Seamus was more prepared. This time he was not surprised and he had a spell ready - Faerie Fire! The creature was limned by the spell and the fighters closed in (some with hand-holding) and destroyed him soon, but not before he confused another member of the party.
  The party retreated back to the hut, rested, healed up and by late the next day the weird confusion had ended.
  The returned and examined the higher floor, finding it empty (other than a mithral key they discovered after following a few clues) and - the other bridge, seen before. With some quick thinking and luck they were able to bypass the Wizard Lock on this door and enter the final chambers.
  This was the bolt-hole of a long-dead wizard who had taken over the space as a place to hide from his enemies. The party slew a ghoul set to guard the outer door (Thoren got initiative and killed it with a single mighty blow!) and then drove off an imp (the dead mage's familiar, trapped by a spell) to find his corpse and a basic spell research library.
  They gave the dead proper burial and then used the carts to haul out the loot. Several of them leveled up.

  The monster ws one I have had stuck in my head a loooooong time. Way, way back in Dragon Magazine #58, which came out in February of 1982, was a special section on dwarves that included a new undead, the Rapper. I modified them a little bit and have wanted to use them for, oh, about THIRTY-THREE YEARS! Although only 4 HD their abilities to drive people mad, turn invisible, and affect people with a Lose the Path effect combine to make them a nice, creepy threat. The party realized that a little foolhardiness and a few blown saves and one rapper could wipe out an entire party rather easily. I have had Dwarf Hill floating around in various incarnations for 3 decades and finally a party went past that glyphed door!

  More on the campaign in general soon.