Friday, October 29, 2010

Morrowind Monsters: Beasts of the Waters

Mudcrab


Mudcrabs are hard-shelled creatures, smaller than humans but still big enough to still be dangerous. They are commonly found near water around Morrowind. Mudcrabs usually attack man-sized prey if they feel threatened, but a mudcrab tastes human or demihuman flesh even once it becomes a maneater until death – this behaviour usually gets it killed before too long.

No. Enc: 1-3 (1-6)
Alignment: Neutral
Movement: 60' (20')
Movement: Swim: 60' (20')
Armour Class: 3
Hit Dice: 1
Attacks: 1
Damage: 1d6
Save: F1
Morale: 7 (11 for maneaters)
Hoard Class: None
XP: 10

Slaughterfish


Slaughterfish are carnivorous fish up to two feet in length, with sharp pointed teeth. They form into large schools, deadly to unlucky swimmers.

No. Enc: 1-20 (1-20)
Alignment: Neutral
Movement: Swim: 120' (40')
Armour Class: 7
Hit Dice: 1+1
Attacks: 1
Damage: 1d4
Save: F1
Morale: 10
Hoard Class: None
XP: 15

Dreugh


Dreugh are a hybrid of human and octopus in appearance, with a humanoid upper body with pincer hands and a mass of tentacles for a lower body. They are said to have underwater kingdoms ruled by fabled "trident-kings", but are savagely hostile to intruders in their watery domains.

No. Enc: 1-2 (1-4)
Alignment: Neutral
Movement: Swim: 90' (30')
Armour Class: 2
Hit Dice: 5
Attacks: 2
Damage: 2d6
Save: F5
Morale: 9
Hoard Class: XIX
XP: 200

Special Notes: These creatures are easily transported to other settings, to help pad out the slim lists of aquatic monsters.

Sunday, October 10, 2010

Morrowind Monsters: Undead

Morrowind has several types of unique undead. This is mostly because of the cultural practice of "sacred necromancy". This is the raising of ancestor spirits as undead to guard their own tombs from robbers. Those who practice "profane necromancy" (raising any other sort of undead for any other reason) in Morrowind are liable to be lynched or burned at the stake if caught, even though most outsiders see little moral difference between the two types of necromantic arts.


Ancestor Ghost
Ancestor ghosts are semi-transparent, and look like a floating tattered burial shroud, with bones and a skeletal face sticking out.
No. Enc: 1 (1-6)
Alignment: Neutral
Movement: 60' (20')
Armour Class: 7
Hit Dice: 1
Attacks: 1
Damage: 1d4
Save: E1
Morale: 12
Hoard Class: XVIII
XP: 19
Ancestor ghosts are immune to non-magical weapons, except those made of silver.They have all the usual undead immunities too. They can bestow a curse (as per the clerical spell Bless reversed) upon any who invade their tomb.


Bonewalker
Bonewalkers are the corporeal equivalents of amcestor ghosts, whose remains have been animated instead of just their spirits. They have a particularly intimidating appearance because their shattered bones stick out from their flesh all over their bodies.
No. Enc: 1 (1-4)
Alignment: Neutral
Movement: 120' (40')
Armour Class: 5
Hit Dice: 4
Attacks: 1
Damage: 1d10
Save: E4
Morale: 12
Hoard Class: XVIII
XP: 245
Bonewalkers have all the usual undead immunities. They can bestow a curse (reducing the target's Strength by 1d6 points for 1 minute, save negates) upon any who invade their tomb.
Greater Bonewalker
These are more powerful versions of the bonewalker.
No. Enc: 1 (1-3)
Alignment: Neutral
Movement: 120' (40')
Armour Class: 3
Hit Dice: 7
Attacks: 1
Damage: 1d12
Save: E7
Morale: 12
Hoard Class: XVIII
XP: 1490
Greater bonewalkers have all the usual undead immunities. They can bestow a curse (reducing the target's Strength by 2d6 points, save negates) upon any who invade their tomb. Strength loss from this curse returns at a rate of only 1 point per day naturally, but a Remove Curse spell remedies the whole loss immediately.


Bonelord
Bonelords are dangerous tomb guardians. Their form is a skeletal body within a hooded burial shroud, with an extra pair of arms attached.
No. Enc: 1 (1-2)
Alignment: Neutral
Movement: 120' (40')
Armour Class: 3
Hit Dice: 8
Attacks: 2
Damage: 3d6
Save: E8
Morale: 12
Hoard Class: XVIII
XP: 1560
Bonelords have all the usual undead immunities. They have all the usual undead immunities too. They can bestow a curse (as per the clerical spell Remove Curse reversed) upon any who invade their tomb.


Skeleton
Sacred necromancers often animate common skeletons, either to support the more formidable tomb guardians or instead of them if the more difficult rituals aren't possible. These are exactly the same as the Skeletons from the Labyrinth Lord rulebook (pps.95.96 in the revised edition).


Dwemer Spectre
These are the restless spirits of dead Dwemer, still roaming their lost halls, and adding to the danger already presented by animunculi. Treat them as Spectres from the Labyrinth Lord rulebook (p.96 in the revised edition), except that they can be harmed by silver weapons.

Special Notes: These undead are easily used in other worlds, as long as there exists some individual or group willing to animate the dead to guard their own tombs.

Saturday, October 2, 2010

Morrowind Monsters: Animunculi

Animunculi are the automata created by an extinct race called the Dwemer. The creations outlived their creators, and still guard the Dwemer ruins scatted across Vvardenfell. The exact nature of the animunculi is – like most things about the Dwemer – mysterious. Their nature seems to a mixture of technology and a lost magical art. Animunculi have articulated joints and seem to be partly steam-powered (steam hisses out irregularly as they move), but boiler machinery alone couldn't remain active after such a long period of neglect.

Animunculi are made of a metal known as Dwemer Brass. Not to be confused with the ordinary alloy called brass, Dwemer Brass (capital "B") is stronger than steel but much heavier, but the secrets of forging it are long lost. Salvaged parts of plating from Steam Centurions and other animunculi can be fashioned by an expert armourer into plate armour, but the result is cumbersome because of its makeshift construction. Such armour has an Armour Class of 1, but weighs 150 pounds (three times as much as regular plate armour). A true master armourer with quality salvage could partially articulate the plating like regular plate armour, so the only problem is the heavier weight of the metal – this changes the encumbrance to 100 pounds (only twice that of conventional plate mail).

The animunculi defend the Dwemer ruins from intruders, showing no mercy and never retreating. Whether they ever showed more complex behaviour is not known to anyone living. They never leave the area that they guard, and are unable to: if they are taken more than about a mile away, they instantly shut down, but reactivate if they come back in range. Whether this is due to a loss of power, loss of behavioural command, or something else is also unknown.

All animunculi are immune to poison and disease. They take half damage from fire and lightning attacks but double damage from cold because of their dependence on steam. They are too noisy to be able to surprise any opponent, with the exception of the Centurion Sphere's initial attack (see below).


Centurion Spider
These are the smallest and weakest of the animunculi, but are still deadly to the average looter. They have an egg-shaped central body surrounded by six narrow legs that make a distinctive fast clicking sound as they move.
No. Enc: 1 (1-4)
Alignment: Neutral
Movement: 90' (30')
Armour Class: 1
Hit Dice: 3
Attacks: 1
Damage: 1d8
Save: F3
Morale: 12
Hoard Class: XI
XP: 80

Centurion Sphere

Centurion Spheres are the most unusual in appearance of the animunculi. When inactive, they rest in the shape of a ball, with only a few joins in the shell giving a clue to their true nature. They activate when they detect an intruder nearby, causing a roll for surprise. The shell opens down the middle, with a torso-like body extending upright. One arm has a pincer-like weapon, while the other resembles a shield. The two main halves of the outer shell tilt out to the sides and work like wheels, enabling them to patrol and attack quickly when active.
No. Enc: 1 (1-4)
Alignment: Neutral
Movement: 120' (40')
Armour Class: 0
Hit Dice: 5
Attacks: 1
Damage: 3d6
Save: F5
Morale: 12
Hoard Class: XI
XP: 500

Steam Centurion

Steam centurions are hulking humanoid guardians. At the end of their right arm is a huge spiked mace-head instead of a hand, able to strike with tremendous power.
No. Enc: 1 (1-2)
Alignment: Neutral
Movement: 90' (30')
Armour Class: -1
Hit Dice: 10
Attacks: 1
Damage: 10d6
Save: F10
Morale: 12
Hoard Class: XX
XP: 2,400

Special Notes: Outside of the Elder Scrolls setting, animunculi could be hard to justify unless a peculiar technomagical lost civilisation like the Dwemer exist in the world's history. This could actually make them a good candidate for one-off special cases, especially in cross-genre adventures in some old-school games. Animunculi might be a better choice for guardians of (for instance) a crashed spaceship than normal robots. The players know, more or less, how robots work and what they are, even if the characters don't, but animunculi are more mysterious because there's no telling where the technology ends and the magic begins. That means that the players are in the dark about their enemies out-of-character, just as much as their characters are.

Monday, September 27, 2010

Morrowind Monsters: The Kwama

I'm beginning a series of monster conversions from The Elder Scrolls III: Morrowind – one of my all-time favourite CRPGs – to Labyrinth Lord. One of the game's strengths is it's strange selection of creatures, so I think they're well worth spreading around. I've taken some liberties: the stats are converted by "feel" and gameplay experience instead of a strict formula, and I've added some things that weren't in the game to flesh them out.

Images are from the Unofficial Elder Scrolls Pages.

KWAMA

Kwama are a species that make colonies in cave networks. They hatch from eggs laid by their queen. These eggs are found in clutches throughout the colony, and are edible and nutritious to humanoids, with a very strong flavour and odd texture. Some subspecies of the kwama (foragers and warriors) are hostile and aggressive to any beings not of their colony, but a peculiar trait is that they identify this purely by scent. Humanoids who spend about a week in an outer part of the colony (near to the non-hostile kwama) take on the scent, and then the whole colony treats them as one of their own kind, allowing them to move around the colony safely.

There are very different subspecies of kwama:

Scrib
Scribs are small (up to two feet long) hard-shelled kwama larva, often found scuttling around within the colony or nearby on the surface. They are not hostile unless provoked.
No. Enc: 1d3 (1d10)
Alignment: Neutral
Movement: 90' (30')
Armour Class: 5
Hit Dice: ½ (1d4 HP)
Attacks: 1 (bite)
Damage: 1d2 + paralysis
Save: F1
Morale: 6
Hoard Class: None
XP: 6
Special: Scribs have a poison bite that causes paralysis for 1d3 rounds unless a saving throw is made to resist. Only the first successful bite in any combat has poison.

Kwama Forager
These wormlike foragers hunt for the colony. They prefer small prey but are unintelligent enough to attack humanoids despite being much smaller (similar size to scribs).
No. Enc: 1d3 (1d8)
Alignment: Neutral
Movement: 120' (40')
Armour Class: 7
Hit Dice: 1
Attacks: 1 (pouncing bite)
Damage: 1d4
Save: F1
Morale: 10
Hoard Class: None
XP: 10

Kwama Worker
Workers are passive four-legged drones that toil away within the colony (they are rarely seen outside). They are not aggressive, but can be dangerous if provoked.
No. Enc: 1d2 (1d10)
Alignment: Neutral
Movement: 90' (30')
Armour Class: 6
Hit Dice: 2
Attacks: 1 (bite)
Damage: 1d6
Save: F2
Morale: 10
Hoard Class: None
XP: 20

Kwama Warrior
Looking much like upright workers, these are never found outside the colony, and attack fearlessly as soon as they detect a foreign being. Their sole role is defence of the colony and the queen.
No. Enc: 0 (1d6)
Alignment: Neutral
Movement: 120' (40')
Armour Class: 4
Hit Dice: 3
Attacks: 3 (bite, claw, claw)
Damage: 1d8, 1d6, 1d6
Save: F3
Morale: 12
Hoard Class: None
XP: 65
Special: Kwama warriors have a magical power to generate an electrical strike. This has 30' range and does 3d6 damage (save for half) to a single target. It is usable once per turn.

Kwama Queen
The largest of kwama, the queen has a large egg sac at the rear. Kwama queens are strong, but cannot move so they are dependent on the warriors for their protection.
No. Enc: 0 (1)
Alignment: Neutral
Movement: None
Armour Class: 4
Hit Dice: 6
Attacks: 1 (bite)
Damage: 4d6
Save: F6
Morale: 12
Hoard Class: XII
XP: Nil (the queen's immobility usually makes her no challenge, but if this isn't the case, her XP value is 320).

Special Notes: In Morrowind, the locals operate “egg mines”, in which workers lurk in the fringes of the colony to take their scent, then help the kwama out so that the queen's egg production increases. These eggs become a local staple, and some can be exported.
In other campaign settings, an enterprising person might have worked out how to “egg mine” a kwama colony, and the eggs could become a highly prized rare delicacy in the nearest big city. An adventure could be based on finding (or hiding) the secret of the eggs' origin. For a short adventure, perhaps a clever fugitive is hiding in a kwama lair, and adventurers who want to claim the price on his head have to also deal with the kwama who think he is one of the colony and fight in his defence.

Saturday, September 18, 2010

Sorry Gary...

I've only just discovered from reading a post by Frank Mentzer on the Dragonsfoot forums that I've been pronouncing Gary Gygax's name wrong all these years. I've always pronouned it like GUY-JACKS. Turns out it's actually GUY-GACKS (both G's are hard like in "Granite"). While I'm pleased to know at last, I'll now have to try to retrain myself to say it differently after a quarter of a century's habit of saying it wrongly.

Sunday, September 12, 2010

Downtime in High-Level Classic D&D

One of the things I really like about Classic D&D – especially the Frank Mentzter BECMI/RC version – is the treatment of the post-Name Level game. That is, how the emphasis changes, and the way that's encouraged by the game mechanics. This is most evident in the character options available in "downtime" between traditional adventures.

At Name Level, Magic-Users get to conduct magical research. This is a much bigger deal than it might at first appear. One reason for this is the content of the research: M-Us can craft magical items. Crafting magical items is a very powerful tool, as most veterans of 3.x D&D are well aware – if only because the ability to easily make scrolls of uncommonly used spells and wands of commonly used spells makes the M-Us spells-per-day limitation much less limiting. What's significant about crafting magic items in Basic is that, unlike in 3.x, there is no prerequisite in feats (or anything else) to craft, nor is there any experience point cost; just money and time (and M-Us of this level are bound to have a good amount of money). On the other hand, there is no exhaustive shopping-list of items and costs, which puts things more in the DM's hands to decide what can be made, what can't be made, and what requires a quest for an exotic component, which helps keep it all under control. Unlike AD&D, however, the tone isn't all about discouraging crafting magical items in favour of gaining magical items solely as loot. So the magical research rules in Basic are powerful, but still give DMs the last word in what's possible.

Other classes have options too. The Expert Set allows PCs to build strongholds, claim lands and raise private armies, but the Companion Set opens things up much wider by adding dominions and their management. This is a sophisticated minigame that can play out like an empire-building computer or board game, but it feeds into the core D&D adventuring game too. In a beautifully simple extension of the XP-for-gold reward system for adventuring, dominion income is also worth experience.

Fighters are the quintessential land-owning high-level characters. They gain automatic followers if they build a keep, plus are likely to be offered land in a feudal arrangement. Should they choose this option, the additional XP that they gain from this between adventures contributes to their level gain, which goes a long way to topping up their THAC0 and impressive higher-level saving throws to keep them strong and viable when the Magic-Users are coming into their own. In fact, the usefulness of domain management to the Fighter is such that in a way, the special abilities of the well known wandering-Fighter options of BECMI (Paladin, Knight, or Avenger) are compensation for giving that up.

Clerics are more of a middle ground. They probably get financial aid from their religious hierarchy in building a stronghold and free followers as well, so they are also well suited to the domain-management minigame. On the other hand, they can take advantage from magical research (although not to the same degree as Magic-Users), so they don't get a subclass option comparable to the landless Fighters.* It makes for an interesting choice – be landless and spend downtime making items to get more "juice" during adventures (especially for healing), or run a dominion for the XP to go faster through the upper levels and get to the Righteous Firepower high-level Cleric spells.

Thieves are a bit of an odd one out (as they often tend to be in BECMI). They build hideouts instead of strongholds and get apprentice Thieves instead of soldiers, with a place in the Thieves Guild hierarchy. Actually running organised crime is left to the DM, which feels weak compared to the level of detail given to dominion management. Wandering Thieves get a tantalising hook in the form of a chance of a treasure map or similar per game week, but nothing more systematic. Crime really doesn't pay in BECMI, which is unfortunate for the Thieves. Should the DM flesh things out for the guild thieves, though, there's lots of potential for gangster goings-on with lashings of experience points for ill-gotten gold.

Even Magic-Users can build strongholds (a tower in their case), but it's a more casual affair; they get a few apprentices, but don't really run dominions. One fun quirk is that they can build open dungeons beneath their tower, which draw monsters to lair there. By and large, though, M-Us have more important things to do than manage people.

Demihumans have special rules for strongholds, which – like the racial classes themselves – helps to emphasise that they're not just like humans. For instance, elves build strongholds that blend into the forest, and gain the friendship and aid of the woodland animals. They don't get any special subclasses for forfeiting a stronghold, which makes sense considering they're at or near their level cap anyway.

These options help to change the texture of the game beyond Name Level, and in a gradually increasing way. At higher and higher levels, magical researchers get more and more resources for ever greater projects, while the dominion rulers' territories grow to grander scales with even greater experience rewards. So – while it's never actually forced – incentives are there to spend increasing amounts of in-character time doing non-adventuring things. This gives higher-level gaming a very different style to lower-level gaming (not just more of the same with bigger numbers), and also emphasises the unique style of each of the character classes.


* Neutral Clerics can become Druids, but I think that the trade-off of armour versus the extra spell list is an evenly matched one, so it doesn't belong to the same category as the Fighter options.

Monday, September 6, 2010

Navigating the Labyrinth

So far, we're two adventures into the Labyrinth Lord campaign. The first was Goodman Games' Dungeon Crawl Classics #0: Legends Are Made, Not Born, and the second was The Fountain of Health from Dungeon issue #39. Running an old-school D&D game has been different in a few ways from the games I'm used to.

Simplicity: I mentioned in a previous post that I really appreciate the simplicity of LL. The easy prep for me is more than just a matter of investing less of my time; every time I ran a d20 game the drudge work involved was demoralising. That meant that I'd put off the prep work to the last minute, and it would be rushed and unfinished, which didn't work as well and put me in a negative mood for the game. I actually abandoned the last two d20 campaigns I ran (Lone Wolf and Monte Cook's World of Darkness) because they were actually souring me on GMing. LL has been really liberating.

The simplicity in character options is something I had reservations about, because the group is used to games where you get to "build" your character with certain strengths. I think some of the group still aren't sold on LL's build-free way of handling characters (where one Fighter is much like another game-mechanically), but they seem to be giving it a fair shot. Hopefully the old-school ethos that characters are defined by what they do in the game and not by their powers will catch on as the campaign develops.

THAC0 & AC: Some of the group are still tripping over the THAC0 and to-hit rolls with lower-is-better AC. I even got a little confused once or twice myself. We're getting used to it again though, which isn't surprising considering the group's collective long experience with AD&D 2e.

The controversial THAC0 Defence house rule has mostly worked fine, but there was one weird moment in the first adventure where a PC fought an enemy one-on-one, which worked out as the player rolling the same d20 himself back and forward. Maybe THAC0 Defence needs a duelling exception to stop that happening, where single combat reverts to the standard system where the DM rolls attacks.

Lethality: We had one PC death in the first adventure. The second adventure was going well up till the very end, when a single bad decision got half the party killed. Not an ideal ending, but I think the group would have to admit that it was player error, and there didn't seem to be any bad feelings over it. I think the fact that it wasn't just a single PC loss this time made it seem less personal.

An unexpected benefit of the lethality comes from the fact that the players have been taking hirelings along with them to improve their odds. Having NPCs travelling with the group has opened up a little more roleplay. I think it's also helped the players feel less discouraged about the low power levels of their characters (compared to later editions), when they can see that the NPC adventurers don't do any better.

Sandboxing: I'm introducing sandboxing in small steps, because the group (me included) is used to linear sequences of adventures. So the first adventure was a straightforward "this is your mission, go and do it" thing to ease into the new game. After that, I gave the group several different adventure hooks to choose from. That drew comments about the videogamey feel, and the players approached it exactly like in a Bioware RPG; they also had a brief bit of analysis paralysis from those choices, but that didn't last long. When the PCs get more capable (round about when they graduate from the "Basic" into the "Expert" level range) I'll try opening things up further. When they start to outgrow the small town they're based in, I'll sound them out for where they want to go next, and build from there.

Experience for gold: I was surprised at how fiddly this turned out in actual play. I'm used to giving out mission-based XP, which is a simple case of picking a number to award, but gold-plus-monster XP needs a fair bit of calculation, at a point in the session where I'm usually finished GMing. The other thing that caught me off guard about it was that it makes the amount of treasure in the adventure very important for the experience award as well. In particular, the first adventure I ran was very cash-poor (which I hadn't thought to consider in advance) so I ended up multiplying the XP ad hoc, and even then it wasn't a whole lot when split between the PCs and the hirelings.

Description Over Dice: One of the biggest changes in this campaign is having the players' interaction with their environment be mostly based on the exact descriptions of their actions, instead of having skills like Perception or Search. This bit of the game style is still a work in progress for all of us to adjust to. I still instinctively feel like calling for dice rolls when it's not necessary, and I need to prompt the players occasionally to be specific about their actions. It's only to be expected that this will take time, considering how long we've been playing regular-style games but we've only had two adventures with LL.