Tag Archives: Dungeons & Dragons

Arduin Grimoire, Part I

Walking Through The Arduin Triology (And Maybe The Others)

Or, Why Didn’t I Think Of This Before?

Because I’m Extremely Dim, That’s Why!

So, I’ve raved on and on about the Arduin books, how much they meant to me in my formative years (just as your first porn exposure will probably influence your YouPorn searches for the rest of your life, Or So I’ve Heard), and while I’ve done extensive writing on the heavily Arduin-influenced Booty And The Beasts and the Necromican, I haven’t actually taken the path more traveled and looked at the actual books!

So, here you go.

As with most of my stuff, this is a mix of humor, personal commentary, analysis, and random ephemera, mixed with extemporanea and just a hint of nutmeg. Those looking to discern a hidden agenda in it (see the IMPORTANT WARNING in the Necromican article linked to above) are morons. Those looking to discern a distinctive and coherent point of view in it are holding me in far too much esteem. To quote myself:

(Some people might note I make snide comments about how supplements like Booty And The Beasts veered heavily into a “screw the players”, highly adversarial mode of play, and then note I make snide comments about how 4e goes out of its way to avoid those types of mechanics, and wonder what side I’m on. It’s easy. I’m on the side of “Lizard wants to make snide comments.”.)

So, bear that in mind.

I’ve started three paragraphs with “so”. Weird.

 Anyway…

Arduin Grimoire

I first encountered hints of these works in the “Best Of The Dragon” that came out around 1979, in an advertisement. In those days, there was no Internet, and gaming news had to spread slowly, through messages pounded into the pulp of dead trees, and sometimes, we had to just carve them in the bark, instead. The ad showed lizard-people and insect people and others, all far more exotic and interesting that the relatively tame Tolkien-inspired characters of D&D, and the ad copy hinted at untold wonders and strangeness beyond words.

But I didn’t actually find the books until a year or so later, at the Compleat (sic) Strategist in New Jersey, back when there was one in New Jersey. And, yes, unlike most things in life, from the covers of lurid paperbacks to the description of the job you’re applying for, the actual thing did not disappoint. The three little books were so densely packed with ideas, reality warped around them. If I have to pick “The books that influenced my life”, it would be these. Well, and Lee/Kirby FF. Oh, and the LSH where they fight Computo. But mostly, Arduin.

And so, we journey now into strange new worlds.. but first…

A Tale Of Two Covers

I had managed to borrow a copy of the Arduin Grimoire for a day or two, several months before I got my hands on it. For a long time after that, I thought I might be suffering from mixed, false, memories, as there were things I recalled from my first reading that I never saw again. However, the truth has since come to light: There was a first printing, with a different cover and interior art. The first printing had art by “a talented young man named Erol Otus”. You, ahem, may have heard of him. The subsequent editions… did not, and his name was excised from the forward, as if sliced out with a mu-meson sword (yes, that’s in there somewhere, Book 3, I think… we’ll get to it.) I am sure there is a story there, but as Dave Hargrave is long dead, we probably won’t get to hear it, and besides, I don’t really want to know the grungy details of mid-70s internecine geek warfare. 

Two Covers, No Waiting

Two Covers, No Waiting

 

Now, without any disrespect for Mr. Otus, whom I’ve spent an inordinate amount of time praising, I still sort of prefer the one on the right. The exotic weapons and armor, the fine detail, the diversity of the PCs, the glowering demon over the door… words like “evocative” and “inspiring” come to mind. I want to create worlds, and write books, that give others the same feeling that picture gives me.OK, enough of the early stuff. Let’s turn the page…Later. Time to take my wife to the fabric store. But I wanted to post up something, since it’s been almost six weeks, which is long, even for me.

Some Exotic Armors

New And Exotic Armors

Because a fantasy universe should not be limited to “leather, chain, plate”.

This is a selection of (I think) interesting and unusual types of armor, as might be found among different cultures and species. While some use minor magic or alchemy in their construction, they’re not considered magical, but can be enchanted as can any other armor type. (Been working on this, on and off, for a month. Posting it as-is, to post *something*, already. Heavy armors coming soon.)

Shields

Shield Cost Armor/Shield Bonus Maximum Dex Bonus Armor Check Penalty Arcane Spell Failure Chance Speed Weight
30 ft. 20 ft.
Fungal Cap, Small 7 gp +1 –1 5% 3 lbs.
Fungal Cap, Large 10 gp +2 –2 5% 5 lbs.
Gelatinous Flesh 12 gp +2 –2 10% 6 lbs.

Fungal Cap, Small: These shields are made by many underground races, especially those with little access to metal ores. By taking the caps off underground mushrooms, and coating them with an alchemical lacquer to add rigidity, a reasonable shield can be formed. On a critical hit from a melee attack, however, the shield will shatter, gaining the broken condition. It will also release a puff of choking spores, so that the attacker, if they are adjacent to the defender, must make a DC 12 Fortitude save or be nauseated for 1 round.

Fungal Cap, Large: As fungal cap, small but a large shied, and the DC for the Fortitude save is 14.

Gelatinous Flesh: By carefully slicing and drying a chunk of a gelatinous cube, a rigid sheet can be formed, which can then be placed into a frame. When an enemy misses with a bludgeoning weapon (other than natural weapons) by 5 or more points, the attack rebounds, smacking the attacker in the face for 1-3 points of damage. However, the shield can be over-dried; if the wielder is subjected to fire damage, the shield will crumble to powder and be permanently destroyed.

Light Armor

Armor Cost Armor/Shield Bonus Maximum Dex Bonus Armor Check Penalty Arcane Spell Failure Chance Speed Weight
30 ft. 20 ft.
Living Bark 5 gp +2 +4 –2 10% 5 lbs.
Crystal Silk 250 gp +1 0% 1 lbs.

Living Bark: A secret of cultures that dwell in woodlands, jungles, or swampy groves, living bark armor is made by carefully harvesting bark from trees and treating it constantly with herbs and unguents (the cost of this is not included in the price; this armor is usually kept as communal property by elves, lizardmen, and similar species, given to scouts and warriors as needed, and maintained by the people’s druids, shamans, wise ones, or the like). While somewhat bulky, it has the advantage of adding a +2 equipment bonus to Stealth checks made in the environment the bark was acquired from — this is not affected by the -2 Armor Check Penalty, so the full +2 is gained. This bonus increases to +4 if the wearer is not moving, making it ideal for setting up ambushes. Because the armor is still living, spells which damage or kill plants will affect it, as will warp wood and the like.

If living bark armor is enchanted, it no longer needs to be treated to be kept alive; this is part of the enchantment process and imposes no costs.

Crystal Silk: In areas where links to the elemental plane of earth are common (such as in deep caverns, far underground, isolated from sky and sea by a dozen miles or more), trade can occur. One such item is crystal silk, harvested from the creatures of the elemental plane of earth, and woven by skilled craftspeople into armor vests. It is phenomenally light, flexible, and strong, as well as being hard to cut or pierce, granting DR 1 against non-magical cutting or piercing weapons. Enchanted crystal silk increases this by half the enchantment bonus (minimum 1), but only against weapons with a lower bonus. (So +3 crystal silk has DR 2 against cutting or piercing weapons of +2 or less.)

 

Medium Armor

Armor Cost Armor/Shield Bonus Maximum Dex Bonus Armor Check Penalty Arcane Spell Failure Chance Speed Weight
30 ft. 20 ft.
Turtle Shell Breastplate
300 gp +5 +3 –3* 20% 20 ft. 15 ft. 25 lbs.
Pain Mail
125 gp +6 +3 –6** 25% 20 ft. 15 ft.
40 lbs.

*Except for Stealth checks.

**See description

Turtle Shell Breastplate: Island dwellers are the most common manufacturers of this armor, formed from the shell of a giant turtle. While bulky and odd-looking, it has a distinct advantage due to its non-metallic, one-piece, nature: The armor check penalty for Stealth checks is only -1.

Pain Mail: A creation of orcs, bugbears, gnolls, and similar races, “pain mail” is basically chainmail made from barbed wire. The design has most of the barbs sticking outwards, but enough touch the flesh of the wearer to inflict constant small wound and scratches. This has several effects. First, anyone grappled by someone wearing pain mail takes 1 point of damage every round, automatically. Second, if a pain mail wearer suffers a critical hit, they begin Bleeding at 1/round (stacks with all other Bleed effects), DC 12 Fortitude save to stop. Third, a pain mail wearer can reduce the armor check penalty to -4 by taking 1d4 damage each time they make a skill check that would be affected by such a penalty. Lastly, a wearer of pain mail gets a +2 on Intimidate checks against beings with a Wisdom of 9 or less (“Wow, he’s so tough!”) but a -2 on Intimidate checks against beings with a Wisdom of 12 or more (“What a freakin’ moron!”).

This Is A Sacred Relic

Playing at the World: Gary Gygax’s 1973 D&D Working Draft.

All I can say is, “Holy Frak.” I am going to be poring over this site. These are some of the earliest proto-D&D fragments, the Dead Sea Scrolls of gaming history. Just wow.

Treacherous Traits

Treacherous Traits

Four entries in one month! Continuing the Blog Carnival theme of Gunpowder, Treason, and Plot, I now look at Traits which might be useful to conniving backstabbers of various sorts. I like Traits. I introduced a concept I called “Lesser Feats” for a D20 book which sadly didn’t go to press due to the D20 implosion. Traits are pretty much the same thing. They address what I consider one of the worst aspects of feats, the one-size-fits-all mentality, when it’s patently obvious that feats vary considerably in utility. Many are nifty concepts that add unique flavor to characters, but they can’t “compete” with those that provide general benefits that affect play many times per session.

Anyway, with the focus on being sneaky, underhanded, and duplicitous, here’s an assortment of additional Traits. I am designing these with the idea that Traits need not be selected only at 1st level, as there’s a feat which allows you to pick 2 Traits later on. Thus, some of these Traits might be more useful to higher level characters, or reflect training/knowledge/etc. gained in adventuring life.

Combat Traits

Bad Medicine

You did all you could, but you just couldn’t save him…

When you make a Heal check to stabilize someone, you may instead choose to take full-round action and perform a coup de grace, doing 1d3 damage, +1 per rank in Heal. Make a Bluff check, opposed by the Heal (not Perception) checks of any witnesses, to avoid being noticed. You must have at least 1 rank in Heal, or your actions will be too obvious.

Some GMs may feel this is simply a creative trick anyone with the right skills could try. If so, this Trait instead gives you a +4 Trait bonus on the Bluff check, and increases the base damage to 2d4.

Deep Wounds

When you take them down, they don’t get back up.

Whenever your melee attacks reduce someone to fewer than 0 hit points, but do not kill them outright, they have a -3 modifier to all checks to stabilize. This applies to any Heal checks made to help them stabilize, as well.

Iocane Immunity

You have gained a resistance to certain poisons.

Pick a number of poisons equal to 1+your Constitution modifier. You have a +2 Trait bonus on all saving throws vs. those poisons, and if you fail your save, any ability damage is reduced by 1. You may take this Trait up to three times, picking additional poisons each time. If your Constitution modifier changes, adjust the number of poisons appropriately. (The GM may rule some poisons are not permitted, or that your character would not have had access to them.)

Equipment Traits

Harmless Trophy

The rusty, dull, dagger you carry is a souvenir of an ancient battle, and useless as a weapon.

You gain a +4 Trait bonus to Bluff or Disguise checks (as appropriate to the situation) to make a weapon seem as if it has the broken condition, or is otherwise harmless — for example, appearing to be securely peacebound when it is not, or has a razor edge covered with a thin strip of metal to make it appear dull.

Magic Traits

Fading Magic

You leave behind little trace of any spells you may have cast.

Magic cast by you leaves a weaker aura behind. When checking for how long an effect lingers, reduce the die roll by half your Intelligence bonus (minimum 1). If this results in a value of 0, treat it as a roll of 1, but of the next lowest strength level (so moderate becomes faint).

Headology

Once you know something about someone, you can shape your magic to suit their nature.

If you have spent at least a few minutes talking to someone, your Enchantment (Charm) and Illusion (Phantasm) spells are more effective against them. They suffer a -1 penalty to saving throws against such spells. If you know them well (At least several days acquaintance, at the GM’s discretion), this increases to -2.

Paranoia

You always know when someone’s watching.

You may add your Intelligence bonus to any Perception checks to notice if someone is using magical divination against you. Any spells you cast which are intended to counter or fool divination spells (such as obscure object or nondetection) are cast at +1 caster level.

Religion Traits

Plane Dealer

You have an instinctive grasp of the nature of creatures from other realms.

When dealing with Outsiders, you gain a +2 Trait bonus to Diplomacy or Sense Motive checks. This increases to +3 if they share your alignment.

Social Traits

Card Sharp

Those who gamble with you might think you have the devil’s own luck, but you are leaving nothing to chance.

You have a +4 trait bonus to Sleight of Hand checks when cheating at games of chance. This applies to any game where you can physically manipulate the components — dice, cards, playing pieces (even chessmen). It doesn’t apply to situations where you can’t do this (such as betting on a horserace). The GM will judge if you’re able to apply this trait in a given set of circumstances.

Learned Liar

It always helps to salt a lie with a little truth.

Choose a Knowledge skill. If you have four or more ranks in that skill, you gain a +2 Trait bonus on any Bluff or Disguise check that relies at least in part on that area of learning. For example, four or more ranks in Knowledge (Nobility) can give you a +2 Trait bonus on lies involving local lords, or when disguised as a member of a royal household. You can take this trait multiple times. It applies to a new area of learning each time.

Flaws In The Tale

You quickly spot inconsistencies in someone’s story.

You may use your Intelligence bonus, rather than your Wisdom bonus, when making Sense Motive checks to counter a Bluff check. This does not apply to feint attempts, but only to conversations or other situations where a keen intellect might come into play.

Dagger Of Silent Slaying

The RPG Blog Carnival for November has a theme of “Gunpowder, Treason, and Plots”. This is my second item inspired by the theme; the first is here.

You know how it is. You’re skulking through dark passageways to commit an assassination, and some annoying guard walks by. You try to kill him, but it takes four rounds, and meanwhile, he’s screaming his fool head off (before you cut it off, that is). This dagger removes that problem. Removing the guard is up to you.

Only those who have studied both the art of magic and the art of shivving someone in the giblets can craft one of these blades. Priests of assassin gods, actual assassins, and bards of a particularly larcenous nature are the usual makers.

Addendum: This should be considered a +1 dagger; the cost assumes the enchantment is about equal to another +1.

Dagger Of Silent Slaying

Aura faint abjuration CL 5th; Weight 1 lb.; Price 8,302 gp

Description

This +1 dagger typically has a slim, slightly curved blade, and a hilt of ebony and jade. (However, many variations exist, and this is sometimes found as a different weapon type, though it is always a one-handed, light, melee weapon.) It makes no noise when drawn from its sheathe, when dropped, or even when struck against an object. On one occasion, this odd feature caused a target to believe the dagger was a silent image, and to laugh at how he’d seen through the wielder’s bluff, right up until the dagger slit his throat.

Anyone carrying the dagger on their person (but not in any kind of extradimensional space) gains a +2 circumstance bonus to Steath checks vs. hearing. However, the real utility of the dagger comes when it is used to inflict precision damage (such as sneak attack) on a target. The target cannot speak above a gargling whisper for 1d4 rounds, +1 round per die of precision damage. Each additional attack that deals precision damage while the target is silenced increases this by 1 round. “The more you stab, the more they shut up”, as the saying goes.

Anyone afflicted by this effect who casts a spell with a verbal component must make a caster level check at a DC of 15+Spell Level to do so. Language-dependent spells, and any spells with the [Sonic] descriptor, are ineffective: While they can be cast, they will simply not function, and the spell is lost. (Before deciding to attempt such a spell, the caster should get an automatic Knowledge (Arcana) or Spellcraft check (DC 13) as a free action if they are trained in either skill. If they succeed, they know not to waste their time. If they’re not trained in either, too bad. No free check. Any caster who doesn’t pump their relevant skills deserves to die.)

Construction Requirements: Craft Magic Arms and Armor; silence; must be able to do at least 1d6 precision damage. Cost 4,302

Necromican, Level 10 And Up!

Necromican, Level 10 And Up

What Do You Mean? Nine’s As High As Spells Go

Nope, These Go To Eleven Twelve

Necromican

Necromican

OK, Boils and Ghouls! The last part of this series covers the seriously munchkin stuff, without the John Kovalic art. For earlier parts of this series, click one of the preceding words, each one takes you to a different part. For this part of this series, keep reading.

This booklet shows off one of the best parts of Old School Gaming — sheer over-the-topness, for when Power Word Kill and Wish just aren’t good enough. If you’re fighting galactic dragons, after all, they’re not! Forget all that Fantasy Fucking Vietnam and “let’s pour water on the floor and see how it pools” crap. In this kind of Old School play, if you wanted to find a pit trap… nah, you never wanted to find a pit trap. You were too busy casting Summoning Of The Black Hole. Not a euphemism.

As usual, this will be a selected subset of the wonderment that lies within, not an exhaustive repetition of the contents.

Tenth Level Spells

Duplication

This spell creates 1-4 duplicates of the caster, without his magic items. It’s not clear if this means that if he’s wearing a magic wizard robe, and nothing underneath it, his duplicates appear with a non-magic version of the same robe, or naked. I suppose it depends on the emotional maturity of the DM and his fellow players. Given the state of gaming culture at the time…

Player 1: Oh, I know! I’ll cast Duplication!
DM: OK, you get (roll) 2 duplicates. They’re naked.
Player 2: (Snorting laugh) Dude, we can see your thingie!
Player 1: Can not! Shut up!
Player 3: Oh, gross! Isn’t your magic user 30 or something? That’s ancient!
Player 2: Yeah, I bet it’s all warty!
Player 1: SHUT UP!

The spell also notes, wisely, that duplicates cannot duplicate themselves. Hey, it was the first thing I thought of, and I guarantee you that line was added after the first time the spell was used in play to create Infinite Magic Users, presumably with infinite warty thingies. (Would “Infinite Warty Thingies” be a good name for a band? Probably not.)

Cube Of Space

This spell create a 10′ by 10′ by 10′ cube around the caster. Each face of the cube is a “portal into deepest outer space”. So, someone shoots an arrow into the cube, it goes into space, and possibly hits a small space-worm, who just says “Oh no, not again.”  Anyone charges at the caster, they’re tossed into space. It’s a one-way trip; the cube can’t be re-entered from the space side. It’s not clear, from the description, if the caster can fire out of the cube or not, which is kind of key. If they can, they can sit there like an artillery unit and blast the crap out of things. If they can’t, this is mostly defensive.

Excellent Prismatic Spray

Roll To See What Drop Off

Roll To See What Drop Off

Why should Gary Gygax be the only one to rip off Jack Vance? This spell is actually closer to the one in the Dying Earth novels than the AD&D spell of nearly the same name. Perhaps that’s why this one is the Excellent Prismatic Spray. (Coming soon: Enterprise Edition Prismatic Spray, Prismatic Spray Lite, Prismatic Spray for Workgroups…) Anyway, you cast this spell at a single target, and it dices him into 1-10 pieces, and you roll on the accompanying chart to see which pieces they are. For non-humanoids, you are instructed to “simply draw charts similar to this one”.

It’s kind of worth noting that there’s no specific rules for the damage done by any part being lopped off, or any other effects. “OK, you’re dead.” “Why?” “You got both your legs chopped off! And your thingie!” “So, I didn’t take any damage.” “Yeah, but you’re totally bleeding everywhere!” “Since when? You never bleed from wounds in D&D. I just have to crawl!” “No, you’re dead!” “Are you still mad about that pizza thing? I told you, I thought you’d taken your slice. Give it a rest, man.” Also, does a roll of 8 mean you lose your fingers? What if you were holding your hands in a different position, because, like, I totally was. My hands were nowhere near that ray.

Maturation

When this spell is cast, the players stop seizing every opportunity to make lame double-entendres and try to reasonably evaluate rules conflicts without rancor or hostility. I seem to have constantly saved against it.

The Jaws Of Set

OK, so, this is awesome. Giant invisible snake jaws appear, biting your enemies for 1-100 points of damage. 100 hit points (remember, this was an era when the largest red dragons had only 88 hit points), moves at double speed, teleports without error, and has AC 2+2, which is AC 0, not AC 4. If you don’t understand why, you’re not Old School. N00b! The summoned jaws last until destroyed, which means, you’ve got invisible jaws that do 1-100 damage and can teleport to any point you wish and go chomp. I wouldn’t memorize any other 10th level spell. Seriously, can you imagine having… wait, how many 10th level spells do you get, anyway? There’s no rules for magic-users in this book, and none of the official D&D books gave you more than 9th level spells, no matter how high level your character was. Sigh. Yet another example of where the local house rules were so internalized the authors forgot to include them.

Eleventh Level Spells

Green Beam

I can only imagine this spell was created by DMs for use against players. It targets a magic item, and de-magics it. To restore the item, you need three simultaneous wishes, each cast by a magic-user, not from a scroll or item. This reeks of the got-you-last one-upmanship that most Monty Haul games reached in their final stages. It was very rare for monsters to have magic items in those days, so this is either DM vs. player or player vs. player magic. As is…

Magic Nullification

Simply nullifies all magic items, weapons, armor, power, and abilities for 1-6 rounds, save for half duration. Again, the main focus here seems to be to let the DM kill a player… I mean, a character… who is wrapped in so many magic items they can’t be easily thwarted.

Call Of The Comet

You call a comet. You designate a landing zone within 240′ of you when you cast it, then skedaddle. 1d6 days later, a comet appears. Based on the roll, it can be anything from pea-sized, doing 1d6, to 100′ feet in diameter, doing 100d6 and leaving a mile-wide crater. (Presumably, it does the damage to everyone within a half mile of the impact point.)

Probably really sucks if you wait six days then get a comet that’s about as impressive as a slingshot pellet.

For the mid-range effects, a standard issue fireball does about as much damage and doesn’t take days to show up. This spell is one of those “But.. but… it’s a comet!” things, where the sheer awesomeness of the concept distracted the designers from the utility of the spell itself.

Mass Insanity

This spell causes 10 x the caster’s level people within a one mile area to go insane, rolling on a chart to determine Paranoia, Schizophrenia, Sexual Perversion (what? No detailed subchart for that? Son, I am disappoint), etc. The description notes that it’s useful for livening up dull little hamlets. (And possibly dull little MacBeths, I suppose. Badum BUM!)

Twelfth Level Spells

The Sorcerer’s Spacecraft

A magical spaceship

Spelljammer, This Ain’t

So, how do you get into space to fight Galactic Dragons? With this, of course, which makes this an amazingly stupid spell to cast. Why give the DM any excuse to throw one of those TPK nightmares at you? Anyway, conjures spaceship, magically controlled flying saucer, top deck is good for cocktail parties which are things the typical D&D player of 1978 may have heard of but would never be invited to, speed is 10 million MPH, which pretty much means it’s limited to in-system travel (kind of surprising, really, you’d think there’d be an FTL drive. Maybe the designers thought that wouldn’t be realistic. You laugh, but I’ve seen far sillier debates).

Genocide

Ah, now we’re getting somewhere! Uhm… no we’re not. This spell kills 10 times the caster’s level in humans. (Only humans? What if I want to destroy the Elven Menace, before they destroy us?) Assuming that casting 12th level spells requires being 24th or 25th level, that’s still only about 250 people. That’s not “genocide”, that’s “a typical summer in Chicago”. There are many less powerful spells that will kill many more people. The spell also notes that “a save results in no effect”. Does this mean each target saves individually? Damn, that’s a lot of rolling.

The Black Forest

This spell conjures ham, pickles, assorted mustards, and… no, wait. This spell creates a square mile of Evil Forest, which is exactly what you need to surround your Evil Wizard Tower. It springs up overnight, and also gives you 1-100 giant spiders, 1-100 evil ents, and 1-100 orcs, all under your control. Nothing in the spell description says it can only be cast in specific locations, so I’d cast it in the heart of a major city. In one night, the entire city is destroyed by the magical trees, and the survivors are hunted down by my spiders, ents, and orcs. Bwahahah! I’ll bet I kill a lot more people than that “genocide” spell does. Oooh, what a misnomer! I’m still pissed at that. Nearly as pissed as I was that time I went into the “Virgin Megastore”. Talk about false advertising! Where was I?

Soul Drain Deflection

This spell lets you pick someone else to be the target of any soul-draining effect cast on you. There’s no indication they need to be willing, or get a saving throw. The possibilities for amusement should be self-evident.

Summoning Of The Black Hole

A black hole is summoned. All in the area are sucked into it, and deposited into deep space, requiring three simultaneously cast wishes to bring them back. Presumably, they also get killed in the process of going through the singularity, though that’s not spelled out. (Argument time!) Those who do make their save are merely compressed to a piece of matter about a millimeter in size. I’d guess you only need a single Wish, or even a bog-standard Resurrection spell, to restore them to life.

And So, It Ends

Thus, we come to the end of the Necromican walkthrough. I really wish Fantasy Art Enterprises had made more books. There are rumors some of them went on to real jobs, or might have met girls, or otherwise were distracted from producing works of singular awesometude. Sic transit gloria mundi.  (“Gloria is ill on the subway on Monday.”)

Oh, and this is for an earlier spell, and I think I may have included it anyway, but, just in case I haven’t, here it is:

Thoth Amon's Organ Request

Thoth Amon’s Organ Request

Igilvar’s Fang

Igilvar’s Fang

Aura moderate necromancy CL 8th; Weight 1 lb.; Price 12,000 gp

Igilvar’s Fang (many imitations of the original have been made, but they are called “Igilvar’s Fang” in honor of the originator), is usually a thin, long-bladed, dagger, with a hilt of ebony banded with golden wire, and a wide guard. At the pommel is a white pearl. Igilvar was an infamous cleric of dark powers, who first made this blade for an unknown comrade who accompanied him on many quests in service to his bleak master.

It is a +2 dagger, which makes it useful in and of itself, but it has another power. When used to do precision damage, if it does at least 10 points, against any creature which has a poison attack (including poison breath or gaze weapons), it will magically replicate the poison and store this enchanted venom within itself. This changes the white pearl at the pommel to blood-red, indicating that the dagger is “charged”. It will hold this charge until the user drains the dagger (a free action). This is most often done just after a successful attack with the blade, but it can be done at any time to “empty” the weapon and prepare it to absorb a different kind of poison.

The poison stored in the dagger is exactly identical to the poison extracted, including Save DCs, effects, etc. The target is affected exactly as if it had been successfully poisoned by the original poison source.

The discharged poison vaporizes instantly on contact with air; to be effective, the blade must be plunged into something. Obviously, this is usually an enemy creature, but it could be a tankard of ale or a haunch of meat. At least half the blade’s length must be submerged for the poison to work. Poisoned food or drink will remain so for 1d4+1 rounds; after that, the poison will dissolve. As creature venoms rarely evolve to be used in assassinations, detecting such a poison in food is easy, a DC 10 Perception check. Making such a check means only a trivial amount of the poison was imbibed, granting a +4 on any saves.

Igilvar’s Fang can only charge itself when used in actual combat against a non-helpless enemy. The blade will not absorb poison from a container, a dead foe, or a willing target. How does it know? A wizard did it! (OK, a cleric, technically. Bite me, pedant.)

Some 10% of Igilvar’s Fangs will not match the description above, but they will always be daggers, and always contain some gem or decoration that changes color dramatically when the weapon is “charged”.

CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor, Poison. Cost 6,000 gp

Designer’s Notes

The price is an approximation; I didn’t think the ability was quite worth kicking it up to the cost of a +3 weapon, but it’s better than a +2 weapon, so I split the difference.

There’s some great plot potential here. Igilvar’s Fang will hold a “charge” indefinitely. If there is some creature with unique venom around, usually paired, thematically, with a creature that can only be killed by said unique venom, then, the owner of the Fang might go on a hunt for the first creature. Alternatively, if the first creature is extinct, a rumor might exist of a rogue or assassin or the like who owned a Fang, or even the fang, and was entombed with it… and wouldn’t you know, in that rogue’s last battle, he fought the now-extinct creature and maybe, just maybe, got the venom from it before he croaked. Road trip! (With grave robbing. Actually, come to think of it, aren’t most D&D adventures basically road trips with grave robbing?)

5e Design Goals, A Question Or Two

So, there’s another design diary up on WOTC’s site, and that means another chance for me to write an inchoate, off-the-cuff rant there, and then post it here, and pretend that it’s content.


I’m a bit confused as to how these lists are created. Firearms rules, for example, can be as simple as crossbow rules: They’re a weapon, they do damage, boom, done. They can also be complex, with rules for powder measuring, firing in damp conditions, wheellocks vs. matchlocks vs. flintlocks, etc. They’re an example of a concept or option that can be iterated through multiple levels of complexity.

The idea of “only one rules change at a time” is likely to frustrate those people most likely to want advanced rules, and it goes against the concept of modularity. If the core system is fine, then, grid based combat built on the core, and hit locations built on the core, work fine, because each replaces a different module — in programming terms, each is a subclass of a different root class. The grid rules that determine where you are and how this affects your chance to hit should not care what happens after you’re hit — if your armor is DR or if your hit location matters. If there are such effects, it is the “after hit” rules that should contain them, and inform the grid rules of what’s happened (“I’ve been hit in my legs, I’m at -5′ speed for 1d4 rounds.”) The grid rules only care about “your speed”, they don’t care if some other rule has modified it.

Likewise, if we use a spell point system, we can’t have hit locations? Why not? I really don’t see your underlying logic here, in terms of how you decide to wall off one section of rules from another, or decide you can only pick one option from column A, two from column B, and free egg roll if ordering for four or more.

Even Yet More 5e Replies

And It’s Still Yet Another Set Of Replies To A 5e article!

Here’s the 5e article.

Here’s the reply:

On one hand, I want a steady stream of releases. OTOH, I think releasing something you know you’re going to change is counterproductive. I don’t have a good answer, sorry.

I like what you’re describing as rogue abilities, but I’m a little confused by the description. Are these things anyone can try (taunting, tricking an enemy into attack), but rogues can spend their expertise dice on, so they’re better at it? Or are these things only rogues can attempt?

I dislike that a simple proficiency is all you need to cast spells in full armor; I’d prefer an additional cost, and consideration of the type of armor — the heavier the armor, the harder to cast in it. At the least, make that an optional module.

I like the idea of having at-will versions of spells. How about going one further: You can cast a prepared spell as a weaker, at-will version, so long as you haven’t cast it at full strength. Once you cast it at full strength, you lose it and the at-will version. This adds a dimension of resource management and allows casters to “run out” of even at-will spells. It also encourages them not to alpha strike in the first encounter, as they don’t want to lost their at-wills if they don’t have to.

Non-rogues should be able to be good at out of combat skills, too. You should split off in-combat and OOC performance into two resource pools. A fighter may be a mercenary commander (diplomacy, intimidate, tactical knowledge), a landed noble (diplomacy, sense motive, Noble Lore), etc. The “rogue as skill monkey” is a 3e-ism which, while not bad, and often true to the archetype (Grey Mouser, Locke Lamora) shouldn’t be a straitjacket in design. (4e promised that combat and non-combat skills would not be in competition, then released feats that included combat feats and non-combat/skill feats, forcing players to choose after all. You have a chance w/5e to create separate resource pools for C/NC abilities. Take that chance!)

 

 

 

 

 

 

More 5e Comments

Yet another attempt to leverage the random, off-the-cuff drivel I spout on other gaming sites into an “article” here. Hey, the site’s free. You get what you pay for… including my constantly reusing that lame excuse when I post content I know is sub-par.

Anyway, Mike Mearls has posted an essay on class design that’s as free-flowing, digression-filled, and vague as anything I’ve ever written, so, I felt obliged to offer a response, that serves to also frame my own thoughts on game design and what makes a good game.

If you don’t read this article first, the following reply will make even less sense than usual.

a)Why not “Maneuver Dice”, since they tie into the Maneuver System? Calling them “damage dice” and then using them for non-damage is really poor naming. (How about “Action Dice”?)

b)Every time you say “simpler”, “for purposes of simplicity”, “to make things easier”, etc, I die a little inside. We’re gamers. We don’t need things simple when that simplicity comes at the cost of variety and depth.

c)A class’s story, place in the world, etc, is the province of the DM. A class’s mechanics is the province of the designers. If the class is not mechanically interesting, fun, etc, no one will play it, and that story will not be told. You guys handle the rules; leave the story to us.

d)A monk’s abilities may be “magical” in the plain English sense, “abilities that defy the normal laws of physics”, but they should not be “magical” in the game mechanic sense — they should not be affected by anti-magic fields, or detected with “Detect Magic”, or affect a creature vulnerable to “magic” or be hindered by a resistance to “magic”. WORDS MATTER IN RULES. Don’t say “magical” if you don’t mean “magic as a game mechanic/keyword”. If you DO mean that… please reconsider. A monk’s abilities, for purposes of that “role in the world” and “story” you’re always on about, should not be “magic” in the same same sense spells are.

e)Drop the alignment requirement. THAT is something that’s “story”, and while it’s good to have a note that “most monks are lawful”, it should not be mandated for D&D in general, though it might be part of a specific setting. It would be interesting to have different ki powers available based on being lawful or chaotic, though.