Sunday, January 28, 2024

Players Companion: Demi-human Clans

The political leader of a clan is called the Clanmaster, the spiritual is the Keeper of the Relic.  A player character does not normally gain any of these titles; they require great amounts of work and time, leaving none for adventuring.  The highest rank normally achieved by a PC demi-human is that of Clanholder.  A Clanholder serves the clan, and may indeed own the structure of the clan stronghold, but does not control the clan members.

The demi-human races care little for human politics, and Clanmasters and Keepers do not seek human dominion titles.  But a PC Clanholder may seek and achieve a title (Baron, Count, etc.) by representing the clan in its dealings with humans.  Permission must first be obtained from the Clanmaster and Keeper, but this is a common practice (especially if the PC owns the stronghold).



Illustration by Larry Elmore


Each demi-human clan has a sacred item, called a “Relic,” which is kept in the center of the clan stronghold.  The Relic is tended by a Keeper and 2-8 aides.  The Relic in each dwarven clan is a Forge of Power;* in each elven clan, a Tree of Life;** and in each halfling clan, a Crucible of Blackflame.

*see XS2 "Thunderdelve Mountain" (1985)
**see CM7 "The Tree of Life" (1986)

The position of Keeper is hereditary; each Keeper passes the secret knowledge of the tending and use of the Relic to his or her son or daughter, never writing down any details, lest they be stolen.  This secret knowledge includes details of constructing a special item, as given in each class description.

Saturday, January 27, 2024

Players Companion: Strongholds

Upon building a stronghold,* a PC attracts followers (low-level NPCs).

*construction details are given in the Expert Set rulebook, pg. 23
**see also "Castles revisited" by Bruce Heard, in Dragon #193 (May, 1993)

A fighter with enough money may build a castle regardless of level.  When a fighter reaches Name level, the character is eligible for selection as a Baron (or Baroness).  Once a fighter has become a Baron or Baroness, up to 50 Normal Men and Fighters of levels 1-3 will come to apply for jobs and training.  Specialists may also be hired.

When a cleric reaches Name level, a castle may be built.  50-300 loyal troops of the same alignment will come to help the cleric.  Most will be Normal Men, with Fighter leaders of up to 3rd level.  In addition to mercenary troops, the cleric may attract other low-level clerics to serve the church.  These clerics will be of 1st-3rd level, and of the same alignment as the cleric.

Upon reaching 11th level,* a magic-user may build a tower.  When a tower is built, up to 6 magic-users of levels 1-3 (and of any alignment) will come seeking training.  Up to 12 normal men will also come, seeking to become magic-users.  Their intelligence scores will usually be above average, but many will probably become discouraged and quit after 1-6 months.

*a throwback to the OD&D rules, in which 11th level was Name level for magic-users

Upon reaching Name level, a thief may construct a hideout (a fortified house in a city, a cave network, etc.).  When a Hideout is built, a thief character will gain 2-12 1st level thief apprentices, sent by the Thieves’ Guild.  At least one NPC thief will be a spy from the Guild, sent to keep an eye on the character's progress.



Illustration by Larry Elmore


The Players Companion includes additional information germane to fighters:

Strongholds are maintained through peasant workers (5% of the population of the dominion), while the ruler is directly served by Retainers and Servitors.

A Retainer is a noble-born person, or an unusually loyal follower.  A Servitor is a faithful servant, often gaining the job through inheritance.  The many types of common Servitors include Armorer, Barber, Carpenter, Cellarman (Wine Steward), Cooks, Dairyman, Falconer, Forester, Gardener, Grooms, Kennelman, Miller, Portalman, Potter, Poultryman, Stonemason, and Weavers.

Details regarding advisors and other officials are also given.  The most common advisors are Artillerist, Castellan, Chaplain, Engineer, Guard Captain, Herald, Magist, Chief Magistrate, Reeve, Sage, Seneschal, and Steward.  Other officials include Bailiff, Chamberlain, Equerry, Magistrates, Marshals, Provosts, Sheriffs, and Wardens.



Special Positions:

When the title of Count is acquired, a PC is offered 1-6 Squires by the lesser rulers of the dominion.

A Squire is the son of a Noble, who acts as a servant while being trained as a fighter.  Squires become 1st level fighters after 6 months of training, and then gain at least 1 level of experience per year.  A Squire’s training is finished when he reaches level 5; the Squire then returns home, and is usually replaced by another (beginner) Squire.

A Lady-in-Waiting is the daughter of a Noble within the ruler’s realm, acting as a servant but actually in search of a husband.  From 1-4 Ladies-in-Waiting will be sent to a PC Count only if the PC is female or is married.  Ladies-in-Waiting are trained and closely watched by the matron of the stronghold.



Additional Reading:

"Who lives in that castle?" by Katherine Kerr, in Dragon #80 (December, 1983)

Sunday, January 21, 2024

Players Companion: Spells

The Players Companion introduced multiple new cleric and magic-user spells, in addition to a complete list of druid spells


Cleric Spells:

Fifth Level Cleric Spells - 2 new spells
Cure Critical Wounds* - from AD&D 1e
Truesight - from AD&D 1e "True Seeing"

Sixth Level Cleric Spells - 4 new spells
Aerial Servant - from the Greyhawk supplement
Barrier - from Greyhawk "Blade Barrier"
Create Normal Animals - from Greyhawk "Conjure Animals"
Cureall - from AD&D 1e "Heal" (was reversible)



Illustration by Larry Elmore


Seventh Level Cleric Spells (all new)
1. Earthquake - from Greyhawk
2. Holy Word - from Greyhawk
3. Raise Dead Fully - from Greyhawk
4. Restore - from Greyhawk "Restoration"


Druid Spells:

First Level Druid Spells
1. Faerie Fire - from the Eldritch Wizardry supplement/AD&D 1e
2. Locate - combines Locate Animals (1st level) and Locate Plants (2nd level) from Eldritch Wizardry/AD&D 1e
3. Predict Weather - from Eldritch Wizardry/AD&D 1e

Second Level Druid Spells
1. Obscure - from Eldritch Wizardry/AD&D 1e "Obscurement"
2. Produce Fire - from Eldritch Wizardry/AD&D 1e "Produce Flame"
3. Warp Wood - from Eldritch Wizardry/AD&D 1e

Third Level Druid Spells
1. Call Lightning - from Eldritch Wizardry/AD&D 1e
2. Hold Animal - from Eldritch Wizardry/AD&D 1e
3. Water Breathing - from Eldritch Wizardry/AD&D 1e

Fourth Level Druid Spells
1. Control Temperature 10’ radius - from Eldritch Wizardry/AD&D 1e
2. Plant Door - from Eldritch Wizardry/AD&D 1e
3. Protection from Lightning - from Eldritch Wizardry/AD&D 1e

Fifth Level Druid Spells
1. Anti-Plant Shell - from Eldritch Wizardry/AD&D 1e
2. Control Winds - from Eldritch Wizardry/AD&D 1e
3. Pass Plant - from Eldritch Wizardry/AD&D 1e

Sixth Level Druid Spells
1. Anti-Animal Shell - from Eldritch Wizardry/AD&D 1e
2. Transport Through Plants - from Eldritch Wizardry/AD&D 1e "Transport Via Plants"
3. Summon Weather - from Eldritch Wizardry/AD&D 1e "Weather Summoning"

Seventh Level Druid Spells
1. Creeping Doom - from Eldritch Wizardry/AD&D 1e
2. Metal to Wood - from Eldritch Wizardry/AD&D 1e "Transmute Metal to Wood"
3. Weather Control - from Eldritch Wizardry/AD&D 1e "Control Weather"


Magic-User Spells:

Fifth Level Magic-User/Elf Spells - 4 new spells
Contact Outer Plane - from OD&D vol. 1 "Men & Magic"
Dissolve* - from OD&D vol. 1 "Transmute Rock to Mud"
Feeblemind - from OD&D vol. 1
Telekinesis - from OD&D vol. 1

Sixth Level Magic-User Spells - 4 new spells
Move Earth - from OD&D vol. 1
Reincarnation - from OD&D vol. 1
Wall of Iron - from OD&D vol. 1 (5th level)
Weather Control - from OD&D vol. 1 "Control Weather"

Seventh Level Magic-User Spells (all new)
1. Charm Plant - from Greyhawk "Charm Plants"
2. Create Normal Monsters - from Greyhawk "Monster Summoning V"
3. Delayed Blast Fire Ball - from Greyhawk
4. Lore - from AD&D 1e "Legend Lore"
5. Magic Door* - from Greyhawk "Phase Door"
6. Mass Invisibility* - from Greyhawk
7. Power Word Stun - from Greyhawk
8. Reverse Gravity - from Greyhawk
9. Statue - from AD&D 1e
10. Summon Object - from AD&D 1e "Drawmij's Instant Summons"
11. Sword - from AD&D 1e "Mordenkainen's Sword"
12. Teleport any Object - similar to AD&D 1e "Vanish"

Eighth Level Magic-User Spells (all new)
1. Dance - from AD&D 1e "Otto's Irresistible Dance"
2. Explosive Cloud - from AD&D 1e "Incendiary Cloud"
3. Mass Charm* - from Greyhawk
4. Mind Barrier* - from Greyhawk "Mind Blank"
5. Permanence - from Greyhawk "Permanence Spell"
6. Polymorph any Object - from Greyhawk
7. Power Word Blind - from Greyhawk
8. Symbol - from Greyhawk


Illustration by Larry Elmore


Ninth Level Magic-User Spells (all new)
1. Gate* - from Greyhawk
2. Maze - from Greyhawk
3. Meteor Swarm - from Greyhawk
4. Power Word Kill - from Greyhawk

Saturday, January 20, 2024

Players Companion: Character Classes

Travel or Settle?

Companion or upper level characters (levels 15-25) continue the exploration (or conquest!) of the world. They may become PC rulers to gain power and wealth, or remain travellers to gather knowledge and fame. By level 25, the "home base" has become either a strongly fortified castle complex or secret stronghold. Epic Quests and other-planar problems are typical adventures.

D&D Companion Set Rules


This dichotomy between land owner and traveller PCs is reflected in different character options:

Cleric

A land-owning cleric gains the ability to rise in power among the Theocracy (the government of the church).

A cleric who decides to travel may follow one of two routes: in civilized lands, or in wilderness.  A cleric who travels within the boundaries of the civilized world usually looks for ways to help those of the same alignment.  A cleric who travels to the wilderness usually searches for enemies of the church, to convert or destroy.

Druid

A neutral cleric may choose either of the options above, or may choose to live and travel in the wilderness, becoming familiar with nature and the ways of the animals.  After 1-4 months of study and meditation, the cleric becomes a druid, and may learn new spells.



Illustration by Larry Elmore


The cleric must find and live in a woodland home, meditating for 1-4 months. During that time, the cleric is found, tested, and taught by a higher level druid (usually 25th level or greater), and then joins the realm of the druids.

The ability to become a druid is restricted to clerics of 9th level or greater, something which always bothered me.  What is a neutral cleric's ethos prior to becoming a druid?  I think it makes greater sense for druids to begin as 1st level characters.*

*as do 66% of respondents in this Facebook poll (January 7, 2019); see also this post (January 23, 2023) for additional discussion, in which it's mentioned that "Frank has talked about this as well and said go for it at 1st."
The druid 'problem' was nagging me for a while. I took this option for the writeup, but various methods are certainly possible for your home campaign. imc the druids are the only ones who can talk to the planet itself, a huge immortal being who considers everyone on its surface to be temporary sentient debris. (Luckily it's not hostile.) Tho the planet is slothful, it does have preferences on occasion, and the druids pass along what's pragmatically useful and doable. Wise rulers tend to listen to them most carefully.
Frank Mentzer, from this Facebook post (June 24, 2022)



Fighter

As a land owner, fighters may remain independent or swear fealty to another ruler.

A lawful wandering fighter of 9th level or greater who swears fealty to a lawful church may become a paladin.  Lawful or neutral wandering fighters who swear fealty to royalty (a Prince, a King, or an Emperor) may become knights.*  A chaotic wandering fighter who swears fealty to a chaotic church may become an avenger.

*knights usually have 1-3 squires, assigned to them for training by the noble involved (see "Special Positions" in Strongholds)



Illustration by Larry Elmore


Land owning fighters who swear fealty to a ruler, as well as paladins, knights, and avengers, gain additional combat options, including multiple attacks, and the ability to smash, parry, or disarm their opponents.



Magic-User

Independent magic-users may build or seize a tower.  They are commonly referred to as “wizards,” whatever their actual names or titles may be.  If a land owning magic-user cannot or does not want to maintain a tower, the character may apply for a position as a "magist" in any existing castle or stronghold. The magist advises the ruler in matters involving magic, and handles the magical needs of the ruler and the stronghold.

A wandering magic-user is known as a "magus".  A magus has a chance (checked by the DM) to find treasure maps, and to hear rare rumors of powerful magic items.



Thief

A thief who wishes to settle must contact the thieves’ guild.  The Guild will help establish the thief as a guildmaster for a new branch of the Guild (perhaps in a far town where no Guild currently exists), or may send the thief to an existing Guild to fill a vacancy.

A wandering thief is known as a "rogue".  A rogue has a chance (checked by the DM once per game week) of discovering treasure maps or rumors about the location of great treasures.



Demi-humans:

Demi-human adventurers are limited in levels of experience and hit points.  Elves are incapable of learning the arts of more powerful magic (above 5th level spells), and no demi-human can match human “staying power,’ as indicated by hit points.

Though their history is long, demihumans never developed the art of combat to a high degree.  However, humans did concentrate their talents in this area.  Where demihumans and humans interact, additional fighting skills can be gained by experienced demi-humans, who learn the advanced techniques from their human friends.  Thus, the player of a demi-human character should keep track of XP earned after maximum level is reached, and combat ability improves accordingly (given as an attack rank in each class description).



Illustration by Jeff Easley


Dwarf

Experienced dwarves become more resistant to magic.  When the 1,400,000 XP mark is reached, a dwarf automatically takes only 1/2 damage from any damage-causing spell or spell-like effect (such as from a magic item).  If the effect allows a Saving Throw, a successful roll indicates that only 1/4 damage is taken.

Elf

Experienced elves become more resistant to dragon breath.  When the 1,600,000 XP mark is reached, an elf automatically takes only 1/2 damage from any breath weapon (most notably dragon breath, but including all sorts of breath weapon attacks).  If the breath allows a Saving Throw, a successful roll indicates that only 1/4 damage is taken.

Halfling

Experienced halflings become more resistant to both magic and breath weapons. When the halfling reaches the 300,000 XP mark, he automatically takes 1/2 damage from any damage-causing spell or spell-like effect (such as from a magic item). If the effect allows a Saving Throw, a successful roll indicates that only 1/4 damage is taken.


*          *          *


In addition to these benefits for demi-humans, I like to make them resistant to energy drain, as well.  Dwarves lose a maximum of 130,000 XP, elves a maximum of 200,000 XP, and halflings a maximum of 120,000 XP without necessarily losing a level.

Sunday, January 14, 2024

Players Companion: Unarmed Combat

The Companion Set includes detailed rules for striking and wrestling:

By using Unarmed combat rules, characters are free to perform acts of heroic fantasy— wrestling huge opponents to the ground, or escaping from imprisonment when no weapons are available. Unarmed combat is actually the most common of all forms, and can now be used as often as desired.

These systems may be applied to any Unarmed attack. A giant may attempt to kick a halfling; a character may attempt to use a shield to “bash” an opponent. (Both attacks are Strikes.) If a purple worm attacks a town, the guards may all try to pile onto the creature, rather than risking normal combat and being swallowed (though dozens would be needed to stop the monster).

Players Companion, pg 7


Striking:

Striking in B/X results in 1-2 points of damage + the character's Strength bonus (X25), with a 1 in 20 chance of a knockout (1-10 rounds) when maximum damage is inflicted (see module X2).

Unarmed combat in the Expert Set rules (pg. 23) results in 1 point of damage per hit + the character's Strength bonus.  All standard combat rules apply.

The base damage in the Companion Set rules is 0 + the character's Strength bonus, with chances to stun or knockout an opponent, depending on the victim's Constitution score.

Several optional rules are given, including some restricted to fighters, such as parrying (blocking with a weapon), multiple attacks, and the "Haymaker" punch.


Wrestling:

A "Wrestling Rating" (WR) is determined (level/2 +/- Strength and Dexterity bonuses/penalties + base AC) and rolls of 1d20 + WR are compared.

Three consecutive rolls greater than ones opponent are necessary in order to grab and pin them to the ground, after which damage can be inflicted.


Illustration by Jeff Easley, from CM1 "Test of the Warlords" (1984)


A mini-adventure in the Dungeon Masters Companion "The Arena of Garald the Blue" showcases unarmed combat.  The setting is a rocky isle off the coast of Vestland.

Wrestling also features in the short encounter "Barbarians' battle" in module CM1 "Test of the Warlords" (1984).

The Companion Set rules for unarmed combat are somewhat complex, but more usable than the rules for pummeling, grappling, and overbearing in the AD&D 1e DMs Guide.

Saturday, January 13, 2024

Players Companion: New Armor and Weapons

The Players Companion broadened the range of armor and weapons, although not to the extent available in AD&D 1e.



Illustration by Larry Elmore, from the Players Companion (1984)


Two new types of armor were added (borrowed from AD&D 1e):
Scale Mail (intermediate between Leather and Chain Mail)
Banded Mail (intermediate between Chain Mail and Plate Mail)

Their cost was inadvertently omitted from the rules, but provided in Polyhedron #22:
Q. What are the prices for the new armor types in the Companion Set (scale and banded)?

A. Scale mail (AC 6) costs 30 gp, and banded (AC 3) costs 50 gp.


Illustrations by Larry Elmore, from the Players Companion (1984)


In addition, several new weapons were introduced:
Swords
Bastard Sword - may be used two-handed without losing initiative

Missile weapons and devices
Blowgun - can be used to fire darts causing death or paralysis
Bola - can be used to entangle, slow, or delay opponents
Heavy Crossbow - from Holmes/OD&D

Miscellaneous weapons
Blackjack - can be used to knockout, stun, or delay opponents
Net - can be used to entangle, slow, or delay opponents
Trident - able to skewer small (1' or less) creatures
Whip - can be used to entangle, slow, or delay opponents


Special effects associated with these new weapons are dependent on the victim's level or hit dice, rendering their use a bit finicky, but adding variety to combat.

Their inclusion is not restricted to high level play, adding complexity to low- and intermediate-level play, a notable difference between B/X and BECMI.

Saturday, January 6, 2024

Companion Set

The D&D Companion Set was released in spring/summer 1984, following publication of the revised D&D Basic and Expert Sets, the previous year.  Higher level play was to be covered in the D&D Master Set (for character levels 26-36).


D&D Companion Set (1984).  Cover illustration "The Sword of Thornbane" by Larry Elmore, also used for "The Tainted Sword" (1992) by "DJ Heinrich" (Dory Watry and Kevin Stein)


The two-volume boxed set included a 32-page "Players Companion" and a 64-page "Dungeon Masters Companion"

The upcoming set was discussed in a preview article by Frank Mentzer "And Then There Were Three" in Dragon #84 (April, 1984),* in which Douglas Niles and Garry Spiegle are thanked for their special work on the project.

*also printed in Imagine #17 (August, 1984).  Part 2 of the preview did not appear in Dragon, although was published in Imagine #18 (September, 1984)

Editing was by Anne C. Gray, who also worked on the Basic, Expert, and Master DM's books, as well as the Immortals Rules (as Anne Gray McCready).

Interior illustrations were by Larry Elmore and Jeff Easley, for a consistent look and feel with the revised Basic and Expert Sets (1983).

The dedication in the preface was to Brian Blume "who, with Gary Gygax, founded this company and made it grow."



Players Companion: Book One

The Players Companion contains new options for characters, including new armor and weapons, new rules for unarmed combat, and new information on character classes and subclasses.

In addition, there is new information on human and demi-human social structures in the D&D campaign world, including demihuman clan governance and relics.



Dungeon Masters Companion: Book Two

The Dungeon Masters Companion provides rules for high-level campaigns, including dominions, tournaments, mass combat, and the cosmology of the D&D multiverse.

In addition, there are sections covering new procedures, monsters, treasure and three mini-adventures showcasing the rules for tournaments, unarmed combat, and mass combat.


Reception:

A contemporary fan's reaction was captured in Polyhedron #22:

Q. When I recently went to my local hobby shop to purchase the D&D Companion Set, I was quite disturbed to see that it was designed to go with the new D&D Basic and Expert Sets.  I have flipped through my friend's new Basic and Expert sets and found them very incompatible with my second edition sets.  It follows that the new D&D Companion Set will also be incompatible with my edition of the rules systems.  So in order to upgrade my rules, I would have to buy two new boxes and the higher priced D&D Companion Set.  Needless to say I feel that this is quite redundant and absurd.  I don't feel that I should have to buy revised editions of what I already have to get the Companion Set promised years ago.  What are your opinions on this?

A. There are very few rules that have been changed in the revised editions; the new sets ARE compatible with the old (that is, the "old red box"; the "blue book" edition is primitive in comparison).  I closed some loopholes, and added more detail on some subjects, but was careful to change very little of the existing rules - providing more guidelines instead.

You asked for my opinions.  Personally, I think you should (a) not buy revised BASIC; it's designed for beginners, and you have the old editions; (b) do buy the revised EXPERT; I put a lot of new things into it, and I don't think you'll be disappointed (and the reviews agree); and (c) do buy the COMPANION set; it's not a rehashing of old stuff.  I made it the best I could, combining my ten years of role playing experience (egad, has it really been that long?) with the spirit and foundation of the original game.


*          *          *


The Companion Set was released on the 10th anniversary of the D&D game, and over the next several weeks, I'll be taking an in-depth look at the rules therein.