Illustration by Larry Elmore
Sunday, January 28, 2024
Players Companion: Demi-human Clans
Saturday, January 27, 2024
Players Companion: Strongholds
Illustration by Larry Elmore
Sunday, January 21, 2024
Players Companion: Spells
Cure Critical Wounds* - from AD&D 1eTruesight - from AD&D 1e "True Seeing"
Aerial Servant - from the Greyhawk supplementBarrier - from Greyhawk "Blade Barrier"Create Normal Animals - from Greyhawk "Conjure Animals"Cureall - from AD&D 1e "Heal" (was reversible)
Illustration by Larry Elmore
1. Earthquake - from Greyhawk2. Holy Word - from Greyhawk3. Raise Dead Fully - from Greyhawk4. Restore - from Greyhawk "Restoration"
1. Faerie Fire - from the Eldritch Wizardry supplement/AD&D 1e2. Locate - combines Locate Animals (1st level) and Locate Plants (2nd level) from Eldritch Wizardry/AD&D 1e3. Predict Weather - from Eldritch Wizardry/AD&D 1e
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
1. Call Lightning - from Eldritch Wizardry/AD&D 1e2. Hold Animal - from Eldritch Wizardry/AD&D 1e3. Water Breathing - from Eldritch Wizardry/AD&D 1e
1. Control Temperature 10’ radius - from Eldritch Wizardry/AD&D 1e2. Plant Door - from Eldritch Wizardry/AD&D 1e3. Protection from Lightning - from Eldritch Wizardry/AD&D 1e
1. Anti-Plant Shell - from Eldritch Wizardry/AD&D 1e2. Control Winds - from Eldritch Wizardry/AD&D 1e3. Pass Plant - from Eldritch Wizardry/AD&D 1e
1. Anti-Animal Shell - from Eldritch Wizardry/AD&D 1e2. Transport Through Plants - from Eldritch Wizardry/AD&D 1e "Transport Via Plants"3. Summon Weather - from Eldritch Wizardry/AD&D 1e "Weather Summoning"
1. Creeping Doom - from Eldritch Wizardry/AD&D 1e2. Metal to Wood - from Eldritch Wizardry/AD&D 1e "Transmute Metal to Wood"3. Weather Control - from Eldritch Wizardry/AD&D 1e "Control Weather"
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. 1Telekinesis - from OD&D vol. 1
Move Earth - from OD&D vol. 1Reincarnation - from OD&D vol. 1Wall of Iron - from OD&D vol. 1 (5th level)Weather Control - from OD&D vol. 1 "Control Weather"
1. Charm Plant - from Greyhawk "Charm Plants"2. Create Normal Monsters - from Greyhawk "Monster Summoning V"3. Delayed Blast Fire Ball - from Greyhawk4. Lore - from AD&D 1e "Legend Lore"5. Magic Door* - from Greyhawk "Phase Door"6. Mass Invisibility* - from Greyhawk7. Power Word Stun - from Greyhawk8. Reverse Gravity - from Greyhawk9. Statue - from AD&D 1e10. 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"
1. Dance - from AD&D 1e "Otto's Irresistible Dance"2. Explosive Cloud - from AD&D 1e "Incendiary Cloud"3. Mass Charm* - from Greyhawk4. Mind Barrier* - from Greyhawk "Mind Blank"5. Permanence - from Greyhawk "Permanence Spell"6. Polymorph any Object - from Greyhawk7. Power Word Blind - from Greyhawk8. Symbol - from Greyhawk
Illustration by Larry Elmore
1. Gate* - from Greyhawk2. Maze - from Greyhawk3. Meteor Swarm - from Greyhawk4. 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
Illustration by Larry Elmore
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.
Illustration by Larry Elmore
Illustration by Jeff Easley
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)
Saturday, January 13, 2024
Players Companion: New Armor and Weapons
Illustration by Larry Elmore, from the Players Companion (1984)
Scale Mail (intermediate between Leather and Chain Mail)
Banded Mail (intermediate between Chain Mail and Plate Mail)
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)
SwordsBastard Sword - may be used two-handed without losing initiativeMissile weapons and devicesBlowgun - can be used to fire darts causing death or paralysisBola - can be used to entangle, slow, or delay opponentsHeavy Crossbow - from Holmes/OD&DMiscellaneous weaponsBlackjack - can be used to knockout, stun, or delay opponentsNet - can be used to entangle, slow, or delay opponentsTrident - able to skewer small (1' or less) creaturesWhip - can be used to entangle, slow, or delay opponents
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).
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.