Sunday, October 27, 2024

Master DM's Book: Undead Lieges and Pawns

The Master DMs book introduced rules for undead lieges and pawns.


Illustration by Terry Dykstra, from the D&D Rules Cyclopedia (1991)


A Liege may control a number of undead whose total Hit Dice are less than or equal to twice the Liege's Hit Dice.  When a lich or other undead spell caster seeks to control other undead, its caster level is used instead of its Hit Dice.


Undead Attempts to Control Other Undead


If one undead tries to control another, find the Hit Dice of the would-be Liege and potential Pawn on the chart above and roll 2d6.*  If the number is equal to or greater than the number given, the attempt succeeds and the undead subject becomes the Pawn of the controller.

*if the undead attempting control was once a spell-using character and can now use spells as it did in life, a + 2 bonus applies to all die rolls for control


Benefits to a Liege:

A Liege is telepathically linked to its Pawns and can see and hear through their eyes and ears whenever it chooses.  Control of a Pawn is total, even to the point that it will obey suicidal orders.  If a Pawn fails a Morale check, the Liege may stop the Pawn and force it back into melee.

A Liege can create a chain of control by instructing its Pawns to become Lieges too.  Direct communication and control does not extend through a chain of control, but only to a Liege’s personal Pawns.  A Liege at the top of a chain of control may be considered the leader of an undead army.


Turning Controlled Undead:

When a character tries to turn Pawns, the attempt is checked as if against the Liege.  If the attempt fails, the Pawns are completely unaffected, even if they would normally be Turned or Destroyed by the result. If the Turn succeeds, the control link is broken, but there is no other effect.

Saturday, October 26, 2024

Master DM's Book: Spell-Casters (Non-Human)

The Master DMs book introduced rules for non-human clerics or druids (referred to as shamans) as well as non-human magic-users (referred to as wiccas).


Illustration by Terry Dykstra, from the D&D Rules Cyclopedia (1991)


Known Non-Human Spell-Casters:

The non-human spell casters that are known are listed below, along with the maximum levels attainable by each:
Bugbear (C6; MU4)
Cyclops (C4; MU2)
Centaur (D8; MU8)
Dolphin (C10; MU6)
Doppleganger (C6; MU4)
Dragon (C10)
Dryad (D10; MU4)
Giant, Cloud; Storm (C10; MU10)
Giant, Hill; Stone; Frost; Fire (C8; MU6)
Gnoll (C6; MU4)
Gnome (C12; MU12)
Goblin (C8; MU6)
Harpy (C6; MU4)
Hobgoblin (C8; MU6)
Kobold (C6; MU4)
Lizard Man (C6; MU4)
Manscorpion (C13; MU6)
Medusa (C8; MU8)
Merman (C8; MU8)
Minotaur (C4; MU2)
Neanderthal (C4; MU2)
Nixie (D6; MU4)
Ogre (C4; MU2)
Orc (C6; MU4)
Pixie (D6; MU4)
Sprite (D6; MU4)
Treant (D10)
Troglodyte (C4; MU2)
Troll (C4; MU2)


Spells Usable by Shamans:

First Level Clerical Spells
Cure Light Wounds
Detect Magic
Light*
Protection from Evil

Second Level Clerical Spells
Bless*
Hold Person*
Snake Charm
Speak with Animals

Third Level Clerical Spells
Continual Light
Cure Blindness
Cure Disease
Remove Curse*

Fourth Level Clerical Spells
Cure Serious Wounds
Dispel Magic
Neutralize Poison
Speak with Plants

Fifth Level Clerical Spells
Create Food
Cure Critical Wounds
Dispel Evil
Insect Plague

Sixth Level Clerical Spells
Cureall
Find the Path
Speak with Monsters
Word of Recall


Spells Usable by Wiccas:

First Level Magic-User Spells
Detect Magic
Light
Protection from Evil
Read Languages
Read Magic
Sleep

Second Level Magic-User Spells
Continual Light
Detect Evil
Detect Invisible
Invisibility
Levitate
Web

Third Level Magic-User Spells
Clairvoyance
Dispel Magic
Fire Ball
Fly
Lightning Bolt
Water Breathing

Fourth Level Magic-User Spells
Charm Monster
Growth of Plants
Ice Storm/Wall
Massmorph
Remove Curse
Wall of Fire

Fifth Level Magic-User Spells
Animate Dead
Cloudkill
Dissolve*
Hold Monster*
Pass-Wall
Wall of Stone

Sixth Level Magic-User Spells
Death Spell
Move Earth
Projected Image
Reincarnation
Stone to Flesh*
Wall of Iron

Saturday, October 19, 2024

Master DM's Book: Mystics

Mystics (monks), like thugs (assassins) are introduced as a monster types in the Master DMs book (both originally appeared as character classes in the Blackmoor supplement).


A mystic's salute.*  Illustration by Terry Dykstra, from the D&D Rules Cyclopedia (1991)


A mystic is described as a "human who rigorously follows a way of life involving a special discipline of meditation, study, and physical training."

*upon meeting another creature presumed to be peaceful, the mystic raises a fist, covers it with the other hand, and bows slightly.  This symbolizes greetings (the bow), readiness to fight if necessary (the fist), but peaceful intentions (the covered fist)


Cloister Life:

Despite the clear Eastern influence, Mentzer states that leadership and organization of a cloister is closely based on that of a Benedictine monastery of the time of Charlemagne, about 800 A.D.

When asked about this on Dragonsfoot in 2006, he responded "I went with something pragmatically playable, leaving the details to the choices of individual gaming groups.  That works whether you're into Eastern v Western mystics or any other detailed facet involving prior exposure and/or research."

Mystics adventure as PCs to gain spiritual growth and learn the lessons of life outside the cloister.  They rarely adventure with other mystics.  After each level of advancement, a mystic must retreat to the seclusion of the cloister for 1-6 months.


Special Abilities:

Any mystic can use the following Special Abilities of thieves as if a thief of the same level: Find Traps, Remove Traps, Move Silently, Climb Walls, and Hide in Shadows.

Mystics gain other special abilities as they progress in levels:
Awareness - the mystic is only surprised on a roll of 1 (on ld6).

Heal Self - the mystic may, once per day, cure himself of 1 point of damage for each of his Hit Dice, simply by concentrating for 1 round.

Speak with Animals - the mystic may speak with any normal or giant animal as often as desired.

Resistance - the mystic takes only 1/2 damage from all spells and breath weapons that inflict points of damage, or 1/4 damage if the saving throw is successful.

Speak with Anyone - the mystic may speak with any living creature that has a language of any sort, as often as desired.

Mind Block - the mystic is immune to ESP, hold and slow spells, magical charms, quests, and geas spells.

Blankout - by concentrating for one round, the mystic causes his presence to “disappear.” The mystic cannot be seen or magically detected by any living or undead creature (no saving throw). The effect lasts for 1 round per Hit Die of the mystic or until he attacks.

Gentle Touch - once per day, the mystic may use the Gentle Touch on any one living creature hit (by normal roll). The mystic must declare he is using the effect first. No saving throw is allowed to avoid the subsequent effect, but a victim with more Hit Dice than the mystic cannot be affected. (Hit Dice are used, not levels of experience.) The Touch has one of the following results (as chosen by the mystic): charm, cureall, death, quest, or paralysis. The effect lasts for 24 hours.


Martial Arts:


The Four Styles of Martial Arts


There are four styles of martial arts, based on principles of elemental dominance:

Offensive - this style of fighting causes damage by striking blows with the hand, foot, head, elbow, and other parts of the body. Use of the offensive style can break boards and bricks.

Wrestling - this style of fighting is used to incapacitate a foe through lock holds (such as half nelsons), counter leverage, and nerve pinches. Some masters of this style may be able to paralyze a foe so that the victim need not be held further.

Defensive - this style of fighting blocks attacks and turns them aside, at times even turning an attacker’s blows back against himself.

Throws - this style of attack turns the momentum of the attacker against him by tripping, pushing, and throwing an opponent.


Mystics may also possess a special ability called acrobatics that, when linked with any of the above styles of fighting, may develop unique schools of fighting. Acrobatics allows a mystic to perform the following actions:

Jumped/Leaps
Tumbles/Flips
Dodges
Catches (to prevent oneself from falling)
Swings
Balancing


It's perhaps noteworthy that "Oriental Adventures" for AD&D was published the same year (1985) as the D&D Master Set.

Sunday, October 13, 2024

Master DM's Book: Immortals

The Master DMs book provides details on the Immortals, a major aspect of BECMI cosmology, representing a thematic departure from the gods of the AD&D multiverse.


Illustration by Terry Dykstra, from the D&D Rules Cyclopedia (1991)

Once mortal themselves, these heroes of legend served the advancing of the multiverse, gaining powers and responsibilities beyond the realm of the living as their reward.  Now Immortals, they subtly manipulate the events of the multiverse to advance their sphere of power.  Their maneuverings create challenges and epic sagas to test the worth of mere mortals while furthering the Immortals’ own mysterious goals.

Each Immortal may serve only one sphere of power.  The struggle for dominance between the spheres of power causes conflict in the campaign.


The Spheres of Power:

The Sphere of Matter - related to Earth, Law, favors Fighters.  Opposed to Time’s efforts to cause change and provides Thought with existing order.

The Sphere of Energy - related to Fire, Chaos, favors Magic-Users.  Opposed to Thought’s efforts to control it and seeks to transform Matter despite the ravages of Time.

The Sphere of Time - related to Water, Neutrality, favors Clerics.  Opposed to Matter’s efforts to withstand change, causes a loss of Energy through time, and teaches Thought the lessons of history.

The Sphere of Thought - related to Air, favors Thieves.  Opposes the chaotic excesses of Energy and attempts to manipulate the effects of Time to create order and form in Matter.

The Sphere of Entropy (or Death) - not related to an element.  Seeks to destroy Matter, dissipate Energy, cause Time to stagnate, and stop new Thought.


The elemental principles of dominance and opposition.


Immortals in the Game:

An Immortal is a being who cannot die by earthly means. They do not need food, drink, or air. They easily manipulate the elements and magical energies while remaining almost totally immune to their effects. 

An Immortal can be harmed only by a +5 or greater enchanted weapon or an artifact, and is immune to all mortal magic. Most Immortals can cast any mortal spell at will.

When an Immortal is damaged, he takes only the minimum damage possible. (for example, 6d6 + 3 dice of damage results in 9 points of damage.)  An Immortal’s Anti-Magic field is 50% effective within 5 feet.

If an Immortal is slain outside his home plane, his essence returns to his Immortal home and forms a new Immortal body in a number of days equal to his Immortal hit points.


PC Immortality:

Human characters may begin their quest for immortality upon reaching the 30th level, while demi-humans require 1,000,000 experience points.

A path to immortality corresponding to one of the four spheres of power must be chosen, and an Immortal sponsor must be sought.

Discovering a path and seeking an immortal sponsor require additional adventuring.  Achieving immortality will take most human characters to 36th level.


The Four Paths:

The four paths to immortality are:

The Path of the Polymath - the path to the Sphere of Matter, favors the fighter class.

The Path of the Paragon - the route to the Sphere of Energy, favors the magic-user class.

The Path of the Dynast - the route to the Sphere of Time, favors the cleric class.

The Path of the Epic Hero - the route to the Sphere of Thought, favors the thief class.


Each path involves a Quest for a specific artifact, a Trial, a Testimony, and a Task.*


*the mini-adventure AC7 "The Spindle of Heaven" by Bruce Nesmith involves a brief adventure in which the PCs can learn details regarding one of the paths to immortality (the adventure involves the elemental plane of air, so the route to the Sphere of Thought, the Path of the Epic Hero, represents a logical choice) or details regarding the relevant artifact

Nesmith suggests follow-up adventures involving the other three elemental planes (earth, water and fire) to learn clues regarding the other paths to immortality.

Saturday, October 12, 2024

Master DM's Book: Anti-Magic Effects

The D&D Master Set provides an in-depth explanation of anti-magic effects, described previously in the 6th level magic-user spell "Anti-Magic Shell" and scroll of protection from magic in the D&D Expert Set, and a beholder's "anti-magic ray" in the D&D Companion Set.


Illustration by Terry Dykstra, from the D&D Rules Cyclopedia (1991)


The concept of "magic resistance" was introduced in the AD&D 1e Monster Manual:
MAGIC RESISTANCE indicates the percentage chance of any spell absolutely failing in the monster’s presence.  It is based on the spell being cast by a magic-user of 11th level, and it must be adjusted upwards by 5% for each level below 11th or downwards for each level above 11th of the magic-user casting the spell.  Thus a magic resistance of 95% means that a 10th level magic-user has no possibility of affecting the monster with a spell, while a 12th level magic-user has a 10% chance.  Even if a spell does take effect on a magic-resistant creature, the creature is entitled to normal saving throws.  Note also that the magic resistance of a creature has an effect on certain existing spells such as hold portal, where it indicates the probability of the magic resistance shattering the existing spell.
AD&D 1e Monster Manual (1977)


Why Anti-Magic Exists:

A rationale for anti-magic in BECMI is given:
Anti-Magic results from differences between life forms native to different planes of existence.  Magic native to the Inner Planes of existence (the Prime, Ethereal, and Elemental planes) functions best when used on creatures and things native to those planes.  Creatures from other planes are not made the same way.

All creatures native to the Inner Planes are made of components of the four Spheres of Power (Matter, Energy, Time, and Thought) and are all governed by the Sphere of Entropy (or Death).  But creatures of the Astral and Outer Planes lack one or more of the four components, and may avoid most of the effects of Death as well.
Master DMs Book


Examples of how anti-magic disrupts potions, personal spell effects, and area spell effects are provided.

Saturday, October 5, 2024

Arnecon 2

Arnecon 2 is being held this weekend, honoring the creative genius of Dave Arneson, co-creator of Dungeons & Dragons, and his game group, The Blackmoor Bunch.


Arnecon 2, October 4-6, 2024


I arrived in Minneapolis yesterday afternoon, and immediately bumped into special guest Rob Kuntz, who made the trek all the way from Corsica.  It was nice to finally meet Rob in person, and amazing to reflcct upon his contributions to the hobby.


Blackmoor:


DA5 City of Blackmoor (never published)

The weekend got off to a great start last night with Paul Stormberg hosting a party of 15 players as our characters explored Blackmoor Castle and its dungeon.  (My character succumbed to the fatal bite of a lamia in the confusion of the final encounter).

The adventure was based on Dave Arneson's manuscript for DA5 "City of Blackmoor".  In speaking with Paul afterwards, it would appear that it was a copy of this manuscript that was discovered by DA series collaborator Dave Ritchie's half-brother.


The Slave Raiders:


Terrance's Free Company.  Illustration by Walter Moore


This morning, I'll be running "The Slave Raiders", the first part of a Blackmoor game scenario by Dave Arneson, written for D&D.  Originally published in "Different Worlds" #42 (May/June 1986) as "Garbage Pits of Despair: Part 1".

Pregens include Terrance of Walworth (F10),* Long Bill Jordan (F8), Joey the Hobbit (T9), Andy the Jack (F7), and Father Laum (C9).

*in speaking with Rob Kuntz, he believes this is a shout-out to his brother Terry Kuntz


Dave Arneson's Medieval Battle:

This afternoon, I'll be playing "what some consider to be the earliest incarnation of Blackmoor: Dave Arneson's Medieval Battle Notes for a war gamed RPG. Set in the Blackmoors" using an early edition of Chainmail from the Domesday book.


Greyhawk:

Another game hosted by Paul, run from a manuscript using an unpublished level of Greyhawk Castle.  I've never had a chance to play in one of these games run by Paul at Garycon, so this was a great opportunity.

Update (October 6, 2024): Our group had a phenomenal time with this one.  Paul is a fantastic DM and a great guy to boot.  Our PCs were successful in our objective, and learned some deep Gygaxian lore in the process.


The Dragon Hills:


Illustration by Walter Moore


On Sunday morning, I'll be running "The Dragon Hills", the second part of "Garbage Pits of Despair" by Dave Arneson, originally published in "Different Worlds" #43 (Jul/Aug 1986).


Into the Wild Blue Yonder:

I'll be wrapping up the weekend by participating in Rob Kuntz's new AD&D 1e adventure "Into the Wild Blue Yonder", set in Blackmoor, involving a quest into the Realm of the Dead to stop a war in the land of the living.

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