Sunday, November 17, 2024

Early Cretaceous/Late Jurassic Cartography

As mentioned in yesterday's post, the Map of the "Known World" was likely based on a map of our own world from "Continents in Collision" (1983), a Time Life book in the Planet Earth series.


Source: "Continents in Collision" (pg. 162)


The text accompanying the illustration states:

By 135 million years ago, the breakup of Pangaea was well under way.  Rifting and sea-floor spreading opened the nascent North Atlantic Ocean between North America and the old continent of Gondwana, in which South America and Africa were still joined.
"The Once and Future Earth" in "Continents in Collision" (pg. 162)


As research in paleogeography advances, information on Jurassic climate patterns has emerged:


Jurassic climate patterns, from this paper.


It's interesting to note that the climate of the region corresponding to the Sea of Dread was indeed tropical, while the region corresponding to the Savage Coast is named the "Hispanic Corridor".

Saturday, November 16, 2024

Map of "The Known World"

The Master DMs book includes a continental map of The Known World, attributed to François Marcela-Froideval:
Francois Froideval is adding his creativity to the projects.  He’s already done a map of the globe, with all the continents and things, and the area described in Expert is in one small corner of the world, the starting point for epic adventure.

Frank Mentzer, in Dragon #77


The Known World


The map was based on our planet, as it appeared 135-150 million years ago.  The probable source was "Continents in Collision" (1983), a Time Life book in the Planet Earth series (as discussed here).

The original concepts were quite vague, leaving the majority of development work to future authors.  Francois Froideval (formerly of Jeux d'Carte) and I worked out that known world as originally portrayed in the Expert set, and you will also find our names together in the credits of Monster Manual II.  It left open the possibility of realms inspired by various authors as well, including RE Howard, if we so chose.
Some are obvious and derivative... Hyborea, Arypt (Egypt), Brasol (Brazil), Hyborea and the related Borea, Oceania of many legends, Northworld (Norwold) and the corresponding Southold, and the Empire of the Khans (corresponding to the empires of central Asia).  Some were completely fantastic but undetailed, while some are mentioned in my preplanning notes (like the Arm of God and Zyxl) but were never completed.
Frank Mentzer on Dragonsfoot (July 31, 2006)


1. Addakia

Region corresponding to West Africa, south of the Atlas Mountains.


2. Arm of God

Region corresponding to the Baha California peninsula.


3. Arypt

Region corresponding to Ancient Egypt.


4. Barbarians (not united)

"Located where the real world Imazighen peoples live, better known as "Berbers".  This is fitting since the name "Berber" is thought to derive from the Latin barbari." here


5. Borea

Latin borealis from the Greek boreas "north wind, north".


6. Brasol

Region corresponding to Brazil.


7. Cestia

"Cestia derives from the Greek* rather than the Latin, and is another matriarchy." here

*possibly derived from Cestus (the Girdle of Aphrodite)


8. Empire of Alphatia

Alphatia is described as the oldest empire in the world in CM1 "Test of the Warlords", a civilization built on a foundation of magic.  The secret name of Alphatia is Atlantis,* in keeping with the framework that the D&D game world is a version of our own world in the ancient past.

*Alphatia is referred to as "Atlantis" throughout CM2 "Death's Ride"


9. Empire of Dorfin IV

"...a tangent reference to Amber.*" here

*The Chronicles of Amber by Roger Zelazny


10. Empire of the Great Khan

The Great Khan is mentioned in CM4 "Earthshaker!" (pg. 10).


11. Empire of Tangor

"Tip o' the hat to Burroughs...*" here


12. Empire of Thyatis

"At that time we envisioned that Empire to be the dominant socioeconomic and political force in that region, and thus the only one worthy of mention in the company of the other major/dominant forces in other areas." here


13. The Coast (a.k.a. The Four Kingdoms)

Region corresponding to the Barbary Coast (the Four Kingdoms likely correspond to the Sultanate of Morocco and the Regencies of Algiers, Tunis, and Tripoli).

The Four Kingdoms are mentioned in DA1 "Adventures in Blackmoor":
"before...the Four Kingdoms fought their deadly wars" (pg. 2)


14. Hyborea

A contraction of "Hyperborea", meaning "beyond Boreas (the north wind)".


15. Isle of Dawn

Island corresponding to Great Britain.


16. Izonda

"Izonda was from whole cloth, not the Wordworth.*" here

*see "The Romance of the Water Lily" by William Wordsworth


17. Jen

Region corresponding to Central Asia.


18. Lower Arypt

Region corresponding to India, when as a subcontinent it was part of Gondwana.


19. Matriarchy of Pelatan

Region corresponding to the Amazon basin.*

*the mythical Amazons were a matriarchal society


20. Minaea

"Sea traders & specialists in bronze, famed for the Labyrinth; Minoa (q.v.); destined to fall because of the rise of iron & steel worldwide" here

Pirates of Minaea are described in M2 "Vengeance of Alphaks" (pg. 22).


21. Nentsun

"nent (arch., about/towards) [the] -sun, ie land of eternal sun*" here

*aka "land of the midnight sun" (Norway)

The Nentsun are mentioned in DA1 "Adventures in Blackmoor":
"before the cruel Nentsun built their longships" (pg. 2)


22. Norworld

Described in CM1 "Test of the Warlords".


23. Oceania

See "The Mythos of Oceania" in The Dragon #29 (September, 1979).


24, 25. The Sea Kingdoms

A waterborne civilization? (see X7 "The War Rafts of Kron").


26. The Serpent Peninsula

See X6 "Quagmire!".


27. Southold


28. Thonia

"Thonia, rather than from Blackmoor, is more easily searched if you put a "C" on the front...  Try Chthonic" here

Thonia was mentioned in DA1 "Adventures in Blackmoor":
"That barren, frozen Thonia is but a pale shadow of the Thonia that was," (pg. 2)

Thonian Mercenary Raiders are described in M2 "Vengeance of Alphaks" (pg. 22).

The death of Marick of Glevum, Archbishop of Thonia and High Cleric of Serison is described in IM3 "The Best of Intentions" (pg. 2), after which "the King declared a week of mourning".


29. Vulcania

Region corresponding to Antarctica/Australia.


30. Vulture Peninsula

A name based on its shape (as with "Orc's Head Peninsula" in X9 "The Savage Coast").


31. Zyxl

Sunday, November 10, 2024

Master DM's Book: The "Known" Artifacts

The Master DM's book includes detailed descriptions of 16 artifacts, based on real world myths and legends, as contained in Gods, Demi-Gods & Heroes.*

*in his article "A new game with a familiar name" in Dragon #77, Frank Mentzer mentioned "The old Gods, Demigods & Heroes book is due for revision, too." (pg. 28)


Armet by Wayland

This is a tight-fitting helmet with bevor (chinpiece) and movable visor, crafted by the legendary Immortal armorer Wayland Smith.  Some claim that it makes the wearer invulnerable to all attacks.

Source: England, 12th century and earlier

Further Research: See Weland’s Sword in Puck of Pook’s Hill, by Rudyard Kipling (1906); Kenilworth by Sir Walter Scott (1821), scattered references to Wayland Smith’s Cave (in England, near Lambourn, Berkshire); also refer to Volund or Volunder (king of the elves and supernatural blacksmith) in Frithiofs Saga (Scandinavian, 13th century).

Notes: Isle of Dawn


Claw of Mighty Simurgh

Long ago, a great roc-like bird appeared to a wandering cleric.  The bird said it was Immortal, and had already seen three cycles of life on earth-each ending in destruction by water, ice, and fire.  It gave one of its smallest claws (a mere 2 feet long) to the cleric.  Explaining its powers, the Mighty Simurgh asked that it be used for the betterment of mankind.  The cleric did what she could, but lives no more, and the claw has apparently fallen into the clutches of Chaos.

Source: Ancient Middle Eastern (Persian) legendn 

Further Research: This is a recurrent but very general theme - a great being that has lived forever and possesses the knowledge of the ages.  Look for similar recurrent themes among the myths of different cultures; related items can prove suitable for artifact design, and usable in nearly any setting.

Notes: see also "The Persian Mythos" in The Dragon #12 and "Dreams of Arabia" in Dragon #334 (Simurgh; pgs. 43-4)


Comb of the Korrigans

A group of nine powerful elves took a rare woodland creature (the Korrigan) as their symbol.  Successful as a mortal group, they resumed their close friendship after all reached Immortality.  Together they created this item to aid mortal elves to reach Immortality, but only if they strive toward representing the best of elvenkind.  The Korrigans became nearly legendary in mortal life, commonly using shapechanging and haste in their travels and combats, and this device presumably bestows similar powers.

Source: Breton folklore.

Further Research: Various works on folklore of the British isles (Irish, Scottish, and Gaelic), such as Celtic Myth and Legend, by Charles Squire.  See fays (or fees or faeries); druids of ancient Gaul; the Lamignak elves; Fountain Women of French folklore; also see A Field Guide to the Little People (Arrowsmith and Moorse, 1977).

Notes: see also "PC1: Tall Tales of the Wee Folk" (1989)


Diamond Orb of Tyche

This item appears to be a crystal ball, but is somewhat larger (about 18 inches across) and glows softly with a white light filled with sparkling colors.  It was crafted by the powerful Immortal, Tyche, said to control chance and the fortunes of mankind.  It is a powerful artifact of Chaos, but is not necessarily evil, and is said to bring good fortune to the user, for a time. 

Source: Greek mythology.

Further Research: See general works on mythology, with reference to the Greek myths and gods, especially the goddess of Chance or Good Fortune.

Notes: see entry for Tyche in Deities & Demigods (pg. 74)


Fiery Brand of Masauwu

The legendary Guardian of Death, Masauwu (possibly another name for Orcus) is greatly feared.  It is rumored that he walks across the entire earth every night, appearing as a dark-skinned giant clad in animal skins and carrying a flaming torch.  This device is sometimes left for others to use, especially if they will further his causes.  It has horrible and awesome powers, but if the user impresses Masauwu by employing it often and with diligence, he may grant even greater ones.

Source: Hopi (American Indian) legends.

Further Research: From the North American Indians; See various pamphlets from Universities and Museums of the United States, especially (for Hopi Indian legends).  Truth of a Hopi by Edmund Nequatewa (Museum of Northern Arizona, Flagstaff).  Note also that the lord of the Overworld and Guardian of the dead, appears in legends of many other tribes.

Notes: Atruaghin Clans; Masauwu is mentioned as an Eternal of Entropy in IM2 "Wrath of Olympus"



Girdle of Armida

Armida was once a famous sorceress in a far land.  To help her achieve the greatest heights in her craft, her immortal uncle, Idraote, gave her this Girdle.  However, she used it to tempt and confuse paladins, generally bringing confusion and discord to others.  Having fallen to petty abuse of her powers, Armida did not reach her Immortal goal; but the Girdle remains, to tempt (and possibly aid) other magic-users to become Paragons.  It is supposedly watched over by Idraote to this day.

Source: Italian literary romance works dealing with the First Crusade (1096-1099).

Further Research: See a translation of the romantic epic Gerusalemme Liberata (Jerusalem Delivered) by Torquato Tasso (1581).


Humbaba's Glaring Eye

The huge one-eyed monster Humbaba was fought long ago by a great hero, named Gilgamesh.  Its eye was taken after its defeat, and was made into an artifact by Ninsun, a powerful Immortal.  It eventually caused Gilgamesh to seek immortality above all else, but he failed, and was eventually destroyed.  The Eye remains, a famed symbol of death and destruction.  The Eye is said to provide the powers of the original monster, including breath and gaze weapons.

Source: Babylonian myths.

Further Research: The Epic of Gilgamesh (circa 2000 B.C), and general references on mythology (especially Sumerian and Babylonian).

Notes: see also  "Near-Eastern Mythos" in The Dragon #16 and "Dreams of Arabia" in Dragon #334 (Humbaba; pgs. 40-2)


Hymir's Steaming Caldron

The vain Immortal giant Hymir created this device to produce vast amounts of superb ale for his own enjoyment, and for his friends Thor and other Immortals.  Its powers can, however, be used in other ways.

Source: Scandinavian mythology.

Further Research: See general reference works on mythology, especially referring to the giants of the Norse myths (which are different from D&D game giants); Hymir is a minor character, usually appearing only in references to Thor and the Midgard Serpent.

Notes: Frosthaven


Ivory Plume of Maat

This small but exquisitely crafted feather-shaped brooch was created by a great Paladin, the beautiful fighter Maat.  She was a many-talented mortal, and strove always to promote good over evil.  Her device is said to enable the user to follow in her noble footsteps, doing good deeds and furthering the cause of Law and Justice.

Source: Egyptian mythology.

Further Research: The Book of the Dead, translated by E. A. Wallis Budge, and other references on Egyptian mythology.  Maat, goddess of absolute order, was wife of Thoth (god of knowledge) and daughter of Ra (the highest ruler, sun god of the mythos), and assisted in the work of creation.

Notes: the Ivory Plume of Maat is kept within the lair of Azem, a large gold dragon (Dragon #171)


Ortnit's Lance of Doom

It is not known how the hero Ortnit (or Hartnit) acquired this powerful weapon.  The device’s origin is also a mystery.  Ortnit defeated many giants with it, so it may have great powers against this ilk; but he was later slain ignominously by a small white dragon, which is odd considering his legendary power.  The weapon remains, but is often shunned, rumored to bring death to any user.

Source: Germanic legends.

Further Research: Refer to the medieval German epic poems composed in the 13th century and collected in Das Heldenbuch (The Book of Heroes).  In this and other works, see references to Ortnit and his brother Wolfdietrich.  Legends of another Germanic hero, Dietrich of Bern, were based on Theodoric the Great (King of the Ostrogoths, 454-526 A.D.).  The famous epic poem The Nibelungenlied is another source, based loosely on the Scandinavian Volsunga Saga with added material unique to Germanic legend. 


Liberty Leading the People by Eugene Delacroix.


Pileus

The Pileus (pill-A-us) was made deliberately similar to the red Liberty Cap, a long-time symbol of freedom.  An Immortal Paragon mage named Saturnius created it to bring freedom to enslaved mortals.  It is rumored that the wearer of this device will remain free forever, and can free all those who suffer imprisonment of any sort.

Source: Roman and French history.

Further Research: The Liberty Cap is a common symbol of freedom in history.  The red pileus, a Phrygian cap of red felt, was placed upon a slave’s head during the ceremony of manumission.  It was used regularly in the Roman Empire, and appeared in the French Revolution (1789-1799) as the Bonnet Rouge.


Rainbow Scarf of Sinbad

The success of the famous adventurer Sinbad the Sailor (whose whereabouts and even existence are now dubious) is said to have been caused by this simple item of apparel.  Especially made to aid the Epic Hero on his way to Immortality, this device must be worn at all times.  It may bring luck and intelligence, but will bring hazardous adventure as well if even a tenth of the legends of Sinbad are true.

Source: Arabian folklore.

Further Research: See The Arabian Nights' Entertainments (or 1001 Nights, from circa 1450) and related references, including Sinbad the Sailor, Aladdin, Scheherazade, the Roc, etc. 

Notes: Emirate of Ylaruam



Shard of Sakkrad

According to very old legends, the original home of mankind was in the middle of a vast mountain, so huge that the sun was said to rise from one of its peaks and set on the opposite.  The entire base of this mountain is the fabled emerald Sakkrad; its reflection gives the azure hue to the sky.  One small piece of that emerald - this very Shard - was stolen by a djinni, who subsequently vanished from existence; the Shard has never reappeared.  It is said to hold unimaginable power; some say that mortal man was not meant to have it, and cannot possibly control it.  Others dismiss it as pure legend.  Yet despite the tales, many adventurers of great fame and power have gone in search of it; none are known to have returned.

Source: North African creation myth.

Further Research: This item is loosely based on a creation myth common in Africa and Asia Minor.

Notes: The Coast (a.k.a. The Four Kingdoms)


Tome of Ssu-Ma

The Immortal Hero Ssu-Ma is said to be the father of written knowledge, bringing mankind from barbaric chaos to civilization.  His Great Tome is said to gather knowledge of all sorts from the very air itself, and is thus able to provide information on anything in existence.

Source: Ssu-ma Ch’ien, an historical figure

Further Research: Shih chi (Records of the Historian) by Ssu-ma Ch’ien (145-90 B.C.) is called the first major Chinese historical work.  For more information on this scholar, see Ssu-ma Ch’ien: Grand Historian of China, by Burton Watson (1958).  For details of Chinese mythology, see Asiatic Mythology by James Hackin et al, and Chinese Mythology by Anthony Christie.


Verthandi's Invincible Hourglass

Verthandi, a very powerful Immortal of Time, gave mortals the ability to control Time itself, through this marvelous creation.  Its powers are said to be unlimited - both in scope and danger.

Source: Norse mythology.

Further Research: See standard works, referring to the following names.  Verthandi is one of the Norns of Norse legend, the immortal beings who rule the fates of men and gods alike.  Verthandi rules the Present, Urdur (or Urdhr, or Urth) the Past, and Skuld (who wears a veil), the Future.  Each of the Norns may provide ideas for other artifacts.

Notes: Kingdom of Vestland, Kingdom of Ostland, and the Soderfjord Jarldoms



Wife of Ilmarinen

The legendary Immortal craftsman Ilmarinen once used his great skills to create a companion entirely of gold and silver.  However, the result was too cold to even be approached.  Appearing as a metallic golem, it was given special powers when freed, and is said to reside in far northern reaches, either alone or with its current master.

Source: Finnish mythology.

Further Research: See the Finnish national epic poem Kalevala, compiled by Elias Lonnrott in the late 19th century.

Notes: see entries for Ilmarinen in Gods, Demi-Gods & Heroes and Deities & Demigods (pg. 58)


References:

Gods and Heroes by Gustav Schwab
The Golden Bough by Sir James G. Frazer
Mythology by Edith Hamilton
The New Larousse Encyclopedia of Mythology, translated by Robert Aldington, et al.

Saturday, November 9, 2024

Master DM's Book: Artifacts

The Master DMs book includes a lengthy section on artifacts, describing four categories (minor, lesser, major, greater) along with general characteristics, powers, and adverse effects.


Table from D&D Master Set (1985)


Artifacts are created by the Immortals and contain a concentration of an Immortal’s personal power.  The maximum power investment, or power level, determines the charges at full capacity.

The number and types of powers depend on the magnitude of the artifact, divided between attack forms, information/movement, transformations and defenses:

A. Attack Forms (including Direct Physical Attacks, Direct Mental Attacks, Attacks that Stop or Slow, Miscellaneous Attack Forms, and Bonuses to Attacks)

B. Information & Movement (including Aids to Normal Senses, Additional Senses, Aids to Movement, and Aids to Offset Encumbrance)

C. Transformations (including Creations and Summonings, Static Changes, and Dynamic Changes)

D. Defenses (including Cures, Personal Bonuses, Personal Protections, Misdirection, and Barriers)

Each use of a power drains charges equal to the cost of the power used.  An artifact recharges itself at a rate depending on its magnitude.  If charges drop below 10, no power may be used until the artifact is recharged.

Adverse effects, arising due to the presence of “entropy” in the components of an artifact, are classified as either Handicaps (permanent effects) or Penalties (which can be dispelled).

Sunday, November 3, 2024

Master DM's Book: Monster List (Other Planes)

The monster list for Other Planes in the Master Set rules includes some powerful new creatures.


Other Planes:


Illustration by Jeff Easley


Archon - angelic beings

Blackball (Deadly Sphere) - similar to a AD&D 1e sphere of annihilation

Elemental Ruler


Illustration by Jeff Easley


Phoenix (Lesser, Greater) - native to the elemental plane of fire

Spider, Planar - based on Phase Spiders (from Greyhawk)

Saturday, November 2, 2024

Master DM's Book: Monster List (Prime Plane)

The Monster List in the Master Set rules was divided into two parts: the Prime Plane (Actaeon to Sporacle) and Other Planes (Archon to Spider).


Prime Plane:


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


Actaeon - based on the story of Actaeon from Greek mythology

Adaptor - a race of plane-traveling shape-shifters

Athach - malformed, three-armed giants (name is from Scottish Gaelic folklore)

Beholder, Undead

Devilfish - based on the Ixitxachitl (from Blackmoor)

Dinosaur:
Dinosaur, Aquatic (Small, Large, Armored)

Dinosaur, Land Carnivore (Small, Large, Flying)

Dinosaur, Land Herbivore (Small, Medium, Large)

Dragon:
Dragon, (Crystal, Onyx, Jade, Sapphire, Ruby, Brown) - gemstone dragons*
 
*an article describing gemstone dragons appeared in The Dragon #37 (May, 1980)

Dragon, Pearl (The Moon Dragon), Ruler of all Chaotic Dragons

Dragon, Opal (The Sun Dragon), Ruler of all Neutral Dragons

Dragon, Diamond (The Star Dragon), Ruler of all Lawful Dragons

The Great Dragon, Ruler of All Dragonkind**

**see "The Mightiest of Dragons" in Dragon #158 (June, 1990)

Drake (Mandrake, Wooddrake, Colddrake, Elemental) - draconic shape-shifters

Faerie - invisible, aerial demi-humans

Giant (Mountain, Sea)

Hag (Black, Sea)

Hsiao - a race of strigiform, cleric-philosophers (name is from xiao)

Human (Headsman/Thug, Mystic) - based on the Assassin, Monk from Blackmoor

Lich - from Greyhawk

Lycanthrope (Werebat, Werefox,* Wereseal,** Other)
*from B4 "The Lost City"
**based on the Selkie (from the AD&D 1e Monster Manual II)

Mek - huge, metallic, insect-like creations

Metamorph - a race of humanoid shape-shifters*
*see this post on Dragonsfoot (May 4, 2005)


Illustration by Jeff Easley, from the Master DMs book (1985)


Nekrozon - based on the Catoblepas (from The Strategic Review #7)

Nightshade (Nightcrawler, Nightwalker, Nightwing)

Nuckalavee - based on the Nuckelavee of Orcadian folklore

Ooze, Lava - a magma ooze

Revener - see this Facebook post:
I was developing a variety of beings for the Spheres (Matter Energy Time Thought), and the 5(6) senses are often ignored or irrelevant in most games.  That said, I'm sure some culture produced something similar.  (It often goes unused by DMs because it's not easy to run, and isn't cool-deadly-combat stuff; more for roleplaying.

Frank Mentzer (January 27, 2020)


Illustration by Jeff Easley, from the Master DMs book (1985)


Sasquatch - based on the Bigfoot of North American legend

Slug, Giant - from Greyhawk

Sphinx - from the AD&D 1e Monster Manual

Sporacle - a Beholder-like creature

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.

Saturday, September 28, 2024

Master Players' Book: The Siege Machine

The Master Player's Book provides statistics for siege equipment and fortifications, as well as a system for handling sieges, the "Siege Machine" (based on the "War Machine").


Seige equipment, Master Players' book (pg. 25)


Sieges in D&D owe their lineage to the Siege of Bodenburg, a medieval miniatures wargame, run at the first Gen Con in 1968

There were 2-3 pages devoted to sieges in the Chainmail rules by Gygax and Perren, which were themselves inspired by the Siege of Bodenburg.

The section on "Construction and Siege" in the AD&D 1e Dungeon Masters Guide (pgs. 106-110) also covers siege equipment and rules.

I've always thought it would be fun to run a siege involving the Keep on the Borderlands using one of these systems, although have never gotten around to it.

Sunday, September 22, 2024

Master Players' Book: Weapon Mastery

The D&D Master Set introduced a weapon proficiency system called "weapon mastery".

The system is definitely a game-changer, taking BECMI completely away from B/X with powerful combat options for players (and their opponents!) and greater tactical complexity.

Running combats becomes a lot more fun for seasoned players, although PCs will punch well above their weight (roughly 3-5 levels per increased level of mastery, depending on class).


Limited Weaponry:

When a human character is started, the player is limited to selecting only two weapons for that character’s use.*  Knowledge of one additional weapon can be attempted when each of the following levels is reached: 3, 6, 9, 11, 15, 23, 30, 36.

*The DM may allow fighters to start with three or four weapons instead of two.  As a further option, a fighter may be allowed to also add a weapon at levels 19, 27, and 33.

Because of their longer lifespans and wilderness-oriented lifestyles, demi-humans start with Basic skill in all weapons not forbidden to them.  Training is possible only at levels 4 and 8 (and, for dwarves, level 12) and each 200,000 XP after.


Weapon Mastery:

A character may decide to train to become more skilled with one weapon currently used instead of learning a new weapon. The amount of skill is called the level of mastery.


A starting character can have only Basic knowledge of the starting weapon(s). The levels of mastery are: Basic, Skilled, Expert, Master, and Grand Master.




Attack Benefits:

Damage increases with each level of mastery, and can vary by the type of opponent.

Opponents who attack with two-handed missile fire devices have similar defenses to those who attack with natural body weaponry (claws, teeth, etc.).  This type of opponent is designated “M” (Missile/Monster).

Opponents using weapons held in the hand and swung or thrown (including sling and bola, but excluding all other missile fire devices) must defend very differently.  These opponents are designated “H” (Hand-held).


Defense Benefits:

Increasing levels of mastery confer a bonus to the Armor Class of the defender.

The AC bonus applies only to a given number of attacks per round.  The use of AC bonuses does not count as an action; the character may still move and attack at normal rates.


Special:

Charge - if the user charges 20 yards or more and strikes his target, the victim takes double damage.

Death - the victim is reduced to 0 hit points.

Deflect - in addition to any attacks, the user of this weapon may attempt to deflect the number of melee and thrown weapon attacks indicated in one round.  To deflect each attack, the character must make a Saving Throw vs. Death Ray.

Delay - the victim must make a saving throw or lose initiative the next round.  If a saving throw is not specified, make a Saving Throw vs. Paralysis.  For missile attacks, this effect occurs only at the indicated ranges.

Disarm - the user may attempt to disarm an opponent instead of making a normal attack.  The attacker must roll to hit the target.  The victim may save by rolling less than or equal to his Dexterity on ld20.  If the attacker is normally able to disarm as a fighter, the victim must save at a +5 penalty.  Dexterity scores for NPCs and monsters should be determined by the DM, or else treat as 11.  For each level of mastery the attacker has gained beyond Basic, the victim suffers a penalty of +1 to his saving throw vs. the effect.

Double Damage - on a natural roll of the numbers indicated, the weapon inflicts double damage.

Entangle - an entangled victim cannot attack, cast spells, or move.  The victim may make a Saving Throw vs. Death Ray each round to escape.

Hook - instead of making a normal attack, the user of this weapon may attempt to hook and pull down a foe.  The attacker must roll to hit.  This causes minimum damage, and the victim must make a Saving Throw vs. Paralysis or fall down.  A +4 bonus to Hit rolls applies when attacking a fallen foe.  A fallen foe also has a -4 penalty to all saving throws and a -2 penalty to Hit rolls while on the ground.  It takes one round to stand up.

Ignite - fire has a chance to ignite anything flammable equal to 5% per point of damage caused in each round.  If an item ignites, it will bum for 1-6 rounds causing 1-4 points of damage each round.

Knockout - the victim is rendered unconscious for 1d100 rounds.

Paralyze - there are two forms of paralysis.  The first type freezes a creature in place for 1-6 turns.  A paralyzed creature is conscious and aware of what is happening but cannot move, attack, talk, or cast spells.  The second type of paralysis results from a failed strangle attempt, leaving the victim too weak to move for 2-12 rounds.  Attacks against a paralyzed creature automatically hit.  Any cure spell may be used to negate the effects of paralysis but does not cure damage in addition to the paralysis.

Second Attack - the user is able to make a second attack with the shield weapon while attacking with another one-handed weapon.

Set vs. Charge - if the user is aware of a charging enemy, the weapon may be set against the charge.  If the weapon hits the charging foe, it inflicts double damage.

Slow - the victim is slowed and can move and attack at only half the normal rate.  No spells may be cast while slowed.

Skewer - the user of this weapon may decide to skewer a foe rather than making repeat attacks, if the foe has no more than the number of Hit Dice noted.  The maximum possible Hit Dice for the purpose of this attack is 9.  Once the weapon hits, it is stuck in the foe and cannot be removed for 5-8 (d4+4) rounds.  For each round a victim is skewered, he will automatically take 1-6 points of damage.

Strangle - if the attacker makes a natural roll of the numbers indicated, the victim must make a Saving Throw vs. Death Ray or be immediately paralyzed and die in 3-8 (d6+2) rounds unless rescued.  If the victim escapes, he remains paralyzed for 2-12 rounds.

Stun - if the victim is approximately the same size as the attacker or smaller, he is stunned if he fails a Saving Throw vs. Death Ray.  A stunned creature moves at one-third speed and cannot attack or cast spells.  The victim also suffers a +2 penalty to his Armor Class and a -2 penalty to all saving throws while stunned.  A Saving Throw vs. Death Ray may be made each round to recover from the stun effect.  For missile weapons, this effect occurs only at the specified ranges.

Unskilled - if Unskilled with a weapon, a user attacks at Basic mastery level but inflicts only half damage.  All missile weapons have a penalty of -1 to all Hit rolls.

% hp - the victim loses this percent of his original hit points.

Saturday, September 21, 2024

Master Players' Book: New Armor and Weapons

The Master Players' Book introduced new armor and weapon options, along with new rules for weapon proficiency ("Weapon Mastery" to be covered tomorrow).



Suit Armor:


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


The veritable "suit of armor" from the late Middle Ages, also referred to as plate armor.

Suit armor results in AC 0, or -1 with a shield.  The wearer gains +2 to saving throws vs. most area effects (fire, cold, gas, acid) including breath weapons, and the base damage of the attack is reduced by 1 per die.

The cost is 250 gp.  It must be tailored exactly to fit, and takes 3 turn to put on.  Encumbrance is 750 cn, and movement rate is 30 feet per turn.  Its creaks and clanks can be heard up to 120 feet away and negate chances for surprise.

The wearer has a -5 penalty when using any missile device other than a crossbow.  If alone, the wearer suffers a -1 penalty to be surprised.  The chance of successfully getting up from a prone position or mounting a steed without help is 1 in 6.


Barding:




Four new types of barding were added to those described in the Expert Set (leather, chain, and plate):


New Weapons:

Hammer, Throwing: This is a shorthafted, broad-headed hammer, capable of crushing blows and able to be thrown.


Master Players' Book (pg 19)


Pole Arms: Grouped into three categories: thrusters, choppers, and combination weapons.  The types of pole arms available are:

Halbard - this weapon is both a thrusting and a chopping weapon.  It has a broad axe head with a spike on the top and a hook on the back.

Pike - this thrusting weapon has a short, sharp spearhead on the end of a very long pole (12-18 feet).

Pole Axe - this chopping weapon has a small axe head attached to a pole of varying length (5-15 feet).

Other pole arms that might be used:
Bardiche - this weapon has a heavy axe blade with a long spike projecting forward.  Use halbard statistics, but this weapon has the deflect abilities of the pike.  The bardiche may be set vs. a charge.

Bill - a lightweight weapon, the bill has a long, narrow, single-edged blade (like a scythe).  Use pole axe statistics and deflect scores.  In addition, the bill has the hook ability of a halbard.

Gisarme - this weapon resembles a bill with a thin spike on the back of the blade, curving forward.  Use pike statistics and deflect scores.  The gisarme also has the hook ability.

Glaive - this weapon has a broad, knife-like blade.  Use pole axe statistics and deflect scores.  The glaive causes double damage like a dagger.  This weapon may be set vs. a charge.

Lochaber Axe - this weapon has a long, heavy, single-bladed axe with a hook on the back, pointing forward.  Use all of the halbard rules, but the lochaber axe may also stun at the highest two masteries.

Partizan - the partizan has a broad spear-head with two hooks at the base, pointing forward.  Use all the pike rules, but this weapon may also disarm.  This weapon may be set vs. a charge.

Ranseur - this weapon has a short, sharp spike flanked by two short, curved blades at its base.  Use halbard statistics and deflect scores.  The ranseur may also be used to disarm at Skilled level and above.  This weapon may be set vs. a charge.

Spetum - the spetum has a long spike with two sharp curved blades forming a trident shape.  Use pike statistics and deflect scores.  This weapon may also disarm at Skilled or greater mastery.  The spetum may be set vs. a charge.

Spontoon - the spontoon has an elaborate blade, possibly wavy or with flanges.  Use spear statistics, but this weapon may not be thrown.  Use the deflect scores of a halbard.  The spontoon does double damage like a dagger and may be set vs. a charge.

Voulge - the voulge has a large, heavy, broad blade like a cleaver.  Use pole axe statistics, but this weapon causes + 2 damage.  Use the deflect scores for a halbard.  The voulge may cause double damage like a dagger.


Shield Weapons: These weapons combine a shield with weapon blades.  Though awkward and breakable, a shield weapon can provide a second attack when used with a one-handed weapon. 
Horned Shield - this is a one-foot circular shield that is strapped to the arm rather than held. A single spike projects from its center. This shield is very durable and will not break.

Knife Shield - this is a small buckler equipped with one or two short blades protruding from its sides.

Sword Shield - this medium-sized shield has one or two sword or spear blades projecting from the sides (if round) or ends (if oblong).

Tusked Shield - this large shield has one to four short blades protruding from the sides.  It may have a central spike.  Due to its size, the tusked shield requires two hands to use and may not be used with another weapon.