Today, I continue to highlight a monster found in Rappan Athuk. There are 3 days left on Frog God's Kickstarter. I am thinking of moving Monster Monday over to the Silver Bulette blog, and focusing entirely on megadungeons here. I will make the decision in the next week or so.
In the meantime, today's Monster Monday features the basilisk. There is a section in Rappan Athuk called (gasp!) Basilisk Caverns. Wandering monsters in this area have a 50% chance of being basilisks. In the S&W version, all movement is halved, due to rough terrain. Saves must be made for moving faster, with failures meaning the character has fallen, taking 1d3 damage.
Similar to the cockatrice, the basilisk comes from mythology of Europe. (Read about it here.) They are a far mark different from what has evolved in the Dungeons and Dragons mythos, though. Here's the S&W (Complete, 3rd print, pg 100) stats:
HD: 6
AC: 4 [15]
Attacks: Bite (1d10)
Saving Throw: 11
Special: Petrifying gaze
Move: 6
Alignment: Neutrality
Challenge Level/XP: 8/800
Basilisks are great lizards whose gaze turns to stone anyone meeting its eye. (One way of resolving this: fighting without looking incurs a -4 penalty to hit.) If the basilisk's own gaze is reflected back at it, it has a 10% chance to force the basilisk into a saving throw against being turned to stone itself.
In AD&D, the basilisk has 8 legs, and its gaze reaches astral (turning the target to stone) and ethereal (simply killing the target).
Basilisks are a strange creature. There has been a lot of talk this week about dungeon ecologies (watch this video for more), and I would like to address it with the basilisk.
Basilisks are subterranean, and turn their potential meals to stone. I postulate, then, that they eat the stone. This makes basilisks a fantastic dungeon dweller. As a DM looking for visimilitude, it is unnecessary to have anything else near the basilisk's lair.
With this in mind, let's take a look at some interesting ways to use a basilisk in a game.
Basilisks pair well with almost any intelligent creature. In a lower level of Mord Mar, there are three trolls, with a trained basilisk. They keep its eyes covered unless in battle. The trolls try to maneuver the basilisk to the hallway, then remove the blindfold. The basilisk then charges whatever is moving that it can see, forcing saves against its gaze.
A pair of basilisks can be a deadly encounter, no matter the level of the characters. A mated pair of basilisks often hunt in the catacombs beneath a church. They know how to use angles to keep their prey within eyesight of at least one of them, and attack at perpendicular angles. Many adventurers have not returned after promising to rid the burial grounds of the threat.
A basilisk died in the Unholy Grounds. All creatures that die here return as undead. This undead basilisk is a ghoul, but has allied itself with several wraiths, as they seem immune to its gaze. This group terrorizes any living being that enters their floor of the dungeon.
The basilisk is not a boss monster. Its gaze attack means it is feared like one, though. When characters face a basilisk unprepared, there is often one or more casualties. Throw one (or more) at your players, and watch them squeal and run!
Artwork owned by Frog God Games, and used with permission.
A blog about the creation of my newest campaign world. . . a mega-dungeon, built by dwarves and overrun by the deep creatures.
Monday, March 26, 2018
Friday, March 23, 2018
How To Stop Trap Detection Dice Rolling
In the last blog, I talked a lot about trap and secret door detection. But, I didn't really say how to put it into practice, other than "be descriptive." Let's break that down a little bit. Here's a couple of descriptions of places where traps may be located.
"As you approach the door at the end of the hallway, you notice the keystone in the door's archway is carved like a skull. The door itself is a eight planks, held together by two brass bindings. The door does not have a latch, only a pull-ring. The damp of the dungeon has caused the wood to swell, making a tight seal between the door and the stone."
"The massive oak and iron door has the signs of water damage down it. The handle, a turning knob, is made of brass, and has a light patina. A keyhole, about a centimeter tall sits directly underneath the knob. As you approach, you see that the door opens toward you, and scratch marks gouge the floor where the door has been opened. What do you do?"
"The iron-bound chest squats on the pedestal before you. A brass lock holds the chest closed. From here, you can see that someone once tried to force the lock, causing damage to the keyhole. There is a 5' circle of dust surrounding the pedestal, that is not present in the rest of the room. What do you want to do?"
When training the players on when to search, and when not to, there are some methods that can help.
1. Keywords: When players look for traps and secret doors, its best to spoon feed them for a bit, to get them used to the new play style. Use words like damage, blood, gouges, skulls, and others that make them feel uneasy. As they grow more accustomed to the play style you can start using more subtle descriptions.
2. Blatancy: Murder holes, floors and walls stained with blood, nozzles, spikes, big red buttons all are immediate clues that point to a trap.
3. Notate things that are out of the ordinary: A different colored flagstone, a shelf with a metal lip, or the cladding of a chest that appears loose. These are clues that will make players immediately think trap.
That's the easy part. The harder part is to get them to stop searching everything, and everywhere. Several things can help.
1. Have a discussion before the session begins. Explain to them that you are changing how the detect/remove rules work. Tell them that you will use key words in your descriptions (but not what they are), and they need to be players and characters.
2. Make sure they understand the consequences of taking too much time. As I mentioned previously, Gary built in a clock to keep the players moving. But, in today's story driven game, there are more effective methods. The princess will be sacrificed at midnight is a great way to get people moving, and less cautious about where they step. Adding a time element to the story makes it feel less like rules and more like expediency.
3. Have a whole session, or even several, where no traps are found. At all. Eventually, they will let their guard down. At least enough to not deal with dice in every room and corridor.
4. Make them describe everything they are doing to search for traps. Everything. Not just "I search the floor." How do they search the floor? What do they use? Make them understand (and waste valuable play time) what it entails. When they get nothing accomplished other than searching a 30' corridor in a whole play session, they will rethink how they approach searching.
These are a few ways to help mitigate the dice rolling trap.
"As you approach the door at the end of the hallway, you notice the keystone in the door's archway is carved like a skull. The door itself is a eight planks, held together by two brass bindings. The door does not have a latch, only a pull-ring. The damp of the dungeon has caused the wood to swell, making a tight seal between the door and the stone."
"The massive oak and iron door has the signs of water damage down it. The handle, a turning knob, is made of brass, and has a light patina. A keyhole, about a centimeter tall sits directly underneath the knob. As you approach, you see that the door opens toward you, and scratch marks gouge the floor where the door has been opened. What do you do?"
"The iron-bound chest squats on the pedestal before you. A brass lock holds the chest closed. From here, you can see that someone once tried to force the lock, causing damage to the keyhole. There is a 5' circle of dust surrounding the pedestal, that is not present in the rest of the room. What do you want to do?"
When training the players on when to search, and when not to, there are some methods that can help.
1. Keywords: When players look for traps and secret doors, its best to spoon feed them for a bit, to get them used to the new play style. Use words like damage, blood, gouges, skulls, and others that make them feel uneasy. As they grow more accustomed to the play style you can start using more subtle descriptions.
2. Blatancy: Murder holes, floors and walls stained with blood, nozzles, spikes, big red buttons all are immediate clues that point to a trap.
3. Notate things that are out of the ordinary: A different colored flagstone, a shelf with a metal lip, or the cladding of a chest that appears loose. These are clues that will make players immediately think trap.
That's the easy part. The harder part is to get them to stop searching everything, and everywhere. Several things can help.
1. Have a discussion before the session begins. Explain to them that you are changing how the detect/remove rules work. Tell them that you will use key words in your descriptions (but not what they are), and they need to be players and characters.
2. Make sure they understand the consequences of taking too much time. As I mentioned previously, Gary built in a clock to keep the players moving. But, in today's story driven game, there are more effective methods. The princess will be sacrificed at midnight is a great way to get people moving, and less cautious about where they step. Adding a time element to the story makes it feel less like rules and more like expediency.
3. Have a whole session, or even several, where no traps are found. At all. Eventually, they will let their guard down. At least enough to not deal with dice in every room and corridor.
4. Make them describe everything they are doing to search for traps. Everything. Not just "I search the floor." How do they search the floor? What do they use? Make them understand (and waste valuable play time) what it entails. When they get nothing accomplished other than searching a 30' corridor in a whole play session, they will rethink how they approach searching.
These are a few ways to help mitigate the dice rolling trap.
Traps and Secret Doors in the OSR
WARNING: THIS POST IS LONG!
Door art by Patrick E. Pullen
Thanks to Jonathan Pickens on the OSGR Facebook page, I am writing this post. He postulated: "What purpose do traps and secret doors serve in today's games? I mean, players have so come to expect these and have devised well-known methods to counteract them (10 ft.-poles, iron spikes, etc.), much of the tension now boils down to rolls of the dice rather than player intelligence and agency."
Let's talk about TRAPS first. I decided to take a look at 1E AD&D for the discussion, as it is the most familiar system to most players in the OSR. In order to find traps with "rolls of the dice" a thief is needed in the party. They have a base 20% chance at first level (and 99% at 17th.) But, let's dig into the text and see exactly what this means.
PHB pg 27: "Finding/removing traps pertains to relatively small mechanical devices such as poisoned needles, spring blades, and the like. Finding is accomplished by inspection, and they are nullified by mechanical removal or being rendered harmless."
PHB pg 28: " Finding/Removing Traps is accomplished in exactly the same manor as opening locks. Roll for each function separately (a trap must be located before removal can be attempted). One try per thief is allowed. Success deactivates the trap.
PHB pg 45:
Find Traps (Divination)
Level: 2
Range: 3"
Duration: 3 turns
Area of Effect: 1" path
Explanation/Description: When a cleric casts a find traps spell, all traps - concealed normally or magically - of magical or mechanical nature become visible to him or her. Note that this spell is directional, and the caster must face the desired direction to determine if a trap is laid in that particular direction.
DMG pg 19: "Use the time requirements for opening locks. Time counts for each function. Small or large traps can be found, but not magical or magically hidden traps."
Here's where things get interesting. Gary is verbose here, so read it thoroughly, and carefully.
DMG pg 97: "Detection of Unusual Circumstances, Traps, And Hearing Noise: Regardless of the means, it takes effort and concentration to perform any of these activities . . . [examples] . . .To sum it all up, DON'T GIVE PLAYERS A FREE LUNCH! Tell them what they "see", allow them to draw their own conclusions and initiate whatever actions they desire. You are the source of their input, a time keeper, and the motivator of all not connected with them. . .
Assume that your players are continually wasting time (thus making the so-called adventure drag out into a boring session of dice rolling and delay) if they are checking endlessly for traps and listening at every door. If this persists despite the obvious displeasure you express, the requirements that helmets be doffed and mail coifs removed to listen at a door, and then be carefully replaced, the warnings about ear seekers, and frequent checking for wandering monsters (q.v.), then you will have to take more direct part in things. Mocking their over-cautious behavior as near cowardice, rolling huge handfuls of dice and then telling them the results are negative, and statements to the effect that: "You detect nothing, and nothing has detected YOU so far --", might suffice. If the problem should continue, then rooms full with silent monsters will turn the tide, but that is the stuff of later adventures."
Wow. That's actually a lot of information to disseminate. Let's go through, page by page.
Pg 27-28 PHB is the basic rundown of the thief's ability. But, it also severely limits the thief's abilities. The ability is to find relatively small traps. A thief walking down a corridor, by strict interpretation of the rules, cannot find a pit trap or collapsing ceiling. Also note, there are other limitations that don't show up in the PHB. Gary liked to never give the players all of the information.
On page 45 of the PHB, Gary actually gives clerics a much stronger ability than the thief. But, it is severely more limited in time, and therefore scope. To understand how limited it is, we have to look at the times that everything takes in D&D. A turn is 10 rounds, or 10 minutes. And he expects that adventurers rest 1 turn out of every 6 (10 minutes per hour). Moving and mapping a 90' section of corridor takes 1 full turn. So, 270' of corridor can be checked for traps with this spell. Less if a room is being searched. But, it does notice every trap.
The DMG is where all of this starts to matter, though. In the DMG on pg 19, it is revealed that magical traps cannot be found by thieves (no matter their percentages.) On the same page, we find that most locks take 1-4 rounds, with some taking up to 10 rounds to pick. So, finding a trap takes the same amount of time. So does disarming a trap. On DMG pg 38 "(melees or other actions which result in fractional turns should be rounded up to make complete turns.)" So, finding a trap takes one turn, so does disarming a trap. That's 2/3 of a wandering monster check. Even if you allow players to check for traps in a 10' corridor, that's a wandering monster check every 30' without finding a trap.
But, pg 97 of the DMG is what drives everything home. Most doors and corridors are not going to be trapped. It is the DM's job to give descriptive clues of when to check for traps. The description is what makes the game. Without it, there is just endless rolling to see if a trap can be found. It is necessary to push the players away from rolling dice to find traps, and move them to a descriptive cue to search.
Now, Secret Doors are a similar, but different monster.
PHB 16: "Secret or concealed doors are difficult to hide from elves. Merely passing within 10' of the latter makes an elven character 16 2/3% (1 in 6) likely to notice it. If actively searching for such doors, elven characters are 33 1/3% (2 in 6) likely to find a secret door and 50% likely (3 in 6) to discover a concealed portal.
DMG 97 (see the paragraphs on traps above): Secret Doors: These are portals which are made to appear to be a normal part of the surface they are in. They con possibly be sensed or detected by characters who are actively concentrating on such activity, or their possible location may be discovered by tapping (though the hollow place could be another passage or room beyond which has no portal in the hollow-sounding surface). Discovery does not mean that access to the door mechanism has been discovered, however. Checking requires a very thorough examination of the possible secret door area. You may use either of two methods to allow discovery of the mechanism which operates the portal:
1. You may designate probability by a linear curve, typically with a d6. Thus, a secret door is discovered 1 in 6 by any non-elf, 2 in 6 by elven or half-elven characters, each character being allowed to roll each turn in checking a 10' X 10' area. This also allows you to have some secret
doors more difficult to discover, the linear curve being a d8 or d10.
2. You may have the discovery of the existence of the secret door enable player characters to attempt to operate it by actual manipulation, i.e. the players concerned give instructions as to how they will have their characters attempt to make it function: "Turn the wall sconce.", "Slide it left.", "Press the small protrusion, and see if it pivots.", "Pull the chain." It is quite acceptable to have a mixture of methods of discovering the operation of secret door.
DMG 136: Wand of Secret Door and Trap location: This wand has an effective radius of 1" for secret door location, 3" for trap location. When the wand is energized it will pulse and point to whichever thing it is to locate if a secret door/trap is within location range. Note that it locates either one or the other, not both during one operation. It requires 1 round to function and draws 1 charge. The wand may be recharged.
There's a lot less information about secret (and concealed) doors. But, let's go step-by-step. PHB 16 states that passive detection of a secret door by an elf DOES NOT HAPPEN. It only happens with concealed doors (i.e. the latter from the previous sentence). Even actively searching, elves only have a 2 in 6 of finding secret doors.
DMG 97 goes even further away from the auto-successes from dice rolls. The rule moves the doors down the "dice ladder" if the DM feels it is warranted. It also blatantly states that false positives should be given for secret doors (. . . has no portal in the hollow-sounding surface.)
The other important part of this passage is time (again). Each turn (10 minutes) allows for one character to search one 10' x 10' section. To search a 30' square room would take a party of four 3 turns (the time it takes to check for wandering monsters). To have each member check each wall would take 14 turns (remember, every 6th turn is a rest). That's four wandering monster checks, and a 5th one not very far away.
Finally, there is the Wand. It detects secret doors within 10' of the user, and traps within 30' of the user. It only works in one direction, and takes a full round to use. Although it can be helpful, it is only a stopgap, or possibly a "I'm sure. Let's use the wand to be 100%."
Summary, for those of you who don't want to read all of that ^^^
The long and the short of this all goes back to time and wandering monsters. AD&D had slow movement, a difficult rest period, and two wandering monster checks per hour. If PCs intend to search every nook and cranny meticulously, they are going to pay with blood from the wandering monsters.
Instead, it is vital that the DM give vibrant descriptions of the surroundings, so that players can make informed decisions when to search, and when to move. They will always be prodding with their 10' poles, but I assume that's in the time frames given by Gary above. Thieves don't get to roll for large traps anyway, so it makes sense for the PCs to use other methods to mitigate the dangers in a hum-drum hallway.
Use adjectives. Teach the players to think, not just roll dice. And your game and their play will be well rewarded for it.
Swords & Wizardry follows all of the rules above, except elves can passively find secret doors. However, the rules don't state anything for concealed doors. So, just change those sideways S to hidden doors with curtains, rugs, furniture, stucco or paintings. They will catch on that their dice rolling isn't working. Or they won't. Either way, the game will be more fun.
Door art by Patrick E. Pullen
Thanks to Jonathan Pickens on the OSGR Facebook page, I am writing this post. He postulated: "What purpose do traps and secret doors serve in today's games? I mean, players have so come to expect these and have devised well-known methods to counteract them (10 ft.-poles, iron spikes, etc.), much of the tension now boils down to rolls of the dice rather than player intelligence and agency."
Let's talk about TRAPS first. I decided to take a look at 1E AD&D for the discussion, as it is the most familiar system to most players in the OSR. In order to find traps with "rolls of the dice" a thief is needed in the party. They have a base 20% chance at first level (and 99% at 17th.) But, let's dig into the text and see exactly what this means.
PHB pg 27: "Finding/removing traps pertains to relatively small mechanical devices such as poisoned needles, spring blades, and the like. Finding is accomplished by inspection, and they are nullified by mechanical removal or being rendered harmless."
PHB pg 28: " Finding/Removing Traps is accomplished in exactly the same manor as opening locks. Roll for each function separately (a trap must be located before removal can be attempted). One try per thief is allowed. Success deactivates the trap.
PHB pg 45:
Find Traps (Divination)
Level: 2
Range: 3"
Duration: 3 turns
Area of Effect: 1" path
Explanation/Description: When a cleric casts a find traps spell, all traps - concealed normally or magically - of magical or mechanical nature become visible to him or her. Note that this spell is directional, and the caster must face the desired direction to determine if a trap is laid in that particular direction.
DMG pg 19: "Use the time requirements for opening locks. Time counts for each function. Small or large traps can be found, but not magical or magically hidden traps."
Here's where things get interesting. Gary is verbose here, so read it thoroughly, and carefully.
DMG pg 97: "Detection of Unusual Circumstances, Traps, And Hearing Noise: Regardless of the means, it takes effort and concentration to perform any of these activities . . . [examples] . . .To sum it all up, DON'T GIVE PLAYERS A FREE LUNCH! Tell them what they "see", allow them to draw their own conclusions and initiate whatever actions they desire. You are the source of their input, a time keeper, and the motivator of all not connected with them. . .
Assume that your players are continually wasting time (thus making the so-called adventure drag out into a boring session of dice rolling and delay) if they are checking endlessly for traps and listening at every door. If this persists despite the obvious displeasure you express, the requirements that helmets be doffed and mail coifs removed to listen at a door, and then be carefully replaced, the warnings about ear seekers, and frequent checking for wandering monsters (q.v.), then you will have to take more direct part in things. Mocking their over-cautious behavior as near cowardice, rolling huge handfuls of dice and then telling them the results are negative, and statements to the effect that: "You detect nothing, and nothing has detected YOU so far --", might suffice. If the problem should continue, then rooms full with silent monsters will turn the tide, but that is the stuff of later adventures."
Wow. That's actually a lot of information to disseminate. Let's go through, page by page.
Pg 27-28 PHB is the basic rundown of the thief's ability. But, it also severely limits the thief's abilities. The ability is to find relatively small traps. A thief walking down a corridor, by strict interpretation of the rules, cannot find a pit trap or collapsing ceiling. Also note, there are other limitations that don't show up in the PHB. Gary liked to never give the players all of the information.
On page 45 of the PHB, Gary actually gives clerics a much stronger ability than the thief. But, it is severely more limited in time, and therefore scope. To understand how limited it is, we have to look at the times that everything takes in D&D. A turn is 10 rounds, or 10 minutes. And he expects that adventurers rest 1 turn out of every 6 (10 minutes per hour). Moving and mapping a 90' section of corridor takes 1 full turn. So, 270' of corridor can be checked for traps with this spell. Less if a room is being searched. But, it does notice every trap.
The DMG is where all of this starts to matter, though. In the DMG on pg 19, it is revealed that magical traps cannot be found by thieves (no matter their percentages.) On the same page, we find that most locks take 1-4 rounds, with some taking up to 10 rounds to pick. So, finding a trap takes the same amount of time. So does disarming a trap. On DMG pg 38 "(melees or other actions which result in fractional turns should be rounded up to make complete turns.)" So, finding a trap takes one turn, so does disarming a trap. That's 2/3 of a wandering monster check. Even if you allow players to check for traps in a 10' corridor, that's a wandering monster check every 30' without finding a trap.
But, pg 97 of the DMG is what drives everything home. Most doors and corridors are not going to be trapped. It is the DM's job to give descriptive clues of when to check for traps. The description is what makes the game. Without it, there is just endless rolling to see if a trap can be found. It is necessary to push the players away from rolling dice to find traps, and move them to a descriptive cue to search.
Now, Secret Doors are a similar, but different monster.
PHB 16: "Secret or concealed doors are difficult to hide from elves. Merely passing within 10' of the latter makes an elven character 16 2/3% (1 in 6) likely to notice it. If actively searching for such doors, elven characters are 33 1/3% (2 in 6) likely to find a secret door and 50% likely (3 in 6) to discover a concealed portal.
DMG 97 (see the paragraphs on traps above): Secret Doors: These are portals which are made to appear to be a normal part of the surface they are in. They con possibly be sensed or detected by characters who are actively concentrating on such activity, or their possible location may be discovered by tapping (though the hollow place could be another passage or room beyond which has no portal in the hollow-sounding surface). Discovery does not mean that access to the door mechanism has been discovered, however. Checking requires a very thorough examination of the possible secret door area. You may use either of two methods to allow discovery of the mechanism which operates the portal:
1. You may designate probability by a linear curve, typically with a d6. Thus, a secret door is discovered 1 in 6 by any non-elf, 2 in 6 by elven or half-elven characters, each character being allowed to roll each turn in checking a 10' X 10' area. This also allows you to have some secret
doors more difficult to discover, the linear curve being a d8 or d10.
2. You may have the discovery of the existence of the secret door enable player characters to attempt to operate it by actual manipulation, i.e. the players concerned give instructions as to how they will have their characters attempt to make it function: "Turn the wall sconce.", "Slide it left.", "Press the small protrusion, and see if it pivots.", "Pull the chain." It is quite acceptable to have a mixture of methods of discovering the operation of secret door.
DMG 136: Wand of Secret Door and Trap location: This wand has an effective radius of 1" for secret door location, 3" for trap location. When the wand is energized it will pulse and point to whichever thing it is to locate if a secret door/trap is within location range. Note that it locates either one or the other, not both during one operation. It requires 1 round to function and draws 1 charge. The wand may be recharged.
There's a lot less information about secret (and concealed) doors. But, let's go step-by-step. PHB 16 states that passive detection of a secret door by an elf DOES NOT HAPPEN. It only happens with concealed doors (i.e. the latter from the previous sentence). Even actively searching, elves only have a 2 in 6 of finding secret doors.
DMG 97 goes even further away from the auto-successes from dice rolls. The rule moves the doors down the "dice ladder" if the DM feels it is warranted. It also blatantly states that false positives should be given for secret doors (. . . has no portal in the hollow-sounding surface.)
The other important part of this passage is time (again). Each turn (10 minutes) allows for one character to search one 10' x 10' section. To search a 30' square room would take a party of four 3 turns (the time it takes to check for wandering monsters). To have each member check each wall would take 14 turns (remember, every 6th turn is a rest). That's four wandering monster checks, and a 5th one not very far away.
Finally, there is the Wand. It detects secret doors within 10' of the user, and traps within 30' of the user. It only works in one direction, and takes a full round to use. Although it can be helpful, it is only a stopgap, or possibly a "I'm sure. Let's use the wand to be 100%."
Summary, for those of you who don't want to read all of that ^^^
The long and the short of this all goes back to time and wandering monsters. AD&D had slow movement, a difficult rest period, and two wandering monster checks per hour. If PCs intend to search every nook and cranny meticulously, they are going to pay with blood from the wandering monsters.
Instead, it is vital that the DM give vibrant descriptions of the surroundings, so that players can make informed decisions when to search, and when to move. They will always be prodding with their 10' poles, but I assume that's in the time frames given by Gary above. Thieves don't get to roll for large traps anyway, so it makes sense for the PCs to use other methods to mitigate the dangers in a hum-drum hallway.
Use adjectives. Teach the players to think, not just roll dice. And your game and their play will be well rewarded for it.
Swords & Wizardry follows all of the rules above, except elves can passively find secret doors. However, the rules don't state anything for concealed doors. So, just change those sideways S to hidden doors with curtains, rugs, furniture, stucco or paintings. They will catch on that their dice rolling isn't working. Or they won't. Either way, the game will be more fun.
Monday, March 19, 2018
Monster Monday - Stone Golem
I'm finally back from GaryCon and my anniversary weekend. Both were great, and GaryCon will be a story for a different time. Right now, its Monster Monday!
The people at Frog God Games are doing a Rappan Athuk Kickstarter right now, so I decided to open my S&W copy to a random page and use a monster from there. I opened it to page 145, and had a nasty encounter stare me in the face:
This concept is one of the reasons why I enjoy doing Monster Monday so much. Now, let's take a look at the book stats of the Stone Golem (From Swords & Wizardry Complete, by Matt Finch):
Golem, Stone
Hit Dice: 60 hit points
Armor Class: 5 [14]
Attacks: Fist (3d8)
Saving Throw: 3
Special: Unaffected by +1 or lesser weapons, immune to most spells
Move: 6
Alignment: Neutrality
Challenge Level/XP: 16/3,200
Stone golems are massive stone statues animated by very powerful
magics (much more than just animate object, in other words). They are
slowed by fire spells, damaged by rock-to-mud spells, and healed by
the reverse. Spells that affect rock, and fire spells, are the only ones that
affect stone golems. They can only be hit by +2 or better weapons.
(In AD&D they also have a Slow spell available to them.)
Golems are great for "dead" dungeons and tombs. The can remain inert for eons, don't need to consume anything (including oxygen,) can be programmed by their creators, and can appear as normal statues, blending into otherwise benign landscapes.
Golems are just as useful in "living" dungeons. Gray Varnum, a druid, was defeated by a challenger and thus reduced in rank to Druid (12th level.) The loss devastated his ego, and he has gone insane as a result. He constructed a stone golem in the shape of a giant starfish, which covers the entrance to his underwater cave. He resides inside, living out his days in the shape of a lobster.
Necromancers also find golems useful. Barriz Hajile cannot sneak his undead inside city walls. But, his stone cart, with a tongue oddly shaped by hands, passes by the guards on a weekly basis. He bides his time within the city, and if a person gets too close, they are added to the "burial cart" if nobody else is around.
Magic-users aren't the only people that find golems useful. The great warrior, Osphan found one in a forgotten tomb, and paid a sage a great sum to find its command words. Now, he uses the stone golem to guard his slaves.
As you can see, the biggest drawback to a golem is it can never be independent. At least, not normally. They are programmed or respond to commands from their owners.
Deep within Mord Mar, there is a level that breaks enchantments. But, this level doesn't destroy magic items, it just "frees" them from being commanded. At least golems roam this level, destroying all living creatures that they come across. The entrance is partially blocked by a huge ship (which was once a Folding Boat.)
Golems are the stuff that make DMs dream of ever better encounters. They are incredibly strong, resilient, resistant to magic and can take any form. Here's a list of some golem forms I have used in the past:
dog
doll
dragon (always a hit!)
giant (ho-hum)
human
medusa (what was powerful enough to turn a medusa to stone? Add the medusa's gaze attack for more evil DMly fun.)
sailing ship
spider, giant
sphynx
statue (particularly cruel is a god or demon.)
All of these golems play very differently when they hit the table. Let me know what kinds you have used!
The people at Frog God Games are doing a Rappan Athuk Kickstarter right now, so I decided to open my S&W copy to a random page and use a monster from there. I opened it to page 145, and had a nasty encounter stare me in the face:
A great statue of an angelic being stands here at the head of a 30–40 ft.I don't know which of the Frogs wrote this particular nasty encounter (but I would bet Bill.) But, this encounter shows how monsters can be used in different ways from a "standard book encounter." Just because a monster has stats in a book, that doesn't mean they can't be tweaked and adjusted to fit into a different hole. (Ian does this well in his Orbs series with the chimera statue in Undying Orb.)
diameter cavern, wings outspread, wearing armor, and with sword raised
on high. Strangely, the statue faces down the cavern away from the PCs as
they enter. The walls of the cavern have been smoothed, and carved with
images of oversized human warriors marching in the same direction. At
the far end of the cavern rests another vault door, opened by turning the
wheel at its center 10 times counterclockwise.
The great statue is a masterfully crafted greater stone golem, though
it only activates if the Ravager itself comes into view—even standing
still for direct attacks from lesser creatures. However, hidden amid the
carved images in the walls are 20 hasted stone golems, and which move
to intercept anyone moving into the cavern.
All golems are made of the same iridescent stone that coats the walls
of this cavern, and even if completely destroyed they regenerate from the
walls at the rate listed below, so long as the stone remains magical.
This concept is one of the reasons why I enjoy doing Monster Monday so much. Now, let's take a look at the book stats of the Stone Golem (From Swords & Wizardry Complete, by Matt Finch):
Golem, Stone
Hit Dice: 60 hit points
Armor Class: 5 [14]
Attacks: Fist (3d8)
Saving Throw: 3
Special: Unaffected by +1 or lesser weapons, immune to most spells
Move: 6
Alignment: Neutrality
Challenge Level/XP: 16/3,200
Stone golems are massive stone statues animated by very powerful
magics (much more than just animate object, in other words). They are
slowed by fire spells, damaged by rock-to-mud spells, and healed by
the reverse. Spells that affect rock, and fire spells, are the only ones that
affect stone golems. They can only be hit by +2 or better weapons.
(In AD&D they also have a Slow spell available to them.)
Golems are great for "dead" dungeons and tombs. The can remain inert for eons, don't need to consume anything (including oxygen,) can be programmed by their creators, and can appear as normal statues, blending into otherwise benign landscapes.
Golems are just as useful in "living" dungeons. Gray Varnum, a druid, was defeated by a challenger and thus reduced in rank to Druid (12th level.) The loss devastated his ego, and he has gone insane as a result. He constructed a stone golem in the shape of a giant starfish, which covers the entrance to his underwater cave. He resides inside, living out his days in the shape of a lobster.
Necromancers also find golems useful. Barriz Hajile cannot sneak his undead inside city walls. But, his stone cart, with a tongue oddly shaped by hands, passes by the guards on a weekly basis. He bides his time within the city, and if a person gets too close, they are added to the "burial cart" if nobody else is around.
Magic-users aren't the only people that find golems useful. The great warrior, Osphan found one in a forgotten tomb, and paid a sage a great sum to find its command words. Now, he uses the stone golem to guard his slaves.
As you can see, the biggest drawback to a golem is it can never be independent. At least, not normally. They are programmed or respond to commands from their owners.
Deep within Mord Mar, there is a level that breaks enchantments. But, this level doesn't destroy magic items, it just "frees" them from being commanded. At least golems roam this level, destroying all living creatures that they come across. The entrance is partially blocked by a huge ship (which was once a Folding Boat.)
Golems are the stuff that make DMs dream of ever better encounters. They are incredibly strong, resilient, resistant to magic and can take any form. Here's a list of some golem forms I have used in the past:
dog
doll
dragon (always a hit!)
giant (ho-hum)
human
medusa (what was powerful enough to turn a medusa to stone? Add the medusa's gaze attack for more evil DMly fun.)
sailing ship
spider, giant
sphynx
statue (particularly cruel is a god or demon.)
All of these golems play very differently when they hit the table. Let me know what kinds you have used!
Tuesday, March 6, 2018
Monster Monday - Mimic
Sorry everyone, I missed last week's Monster Monday. I was finishing up the Silvery Moon Tavern, and was able to push it to have copies in print for Gary Con. It should also be on sale Thursday (March 9) on RPGNow. Now that I'm done with my excuses, let's get to the monster of the week!
The Mimic is a strange creature. It morphs its body into something that intelligent creatures might want in order to eat them. The classic example is a treasure chest, but there are several other examples that we will look at shortly.
Mimics first showed up in D&D around AD&D 1E, at least in the Monster Manual. PC Gamer says they showed up as early as 1974, but I don't know where. Mimics appear in the Monster Manual, where Gygax writes: " . . . are subterranean creatures which cannot stand the light of the sun. They are able to perfectly mimic stone or wood. There are two varieties, the large . . . and the slightly smaller, intelligent sort. While the former will attack anything . . . the latter are generally friendly if offered food."
There is a "killer mimic" in the Slavers series (A3), the Juggernaut in Temple of Elemental Evil is a "cousin." But, the most famous mimic of all is quite disgusting: Dungie. Dungie is a mimic that appears in Rappan Athuk. He was turned into an immortal mimic when he ingested a Staff of the Magi. He has a natural form: "a disgusting bubbling mass of vile feces and gurgling fluids." But, usually, he is sitting on a privy as a super clean toilet seat.
Mimics are the ultimate trap. They are a monster that can assume the form of what the characters want most: an exit, a treasure chest, even a bench to sit on.
Deep within the bowls of Devil's Dilemma, it is said that a room full of levers exists. All of these need to be pulled down simultaneously. But, one lever (and part of the stone wall behind it) is actually a mimic. When the mimic lever is pulled, the entire wall envelops whoever pulled the lever.
The Old Manor has a pipe organ, rumored to grant wishes if a particular series of notes is played. The bench near the keys is actually a mimic, waiting for the next victim.
A mad wizard bound a mimic to an iron golem as an outer "skin." When the golem attacks, the mimic lashes out and grabs the target, often carrying them into the air (if dwarf sized or smaller) or forcing them to Save or lose their weapon.
The rats in the basement of the inn snuck through the sewers to get there. Eventually, a mimic found the same path, and now resides as a bed in the least-rented room.
Artwork by Indi Martin © 2015
The Mimic is a strange creature. It morphs its body into something that intelligent creatures might want in order to eat them. The classic example is a treasure chest, but there are several other examples that we will look at shortly.
Mimics first showed up in D&D around AD&D 1E, at least in the Monster Manual. PC Gamer says they showed up as early as 1974, but I don't know where. Mimics appear in the Monster Manual, where Gygax writes: " . . . are subterranean creatures which cannot stand the light of the sun. They are able to perfectly mimic stone or wood. There are two varieties, the large . . . and the slightly smaller, intelligent sort. While the former will attack anything . . . the latter are generally friendly if offered food."
There is a "killer mimic" in the Slavers series (A3), the Juggernaut in Temple of Elemental Evil is a "cousin." But, the most famous mimic of all is quite disgusting: Dungie. Dungie is a mimic that appears in Rappan Athuk. He was turned into an immortal mimic when he ingested a Staff of the Magi. He has a natural form: "a disgusting bubbling mass of vile feces and gurgling fluids." But, usually, he is sitting on a privy as a super clean toilet seat.
Mimics are the ultimate trap. They are a monster that can assume the form of what the characters want most: an exit, a treasure chest, even a bench to sit on.
Deep within the bowls of Devil's Dilemma, it is said that a room full of levers exists. All of these need to be pulled down simultaneously. But, one lever (and part of the stone wall behind it) is actually a mimic. When the mimic lever is pulled, the entire wall envelops whoever pulled the lever.
The Old Manor has a pipe organ, rumored to grant wishes if a particular series of notes is played. The bench near the keys is actually a mimic, waiting for the next victim.
A mad wizard bound a mimic to an iron golem as an outer "skin." When the golem attacks, the mimic lashes out and grabs the target, often carrying them into the air (if dwarf sized or smaller) or forcing them to Save or lose their weapon.
The rats in the basement of the inn snuck through the sewers to get there. Eventually, a mimic found the same path, and now resides as a bed in the least-rented room.
Artwork by Indi Martin © 2015
Subscribe to:
Posts (Atom)