The Alexandrian

Posts tagged ‘d&d’

The players in my OD&D open table periodically ask me, “Are there any magic items for sale?” Not certain of how I want to handle that, up to now I’ve been fairly content to simply say, “Not yet.”

Cowboy-Fu - Ean MoodyIt’s a question I’ve also struggled with in my Ptolus campaign: On the one hand, positing a setting where wandering mercenaries go delving into dungeons in order to pull out vast hordes of wealth which frequently include magical treasures, allowing the PCs to sell those treasures, and then concluding that there’s no way to buy magic items seems unreasonable. (Although running a campaign where the PCs really are the sole sellers of magic items in the whole world seems like it could be potentially fascinating, albeit completely different from a typical D&D campaign.) On the other hand, I think it can be quite evocative to see what the “competition” has been bringing in.

As far as Ptolus goes, I’ve largely been handling it in an ad hoc fashion. And I feel like it’s been a mild success in evoking the wider sense of a setting in which delvers are plumbing the depths of the vast catacombs beneath the city. But I’ve also longed for a better/systematic way of handling it, and now my OD&D campaign has raised the demand to a figuratively fever pitch.

The method described below hasn’t been heavily tested yet, and it does require a fair bit of prep for larger communities. (Although there are some methods for breaking that prep up into manageable chunks if you find yourself needing to generate it on the fly.)

THE LOCAL MARKET

The local market can vary quite a bit. While it could be a generic “magic mart” there are lots of other options: In small communities, it might be nothing more than Bob who has a couple of magical items stuffed in a trunk that once belonged to his adventuring grandfather. Local churches might have a supply of divine items. It might be an eclectic collection of antiquities dealers, pawnshops, down-on-their-luck magicians, and the like. It might be a secretive cult of black-robed alley-dwellers. The local mage’s academy might buy up all the items that come into town and then re-sell them (along with new creations) at a mark-up.  There might be specialty fences trying to evade the local prohibitions on the dissemination of dangerous magical weaponry.

THE LOCAL SUPPLY: You can determine the initial supply of items in a community by randomly determining magical treasure once per 1,000 inhabitants. (So in a community of 40,000, you would make forty checks.) If appropriate, you can vary this according to the treasure type of the predominant population. Or you can just go with a flat 50% chance.

In OD&D, for example, a typical human settlement of 30,000 people would use Treasure Type A (40% chance of any 3 magic items) and you’d made the check 30 times.

For AD&D1, you might want to use Table II.B on pg. 120 of the DMG in combination with the random check.

For D&D3, you’ll need to figure out what level to roll using the tables on pg. 52-53 of the 3.5 DMG. (You might try randomizing that by rolling 1d20.)

(Note: You’re not generating a list of every single magic item in town. You’re just generating the stuff that’s currently available for sale.)

THE MARKET LIST: When you’re done, you’ll have a list of items currently available for sale in town. Where the PCs will need to go (or what they’ll need to do) in order to procure a particular item on the list is up to your discretion.

MODIFYING THE MARKET LIST: Obviously, anything the PCs buy should be removed from the market list and anything they sell should be added to the list.

Adding Items: At set intervals (either once per session or once per some set amount of time in the game world), roll on your treasure tables again once per 10,000 inhabitants. (So if you rolled 40 checks originally, the market fluctuates using 4 checks on a periodic basis.) Items generated in this fashion are added to the local market — either due to new finds from local adventuring parties or new creations from local wizards.

Removing Items: Count the number of items you just added to the market. Modify that number by (1d10 – 1d10) and then randomly remove that number of items from the market.

(For example, if you generate 8 new magic items and then roll (9 – 3 =) 6, you would remove (8 + 6 =) 14 items from the market. If you had rolled (2 – 6 =) -4, then you would have removed (8 – 4 =) 4 items from the market.)

NOTES

In practice, generating the initial list of items may be a bit time-consuming for larger communities. But keeping the list updated after that point shouldn’t take more than a few minutes.

If you find yourself needing to use this system on the fly, you can de-centralize the local market for magic items and reduce the load by generating only the supply available at each potential “outlet”. If the PCs don’t find what they want from Aldric One-Eye, of course, they might go check with the local fences from the Thieves’ Guild… but that should give you time to generate the short list of what the Thieves’ Guild has on hand. (Simply jot down which items can be found where on your market list for future reference as necessary.)

Of course, the entire process can also be considerably sped up by using one of the numerous automatic generators that can be found scattered around online.

Go to Part 2

Ash Wraiths

March 19th, 2011

Ash WraithDuring the Search for Varla the players quickly realized that they were dealing with a foe who could reanimate the dead, so they made a point of incinerating the corpses they left behind.

(Fun fact: In OD&D, a fire ball spell has a duration of 1 turn. The only possible explanation is that the spell creates a raging inferno that lasts for 10 minutes.)

I decided, however, that the powerful necromantic energies surrounding Atarin’s Delve were capable of raising even these insignificant remains. This prompted the on-the-fly creation of ash wraiths — animate clouds of corpse ash.

They particularly appeal to me because they provide an incorporeal form of undead that can be used in a fashion similar to skeletons and zombies. (In other words, minor undead that aren’t mind-searingly terrifying in their level-draining devastation.)

As with the lycanthropic ghouls from yesterday, the ash wraiths use a combination of AD&D stat block and OD&D verbiage.

Frequency: Rare
No. Encountered: 3d10
Move: 12″
Armor Class: 6
Hit Dice: 1+1
Attacks: 1d6
Special Attacks: Nil
Special Defenses: +1 or better weapon to hit
Magic Resistance: Not subject to fire-based attacks
% in Lair: 40%
Treasure Type: Nil
Intelligence: Low
Alignment: Neutral

Ash wraiths are born from the burnt remains of corpses. They are most often found haunting ruined crematoriums or lingering near the horrors of execution pyres, but there are also tales of woods being haunted by ash wraith animals for years or even decades after the devastation of forest fires.

Ash wraiths cannot properly be said to have any corporeal body, which makes them totally impervious to all normal weaponry (although they can be struck by all magical weapons). Their touch, however, retains the passionate heat of their deaths and is scalding to mortal flesh.

 

Lycanthropic Ghouls

March 18th, 2011

Lycanthropic GhoulsIn “Tales from the Table: Gems in the Belly” yesterday, I mentioned the use of wererat ghouls in my restocking of Atarin’s Delve. Here’s what those look like (using a mixture of an AD&D stat block with OD&D verbiage):

Frequency: Rare
No. Encountered: 4d6
Move: 9″
Armor Class: 6
Hit Dice: 2
Attacks: 1d3/1d3/1d6
Special Attacks: Ghoul touch, vestigial lycanthropy, surprise on 1-4
Special Defenses: Immune to sleep and charm spells
Magic Resistance: Standard
% in Lair: 20%
Treasure Type: B
Intelligence: Low
Alignment: Chaotic Evil

Ghoul Touch: Wererat ghouls paralyze any normal figure they touch, excluding elves. Any man-type killed by a ghoul becomes one.

Vestigial Lycanthopy: Anyone seriously wounded by an undead lycanthrope (assume about 50% of total possible damage) will be infected and himself become a similar lycanthrope within 2d12 days unless they are given a cure disease spell by a cleric. A saving throw may be made, with a +4 bonus due to the vestigial nature of the lycanthropic infection.

There are quite a few older D&D modules that feature various creatures with gemstones or gold coins or magical items lodged in their gizzards. I was never a big fan of the idea: First, it seemed weird. Second, it seemed improbable that any of my players would actually hack open one of these creatures and find the treasure. Third, if they ever did find one of these treasures it would only prompt them to go around systematically gutting every corpse they created.

Admittedly, the “kill ’em and loot ’em” mentality has never been particularly heroic. But advancing that into the territory of butchering your enemies in the hope that something valuable might be squeezed out of their intestines just seems to take things to a new level of tastelessness.

But this is the tale of how, after twenty years of gaming, I ended up putting a gemstone in a gizzard.

And it’s not my fault.

SPOILERS FOR MY PLAYERS BELOW THIS LINE

(more…)

Silhouette of a wolf howling - GraphiTee Forge

This is more of a mini-reaction, but during last night’s session I was suddenly struck by something in OD&D’s description of vampires:

VAMPIRES: These monsters are more properly of the “Undead” class rather than Lycanthropes.

Whenever I read that passage, I would think to myself, “Well… yeah.”

But tonight I had an epiphany which may already be obvious to some of you: “Oh! Of course! They could be classified as lycanthropes because they turn into wolves.” (This may be because I’ve been spending a bit more time than usual around Dracula.)

Bit of a digression here: I went to see Blade II in the theater with a large group of friends and friends-of-friends. My most vivid memory of the experience comes from the car ride home, when I listened to someone in the backseat ramble on for 15 minutes about all of the different ways in which Blade II had violated the continuity of Vampire: The Masquerade.

Now, I’ll be the first to admit that Blade II took it’s fair share of inspiration from the milieu of the World of Darkness. But it is also self-evidently not the same setting and, therefore, not bound by its rules.

With that being said, I do think it’s interesting to note the degree to which roleplaying games encourage us to think about myth and fiction in terms of categories and quantifications.

To explain what I mean, let me digress again: We interpret all media through the lens of our previous experiences with media, a fact that I think can probably be seen most clearly when we are young (and our exposure to media limited). For example, I can remember when any new work of space opera I encountered was first understood in the context of Asimov’s Foundation Trilogy and Star Trek. Unless the author clearly established a delineation, I just sort of assumed that their universe worked like an admixture of the Federation and the Galactic Empire. This wasn’t a conscious choice on my part: It was just that my formative experiences with these works had created a lens through which other experiences were understood.

This is an effect which has been significantly diffused as my exposure to science fiction has broadened and deepened, but this doesn’t mean it’s gone away: When an author invokes the Singularity, my brain promptly plops in a whole gestalt understanding of what that means based on exposure to Vinge and Stross and MacLeod and Transhuman Space and Eclipse Phase and God only knows what else. Because it’s diffused, I think it’s easier for each work to make its unique impression upon me. But that filter of previous experience can’t be fully escaped.

So, to escape out of this recursive sequence of digressions, let me say this: Sitting in that car 10+ years ago, I could shake my head sadly at someone who interpreted all fiction through the lens of a roleplaying game. But it took this sudden epiphany regarding OD&D vampires to realize the degree to which a youth spent pouring over Monster Manuals had planted some pretty deeply rooted hierarchies into my understanding of the fantastic.

Vampires are undead.

So are skeletons and zombies. Actually, the clear-cut and categorical distinction between skeletons, zombies, and ghouls (among other things) is something else that I almost certainly owe to D&D.

And this isn’t just me. And it isn’t just limited to roleplaying games. By vector of fantasy fiction and film and computer, this stuff has seeped into the cultural gestalt.

This was something we talked about during rehearsals of Drakul: I think it’s actually impossible for any person in the modern world to fully appreciate Bram Stoker’s Dracula.

I mean, I’m generally somebody who really enjoys reading works with an eye towards their historical context: I get a huge kick out of reading Skylark in Space and realizing that this shit had never been done before. I can feel the vicarious thrill of imagining what it would be like to read that book for the first time in 1928. But with Dracula I can’t quite pull it off: I mean, I can sort of intellectually see that Stoker is very carefully hiding the true nature of Dracula from his readers and treating it as a terrific mystery. I can logically conclude that Victorian readers would be wondering what strange and horrible curse had afflicted Lucy.

But my brain just keeps thinking, “It’s a vampire.” She has bite marks on her neck? It’s a vampire. She’s experiencing acute blood loss? It’s a vampire. C’mon, let’s get with the program. It’s a vampire.

And so forth.

To make a long story short: I find the degree to which pop culture fantasy has eradicated the mystery of the mythic interesting to consider. Perhaps even more interesting is the question of how we can inject that sense of mystery (and majesty) back into our own fantasies.

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