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Lycanthropic Templates

June 24th, 2010

Werewolves suck.

Albino SkavenI know what you’re thinking: “Justin, you’re obviously confused. Vampires suck. Werewolves bite.”

But lycanthropes seriously suck in 3rd Edition.

I’m not one of those who generally subscribes to the theory that 3rd Edition stat blocks are horrendous. (Although I did revise them to improve the usability of the actual block itself.) Prepping stat blocks usually represents only about 5% of the time that I spend prepping for a game.

But lycanthropes? I hate the little bastards.

I can generally whip out even the most complex stat blocks with templates and class levels and fancy equipment in 15 minutes or so. But I just spent more than two hours prepping the stat block for a single wererat, and I’m still pretty sure that I’ve screwed up the math somewhere. Probably a minor screw-up (the sort of thing that wouldn’t bother me in a private campaign); but since this is for a professional project it’s driving me insane.

It’s not the multiple stat blocks that bug me. I don’t actually have any problems using a lycanthrope straight out of the book. And I’ll frequently whip up multiple stat blocks for the same NPC in order to facilitate temporary effects (different equipment, rage, buffs, etc.).

The problem is that the rules for creating lycanthropes require you to create all three stat blocks sort of simultaneously while pulling information from both the base creature and the animal form. So you end up juggling five different stat blocks, and if you discover that you need to make an adjustment on any one of them you have to backtrack the change through all the other stat blocks.

On the one hand, I’m kind of looking at the rules for werewolves in 2nd Edition and 4th Edition and wondering if there’s any reason we can’t adopt that simplicity into 3rd Edition: Just give me one stat block and let me apply a simple template (“add bite attack”) when the were-creature enters hybrid form.

On the other hand, having gotten the rant out of my system, I’m beginning to suspect that the real problem isn’t necessarily the rules, but rather the organization of the rules. It seems like what the system needs is a clear order of progression:

(1) Create base creature.

(2) Apply lycanthrope template to create humanoid form.

(3) Apply hybrid template to the humanoid form create hybrid form.

(4) Apply animal form template to the humanoid form to create animal form.

And while it’s nice to have the generic “use any animal” guidelines, it would probably be easier in practice to have separate templates for each of the established types of were-creatures. Here’s a stab at what the wererat templates would look like:

WERERAT TEMPLATE
Apply this template to the base creature to create the wererat’s humanoid form. This template can be added to any humanoid or giant.

Size and Type: Creature gains the “shapechanger” subtype.
Hit Dice and Hit Points: Add 1d8 hit die to the base creature.
Armor Class: +2 bonus to natural armor.

Special Qualities: alternate form, lycanthropic empathy, low-light vision, scent

Base Save Bonuses: Fort +2, Ref +2, Will +2
Abilities: Wis +2, may gain an ability score increase due to additional hit dice
Skills: +8 racial bonus on Climb and Swim checks. Gains (2 + Int modifier) skill points, treating Climb, Hide, Listen, Move Silently, Spot and Swim as class skills.
Feats: Alertness, Iron Will, Weapon Finesse

Challenge Rating: +2

WERERAT HYBRID TEMPLATE
Apply this template to the wererat’s humanoid form to create the stat block for its hybrid form.

Size and Type: Small or the size of the base creature, whichever is larger.
Armor Class: +1 bonus to natural armor (if better than the base creature’s natural armor bonus)
Attacks: Gains 2 claw attacks and 1 bite as a secondary attack (-5 penalty).

Hybrid Size
Claw
Bite
Small
1d3
1d4
Medium
1d4
1d6
Large
1d6
2d6
Huge
2d4
2d6

Special Attacks: curse of lycanthropy (Fort DC 15); cannot cast spells with verbal components
Special Qualities: DR 5/silver for afflicted lycanthropes; DR 10/silver for natural lycanthropes

Abilities: Dex +6, Con +2

WERERAT ANIMAL FORM TEMPLATE
Apply this template to the wererat’s humanoid form to create the stat block for its animal form.

Size and Type: Small
Speed: 40 ft., climb 20 ft.
Armor Class: +1 natural armor (if better than the base creature’s natural armor)
Attacks: Replace all attacks with a bite attack (1d4 plus disease).

Special Attacks: curse of lycanthropy (Fort DC 15); cannot cast spells with verbal, somatic, or material components
Special Qualities: DR 5/silver for afflicted lycanthropes; DR 10/silver for natural lycanthropes

Abilities: Dex +6, Con +2
Skills: Can choose to take 10 on Climb checks even if rushed or threatened. Can use their Dex modifier for Climb and Swim checks.

I think that should produce 100% rules-accurate stat blocks with less hassle.

(Pardon me for a moment while I wander away from my HTML editor…)

And the proof is in the pudding: Despite forgetting to apply the old age template to my base creature’s stats (so that I had to start over while I was half-way through the hybrid stat block) and taking extra time to design a custom magic item from scratch, it only took me half an hour to put together three wererat stat blocks for a 4th-level orc barbarian. And I’m far more confident of the result than I was of the mess I managed to generate after 2+ hours of struggle this morning.

(This, of course, is the point where one of you will point out some egregiously idiotic mistake I made in those templates and send me crying back to my drafting table.)

LYCANTHROPE WEEK
Wererats
Werewolves
Dire Werewolves

UA-Style Rumors for D&D

June 21st, 2010

Unknown Armies is a great little RPG. As I once wrote in a review, “UA is, I’ll be the first to admit, possessed of some flaws — but it bubbles with such creativity, originality, potential, and brilliance that it overwhelms those flaws.” Unfortunately, it never caught on in the way it probably deserved to. (And it probably never will: Too many other games have stepped in and stolen its stuff over the past decade.)

One of the (many) great things about Unknown Armies, however, was the “What You Hear” section. In the world of Unknown Armies all the half-crazed conspiracies and crack-pot theories and urban legends you’ve ever heard are true at one level or another, but in a way completely alien to anything you might have expected. “What You Hear” was basically a rapid-fire conglomeration of one- or two-sentence rumors that peeled back the mundanities of the world and revealed them to be something horribly different. They were a distorted lens through which the world could be viewed and used.

The great thing about them was that they could be used in any number of ways: Disinformation. Intriguing background detail. Full-fledged adventure seed. Idle chit-chat from a nervous underworld contact. All kinds of stuff. And all of it mysterious and enigmatic and awesome.

Circa 2004, a guy named RemyBuron started a thread on RPGNet for people to post UA-style rumors. Here a couple examples:

There is no state of Wyoming. I mean, have you ever met anyone from there?

If you had been crucified would you ever want to see a cross ever again? The common symbol of a crucifix actually wards off the power of Christ rather than invoking it. That most people believe differently is one of Satan’s greatest successes, just above killing a carpenter by nailing him to a wooden structure.

A few months later I started a thread for UA-Style Rumors: Dungeons & Dragons. Recent free-associating resulted in memories of the thread surfacing out of the deep murk of my brain, and I thought it would be fun to track the thread down and loot the stuff I had posted in it. When I did, I was pleasantly pleased to discover that the thread has been periodically revived over the past several years — with the most recent spurt of activity coming just a few weeks ago (and including someone describing it as the “best thread ever“).

Without further ado, here are my UA-style rumors for D&D (including a couple of new ones that never appeared in the thread). Check out the original thread for lots of good stuff from other people.

Mages were all born centuries ago. In fact, they’re not even human. No, seriously, think about it: Have you ever known a kid who grew up to be a mage? Nope. All the mages you’ve ever known are already adults, and most of them are old. Apprentices? Most of them are duped slaves. The few who can actually cast spells are actually archmages. They’re just putting on an act to keep up appearances.

Dragons aren’t really that impressive. In fact, even the biggest of ’em don’t grow any bigger than a large dog. The rest are just bullshit spun by would-be heroes trying to look important.

Why are there are only nine towns in Ten Towns?

You ever notice how the king is never seen without the queen? That’s because he’s really a living mannequin. The real king died years ago. If you watch closely, you can see the queen’s fingers twitching the invisible strings.

Underdark? There’s no such thing. The dark elves just live on the other side of the planet. (Although it’s true that you can get there through the dungeons — some of them go deep enough, although you have to watch out for the gravity shift.) And they’re not evil. That’s just racist elven propaganda. They don’t like anybody without pointy ears and alabaster skin. They think we’re all orcs.

All those monsters who prowl the wilderness? They were put there by the king. The court wizard makes ’em, and most of them are mutated from prisoners. You can see the lights in the wizard’s tower every night from the rituals. Why does he do it? To keep us commonfolk stuck in the cities and the villages. If we were able to travel safely and talk to each other we’d be free of him soon enough.

The gods are a sham. A couple hundred years ago some powerful elven spellcasters set themselves up as “gods”. Now the elves effectively rule the world, and their duped priests don’t even know they’re doing it. The dragons know the truth. That’s why they’re hunted.

Somewhere in the Duchy of Colbane there’s a village. Everybody there is a mind-slave controlled completely by a lich. Everybody.

Bags of Devouring don’t actually destroy anything. They just transport it to another bag. The most powerful person in the whole multiverse is the guy who owns the bag all the Bags of Devouring empty into. I only know this because a friend of mine told me. I’ve never seen him again.

Look, you’ve gotta stop casting fireballs. They’re dangerous. No, seriously, stop laughing. I mean they’re dangerous. There’s this dungeon you can’t go to any more. It’s full of fire. All the time. Some wizard cast three fireballs in quick succession and they all kind of… collapsed into each other. Ripped open a vortice to the Plane of Fire. I used to go delving with a wizard who was scrying on them at the time. He told me that if it had happened on the surface it would have wiped out the whole world. Seriously.

Liches? Not really undead. In fact, most of them aren’t even that powerful. They’re posers. I heard that a bunch of apprentices who couldn’t master more than basic weavings cooked up the whole “lich” thing as a secret society. They used a couple of simple illusion spells to wow a couple of hick villages and build a rep. Some adventurers managed to take out a couple and, hyped up on their own egos, built up the rep of the Liches even more. But now things are changing: The group is attracting more powerful members. And my friend Jacob heard some nasty rumors about that coup in Covartain last year. Something about “lich-ghouls”…

Have you ever noticed how there are always exactly 6 members in every adventuring party? That’s the number of the Beast. Think about it.

Tell me about it. My friend got hooked on those things. This would have been back before I lost my eye. It got to the point where he couldn’t get through a day without drinking one. Then it got worse. He had to use more and more powerful cure wounds potions to get the same kick. He was downing two or three potions every hour. And then they stopped working altogether. That’s when he switched to inflict wounds. Gods, that’s an ugly way to die…

I find designing these rumors for D&D particularly interesting: With UA you can just look a the world around you and add a spice of oddness or magic. But D&D is innately strange and magical. You can’t just say, “There’s a dungeon with weird stuff in it.” Dungeons are supposed to be filled with weird stuff. Shapeshifters and covens and illusions are all part of the package. In order to get that full UA-style punch, therefore, you need to look a the typical expectations of a D&D campaign and then deliberately invert those expectations. Force ’em to look twice and re-evaluate their preconceptions.

Got an idea for your own UA-style rumor? Hit the comment button.

KotS Revision Correction

June 19th, 2010

I was running an OD&D version of Keep on the Shadowfell on Thursday night and discovered that I made a mistake while compiling the PDF cheat sheet for the adventure. Specifically, two relatively important paragraphs got dropped:

The kobold tribe is known as the Clan of the Withered Arm. Once in every generation a child of the clan is born with a withered arm, marking them as the future leader of the clan. The clan’s history in the area around Winterhaven actually dates back more than 25 years to a time period when they were driven from their ancestral lands by Necross the Black Mage. The villagers in Winterhaven, however, were largely unaware of their presence: They survived by hunting wild game and generally shunned contact with the civilized races (who they had learned to fear).

Kalarel’s arrival in the area changed all that. He sent one of his goblin lackeys — a brutish oaf named Irontooth — with a band of thugs to take control of the kobolds. They took the kobolds by surprise, overpowered their leader (a kobold named Issitik), and chopped off his arm. Irontooth now wears the withered arm on a chain about his neck.

This was included in the original posts on the website. It just got dropped from the compilation.

You can download the corrected PDF here.

Keep on the Shadowfell was the inaugural introductory product for 4th Edition. When it was released, I shared my initial impressions and eventually ended up writing a lengthy series of essays in which I remixed the entire adventure.

One of the major problems I had at the time was the sheer sloppiness of the module: There were continuity errors in the adventure scenario and numerous self-contradictions in the rules. Ignoring some of the larger creative and structural issues with the adventure, on a very basic level the product was a mess.

In April 2009, Wizards of the Coast released a revised version of the module as a free PDF on their website. I didn’t pay much attention to it because I had already sampled 4th Edition, found it lacking in everything I value in an RPG, and moved on. But I did think it was a rather nice gesture on WotC’s part to make a corrected version of the product available.

Recently, however, I decided to re-visit this material with an eye towards using my remixed version of the module as the basis for an OD&D one-shot. Remembering that the module had been revised, I tracked down the PDF. My plan was to re-read the revised version of the module, see what had been improved, and then adapt my remix notes as necessary if I thought incorporating the changes would be worthwhile.

Unfortunately, I couldn’t even get past the first paragraph of the first encounter before discovering that WotC’s revision was just as sloppy as the original product.

The original module describes the encounter like this (pg. 16): “The player characters are on the King’s Road traveling toward Winterhaven east to west (or right to left on the map).” They are then ambushed by kobolds, as shown on this map:

Kobold Ambush

The obvious problem, as I detailed in my original remix essay, is that the indicated kobolds are all standing in plain sight for characters traveling east to west along the road.

WotC’s keen-eyed revisers noticed the same thing, but they didn’t want to redo the cartography. So they opted to simply change the direction that the PCs are traveling (pg. 6): “The player characters are on the King’s Road traveling toward Winterhaven, west to east (or left to right on the map).”

Problem solved!

… except that’s completely impossible.

Because two pages earlier in the module we can see this map of the local area:

Winterhaven Area Map

And, as you can clearly see, Winterhaven is at the western end of the King’s Road. You cannot travel west-to-east anywhere on the King’s Road and end up at Winterhaven.

Mistakes, of course, get made. (For example, both the original and revised versions of the module refer multiple times to the Burial Site being southwest of town. You’ll note that it isn’t.) But what you have here is an acknowledgment that there is a problem that needs to be fixed; a decision being made (either deliberately or ignorantly) to not fix the root of the problem; and ending up with a half-assed effort that just creates an entirely different problem.

And it doesn’t even fix the original problem, because there are still kobolds standing in plain sight.

This is symptomatic of WotC’s general culture of not-fixing (or even anti-fixing).

The Hall of the Mountain King

WORST. PLAN. EVAH.

Dwarves: Oh no! All the gold in our mountain has been cursed!

Dwarven God: That sounds sucky. Here’s a magical artifact to remove the curse.

Dwarf 1: Think we should use it?

Dwarf 2: Nope. Let’s lock all the dwarves afflicted by the curse into the lower vaults.

Dwarf 1: And then use it?

Dwarf 2: Nope. Let’s evacuate the mountain.

Dwarf 1: And then we’ll use it?

Dwarf 2: Nope. We’ll hide the magical artifact in the depths of the mountain.

Dwarf 1: And… then use it?

Dwarf 2: Nope. We’ll create clockwork bodies for ourselves and inscribe the secret of how to find the artifact on the gears and cogs.

Dwarf 1: And… wait, what?

Dwarf 2: Then we’ll go senile. And centuries from now the grandchildren of our disciples will “con” a small group of adventurers into retrieving and using the magical artifact.

Dwarf 1: What the hell are you talking about?

I guess this is what happens when you write adventure modules by committee. (I really wish I was exaggerating this, but I’m not. Although they technically didn’t plan to go senile, this is, in fact, the background used in the module.)

THE SIMPLE FIX

The artifact wasn’t ready-to-use out of the box. The Secret Masters of the dwarves collected the tears of the Hundred Widows who had lost their husbands to the corruption of the curse. The fist-sized teardrop of gold they forged from the cursed gold needed to bathe for a hundred years in the widows’ tears before it could cleanse the mountain itself.

Unfortunately, long before the teardrop was ready, the dwarves had been forced to abandon the fortress. Or perhaps the Secret Masters arranged for the evacuation, planning to return a century later. Whatever the case may be, things didn’t go according to plan: A hundred years passed and, deep in the bowels of the mountain, the Golden Teardrop was completed. But the dwarves were never able to return to the Golden Citadel, and so the teardrop lay forgotten…

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