Showing posts with label BECMI. Show all posts
Showing posts with label BECMI. Show all posts

Saturday, 10 December 2016

A Dungeon Master's Favourite Spell or, Why Bother with Lichdom Anyway?


Since the very first edition of Dungeons & Dragons the spell list for magic users included Magic Jar. It is in every edition and almost every OSR retro-clone and second generation clone. Its inclusion is a huge benefit because this spell could be the core element of a horrific villain in any campaign.

Magic Jar is a fifth level spell in most D&D-type rules (except in 5e, where it's 6th to stop players from combining it with Contingency*). With slight variances between editions and games The Magic Jar spell works by placing the caster's essence, intellect, personality, experience and soul into some kind of gem or crystal receptacle (the magic jar).  From the magic jar the caster can possess the bodies of others. Originally the caster could possess any living creature but in later editions eventually became any living humanoid.

The potential for a magic user to terrorise a party with this spell is delicious!

Suddenly anyone, even trusted allies, could become an enemy wizard without warning! This device would be most useful in a long-running campaign where the player characters have connections to the world and the players have built up expectations about how the NPCs will act in certain situations. The disruption of those expectations would definitely freak out a party before they put together what is happening.

"Iannisport Spy" by Patrick Keith

Another feature of the spell is the effects of body death. If the host body dies the caster is pushed back into the gem, the soul of the host body is then pushed out and dies. From there the caster can try to take another host within range. The spell doesn't end until the caster returns to their own body so there is no limit to the number of times the caster can experience this kind of death. If the caster's body dies the spell effectively never ends. The caster continues to move back and forth between the magir jar and new hosts until the magic jar is destroyed. The destruction of the magic jar only strands the caster in the host they are in and destroys the soul of the host body. Even then, it's no big deal if the caster has another suitable container and time to cast Magic Jar again. The real danger comes from being in the jar when it is destroyed or stranded in a host when it is killed.

Why would a caster trade their humanity for lichdom when they could become functionally immortal with a fifth level spell?

The idea of a caster trapped in a gem creates some interesting possibilities. An adventuring wizard could cast Magic Jar in an attempt to survive certain death and become part of a treasure hoard. The party could defeat some terrible monster only to find out part of the treasure is cursed with the ghost of a dead wizard that keeps possessing people around them. The gem could be in the belly of a sea creature that attacks the ship the party is travelling on, leading to one of the crew suddenly casting spells and insisting they not let sea creature sink out of sight.

A magic user could be waiting in a gem for a suitable host any length of time. This circumstance will have a pretty profound effect on them once they are able to act in the world again. They would have lost all their resources in the intervening years! If they had a tower it would have new inhabitants at best and be a crumbling ruin at worst. They have no spellbook so all the spells they have are the ones memorised when they entered the magic jar. Any magic items or wealth they had at the time of their body's death would be long gone as well. All friends and allies are dead. It might be that no one even remembers they ever existed at all! A terrible blow to a heroic wizard! Such losses will likely motivate them to regain their lost wealth and position. They might be able to rationalise all kinds of terrible behaviour.  Even a hero who died defending their world may not feel any kinship to the people of the current era and plunder it ruthlessly.

A long sojourn in a gem could have some severe psychological effects as well. The caster might become unhinged. If you want to have a crazy, body-stealing wizard stalking your party, this setup is a plausible one.

"hello mother" by Paintausea

A magic user who started using the spell with the best of intentions to extend their life so they could continue to protect people will begin to feel less empathy for people with each life they steal. The party could meet this heroic figure of legend only to find them descended into a narcissistic psychopath and even more powerful than in the past in which they made their name.

What I like best about this idea is how I could use it in play. Even though such an enemy could start with less spells and resources at their disposal they can use hosts to spy on the party and influence others against them to undermine their position in the land. They could use hosts the party doesn't want to kill, or at least not want to let the locals see them kill. If the wizard possesses an eight-year-old girl to go after the party in the middle of a crowded market it's not going to go well for them when they fill her full of arrows.

Depending on how angry the villain makes the players with these sorts of antics the party might spend a whole campaign trying to track down this magic user and stop them with a minimum of collateral damage. They may need the help of others, need to quest for an artefact or special spell. Who knows what adventures it could lead to?

Memorising Lightning Bolt to blast the party!


* I think the designers of 5e D&D did an excellent job adjusting and tightening up the descriptions of almost every spell so it could be used only the way they thought it should be used. I would not call this situation progress.

Tuesday, 26 January 2016

The Game Master Player Character, or Why I Broke My Own Rule

I don't like Game Master Player Characters. They make me uncomfortable as a player and as a GM. I don't mean Non-Player Characters, but party-members controlled by the GM that get a share of treasure/experience and act as protagonists in the game.

The dangers of a GM PC are huge! The moment they do too much it stops being a game. Once the GM is controlling both sides of the action in the game it's just a story. That means the other people in the group go from players to spectators and that isn't fun for anyone. As a GM, a lot of the excitement for me comes from not knowing what the players will come up with in any scenario. I do my best to anticipate them so they are challenged and enjoy the game, but the surprises are where the magic happens. A GM PC threatens that.

An evocative image from the late Dave Trampier

There are some terrible reasons to add a GM PC to the party. Some of the worst are things like, "guiding the story," or, "protecting the plot." If you want alpha readers for your novel it will go better if you are honest about it. Don't trick your players into doing that for you. "So the GM can play too," leads to some terrible wankery as well. Even if you have the best of intentions as the GM, you know what is coming, the deck is always stacked in your favour. It's not a challenge and it's definitely not much of a role playing game if the only variable is the dice.

Sometimes people will want a GM PC if a "critical" character class is missing from the party. This sort of thing often happens in D&D when no one wants to play a cleric. GM controlled clerics that are essentially just walking heal-bots ("OK, Kolbar casts Sanctuary and prepares to heal you guys") can always be replaced with a cache of healing potions. Solid play can solve a lot of these problems too. Hit points are a resource that are spent during the course of an adventure. Clerics are one way to extend that resource but solid strategy and magic items can do the same.

Fifth Edition D&D doesn't have the same niche problems. Between the backgrounds and the feats it's not hard to cover off all the skills and abilities that are useful during an adventure. For example, I play a Warlock in one game with the Healer feat who does an excellent job as the party healer even though we have a cleric, because the cleric player would rather cast battle spells and fight.

GM PCs are a good way to mess up a game. I don't like them and I don't use them. You can imagine my horror when I realized I needed one for a game I'm running.

I'm running a game for a couple of new players who didn't want to play with experienced players even though there are a tonne of amazing, supportive players who are great to new people in the hobby. It's only them and a party of two people is a problem. It's too small to challenge without risking a Total Party Kill in every encounter. One bad round is the end of them. Creative play can allow a party of two to dish out plenty of damage in an encounter but they still only have so many hit points. The players chose to make stealthy characters which helps but there are times where even the most clever players end up with their characters in a pitched battle. They need at least one more character there to divide the attention of the opposing forces.

I didn't want this added character to overshadow the PCs but I wanted a character that could draw fire and have the hit points to stay in the fight. My players also didn't create characters that could cast magic, which is pretty common for new players. That's why I also wanted the character to have some casting ability to help show the players the possibilities and get them comfortable with the magic rules.

I thought at first a fighter or paladin who went with a protector martial role would be good. Add in the Sage background, the Magic Initiate feat and we have a wizard's apprentice who took up arms after his/her master was killed in the field.

As cool as that sounded, I decided to go with a straight up wizard. I knew I wasn't introducing her until they got closer to their destination so I could start her at 2nd level with a School of Wizardry already established. I made her an Abjurer. The defensive magic and extra hit points make her extremely hard to kill. I decided that a Rock Gnome with their extra knowledge of magical devices would be handy because she could not only identify the function of magic items, but also their names and history which makes them more interesting. Even a +1 sword is special if it has a history. The Rock Gnomes also have a bonus to constitution which adds some more hit points.

I decided the only fair way to make the character is with the standard statistics (15, 14, 13, 12, 10 and 8) and standard hit points. I'm fairly lucky when it comes to rolling so this keeps the character in balance with the party, stat wise. I used the standard HP per level instead of rolling as well. It's high enough to hit my objective without giving them the wrong expectation for what a Wizard can be. Either of them could have made this character. Also, if one of the PCs dies the player might want to take over this character rather than roll up a new one so I need to keep it all fair and balanced.

In our second session it worked out well. The players had a forbidden book, the Malleus Deus from the Tales of the Scarecrow adventure they did in the first session. This forbidden item allows a wizard to cast a selection of cleric spells. After their new party member explained how dangerous it was to even know the location of this dreaded item they wrapped it up and locked it away at the Keep's vault. After some play they decided they trusted the wizard enough to let her transcribe a couple of spells into her book before locking it up again so she could cast Cure Light Wounds.

Another one of Dave Trampier's images

After railing against NPCs covering traditional party roles I have a little wizard who can take some serious damage, cast some useful wizard magic and healing spells. Still, she has no serious offensive spells, with only Sleep and Hold Person she is strictly support. No chance of overshadowing the rest of the party or becoming some kind of mobile weapon. So far, when in melee she casts Blade Ward or Shield to keep herself in the fight since she doesn't actually have an offensive cantrip.

We're several sessions in and the players like her, considering her a part of the team. They say she is useful without being in the way of anyone's fun. Jeff is more reckless than Megan so he tries to get the NPC to break standoffs with a third vote. The first time it happened I was surprised but should have realized that they would get the third member of the team to cast a vote. I'm not comfortable with that because I don't want to guide the party, but I do my best to keep my GM ideas out of it and rely of the character's back story and experience to make those calls.

Now that they are closing in on fourth level and have a third player starting next session I'm looking forward to transitioning the wizard out of the party and into a friendly NPC living at the Keep.


Wednesday, 20 January 2016

Session Report: The NewBs become Players!

I'm running a small, 5e D&D campaign for a group of first-time players. Last game something amazing happened. They became Players.

It wasn't until after the session that I understood what had happened and I only thought it through because I was wondering what was making me grin so long my face hurt.

The transition from new person to RPGs to Player is a a subtle change. It has nothing to do with knowing what die to roll, the rules, or where to look for stuff in the Player's Handbook. It happens the first time a player figures out how to transcend the rules and make their characters more effective than they have any right to be on paper. That first wacky plan or strategy that bends what you have on the character sheet into something incredible. That's the moment when they stop imagining the board game structure in their heads and realize they can try nearly anything.



My gang is running through the Caves of Chaos in old Gazetteer-era Mystara. The party is small, with only three of them so they explore with great stealth and care. A common tactic is to send the party wizard's spider familiar ahead to recce the hallways and rooms before entering. The spider can get under most (but certainly not all) doors in the rough hewn caves and that makes the difference between a stealthy retreat and a TPK.

They encountered the hobgoblin guardroom at the top of the stairs from the goblin lair (room 23) from the goblin side. From there, they couldn't get any information other than the sound of a lot of voices. When they encountered it from the other side they found out there was around a dozen well-equipped hobgoblins (actually 13, it's hard to count from a spider's perspective). They slipped away, snuck up on some torturers, saved some prisoners and fought their way out of the ravine. The success of saving the prisoners increased their renown at The Keep on the Borderlands, but they kept thinking about that room.

They knew they couldn't take it in a straight up fight. The party has had close calls with goblins and it's obvious the hobgoblins are far tougher than the goblins. They started looking at their sheets and asking questions. The teifling could cast Thaumaturgy which, among other harmless effects, makes tremors in the floor. "That's pretty scary in a cave, right?"

The wizard had cast illusions in the past to improve their chances to hide from patrols in the valley so they asked some questions about how the tremors mixed with illusions of rocks falling out of the ceiling might work and the bold gambit was hatched: They would fake a cave-in and strike in the chaos. An elven thief, a tiefling monk and a gnomish abjurer against 13 hobgoblins.

I live in a mining town. Work occasionally takes me into the mines and I've been down as far 7,400 feet underground. While I have never experienced a cave-in (and I hope I never do), you can't go down to any depth without being aware of how dangerous it is. While sounds of tremors coming from the walls would not create panic in hardened warriors, it would induce immediate action. Adding falling rocks would create some panic and a lot of action.

With the hobgoblins spread throughout the room I decided their actions would be based on where they were. The two closest to the door the party was coming from would exit and run down the hall, away from the cave-in. The two closest to the barred door would get the door open and get out and down the stairs. The rest would try to get under the table or press themselves against the walls and between crates for safety.

Despite the monk never hitting once with his spear the entire session (he even dropped it once), the surprise round went well. Two hobgoblins went down to a sleep spell (and looked like they were crushed by rock!), another one dropped to the thief's sneak attack with an arrow and a fourth reeled from a nasty kick by the monk. I ruled that the hobgoblins couldn't use their martial prowess ability that gets them extra damage on each hit when fighting in groups because they were too distracted by the falling rocks to work together effectively. The removal of that advantage was key to the party survival as they took some lumps but didn't lose anyone. With the hobgoblins engaged in escaping the room the party was also able to attack them in smaller, more manageable groups.

The party won, quickly grabbed some loot and then ran for it through the goblin caves (and four goblins) to get away from the hobgoblin reinforcements coming to help after the cave in.

Certainly some critical rolls went in their favour, but the conception and execution of a plan that basically tripled the effectiveness of their plucky little band marks their graduation to seasoned RPG players. Now they'll be searching their environment for advantages and trying all kinds of crazy stuff to turn the tables on their more powerful foes. That is where player skill changes the game.



I know they've made the switch because once they got back to the Keep they started reviewing everything they know about the different factions they've encountered and how they relate to each other. They are discussing how they can make use of that.

From a DM's point of view the campaign levelled up. I need to be ready for all kinds of crazy stuff from here on out.

I couldn't be happier.



Thursday, 22 October 2015

First Session Report: Journey to the Keep

Last Monday we kicked off our first real session of our new 5e D&D campaign set in the Grand Duchy of Karameikos and the Known World of the BECMI D&D era. A historic night here in Canada for all sorts of reasons but for my players it was their first game ever.

All the good stuff for the first session!

For two people who had never played an RPG before they dove right in and played well. During character generation last time they chose to link their bonds. The Tiefling Monk with the Hermit background learned his monk skills while on his hermitage and it completely changed how he interacted with the world for the better. His hermitage started because he was implicated in one of the scams run by the Elven Rogue with the Charlatan background. The Rogue's bond is guilt over burning the Monk by shifting the blame to him. Thrilled with his new worldview, Traorin (Tray) feels grateful to the Rogue, Ano, for setting him on the right path and he returned to Specularum to help her see the light too. Sadly his return caused problems for Ano, who was in the middle of a Scam at the time and they had to leave the city in a hurry. These background choices helped us get the party moving and give a reason for them to adventure. The party headed north to the Barony of Kelvin but didn't stay long because of the harsh rule of law attitude of the place. They continued north along the Duke's Road to the Barony of Penhaglihon in the Wufwolde Hills. That's where they heard about the Keep on the Borderlands which seemed like a good place to lay low for a while and scam the odd merchant from Darokin.

The pair made friends with a halfing trader named Bobberto Farstrider, who was taking a wagon load of dry goods up to the keep. Bobber was pleasant company who was flattered to be travelling in the company of an exiled elven prince from Alfhiem (Ano's default persona - she's actually a Vyalia wood elf). He happily gave up his tent to make Ano more comfortable while he and Tray slept under the wagon.

Tales of the Scarecrow cover image by Jason Rainville

The magic started when they came upon a ripe cornfield by the side of the road. They knew something was fishy right away since it was early spring and there's no way corn was going to be ready for harvest at that time of year.

Megan, who plays Ano, was not down with the cornfield. She felt her character would see no profit in exploring it and she thought it was a pretty obvious trap.

"This is a frickin people-hunting alien cornfield and it's going to eat us!"

They argued in and out of character with great reasons on both sides. Jeff, playing Tray, wants to explore and check out the strange things and Megan, playing Ano, doesn't want their characters to die in the first session. To break the deadlock, Tray asked the NPC, Bobber, what he thought. Of course the NPC wants you to go down the trail through the unnatural cornfield to the strange farmhouse! Bobber felt adding a few bushels of ripe corn to the wagon would definitely make this a more profitable trip for him and wanted to inquire at the farmhouse they could just barely see from the road.

I'm impressed with these two. Once inside the clearing in the centre of cornfield they did well. They investigated the interior and exterior of the cottage with care. They worked under the assumption that everything would kill them but were still open to possibilities. They were compassionate with the lone survivor in the house and managed to get quite a bit of information out of him because of it. They tried to save him even though they figured out he was cannibalizing his friend.

They lost all the NPCs but managed to come up with a great plan that saved themselves involving the harpsichord and the wagon. They also lost the oxen though, so they left the wagon by the side of the road with a sign warning others away from the field. I was a little worried about inflicting a Lamentations of the Flame Princess adventure on brand new gamers, but as scary as they are there is always a way to think yourself out of them. I had been through the Tales of the Scarecrow once before as a player and my character came out of it well ahead. It's just a matter of figuring out how to use what you have. Besides, I gave them extra resources with the merchant and everything in his wagon (that they dumped on the ground for their plan). Turns out I didn't need to worry. They have the natural paranoia necessary to navigate an LotFP adventure.

They took the two books even though they discussed the option of just leaving them there. Both books now link them back to Specularum and I'm hoping I can use them to pull the party into B6 The Veiled Society or some other kind of shenanigans in the big city. They are hoping to sell the books since the receipt they found says they are so valuable.

They kept the Sword Which Is Uncertain, a beautifully crafted magical rapier. The rapier treats all targeted ACs as 14 no matter what armour they have. It also strikes a random target on a modified roll of 16 or 17. I'm thinking of simplifying it to an unmodified roll of 13 or 1. Ano is using it despite the curse because Megan thinks Jeff deserves to get a few random stabbings for dragging them into that cornfield.

The Keep on the Borderlands by Erol Otus

After that they hiked the rest of the way to the Keep, travelling safely and sleeping comfortably in Bobber's tent (one of the few things they were able to keep and still escape).

Once at the Keep they got a room and made friends with a Gnomish Wizard (Abjuration Tradition) who was able to identify and put a value on their loot. Their new friend managed to get close to the Caves of Chaos once, before her party was slaughtered by goblins. She knows vaguely where the Caves are and has agreed to join the party to provide some magic support.

The Tales of the Scarecrow turned out to be a great encounter adventure for the road. They could have driven past with no consequence, but I'm glad they played it out. For new players I wanted them to play a modern adventure before they got stuck into the Caves at the Keep so they'd realize there are all kinds of possibilities and more than one way to play any situation. I was also glad to see they were willing to talk and investigate since that will help them in the Caves of Chaos. They are a small party so they need to be smart.

I enjoyed seeing them get a little more sense of the world as well. Talking to the NPC they learned he was travelling out of the Duchy into the Republic of Darokin and specifically to his home city of Vornheim.

This version is WAY better! Go get one at RPG Cartography!

Next session will be the Caves of Chaos. I'm using the DnD Next conversion from the playtest for the Caves while using B2 for the Keep. I have a beautiful, colour coded map of the Caves of Chaos with the monsters listed in their locations I downloaded from RPG Cartography here. I'll be converting anyone from the Keep on the fly as needed.

It will be interesting to see how they approach the Caves of Chaos. There is a lot going on there, and they could definitely play the different factions off against each other. With a Rogue, a Monk and a Wizard, the party is also light and stealthy. They might be able to do a lot in the Caves with hit and fade tactics. I can't wait to see how they play it!

The gear for the first session:
B2 Keep on the Borderlands, GAZ1 The Grand Duchy of Karameikos,
LotFP's Tales of the Scarecrow, the map of the Known World from X1 The Isle of Dread,
 and my little black book of campaign notes.