Tuesday, September 16, 2008

Grognard's Grimoire: Minor Chaotic Traits

In the campaign setting I've been tinkering with recently, I've decided that Chaos will play an important role, being a metaphysical cancer that has not only spawned the demonic realm of the Abyss, but actively works to consume reality itself. Throughout the universe, there are some places where Chaos has worn down the walls of reality to such an extent that a malign radiation seeps through and warps everything that comes into contact with it.

Living things that are exposed briefly to the raw stuff of Chaos may exhibit Minor Chaotic Traits, such as those listed on the table below:

1 +1d4 Hit Dice
2 -1d4 Dice: Creatures whose Hit Dice drop to 0 become Shadows, which is animate Chaos.
3 May only be hit by magical weapons
4 Takes maximum damage from any magical weapons or items specifically aligned with Law
5 May cast darkness (30' radius) at will
6 Gains +1 to hit against Lawful creatures
7 Lawful creatures gain +1 to hit the creature with this trait
8 May cast cause light wounds 1d4 times per day
9 Gains +1 saving throws against spells cast by Lawful creatures
10 Suffers -1 saving throws against spells cast by Lawful creatures
11 Physical appearance changes to that of another creature whose Hit Dice are either higher (1-3) or lower (4-6) than its own.
12 Roll again. If this result comes up a second time, roll on the Major Chaotic Trait table instead.

Coming Up: Major Chaotic Traits

Holmes Basic

As I've mentioned on many occasions, I began playing D&D in late 1979 with the Basic Set edited by J. Eric Holmes rather than either OD&D, like some of my older contemporaries, or Moldvay, like most of my younger contemporaries. The Holmes Basic Set was published in 1977 and is kind of a strange bird, being at once a revision and representation of OD&D for the mass market, an introduction to the then-unpublished AD&D game, and a unique game in its own right.

While I never played a "pure" Holmes game -- I used a weird mix of Holmes plus AD&D plus house rules/variants I picked up from my friend Mike's metalhead brother -- I still have a lot of fondness for this particular version of D&D. Some of that is simple nostalgia, but some of it is because, having recently reread this 48-page book -- shorter even than Moldvay -- it comes across as the last gasp of pre-fad D&D. That is, it's clearly a product written for people already involved in the wargames/early RPG hobby rather than a true mass market product in the way that Moldvay's revision is. This should come as no surprise, since Holmes was heavily involved in the early fanzine communities that helped propel D&D to the heights of success it would later enjoy. This version of the game is clearer and better written than the little brown books, but I guess what I'm saying is that, despite that, it feels much more continuous with the LBBs than does even AD&D, never mind Moldvay or Mentzer.

I think that continuity is often discounted much too readily by people who don't share or even understand its attraction. One of the things that's drawn me back so powerfully to OD&D and its spin-offs is that continuity. I'm not a first generation gamer; I didn't play OD&D and I wasn't a wargamer. But I knew a lot of people who were and who were involved, sometimes heavily, in the fan communities that sprang up at the dawn of the hobby. They'll always be my spiritual "big brothers," who initiated me into this pastime and showed me the ropes of how to be a referee. I'm forever grateful to them for that and games like the Holmes edition still speak to me of that period just before I got involved in gaming. Even if I didn't prefer the style of play these games espouse -- though I do -- I feel an obligation to honor those who came before and laid the foundation for the nearly 30 years of fun I've had playing D&D.

Holmes Basic is far from perfect, either as an introductory game or as a vehicle for keeping alive the spirit of OD&D. Nevertheless, I find it a good first attempt at a "Basic OD&D" and can't help but think that the retro-clone we're currently missing is something more in line with Holmes, a kind of half-step between the Wild West of OD&D and the mass marketization of Moldvay. There's a big part of me that thinks such a halfstep might, in fact, be the perfect intro RPG, one that marries the "imagine the hell out of it" philosophy of the old days with the better graphic design and presentation of contemporary game publishing. I find myself thinking about such things a lot these days, so perhaps it's another project to add to my pile.

(And for those who are interested, there's an excellent collection of house rules and rules extensions to Holmes Basic available here. With these, that 48-page booklet becomes a game capable of sustaining your campaign till 9th level. How cool is that?)

Monday, September 15, 2008

REVIEW: AGP Wilderlands Maps

Under review today are three different products produced by James Mishler's Adventure Games Publishing. They are: Rhadamanthia Continental Map, Southern Reaches Judges Map, and Southern Reaches Players Map. All three are PDF-only products and sell for $5, $4, and $1 respectively. All three maps consist of a single page and were drawn by Peter Bradley. Likewise, they are all intended for use with AGP's Wilderlands of High Adventure setting.

The Rhadamanthia Continental Map is a full-color 17" x 22" map that shows the entirety of the continent on which the Wilderlands is situated. The area described in the various Wilderlands materials over the years constitutes only one-fifteenth of the whole of Rhadamanthia, which should give you a good idea of how large area is depicted on this map. Unfortunately, the map is at a very high scale -- approximately 160 miles to the inch -- which limits its utility as a playing aid. To be fair, the map is jam-packed with suggestive place names, such as the Ironbound City of Shackles, the Forest of Long Ago, the Desert of Lost Dreams, and many more.

None of these locations is described; they're just names on a map. The impression I get is that the map is intended just as an overview of new regions of Ghenrek IV, regions that might one day get detailed in future AGP products. I'm of two minds about this myself. On the one hand, the eighteen regional maps of the Wilderlands are already more than enough to keep referees and players occupied for years. On the other hand, I also understand the desire both to learn more about the world beyond the Wilderlands and to have new areas to explore and within which to adventure. It's a delicate balance, to be sure, and, based solely on this product, it's hard to know precisely what AGP intended in producing it. What we have is an attractive map that's more art than gaming aid, which I think means its primary audience is diehard Wilderlands fans rather than the general gamer looking for a setting for his sandbox campaign.

By contrast, the Southern Reaches Judges Map oozes utility. Not only is extremely well drawn and attractive to the eye, it's also filled with the kinds of details that a referee needs to run his campaign. This map is drawn at a scale of 11 miles per inch and effectively replaces Regional Map 18 of the Wilderlands. The map pinpoints the location of dozens of towns, cities, ruins, and geographical features. Many of these can be found on the original Regional Map 18, while many are unique to this map. In a few cases, locations from the original map have been renamed or replaced with entirely new ones. This is in keeping with the fact that AGP's version of the Wilderlands is a variant one, with its own idiosyncrasies. I personally find this approach a refreshing one, since most of the changes are small enough that most gamers won't notice but significant enough that they add a level of "freshness" to the setting, while purists may disagree.

As with the Rhadamanthia Continental Map, the Souther Reaches Judges Map is a single-page product, with no accompanying text of descriptions. Presumably, the referee will simply use original Wilderlands materials for such things or, in the cases where the locations are new, make up the descriptions himself. Because the scale is so small, I didn't find the lack of descriptions problematic. Instead, they were inspirational, since I felt I had enough information (in the form of names and geographic relationships) to indulge my whims and creative urges with abandon. This is a product that demands to be used and I appreciate that wholeheartedly.

The Southern Reaches Players Map also demands to be used -- quite literally. The map itself is mostly empty, a field of blank hexes with a few large terrain features, such as coastlines, rivers, and major cities noted on it. This map is a tool for engaging in a classic Judges Guild "hexcrawl," as the adventurers traipse across the countryside, exploring the wilderness and noting what they discover on this map. While I absolutely love the idea behind this map, I can't help but think that AGP might have been better off bundling it with the Judges Map or even making it a free download from their website. At $1, it's hardly expensive, but, given that the map is mostly blank, I think it might have been more useful as a promotional product that would help market the Judges Map or even to better explain the concept of the hexcrawl, since I have little doubt it's alien to many younger gamers.

Taken together, these three maps nicely illustrate the glories and pitfalls of selling a fantasy campaign setting. There needs to be a balance struck between providing too much detail and too little. In my own personal opinion, the Rhadamanthia Continental Map is an example too much detail; I'm simply unsure of what purpose it serves beyond scratching a completist itch that I think is the bane of many a setting. The Southern Reaches Judges Map, on the other hand, strikes a perfect balance and is a terrific example of how campaign setting maps should be presented. The Players Map also has its virtues, but primarily as an aid to play rather than as a product in its own right. It's a fine illustration of how to run an old school sandbox campaign and very much in keeping with the best Judges Guild traditions. I wish that it were better used to help promote that style of play than it is, but I am nevertheless glad the product exists.

I look forward to future Adventure Games Publishing Wilderlands materials and am intensely curious to see what lessons they may have learned from their first forays into publishing new maps for use with the Wilderlands of High Adventure.

Final Scores:

Rhadamanthia Continental Map:
3 out of 5 polearms
Southern Reaches Judges Map: 4½ out of 5 polearms
Souther Reaches Players Map: 3½ out of 5 polearms

Pulp Fantasy Gallery: The Dying Earth

To complete my artistic tour of the three authors whose influence on D&D cannot be underestimated, I present you with the cover to 1950's The Dying Earth by Jack Vance.

Saturday, September 13, 2008

Only the Arquebus

One of the great "mysteries" of D&D lore that I recall from my youth was a cryptic statement by Gygax in an article of his in Dragon. He was discussing the then-theoretical revision of -- what would become 2e years later -- and he commented that, among the few things he'd be changing in the revised Players Handbook was the weapons table, because he'd inadvertently left out a very common medieval weapon and he wished to rectify this omission. For years, I could never figure out what Gary was alluding to. After all, the 1e PHB includes every polearm under the sun. What could he possibly have left out?

I eventually realized that, in all likelihood -- someone can correct me if Gary said otherwise before his death -- he was referring to firearms. Anyone who's studied medieval military history will know that firearms of various sorts, cannon, and explosives (like the petard of "hoist on your own petard" fame) were widely used in the late Middle Ages. They might not have been as common as they are today, but, from the late 13th century onward, they played an increasingly prominent role in warfare.

For some reason, fantasy roleplaying has generally been down on the inclusion of firearms. Tunnels & Trolls, I recall, included them (as did Blackmoor), but it's always been an outlier in that regard. Firearms are usually seen as the thin end of a technological edge that throws off the equilibrium of many fantasy settings. I rather like the esthetic of archaic firearms and plan to include them in my next campaign. While pondering the subject this week, I had occasion to open a page of Supplement I to OD&D and discovered, on page 14, at the very end of the weapon vs. AC table an entry line for the arquebus. So far as I can find there are no other details of the arquebus anywhere in the official OD&D books (not even Greyhawk), but it emboldened me in my belief that primitive firearms aren't alien to the game.

I'll probably offer my rules and stats for them in an upcoming Grognard's Grimoire.

Best Map Ever


Maps have always excited me, particularly maps of imaginary places. I can still recall the first time I ever saw a map of the lands of Hyboria in some old paperback edition of Conan. Likewise, the maps included with my copy of The Lord of the Rings inspired me as I attempted to put the geography of my own fantasy world down on paper. There's just something enthralling about maps and I still love them passionately.

I don't think any map for a fantasy RPG setting has ever captivated me the way that Darlene's maps for the World of Greyhawk did. They are the cartographic counterpart to Dave Trampier's AD&D Players Handbook cover -- an icon of the old school. The reason is quite simple: these maps combine attractiveness with utility. That is, they're not just pretty pictures; they're eminently useful too. Certainly one can balk at the map's lack of realism -- the way the terrain nicely conforms to hexes, for example -- but that seems beside the point to me. Far more important is that the map is pleasing to the eye while still being usable in designing wilderness encounters and tracking PC movement on a large scale. With the possible exception of the Hârn maps -- which I find a bit too realistic -- I can't think of any RPG setting maps that can hold a candle to these masterpieces.

Friday, September 12, 2008

Request for Assistance

Apparently, my Google-fu is week, as I've been unable to locate images of the following three maps anywhere on the Web:
  • The Darlene World of Greyhawk maps
  • The "Known World" map from The Isle of Dread
  • The Ansalon map from whichever Dragonlance module it was where it first appeared (DL5?)
Can anyone assist me in finding these online somewhere?

Thanks.

Frazetta: Painting with Fire

Living in Canada as I do, I'm unable to see this myself, but, from the description, it sounds like something I'd enjoy.


"For the last half century, Frank Frazetta has dominated the fantasy art world with his visceral images of savage warriors, curvaceous princesses, and fantastical creatures set in the most lavish landscapes. In this critically acclaimed documentary, we journey to a place where up until now, only the privileged have been. For the first time on film, the reclusive Frazetta reveals to us details of his astonishing life, including how he learned to draw left handed at the age of 70 after suffering a debilitating stroke. Dozens of other professionals candidly weigh in on Frank’s career, including comic legends Bernie Wrightson, Dave Stevens, William Stout, Neal Adams, Al Williamson, Forrest Ackerman and film directors Ralph Bakshi and John Milius. Also appearing are rocker Glenn Danzig, actress Bo Derek and fantasy artists Brom, Simon Bisley, and Joe Jusko. Mirroring the dramatic nature of his work, this film utilizes visual effects and a breathtaking orchestral score to create astonishing results. Painting With Fire tells of a life, the spark of an artist, and what Frazetta means to future inspirations. Frank Frazetta is not just a pop phenomenon, but a creative artist destined for a serious place in art history."

For those who live in the US and are thus able to obtain it through the iTunes store, here's a button to help you do just that:

Frazetta: Painting With Fire

Thursday, September 11, 2008

More Mentzer

Grognard's Challenge #4: The Crib of the Sleeper

My apologies for the delay in posting the winning entry to Challenge #4. I had several entries I liked a great deal and could easily have chosen any one of them. In the end, I settled on Michael Curtis's "The Crib of the Sleeper," because it was extremely evocative -- lots of little hooks and unanswered questions -- and its general tone fit with the kind of pulp fantasy I like (it even uses the term "Men"). In addition, I'm a sucker for evil artifacts and have been ever since I first read the descriptions of the Hand and Eye of Vecna in my AD&D Dungeon Masters Guide back in 1980.
Description: The Crib of the Sleeper appears as a reliquary measuring 2' wide x 1' tall x 1 ½ ' deep. It is constructed of the darkest mahogany and bound with gold and brass. It bears lapis lazuli, carnelian, onyx, chrysoberyl and ruby gems as ornamentation. The Crib is warm to the touch and seems to pulse and hum if held for more than a few moments.


History: Much of the history of the Crib remains obscured by the shadows of time and secrecy. The little that is known has been pieced together by sages, priests and madmen.


It is said that during the Years of the Rotted Moon, a cult of devil idolaters arose in the cities to the South. Their hunger for wealth, power and prestige led them to bend their knees to one of the Dukes of Hell, offering grim sacrifices in return for his aid. Those who have witnessed the powers of the Crib believe that it was unto Mammon that these idolaters gave tribute, although Baal and Belial have also been connected to the Crib's origins, albeit in hushed whispers.


Regardless of their patron's identity, he was pleased with their devotion. In return, a dark messiah was promised. A child born of human and devil who would lead the cult to the assumption of their desired position of power in the lands of Men.


So it came to pass that on the night of the first new moon of winter, the cult gathered to bear witness to the birth of their infernal master's progeny. Amongst screams and blood and the clash of steel, something was given entrance into this world. But something went wrong.


The sages debate what exactly occurred on that night. Some argue that the child was stillborn, arresting the promised campaign before it could even begin. Others adhere to the belief that the child survived its birth, but had not yet come fully to term. In either case, what was born that night was placed within a reliquary and secreted away by the cult.


In the following years, a schism arose between factions within the cult. Crumbling from within, it was not long before the secrecy of the cult's activities was breached. Alerted to this threat, the paladins of Law were marshaled and put the cultists to the sword, the pyre and the noose.


Amidst the chaos, the cult's heresiarch and the Crib of the Sleeper escaped.


During the years that followed, rumors of the Crib's reemergence have appeared. For a short time it was said to lie within the treasury vaults of Eastern merchant-prince, only to be stolen by two rogues during the Feast of St. Amencia. One of those thieves was found the following night; his massive frame emaciated as from hunger, his mouth sewn shut by green silk thread and his eye sockets filled with flax seeds. The fate of his partner is unknown. Others have whispered that the Crib is now in the possession of the Snakes That Walk as Men, who dwell in the southern jungles. Still other rumor-mongers speak of torch-lit rites that are practiced on a certain rocky strand abutting the western sea.


What is agreed upon is that whatever sleeps within the Crib must one day awaken, and if the powers of the Crib are any indication, the Sleeper will awaken hungry…


Game Details: Whoever possesses the Crib of the Sleeper gains several powers. They may cause darkness 15'radius 3 times/day, gain the benefits of a ring of protection +2 while physically holding or touching the Crib, and are immune to any sort of fear during their ownership of the Crib. In addition, they may cast suggestion up to twice a day and, with their bare hands, causes serious wounds on a successful attack. The major power of the Crib, however allows the possessor to bring forth the assistance of the Nine Hells itself. The Crib's owner may once a day summon either 1 bone devil (25% chance) or 1-2 bearded devils (75% chance) with a 70% chance of success. Drawing on this power awakens the hunger of the Crib, causing any creatures friendly to the possessor, but excluding the possessor himself, within 20' to take 5d4 points of damage as their life force is drawn from them.


In addition to the powers granted by the Crib, ownership has its side-effects. The possessor of the Crib serves as a conduit between the physical world and the Sleeper itself. The Sleeper gains nourishment threw the owner of the Crib, causing him an intense hunger and thirst. The owner must eat and drink six times the normal daily amount to sustain both himself and That Which Sleeps. Failure to obtain the required nourishment results in 5d4 points of damage as the Crib siphons of the life force of the owner.


Also, the Crib of the Sleeper requires further nourishment in the form of the blood and the souls of living sentient beings. Before each new moon, 45 HD worth of such creatures must be sacrificed to appease the hunger of the Sleeper Within. Failure to do so brings about dire repercussions for both the owner and those around him. If the Crib does not get the required sacrifices, it draws the life energy of its owner, perhaps slaying him in the process. The Crib draws (45 – total number of HD already fed to the relic) levels or HD from the possessor. For example, if 32 HD of creatures had already been slain to appease the crib, the owner would lose 13 levels of experience or HD. If this number is equal to or greater than the owner's total number of levels or HD, he is slain and is unable to be resurrected by any means. Should this total still not reach the required 45 HD, the Crib will begin siphoning of energy from the next closest living sentient creature, continuing outwards until the full 45 HD has been accumulated. This effect has no distance limit, ending only when the Crib has been satiated.


The above powers are suggestions for use requiring no additional work on the part of the DM. For DMs wishing to customize the Crib of the Sleeper for their own campaigns, the suggested number and type are listed below in accordance with the template described in the 1st edition AD&D Dungeon Masters Guide:


3 x I ____ ____ ____

2 x II ____ ____

1 x III ____

1 x IV ____

1 x V ____

1 x VI ____

Congratulations to Michael Curtis, who is now a two-time winner of the Grognard's Challenges -- a great accomplishment! Since, laggard that I am, I have not yet sent out the prizes for the most recent contests, I'll be doing so this coming weekend. Michael can expect two OD&D books being sent his way and I still owe Ed Moretti his prize as well for his winning entry as well. Thanks to everyone for their patience.

Thanks too to everyone who's been submitting these great ideas to me. I wish I had enough OD&D books to give everyone copies and it pains me to have to choose one entry over another sometimes, especially as it did in this case, where there were several really excellent ones.