Magical Research Mishaps

A little while back, Evan over at In Places Deep noted that carousing did not seem to be appropriate for all classes and suggested some alternatives. In particular, magic research for magic-users, with potential mishaps. I went a bit crazy in his comment section because I absolutely love this idea. Some of the potential side effects on Evan’s table (and Jeff’s original, too) are a bit too dire for my game, however. Lose all personal possessions? My players would kill me. So these side effects are a bit tamer.

It seems like the idea of spending money on magical research for experience has a precedent. The Dragon #10 (1977, Orgies, Inc., by Jon Pickens) offers the following categories of expenditure to gain experience:

  1. Sacrifices. All Classes.
  2. Philanthropy. Lawfuls only.
  3. Research. Magic Users and Alchemists.
  4. Clan Hoards. Dwarves and other Clannish Folk (probably Neutrals).
  5. Orgies. Fighting Men (excluding Rangers and Paladins), Bards, Thieves, and all Chaotics (excluding Monks).

Unlike Jeff’s carousing rules though, all of these options are risk free. It might be interesting to create a modern hierarchy of such methods using Jeff’s save/mishap mechanic. (Incidentally, I like the characterization there of Neutrals as Clannish Folk, i.e. those who would just like the world to leave them alone and do not care to concern themselves with any cosmic struggles.)

    Thanks to Aaron for recently blogging about that Orgies, Inc. article and thus bringing it to my attention.

    Anyways, on to the magical mishaps. Rules follow Jeff’s carousing, adjusted for type of save.

    Magic-users may spend d6 x 100 gp to earn that many XP. Then save versus Spells or roll on the Magical Research Mishaps table below. If you roll more money than you have on hand you now owe the difference to some sort of criminal (perhaps demonic) unless another PC can cover your expenses.

    1. Minor explosion: eyebrows burned off, frizzy scientist fro. Local wizards may begin to think you are incompetent.
    2. Rupture in the space-time continuum: small (1d6 inches) hole in the fabric of reality opens. Consider as a bottomless hole.
    3. You summoned it, but you can’t figure out how to unsummon it. It follows you around and does things at inconvenient times. Roll 1d4; it is: 1 – thumb-sized demon, 2 – two-headed rodent, 3 – small flying squid that swims through the air, 4 – floating bubble that follows you around and reforms if popped.
    4. That growth spell didn’t go the way you thought. Size as halfling for next 2d6 days. Clothes and armor no longer fit.
    5. That other growth spell didn’t go the way you thought. One of your companion’s mounts is now half sized, maybe permanently. Determine which randomly. (Random local livestock if party has no mounts.)
    6. Determine randomly one spell you can prepare. This spell must now always be prepared if you prepare any spells at all. You just can’t get that tune out of your head. Referee may rule on some way to undo this.
    7. Grow a useless tail 1d4 feet long.
    8. Vampiric synthesis gone awry: you no longer have a reflection.
    9. Experiment with the plane of shadow, to which your own shadow escapes.
    10. Overcome by the transience of life through metaphysical research. You new weep whenever you witness death. Further, the tears are blood.
    11. Super soldier serum of unknown potency. Re-roll strength.
    12. That love philtre didn’t go quite the way you expected. You now smell like catnip for (d6) 1-3: canines, 4-6: felines. This may make you unutterably delicious to monstrous versions of these creatures as well.
    13. Grow a small pair of demon wings. Much too small to do anything useful with.
    14. You manage to banish the demon you summoned successfully, but somehow its image was burned into your flesh. You now have a strange, moving tatoo. Roll for location: 1 face, 2 chest, 3 back, 4 left arm, 5 right arm, 6 rear, 7 left lef, 8 right leg. Maybe it can see what you can see.
    15. Beauty potion. Re-roll charisma.
    16. Grow horns. 1 – curled goat horns, 2 – antlers, 3 – pointy devil horns.
    17. Grow younger or older 1d4 years (odd younger, even older).
    18. Gain a reputation as an expert in an esoteric subject that totally bores you. You now must spend 1d4 days giving seminars in towns you visit that have magic-users or gain a reputation for being rude, standoffish, and secretive.
    19. You look into the abyss, and it looks back. A duke of hell or other powerful demon is now aware of you.
    20. Experiment with magicoluminescence gone awry. One area of your body now radiates a pale, eldritch light. Roll for location: 1 face, 2 chest, 3 back, 4 left arm, 5 right arm, 6 rear, 7 left lef, 8 right leg. Impossible to surprise others unless that part is covered completely. Permanent unless dispelled.
    Credit to James for #19, and many of the other comments on Evan’s post for inspiration.

      DCC Beta Rules

      The Dungeon Crawl Classics RPG Beta Rules are can be downloaded for free. I just saw this link over at Beyond the Pale Gate, but the scratchings on the PDF seems to indicate that it is from June 2011, so you very well might already have seen it. If you haven’t, you are in for a treat.

      Even if you don’t have time to read the PDF right away (I certainly don’t), download it anyways just to skim through and look at the art. The many full-page Peter Mullen pieces are worth it alone. Not to mention the works by many other artists, including an excellent Erol Otus picture on page 44. The comics sprinkled throughout are also a nice touch.

      RIP Weathervane

      On Sunday, the thief Weathervane (played by me), along with the cleric Brother Winston (played by dragolite of RPG Rants and Raves) and three hirelings (Hilmyr, Ulmat, and Wergrim) ventured forth Beneath The Tower of Zordaz (run by Il Male™ of the The Yaqqothl Grimoire). We explored many mysterious chambers bathed in weird blue light before being claimed by the evil of the tower.

      Weathervane made his save against a spike trap that impaled the poor henchman Hilmyr. He succeeded in picking two locks though his skill was a measly 15 percent. He located a secret door. And he backstabbed some foul little creature that was attacking the Cleric Brother Winston before they were both overwhelmed by the little beasts. He avoided all damage until the end, when he was slain by a single 4 point attack. It is possible that Ulmat may have escaped the dungeon with the map, as he was still standing when the thief and cleric went down.

      Thus ended my first ConstantCon experience. We had a blast even though we all died. We plan on continuing The Tower of Zordaz game next Sunday, and I believe Il Male™ is looking for more players, so if you are interested get in touch with him via the ConstantCon page.

      So, RIP Weathervane, my first Labyrinth Lord PC.


      Here, in memoriam, is his character sheet:

      Weathervane
      Level 1 Thief

      Ability Scores (3d6 in order):

      Str 13 +1
      Dex 12
      Con 11
      Int 12
      Wis 8 -1
      Cha 11

      HP 4
      AC 7 (leather)
      3d6 for starting gold: 110

      Equipment

      • leather armor
      • sword (1d8)
      • 3 daggers (1d4)
      • sling (1d4)
      • mirror
      • 3 large sacks
      • lantern
      • tinder box
      • water skin
      • thieves’ tools
      • rope, 50′

      Bio

      • falsely convicted and then escaped from jail
      • wants to sire a child
      • jolly looking
      • careless about possessions
      • ruffian
      • skeptic, rash
      • swashbuckler

      ACKS Endgame

      The domain rules for Adventurer Conqueror King System are mostly contained in chapter 7: Campaigns. This chapter covers advanced magical research, accumulating divine power, building strongholds, and mercantile ventures. Basically, this chapter is about what high level characters can do. First up are options for high-level mages.

      Mages can create many different kinds of minions: constructs, undead, cross-breeds. The general formula is 2000 GP per hit die plus 5000 GP for each additional special ability plus 5000 GP per plus on the magic research throw (and some one-time facility costs). There are some other minor differences between the required components, but the creation template for all minions is approximately the same. The limit here is fundamentally economic, as it seems like there is no other limit to the number of minions that can be created. Individual minion hit die total is restricted based on caster level. As a player, I’ve always loved having minions (that is probably why the necromancer is one of my favorite classes), so I think this is great.

      It also helps answer the naturalistic question of where all those damn weird monsters came from. A mage did it. This has been the backstory to plenty of D&D locations in the past as well, but somehow encoding it in the rules like this makes it feel more internally consistent. Trivia regarding cross-breeds: the chaotic alignment is a dominant genetic trait. As in, if you crossbreed a lawful and chaotic monster, the result is chaotic. I wonder if this holds for PCs too? (Take away: be careful who you breed with.)

      On to strongholds. In OD&D, everyone built castles, though guards and retainers varied by class. The list of possibilities given in ACKS are highly class dependent, and include, for example, border forts for the ranger-like explorer class, castles for fighters, sanctums for mages, and vaults for dwarves. It’s a nice list and we are treated to the standard info about how much gatehouses, towers, dungeon corridors, and walls cost. Personally, I would probably disassociate many of the strongholds with classes (or at least make some of them open to all classes). Not all thieves want to run a crime syndicate, for example. And if a mage wants to build a castle, become a king, and attract soldiers, why not? What better cover for the dark and arcane rituals that proceed deep beneath the keep? In any case, there is nothing wrong with the guidance given, and it is easy enough to overrule on a case by case basis.

      I find the whole issue of demihuman and humanoid civilizations working analogously to human civilizations, but with only slightly different input parameters, highly problematic. Perhaps there is no other way to design the rules in a way to allow demihuman PCs. This was brought into focus for me by this sentence from page 127:

      Elven fastnesses are settled by elven peasants.

      There are elf farmers? Do elves do everything that humans do, but just take longer and do it in a different language? To me, these elves and dwarves are really more like another nation of humans, but readers of this blog will know that this is more of a longterm personal issue of my own, and so it probably won’t come up for most players of ACKS (who I’m guessing are probably fine with standard fantasy elf nations and dwarf nations). I mention this only because in ACKS these assumptions about the nature of demihumans are baked into the domain rules.

      It is even suggested that PC mages build a dungeon and stock it with monsters. These rules are pure win and a triumph of Gygaxian Naturalism. Apparently, many magical research procedures require materials such as 4 basilisk horns. Yuck, right? Way too much like an MMORPG grind. But wait, there’s more. Check this, on page 141:

      Many mages devote their later careers to magical research. This vocation demands a constant supply of rare components, generally monster parts, such as the fangs of 20 hellhounds or skulls of 50 ogres. Rather than squander their time hunting beasts for these components, many mages build dungeons within their domain with the aim of luring monsters to lair within. There they can be harvested at the mage’s leisure.

      The text goes on to explain how more powerful monsters will displace weaker monsters in the lower levels, creating a natural sorting effect such that monsters residing deeper will be more dangerous. Sound familiar? I could see this turn into an odd role-reversal game, as the referee roles up parties of low-level adventurers to delve the PC’s dungeon. Man, that sounds like fun. In fact, reading further, that’s almost exactly what they suggest (page 142):

      Some results on the Wandering Monster table will indicate that NPC men, dwarves, or elves have arrived. These results mean that adventuring parties have come to clear the dungeon! Such encounters are best resolved by having the player whose mage owns the dungeon run a one-off session with the rest of the group playing as the wandering adventurers. The dungeon-owning mage may, of course, intervene personally when his dungeon is invaded.

      Thus, it all ends up tying together, almost seamlessly. Endgame PCs are the nemeses of starting PCs. It’s almost too clever. In fact, though this justifies pretty much every classic D&D dungeon delve, it does do away with one of the central old school dungeon design principles, which is that dungeons were originally built for something else and only later populated by monsters. It seems to me like a dungeon actually designed for housing monsters would have dramatically different architectural principles and dungeon dressing. Maybe I’m just being too picky though.

      There are other things you can do at the domain level. If you are running a thief, assassin, or elven nightblade, the default stronghold is a hideout and your followers end up being a criminal gang. You can earn passive income from your underlings, as they provide all kinds of shady services (ACKS calls them hijinks). Some examples are thievery, information gathering, and assassination. There are tables provided so you can (mostly) just roll for this rather than roleplaying it out. Once you accumulate a certain number of underlings, it would really be impossible to roleplay it all out anyways. There is also extensive information about penalties and costs for underlings that get caught.

      The system for resolving trade looks really complicated. Here are a list of some of the numbers and modifiers you may need to take into account to resolve a trade expedition: market price, base price, demand modifier, monopoly bonus, moorage and stabling fees, market class, market toll, modifiers for economic and political factors, labor fee for loading and unloading, customs duty, extra earnings for taking on passengers, and extra earnings for taking other shipping contracts. Whew! That’s a lot of moving parts. Maybe it’s easier in practice than it looks on paper, but if I had a character that was doing this regularly, I would probably write a program or build a spreadsheet to automate it.

      I should mention the tremendous number of prices that ACKS provides. It doesn’t matter to me if these numbers are exactly realistic so much as that they seem to make sense within the context of the other prices in the game. The price of land per acre is given. And many more such things. This is very useful, even if you don’t really care about all of the sums tallying. All these numbers really show the scale of the protagonists in ACKS. A single stronghold securing a portion of wilderness must cost at least 30,000 GP per six mile hex. The land value of 16 such hexes is given at over 1 million GP.

      One nice side effect is that hexes can only support so many people, so if you have a healthy and growing domain there will be expansion pressure. You need to send out the legionaries to secure more land. Which in turn requires increased defense investment to maintain the conquered land. Another option is to build a city, which can support a higher density of population.

      It looks like this will lead to a nice little sim city minigame. How many peasants do I have per hex? What do I have to spend to maintain the infrastructure? What do I earn in taxes? Has my population grown this month? That is determined by what looks like an exploding random walk to me, but I haven’t investigated the math in detail. I’m not sure if this is for everyone, but it certainly captures the actuarial spirit of AD&D.

      Finally, characters earn standard XP from many of these domain activities, such as building strongholds, earning domain income (if above a leve-based threshold), trading (also if above a level-based threshold), and expensive magical research. So you could theoretically sim city your character up a few levels, though of course any decent ref will present continuous challenges.

      I would like to close with a quote from Frank Mentzer about high-level characters from the Companion set (Player’s Companion: Book One page 2):

      Characters are more independent. When the characters started their careers, they needed each other just to survive. But now a few trolls present nothing more than exercise, rather than deadly danger. Now the characters aren’t as dependent on each other; each can survive and prosper as an individual. The persons with whom a character adventures are now more important as friends, than as as each others’ bodyguards.

      I think this is an important point regarding how the game changes from explicitly team-oriented at low levels to more self-reliant by the time characters start building strongholds. I have not read much discussion of this change in ACKS so far. I imagine many referees will by default favor an “Avengers Assemble!” style of play regarding domain level characters. By that I mean that between adventures, PCs will probably separate and go their own ways but then reunite to investigate the mysterious floating citadel (or whatever). Given that so many of the new rules that ACKS provides (over and above classic B/X) are focused on domain level play, it would be nice to see more discussion about adventure design and how it should change to accomodate powerful PCs. I haven’t read chapter 10: Secrets (the referee chapter) fully yet, so maybe there is more guidance there.

      My next post on ACKS will focus on the setting creation guidelines.

      Necromancer

      Check out this necromancer’s staff. His gesture must be a command he’s giving his undead army. This was an individual mini purchased on Ebay sometime late in 2011. I strongly prefer the old style of miniature with integral metal base. If people made minis like this in pewter now, I would be one happy customer.


      ACKS First Impressions

      Adventurer Conqueror King System is a dialect of B/X D&D with highly elaborated endgame and domain rules. As such, it is easy to lift elements from it into other similar games, even if you don’t want to play it all as written. There is a lot to like here. It would be easy for anyone familiar with basic D&D to jump in and be able to play based on their knowledge of that game. In some ways, it is even closer to Moldvay than Labyrinth Lord. But it does not idealize an old school feel. Would I play this game straight, either as a referee or as a player? Without the proficiencies, absolutely. Also, I realize that this is a silly and subjective thing, but I like that they refer to the referee as a Judge rather than inventing yet another title for the Dungeon Master.

      ACKS goes out of its way to provide a modern facade while maintaining a classical essence. It has actually retained many of the most controversial aspects of old school D&D, such as race as class, but the essence is obscured because there are multiple classes for each demihuman race. For example, there are two elf classes available: the spellsword (fighter/mage, basically the traditional B/X elf) and nightblade (thief/mage). These classes are only available to elves, and are also the only classes an elf may choose. This retains the special demihuman flavor provided by race as class while sidestepping the issue of why elves can’t be thieves (or whatever). And all classes have level limits (ranging between 10 and 14). This is how I would play B/X, it just makes the human level limit explicit, and softens the level limit blow by not including any classes with extremely low level limits (like the B/X halfling, which only shows up as a monster). I think this design is masterful.

      Another example is that many resolution mechanisms have been replaced with a d20. Elves detect secret doors by casual inspection on 14+ (i.e., 35%). That’s close enough to the d6 roll in B/X to be functionally the same, though it is phrased as a proficiency check. Thieves use d20s for their skills. I prefer d6 checks, but I realize that this is a cosmetic thing. Interestingly, they seem to have been much more consistent about “modernizing” the player-facing rolls than the referee rolls. For example, surprise and monster reaction still use the d6.

      There are many other cases of classic game mechanics. Save or die poison. 1 in 8 chance of encountering a dragon on many of the wilderness random encounter tables. Does that sound familiar to anyone else? It is from page 18 of The Underworld & Wilderness Adventures. There are five saving throws and they vary by level (even though there are no death rays).

      One more example of this kind of updating, regarding doors in dungeons from page 93:

      Some dungeons are so drenched in evil that the doors themselves are antagonistic. Such evil doors automatically swing shut when released unless spiked or wedged open. Evil doors always open easily for monsters, unless the door is spiked shut, held firm, or magically closed.

      That is a wonderful way of making the original rules for doors acceptable to a modern audience. Someone familiar with the old rules will nod knowingly, while someone encountering this for the first time might just think it is fun and creepy.

      Some notes on spell casting. Mages work like 3E sorcerers; no spell preparation is required. They have spells in both their repertoire (immediately accessible) and their spell books. It costs money to replace spells in the repertoire (though adding new spells to the repertoire as a result of gaining a level does not cost money). Incidentally, spell selection is also reminiscent of OD&D and B/X; the highest-level arcane spells are sixth level and the highest-level divine spells are fifth level. The are provided in nice d12 and d10 lists.

      What about the proficiency system? First, I have to warn you. I hate reading lists of skills and feats. And that is what proficiencies in ACKS are: a mixture of feats and skills. The list is quite long. I count 97, but the real list should be longer, because some have sub-proficiencies which must be selected such as Combat Trickery. Some of them provide a minor mechanical bonus. Some of them open up abilities from classes that are not included in the core. For example, there are Sensing Evil, Lay on Hands, and Berserkergang proficiencies. Another category of proficiencies are 3E-style profession skills (such as the Art and Perform proficiencies) which allow adventurers to earn a mundane wage when not adventuring.

      Here’s what I like least about the proficiency system: it contains skills like Adventuring and Mapping. Does that mean that a party sans mapping proficiency cannot map? It’s not clear, but I think that is the implication. If not, why have the proficiency at all? Thus, a skill tax. Adventuring is given to all PCs, regardless of class, at first level, but the fact that it contains a clear list of capabilities helps foster the attitude that a PC can only attempt to do things that are spelled out on the character sheet. I don’t think there is any need to systematize cleaning weapons or setting up camp.

      There are some good aspects to the proficiency system. Each proficiency is relatively simple and self-contained. The chance of success is not generally modified by ability scores, so the ability to optimize is limited. There are a number of well-written proficiencies that I think would make great class abilities. Example: Sniping, a ranged backstab. Many of the social proficiencies are designed as a modifier to the reaction roll, which is exactly the right way to do social skills (in fact, I think that general idea might deserve a whole post of its own). This is not the worst skill or feat system in the world, but it is a skill and feat system.

      There are now two old school games in print that I think may appeal to new or modern players directly: Lamentations of the Flame Princess and Adventurer Conqueror King System. Labyrinth Lord and Swords & Wizardry are great, but they require the appreciation of a certain aesthetic. ACKS is the first of the retro-clone or simulacrum games to tackle the possibilities inherent in the third LBB (specifically, the rules for generating wilderness domains). In some ways, the endgame and domain rules are the strongest parts of ACKS. I will discuss them in a follow-up post soon.

      Dwimmermount Preview

      For those of you with the ACKS PDF, check out the last page. You will find a dungeon level map and this text:

      This map can be used in your campaign if you need to stock a dungeon or provide a handout for players who have unexpectedly found a map as part of a treasure hoard. Only the wisest – or those who have been visiting the Autarch website at www.autarch.co, and following James Malizewski’s updates at grognardia.blogspot.com — will recognize that this is also a preview of the legendary Dwimmermount, to be published using the Adventurer Conqueror King compatibility license through a partnership between Grognardia Games and Autarch.

      I haven’t seen any mention about the publication of Dwimmermount using the Adventurer Conqueror King compatibility license. Google searches limited to grognardia.blogspot.com don’t turn up anything, so I don’t think I missed an announcement. You heard it here first! (Sort of.)

      Wands of Cure Light Wounds

      I had no idea this was “a thing.” Well, I knew that many magic items in 3E are basically pickled spells (potion of enlarge person, wand of lightning bolt, etc). I saw “wand of CLW” mentioned in some blog post, and I didn’t know what that was, so I did a web search. That led me to this thread with 200+ posts on the Paizo forums: The world without Wands of CLW.

      Really, this is the “15 minute adventuring day” discussion in another guise.

      For example, consider this post. He only sees three options: going back to the town after every encounter, having a healing surge mechanic, or having lots of magic items with healing powers (e.g., the wand of CLW). It never seems to occur to this person that another option is smart play so that characters are not always harmed.

      From my point of view, it seems like many people no longer want to play games of adventure, they want to play games of combat. Combat games, coupled with campaign play, lead to a desire for consequence-free combat. Hence the desire for all the healing mechanics.

      Here is another example from that thread:

      Keep in mind that nobody said that having a purely support cleric is unneeded, but that cleric isn’t a healbot, yes he will do the occasional emergancy healing in combat but most of his time he will be removing conditions, buffing his allies and debuffing his enemies and between combat he will use wands of CLW to heal the damage of his allies because after UM even his channels might be more benefit for him in-combat.

      No mention of problem solving, or exploration, or interpersonal interaction. This is not meant to be edition warring, more like edition exploration. This attitude is just very foreign to how I have experienced tabletop RPGs.

      Left at the Dungeon Door

      This article over at EN World, Combat as Sport vs. Combat as War, has been making the rounds of the OSR. It is a great article, and very insightful. I highly recommend that you read it if you have not. I originally saw the link in a post by Zak, which means you probably already have too. As you might suspect, I am in the combat as war camp, though since I am running a 4E hack game right now, aspects of both approaches make strong appearances.

      But that is not (mostly) what this post is about.

      Deep into the pages of responses that article generated the original author threw this out:

      How I’m planning to start my next campaign is to have the PCs hired as henchmen by NPC adventurers. The PCs and their bosses march through the forest and then the NPCs leave the PCs outside the dungeon to watch their horses while they delve. Then the NPCs never come back. What do the PCs do?

      What a wonderful campaign seed. I want to make sure it does not get lost.

      Terrafugal Rope

      A terrafugal rope is a length of rope (usually fifty feet) made of an unknown but vaguely silky material. These items fall up rather than down. If you release a terrafugal rope outside under open sky, it will fall up to the heavens, never to return. Terrafugal ropes will lift items less than their own mass, and will also function as negative encumbrance (that is, they will lighten loads by their encumbrance value).

      Sages say that terrafugal ropes are:

      1. Woven from the manes of flying horses
      2. The uncoiled internals of antigravity plates from before the cataclysm
      3. Possessed by lobotomized air elementals
      4. Sky-serpent tadpoles planted in the underworld that yearn for the heavens
      5. Crafted from moon-grass smuggled from lunar enclaves
      6. A common magical research project for undergraduate magic-users

      This was somewhat inspired by the light-seeking floating stone head in Pod-Caverns of the Sinister Shroom.