Thursday, 23 May 2013

Monster: The Rat King


See? Must be true - it's a photograph
No one knows how it starts, but every so often two rats become joined at the tail and take on special powers and abilities. Using these, they attract more special rats to join them, increasing their power, and hordes of normal rats to do their bidding. Tales abound of villages and even towns being completely taken over by the multi-bodied super being that results, and of greedy mayors who will offer much to rid themselves of this curse but withhold payment, only to pay a much greater price...

The Start
The first two rats combine to make the smallest Rat King. They can still move about somewhat, at about 6" movement, but the new King will generally prioritise finding a place to hole up in, as by the time the fourth body is added the King will be functionally immobile, barely capable of moving ten yards in a morning.

Each rat body contributes 1hp, but the King lives or dies as a unit. A remove curse will split a King but against this, or similar, magic the king has 5% magic resistance per body. So a king with 12 bodies would have 60% magic resistance, in addition to any applicable saving throw, against any magic which would split the bodies - even a wish. Bodies may be cut off, however, by normal blades.

So long as the bodies are connected and the king as a whole has 1 or more hit points, the king regenerates 1hp per turn and may even feed off itself in times of famine.

The two-body king has a psychic ability of just 10, and psionic defense mode F (Mind Blank). It has the minor psionic discipline of animal telepathy at second level.

The basic Int of a rat king is 1 plus one per body, and a wisdom score one less. Alignment begins as neutral - the king's actions are always to aid ratkind; who or what they harm is of no interest. As Int increases, kings tend towards Neutral Evil, but never very strongly.


Sometimes they take "expansion"
Growth
Assuming that the king is in a locale where more rats are not hard to come by, a new rat will be added to it every week if a roll of 3d6 exceeds the number of bodies currently in the mass, and always on an 18. The maximum number of bodies is two dozen.

Each new body increases psychic ability by 10 (5 attack and 5 defence), adds one attack or defense mode (randomly) and increases the level of performance of psionic disciplines by 1.

New disciplines are gained at the following numbers of bodies:
2: Animal Telepathy
3: Precognition
6: Empathy
8: Domination
10: Clairaudience
12: Clairvoyance
14: Telepathy
16: Hypnosis
18: ESP
20: Suspended Animation (1-5) or expansion (6)
22: Teleportation
24: Shape Alteration (human/humanoid/demihuman, rat, giant rat, or monstrous rat)

Apotheosis
Once 24th level is reached, the Rat King is effectively free to roam the world bringing weal to ratkind and woe to its enemies and is known as the Rat Emperor. If encountered in human form, the Emperor will fight with weapons as a 4th level fighter. In other forms it will fight as a 5HD monster (it will only have 24hp, don't forget) whether it appears to be a rat, a "normal" giant rat, or a monstrous rat the size of a grizzly bear. Damage per hit in these latter forms are 1pt, 1d4, or 2d6.

In humanoid form the Emperor has a Dex of 21 (+4 reaction, -5 defensive) and in other forms it will have an AC of 4. It may wear any armour in humanoid form but will favour magical leather or studded leather.

Also, as humanoid, the Emperor has the following thieving abilities: PP 80%, OL 77%, F/R 70%, MS 81%, HS 90%, HN 80%, CW 120%, RL 20%.

Any rat or ratkin within sight of the Emperor will follow its telepathic commands without expenditure of psionic points. The only exception is if two Emperors meet (see below), in which case each must depend on their own loyalists; all other rats will remain hidden for the duration of the combat.

Followers
Each body attracts a score of normal rats, and every 50 rats brings 1d4 giant rats, so that an 8-body King will have 160 normal rats and 3d4 giant rats which will obey its telepathic commands.

One reaching 14 bodies, it will attract 1d3 were-rats, and another 1d4 at 20 bodies.

Normal rats which are killed will be replaced at a rate of ten per week, assuming that there is some supply, and giant rats at a rate of one per month. Wererat losses will only be replaced by creation of new wererats, or active recruitment by the king, should he be mobile.

Normal and giant rat losses will not normally be replaced during winter months.

Enemies
Both Moondogs and The Cat Lord hate rat kings with a passion and will do whatever is needed to kill one and its followers if found.

Rat kings are unpopular with normal people, of course, as they aim to divert the human food supply to themselves and their followers, but also with adventurers as the controlled rats and their king have no real interest in treasure and do not collect it even in the way that a normal rat might, so any treasure must come in the form of rewards or perhaps some odds and ends scattered about from victims.

However, the greatest enemy of a rat king is another rat king. No two kings will tolerate another within the same general area - village, town, city quarter. Basically, each king claims a territory with a radius of 10 yards per body in the king and disputes caused by overlapping claims must be settled with the death of one or other king.

This reaches its ultimate end point in the Emperor. There can only be one Rat Emperor in the world, and if there are two then they will seek each other out, magically knowing the general direction of the nearest rival.

Sunday, 19 May 2013

Targal's Dragoons, or, Seven Black Swords*

*Number of Swords May Vary

Introduction

What is it? Wilderness brigand encounter.

Possible Start Points

Village 

The party is travelling through an area of wilderness, well beyond normal patrols, when they encounter a village. If they enter the village they are met with great celebration and warm welcome as if they were expected.

Background: The village was raided by a small group of men a few weeks ago and in the process five of the bandits were killed, more or less by a fluke. A survivor fled, warning that he would return with the rest of an infamous gang of brigands. The villagers, who had assumed the attackers were just a small party of thugs, panicked and pooled what resources they had and sent their most trusted member off to look for help from "civilized parts". He is currently drunk in a brothel somewhere, having decided that certain debauchery was preferable to the probable death if he ever returned to what he assumes is a smoking ruin of a village by now. Apart from a few houris, so far no one has heard anything about the village.

With the arrival of the party, the assumption is that they are the hired defenders they've been waiting for. Which is just in the nick of time, as the brigands have been seen nearby and a showdown is close.

Isolated Farm

If the party avoids the village or talk enough to the villagers to discover where the gang has been seen, then the road leads onto an isolated farm about three miles further up the road where an advance group of brigands have stopped for the night. This group is on their way to recover a magic sword which was in the possession of one of the leaders killed a week or so ago.

The intent of this group is to find where the sword is and then burn the village to the ground as punishment.

This farm is a complex of stone buildings from an older time than the village, before this area became wilderness. This may be the start point for the encounter if the players avoid the village. Should they avoid an encounter here too, then the encounter will move on to the keep (if they get past that without being seen then there is no further encounter). When the party first come in sight of the farm, roll for surprise. If the party is surprised then they have been spotted by the guard; otherwise they may opt to simply avoid if they wish.

Mishal, Rory, and Shema (see below) are in the main house along with a few men. The others are in the barn with the horses or on guard. The bodies of the six family members and their few servants are heaped outside the house or left where they fell, marked by red dots on the map.

A pig is being roasted on a spit in the kitchen area of the main house. The two-story house itself is a shambles of broken furniture and blood which tells the tale of the murdered family and its farmworkers, cut down by arrows and swords.

A guard is posted on the roof of the barn, and at the yard gates. The walls are 12' tall and stone, the gates are heavy wood and not easy to break down once closed. The walls' render is old and the underlying stone shows in many places making them pretty easy to climb, however.

The plan is to ride into the village in the early hours of the morning, take several hostages and gather the population into the open area in front of the church where Rory will demand the return of "the sword". Naturally, the villagers will deny any knowledge of a sword (since they have no idea it was buried with its owner in area marked as the "old pit" on the village map. After some of the hostages are killed without any change in the villagers' story, the brigands will finally believe them and work out that the sword must be with the body. More hostages will be taken and others set about to dig up the dead brigands. Once the sword is secured, the village will be torched and the men folk executed.

That, is, if the players don't intervene...

Of course, if so inclined, the party may decide to join (or infiltrate) the brigands who are always on the look-out for new members, in particular an evil cleric to provide healing magic. The current leadership will expect newcomers to "know their place" and will require some sort of proof of intent which will almost certainly revolve around the destruction of the village. Before that, however, they'll need at least a positive reaction roll from Targal. Protecting the villagers will be almost impossible if the party want to infiltrate the gang, however, and leaving them to their fate would not be a Good action for a party capable of an alternative plan.

Ruined Keep

The main brigand camp is at an old keep on a rocky outcrop in the woods. Only a part of the old outer wall remains along with a few bits of the guard towers. However, the large round keep tower is in relatively good condition for a ruin and still has three floors which are in some degree usable and even a small (three-room) dungeon which Targal is using to keep prisoners in. Most of the south side of the keep has collapsed in- or out-wards but the brigands have cleared away the rubble so that they can enter and leave the exposed rooms, and have constructed ladders for access to the two upper floors. The floors have been assigned on the basis of seniority in the gang, with Targal and Ritain taking the top floor.

The two smaller towers with white interiors on the map have intact, or semi-intact, floors allowing the guards there to see and fire their bows in any direction, over buildings, tents, and shrubs. Similarly, the bowmen in the groups marked by "B" can fire at any target which is on a lower level than they are (the peach colour is higher than the green of the grassland, and darker colours are higher than lighter). The roof of the central keep is not safely accessible to the inhabitants.

The majority of the brigands are camped in tents; the larger holding 2d6 individuals and the smaller 1d4. The large circular tent is the travelling brothel that follows the gang on its travels and is generally referred to as "The Big Top".

The area around the keep was once cleared of vegetation, of course, but is being reclaimed by birch and gorse which have established some quite substantial areas of potential cover for both defender or attacker.

Because of the remains of the walls, Targal has only ordered regular mounted patrols on the south side of the camp, which increases the chance of anyone approaching from that direction of being surprised by 1.

Note that those not on guard do not walk around in their armour all day and night, and this includes the leaders. Which is one reason that newcomers will find it hard to move into anything like the inner circle at first.

The Brigands:

57 brigands have taken over a ruined keep about 12 miles from the central village area. The leaders have decided to make the area their new base of operations, raiding out in various directions for a few months before moving on to a new hunting ground. So, the keep they have taken over has their horde of stolen cash as well as 31 followers and slaves, and 2 prisoners.

The chief is Targal, an 8th level fighter who rules with the aid of Ritain his 7th level lieutenant, Sir Richard (6th level), Bradox (5th), Sed (4th), and Rory and Shema (3rd level incestuous brother and sister sadists). These constitute the core of the gang and with the exception of Rory and Shema are henchmen of Targal for the purposes of morale/loyalty. All of these NPCs are CE, except Sir Richard who is NE and Sed who is LE.

Additionally, Targal has 5 second level guards that he assigns to important duties. These 5 are fanatics from a desert land who have, for some reason, sworn loyalty to Sir Richard unto death (+50% to loyalty), and in fact one of the original 6 was killed in the village. They may speak only after sundown. Their leader is called Mishal and his brother is called Tawbah; they are all lawful evil.

All of these are in addition to the 57 normal brigands who are a rag-tag collection of men who would never cut it in a military unit and are not men-at-arms; they fight at level zero but they have only 1-6 hit points. They are all either neutral-evil or chaotic evil; non-evil characters do not last long with Targal's Dragoons.

5 of the brigands are medium horse, with chain, shield, and longsword. Another 6 are light horse with leather, shield and spear. The remainder dismount to fight on foot, with most being armed with leather armour, shield and longsword.

Regardless of the ability to fight on horseback, all the brigands except Sed are mounted on a wide variety of stolen horses and as a group they can travel a good 36 miles in a day (including Sed, although he is on foot), with some able to break away and cover 50 without excessive fatigue.

They have been scouting the area around their new base for likely victims with light-horse mounted troops in groups of half a dozen or so, usually led by one of the fanatics simply because they are organized enough to bother. One of these squadrons encountered a village and the chaotic 0-level brigands simply broke ranks and attacked, leaving Babak (the "leader" of the party) no choice but to go with them. The group thundered into the village, leaping a low hedge only to discover a large ditch on the other side. Several of the normal men were killed immediately in the fall, while the injured Babak was finished off by a frightened villager with a pick. One brigand's horse refused to jump the hedge and he escaped to tell the tale.

Targal's only real concern was the loss of Babak's sword, so he was happy to let Mishal take Rory, Shema, and a dozen men out to retrieve the weapon. And burn the village, of course. He is not interested in the village itself as he assumes its wealth will be insignificant and it's clear from the survivor's story that the deaths were the fault of the attackers rather than some clever ruse of the villagers.

This group has arrived at a nearby isolated farm about three miles from the village centre and is resting up before riding into the village in the morning.

The base morale for brigands generally is at +5% to the norm, so the gang's normal morale is 55%. If a leader is with a group and within a radius equal to their charisma score (in inches/hexes) then the group's morale will be boosted by 10% plus the leader's CHA loyalty modifier (use the best if there are multiple leaders in range).

Group Treasure: 2000cp, 2000sp, 6000gp.

Targal's treasure: Shortsword "Gicel" +3, frost brand, +6 Vs fire using/dwelling creatures. Intelligence 12, Ego 10 (Personality strength 22), CE, detects invisible within 1", empathic link.

Longbow, +1

Ritain's treasure: 8 +1 sling bullets Potion of clairvoyance.

Sir Ricard's treasure: Longsword "Disenchantment", +1, +2 Vs magic-using/enchanted creatures.

Bradox's treasure: Potion of treasure finding.

Rory's treasure: Shortsword "Viper" (+2) of quickness (always strikes first). Shema's treasure: Longsword "Peg-cutter", +2 giant slayer.

+3 small shield.

Mishal's treasure: Longsword "Disillusion", +1, +2 Vs magic-using/enchanted creatures. Int 15, Ego 9 (Personality strength 24), detect good/magic/shifting rooms, 1" radius. Detect precious metals, kind, and amount 2" radius, LE, speaks lawful-evil, lizardman, and the language of guardian nagas. Refers to Sir Richard's sword as "my prototype"; the swords are similar enough that those not familiar with them can not tell them apart, although only one will cause 9 points of damage to non-LE characters who grasp its hilt! 

Tawbah's treasure: Longsword "Turncoat", +1, +3 Vs lycanthropes and shapechangers. Village treasure: Broadsword "Defier", +4 defender, Int 16 Ego 9 (Personality strength 25), detect large traps/magic, 1"; locate object 12" radius. LN. Speaks LN and dwarfish. Currently buried in a pit with its master.

Character Notes

Should the players experience longer periods of interaction with the brgands, as spies, allies, or prisoners, these notes are intended to be a guide as well as some hints about how the group operate.

Targal cares for nothing and nobody other than himself. Although a tendency to sadism is a general hallmark of evil, Targal indulges it only when bored, when he generally either tortures some prisoners or invents new jokes to play on Sir Richard. A deeply committed coward, he will abandon anyone in the group without a second thought should the tide of combat turn against them "if they don't get out alive then they don't deserve to get out alive" is his maxim. Once the gang have settled into a new stronghold he expends a minimum of interest on organisational issues, spending most of his time raping or whoring, as resources and prisoner-mix permit, or planning the next raid on some trade route, church, or larger village.

Ritain is Targal's longest-lasting companion and the one lease likely to take prisoners, whom he views as more of a burden than the source of ransom income that Targal usually claims. The prisoners the dragoons take are mostly rural types or low-status merchant assistants who have little chance of raising any decent ransom and, at any rate, after a few weeks of Targal's handling female prisoners usually find a way to kill themselves and male ones are either dead or fight back, in which case Targal usually wrestles them to the ground, cripples them in some way and then hands them over to Sir Richard with a call of "New dolly!". Sir Richard's dollies have an average live expectancy measured in hours.

Thus, Ritain will not take prisoners unless Targal is around and will argue against keeping those that are brought in. He will also be most suspicious of new members and, since Targal is exceptionally lazy in all matters, it is Ritain who will need to be convinced by recruits.

Ritain is the dragoon's second-line scout after Sed. He views everyone through a two-box filter: they're either making life easier for him, or they're a waste of food.  "Sir Richard" is a large man with a thin scar which forms a half circle around the left side of his bald head. The blow which caused this was healed but the brain damage was not. He is unable to speak and has the personality of a sadistic toddler trapped in an adult's body; he drools when not actively engaged in combat.

No one else knows his real name nor what happened to him or why the six desert fanatics came to be his allies. "Sir Richard" is simply the name that Targal gave him in mockery of his filthy and uncouth appearance and it stuck. Sir Richard doesn't understand the joke and doesn't care anyway as long as he can pass the days taking things apart (preferably living things) with his disturbingly nimble fingers. He can not dress himself in complicated armour or learn to use weapons but he can fire a crossbow if someone else loads it for him. He goes into combat with a dirty tabard showing the arms of the Knights of Furrundy/Templar/Solamnia or some similar campaign-specific order of Good-aligned knights taken by Targal from the body of a dead foe.

Note that any of the intelligent swords can completely control Sir Richard should they fall into his beefy hands.

Sir Richard's relationship with Targal could be characterised as that between a badly disciplined attack dog and the cruel master that it is inexplicably devoted to. Mishal has generally succeeded in keeping Targal from abusing this relationship to the point where Sir Richard could be killed by the "tricks" that Targal plays on him or makes him do.

Bradox is just a typical "tin can" fighter in his plate-mail. He likes to fight and he likes to win; the quality of the opponent means nothing to him and he counts punching a teenaged milkmaid to death as equally enjoyable as duelling with any knight. If a village is burnt down, it is almost certainly Bradox who lit the first thatch.

Sed seems to be a normal elderly peasant man, thin, greying, and balding. His study of martial arts in some distant country, however, means that he is a superb scout/mole for the dragoons. Many a merchant or village elder has been found with their heads pointing the wrong way after sitting down for tea with Sed. 

Sed does his "bread and butter" work alone, scouting out places simply by not having any outward sign of being anything other than an old with a staff and cloak and generally walking through the front door/gate. He is actually 58 but can convincingly pull off up to 15 years more than that. He usually carries six throwing daggers concealed about his person unless he thinks he might be searched (in which case he's probably more likely to climb over the wall), and various shiny things to entice children away from their homes for "a treat". He views the dragoons somewhat as a suit of armour over his increasingly old bones.

Rory and Shema are tall, blonde and very disturbed and disturbing. The family resemblance is strong and their openly sexual banter and inappropriate touching have led to more than one bar-room brawl with outraged locals.

Shema is the only woman in the whole group other than various prostitutes, pimps, and laundrywomen in the "baggage" and she prefers to keep it that way. Women get an automatic reaction penalty equal to their COM score (if not using comeliness, use INT instead).

The pair killed their parents when they found out about the relationship and threatened to turn them over to the Church.

Rory is stunningly handsome and enjoys picking up women in towns, having sex with them and then bringing them back to camp. This enrages Shema who usually kills the unfortunate girl, which provides Rory with endless amusement.

The Fanatics are devoted to Sir Richard and their alignment of Lawful Evil causes no problems with the gang as they are very much viewed as a separate unit, and a useful one at that. Four of the dragoon's magic swords came with the fanatics and that dramatically boosted the group's ability to fend off would-be avengers. Targal knows that Sir Richard will do what he tells him to do and that the fanatics' will go with Sir Richard. He also knows that they're not very happy about it.

Communication between the fanatics is mostly in the form of a sign language only known by them, although they have managed to teach Sir Richard a very small number of words such as "enemy", "strong", "weak", and "strike now".

Mishal leads them and believes that being part of even such a rabble as the dragoons greatly increases their ability to survive and thrive. He dreams of some day taking over the dragoons but he has seen Targal and Ritain fight and knows that he is no match, even if he somehow was able to turn Sir Richard against his master.

Tawbah's face (and entire body, in fact) is scar tissue. The cause is in some way connected to Sir Richard's mental condition and to the six companions' dedication to him. Many people assume that he is a half-toll, so disfigured is he. Since all of the six tend to keep their faces covered it is not a constant problem, but even the other dragoons avoid looking at him when he lowers his scarf to eat or drink.

Detect Evil will spot both Targal and Sed, both counting as "overwhelming". Otherwise the spell/power will only pick up the intelligent swords.

Protection from Evil will grant a boost of 2 to AC against all of the dragoons, including the fanatics and all the 0-level members, and a +2 to saves against applicable attacks from the dragoons. Sir Richard will be hedged out, as will Mishal's sword "Disillusion", to its fury.

The Prisoners

Targal currently has two prisoners: Frida (female, 39, Com 7, N, CL -3, 2hp) and Dashwood (male, 17, Ch 13, NE, CL -2, 4hp).

Dashwood is simply a would-be brigand who is actually a shepherd. His attempt to join the gang was met with laughter and he was clapped in irons immediately.

Frida was the wife of a now dead prisoner who had been mistaken for a merchant (he was in fact an actor in costume).

Targals plan for the two is to give Frida a dagger and make her fight the unarmed Dashwood to the death. If Dashwood survives, he will be allowed to join the gang. If Frida survives she'll be sent to the "Big Top" to work.

The Village

The village consists of about 100 men, women, and children living in long houses containing 2 to 12 people of the same family. The houses are wooden with thatched rooves and are mostly divided into two rooms - a day room and a night room. The night room has an upper floor reached by ladders, leaving space underneath for livestock to sleep in the winter, as well as ploughs and other equipment. The day room usually has some bed spaces around its walls too, mostly for adults who snore too loudly to be tolerated in the (much warmer) night room. Other than this, the day room is used for preparing and eating food, including grinding of corn for bread and butchery of small animals. The three barns are more or less slightly larger versions of the long houses with two upper decks separated by a central gap where the large doors open into the barn.

There are three exceptions to this general architectural theme: the round house of the "wise woman", the stone mill with its communal bread oven, and the stone church. The wise woman's house is a single round room used for everything while the stone walls and wooden shingles of the other two buildings make them favoured shelters for women and children in times of trouble.

Currently there is no trained priest and one of the village elders leads the services.

The houses are set in plots of land which are cultivated for items such as strawberries, cucumbers, squashes and so forth in small amounts for the use of the occupants of the houses. These cultivated areas, with their poles, ruts, anti-bird nets, windbreaks and so forth will slow foot travel by a third all year round and by half in winter. Horses are unaffected. Crop land is treated as plain open ground during spring and early summer. In winter it halves all movement, and in autumn it halves foot movement up until harvest, at which point it goes back to being plain.

The Hedge The village's main defence against the outside world is a 5' thick brair hedge which runs around three sides of it, which combines with the stream that powers the water mill to form a barrier of considerable tactical use if the local men are led by anyone with the brains to use it (currently, there is no such person in the village). The village-side of the stream has a 4' high fence which makes even the narrow parts of the stream a difficult barrier for a jumping horse and most will refuse to even try. In fact, for the dragoons, only the horses of the leaders will attempt the jump and a roll under the rider's level on 1d10 to succeed; a lower score indicting that the rider has been thrown and is in the stream.

The hedge itself is about 8' high in most places and of a similar difficulty to leap. A small character may be able to find a way through on foot, but it will take 2d6 minutes to find a suitable space and crawl through. Animals smaller than a fox will have no trouble.

Unfortunately, the villagers have neglected the hedge for several years and in the north it has become straggly and lower than it should be. Specifically, the area marked as "old pit" is easily jumpable by any experienced horserider and this is where the original attackers entered the village. The pit itself was being opened as a midden/rubbish pit. The villagers have closed it up again, covering the bodies of the dead brigands, and opened their new pit about 100' to the west. In addition, they have heaped the spoil from the new pit onto the top of the old pit and in the progress made entry through the weak spot even easier.

Additionally, the hurdles and barricades which had been used in days gone by to block up the three gaps where roads cut through the hedge have not been maintained and the villagers can only block up either the two smaller gaps or the larger gap in the northeast.

Despite these unusual defenses, what has really preserved the village for many years is simply the fact that there's nothing there worth taking.

Optional Wise Woman The wise woman is just some older woman with a high wisdom score, but she could be played as a limited form of sage, with two major areas and no special categories; the two major areas being flora and fauna.

S: 10, I: 16, W: 18, D: 5, Cn: 10, Ch: 6. Combat: -3, AC 12, hp 21.

Spell-like powers (druid): Faerie fire, Feign death (in the form of 1d4 potions), protection from fire (as 1d3 applications of oinment - maximum duration of 1hr), Plant door (as single use wand), Commune with nature (as a potion). All effects at 9th level. Preparing further uses of these items, other than faerie fire, will require a lot of time collecting needed components, mixing and preparing ingredients - at least a month per item.

Design Notes

Human encounters as presented in the MM are always a total pain in the arse for the DM due to the difficulty of generating all those leader NPCs when needed, and so I thought I'd post up an example of an almost by-the-book random group of brigands with leaders and so on. One thing led to another, which is the beauty of randomly generated material in my opinion, and in particular a series of incredibly fluky random rolls for magic swords inspired quite a characterful bunch of bastards.

The dragoons are intended to be an evil encounter in the wilderness which can be dealt with head on by a strong party or carefully by a weaker one. They can be an on-going menace or a one-off, as the DM sees fit. It's certainly possible for the players to join the dragoons, but I'd be worried about any party that felt at home with them. The leaders' personalities are all based on real people - some of whom I've personally met - and they really are not intended as pantomime evil. They are brutal and unforgiving although some, such as Sed (think "Jimmy Saville"), are capable of presenting themselves in very disingenuous ways to earn the trust of their victims.

The brigands' weakness is certainly their lack of magic, and in particular the lack of a cleric will potentially make them vulnerable to hit and run tactics from a medium level party as they have no way to regain hit points quickly. In addition, of course, their alignment makes it unlikely that they will form a really effective fighting force when faced with troops under a united and well organised leadership.

Another possible use for the material is as the basis of a "wanted, dead or alive" or posse scenario rather than a random encounter. This would entail a substantial reward for most of the leaders (say 100gp per level per leader) and double that for Targal on top of the gang's treasure. Obviously, the player characters will not be the only ones interested in this reward and there would be potential for PC/NPC rivalry and cooperation.

Maps

The two big maps are intended to be printed at A3, the smaller one at A4 and each hex is ten yards. If you print them at A1, then the hexes should actually be 1 inch across and so you could simply use a ruler and use the ranges and areas given in the books without any conversion at all (and, nice printer, by the way!).

The dark green is wood, mid green is cultivated land with various obstacles as mentioned elsewhere, and light green is open grass/moss areas. Yellow is crop land which also has seasonal movement effects as mentioned in the relevant sections. Rocky areas are in shades of orange, with darker being higher. These areas are not simply bare rock but are areas of shallow soil with patches of visible rock increasing in frequency with height, somewhat like Dartmoor.

On the farm map, the dark area is a muddy area which slows all movement, including horses, by half except in hot weather.

PDFs of the tactical maps can be downloaded from these links:

Stat-blocks

Print this section out for use at the table.

The Brigand Leaders

Targal: F8; STR 18/01, CHA 17 (loy +30); base CL 9, short sword 3/2, SF 3, CL 12 (15 Vs frost) d6+6/d8+6 (+9 Vs frost), longbow CL 10, 2/rnd, d6+4. AC 2 (P+S), move 6" afoot; light warhorse (mv 24", AC 7 9hp); morale 70%; hp 29.

Ritain: F7; STR 15, DEX 17; base CL 7, broadsword 3/2, SF 5, CL 7, 2d4/1d6+1, 8 x sling CL 10 1d4+2/1d6+2, sling CL 9 1d4+1/1d6+1. AC 4 (leather+shield+dex; armour type 8+4) move 12" afoot; light warhorse (Mv 24", AC 7 4hp); +2 to initiative with sling. hp 35. 

Sir Richard: F6; STR 17, INT 4, DEX 15, CHA 7 (loy -10); base CL 7, longsword, SF 5, CL 8 (9 Vs magical), d8+2/d12+2 (+3 Vs magical), Lt crossbow CL 6, 1d4/1d4, stones CL 6, 1d3+1/1d2+1 (range and armour adjustments as thrown club). AC 3 (C+S, AT 5+2) move 9" afoot; normal horse (treat as "wild", Mv 24", AC7  13hp). hp 29.

Bradox: F5; STR 17, CON 16, CHA 7 (lot -10); base CL 6, broadsword, SF 5, CL 6, 2d4+1; spear CL 6, d6+1/d8+1; AC 2 (P+S, AT 3+1) move 6" afoot; medium warhorse (MV 18", AC 7 16hp). hp 38.

Sed: Monk 4; STR 15, INT 7, WIS 17, DEX 15; base CL 3, Staff SF 4, CL 3, 1d6+2; dagger CL 3 d4/d3+2; Open Hand 5/4 CL 3, d6; speak with animals, 70% immune to ESP, OL 37%, FT 35% MS 43%, HS 30%, HN 15%, CW 98%, stun on 5 over to-hit, kill%=tgt AC. Move  18" afoot. AC 7 (AT 10+3) save against missiles, hp 9.

Rory: F3; STR 15, DEX 18, COM 18; base CL 3, shortsword SF 3, CL 5, d6+2, and dagger CL 2, d4/d3, move 12" afoot normal horse (mv 24", AC7 8hp) s.sword always strikes first in round. AC 4 (L, AT 8+4)  hp 22.

Shema: F3; INT 16, WIS 16, DEX 16; base CL 3, longsword SF 5, CL 5, d8/d12+2 (d12+3 Vs giant-types, x2 damage to true giants) if unarmoured will have longbow CL 4 2/rnd d6; move 6" afoot normal horse (mv 12", AC7 12hp), AC 0 (P+S, AT 3+3), hp 18

Mishal: F2; STR 15, WIS 17; base CL 2, longsword SF 5, CL 3 (4 vs magical), d8/d12+1 (+2 vs magical); move 9" afoot light war horse (24", AC7, 10hp); lance SF 6, CL 2, d6/d8; AC 4 (C+S, AT 5+1), hp 7

Tawbah: F2; STR 17, CON 15, COM 3; base CL 3, longsword SF 5, CL 4 (6 vs shape-changers) d8/d12+2 (+4 vs shape-changers); move 9" afoot, light war horse (24", AC7, 9hp); lance SF 6, CL 2, d6/d8 +1; AC 4 (C+S, AT 5+2), hp 10

Fanatic 3: F2;  STR 16, WIS 17, CHA 6 (loy -15); base CL 2, voulge SF 10, CL 2, 2d4+1; move 9" afoot, light war horse (24", AC7, 11hp); lance SF 6, CL 2, d6/d8 +1; AC 5 (Chain), hp 11

Fanatic 4: F2; WIS 17, CON 16; base CL 2, scimitar SF 4, CL 2, d8; move 12" afoot, light war horse (24", AC7, 14hp); lance SF 6, CL 2, d6/d8; AC 8 (Leather), hp 12

Fanatic 5: F2; STR 17, INT 15, WIS 16, DEX 7; base CL 3, bardice CL 3, 2d4+1/3d4+1; move 9" afoot, light war horse (24", AC7, 12hp); lance SF 6, CL 3, d6+1/d8+1; AC 5 (Chain), hp 16

Fanatic 6 (deceased): F2 STR 17, INT 14, WIS 6, CHA 15 (loy +15); base CL 3, broadsword (defender) SF 5, CL 3-7, 2d4+1-5/2d8+1-5; move 12" afoot, light war horse (24", AC 7, 13hp); lance SF 6, CL 3, d6+1/d8+1; AC 4-8 (leather + defender, AT 8+1-4), hp 10

The Brigands, Short Version

All brigands carry at least a dagger in addition to their main weapons, the crossbowmen carry shortswords.

Cavalry

These are the only brigands capable of fighting from their mounts (other than the leaders). All have a maximum move of 6" penalty on foot because of their large shields (except the crossbowmen).

4 Medium Horse: F0; Base CL0; Mov 6" afoot (9" sans shield), medium warhorse (18", AC 7, hp: 18, 16, 11, 8); AC 4 (Chain+large shield), broadsword 2d4/1d6+1; hp: 8, 8, 5, 5

Medium horse may attack in the second round of melee in addition to their rider's attack:

Medium horse: AC7, 2+2HD (CL 5), 1d6/1d6/1d4 (hoof/hoof/bite).

6 Light Horse+spear: F0 Base CL0; Mov 6" afoot (12" sans shield), light warhorse (24",AC 7, hp: 9, 4, 15, 8, 10, 15); AC 7 (L+S), spear 1d6/1d8; hp: 8, 7, 6, 6, 4, 4

2 Light Horse+crossbow: F0 Base CL0; Mov 12" afoot, light warhorse (24",AC 7, hp: 9, 6) shortsword 1d6/1d8, Lt crossbow range: 6/12/18 1d4/1d4; hp: 4, 4.

The light warhorse may also attack in the second round of melee, but the crossbowmen may not fire their weapons in the same round as their horses attack.

Light horse: AC7, 2HD (CL 5), 1d4/1d4 (hooves).

Dragoons

None of these figures are trained in mounted combat and suffer -2 to-hit if they try and those with polearms simply can not attack while mounted. Their horse hit points are not given, but count them as 2HD non-combatant horses who will only attack if attacked themselves (treat as light), throwing any rider on 1-3 on d6.

2 Bill Hooks (as guisarme): F0 (CL0); Mv 12"; bill 2d4/1d8; AC 8 (L), hp 4, 4

Halberdeer: F0 (CL0); Mv 12"; halberd 1d10/2d6; AC 8 (L), hp 8

Bardiche: F0 (CL0); Mv 12"; bardiche 2d4+1/3d4+1; AC 8 (L), hp 7

4 Crossbowmen: F0 (CL 0); Mv 12"; shortsword 1d6/1d8, Lt crossbow range: 6/12/18 1d4/1d4; hp: 7, 5, 5, 4

10 Shortbowmen: F0 (CL0); Mv 12"; short bow 5/10/15 1d6; AC 8 (L), hp 7, 7, 7, 7, 6, 6, 6, 5, 5, 5

29 Broadswordmen: F0 (CL0); Mv 12"; broadsword 2d8/1d6+1; AC 7 (L+S), hp 8, 8, 7, 7, 6, 6, 6, 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 4

Dogs

The gang has four wardogs which are as ill disciplined as the humans. They are strictly speaking Targal's and he does sometimes amuse himself with some training but by and large they can be found hanging around the tents looking for scraps when not actually taken out on guard duty or for hunting (hunting humans; they can not be trusted with game).

4 Wardogs: 2+2HD (CL 5); Mv12"; bite 2d4; AC 6 (AT SL+1), hp 14, 11, 8, 5

Keep Key

  • A Two shortbowmen (1-4) or crossbowmen (5-6).
  • B Three broadsword men AC 7
  • D Wardog
  • Patrol Anyone crossing the open area to the south is 90% likely to be seen by a patrol (night varies by moon from 10% to 60%) which will be 2-24" away.

    A patrol will consist of one medium horse and two light. About 1 in 4 patrols include one of Targal, Ritain, Bradox, or Sed (on foot). Note that Sed is ultra-cautious and will not charge in but attempt to use his monk abilities to their best advantage, or simply race off with the alarm if the party look formidable.

The Villagers

These are the bare stats for the fifty adults in the village, should that be useful. "CL" is combat level as usual, so -2 means to roll on the 0-level fighter matrix but grant 2 points of extra armour to the target.
Name, align, sex, ageNotesCL
Adoniram, N Male, 25 CL: -24
Alastair, NG Male, 29 CL: 02
Allvar, NG Male, 16 CL: 05
Amschel, LG Male, 30 Ch: 8 CL: -23
Arthur, NG Male, 17 CL: -24
August, NG Male, 21 CL: -21
Ayame, N Female, 35 CL: -31
Earnest, N Male, 21 CL: 04
Ebba, N Female, 45 CL: -13
Emata, N Female, 37 Ch: 8CL: -32
Fial, LN Female, 16 Ch: 14 CL: -12
Frederic, CN Male, 27 CL: 05
Fredrik, N Male, 39 CL: -21
Geffrey, N Male, 29 CL: 05
Goldwin, CG Male, 25 CL: 02
Goldwin, N Male, 35 Ch: 13 CL: 05
Grinling, NE Male, 36 CL: -22
Hardwicke, N Male, 45 CL: -24
Hulda, NG Female, 22 CL: -33
Iona, N Female, 16 CL: -31
Ione, N Female, 41 Ch: 13 CL: -14
Irina, N Female, 47 CL: -32
Jascett, NG Male, 37 CL: 05
Jenkin, NG Male, 32 CL: 07
Kendall, N Male, 28 I: 7 CL: 05
Liptrot, N Male, 89 CL: -22
Lynard, N Male, 37 CL: -23
Medart, N Male, 43 CL: 02
Morrigan, N Female, 65 CL: -32
Nathalie, N Female, 36 CL: -31
Orah, N Female, 47 CL: -32
Othilia, N Female, 17 W: 7 Ch: 13 CL: -11
Patrik, N Male, 58 CL: 05
Peleg, N Male, 34 Ch: 8 CL: 04
Phadus, CN Male, 34 CL: 04
Phanuel, N Male, 18 W: 7 Cm: 15 CL: -21
Ranjan, LG Male, 26 Ch: 15 CL: -23
Serita, NE Female, 48 CL: 02
Sionan, LN Female, 28 CL: 04
Sionan, N Female, 23 CL: -12
Teller, CN Male, 44 CL: -23
Tessa, LN Female, 46 CL: -13
Thorunn, N Female, 43 CL: -11
Urania, CN Female, 30 I: 7 CL: -12
Verna, CN Female, 20 CL: -13
Xenia, LN Female, 64 Ch: 6 CL: -31
Yeuan, NE Male, 54 CL: 04
Zahra, N Female, 34 CL: 04
Zara, N Female, 18 CL: -11

Saturday, 20 April 2013

Isn't the Goblin Sweet?

The image of the goblin in the MM is one of the worst in the book, I think, and like the entry itself grants far too much weight to Tolkien's use of the word in The Hobbit. Tolkien himself seems to have realized how badly he had used the terms "goblin" and "hobgoblin" in The Hobbit and neither figure very much at all in The Lord of The Rings.

So, let's have some more gobliny-goblins. Any spell effects are at 11th level unless otherwise noted and these suggestions are made under the assumption that not every goblin encounter is automatically a combat encounter. Pick or roll (combine more than one if you like) [edit: just to clarify that the double quote symbol here means scaled inches as per AD&D norm]:
  1. Spider climb at will
  2. Invisibility at will
  3. Chameleon power (hide in shadows 90%)
  4. Blink
  5. Jump
  6. Mirror image (d6 images, roll per use)
  7. d4 bags of sleeping dust - throw as grenade to cover 2" radius, or throw one pinch to affect single target (4 pinches per bag). Effect as spell
  8. Can eat anything other than magical metals. 6" move/1" through solid rock. Can only manage 1cu" per hit point per day
  9. Can "read auras"; know alignment
  10. Displaced as per beast; +2 to AC and initiative.
  11. Fart as troglodyte stench - other goblins not immune.
  12. Sticky - blunt weapons and similar objects require an open-door roll to retrieve after a strike (whether goblin is dead or not)
  13. 18/00 strength
  14. Immune to fire
  15. Treat clean, fresh water as acid doing 1d8 damage to goblin
  16. Spoils food within 1"; goblin can only eat such "food"
  17. Sneezes any time its side rolls a 1 for initiative. Sneeze counts as exposure to disease to non-goblins within a 3" wide/long cone.
  18. Sneezes any time its side rolls a 6 for initiative. Sneeze stuns opponents in 3"x3" cone (save Vs breath weapon) for this round (ie, they miss their turn).
  19. Pick pockets 90%
  20. Pick locks 90%
  21. Pick nose and flick it, accuracy/range as thrown dagger +3. Hit does 1pt damage as acid.
  22. Summon 3d6 kobolds once per day. Kobolds NOT automatically friendly to goblin (roll reaction dice at +10)
  23. Choking dust and dirt follows goblin in a 1" radius. Save Vs breath weapon or incapacitated for round - no attacks and goblin +4 to-hit.
  24. Can charge every round.
  25. Parry/catch missile weapons, 90% success, but only 2 per round maximum.
  26. Backstab as thief.
  27. Bite does 3d6 damage, swallow whole on natural 20. Anything smaller than ogre may be swallowed; anything swallowed is gone for good (wish will restore as normal). If the goblin swallows anything larger than itself then it may not use either the super-bite or swallow abilities until the next sunset.
  28. Riddle power. If opponents accept a challenge to a riddle competition then each side, starting with the goblin, takes turns to ask a riddle. If the opposing side fails to answer then they are subject to a geas from the winner. Riddle competition: Either ask actual riddles (not recommended unless you know a lot of riddles) or take turns making a save. Party saves against Rod/Staff/Wand with wisdom bonuses. The whole party may roll and any save counts. The party members (must) take turns to riddle and the goblin saves on  a 3+ but must subtract the riddler's wisdom bonus (or add their penalty, thus can't fail against WIS 3 or 4). Goblin geas will be dangerous but not suicidal and usually involve some great or famous gemstone.
  29. Precognition. +2 on initiative in combat. May give general hints about such things as how dangerous a particular choice is (eg, opening door, getting on a ship). Never loses at cards and knows when others are cheating etc. No details (eg, opening the door is dangerous because there are 4 ogres guarding 3416gp inside), just general impressions.
  30. Speak with animals
  31. Speak with rocks - sense locale's history for the previous 12hrs in decreasing detail as impressions age.
  32. Immoveable. If feet on solid ground, the goblin can not be overborn or pushed past, so long as there is no more than 1" space around him or her. Despite the goblin being too small to achieve this, it does so anyway.
  33. INT 18+d4. Huge forehead.
  34. Charm women power. Limited ability to charm women (of any race) with corny chatup lines. If the woman fails a save against spells (WIS bonus applies) then they will be unable to attack the goblin and will try to protect him. They will not do anything else, such as obey orders etc. They will regard him as a "lovable scamp".
  35. Once per day can stamp foot and create earthquake as per cleric spell at 16th level.
  36. Horns, charge does 1d3 damage and counts as overbearing attack in whatever system the DM likes.
  37. Horns, charge does 1d6 damage and counts as overbearing attack.
  38. Horn, charge does 1d10/3d6 damage.
  39. Pax faery. If attacked by elves, half-elves, brownies, pixies halflings, other goblins, giants, dragons, or similar creatures of faery (DM's ruling on what counts), the goblin may produce a sparkling silver card which requires all such creatures and their allies to refrain from combat with the goblin (and the goblin from attacking them) and its allies. The punishment for breaking this ban is death, exile, or fine of 10,000gp at the discretion of the King of the Elves, who will first have to track down the miscreants. The card itself is magical, may only be used once (and vanishes), and alerts the King to any breaches. The truce enforced by the card lasts for a week, after which all bets are off.
  40. Very light. Automatic feather fall; has trouble with high winds.
  41. Mounted on giant badger.
  42. Goblin is 3 inches tall; otherwise as normal combat, damage etc.
  43. Frightening to horses. Horses will not approach within 3". If charging, rider must make save Vs paralyzation to not be thrown. Paladin's warhorses and similar intelligent horses may make a save against magic. Unicorns, seahorses, and hippogriffs count as horses.
  44. Whistle causes confusion (save Vs spells) within 6". Can not whistle and fight or run at the same time.
  45. Can smell gold within 6" (3" through closed doors, but not through solid walls).
  46. Can smell gold or silver as above.
  47. Causes living plants to wilt within 1". If plant has hit points (eg, ents), causes 1d6 damage per round; doubled if the goblin actually touches it. Not popular with druids, who can sense this power from 12". Very easy to track across any non-barren landscape.
  48. Belch as combined gust of wind and stinking cloud at 3rd level.
  49. Can repair magic items. Any magic item (not potions or scrolls) which has failed a saving throw can be repaired at a cost of it's xp value and time requirement of 1 day per 100gp cost (all fractions round up). The goblin will work under duress, in which case time is increased by 50% and cost decreased by the same factor but the repaired item will fail to work any time that such a failure is likely to kill the user (DM's discretion) and thereafter is beyond any repair save a wish. All parts of the item must be available; he can not make new stuff although he might be able to turn the stump of a broken magical longsword into a magic dagger or shortsword.
  50. Goblin sage. As per DMG sage but major field is automatically "Goblins" (specialization fields as per humanoid and giant kind field) and one minor field will be "humanoids and giant kind".  DM decides just what constitutes a goblin research library.
  51. Roadrunner. May charge at rate of 78" up to 7 times per day.
  52. Gibbon arms. May move through forest at base 18" move, adds 2' to weapon reach.
  53. Tourette's. Incapable of being quiet for more than 1 round. Generally says whatever one word is most important to not say.
  54. Anti magic. 50% Magic resistance in 2" radius. Involuntary.
  55. Chaotic Magic. Transforms any spell effect within 2" into a randomly rolled effect from the same spell list and level - may result in original effect. For example, a fireball aimed at the goblin's area may be transformed into haste or dispel magic. Only effect is affected, so "impossible" ranges are allowed. If the result has no logical effect (eg, secret page) then the spell simply fails. Magic from items which have no direct spell equivalent are not affected, although scrolls are.
  56. Polymorph self as often as desired but result always has the same colouration as the goblin. No healing effect and maximum size is that of a human.
  57. Can understand any language.
  58. Shillelagh. Goblin can magically produce a large magic club from nowhere as per druid spell but without the material requirement.
  59. Beguiling as per rod once per day, lasting 1 turn.
  60. Discord as per symbol. Requires that the targets enter into conversation for at least 5 minutes real time during which the goblin will subtly question the party's purpose.
  61. Wears large hat which operates as a bag of tricks (roll d8 for type instead of d10). Hat only operates for goblins.
  62. Wears a large floppy hat which polymorphs any object put into it, including the wearer. The current wearer was not originally a goblin. The changes induced can be dispelled, and remove curse will work on living things so affected but otherwise are permanent so long as the object is in the hat (living things will want to keep the hat and retains no clear awareness of their previous life/form). If removed, the effect wears off in about a day. Kingdom will not be changed but otherwise anything that fits into the hat will change into absolutely anything else which will fit into the hat at the DM's whim after 1d6 rounds. The hat has an owner who is immune to its effects and is looking for it. Unique, the hat is worth 10,000gp to a collector but only 1000xp to an owner.
  63. Berserker goblin! +2 to attack and damage, 12" move, AC 10. 
  64. Sells magic fruit from market barrow. Goblin is protected by a powerful curse (as per reverse of remove curse, at 9th level) and restricted from being very dishonest by a geas. The prices below are what he'll take. He'll ask for 2d10 more per item at first.
    • Apples (1d8 in stock) cost 10gp and prevent all disease for a day, including mummies, daemons, etc. ("Keeps the doctor away, they say, your honours"). 
    • Pears (1d8 in stock) cost 50gp and act as love potions if given to (and eaten by) opposite gender ("How's your father, my lord? Getting out much these days?" refuses to sell to women).
    • Plums (2d4 in stock) cost 5gp and grant +2 on all saving throws for an hour ("strengthens you up for difficulties, your lordships") non-cumulative.
    • Cherries (2d20 in stock) cost 1gp each and heal 1hp each ("help with hurts, sirs").
    • Apricots (1d12 in stock) 30gp each. +10 to saves against poison for an hour ("Keeps nasty things out of your blood, my friends"). Note that a natural 1 is still a fail. Non-cumulative
  65.  Legend lore ability, as per spell. One item at a time, thank you.
  66. Goblin is encountered sitting on a stone outside a house built into the bank of a hill or similar; the house is very large with a massive door. If talked to, the goblin will mention "her indoors" but is generally indifferent to passersby. "Her indoors" is a troll.
  67. Can shrink or enlarge by a factor of 4, at will somewhat like the first-level magic user spell enlarge.
  68. Passwall 6/day.
  69. Regenerates 1hp/round while above -10.
  70. High in iron. AC 0 (AT 3+3), hair made of wire. HD 4+4. MV 6".
  71. Lives in a giant owl nest with the giant owls who raised him. Very confused about his own identity as a goblin.
  72. Brewer. Makes 100 quarts of fantastic ale per year (in the autumn). The beer dismisses fatigue (application varies but, for example, a quart negates 10% of forced march fatigue). Price negotiable from 10sp to 100gp per quart depending on how much he thinks the buyer can afford. Addictive. Each quart consumed adds an addiction strength of 1. Each day, any character who has drunk the beer must make a saving throw against poison or be compelled to seek out the beer. The saving throw die is reduced by the current addiction strength. Heal or remove curse eliminates addiction, neutralize poison reduces it by 1d6. Once at zero, the addiction is broken. If the addiction strength exceeds CON and a day passes without drinking the beer, the character must make a system shock roll. If this is failed then CON is reduced by 1 until the beer is drunk. If CON reaches 0 the character dies.
  73. Slippery. Can not be held by grasp or shackle; can slip between any iron bars etc. more than three inches apart.
  74. Poisonous bite. Roll once per goblin - 1-3: sleep forever; 4-5: personality lost (like Void in Deck of Many Things); 6: death. First two can be cured by a dispel magic, remove curse, or the kiss of true love.
  75. Can issue a dying curse or geas on his killers if not below -3hp. Only if "unjustly" slain (basically, if he didn't attack first).
  76. 7hp. When "killed" splits into two goblins of 3hp each; when they're killed split into 1hp goblins which die normally.
  77. 4th level illusionist.
  78. Redcap. Each point of damage he does with his shortsword heals him by one point to a maximum of 20 (still fights as 1-1HD). However, if the blood on his woolen cap ever dries out he will die (subtract 1hp per day; 1hp per round in sunshine).
  79. Tracks as per ranger (ranger-lord if using UA rules).
  80. Magic Mushroom seller. Roll/pick from potion table ignoring any potions that affect others (eg, animal control). The goblin will sell mushrooms for the given effects. If the effect is poison or delusion, roll again for what he claims the effect to be. He will have a sample of this latter mushroom ready for testing/demonstrating. Price is ½ of the listed one but effects last for half the time that a potion would and require the eater to fail a save versus poison or the mushrooms will have no effect (remember dwarf bonuses).
  81. Farrier. Will shoe any horse for 1gp per leg in 15 minutes per shoe. The horse will move twice as fast as normal. After 6 days of such movement (whether consecutive or not) the horse will need to make a saving throw(Vs Poison) each time it is ridden beyond its normal speed or drop dead after 1d4 rounds. The goblin will not mention this side-effect and if challenged afterwards will simply say "What the hell did you expect would happen if you rode that fast?" The goblin's horseshoes can be removed by any village blacksmith.
  82. Gemcutter. Roll as per DMG p30 with +25 on die for skill level. Charges 50% more than normal and will try to steal the stone and replace it with a high-quality fake if the roll of percentile dice is equal to or less than the lower bound of the gem's base quality roll (DMG p25). For example, a stone is rolled as "51-70: fancy stone"; the goblin will try to steal it on a roll of 51 or less and will always try to steal 5000gp stones. Will not hold a grudge if caught, but won't stop trying to steal future stones either.
  83. Poisoner. Sells poisons as per DMG p20 at listed costs (will ask for double).
  84. Selling "golden lariats" for 2500gp which compel those tied up by it to tell the truth. In fact, 50% force the holder of the lariat to believe anything they're told by the person inside it. In either case the goblin will not be located again and a saving throw against spells blocks the effect. DM should roll save in secret in either case; wisdom bonus applies.
  85. Wardog trainer. Will train wardogs in 3 weeks for 35gp per dog (maximum of four dogs at a time). At the end the dogs will understand a range of incredibly complex instructions such as "attack the third one from the left" so long as they are about combat or guarding. They will also never attack any goblin, bugbear, or kobold, and will attack gnolls and gnomes on sight, regardless of orders.
  86. Faker. Sells a range of 6+6 magic items from DMG for list price. They are all normal items with illusions on them so that they can be demonstrated. The magic wears off at the next full moon. He will have one real item of medium value which is kept back.
  87. Fortune teller. For 1gp will foretell one event in the character's life. Does not tell of the outcome but is 100% accurate. So, if the goblin says "you will meet the devil tonight" then the character will for some reason encounter a devil tonight but what happens after that is unstated. The first time a character comes to the goblin the prediction will be fairly dull. The next time the price will be 10 times greater and the fortune more significant. Each visit increases the price by x10 and the importance of the events greater and more dangerous. Effectively, the goblin is making the events happen rather than predicting them. DM needs to be careful with this one.
  88. Charm seller. Sells a "luck charm" made of green stone for 30gp. Gives +3 on the next saving throw; +2 on the one after that and finally +1 on the saving throw after that. 20% grant penalties in the same way instead of bonuses.
  89. Made of leaves. The goblin is made of leaves and changes colour with the seasons. Damage from weapons and magic missiles simply disperse the leaves, which swirl together again, effectively regenerating 1hp per round no matter how low the goblin's points go. Fire, acid, and various area effect spells such as cone of cold will do real damage and eventually kill it.
  90. Double body. The goblin is actually two goblin bodies joined back to back (with 2d8-1 hp, fighting as 1HD). When in a hurry first one body runs and then lets the other run while it rests. Surprised only on a 1 and can fight two opponents at the same time.
  91. Horse Whisperer/thief. Will promise to guide the party or show them something which requires dismounting; simply jumps on biggest horse and scarpers. Has the ability to charm horses by word.
  92. Ventriloquism.
  93. Is familiar for a witch, who is watching proceedings through his eyes, and is likewise capable of casting spells as if he were a projected image.
  94. Is scouting for children for the oven of his green hag mistress.
  95. Is scouting for selfish people for his night hag mistress.
  96. Is scouting for food for his black dragon mistress.
  97. Is a polymorphed prince. LG and shunned by real goblins but with no memory of his previous life. Very depressed.
  98. Inventor. Telescopes, astrolabes, food mixers. All made from bits of other things, anything purchased will fall apart after a few weeks. Eccentric and neutrally aligned.
  99. Would-be bard. Mandolin and floppy hat. Plays well but sings like a tortured cat.
  100. Chef. Renowned among humanoids, The Great Oesophagus runs a campsite deep in the forest where he serves food of the highest quality ever seen by his typical clientèle. The encounter is either with this camp (which is very large) or with a group of humanoids travelling there. The hill giant bouncers enforce a no-fighting safety rule as well as a no-elf rule. Humans will be allowed in if not obviously good-aligned but will have to remove helms and leave weapons at the entrance to the deep dell of the camp. Due to its ingredients, eating the excellent food is an evil act which will require atonement for any Good-aligned creature. Some of the contents of Oesophagus's larder are still alive and their families may pay a reward.

Saturday, 13 April 2013

Armour and Shield for Monster Manual Men (and Women, Stan)

The monster manual helpfully provides a list of chances that various classes will have magic items. Unhelpfully, the categories used do not match up with the random tables in the DMG, making a random encounter with humans one of the most tiresome things that can happen to a DM playing wilderness encounters by-the-book. The problem categories are "armour" and "shield".

Here's those two classes of items split into groups using the frequencies from the DMG and without the cursed items.

Armour
For DMG-based campaigns just roll on the following table. For UA-based games, roll 1d6 and on 1-3, use this table and on 4-6 use the second table.

d%Armour
1-11Leather +1
12-21Plate +1
22-30Plate +2
31-39Ring +1
40-48Studded +1
49-55Chain +1
56-62Scale +1
63-68Chain +2
69-74Scale +2
75-80Splint +1
81-84Plate +3
85-88Splint +2
89-91Chain +3
92-94Plate +4
95-97Splint +3
98Plate +5
99Plate of Etherealness
00Splint +4

d%UA Armour
1-10Leather +2
11-18Field plate, +1
19-25Bronze plate +1
26-32Elfin chain +1
33-39Field plate, +2
40-46Full plate, +1
47-52Leather +3
53-58Studded, +2
59-63Bronze plate +2
64-68Elfin chain +2
69-73Full plate, +2
74-78Ring, +2
79-81Elfin chain +3
82-84Field plate, +3
85-87Full plate, +3
88-89Chain +4
90-91Elfin chain +4
92-93Field plate, +4
94-95Full plate, +4
96-97Scale, +3
98Anything
99Elfin chain +5
00Field plate +5

Shields
The first table is for plain DMG shields, and the second is a combined table for using with Unearthed Arcana, so you don't roll to see which table to use, you just use one or the other.

d%Shield
1-41Shield +1
42-64Shield +2
65-82Shield +3
83-91Shield +4
92-96Shield +5
97-100Shield, large; +1, +4 Vs Missiles


d%UA Shield
1-26Shield +1
27-41Shield +2
42-53Shield +3
54-59Shield +4
60-62Shield +5
63-65Shield, large; +1, +4 Vs Missiles
66-83Buckler, +1
84-95Buckler, +2
96-100Buckler, +3

Monday, 1 April 2013

Guards! Guards!


Ready for Action!
Men-at-Arms
That's enough Terry Pratchett titles for now.

The BtB stance is that 1% of the world's human population are capable fo advancing in level in the way that the PCs do. But, in addition to these, there are several other types of character who have aspects of such "full" characters. Spys, for example, have levels but not XP and have a very small subset of the Assassin's skill set (ie, spying) which increases with their level. Interestingly, no guidance is given as regards to hit points.

But the most common "semi" characters are the watchmen and mercenary soldiers  who are encountered either patrolling areas or guarding specific places.

Unlike the spy, these characters do no increase in level, at least in any formal mechanical way laid down in the rules, but they do have the full list of abilities from their model class, specifically "Fighter".

The default level of these fighters is zero - the men-at-arms level where the fighter has 4-7 hp, and seems (from reading the details for clerical followers) to have 3 weapon proficiencies. Their ability scores run from 6 to 15 except
for STR which ranges from 7-16, and CON which ranges from 9 to 18.

Some improvised weapons are more frightening than others
These guys are still a step up from the normal soldier of pseudo-mediaeval times, who would in fact probably be a fit farmer with some padded armour and some agricultural weapon nailed to a long stick or pole. Those guys have 6-15 across the board and d6+1 hp and can fight at level 0 with their one weapon (if that). They're the bulking agent of armies and guard houses - very cheap, very expendable, not very reliable. We'll not worry further about them.

"Take me to the correct movie reference!"
Carry on, Serjeant
Getting back to the men-at-arms, they are essentially "privates" or "constables"; they have no leadership qualities. The initial step on the command ladder is the "Serjeant". There can be as many as 1 serjeant per 5 men-at-arms, and as little as 1 per 10. What happens if these numbers are ignored? Well, in the case of too many serjeants, probably nothing more than wasted money and perhaps arguments over who's in charge, whereas too few serjeants probably means a morale penalty.

The serjeant is equal to at least equal to a first level fighter and their ability scores are slightly different, although still (I think) based on 3dA (averaging d6s where the 1 is replaced by a 3 and the 6 by a 4). For serjeants, this is boosted by 2 for STR and only 1 for CON, for ranges from 8-17 and 7-16. Hit points are based on 1d10.

While mercenary serjeants are always 1st level, watch serjeants range up to 3rd (presumably reflecting the lower rate of mortality in the upper ranks or something).

Interestingly, the rules seem to assume that in a city the 1st-level serjeants will all be assigned to watch patrols rather than being put with "City Guards" who seem to have more localised briefs - gates, walls, and police functions, which I take to mean more or less riot-police rather than beat-police. City guard leaders are always at least 2nd level.

"I'm 3rd level, you know. Or is it 4th?"
As The Sparks Fly Upwards...
...so the serjeant takes orders from someone else. Specifically, a lieutenant.

The mercenary lieutenant is 2nd or 3rd level; the watch lieutenant 4th or 5th. Each lieutenant is able to command their level times ten men-at-arms, although these must still be handled by the normal number of serjeants (who do not count towards the limit). Beyond this, the lieutenant is also able to handle a number of "special" serjeants equal to their own level. These serjeants are available for tasks other than simply directing troops.

The ability scores for lieutenant are not spelt out, personally I would use the serjeant method for those under 4th (ie, hero) level, and switch to the "special character" method from DMG p11 for those of 4th level and up with class minimums applied, so that STR and CON would run from 9-18 and 7-18 but with an average of 13.

"Captain", not "King"
Aye, Aye,  Captain
Top of the chain is the captain. The mercenary captain runs from 5th level up to 8th (yes, that means mercenaries have no 4th level fighter equivalents BtB - maybe they have a gap year) but is mechanically very similar to the lieutenant except s/he can command twice as many troops per level. So a 7th level captain can have 140 men-at-arms at the bottom of the command pyramid they lead. The captain may additionally have a number of lieutenants on special duty equal to their own level.

Captains are assumed to lead homogeneous troops - i.e., they lead "light foot" or "longbowmen" or "medium cavalry".

Both the captain and the lieutenant cost 100gp per level per month, which includes their uniforms, food, and barracks/housing.


Paying the troops
Economics (Stupid)
Let's look at the make up and cost of a large watch in a city which is headed by the highest level captain (8th) working at full capacity; what are the numbers?

The bottom level is limited by the captain's ability to command, so that's simply 160 guardsmen on duty at any one time. This number of guards requires 4 lieutenants of the 4th level (or 5th, for that matter, but 4th is cheaper) and 16 serjeants. The captain has up to 8 assistant lieutenants and the 4 "command" lieutenants have up to 4 assistant serjeants each. 8 assistants seems excessive, so I'd pare that back to a nice Bilko-style 2. Similarly, I'll take half the normal number of assistant serjeants.

We'll assume that the guards themselves are classified as light troops and cost 1gp per month with the serjeants costing 10.

That comes to a total of: 1 captain (800gp), 6 lieutenants (2400gp), 24 serjeants (240gp), and finally 160 men-at-arms (160gp).

So that's a total guard compliment of 191 with a monthly cost of 3600gp and an annual cost of 43200gp.

For a fighter, that equates to a city population (men, women, and children) of 10286 just to pay the guard (assuming PHB taxation levels); for a cleric that comes down to 8000 BtB. This in turn, gives a population to guardsmen ratio of  between 54 for the fighter and 42 for the cleric. Magic users are even more disadvantaged with a required population of 14400 and a population to guard ratio of about 76.

"We're collecting for new uniforms...bit tactless I suppose."
These population figures are pretty high for a mediaeval English city and we should probably double them to come anywhere close to a total monthly cost for running the place, but on the other hand ancient Rome is reputed to have had more than a million inhabitants (many, many arguments on this point) and even with doubling costs could have supported something in the region 15,500 men-at-arms plus their commanders using these figures which equates to 5185 guardsmen guarding the city during any 8hr shift (you hadn't forgotten that, had you?), although all could potentially be called up in an emergency.

I literally have no idea whether this is realistic or not, although the figure for Rome seems low but on the other hand, I've pulled the "doubling" cost for the whole of the city's infrastructure out of nowhere so maybe that's the issue.

Anyway, the point here was to look at what the 1e rules imply (probably unintentionally) about what it means to "encounter a watch patrol" and also what resources the NPC town or castle owner may have for assigning higher level guards to high-status locations such as treasure vaults and important prisoners while still preserving the particular mix of 0-level men-at-arms within the setting.

Inappropriate armour's not just for women
Repeating 20's at 20 Yards
Those men-at-arms are not to be ignored, particularly by non-fighters. They can be using missile weapons, and they can also simply overwhelm a party in the open by a mass overbearing charge. Even against fighters, if the men-at-arms can get within missile range, the combat tables and the limits of shields mean that even +5 platemail and +5 shield is not truly proof against their attacks (a dozen longbowmen will do an average of 1¾hp of damage per round if they can pin down such a target behind a ditch or in a courtyard, more if they can surround it).

While spellcasters are essentially neutralized by mass melee combat (they can certainly still use magical devices but so can everyone and even then overbearing and grappling is a major threat), the fighter should come into his/her own with a 4th level fighter able to attack four men-at-arms in a round and a lord being almost untouchable in melee by normal humans.

"Elementary, my dear Robin."
You've come to Nottingham once too often! (Which is to say "once")
Thus the game is designed for Conan's slaughter of Bêlit's crew, or for the attack on the castle to come down to the "main event" of Errol Flynn against Basil Rathbone - the two high level characters must resolve the combat between them. Hector must face Achilles; Ferdia must try to stop Cuchulain. Everyone else who tries just adds to the pile of bodies that line the battlefields like the embankments of a red river.

This is absolutely the origin and intent of the multiple attacks against <1HD rule and once the DM starts placing even 1st level fighters in every guard post or along every stretch of curtain wall, that is lost if one is playing by the book. It can be patched up, of course, by changing the threshold at which one grants the multiple attacks and I think that's particularly useful when play is not centred around areas with lots of humans. Having a single normal orc "block" the multiple attack ability seems okay when the fighter is 2nd level, but by 10th level it seems obviously out of whack when the same fighter can slice across a normal battlefield like a tank.

I have tried a "sliding" version of the rule where, for example, a 10th level fighter would get 2 attacks against an opponent with 5HD but it's irritating and fiddly in the middle of AD&D's very fast combat resolution and currently I'm thinking about giving the full number of attacks if the opponent's HD are less than half the fighter's.

Friday, 8 March 2013

The Travellers [Monster/Race]

The Travellers
The mysterious race known to the Druids as "Travellers" come from some alternate PMP where psionic powers are much more commonly developed by that plane's "humans" than in the normal AD&D world. The actual "Travellers" are a group of these humans who have developed the psionic science of "probability travel" and combined it with a desire to explore the multiverse. It is surmised that most of the race stay at home and thus do not become Travellers, and there is no over-all name for the race, who's homeworld is unknown, at least on any world where magic works.

All Travellers have Int, Wis, and Cha of at least 13 (roll 4d6, discard lowest and move any score under 13 to 13), with one of the three being 16 (pick at random or choose); their other ability scores are in the normal 3-18 (just roll 3d6) range. Psionic strength is calculated using 1d20x5 plus the normal bonuses given in PHB.

Travellers select their attack and defence modes in order (ie, a Traveller with 2 attack modes must take A and B; one with 4 defence modes must take F-I).

Disciplines are rolled on the PHB table using 1-60 (d3 + d20) plus 40, and probability travel must be selected as a major discipline.

The level of a Traveller when encountered will be 1d6+5 (or enough to have obtained all their rolled disciplines, whichever is higher) and they generally function as magic users for purposes of which psionic disciplines and magic items they may use, but they have 8-sided hit dice and may receive up to 2hp per level CON bonus. They may use any weapon but receive a -4 penalty for any melee weapon (they use missile weapons normally).

Their homeworld is technological rather than magical to a degree that they suffer/benefit from the same relationship to magic as dwarves do in respect of magical saving throws and difficulties using certain items (they have no special bonuses as regards poison, however).

They regenerate 1hp per turn so long as they are alive.

Those encountered will be Chaotic but may be of any morality from Good to Evil, and 90% are male (due to socio-political issues on their homeworld, it is assumed, although perhaps that is just the sex-ratio of their race). They tend to travel alone, but the more powerful practitioners may use some of their psionic ability to bring non-Traveller companions along on their adventures across the worlds.

Although able to travel to the Outer Planes, the Travellers are known to avoid such and it is thought that their technological background somehow makes such locations more dangerous for them in some way. They may be encountered on the Inner Planes with more regularity but even then only if the Traveller's disciplines will are those that make the environment more survivable for them.

Travellers have various reasons for their travelling and some are rivals while others friends or lovers of sorts, but no example is known of two Travellers regularly travelling together. They are uniformly tight-lipped about life on their homeworld and do have a tendency to treat other intelligent beings with a touch of condescension. If they join a party, it will always be as leader (this may not be stated up-front, but it will always be assumed by the Traveller).

Each Traveller will have fields of interest as per a sage but they travel light and may or may not have facilities equal to a library with them when determining chances to know specific information.

Companions
Due to the requirement that the Traveller is the leader, any characters who agree to join them become NPC henchmen under the Traveller's direction. This does not preclude "short-term engagements"; basically single adventures.

Plot Hooks
A Traveller is posing as a sage in a city and has been buying items off adventuring parties which correspond to his/her field of interest. Players being what they are, it will only be a matter of time before they attempt to rob the Traveller. The Traveller's companions may also turn up as hired help for parties investigating particular areas/legends relevant to the Traveller.

A Traveller sans companions materializes by a party who are lost or otherwise desperate and offers to transport them to safety if they first help him/her investigate some nearby site. Depending on the Traveller's alignment, they may not honour this but in any case a successful outcome may result in an offer to take either PCs or henchmen on as companions.

The party come across a village decked out in Nazi insignia. A Traveller has studied Hitler and other fascists and decided that the system is a good one but only where there is no threat from other technologically advanced nations. Using their psionics, they have dominated (perhaps literally using that power) this area as a test bed. The local blacksmith has made a crude tank powered by steam under direction of the Traveller. Currently it fires nothing more effective than steam (3" long cone, 2" wide at terminal, 2d6 damage, save against breath weapon for half) but the Traveller is considering taking on a magic-user companion to beef it up a bit.

An injured and slightly delirious Traveller is encountered who is being pursued by "silver suits"; s/he is keen to get in touch with "Giji and his sons". What these things may be is up to the DM.

An evil Traveller has taken up a position of power in a neighbouring area (probably as the power behind a throne) and is spreading their influence over the surrounding territory. The PCs are contacted by a noble who has lost his lands and wishes to hire a group to investigate and overthrow this new power. The noble is eventually revealed to be another Traveller, a long-standing foe of the evil one. If the evil one flees this world, the good one will follow, possibly after offering companionship if the party has been helpful.

A Traveller contacts the party, seeking "those who can deal with the exceptional". The barest of plans will be outlined but the target is apparently some artefact of great power guarded by many terrible monsters whom the Traveller describes as "nothing you have ever encountered before". The Traveller is not worried about these monsters and in fact seems eager to get started, excited even. The size of the party is limited by the Traveller's probability travel power as the artefact in question is on The Starship Warden.

The party is openly contacted by a Traveller who wishes to be shown the "unique flora and fauna of this world" and is willing to pay in both gold and a smattering of "magic items" which may, in fact, be technological items such as video phones, laser pistols, super-insulated tents and other similar equipment which is useful for adventuring.

And so forth... Eventually the Gay Deceiver will make an appearance and then all bets are off!

Sunday, 10 February 2013

What's the Point of a Campaign World?

A campaign world gives the DM the ability to try different settings (tropical swamps, arid deserts, highly magical areas, suppressed magical areas, underwater kingdoms, sky-realms etc.) while allowing the players to adventure there without rolling new characters.

For radically different settings which would logically distort the gameworld too far (cars and aeroplanes; spaceships etc.), the alternative PMP, and the Inner and Outer Planes serve the same function.