Sunday, January 11, 2009

Talos!

Friday's post about Gygax's suggested ways to break an artifact drew some good comments, including some great chitchat about the "triple iron golem", Talos. Jamie Mal reminds us that the bronze Talos of Greek myth appeared in the 1963 adventure film Jason and the Argonauts.

Harryhausen effin' rules.
Take away the sweet beard on that dude and you end up with someone who looks a heckuva lot like the Sutherland illo of the iron golem from the 1st edition Monster Manual.

That dude is hosed.Note the radical difference in size between Talos and the canonical iron golem. I think Gygax's version of Talos made an uncredited appearance in the old D&D cartoon, as in one episode the kids tackle a MUCH bigger animated iron statue that otherwise resembles the Sutherland illo. Hank the Ranger fires energy bolts from his magical bow that wrap around the statue's ankles. It trips and when it hits the ground the dude falls apart into a bunch of hallow pieces. I'm pretty sure Hank's bow shoots the same shiny yellow plot-energy that Black Vulcan of the Superfriends uses.

Incidentally, according to my Googling the mythological version of Talos also made an appearance in the Gargoyles cartoon series. I wish I had caught more of that when it was on the air regularly. That show frequently used mythological characters from lots of cultures. Here's the Gargoyles version of Talos:

I know it's been used a million times, but I still dig glowing red eyes peering out of a darkened helmet.
Gameblog reader jamused brought up the possiblility of "triple iron" being an heretofore unknown metal with treble the qualities of ordinary iron. I like that a lot. In the future I may have to describe some magic weapons or armor as being composed of triple iron. And Ian Sokoliwski suggested the perfect model for my idea of what a triple iron golem might look like: the Tri-Sentinel, an old once-off Marvel Comics menace created by an irate Loki and destroyed by Spider-Man while he was serving a stint as Captain Universe. Dig it:


BAsed upon the MM entry for iron golems, here's Labyrinth Lord stats for a triple-faced, triple-armed, triple iron Talos:

TALOS
# Encountered: 1 (unique)
Alignment: Neutral
Movement: 60’ (20’)
Armor Class: 1
Hit Dice: 54 (240 hit points)
Attacks: 3 or 1
Damage: 5d12 (punch) or 10d10 (stomp)
Save: Fighter 20
Morale: 12
Hoard Class: none

In combat this unique construct normally strikes with three fists, but it can instead opt to stomp any single creature orge-sized or smaller. In addition to striking with three of its six arms, Talos may breather a cloud of poisonous gas 30' in diameter every other round. Anyone caught in the cloud of gas muct save versus poison or die. Only magic weapons of +3 or greater enchantment may harm Talos. The only magic effects that work on Talos are electrical. A lightning bolt has the effect of a slow spell for 1-3 rounds. Magical fire actually heals Talos. Being constructed of Triple Iron rather than ordinary iron Talos is immune to rusting effects.

Hephaestus constructed the orginal Talos. Loki magically merged three Sentinels to create his triple monstrosity. I think my Talos will be the product of those guys from the first Star Trek pilot, the Talosians.

Maybe ol' Captain Pike can help the PCs break the Wand of Orcus.

Saturday, January 10, 2009

It's Shatnerday once again my friends.


Today's image is the cover of this sweet notebook fellow old schooler Victor Raymond sent me. It's slightly smaller than digest-sized and the insides are graph paper. You can get your own here.

Thanks, Victor!

Friday, January 09, 2009

International Traditional Roleplaying Week

I just wanted to remind folks that tomorrow begins TARGA's International Traditional Roleplaying Week. My own personal contribution will be to attempt to get my Cinder campaign up and running on Wednesday of next week. So if you're in the Champaign-Urbana area and want to throw some to-hit dice at some monsters, come join me at the Armored Gopher at 7pm Wednesday night. Feel free to email me (jrients at gmail dot com) if you want more details. My basic plan with this campaign is to show up at the game store every other Wednesday and ask everyone who walks in the door if they'd like to play. On days where I get no players, I'll just hunker down for an hour or two and work on the campaign.

Throw the what into the crack of what?

POSSIBLE DESTRUCTION MEANS FOR ARTIFACTS/RELICS

Artifacts and relics are virtually impervious to magical and physical harm and each may only be “destroyed” by a single legendary means. Frequently, the supposed “destruction” is actually a form of nullification or containment of the artifact/relic, but results in the neutralization of its powers for vast periods of time. The following table suggests various means that might apply to the destruction of an artifact/relic and is open to additions and alterations by the DM. No artifact/relic should have the same nemesis as another; though the means may be the same, the specifics should vary. It should be kept in mind that the means of destruction are as a rare and unattainable as are the artifacts/relics themselves. Actively seeking the destruction of an artifact/relic is tedious, demanding, and fraught with great perils to body and soul, and the chances of surviving the destruction of the artifact/relic are minute without the grace of the gods.

The way to destroy a particular artifact/relic is to:

1. Melt it down in the fiery furnace, pit, mountain, forge, crucible or kiln in which it was created.


2. Drop it into or bury it beneath (1) the Well of Time, (2) the Abyss, (3) the Earth Wound, (4) Adonais’ Deep, (5) the Spring of Eternity, (6) Marion’s Trench, (7) the Living Stone, (8) Mountain of Thunder, (9) 100 adult red dragon skulls, (10) the Tree of the Universe.

3. Cause it to be devoured by (1) Cerebus, (2) a Lernaean Hydra, (3) a Titan, (4) an ancient Dragon Turtle.

4. Cause it to be broken against/by or crushed by (1) Talos, a triple iron golem, (2) the Gates of Hell, (3) the Cornerstone of the World, (4) Artur’s Dolmen, (5) the Juggernaut of the Endless Labyrinth, (6) the heel of a god, (7) the Crashing Rocks, (8) the foot of a humble ant.

5. Expose it to the penetrating light and flame of (1) the Ray of Eternal Shrinking, (2) the Sun, (3) Truth: that which is pure will become Light, that which is unpure will surely wither.

6. Cause it to be steeped in either the encephalic fluids of the brain of Bahamut (the platinum dragon), or in the black and foul blood from the heart of Tiamat, the chromatic dragon.


7. Cause it to be seared by the odious flames of Geryon’s destroyed soul or disintegrated in the putrid ichor of Juiblex’s deliquescing flesh.

8. Sprinkle it with/baptize it in the (1) Well of Life, (2) River Styx, (3) River of Flame, (4) River Lethe (the river of forgetfulness).

Legended items and regions should be placed by the DM in his or her own milieu in isolated locales – preferably warded by mighty mythical and magical guardians (e.g., the serpent which guarded the golden fleece).
All that’s taken from page 164 of the first edition Dungeon Masters Guide. I love this list. Here are some of my random thoughts, by entry.

1. What treachery is this? Could this be Gygax making a Lord of the Rings reference? Impossible! Everyone knows that Tolkien was but a minor influence on D&D! But more seriously, I like this option because it makes the DM think about where the artifact was created. And I get a kick out of pondering what sort of unholy kiln could create magical hands and eyeballs.

2. Dropping an artifact into the Abyss really speaks to me. It suggests that the Abyss isn’t just a place where demons live, rather it’s literally a hole in creation. Like a black hole but on a more cosmic scale. And what’s at the bottom of the hole? Is there a bottom? Only the bodaks know and they can’t or won’t tell you. 100 adult red dragon skulls seems like an easy one to me. Couldn’t you just use repeated polymorph spells to farm red dragons? Are the rest of the place entries references or did Gary just pull them out of his ass? I need to get googling.

3. The prospect of the PCs trying to figure out how to feed the Machine of Lum the Mad to Cerebus just makes me smile. At least you know where to find the critter, even if you don’t really want to go there. Lernaean Hydras and Titans are interesting choices here, since you can just encounter them on the wandering monster charts. By ‘ancient’ Dragon Turtle I assume the draconic definition of ‘ancient’, i.e. maximum hit points. Maybe you could follow one of Apesh’s maps to destroy your artifact.

4. By ‘triple iron golem’ I assume that Gygax means an iron golem with three times as many hit points and three times as large, but I’d be up for a three-headed golem myself, maybe with three bodies joined shoulder-to-shoulder-to-shoulder. Crushing something with the Gates of Hell would be a neat idea. I kind of imagine that Ol’ Scratch likes to keep them open to welcome all comers, so you’d probably have to fight the bad guys before you could close them. Is Artur’s Dolmen at Stonehedge? Should I start rolling percentile dice every time PCs encounter ants, to see if any of them are humble?

5. Given that my campaign setting includes space travel as an option, dropping an artifact into the Sun wouldn’t necessarily be that hard. Just go to the spaceport and hire a cab. I don’t know which I find more intriguing, the idea of Eternally Shrinking something or the fact that in the middle of this section Gygax suddenly waxes philosophic on the nature of Truth.

6. The typical Lawful character in my campaign would probably balk at this one. You’re basically telling them that to destroy an artifact they need to first kill God, or possibly Satan.

7. This entry is pure poetry. “The Odious Flames of My Destroyed Soul” should be the name of a ridiculous goth band.

8. I like how Uncle Gary goes to the trouble to remind us what the River Lethe does. In case we forgot.

Have any Gameblog readers played in a campaign where someone destroyed an artifact using one of the methods Gygax lists? Have any DM’s out there put Adonais’ Trench or the Cornerstone of the World on their campaign maps? I’m thinking of putting one or two of these strange places onto my hexmap, just ‘cause I can.

Thursday, January 08, 2009

here's a draft

I've been working on a Make-Your-Own-PC handout for my next couple of game projects. Here's what I've got so far. Did I leave anything out?

Wednesday, January 07, 2009

adding 'Eldritch' makes everything cooler

Without a doubt Supplement III: Eldritch Wizardry is the most badass of the original D&D supplements. Most of the rules additions it presents push D&D into a darker, more metal direction. You get a playable druid class, from back when druids were into human sacrifice rather than hugging trees. (Though I must admit I also like hippie druids sometimes.) You get a psionic system that in many ways is better than the attempt to improve it in AD&D. And you get demons. Weird, vicious demons were one of the monster types curiously absent from the OD&D monster list. And of course there’s the naked chick on the cover. By the time I got into D&D they were hiding that sort of stuff inside the book. Later of course it was excised altogether. You know, to protect us kids from the dangers of seeing ink curves vaguely resembling boobs. In this modern internet era that concept seems quaint as well as dunderheaded.

And then there’s the artifacts and relics. Some days I wonder if the game would have been improved by dropping all the bland +1 swords and going with a moreartifactish line-up. Maybe keep one-shot items like potions and scrolls and replace the rest of the magic section of the DMG with guidelines for building your own artifacts. Other days I wonder whether or not Eldritch Wizardry was the Unearthed Arcana of the seventies: full of ridiculously awesome stuff but maybe hurting more games than it helped. In many ways Eldritch Wizardry is the closest TSR ever got to that gonzo Arduin Grimoire vibe. I can’t help but think that today a veteran DM running the Holmes Basic rules plus Supp III would make for a helluva campaign.

But as a kid I only knew of Eldritch Wizardry as an old book occasionally mentioned in passing in Dragon, or as a single line on old product listings. Druids, psionics, demons, and artifacts were integrated parts of AD&D, but not the Basic/Expert rules I started with. I’m pretty sure I for my Basic Set in June of 1981, as a birthday gift from my Mom & Dad. I could be off by a year, but it was definitely the summer of either ’81 or ’82. The year after that I bought my first set of Advanced books at the after-Christmas sale at the K-Mart in Bloomington, Illinois. They must have over-ordered the D&D stuff because I believe I paid only five bucks for each book (PHB, MM and Fiend Folio), except for the DMG, which might have been seven fifty.

This was back when D&D was having its first mainstream success and you could find entire lines of product at toy stores. My first Basic set came from the now-defunct mall-based Kaybee Toys. I bought lots of stuff in toy stores, book stores, and department stores. My buddy Pat used to get a lot of his gaming stuff at a freakin’ hardware store of all places. My first Holmes Basic rulebook was purchased in the late eighties, years after the Menzter Basic set had come out. It was sitting innocently on the book rack in the toy section of a department store, next to things like Strawberry Shortcake coloring books and wooden puzzles for toddlers. At the time I had no idea what Holmes Basic was. All I knew was that it had the two magic words and an ampersand on the cover and based upon the production values it looked like it predated my Basic set. And they only wanted 5 bucks for it.

Anyway, by starting with Basic D&D and later ‘upgrading’ to AD&D as a kid I associated all the cool stuff in Supplement III with Advanced play. If you wanted to play grown-up D&D, you clearly needed stuff like psionics and demons in your game. As a young man this introduced a certain tension in my DMing style, as I clearly wanted to use this stuff to show off how mature I was but I also assumed that I wasn’t experienced enough of a Dungeon Master to pull it off. To this day I tend to shy away from AD&D/Eldritch psionics. I use more demons but I tend to gloss over their psionic abilities. I’ve played some druids but never made much use of them as a DM.

And I think I’ve used exactly two artifacts straight out of the book. Once I managed to bleed my high school group dry of gold pieces by putting the Ring of Gaxx up for auction. They pooled their resources to make sure they won the bidding and then proceeded to squabble over who got to wear it. Sadly, it never reached the point of outright PC-on-PC violence. The most likely instigator of such action was distracted by his paladin being slowly corrupted by the demon lord Pazuzu. I had hoped that he was going to ask his ‘guardian angel’ to get the Ring for him, but he never took the bait. Sadly the campaign ended before that subplot could come to a head. I had in mind this endgame where Jonathan’s paladin would be transformed into a death knight and then totally crush the rest of the party. I think he would have gone along with it, too.

The other time I used an artifact out of the book was for my first post-3e campaign. My Greymoor campaign (so-named because it was set in First Fantasy Campaign version of Blackmoor merged with Greyhawk’s version) crashed and burned mainly because at first I didn’t grasp how different 3e was from its antecedents. Attempting to use templates without understanding Challenge Ratings nearly ended in a TPK when the party threw down with some Fiendish Half-Dragon Gnolls. And when Pat’s sixth level cleric started mass producing magic items I freaked out. Running AD&D after that fiasco helped me get my equilibrium back. I felt so much more at ease with the older system that at one point I literally just handed a player a write-up of the Recorder of Ye’Cind, just to see how it would turn out in play. “Here, your new PC has an artifact.” Dude ended up not using it too much because the more experienced players at the table warned him that artifacts often come with undocumented bugs.

So with my new campaign I’m trying to work out some of these kinks in my DMing style. For starters more magic items will be of an artifact-type nature. I’m considering adding some demon summoning spells to both the magic-user and cleric lists, at lower spell levels than baseline D&D. As I mentioned earlier in the week, I’m also trying to come to grips with how to handle druids. On one hand I like the Supplement I: Greyhawk version, where they are a NPC-only group and druidic powers are expressed as the ability to cast both cleric and MU spells. That spell ability adds a certain mystique to the class, since under OD&D a PC is not allowed to be a cleric/magic-user (also true for my campaign’s system of choice, Labyrinth Lord). A clever and ambitious PC might try to get into the druidic cult to gain some of their mojo. This lines up nicely with my approach to psionics, where a PC might be able to gain access to psi powers providing they can find a guru willing to teach them the mental arts. On the other hand, some players just want to play a druid without messing around a bunch. Simply adapting Frank Mentzer’s version of the class would cater to that demographic. I like players getting to play what they want, but at some point you cross the line from accommodating players to pandering to them. Which side of that line the druid should be on isn’t entirely clear to me right now.

Tuesday, January 06, 2009

Here, have some monsters

Here's for critters I made with The Random Esoteric Creature Generator over lunch today.

The Terror on the Moor

# Encountered: 1
Alignment: Neutral
Movement: 140’ (35’)
Armor Class: 9
Hit Dice: 6
Attacks: 1
Damage: d10
Save: Fighter 3
Morale: 10
Hoard Class: XIV

This freak of nature appears akin to a giant floating rose-bush, some 15 feet or more in diameter. The Terror on the Moor moves via levitation, normally floating only a foot or two off the ground, low enough that the long hair-like growths on its underbelly leave trails on soft soil. It can raise itself up to about 10 off the ground if necessary. The Terror attacks by lashing out with one of four long, thorny tendrils. Should an attack roll succeed by four more than the number needed, the victim is drug underneath the creature and two shorter feeding tendrils automatically cause an additional 2d8 points of damage. As the feeding tendrils drain the blood of the victim the white roses dotting the body of the Terror slowly turn red. The red hue lasts d6 days per victim, after which time the creature will hunger again. When given a choice the Terror on the Moor always picks demihuman and humanoid victims over humans.

The Pale Shamblers

# Encountered: 2d6
Alignment: Chaotic
Movement: 120’ (40’)
Armor Class: 6
Hit Dice: 3
Attacks: 1
Damage: d10 (bite)
Save: Fighter 2
Morale: 9
Hoard Class: none

These albino ursoids move with an unsteady but relentless gait. The Pale Shamblers feed not only on the flesh of their victims, but also take psychic nourishment from the fear generated by their long, shuffling hunts. Normal metal weapons cannot harm them. They can only be damaged with wooden weapons or enchanted metal. In total cave darkness or under new moons these creatures see as well as a hawk in a sunlit sky. The clanking of metal disturbs these monsters’ ears, leading them to attack anyone in platemail armor.

The Spiny Ones

# Encountered: 2d4
Alignment: Chaotic
Movement: 120’ (40’)
Armor Class: 4
Hit Dice: 1
Attacks: 1
Damage: d6+1 (claw or quill)
Save: Normal Man
Morale: 9
Hoard Class: none

A species of roughly man-sized reptilian quadrupeds with long porcupine-like quills festooning their backs, the senses of these creatures are so acute that they can never be surprised by normal means. (A thief moving silently or an invisible adventurer may still achieve surprise.) In combat half of the Spiny Ones will engage in melee while the rest will turn around and launch quills at their foes, which have the range of a light crossbow. Anyone pierced by a quill will be implanted with a Spiny One egg about the size of a mustard seed. The egg hatches 2d6 weeks later and a small (1 hp, d4 damage) Spiny One bursts from the victim, who must save versus death. A successful roll indicates only 3d6 damage, failure indicates a messy death. The newly born Spiny One will mature to full size in only d4 months, after which time its quills will be capable of laying eggs in new victims.

It Lurks In the Ruins

# Encountered: 1
Alignment: Chaotic
Movement: 120’ (40’)
Armor Class: 5
Hit Dice: 8
Attacks: 3
Damage: d8+1 (2 claws)/poison (spittle)
Save: Fighter 8
Morale: 11
Hoard Class: XX

This horrific being might be a mutant born in the strange radiations of the Freaksome Forest or a demon conjured from one of the Unknown Hells. It resembles no less than a man-sized centauroid nightmare-combination of snake and insect. Its head can be likened to that of the hooded cobra, save for its multifaceted insect eyes. From Its sinewy upper body issue two massive, carapaced mantis-arms, while Its snakelike torso eventually gives way to a scuttling millipede body. In combat It spits poison at a single foe, with a range of 30’. If struck the target must save or spending d6 rounds in utter agony ending in a spasmodic, shrieking death. In the same round the creature may attack with both mantis-claws. A natural twenty on the to-hit roll indicates that the powerful claw has snipped off either an arm or leg (50/50 chance). Roll 1d6 to determine the degree of amputation: 1-2 at wrist/ankle, 3-4 at elbow/knee, 5-6 at shoulder/hip. It has never been known to venture from the ruins that serve as Its lair, but you never know.