Constructs

Constructs in D&D. (These others could likely be used for AD&D as well.)

A construct is a monster that is not actually alive, but which has been created magically. A Lesser construct is costly to make, and can be hit by any weapon. The Lesser constructs in the D&D system include iving statues (Basic Set), magen (game adventure X2), and juggernauts (X4).

A Greater construct is very expensive, but can only be hit by magic weapons. The Greater constructs include gargoyles (Basic Set), golems (Expert Set), and drolems (this set).
The following general rules apply to all constructs:

  • They can be created only if the proper magical process is used. This often involves a special book, libram, or tome, plus special materials (which must usually be purchased), certain spells, and time.
  • The time needed varies by the size and power of the construct, but is never less than a week, and may be greater than a year.
  • They do not heal normally; magic must be used to cure them of any damage incurred.
  • They are immune to the effects of poison (since they are not truly alive), and mental effects (charm, sleep, illusions, etc.).
  • They do not reproduce; there are never “baby gargoyles,” for example.
  • The DM may add special treasures (such as a book of gargoyle creation) if desired. Player characters may wish to use constructs to help guard castles, dominions, or special treasures.

THE RESURRECTION MACHINE

Resurrection is an interesting topic for discussion in AD&D, and D&D. Depending on your view and use, it alters and defines your campaign. I believe that a Gamemaster or Dungeon Master should put some thought into exactly what purpose it should serve in the campaign.

Will the playing characters have to go on a massive quest to seek out an artifact or deity? Will they have to gather up a gazillion gold coins to pay Pope Hat Bob to resurrect a fallen friend? Do they simply have to drag their buddy down to ‘Resurrections R Us’ to have a priest say a few words? Or is it really Resurrection In A Bottle where the characters buy a few Resurrection potions at the Quickie Mart before an adventure and start downing them like Red Bull?

It’s up to you.

Recently I stumbled across the following articles dealing with Resurrection. The first is from StupidRanger.com and discusses both the good and bad of raising characters from the dead. And the second is from Runecarver discussing mainly the downside of Resurrection. Give both a read if you wish, and then also take some time looking here, too.

In my campaign, I believe that Resurrection should beused, but sparingly. It is a tool for the Dungeon Master to deploy in extreme circumstances as a plot device, quest for the playing characters, or divine intervention. So anyway, damn the torpedos … let’s discuss quickly.

  1. PLOT DEVICE:  “A plot device is an object or character in a story whose sole purpose is to advance the plot of the story, or alternatively to overcome some difficulty in the plot.” So an example of this would be the story of Lazarus of Bethany. The resurrection in and of itself is used to make the story and the campaign stronger. Perhaps the party goes on a quest to resurrection one of their own fallen recently in combat. Or maybe they are going to turn a nice bit of coin by setting into a dungeon looking for an artifact that will bring the Baron’s daughter back to life. Or maybe a divine being grants the party a favor due to some massive deed, and they wish for their buddy the halfling to return to life after being pincushioned by a million arrows. Either way, it’s all about making the campaign stronger because the resurrection takes some blood, sweat, and tears. Just don’t overdo it.
  2. HOOK: “A narrative hook (or hook) is a literary technique in the opening of a story that “hooks” the reader’s attention so that he or she will keep on reading.” Again, this is used by the Dungeon Master to make the story and campaign better. Maybe the characters are looking for the Fountain of Youth, or a Red Bull of Resurrection. If it gets the ball rolling and the players are interested, then it’s not a bad idea. Again, don’t overdo it.
  3. QUEST: Fighting your way through Hell to kill a bunch of devils is cool. Fighting a bunch of devils to get a cool magical item that brings your buddy back to life is even cooler. Making the resurrection an active quest allows it to become a part of the story. It’s not just the knee jerk reaction of a DM who is responding to a player who does nothing but whine about his character dying. “But but but … he was my FAVORITE first level fighter!”
  4. DIVINE INTERVENTION: A higher power takes interest in the playing character, and restores her/him to life. I think now of a Dragonlance campaign from my high school years. A major character decided to take on Kitiara Uth Matar and was promptly killed by her Blue Dragon’s breath weapon. The remaining characters watched as the Elf’s smoldering body fell from the walls of the castle, and lay smoking in the courtyard. They gathered his body up and took it to the priests. However, Paladine was the being who granted resurrection, claiming that it was a miracle for the True Gods. Another good example would be the return of Gandalf in the Lord of the Rings. He was “sent back to complete his mission.”

So there you have it … my thoughts on the Resurrection Machine. I’d like to hear how you handle this topic within your own campaign. And remember … not only the good guys get Resurrected. Sometimes even Bargle can come back for a little fun thanks to a handy resurrection spell.

 

Death and Dying in AD&D

I have been playing D&D for roughly 27-30 years now. I have had many characters die, and many survive. In looking back, it’s always the ones who died or nearly died that I remember the best.

One of my first games of D&D involved me showing up to a gaming session and being handed a character sheet. “You are playing a fighter,” the DM explained. “We’re playing in an Oriental campaign. Think of him as a Ninja. He has a sword and a long knife. Oh, and he has a bag too. If he opens the top it shoots out Hellfire so make sure to point it in the right direction.”

I don’t even remember that character’s name but I totally remember how he died. He was killed by an Ogre wearing Boots of Invisibility. The Ogre was running up and down the hallway, and my character tried to figure out what was going on. He got in the way, and got smashed. For several adventurers after that, the DM would described the sound of thumping as the Ogre jogged by and we would all cringe. Nobody else wanted to have a smooshed character.

I recently invited a friend of mine named Julia to play some AD&D with us. Her response was simple enough: “No. I get too attached to my characters. Then I don’t want to play the role-playing game because I’m afraid that they might die.” This statement was interesting to me, and it provoked some thought about the issue of Death and Dying in role-playing game campaigns.

In the world of Advanced Dungeons & Dragons, most players are using their characters to act out the role of an adventurer in one form or another seeking treasure and wealth. Gygax made this quite clear in his discussions about handling treasure in a lower level campaign. He advised that a wise Dungeon Master would tell the players that their characters are running low on coins due to their above average lifestyles, and it was time for the characters to hit the dungeons again to make some money.

So if the playing characters are seeking adventure, wealth, and treasure that means that they will be intentionally placing themselves into the way of monsters, traps, and other dangers that very well could end their lives. Thus, the death of a playing character is not only expected, but perhaps should be planned out. But that’s food for thought for another post.

In any case, Dungeon Masters should realize that the possible death of a character is just as important in the grand scheme of things as any other part of the campaign, and should be given some thought. Where exactly does Death and Dying fit into your campaign, and what role will it play when the dice start clattering on the table?

First of all, be clear and concise. Explain during the opening phase of the first adventure that death and dying is a possibility. Explain that you, as the Dungeon Master, will not be going out of your way to kill any playing characters. However, make it clear that choices within the game have consequences. Egress and retreat is as much an option as engaging in combat. You should be very clear that just because the playing characters encounter a situations, trap, or monster does not mean that the encounter is balanced or intended for mastery. There may be some situations or creatures within the adventure and campaign that they will not be able to defeat and should be avoided. Also remind them that the skills of out witting an opponent earns them XP just as quickly as hacking it into pieces. Sometimes a party fo adventurers must run away to fight another day!

Secondly, make note of the game mechanics you will be using to determine death. Will you call for saving throws? Will you use SYstem Shock checks? Will the playing character in question be dead upon reaching “0″ hit points or will actual death come only after slipping to “-10″ hit points? Make sure to go over this information before slogging through a gaming session. For example, in my homebrew AD&D campaign, I use the following: dropping to “0″ hit points leads to unconsciousness and “-10″ is death. This allows the players to gauge what chances they wish to take with their precious playing characters.

 Next, consider the availability of healing sources. You may think about making your campaign a bit deadlier by restricting access to healing spells, abilities, and magical items. You might get rid of spells and magical items that bring people back to life. This includes spells such as raise dead, raise dead fully, reincarnation, and clone. This makes the campaign a lot more deadly. For example, in my homebrew Blackmoor campaign, Healing Potions do exist but they are few and far between. However, I recall several AD&D campaigns from my past where healing potions were readily available, and consumed by the dozen. It just depends on what kind of game you want to offer to your players.

And while we are on the subject: What about spells that overcome death? Resurrection, for example. In my view, the rule of thumb here is to be logical enough to allow Resurrection to happen from time to time for a really, really good reason. However, it’s not something that happens every day to every person. Otherwise, consider the impact that happen in society. Death wouldn’t really matter because everyone would respawn like a video game. Death might become trivial, or perhaps even recreational. Always consider the impact such things would have on the world around the playing characters.

In my games, the system runs like this: Adventures are dangerous things that make one later for dinner. You might come home with a bag but it’s possible you’ll come home in a bag. Players are well aware of the hit points a playing character has as a resource, and should manage that resource properly to keep the character alive. Since I view hit points (HP) as a source of vitality and wellness, then a character who is reduced to “0″ HP will fall unconscious. At that point, the character is Dying. Unless properly attended to and given some form of logical medical treatment the character will continue to lose HP until reaching “-10″ HP at which point the character is dead, dead, dead. When the character is dead, he’s dead. The only exception would be a planned out plot hook involving a magical item, divine being, or some other event that would return the character to life. Again, this would require some planning for the Death of the character during the campaign.

If your players are going to react like this person did in the Chick Tract called "Dark Dungeons" then you have so many other problems going on other than how to mitigate Death in a game of Dungeons & Dragons.

Keep in mind that the possibility of Death and Dying can be a better monster for the game. Knowing that their character may die in the middle of a conflict makes them think about their actions a little more. The player characters will be a bit choosier about the fights they pick, and will run away from fights more often. High level characters will be rarer, as bad luck and player lapses will take a higher toll. This option gives character death more impact. It should be a sad and momentous event when a character dies—not just a delay in the proceedings. At best, it sharpens the players’ perceptions of how mortal their characters are. At worst, it leads to general player dissatisfaction. It is not recommended unless the players are mature enough to view the death of a character as exciting as the generation of one.

For example, I can remember playing a D&D 3.5 game a few years back. My friend Jason was playing a Cleric. He was having a good time playing the role, and in a crucial moment his character sacrificed himself to save the rest of the party. Although the Cleric died, everyone else lived. It wasn’t planned, but it was awesome.

After the game, I congratulated Jason on playing his character to the max even to the point of giving his life for others. I offered to allow Jason’s character to be resurrected by a divine being who would “return him to life until his task was done” but Jason refused. He liked the idea that his Cleric gave his life to protect the others, and believed that resurrection would only cheapen the event. The Cleric was dead, and that was a good thing. Time to make a new character for the next adventure!

Remember that Death and Dying serve a purpose in the game of Advanced Dungeons & Dragons. It is the constant looming consequence to every actions within the game. It is the greatest monster to be avoided and defeated … or perhaps embraced and enjoyed.

The Tower of Damara

The Tower of Damara

About a month has passed since the Fellowship returned to Blackmoor from the Tomb of Xagyg. They have settled into their assigned chambers within Castle Blackmoor. Some have been relaxing and enjoying the relative safety of their new base of operations. Others have busied themselves by seeking employment, volunteering with the Free Companies, or mastering their trade. But today is different. Word has been sent that Lord Faedorn of Alfheim wishes to send some of you on a quest to the Cairn Hills. You are to seek out the ruined Tower of Damara where you should seek an entrance that will lead you to the passages below. There you will seek out an Orb, once used by the Witch Damara to scry out hidden and lost places. Upon finding it, you must return it with all haste to Castle Blackmoor and give it to Lord Faedrun.

Answering the call were: Seraphine, Lucian, Perigen, Tathar, Sir Robert Hull, Gaelion, and Etienne.

The companions gathered, and headed off towards the Cairn Hills. They travelled by horse, shortening the time. Upon reaching the Cairn Hills, they scouted out the area near the Tower and made camp for the evening within the woods not far from the Tower. In the morning, they set off refreshed and ready for adventure. Leaving the horses behind in the care of Lucian and Seraphine, the others entered the Tower.

1. Entering the Tower

  • They found themselves in a small chamber with a single door leading into what was once the tower. With some investigating, they discovered that a small group of Goblinoid creatures had camped there the night before. They had built a fire in front of the door. They also found that a large boulder in the chamber was actually a Galeb Duhr which has taken residence in the upper ruins of the tower. The creature is neutral towards them, neither offering help or hindering their quest. The creatures does tell them at a band of “little orcs” camped in the chamber last night and entered the door after asking him about the same Orb they are seeking. It also wandered them that an evil wizard named Bargle is using this tower, and that going below would surely cause them to meet him. The Fellowship continued on, thanking the Rock-Herder for his advice.
  • Entering the Tower, they found a stairway leading down and a small door set into the floor. They also noticed that webbing covered the ceiling. As Perigen tugged with all his might on the cellar door, a small hairy spider fell from the ceiling on to his back.  Sir Hull knocked the spider from the cleric’s back, and it scuttled away up the stairs. They opened the door to show a ladder leading down into another larger room.

2. Damara’s Resting Spot

  • Leading the way down the ladder, Perigen found that the ladder ended abruptly and would require a 10 foot drop down to the floor near a large stone coffin. Carefully dangling and dropping down into the room, they found that there was a door to the right, a statue to the left, and a stairway leading down across the room.
  • Investigating the statue they discovered it was a statue that resembled the Dwarf Hero from the Tomb of Xagyg. (Zigby the Dwarf) although none of them could recall his name at the time.  Attention was drawn from the statue when the Paladin attempted to open the lid of the stone coffin. (Tathar had determined that it radiated magic inside, and Robert found that it also radiated evil.)
  • Robert Hull began to lift the top off of the coffin, and a screeching shriek pierced the air. Two red glowing eyes met his gaze, and he was the form of a Black Skeleton glowing within the coffin. Robert wasted no time in slamming the lid shut. (This is the Lich form of Damara the Witch.) With the lid shut, the Lich returned to its endless sleep again.
  • At that point, the ceiling began to descend on them. They noticed that indentations were in the ceiling to allow the fixtures (coffin, statue) in the room to slide into place as the ceiling met the floor. But if they stayed where they were they would be crushed. Quickly, they rushed for the stairs and descended into the darkness.

3. The Stairs

  • Heading down they found that the stairway ended in a wall of magical darkness. Before they could formulate a plan, they heard footsteps and voices coming from the darkness towards them. They listened, and found that it was squeaky voices speaking in Goblin saying “Quick up the stairs! Back the way we came! Before it gets us!” The footsteps were moving rapidly and getting closer. They tok up positions, and prepared to engage the creatures when they emrged from the darkness.
  • Four Kobolds, armed to the teeth and laden with many adventuring supplies, ran out from the darkness and skidded to a halt in front of the adventurers. Without a moment to waste, battle was engaged. The Paladin swung his sword in a wide slash, killing three of the Kobolds. The other two were dispatched just as quickly with a combination of arrow, hammer, and magic missiles. But then they heard it … lumbering footsteps and a growl. Something was coming up the stairs and it sounded big … and mean.
  • Within moments, a huge Troll emerged from the darkness as well. The five companions joined their combat arts to defeat the Troll but not before it bit mightily into Robert’ shoulder, rending both metal and flesh. It thrashed its head side to side, nearly killing the Paladin. Finally, it fell lifeless on top of the wounded Paladin. Freeing Robert from beneath the beast, they wisely used their oil to set it aflame.
  • Now during the battle, something curious happened. A Web spell was cast from an unknown source, and momentarily trapped Etienne and Perigen within it. With the aid of Tathar cutting the webbing loose, both the Ranger and Cleric were able to force their way out. With the Troll dead, and on fire they now became aware of a low voice chanting in the language of magic somewhere beyond in the darkness.
  • Tathar focused his concentration on the voice, and cast Charm Person. The spell seemed to have no effect. Etienne raised his bow and fired three arrows into the darkness where he believed the voice was located. The first arrow clattered against bare rock, but the other two thudded soundly into flesh. The chanting stopped, and they heard a thud like a wet sack of potatoes hitting the floor.

4. The Gaping Hole

  • The darkness fell away suddenly, revealing the passage beyond. The stairs extended on to a ten foot gap. Beyond they could see an open archway that led into a room. The room appeared to be a wizard’s chamber complete with a glowing circle scribbled on to the floor. They thought they saw something fluttering inside the room. Something the size of large bats casting shadows as they moved around the room in the glare of the glowing summoning circle. On the other side of the gap, they saw the body of a man wearing blue robes laying in a pool of blood. The Ranger’s arrows had struck the chanting Wizard in the shoulder and neck. (With modified rolls due to the darkness, the Ranger’s player still rolled a miss, critical hit, and perfect hit for the three arrow shots.)
  • Robert tossed a stone down the hole, and listened. It seemed that there was at least a 150 foot drop, if not more. They dragged the burning body of the Troll to the hole, and kicked it in. The foul smelling beast was filling the stairway with black smoke that made them choke.  Watching the burning Troll fall, they saw it hit a small ledge about 120 feet down, and then bounced off to drop another 50 or so feet into water.
  • To cross the gap, they used a combination of a rope bridge, belay, and a Spider Climb spell to move each of them across the hole safely. It took some time to do so, but none of them ended up falling into the Pit. (Refer to pages 17-19 in the AD&D Dungeoneer’s Survival Guide for more information.)

5. The Wizard’s Room

  • Here the companions met two Imps. They managed to kill one, and dispelled the other when Tathar began to nullify the summoning circle by kicking over the braziers at each sector of the circle’s edges.
  • With the Imps defeated, they looted the room finding two rubies (one worth 100 gold and the other 1000 gold.) They also located the Orb of Damara on a table in the room.
  • They also beheaded the Wizard, taking his head back to Blackmoor Castle in the hopes that his was Bargle. (It was not. It was one of Bargle’s many apprentice’s.)

6. Going Home

  • The companions departed the Tower the way they came, finding the ceiling trap had reset itself. They journeyed forth victorious, riding with all speed towards Blackmoor with the Orb.
Illustration of a goblin

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NEW PATHFINDER STUFF

The Pathfinder Society aims to win in the upcoming Ruby Phoenix Tournament (some agents might add “by any means necessary” here), and to that end, as a Pathfinder Society agent, you’re sent to far-off Tian Xia. In “The Edge of Heaven”, agents ascend into the heights of the mountain range known as the Wall of Heaven, seeking an abandoned monastery of Irori. Long abandoned, the monastery holds an ancient artifact that the leaders of the Pathfinder Society feel is key to gaining the upper hand during the tournament. Recovering the artifact puts the PCs on an unexpected course, and is the beginning of The Quest for Perfection three-part campaign arc!

For some, the path to life eternal lies down the dark road of undeath, but in the land of Thuvia, the alchemical wonder known as the sun orchid elixir changes that. Only six vials of this precious substance are made every year, commanding astronomical sums from prospective buyers, each drop extending the lifespan of its imbiber. In “The Immortal Conundrum”, the guardian of the elixir is holding a dinner party at the Thuvian embassy in Absalom, and the Pathfinder Society has received an invitation—and you’ve been chosen to represent the Society! The phony smiles and fake hellos, in this case, hold a valuable purpose—gaining access to the vault known as the Conundrum. The dangers and treasures that might lie within are of great interest to the masked leaders of the Society, but the landscape of Absalom’s social elite is just as dangerous as any battlefield, and ridicule (or worse) await those that don ‘t tread lightly.

Check out all of the third season’s Pathfinder Society Scenarios here!

ORIGINS (via Jeff Offringa’s Journal)

I’ve never been to Origins. I had planned to make it this year, but got mixed up on the dates and couldn’t get there again this year. Jeff offers his insight on Origins including the Good, the Bad, and the Ugly.

Well, Aromathians, I must apologize for this being “late.” You see, I had originally intended to get this out last Friday, but the real world intervened, suffice it to say. That being said, however, the topic I had intended to discuss is still very relevant to us geeks: The Origins game convention. Now, for those of you who don’t know, Origins is the younger brother to GENCON, “the greatest four days in gaming,” as it proudly proclaims itself. As … Read More

via Jeff Offringa's Journal

Demonwing, Ship of the Abyss

sailing ships tied to shore, circa 1900-1920

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Eons ago, the demon god Demogorgon commissioned the creation of a sailing ship that could sail the seas of the Abyss. Being made of the very stuff it was sailing upon, it cou;d travel to any layer. Demogorgon called it “Demonwing.”

With the Balor Straoth as its captain, the Demonwing served to transport passengers and cargo throughout the nether regions. The ship passed from Straoth to Un-Gurth when the Balor became annoyed with serving Demogorgon. In the end, the boat was transferred to a wizard named Emirikol.

This ship served a great purpose in the AD&D module called “A Paladin in Hell.”

WAKE OF THE WATCHER

Migo

Migo

Them folks in Illmarsh just ain’t right, and the trail of Whispering Way cultists the PCs are following leads right to this fetid Ustalavic swamp. Desperate townsfolk are caught between creatures from the deeps of Lake Encarthan and others from the starry realms of the Dark Tapestry. Ancient secrets, histories of sacrifice, and mind-warping creatures from beyond the stars are uncovered in this Carrion Crown Adventure Path volume written by longtime author Greg A. Vaughan. This is a place in sore need of heroes to banish the dark things lurking at the edge of sanity and madness, but they risk being consumed by the darkness themselves. Will your party shoulder the risks, knowing that there’s a chance that they might become the very things they fight against?

Battles against Lovecraftian creatures aren’t the only thing contained in this volume. Details on the cults of the Old Ones, including such familiar faces as Azathoth, Hastur, Shub-Niggurath, and Yog-Sothoh are revealed, and new Old Ones such Mhar get their own Golarion spin. Roles of various character classes are covered in this article as well, and we’ve included two new subdomains—Dark Tapestry and Stars!

Some of you have been begging for more Mythos creatures, and we have answered the call! In this volume is a double-sized bestiary, full of mind-bending horrors such as the dark young of Shub-Niggurath, dimensional shamblers, gnoph-keh, mi-go, and star-spawn of Cthulhu! (A few of them even star in “Wake of the Watcher“!)

Laurel Cyphra’s tales continue in this month’s Pathfinder Journal, and she finds out the dead are not the only thing to fear in Ustalav. Be sure to check her story out, and make sure your Sanity is topped off with this month’s Pathfinder Adventure Path, available right here!

PATHFINDER: BROKEN MOON

1722 German woodcut of a werewolf transforming.

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Time to arm yourself with some wolfsbane and silver—the werewolves are upon us!

In Pathfinder Adventure Path #45, “Broken Moon“, the trail of the Whispering Way cultists leads to the northwestern county of Lozeri within Ustalav, and deep into the Shudderwood, a dark realm of ancient trees, craggy hills, and steep chasms. In this forest where all men cast the shadows of beasts, the PCs are caught up in the wake of terror the cultists cast over these lands, shattering a tenuous peace among its denizens.

Monsters with the hearts of men aren’t the only thing in this volume of Pathfinder—articles on both the Whispering Way and the lycanthropes of Golarion appear in this volume as well!

The path of lichdom espoused by the Whispering Way is best exemplified by its most notorious adherent, the Whispering Tyrant himself, Tar-Barphon, but the agent of the grave prestige class included can give your villains a taste of eternity. For more mortal creatures, GMs can sink their fangs into the histories of not just werewolves, but other, less common lycanthropes, such as werebats.

F. Wesley Schneider continues another chapter of Laurel Cyphra’s life in the latest Pathfinder Journal. Her tale brings her face-to-face with an ancient mystery, and as with so many things in Ustalav, one perhaps best left buried.

Finally, as with all of the Adventure Path volumes, it has more creatures! The brutal lycanthrope spirits known as vilkacis, Urgathoa-created aberrations, werebats, and a selection of zombies are all ready for use in your Pathfinder game!

The Carrion Crown Adventure Path just hit its halfway mark, and for its next part, we’ll see how terrors from beyond time and space have worked their way into the fabric of Ustalav!

See the rest of the Carrion Crown Adventure Path here!