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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:
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.
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.
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.
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
2. Damara’s Resting Spot
3. The Stairs
4. The Gaping Hole
5. The Wizard’s Room
6. Going Home
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!
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.
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.”
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!
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!