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Creative Pursuits D&D

The Loadstar: a Spiky Monster That Will Weigh You Down

We first heard the scraping of cold iron against granite from somewhere in the darkness beyond our lantern glow. From the shadows emerged three orbs seemingly made of innumerable nails pointing in every direction. They floated over the cavern floor, slowly approaching us. The dwarf charged, his mouth watering at the prospect of battle, and his axe cut between the spikes to crack in inner globe. As the creature shuddered, the other two spun around to his flanks, then dove in. Long spikes glanced off his gleaming plate armor, but one or two found their way between the gaps. He howled in pain and retreated. We were ten paces closer to the exit and ahead of him and reached sunlight first.

When the dwarf emerged, both arms were stretched out stiffly. He begged for relief. Where the spikes broke skin were irregular cysts topped by an oozing wound. Nearly ten pounds of flesh had grown where he was injured, pushing painfully against the constricting armor until we’d cut it away.

This was our first encounter with the notorious loadstar. It’s vital statistics are as follows.

  • Armor Class: 17
  • Hit Dice: 2
  • Number of Attacks: once per round, it attempts to drive a spike that does 1d6 points of damage plus creates a heavy larval sac
  • Movement: 20′ every 10 seconds, floating
  • Resists magic as 2nd level fighter
  • Fanatical attitude, never losing morale

The loadstar appears as a ball of thin, iron spikes floating in mid-air. Immature subjects may be as small as a fist, but those most often encountered are between two and three feet in diameter. Their shape suggests a sea urchin, though they are always found underground. Beneath a hard outer shell of iron lies the bright orange goo that serves as the loadstar’s guts.

When the loadstar strikes, its spikes dig into living flesh and deliver a fast-growing embryo. In one round, the wound site expands to form a blob under the skin weighing 10lbs and containing about 1 gallon of an orange liquid summoned from an extra-dimensional space. In the center floats the larva of the loadstar. If the site is lanced (doing another 1d4 points of damage) and squeezed immediately, the liquid may be flushed, killing the larva. Otherwise, the orange ichor converts to pure adipose tissue 10 minutes after injury. From that moment on, the fat must be lost in an ordinary way, typically through depriving oneself of food. 30 days after initial injury, a small loadstar emerges from the skin and floats away to find darkness.

The immediate consequence of a loadstar sting is the burden of ten extra pounds carried. This extra encumbrance can be debilitating to smaller adventurers or those struct multiple times. Adventures may need to drop all of their belongings in order to escape.

The curing of the disease, typically done by magic, kills the incubating larva but does not remove the excess fat. Clerics are known to return the body to its previous state with a restoration spell. Otherwise, the fat may be slowly lost at a rate of one pound per week by cutting the amount of food eaten. Intensive fasting can increase this rate to five pounds per week, but the subject must save versus death or else fail to complete the fast, making no progress for the week.

Loadstars are mindless but will instinctively moderate their attacks, typically avoiding attacking a victim after it already carries one or more larvea.

I offer this monster description under a Creative Commons Attribution 4.0 International License.

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Creative Pursuits D&D News

Terror in Tosasth

Like the mummified corpse of a king long forgotten, lying dreamless in a tomb hidden by innumerable layers of sand, mysterious treasures lure the imagination of true adventurers. Men have not long settled here on the edge of wilderness, and few are those who recall the tales of their grandmothers. Yet, the other folk remember a time when elves and dwarves built kingdoms that rose up, clashed and tumbled down again. Offer a dwarf a mug of ale or flatter an elf and you may coax a tale of Tosasth (TOH-sosth).

Despite the benefit of longer lives, only vague details may be conjured from elven memory about the once-great city that now is little more than a graveyard teeming with the undead. “Stay away from that cursed valley,” they will advise. Perhaps the stories told by their fathers were parables only, myths meant to illustrate the folly of hubris, for among the various horrors professed to dwell in Tosasth, a curious mind will discover a singular theme. Long ago, elves and dwarves who grew from parallel limbs of the tree of life, made war that ended in terrible catastrophe.

The series of adventures in this tome offer thrilling danger, spectacular loot and the answer to the mystery of Tosasth.

Terror in Tosasth is a collection of adventures I wrote for my ongoing Basic Fantasy Role-Playing Game campaign. I took my notes from the campaign and put them into the style used by the BFRPG community. There are 18 different adventures and procedures for running a city filled with undead.

Aside from all the writing, I felt the need to draw many images to fill in gaps in the pages. I thought I’d get away with recycling image from all the session reports. Nope. I had to draw at least 20 more images.

This material is all free under the Creative Commons Attribution-ShareAlike 4.0 International License. (Updated January 24, 2023)

Links above to releases update as I make them.

Categories
D&D

D&D Monster Reaction Charts Compared

The following monster reaction chart from the Mentzer red box edition of D&D shows up frequently on blogs and twitter. Every time I see it, I wonder about the chances of each end result. So, I worked out the chances by doing the multiplication.

Monster Reactions Chart from Basic D&D Red Box page 22

For example, roll a 3 for a possible attack. Then roll a 9, uncertain. Finally, roll a 5 for an attack. That’s a 25% chance of rolling 3-5. A second roll of 9-12 happens 28% of the time. A third roll of 5 also has a chance of 28%. That works out to 0.15%. However, there are many rows that end up as attack that must be added together. The following table reproduces the original with d100.

d100ReactionChance
00‑02Immediate Attack3%
03‑42Attack40%
43‑56Leave14%
57‑98Friendly40%
99‑00Immediately Friendly3%
Red Box converted to Percentile

A roll of a 2 on 2d6 is really 2.78%. The leave result should really be 14.95%, but I donated remainders to the first and last results to keep it to increments of 1%.

Other Basic Editions

Of course, this got me wondering about other editions. The chart from the third volume of the little brown books looks like the following.

2d6ReactionChance
2‑5Negative27.8%
6‑8Uncertain44.4%
9‑12Positive27.8%
OD&D The Underworld & Wilderness Adventures page 13 – Random Actions by Monsters

With such a high chance of an uncertain result, maybe it’s trying to tell the DM to figure it out himself. But said DM might say to himself, “uncertain, eh? I wonder which way they are leaning.” And then he’ll roll again. Maybe that’s how we got the nested Mentzer table.

Next, I looked at what’s in the Holmes book, which breaks up the negative and positive reactions into less likely immediate reactions. Nearly half the time, though, you’re rolling again.

2d6ReactionqChance
2Attacks immediately!2.7%
3‑5Hostile reaction25.0%
6‑8Uncertain, make another offer, roll again44.4%
9‑11Accepts offer, friendly25.0%
12Enthusiastic, volunteers help2.7%
Holmes Basic Reaction Rolls page 11

Presumably only a roll of 6-8 requires a re-roll. I’d probably interpret a 6 as being vaguely hostile. Now consider the Rules Cyclopedia.

D&D Rules Cyclopedia page 93

This table has a bias for monsters being hostile or at least not helpful. That probably makes more sense for monsters in a dungeon into which a party of adventurers just showed up, busting down doors. I appreciate how this table has a memory for previous results. Imagine first getting a 6. The monsters growl in response. The players have a chance to do something. If they keep talking, though, the best they can do is push the monsters to a cautious state.

2d6ReactionChance
2‑3Monster Attacks8.33%
4‑6Monster is aggressive33.33%
7‑9Monster is cautious41.67%
10‑11Monster is neutral13.89%
12Monster is friendly2.78%
D&D Rules Cyclopedia percentages

The rules for using this table go into more detail. Don’t apply any charisma bonus on the first roll, but do afterwards. Adjust based on what the characters are doing. A cowardly or outmatched monster should run rather than attack. Lastly, never roll more than three times. After that, the monsters attack or retreat.

Newer Editions

Following is the chart provided in the AD&D Dungeon Masters Guide.

AD&D Dungeon Masters Guide page 63

Interestingly, Gygax provides a percentile chart in AD&D. Though not explicitly stated, I assume an uncertain result should cause a second roll with a bonus or penalty of 55%. That seems to mean that a roll of 45 prevents getting back to a neutral state unless some other bonuses are in effect. In the chart below, you can see how the AD&D table is symmetric, not biased towards hostility from monsters.

d100ReactionChance
01‑05Violently hostile, immediate attack or check morale5%
06‑25Hostile, immediate action or check morale20%
26‑45Uncertain but prone towards negative20%
46‑55Neutral, uninterested or uncertain10%
56‑75Uncertain but prone towards positive20%
76‑95Friendly, immediate action20%
96‑00Enthusiastically friendly5%
AD&D reaction percentages

Since my game runs on Basic Fantasy, I also computed percentages for the reaction table from that game. The table is presented as being for monsters.

Basic Fantasy Reaction Roll Table page 43

The results are only slightly biased towards hostility. It’s closest to OD&D.

2d6ReactionChance
2Immediate Attack2.78%
3‑7Unfavorable55.56%
8‑11Favorable38.89%
12Very Favorable2.78%
Basic Fantasy reaction percentages

The AD&D 2E rules use 2d10 and a cross reference against player stance (friendly, indifferent, threatening hostile) to produce the monster stance, which produces the same four stances plus flight. It looks like rolling for monster reactions went away in 3E. I don’t see it in 5E, either.

Comparing these methods, I’m inclined to adapt the Rules Cyclopedia ideas for my campaign. I like the idea of the dice pushing me in a direction when it’s not obvious how the foes should react. I also like the idea of the exchange playing out over three rolls.

Leon’s Reaction Table

Here’s what I plan go with in my game.

2d6Reaction
2‑3The time for talk is over. Check morale. Failure means flight or surrender. Otherwise, attack immediately.
4‑6Someone will get their head bashed in. Attitude is aggressive and negative. Apply -4 to the next check if there’s room for negotiation. Otherwise, it’s fight or flight.
7‑9Clear and present danger. Cautious and aware of possible trouble. Disengage without violence if possible, or provide a final warning.
10‑11Trust and verify. Neutral and open to a fair exchange. Apply +4 to the next check. Any final offers are take-it-or-leave-it.
12This could be the beginning of a beautiful friendship. Relaxed presumption of courtesy.
Leon’s Monster Reaction Table

Move the interaction through three phases, generally divided by exchanges of dialog but not necessarily only one round long.

  1. Determine initial attitude without the benefit or penalty of charisma. Apply ±4 for any non-verbal biases, such displaying the symbols of an enemy tribe or being a filthy barbarian among perfumed concubines.
  2. Roll again, applying relevant charisma bonuses. Ignore the biases from first impressions, but include any new information. Friendly gestures or bribes promote a friendly reaction. Rude or aggressive behavior promotes negative reactions. Consider the actions of participants.
  3. Make one, final roll. Conclude the encounter with role-playing or combat.

Categories
D&D

Cathedral Collapse

I created the following short rules to model an earthquake created by the closure of a portal to the land of the dead. The narrative of how it played out is at the beginning of the Session #82 entry over at Empty Z.

The setup is a low rumble followed by shaking. It’s not an actual earthquake, rather a magic event that spans a few minutes. As a DM, I want uncertainty for myself to keep the action surprising. I also want the rules set ahead of time lest I feel tempted to improvise something overly influenced by my mood at that particular moment. That is, I want to be Crom, merely setting the world in motion.

The players are inside a church. The doors are spiked closed from outside. They can try to force the doors open using the rules for smashing open a locked door, which is rolling d10 and getting in the range of 1 plus their strength bonus. The strongest character has a 30% chance each round to make this happen. There’s also a way out they way they came: up stairs to the roof, across the roof, down a rope 30′ to the ground. They can take two rounds to safely repel or try going down in one round, but risk a save versus death or take 1d6 in damage.

I did not anticipate escape via the stained glass windows which I’d described a couple of sessions previously. I improvised that they were 10′ up and would take 10 damage before breaking apart.

The progression of the magical earthquake used the following procedure.

Each round, roll a die. Start with d12. Use a smaller die each round using the sequence d12, d10, d8, d6, d4 and then keep going with d4. Check the result.

  • On a 1, the entire structure collapses. Anyone still inside takes 3d6 damage. Anyone on the roof takes 2d6 damage.
  • On a 2 or 3, part of the roof gives way, either dropping a large chunk or opening a hole underneath one character. Choose the character at random.

The sequence of ever-smaller dice means collapse becomes more likely with each round. However, I can’t know exactly when, though most likely it would happen in five rounds or sooner. I communicated urgency. The players picked up on the uncertainty of what could happen and responded with creative problem solved that was both action-oriented and not combat.

Categories
D&D Entertainment News

Secrets of Blackmoor Review

Dungeons and Dragons eludes complete understanding. Secrets of Blackmoor offers one step on your way to enlightenment.

Despite re-reading the 239 pages of the 1st Edition Dungeon Masters Guide as a kid, the game remained inscrutable. Despite this, I recall my first encounter with the game as effortlessly joyful. Though it was easy to catch on to the varied and vigorous opinions about proper play in The Dragon magazine, some force drove me onward, compelling me to re-read pages. Somehow, I aimed to solve the disconnect between the game as played by my friends versus the outlandish ideas in the books.

The written word, however erudite or evocative, can only suggest the experience of artwork. It cannot reproduce the feeling of gazing meditatively at The Starry Night. I thought if I could just decipher the jumble of thoughts in the rule books, I’d reach some nirvana of RPG mastery. Eventually I concluded, playing is a craft you learn by doing, hopefully with the guiding hand of a master, in the same way you learn to build a fence with your dad.

I have read Jon Peterson’s Playing at the World. It’s deep. It’s essential. And it illuminates a thousand other paths to explore. I’ve read Jeffro Johnson’s APPENDIX N: The Literary History of Dungeons & Dragons. It inspires, offering additional twisting trails to follow. Two aspects of Secrets of Blackmoor make it uniquely compelling: the focus on Dave Arneson and the experience of first hand accounts.

The confident voice of Gary Gygax echoes across the years. Though sharing equal billing with Arneson on the original little brown books, the misconception that the D&D was his invention is easy to understand. By the time AD&D arrived, it was the Gygax name alone on the front cover. By the end of the 1980s, it’s as if he gave birth to the genre and all other games descended from his wisdom. Fortunately, historians are uncovering the complete story.

The more we learn from the originators, the better our play today. I am completely happy to spend weeks pouring over 720 pages of thick, comprehensive history. At the same time, I’m grateful for a 2 hour documentary I can share with my sons. It offers a concentrated impact to receive the legends related by the heroes themselves. It communicates an infectious passion for the hobby.

As this film is labeled as the first volume, I do look forward to a continuation of the series. The more we all enjoy this work, the more it will encourage and enable the creation of additional volumes in the series. As I write this, physical copies are still available from the Secrets of Blackmoor store. You can also stream the film from Vimeo or Amazon.