Friday, December 14, 2012

MOOR'S END - 8 & 9

The party rests the night @ the Forgotten Worm, then wakes early for adventure. They head next door to Oogy's Curiosity Shop, where they buy some supplies, as well as quiz Oogy about the scholar who apparently lives here in Moor's End. Oogy proves to be a wealth of info & directs them to where they can find the scholar's "library". The scholar's name is Karvu Naudra, & Oogy says no one has seen him for a few months. Grego Flunk, curate of the Great Church, seems pleased w/ this information & along w/ the party, forges forward.

It is around 8:30 AM when they see the stone structure back from the road, mostly hidden by surrounding alder trees. The entrance is like the opening of a cave, & looks to go back for some distance; after some speculation, the party enters, moving down the corridor, noticing the suddenly polished marble floor & stone walls paneled w/ dark, exotic wood. Though Gileegan, hobbit thief, does notice what looks to be a uniform crack in the marble floor, he isnt able to determine exactly what it is, & as half the party has successfully passed it w/ no problem, they move on into a small semi-circular room w/ two iron-bound wooden doors carved w/ scenes from both fiction & history, battles, scientific achievements, magicians, etc. The doors open easily & the party funnels into a room of similar make. There is a bowl on a stone pedestal, & as the party nears it, some passing, a reddish-black liquid swirls inside & a magic mouth appears, saying, "Present what you wish to borrow, & place your hand within to pay for privilege." The party discusses what this may mean, & then pushes through the next set of double doors after noticing, but not being able to read, a magical script above them.

As the party enters the next chamber, they see it is a large, circular, high-ceilinged room padded w/ 20' high bookcases, books & scroll cases about the walls. Then suddenly, their lantern goes out. Also, though they are all speaking, they dont realize they cannot hear one another until one of them, speaking of "relighting" the lantern, on the speaking of "light", small orbs up near the ceiling of the chamber become dimly lit, then growing in luminescence until the room is fairly bright. The party goes about inspecting the shelves of books.
After just a cursory glance, Grego is convinced the book he is looking for is not in the room. The others, however, all seem to find something to be interested in, if just for a little while. Take for instance Jin, who peruses the section of Puppetry, & finds a book titled, Master of the Puppets: Making Men Your Puppets. Jin starts to shove the book into his bag, but next thing he knows is struck by something w/ extreme force, crashing into him from above. He drops the book, after taking 1 damage. Guerrand on the other side of the room finds interest in a volume titled How to Change a White Widow into Black, and appears, like other books in the section, concerned w/ the Cult of the Black Widow. Though he wishes to consult the book further, he leaves it here for now. Jin, on the other hand, decides that to "check the book out" he will need to go into the room w/ the bowl. Therefore, he goes next door, puts his hand in the bowl, & holds up Master of the Puppets. Next thing he knows, he feels drained of another HP, as well as 1 INT point. He seems a bit overwhelmed by the experience, & not so pleased w/ this library so far, sounding off comments like, "I go to libraries to gain knowledge, not lose it." His rant becomes silent again when he walks into the main reading chamber. It is @ that moment that Renfro, who was first studying the section on Planar Exploration, has crossed the room, now looking @ the books on Flowers, when he notices a book that seems out of place, titled, Seven Gateways to Inner Knowledge. He tries to remove the book, but it seems attached to something, & when replacing it, something snaps & a section of the bookcase swings open to reveal a hallway behind.

The party moves into the hallway & sees that it is a curving passage that follows the circular wall of the reading room. Noticing various doors on the eastside, they travel all the way down the passage until it ends & a door is on what is now the west wall. Hearing nothing, they bust into what appears to be a laboratory of sorts, several long tables covered w/ beakers, alembics & other alchemical equipment. They also notice several large cracks in the west wall, in the stone, which allow cool air to faintly filter through. As the party "lights" the room, & inspects closer, they notice a number of large, glass jars upon a table of the north wall containing various specimens suspended in liquid. On a nearby table are a number of thick opened books. Both books are thick bestiaries & are turned to pages detailing "Brain Moles" --- after seeing this, it seems clear that two of the jars contain Brain Moles, & after messing w/ the jars, it appears that one is alive, though the other dead. Next to the books lies a crumbling treatise about the "training & experimental use of Brainworms to aid exploration." Clearly, the other jar contains six Brainworms. The party decides to open the jar of Brainworms, & they hold one up next to Link, who is a bit frightful when the worm jumps to his ear, slides inside & disappears, his face wrenching as if hit by terrible blow, then shaking his head & standing straight up as if forgetting the incident.
After this hasty action, focus turns on the books & treatise upon the tables once more. The party learns from the bestiaries about how Brain Moles bore into psionic & magical energy. Renfro also reads enough of the treatise on Brainworms to notice magical writings about, & surmises that w/ much study, this treatise could teach one to train Brainworms. Next thing they know, Guerrand has moved the jars, picks up a table & slams it into a crack in the west wall. A large chip falls from the wall, however, nothing is seen through the crack as it weaves left & right through the stone, presumably. The party decides to exit the room, & Renfro grabs the treatise. They walk out into the curved corridor & move north to the next door on their left, where they listen, hearing nothing, then push through.

Here they find a sparse living chamber, just a single bed, night-stand dresser, table, chair, & small hearth. First, Gileegan checks out the dresser & realizes the drawer is trapped, though when he tries to unlock or disarm the trap, he is not able. Next thing, the drawer is on its side & gets pounded by Guerrand & Clone. This busts one of the sides to where Gil can see into the side of the drawer, noticing the mechanics of a poison dart trap & disarming it. They then bash it down again to open it. Inside is found a small, green box holding a Monocle. Also, there is a golden locket which contains the faded portrait of a youngish woman, next to a handsized book of handwritten, trashy poems. When Guerrand reads one of the poems aloud, Grego shuts him up quickly, irritated. Gil grabs the book & stashes it away in his belongings.

It is then that Guerrand looks to the bed, "I think there's something under there," he says. He then kneels & looks under the bed. Something strange begins to happen within the room. The sound of rain, & from under the bed, sand, as if blown up from below, begins forming into two Sandmen on each side of the bed. Most everyone finds themselves groping for the floor & wall, falling asleep, except for Guerrand, Link & Gil. Both Guerrand & Link slash into the beings, but watch as their weapons simply move through the sand like a finger, the sand returning... Before long they are both asleep. Gil who fired a missing cross bow shot, bolts out the door & up the corridor a bit. A few mins later, he moves back to the room, looks in, sees that the Sandmen are gone, though everyone is asleep, some snoring, he moves into the room & shuts the door.

It's roughly 30 mins later when Gil is able to roust the others from sleep, & coming to Guerrand remembering a dream of slow motion, not being able to move correctly, finds himself in a slow daze, the party groups up when Guerrand says, "I wanna look under the bed again," and kneeling looks under, when suddenly, the same thing happens, the two Sandmen funnels up into the air, & folks start nodding out, & again Gil is able to get outside into the corridor, this time noticing 3 Brain Moles scurrying his way. He moves back into the room, everyone is asleep, & the Sandmen are gone. He closes the door, waits upon the others to roast. This time Guerrand wakes speaking of a fascinating dream of Utopia, everything was grand, he's ready to go, face the world... At this time 3 Giant Dust Mites come dropping from the cracks in the walls, & are surprised by the party. Gil makes them quick meat. Everyone rallies & they move out into the corridor & continue north, stopping @ the next door, which is directly north...no sounds, they bust in to find a Scriptorium. A small chamber w/  several writing desks, a bunch of boxes, plus a small chest. Also, in the NE corner is a machine of some sort, w/ a keyboard showing common letters. The party opens one of the boxes which is full of parchment. The chest they open has a number of compartments, & all said, contains 5 gp of gold dust & 5 gp of gold leaf. The party circles around the computer & first, Guerrand types a few letters into it, but nothing happens. There is a white, sideways triangle blinking atop a black screen. Gil suggests that Grego type in the name of the book he is looking for. Grego, paranoid, does so, hits enter, & the next line reads, "down the stairs". Grego quickly finds his way to delete what was previously typed, though Gil is able to spy the word Genesis among about three to five other words regarding the title of the book Grego typed in. Grego, now paranoid a bit, groups the party together & preforms a Bless spell, saying he felt they would soon need it.

The party moves back into the corridor & moves to the next door to the SE where they locate a Bookbindery. Though the equipment appears to have been used recently, there is no one there. Among the looms, racks & equipment tables, they spot two huge leatherbound volumes ornamented w/ semi-precious stones & gold leaf, empty of writing. Clone puts them in his bag. Gileegan searches the north wall & locates a hidden panel holding a cache of semi-precious stones & two boxes  w/ gold dust & leaf respectively. There is a door on the south wall. The party moves through the south door, where they comes upon some stairs leading downward & ultimately into what seems to be a Storeroom. Many boxes stacked about. The first box looked into contains paper. Gil peering over a few of the boxes, notices a number of Giant Silverfish behind. Signalling to others, he is able to dispense of one easily, & then the others are destroyed in tandem. Among these boxes of book leather & bondery materials, the party is confused.


5:40 PM, Saturday, 16th day of the month of the Hummingbird, Moor's End, Furthermoor

Saturday, December 1, 2012

DISCS OF TRON

DISCS OF TRON

These discs are traditionally found in a collection of three, & when one is gripped, will glow w/ an electrical power. If a character* is Lawful, the glow will be a light blue; Neutral, a light yellow; Chaotic, a deep red. When thrown, the discs act as range weapons; however, after hitting or missing, they will return to the thrower, that is, unless a Lawful disc strikes a Chaotic disc. Also, when not being thrown in a round, a disc can be used as a shield, e.g. one can hold a disc in each hand, both as shields, affecting their AC by -2 at most, throw two & use one as shield (-1 AC), etc.

B/c of their lightness & electricity, a thrower* is able to toss off all three in one attack round @ diff targets if desired, though it takes an add'l round for the discs to return. Each disc does 1-4 electrical damage, doing double damage on robots, machinery, etc.

As mentioned above, if Lawful & Chaotic discs strike one another, an explosion equal to 1d20 damage will occur for those within 10 feet. If one color disc strikes numerous of the other, the explosion has a 50% chance of doubling damage, but only to the alignment most exploded, e.g. a lawful halfling throws a blue disc @ a chaotic fighter w/ two red discs in his hands as shields. The halfling hits w/ his blue disc striking between, & hitting, the two red discs, causing an explosion for 1d20 damage, & since the fighter is chaotic & two red discs were within the explosion vs. one blue, there is also the 50% chance double damage will happen for this unfortunate, chaotic fighter.

*Dwarves, monks, paladins & clerics will get an electrical color response when touching a disc, but get shocked & lose 1 HP when doing so. Therefore, they cannot wield the discs as a weapon, etc.

Friday, November 30, 2012

ABOMINABLE SNOWMAN

[from The Strategic Review #3, Autumn 1975*]
THE YETI (ABOMINABLE SNOWMAN)

Number Appearing: 1-6
Armor Class: 6
Move: 12”*
Hit Dice: 4*
% in Lair: 10%
Treasure Type: D
No. of Attacks: 2 (claws)
Damage: 1-6 / 1-6 pts. cold damage each + hugs (as Owl Bear*) for 2-16 pts. add'l cold damage
Surprise*: looking into Yeti’s eyes; save vs. paralyzation must be made
Intelligent
Alignment: Neutral

Inhabiting only regions of icy cold, Yeties are seldom encountered by warm-blooded mankind. Those who do have the misfortune to stumble upon these monsters seldom live to tell the tale, for Yeties are very fond of human flesh. If found in their lair there is a 30% chance that there are 1-3 females there also, and a 15% chance of an additional 2-5 young if females are present. Because of their adaption to cold, Yeties are very susceptible to fire, and attacks employing such heat do 50% greater damage. The typical male is 8’ tall, 350 pounds, and his white coat blends perfectly with snow and ice; thus, a Yeti is nearly invisible until within 10’ to 30’ of its prey. (For each level above 1st add 5% chance of spotting a Yeti at normal distance, i.e. a 2nd level character has a 5% chance of spotting one.)


*Later on, in 1977, this entry gets embedded basically word-for-word within the AD&D Monster Manual; however, there are some diffs. Main ones are Move (AD&D makes "Yeti" faster: 15") & HP/HD (AD&D gives them slightly more w/ 4 + 4 HD). Then there's the bit that SR has hug "as Owl Bear", meaning, if both claws hit the same victim in one round, you also roll for hug damage. AD&D changes this to hug damage happening on a roll of 20. And lastly, the AD&D entry expands on the slightly vague "surprise" mechanic listed in the SR entry: "if the creature surprised an opponent," says the Monster Manual, "a saving throw versus paralyzation must be made, or the victim has looked into the creature's eyes and is rigid with fright for 3 melee rounds and can be automatically struck twice and squeezed by the yeti." All that said, interestingly, this SR entry also appears to be the template for Moldvay's White Ape, which explains why Yeti never makes it into BECMI.

One final thought, regarding Furthermoor, is that Punk Eskimos gain +2 to hit/damage against Yeti, whereas Yeti attacking Punk Eskimos are affected w/ -1 to hit/damage.

Thursday, November 22, 2012

POOKA

POOKA

AC: 7
HD: 2 + 2
Move: 130' (43')
Attacks: 1 touch/shock
Damage: 1-10
Save as: Fighter: 2
Morale: 6
Treasure: Q + R
Alignment: Chaotic
No. Appearing: 1-2 (2-6)

The Pooka are giant tomatoes that have somehow - through magic &/or evolutionary means - grown sentient to some degree, dug into earth, & made hollows. Having feet, they move quickly & will automatically attack anyone that invades their space. Among humanoids, there are rumors of a man w/ a weapon that could potentially wipe out the Pooka. The weapon is said to be a complex, yet compact pumping system, which strikes out @ the victim & allows the wielder to pump the victim vigorously w/ air, exploding them within 3 rounds (when pump is attached & pumping is uninterrupted, Pooka cannot attack)*. Lastly, whenever Pooka are encountered, there is a 45% chance that a young Green Dragon will arrive in 1d6 turns. Pumping weapon gets +3 to hit against Green Dragons, & like vs. Pookas, when attached, & pumping uninterruptedly, GDs cannot attack.

*When using Pooka, it is suggested the DM place this weapon, &/or the man that wields it, within the setting.

Wednesday, November 21, 2012

BASIC VS. ADVANCED FEASTING

So I think it's safe to say Basic Feasting is concerned w/ what you're eating, whereas Advanced Feasting is concerned w/ what you're drinking.
Menu @ Tavern in Keep on the Borderlands

Menu @ Inn of the Welcome Wench, Village of Hommlet

Both menus, Gary Gygax, circa 1979. 

Monday, November 12, 2012

HOLMENTZER MONSTERS: T - Z

T - Thoul, Giant Tick, Troglodyte, Troll

U - Unicorn

V - Vampire

W - Wight, Wolf, Wraith

Y - Yellow Mold

Z - Zombie


Thoul is Mentzer, via Moldvay.

Giant Tick is Holmes.
Troglodyte is in H & M. Holmes' entry remains intact, except for how Mentzer, which is via Moldvay, deals w/ the trogs' stench. Holmes says, "[those] nauseated... lose 1 point of strength (not hit points) each round for 1-6 rounds; the effect is cumulative. Loss of strength lasts 10 melee rounds after it has taken final effect". Mentzer says, "Nauseated characters have a -2 penalty on their Hit Rolls while in hand-to-hand combat with the troglodytes". Going w/ Mentzer.

Troll is Holmes.

Unicorn is Holmes.
 
Vampire Holmes.

Wight is in H & M. Holmes' entry has been passed down here, w/ just a few small diffs. First, Mentzer, via Moldvay, adds that one becoming a wight will do so in "1-4 days". Secondly, while Mentzer simply says wights "can only be hit by silvered or magical weapons," Holmes agrees, but gives magic arrows a special bonus against wights, doing "double damage". Also of note is that Holmes mentions "barrow wights (as per Tolkien)".

Wolf is Mentzer, via Moldvay.

Wraith is Holmes.

Yellow Mold is in H & M. Basically same, biggest diff is Holmes' Yellow Mold potentially releases a cloud of spores on "rough contact" & causes nearby PCs to Save vs. Poison "or be killed", while Mentzer's YM, which is via Moldvay, "if it is touched, even by a torch," may send up spores which cause PCs to Save vs. Death Ray, or "choke to death within 6 rounds".
Zombie is in H & M. Interestingly, while Holmes' & Moldvay's Zombies are quicker than Mentzer's (120' vs. 90'), Holmes closes his entry w/, "by nature they are slow, getting only one attack every other melee round". Mentzer does not have this bit about attacking every other round, but instead, along w/ Zombies being slower in general, has them always lose initiative in battle (via Moldvay). Finally, like Skeletons, Holmes' Zombies are neutral & are more the puppets of "some evil magic-user or evil cleric", whereas Mentzer's Zombies are chaotic. Going w/ Holmes.

A - D
E - K
L - O
P - S

Friday, November 9, 2012

EVIL OTTO

EVIL OTTO

AC: 3
HD: 7 + 5
Move: 120' (40')
Attacks: 2 arms
Damage: 2-8/2-8
Save as: Fighter:10
Morale: 12
Treasure: E (any coin value is for machinery/wires of Otto's being (weight as coins))
Alignment: Chaotic

Evil Otto is a massive & menacing cyborg commander of Berzerk Robots, thought to be invaders from another planet and/or plane. Always met in rooms/corridors of dungeons, 3-6 Berzerk Robots will be encountered before Evil Otto appears (6-12 rounds later). When all Berzerk Robots within Otto's area have been killed, in a berserk rage, he will run after opponents, attacking @ +3 for all attack/damage rolls. If Otto hits one victim w/ both arms in the same round, he squeezes for add'l 2-12 damage. When fleeing from Otto and/or Berzerk Robots*, if a PC passes through a door, the Robots/Otto will not follow; however, there's a 33% chance that in 1 turn Berzerk Robots (& eventually Evil Otto) will be encountered once again.

BERZERK ROBOTS

AC: 5
HD: 1 + 5
Move: 90' (30')
Attacks: 1 (laser arm) +2
Damage: 1-8
Save as: Fighter: 1
Morale: 12
Treasure: P + Q (value is not coinage, but wiring (weight as coins))
Alignment: Chaotic
No. Appearing: 3-6 (0)

Berzerk Robots are all machinery & wire, covered in rubber, w/ plastic armor (strength of chain mail). They shoot a laser beam from their arms (+2 to attack roll). If a Berzerk Robot crashes into a rock wall w/ any force, there is a 50% chance it will short-circuit, overheat, & instantly die. In regard to magic, treat as undead.

Lastly, when fighting Evil Otto and/or Berzerk Robots, Berserkers gain +3 on all attack/damage rolls.

*If all Berzerk Robots are killed before Evil Otto's round to appear, & the party moves through a door, Otto will not appear, though the 33% chance of Berzerk Robots (& Evil Otto) appearing in 1 turn remains.



Monday, November 5, 2012

HOLMENTZER MONSTERS: P - S

P - Pegasi, Pixie, Purple Worm

R - Giant Rat, Robber Fly, Rust Monster

S - Shadow, Giant Shrew, Shrieker, Skeleton, Snake, Spectre, Giant Spider, Sprite, Stirge


Pegasi is Holmes.

Pixie is in H & M. Holmes' entry remains intact, except for a touch of nixed description: "They use short bows, small spears, and daggers. Their royalty are powerful magic-users. All are friendly with elves and fairies." The major diff between editions comes to mechanics surrounding pixies' invisiblity powers, & how to deal w/ attacking them when-so. While Holmes simply says, "defenders note minor shadows and air distortions," Mentzer, taking Moldvay's lead, tacks a -4 penalty on Hit Rolls to reflect this (Moldvay was -2, btw). Will use Mentzer for now.

Purple Worm is Holmes.

Giant Rat is in H & M, though Mentzer, via Moldvay, has stats for Normal Rats as well. Statistically, Holmes' Giant Rat survives in Mentzer, though in description, as well as in dealing w/ poison, there are a few differences. First off, Holmes reveals the literary influence of the Giant Rat ("also known as Sumatran rats"), referencing the Sherlock Holmes story, "The Adventure of the Sussex Vampire", in which a Giant Rat from Sumatra is mentioned. Secondly, in regard to poison, Holmes specifies that the rat's disease is a "bacterial infestation" having a duration of 60 days, & while it can be fatal (25% chance like Mentzer), if not, will take an additional "10 weeks to recover". So in Holmes, if a PC doesnt die from rat disease, they will be out of play for roughly 4 1/2 months game time. Mentzer on the other hand, simply states that if the disease is not fatal, the victim will "be sick in bed for 1 month, unable to adventure." In other words, Holmes' disease is much more taxing to a PC's system. I'm gonna go w/ Holmes.

Robber Fly is Mentzer, via Moldvay.
Rust Monster is in H & M. While statistically Holmes' Rust Monster survives into Mentzer, the big diffs are when/how exactly a Rust Monster rusts a weapon and/or magical weapons. Holmes' Rust Monster proves to be "the bane of anyone wearing metal." For any hit by or against Holmes' RM will cause either metal armor, or weapon, to "rust instantaneously", "even magic weapons". But whereas Holmes' RM is an "inoffensive looking little creature", Mentzer's, via Moldvay, has "a body like a giant armadillo with a long tail, and 2 long front 'feelers' (antannae)." For Mentzer, these "feelers" are what cause "any non-magical armor or weapon hit to immediately crumble to rust", so it isnt the RM's body in general that causes rustage. Therefore a successfully hit on the RM in Mentzer means a weapon is not affected, unlike both Holmes & Moldvay. Lastly, in Mentzer, like Moldvay, magical weapons have a 10%-for-every-"plus"-chance to not be affected in above circumstances. When they are affected, they lose one plus @ a time, until normal, & finally turn to rust, if it comes to that. As mentioned above, Holmes of course doesnt find favor for magical weapons vs. the RM. I think I'm gonna go w/ Holmes, but not certain.

Shadow is in H & M. Holmes' entry remains intact here, w/ the addition, that in Mentzer, Shadows are given the chance of surprising on 1-5 w/ 1d6. That said, an editing bit to note, is that while Mentzer is almost word-for-word Moldvay, he chooses to revert to Holmes' "Non-corporeal... intelligent creatures" vs. Moldvay's "in-corporeal... intelligent creatures".

Giant Shrew is Mentzer, via Moldvay. "No. Appearing" in Mentzer is flip-flopped: misprint.

Shrieker is in H & M. First off, while Holmes' Shrieker is a "form of mindless fungus which is ambulatory", Mentzer's Shriekers, via Moldvay, "look like giant mushrooms". While Holmes' moves a foot more per turn (10 feet/turn vs. 9 feet turn), the biggest diff here is that Holmes' reacts to light within 30' & movement within 10', whereas Mentzer's reacts to light within 60' & movement within 30'. Also, while Holmes says if the Shrieker shrieks there's a "50% chance of attracting wandering monsters each round thereafter", Mentzer limits this possibility to rounds that the shrieker is actually shrieking. Since Holmes uses the word round, I think it safe to assume he means rolling for wandering monsters each round after a shriek, until the encounter is over & the game reverts to a turn basis. Therefore, while Holmes' Shrieker has limited range, it can potentially alert a lot of monsters; on the other hand, Mentzer's shroom detects passing parties more easily, but only alerts monsters while it's shrieking. Going w/ Holmes.

Skeleton is in H & M. Holmes writes, "Animated skeletons act only under instructions of their motivator, an evil magic-user or cleric." This is important to note, b/c some of this verbage survives to Mentzer ("often used as guards by the high level magic-user or cleric who animated them"), & though on surface a slight diff, it's telling: Holmes' Skeleton is neutral, whereas Mentzer's is chaotic, i.e. Holmes' Skeleton is more a puppet than Mentzer's. In addition, Mentzer's Skeleton, via Moldvay, is sturdier than Holmes' (1 HD vs. 1/2 HD) & harder to hit (AC 7 vs. AC 8). Lastly, unlike Mentzer, Holmes informs the fledgling DM that skeletons "usually make no noise since they do not move unless they are attacking." Gonna use Holmes for now...

Snake is Mentzer, via Moldvay. However, one could potentially construct an entry for Holmes, as Holmes does mention snakes in a number of places, w/ stats: asps within his Medusa entry do 1-6 damage/bite & a "giant snake" in the sample dungeon is AC 6, HD 2, 100 feet/turn movement. These stats come closest to Mentzer's Pit Viper, but given the variety here, no point in analyzing further (see Giant Spider below). Lastly, while Mentzer relays Moldvay here, he adds Giant Racer to the entry.

Spectre is Holmes.
Giant Spider is in H & M, though the entries are quite divergent. First off, Holmes' "Spider" entry is for Large, Huge & Giant Spiders, while Mentzer's "Giant Spider" entry, which is via Moldvay, is for Crab Spider, Black Widow & Tarantella. B/c of this spectrum, it is hard to do comparison as I have been, though what I can say, is that Holmes' Giant Spider, while a bit slower than any of Mentzer's, is harder to hit/kill, having 4 + 4 HD (Mentzer's Tarantella is 4 HD) & an AC of 4 (Mentzer's Tarantella is AC 5). Interestingly, in the sample dungeon section of Holmes, there is a "giant spider", though its AC is "3 (plate mail)". Apparently this stat diff from the monster section has to do w/ changes made over the course of reprints (1st print of Holmes didnt have Spiders in the monster section @ all, only an "enormous spider" in the J room of the sample dungeon - see Zenopus Archives post). That said, I find no prob using all spider options for Holmentzer, including Enormous Spider.

Sprite is Mentzer, w/ misprint action: no AC is listed (stats are erroneously shifted up to where HD is where AC should be). That said, as Moldvay's AC for a Sprite is 5, & Mentzer is otherwise relayed Moldvay, it's safe to insert here.

Stirge is in H & M. While Mentzer, via Moldvay, has added land movement stats & changed the Treasure Type, Holmes' Stirge remains, though slightly weakened in attack/damage. Holmes' Stirge "attacks at +2 on all die rolls", while Mentzer's only gets +2 "on its first Hit Roll against any one opponent due to its speedy diving attack". Also, Holmes' Stirge, after initially latching to its victim & sucking blood for 1-3 damage, does 1-4 damage each round thereafter, whereas Mentzer's Stirge does 1-3 damage no matter. Lastly, it's interesting to note changes in the descriptive text through editions: Holmes says, "Large bird-like creatures with long proboscises, rather like feathered ant-eaters"; Moldvay says, "birdlike creature with a long nose, looking rather like a very small feathered anteater"; Mentzer says, "birdlike creature with a long nose". Going w/ Holmes' proboscises.

A - D
E - K
L - O
T - Z


Friday, November 2, 2012

GIANT MILLIPEDE

GIANT MILLIPEDE

AC: 9
HD: 1/2 (1-4 hp)
Move: 100' (33')
Attacks: 1 bite
Damage: 1-4
Save as: Normal Man
Morale: 6
Treasure: Nil
Alignment: Neutral
No. Appearing: 1-8 (2-16)

While often mistaken for Giant Centipedes, Giant Millipedes are more timid, slower*, & they don't harbor poison. When firing range weapons @ a Giant Millipede outdoors, an attacker gains +1 to hit. When encountering a number of them, there is a 1-4 in 1d6 chance that 1-3 Giant Inchworms are tagging along.

GIANT INCHWORM

AC: 9
HD: 1/4 (1-2 hp)
Move: 60' (20')
Attacks: 1 touch
Damage: Slows movement
Save as: Fighter: 1
Morale: 7
Treasure: Nil
Alignment: Neutral

A Giant Inchworm's attack is a quick thrust (or straightening out) to touch an opponent. While doing no hit point damage, a successful hit will slow its victim down to 1/3 of their normal movement rate (e.g. 120 feet/turn slowed to 40 feet turn, or 40 feet/round slowed to 13 feet/round, etc.) for 1d6 turns.

*That is, slower than Holmes' version of Giant Centipede, which moves @ 150 feet/turn.
 


Monday, October 29, 2012

HOLMENTZER MONSTERS: L - O

L - Living Statue, Giant Lizard, Lizard Man, Giant Locust, Lycanthrope

M - Manticore, Medusa, Minotaur, Mule, Mummy

N - Neanderthal, Normal Human, NPC Party

O - Ochre Jelly, Ogre, Orc, Owl Bear

 

Living Statue is Mentzer, via Moldvay. As Moldvay hit shelves in '81, there can be little doubt Basic D&D (esp. Moldvay's Crystal & Rock entries here & going back to Lawful/Neutral/Chaotic) inspired the creation of the '83 Marvel comic, The Saga of Crystar, Crystal Warrior.

Giant Lizard is Mentzer, via Moldvay, w/ only a few changes to gliding speed for a Draco & "Save As" for a Tuatara.

Lizard Man is in H & M. Holmes' entry remains intact through editions, including info how victims will be taken to the LM lair to be the "main course" of a feast. The only difference is in damage verbage, & also, Mentzer, via Moldvay, adds that "Lizard men are often found in swamps, rivers, and along seacoasts as well as in dungeons".

Giant Locust is Mentzer.

Lycanthrope is in H & M. The main differences between the two, stat-wise, is that Mentzer's lycanthropes (via Moldvay), other than wererats, are each 30 feet/turn faster than Holmes'. The other main shift, other than differences in damage, is regarding alignment. Where Holmes has wereboars & werebears sometimes Chaotic Good, Mentzer's are Neutral only, though Mentzer does mention in the werebear section, "it might be friendly, however, if peacefully approached". Lastly, Holmes says, "All were-creatures are repelled by wolfsbane," i.e. a successful hit w/ wolfsbane repels. In Mentzer however, "If a lycanthrope is hit by wolfsbane, it must make a Saving Throw vs. Poison or run away in fear."  I'll probably roll w/ Holmes' lycanthropes for now.

Manticore is Holmes.

Medusa is in H & M. Though Holmes' entry remains intact statistically, the descriptions diverge a bit. While Holmes says, "This monster is usually female," Mentzer, via Moldvay, says that a "medusa looks like a human female". Holmes also specifies that the snakes from the medusa's heads are "asps". The biggest divergence between H & M, however, has to do w/ medusa's gaze, as well as additional mechanics regarding battle w/ medusa + snakes in Mentzer. Holmes simply says that medusa's gaze "turns creatures to stone"; Mentzer on the other hand, allows the victim a Saving Throw vs. Turn to Stone, & also, if they make the saving throw, diverging from Moldvay, seems to be saying the medusa will automatically petrify itself: "the sight of the medusa will turn a creature to stone unless the victim makes a Saving Throw vs. Turn to Stone or she will petrify herself!" Lastly, Mentzer adds, "Medusae occasionally use weapons." For Holmentzer, going w/ Holmes.

Minotaur is in H & M. Holmes' entry, w/ a few damage stat changes, remains intact here, though his "bull-headed man" gamer joke has been nixed. Holmes' Minotaur gets 3 attacks (2 horns + 1 bite), whereas Mentzer's Minotaur, via Moldvay, can either gore & bite (2 attacks), or use a weapon (1 attack). In addition, when using a weapon, Mentzer's Minotaur gets +2 to damage. For Holmentzer, will use Mentzer.

Mule is in H & M, though Holmes' mule is in the Horse entry & quite brief: "Mules can often be taken into dungeons and they can carry 3,500 gold pieces. Horses can usually carry more, but lack the ability and calm necessary for dungeon expeditions." Interestingly, though Mentzer gives mules their own stats, which are straight from Moldvay (except for general No. Appearing), the big difference between Mentzer's Mule & Moldvay's is in regard to the same issue: how much a mule can carry.  Moldvay says "2000 coins (or 4000 coins at most, with its move reduced to 60' turn)", whereas Mentzer ups this to "3000 coins (or 6000 coins...)" Mentzer also adds "if encountered in a dungeon, the mules may belong to an NPC party nearby." Mentzer for now...

Mummy is Holmes.

Neanderthal is Mentzer, via Moldvay.

Normal Human is in H & M. Holmes' "Normal Man" doesnt have an entry in the monster section, but is listed in his Combat & Saving Throw tables. Also, within details of his Sample Dungeon, Holmes stats "normal men" as having between 1-6 hit points. Mentzer is via Moldvay, w/ one sizable change: Moldvay's Normal Humans have 1/2 HD (1-4 hp), e.g. "an adult blacksmith would have 4 hp", whereas Mentzer's have 1 HD: "a blacksmith could have 8 hp". I'm thinking that Holmes' Normal Men may be a good median for Holmentzer, though gonna think on it. Thanks to Zenopus Archives for regulating regarding Holmes here.

NPC Party is Mentzer, via Moldvay.
Ochre Jelly is in H & M. Holmes' entry remains through editions, w/ specifics regarding smaller jellies tacked on by way of Moldvay. "It is, of course, ochre colored," says Holmes.

Ogre is in H & M, & while Holmes' Ogre pretty much survives, Mentzer's, via Moldvay, has AC 5, vs. Holmes' AC 6. When noticing the additions to the description, one could probably explain this diff due to Mentzer's having ogres "wear animal skins". Other than some slight diffs in Damage & Treasure Type, the only other bit is Mentzer specifying a hatred between Ogres & Neanderthals, like Goblins & Dwarves. Will use Mentzer.

Orc is in H & M. Mentzer's orc, which is via Moldvay, is faster than Holmes' which looks to trickle into Armor Class as well: Mentzer's Orc has AC 6, moves 120 feet/turn vs. Holmes' Orc AC 7, moves 90 feet/turn. Other than that, the main diff, as usual, is that Mentzer elabs w/ mechanical info regarding groups, tacking on a number of paragraphs. An interesting progression to note here is that while Holmes says, "Members of different orc tribes cooperate poorly and attack members of another tribe on sight unless under a strong commander," and Moldvay says, "members of different tribes are not usually friendly with each other, and may start fighting unless their leaders are present," Mentzer chooses to edit this bit out of his description. Though "different tribes" are mentioned, the antagonism between them is not. Since using Mentzer for Ogre, gonna simplify for Orc, & go Holmes.

Owl Bear is in H & M. Holmes shines through here w/ just one duo of beef w/ Mentzer, which is via Moldvay. Attacks & Damage. Holmes gives the owl bear 3 attacks: beak, claw & bear-hug, each doing 1-8 damage; Mentzer gives 2 claws & 1 bite, each for 1-8 damage, however, if both claws hit the same victim, the owl bear will automatically hug for an additional 2d8 damage. For Holmentzer, going w/ Mentzer for now.

A - D
E - K
P - S
T - Z 

Thursday, October 25, 2012

KILLER BIRDS

KILLER BIRDS

AC: 7
HD: 1/4 (1 hit point)
Move: 12' (4') Flying: 150' (50')
Attacks: 1 beak (bite or peck)
Damage: 1-2
Save as: Normal Man
Morale: 12
Treasure: Nil
Alignment: Chaotic
No. Appearing: 1-100 (1-100)

Though rumored to randomly light on waterfront locales, Killer Birds have been seen in dungeons, in depths that have access to sky (e.g. chimneys, mining tunnels, random giant worm holes, etc). Attracted to the scent of alcohol, as well as fire, Killer Birds find carousing campers opportune targets.

Wednesday, October 24, 2012

HOLMENTZER MONSTERS: E - K

E - Elf

F - Giant Ferret

G - Gargoyle, Gelatinous Cube, Ghoul, Giant, Gnoll, Gnome, Goblin, Gray Ooze, Green Slime, Griffon

H - Halfling, Harpy, Hell Hound, Hippogriff, Hobgoblin, Horse, Human, Hydra

K - Kobold

 

Elf is in H & M. The main stat diff between the two is Hit Dice. Holmes Elves are 1 + 1 HD, whereas Mentzer Elves are 1 HD. Moldvay, like Holmes, has 1 + 1, so this is a Mentzer change. As for alignment, we see Holmes' "chaotic good (some neutral)" translated into "neutral" only. Holmes' description is super brief, relying on the character section of his manual to fill in the gaps. That said, he does mention that elves are generally "of two sorts, wood elves and high elves". Mentzer on the other hand, which is via Moldvay, has no mention of these different sorts of elves. Likewise, in Mentzer, there only need be 15 elves in a group to have a leader, vs. 50ish in Holmes. I have posted about elves before, & probably need to revisit the topic in more depth regarding Holmentzer, but for now, I'm thinking I'll use Mentzer for high elves (less HP, less elves per leader) & Holmes for wood elves (more HP, more elves per leader).

Giant Ferret is Mentzer, via Moldvay.

Gargoyle is in H & M. Holmes' Gargoyle remains fairly intact through the editions, the only real diff being that Mentzer, via Moldvay, varies a Gargoyle's claw & bite damage (1-3/1-6, respectively), whereas Holmes has 1d4 damage down the line. "As depicted in medieval architecture, gargoyles are reptilian, horned, taloned, fanged, winged beasts of hideous aspect. They will attack nearly anything that approaches them and are at least semi-intelligent and cunning," says Holmes; "As pictured in medieval architecture, they are horned, clawed, fanged, winged, hideous-looking beasts... very cunning and at least semi-intelligent. They will attack nearly anything that approaches them," says Mentzer. Mentzer, via Moldvay, adds that Gargolyes cannot be affected by sleep or charm spells & also suggests that a DM not use them unless a party is equipped w/ a magical weapon.

Gelatinous Cube is in H & M. Again we have a Holmes monster remaining statistically & descriptively intact @ the core: "They move through rooms and corridors... sweeping them clean of all living and dead material. In the process they may pick up indigestable items like gold and gems and carry them within their body," says Holmes; "moves through the rooms and corridors of a dungeon, sweeping the halls clean of all living and dead material. In the process, it may pick up items it cannot dissolve (such as weapons, coins, and gems)," says Mentzer. Though H & M, via Moldvay, both discuss Saving vs. Paralysis when one is hit by a GC, it is interesting to pay close attention to Dr. Holmes' descriptor here: "Flesh that comes into contact with the cube is anesthetized unless a saving throw against paralysis is made." While the later editions translate this to mean that GCs cause paralysis, is that what Holmes is truly saying? Mentzer, via Moldvay, also adds that GCs surprise on 1-4 on 1d6 b/c they are "hard to see". Lastly, Mentzer diverges from Moldvay in allowing the chance of encountering 1d4 GCs in a lair, vs. one.
Ghoul is in H & M, & the Mentzer version is again an elab on Holmes' core monster stats/description. The only real difference between editions is in regard to who/what a ghoul can paralyze: Mentzer, via Moldvay, speaks in size ("any creature of ogre-size or smaller"), vs. type in Holmes ("any human/humanoid figure"). Lastly, Mentzer adds that ghouls are immune to sleep and charm spells.

Giant is Holmes.

Gnoll is in H & M. Holmes' entry remains intact, w/ only minimal changes to Damage & Treasure Type. One interesting thing to note, is that Holmes says gnolls are like "hyena-men". Mentzer carries on this idea, but also adds the bit that "Gnolls are rumored to be the result of a magical combination of a gnome and a troll by an evil magic-user." It could be argued, that these are actually two different ways to look @ the gnoll monster from a physical standpoint, though in Mentzer, like Moldvay, they are fused together.

Gnome is in H & M, & while Mentzer is via Moldvay, what you have is Holmes' brief entry @ the core, hacked & littered about a longer description w/ group info, lair, etc.

Goblin is in H & M. The major diff is that Mentzer's Goblin is faster than Holmes' (90 feet turn vs. 60 feet turn). This change is purely Mentzer, as Moldvay reflects Holmes. Other than diff Treasure Types, what you have here is another Holmes @ core entry, w/ one small divergence via Moldvay, pertaining to the number of bodyguards a goblin king has @ their service.

Gray Ooze is in H & M. Holmes' stats remain intact in Mentzer, & some choice bits of his description survive as well (e.g. "this seeping horror"). But while Holmes simply tells us an ooze "can corrode metal in one turn", Mentzer, via Moldvay, goes further by saying the ooze "secretes an acid... will dissolve and destroy normal armor or weapons in only 1 round, and magic items in one turn". Lastly, like the Gelatinous Cube entry, Mentzer diverges from Moldvay to suggest numerous oozes @ once, plus adds that an ooze lair may contain "a special treasure made of stone (DM's choice)".

Green Slime is in H & M. Major diff is that Mentzer's Green Slime, via Moldvay, can move. Holmes' GS is "non-mobile" though it sometimes "drops from high places". Other than that, the description in Mentzer is basically Holmes w/ mechanical info on burning off the slime, etc. Something worth noting, is that while Holmes mentions fire affecting a GS, once it hits flesh, it "must be excised or treated" w/ magic. The later editions cut any mention of excising & focus on burning off the slime. Lastly, Mentzer diverges in a number of ways from Moldvay statistically: lowers Morale from 12 to 7, gives Treasure Types (Holmes & Moldvay have "nil"), & Mentzer's GS is Lawful, instead of Neutral. Holmes' Green Slime has no alignment. Holmes GS for Holmentzer.

Griffon is Holmes.

Halfling is Mentzer, via Moldvay, w/ only a small diff in Treasure Types.
Harpy is in H & M. Mentzer, via Moldvay, is almost identical to Holmes, stat-wise, except Holmes has 1d4 damage for a Harpy's weapon attack vs. 1d6 in Mentz. As for the description, one subtle diff presents itself when combing the verbage of each. Holmes: "By their singing they lure men to them, their touch then charms them and they are killed and devoured. Any creature hearing the harpy song must make its saving throw against spells or be drawn irresistibly to his doom!" Notice that while a saving throw determines whether a harpy's song will lure an adventurer or not, Holmes says it is the harpy's touch that actually charms the victim. Mentzer: "By their singing, harpies lure creatures to them to be killed and devoured. Any creature hearing the harpies' songs must make a Saving Throw vs. Spells or be Charmed." Mentzer says that failing the song throw not only leads the victim to the harpies, but also, b/c of this, the victim is charmed. While I would like to brood on the implications of this difference here, I'm gonna save it for a later post. For now, just note the nuances. Lastly, Mentzer increases Harpy's "Save As" to Fight: 6 from Moldvay's Fighter: 3. Mentzer does this vs. F: 3 Harpy's getting +2 on all Saving Throws. For Holmentzer, I'm going w/ Mentzer's Harpy for now.

Hell Hound is Holmes.

Hippogriff is Holmes.

Hobgoblin is in H & M. Another Holmes @ core entry, Mentzer, via Moldvay, elabs on specifics regarding a hobgoblin king & his cronies. That said, Mentzer's hobgoblin king is quite powerful compared to Holmes'. Not only does Mentzer's fight as a 5 HD monster (Holmes says as ogre, which is 4 + 1), but also, he gets +2 damage. For Holmentzer, may as well use Mentzer.

Horse is Holmes. The entry includes light horses, medium horses, heavy war horses, draft horses, and mules.

Human is Mentzer. Mentzer deals w/ "occasional random encounters with 1-3 humans". More on this singular entry down the road.

Hydra is Holmes.

Kobold is in H & M. Holmes' Kobolds are "evil dwarf-like creatures" that behave like goblins, "but are less powerful". They are nimble, moving @ 120 feet/turn, & as well, "are highly resistant to magic" gaining +3 on all saving throws, except for dragon breath. Mentzer's kobolds, which are straight from Moldvay, w/ one change regarding movement (Mentzer's 90' sits between Holmes' 120' & Moldvay's 60'), are "small, dog-like men... scaly, rust-brown skin & no hair." This "dog-like men" description seems to have originated w/ Moldvay, though I'm going to guess it has something to do w/ that kobold drawing in the AD&D Monster Manual? That said, Mentzer's kobolds have nothing to do w/ magical resistance, & though the chieftain is equal w/ Holmes', the bodyguards are weaker. For Holmentzer, I'm going w/ Holmes on this one.

A - D
L - O
P - S 
T - Z

Tuesday, October 23, 2012

PAC-MAN

PAC-MAN

AC: 3
HD: 3 + 1*
Move: 90' (30')
Attacks: 1 bite
Damage: Normal + undead*
Save as: Fighter: 4
Morale: 8
Treasure: S
Alignment: Lawful

* Pac-man does normal damage when biting normal beings, though undead will be NO LONGER. Likewise, if the Pac is hit by undead, he dies; however, in 1 turn, will rise again in a nearby place, until 3 lives through (DM may grant more lives).

Monday, October 22, 2012

HOLMENTZER MONSTERS: A - D

A - Giant Ant, White Ape

B - Rock Baboon, Bandit, Basilisk, Bat, Bear, Giant Bee, Giant Beetle, Berserker, Black Pudding, Blink Dogs, Boar, Bugbear

C - Carrion Crawler, Great Cat, Giant Centipede, Chimera, Cockatrice

D - Displacer Beast, Djinni, Doppleganger, Dragon, Dwarf

[So I said I wasnt going to list all of the Holmentzer monsters. I lied.]

Giant Ant is listed in both Holmes & Mentzer. Mentzer's Giant Ant is quite hefty, having 4 HD vs. Holmes' 2 HD. Also, Mentzer's Giant Ant does 2d6 damage, vs. Holmes' 1d6. Moldvay becomes indispensible comparing these two as Mentzer's Giant Ant is in fact Moldvay's "Driver Ant". Influenced by Herodotus' The Histories, the Driver Ant is a formidable, gold-hungry miner: "There are legends of giant ants mining gold, and there is a 30% chance that a lair will contain 1-10 thousand gp worth of nuggets," says Mentzer. As for Holmentzer, I think the best way to reconcile these two, is to use the Mentzer Giant Ant for desert, dungeons, caves, mountainous, riverbed, mineral deposit areas, etc., whereas the Holmes Giant Ant would be the encounter in forests, nearby towns, etc.
White Ape is a Mentzer only monster, that, to my knowledge, 1st appeared in D&D w/ Moldvay. The literary basis for the White Ape is Edgar Rice Burroughs' A Princess of Mars & subsequent Barsoom novels. This entry in Mentzer is a good example of Mentzer slightly altering a Moldvay entry: "They are nocturnal, sleeping in the day and looking for fruits and vegetables at night," says Moldvay; "They are nocturnal herbivores, looking for fruits and vegetables at night," says Mentzer. I've seen entries where the only difference between Moldvay & Mentzer is Mentzer's addition of a comma.

Rock Baboon is Mentzer, via Moldvay.

Bandit is in H & M, and the entries are basically the same, the main difference being that Mentzer has Bandit movement as 90' (30'), whereas Holmes is 120 feet/turn (i.e. 120' (40')). As Moldvay has 120' (40'), my bet is that Mentzer is a misprint.

Basilisk is Holmes.

Bat is Mentzer, via Moldvay. Note that the Mentzer stats for Giant & Normal are actually switched, i.e. another Mentzer misprint.

Bear is Mentzer, via Moldvay, though Mentzer's Grizzly is fiercer.

Giant Bee is Mentzer, via Moldvay's "Killer Bee".

Giant Beetle is in H & M, though in Holmes the entry is solely for the Fire Beetle.

Berserker is in H & M. The entries are basically the same, except for varying Treasure Types.

Black Pudding is Holmes.

Blink Dogs Holmes.

Boar is Mentzer, via Moldvay, though Mentzer's Boar is slower.

Bugbear is in H & M. These entries are basically the same, the main diff being where Holmes has 2-8 damage, Mentzer has "By weapon + 1". Also, in Mentzer, unlike Holmes or Moldvay, the Bugbear gets a +1 "to hit" when using a weapon. I'll probably stick w/ Mentzer for now, but will come back to this later when reconciling damage in general for Holmentzer. Lastly, this entry is a good example of how a Holmes description has remained, though slightly altered, through editions: "These creatures are great hairy goblin giants. Despite their size and shambling gait they move very quietly and attack without warning whenever they can," says Holmes; "Bugbears are giant hairy goblins. Despite their size and awkward walk, they move very quietly and attack without warning whenever they can," says Mentzer.

Carrion Crawler is in H & M, & the entries are basically identical, cept Holmes is super brief in his description (less is more?); & while we again witness Holmes' description passing down through editions for a classic D&D monster, Mentzer adds, like Moldvay before him, that "once paralyzed, a victim will be eaten (unless the carrion crawler is being attacked)." Mentzer also adds that "carrion crawlers are not normally found outside of dungeons."

Great Cat is Mentzer, via Moldvay.
Giant Centipede is in H & M. Mentzer's Giant Centipede, which is via Moldvay, is much slower than Holmes': 60 feet/turn vs. 150 feet/turn. Also, Mentzer's has slightly more HP in that it's 1/2 HD (1-4 HP), vs. Holmes' 1/4 HD, or 1-2 HP. Lastly, while Holmes deals w/ a Giant Centipede's "weaker" poison by granting a bite victim +4 to their Saving Throw, Mentzer works it by nixing the saving throw bonus, & if the bite victim fails the saving throw, they don't die, but grow ill for 10 days & move at 1/2 speed. While I prefer Holmes' faster Giant Centipede, I do like the poison mechanics in Mentzer.

Chimera is Holmes.

Cockatrice is Holmes.

Displacer Beast Holmes.

Djinni H...

Doppleganger is in H & M. Again, a Holmes entry basically survives intact here, w/ Mentzer only disagreeing w/ what Moldvay added in regard to Save As & Morale. Lastly, Mentzer wants you to know that "when killed, a doppleganger turns back into its original form".

Dragon is in H & M, obviously. For starters, Holmes lists four types of dragon: White, Black, Red & Brass; & while Mentzer doesnt have Brass, he has White, Black & Red, plus Green, Blue & Gold. As this is the largest monster entry in either book, let's focus on the key differences: Mentzer (which is via Moldvay) has Holmes' dragons @ the heart, then builds on them, making them more complex, & in some cases, more powerful. For instance, while all Holmes dragons have an AC of 2, a Mentzer Red Dragon has an AC of -1. In the same vein, Holmes dragons do the same amount of damage, whereas Mentzer's all have diff. damage stats. That said, the breath weapon stats are almost identical between editions. Outside of those major stat differences, there are the big differences: Holmes' way of dealing w/ a dragon's age, which also has to do w/ HD & damage for its breath weapon, is by having a handy 1d8 chart to roll on. Mentzer on the other hand, though mentioning how age can effect a dragon's stats, does not have this chart, & doesnt suggest a random way of determining a dragon's age. That said, Mentzer does have another chart, however, & it is this chart which truly separates the Mentzer/Moldvay dragon from Holmes. Mentzer's chart shows the possibilities of a dragon of specific color to talk, to be asleep, & then also, how many spells per level they can cast, as all types have spell casting abilities. Mentzer's dragons are closer to AD&D than Holmes'. Holmes decided not to include any info on talking, or spell casting. This is interesting, & appealing, & though I cant yet say for sure how it'll play out in Holmentzer, for now, I'm leaning toward Holmes, while allowing additional colors from Mentzer. Will revisit this, most likely.

Dwarf is in H & M, & is generally, the same, except Mentzer specifies individual Treasure type, plus adds more mechanical description.

E - K
L - O
P - S
T - Z

Saturday, October 20, 2012

HOLMENTZER MONSTERS: INTRO

The 1st things I need to get in order for Holmentzer, for obv reasons, are MONSTERS, & while doing an initial run through & tally of each monster section I found that monster-wise, these books truly compliment one another. Holmes Blue Book, unlike any of the Basic books after it, includes a lot of high HD monsters (e.g. Purple Worm, Giants, Black Pudding, etc.), while Mentzer, like Moldvay, focuses mainly on low HD fantastical creatures, branching into more wildernessy animals/monsters (e.g. Bats, Bears, Snakes, Giant Bees, etc.) not in Holmes, a number not in Moldvay either.  All-in-all, a good fusion of monsters for both dungeon & wilderness.

INITIAL BREAKDOWN: Both Holmes & Mentzer have stats for 65 monsters each. 23 monsters in each are different from the other, therefore, a total of 88 singular monsters are collected from the two: 42 monsters shared, 23 in Holmes only, 23 in Mentzer only.

As for the 42 monsters found in both, I've started comparing them, & for those w/ conflicting stats, thinking how to reconcile'm. My initial on-the-fly self wants to simply say use Holmes stats for dungeon and Mentzer stats for wilderness/town. But that would be too easy, so I plan to go a bit deeper, starting w/ A & ending w/ Z. I dont plan to list, or mention every monster here on the blog, but only those that interest me in some way through the process (this may include compare/contrast between Mentzer & Moldvay as well, esp. for those monsters not in Holmes).

Thursday, October 18, 2012

HOLMENTZER BASIC

While DMing the last few years, I've seen myself spiral from simply using Moldvay Basic & Cook Expert (B/X), to falling down the OD&D rabbit hole (thanks OSR!) & having a stack of LBB/Supplement print-outs, Holmes, B/X, sometimes Labyrinth Lord, Swords & Wizardry White Box, various modules, AD&D books, OSR supplements, etc., basically whatever I grab before play @ my side, & when/if something comes up, I just choose which to refer to on-the-fly. While I have no probs w/ this approach, obviously, & it can be fun for me, esp. when I'm itching to use something I've recently read, as of late, I've been feeling the need to simplify.

In retrospect, I could never get into using the LBBs, only. While I dig the idea & openness of OD&D, which in many ways carries into Holmes Basic, it can be a pain in the ass when you're looking for anything specific in a timely manner, even just a monster stat (I've made lots of stuff up on the spot b/c of this (not sayin that's a bad thing, just sayin)). As for the retro-clones, though I've been inspired by them & enjoy looking @, & reading them, I find I always end up reaching for actual TSR stuff during play. So I got to thinking: while I'd settled on Holmes being a choice median between OD&D & Moldvay, what other book could I cross reference w/ Holmes that's 1) fairly well-organized, 2) adds a lot of the stuff I dig in Moldvay, & 3) can fit into Expert if I decide to go that route vs. AD&D as Holmes suggests? Recently reading through its "Procedures and rules" section, I found my answer: Mentzer Basic Dungeon Masters Rulebook.
HOLMENTZER BASIC SET

Holmes Blue Book & Mentzer DMR? At least until I change my mind again. I plan to blog about some of the stuff I come up against during reconciliation. Supposed to rev the Furthermoor Adventure Express back up next week, so I might be posting again more regularly. We'll see.




Monday, July 2, 2012

MOOR'S END - 6 & 7

The party comes up on Clone the Berserker, worshipper of Thor, who's sitting around a small flame, apparently he has lost his party & been traveling for weeks through these caves from Kush, trying to find Furthermoor, he asks if there's anyway the party can help him find the eastern exit... He joins the party & they indeed wrap around a bit, find familiar territory, as well as 4 kobolds who are not much of a match for them, 3 killed easily & one fleeing... On the kobold bodies are found 5 gp, 4 sp & a scrap of paper w/ something in kobold written upon it. The party cannot read the paper. Jin, inspecting his map, feels he now can place the exit, & sure enough, around 8 PM, the party is exiting the caves to the west of Moor's End... Clone cannot believe how close he was... Hope swells within him, & he is grateful to the party. He decides to follow them to the Inn of the Forgotten Worm. Mattie takes leave of the party, returning to the Church of the White Widow after one more time reminding the party of what it is she & her church need from them, if they are able (the diamond studded spider relic that may or may not have magical properties, stolen by bandits during one of their ceremonies).

At 8:30 PM the party enters the Inn of the Forgotten Worm to find 12 other folks around the room, some @ the bar, some @ tables, etc. One man in particular, a human wearing a deerstalker cap, a black cape of sorts, smoking a long cigarette, steps from a table where two others sit, two male half-elves. The man introduces himself as Apricot Shandly from Debthaven & within seconds of introduction, is grilling the party about what they know in regard to Gil Kruger the Blacksmith's house going up in flames. Apricot has been hired for a sizable sum to investigate as there was an important item regarding the town's safety that was stored there, & apparently, it is nowhere to be found among the ashes. Gileegan takes center stage in dealing w/ Apricot, & as the conversation gets heated, Renfro slips away & moves through the door into the common sleeping room where he removes Delilah (Gil's two-handed sword) from under his bed & hides it under the mattress of one of the vacant beds across the room. On Renfro's return, Apricot is demanding a search of the party's belongings.

Gileegan refuses & begins working the room to build support for his views on the matter, which brings the party in contact w/ a few other notables. One lady halfing @ the bar, Lo Leland, from Hood's Hollow, who is here on business delivering kegs of Leland Lager to the inn. Then, @ the other large table in the room, sits a cleric of the Great Church named Grego Flunk, he is a haughty individual, older, who doesnt think much of the Church of the White Widow when the topic arises. With Grego, is a paladin of the Great Church, named Guerrand. Gil takes an interest in Guerrand given his youth & strength & a long conversation ensues as the voting commences on whether the detective should be able to search the party's belongings. The entire bar votes & it comes to an equal split. It is then, put on chance, & the party comes out victorious, Apricot Shandly not able to search their things in the other room. This brings Gil joy & he toasts the room. During this celebration, Oogy of the Curiosity Shop, who has been @ the bar, comes over to show the party an item he just acquired. It appears he needs more $ for drinks, therefore offers to sell them the "Shimmering Sand" for 20 gp. They agree to the deal. It apparently will increase the reach of sleep spells.
Lastly, as mentioned, a long conversation takes place between Gileegan & Guerrand, the young paladin. Gil is urging the paladin to join up w/ their cause; however, Guerrand is steadfast in his desire to aid Grego in their current quest for the Great Church. With an eloquent soapbox speech, Gileegan just about convinces the paladin to consider the plight of their party... But one catch: the party must first aid he & Grego in locating a specific book, an evil book which Grego says must be burned. Their belief is that a scholar, here in Moor's End, has this book. Guerrand tells Gileegan that if they can help them destroy this book, he is willing to join their quest to help the local church.

11:00 PM, Friday, 15th day of the month of the Hummingbird, Moor's End, Furthermoor

Thursday, May 24, 2012

PUNK ESKIMOS

Punk Eskimos* are found in the far northern reaches of Furthermoor & the southern regions of Kush. They are immune to freezing temperatures & their saving throws for freeze & cold spells, etc. are very good. They can track like a ranger & they cannot wear metal armor (this is mainly b/c they only choose to pad themselves w/ animal hides & such, i.e. fur of their own victims). Punk Eskimos can also create a flame & fire w/ the tips of their fingers. Generally to light something else, though in emergency, they can let their finger flame for up to 1d12 turns w/o consequence. The flame puts off light like a candle.

As for the "punk" bit, they are referred to this way b/c of their DIY ethos. Given a choice, a Punk Eskimo would much rather create his/her own weapons & items out of things they kill or things foraged around them than they would use something already made. E.g. a Punk Eskimo would rather wield a spear they carved from a branch themselves than they would a magical sword handed to them. Given this fact, they take extreme care when constructing their weapons, & when doing so, given that they have the raw materials, it will take 1d6 days to finish the project. Also, there is a 17% that any weapon constructed by a Punk Eskimo will have magical properties. These properties come from the god of most all Punk Eskimos, the Hooded Ice King who is said to reign over the ice worlds far, far away, a glimpse of which can be seen by Northern & Southern Punk Eskimos alike @ various times of the year, as the alignment brings pause to those to reveal the wonderous Eskimo Nebula.
Level & Title          Experience Pts.          Hit Dice 10-sided
1  Illiyardjuk           0                                 1
Afuyiuqti            2100                           1+4
Issumatar            4200                           2
4  Illamareit            8400                           3
5  Nektoralik          16800                         4+1
6  Miortok              33600                         5
7  Issorartuyok       67200                         6+2
8  Sangiyok            134400                       7

Lastly, for a character to consider this class/race they must have a STR of 13+ & a CON of 15+

*Punk Eskimo is a race/class combo, i.e. one cannot be a Punk Eskimo magic-user... @least not right now.

[More details to come as I flesh it out more...]



Wednesday, May 23, 2012

MOOR'S END - 4 & 5

In which the party continues w/o Farley, experience more bubbles & fight Bandits, Orcs & Goblins...  Two separate staircases are located...  Rest is taken & new bubbles are inspected & realized...  Mapping is done, a secret room is located w/ green glowing spectacles on a table...

PARTY CAST:
Gileegan, hobbit thief - MN
Jin the Cautious, monk - RM
Renfro the Regarded, magic-user - JT
Mattie the Mournful, cleric of the White Widow - NPC
Link, neanderthal - NPC
Ylgu Cro, charmed orc - NPC

After Farley's request for map w/ payment & exit, the party took the other scrap of map they had & started anew. First though they inspected the room the skeletons had flooded from. They found 100 sp in a bag among some bones. When they passed back through the door, they saw that more bubbles had appeared in the room. Skirting the wall, they moved to the NW passage from the room. There Gileegan through a rock & burst one of the bubbles which on bursting brought a howl from Mattie.

The party continued NW wrapping around coming across a few bandits which they dispersed of fairly easily, killing one, the others fleeing SW ---- upon the dead was found a brown bean w/ red dots & 33 gp; there was a door ahead on the NE wall, they busted in, surprised three sleeping orcs, killed two & charmed one. Link took a bit of damage. Locating a number of bags of coin from the orcs, who seemed to be lookouts of some sort in their attire, the party took in 500 sp & 60 gp.

Moving SW & then into a mazey section, the party located two separate staircases, & looking down one saw two goblins coming up... The party took out one of the gobs coming up the stairs & found 9 pp, 18 gp, 5 sp & a goblin book of beat poetry that Jin was able to read the title as "Nightscreams & Whispered Curses" by Reom Ferfak. The party decided to return to the room where they found the orcs to get some rest as it was about 2:00 AM. They moved one of the dead orcs out the door & propped them up w/ things to make them look like guard outside the door, "Weekend @ Bernie's" style.
The party slept well, & after the prev night's deep discussion w/ Gil, Mattie prayed a bit for Cure Light Wounds.She had reminded Gil of their mission & agreed to heal folks, but was worried about healing an orc, versus others, given her experience. The party moved back to the bubble room, where first, Renfro inspected the bubbles, noticing one that floated close to him has Ylgu Cro's reflection in it. He then noticed others that barely missed him had other of the party in reflection. They decided to skirt the walls & move to the NE corridor... On the way, Link had a bubble pop upon him which made him scream, then a bubble darted & popped on Renfro's head which made Mattie scream... They found the NE corridor & funneled in...

From that point they traveled mainly SE, working on mapping, found a cavern room where Jin & Mattie located a secret door where they found a pair of spectacles glowing green. Renfro put them on & his face charred, burned, around the nose area & took damage, he tossed them away. The green was gone. Other tried them on but nothing happened. They moved out of that room & whipping around found themselves back in the chalk room, wetn back north, then evading a few unresponsive Giant Toads, they moved into a room where Jin, outfront, a cavernous room, saw a person across the room around a flame of some sort, someone in armor w/ a helmet w/ horns on it...

4:00 PM, Friday, 15th day of the month of the Hummingbird, Moor's End, Furthermoor


Thursday, May 3, 2012

TALBOT AUTOMOBILES

It is said that @ the height of their barony, the Talbots had commissioned the construction of a number of "vehicles" called AUTOMOBILES. Apparently two of them were actually produced & in working order, though no one knows what became of them. They were produced in Furthermoor City by a magical chap that went by the name of Hoody Paris.

Thursday, April 26, 2012

TOWN DESIGN: PART 3 - THE INN SHOULD COME LAST

Is this the way out? Faces turn to the windows, but no one dares ask, not out loud. Rain comes down. No, this is not a disentanglement from, but a progressive knotting into---they go in under archways, secret entrances of rotted concrete that only looked like loops of an underpass... - Gravity's Rainbow, pg. 3, Thomas Pynchon
If you're anything like me, when you work up a town/village, the inn/tavern is the first thing you deal w/: innkeeper's name, random NPCs that happen to be there, etc. For the inn/tavern is generally the first place PCs check out, right?

I now realize that going this route will keep deeper development of a town in limbo. An Inn by itself, or w/ two other buildings @ a crossroads is one thing, but when dealing w/ a sizable settlement, that may be a campaign hub, you need to seriously consider fleshing out the rest of the town before focusing on the Inn.

Here's WHY:

I. The more framework you have to your town, the more your random NPCs will make sense & come to life, i.e. their reasons for being in town will become simple to work in.
II. The more framework you have in your town, the more possible intrigues to weave together during play - the knowledge & entry into these divergences can all web into & out of the tavern.
III. The more framework you have to your town, the easier it is to place random townsfolk (see below) into the tavern/inn that arent just generic townsfolk - their purpose in the town will be known & this will help immensely during in-play elaboration.
IV. The more framework you have in your town allows the inn/tavern to be the eye of the storm, versus an unprepared storm for the GM.
V. Lastly, having a solid framework to your town before focusing on the Inn will allow ideas to present themselves that will seem organic to the town, vs. sitting around trying to think of adventure hooks from inn outwards... In other words, again, let the town weave into the inn & then out again...

So let's say you have a basic layout of buildings, you know what goes on in each one (e.g. that building is the miller, that's the blacksmith, those are farms, etc.), you know generally how many people live in each (e.g. there's a widow here w/ one son, in that place are 2 clerics, etc.), you have a few religions that correspond to your alignment rules & you have a basic idea of the hierarchy in town...

In Hommlet, you get the Inn of the Welcome Wench. The first key for the Inn is rather simple. You get the basics: innkeeper's name is Ostler Gundigoot, he has a wife & two daughters. Also living @ the inn is a young stableboy, a groom, a serving wench or two & a pair of potboy apprentices. Stats are only given for the young stableboy (who is a member of the militia) & for Ostler Gundigoot.

The meat of the Inn of the Welcome Wench does not come, however, until the key for the map above. Here we learn how to handle the COMMON ROOM and who is there, as well as those NPCs that are staying in the PRIVATE ROOMS. As you know, the COMMON ROOM of the Inn, & those NPCs that stay in the PRIVATE ROOMS are generally always adventure springboards, so given my spiel above, lets take a look @ what Gygax gives us here (italics are passages straight from T1).

The COMMON ROOM is 1:

How many customers are present there? 4d4 (4-16) & these are travellers of various sorts-merchants, tinkers, and peddlers-and local folk in an even mix. One thing I would also suggest, is for locals, guessing that your buildings are numbered on your town map, using those numbers & the appropriate die/dice to determine what locals (see above) are present @ any given time. In the evening, there will always be more people, so double the number rolled.

What about them NPCs? In addition to the normal patrons, there will be a 50% chance that the NPCs who have chambers above... will be in the common room. Roll for each, once per hour.

NOW, ABOUT THOSE NPCs & their PRIVATE ROOMS:

There are 5 of them, 80%, or 4 of them, have actual objectives to their stay in Hommlet. They have deeper ties to the goings on of Hommlet & nearby, they have motive, they have depth... If & when players encounter these NPCs it will most likely shift the game. These NPCs either have specific places, or folks, that they are searching out, if not a specific mission altogether. Only one of them is a rambler, who appears to possibly roam from town-to-town only aware of his present circumstance.  Generally, they have come knotting into Hommlet.

LAME WRAP-UP:

Where I think it is easy to create unattached NPCs for inns, being what an inn is, a place for those passing through, the bottom line is that if you create your inn first, w/o the rest of the town, it will be next to impossible to create this depth (well, it could be possible if you are a highly dedicated DM, but you understand what I'm getting @). Given the importance of the inn to your game, if you save it for last, just think how those NPC ideas will float w/ ease & how the webs of adventure will form all around. Next time I start a new town, the inn comes last. Perhaps I will post more about it then.

[for other parts of series click "town design" label below]