A Satyr Class

In my current campaign the player characters were trapped in a strange pocket dimension. There have been several PC deaths, and with them being essentially imprisoned, it was making less and less sense to continually introduce wandering PCs into the party.

The party had, however, discovered a clan of Satyrs. So I whipped up this race as class. The satyr PC died the same session it was introduced, so this didn’t get much play testing. I thought I’d post it to the blog anyway.

I’ve tried to keep to the monster stats from AD&D as closely as possible.

House Rules for OSE

With my Xyntillan Campaign coming to a close I’ve been working on some B/X house rules and a campaign world.

I’ve decided to try and take B/X closer to the Sword & Sorcery pulp fiction that I love, dropping most of the Tolkienesque influences. That means the addition of some abilities for fighters. I’ve also gone against sagely advice and made a large map with 24 mile hexes, though no detailed sub-hexes; those will be discovered through play.

The document is pretty self indulgent, but it was a lot of fun to write. It will be added to and modified over the next couple of years as the game progresses.

💀 ⚔️ 🤘Game on 🤘 ⚔️ 💀

Where are the Were-Lords?

Werewolves, what’s not to love? In media they are a classic tragic monster; cursed to degenerate into a beast, doomed to hunt their loved ones, poor souls eternally haunted by the moon. In fantasy gaming however they are a slightly different beast. 

Introduced alongside other notable horror icons such as the vampire and mummy, the werewolf arrived first in chainmail (as lycanthropes) and then in the three little brown books where some notable cousins arrive with them. The werebear, wereboar and weretiger were added, and a little later the wererat arrived in the Greyhawk supplement.

The mechanics that were introduced for these creatures had some differences from the gothic tropes we’re all familiar with. No longer did a lycanthrope change due to the moon, instead their transformations are more in line with folkloric beliefs about lycanthropes, that they can transform at will. The Victorian invention of a weakness to silver was maintained, but there was a choice to make lycanthropy a disease over a curse from some reason. The TSR were-creature is a strange mash up monster, not quite the werewolf we know in popular culture, but certainly flavoured by it.

One thing is certain about these strange creatures, their damage immunity rules make them a staple big-scary-monster™ in many B/X campaigns.  

I’ve experienced the horror of facing down a were-creature as a player myself. I ran into a pack of werewolves in Attronarch’s Wilderlands campaign. You can read about my encounter with them here, and chuckle at my fast-dawning realisation that I wasn’t combating any regular wargs, but a deadly pack of werewolves. All the mercenaries I’d gathered were proven utterly useless!

As I was researching OSR werewolves for ideas on how to use them in my own game, I was pointed towards a fantastic BECMI module; PC4 Creature Crucible, Night Howlers. This gives B/X judges rules for allowing PCs to be infected with lycanthropy, which are pretty nifty. If you are running a game system like Old School Essentials I’d recommend grabbing a copy so when your players inevitably become infected by a lycanthrope, you won’t need to remove the PC from the game (which is what is recommended.)

Night Howlers has other useful rules for lycanthropes including; 

  • Animal reaction tables.
  • Transformation cycles with the moon. 
  • Damage tables from armour during a transformation.
  • Allowing massive normal damage to affect lycanthropes for half damage. 
  • Spells which might cure the disease and allow the character to temporarily return to normal alignment. 

Now, on to why I wanted to write this post. There is one particular page in Night Howlers that gave me heaps of inspiration. On page 26 there is a column of text, and the header for this text is a question. ‘Why haven’t Lycanthropes taken over the world?’ The first line after this header is, ’this is a question you must answer in your campaign.’ 

Well, I read that and all sorts of ideas hit me like a were-panda rolling into a field of bamboo.

Our games are played in a (mostly) pseudo-feudal world, a world where combat and war determines power. Where a warrior class duel and battle each other in tournaments. A place where combat prowess often determines rulership prowess, it’s baked into the class mechanics of the fighter, as just one concrete rules example.

Simultaneously in this world there are creatures who ostensibly pass as human, but who aren’t affected by combat damage whilst transformed. Blows from swords, arrows and spear, the bread and butter of warcraft, have no effect on them. Surely then, it’s reasonable to assume that many of the royals, despots, and powerful political actors in our fantasy game world would be lycanthropes. The proverb of leading from the front is not as risky, and is far more rewarding, when the threat of death becomes so low.

With all this in mind I started woefully asking myself a question whilst staring at my campaign maps; Where were all the Were-Lords? I didn’t have any.

This section of Night Howlers, the one that had me pensively considering my campaign map, goes on to list the reasons why lycanthropes don’t rule the majority of Mystara (the setting that comes with BECMI), all of which seem pretty reasonable. But I don’t personally game in the Mystara setting, and a lot of you probably don’t either. So we must invent our own werewolf hunting holy orders, our own political purges, our own guilds of wolfsbane farmers, and so on and so on.

This is not the real issue though, we can hand wave away that not all kingdoms are were-kingdoms, but it is reasonable to assume that a great quantity of our campaigns leaders should be lycanthropes. We should all definately be designing and placing some were-kingdoms across our maps, because it simply makes sense.

So I started thinking up ways I could drop a few ‘out and proud’ Were-Lords into my game, and this is what I came up with:


1. The Night Hound


Leader: Alfwin The Night Hound (5HD Werewolf)
Culture: Barbarian Roavers
Symbol: Hound Rampant
Market Class: V
Religion: Fragaran the Bitch 
AL: Chaos
Forces: 
– 2d6 werewolves ( the druids)
– 1d6 dire wolves
– 6d6 wolves
– 3d6*10 berserkers
– d100 non-combatants
In Lair: 40%
Treasure:
– 6,000 gold pieces
– 80,000 silver pieces
– 4 x gems (400gp)
– 6 x gems (100gp) 
– +1 sword
– Potion of Human Control
– Scroll of Protection from Magic

Lore: Alfwin Grendir was born into a chivalric noble house. He was meant to take the oath of a cleric, as is often customary for non-heirs, but instead he took it upon himself to quest into the holy lands upon his charger. When he returned, it was with a curse. On the night of the full moon he changed into a beast. When this was discovered, it was ordered by his brother, the King, that he be hung. When the gallows failed to kill him, he was cast into exile. Lost and alone, Alfwin travelled out into the northern Badlands, an area riddled with barbarians. Some years later, he returned with a host of warriors clad in skins and paint. Out in the mountains, he had come upon a tribe that worshipped a lunar goddess with the head of a black dog, Fragaran the Bitch. To these outlanders he had revealed his powers, and their druids had enthusiastically named him Avatar of the Bitch Goddess, Night Hound over the mountain. With an army of zealot berserkers at his disposal, he marched against his brother. In the courtyard below the keep, the two brothers duelled. First it was sword against sword, but within a few moments the younger brother transformed into a beast and devoured his kin. Castle Grendir is now ruled by the Night Hound. The howls of his army can be heard for miles around, and the order of Druids that aided him have been gifted the power to transform. The Night Hound goes on many crusades seeking silver to prevent his enemies from gathering weapons against him. 


2. The Striped Order of the Eye


Leader: Guildmaster Massanna (5HD Weretiger)
Culture: Society of Merchants
Symbol: Cats Eye
Market Class: I
Religion: Tel-Star, King of Winds.
AL: N
Forces:
– 1d4 weretigers (the order)
– 4d4 thieves of level 1-3
– A scythe bladed chariot pulled by two war tigers
– 1d6*10 1HD Eunuch guards
In Lair: 50%
Treasure:
– crates of spice from around the world (2,000gp)
– 2 ,000 electrum pieces
– 4,000 gold pieces
– 2 x gem (1,000gp)
– 4 x gem (5,00gp)
– 6 x gems (100gp)
– 3 x jewellery (80gp)
– +1 Spear
– Eight +2 Arrows

Lore: The city-state has flourished for over a thousand years due to its location between three seas. It has always been an epicentre of trade, where the salts, spices, and wares of a thousand kingdoms conjoin. But for the last three centuries the city-state has been ruled by a shadowy guild known as the Striped Order of the Eye. There are said to be two cities, the one above the ground, with its walled bazaar, port, temple, and fortress, and the other is below ground, a labyrinth of tunnels and canals that link the harbour to the market of the Cat’s Eye. The administrator of the upper city is merely a slave to the Order that dwells below, often being replaced, found torn asunder in his sleep by the cat’s claw. Below the city is a colossal vaulted market, overseen by ghost faced Eunuchs, where the more decadent wares can be bought and sold; drugs, slaves and magic. They say secret chambers there lead to vast treasures, and to certain doom as well. Wayfarers know the sign of the true leaders of the city by the talisman of the ever-glistening eye of the tiger. 


3. The Hall of the Pig


Leader: Grogmordo the Hoglord (9HD Devil Swine)
Culture: Cult
Symbol: A Red Maw with Two Tusks
Market Class: VI
Religion: Flesh for the Hog
AL: C
Forces:
– 1d3 Devil Swine
– 3d6 (4HD) Boar and (1HD) Pig faced Orcs riders
– 1d4*10 Pig Faced Orcs
In Lair: 90% during day, 15% at night
Treasure:
– Crown (900gp)
– Sceptre (1200gp)
– Gold Throne (1500gp)
– 8,000 copper pieces
– Potion of clairaudience
– Shield +1
– 1 Arcane Scroll of Death Spell

Lore: Branswick was once a simple town ruled by a kindly family of nobles, but two years ago a dark figure breached the serenity. At first people started disappearing during the night, their beds left soiled with a bloody stain. Adventurers were called in to help, but all of them went missing in the same manner. As the population continued to decrease, the nobles of the town fled in fear. Soon, the wooden manor house that had been a seat of grace was captured by a gaggle of fat devil swine, who now proclaimed themselves Hoglords. Pig-faced Orcs were soon drawn to the foul displays of cannibalism and torture that the devil swine inflicted on the peasantry. A cult was soon established and the wooden manor, now decorated with bones and trophies from the many who have been consumed, stands as a testament to evil. Soon enough gluttonous wild boar arrived at Branswick, and these were tamed as beastly mounts. Woe befalls any who cross the old lower road that passes through Branswick, for a pound of flesh is the toll, paid to a god of gluttony. Keep one eye on the sun, for it is said that the Hoglord and his pig faced minions rarely strafe into the light.


So that’s what I came up with in a single session of rolling on some tables and a bit of brainstorming. How do you deal with the problem of fantasy lycanthropes in your game? Who are your Were-Lords? And who hunts them?

nom nom nom

Spell Books, what are they good for?

Not treasure. 

I was recently pondering how Spell Books make for poor treasure in B/X versions of Dungeons & Dragons. If you are using the Old School Essentials rules to run your game, then you would’ve noticed how captured spell books are effectively useless for low level Magic-users and Elves. 

Why? Well, reading a spell book poses a logistical challenge; first, the character needs to have the spell Read Magic in their repertoire to even attempt it. Then, the character would need to level up, gaining a ‘slot’ in their own book before being able to copy a spell into it. If the character didn’t happen to start the game with Read Magic, none of this is possible until at least third level. I don’t think this is inherently wrong, but it just doesn’t seem to gel with my expectations of wizardry after reading much fantasy fiction. 

Scribe, by Ephraim Moses Lilien, from Die BĂźcher der Bibel.

For me, a captured spell book should be a very useful piece of treasure for the budding Magic-user. A method of gaining spells without expensive research, or without submitting to the whims of a mentor; who may or may not offer the spells a player desires. 

  • Magic-users should seek to duel each other, to attain the losers Spell Book. 
  • Magic-users should desire to delve into the tombs of ancient wizard-lords, to gain their powerful grimoires.
  • The glittering towers of high level NPCs should be practically screaming ‘heist me!’ 

Here’s my quick fix to address the ‘Read Magic’ problem. It’s easily solvable, and these solutions mainly come from the Rules Cyclopedia. There isn’t much point bemoaning the merits and pitfalls of different house rules here, I just want to give a simple fix on making captured spell books better treasure, more fun, and more interesting at the table. 

First, we need to insert these rulings and assumptions into our game:

  • Spell Books can contain more spells than the spell limit in the PCs level progression chart. 
  • The maximum number of spells in a book equals the characters Intelligence Statistic. 
  • All Magic-users start with Read Magic, plus one other random spell in their Spell Book. Elves start with only one random spell. 
  • If a Spell Book is lost or destroyed, and no copies have been made, then the Magic-user or Elf can create a new book through magical research, but only containing the spells that they last memorised. 
  • Copying a spell into a Spell Book from a scroll or captured Spell Book costs half the regular cost of magical research and destroys the original page/leaf. 
  • A Magic-user may make copies of their own Spell Book at normal magical research costs, and it does not destroy the page/leaf.
  • Spells of a higher level than the PC is able to cast may be copied into a spell book. 

You might be disagreeing with that last point. Maybe you’re thinking; why would you allow a Magic-user to copy spells into their book they’re unable to cast? Well, it gives them incentive to adventure, they now have their future spell list, they just need to go out and fetch that sweet XP and make it a reality. It also gives the low level Magic-user a reason to sneak into a powerful wizard’s towers, or enter into duels with higher level NPCs. Cunningly swiping a grimoire is a very promising adventure hook now.

Sinbad the sailor and Ali Baba, by William Strang (1859-1921)

With these rules implemented captured Spell Books are far better treasure. Aggression in the magical world is now more common. Wizards are now more paranoid about their books being stolen. All of this helps create a more fun, dynamic game. 

Risky Reading

Having made Spell Books more interesting treasure, I’d like to suggest one other element to temper the hot steel of this brave new world. I’d like to introduce an element of danger to reading a captured Spell Book. After all, there needs to be a little risk with the reward. 

We’re going to achieve this by implementing these rules and assumptions into our game: 

  • As usual, Read Magic is needed to understand the magical cypher script written on scrolls and in Spell Books. 
  • Spell Books have a second defence outside of the script however. It’s contents are written with inaccuracies and blinds to fool the unsuspecting and to protect the knowledge within. These are called curses. All Spell Books have a curse implemented in the body of their text. 
  • Each Magic-user designs his own curse through magical research, and they must be based on their known spells in some way. Naturally, the curse must be approved by the Judge. 
  • Magic-users become more sophisticated at creating, recognising, and avoiding curses as they grow in experience.

So without further ado, here is my totally untested:

Spell Book Curse Procedure

  • When a Magic-user or Elf PC casts Read Magic and reads a captured Spell Book the Judge must determine the highest level spell in the book, and the level of the Magic-User who created it.
  • The player then rolls 2d6. The sum is compared to the matrix below. If the result is equal to, or higher than the required result, then the PCs reading is successful and they understand what spells are within the book. 
  • If successful, the player then rolls their hit dice (HD). If the sum is equal to, or higher than the Spell Book creators level, then they avoid the books curse. 
  • If the 2d6 roll fails, the PC is subject to the curse of the book and doesn’t understand the contents of the book. They may try again after they next level up. 
  • If the hit dice roll fails, then the PC suffers the curse, but still understands what spells are inside the book. 
  • A C marks an automatic failure. 
  • An A marks an automatic success. 

HIGHEST SPELL LEVEL IN BOOK
PC LEVEL123456
16+8+10+12+CC
25+7+9+11+12+C
34+6+8+10+11+12+
43+5+7+9+10+11+
5A4+6+8+9+10+
6A3+5+7+8+9+
7AA4+6+7+8+
8AA3+5+6+7+
9AAA4+5+6+
10AAA3+4+5+
11+AAAA3+4+
Curse Matrix

The Curse

Creating a curse costs the same as magical research and must be somehow linked to a known spell in the PCs repertoire, albeit a weaker but more long-lasting version, or perhaps a reversal of the spells effect. The curse can be removed with the Remove Curse spell, Wish or any other method decided by the Judge. 

from, The Astrologer of the Nineteenth century, 1825

Below are some sample curses. The listed number of each of these curses corresponds to the level of the Magic-user who might have created it. In parenthesis is the spell that it’s based on. 

  1. -2 to AC. (Shield) 
  2. A voice originating from the PC makes mocking comments every hour. This causes extra checks for wandering monsters and gives -1 to all NPC reaction rolls. (Ventriloquism)
  3. Torches and lanterns seem to dim in the PCs presence. Light range is reduced by 10ft in their presence and there is a 1 in 6 chance of light sources being extinguished for ten minutes every hour. (Darkness.)  
  4. Movement speed of the PC becomes 30/10ft. (Hold Person) 
  5. The PC keeps getting static shocks. Save vs death if 5ft from metal, on a fail the PC is hit by an electric shock for 1hp damage. (Lightning bolt.)
  6. Once per hour the PC has a 1 in 6 chance of seeing and hearing visions of hell for ten minutes. During this time they appear catatonic. (Clairvoyance) 
  7. PC becomes a hideous man/beast hybrid and is considered a monster. Charisma score is reduced to 3. (Polymorph self) 
  8. PC is wracked with painful delusions. Intelligence reduced by half, Charisma reduced by half. (Confusion.)
  9. A  demonic force attempts to possess the PC everyday at dusk, save vs spells negates. The demon is always dispelled at dawn, but always attempts to cause chaos. (Magic jar.) 
  10. Monsters always target the PC over any other character. (Charm Monster) 
  11. Every morning 1 cubic foot of stone appears fused to the body of the PC. If not painfully removed (1d6 hp per cubic foot) it will slowly encase their body in a number of days equal to their Constitution Statistic, killing them. (Wall of Stone.) 
  12. Every day the PC becomes more translucent and non corporeal. When the number of days equal the PCs Constitution score they will slide down through the ground one move per day thereafter, eventually passing into the underworld/molten core/hollow world etc. (Pass-Wall.) 
  13. Any corpse within 40ft of the PC has a 1 in 3 chance of animating and attacking them. (Animate Dead.)  
  14. PC experiences the visitation from the astral body of a 10HD Demon Lord. There is a 50% chance of permanent insanity. The Lord has the ability to grant wish, geas, change alignment, and will attempt to force the victim into submission under his yoke. (Contact higher plane.)

Thus ends the rules for making Spell Books better treasure. 

AWFUL INVOCATION OF A SPIRIT. from The Astrologer of the Nineteenth Century, 1825