Wandering Monsters: Couerl (Black Displacer)

The following text & stats are designated Open Gaming Content as per the OGL:

Couerl (Black Displacer)

Freq.
Very rare
Num.
d4+1
Lair%
30%
Horde
4
Move
15"
Int.
Animal
Align.
NE
Size
L (7' long)
L/XP
475+8
AC
4
HD
6d8+1
Attk.
5
Dmg.
d6/d6/d8/2d4/2d4
S.A.
See below
S.D.
See below
N.A.
See below
R.M.
0%

Combat: A couerl attacks with a claw/claw/bite every round for d6/d6/d8 points of damage. They also attack with each tentacle for 2d4 points. A couerl is able to teleport every round and attack immediately thereafter, causing opponents to always strike at them with a -2 attack penalty. Couerls make saving throws as though they were 13th level fighters, at +1 to the die, and never check morale. If a couerl strikes the same target with both of its front paws, they rake automatically with their other four claws as well, each dealing d6 points of damage.

Description: A couerl, or black displacer, is a monster alien to the mortal world, coming from beyond the space and time of the natural universe. They hunt in packs and consider all living beings their prey, particularly hating blink dogs (qv.) and other creatures that are capable of teleportation. They are hexadrupedal in form, and the head of these creatures resembles that of a raccoon or weasel. A mouth filled with sharp fangs and blank yellow eyes adorn a face that has no nose. The body of a couerl is hairless, but jet black, and along each flank are gills for respiration. Six powerfully muscled legs allow fast locomotion, each ending in a paw with sharp claws. Tentacles tipped with a sharply hooked claw jut from the shoulders of a couerl, two in number. No young have ever been encountered, and the nature of couerl reproduction and their offspring are completely unknown.

Poll: Black & White Horror

Someone kindly dropped me a line via email to let me know that they view my blog in Google reader without visiting the site, and thus didn't realize that I had a poll running. So, for those who view the blog in a reader, here's a post letting you know about the poll I have going, but you'll have to visit the blog in order to vote. The poll is in the sidebar.

If you HAD to chose one, which monster from an old black & white horror movie would you be?


Vampire

Mummy

Werewolf

Invisible Man

Creature from the Black Lagoon

Godzilla

King Kong

Zombie (animated)

Skeleton

Flesh Golem (Frankenstein monster))

Mr. Hyde

Zombie (flesh eating)

Thing from another world

Gort (Robot)

From the Prayerbook: Holy Weapon

The following text & stats are designated Open Gaming Content as per the OGL:

Holy Weapon

Level: 3
Type: Enchantment
Range: Touch
Duration: 1 round/level
AoE: Weapon touched
Speed: 1 turn
Save: None
Comp: V, S, M

Description: This spell enchants a weapon so that it will become potent against evil beings, such as demons, devils, undead, and other monsters that normally can be hit only by magical weapons. Note that only creatures of evil alignment are effected by this spell, and that no attack or damage bonus is granted to the wielder of a weapon that has been so enchanted.

Finders Keepers: Sword +1, +3 versus “giant class” creatures

The following text & stats are designated Open Gaming Content as per the OGL:

Sword +1, +3 versus “giant class” creatures: These swords grant +1 to hit and damage when wielded against most creatures. However, when wielded against “giant class” creatures (those creatures against which rangers get a damage bonus, including most evil humanoids and giants), the weapon is +3 to hit and damage.

Wandering Monsters: Scavenging Crawler

The following text & stats are designated Open Gaming Content as per the OGL:

Scavenging Crawler

Freq.
Uncommon
Num.
1d8
Lair%
45%
Horde
2
Move
12"
Int.
Non-
Align.
N
Size
L (8-11' long)
L/XP
200+4
AC
4
HD
3d8+3
Attk.
5-8
Dmg.
1 point
S.A.
See below
S.D.
None
N.A.
See below
R.M.
0%

Combat: Scavenging crawlers attack with their writhing retractiles, able to lash at multiple opponents in front of them for 1 point of damage each. Any creature struck by these retractiles must save versus poison or become overwhelmed with burning agony, unable to move for 4-9 rounds as they languish in pain upon the ground. The retractiles of a scavenging crawlers suppurate a pus that directly effects the nervous system of most creatures so struck.

Description: Scavenging crawlers are encountered traversing the subterranean passages of the underworld in search of prey, eating all manner of filth and offal as well. These creatures have an octopoid head and an elongated proboscis with which they consume their meals. Two probing antennae protrude atop the head, questing the air for scent and vibration. Projecting from the mouth area are numerous grasping retractiles 3 feet in length, usually d4+4 in number. Their bodies are segmented more like that of a centipede, with numerous insectoid legs along the underbelly.

Scavenging crawlers are able to move along walls and ceilings equally as well as when moving along the ground. They have limited infravision out to 30 feet, but their antennae are so acute as to be able to detect the scent and vibrations of nearly any creature within 90 feet of them (even invisible creatures). The pus that suppurates from the retractiles of the scavenging crawlers is highly prized by thieves, assassins, and others bent upon torturing information out of their victims, as it causes great pain with no lasting disability.

Rules Rehash: Fighting Multiple Foes

Whenever a single defender faces more than one opponent, the attackers add +1 to the attack and damage dice for every foeman beyond the first. For example, a 1st level fighter faces off against 3 orcs.There are two foemen (orcs in this case) beyond the first in this case, so each of the attackers gains a +2 to the attack and damage dice.

However, this rule is offset by the fact that a fighter is able to defend against a number of opponents equal to his level, without penalty. Taking the previous example, we'll make the fighter 2nd level. Facing off against 3 orcs means that there is one foeman beyond the initial two against which the fighter is able to effectively defend. Thus, each orc would be granted +1 to the attack and damage dice. If the fighter in question was 3rd level, his 3 attackers would have no advantage on either the attack or damage dice.

The rules for flank and rear attacks are relegated to special circumstances.

NB. The maximum number of foes able to attack any given single defender must be kept in mind.


With the above rule, lower level attackers gain an advantage when fighting against a single defender by "ganging up" against the defender, with the advantage growing exponentially as the number of attackers against a single defender grows beyond the ability of the defender to handle multiple foes (as determined by level). This is offset by the level of the fighter defending against multiple foes. So,  Conan at 1st level would be at a great disadvantage against multiple foes, while Conan at 9th level would be able to defend against numerous foemen with no disadvantage.

One thing I haven't decided upon is whether the number of foes against which a fighter can defend against should be capped at a certain point. Right now, I'm think that name level (9th) would work well as a cap. Also, I haven't decided what to do with clerics, and possibly thieves, if anything. I have considered allowing clerics to defend against an additional foeman beyond the first at the rate of 1 every 2nd level (i.e., 2nd, 4th, etc.) and thieves at the rate of 1 every 3rd level (3rd, 6th, etc.), but haven't decided on this yet.

Overall, this rule developed as a result of thinking about the one minute combat round. The rules for flank and rear attacks didn't make a lot of sense to me given the one minute melee round, wherein it is assumed that attackers and defenders alike are making multiple feints, moving around for advantage, etc. during that long (in combat) 60 second time period. Unless every round of combat was broken down into discrete actions during segments, how is the facing of a defender determined at any given time against multiple foes? How does one keep the notion of flank and/or rear attacks as part of the 1 minute combat round when any given battle is going to be quite fluid during those 60 seconds, while maintaining the abstraction that is inherent in the system? There are some folks that go the opposite direction than I have gone here, reducing the length of a combat round significantly (usually to 6 or 10 seconds), adopting a defacto segment by segment approach to combat. Desiring to keep the abstraction, I've gone the opposite way with this rule. Facing and position during the 60 second combat round is completely abstracted, with the flank and rear attack rules used as special circumstances, or exceptions to the rules, as I believe many of the rules for combat in First Edition are intended to be.

Also, the notion from Chainmail where a fighter of any given level was considered to be equal to a number of normal men came to mind. Thus, a super hero (4th level) that is "equal to 4 men," gave me the idea that he could defend against 4 opponents without those opponents gaining an advantage against him. The "angry villager" rule came to mind as well, as did the First Edition rule where fighters are able to make a number of attacks against 0-level men and monsters equal to his experience levels.

At this point, however, we haven't used this rule in game play, so if anyone tries this out it'd be great to get some feedback on it. We're going to give this a go this weekend or the next, so I'll have some data after that.

Finders Keepers: Wand of Pain

The following text & stats are designated Open Gaming Content as per the OGL:

Wand of Pain: When this wand is turned upon adversaries, it causes all within the area of effect to save versus death magic; failing the saving throw means that the victim will writhe in pain uncontrollably upon the ground for 2d4 rounds. The area of effect is a cone, 2” wide and 3” long at the terminus. The effects of a wand of pain can be negated by dispel magic, or by a cleric casting remove paralysis. A wand of pain will have d100 charges when found.

Note that a large mirror or other highly reflective surface can actually cause the beam of a wand of pain to be reflected in the opposite, intended direction.

In Search Of... Gonzo, with Leonard Nimoy



In Search Of... was a "documentary" that ran on television from 1976 to 1982, hosted by Leonard Nimoy. I put "documentary" in scare quotes because the show was long on speculation and conjecture and short on facts. It focused on various mysteries, unexplained phenomena, the paranormal, myths, and so on.




Apparently there were two initial episodes (one in '73 and the other in '75) hosted by Rod Serling (of Twilight Zone fame), who had to be replaced as host after his untimely death in 1975. It really makes me wonder if the show might have been different had Serling lived to host it. Serling had a certain cache, although Nimoy had his nerd fame too as Star Trek was becoming a cult classic at the time.



  
 



In Search Of... was one of those shows I loved to watch as a kid. Each episode was presented as an investigative piece that delved into whatever topic was at hand with a pseudo-seriousness that left an impression on a young boy. Nimoy fit the role of host very well, narrating each investigation with that casual, straight forward way of his that so marked his role as Spock in the original Star Trek. The show really "fired the imagination," as someone once quipped. Remember, we're talking the late 70's here!



 


The episodes dealt with "far out" topics for its time, although nowadays it would be pretty standard fare for anyone that's ever watched the X Files or whatnot. Indeed, I bet the X Files writers were burning up episodes taped on VHS from reruns!



There's quite a bit of fodder in these shows to add strange elements into a campaign, particularly a "gonzo" campaign that mixes science and sorcery. Do these guys look like they made it into a Scooby Doo episode?



A partial listing of In Search Of topics included ancient astronauts, mysteries of the pyramids, lost civilizations, big foot, the Bermuda triangle, ESP and other psychic crap, Nazi loot, Stonehenge, shark worshipers, and so on.







Yep, shark worshipers! Look at the smile on this guy. He probably just tanked up on screaming native virgin chicks!



 




Another show that I remember watching, but can't seem to recall any details from, was Arthur C. Clarke's Mysterious World, which was followed later by World of Stranger Powers and Mysterious Universe.








In truth, what really got me thinking about In Search Of was a silly AM radio program called Coast to Coast, that airs late at night/early in the morning where I live (1am to 4am). Coast to Coast discusses the paranormal, conspiracy theories, UFOs, alien civilizations, astrology and so on. There was never anything else on the radio for the ride home after the night shift, so I'd listen to Coast to Coast for some entertainment. One show dealt with the theory of a man who believed that earth was being run by a secret alien society that tunnels extensively beneath the earth. Supposedly, these aliens have mind control devices, fusion reactors, space ships, dimensional gateways, and all kinds of other SciFi tech. His "theories" reminded me of the movie They Live!





All in all, a weird bunch of nonsense entertainment that can be fun if approached with the an attitude of incredulity and an eye towards milking the material for campaign ideas. Unfortunately, there are folks who take this stuff very seriously (yes I've met a few).





 
Nimoy did another series for A&E called Ancient Mysteries that I haven't seen, but from what I can tell it was similar to In Search Of, at least in terms of the types of topics that were covered. I'm trying to find copies of that show, but so far no luck. I did find the first season of In Search Of recently, and am enjoying it immensely.












Time to throw a little gonzo into the mix. Now, where did I put those glasses?

Wandering Monsters: Demon Boar

The following text & stats are designated Open Gaming Content as per the OGL:

Demon Boar (Lycanthrope)

Freq.
Very rare
Num.
d4
Lair%
25%
Horde
3
Move
18"
Int.
Avg. or higher
Align.
CE
Size
L
L/XP
1,300+12
AC
3
HD
9d8
Attk.
1
Dmg.
2d6
S.A.
Charm
S.D.
See below
N.A.
Infravision
R.M.
0%

Combat: A demon boar attacks by goring its victims with its sharp tusks for 2d6 points of damage. Further, a demon boar is able to employ a very powerful charm as a spell-like ability; men, demi-humans, and humanoids are subject to this ability, saving against it with a -2 penalty. Those that fail a saving throw will obey the demon boar without question, even to the point of attacking former allies or violating their own alignment if commanded to do so. A demon boar can have a maximum of 3 such charmed mortals under his command at any one time.

Normal weapons do no harm to a demon boar. Silver and magical weapons, however, score the usual damage against them. They see at night by infravision to a range of 6".

Description: These shape changers appear as great boars or grossly corpulent men with slightly swinish features (small piggish eyes, large ears, heavy jowls, thick limbs, vast bellies, etc.). They are typically encountered near isolated human settlements, where they hunt men that wander too far into the wilderness. Although they will eat any type of flesh, they relish the flesh of intelligent, mortal beings, and will do much to gain it. They typically seek to waylay their victims, relishing the sudden fear generated when attacking from ambuscade. At night a demon boar can shape change freely, assuming human or swine form at will. However, from morning until night they remain in whatever form they were in when the light of the sun begins to shine. Statistics above are given for the swine form; they will have the stats of large, strong men when in human form.

Finders Keepers: Ring of Darkness

The following text & stats are designated Open Gaming Content as per the OGL:

Ring of Darkness: These rings are nondescript, having no markings, gems, runes, or distinguishing characteristics to indicate that they are magical or valuable; however, they do radiate magic if detected for. A ring of darkness allows the user to cast darkness 15' radius once per day, at the cost of a single charge. Such rings will have from 2-20 charges when found, and can be recharged. Note that there is a 5% chance that a shadow (qv.) will seep into the summoned darkness from the plane of shadow and immediately attack the wearer of a ring of darkness each time the item is employed.

Straight Out of the Box!

One of the hallmarks of old school gaming, at least as its talked about on the net, revolves around the notion of DIY, or Do It Yourself. The DIY attitude might be summed up by saying that the Referee is best served when he makes up his own stuff for his campaign, including the rules used to run it. The old school, DIY attitude insists that the Referee does not need a canned game spoon fed to him, but should instead embrace the imaginative aspect of the game and make it all up as he goes along, or at least fill in the parts that are missing with his own ideas, rules, content, and so on. I am sure some might take exception to my admittedly limited and/or poorly written definition here, but I am not interested in dwelling on this too much as it is not the thrust of this essay.

However much I appreciate and even practice this DIY attitude myself (and I do very much), there is a fundamental flaw in this outlook as it pertains to new players entering into the hobby and what the definition of old school might actually be. Now to be perfectly clear, I'm not talking about the best ways of bringing new players into the hobby, any sort of felt need to evangelize for new players, or any movement to "preserve the hobby for the next generation."

Rather, I am simply speaking about the casual gamer, or maybe a better term would be the "contented" gamer. I would define the casual RPG gamer as someone that likes to play, or even Referee, The Game, but isn't all that interested in tweaking the rules to make a "better" game, or even a game that is "better for themselves and those they game with." This hypothetical gamer enjoys playing the game "straight out of the box," and is more interested in playing the game than playing with the game, if you take my meaning. This does not mean that the casual gamer lacks imagination, certainly not; to wit, the casual gamer may be very much interested in creating his own campaign world, monsters, dungeons, spells, character classes, treasures, and so on. In other words, the casual gamer does not necessarily have to be spoon fed content for their campaign, they simply work within the bounds of whatever system they have decided upon because they are content that the system serves their needs.

Certainly there are casual gamers who prefer to use campaign settings, supplements, adventures, etc., written by others (whether by professionals or hobbyists) for their own gaming sessions. Someone who has a very busy life may well enjoy playing the game, but not have the time necessary to devote to building their own campaign. But this does not mean that they are limited in imagination or enthusiasm either, as should be patently obvious.

This is where the DIY attitude fails as part of the definition of what makes old school... old school. Someone who is playing an old school campaign (with whatever tropes one believes must be included to be "old school"), using an old school rules set (lets say OD&D plus Supplements for the sake of argument, doesn't get much more old school than that!), and who is playing in an old school manner or style (however we want to define that), should rightly be said to be an "old school" gamer, regardless of whether they make up their own rules, tweak existing ones, spend hours every week making their own dungeons or campaigns, and so on.

The DIY attitude often insists that "making up your own stuff" is the way to go, but completely fails to take into account the guy who wants to play something straight out of the box. Some might argue that playing "by the rules" is lame, lacks creativity, indicates a lack of authenticity or enthusiasm for the hobby, and that playing certain games like Moldvay Basic or AD&D is not really old school because those games are "canned" or "dumbed-down for the general audience" or a "straight jacket for the Referee and/or players," and so on. But this is hogwash and is precisely the kind of elitism that makes the hobby unfun at times.

If a gaming group spent 20 years raiding Dungeons, & killing Dragons, and having lots of fun and camaraderie together, but never did more than crack open the Moldvay/Cook Basic set or the AD&D big three (PHB, DMG, and MM), and ran whatever modules they could get their hands on or create in their spare time, would anyone be so jaded  as to insist that this group is not "old school?" If so, then they are schmucks, or worse.

A hobbyist is not a person that constantly seeks to redefine the game, or exerts tremendous amounts of imaginative energy creating  new content for their game. A hobbyist is someone who participates in the hobby out of a love and enthusiasm for it.

In nearly any other hobby, playing a game "within the given rules" would certainly define someone as "part of the hobby" if that person has enthusiasm for the game being played. Someone who loves playing chess is considered a "chess player" and enthusiast, regardless of their level of skill with the game or attendance at chess tournaments. Finding great enjoyment in regularly playing poker or bridge would certainly indicate that a person is part of the card-playing hobby. A board game enthusiast does not need to tweak the rules of the games they play or invent their own board games to be considered part of the hobby. And so on.

And yet, "old school" is often partly defined by a DIY attitude, and there is at times an almost sneering contempt for those who are not interested in that aspect of the hobby. DIY certainly falls within the rubric of "old school," but it is neither synonymous with it, nor even necessary for it.

It is perfectly legitimate and consistent to say that a gamer that loves playing or Refereeing OD&D, or Moldvay Basic, or Call of Cthulhu, or Mutant Future, or AD&D, etc. is "old school," regardless of their penchant for rules tweaking or content creation. The lack of a DIY attitude does not indicate any lack of "old school" fervor or gaming style.

Indeed, it might even be said that playing "straight out of the box" is more fun, since that means more time for actually playing the game and less time for navel gazing. Now of course, folks greatly enjoy tweaking or creating rules and rule sets (I do!), as well as content for their own games or for publication (I do!), and thus that too should rightly be considered part of the "fun." Thus, the whole "navel gazing" bit I just mentioned  above is shown to be what it is, a stereotype that is as useful as yapping about how DIY is one of the true hallmarks of old school gaming, with the implication that non-DIYers are somehow not "old school." See how easy it is to create a meme?

My love and enthusiasm for The Game came straight out of the box, without any extra bells or whistles, and I have not become so jaded about The Game as it was originally presented that I find myself enjoying it only when I deconstruct it or remaster it.

Sometimes I like my gaming the way I like my booze; give it to me straight! How about you?

A love for The Game should be the most basic rubric for what "old school" means, and yet it is often the most overlooked.

Wandering Monsters: Oculus (Eldritch Eye)

The following text & stats are designated Open Gaming Content as per the OGL:

Oculus (Eldritch Eye)

Freq.
Very rare
Num.
1
Lair%
75%
Horde
9, 19-20
Move
6"
Int.
Genius
Align.
CE
Size
L
L/XP
12,900+20
AC
1
HD
5d6+45
Attk.
1
Dmg.
2d6
S.A.
See below
S.D.
See below
N.A.
See below
R.M.
Std.

Combat: An oculus bites for 2d6 points of damage. It can stretch any of its tentacles out 10 feet to grasp at prey with a successful attack roll, constricting each round thereafter for d4 points of damage, however, an oculus is often loathe to do this, fearing the loss of tentacles and the magical power imbued in each. Tentacles can each sustain 12 points of damage, and the central eye can take 20 points. Tentacles that are destroyed will regenerate at the rate of one per week, while the central eye will regenerate in d4 weeks.

More terrifying are the spell-like abilities that an oculus employs. The central eye of an oculus can project a cone of anti-magic out to a range of 15", that is 1" wide at the base, and 3" wide at the terminus. It is also able to employ a spell-like ability at will, every round, from each of its tentacular eyes (determined randomly, re-rolling duplicate results):

Spell-like
Ability
Die Roll
(d20)
Cause wounds
1
Charm
2
Cone of cold
3
Confusion
4
Darkness
5
Death ray
6
Disintegrate
7
Fear
8
Feeblemind
9
Flesh to stone
10
Lightning bolt
11
Magic jar
12
Magic missile
13
Paralysis
14
Polymorph other
15
Reverse gravity
16
Silence
17
Sleep
18
Slow
19
Telekinesis
20

The one particular weakness of an oculus is its vulnerability to gaze attacks; an oculus saves against such attacks at a -3 penalty.

Description: The monster known as oculus is sometimes referred to as an eldritch eye, an evil eye, or an eye of the underworld. These horrors usually dwell in the depths of the earth, but are sometimes encountered above ground in wastelands among the ruins of ancient cities or temples. Few of mortal frame have encountered them; fewer still have survived to bring their tale back to the lands of men. An eldritch eye despises other living things, viewing them as nothing more than chattel to be worked to death, or as meat for their maw. They value treasure, however, and will use it to ransom their own life if a battle is going against them. It is not known how long these monsters live, but sages speculate that it is centuries at the least.

In appearance they have the shape of a large orb, and indeed closely resemble a giant eyeball plucked from the face of some monstrous beast of myth. A gaping maw filled with fangs almost smiles with malice from the lower part of the orb, while veins and arteries pulse red beneath the creature's skin. Writhing about the upper part of the orb are d6+6 short tentacles, each ending in a small eye. An oculus moves about by flying slowly through the air.

An oculus never sleeps, and all of its preternatural eyes are lidless and staring; thus, an oculus can never be surprised. An oculus has both infra- and ultravision to a range of 6" with any of its eyes, and it is able to see invisible creatures within 3" with its large, central eye. An oculus is able to communicate telepathically with beings of at least low intelligence, regardless of the language or languages known by the recipient of such communications.

Rumors are sometimes whispered that there are cultists among men that worship and serve these evil creatures, but few dare speak or even think about such perversion.