Showing posts with label Greyhawk. Show all posts
Showing posts with label Greyhawk. Show all posts

Wednesday, May 20, 2020

Building the Sandbox: The World of Greyhawk

Having established the framework of the D&D cosmology last week, it's time to look at the first campaign setting that I'll be making extensive use of.  The first official Dungeons & Dragons campaign was set in and around Castle Greyhawk, and that's how I'd like to begin the Ultimate Sandbox when I start running it in earnest.

I have to admit that I've never quite grasped what the deal is with the World of Greyhawk, aside from being the core D&D world.  Most of my D&D setting knowledge came from reading the novels, and the Greyhawk novels that I read were even worse than the usual TSR standard.  (I did read a couple of Gord the Rogue books, and I remember liking those, but at the time I had no inkling that they were connected to D&D aside from being written by Gary.)   Every time I've tried to read up on the history of the World of Greyhawk, I've gotten a lot of stuff about the migrations of ancient peoples, and my eyes have glazed over.  This time I guess I need to knuckle down and actually pay attention.

The World of Greyhawk is known as Oerth, and sits at the centre of "Greyspace" as far as the Spelljammer setting is concerned.  And when I say it "sits at the centre" that's not a mistake: the sun and all the other planets in Greyspace revolve around Oerth.  It has two moons, Celene and Luna, which are actually other planets in the system.  Here is the world map of Oerth, as first shown in Dragon Annual #1 from 1996.

The world of Oerth

The region of this world that's most focused on in D&D products is in the far north-east, on the continent of Oerik, and is known as the Flanaess.  Here's the map from the 1983 World of Greyhawk Boxed Set.

The Flanaess

As I understand it, the days are the same length on Oerth as on Earth, and the year is roughly the same length of time as well.  The seasons are very different, though, at least in Oerik: there are only two months each of winter, spring and autumn, while summer lasts for six months.  The days and months are as follows:

The days and months in the Flanaess

A brief history of the Flanaess, at least as I understand it, is as follows:

  • The Flanaess was originally populated mostly by tribesmen known as the Flan, who were not particularly warlike.
  • A little over a thousand years ago, the Suel people and Oeridian tribes migrated into the Flanaess, fleeing from the Baklunish-Suloise Wars.  These two clashed, and the Flan were caught up in the conflict.
  • Suloise mages call down the "Invoked Devastation" on the Baklunish Empire, and in retaliation Baklunish mages call down the "Rain of Colorless Fire".  Suel is destroyed, and becomes the Sea of Dust.  The Baklunish lands are also devastated and the people migrate north.
  • After about two hundred years of war, the Oeridians drive the Suel out of central Flanaess. The Kingdom of Aerdy, later known as the Great Kingdom, is established east of the Lake of Unknown Depths (also known as the Nyr Dyv).  The current calendar is established.
  • Circa 320 CY (common year), a wizard named Zagig Yragerne is elected mayor of the Free City of Greyhawk, and begins construction of Castle Greyhawk and the dungeons beneath.
  • Circa 437 CY, the last heir of the House of Rax is assassinated, and the demon-serving House of Naelax ascends to the throne of the Great Kingdom.
  • Circa 560-570 CY: This is roughly where Gary's original Greyhawk campaign takes place, as I understand it.
  • 576 CY: This is the year around the release of the first wave of AD&D modules, and where I'll be setting my campaign to begin with.
  • 582-584 CY: The Greyhawk Wars.  Any future events are dependent upon the actions of the PCs in my campaign; if they do something that would prevent it, things will happen differently.
  • 586 CY: The events of From the Ashes and Return of the Eight.
  • 591 CY: The events of Die Vecna Die!, marking the transition from AD&D 2nd edition to D&D 3rd edition.
  • 591-598 CY: The events of the Living Greyhawk modules (assuming they actually count as canon).

It's been established in early issues of The Dragon that Oerth is an alternate Earth.  In Gary's other writings there are apparently three other such alternates: Uerth, Yarth and Aerth.  Each of these five would also be split off into myriad timelines, I suppose - particularly Oerth - to incorporate the various D&D campaigns that have taken place on them.  Magic is much stronger on Oerth than on Earth, but on Oerth there is no functioning gunpowder.

I suppose that Earth history and Oerth history ran along similar lines up to a point.  Some time before our recorded history there must have been a cataclysm that reshaped the continents into their Oerth configuration (although I suppose the opposite could be true).  Given the large number of Tolkien references in early issues of The Dragon, I've posited that Middle-Earth could have existed in the far distant past of Oerth.  It's meant to be in our past, and if the worlds share a history it would only make sense for it to be in the past of both.  As for Conan's Hyborian Age, I had thought to incorporate that into the past or present of Oerth, maybe on a different continent, but the world map shown above doesn't really allow for it.  It will have to exist solely in the past of Earth, as Robert E. Howard intended.

As mentioned above, I'll be starting my campaign circa 576 CY, and focusing it around the Castle Greyhawk dungeons.  For that I'm going to need to define the City of Greyhawk (which lies near the centre of the Flanaess map above, south of the Nyr Dyv), the surrounding wilderness, and the Castle Greyhawk dungeons themselves.  There's a lot to unpack with all of those, which I might tackle next week (although it's possible I might sidestep to do a post on how I'm incorporating Portown and the Tower of Zenopus into the World of Greyhawk).

Friday, May 10, 2019

Recaps & Roundups part 10: Supplement 1 - Greyhawk


In The Strategic Review #1, it was noted that the first of a series of D&D supplements was on the way. Supplement I - Greyhawk would be published in March of 1975. Written by Gary Gygax and Rob Kuntz, it was heavily drawn from material used in their home campaign. In many ways, it's probably the most historically important D&D product outside of the original boxed set; so many of the new rules and game elements introduced here become integrated into the core game that it's almost unrecognisable without them. Dungeons & Dragons, as the vast majority of its players would recognise it, is born here.

New Rules Introduced
  • Strength now provides bonuses to attack and damage for Fighting-Men only.
  • Strength now affects encumbrance, and a character's chance to open doors.
  • Exceptional Strength for Fighting-Men.
  • Intelligence now affects a Magic-User's chance to learn a spell, how many spells they can learn, and the highest spell level they can learn.
  • Dexterity now provides an AC bonus for Fighting-Men only.
  • Constitution now grants higher hit point bonuses.
  • A limit is imposed on the number of times a PC can be resurrected, based on Constitution.
  • Character classes now have differing Hit Dice, and monsters roll 1d8 per HD.
  • NPCs now suffer a loyalty penalty when working for Chaotic characters.
  • A different method of calculating XP is introduced.
  • NPCs working for PCs now earn 50% XP.
  • Weapon Type vs. AC
  • Ranges and range penalties for missile weapons.
  • Attack bonuses for whacking someone who is lying prone.
  • Varying damage by weapon type, and varying monster attack damage
  • Magic armor and shields now stack all their bonuses
  • Rear and right flank attacks now ignore shields
  • Cleric spells of 6th and 7th level, and Magic-User spells of 7th to 9th level.
  • New Monster Level Tables replace those in D&D Vol. 3.

New Classes Introduced
  • Thief
  • Paladin

New Races Introduced
  • Half-Elves
  • Dwarves are split into Hill Dwarves, Mountain Dwarves, and "Burrowers". "Burrowers" seems to be another term for Gnomes, which suggests a relationship between these two races.
  • Elves are split into Wood Elves, High Elves, and Meadow Elves (otherwise known as Fairies).

New Spells Introduced

Magic-User Level 1
  • Shield
  • Magic Missile
  • Ventriliquism (sic)

Magic-User Level 2
  • Darkness, 5' radius
  • Strength
  • Web (previously seen as an ability of the staff of power, in D&D Vol. 2)
  • Mirror Image
  • Magic Mouth
  • Pyrotechnics

Magic-User Level 3
  • Explosive Runes
  • Rope Trick
  • Suggestion
  • Monster Summoning I

Magic-User Level 4
  • Ice Storm
  • Fear
  • Monster Summoning II
  • Extension I

Magic-User Level 5
  • Monster Summoning III
  • Extension II

Magic-User Level 6
  • Legend Lore
  • Repulsion
  • Monster Summoning IV
  • Extension III

Magic-User Level 7
  • Delayed Blast Fire Ball
  • Reverse Gravity
  • Limited Wish
  • Power Word - Stun
  • Phase Door
  • Charm Plants
  • Mass Invisibility
  • Simulacrum
  • Monster Summoning V

Magic-User Level 8
  • Mass Charm
  • Clone
  • Power Word - Blind
  • Symbol
  • Permanent Spell
  • Mind Blank
  • Polymorph Any Object
  • Monster Summoning VI

Magic-User Level 9
  • Meteor Swarm
  • Shape Change
  • Time Stop
  • Power Word - Kill
  • Gate
  • Wish
  • Astral Spell
  • Prismatic Wall
  • Maze
  • Monster Summoning VII

Cleric Level 2
  • Silence, 15' r.
  • Snake Charm

Cleric Level 3
  • Prayer
  • Speak With Dead

Cleric Level 6
  • Animate Objects
  • Find the Path
  • Blade Barrier
  • Word of Recall
  • Speak With Monsters
  • Conjure Animals

Cleric Level 7
  • Earthquake
  • Aerial Servant
  • Wind Walk
  • Holy Word
  • Astral Spell
  • Symbol
  • Part Water
  • Control Weather
  • Raise Dead Fully
  • Restoration

New Monsters
  • Druids
  • Tritons
  • Bugbears
  • Ogre Magi
  • Storm Giants
  • Shadows (previously mentioned in D&D Vol. 3)
  • Titans (previously mentioned in D&D Vol. 2)
  • Will o' Wisps
  • Liches
  • Harpies
  • Brass Dragons
  • Copper Dragons
  • Bronze Dragons
  • Silver Dragons
  • The Platinum Dragon
  • The Chromatic Dragon
  • Lizard Men
  • Dopplegangers (previously mentioned in D&D Vol. 3)
  • Wererats
  • Lammasu
  • Salamanders (previously mentioned in D&D Vol. 2)
  • Beholders
  • Umber Hulks
  • Displacer Beasts
  • Blink Dogs
  • Hell Hounds
  • Phase Spiders
  • Rust Monsters
  • Stirges
  • Giant Ticks
  • Owl Bears
  • Carrion Crawlers
  • Gelatinous Cubes (previously mentioned in D&D Vol. 2)
  • Giant Slugs
  • Homonculous
  • Flesh Golems
  • Stone Golems
  • Iron Golems (previously mentioned in OD&D Vol. 2)
  • Rot Grubs (alluded to only, not given stats or named)
  • Ettins (alluded to only, not given stats or named)
  • Carnivorous Apes (mentioned in the Monster Level Tables, possibly as a replacement for Martian White Apes)
  • Fire-Breathing Hydras (mentioned in the Monster Level Tables)

Magic Swords Introduced
  • Swords +4 and +5
  • Sword +2, Nine Steps Draining Ability
  • Holy Sword +5
  • Sword of Cold
  • Dragon Slaying Sword +2
  • Sword +1, Cursed
  • Dancing Sword
  • Sword of Sharpness
  • Vorpal Blade

Miscellaneous Weapons Introduced
  • Magic Arrows +2 and +3
  • Arrow of Slaying
  • Magic Crossbow Bolts +2
  • Crossbow of Accuracy
  • Crossbow of Speed
  • Crossbow of Distance
  • Axe +2 and +3
  • Mace of Disruption
  • Cursed Spear of Backbiting

Armor Introduced
  • Shields +4 and +5
  • Armor +4 and +5
  • Shield of Missile Attraction
  • Armor of Vulnerability
  • Armor of Etherealness

Potions Introduced
  • Extra-Healing
  • Oil of Slipperiness
  • Super-Heroism
  • Oil of Etherealness

Rings Introduced
  • Protection +3
  • Shooting Stars
  • Contrariness

Rods Introduced
  • Rod of Cancellation
  • Rod of Beguiling
  • Rod of Absorption
  • Rod of Lordly Might
  • Rod of Rulership
  • Rod of Resurrection

Miscellaneous Magic Introduced
  • Crystal Hypnosis Ball
  • Medallion of ESP (3" and 9" ranges)
  • Medallion of Thought Projection
  • Amulet of Inescapable Locating
  • Scarab of Enraging Enemies
  • Scarab of Insanity
  • Scarab of Death
  • Bag of Tricks
  • Bean Bag
  • Bag of Transmuting
  • Bag of Devouring
  • Censor of Summoning Hostile Air Elementals
  • Luckstone
  • Loadstone
  • Brazier of Sleep Smoke
  • Bowl of Watery Death
  • Boots of Dancing
  • Flask of Curses
  • Jug of Alchemy
  • Decanter of Endless Water
  • Beaker of Plentiful Potions
  • Animated Broom
  • Helm of Brilliance
  • Rug of Smothering
  • Drums of Deafness
  • Horn of Collapsing
  • Horn of Valhalla (Silver, Bronze and Iron)
  • Horn of Bubbles
  • Gauntlets of Swimming and Climbing
  • Gauntlets of Dexterity
  • Gauntlets of Fumbling
  • Girdle of Femininity/Masculinity
  • Necklace of Missiles
  • Necklace of Strangulation
  • Cloak of Protection +1 to +3
  • Poisonous Cloak
  • Mirror of Mental Prowess
  • Mirror of Opposition
  • Trident of Warning
  • Trident of Commanding Water Creatures
  • Trident of Submission
  • Trident of Yearning
  • Eyes of Charming
  • Eyes of Petrification
  • Gem of Brightness
  • Gem of Seeing
  • Jewel of Attacks Upon the Owner
  • Bracers of Defense AC 6, 4 & 2
  • Bracers of Defenselessness
  • Rope of Entanglement
  • Rope of Climbing
  • Rope of Constriction
  • Dust of Appearance
  • Disappearance Dust
  • Dust of Sneezing and Choking
  • Talisman of Lawfulness
  • Talisman of Chaos Supreme
  • Talisman of the Sphere
  • Javelins of Lightning
  • Arrow of Direction
  • Saw of Mighty Cutting
  • Mattock of the Titans
  • Spade of Colossal Excavation
  • Wings of Flying
  • Cube of Force
  • Portable Hole
  • Horseshoes of Speed
  • Sphere of Annihilation
  • Chime of Opening
  • Pipes of the Sewers
  • Lyre of Building
  • Figurines of Wondrous Power (Ebony Fly, Onyx Dog, Marble Elephant, Golden Lions, Ivory Goats)
  • Wizard's Robe
  • Robe of Blending
  • Robe of Eyes
  • Robe of Powerlessness
  • Manual of Puissant Skill at Arms
  • Manual of Gainful Exercise
  • Manual of Bodily Health
  • Manual of Stealthy Pilfering
  • Manual of Golems
  • Manual of Quickness of Action
  • Book of Exalted Deeds
  • Book of Vile Darkness
  • Book of Infinite Spells
  • Libram of Silver Magic
  • Libram of Gainful Conjurations
  • Libram of Ineffable Damnation
  • Tome of Understanding
  • Tome of Clear Thought
  • Tome of Leadership and Influence
  • Deck of Many Things

Details and conjecture relevant to the Ultimate Sandbox
  • Dwarves are split into two sub-races: Mountain Dwarves and Hill Dwarves.
  • Gnomes are related to Dwarves, and sometimes referred to as "burrowers".
  • Elves are split into three sub-races: High Elves, Wood Elves and Meadow Elves (also known as Fairies).
  • There are Dwarven and Elven clerics that do not venture outside of their homelands.
  • Strictly by the book, it can be interpreted that demi-human PCs can all become paladins. In the interests of compatibility with AD&D, I'm going to interpret it so that only humans can become paladins.
  • Odin, Crom, Set, Cthulhu, the Shining One, and other unspecified demi-gods are mentioned as beings that might be summoned by a Gate spell. The Shining One might refer to the Greyhawk deity known as Pelor, but it's more likely to be a reference to the entity from A. Merritt's novel The Moon Pool.
  • Mars and Talos are also mentioned as a possible monster encounter.
  • The Astral Plane is specifically mentioned for the first time, as a place a spellcaster may travel in their astral form.
  • Hell is mentioned, both in the Astral Spell description, and the name of the Hell Hound.
  • Flubbit the Wizard is mentioned in the spell description for the magic mouth spell. Being a Wizard he (or she I suppose) should be at least 11th level. I'll add the character as an NPC somewhere around Greyhawk city, or in the dungeons.
  • Vampires from the "Middle East" are mentioned, as are"Japanese" Ogres and "Sumatran" Giant Rats. The last of those is no doubt a reference to Sherlock Holmes, but all of them point to Oerth having similarities to Earth, and having regions culturally similar to those listed.
  • Druids are a type of neutral priest, attuned to nature. Their followers are mostly barbaric fighters.
  • Bugbears are said to be "goblin-giants".
  • The Platinum Dragon is the King of Lawful Dragons. He lives in a palace behind the east wind, and is served by a host of seven gold dragons. His main goal is to oppose the Dragon Queen.
  • The Chromatic Dragon is the Queen of Chaotic Dragons. She lives in a stupendous cavern far beneath the earth, and is accompanied by one of each type of Chaotic dragon. Her main goal is to spread evil.
  • Displacer Beasts hate Blink Dogs, and vice versa.
  • A bunch of items can allow a PC to become ethereal, and Phase Spiders can do so as well. It's the first hint of the Ethereal Plane, though it's not specifically mentioned.
  • Armor with a +4 bonus is said to me made from "mithral", while +5 armor is made from a strange alloy known as "adamantite".
  • Valhalla is mentioned, as a place from which berserk warriors can be summoned.
  • All of the magical tomes appear to be identical, which indicates that they were all created by the same culture, or that something about the process of creating them makes this inevitable.
  • There's a long list of tricks and traps near the back of the book. Given the name of this supplement, I'll try to squeeze them all into Greyhawk Castle.
  • The "Living Room" is a specific room in Greyhawk Castle, where "furniture is animated to trip, confine, and smother (rugs and carpets) or move about and hug and kick (stools, chairs, divans) or blinds and throws down (tapestries and wall hangings)".
  • The 2nd level of Castle Greyhawk's dungeon had a fountain which issued an endless number of snakes.
  • As well as tricks and traps, there are a load of special monsters and monster combinations that should be found in Castle Greyhawk.
  • The Great Stone Face, also known as the Enigma of Greyhawk. This is a giant head, similar to the heads on Easter Island, that can be found in the dungeons of Castle Greyhawk.


  • The following image shows a weird pumpkin-headed Bugbear, which I attribute to them wearing carved pumpkins as ceremonial battle masks.


Wednesday, March 25, 2009

The Ultimate Sandbox: Supplement I - Greyhawk Part 9

More magic items today, followed by a wrap-up for Supplement I and a dissection of the illustrations.

DUST OF APPEARANCE: Throw it in the air and it lets you see creatures that are invisible, out of phase, or in the astral plane. Whether it allows you to attack astral and out of phase creatures is left vague, but I would rule that it doesn't.

DISAPPEARANCE DUST: Makes anyone it's sprinkled on invisible, and that invisibility is undetectable by magic. I remember that later versions of this aren't negated when you attack, but this version doesn't mention that power (which I exploited oh so effectively in Curse of the Azure Bonds).

DUST OF SNEEZING AND CHOKING: If it's thrown on you, save vs. poison or die. The intent is that players will think it's one of the above items and try to use it, but in my experience it's more often deployed as a weapon against monsters.

TALISMAN OF LAWFULNESS: This is great - it gives any Patriarch the ability to 'sink an Evil High Priest to the center of the Earth forever.' Sweet.

TALISMAN OF CHAOS SUPREME: The opposite version of the Talisman of Lawfulness. It's cooler, though, because it is evil.

TALISMAN OF THE SPHERE: Increases a Magic-User's chance to control a Sphere of Annihilation, and damages anyone else who touches it. More on the Sphere later.

JAVELINS OF LIGHTNING: What it says - javelins that become lightning bolts when thrown. Why is this in Miscellaneous and not Weapons?

ARROW OF DIRECTION: Seven times a week you can ask a direction (nearest cave, way out of the dungeon, etc.) and the arrow provides it.

SAW OF MIGHTY CUTTING: Allows you to cut down a tree in about an hour. I don't know much about tree-cutting, but it doesn't sound all that impressive.

MATTOCK OF THE TITANS: It's a great hammer that's primary utility seems to be in smashing down doors. Alas a player can't use it in combat - it's sized for Giants and Titans.

SPADE OF COLOSSAL EXCAVATIONS: Dig a hole of 1 cubic yard in ten minutes. Pretty good, but again not exceedingly magical.

WINGS OF FLYING: Stick them on your back and you can fly like a Gargoyle.

CUBE OF FORCE: Creates a force field around the user that can only be brought down by a few things, including a ton of flaming oil.

PORTABLE HOLE: A hole you can carry about with you whereever you go. It opens into an extradimensional space, but that space has no oxygen.

HORSESHOES OF SPEED: They make your horse go faster.

SPHERE OF ANNIHILATION: A globe of nothingness that utterly destroys anything it touches. It is moved via force of will, and if there are two potential users a contest of wills can occur. The players in my campaign have got a Sphere at their disposal at the moment, which may have been a mistake - but I have plans...

CHIME OF OPENING: It's worth 30,000 gp, but its true value is that it opens any locks or doors nearby when it is sounded.

PIPES OF THE SEWERS: Wisely, they didn't call these sewer pipes. But when you sound them you can summon 10-60 giant rats - that's pretty awesome! There's a small chance they won't be obedient, but that many giant rats are always going to come in handy.

LYRE OF BUILDING: Negates a Horn of Blasting, and can also do the equivalent of a week's work by 100 men.

FIGURINES OF WONDROUS POWER: Figurines that come to life and obey your commands. There's an Ebony Fly that can be used as a mount, a Marble Elephant that can be used as a war animal, 2 Golden Lions which also melee, an Onyx Dog that can sense things like a Robe of Eyes, and 3 Ivory Goats. The goats are: The Goat of Fleeing, which can carry you to a named haven; the Goat of Fighting, which is pretty badass in combat; and the Goat of Slaying, which is even more badass and has horns that convert to magic weapons.

WIZARD'S ROBE: Dramatically increases the effectiveness of Charm, Hold and Polymorph spells. These robes all have an alignment, but how this affects anything is left unexplained.

ROBE OF BLENDING: This robe changes to match the surroundings - and as well as mimicking terrain it can make the wearer look like nearby creatures as well.

ROBE OF EYES: The wearer can see in all directions, and detect invisible and hidden enemies. The best thing about it, though, is that it makes the wearer immune to surprise.

ROBE OF POWERLESSNESS: When you put it on, you forget all your spells and become weak, stupid and foolish. Some characters may appear to be unaffected.

MANUAL OF PUISSANT SKILL AT ARMS: And now we come to the various manuals, each one keyed to give Experience Points to a certain class. This one grants extra XP to Fighters, but if a Magic-User reads it it breaks his brain and he loses XP.

MANUAL OF STEALTHY PILFERING: As above, but keyed to Thieves, and any other class reading it loses XP.

BOOK OF EXALTED DEEDS: Any Lawful Cleric who reads this immediately gains a level. Neutral Clerics lose 1, Chaotics lose 2. Chaotic Clerics also have a 50/50 chance to repent and become Lawful. Anyone else either loses XP or hit points - some Lawful book this is!

BOOK OF VILE DARKNESS: So iconic they named a 3e supplement after it. It's the reverse of the Book of Exalted Deeds, but it's even nastier to those who read it - Lawful Clerics are stricken insane, Neutral Clerics become Chaotic, and Paladins need a whole suite of divine blessings or they lose thier Paladin status forever.

LIBRAM OF SILVER MAGIC: Much like the Book of Exalted Deeds, this advances Lawful Magic-Users, changes the alignment of Neutrals, and drains a level from Chaotics.

LIBRAM OF INEFFABLE DAMNATION: Best name evar, and it's the opposite of the Libram of Silver Magic.

This implies that Law and Chaos are important factors to Magic-Users, or at least they were when these books were first created. More to think on.

MANUAL OF GAINFUL EXERCISE: Gives anyone who reads it a +1 bonus to Strength.

MANUAL OF BODILY HEALTH: As above, but +1 Constitution

MANUAL OF QUICKNESS OF ACTION: +1 Dexterity

TOME OF UNDERSTANDING: +1 Wisdom

TOME OF CLEAR THOUGHT: +1 Intelligence

TOME OF LEADERSHIP AND INFLUENCE: +1 Charisma

MANUAL OF GOLEMS: Teaches magic-users how to make a specific type of Golem, Flesh being the most likely and Iron the least. Fighters and Thieves only have to handle the thing to be damaged, and Clerics that read it lose XP, which is a shame - I like the idea of Clerics creating Golems. Anyway, they're expensive - 1,000 XP per hit point!

BOOK OF INFINITE SPELLS: Has a number of pages, each with a spell on it. When the book is open to a certain page, the spell on that page can be cast as many times as the caster likes - but as soon as a page is turned it can never be turned back, and there's a 10% chance of the page turning every time the spell is cast. Not to mention wind and other regular things that can turn pages...

The Books all appear to be identical, and there's certainly a story in that - were they all invented by the same culture at roughly the same time? It seems likely.

DECK OF MANY THINGS: Ah, breaker of many a game, instigator of many an adventure. There's nothing like a Deck of Many Things to make a game interesting. It has the potential to ruin your character utterly, or to propel him to some giddy heights.

Basically, you pick a card from the deck, and whatever comes up affects your character for good or ill.

Ace of Hearts - +50,000 XP
King of Hearts - Gain a Miscellaneous Magic Item - of your character's choice!
Queen of Hearts - Gain 1-3 Wishes
Jack of Hearts - Help from an 8th level Fighter with lots of magic items

Ace of Diamonds - Map to richest treasure on dungeon level
King of Diamonds - Gain 5-30 pieces of jewelry
Queen of Diamonds - Scrolls of 7 spells, no 1st levels guaranteed
Jack of Diamonds - +1 to any score you want

Ace of Spades - -1 level
King of Spades - Lord with magic items attacks you, and his magic items even disappear when he's defeated
Queen of Spades - Die, no save!
Jack of Spade - Surprised by 5th level monster

Ace of CLubs - Alignment change!
King of CLubs - Lose your favourite magic item
Queen of CLubs - Turn to stone (No save)
JAck of Clubs - -1 to Prime Requisite

Joker - +25,000 XP or pick two more cards

It's not as fun or game-breaking as the version in AD&D, but there is still plenty of mayhem to be had. It should be placed into a campaign only with extreme caution - or if you don't care about such things go ahead and leave it in the random chart. Just be aware of the potential for chaos.

And gods be praised, that is all for magic items. We're now through the section of Supplement I that corresponds to OD&D's Vol. II (Monsters & Treasure), and are into the area that covers Vol. III (The Underworld & Wilderness Adventures).

This begins with an expanded list of tricks and traps, and there are some doozies here. For my campaign I plan to incorporate all of these into Castle Greyhawk directly, or into other dungeons nearby.

The standard array of traps that befoul mapping attempts and drop the PCs to lower levels of the dungeon are present, but there are a few more interesting samples as well. Some highlights follow:

A box of animal crackers which spring to life when grasped. This highlights the often whimsical nature of the Greyhawk campaign, especially when you might get a bear that will dump its bowl of porridge on the head of a player. It's not really my thing as far as humour goes, but there are some other viable options as well.

Various gases are mentioned, and of particular interest is the one that changes the victim's sex. This is a common theme that Gary repeatedly returns to.

Another testament to the free-wheeling nature of OD&D is the variety of effects that can be had by pulling strange levers. Aside from old standbys like alignment change, a PC could change class, or even become a monster.

A room full of animated furniture is mentioned, and it is specifically noted that a variation of this dubbed "The Living Room" is a part of Castle Greyhawk. Pied Piper Publishing has released a product by Rob Kuntz detailing this room, and I'll be adding it to my version of Castle Greyhawk when the time comes. The full description for posterity:

"Furniture which is animated to trip, confine, and smother (rugs and carpets) or move about and hug and kick (stools, chairs, divans) or blinds and throws down (tapestries and wall hangings). (Ours is known as "The Living Room".)"

A type of lice that becomes a burrowing killer if disturbed is mentioned - an obvious precursor to the Rot Grub of later editions.

Bas-Relief Faces which might bestow great knowledge, or possibly cause the viewer to become a wart on the face... Abraham Merritt's Face in the Abyss is specifically name-checked as an inspiration here, but I haven't read it yet.

Treasure as part of the monster! Anyone who has ever read the AD&D Monster Manual knows what I'm talking about - valuable fur, gems in gizzards, that sort of thing. Gary used this a lot.

A forge for magical items that is run by near-invincible creatures. The items can be bought, but they might not necessarily work. So Gary wasn't against magic item shops, just ones that provided a benefit to PCs. Ones that screw them over are all fine and dandy! In a similar vein he also mentions the possibility of a gambling hall where all the games are fixed.

Following this is a section on unusual monsters, and monsters used in combination:

The multi-headed giant that can never be surprised seems to be a prototype for the Ettin.

Fire-resistant mummies are mentioned, the first of many monsters specifically designed to go against what the PCs have learned in their adventures.

Skeletons that can hurl their finger joints like magic arrows. This one is memorable, simply because I saw it in the Mentzer Basic Set, my first D&D product.

It is mentioned that Castle Greyhawk had a fountain on Level 2 that issued a continuous stream of snakes. More tidbits, huzzah!

A list of similar monsters acting in concert: Medusa riding a Gorgon, a Balrog riding a Red Dragon (yikes!), a Frost Giant on a White Dragon, etc.

Dissimilar monster combos:

Troll with magical spear riding a Purple Worm (so random it's awesome)
Thieves and Bugbears acting in concert (this one tickles me for some reason)
A Cloud Giant riding a T-Rex!

And finally, for maximum coolness and just plain WTF-factor...

Mars mounted on the shoulders of Talos

Yes, the Roman god of War, Mars, on the shoulder of Talos, the giant man of bronze. Weird. But it does establish that the Greek/Roman pantheon is around in this era of the World of Greyhawk.

Other weird monsters:

Gary's love of puns gives us the Ogre Jelly, which is an Ochre Jelly shaped like an Ogre I guess.

A few others are mentioned, mostly variations on oozes, but I especially love the Symbiotic Dragon which spits Ochre Jelly and Black Pudding.

RANDOM MONSTERS: The tables for wandering monsters in dungeons get completely replaced to incorporate the new monsters from this Supplement. This is how I plan to introduce those monsters to the campaign - first I'll substitute the old charts for the new, so the PCs will start encountering new stuff occasionally, then I'll start adding in some set encounters with Greyhawk monsters. It's just a shame that the Wilderness Encounter Tables didn't get the same treatment.

And that's Supplement I done. I just need to go through the illustrations for some possible ideas:

JAPANESE OGRE: This is an illustration of the Ogre Mage, and it really hammers home what this monster is really supposed to be - the Oni of Japanese myth. Plus, it's another Earth-based reference - more ties between our world and Greyhawk.

GREAT STONE FACE: There's a picture of a stone face, sort of like the heads on Easter Island, in a dungeon chamber facing two archways. It's listed as an 'Enigma of Greyhawk' and I've seen Gary discussing it, so it will be going in my Castle Greyhawk in some form.

BOOBS: Yep, it's a naked woman being sacrificed to a giant snake, while a barbarian tries to rescue her. Nothing like the classics! It just means I'll need to include a snake cult that sacrifices women to its serpent god, and that's no problem for me.

BUGBEAR, GHOUL AND FRIENDS: The Ghoul is awesome. The Cockatrice is cool, that snake thing is fine. It's the Bugbear that's the problem. You know the one - it has a halloween pumpkin for a head. The big shaggy body is fine and suitably Bugbear-ish, but that head doesn't square with any later depiction of the monster. So I have a solution - Bugbears wear carved pumpkins on their heads as a sort of ceremonial battle mask. I don't know why and I may never explain it, but that's all I can come up with for that picture.

And that's a wrap on Supplement I - Greyhawk. Tomorrow I'll be delving into The Strategic Review #2 - more monsters, and the first D&D FAQ.

Tuesday, March 24, 2009

The Ultimate Sandbox: Supplement I - Greyhawk Part 8

And now we come to the section of items that is always the most interesting - miscellaneous! It holds up the Supplement I tradition of utterly brutal cursed items, as well as providing some other mainstays. This is a long section folks - expect it to eat up a couple of days.

CRYSTAL HYPNOSIS BALL: Whoever tries to use this item will be hypnotised, and if there is a Magic Mouth on the ball, he'll carry out any orders the mouth gives.

MEDALLION OF THOUGHT PROJECTION: It looks like an ESP Medallion, but it actually projects your thoughts whenever you try and use it - meaning your enemies know exactly what you're thinking.

AMULET OF INESCAPABLE LOCATION: It looks like it would protect you from scrying, but instead it makes finding you via scrying a certainty. I could see some uses for this, but its intent is as a cursed item, I feel.

SCARAB OF ENRAGING ENEMIES: Causes all enemies with a 6' radius to become enraged, which may not be all bad - they might attack friend as well as foe. But it does make them fight to the death.

SCARAB OF INSANITY: Makes all creatures nearby go totally insane, with the mechanical effect left up in the air.

SCARAB OF DEATH: Ooh, this one's just nasty. It looks like a magic brooch but when held or worn or stored in a backpack, it turns into a beetle and burrows its way into your heart. Ouch.

BAG OF TRICKS: It's a bag see, but when you reach in you can pull out any one of a random selection of animals. It might be a bear, or it might be a jackal. I'm a big fan of randomized magic items like this - any magic item that might save your ass or doom you depending on the roll is a good thing for the game - there's always a bit of tension when it gets whipped out. This one is pretty useful all around though.

BEAN BAG: This bag has beans in it, and if you plant them you might get treasure or you might get a monster or a curse. This one is explicitly left up to the DM to adjudicate.

BAG OF TRANSMUTING: It's like a Bag of Holding, but it turns precious metals into lead - the obvious intent being that PCs will try to store their coins in here.

BAG OF DEVOURING: Another personal favourite - it's 'actually the extension of an extra-dimensional monster'. Anything that goes inside will be eaten, but look out when giving this to PCs - it can make a pretty effective offensive weapon.

CENSOR OF SUMMONING HOSTILE AIR ELEMENTALS: You think you're summoning an Air Elemental to help you, but... no, it's just going to kill you instead. Beautiful in its simplicity.

LUCKSTONE: This makes the wearer more lucky, by giving him a bonus to rolls for treasure division - you know, when the players are dicing to see who gets first pick of magic items. My current players usually just give stuff to whoever wants it and discuss any disputes, so this would be pretty useless to them.

LOADSTONE: Ha ha, see what Gary did there? It seems to be a Luckstone until you're fleeing from monsters, at which time it gets really heavy and slows your movement. Is it just me, or was Gary having a lot of fun thinking these up?

BRAZIER OF SLEEP SMOKE: Gary was really digging cursed items that at first appear to be useful ones. This one looks like it could command Fire Elementals, but when used the smoke it emits puts everyone into a permanent sleep, that can only be negated by Dispell Magic. Cue the wandering monster checks...

BOWL OF WATERY DEATH: Love this one. Again, it looks like an elemental summoning item, but when used the wielder shrinks and is plunged into the bowl - where he is likely to drown unless the shrinking is magically negated somehow.

BOOTS OF DANCING: Again they appear useful, until you have to flee - then they make you start dancing. (One such dance named is a Shuffle off to Buffalo, and I honestly have no idea what Gary is going on about here. It's just his weird sense of humour, I think.)

FLASK OF CURSES: A curse is loosed when this bottle is opened - as usual for OD&D curses, the DM is encouraged to get crafty.

JUG OF ALCHEMY: Pours forth whatever liquid the user desires. The intent seems to be for regular liquids - water, oil, acid, etc. Naturally occuring stuff. Wine is named, and presumably beer would be available as well - sweet. But what I wonder is whether you can use it to create endless streams of magic potions. I would say the answer is no, but the possibility isn't nixed. And hey, a non-cursed item!

DECANTER OF ENDLESS WATER: When you open it, water comes out and it never stops. This is probably one of the most versatile items out there - there are any number of uses it can be put to. Just remember it only puts out about 1 gallon per minute - flooding dungeons will be a slow process.

BEAKER OF PLENTIFUL POTIONS: Contains a number of potion types that can each be poured forth once per week. A nice space saver, I guess, and reusable potions are always handy.

ANIMATED BROOM: Ah, cursed items how I missed you. It's another screw-job in disguise, as this appears to be a broom of flying until you try to use it - then it attacks you mercilessly. Killing a PC with a broom sounds all kinds of amusing.

HELM OF BRILLIANCE: First off, this thing is set with gems and worth 50,000 gp, so it's pretty good just as treasure. But the awesome far outweighs any monetary value: it gives double-strength fire resistance, can create a Wall of Fire, allows Fighters to create a flaming sword at will, and lets Magic-Users add +1 damage per die on Fire Balls. Clerics get a small benefit as well, being able to cast double their normal quota of light spells and also set flammable objects alight. And to top it off, it makes fire-using creatures friendlier to you. Sure, it's at the cost of alienating cold-users, but who's afraid of them? It's the fire-guys you gotta look out for.

RUG OF SMOTHERING: Wraps around any poor bugger that sits on it and suffocates them.

DRUMS OF DEAFNESS: Deafens anyone nearby when it is struck.

HORN OF COLLAPSING: When you blow it, the roof collapses on your head. If you're out in the open, rocks fall on you from nowhere. Not even logic can withstand Gary's cursed items.

HORN OF VALHALLA: Summons berserk warriors from Valhalla to fight for you, and that's the first mention of that realm in D&D so far - another piece of the D&D cosmology falls into place. There are three different strengths here - Silver, Iron and Bronze - and each one respectively summons a more powerful type of berserker than the last.

HORN OF BUBBLES: Hahahaha. You think it's going to summon awesome berserkers that will make you look bad-ass, but instead it summons bubbles that obscure your vision and make you look like a tool.

GAUNTLETS OF FUMBLING: Gauntlets of Fumbling! Cursed Item in Disguise! When your character's life is at stake, the gauntlets make you drop things and lose 2-5 Dexterity. Like most cursed items, you'll need Remove Curse to take them off.

GAUNTLETS OF SWIMMING AND CLIMBING: Swim as a Merman and climb as a 9th Level Thief. Nifty.

GAUNTLETS OF DEXTERITY: +2 Dex, no limitations - though they'd be pretty useless to a character who was already at 18, as no bonuses for stats that high as yet in the game.

GIRDLE OF FEMININITY/MASCULINITY: It maeks you think you're getting the much-coveted Girdle of Giant Strength, but in actual fact it just changes your sex, and can only be removed with a Wish. I've found that there's little in D&D that gets you mocked more than putting one of these on - although I've never seen it happen to a female player.

NECKLACE OF MISSILES: Each bead on this necklace can be detached and hurled as a fire ball. And I have always said that you can't have enough fire balls.

NECKLACE OF STRANGULATION: When you put it one it strangles you to death in a few rounds - and you need Wish or Limited Wish to remove it! Harsh. Barring wishes from items, you're going to need at least a 14th level Wizard around to save your ass.

POISONOUS CLOAK: Speaking of arbitrary... You put this cloak on and you are DEAD, no saving throws, no take-backs and definitely no whining. It basically guarantees that once found players will never try a cloak again, seeing as how OD&D has no means for identifying items before you try them out. This one I find just a bit too cursed. Plus, you'll suffer through hours upon hours of the PCs trying to sneak up behiond their enemies and put it on them.

MIRROR OF MENTAL PROWESS: A scrying device that can do clairaudience, clairvoyance and ESP, as well as answering one question per week about any image summoned to its surface. Mirror Mirror on the wall...

MIRROR OF OPPOSITION: If you look in it, a duplicate of you jumps out and attacks. This happened to a character of mine, and he was killed by himself - it was awesome.

TRIDENT OF WARNING: Lets its user know when A) there are hostile sea creatures about; B) how far away they are; C) how many of them there are; and D) whether the user is going to need a bigger boat.

TRIDENT OF COMMANDING WATER CREATURES: Like a Staff of Commanding, but for fishes and other watery types.

TRIDENT OF SUBMISSION: Any creature hit by this must make a saving throw or instantly surrender. Very nasty.

TRIDENT OF YEARNING: The holder of this weapon gets the urge to immerse himself in the nearest deep body of water - but it doesn't give him the ability to breathe once he's in there.

EYES OF CHARMING: Contact lenses that let you charm like a Vampire.

EYES OF PETRIFICATION: "Cool, I'll be able to turn monsters to stone like a Medusa!" Ah, no actually, they turn you to stone when you put them on. Sorry!

GEM OF BRIGHTNESS: If you look in this gem it is so bright that you get a penalty of 1-4 on attack rolls - permanently. It's easily healed, though. And it's not all bad - you can direct a beam with it to blind your enemies.

JEWELS OF ATTACK UPON THE OWNER: Well, that's a mouthful even for Gary. It doubles the chance of random encounters appearing, so don't go adventuring with the guy wo has it.

BRACERS OF DEFENSE: They function in place of armor, allowing magic-users and thieves to get their defenses up a bit.

BRACERS OF DEFENSELESSNESS: Lowers your Armor Class to 12. Which in OD&D is very bad - in fact there are no charts to even tell you how to hit this number. I'll need to make some numbers up for sure.

ROPE OF ENTANGLEMENT: A rope that can wrap around a whole bunch of dudes.

ROPE OF CLIMBING: Climbs stuff and fastens itself at your command.

ROPE OF CONSTRICTION: Another classic from Gary - when you try to use it like the two ropes above, it wraps around you and any of your mates nearby and crushes you all to death. It's great the way this thing is just a TPK waiting to happen.

Out of the 49 items listed above, a full 30 of them are cursed in some fashion. It's a massive shift in the tone of the game from OD&D, where pretty much everything in the book is useful. OD&D with the Greyhawk supplement is a much more adversarial game than without.

Tomorrow I'll be finishing up with Miscellaneous Magic, and wrapping up the Greyhawk supplement in general.

Monday, March 23, 2009

The ultimate Sandbox: Supplement I - Greyhawk part 7

There are a whole lot of new magic items in this supplement, as well as updated treasure tables that incorporate them all. So at about the time I introduce the new Greyhawk monsters, I'll start using the new magic item tables as well.

I'll be covering everything except Miscellaneous today (as that section is a whopper). We begin with swords, to which are added quite a few new special types.

NINE STEPS DRAINING: This one's a corker - the first time you roll a natural 20 with it, it drains one level from the victim. The second time, it drains 2 levels. Then 3, then 4, and so on until it deals a hit that drains 9 levels. After that it's just a normal +2 sword, but man that's really cool. And if you really want to be a Rat-Bastard DM, put one that's at the point of draining 9 levels into the hands of an enemy of the PCs.

HOLY SWORD +5: This sword's true abilities only function when wielded by a Paladin - it negates all spells in a 1" range. I'm of the opinion that Paladins are powerful enough as is, they certainly don't need complete magic resistance to help them along. And don't forget that this baby will be intelligent as well, with all the extra powers that entails.

SWORD OF COLD: It's the original Frost Brand, being +3 normally and +5 against fire monsters. It also deals triple damage on a 20, dispells a Wall of Fire, and acts as a Ring of Fire Resistance. Plus Drizzt has one, so it's just gotta be cool. (Old-school cred... fading... fading...)

DRAGON SLAYING SWORD +2: Does 4-40 damage against a specific dragon type. Very specific, but when it comes into play it would be so awesome. And with the low hit points dragons have in OD&D compared to later editions it would be extremely effective.

SWORD +1, CURSED (-2 also): Never leaves the wielders hand, and forces him to fight as many monsters as possible - it basically forces the player to an eventual death unless Remove Curse or Wish is used. Sounds like a lot of fun to me!

DANCING SWORD: After a few rounds of melee it leaves the wielder's hand and fights by itself for three rounds. So the character can get two attacks if he wants, which is pretty rare in OD&D.

SWORD OF SHARPNESS: Another type of Holy Sword, but on a high enough attack roll it can sever head or limb. It still has the anti-magic ability for Paladins as well! You know, I never knew that all of these were Holy. It's a great weapon, but it kind of pales in comparison to...

VORPAL SWORD: Like the Sword of Sharpness, but it always severs the neck. Only Lawful Fighters can use it, and only Paladins get the anti-magic. But it totally cuts people's heads off dude! It's every 13-year-old kid's dream to have one of these things. I never saw a DM with the guts to hand one out.

MAGIC ARMOR

Some more classics appear here, and the bonuses now go all the way up to +5. It's noted that +4 armor is always made from 'mithral' (is TSR already getting hassled by the Tolkien estate?) and +5 armor is made from a strange alloy known as 'adamantite'. Mithral I will run pretty much as it is from Tolkien, and if I remember rightly Adamantite is usually found in meteorites, so the inhabitants of Greyhawk will view it as some kind of divine gift from the skies.

And now some specific armors:

SHIELD OF MISSILE ATTRACTION: Appears as a regular magic shield, until someone fires a missile at the character. Then the shield attracts the missile and gives the wielder a -1 AC penalty. And just to head off PCs testing these things with a spot of target practice, the shot must be fired 'in anger'. So what happens if a skeleton or something without emotions fires it? The obvious intent is for any missile fired by an enemy. I always figured this would be a great item, because who wouldn't want a shield that draws arrows directly to it? I guess it doesn't quite work that way, though.

ARMOR OF VULNERABILITY: Appears as +1 to +4, but is actually the reverse, revealed again when the opponent 'strikes a blow in anger'.

ARMOR OF ETHEREALNESS: It's the most magical of all armor, at least so far. It's +3 normally, and the wearer can become ethereal. He's able to pass through objects, and can only be hit by other ethereal creatures. I always wanted a set of this armor for my thief, but I never did get any.

MISCELLANEOUS WEAPONS:

ARROWS OF SLAYING: Yikes. A hit from one of these will kill the target instantly. They can either slay any monster, or only work on a specific type (Undead, Giants, Flyers, Enchanted, etc.). Best handed out sparingly, I feel.

CROSSBOW OF SPEED: This is a pretty nifty item. It allows the wielder to fire even when surprised, and also grants a +3 on his initiative dice. It cocks itself, and so can be fired as quickly as a bow.

CROSSBOW OF DISTANCE: Crossbow. It fires further. Move along. (It's unimaginitive magic items like these that really get my goat, but that's a topic for another time and place.)

MACE OF DISRUPTION: Ooooh, I love these. It works like a regular +1 mace, until it hits some kind of undead - and then it, and I quote, 'disrupts its molecular structure'! Any undead hit must roll as if turned by a Patriarch, which means that anything other than a Vampire, Spectre or Mummy is automatically destroyed.

CURSED SPEAR OF BACKBITING: A normal magic weapon until it's used on an enemy. At that point it curves around and stabs its wielder, whether thrown or thrust. It's a nice little cursed item, but it only works once before the PC will throw it away.

I'm noticing a trend here - This book is chockers with cursed items. It seems to me that a lot of Greyhawk is designed to include stuff that screws over the players (in a good way) and makes them more cautious about their magic items. The new monsters are similarly those created to mess with the tactics of certain players. The D&D arms race started right here.

POTIONS

There are only a few new potions here, and two of them are just improved versions of old ones. Not much to discuss here.

EXTRA-HEALING: A triple-strength healing potion.

SUPER-HEROISM: It's like a potion of heroism, but better. Remember it only works on Fighters, though.

OIL OF SLIPPERINESS: So what, like regular oil then? A character has to rub this on himself, and it makes him immune to being caught or tied up - but it takes 24 hours to wear off, which I'm sure is a recipe for unintended hilarity.

OIL OF ETHEREALNESS: Much like the armor, the character can walk through walls and such.

RINGS

Again just a couple here. One is very nice, and the other's cursed.

SHOOTING STARS: A handy little ring, which isn't too overpowered offensively. It can cast Light spells, fireballs that do 12 points of damage, or a ball of force for similar damage. If I understand rightly, this is all without charges, so it would be a nice one for wizards once their spells run out.

CONTRARINESS: Makes the wearer act in the opposite way he intends at all times. I can see all sorts of wrangling with this one, and players saying they want one thing to get their character to do another thing. Items that take PC control away from players are never good. Won't stop me using it though!

WANDS, STAVES AND RODS

There are some real game-breakers in with this bunch.

STAFF OF STRIKING: This one appeared in OD&D, but it's clarified that the staff uses a charge whenever it is used to strike. The same also applies to the striking power of the Staff of Power and Staff of Wizardry.

ROD OF CANCELLATION: This one is pretty potent - if you hit a magic item with it the item loses all of its power permanently. It's good for getting those unwanted items out of the game, but it's also good for making your players want to punch you in the face. Use at your own peril!

ROD OF BEGUILING: Charms all enemies in a 20' radius, which is pretty super. It only lasts from 4 to 16 turns, though - so be prepared for angry monsters once it's done.

ROD OF ABSORPTION: The rod can absorb spells and redirect them back at the caster.

ROD OF LORDLY MIGHT: This is a favourite of mine. It has a number of buttons and catches, and can transform into a number of weapons - a glaive-guisarme, a flaming sword, a +2 axe, a +3 spear, and even a ladder. Not only that, but it can paralize enemies, or make them flee. Plus, say it in a fake British accent - LOOOOORDLY MIGHT! Awesome.

ROD OF RULERSHIP: Lets you command from 200 to 500 levels worth of creatures - GOOD GOD GARY WHAT WERE YOU THINKING?!? Actually, its power only extends to 10', so good luck getting those 1,000 kobolds into the area of effect. It probably means 10' in D&D scale, which would be something like 1,200 feet if my math still works. Still, this is super-powerful, and by my reckoning it ought to be an artifact.

ROD OF RESURRECTION: Whoops, something's gone wrong here. It starts off by saying that the rod allows the user to resurrect people, then it gets to rambling about ESP medallions and other such things that make no sense. Errata is required methinks.

Tomorrow I'll try and get through the section on Miscellaneous Magic Items. But be warned, I went a bit overboard there - it might be a two-parter.

Sunday, March 22, 2009

The Ultimate Sandbox: Supplement I - Greyhawk Part 6

Ah, monsters. Everyone loves 'em, and if there's been a better influx of monsters into a game than this supplement, I haven't seen it. But before we get into the new additions, a couple of old monsters get updated and clarified.

VAMPIRES: It's clarified that all Vampires are affected by the cross regardless of their previous religious background. This fits pretty well with my use of the cross as a powerful symbol of Law - the undead are as big an abomination against Law as there is. Just to make things a bit more interesting, though, Vampires don't flee from the cross but are merely held at bay, and might try to gain advantage through clever positioning. The possibility of other symbols is brought up, and Vampires from the Middle East are mentioned - they are invisible, but lack the regular vampire's ability to charm. The mention of the Middle East is yet another link tying Greyhawk to Earth - more on this down the track.

ELEMENTALS: Previously hit by any magic weapon, it now takes +2 weapons to damage Elementals. Creatures with 4 hit dice or more can now wound them with natural attacks, though. It seems that Elementals are learning to attune themselves to the magic of the material plane. Or something like that.

And now, the new stuff.

DRUIDS: The Druid appears in the game first as a monster rather than a class. They are described as Neutral priests, combining the spellcasting abilities of Clerics and Magic-Users, all with pretty high levels as well. In addition they can shape change three times a day, once each into a reptile, bird or animal. Size can range from a raven to a small bear, so while there's a lot of versatility there isn't much scope for great power. They usually have a bunch of barbaric followers, so this religion is a bit more than some random cult. I'll need to come up with an explanation for what brings them out of the wilderness and into the area near Greyhawk city, but the recently resumed delving into Castle Greyhawk is my current go-to excuse.

TRITONS: More powerful mermen who all have spell-casting ability and very high magic resistance. There's not much else to be said about them, really, as details are scanty. They don't even get an explicit alignment. Aside from the cooler name, I'm not sure what they bring to the game that Mermen don't.

BUGBEARS: Yeah! Hairy goblin-giants! Though their gait is shambling, they're sneaky bastards and their chance to surprise is increased. Bugbears are the coolest, and I'm explicitly going to have them as an interbreeding of goblins and ogres. They also fill a niche that was missing, that of the 3 hit dice humanoid.

OGRE MAGI: Stated to be Japanese Ogres, which again links the D&D world to Earth. They get a host of tricksy abilities - invisibility, flying, darkness, regeneration, charm person, sleep, and the ability to appear in human form. Their major attack is a nasty cone of cold, but they only get it once per day. Their general MO is to raid for human slaves, which they also eat on occasion. They make really good mid-level masterminds with their powers, but thematically they don't quite fit Greyhawk, I feel - at least so far as the core continent goes. As a rarity from across the ocean I think they're cool.

STORM GIANTS: The last of the classic giants enters the game, typically found in castles underwater or on clouds. They're smarter, taller, and deal more damage than all the other giants, and they can cause storms in battle when they're pissed off.

SHADOWS: Briefly mentioned in OD&D, Shadows now get a full entry. They're smart, but they don't have solid bodies, and so can only be harmed by magic weapons. They hunger for life energy, and their touch drains 1 point of Strength (don't worry, it wears off eventually). As expected, anyone drained to 0 becomes a Shadow. They're said to be not exactly undead, so they're immune to items that affect undead. Presumably this means turning as well, but it doesn't say. Even so, they have the immunity to sleep and charm that other undead share.

My only real problem with them is that the Strength damage is so minimal. Your average character needs to be struck 10 times before he's drained. Perhaps they would work best in hordes...

TITANS: Like Giants, but more handsome, more intelligent (even moreso than Men) and way more powerful. As well as fighting like Storm Giants, they can cast up to 7th level spells as both Magic-Users and Clerics - ouch. They were also mentioned briefly in OD&D.

WILL O' WISPS: Clever creatures that try to lure their victims into a deathtrap so they can feed on the life force as the victim dies. Usually they're found in deserted places with quicksand and mires for the unwary to be tricked into. Only metal weapons can harm them, though I question the wisdom of sticking a sword into a ball of lightning. Their own attack is a lightning bolt, though much weaker than the spell. They can alter shape and brightness, as well as disappear at will. This indicates to me that they're the classic 'balls of light', but at this stage I'm guessing. Also, if reduced to under 3 hit points they can be persuaded to reveal their treasure - which at Type A is going to be plenty good.

LICHES: Undead magic-users or M-U/Clerics! They're kept alive by magic and will 'because of being in some way disturbed' - in other words, they're all batshit insane. They're at least 12th level, and commonly 18th, so nothing to trifle with here. They're no slouches in melee, either, as their touch causes paralization with no saving throw. And just so they don't have to deal with common rabble, the sight of them sends creatures of under 5th level fleeing in fear. Stronger creatures might flee as well, if they know what's good for them.

(Also, I just got repeatedly annihilated by Liches in Might and Magic VI, so I hate the bastards at the moment.)

HARPIES: A creature of classical myth that I'm dead surprised didn't make it into OD&D - they covered just about all the other major ones. Anyway, as in myth they have the lower bodies and wings of eagles, and the upper bodies of women. They're opposed to mankind, and will always try to kill them, which saves a few rolls on the Reaction Tables I guess. They do this by luring them with enchanting song, before killing and eating them. For some bizarre reason they Charm their victims with a touch before killing them - perhaps it makes them taste better? Or maybe they just don't like their food to struggle.

DRAGONS: We've already been introduced to the five chromatic dragons, as well as the Gold Dragon - now we get four more good dragons, as well as the King of Lawful Dragons and the Queen of Chaotic Dragons. (Gary even has a snide comment aimed at Women's Lib types who might object to the Queen being evil. Gawd bless 'im.)

Brass Dragons have a breath weapon that puts the targets to sleep and another that induces fear. They are found mainly in sandy deserts.

Copper Dragons have an acidic breath weapon, as well as one that slows opponents. They live in arid, rocky climes.

Bronze Dragons breathe a bolt of lightning or a repulsion effect. They live near the coast, and the ones able to talk and cast spells can appear as animals.

Silver Dragons breathe a cone of cold or gas, and live in the sky - on mountain peaks or clouds, or even behind winds (neat trick). Those capable of magic have a habit of taking human guise, often as an old man or fair damsel. Dragonlance readers will be familiar with the latter tropes, I'm sure.

The Dragon King, also known as the Platinum Dragon, lives in a palace behind the east wind. He can shape change at will (which sounds pretty damn handy) and is served by a host of 7 Gold Dragons. His main goal is to oppose the Dragon Queen and her host. He can breathe a cone of cold, a cloud of gaseous form (not quite sure what this one actually does), or one that disintegrates. He's another vital bit of D&D lore - although his name has yet to be revealed.

The Dragon Queen, also known as the Chromatic Dragon is a being who struck terror into the hearts of all Saturday morning cartoon watchers. She's a huge dragon with five heads, one for each of the Chaotic dragons, and she's also got a Wyvern's tail. I never knew that, but the poison sting is yet another powerful attack she's got. She can employ all her heads at once either to breathe or cast spells - unfortunately the spell levels only go to 5th, so none of the really nasty stuff. Five breath weapons at once ought to do in just about any party, though. She lives in a stupendous cavern far beneath the earth. A prison, I wonder? She's accompanied by one of each type of Chaotic dragon, just in case the Queen herself isn't enough of a challenge for you. And in case you missed it, her main aim is to spread evil.

Man, everyone loves Tiamat (though she's not named as such yet). She's an iconic D&D monster, and yet has inexplicably never appeared in a core Monster Manual after 1st Edition. Unbelievable, really.

LIZARD MEN: Another monster I thought would have been a dead cert for the original box. They're aquatic, with a 'rude intelligence' (which doesn't mean what you think it means). It means they're slightly primitive, and use weapons like spears or clubs. Despite being Neutral, they love to eat humans, and will capture as many as possible for tribal feasts. Their general use in D&D lore has been as the humanoid race you might possibly be able to work with if they don't eat you first. They're a staple archetype of sword & sorcery, and thus an essential D&D monster.

DOPPLEGANGERS: Mutable creatures that can shape themselves to look like anyone. In this form they'll try to attack or infiltrate the party - it seems the more far-reaching uses of this power are as yet beyond their thinking. They're immune to sleep or charm, which to me seems like a good way to test for them, and they're also highly magic resistant. You're probably sick of me saying how much I love everything, but that's how I feel about Dopplegangers as well - they're the perfect monster to bamboozle parties with, so long as you don't overuse them.

WERERATS: The last of the classic lycanthropes is upon us. Extremely intelligent, and they have a habit of taking prisoners to hold for ransom. Although they can assume human form, most prefer their rat-man persona, which is not usually how I've seen were-types portrayed. Just to make them even sneakier, they can move silently like a 7th level Thief. And they can command rats as well, so they're overall the most versatile of the lycanthropes. And no D&D campaign is complete without Wererats in the sewers!

LAMMASU: It's hard to use these monsters when players assume guttural Japanese accents and shout "LAME ASSU!" But that aside, these monsters are winged lions with human heads. Sounds like a sphinx to me, but anyway. They like to aid and protect Lawful characters with their host of magical abilities - invisibility, dimension door, protection from evil 10' radius, and the ability to cast spells as a 6th level Cleric. They can also speak any human language of Lawful or Neutral nature - and if even languages having alignment doesn't paint Greyhawk as morally black-and-white I don't know what does.

These Lawful-type monsters don't often see a lot of use in the game, but that could change in a megadungeon with a lot of random encounters. When you're trapped in the 10th level of the dungeon with 1 hit point, a rusty dagger and a guttering torch, rolling a lammasu on the random chart would be such an awesome moment. You know, assuming that you are Lawful.

SALAMANDER: Yet another monster that got a brief write-up in OD&D, as a type of free-willed reptilian fire elemental. That's how they're described here as well, with some additions. They're highly intelligent, Chaotic, and they like to live in temperatures above 300 degrees (Fahrenheit or Celsius?). They normally use weapons, but their touch causes fire damage, and their snake-like tail can constrict. They're another weird creature with two Armor Classes - 5 for their humanoid torso, and 3 for their snake-like tail. I rule that players who make called shots get the appropriate AC, and otherwise I decide which it is based on the player's positioning.

BEHOLDERS: Ah, here we go - one of the absolute icons of the game. There's no monster that screams D&D quite like this one.

They're also called the Sphere of Many Eyes or Eye Tyrant. Their body is a globe about 3 feet across, with a large central eye on the body and ten eyestalks on top. They can levitate themselves and float around, so they aren't immobile and they don't roll. Rather than having rolled hit points like other monsters, Beholder hp are set - 40 for the body, 10 for each eyestalk, and 20 for the central eye. AC is different for each body part as well, and subject to the same system I describe under Salamanders. Funnily enough the eyes are the easiest part to hit, so the body and eyestalks must have some serious armour plating. Each eye has a special power, with 1-4 of the eyestalks being usable per round. They are: 1 - Charm Person; 2 - Charm Monster; 3 - Sleep; 4 - Telekenesis; 5 - Flesh to Stone; 6 - Disintegrate; 7 - Fear; 8 - Slow; 9 - Serious Wounds; 10 - Death Ray; and the central eye is an anti-magic ray.

In terms of behaviour, Beholders are avaricious. Somewhat uncharacteristically, they're listed as Neutral in alignment, with tendencies towards being Chaotic. I would have placed them as heavily Chaotic myself, but I guess there's something to be said for an alien mindset that doesn't give two figs about the fundamental forces of the universe.

UMBER HULKS: And here's yet another icon. About 8' tall and 5' wide, they have heads that resembles bushel baskets (whatever that means), and gaping maws with a pair of sharp mandibles. Even so, they are said to be of shape somewhat similar to humans, and in the dark can be mistaken for something far less deadly. They have claws harder than iron that can burrow through stone, but their deadliest weapon is their four eyes, which cause confusion. They like to eat human flesh, but who in the D&D world doesn't, I ask you?

DISPLACER BEASTS: They just keep coming, don't they? There was a Displacer Cloak in OD&D, and now we have the Beast, a black puma with six legs, tentacles on its shoulders and hellish green eyes. They always appear 3 feet away from their actual position, which is what makes them a bastard to fight, and just so they don't get killed by area effects their saving throws are also high. The tentacles are their main form of attack, as they have thorny edges. They hate Blink Dogs, but I've never found out why. They do have similar powers, though, and that could have something to do with it.

BLINK DOGS: They resemble African wild dogs, but are really smart and can teleport. They travel in packs, and when fighting they teleport around at random based on die rolls - could be a pain to fight as well as a pain to run. They're Lawful, and hate Displacer Beasts - see above.

HELL HOUNDS: Red-brown evil dogs that can breathe fire - and if you don't think fire-breathing dogs are the business then you are dead to me. Their hit dice and breath damage range from 3 to 7 dice, so there's a good scope for using this monster at a range of levels. They're stealthy, and can also sense invisible creatures with a 75% chance - good sense of smell, I guess. To go with the element motif, they're often found as pets for Fire Giants. They're also fairly intelligent.

PHASE SPIDERS: Among the most annoying monsters in the old Gold Box PC games. They appear to be regular giant spiders, but can shift out of phase and become immune to nearly all forms of attack. It shifts back in only to use its poisonous bite. So what we have is a monster that's almost impossible to hit, that can kill you with a single attack. Your best bet is a Phase Door spell, which will put it in phase for 7 rounds. Oil and Armor of Etherealness send the player into the same phase as the spider, so they're handy as well. But a few of these could do for just about any unprepared party.

RUST MONSTERS: Icon. A seemingly inoffensive creature that turns ferrous metal into rust with a touch. Their attacks cause armor and weapons to rust, and attacks that hit them do the same - not even magical items are immune. They do this because they eat rust, and they are all around just an awesome monster. Perhaps not so effective anymore as a single encounter, but drop a couple into a room with some club-wielding ogres and you've got a challenge. And for any player that complains about losing their stuff? The armadillo thing ate it, now harden up.

STIRGES: The stirge is a sort of bird-like monster with a large proboscis that drinks the blood of the living. When they hit, they attach themselves and start drinking, not leaving until the victim is a 'bloodless corpse'. And although they only have 1 hit die, they attack as 4th level Fighters - a flock of these things can wreak havoc on a party. Nothing is mentioned about how to remove them, but presumably the method below for Giant Ticks is valid.

For some reason Stirges always seem to appear in my games whenever PCs wander off from the party. It's a weird coincidence.

GIANT TICKS: Another blood-drinker, this time a giant insect. To detach one it needs to be killed or burned with fire. Even after that the victim needs a Cure Disease, or he'll contract a disease that will kill him in 2-8 days. Giant Ticks are way cool, but this is the first monster in a while that isn't a bona fide classic D&D monster.

OWL BEARS: Well, the classics didn't stay away for long. This is simply a bear with an owl's head - though they are only described as 'creatures of horrid visage and disposition'. That bit about disposition is no lie, as they attack everything they see and fight to the death. They have furry bodies, feathered heads, thick skin, weigh about 1,500 pounds and stand 8 feet tall. The reference to 2" claws presumably means actual inches, not game inches that really measure 20 feet. Their great weapon is their hug, which happens if it hits with both claws and deals a pretty decent amount of damage. Still, I question the wisdom of taking a bear and grafting the head of a less deadly creature onto it. It's not exactly how you make the ultimate fighting beast, is it? Certainly they must have been magically created somewhere along the line - the alternative just doesn't bear thinking about.

CARRION CRAWLERS: 9' long multi-legged worms that have 8 paralyzing tentacles. They're scavengers, and generally they attack to make more corpses they can scavenge. They can also move on walls and ceiling, which would aid in surprise attempts - and surprise from one of these nasties can wipe an entire party out in no time. Just ask anyone who's played the sample dungeon from the Mentzer Basic Set...

GELATINOUS CUBES: Any monster that's evolved to fit the exact shape of a dungeon corridor is ok by me. They're big cubes of jelly that move through the corridors and eat up all the stuff on the walls. They're clear, and difficult to spot, so PCs might walk right through one. This isn't fun, as their touch dissolves flesh - but it also anesthetizes, so you won't instantly recoil when burned. They're immune to cold, lightning, paralization, fear, and polymorph. They also often have treasure inside, since they can't dissolve metal - it's a good incentive to get PCs to blunder into one.

Much to my horror, I have never seen a Gelatinous Cube in a game of D&D. I've just never really found an appropriate place to use one - that will change, I assure you.

GIANT SLUGS: The greatest omission from the 3e monster books. Their rubbery hide makes them immune to blunt weapons. They're strong enough to bust doors down easily, but they don't need to since they can eat wood and burrow through hard earth, as well as squeeze through narrow openings. They have a bite, but it's pretty wimpy compared to their acid spit - which has a 50/50 chance to hit at 6", and a higher chance at closer range - it totally ignores Armor Class! Luckily it always misses the first attack. But you know what? I can't find the damage for the acid spit. I just remember from Curse of the Azure Bonds that it was pretty high. I'm sure AD&D will come to my rescue, but hopefully there's an errata somewhere down the road. Anyway, this thing is so big it can't turn around in corridors - so if adventurers sneak up behind it it's easy pickings.

FLESH GOLEM: No general description, but it's strong enough to bust doors and wooden structures down, and deal considerable damage. It also only hit by +1 weapons, and it's immune to all spells except fire and cold, which slow its movements by half. Hits by Lightning restore hit points, which serves to play up the links to Frankenstein's Monster.

No hit points or movement are listed - yeah, we really need some errata here folks.

STONE GOLEM: Twice as strong as Flesh Golems, and they can cast a Slow spell on one opponent per turn. Only +2 weapons affect them, and spells are limited to those that affect rock, and fire spells which slow it down. A Rock to Mud spell will inexplicably repair it - I would have thought Mud to Rock would be more appropriate..

IRON GOLEM: Three times as strong as a Flesh Golem, and they can breath a cloud of poison gas (which I don't remember from any computer games with them in). Only hit by +3 weapons, and immune to all spells except that they are slowed by lightning. Fire heals them - I've always wanted to run a combination Red Dragon/Iron Golems fight, ever since I read the idea in Dragon.

So that's monsters, and to my mind there was very little introduced after this point that you need for a game of D&D. Tomorrow I start on magic items, which might take me a couple of days to get through - there are a lot!

Thursday, March 19, 2009

The Ultimate Sandbox: Supplement I - Greyhawk Part 5

Today, it's on to the Cleric spells. Their 1st level selection hasn't changed at all, so we go straight on to level 2.

SECOND LEVEL

SILENCE, 15' RADIUS: Can silence an entire party, or one object. Yet another spell that negates the usefulness of the Thief.

SNAKE CHARM: The caster can charm one hit dice worth of snakes per level. Handy, but a little niche. I couldn't see many Clerics packing this one unless they know there are snakes ahead.

THIRD LEVEL

PRAYER: Ah, the classic indispensable Cleric buff spell. Here it's a bit weaker than I recall - it lowers a group's saving throws by -1 per five levels of the caster.

SPEAK WITH DEAD: Allows the caster to ask three questions of a dead body. The higher level the caster is, the longer the body can have been dead - and 20th level Clerics have utterly no time limit at all, which could result in some interesting conversations. Again the ref is encouraged to answer in riddles - sweet.

There are no additions to spell levels 4 and 5, which was as high as they went in OD&D. So it's 6th level spells ahoy.

SIXTH LEVEL

ANIMATE OBJECTS: Makes inanimate objects come alive and obey the caster's commands. The type of object dictates the properties and combat abilities, but it's pretty much up to DM fiat.

FIND THE PATH: Leads the caster out of a maze by the safest route, which in a megadungeon campaign could be a life-saver. It even works on the Maze spell - and I'm a sucker for when spells interact with each other, so cool.

BLADE BARRIER: Creates a barrier of whirling blades that deals 7-70 points of damage (!!!). That's pretty massive. Plus, the spell has one of the best visuals, at least in my head. It's a rare example of a Cleric spell that does damage, but it's still defensive in application.

WORD OF RECALL: Teleports the caster back to a designated spot - the ultimate escape spell. In the old days we had a Cleric PC who abused the hell out of this spell, as we'd come to the wrong conclusion that it also allowed the Cleric to return to the dungeon from where he left. Needless to say - not this time, chaps!

SPEAK WITH MONSTERS: Pretty self-explanatory, though Gary is careful to note that Monsters aren't all that interested in polite conversation.

CONJURE ANIMALS: The Cleric can summon 1 large animal like an elephant, 3 medium ones such as lions, or six small ones like wolves or dogs. Cannon fodder, basically.

SEVENTH LEVEL

EARTHQUAKE: Creates a tremor that can collapse a small house, rampart, cliff, etc. It can also open cracks in the earth to swallow 1-in-6 creatures, but their fates are left up to the ref.

AERIAL SERVANT: Summons a more powerful form of Invisible Stalker. It's only purpose is to bring the Cleric something he desires, be it a person or an object. Alas it can't fight, but it's strong, and can carry about 500 pounds. Someone with a Strength of 18 or higher can break free, and if this happens the Servant goes berserk, returns to the Cleric and tries to kill him. What a sore loser.

WIND WALK: The Cleric and possibly one other person become mist-like, and can travel really quickly to wherever the caster desires.

HOLY WORD: Will deafen, stun or kill creatures affected - and it doesn't specify Chaotic creatures either. It seemingly works on anything and everything.

ASTRAL SPELL: Just like the M-U version, but chances of failure are halved.

SYMBOL: Again, just like the M-U version, but the Cleric one can't cause permanent harm. Stupid Clerics.

CONTROL WEATHER: Like the M-U one. Clerics are a bunch of copy-cats.

RAISE DEAD FULLY: This is what Resurrection used to be called. It's like Raise Dead, but it restores all of the target's hit points, and he doesn't need to rest afterwards either. The reversed version of this spell is frightening - death no save, doesn't matter who you are. Having the right magic item is the only thing that can save you.

RESTORATION: At last, a counter to energy draining undead - this restores levels lost to those critters. Evil clerics cast a reversed version that drains a level from the target. The good version incapacitates the Cleric for 2-20 days, and so NPC Clerics won't usually cast it - Gary's dangling that carrot again... And note that the reversed version doesn't incapacitate the caster, so look out.

On Monday, I delve into my favourite part of any D&D supplement - monsters!

Wednesday, March 18, 2009

The Ultimate Sandbox: Supplement I Greyhawk Part 4

Today we get to new spells, and there certainly are a lot in Supplement I. And they're all classics - you'd be hard-pressed to find any spell here that isn't carried forth to later editions. So away we go, with the first level Magic-User spells.

(Also, be warned that when I first wrote this I went too far overboard in detailing every spell. This is a long post.)

FIRST LEVEL

CHARM PERSON: This spell was in OD&D, but it gets changed a little. Whereas before the charm lasted until it was dispelled, now the victims receive a periodic saving throw against it, with high Intelligence making the save more frequent. It ranges from every 6 months for the stupid, to every day for the super-genius. So it seems that after a while techniques to resist charms start to become widespread.

SLEEP: Again, this is another spell from OD&D that is changed. It's clarified that there is no saving throw against this spell, that it affects only one creature of 4 or 4+1 hit dice, that it is ineffective against stronger monsters, and that it has no affect at all on the undead.

SHIELD: A barrier that provides the caster with AC 2 against missiles and AC 4 in melee. A D&D staple.

MAGIC MISSILE: I find it hard to fathom that this spell wasn't in the original set, but here it is now. It conjures a missile equivalent to a magic arrow, which means that it deals 1d6+1 damage. An extra two missiles appear for every 5 levels the caster attains - and there's no cap, so theoretically this could result in huge volleys of missiles. And note that it isn't stated that the missile hits automatically. It's said to work like a magic arrow, so I'm giving it an attack roll just like a magic arrow. That makes it a bit weak (since it has a decent likelihood to miss), but them's the breaks. magical research will eventually come to light that makes it always hit.

DETECT MAGIC: This spell from OD&D now gets a range and duration. Nothing to see here, move along.

VENTRILIQUISM: Yep, that's how they spell it. The caster can make his voice come from somewhere else. A nice little utility spell.

SECOND LEVEL

DARKNESS, 5' RADIUS: Causes complete darkness in the area, and foils even infravision. It's countered by a Light spell, and of course by Dispell Magic.

STRENGTH: Now that Strength is the all-important combat stat, we get a spell to boost it. Fighters get the biggest boost (2-8), while Clerics get 1-6 and Thieves get 1-4. Clerics and Thieves wouldn't get much use here anyway, since only Fighters get the combat bonuses. The spell lasts for 8 hours as well, so it's basically an all-day buff. Sounds like a must-have to me.

WEB: This appeared previously as an ability of the Staff of Power, but now it's a spell in its own right.

MIRROR IMAGE: Creates 1d4 images of the caster that do exactly what he does. Hitting an image dispels it. Classic defensive spell.

MAGIC MOUTH: Creates a mouth upon an object that can be programmed to speak a message when certain conditions are met. As an old-school Bard's Tale player, I have come to adore magic mouths and their cryptic riddlings. Also, we meet here a named NPC - Flubbit the Wizard. Nothing else about him is described, but he's at least 11th level so he's managed to rise above his name somewhat.

PYROTECHNICS: The spell causes an already existing fire to explode like fireworks or cover the area in smoke. The effects of either aren't detailed. but it's not hard to come up with some scenarios where they'd both be useful.

THIRD LEVEL

EXPLOSIVE RUNES: These runes can be placed upon a book or parchment, and if someone who isn't the caster reads it, it blows up in his face and deals 4-24 damage. But you might not want to put this on your master spell book - it destroys the thing its written on! An M-U two levels higher than the caster has a chance to detect and remove the runes, and I'm always a fan of this kind of thing.

ROPE TRICK: Isn't this 1st level in later editions? Anyway, it's third here, and I love it. Basically, it makes a rope stand upright, and if you climb to the top you'll enter a pocket dimension where you can hide. The rope can be removed, and this means that when whoever is inside the dimension tries to escape, they're due for a fall.

SUGGESTION: You can give orders to any affected creature. There's a 1% chance that a suicidal option will be followed, and this can be increased with careful wording. It's a different form of Charm Person, basically.

MONSTER SUMMONING I: Summons a group of monsters from the Level 1 table - so goblins, kobolds, giant rats, that sort of thing. Not so great in combat at this point, I feel, but having throwaway mooks is always handy for exploration.

FOURTH LEVEL

CHARM MONSTER: Like Charm Person, but it can affect non-humanoids. The higher the target's Hit Dice, the better chance it has of breaking the spell on its weekly check.

ICE STORM: The red-headed stepchild of offensive spells. With a flat 3-30 damage, it doesn't have the awesome scalability of a Fire Ball or Lightning Bolt. But it won't melt that dragon's treasure hoard either...

FEAR: This works like the Fear Wand from OD&D, making targets run away and possibly drop whatever they are holding.

MONSTER SUMMONING II: Summons monsters from the Level 2 table - hobgoblins, gnolls, etc.

EXTENSION I: The earliest form of metamagic, it increases the duration of a level 1-3 spell by half.

FIFTH LEVEL:

MONSTER SUMMONING III: Same as the others, you know it by now.

EXTENSION II: As the first version, but works for 4th level spells.

SIXTH LEVEL:

LEGEND LORE: This grants the caster knowledge of a legendary object, place, or person - but it can take from 1 to 100 days to cast! Also, the answer always comes in the form of a cryptic riddle or rhyme, which qualifies the spell for instant awesomeness. But potentially losing 100 days of time for a riddle that may or may not help you out? Harsh, Gary.

REPULSION: Causes objects moving towards the caster to move in the opposite direction - it would certainly be a good protection against missile weapons, as well as attackers.

MONSTER SUMMONING IV: Yep.

SEVENTH LEVEL

You know it's serious business when we're told straight off that all the spells from this point on have no saving throw unless otherwise indicated.

DELAYED BLAST FIRE BALL: Just like a Fire Ball, but it can be delayed for up to ten rounds. A nice tactical spell, but there's no gain in damage from the third level version.

REVERSE GRAVITY: Does what it says on the tin - everything in a 3" radius falls upwards. This could be a lot of fun from either side of the screen.

LIMITED WISH: This spell can alter reality past, present or future - but within limits. It's not as powerful as a regular wish, and it can't bring you treasure. Still, this is the most versatile spell in the game thus far.

POWER WORD - STUN: Ah, the power words - each one a damn fine spell. This one stuns a creature for a number of turns, with the duration depending upon their hit point total. It doesn't affect anything with over 70 hit points, but remember - no save, so this one will hurt.

PHASE DOOR: Creates an invisible door in a wall that only the caster can use. It works seven times, and only really powerful casters can dispell it. This one would be great for exploration and scouting, and for M-Us working by themselves, but not so great for larger parties.

CHARM PLANTS: Charms a number of plants that will obey the caster as long as it's within their ability. This one seems a bit weak - I'd have expected the plants to animate at the very least.

MASS INVISIBILITY: An invisibility spell that can work on 100-300 men. I can see this one coming in handy, especially in high level play.

SIMULACRUM: Creates a duplicate of whoever the caster wishes, but it requires a few other spells to animate, including Limited Wish, so it's no easy feat. It only has 30-60% of the knowledge of the original, unless the original dies, and then it can get to 90%. More of an Evil Mastermind spell, methinks, but a lot of the possibilities are nixed by the ease of telling clone and original apart.

MONSTER SUMMONING V and EXTENSION III: Like the previous versions.

EIGHTH LEVEL

MASS CHARM: A charm person that works on up to 30 hit dice of monsters, with saves at -2 - this could result in an M-U with some seriously nasty henchmen. A potential gamebreaker if the dice go awry - but those gamebreakers are half the fun of old-school D&D.

CLONE: With a piece of the victim's flesh, an exact duplicate can be grown. It has all the abilities of that character at the time the flesh was taken - so it's a useful back-up plan if your character gets disintegrated to leave some flesh behind for a henchmen to clone or something. If a clone and the original exist at the same time the clone will attempt to kill the original, or they will both go insane. I can get behind either option.

POWER WORD - BLIND: Blinds a creature with no save, so again the Power Words prove to be very effective.

SYMBOL: A rune inscribed on something, that if read has a specific effect chosen by the caster. The effects are Fear, Discord, Sleep, Stunning, Insanity, or Death. There's a whole lot of dungeon tricks and traps that can key off just this one spell.

PERMANENT SPELL: This spell makes other spells function permanently. Some examples given are Detect Magic, Read Magic, Levitate, Detect Evil, Haste, Fly, and Water Breathing. It's recommended, though, that a person be limited to two permanent spells upon themselves - so choose wisely! It's also really hard to Dispell this one - you need a total caster level of double the original caster.

MIND BLANK: Gives the caster immunity to pretty much all the scrying spells and objects, including things like Contact Higher Plane. Essential when some wizard or other is out to get you.

POLYMORPH ANY OBJECT: This can turn any object into any other object, but the duration is based on similarity. So you can turn a feather into a bird and it will be permanent, but turning a rock into a bird won't last as long. So there's a lot of DM fiat involved with this one.

MONSTER SUMMONING VI: Wanna summon a Balrog? This is your spell.

NINTH LEVEL

METEOR SWARM: Throws four 10-dice fire balls, or eight 5-dice fire balls. The premiere damage spell in the game. Gary's protests of "Jim!" throughout the entry suggest Jim Ward's involvement in this spell somewhere.

SHAPE CHANGE: The caster can become whatever he wants, and change as many times as he wants for the spell's duration - it's the ultimate polymorph spell.

TIME STOP: Freezes time in a 3" radius for every creature inside except the caster. It doesn't say whether the caster gets to then slit the throat of everything in sight, but logic says yes.

POWER WORD - KILL: Instantly kills any creature up to 50 hit points. And in OD&D, 50 hit points is a lot.

GATE: Opens a cosmic portal to summon some god-like being - the examples given are Odin, Crom, Set, Cthulhu, the Shining One, or a demi-god. The caster must name the being desired, and there's a 95% chance it will come. The 5% chance of something else coming through promises awesome times, though. There's also a 5% chance that whatever shows up will just bugger off again, which is pretty funny.

So we have our first named gods and god-like beings, and they're all from mythology or pulp sword & sorcery (although I don't know who the Shining One is). It establishes that the World of Greyhawk is either heavily tied to Earth or an alternate version of Earth. But it's awesome to have guys like Cthulhu and Odin in the campaign.

WISH: Does pretty much whatever the caster wants, so long as he words it carefully enough not to get screwed over. Also note that the caster can't cast spells for 2-8 days after - so use it wisely.

ASTRAL SPELL: Sends the caster's astral form out into the Astral Plane - which is the first of the Planes to get specifically named. The caster is invisible, and he can cast spells - but there's a chance that doing so will send him back to his material form. And get this - "If while the magic-user has left his body and is in the astral plane his body is moved beyond the spell range or destroyed the magic-user's astral form is immediately sent to jibber and shiek on the floor of the lowest hell".

Brilliant.

MAZE: Puts the target in an extradimensional maze, from which it takes them a number of rounds to escape. Smarter characters escape faster.

PRISMATIC WALL: Calls up a multi-coloured globe, with each colour having an effect on whoever passes through. Weak creatures that even look at the thing are blinded. Each colour has a specific spell that negates it. I'll run through them:

Red - negated by Ice Storm, blocks magic missiles, deals 12 damage
Orange - negated by Lightning, blocks normal missiles, deals 24 damage
Yellow - negated by Magic Missile, blocks breath weapons, deals 48 damage
Green - negated by Passwall, blocks location magic, save sv. poison or die
Blue - negated by Disintegrate, blocks cleric spells, turns to stone
Indigo - negated by Dispell Magic, creates a force field, crystalizes victims so that they are dead and irrecoverable.
Violet - negated by Continual Light, blocks unusual magic(?), drives victims permanently insane.

This spell is specifically said to apply well to Permanency. I've had a complete Rat Bastard DM trap in the back of my head that uses this one - stick one at the bottom of a pit, with a trampoline just underneath. The victim falls through once going down, gets bounced back up again, and falls again - passing through the wall at least 3 times. That'd screw most players I feel, but I'm too soft-hearted to ever use it.

MONSTER SUMMONING VII: Summons a level 7 monster, but since there isn't a table a few examples are given here: a Stone Golem, a group of Hell Hounds, a pack of Displacer Beasts, an Iron Golem, an Umber Hulk, a 10-Headed fire-breathing Hydra, a 15th level Thief, and a 20th level M-U Lich. There's some serious discrepency in power levels here - the Lich especially is obscenely powerful, possibly more so than the caster of the spell. Why anyone would pick the other options over him is a mystery to me (though the 15th level Thief would make a handy temporary scout or henchman).

Tomorrow I'll be going through the new Cleric spells (and there aren't nearly as many.