Wednesday, 28 June 2023

Dungeon Magazine Adventures

 


The old TSR Dungeon Magazine issues have been effectively declared public domain by the Internet Archive. Here are some adventures everyone should read. Not all are golden, but they contain ideas that every DM should mine for their own campaign.


Mad God's Key #114 Level 1

The Whispering Cairn #124 Level 1-3

Keep for Sale #79 Level 1-3

Matchmakers #7 Level 1-3

Race Against Time #81 Level 1-3

A Hot Day in Litrel #44 Level 1-3

Dovedale #46 Level 1-3

Wrastle with Bertrum #30 Level 2+

The Shut In #128 Level 2

Mightier than the Sword #29 Level 1-4

At the Spottle Parlor #12 Level 1-4

Old Man Katan and the Mushroom Band #41 Level 1-6

The Ghost of Mistmoor #35 Level 4-6

The Kingdom of the Ghouls #70 Level 9-15

The Mud Sorcerer's Tomb #37 Level 10-14 

Iron Orb of the Dreugar #46 Level  11-15

The Challenge of Champions  #58, #69, #80 Any level.


 





Wednesday, 10 November 2021

A Simple Wizards Duel

 

 


A wizard's duel is more interesting if there is a way of responding to your attacker's magic. There is no incentive to cast a defensive spell, instead of an attack spell in a wizard's duel. Often the first hit wins. Here is a simple way of adding some strategy.

If an attacking wizard's spell allows a saving throw, the defending wizard can burn an uncast spell to gain a bonus. Under attacking spell level +1, at level +4, above +5. The attacking wizard can then burn an uncast spell to erase the bonus. Multiple spells can be burnt to create or erase bonuses. The defending wizard can never have a less than 0 or more than a +5 bonus.

 Moe the Magic User and his party have been fire balled by a Dark Tower Pyromancer.  Moe decides to use his uncast third level Haste spell and give everyone in the party a +4 bonus to save. The Pyromancer now opts to burn up two uncast first level spells to reduce the bonus to +2. This can go back and forth until one side drops out.  


Saturday, 12 December 2020

More NPCs


 

Additional NPCs to cause problems for players:

Henri Loojik – Mountebank, Fixer and last resort of the desperate adventurer. He exists for the moment that the players' realize he is Conman Loojik. 

The Brothers - Four brothers. Sellers of acquired goods. Each has tribal scarring across their mouths, indicating their origin is the great southern swamps. All speak in the rough husky voice of those who daily smoke the black lotus. They are the four hoarse men of the pocked lips. 

Jento - A scrawny flea ridden wizard. He wants to cast one of the great forbidden summoning spells and is attempting to turn the muddy streets of his city into a giant summoning circle. The wizard steals wagons and inscribes magic symbols on the flat steel tire of the wheels. The wagons leave a mystical pattern on the ground as they travel through out the city. Shadow creatures slowly start to leak through…

Rosswell and Kern - A pair of hulking brutes, who specialize in recovering valuable items for their clients. They can only be found working in the largest of cities, never in dungeons or the countryside.

While Rosswell and Kern pretend to be street hardened thieves, they are in fact two 4th level magic users. Their 100% ability to climb any wall, open any lock and never be seen, has made them very valuable to those who can afford their fees. If the players have absconded with a magical object, Rosswell and Kern may well be sent after them.

Their spells included Spider Climb, Unseen Servant, Locate Object, Knock, Invisibility and Sleep.

 



Thursday, 11 June 2020

NPC Puppets




In a good campaign Non Player Characters must be alive. They can not be lifeless cardboard cut outs. They should have clear motivations that will colour their interactions with others.

Here are three nobles that can be dropped into a game to add flavour, be a patron or just to cause trouble for the players.

The Luwellens. Brother and sister Dmitri and Vanya. Deeply in debt and desperate. They inherited from their father a moldery estate, a herd of goats and Frederic and Franco. Two elderly but highly competent assassins.

Lord Ivan Malin - Family motto “What we have, we keep”. Conservative and cautious in nature. Not interested in taking risks to increase holdings or political power. During conflicts, he always sides with those most likely to win. Is often seen at sporting events. An excellent shot.

Count Erutl Glibnick - Member of the one of the decaying houses. Functionally illiterate. Likes to collect small poisonous creatures. Has a lip reading servant Oblic, that keeps him alive in court.

Tuesday, 9 April 2019

Minecraft


Many wizards want to Minecraft. They want the tools to build simple magical constructs to solve problems. Most spells in basic D&D are very specific. Spells are traditionally designed for one purpose only and don't allow much improvisation. Having spells that allow a wizard greater flexibility, would be helpful.

Casting Rune Level 1, Range: 0, Duration: 8 hrs (48 Turns), Effect: Variable (Holds a 1st or 2nd level spell)

This spell creates a magical rune that holds another spell, releasing it when triggered. A Casting Rune is a simple if/then spell. It can only detect contact/damage or movement. It is essentially a magical trip line or pressure plate. A Casting Rune requires 50 gp in components.

Three types of Casting Rune:

1. Guardian Rune – A Guardian Rune can not be moved/touched without instantly triggering. It can only be cast on inanimate objects. Used for creating alarms/traps or magical devices. Any spell effect centres on the rune. If the spell effect is a cone, then the effect is in the direction of contact. It can hold any type of spell. If a wizard uses a Guardian Rune and Phantasmal Force on an empty box, the box then appears filled with gold when opened.

2. Talisman Rune – Creates a talisman that holds the Casting Rune. Personal spell effects only. Casting Rune and Invisibility on a clay Talisman, breaking the Talisman then causes the holder to turn invisible.

3. Combat Rune. A fighter with a Casting Rune on their armour, would see the spell take affect after they were struck and took damage. Personal effect spells only. When triggered, the spell is cast before all actions in the next round. A mu casts a Combat Rune and Shield on himself. After entering a dungeon, the wizard is shot at by orcish archers. Some of the arrows hit, causing 5 damage and triggering the Shield spell. At the start of the next round, before initiative is rolled, the Shield spell takes effect.

The Casting Rune can hold just one spell of either 1st or 2nd level. Only one Casting Rune, created by the same wizard, can exist in a 5 ft square, without dispelling each other. Incorporeal creatures do not trigger the spell. A Rune can be deliberately visible or invisible. There is a 10% chance for a MU or 5% for thieves per level to detect an invisible Casting Rune. A Detect Magic will automatically reveal a Casting Rune. A wizard can stop his own Casting Rune from triggering, if within 30 ft.


All of these types of Casting Runes are optional, but they can increase the creative possibilities for wizards and make defensive spells more attractive.




Monday, 10 December 2018

Trading Spells


Rules Cyclopaedia pg44 “By ancient tradition—of necessity and common sense—magic-users are loathe to trade spells among themselves. “

Many RPGs say that player Magic Users are reluctant to trade spells. But why? So I started to think of some possibilities for house rules to limit spell trading.

Magic is personal and jealously guarded. A wizard would normally never teach another how he cast a particular spell, because it would weaken the effect of his own magic. Too many people on your network slows it down.

1. So similarly, teaching apprentices a spell, damages the effectiveness of that spell. All spells that are shared, now function at half power. Each shared spell has half range, duration and damage. If a master  taught an apprentice his version of Lightning Bolt, then the range would be 90ft and cause 1-3 damage per level.  Likewise, if the apprentice (or the master) had a unfortunate fatal accident, the Lightning Bolt spell would revert to a fully powered spell.

2. So in this world, players usually gain spells through research. If a player finds a scroll, the player would still have to do the research (at half cost/time) to make their own version of the spell. But even then, it actually taps power from the original source. Learning from a stolen fireball scroll written by the wizard Moe the Merciless is extra dangerous, if Moe suddenly finds his own fireball is now half powered. Otherwise, scrolls work the same as usual.

For PCs, it is combat mechanics. Trading spells increases party survivability. Tactically it is a good idea for each of the party magic users to be able to cast fireball. Swapping spells between characters is the easiest way to achieve this. PC wizards make their gold by adventuring and not dying. Not by having a monopoly on a spell. Spell casters who pool their knowledge, are more valuable to the party then those who don't.

However, Spell books in a campaign can quickly become identical. I think there is more role playing in enforcing some penalties for trading between spell casters. That may be what some of the original books were getting at. Every spell caster in the party can have magic missile. They just can't get it the easy way by trading spells with each other.




Saturday, 22 September 2018

Death Magic


A party of 6 Adventures meet an evil 1st level wizard with a sleep spell.

Chances of a Total Party Kill:

1st level Adventurers 2d8=84.39% TPK
2nd level Adventurers 2d6=72.23% TPK
3rd level Adventurers 1d6=16.67% TPK

This spell is a problem. There is no saving throw against a sleep spell. A sleep spell is death magic. A wizard that knows sleep is one of the most dangerous encounters a low level party can have. D&D modules B2 "The Keep on the Borderlands", B4 "The Lost City" and B10 "Night's Dark Terror" all have Magic Users with sleep spells.

There have been attempts to limit the deadliness of the sleep spell over the years. Menzner (1983) and The Rules Cyclopedia (1991) limit sleep spells to a 40x40 ft  area. The miniature rules for D&D in Swords & Spells (1976) restricts sleep to a 10 ft diameter.

Possible solutions:

1. Impose restrictions. Reduce the area of affect. Whether it is 40x40 ft or 10 ft, limit the range. Everyone, friend or foe, within that area is affected.

2. Create a new version of sleep that allows a saving throw. Hold person and charm person spells have saving throws. Even death spell has a saving throw. Both characters and monsters would benefit from having some chance of resisting a sleep spell and not waking up dead.