Tuesday, April 23, 2019

Fire it up, fire it up... The Fireball spell.

I've been thinking about the Fireball spell, and how to apply its effect. It is quit deadly - for the user as well. Which of course is wonderful!

Let us read some of the descriptions to begin with.

OD&D/0 edition/3LBB
Fire Ball: A missile which springs from the finger of the Magic-User. It explodes with a burst radius of 2” (slightly larger than specified in CHAINMAIL). In a confined space the Fire Ball will generally conform to the shape of the space (elongate or whatever). The damage caused by the missile will be in proportion to the level of its user. A 6th-level Magic-User throws a 6-die missile, a 7th a 7-die missile, and so on. (Note that Fire Balls from Scrolls (see Vol. II) and Wand are 6-die missiles and those from Staves are 8-die missiles. Duration: 1 turn. Range: 24”

BASIC Moldvay (B/X)
Fire Ball
Range: 240'
Duration: Instantaneous
This spell creates a missile of fire that explodes into a ball of fire 40'diameter when it strikes a target. The fire ball will cause 1-6 (1d6) points of fire damage per level of the caster to all creatures within this area. If a victim of a fire ball saves vs. Spells, the spell will only do 1/2 damage. EXAMPLE: A fire ball cast by a 6th level magic-user will explode for 6-36 (6d6) points of damage.

BASIC Mentzer (BECMI)
Fire Ball Range: 240'
Duration: Instantaneous
Effect: A spherical volume 40' across.
This spell creates a missile of fire which explodes into a ball of fire of 20' radius when it reaches the desired range or strikes a target. The Fire Ball inflicts 1-6 (1d6) points of fire damage for each level of the spell caster. Each victim within the area of effect takes full damage unless a Saving Throw vs. Spells is made. Even if the Saving Throw is successful, the victims take half the rolled damage. For example, a Fire Ball cast by a 6th level magic-user explodes for 6-36 (6d6) points of damage. If the total roll is 24, all within the area who make their Saving Throws take 12 points of fire damage.

LABYRINTH LORD
Fire Ball
Level: 3
Duration: Instant
Range: 240'
A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level to every creature within a 20' radius. The caster points his finger and determines the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier causes it to shatter or break apart, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does. All beings caught within the explosion are allowed a saving throw versus spells. A successful save reduces damage by half.


Right. As we see from the above (LABYRINTH LORD not being "canon" of course) the spell have a radius of 20 feet. As these spell effects were written with the dungeon in mind (likely exception BECMI version) we can determine the volume of the fire by calculating the area effect and then multiplying this by the height of the common rooms and corridors. The volume is not important unless the height of part of the effected area deviates from the norm, so let's start by finding the area effect in a "standard" dungeon.
I care not to do the math myself, today, even though I did somewhat when I thought about this post about a year and a half ago, as I will mess it up. So this online calculator gives me 1257 square feet which then would give me an effective area of 50 standard dungeon squares - based on the Haunted Keep from the Moldvay version of Basic, p. B57, which is 5x5' = 25 square feet.




To see how a fireball would behave in this dungeon level we will have to think about the effect of doors. I would rule that doors would delay the blast for 1 step of the expansion, as shown soon.

We will have our wizard fire from as far away as we can have him, placing him in the square marked "W" and have him fire with intend to detonate in the square marked "0" which will naturally need to have the door open. We assume the Thief make a smart little dingy doodah that make the door spring open after a short while (topic for a different blog entry) so the wizard can let go with no one prepared, and him as far from the blast center as possible given the dungeon layout.


We will now see how the blast expand, remembering the door that was opened is just that, and also keeping in mind that the pool in room #8 is 3' deep, should the fire reach there - we will then have to apply cubic feet, but let's see if that is needed.


If you do a count you will see that I don't have 50 squares, and this is do to the pools dept, and the trapdoor. I count those at 2 squares for the purpose of this exercise.
And I have made a minor mistake in the expansion above. The first hallway "7" should have been a 6, but as the second "7" would be "7" anyway it doesn't affect the final result.

I doubt the Wizard got to run far enough. Better roll low on damage, and make his save, eh?
I'm pretty sure that everyone in the tower here would succumb to the inferno, given the smoke, heat and lag of oxygen, not to mention that the fire will spread following the initial blast. And the wizard would be toast, even if he lived past his own spell, as he would then have to navigate the blazing corridor to get out, and we can assume he would not be thinking of the pit trap on the way. Oy!

Let's see the picture just with the inferno.

Damn...

There would be Dungeons where this spell would be useful, I'm sure, but let's look a bit on Franks version of the same *laughter diabolical*.

If we assume a corridor and room height of 10 feet - to make things simple, we get a volume of 12570 cubic feet for the pre-BECMI fireball. This is then 50 squares in the above example. But what about the BECMI Fireball, with the description "A spherical volume 40' across" we ask. Well, that gives us a volume of 33510 cubic feet according to this calculator. Divide that by 250 cubic feet of our dungeon square (5*5*10) and we end with an area of insane 134 squares! Try that in a dungeon, would you?

Oh well. Outside isn't much better given the risk of bush and forest fires, not to mention usage in a town. But as a battlefield and siege spell it's gold. And isn't that what it was originally? Right tool for the right job, children.


I'm burning the midnight oil here, and have work tomorrow, so leave this as is. Tear it apart, but put something better together.


Love and light,
good night.
~J

Tuesday, April 16, 2019

Warhammer to D&D conversions primer.

I have tasked myself with converting stats for Warhammer Fantasy Batles army listings, to Dungeons and Dragons B/X. This is something I have been thinking about for a long time - the Warhammer 40000 stats, actually, but never gotten around to given that it is ultimately irrelevant. Why not just nick what's interesting, and then assign the hit dice and special abilities that seems to work? Well, it's something to do, and it's interesting to see the result.
I am also at some point going to make a campaign setting based solely on info from The World of Warhammer: The Official Illustrated Guide to the Fantasy World. In this project I will leave the monster stats to a different model I am messing about with, and it will be fun to compare.

I have to set some guidelines to begin with to help gauge whether or not I am achieving my goal.
1.
A standard imperial soldier must be half a hit die (1-4hp) creature, to fit the mold of "Normal Man" with an occupation as soldier. He is yet to be a veteran with a full (1-8hp) hit die. If the conversion model doesn't give me that, it's bust.
2.
There need to be at least slight differences in the B/X stats when the Warhammer stat line differ, no matter how little.
3.
All Warhammer stats must matter to the B/X stat block.

The stat lines I will be testing on initially are those of an Imperial Halberdier and that of an Orc Boy.

Imperial Halberdier - WH stats from Ravening Hordes:
M4, WS3, BS3, S3, T3, W1, I3 A1, Ld7.

Orc Boy - WH stats from Ravening Hordes:
M4, WS3, BS3, S3, T4, W1, I2 A1, Ld7.

In the above, the Orc will have a better chance to survive a blow from the Imperial (the Orc gets wounded on a d6 roll of 5+) then he one from the Orc (Imperial falls on a 4+). The Imperial get first strike however, so the orc might never get to take a swing. This doesn't need to be modeled in B/X, but there need to be some difference.

Let's have a look on what we can do. Move will model just that in B/X. Hit dice determine your hit points as well as your base hit number. Ones hit dice should therefore be based on WS (weapon skill) and BS (ballistics or bow skill) as these are what determine how well you hit in Warhammer, possible S (strength) and T (toughness) because of the hit bonus and the hit points bonus. But there are individual damage, and we also have the + hit point bonus in the monster stat block, so I like to use S and T for that, and keep hit dice based on skill scores. W (wounds) will likely fit best as a hit point bonus too, while a bonus/penalty to individual initiative will fit the I (initiative) score fine. A (attack) is best used for just that, and the Ld (leadership) will be for morale - like in the Warhammer Fantasy Battles game proper.
Breakdown:
B/X        WHFB
AC          Actual armor
HD          WS, BS, and T and W for + bonus.
Move       M.
Attacks    A.
Damage   Weapon and S.
NA           N/A
Save as     Best fit for class. No class will normally be half of HD lv fighter.
Morale      Ld

Let's say that we have the calculation produce a x step number to avoid a 3 and a half hit die situation for instance. How would we make these charts?
Let's try.

Hit dice (step =Best version of WS or BS, with fitting to hit penalty to the inferior scores area).
Steps#
1. 0.5hd.
2. 1hd.
3. 2hd.
4. 3hd.
etc.

Hit point bonus for T(oughness) number.
1. -2
2. -1
3. Nil.
4. +1
5. +2
6. +3
etc.

Hit point bonus for W(ounds) number.
1. Nil.
2. +1
3. +2
4. +3
5. +4
6. +5
etc.

Move per M point.
1. 30/10
2. 60/20
3. 90/30
4. 120/40
5. 150/50
6. 180/60
7. 210/70
etc.

Bonus damage per attack based on S(trenght).
1. -2
2. -1
3. Nil.
4. +1
5. +2
6. +3
etc.

I now feel most Warhammer Fantasy monsters will pale in comparison to B/X ones with this conversion method, but let's run the above, and maybe a few more.

Imperial Halberdier - WH stats from Ravening Hordes:
M4, WS3, BS3, S3, T3, W1, I3 A1, Ld7.
B/X:
AC          7/6 (light armor (breast plate), and shield outside of close combat).
HD          0.5 (1-4hp)
Move       120/40
Attacks    1
Damage   1d10 (pole arm/no shield in close combat/always lose initiative)
NA           ?
Save as     F1
Morale      7

Orc Boy - WH stats from Ravening Hordes:
M4, WS3, BS3, S3, T4, W1, I2 A1, Ld7.
B/X:
AC          6 (light armor and shield)
HD          0.5+1 (2-5hp)
Move       120/40
Attacks    1
Damage   1d6 (choppa counting as a club)
NA           ?
Save as     F1
Morale      7
Orc Boyz suffers -1 to individual initiative, being somewhat clumsy and dimwitted.

Ok, I'm not satisfied with this. The orc win initiative over the Imperial soldier, simply because B/X have an ill thought out rule regarding pole arms. On the other hand the blow from the orc have a lesser chance of downing the soldier if he is a B/X normal man with an occupation as soldier, given that he would be assigned 4 hit points. The orc would roll his, so the return blow from the halberd is likely to slay it. It's interesting though.

Let's take an ogre. They can serve both the - Empire and the Orc Waaarg - in the Ravening horde list's, that is.
Ogre - WH stats from Ravening Hordes:
M6, WS3, BS2, S4, T4, W3, I2 A3, Ld7.
B/X:
AC          9
HD          0.5+3 (4-8hp)
Move       180/60
Attacks    3
Damage   1d6+1 (club)
NA           ?
Save as     F1
Morale      7
Ogres suffers -1 to individual initiative, being clumsy and dimwitted.

Again, it feels wrong. And too fast, right? But that's the conversion. And it does get 3 of those attacks.

Now let's take the Dragon for a fly.
Dragon - WH stats from Ravening Hordes:
M,6 WS6, BS0, S6, T6, W6, I3, A5, Ld8.
B/X:
AC          2 (dragon scales)
HD          5+8 (13-48hp)
Move       180/60 (ground movement - not sure how far they can fly as I don't have the full rules book anymore)
Attacks    5 (and fire - that I don't have a conversion for, yet)
Damage   d8+5
NA           ?
Save as    F3
Morale     8

I guess I do the Greater daemon of Khorn, a General/Elector Count of the Empire, and an Orc War Boss, were after I carbon freeze this sucker as it doesn't yield the desired results. WHFB stats will not be written as I don't wish to infringe on the copyright of Games Workshop. The above is in my mind fair use, but now the point have been made.

Imperial General.
AC          4 (heavy armor and shield)
HD          5+3 (8-43)
Move       120/40
Attacks    4
Damage   d8+1 (sword)
NA           1
Save as    F5
Morale     9
The General is quit able to employ ranged weaponry, yet focus more on directing the troops under his command, and personal defense if need be. Therefore he utilize missile weapons only as a 4hd creature.
The general have learnt to strike at the most opportune time, not only with his men, but also his blade. He enjoy a +3 to individual initiative.

Orc (not Black Orc) Warboss.
AC          5 (heavy armor)
HD          6+4 (10-52hp)
Move       120/40
Attacks    4
Damage   d10+1 ('uge choppa counting as two-handed sword)
NA           1
Save as    F3
Morale     9
The orcs are well able to throw stuff, and some may work a bow - somewhat. But staying back from a fight doesn't fit the greenskins view of a good time, and so the Warboss only do the ranged thing as a 3 hit dice monster.
Greenskin cunning is, well. I guess they do learn war. The War Boss receive a +1 to individual initiative.

BLOODTHIRSTER!
AC          -9 (HEAVY METAL) ok... its actually only freaking ac6 - 7 against magic.
HD          10+3 (13-83)
Move       180/60 - and can fly, bur again I fail to recall aerial movement in the 6th edition WHFB rules.
Attacks    8
Damage   d10+4 (Axe of Khorn counts as pole arm, and can harm any creature for full damage regardless of resistances or to-hit requirements)
NA           1
Save as    F5 (MU14 when magical)
Morale     12 (Ld is 10, but they never break combat).
Fast and deadly, Bloodthirsters have a +7 to individual initiative.

Fun as this was, I leave it for now. The "The World of Warhammer: The Official Illustrated Guide to the Fantasy World" project is still on, but won't be based on conversion models.


Have a good one.
~J

Friday, April 5, 2019

A long comment on the Black Razors suggested alternative takes the on Duke of Karameikos.

This is just shooting crap. But I was reading over at the Black Razor about alternative takes Duke Stefan of Karamaikos. There are plenty of interesting ideas, but the one that sparked my interest was the chaos cultist take - and just simply loving any quote from the old chaos books.
The post can be read here and it is recommended that it is read for the background for this post, as well as this post about the Black Baron. This post is pretty much an expanded comment on Jonathan's posts. Also, knowledge of the Warhammer universe is required to make any real sense of my scribbles this fine evening, so confusion are to follow, without it.

I was thinking of two scenarios. The first take is the most D&D game friendly, and it requires no knowledge of Warhammer lore. It is as follows.
Stefan has turned to chaos worship of some kind. The Baron of the Black Eagle have come to know of this, but keep it secret while he amasses his forces for the coming holy war. The Duke have intercepted communications meant for the Thyatian Empire but fear to move openly against the Baron, so close to his ascension to daemonhood, therefore he sent the demihumans such as orks, gnolls, and the like against the Black Eagle Barony, while the Duke himself play benevolent ruler - his people will pay back as sacrifices soon enough.
The Baron have turned tyrant in order to maintain order, and summarily execute anyone acting suspiciously to prevent chaos cults to corrupt the Barony from within, while waiting for aid from the Empire - aid never to come...
"All you have been told is a lie"

The second option with Chaos that sprung to my mind draws heavily on older (ignoring the last years of crap) Warhammer Chaos lore, and will make little sense to anyone not familiar with it - but no one read this blog anyway, so:
The Duke started to worship Slaanesh, the god/goddess of sensation. Any sensation is the purview of She Who Thirst. The whisper of the wind, the faint sent of a flower, the merest hint of a smile in the innocent eyes of a child, and the shine in a dew drop lift you to the heavens and beyond when you've surrendered your soul to Shornal. But then, any sensation - ones had, fate to nothing. You will always need new kinds of sensation to be able to stand existence. Before you know it you'll be blood eagle'ing people while sodomizing them in front of the ones they love simply to witness the pain in their loved ones eyes before they are plucked to adorn you neck in a string. And you must multiply that horror with 1000 to get just a cheap idea of what will be everyday life under the lustful gaze of a deamon Lord of the Prince of Chaos.
Duke Stefan is still relatively normal, though, only having toyed with the Prince of Chaos for a short time. The people doesn't know - yet.
The Traladara people of the conquered region now known as Karamikos has many cults in hiding.
Some, having cultivated their burning hatred for the invaders have accepted the demand from Khorn, the Lord of rage, fury, vengeance, blood, slaughter, honor, and discipline. Kharneth will aid those that slaughter in his name - reason irrelevant. Discipline have kept them hidden and organised. The wait have fueled their rage. Soon...
But some have given up hope, sinking in to misery, sobbingly accepting the hand of Grandfather Nurgle granting them tranquility in the security that they can decent no further, and that all will join them eventually, gladly helping cure their countrymens delusion through spreading the plague lords pleasings.
In the Empire of Thyatian, Tzeentch have been orchestrating the Karamaikan situation, unbeknownst to his three dark brethren. The coming bloodshed will be fueling the warp storm on which the Changer Of The Ways will ride over Mystara; another daemon world claimed by the Lord Of Fate.

In the Black Eagle Barony, Ludwig have known of the Traladaran peoples worship of Khorn and Nurgle for some time, but only recently got to know of his Dukes fall to darkness, now having intensified his purity raids on the Baronys populace as a result, while trying to come up with a plan of salvation.


Imagine the PC's being in Specularum as the blood crazed forces of Khorn approach from the one side, and the plague ridden host Nurgle near from the other. Duke Stefan deciding that only mass sacrifice to the Slaanesh may save his worthless hide, sending his loyal (and fallen) palace guard to torture the townsfolk - the still sane towns guard attempting to stop the travesty while still manning the walls soon to meet the foe outside.
The "evil" Baron riding to the rescue?

THATS THE COMMENT PART.


NOTES TO SELF.
I need to write up the daemons of the Chaos powers, adjusted to fit the level titles of B/X, so Imperial (Warhammer Empire) Captains being 4th level (Hero category in the version of the game I know) and Elector Counts being 9th level (Lord category). This will help gauge the power level of the daemons. A Captain can defeat one Flesh hound or Plague Bearer, but not a Keeper of Secrets - nor can an Elector Count.

Daemons of the olden days to consider:
Daemons of Khorn.
And I will strike down upon thee with great vengeance and furious anger those who would attempt to poison and destroy my brothers.
Bloodthirster (highly resistant to magic). Bloodtletter (resistant to magic), Flesh Hound (immune to magic).
Slaanesh:
To the pure, all things are pure.
Keaper of Seacrets. Demonette (save against magic every round to strike at these strange creatures), Steeds of Slaanesh (always strike first).
Nurgle:
Blessed are the meek: for they shall inherit the earth.
Great Unclean One (contract Nurgles rot if within ? distance and failing save vs. poison - every round), Plauguebearers (save vs. poison on any hit, or contract Nurgles rot), Nurglings.
Tzeentch:
The Lord will come like a thief in the night.
Lord of Change, Pink and Blue horrors (Pink Horrors turn to two Blue Horrors upon defeat), Flamers of Tzeentch (spew Blue Fire of Tzeentch which turn anyone hit in to a chaos spawn if saves are failed - save vs. dragonbreath, then vs. magic), Discks of Tzeentch, Screamers (blue manta rays that fly, basicly).


Ahh, a worthy project for my excellence.