Eldritch Lore: Elementals

Air Elemental by javi-ure

A while back I’ve seen someone describe elementals in Dungeons & Dragons as fundamentally boring. I think they are really cool, but what is it that they rally have going for themselves? When you look at their description in the Monster Manuals and Expert Sets, really all that you get is a description of how they look and their abilities in combat. And that’s really everything there is about them. What little there is about their role in the wider world makes them appear more like mindless temporary golems controlled by wizards than actual nature spirits. I have to agree. Elementals in Dungeons & Dragons are super lame.

Yeah, well… I’m gonna go build my own fantasy setting. With blackjack and cool elementals!

Elementals

Earth Elemental by javi-ure

Elementals are the oldest and most numerous of the spirits inhabiting the Spiritworld. Even more so than the spirits of trees and animals, they are the spirits of the land, sea, rivers, and sky themselves. They have no shape or form of their own, but wherever the elements are present there are also elemental spirits inhabiting them in the Spiritworld.  Whenever they have a need to interact with the physical world around them they can manifest a body shaped from their element. Weapons can not damage water and fire and even when rock is crushed an earth elemental can maintain a body made from rubble. The only ways to deal any harm to an elemental spirit are magic and the elements themselves. Dousing fire with water or turning water into steam with extreme heat can overwhelm the power of an elemental spirit, causing it to lose its hold over its physical form and disappearing back into the environment to recover its strength. Like all spirits, elementals are hurt by iron as well, but bronze, wood, and stone have no effect on them whatsoever.

Fire Elemental by javi-ure

Elementals don’t have any needs as living creatures would understand them or even desires like the shie, naga, and raksha. They are eternal beings as old as the world itself, who will probably continue to exist until the end of time, long after all people, beasts, and other nature spirits will be gone. Yet they are not mindless forces of nature, nor completely devoid of emotions. The main priority pursued by elementals is to be left in peace. The one thing that drives them into furious rage are disturbances of their comfortable quiet. However what costitutes a disturbance to these enigmatic beings is never clear to tell. The presence of beasts large and small is a constant and regular occurence throughout all the world and most of the time elementals make no distinguishment between people and animals. The affairs of mortals are of no relevance to them and so they are generally ignored by elementals. However, their apparent peacefulness can very quickly turn into determined agression by causing a commotion in their vicinity or merely getting to close for their comfort.

Water Elemental by javi-ure

While elementals usually don’t talk to other creatures they are capable of speech, speaking in the languages of spirits of the earth, water, and sky. They simply lack any desire to communicate with other beings. But when approached with care by a shaman they can be drawn into a conversation and reveal themselves to be quite intelligent creatures of great wisdom, though much of it has little meaning to the short lives of mortal beings. When interacting with people, elementals often take a vaguely humanoid shape but they can also assume forms resembling various great beasts or simply appear as rolling clouds or bulges of water. The minds of elementals are nearly as alien as those of the ancients that predate the formation of the world, but being a fundamental part of the natural world their presence has none of their warping and corrupting effects on the land and creatures around them.

Lesser Elemental

XP: 500
No. Appearing: 1 (1)
Armor: 19
Move: 120′
Air: Fly 240′
Earth: Climb 60′
Fire: Fly 120′
Water: Swim 180′
Hit Dice: 6 (27 hp)
Attack: Slam 1d6
Earth: Slam 1d8
Fire: Slam 1d6 fire
Saving Throws
Paralysis: 12
Poison: 10
Breath: 13
Device: 11
Magic: 14
Morale: 10
Special: No damage from bronze, wood, and stone weapons and natural attacks. Full damage from iron weapons. Half damage from cold, fire, and lightning.
Fire: No damage from fire, normal damage from cold.

Greater Elemental

XP: 1,200
No. Appearing: 1 (1)
Armor: 21
Move: 120′
Air: Fly 240′
Earth: Climb 60′
Fire: Fly 120′
Water: Swim 180′
Hit Dice: 8 (36 hp)
Attack: Slam 1d8
Earth: Slam 2d6
Fire: Slam 1d8 fire
Saving Throws
Paralysis: 10
Poison: 8
Breath: 11
Device: 9
Magic: 12
Morale: 10
Special: No damage from bronze, wood, and stone weapons and natural attacks. Full damage from iron weapons. Half damage from cold, fire, and lightning.
Fire: No damage from fire, normal damage from cold.

Elder Elemental

XP: 1,900
No. Appearing: 1 (1)
Armor: 23
Move: 120′
Air: Fly 240′
Earth: Climb 60′
Fire: Fly 120′
Water: Swim 180′
Hit Dice: 12 (54 hp)
Attack: Slam 2d6
Earth: Slam 2d8
Fire: Slam 2d6 fire
Saving Throws
Paralysis: 8
Poison: 6
Breath: 9
Device: 7
Magic: 10
Morale: 10
Special: No damage from bronze, wood, and stone weapons and natural attacks. Full damage from iron weapons. Half damage from cold, fire, and lightning.
Fire: No damage from fire, normal damage from cold.

The greatest thing that D&D forgot

Now this is not going to be a big, or even any, revelation to many people who are reading sites like this, but over the last weeks I’ve been doing more research on great adventure location design, which led me many times into dead ends because of the same single preconception the people writing have about D&D as a roleplaying game. So here you have it from my mouth:

Early D&D* was an exploration game, not a combat game.

I think this is probably the single most important aspect that distinguishes oldschool roleplaying from “modern games”. With AD&D 2nd Edition it’s a bit muddy, but we can safely say that 3rd to 5th Edition and Pathfinder are all combat games first that have some additional rules for non-combat situation tacked on to them. But with oldschool games, the situation is really very different. Combat is something that can happen, but the whole game is build in a way that you really don’t want it to happen. Except if it is for dramatic reasons, of course. Stopping a major villain and slaying a terrible monster is great. But the rules as a whole are all set up to make combat a bad thing for the characters.

Combat provides very little XP, except when it opens the way to treasure that gives the party a lot of XP. Getting access to the treasure without combat is always preferable. Combat is the primary pressure put on players to not spend too much time in dungeons rooms and not simply dealing with obstacles by destroying them. Because both these things attact potential combat. Encumbrance exist to slow characters down, which means they take longer to explore the dungeon and are less capable of escaping from a fight. Encumbrance only is a bad thing if players don’t want to fight.

Combat also is deadly and gets characters killed, even if the party wins a fight. But combat also isn’t necessary. Any time the party encounters living things in a dungeon and there is no good reason why those creatures and NPCs are hostile, the rules have a reaction roll to determine how they react to the party. And the creatures attacking on sight is the least likely reaction. The next most unfriendly reaction in the Basic Set is “Hostile, possible attack”, which I regard as being most sensibly interpreted as “attacks if provoked by the party’s actions”. There is a chance that a monster actually reacts friendly and the next most positive result is that the monster leaves or considers offers. Because the monster does not want to risk a fight with likely dadly consequences either. And if a fight breaks out, there is also the Morale check, which is used to determine whether monsters who are taking casualties decide that they would rather abandon the fight than risk now even more possible looking death.

The whole game is set up so that combat hold almost all risk and no reward for the players and that even their oppponents prefer not to fight. Combat is what happens when an encounter ends in catastrophy.

D&D being a game of exploration instead of combat also explains the majority of traditional spells that keep getting carried on by each new addition even though they seem to be pretty much useless. They are useless in a combat game. But hold portal, levitate, and speak with animal all make so much sense in an exploration game.

* That is pre-Dragonlance, 1974-1984.

Two decades ago, on a tiny TV in a city not far away

It’s May the Fourth, and not just any 4. May. 40 years ago, in May 1977, Star Wars was first released in theatres. The public had not seen it yet, but it already existed and the hype was already on.

For me, it’s also my 22nd May the Fourth. As far as I am able to piece it together, it was some time in spring 1995, around my 11th birthday, when I had just moved to a new city and went to Hamburg to visit a friend from my old class for a weekend. I remember quite well how my dad dropped my off at the train station where I got picked up by my friend and his mother. But before we drove to his home, we still had to go to the department store across the street because my friend wanted to buy a toy. It was a pretty weird looking toy and in the car I asked my friend what it was. His reaction was pretty much “Dude, you’ve never heard about Star Wars?!”

From what he told me it sounded quite interesting and once we got home he went to show me his collection of Star Wars toys. All the times I had been to his place before after school we mostly played Super Nintendo. And all those little weird figures looked really cool and we ended up playing with them the whole afternoon. And eventually he asked his mom if we could watch Star Wars on video in the evening. Which we did!

I can still quite well remember the room with the small TV that probably wasn’t bigger than 15″. I think I was quite excited by that point and from the moment that Star Destroyer thundered on the screen nothing would ever be the same. I was hooked. Instantly. I’ve known fairy tales and The Hobbit all my life and I can’t even remember a time when we didn’t watch Star Trek practically every day. But this was something completely different. It was simply awesome. In every sense of the word. When it was over I was thrilled and so we just went on watching The Empire Strikes Back right after it. I don’t think we asked if we were allowed to watch videos that late. The next morning we watched The Return of the Jedi and the rest of saturday and sunday morning was all Star Wars.

That same year I finished elementary school and in my next new class I made a new friend who also loved Star Wars. And his dad had a computer but was at work during the day. And on that computer we played X-Wing. A lot! I think for months we spend at least one afternoon after school per week at his place and a lot of that was playing X-Wing. When we got out own first computer, X-Wing was the first game I had to get. And then Tie Fighter.

And then came 1997. Star Wars was rereleased in cinemas. Of course we had to go. My dad thought it was okay. My mother quite liked it. And my brother was just as blown away by it as I was. Then we got it on video as well. And here I am, still gushing about it 20 years later. I can safely say that Star Wars changed my life. I liked Star Trek before and fantastical childrens books, but seeing Star Wars on that little crappy TV on the floor opened up a whole new world for me and came to define my imagination and passions. I am as much a fan of Star wars as one can possibly get before it becomes embarassing. To this day The Empire Strikes Back is my favorite movie ever and all creative work I do is filtered through that movie. This website exist because of it. All because of that little blue and white plastic trash can.

I search the body

Some things that can be randomly found on killed or captured NPCs in the Ancient Lands. It’s a great tool for showing the players about the setting instead of telling them, which I think first appeared in Vornheim by He Who Must Not Be Named. Since I believe no kittens were killed in the development of this idea, I have no problems with using it. It’s a great tool that every setting that wants to be more than generic should use.

  • Bag with silver scraps (worth 1d4 x 10 sp)
  • Bag with silver coins (worth 1d6 x 10 sp)
  • Bag with gold nuggets (worth 1d10 x 10 sp)
  • Small gold idol (worth 1d10 x 10 sp)
  • Small carved ivory idol
  • Small carved wooden idol
  • Small clay idol
  • Iron dagger (deals full damage to spirits)
  • Obsidian knife (deals full damage to spirits, breaks when rolling a 1 against an armored foe)
  • Iron tipped arrows (1d10)
  • Obsidian tipped arrows (1d10)
  • A map showing the location of a site in the wilderness (random monster lair or a prepared full size dungeon)
  • Glas jar with glowing slugs (light as a candle, slugs live for 10 days if fed leaves)
  • Crystal that glows like a candle for three hours after lying in a campfire for one hour
  • Pouch with iron nails (1d10)
  • Pouch with opium
  • Pouch with salt
  • Herbal potion (heals 1d4 points of damage)
  • Herbal potion (+2 to all saving throws and Constitution checks against exhaustion)
  • Herbal potion (+1 to attack and damage, -2 penalty to AC)
  • Vial with water from a healing spring (heals 1d6+1 points of damage when drunk or negates 1 level lost from energy drain when worn as an amulet and then rendered inert)

Three videos on level design from which adventure writers could learn something

I know, snappy title.

Bonus content: Three articles on dungeon design that I also found very eye opening.

Jaquaying the Dungeon

Four Things You’ve Never Heard of That Make Encounters Not Suck

Battlefields and BattleFEELS

If you’re interesting, bring some time. This might take a while to get through.