BX Monsters A to Z: Acolyte

 It's been a while since I've blogged, but I thought it would be fun and interesting to go through every monster entry from the Tom Moldvay Basic Set and the Cook/Marsh Expert Set in alphabetical order, giving my thoughts on the creatures themselves, how I'd use them in a game, and maybe things I might change about them. First up, the Acolyte from the Basic Rules.

B/X is unique, so far as I know, in providing monster listings for bands of first-level NPCs of every class. Even its immediate successor, BECMI, doesn't have them. It's an understandable omission, but having formal monster listings for them allows them to be dropped easily into a random encounter table, and as I note below, they do make for interesting random encounters.

Acolytes, naturally, are first-level clerics, who, according to the description, are on a pilgrimage to, or returning from, a holy or unholy shrine, or possibly just seeking adventure. They may be of any alignment, but the entire group will be the same, and if four or more are encountered, they'll have a leader of level 2-5. With a number appearing of 1-8 in the dungeon and 1-20 in the wilderness, it's a fair bet they won't be without the spiritual and tactical guidance of an experienced cleric.

The first thing that jumps out at me from the stat block is that they have AC 2, meaning these guys are equipped with plate and shield -- they clearly mean business! Even being unable to cast spells yet, acolytes are potentially a very tough encounter for low-level PCs should the meeting turn violent, due to their very good AC. A higher-level leader with spells could make it even more dangerous. Their listed treasure type is U, so there's a small chance for each acolyte to carry a few coins, and possibly even some gems, jewelry, or magic items. Not a high chance, but a chance; the encounter could be a relative bust or a modest jackpot for the PCs.

As a non-combat encounter, acolytes offer lots of fun possibilities for role playing. They might attempt to convert or "save" the PCs, harangue or chastise them for heretical beliefs, offer small favors or assistance as part of their holy mission, ask for aid in rooting out creatures of opposing alignments, mistake a PC for some prophesied messianic figure, insist the PCs participate in some ritual, ask the party to join in some crusade or provide an escort to their destination... They could belong to a widely accepted religion, or a splinter sect with unorthodox views, or a really wackadoodle cult. Toward non-believers (or people of different creeds) they might be humble and tolerant, haughty and contemptuous, or militant zealots. In short, they're a golden opportunity to provide some excellent background flavor to the campaign's religious and spiritual life.

If I were rewriting their entry in the monster chapter, I'd probably tone down their armor. It feels weird to have a bunch of rookies running around in the best non-magical kit in the game. Mail and shield seems more appropriate, maybe even only leather and shield, leaving the heavy stuff for their leaders.

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