Showing posts with label OE/BX. Show all posts
Showing posts with label OE/BX. Show all posts

Monday, August 9, 2021

Free B/X House Rule Download: Astrological Adjustments

One of the things I really appreciate about Welbo as an editor is that he always questions the usefulness of anything that I look at including into a book, especially rules-driven things (like the upcoming Fang, Faith, and Legerdemain rules supplement). Such is today's PDF download—a house rule for Astrological Adjustments for your classic tabletop roleplaying. 

It's not secret that many of us are enamored with Bruce Galloway's The Highest Level of All Fantasy Wargaming. What sold me on buying it from my local B. Dalton's in 1982 was that it included astrological adjustments for ability scores. "What a concept!" I thought to myself. 

Though I've never used in my D&D gaming, I always intended to. Which is why I was looking at including it in Fang, Faith, and Legerdemain. But, thanks to Welbo, I realized it was just fluff—a page in the book I could use for something truthfully more useful. (Still working on what that is, but it's looking like it's going to be Character Background stuff.) 

Anyway, so it doesn't go to waste, here it is for your downloading pleasure!
CLICK HERE TO DOWNLOAD THIS PDF.


Monday, June 28, 2021

B/X Thieves Guild Info — Guild Organization

This is the 5th of my posts for a B/X thieves’ guild reference I'm working on. Today is a long one, with the entire section for Guild Organization (minus the section on Association with Other Guilds that I posted the other day.

Guild Organization

Guild Structure

There is no single structure which all thieves’ guilds will follow. There are major models to which the majority of thieves’ guilds will ascribe, but they are certainly not limited to the ones that follow.

Centralist. A guild organized by this principle is characterized by a powerful and dominant leader with whom the loyalty of the entire organization lies. All decisions ultimately lie in the hands of the guildmaster. In this structure, the identity of the guildmaster is almost always known to all members. 

Cohesive. The cohesive guild structure is characterized by a central authority and organization, with room for senior leadership (under the guildmaster) to make some important decisions on their own. It is possible that a this type of guild uses a “blind ladder” where the identity of the “higher ups” are not known to lower level guild members, and orders “trickle down” from above.

Factioned. A factioned guild operates as a central body, but dominant figures within the guild maintain ownership of certain aspects of guild operations. They act under their own discretion in those areas, and try not to intrude on the affairs of aspects under the ownership of other guild figures. These factions are sometimes referred to as “sects.”

Guild Leadership

Guild leadership will vary based on guild structure. Following are the most common models for guild leadership.

Guildmaster. This is, by far, the most common form of leadership. This responsibility generally falls to the highest level thief in the guild. Centralist organizations are predominantly led by a guildmaster.

Council. In this model, guild leadership is in the hands of a select number of individuals who, when necessary, replace or expand its members from the senior ranks of the guild. Council leadership is common in cohesive and factioned structures. 

Democracy. Though this type of leadership is rare in thieves’ guilds, it is not unheard of. Democratic guild elections are typically plagued by bribery, corruption, and all manner of fixing and election rigging.  

The Guildhouse

There are four important considerations common to the guildhouse (or guildhall) for almost every thieves’s guild.

Location/Cover. It is of utmost importance that the location of the guildhouse remain secret to non-guildmembers. A small guild may need no more than a backroom somewhere, but larger guilds will need something far larger and more strongly protected.

Contents. The contents of a guildhouse will vary based on the physical needs of the guild. For example, guilds operating a substantial forgery or alchemy rackets will need facilities and equipment dedicated to those concerns, in addition to standard needs (like meeting rooms, lodging, etc.).

Protection. A guildhouse will almost always have guards on duty (and the ability to summon more quickly), as well as plenty of locks (to which only members have keys), traps, and other forms of protection (guard dogs/monsters, magical wards, etc.).

Attitude toward Non-guildmember Thieves

The guild will definitely have an opinion on non-guildmembers operating in its territories. This may be scripted or determined by a 2d6 roll on the table below.

Membership Terms

Membership terms may vary from guild to guild. The following terms are meant only as a guideline.

Recruitment & Resignation. Wether or a not a thief is required to join the guild operating in a specific area will depend on the guild’s view of non-guildmember thieves (as above). Recruitment, therefore, will vary from simple to solicitation to downright violence. Resigning from a guild is not usually an option, as it means the guild’s secrets go along with the former member. Guildmembers seeking to sever their ties with a guild may need to use deception to do so (e.g., faking their own death). Membership in multiple guilds is particularly frowned upon. 

Tithing. The standard tithing for a member (regardless of level) is 50sp/month, plus a 10% take for jobs approved in advance by the guild or 20% for those not approved ahead of time by the guild. If the guildmember goes 3 months without pulling a job, the tithing requirement increases to 100sp/month.

Secrecy. This is equally important as tithing, usually requiring an oath of loyalty. If the oath is broken, punishment will vary based on the attitudes of guild leadership, and may be as extreme as death.

Information. Guildmembers are expected to provide the guild with information about their own plans. They are also expected to gather and feed general information back to the guild that may help in other endeavors. The latter will help assure the guildmember remains in good stand with the guild. 

Other Limitations & Expectations. Guildmembers will be given explicit instructions relating to the territories in which they may operate and the activities in which they may engage. They may also be expected to do legwork for upcoming jobs or participate in other guild activities and rackets. Additionally, traveling thieves (e.g., those that spend the majority of their time adventuring) are expected to remain members of the guild, and are not permitted to become Guildmaster.


Sunday, June 27, 2021

B/X Thieves Guild Info — Services

This is the 4th of my posts for a B/X thieves’ guild reference I'm working on. Today, the services available to members...


Services

General Services

The following services will be available in most thieves’ guilds, regardless of the size of the settlement where it is based. Unless otherwise specified, these services are not available to non-guildmembers.

Repair & Replacement of Thieves’ Tools. Repair is free and takes 1d3 days. New tools are available at standard pricing (25gp). Specialty tools (with a singular purpose) are available for purchase for 50gp or rental at 10gp per day (paid in advance, with the balance refunded upon their return).

Money Changing. Conversion of one type of coin into another (e.g., platinum to gold) is free.

Gem & Jewel Assessment. This service costs 1gp per item assessed.

Fencing/Black Market. This involves the movement of stolen goods through a middleman to an unsuspecting third party. Guild members generally receive 50% of the price the fence believes he can get when selling the stolen merchandise. The guild and fence split the profits at a negotiated rate. If this service is available to non-guildmembers, they will receive as little as 25% (or less). 

Lockpicking Assistance. Guild members may bring in a locked item which they were unable to open and receive assistance from more-skilled guild members. There is generally no fee for such assistance, but a thief who successfully picks the lock may require a favor in return.

Knowledge/Information. The thieves guild is a wealth of knowledge for its members, particularly in regards to planning jobs (e.g., information about a mark, the weaknesses of a location, the most opportune time to strike, etc.). Information is usually shared freely between members, and may be made as a Lore Check to determine how much or little any member knows about the question being asked. It should be noted that 

Location & Procurement. One of the main benefits of guild membership is help in locating assistance, support, people, and goods. This includes, but is not limited to: henchmen and hirelings, sages, cartographers (including map analysis & consultation), transportation, accommodation, equipment, and illegal and illicit goods, including poisons. There is no guarantee that what the guild member is searching for will be close or cheap.

Safe Houses. Safe houses are locations which provides thieves protection from capture. In every community, there will be a number of buildings assigned as safe houses—locations where a thief can lay low until the heat is off. The use of a safe house is free for guild members. Non-guildmembers will not be allowed in a safe house unless accompanied by a guild member, but there is no guarantee they will be allowed in to a safe house that is being attended by guild members.

Legal Help. Should a thief become entangled with the law (have a bounty placed on their head, get arrested, etc.), the guild may be able to provide legal help. This most often involves bribes or the calling in of favors. The costs of bribes will, in one form or another, be passed on the member in need of assistance.

Specialized Services

The following services may or may not be available from the thieves’ guild. Additionally, specialized services (like forgery and translation) require the engagement of a retainer with expertise in that area. If the guild does not have the relevant specialist (or specialists) in their employ, they may be able to refer the guild member to the specialist. In such cases, the fees outlined below do not apply, and the guild member must negotiate directly with the specialist.   

Forgery. The creation of false documents (identification papers, licenses, forms, etc.) is the domain of the forger. The forger is a specialist that usually works independently of the guild, unless the guild operates a forgery racket (see “Thieves’ Guild Activities (Rackets),” below). The cost of a forgery varies, but guild members will usually receive a discount.

Magic Item Identification. Unless the guild employs a magic-user who knows the spell identify, the identification magic item is based on experience and intuition, and is not foolproof. The cost for identifying a magic weapons is 10gp and the cost of identifying a miscellaneous magic item is 25gp. 

Magic Item Exchange. Only minor items may be exchanged. 

Scroll Exchange. This service is only permitted to thieves of a level high enough to read magic. The rate of exchange is based on the level of the spell on the scroll (as a spell for hire).

Language Translation. The cost and time required for this varies based on the obscurity of the language and the length of the sample being translated. 





Saturday, June 26, 2021

B/X Thieves Guild Info — Associations with Other Guilds

This is the 3rd of my posts for a B/X thieves’ guild reference I'm working on. I had planned to post the guild services information today, but based on a comment from yesterday's post by Chris Stogdill asking about beggars as a racket, I'm jumping to the section on the thieves' guild's relationship with other guilds (assassins, beggars, bards). 


Associations with Other Guilds 

Thieves’ guilds are most likely to cooperate with guilds of assassins, beggars, and bards. 

Assassins. Thieves and assassins are, in many ways, kindred spirits. They will usually maintain at relationship that is, at a minimum, moderately friendly. They will share information and even plan together. However, this association can become strained if the assassins are particularly evil or the thieves particularly disreputable.

Beggars. Beggars are a great source of information, and make great spies. They seem harmless to most, and may not seem suspicious in places where others would. Not to mention, they work cheap. When beggars and thieves guilds maintain a good relationship, the beggars guild may even allow thieves to spy by posing as beggars within the territories maintained by the beggars guild.

Bards. Though they train as thieves and rogues, there is no natural connection between bards and thieves—they don’t think alike, and they don’t necessarily like each other. 

In lieu of the DM scripting a thieves’ guild’s relationship with these other guilds, a 3d6 roll may be made on the table below.





Friday, June 25, 2021

Thieves Guild Activities (Rackets)

Yesterday, I posted about working on a B/X reference about thieves guilds. This is a draft of the section on "Thieves Guild Activities (Rackets).


Thieves Guild Activities (Rackets)

A thieves’ guild may operate a number of activities as a source of secondary income for the guild. The number of “rackets” which a guild operates will vary based on the size of the guild and the size of the city or town in which they operate. Generally 4-5 rackets will sufffice for providing the guild the income it needs.

Street Crimes (Pickpocketing/Mugging/Cutpursing). These crimes against pedestrian victims are the responsibility of the lowest level thieves in the guild. They are expected to bring in a certain amount of revenue each week, from which they receive a cut/percentage. 

Protection. This racket is so named because the racketeers often phrase their demands as payment for "protection" from real or hypothetical threats. Homeowners and/or shopkeepers pay a weekly or monthly fee to prevent their homes, businesses, or selves from being destroyed/robbed/beaten up. Making the collection rounds is the duty of low-level thieves with the high Strength scores. These thieves are paid a fee based on the number of places from which they collect.

Blackmail. Blackmail is the extortion of money from people in exchange for not revealing or publicizing either substantially true or false information about them. Making blackmail arrangements is the duty of low-level thieves with high Charisma scores. These thieves are paid a percentage of the amount they are able to collect.

Robbery & Burglary. Robbery is the taking of property from the person or presence of the owner by force or the threat of force. Burglary is the illegal entering a building or other area for the purposes of theft, robbery, violence, or murder. Robberies and burglaries are typically planned ahead of time and executed by a crew of low level thieves led by a thief of 4th or 5th level. Crew members are paid based on their level, with violent crimes paying a flat fee, and theft paid as a cut of the take.

Fencing. Fences are individuals who knowingly buys stolen goods in order to later resell them for profit, acting as a middleman between thieves and the eventual buyers of stolen goods who may not be aware that the goods are stolen. Fences are specialists who may or may not be Thieves who patronize a fence must be willing to accept a low profit margin in order to reduce their risks by instantly "washing their hands" of the loot and the criminal activity that procured it. These services are often provided to non-guild members at an even lower profit margin. The fence gives a percentage of their profits to the guild.

Smuggling. Smugglers specialize in moving contraband from one area to another while avoiding detection by authorities. Sometimes a smuggler’s cargo is illegal goods, like narcotics. Other times, a smuggler hides legal goods to avoid paying duties or taxes. The most common contraband are: narcotics, potions, exotic creatures, discounted wares (tax dodging), and antiquities. Smuggling is often set up as an ongoing activity executed by a regular/established crew of thieves of varying levels. Given the subterfuge involved, this will often be under the direction of a thief of approximately 5th to 7th level. The fees for smuggling vary greatly by the type of cargo and the risks involved. Lower level crew members are paid a per diem, as is the crew leader. However, the crew leader will often be paid a bonus for particularly lucrative jobs. 

Cons/Scams. A con (short for “confidence trick”) is an attempt to defraud a person or group after first gaining their trust. These may be executed one-to-one (by a single thief) or by a crew of thieves, and most often are orchestrated under the direction of sharpers and pilferers (6th and 7th level thieves), even if executed by others. Crew members are paid as a percentage of the take, with the guild receiving a percentage off the top. 

Fraud (Forgery/Counterfeiting/Coin Clipping). Forgery is the creation of false documents (identification papers, licenses, forms, etc.). Counterfeiting is the creation of an unauthorized imitation of a genuine article (e.g., a work of art, or a false magic item—an item with no actual powers but enchanted to appear has them). Clipping is the act of shaving off a small portion of a precious metal coin for profit. Over time, the precious metal clippings can be saved up and melted into bullion or used to make new coins. These are specialized activities beyond the ability of normal thieves (regardless of level). Specialists in these skills are hired as retainers at a weekly rate. If the guild has access to these resources, guild members will be referred to these specialists without having to pay the guild a commission or finder’s fee.

Gambling. Gambling activities may occur at a moveable location (e.g., shooting dice in an alley), a general location (e.g., a cock fighting ring), or a fixed location (like an underground casino). The types of gambling that is legal or illegal in any location will be set by community standards. The guild will usually have a monopoly on illegal gambling, but will often attempt to control legal activities as well, even resorting to violence against legal gambling operations to do so. The odds are always in favor of the house, especially when the games are rigged.

Kidnapping. Kidnapping is the capture, imprisonment, and transport of a person against their will as a show of force or for the purpose of exchanging them for money, information, or other concerns. Kidnappings for ransom will usually be orchestrated by a crew of guild members with pay based on a fee for each thief based on their level. Kidnapping for other reasons will usually be executed on contract for parties from outside the guild for a negotiated fee.

Assassination/Murder-for-hire. Assassination is one of most lucrative activities of a thieves guild, with prices for contract on a high level character by a high-level assassin reaching as much as 250,000gp! When executed on a contract by the guild for a third party, the guild may take as much as 50% of the fee (with the remainder going to the assassin). Assassination is a specialized skill with the utmost concern for secrecy, so assassination contracts are never given to standard thieves to execute.  

Prostitution (Brothels/Streetwalkers/Call-outs). Prostitution is the exchange of sexual services for money. Brothels are a fixed location for the sale of sexual services. Brothels may be run independently or under the direct oversight of a guild. Independent brothels pay a fixed tribute based on their size. Streetwalkers (prostitutes who work publicly in or a around a certain location) and call-outs (prostitutes who work privately, going to a pre-determined location for service) may work directly for a guild or independently, but pay a percentage of their income to the guild either way.  

Alchemy/Poisons. While alchemy isn't necessarily an illegal activity, the production of potions that cause (including poison) may be. Additionally, the guild may be involved in the manufacturer of potions for sale to its members, and possibly non-members. Poisons, however, will rarely be sold to non-guild members. 

Narcotics. The guild may be involved at one level or another with the manufacturing, distribution, and/or sale of narcotics. The greatest risk is with distribution, but when sold directly provide a higher rate of return for the guild.


Next up... the "Services" section.


Thursday, June 24, 2021

Thieves Guild Information for B/X

Recently, I was needing some thieves' guild information for the city at the center of a campaign I was working on. I cribbed something together quickly, but realized there could be a B/X resource. So I'm working on it. Here's the tentative outline...


Overview 

What They Are

What They Do

Why Join


Services

General

— Repair & Replacement of Thieves’ Tools

— Money Changing

— Gem & Jewel Assessment

— Fencing of Stolen Goods/Black Market

— Lockpicking Assistance

— Location & Procurement (incl. illegal goods/poisons)

— Knowledge/Information

— Legal Help 

— Safe Housing

Specialized Services

— Forgery

— Language Translation

— Map Analysis & Consultation

— Magic Item Identification

— Magic Item/Scroll Exchange


Guild Member Responsibilities

Dues

Secrecy

Information

Other Duties


Thieves Guild Activities

Core Activities

Protection

Smuggling

Gambling

Forgery/Coin Clipping


Associations with Other Guilds

Assassins

Beggars

Bards


Guild Organization 

Guild Makeup by Size of Community

— no. of thieves by population

 level of thieves by total number in guild

The Guildmaster

The Guildhouse

Recruitment & Resignation


Sunday, March 28, 2021

B/X House Rules: Potion Miscibility

 In working on the layout for Fang, Faith, and Legerdemain, I realized I had waaaaay too much room for illustrations in the Alchemy section. So I asked myself, "What additional content could I maybe put in that section?" 

Being a fan of Chris Stogdill's d30 Potion Miscibility Table (I've used it often in my games),  I decided a Potion Miscibility Table was the perfect addition. Also, I had completely forgotten the 1e DMG included one. 

I like the 3d6 roll vs. the d% used in the DMG because it's more B/X to me. Also, in this table, the chance of the "Poison" result on 3d6 is 1 in 216 (vs. the 1 in 100 chance from the DMG). The same is true of the "Discovery" result.

Anyhoo, here's my B/X adaptation of the Potion Miscibility rules. 


Potion Miscibility

The composition of a potion is a complicated thing. The alchemist can spend weeks preparing the ingredients just so, then combining them in perfect balance. The composition of one potion is not always compatible with another. The miscibility of potions should be tested when either of the following occurs: 

  1. the commingling of two (or more) potions
  2. a creature still under the effect of one potion consumes another

It is suggested that, under such circumstances, a 3d6 roll be made on the Potion Miscibility Table (or a similar table of the DM’s own design) to determine the outcome of the commingling: 

Additional Considerations

The following considerations should be taken into account when using the Potion Miscibility Table.

  • Contradictory potions (e.g., a potion of growth and a potion of diminution) will normally cancel each other out, but may cause additional miscibility effects. 
  • A potion of delusion may be commingled with any other single potion without the effects of either being affected.
  • Combining oil of slipperiness and oil of etherealness has a 50% chance of causing the imbiber to lost in the Ethereal Plane for 5d6 days.
  • If three or more potions are combined, subsequent rolls should be affected by a negative modifier. (The modifier is at the discretion of the DM, and should be based on the similarity/dissimilarity of the potions’ effects.)


Sunday, February 28, 2021

B/X House Rules: Custom Character Classes

I gained a couple of pages in the layout for Fang, Faith, and Legerdemain (the B/X house rules book I've been working on), and have decided it needs a Custom Character Classes appendix.

The overall system is one that's familiar (from both Dragon Magazine and 2e), but I've tried to make it more "Moldvay-like" (as much as I could). 

This is a pretty rough draft (I know there are some issues) but I'm doing a beta of it regardless. I appreciate any input people are willing to provide.

Download the Beta PDF of Fang, Faith, and Legerdemain "Appendix A: Custom Character Classes" >>

Please let me know your thoughts. For shorter comments, feel free to use the comments boxes below. If you'd rather give longer input (e.g., in a text document), or even mark up the PDF, I've set up a FileDrop you can use. Make sure to include your name (as you'd like it to appear in credits) so I can add your name to the Thanks section.

Use this link to access FileDrop. >>

Thanks!


Monday, February 22, 2021

B/X House Rules: Fang, Faith, and Legerdemain

So this is the final table of contents for Fang, Faith, and Legerdemain... 

Everything is written (but not edited), except the Dice Mechanics page. (There's some math to be done!)

Friday, February 19, 2021

B/X House Rule: The Effects of Alcohol & Drugs

There's a player in my bi-weekly game who's character seems obsessed with finding something to drink every time they visit a town or stay in someone's roadside cottage. So I figured it was time I prepared some drinking rules in case his character gets slipped a Mickey and some shit goes down while the character is in their altered state.


Alcohol

Every time a character consumes an alcoholic beverage there is a chance it will affect them based on their Constitution and the strength of the beverage.

For each alcoholic beverage a character consumes, the Potency Rating of that drink is totaled with all the other drinks that character has consumed to produce their Intoxication Score. A PC can sustain an Intoxication Score equal to their Constitution without being affected. Should they consume in excess of that amount, the difference between the amount consumed and their Constitution determines their Potency Excess which, in turn, determines their State of Intoxication. 

A character’s State of Intoxication affects their performance as outlined by the Intoxication Table below:


Every turn a drunken character remains in a Stupor, they must save vs. poison or pass out for 1d4 hours. Additionally, the result of this roll is modified by their total Potency Excess minus 8 (e.g., a character with a Potency Excess of 10 would suffer a penalty of –2 on the roll).

A character’s Constitution score determines at what rate their Intoxication Score is reduced. The rate of recovery is doubled while the character is sleeping.

If a character awakens from a full-night’s rest after drinking, or has not had a full night's rest since they were drinking, and their Intoxication Score is still greater than 0 (zero), they will remain exhausted until their next full-night’s rest. While exhausted, they suffer a –2 penalty on all “to hit” rolls and saving throws, a +2 penalty to Armor Class, and their movement is halved.

Drugs

Generally, narcotics will have the same effects on a character’s State of Intoxication (as above). However, at the DM’s discretion, these substances may have additional effects on a character’s Morale, Ability Scores, Attack Level, etc. Furthermore, strong stimulants have a 5% chance per use of permanently reducing a character’s Constitution score by 1 point. Mild stimulants are rarely produce this sort of harmful effects.

Saturday, February 13, 2021

B/X House Rule: PC Astrological Alterations

I, like many others my age, bought a copy of what is generally agreed-upon as one of the most convoluted products ever put out by our hobby—the Bruce Galloway monstrosity Fantasy Wargaming: The Highest Level of All. Also like many others who bought it, I read it (well, skimmed it from time to time), but never attempted to play it. 

For all of its pages, and it's intriguing visual look (including that whole hardback thing), the one thing that struck me most—and is ultimately the reason I coughed up the (what I seem to remember as) $25— was the idea that a character's astrological sign could change their attribute scores. 

I always wanted to include that in my D&D games, but since the attributes didn't quite jive between rulesets, I never took the time to work it out. Until today!!!!

I was looking for a reason to use my 12-sided zodiac die. After finishing the chart, I went digging for that dodecahedron and it turns out I misremembered it. It is a planet symbol die, not a zodiac one, so it doesn't quite match up (Mercury and Venus are each attached to 2 signs, and the die features north and south nodes for the moon, which are not directly tied to any of the signs). 

Oh well, guess I'll have to buy a zodiac die or two. 

Here you go! 



Saturday, February 6, 2021

B/X House Rule: Object Saving Throws

I've often felt like I needed Object Saving Throws in my games, and have long been enamored of how they appeared in the old AD&D DM Screen. Since I've been putting a lot of house rule things up lately, no reason not to share this too!



It is generally assumed that if a character or creature survives, anything they are are wearing or carrying also survives. If a special form of damage kills the character (e.g., dragon breath or magical disintegration), their normal equipment is also considered destroyed. 

At the DM’s discretion, magic items or items standing alone may be permitted a saving throw to avoid being destroyed. Magic items receive a bonus equal to their best bonus (e.g., a sword +1/+2 vs. lycanthropes would receive a +2 bonus on its saving throws). A roll of 1 always fails. 

How an object is affected should consider both the object and the type of damage inflicted (e.g., a crushing blow would shatter glass, but tear or rip cloth). The notations below are only guidelines, and the DM may adjust the numbers as they see fit.


Notes on Item Types

Wood/Rope. The number may be adjusted up or down based on the hardness or softness of the wood, or the strength/thickness of the rope. A fall does not normally harm rope, regardless of the height.

Liquids/Potions. This assumes that the container in which the liquid or potion is held remains intact. If the container is destroyed, it is assumed the liquid or potion held inside is also lost.

Soft Metal/Jewelry. This includes silver mirrors and pearls of all sorts.

Hard Metal. If a hard metal object that has been exposed to extreme cold is struck with sufficient force (10 hp or more in a single blow), there is a 50% chance it will be shattered/damaged/destroyed.

Notes on Damage Types

Fall. This is based on the object falling approximately 5' and coming into contact with a hard surface (e.g., stone). Softer surfaces provide a bonus of +1 to +5 (based on how soft they are). Falls from a greater height should penalize the roll by –2 for each additional 5' fallen. 

Crush. The item is struck by a weighty object falling on it or hitting it (e.g., a giant’s club or a thrown rock). 

Strike. The item is struck by fairly-heavy object or a normal-strength opponent. 

Magic Fire. This includes all varieties of magical fire (e.g., dragon breath, the spells fireball, wall of fire, etc.). For normal fires, adjust the target number by –3.

Magic Frost. This includes all varieties of magical cold (e.g., white dragon breath, the spells cone of cold, wall of ice, etc.).

Lightning. This includes both magical electricity (e.g., blue dragon breath, the spells lightning bolt, etc.), and large scale electrical effects (e.g., the “shock” of a giant eletric eel). For smaller discharges (e.g., a normal-sized electric eel, spells like shocking grasp, magical traps, etc.), all objects save on a 2 or better except liquids/potions, which require a roll of 10 or better to avoid being ruined.

Acid. This assumes the object is immersed or submerged in a considerable volume of a strong acid (e.g., black dragon breath) for an amount of time substantial enough to affect the item.

Disintegration. This is the magical effect. Non-magical items should not be permitted to make a save against disintegration (except as otherwise indicated by the spell or effect).


Saturday, January 9, 2021

BX House Rule: Manufacturing Holy Water

There has been some discussion in my bi-weekly game group about the possibility of making their own holy water, so I had to do a little research. I've created a B/X house rule for making holy water based on the information in the 1e DMG.

The good news for the cleric is there is a clairvoyant NPC that can send a message for the party to have a stoup made dedicated to the cleric's deity—Morbagallicus. The bad news is the cleric is a couple of levels shy of being able to cast 3rd level spells. 

But, then again, by the time the stoup is finished, the cleric might have gained a couple of levels!



A cleric (or paladin, or similar divine spellcaster) may create holy/unholy water under the following conditions:
  1. They possess or have access to a approriate blessed/cursed vessel (a “stoup”) in which the holy/unholy water will be created.
  2. The character is capable of casting 3rd level cleric spells.
Holy/Unholy Water Receptacles

The stoup/vessel for creating holy water consists of 2 parts:
  1. the font: a finely-crafted repository of wood (with a base, pedestal, chest-like holder, and lid) carved or engraved with the holy/unholy symbols of the deity to which the vessel has been dedicated.
  2. the basin: a metal bowl placed within the font which holds the water to be blessed.
A cleric may only create holy/unholy water in a vessel dedicated to their deity. The amount of water they may create depends on the metal used for the basin.


All fonts and basins are made to order, taking 4-10 (2d4+2) weeks to be designed and constructed. 

Basins in combinations of metal may be available (at DM’s discretion), with costs and capacity adjusted accordingly (e.g., a silver basin chased with gold and set with gold handles).

Generally, the stoup must be housed in a religious structure, and each structure is limited to having a single stoup. 

Procedure/Ritual

The ritual for creating holy/unholy water takes 1 hour to perform, and requires the cleric use the following: a purify food and water spell (or reverse), a bless spell (or reverse), and a 3rd level spell slot for the ritual that creates the holy/unholy water. The ritual must be performed uninterrupted, and if the cleric does not have the available spell slots for all three spells, the ritual cannot be completed. The ritual may only be performed once per week, and immediately after the cleric must rest for at least 8 hours.

Portable Stoups (Optional)

The DM may opt to allow the use of portable stoups. The suggested cost and capacity for such stoups is outlined below:


The encumbrance of a portable stoup is a number of coins equal to the font cost for the stoup (e.g., a portable silver stoup has an encumbrance of 200 coins). 

Performing the ritual to make holy water outside a structure dedicated to cleric’s deity (even a structure dedicated to a similar or companion deity) takes the cleric an entire day, during which time they may not undertake any other adventuring or perform any other activities. The standard period of 8 hours is required as normal.


Thursday, December 17, 2020

My Quarantine Project

So... this is one of the things I've been working on during "my COVID year." I culled a number of public domain illustrations from a host of pulp magazines, and started writing descriptions for them as B/X monsters. It has manifested itself as three 6"×9" books, each with 45 monsters and about 60 pages. The creatures are all named and divided into the books. The layout is 95% complete, but copy for the entries is only about 33% complete. My goal is to have these ready for the upcoming NTRPGCon. So until that gets closer, no use in asking how they're coming.

BTW, these are generally unrelated to the Creature Compendium II, which is still a possible/ongoing thing. Though, the creatures from these might make it into that (with new drawings to replace the PD images).

Saturday, November 28, 2020

BX House Rule: Scroll Production

Sparked by a discussion in the B/X group on Facebook, and partly as an extension of my recent poast House Rule: Thieves’ Ability: Find/Disarm Traps and as an idea I had a while back about creating a detailed scroll production supplement (that went into detail about writing substrates, special quills, etc.), I decided to do simplified scroll production table. Generally, I don't like the idea of a "flat" chance of failure (15% according to Marsh/Cook Expert), regardless of the caster or spell level. This chart takes that into account. The higher in level the caster, the lower level the spell, the higher the chance of success (well... the lower the chance of failure), and vice versa.



Creating scrolls requires 500 gp and 1 week per spell level (e.g., creating a scroll for a 2nd level spell takes 1000 gp and 2 weeks). After the time and expense, the spellcaster rolls 2d6 on the the table below to determine success.
Optional Rules

Roll Modifiers: DM May allow roll to be adjusted by the spellcaster's Dexterity modifier, and/or Intelligence modifier (for arcane spell casters) or Wisdom modifier (for divine spellcasters).

High-quality Materials: For twice the normal cost, the spellcaster rolls as if one level higher than normal.

Rushed Production: For each week taken off of the production time, the spellcaster rolls as if one level lower than normal. A minimum of one week is required.

Multiple Spells on a Single Scroll: A caster may attempt to scribe multiple spells on a single scroll. This halves the normal cost of producing the scrolls separately. However, a success roll must be made for each spell being scribed, and any failure for any spell on the entire scroll ruins all other spells on the scroll (even if successfully scribed on their own).

Thursday, July 6, 2017

Some Collected New Magic Items

Those who are circled in with me on G+ know that, for a few weeks I have been posting a new magic item every day to my "New Magic Items" collection. At some point (several months to a year from now) I plan to collect them and publish them. However, every once in a while I will collect the recent creations and post them here (at the blog). So to get you caught up, here they are in reverse chronological order (most recent first).



Spectral Tonic

This potion is usable by anyone.

Upon imbibing this potion, the drinker's visage changes to appear as if they'd become a spectre. This is an illusion that cannot be disbelieved by others. The imbiber does not become incorporeal, and retains their normal abilities.

Anyone taking a sip of this potion when finding it to determine its nature has a 50% chance of mistaking it for spectral brew.



Spectral Brew

This potion is usable by anyone.

Upon imbibing this potion, the drinker becomes incorporeal and appears as if they were a spectre. In this form, a +1 or better weapon is required to hit the character, the character can move through non-magical objects and fly at the same movement rate as a spectre, and the character is able to surprise on a 1 to 4 (on 1d6); otherwise, the character retains their normal abilities. 



Ghostly Accord

This item may only be used by those characters permitted the same items as magic-users.

This piece of parchment appears as a contract between two unspecified parties. When read aloud, and as the two parties to the contract the caster uses his or her name and the name of a nearby undead spirit (e.g., a specific ghost, spectre, or poltergeist; within a 120' range of the caster), a truce is forged between the caster and the undead spirit. As long as the caster or the caster's associates do not harm the spirit, the spirit is bound to not harm them. The spirit is not, however, prohibited from being a nuisance or making it more difficult for the caster and the caster's associates to achieve a goal.



Club of Cruelty

This magical weapon is not allowed to characters that are forbidden the use of bladed weapons.

This club, carved from dark ebony wood, features a surface so highly polished, it almost appears as if lacquered. It strikes normally as a +1 weapon, doing 1d4+1 on a successful hit. However, on a natural "to hit" roll of "20," metal spikes magically protrude from the club, doing an additional 1d4 damage before retracting back into the club.



Hydra's Arrow

This item is usable by any character permitted to use a bow as s weapon.

The shaft of this delicately crafted arrow appears to be composed of several smaller intertwined strands of young (green) wood. When fired, the arrow "splits" into multiple (1d4+1) +1 arrows directed at a (single) target creature. A separate "to hit" roll is required for each arrow, but each successful strike lands for 1d6+1 damage. If fired into melee, arrows that miss have a chance of striking creatures engaged with the original target. Recovery of the resulting +1 arrows (after combat) is at the DM's discretion. Once the arrows have split, they cannot be recombined.



Climber's Armor

This item may be worn by any character normally permitted to wear leather armor. However, it provides additional boons to those with thieving abilities.

This stone-gray suit of leather armor features a rope-like motif at its edges. For characters with the ability to Climb Sheer Surfaces (like thieves), it provides a 2 level bonus to such attempts; for all others, it provides the ability to Climb Sheer Surfaces as a 2nd level thief. Additionally, it provides those with the ability to hide in shadows a natural chameleon-like camouflage while climbing, enabling them to be "hidden" while climbing (made as a standard Hide in Shadows check). 



Shadow Shield

This item may be used by any character permitted to use a shield.

This rectangular shield of dark iron is incredibly light and easily handled, despite it's rather bulky appearance. Its face features a vertically-elongated diamond overlaid through its middle with two interlocking rings (the triangle represents shadow and the circles represent light and dark—shadow being the place where light and dark meet).

The bearer of this shield becomes naturally cloaked in shadow, benefiting from a –2 Armor Class bonus in all indoor and underground situations. (The benefit does not apply in full daylight or outdoors).

Additionally, the bearer of the shield may shadow walk at will, stepping into a shadow and traveling through the Shadow Plane to another shadow within a 60' range.

Finally, if standing still and concentrating, the bearer of the shield may create a 30' radius of magical shadow, with all “to hit” rolls in the affected area suffering a –3 penalty. 



Prismatic Necklace

This item is usable only by magic-users and those with access to illusionary magic (e.g., gnomes with illusory magic).

This 10" silver chain features seven glass beads, each approximately ¼" in diameter and differently colored (from left-to-right in the following order: red, orange, yellow, green, blue, indigo, violet).

Each bead may be used up to five times per day. If used individually, they may be "simultaneously used multiple times" (e.g., the 1d6 damage caused by the red bead may be stacked with another use of the red bed for a total of 2d6 damage). Beads of different colors may be used in combination, but in such cases the effects of a single bead color may not be stacked (e.g., if using the red and green beads in combination, only a single use of each of those beads is permitted at the same time). The range of any effect is 60', and the effects of each bead are outlined below:

Red: The target takes 1d6 fire damage on a failed save vs. spells, or half as much damage on a successful one.

Orange: The target takes 1d6 acid damage on a failed save vs. spells, or half as much damage on a successful one.

Yellow: The target takes 1d6 lightning damage on a failed save vs. spells, or half as much damage on a successful one.

Green: The target takes 1d6 poison damage on a failed save vs. spells, or half as much damage on a successful one.

Blue: The target takes 1d6 cold damage on a failed save vs. spells, or half as much damage on a successful one.

Indigo: On a failed save vs. spells, the target is confused (as the spell) for 1d6 rounds. A successful save negates the effect.

Violet: On a failed save vs. spells, the target is stunned for 1d6 rounds. A successful save negates the effect.

If all 7 colors are used at the same time, the target is automatically blinded for 1d4 rounds.



Medicine Spoon

This item is usable only by clerical spellcasters of lawful or neutral alignment (non-evil), but any class or creature may benefit from its curing properties.

When this decorative gold spoon is filled with purified water and prayed over by a clerical spellcaster for 1 uninterrupted turn, the water becomes a dose of a potion that will cure disease (as the spell). This ability of the spoon is usable 3×/day.

Holy water will not be transformed, nor will water that has not been purified.



Wand of Spell Stealing

This item may only be used by characters able to use those items as magic-users.

This item is carved from ebony, with a core of red dragon bone.

It works similarly to a ring of spell storing (storing a limited total number of spell levels), but gains spells by stealing them from an arcane caster within a 120' range. As a spellcasting action, the wielder need simply point the wand at a target and speak the trigger word, and the wand will absorb a randomly-selected spell of the highest level storable in the wand, remove it from the target's memorized spells for the day, and store it in the wand. If a spell of that level is not available, the wand will randomly steal a spell from the next level down. If no spell is available small enough to fit in the wand, the attempt fails automatically. The target is permitted a saving throw vs. spells to avoid having a spell stolen.

To determine what spells have been stored in the wand requires 1 round of concentration while holding the wand. A spellcaster of any level may use any spell stored in the wand, regardless of the stored spell's level.

Casters are permitted to steal spells from themselves or others who are willing (no saving throw required) in order to store spells for future use.



Ringwood Rings

Ringwood rings are normally usable only by clerics or druids. Some rings may be usable by other classes at the DM’s discretion.

These signet style rings are carved from the center core of a young tree, and the flat surface of each ring’s face features the innermost concentric circles of the tree’s trunk. The properties of each ring depend on the type of wood from which the ring is carved, as outlined below:

Alder: +1 to Charisma; +1 on saves vs. fear and psionic domination

Apple: +2 on reaction rolls

Ash: +1 to Intelligence; +1 to Wisdom; read languages 3×/day; cure disease 1×/week

Basswood: +1 Charisma; charm person 3×/week

Beech: commune 1×/week; heals 1d3 hp per day

Birch: dispel evil 1×/day; slows aging by 25%

Cedar: dispel evil 1×/week; protection from evil (personal) 1×/day; protection from evil 10' radius 1×/week

Cherry: intuition (–1 AC and +1 “to hit” bonuses); doubles the range of all detection spells; speak with animal 1×/day

Elder: protection from evil (personal; always in effect); banishment 1×/day; +1 on all saves vs. magic; heals 1d4 hp per day

Elm: half the normal rest time required after moving/traveling; all opponents save vs. magical effects with a –1 penalty

Hawthorn: +1 to all psionic saving throws; +1 to saves vs. fear; banishment 1×/day

Hazel: locate object 1×/day; polymorph self 1×/day; polymorph other 3×/week

Honey Locust: immunity to non-magical diseases; cure disease 1×/day; +2 reaction bonus when dealing with opposite sex

Ivy: +1 to Strength; –3 AC vs. elementals

Lilac: phantasmal force 1×/day; automatically disbelieve illusions

Maple: heals 1d6+1 hp per day; telepathy (at will) to 120' range

Oak: heals 1d6+1 hp per day; surprised only on a 1 (on 1d6); find secret doors on a 1-3 (on 1d6)

Poplar: +1 to all save vs. magic; opponents save vs. magical effects with a –1 penalty; as ring of spell storing (stores up to 10 spell levels)

Walnut: teleportation 1×/day; commune 1×/week

WIllow: cure disease 1×/day; resurrects as 2 levels higher



Mystic's Mala

This item is usable only by psionic characters.

A mystic's mala is a string of 108 wooden prayer beads tipped with a tassel. The item is designed for chanting or mentally repeating a mantra 108 times. By spending 3 turns (30 minutes) meditating and repeating a mantra 108 times, the character recovers 1 PSP per psionic level, up to the character's maximum. This meditational time is outside of the character's normal meditation (after a full night's rest to restore PSPs). The beads are usable only once per day; once any character has used them for the day, they cannot be used again by anyone until the following day.



Morphstriker

This item is usable by any character class, as long as it is in a form allowed to that character class. For example, a cleric may hold it while it is in the form of the dagger, but may not use it. The cleric may then wish for it to transform into a mace, and use it once it does.

This +1 weapon appears as a finely crafted, but relatively unadorned specimen of any basic/standard handheld melee weapon type. The wielder simply need hold the item and wish for a different weapon, and it will instantaneously transform into that form. It may become as small as a dagger or as large as a pole arm, and may take the form of a slashing, piercing, or bludgeoning weapon.



Fiendish Mantle

Alignment and class restrictions for use of this item are at the discretion of the DM.

This hooded overgarment is sewn from deep red velvet and often crackles with static electricity (a byproduct of the magic coursing within it).

The mantle provides the same resistances and immunities normally possessed by an abyssal demon: half damage from cold, fire, electricity, and gas; no damage from magical energy (e.g. magic missile), poison, or silver; and a +1 or greater weapon is required to hit the wearer.

When the wearer pulls the hood over their head, they polymorph to assume a fiendish appearance (of their choosing at the time the hood is drawn) of approximately the same size and form (e.g., a bipedal humanoid approximately 5'10" tall would appear as a bipedal fiend approximately 5'10" tall). If the wearer chooses to take on a particularly horrifying appearance, all living creatures in a 10' radius must save vs. spells or flee in fear for 2 turns. The wearer may change back to their normal form by pulling the hood down. The wearer cannot change appearance while the hood is up, and must pull the hood down then back up to take on a different fiendish appearance. The fiendish appearance does not grant any special abilities or change attributes or abilities possessed by the wearer (e.g., the fiendish appearance may have wings, but no ability to fly is granted). True seeing (or similar) will reveal the true nature of the wearer.



Fiery Chakram

This item may not be used by those prohibited from using bladed weapons.

This ranged weapon (25'/50'/75') is a flat O-shaped ring of metal with a sharpened outer edge. It measures approximately 10" in diameter with a 7" diameter hole through the middle, and a flame motif inscribed along its surface. On a successful "to hit" roll, it does 1d6 damage, plus the target must save vs. spell or take an additional 1d6 fire damage. The weapon returns to the thrower at the end of the phase.



Periapt of Ethereal Sight

Any character of any class or alignment may use this item.

This platinum amulet features a downward-pointing triangle set in a circle and strung from a thin platinum cord. It provides the wearer sight into the Ethereal Plane from any coexisting plane (e.g., the Material or Astral Planes) to a distance of 60'. If worn by a psionic creature, the range extends to 120'. If the psionic creature has attained access to the clairsentient ckakra, the range extends to 180'. This item does not provide any sort of access to the Ethereal Plane, or any ability to attack into it, or affect it or anything in it.



Stole of Radiance

This item is usable only by lawful clerics.

This band of pure white silk cloth measures 9' long and 4" wide, and its straight ends are capped with a tasseled fringes of gold silk. The long edges of the stole are embroidered with gold silk thread, and each end face prominently features an embroidered 8-spoked wheel symbol (for righteousness). The stole provides the following abilities:

The wearer benefits from a +1 bonus on all attacks and saving throws, and a -1 bonus to Armor Class.

The wearer gains a 1 level bonus on all attempts to turn undead. (Does not provide the ability to. turn undead, only an improvement for those who already possess it. Also, does not provide bonus on attempts to rebuke or command undead.)

The stole prevents 1 HD of level drain per day and provides and an additional +1 bonus (beyond that noted above) on saving throws to prevent level drain (where such a saving throw is permitted).

At will, the stole shines equal to the light of a torch. Turning the light off and on is a spellcasting action by the wearer, but does not limit or prohibit any movement, attacks, or similar physical actions normally allowed for the round.



Kadabra Cloak

This item may only be used by characters able to use those magic-items normally reserved for magic-users.

This simple piece of purple velvet cloth may be worn as a standard cloak. However, when placed over an inanimate object which it completely covers, the cloak's trigger word spoken, and the cloak pulled away, the object underneath the cloak will seemingly have disappeared. In truth, it is transported to a pocket universe. The object can be recalled by placing the cloak over an empty area, speaking the trigger word again, and pulling the cloak away to reveal the object returned from the pocket universe. Only one object may be "pocketed away" at a time. Otherwise, the cloak may be used as often as desired.



Resurrection Ankh

Any character of any class or alignment may use this item.

This item appears as a simple silver ankh about 3" tall, strung from a thin silver chain. This item normally provides the same benefits as a ring of protection +1. However, if a character dies while wearing this item, it has a chance of resurrecting that character. The base chance is 100% minus 5% per level/HD to a minimum of 1%. If successful, the character is resurrected (as a resurrection spell) a number of rounds later equal to their level/HD. Unclassed characters and those with fewer than 1 HD are considered 1st level/1 HD for the sake of the amulet's chances of success and number of rounds until resurrection. Once the ankh has successfully resurrected a character (regardless of HD/level), that benefit is considered expended and it becomes a simple ankh of protection +1.