Showing posts with label D&D. Show all posts
Showing posts with label D&D. Show all posts

Tuesday, August 4, 2026

New Monster: Gasfruit (Drooling Menace)

 

DESCRIPTION:

A gasfruit (a.k.a., "drooling menace" and "chartreuse fungi") is a nearly spherical fungal organism measuring 4'–8' in diameter. Its leathery outer skin is chartreuse, mottled with darker patches and shallow circular openings that resemble dozens of slack-jawed mouths. Despite its grotesque appearance, the "mouths" possess neither teeth nor tongues—they are merely fleshy pores that periodically pulse open to release spores. Thick strands of glossy violet mucus perpetually ooze from these openings, dangling several feet beneath the creature before dripping away in slow, sticky globs. 

The creature drifts almost silently through the air, buoyed by large internal gas chambers. It seldom moves with purpose, instead bobbing gently upon faint air currents like an enormous seed pod. When disturbed, it slowly rotates, causing its dangling purple strands to sway beneath it.

ABILITIES:

Toxic Secretion. The gasfruit constantly exudes thick strands of sticky violet secretion from its reproductive pores. Any creature that touches the gasfruit (e.g., by making a successful melee attack) or passes directly beneath it has a 2-in-6 chance of being struck by the secretion. A creature struck suffers 1d4 points of acid damage each round for 1d4 rounds. A successful save vs. breath halves the duration (round up), but does not reduce the damage dealt each round.

Volatile Spore Eruption. Gasfruit react violently to open flame. Whenever a torch, lantern, campfire, flaming oil, or other open flame is brought within 30', there is a 1-in-4 chance each round that the creature suddenly convulses, ejecting a cloud of burning acidic mucus and spores in a 30' radius. All creatures within the area suffer 2d4 points of acid damage (save vs. breath for half damage) and become coated in adhesive mucus, suffering from its Toxic Secretion as noted above.

Gas Sac Rupture. When reduced to 0 hit points, the gasfruit explodes in a shower of sticky purple spore-mucus with a radius of 15'. All creatures within the area suffer the same effect as the Volatile Spore Eruption noted above, including the ensuing effects of the Toxic Secretion. 

Buoyant Body. A gasfruit is almost weightless. It ignores pits, water, and uneven terrain while drifting and is unaffected by most ground-based hazards. Strong winds, however, may carry it unpredictably at the DM's discretion.

Resistances & Immunities. As a fungal organism, a gasfruit is immune to poison, sleep, and charm effects. It takes half damage from acid, as its own secretions readily absorb corrosive substances. Furthermore, gasfruit possess no recognizable anatomy and are therefore immune to backstabs.

ECOLOGY:

Gasfruit inhabit damp caverns, abandoned mines, and other humid subterranean environments where slow air currents allow them to drift with little effort. They derive most of their nourishment by slowly absorbing moisture and nutrients from mats of lichen, algae, fungi, and other microbial growth coating cave ceilings, walls, and floors. Individuals frequently linger in especially productive caverns for weeks or months before gradually drifting elsewhere.


Tuesday, July 28, 2026

New Monster: Gelatinous Tyrant

DESCRIPTION:

Gelatinous tyrants are large, translucent cephalopod-like predators whose gelatinous bodies measure about 7–8' tall and 5–6' across. Their nearly transparent flesh bears only the faintest bluish cast, making them almost invisible beneath the water. At the center of the body rests a single large eye, likewise clear and glassy, with only subtle hints of color surrounding its pupil. Two long, muscular feeding tentacles extend from the body, each reaching nearly 10' in length and ending in a powerful circular sucker lined with rings of fine, needle-like teeth. Beneath the body hangs a dense fringe of short sensory cilia that trail constantly in the current.

ABILITIES:

Aquatic. Gelatinous tyrants breathe only underwater and cannot survive long out of it. After spending more than 3 consecutive rounds out of water, the creature begins to dry rapidly, suffering 1 point of damage each round until it is fully submerged again.

Feeding Tentacles. Rather than inflicting normal damage, a successful tentacle attack latches securely onto its victim with its toothed sucker. Beginning immediately on the round of the successful attack, the attached tentacle drains 1d6 hit points each round as it feeds. Each tentacle feeds independently, allowing the creature to drain multiple victims—or a single victim with both tentacles—simultaneously. A latched tentacle remains attached until the victim dies, the tentacle is forcibly removed (on a successful Open Doors roll), or the gelatinous tyrant has consumed approximately 40 hit points of blood, after which it typically releases its prey and retreats to digest. Each tentacle has AC 5 and 8 hit points. Damage dealt to a tentacle does not affect the gelatinous tyrant's normal hit points. A severed tentacle immediately releases any attached victim and cannot regenerate. The tyrant loses one tentacle attack for each tentacle destroyed. A severed tentacle regrows completely in 1d4+2 weeks.

Eye Beam. Once every 5 rounds, a gelatinous tyrant may project a shimmering ray from its central eye at a single creature within 60'. The target must Save vs. Spells or have its buoyancy magically altered (the tyrant's choice), becoming either unnaturally heavy or unnaturally buoyant for 1d6 rounds, regardless of its actual weight or encumbrance. Affected creatures immediately sink toward the bottom or rise toward the surface at a rapid rate. If a creature ascends or descends more than 60 feet before the effect ends, it must Save vs. Paralysis or suffer 1d6 damage for each full 60 feet traveled due to the effects of rapid pressure change. While affected, the creature's movement rate is halved.

Transparent Body. A gelatinous tyrant's nearly invisible body is extraordinarily difficult to detect beneath the water. It surprises opponents on a roll of 1–5 (on 1d6), and all "to hit" rolls made against it while submerged suffer a –4 penalty.  However, as it feeds, the tyrant's transparent body gradually takes on a faint pink coloration from the absorbed blood. This coloration reduces the creature's concealment, decreasing its Transparent Body attack penalty by 1 for every 10 hit points drained (–3 after 10 hp, –2 after 20 hp, –1 after 30 hp, and no penalty after 40 hp). The pink coloration persists for 1 turn after feeding ends before gradually being absorbed into the tyrant's body, allowing it to become nearly transparent once again.

ECOLOGY:

Gelatinous tyrants inhabit deep lakes, flooded caverns, subterranean rivers, and other dark bodies of still or slow-moving water where their transparent bodies render them almost impossible to detect. They are solitary ambush predators, remaining nearly motionless until prey ventures within reach of their feeding tentacles. Once attached, they rarely relinquish a victim until fully sated, often retreating afterward into deep water or submerged crevices to digest.


STATS
ARMOR CLASS: 3
HIT DICE: 7*
MOVE: 0'(0')
     SWIM: 180'(60')
ATTACKS: 2 tentacles
DAMAGE: blood drain
     (1d6/round each)
SAVE AS: Fighter:7
MORALE: 10

INTELLIGENCE: Animal
LANGUAGES: — 
MOTIVATION: Hunger, Survival
DISPOSITION: Ambush Predator
ALIGNMENT: Neutral

LOCATION: Deep lakes, subterranean rivers, flooded caverns, coastal reefs
FREQUENCY: Rare
% IN LAIR: 80%
NO. APPEARING: 1 (1d2)
TREASURE TYPE: C
XP VALUE: 850

Wednesday, July 22, 2026

New Monster: Hypnolisk

 

DESCRIPTION:

A Hypnolisk resembles a long, serpentine arthropod measuring 12–18' in length. Its body is composed of thick, chitinous segments armored in dull shades of violet, slate gray, and faded brown. Long ivory spines project from the sides of nearly every segment, giving the creature a jagged silhouette that makes it appear even larger than its actual size.

Its grotesque head is vaguely humanoid yet unmistakably alien, with smooth greenish-gray flesh stretched tightly over a narrow skull. Dominating its face are two enormous spiral-patterned eyes whose slowly rotating pupils seem impossible to focus upon. Beneath them is a broad, fish-like mouth with thin, rubbery lips and rows of fine, needle-like teeth. A short cluster of fleshy sensory barbels hangs beneath the lower jaw like a sparse beard, constantly twitching as they sample subtle vibrations and scents in the surrounding air.

Although capable of slithering across stone with surprising speed, the Hypnolisk more commonly travels through the air. By undulating its segmented body and coiling itself into a loose spiral, it drifts and glides through subterranean passages with eerie grace, seeming to float rather than fly. When hunting or resting, it often suspends itself from ceilings or rocky outcroppings with only the tip of its tail anchored, its body hanging in broad coils while its hypnotic eyes watch silently for approaching prey.

Despite its size, a motionless Hypnolisk is easily mistaken for a cluster of stalactites, tangled roots, or an unusual rock formation. Only the slow, almost imperceptible rotation of its spiraling eyes betrays that it is alive. 

ABILITIES:

Natural Camouflage (Surprise). A motionless Hypnolisk is extraordinarily difficult to distinguish from the cave floor or surrounding stone. A Hypnolisk surprises on a 1–5 (on 1d6), and if the Hypnolisk chooses to remain hidden, it will go undetected 90% of the time, unless a character is actively searching the area where the Hypnolisk is hiding, at which point the chance to go undetected is reduced to 30%.

Hypnotic Gaze. The Hypnolisk’s spiraling eyes exert a powerful mesmeric influence. Any sighted creature that approaches within 30' and looks upon the Hypnolisk must save vs. spells or become hypnotized for 1d6 rounds. Those averting their gaze attack with a –4 “to hit” penalty. While hypnotized, the victim will be drawn to the Hypnolisk, instinctively moving toward it by the safest available route; furthermore, the victim cannot attack the Hypnolisk (but is also not driven to protect or defend it) and will present itself to be bitten automatically (no “to hit” roll required) by the Hypnolisk. The effect immediately ends if the victim takes damage (regardless of source) or fails a saving throw. Victims that survive the duration of the hypnotic effect and those who make their save against the effect are then immune to the gaze of that particular Hypnolisk for 24 hours.

Spined Body. Any creature attempting to grapple or make any sort of melee attack against the Hypnolisk automatically take 1d4 points of damage from the Hypnolisk’s rigid defensive spines. 

Blood Drain. The Hypnolisk’s circular, fish-like mouth is lined with hundreds of tiny recurved teeth that cling tenaciously to flesh. A successful bite inflicts 1d6 points of damage and latches on to the victim. Each subsequent round, the Hypnolisk automatically drains 2d4 hit points as it feeds (no additional attack roll required). The Hypnolisk remains attached until slain or forcibly removed. Forcibly removing the Hypnolisk requires a successful Open Doors roll. Whether the attempt succeeds or fails, the creature making the attempt suffers 1d4 points of damage from the Hypnolisk’s defensive spines. If the attempt fails, the Hypnolisk remains attached and continues feeding normally.

Infravision. The Hypnolisk possesses infravision to a range of 120'.

ECOLOGY:

Hypnolisks inhabit deep caverns, abandoned mines, and winding subterranean passages where traffic is infrequent but inevitable. They prefer narrow tunnels, blind corners, and natural chokepoints where travelers are forced to look directly toward them.

Although capable of pursuing prey for short distances, a Hypnolisk rarely hunts actively. Instead, it relies almost entirely upon patience, remaining perfectly motionless for days or even weeks until an unsuspecting creature wanders within range of its gaze. Victims that resist the hypnosis are often ignored unless they continue approaching the creature's chosen lair.

Little is known of their reproduction. Small clusters of spiral, stone-like eggs are occasionally found cemented to cave walls, but few have ever been observed hatching. Hypnolisks are almost always encountered alone, suggesting that juveniles disperse soon after emerging. Their natural lifespan is unknown, though many scholars believe a single individual may survive for centuries.



STATS
ARMOR CLASS: 4
HIT DICE: 6*
MOVE: 120'(40')
     FLY: 180'(60')
ATTACKS: 1 bite
DAMAGE: 1d6 + blood drain
NO. APPEARING: 1 (1d2)
SAVE AS: Fighter:6
MORALE: 9
TREASURE TYPE: C
ALIGNMENT: Neutral

INTELLIGENCE: Animal
LANGUAGES: — 
MOTIVATION: Hunger, Survival
DISPOSITION: Ambush Predator
ALIGNMENT: Neutral

LOCATION: Underdark, abandoned mines,  caverns, remote ruins
FREQUENCY: Rare
% IN LAIR: 85%
NO. APPEARING: 1 (1d2)
TREASURE TYPE: C
XP VALUE: 570

Thursday, July 16, 2026

New Monster: Thrindle

DESCRIPTION:

Thrindles are gangly, insectoid humanoids standing about 3½ feet tall. Their bodies are covered in sparse, wiry hairs surrounding a chitinous torso and its long, spindly limbs end in hooked claws. Their oversized eyes dominate a narrowing face with a circular, rasping mouth beneath. Rising from the crown of the head is a flexible antenna ending in a small bulbous organ that constantly emits a faint, almost inaudible hum. 


ABILITIES:

Echolocation. A thrindle's enormous eyes do not see in the conventional sense. Instead, specialized organs within them emit constant subsonic pulses that bounce off nearby surfaces, allowing the creature to perceive its surroundings through echolocation to a range of 60'. This sense functions equally well in darkness, smoke, fog, magical darkness, or against invisible creatures, provided they reflect sound. Therefore, a thrindle cannot be blinded by light or darkness, and is not affected by gaze attacks. However, while within the area of a silence spell or any similar sound-negating effect, its echolocation ceases to function, effectively “blinding” the thrindle until it leaves the affected area.

Mimicry. By vibrating its antenna node, a thrindle can imitate simple environmental sounds such as dripping water, distant footsteps, quiet (indistinct) conversation, rattling chains, digging, or cries for help. Thrindles commonly use this ability to lure prey into confined spaces or distract predators while escaping.

Languages. Thrindles speak their own language—a combination of simple chirps, clicks, hums, and subsonic pulses. They can learn broken Common or Dwarvish, though their speech is slow, buzzing, and difficult to understand. They can also communicate silently with other thrindles by transmitting subsonic vibrations directly from one antennae to another with in a range of 60’; any thrindle receiving such a communication can simultaneously “bounce” the transmission to another thrindle within 60’, effectively allowing up to dozens of thrindles to receive the message within seconds of the original message.

ECOLOGY:

Thrindles are opportunistic omnivores that feed on cave insects, fungi, carrion, small animals, and mineral-rich lichens. They nest in abandoned burrows or narrow rock fissures lined with fibrous moss and shed hairs that amplify vibrations throughout the colony. Small groups communicate through rhythmic tapping and humming transmitted through stone, allowing them to coordinate silently over surprising distances. Although eerie and often mistaken for malicious monsters, thrindles are intelligent enough to bargain with those who approach peacefully, sometimes exchanging information about nearby tunnels or dangers for food, shiny trinkets, or interesting sounds.


STATS
ARMOR CLASS: 6
HIT DICE: 2
MOVE: 120'(40')
ATTACKS: 2 claws/1 bite
DAMAGE: 1d3/1d3/1d6
NO. APPEARING: 4d4 (8d4)
SAVE AS: Fighter:2
MORALE: 7
TREASURE TYPE: C
ALIGNMENT: Neutral

Thursday, July 9, 2026

New Monster: Quarreler

DESCRIPTION:

A Quarreler resembles a squat, fleshy mound nearly eight feet across.

The creature's hide is thick, leathery, and mottled in shades of dull olive, ochre, and sickly tan, glistening with patches of translucent mucus that shimmer with static discharge. 

Four enormous mouths are spaced somewhat evenly around its body, each occupying its own quarter of the creature's circumference and lined with jagged yellow teeth. . The mouths never cease their constant stream of guttural, alien speech, each proclaiming its own superiority over the others in a language so discordant that prolonged exposure threatens the sanity of those who listen. 

Around the mouths extend numerous writhing tentacles of varying lengths, each ending in a crackling, finger-like tip that dances with faint blue arcs of electricity

Set among the tentacles are four large, node-like violet eyes. Together they provide an uninterrupted view in every direction, allowing the creature to watch all sides at once without turning its body. 


ABILITIES:

Interspersed Eyes. Four eyes are spaced evenly around the creature's body, granting complete 360° vision. While all 4 eyes are functional, it cannot be surprised. If only two or three eyes are functioning, normal surprise applies. If only a single eye remains functional, it is surprised on a roll of 1–4 (on 1d6). Each light spell (or similar blinding effect) can blind only a single eye. If targeting an eye specifically, the strike suffers a “to hit” roll penalty of –3 and 3 points of cumulative damage are required to fully disable an eye. Damaged eyes recover at a rate of 1 hp per week unless magically healed.

Tentacle Attacks. The creature's writhing tentacles lash out independently of its mouths. Each round it may make up to four tentacle attacks, each against a different opponent occupying one of its four attack zones (a 90° arc centered on each mouth). A successful hit results in 1d6 tentacles landing against the opponent.. Each tentacle inflicts 1 point of electrical damage. Additionally, the victim must save vs. paralysis with a –1 penalty for each tentacle that struck.; failure leaves the victim wracked with agonizing pain and stunned for 1 round.

Bite Attacks. Each of the creature's four mouths may bite once per round, but each bite may only target an opponent within that mouth's 90° attack zone. A successful bite inflicts 2d6 damage. If the target is stunned (such as from the creature's tentacle attack), the bite automatically hits (no attack roll required).

Boastful Discord. Once engaged in combat, each round after any of the mouths make a successful bite attack, there is a 25% chance per successful bite attack during the previous round that the creature will engage in a Boastful Discord where each mouth boasts of its own superiority in an incomprehensible, alien tongue. The mouths do not argue with one another so much as speak over each other, each proclaiming itself the strongest, cleverest, or most worthy. If one mouth boasts for the round, they all boast the for the round, and the creature can make no mouth or tentacle attacks for the round. The overlapping voices create a maddening chorus that mortal minds cannot properly comprehend. Any intelligent creature within 30’ capable of hearing the creature must save vs. spells or suffer confusion (as the magic-user spell) for 4 rounds. A creature can only be affected by this ability once per day and is immune for 24 hours after. A creature that successfully saves is immune to this ability for the next 24 hours. The creature, others of its kind, and aberrations that speak Deep Speech are immune to this effect. The Boastful Discord will continue until the creature takes damage or fails throw, returning to normal combat tactics the following round.   

Resistances. Immune to all poison. Takes only half damage (round fractions down) from acid, cold, and electrical attacks, including magical forms of these attacks.

Infravision. Each its four eyes possesses infravision to a 120’ range.

ECOLOGY:

Quarrelers are solitary apex predators that lair in deep caverns, ancient ruins, or other isolated places where prey eventually wanders within reach. They consume nearly any living creature but appear to derive particularly enjoyment from the fear, pain, and confusion of intelligent victims. Though they have no known natural predators, quarrelers are fiercely territorial and will attack even others of their own kind if their domains overlap.


STATS
ARMOR CLASS: 2
HIT DICE: 10*
MOVE: —/90'(30')
ATTACKS: 4 tentacles/4 bites or 1 special
DAMAGE: 1d6+specieach/2d6 each or special (stun)
NO. APPEARING: 1 (1)
SAVE AS: Fighter:10
MORALE: 10
TREASURE TYPE: E
ALIGNMENT: Chaotic

Tuesday, March 24, 2026

Simplifying Magic Resistance for B/X

In furtherance of my new d30 project mentioned in recent posts, I'm working on a demons encounter table. As a fan of Tom Moldvay's approach to creating a clear hierarchy for monsters with different strengths (a la Basic's dragons and many of his creatures in Lords of Creation), I'm attempting something similar as I adapt (and expand) the demons from the various AD&D resources. 

Something B/X doesn't really accommodate in its RAW, but I'm also not willing to fully abandon, is the concept of Magic Resistance as a stat for demons (even at very low levels/Hit Dice). 

Eric Diaz over at the Methods & Madness blog wrote about this a couple of years ago. I agree with Eric that only a few creature types should have this kind of magic resistance, and I do generally like the suggestions he's made for handling this. That being said, neither quite fits my personal style or house rules approach, so here's what I've come up with...

Magic Resistance

Some creatures (most notably demons and other supernatural entities) possess an innate Magic Resistance that disrupts spellcasting around them. When a spell is cast upon such a creature, there is a chance the magic simply fails in its presence.

Essentially, Magic Resistance (MR) permits a “preemptive” Saving Throw for a creature with this trait against magical effects. If the MR check succeeds, the creature ignores completely the spell or effect; if the check fails, the creature is affected normally by the spell or effect.

To resolve Magic Resistance, start with a base target of 10, add the caster’s level, and then subtract the creature’s Magic Resistance rating (typically 1–20) to determine the final number needed on a d20 roll (made by the DM for the creature). If the roll result meets or exceeds this number, the spell or effect fails against the creature, otherwise, the spell or effect affects the creature normally. A spell or effect with a target chance of 1 or less will always fail against the creature and a spell with a target chance or 20 or higher will always succeed.

  • Cast Against/Direct Interaction: MR functions against targeted spells (e.g., charm person, magic missile) and, if successful, negates the spell entirely.
  • Area Effect: If MR succeeds against an area effect, the resistant creature inside the area can ignore the effect entirely, though it affects others around them normally unless they are also magic resistant.
  • Proximity: MR does not affect any spell simply because it is cast nearby; the spell must target or affect the creature directly.
  • Environmental Magic: MR is not effective against indirect magical consequences (e.g., Earthquake causing a ceiling to fall, or a magical charm causing a rock to fall), only the direct energy of the spell.
  • Duration: The resistance is innate, always active, and even applies to beneficial spells (e.g,. even a cure light wounds spell cast against a magic-resistant creature would require a check to see if the spell succeeds, regardless of the wishes of the magic-resistant creature).
  • Ongoing Effects: For spells or effects that persist or repeat (e.g., cloudkill, wall of fire), Magic Resistance is checked once per round of exposure; a successful check negates the effect for that round only.
  • Magic Items: Magic Resistance also applies to spells or spell-like effects produced by magic items (e.g., wands, rods, staves, scrolls). Instead of using caster level, the DM should apply a flat adjustment based on the item’s strength: weak items (e.g., most wands) are treated as +5, intermediate items (e.g., most rods) as +10, and strong items (e.g., staves) as +15.
  • Standard Saving Throws: Even if a Magic Resistance roll fails, the resistant creature is still permitted any standard Saving Throw to avoid or adjust consequences of a spell or effect as prescribed by that particular spell or effect (e.g., if a Magic Resistance roll fails against a hold monster spell, the resistant creature is sill permitted the standard save vs. spells to avoid the effect).

Saturday, February 21, 2026

Silvered Weapons Information

One of my long-term projects is to continue collecting and expanding my house rules into a sort of "BX DMG."  A lot of these were compiled into RS1 Fang, Faith, and Legerdemain (like the manufacture of holy water, arming and disarming traps, and alchemy rules), But there are a lot of cool things I have planned for this future edition (like information for creating campaign-specific pantheons to support thing like this worksheet).

Today's information comes via my home campaign, where they players were a good distance from civilization and found themselves facing a den of werewolves. They realized that they were significantly short on silver ammo and tried to improvise. With a bit of hindsight, it turns out that what I allowed them to accomplish in the field was far from reasonable, even in the context of a game. 

So, to that point, below are my revised house rules for silvered weapons.



SILVERED WEAPONS

In many campaigns, there are creatures may only be harmed by silvered weapons. Although it is ultimately up to the DM to determine which creatures are affected by silvered weapons, these typically include: lycanthropes and other shapechangers, certain demons & devils, a number of undead, and a selection of fey and spirits.

A silvered weapon is one whose striking surfaces have been plated, bonded, or inlaid with sufficient silver to count as “silver” for purposes of overcoming specific creature defenses. 
Silvering a weapon does not make it magical. It merely allows the weapon to strike creatures vulnerable to silver. 

PROFESSIONAL SILVERING

Silvering Normal (Mundane) Weapons
Any normal, non-magical weapon may be silvered, assuming there is access to a properly equipped forge and a qualified smith (a master weaponsmith, silversmith, or white-smith). In small settlements, such equipment and/or expertise may not be available.

Standard professional silvering methods include:

  • silver plating or bonding onto the striking edge
  • silver inlay along cutting surfaces
  • partial surface alloying
  • reinforced edge wrapping
The time and cost required to silver a weapons is based on the weapon’s maximum damage. 

The base cost in silver pieces equals 100 sp (10 gp) × the weapon’s maximum damage. For example, a weapon that deals 1d4 damage (maximum 4) costs 400 sp (40 gp) to silver, while a weapon that deals 1d8 damage (maximum 8) costs 800 sp (80 gp). This cost includes both material and skilled labor. The silver used represents enough precious metal to properly plate or bond the striking surfaces. 

The time required to silver a weapon equals one day per 2 points of maximum damage (rounded up). Work cannot be rushed without risk of failure. Particularly large or complex weapons may require additional time (at the DM’s discretion).

Pre-Silvered Weapons

In larger towns and cities, merchants may occasionally offer weapons that have already been silvered. These are typically produced in small batches for resale rather than commissioned individually.
Pre-silvered weapons are sold at approximately 75% of the normal custom silvering cost. This reduced price reflects simpler workmanship, thinner bonding, or less refined finishing compared to bespoke work ordered from a master smith.

In regions plagued by creatures vulnerable to silver, demand for silvered weapons increases sharply. Prices for both stock and bespoke silvered arms may rise accordingly — sometimes well above the standard rates (2–3× or more) — or, in heavily fortified settlements, modestly decrease if production is common and competition among smiths is strong. Availability should reflect local fear, trade routes, and access to silver.

While fully functional against creatures vulnerable to silver, such weapons may be somewhat less durable than custom-silvered arms at the DM’s discretion (see Limitations of Silvered Weapons, below). Availability is never guaranteed and should depend upon settlement size, trade activity, and local demand.

Silvering Magical Weapons

As a rule, magical weapons resist alteration. The enchantment binds the material in a fixed mystical state. Attempts to silver a magical weapon generally fail unless special research, ritual, or rare alchemical silver is employed.

The DM may allow such work in exceptional cases, but the work should require significant cost (5,000–10,000 gp or more), substantial downtime (1–2 months at a minimum), and a high risk of permanently damaging or diminishing the weapon’s enchantment (50% or greater).

IMPROVISED SILVERING BY PLAYER CHARACTERS

Characters without access to a silvering resource may attempt to silver weapons themselves. Such efforts are not likely to succeed without the proper equipment and expertise.

To work with silver, it must be brought to full melting temperature. A campfire alone is insufficient unless carefully enclosed and fed with sustained airflow. At a minimum, a small clay furnace, charcoal fuel, and improvised bellows (or steady forced air) would be required for silver to reach workable heat; this might make melting silver to a workable state in the field possible, but far from guaranteed. 

At most, and only with the required heat and equipment, the DM may permit the casting of rudimentary silver slings bullets and the forming of silver arrowheads in the field. Additionally, unless the character (or characters) working the silver have any significant expertise, the resulting silver ammunition is incur minor to major penalties to both “to hit” and damage rolls (–1 to –3) due to flaws in the workmanship. 

LIMITATIONS OF SILVERED WEAPONS

Silvered weapons require occasional maintenance to remain effective.

Silver is softer than steel. Even when properly bonded, a silvered weapon is less durable than an untreated steel weapon. Whenever a silvered weapon rolls a natural 1, it takes a significant amount of damage. After 3 such instances, the weapon no longer counts as silvered. It must then be re-silvered to restore its status as silvered.

Even in the absence of such critical fails, any silvered weapon that has seen significant use during a full adventure is considered to have incurred the same amount of damage as a single failed “to hit” roll with that weapon.

Silver ammunition has lower recovery rate than standard ammunition. Assuming the standard recovery rate for ammunition (non-magical sling bullets and arrows) is 50%, the recovery rate for silver ammunition in good enough condition to be used again is 25%. If not recoverable for re-use, there is 50% chance of recovering the raw silver from the lost ammunition (usually 1–2 sp for a silver arrowhead and 4–5 sp for a silver sling bullet 1 sp for a silver arrowhead and 2 sp for a silver sling bullet).




Friday, August 5, 2022

Now Available! In Alley & Shadow

 Links to PDF and Print Options at the bottom of post.

Part zine, part mini-splat book, In Alley & Shadow includes a trove of thieves' resources for classic/BX editions... 2 new classes (Spy, Varlet); several new d30 tables (Alias Characteristics, Thieves' Guild Names, Thieves' Guild Events, Bandit Lair Locations), 7 new cleric spells of Truth & Revelation, 9 new magic spells of Stealth and Subterfuge, an alternate house rule for Thieves' Ability to FInd/Disarm Traps, rules for Setting & Resetting Traps, detailed listings for Spy Equipment as well as Chains, Keys, Locks, and Manacles, a Detailed Look at Locks, information on Clandestine Communication (A Guide to Ciphers, Symbols, Codes, and Cants), a Basic Guide to Thieves' Guilds (including Services, Specialist Costs & Fees, Thieves' Guild Activities/Rackets, Guild Organization, and Starting a Thieves' Guild), tables with fees for Assassinations and Spy missions, a guide to Crime & Punishment in the campaign world, advice for Building Better Bandit Encounters, 7 new magic items Designed for Deceptionk, 4 new petty god Patrons of Trickery & Treachery, and a new adventure for 5–7 characters of 3rd–5th level... The Tomb of 13 Thieves.



Saturday, September 25, 2021

Dungeon Master Information: Crime & Punishment

 From the upcoming release, Dragon Horde Zine, Volume 2, Issue 2: In Alley & Shadow.


Arrest & Trial

In a manorial system, the keeping of the peace generally falls under the jurisdiction of the sheriff, who is also responsible for collecting revenues, fines, and rents, executing writs, and guarding prisoners. However, the onus of law enforcement is placed upon the citizens, who are relied upon to maintain order and apprehend criminals.

The status and position of different groups affects their protections by law. For example, a noble and a peasant committing the same crime may be afforded different types of trials.

The major forms of trial include:

Trial by Exculpatory Oath and Compurgation. All but the most serious crimes are dealth with this way. The defendant establishes their innocence or non-liability by taking an oath and by getting a required number of persons (typically 12) to swear they believed the defendant’s oath. It is the jury’s responsibility to collect evidence in order to make the determination of guilt and assign punishment (if found guilty).

Trail by Ordeal. This is usually reserved for more serious crimes, peasants, persons of bad reputation, or those caught with stolen goods. Guilt or innocence is determined by subjecting the accused to a painful, (and often quite dangerous) experience. Many accused choose to admit guilt (even if they are innocent) in order to receive a lesser punishment.

Trial by Combat. When accusations are made in the absence of witnesses or a confession, the two parties at odds settle the dispute with single combat. The winner of the fight is proclaimed to be right.

Outlawry

Persons who are accused of particularly heinous crimes (e.g., homicide) or defy the laws of the realm (e.g., ignoring a summons to court, fleeing insteading of appearing to plead when charged with a crime, commiting treason, participating in rebellion), may be declared as an “outlaw” by a Writ of Outlawry. This writ places them outside the protection of the law, withdraws any legal protection for them, and legally empowers anyone to persecute or kill them. Furthermore, all of the outlaw’s possessions are seized by the courts.

Outlawry can be reversed in one of two ways:

Plead Error. The outlaw appears in court and declares they were erroniously declared an outlaw. 

Plead Pardon. The outlaw must first surrender to authorities, then present their plea to the court. If the outlawry is reversed or pardoned, the seized possessions will be returned (if possible).

Punishment

Most communities believe that the best way to keep order is ensure that people fear the punishment given when a crime is committed. Therefore, many punishments may seem harsh, especially for lesser crimes. 

Trials by ordeal are their own punishment. The most common forms include:

Ordeal by Poison. The accused is given a posionous substance to eat or drink. If they survive, they are innocent.

Ordeal by Fire. The accused is required to walk nine paces in bare feet on nine red-hot plowshares or to walk nine paces while holding red-hot iron. In most cases, the accused is the bandaged for three days, then found guilty if the wounds fester or not guilty if they have healed. In some cases, there must be no sign at all of injury in order to be found not guilty.

Ordeal by Boiling Water. The accused plunges their hand in a kettle or pot of boiling water (sometimes oil or lead is used instead) to retrieve a stone. The assessment of the injury (i.e., the consequences of divine intervention or lack of it) determines guilt.

Ordeal by Cold Water. The accused has their hands and feet tied together, and is thrown into a body of water (or pit filled with water blessed by a priest). If the accused floats, the water “rejects” them so they are found guilty. The innocent sink.

The table below lists common crimes and their common punishment, though the specific punishment for a crime may change based on the standards of the community.


CrimeDefinitionPunishment
Mayhemintentional maiming of another personexecution
Homicidethe deliberate killing of one person by anotherhanging (men) or burning at the stake (women)
Murdrumthe killing of a person in a secret mannerheavy fine on the community where the secret killing occurred
Burglaryentering property without consenthumiliation or torture
Robberytheft by forcehanging (men) or burning at the stake (women)
Petty Thefttheft with value up to 5spvaries, includes: fine of 10× value of stolen goods
Thefttheft with value from 5sp to 1gppublic beating or flogging, or mutilation
Frauddeceptive business practicescomparable to theft, based on number of infractions and total value
Full Theiverytheft with value of 1gp or morehanging from a tree or a gallows, or by banishment from the city and its environs
Possessionreceipt of stolen propertymutilation or execution
Poachingthe illegal hunting or capturing of wild animalshanging, castration, blinding, or being sewn into a deer skin and then hunted down by ferocious dogs
Usurylending money at unreasonably high rates of interestfines
Briberythe giving or offering of a bribefines
Forgerymaking, altering, use, or possession of a false writing to commit fraudnot generally regarded as a crime unless related to government (e.g., forging of a king's seal) in which case it may be treated as treason
Suppositioncreation of false documents, texts, books, and artifacts public humiliation
Coin Clippingshaving off a small portion of a precious metal coin for profitmutilation or execution
Vandalismdeliberate destruction of or damage to propertycomparable to theft, based on number of infractions and total value
Riotingoffense against public order involving three or more peoplemutilation or execution
Kidnappingabducting someone and holding them captivepublic torture and/or execution
Breach of the Peacedisorderly conduct, public drunkenness, common scoldfines or public humiliation (stocks or pillory)
Indecent Exposurepurposeful display of one's genitals in publicmutilation
Gossipingspreading rumorspublic humiliation (scold's bridle)
Cheatingacting dishonestly or unfairly, especially in gamespublic humiliation (stocks or pillory)
Adulterysexual intercourse between married person and non-spousepublic humiliation, mutilation (breast ripper), ordeal by fire, or drowning
Prostitutionengaging in sexual activity with someone for paymentpublic humiliation
Slanderfalse spoken statement damaging to one's reputationtongue cut out
Blasphemyspeaking sacrilegiously about sacred thingstorture (pear of anguish)
Defying the Churchacting in opposition to religious beliefs or ordersheretic's fork
Heresyholding beliefs contrary to religious doctrineordeal by fire, ordeal by hot water, or execution (burning at the stake)
Witchcraftthe practice of dark/forbidden magicordeal by cold water
Repeat Offensesmultiple offenses of a specific crimebeating, maiming, or hanging
Attacking Officialsmayhem against officials of church or stateexecution
Protestingthe public expression of disapproval of governmentexecution
Treasonbetraying one's countrybeheading (nobles) or drawing& quartering (commoners)
Rebellionviolent or open resistanceto government or rulerexecution

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).

Monday, May 20, 2019

Dragon Horde "Zine", Vol. 2, Issue 1 — "Wherein Evil Lies"

So here's the final interior preview of the book, and it should be available at the NTRPGCon in a few weeks. It's now 12 pages longer than original expected. Fully written as a BX/BECMI thing.

Now available in print for $6 through Lulu.com >>

And as PWYW PDF from DriveThruRPG >>

  • 3 new classes: Deathslayer, Witch Doctor, Half-orc (Assassin)
  • 9 new spells: fatigue, death rage, mummy's touch, ossify, revenance, wailing fear, necrotic portal, greater ossify, aura of fear
  • 6 new magic items: equinox orb, fiendish mantle, hammer of salvation, plague mace, purity ring, stole of radiance
  • 7 new basic psionic abilities: infuse terror, psychic vampire, destiny dissonance, aura of fear, psionic daze, crisis of breath, shadow twin
  • 6 new monsters: atori, cackler, crypt riddler, korper, hill haunt, spawn of Chuamisi
  • optional rules for killing vampires
  • new petty god & minion: Anguia Umbra (petty god of iophilia, toxicophilia, assassins) and his chimera minion/familiar Azamus
  • an adventure for 5-7 characters of 3rd-5th level: The Black Chapel
  • new d30 tables: quirks caused by becoming unhinged, methods of sacrifice, evil hooks & seeds for encounters and adventures





Wednesday, June 13, 2018

d30 PDF Download: d30 Minotaur Variations

Now that life is settling back in from being uber-crazy for the last 6 months or so, I'm going to try to start making some regular posts to this blog.

This table is one that prepared for the d30 Adventure I ran at this year's NTRPGCon, only the players didn't make it to this level of the tower before time ran out. I prepped 15 tower levels (each was essentially 1 encounter area--some as a single large room, others with several rooms to go through). The minotaur was on Level 7, and they had just made it past Level 5.

Here's the deal, I just can't go an NTRPGCon without an adventure that includes a labyrinth and a minotaur. This year, there were two labyrinths... the d30 players didn't make it far enough to reach theirs, and the intro level animal class party chose a different route in their game. The animal class players heard "labyrinth" and assumed "minotaur"; there was a labyrinth, but there was no minotaur there. Instead, they fought a wave of undead. But I digress...

Here's the minotaur d30 table I created for the d30 adventure at the con. Enjoy!

Click here (or on the image below) to download
a free PDF of d30 Minotaur Variations PDF from MediaFire.


Monday, January 9, 2017

A little experiment: looking for links to OSR material (blog posts/free downloads) related to undead

I'm going to try a little experiment here. I'm looking for links to OSR-gaming-related blog posts (including links to downloads) of material related to undead. It could be new classes, combat rules, magic items, free adventures, reviews, new monsters, etc. Please, no links to actual commercial products, though PWYW items are considered.

I would prefer if the entire content at the link is undead-related (as opposed to say just 25% of what's at the post), but all input will be considered.

For example, here's a few from my own blog over the last few years:

How to Embalm a Corpse
Optional Rules for Killing a Vampire
Tomb of Ludor the Beheader (one-page adventure)
New Monster: Flailing Spirit
New Monster: Bestial Beast

If there is something undead-related as part of a larger post, then call it out. For example...

At this link, there is a spell called "Animate Warrior" (animates warrior zombies)

Before the link, it would help if there's a description. E.g.,

FREE 1-PAGE ADVENTURE: TOMB OF LUDOR THE BEHEADER
http://savevsdragon.blogspot.com/2012/09/free-oe1ebx-mini-adventure-tomb-of.html

Okay. Let 'er rip!

Thursday, August 25, 2016

Free PDF Download:
New BX Character Class - Half-orc

Almost a year ago, I mentioned that the Character Class Codex would include a half-orc, which I saw as a way "to fill in the BX need for an assassin (but using a race class to do it)."

This statement last year was not how I envisioned a BX half-orc, it was how I'd already written it. Yes. This class has existed for about a year, and I'm just sharing it now. That being said, I do believe I made this an option during my "Cold Fingers of Fate" game at NTRPGCon this past year (and IIRC, somebody actually played it; I just don't have my notes from the game handy to confirm).

Enough of my jibber-jabber. Onto that link...

Click here to download the
Half-ord character class PDF.

Wednesday, February 10, 2016

New BX/LL Character Class: Cavalier

As far as I know, no one's really taken the Unearthed Arcana stuff and converted it for BX/LL. So with that goal in mind, here's my take on the cavalier. I know that, at first glance, it seems pretty long (especially compared to some of my 1-pager character classes), but I promise, in my normal 2 column format (per most of the NBD books), it's only 1-1/2 pages.

Illustration by Walter Crane
(from The Faerie Queene by Edmumd Spenser).




THE CAVALIER

The cavalier is the quintessential knight in shining armor. Most cavaliers belong to the upper social class or nobility of a society. The cavalier dedicates their life to the service of a higher authority, such as a noble or sovereign, deity, military or religious order, or a special cause. Theirs is a hereditary honor that comes with the price of lifelong service to their monarch, country, or other object or entity. The cavalier is expected to participate in any wars or other armed conflict in which their lord or cause is engaged. Cavaliers in service to other nobles often serve their master beyond the battlefield as well, performing such duties as their skills, and their noble lord, see fit. The cavalier often pursues such selfless goals as the eradication of evil and chaos from the world, and justice for all the subjects of his land. He can also be a bully and a braggart who uses his status and privileges to pursue only his own self-aggrandizement.

The prime requisite of a cavalier is Strength. Cavaliers with a Strength score of 13 or greater gain a bonus on earned experience points. Cavaliers use the same attack and saving throw tables as fighters. Because cavaliers have the support of their lords or orders, they begin twice as much money as standard character classes (6d6×10 gp, instead of 3d6×10 gp).

RESTRICTIONS: Cavaliers use eight-sided dice (d8) to determine their hit points. They may use any weapon, wear any type of armor except leather or padded (see “Armor” below), and may use a shield. Cavaliers are permitted those magic items normally permitted a fighter. A cavalier must have a minimum Charisma score of 9.

SPECIAL ABILITIES:

Weapon Proficiencies. As cavaliers rise in level, they receive a number of melee (“to hit”/damage) weapon-based bonuses as outlined below:


Horsemanship. Cavaliers are born and bred for the saddle. As such, they benefit from a number of horsemanship abilities, as outlined below:
At 1st Level: the cavalier is able to vault into the saddle and have the steed underway during the same round.

At 3rd Level: the cavalier is able to coax additional speed out of a steed, increasing its movement by 30'(10').

At 5th Level: a cavalier may ride a pegasus as a steed.

At 7th Level: a cavalier may ride a hippogriff as a steed.

At 9th Level: a cavalier may handle a griffon (or similar creature of lawful or neutral alignment) as a steed.
Cavaliers benefit from a number of other special abilities, including the following:
Fear Immunity. Cavaliers are immune to all fear effects (magical or otherwise).

Strong Will. There is a 90% chance that any attempt to control a cavalier magically or psionically (e.g., charm, domination, hold, hypnosis, possession, sleep, suggestion, etc.) will fail. If the resistance roll fails, saving throws are made normally by the attempt to control.

Charge. The charge of the cavalier is among the most devastating offensive weapons any culture can hope to field. When mounted and using a lance, the cavalier recieves a damage bonus equal to his or her level (e.g., a 5th level cavalier would receive a +5 damage bonus when using a lance while mounted).

Reputation. As a cavalier rises in level, the character’s reputation precedes them, providing them a bonus on all reaction rolls for all intelligent creatures with whom the cavalier is capable of speaking. For example, if the cavalier meets a goblin king who doesn’t speak common, and the cavalier is not capable of speaking goblin, then the reaction modifier does not apply to the roll.

Banner. Beginning at 7th level (as a Grand Knight), a cavalier’s banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier’s banner remains clearly visible, all allies within 60' receive a +1 bonus on saving throws against fear; additional and all companions of the party (hirelings, henchmen, etc.) within that range receive a +1 bonus on morale checks. For each 3 additional levels, the bonus increases by +1 (i.e., +2 at 10th level, and +3 at 13th level). The banner must be large enough to be clearly seen from the 60' distance, and must be carried or displayed by the cavalier (or his mount) in order to function.
ARMOR: To a cavalier, armor is more than protection—it’s a badge of station. With appearance being just as (if not) more important than function, cavaliers will seek to own the best and most elaborate armor they can afford. Plate is the cavalier’s armor of choice, with lesser types of armor ranking increasing lower on the scale of desirability (with banded/splint next in line behind plate, then chain, then scale and ring mail). This succession of desirability for armor supercedes its protective abilities (e.g., a cavalier would rather wear standard plate armor than +3 chain mail). A cavalier may never wear leather or padded armor; being the dress of theives and commoners, such armor is below the cavalier’s station.

COAT OF ARMS: Every cavalier has a coat of arms and armorial bearing (a heraldry design depicted on a shield) which the cavalier wears in order to identify himself in tournaments and on the battlefield. While traveling, the cavalier’s armorial bearing may be hidden, but it must be revealed when an encounter occurs with intelligent creatures that might understand its importance (see “Banner” above).

CODE OF CONDUCT & ETHICS: Cavaliers are required to follow a code of conduct and ethics, or risk losing the prestige (and, to some degree, the abilities) provided by their class.
Serve a Person or Cause: Normally, this is a deity, a greater noble, an order of knighthood, or a similar cause.

Sustain the Knightly Virtues: In all actions, the cavalier must seek to sustain the following chivalric virtues: prowess, courage, honesty, loyalty, generosity, faith, courtesy, and franchise. Franchise is the virtue of practicing the other eight virtues without any though of profit or personal gain. It is the purest motive—selflessness in every action

Adhere to the Knight’s Code: Cavaliers fight not to defeat foes, but to prove their honor, demonstrate their prowess, and win renown. As stories rise from their deeds, they seek to lead by example, and encourage others to live righteous lives. The Knight’s Code, therefore, focuses on fair play; victories won through skill gain more glory than those achieved through chicanery. Any victory won that violates the following code will not earn experience points for the cavalier.
A cavalier never attacks from behind.

A cavalier never strikes a foe that has not prepared themselves for battle. (A cavalier may never attack during a round in which his party has surprise.)

A cavalier never attacks a helpless foe in a manner that will cause the foe hit point damage. A cavalier may, however, strike a foe as long as the damage imposed does not deal hit point damage (e.g., magical effects).

A cavalier of neutral or lawful alignment never uses poison against a foe.
STRONGHOLDS: Beginning at 6th, any cavalier with enough money may choose to build a manor house, but must hire any personnel required to manage it (especially in the cavalier’s absence). Even after the manor house has been constructed, the cavalier is still considered to be in the service of their lord or order. However, beginning at 9th level, a cavalier may petition their lord or order to establish their own lordship or order, respectively. Should this privilege be awarded (and assuming the cavalier has enough money) the cavalier may then build a stronghold (usually a village castle), which will attract additional settlers beyond those in the employ of the cavalier.

Sunday, October 25, 2015

New BX/LL Psionic Class: The Devine

As I've mentioned previously, the two main sources that fed the input for what Tim Kask developed as psionics in Eldritch Wizardry was a mystic class penned by Steve Marsh (which provided the source for the psionic disciplines) and a devine class created by Gary Gygax (which provided the source for psionic combat). The mystic class for the Basic Psionics Handbook was developed by me under the guidance of Mr. Marsh (and, again, I thank him profusely for his input and advice). Unfortunately, I don't have the same luxury of being able to ask Mr. Gygax for his input on a devine class. I do, however, have as reference a version of the devine class penned by Mr. Marsh under the class title of "Psychics" which I believe was either published in, or intended to be published in, an issue of The Cupric Text zine (I'll need to get clarification from him on this). His psychic class employs combat modes, and it was Mr. Marsh's "rock/paper/scissors" idea that fed the basis of the way psionic combat works in the Basic Psionics Handbook.

What you'll find below is my take on the devine character class for use with the Basic Psionics Handbook, inspired by the demon slayers of hindu legend. (Take a moment and go get your 1e Monster Manuals; you'll find that all greater demons possess psionics.) This class will for sure appear in the Character Class Codex, but will likely appear sooner in an addenda volume for the Basic Psionics Handbook (tentatively titled Addenda Psionica) which will include some additional psionic classes, powers, monsters and items I've been working on.

[BTW, I'm still slated for a PDF release of the BPH tomorrow morning.]



THE DEVINE

Please note that this character class requires use of Old School Adventures™ Accessory PX1: Basic Psionics Handbook.

The devine is a mystical combatant who balances physical prowess (with traditional weapons) and psionic prowess (through the use of psionic combat modes). Although the powers of a devine are derived from innate psionic talent, devines are akin to clerics in that they receive assistance from divine patrons known as devas (benevolent divinities) and asuras (malevolent divinities). Devines often find themselves in the roll of demon slayer, in service to a deity (or deities).

The prime requisites of a devine are Strength and Wisdom. If a devine has a score of 13 or greater in both Strength and Wisdom, the character will gain a +5% bonus on earned experience points. If a devine has a Strength of 13 or greater AND a Wisdom of 16 or greater, the character will gain a +10% bonus on earned experience.

Devines use the same attack and saving tables as clerics.

RESTRICTIONS: Devines determine their hit points with six-sided dice (d6). Devines may wield any type of weapon, wear any type of armor, and use a shield. They are permitted the magic items normally permitted a fighter, and the psionic items normally permitted a mystic. A devine must have a minimum score of 9 in both Intelligence and Charisma.

When a devine reaches name (9th) level, he or she may choose to build a fortress, which must contain a shrine. The cost of the construction is 125% of the normal cost for a similar fortress, as the devine will spare no expense in furnishing the building and decorating it in such as a way as to honor the divinity(s) to which the devine pledges his or her honor. Once constructed, the fortress will attract 2d6 1st level fighters who will serve the devine as a personal guard. There is a 50% chance that one of those fighters will, instead, be a 1st level devine.

SPECIAL ABILITIES: Through a combination of meditation and devotion to the gods, devines are endowed with a number of special abilities. The greatest of these is their knowledge of psionic attack and defense modes, which devines gain as they rise in level. Because the devine dedicates himself to both the physical and the divine, devines earn PSPs at a much more restricted rate than mystics, but at a much greater rate than monks, gaining 4 PSPs per psionic level. Devines are subject to the same “character time” requirements as other psionicists for the daily regeneration of PSPs—an undisturbed period of meditation and prayer (usually about an hour) after a full-night (8 hours) of rest.

As the devine rises in level, a number of other special abilities are gained as outlined below:
Third Eye. Beginning at 3rd level, a devine gains a permanent third eye. While it precludes the use of third eyes (as psionic items), it does provide the devine with a number of permanent abilities based on his or her level, including the following:
– 3rd Level: infravision to 120'
– 5th Level: ability to see into the Ethereal Plane
– 7th Level: psionic true seeing
All of these abilities are usable concurrently if the devine so chooses.

Detect Planar Natives. Beginning at 4th level, a devine gains the ability to sense the presence of planar natives to a radius of 360' (if in the same plane as the devine). This ability works through all materials except iron, and includes bound creatures (e.g., through magic jar or in a soul gem). The type of being detectable depend on the level of the devine as below:
– 4th Level: Ethereal natives
– 6th Level: Astral Natives
– 8th Level: natives of the inner/outer planes
Devines are unable to detect the presence of natives of the Shadow or Dream Planes.

Extra Limbs. Beginning at 9th level, a devine gains access to the use of an extra pair of arms. These arms take 1 round of concentration to manifest and they remain for 3 turns, though the devine may dismiss them before the end of that duration. From 9th through 11th level, this ability is usable 3 times per day. Beginning at 12th level, it is usable 5 teims per day. These arms provide one additional one additional attack per round (as outlined below), but do not allow the use of a second shield:
a) 1 additional melee attack per round with a 1-handed weapon against the same opponent as the first attack (made with a separate 1-handed or 2-handed weapon) or
b) 1 additional arrow attack per round against the same target as the first attack, using the same bow as the first shot
While manifested, these extra limbs provide the opportunity to wear/use additional magic items (e.g., bracers, gloves, rings, etc.), increase the amount of weight a character may carry/lift/drag by 25%, and provide a +3 bonus to any Strength check or grappling attempt.

Banishment. Beginning at 10th level, a devine gains knowledge of the psychoportative discipline banishment. The devine may use this ability at will, but with the same PSP cost as a mystic (3 PSPs per use).

Concurrent Use of 2 Attack Modes. Beginning at 11th level, a devine may use 2 attack modes concurrently. The PSP cost for each is the same as normal. Victims must make separate psionic saving throws for each or suffer the effects of each attack as normally prescribed.

Concurrent Use of 2 Defense Modes. Beginning at 13th level, a devine may use 2 defense modes concurrently. The PSP cost for each is the same as normal. The benefits provided by the concurrent modes do not stack; instead, the more beneficial option of the 2 modes employed is used for the sake of determining saving throws, and the more beneficial option of the 2 modes employed is used for the sake of determining effects on a failed saving throw.


Sunday, August 30, 2015

CX1: Character Class Codex Update

Because I know people will ask, there will still be an animal classes book. It will be CX2: Animal Class Codex. I do not have a date on it, but will likely be the early part of 2016. Today, I will be discussing the Character Class Codex (CX1) only.

On a side note, the Basic Psionics Handbook is moving into final editing stages, and I will be starting the illustrations for it soon. Don't want to share target release dates yet for fear of getting ahead of myself (there is, after all, that yet-to-be-announced 5e project that's getting juggled in there too). I would like for the Basic Psionics Handbook and the Character Class Codex to release at the same time so people don't have to wait on the other in order to order. That will likely be the determining factor for release date.

Okay, 'nuff housekeeping, now on to the nitty gritty...



Right now, the Character Class Codex is clocking in at 92 pages, and the content list looks something like this.



Alchemist: more of an NPC; includes descriptions for 60 potions, and information about hiring them to create potions

Archer-Rogue: follows the Robin Hood archetype (prev. shared on blog)

Bard (Version I): mixes Norse skald, Celtic bard and French jongleur; BX-only, w/ thieve's abilities and MU spells in addition to charm and lore skills

Bard (Version II): out of Welsh tradition; has druidic spellcasting (uses AEC) in addition to charm and lore abilities

Beastmaster: pretty self-explanatory (prev. shared on blog)

Bogatyr: Russian-inspired knight-errant with ability to grow to giant size (prev. shared on blog)

Challenger: a fighter class that gets better in melee the longer he fights a single opponent; also gains a sworn with each level

Dragi: class adaptation of dragon-headed spellcasters from the Creature Compendium; includes 2 new dragi spells

Elves: includes drow, gray, shadow, wild, wood and half-elf; the shadow elf includes 20 new shadow-elf-specific spells

Florentine: a two-fisted fighter class

Gnomes: includes 3 types, the grey gnome (miner/fighter/illusionists), the brown gnome (miner/thief/illusionists), and the green gnome (live in trees and use druidic magic); the first two have limited magical abilities (dancing lights, ghost sound, prestidigitation) but no learned spells; the latter includes information for all of its 42 druid-like spells, about a dozen of which are new

Half-Orc: I'm using this to fill in the BX need for an assassin (but using a race class to do it); the half-orc also has an intimidation melee ability

Kineticist: a telekinetic psionicist with ability to use some attack/defense modes (uses Basic Psionics rules)

Martial Acrobat: an acrobat that is not a thief, but instead using tumbling and agility to deflect, evade, and attack

Metathurge: my take on the incantatrix (a spellcaster that focuses on affecting magic itself); still working on this, but will include about a dozen new spells

Ranger: the BX-only ranger I shared on the blog the other day

Runecasters: human and dwarven; introduces a new magic approach built around the runecasting; includes (spell) descriptions for 43 runes

Sauteur: a mystical combatant w/ psychoportative powers (uses Basic Psionics rules)

Savant (Version I): a clairsentient combatant (uses Basic Psionics rules)

Savant (Version II): a traditional intellectual savant; at lower levels has detection and comprehension skills; starts gaining both cleric and MU spells as mid-level

Scribe: more of an NPC type; includes costs for hiring the scribe for specific duties

Shapeshifters: 2 types... the polymorpher (able to polymorph into any type of creature) and the manimal (able to polymorph into only normal or giant animals, but not fantastic creatures)

Skald: a bardic fighter; includes a new approach to magic through the use of songs; includes (spell) descriptions for 42 songs

Spy: has most of a thief's abilities, plus escape, bluff and disguise

Steppe Shamans: 2 types (white and black); adapted from Valley of the Five Fires, but tweaked to be more BX-specific (e.g., spell durations); includes the 38 spell descriptions from the module (tweaked to BX)

Telepath: a telepathic psionicist with ability to use some attack/defense modes (uses Basic Psionics rules)

Tinkers: 2 types (human and dwarven); still working on this, but planning on giving them "contraptions" instead of spells (with requirements for materials and construction time); also function for lock-picking, trap-finding, etc.

Varlet: a deceiver based on the mentalist (TV show) archetype (prev. shared on blog)

Völva: adapted from Dragon Horde Zine #2 to be more BX-specific; includes the 20 new spells that were appeared in the zine

Warslinger: the halfling sling-master combatant (already shared on the blog)

Wenwet: an Egyptian inspired spellcaster; part priest, part MU; spells come from both lists but focus on transformation

Woodland Races: centaurs (fighters), fauns (charm and illusory magic), and satyrs (charm magic, no illusions)



There will likely be a couple of additional appendix items: one with new psionic disciplines (not included in Basic Psionics Handbook), and one with some new spells. There are a couple of other appendices I'm considering, but want to reserve sharing those yet.

Wednesday, August 26, 2015

New BX/LL Character Class: (Halfling) Warslinger

Okay, so the second week of "New BX/LL Classes Week" is in full swing. Today continues with the warslinger. This is an old-school adaptation of one of the few later edition prestige classes that I find "fun enough" to be old school--the Warsling Sniper (simplified by me to "warslinger").

Again, I've gone ahead and made this a downloadable PDF. Unlike some of the other classes I've done that are sprawling, multi-page affairs, all of the new classes this week have been contained on a single page. That's one of the reasons you're seeing them as PDFs rather than text content with JPG snapshots of the class tables. And--oooh... today you get an illustration on the page!

Anyway, here you go...

Click here to download a free PDF of the
Warslinger BX/LL Character Class page from MediaFire.