Showing posts with label OSR Rules. Show all posts
Showing posts with label OSR Rules. Show all posts

Tuesday, October 17, 2017

New Magic Item: Six Demon Bag



New Magic Item

Six Demon Bag
Contains: "Wind, fire, all that kind of thing."

A Six Demon Bag is similar to a Medicine Bag. It contains powerful reagents, fetishes, and other user-specific talismans that have been previously prepared by the owner in order to help focus and enhance their spells.

When a spell-caster uses their personal Six Demon Bag, they cast all spells as if one level higher, for purposes of duration, range, and effect. It does not allow a caster to cast higher level spells than they are normally capable of casting.


The cost to make a Six Demon Bag is calculated: Character Level x Highest Spell Level Available To Caster x 500 gold pieces.

A Six Demon Bag has to be completely remade from scratch (at full cost) upon attaining a new level that allows access to a new higher level of spells.


[Addendum] Each bag will contain 1d3 + Highest Spell Level Available To Caster. These items will generally be more costly than difficult to procure (hence the expense), but the DM may require the character to adventure to acquire a special item or two.


Old bags should be destroyed when no longer needed. Should someone steal or acquire a character's Six Demon Bag (old or current), the owner will suffer a -2 on Saving Throws against spells cast against them by the holder.

Sunday, October 8, 2017

Optional Rules: Spell Services



Sometimes the players will not have access to a particular spell, or spells, personally. They will need to find someone capable and willing to cast the spell for them, but this will come at a cost. The following table is provided for a base estimate a spell-caster may charge for their services. Most spell-casters do not usually hire out to go on adventures, preferring to stay home to serve their church, or study in their laboratories.

The formula for finding base cost is as follows: Level of Spell x Minimum Level of Caster needed to cast the spell x (10 x spell level). Thus, a first level magic-user spell, multiplied by first level caster (minimum), times 10gp, for a total of 10gp. Additional costs, such as spell components needed, of course will be added to the base spell cost.


Base Cost
Minimum
Caster Level


Level of Spell
20gp
2
Cleric – first level spell
160gp
4
Cleric – second level spell
540gp
6
Cleric – third level spell
960gp
6
Cleric – fourth level spell
1,750gp
7
Cleric – fifth level spell
4,320gp
12
Cleric – sixth level spell *
8,330gp
17
Cleric – seventh level spell

10gp
1
Druid – first level spell
80gp
2
Druid – second level spell
360gp
4
Druid – third level spell
1,120gp
7
Druid – fourth level spell
2,500gp
10
Druid – fifth level spell *
3,960gp
11
Druid – sixth level spell
5,580gp
12
Druid – seventh level spell

10gp
1
Magic-User – first level spell
120gp
3
Magic-User – second level spell
450gp
5
Magic-User – third level spell
1,120gp
7
Magic-User – fourth level spell
2,250gp
9
Magic-User – fifth level spell *
4,320gp
12
Magic-User – sixth level spell
6,860gp
14
Magic-User – seventh level spell
10,240gp
16
Magic-User – eighth level spell
14,480gp
18
Magic-User – ninth level spell

* - Spells of this level or higher are generally not available except in special cases set by the Dungeon Master.

These rules are written for Swords & Wizardry Complete, but may be used with other compatable OSR rules systems.

Optional Rules: Putting The Sorcery Into Swords

Fantasy stories abound with magical weapons, but none more so than the magic sword. The discovery of a magic sword is an excitement practically every adventurer has enjoyed at least once in their careers. However, all too often, the excitement wears off as the players then set their sights on more and more powerful magic weapons, abandoning their old trusty +1's for the next bigger and better deal to come along.

In our home campaign, magic swords are more than a collection of escalating magical bonuses. They have backgrounds, special properties, and many have the potential to grow with the one who wields them.

The basics:

No magical sword is ever made of common materials. There are no copper, or even bronze, magic swords. They must be made of the finest steel, meteoric iron, or other exotic material, only then can they accept the mystical properties enchanting them will bestow. Though a magic blade can not be detected as such without the use of Detect Magic, a skilled fighter can easily identify that such blades are far superior to a normal blade of its type.

Though extremely durable, no magic sword is unbreakable. Unless someone goes out of their way to damage the blade, or subjects it to tremendous abuse, a magical blade should remain functional. But should such a blade be subjected to extreme stress, or damaged magically, or attacked by superhuman power, then they can fail. i.e. Using a +1 sword as a lever to lift a wagon is not a good idea.

A magic blade with a bonus of +1 or +2 is a function of the quality of the blade itself, not its magical properties. While the base magical enchantment allows such blades to hit those creatures only harmed by magic weapons, the bonus to hit and damage is derived from the weapon itself. Such weapons are better balanced, stronger, and sharper than normal blades, allowing them to be used more effectively in combat than normal blades. Even if temporarily or permanently disenchanted, these weapons will retain their hit and damage bonuses.

A magic-user, or other spell-caster, can create a magical weapon of +1 ability, or equivalent, at 3rd level. They may create a +2 weapon, or equivalent, at 6th level. Only the most powerful weapons may be crafted by spell-casters of 9th level and higher. The mechanics and how-to of creating magic weapons will appear in an upcoming article.

A non-player character may create a +1 magic weapon for a base cost of 100 times the cost of a normal weapon of the same type, and one week's time of uninterrupted work. A +2 weapon costs 200 times the normal base weapon cost, and one month of uninterrupted work. The DM may require the Player Characters to go out and collect additional materials for the construction of these items.


Be sure to subscribe to this blog to catch our upcoming article on Cursed Weapons!

Friday, October 6, 2017

Optional Rules: Trade Goods - Part One

Trade goods can usually be traded or bartered at 80 to 100% of full value. These goods are accepted anywhere there is a market for them. Ore grades affect trade values.


Metal, Price Per Pound:
1sp        Iron
4sp        Lead
5sp        Copper
1gp        Tin
5gp        Silver
5gp        Bronze
25gp      Electrum (White Gold)
50gp      Gold
500gp    Platinum

Metals are often smelted into ingots of various sizes and weights.
Ore values are different from smelted metal ingots. Ore is raw material, still mixed with impurities and sells for approximately 40% to 75% value. 



Grades of Ore:
40-45%                 Cut-Off Grade Ore, below this level no longer economical to mine
50-55%                 Mid-Grade Ore
60-65%                 Market Grade Ore
70-75%                 High Grade


Roll 1d8 to determine Ore Grad / Trade Value.

1
40%
5
60%
2
45%
6
65%
3
50%
7
70%
4
55%
8
75%



Grains, Produce, and Fruits:

1cp        one pound of wheat, or millet
5sp        one bushel of wheat, or millet (50 pounds)
2cp        one pound of flour, or rice
2sp        one bag of flour, or rice (10 lbs)
2cp        one pound of dried beans
1sp        one bag of dried beans (5 lbs)
3cp        one pound of corn (2 - 3 ears)
2gp        one bushel of corn (70 pounds)
2cp        one pound of onions (3 small, 2 medium, or 1 large)
11sp      one bushel of onions (57 pounds)
3cp        one pound of potatoes (3 average, 10 small)
3sp        one bag of potatoes (10 pounds)
2cp        one pound of apples (4 small, 3 medium, or 2 large)
8sp        one bushel of apples (40 lbs)
2cp        one pound of peaches (3)
1gp        one bushel of peaches (50 lbs)
1gp        one pound of cinnamon, or sugar
2gp        one pound of ginger, or pepper
5gp        one pound of salt
15gp      one pound of saffron, or cloves


Luxury Items:
5sp        one pound of tobacco (15-25 leaves)
8sp        one pound of mild pipeweed / hemp
1gp        strong pipeweed (2-3 cigarettes)
10gp      Black Lotus (the good stuff)
2gp        Haga (not the good stuff)


I'm looking to improve this article, please comment or send feedback.


Optional Rules: Livestock
Optional Rules: Fur Trade

Sunday, October 1, 2017

Optional Rules: Going For Broke

An interesting home-brewed rule idea in the OSR community, is the "Shields Shall Be Splintered" rule. Basically, this allows the character to sacrifice their shield to ward off a damaging blow that would have hit them. The rule is quick, simple, and neat. Without complication, the character makes a decision and pays a price (losing their shield) as a consequence.



But then the argument goes further. If you can sacrifice your shield, can the character not then sacrifice other items of armor or equipment to fend off blows? Before a DM says yes, they should look at the ramifications of their decision. A character could first sacrifice a shield, then a weapon, then maybe their armor, round after round, prolonging the inevitable. While some DMs might not mind this at first, they would soon see clever players staying alive long enough by making these sacrifices, all the while allowing their team mates time to hack the enemy to pieces. The system then because abused.

How can a DM prevent this from happening, without throwing away the rule entirely? A simple modification comes to mind that may serve the purpose. While sacrificing a shield may be done fairly automatically, what if the character must make a Saving Throw (vs Death, if your campaign uses separate categories) for any sacrifice afterward, but may do so only once? Failure of this Save, means that the character takes damage as if hit by a Critical (however your DM handles them in the campaign). Basically, the warrior attempts to use his sword to fend off the final blow, but the orc chieftain's axe breaks his blade and cleaves his skull in twain!

Going for Broke is not the same as using the Parry rule. The character is attempting to sacrifice (make a Save) a specific piece of equipment (besides a shield) in an attempt to live to fight another day.. or round, as the case might be.

The DM may allow a bonus to this Save depending on the item being sacrificed. The more important, or powerful the item, the greater the sacrifice.

The Rule In Action:

Angar, issues a challenge to Bloodeye, in an attempt to draw the orc chieftain out into a one on one fight. Bloodeye, accepts by rushing out and hurling his massive spear at the barbarian. Angar, realizing the spear is about the drill a hole through him, sacrifices his shield to intercept the spear's flight. Bloodeye's spear drives through Angar's shield, making it useless, so the barbarian casts it aside. With sword in hand he rushes the powerful orc.

A few rounds of furious blows are exchanged, with each combatant getting slowly whittled away by the other. Soon, Angar, finds himself backed against a rock wall, with no means to escape. Bloodeye, seeing his victory at hand, swings his mighty axe for the last time. Angar, chooses to sacrifice his father's sword, and attempts to Go for Broke. The player running Angar, rolls a Save.. and succeeds! Angar, throws his ancestral blade up in one last ditch effort, and deflects the deadly blow at the last second, even as the blade of his sword shatters to pieces.  Bloodeye, roars in anger at being denied the satisfaction of seeing his foe's head separated from his body.

Desperately, Angar, draws his dagger.. (having won initiative this round).. and drives it into the massive orc's heart!

Friday, September 29, 2017

Optional Rules: Fur Trade

Recently, in our home campaign, characters have been using more barter exchange than coin exchange. The trade of goods and services have become more prevalent, and so the necessity of establishing relative "values". Especially for items that aren't normally represented in the provided "equipment lists", found in various game systems.




This installment involves fur trading. The following Fur Value table below is based upon the value of the beaver skin, which was the standard of the fur trade. A "Made Beaver" (MB), was the prime quality skin from an adult beaver weighing about 50 - 60 pounds. Some beavers can weigh as much as 110 pounds. All values are based upon how many of a particular item equals 1 MB. For example, it takes three Marten skins, two otters, or one pound of Castoreum, to equal the value of one "Made Beaver".

For ease of conversion into various game systems, 1 MB is equal to the value of one standard long sword.
  • In Lamentations of the Flame Princess, 1 MB is roughly equivalent to 20 silver pieces.
  • In Swords & Wizardry (all editions), 1 MB is roughly equivalent to 15 gold pieces.

FUR VALUE EQUIVALENTS  (X to 1 MB)

1 to 1
Adult Beaver “Made Beaver”
3 to 1
Marten
2 to 1
Otter
1 to 1
Otter, Exceptionally Fine
1 to 1
Fox
2 to 1
Deerskin
1 to 1
Moose
1 to 1
One pound Castoreum
1 to 1
Bear Cub
2 to 1
Wolverine
8 to 1
Pair (2) Moose hooves
1 to 1
10 pounds Goose Feathers
1 to 2
Black Bear hide
20 to 1
Rabbit

  • Marten - a type of weasel, includes sables.
  • Castoreum - a bitter strong-smelling creamy orange-brown substance that consists of the dried perineal glands of the beaver and their secretions, and is used especially by perfumers and healers.
  • Goose Feathers - It takes 12 adult geese per pound of goose down feathers.

Monday, September 25, 2017

Optional Rules: Offensive / Defensive Stances

Basic combat is a give and take economy. For each action, there is a reaction, for each risk taken, there is a corresponding cost. The standard combat rules give us how the "average" combat round goes, where risks and strategies are balanced. But from time to time, players (and monsters) will attempt to take greater risks than usual as they go on the offensive, or perhaps choose to go on the defensive if things start to go sideways.

In order for a character to engage in one of these combat options, they must declare they are doing so before Initiative is decided for the round. If the enemy gets to act first, any penalties or bonuses that would apply to the character are applied at that time, even if they have not yet acted.

Here are several typical "Combat Stances" that may be performed:
  • Flailing Wildly - The character is desperately overextending themselves and being reckless in an attempt to strike their opponent. (+2 to hit, -1 damage, AC suffers by 1, no shield use for defense this round.)
  • Powerful Attack - The character forgoes defense to make a more successful and telling attack (+1 to hit, +1 damage, AC suffers by 2.)
  • Fighting Defensively - The character attempts to protect themselves at the expense of offense. (-1 to hit, AC improves by 1.)
  • Total Defense - The character goes all out defense, forgoing attack opportunities. (AC improves by 2, no attacks this round.)
If the DM so wishes, they may have monsters engage in combat stances according to the action, or they may roll randomly to see what the monster is doing. It is suggested that the DM use these options sparingly, choosing the appropriate maneuver that best suits the situation and temperament of the combatant.

Roll 1d6:
  1. Flailing Wildly
  2. Powerful Attack
  3. Normal Attack
  4. Normal Attack
  5. Fighting Defensively
  6. Total Defense
We would be very interested in other people's ideas on this, so please feel free ask questions and discuss below.

Sunday, September 24, 2017

Moon Gates & Other Portals

Mysterious portals to other worlds, and dimensions, are a staple of fantasy, and science fiction. Whether technological, or mystical, these structures allow individuals to travel from their home-world to another realm, in order to have grand adventures. It is only natural that gaming campaigns would include such a useful story mechanism. In campaign use, Portals can be used to link familiar oft-used locations on the same world, or connect to one-off adventure locations elsewhere. This opens up convenient ways for DMs to drop their players into any setting of their choice, even different genre milieus of other games!


One type of Moongate from Ultima

In the early 80's, Judges Guild released a series of "Portals" adventures, Portals of Torsh (1980), Portals of Irontooth (1981), Portals of Twilight (1981). Each adventure taking place in another location where some of the basic "rules", or way of life, are significantly different from what the player characters may be used to. Portals of Torsh took place in a world where dinosaurs had evolved into the dominant humanoid species. Portals of Irontooth was set in a world where Rust Monsters were prolific, making metal items an endangered resource, and metal working practically non-existent. Portals of Twilight is set on the planet, Halfworld, a world similar to our moon, half light and half shadow, with only a narrow strip of land that's habitable.


A Stargate from the television series of the same name

In our home campaign, we have several gate systems in play, but one of the most ancient, and mysterious, are the Moon Gates. No-one is certain where the Moon Gates originated, who built them, or even why, though there is no end to the speculations. All that is known about these mysterious structures is that each one links the world of men to another realm, whether it be an alternate world, or an alien dimension. The means to activating a particular portal are a secret that seem to be discovered, lost, and rediscovered again, sometimes seemingly as if the Moon Gates themselves want someone to open them.

There is no end to the variety of gateways a DM may have in their worlds. They don't all have to look, behave, or even open the same. The following are some of the various ways different gateways have been controlled in our home campaign.

  • Gateway only opened at a certain time and place, during which some sort of celestial alignment took place.
  • Portal was opened and controlled by a magical (technological) artifact.
  • Inter-dimensional rift was opened after performing a specified ritual and making the appropriate offering.
  • Runestone was part of a larger network of teleportational way-points.
  • Several similar gates were activated by magical pieces of jewelry (specific rings or medallions).

Friday, September 22, 2017

Optional Rules: Shield Wall!



Even the hot blood of the bravest on the battlefield grows cold in the daunting face of a shield wall. A barrier of wood and iron that makes assault upon those behind it difficult, and opens an attacker to a whole new level of danger. A small and determined group of defenders can successfully hold off a larger number of attackers using this simple technique.

Conditions For Forming A Shield Wall:
  • A shield wall must have no less than three participants, unless two participants are in a tight area that offers a solid defense on each side (i.e. corridor, doorway, etc.)
  • Each participant must be using a normal, heavy, or tower sized shield. Bucklers can not be used to form a shield wall.
  • Only fighters, paladins, and clerics (but not druids) have the necessary training to perform a shield wall.
  • Any character that can use a shield, and has spent time training alongside those with experience, can learn to participate in a shield wall.
  • A spell caster that has trained with companions may use a Shield spell to participate in a shield wall, and acts as a tower shield.


Advantages of a Shield Wall:
  • The armor class of those participating improves by 2, above and beyond what their shield already provides.
  • Participants are 50% immune to normal missile fire (1 in 2) when using normal shields.
  • Participants are 75% immune to normal missile fire (3 in 4) when using heavy and tower shields.
  • Magic Missile spells are subject to the above immunity rules, even if set to "autohit".
  • Enemy combatants can not directly attack those standing behind the protection of the shield bearers.
  • Enemy combatants that rush a shield wall automatically provoke a free attack by one (possibly two) participants of the shield wall.
  • Participants gain a +2d6 to their Unarmed Attack roll when attacking and defending. Losing to an Unarmed Attack means that a hole has been made in the shield wall that round.
Disadvantages of a Shield Wall:
  • Defenders may only use thrusting weapons, or one-handed striking/chopping weapons, no daggers, thrown, or two-handed weapons.
  • Those standing behind a shield wall may only use weapons with reach, like spears, polearms, etc.
  • a breach/hole must be made in the shield wall to allow a spell caster to send a spell through, unless the spell uses an indirect method of attack, i.e. Flame Strike, Call Lightning, etc.
  • The shield wall is limited by the speed of the slowest participant.
  • A shield wall loses all benefits when attempting to move into an area that does not allow the participants to maintain formation.
How to Breach a Shield Wall:
  • In order to breach a shield wall, an attacker must make a successful Unarmed Attack (Overbearing) against a participant. The defender gets a +2d6 to their roll.
  • Any successful attack that kills, stuns, or otherwise incapacitates a shield bearer opens a hole for that round, until someone else can step in, or the wall reforms. A wall can not reform with less than three shield bearers.
  • An attacker attempting to breach the wall, by overbearing, is subject to a free attack by one (possibly two) defenders.
  • Many spells are capable of opening a breach, subject to the DM's discretion.

(These rules are written to be compatible with Swords& Wizardry Complete, but may be suitable for use with other OSR-based systems.)