Friday, December 21, 2018

Joined By Gaming

Joined By Gaming, is a pretty cool charity effort from the soon-to-be husband and wife team of Tori Trombley and Aaron Cordiale. These two use the power of games to help promote charities and causes that are important to them, and to help bring people together in the spirit of cooperation and entertainment.. thus "joined by gaming".

Recently, in November, Tori and Aaron, locally coordinated and participated in a 24 hour gaming marathon, Extra Life, to raise monies and donations for the Children's Miracle Network. Their efforts were rewarded beyond their expectations as they more than doubled their stated goal.

We here at Portcullis first became aware of these kindhearted people when I started becoming a regular at the Freakopolis Geekery, in Whitehall, NY. Both of them are players in the, Lands of Alaire Campaign, actual play series on Twitch and YouTube.

You can learn more about their efforts on Facebook at, Joined By Gaming, and on Instagram at, Joined By Gaming - Instagram.

Wednesday, December 19, 2018

The Lands of Alaire

I've taken the last few months off from writing, spending less time running games, and more time actually playing. This doesn't happen that often, so I've taken advantage of the opportunity while it presents itself. I joined an in-shop, 5th Edition game, The Lands of Alaire, being run at Freakopolis Geekery, in Whitehall, NY. The DM, Ian Rollins, is one of the owner's sons and works at the shop.

Ian originally created his campaign for use on D20, but soon decided to use the material in-shop when interest for a regular gaming group arose. I had literally wandered into the shop one day, and after talking to Ian, decided to check out a couple of YouTube videos he had posted. Liking what I saw, I returned to see about participating in the campaign.

The Lands of Alaire are Copyright, Ian Rollins of Freakopolis Geekery

The Lands of Alaire are Copyright, Ian Rollins of Freakopolis Geekery

Here is a list of all current episodes of the Live Play stream of The Lands of Alaire on YouTube, up to episode 14.

The Lands of Alaire - A D&D Actual Play Series @ Freakopolis Network

The first episodes 1-4 are the Introduction to the Lore of Alaire, giving background information on the lands and people's of the campaign.

Episodes 5-8 each focus on the creation of each player character being created for the campaign. Gilroy, human wizard (TJ Rollins), Leander, half-orc paladin (Tyler Rollins), Urlan, half-orc barbarian (Aaron Cordiale from Joined By Gaming), and Maylee, human ranger/archer (Tori Trombley from Joined By Gaming).

Season One consists of 14 episodes, some of which are broken into two-parts due to length and uploading issues between Twitch and YouTube
Season Two is scheduled to return in February of 2019.

Playlist: Freakopolis Geekery - The Lands of Alaire

Wednesday, August 29, 2018

Where Have We Been For The Last 4 Months?

The month of May was the start of several contiguous work weeks of 12 hour days, seven days a week It was exhausting. We then went into summer time shorthanded at work, so we were loaded with overtime. Needless to say, all work and no play makes a blogger want to jump off a bridge, let alone sit down and try to write something when free time is at a premium.

Nevertheless, we're back and working on new material.

Stay tuned.

- Redcap

Saturday, April 21, 2018

Optional Rules: Alcohol and Intoxicants I

Many game systems tend to studiously avoid the subjects of alcohol and other intoxicants in their rules. It's easy to understand why, as they do not wish to be seen to condone the use of such substances. However, as adults, we realize that there will come those times when we may need to adjudicate the effects of a night of drinking and carousing, or similar circumstances. And I have yet to ever meet a Game Master that hasn't had to rule on a drinking match between a player character and an NPC, at least once.

The following rules are not meant to reflect real life. They are not scientifically measured and meant to portray the actual effects of various substances on the human body. They are a simple metric for game purposes only. Nor is this blog article meant to be seen as condoning or encouraging the abuse of alcohol or intoxicating substance in the real world.

Intoxication Table I is a simple table that does not require the use of calculations , or record keeping during the game. A player simply states the level at which they which their character to reach and maintain. This avoids arguments, number crunching, and other problems during play. However, the DM is the final arbiter of the game and may apply a higher level of intoxication to a character if the role-playing actions of the player, or circumstances unknown to the player, should apply to the situation.

Right Click and Save, to download this table

Hit Points - The number of temporary hit points added to the character due to higher pain thresholds. These hit points are lost first when damage is taken, and can not be "healed" back through any means because they are not actual hit points.

Saves - Temporary benefit to die rolls when making Saving Throws. This is a reflection of how drunkards seemingly survive situations that harm most everyone else.

Mental - Temporary decrease in Intelligence and Wisdom scores, due to impaired judgement and mental faculties. Conversely, this adjustment is reversed and added to the Charisma of the opposite/preferred sex, thus making them seemingly more attractive than they actually are.

Dexterity - Temporary decrease in Dexterity while intoxicated. Lowered Dexterity may affect Armor Class, Initiative, and ranged combat attack rolls.

Memory - Recollection of events while the character was inebriated.

Liquid Courage - Self explanatory. Some people need to drink to develop the courage to do something they would not normally attempt.

Thursday, April 19, 2018

Specialty Drinks For Your Fantasy Games

During a recent game session, I had an NPC introduce one of the players (my wife) to an alcoholic beverage, Sangwyvernis, Blood of the Wyvern. A specialty whiskey, aged with the venomous stinger of a wyvern's tail inside the bottle. It was meant to be a small, yet interesting detail dropped into the adventure, with no idea that it would spark my wife into asking me what other "interesting" concoctions where available in the campaign. Honestly, except for a few dwarven ales, I had never really given the subject matter much thought.

After the session, my wife immediately grabbed the AD&D Monster Manual (1st edition) and fired up Google. Armed with a few quick answers about exotic real-world drinks, she decided that she'd use tidbits from various spell components, and details from some likely monster descriptions, to create a list of original specialty drinks to be used in our campaign. The following drinks are just the tip of the iceberg to come.

Effects of Alcohol and Drugs can be found on pages 82-83 of the AD&D Dungeon Masters Guide. Feel free to use whatever other rules you prefer.

Specialty Drinks:

Essence of Will-O-(The)-Wisp: When imbibed, the drinker will be surrounded by a shimmering luminescent glow, similar to that of a Will-O-Wisp, for 70 - 120 minutes (60 minutes + 1d6 x 10). The user will also have a faint static electrical aura that will cause small, but not unpleasant, shocks to those who come into close physical contact. During this time, the drinker will naturally draw the attention of those around them.

Cost: 100 gold pieces per bottle
Contents: 6 glasses
Brightwine: A sweet tasting wine, made with enchanted powdered agate. Induces a light euphoric hallucinogenic state, that makes colors appear much more vibrant than they actually are.

Cost: 50 gold pieces per bottle
Contents: 6 glasses

Eel Wine: A strong rice wine, fermented with the body of a poisonous eel inside the bottle. The drinker suffers the debilitating effects of alcohol as if they have consumed twice as many drinks than normal. If the drinker passes out from drinking too much, a Save (+2 to the roll) vs Poison must be made or death occurs.

Cost: 30 gold pieces per bottle
Contents: 6 glasses

Sangwyvernis, (Blood of the Wyvern): A specialty whiskey, aged with the venomous tail stinger of a wyvern in the bottle. This drink is very smooth with a hell of a kick, and quickly numbs away any aches and pains.

Cost: 60 gold pieces per bottle
Contents: 25 normal shots, or 16 large shot glasses

Mo'shyugh:  A powerful drink made by orcs, not  meant for human consumption! This strong liquor is fermented from the dried dung of an Otyugh. Non-orcs can drink it, but it tastes vile, and requires a Save vs Poison (per drink) to not vomit. Each drink counts as three drinks for the purposes of inebriation effects. Often pickled Rot Grubs are added to the bottle during aging. Eating a grub will induce feelings of invulnerability and deaden pain for an hour (add +1d4 temporary hit points to the drinker, non-cumulative, for the next hour).

Cost: 50 gold pieces per gallon jug (usually unavailable to non-orcs)
Contents: 8 pint mugs

Fire Lizard Brandy: A strong brandy, mixed with the powdered fire-producing glands of a Fire Lizard, and aged for at least three years. It has a fierce burning flavor, with a smoky aftertaste. It must be sipped slowly and savored, or the drinker may end up with smoke coming from their mouth and nostrils.

Cost: 70 gold pieces per bottle
Contents: 6 glasses

Sunday, March 25, 2018

Optional Rules: Jousting

This article only covers tournament jousting, not combat jousting. General tournament rules will follow in a later article. These optional rules were written for Swords & Wizardry, using the single saving throw rules.

In a tournament joust, the normal rules for initiative are not used. Instead, both parties are considered attacking at the same time. One normal attack roll is made by each rider during a pass. These attack rolls may be modified by any Strength modifier "to-hit" bonuses. Armor class is NOT modified by Dexterity.

Any modified roll of 11 or better counts as a touch, for 1 Point. The lance does not shatter.

Any modified roll that hits the opponent proper (die roll hits AC 2 [17]), the lance does 2d6 (plus Strength modifier) non-lethal damage, and shatters, counting as 2 Points. Any attack roll that unhorses an opponent shatters the lance, but only counts as 4 Points, not 6.

Any roll of natural 1 unintentionally hits the opponent's horse, usually resulting in paying a monetary penalty to the opponent, and possible disqualification if deemed intentional.

Any roll of natural 20 automatically unhorses the target, no Saving Throw is used.

Riders that are properly hit must roll a Saving Throw, with failure resulting in being unhorsed. Falling from a mount does 1d6 non-lethal damage.

This Saving Throw is modified (up or down) by any difference between the rider's and the opponent's Strength "damage" modifiers, plus any difference between their mounts.

Mount Modifier:
+2   Heavy Warhorse - Destrier
+1   Medium Warhorse - Courser
+0   Light Warhorse - Hobby
-1    Poor Warhorse - Rouncey

Four passes (tilts) will be made, or until one or both riders are unhorsed, whichever is first. It is possible to tie during advancement, but the final challenge to determine champion must be settled.

1 Point - A hit upon the opponent's shield (touch)
2 Point - A proper hit upon an opponent, lance shatters
4 Point - Unhorsing  an opponent, lance shatters but still only counts as 4 Points

Disqualifications occur for the following:
  • Intentionally striking an opponent's mount
  • Intentionally using a non-blunted lance
  • Not bringing one's mount up to speed (moving too slow) during the pass
  • Not presenting a proper target (funny business in the saddle like "trick riding")
  • Striking an opponent that has dropped their lance
  • Intentionally striking an opponent to kill/harm
  • The use of magic at any time
  • Healing while on the field

Tournament rules are in place for the safety of participants. The games are a matter of honor and skill, with the risk of severe injury and death reduced when possible. Participants that intentionally cheat, reduce the status of the tournament and cheapen the affair.

The use of magic is prohibited. The use of unusual or enhanced mounts is prohibited, including a paladin's special warhorse. Magical healing during the tournament is prohibited.

Participants must wear plate mail, helmet, and shield. They must also use a warhorse. These rules ensure that only properly trained mounts are used, and the participants are protected.. with the unspoken understanding that the cost of such equipment also keeps "the rabble" out of competing.

The DM may create additional rules or change rules as they wish, but MUST announce the rules at the start of the tournament.

Sunday, March 11, 2018

Game Aids: D30 Alphabet Dice

Sometimes, even the best of us, has a brain fart. We're going along without interruption and suddenly.. WHAM.. mental block. It doesn't even have to be a big blockage, just something simple, like needing to figure out the name of an NPC or a town. There are extensive lists and tables filled with names of such persons, places, and things, but sometimes all you really need is a first letter, or first few letters, to help jump start you along. That's where the, D30 Letter DieTable, comes in handy.

The above table is based on the two specialty alphabet d30's, from Koplow Dice. These are the two we have on our personal game table. We are making this table available here in case you don't have access to one of these specialty dice. Feel free to personalize and substitute your own preferred letter combinations for any Wild results rolled.

Use any method you want to roll names. You can roll the first letter, first and last letter, or any other combination. The reason I like to use the letter dice is because it forces me to break out of my normal mindset. I tend to favor some letters over others, when picking "random" names, which causes a lot of headaches when most names in my campaign begin to look and sound similar.

Saturday, March 10, 2018

Game Aids: S&W Complete Combat and Save Tables

The following two tables are part of a DM Screen that we're making for our home campaign. They use the Base Attack Bonus (with Ascending Armor Class), and Single Saving Throw, rules options from Swords & Wizardry Complete

If you so desire, just click on the pictures to see them at full size, and save to your device for your convenience.

Sunday, February 25, 2018

Optional Rules: Magnificient Mounts

OR, What Color Is My Horse?

"Young Wyatt's eyes were glued to the riders on either side of the jousting list. He couldn't believe how fast their mounts moved as they barreled towards each other, hooves thundering, their rider's armor flashing in the bright sunlight as their lances locked into place. It only took seconds for the horses to reach each other and the impact the lances made upon the opposing shields was tremendous, but the horses kept stride as if nothing had happened.
The 12 year old couldn't help but be fascinated by the horses. He started working with them at the age of 6 when he entered the service of Sir Aston Wyndham, a local knight. Because of his lowly birth, Sir Wyndham could not take Wyatt on as either paige nor squire. However, he did allow Wyatt to serve as a stable hand for Wyatt loved being around all the horses. He had a knack for getting them to behave. Especially Sir Wyndham's spirited Hobby, Shadow.
The cheers from the jousting field brought the boy's attention back to the riders. One of them had just been unhorsed and his squire was chasing after the knight's loose Courser. As the squire worked to get the wayward mount under control, the crowd started to murmur. Wyatt looked to the end of the field. He had only heard tales of how large and powerful a Destrier was, but he never imagined that he would see one. The horse was so big, the boy could have walked right under its belly without having to duck. His eyes were glued to the field as the riders lined up, the Destrier pawing at the ground, ready to charge. And then the thunder began. The rider urged the Destrier forward and Wyatt could feel the ground shake every time a hoof struck the dirt. He had to duck for cover as the rider's lances hit each other's shields. There was so much power behind the Destrier, that both lances exploded into splinters as the other rider was knocked off his horse, slamming into the dirt some feet away. Wyatt couldn't believe it! He had never seen anything like this before.
"Wyatt!" A voice called out. "Wyatt! Where are you? There is still work to be done!" Wyatt jumped. He was in for it now. He was supposed to be out getting water for Sir Wyndhams Courser. He had stopped to watch the joust instead. He climbed off of the fence that he had been using for a seat, dropped onto the bucket he had used as a step stool, then ran towards the trough as fast as his scrawny legs could carry him."

Horse breeding in medieval times was very different from modern horse breeding. Unlike modern times, where breeders keep track of breeds and bloodlines, medieval horse breeders did not. The animals were seen as transportation and tools for farming. But eventually, horses made their way on to the battlefield and people began to realize how essential a good horse was. They began to breed horses for selective traits. Most medieval horses were bred for a purpose and were classified into several categories. A break down of the various categories follows.

Destriers: Destriers were highly prized and admired for their war capabilities. They were well trained and required to be strong, fast, and agile. They were not very common and were well suited for jousting. While they were big, they weren't always as big as modern draft horses (ex. a Clydesdale). They were also encourage to be spirited and aggressive. These are the equivalent of a heavy war horse

Coursers: Coursers were light, fast, and strong. They were a cheaper version of a destrier and more common among poorer knights. While they were commonly used for battle, they were also used for hunting. They are classified as medium war horses.

Hobby: A hobby is a light weight war horse that is known for being quick and agile. It was commonly used by light cavalry for skirmishing or hit and run tactics.

Rouncey: A Rouncey was a general all-purpose horse. It could be used for riding or war. Commonly used by poor knights or squires. They can sometimes be used as pack horses, but never cart horses.

Palfrey: A Palfrey could be just as expensive as a Destrier. It was popular among Nobles and highly ranked knights for riding, hunting, and ceremonial use.

Jennet: A Jennet is a smaller horse or pony, favored by the ladies. They are easier to care for than a Palfrey and many ladies would use them for pilgrimages or traveling long distances. 

Cart Horse: These are horses that are not trained to handle a rider. They are only used for pulling carts.

Donkey : Mostly used as pack animals or work animals. They can be ridden, but only by light weight riders.

Mule: Mostly used as a pack animal. They are generally more docile and easier to handle than a horse, but it cannot be used to breed. They are bigger than donkeys.

Suggested pricing for horses:

  • Destrier 400g
  • Courser 200g
  • Hobby 100g
  • Rouncey 50g
  • Palfrey 150g
  • Jennet 40g
  • Cart Horse 20g
  • Mule 20g
  • Donkey 8g

A horse's coloring can be extremely varied. There are so many possible combinations of base colors, patterns, and markings that it became next to impossible to draw up a random horse table without it being 2 pages long. So after many failed attempts, and several moments where I ALMOST threw my computer out the window, I stripped it down to the most common markings and colorings. In order to use the table, first roll to determine your horse's color. Then roll to determine if the horse has any markings. Some results may increase the value of the horse. A lack of markings, or a pure white color, was really desirable. 
Colors: Roll 1d6 to determine the base color
1: Bay: Body color ranges from a light redish brown to a dark brown with black manes, tail, and lower legs. Can have Markings
2: Black: Solid black coat. Can have Markings.
3: Buckskin: The body coloring is similar to a tanned deer skin with a black mane and tail. No markings
4: Chestnut: Reddish body color with no black. The mane and tail are the same color. Can have Markings
5: Grey: Solid Grey coloring. Can have markings
6: White: Solid White Coloring. No Markings. Increase the horses value by 50% due to a rare coloring.

Type of Markings: Roll 1d6
1-2: No markings. Increase horses value by 10% 
3-4: Facial Marking
5-6: Leg Markings

Facial Markings: Roll 1d12
1: Blaze: Wide strip of white on the face that stops around the nostrils.
2: Stripe: A thinner version of the Blaze.
3: Stripe and Nose: Stripe that runs past the nose and across the lips.
4: Irregular Blaze: An oddly shaped stripe running across the face.
5: Interrupted Stripe: The stripe is broken on the horses face.
6: Bald Face: A wide Blaze that covers most of the horses face. The horse might have blue eyes because of this.
7: Faint Star: Horse have a very small white spot (usually shaped like a diamond) on its forehead.
8: Star: White spot on the forehead, usually shaped like a diamond.
9: Irregular Star: Oddly shaped white spot on the forehead.
10: Star and Stripe: Stripe on the face that blends into a star. The star must be wide than the stripe in order for this marking to be called a Star and Stripe.
11: Snip: Just a little white spot on the nose of the horse.
12: Lip Masking: White marking on one or both lips.

Leg Markings: How many legs are marked? Roll 1d8
1: Front Right
2: Front Left
3: Back Right
4: Back left
5: Front legs, both with the same marking
6: Back legs, both with the same markings
7: Front legs, both have different markings
8: Back legs, both have different markings

Type of Leg Markings: Roll 1d10
1-2 Stocking: white marking that extends at least to the bottom of the knee or hock, sometimes higher.
3-4 Sock: white marking that extends higher than the fetlock (ankle joint) but not as high as the knee or hock. This marking is sometimes called a "boot."
5-6 Fetlock: white marking that extends just over the fetlock(ankle joint), occasionally called a "boot."
7-8 Pastern: white marking that extends above the top of the hoof, but stops below the fetlock.
9-10 Coronet: white band just above the hoof , usually no more than 1 inch high

Age of Horse: Roll 1d6
1 Foal: A young horse that is under one year of age. It can be either male or female. Subtract 25% from the base price of the horse since it cannot be ridden until it becomes a yearling. Roll 1d6. 1-3 is Male. 4-6 is female
2 Yearling: A horse of either sex that is between one and two years old. Roll 1d6. 1-3 is Male. 4-6 is female
3 Colt: A male horse between the age of two and four.
4 Filly: A female horse between the age of two and four.
5 Mare: A female horse four years old and older.
6 Stallion: A non-castrated male horse four years old and older.

About the Author

Today's article is by our special guest contributor, Rachel Williams. Rachel is a manager at a popular national food franchise, and long-time gamer in both video and table-top media. She is an avid history buff and can often be found glued to the PBS channel and streaming documentaries.. usually far later into the night than she should.

She lives in Upstate New York, with her adorable cat and equally adorable husband (the Editior). 

Thursday, February 22, 2018

New Magic Items: The Golden Helmet of Mambrino

The Golden Helmet of Mambrino

Once belonging to the legendary giant warrior, Mambrino, this simple golden helmet was endowed with wondrous properties. When worn, the user is immune to decapitation. Furthermore, no blow to the head (while wearing the helmet, of course) can ever cause harm or death. However, blows to the helmet can still cause the wearer to be knocked off their feet, unhorsed, etc., as per normal.

As a magical item, the helmet will perfectly fit whomever places it upon their head. Only intelligent humanoids may attempt to wear this item.

Rembrandt, Man in a Golden Helmet, circa 1650

According to legend, the giant, Mambrino, challenged the noble paladin, Sir Varidor, known to wield a vorpal sword. Immune to the sword's magics, Mambrino, battled the paladin from sunrise to sunset, with neither able to strike a fatal blow. As the day drew on, both combatants agreed to stop for rest periods and meals. Only in the late evening, tired, hot, and weary, did the giant forget to replace his helmet before rejoining the combat. Sir Varidor, was finally able to strike the final blow that ended the giant's life.

Tuesday, February 20, 2018

Optional Rules: Situational Bonus

Image courtesy of
Situational Bonus - Sometimes, if a player fails a die roll by 1 point, I'll watch to see if the player (not character) stuck their tongue out during the attempt. If they did, I give it to them.

And if they catch on, I roll a d6 to see if it counts depending on where the tongue was sticking out.

1-2   player's left side of mouth
3-4   player's mouth, center
5-6   player's right side of mouth

Why? Because it's a game, and we play to have fun.

P.S. Funny faces, vocal sound effects, and appropriate movie quotes have been known to invoke bonuses now and then.

The Evolution of Our Mascot

It took over a year to complete the visual evolution of our mascot, Redcap. The original image was a black and white sketch of a Brownie from page 212 of "English Fairy Tales" (Jacobs, J., 1895 New York: Grosset & Dunlap), found in the public domain. We chose it because it looked comical and fitting for our "nasty little blighter."
We wanted our own mascot that people could identify with our work, similar to Flying Buffalo's iconic Grimtooth the Troll from the infamous "Grimtooth's Traps" series. We named our mascot Redcap after a group of evil little tricksters who supposedly kept their caps red by dipping them in the blood of their victims. We imagined Redcap as a comical Fey "Dungeon Master" who takes great pleasure in the misfortunes of their players. (Addendum: No harm has come to the actual players in my D&D campaign.)

While I'm not very artistically inclined, I did make the original black and white image's cape red. Although it was okay, it was still pretty generic and needed personalizing. We had to find an artist who could bring out the imp's personality to represent our blog.

After following artist James V. West on-line, we quickly realized that he was perfect for the job. While many talented artists exist, West possessed the exact style and artistic vision we needed for such an important project. Redcap isn't just a cartoon character; it's our brand, and it had to represent the spirit of our work.

Once we chose James, we left it up to him to capture the character visually, except for necessary background details. We believe that you don't tap a creative artist and then restrict them. An artist must be free to create, and you want them to feel like the subject is as much their child as yours. That's how you inspire the best work, and James delivered within hours. He took the reins and ran with it!

We are proud to present to you our gleeful little reprobate mascot, Redcap. James V. West created the images on the left, while the image on the right is the colorized version of the original public domain image we used in 2017.
Image Copyright Gerald Williams, created by artist James V. West

Saturday, February 17, 2018

Friday Freebies: The Pool

This Friday's offering (yes, we know it's a day late.. shhh) is from the talented artist, James V. West. We encourage you to visit his website..

The Pool, a FREE PDF, courtesy of James V. West!

The Pool is a very simple game system that promotes player and GM creative collaboration through an easy dice pool gambling mechanic. This is a game system only. Bring your own imagination.

ALSO from James is the fun old-school fanzine, Black Pudding, which you can purchase as PDF or Print On Demand.

PWYW first edition of Black Pudding magazine in PDF format, from

Glorping and shlorping along, the Black Pudding zlorts upon your party! What do you do? Read it, of course. This is an OSR-style zine of RPG goodies rendered in a highly visual style. Within these 24 ooze-soaked pages you'll find magic swords that make cuts no one can heal, monsters that shoot gold pieces, black knights, catgirls, chainmail chicks, and evil temples!

2 character sheets
7 character classes
2 one-page dungeons
9 monsters
1 book of new spells
8 NPCs

House rules and tons of art!

New Magic Items: Cat's Eye Amulet

Woven Wire Evil Eye Jewelry by Twisted Sister Arts

This amulet allows the bearer to see in low light conditions as a cat might. It acts as a light source that only the user can see. If held aloft, it acts as a lantern, with a 30 foot radius in all directions. If worn around the neck, it only provides light in front of the wearer, because the user's body blocks the rest behind.

The users will only see in black and white, not in color.

Some DM's may rule that anyone the user is touching, may also see by the amulet's magic light.

10% of these amulets also allow the user to see invisible creatures and objects within the radius of its light.

Friday, February 16, 2018

New Magic Spells: Effigy


Spell Level: Magic-User, 5th Level
Range: Referee's Discretion
Duration: Permanent

An Effigy, is a copy of a living being, but not an exact duplicate. It does not possess the memories, mannerisms, or skills of the original. It must be taught how to speak, care for itself, and perform tasks, however it will learn at a rate of days, instead of months. Under no circumstances can an Effigy learn to cast spells of any sort.

Effigies are magical constructs, not actual living beings, and will be detected by a Detect Magic spell. The creature will obey its creator, unless it goes insane.

The creation of an Effigy requires a sample taken from the being to be duplicated, and placed within a wax sculpture (or other appropriate process the DM decides upon). The creation will possess nearly similar Statistics as the original, but with a -1 to Intelligence, Wisdom, and Charisma, since they neither possess life experience, or extensive personalities.

For the purposes of combat abilities, treat an Effigy as a generic "monster" with 1 Hit Die per level of the caster above 8th. Their artificial nature improves their armor class by two steps, in or out of ant armor worn. Unarmed, an Effigy has two hand attacks, for 1d6 damage apiece.

Effigies have the uncanny ability to stay absolutely still, appearing as life-like wax statues. When moving, they look, sound, and feel almost indistinguishable from living people. They do not need to eat, drink, breath, or sleep, but imitate such behaviors in an effort to seem normal.

Like similar spells, such as Simulacrum, and Clone, if an Effigy becomes aware of the person it is replicated from, it will become extremely curious about where it comes from, and will desire to search out clues about the original. A high likelihood of insanity is not uncommon, with murder-suicide often resulting.


The creation and possession of Effigies is highly illegal in most civilized lands (causing fears of impersonation), but very lucrative in the specialty slave market! 

Wednesday, February 14, 2018

Optional Rules: Holding Your Breath

There are several occasions that can occur during a game when a character may wish to hold their breath. Unfortunately, not all systems provide rules for this. Of course, you as DM, can create your own rules for these circumstances, but then I wouldn't have anything to write about today.

In our home campaign, we use the following rule. A character can hold their breath for one (1) round (minute), plus one (+1) round per point of Constitution over 10. Thus, a character with a Constitution of 15, could hold their breath for six (1 + 5) rounds (minutes). Characters are not penalized for having lower Constitution scores. Characters with a Constitution of 10 or less can still hold their breaths for at least one round.

A character holding their breath, may do so and still perform non-strenuous tasks, such as walking (or swimming slowly), carrying light loads, picking locks, etc.

Character that are running, carrying heavy loads, fighting, etc., can only hold their breath for half the time (divide by 2 and round up), with a minimum of one round.

Characters that attempt to hold their breaths longer, must roll a Save or they become unconscious that round and will then die the following round. Each consecutive round beyond accumulates a -2 penalty to this Save. Forcing yourself to hold your breath can be fatal. Of course, a healer can attempt to revive a "mostly dead" character, if the DM agrees.

Characters that are doing nothing at all, but holding their breath, may do so for twice as long.

As DM, you may rule that some characters, such as those that are excellent swimmers, clean outhouses for a living, etc., may hold their breaths twice as long because of practice. Yes, this means an excellent swimmer, doing nothing but holding their breath, can hold their breath four times longer overall.

Sunday, February 11, 2018

Optional Rules: Torches and Dark Lanthorns

The fighting combination of weapon and fire has been around since prehistoric times. Fire being the only form of light available to early mankind, it only makes sense that it would be used in conjunction with some means of attack during nighttime conditions. However, self defense against predators isn't the only time the combination has been of use. Not only can torches and lanterns provide light for an attacker to see by, they also provide a means to temporarily blind one's opponents. This is a fact often unrealized or ignored in game rules.

Some undead and other creatures are not effected by normal weapons, but are not immune to fire damage. Not every campaign is the same, so do not make assumptions. Always consult with your DM first.

Torches do 1d4 fire damage. While they may be used as a club, they are not as weighty as a proper cudgel. Each time a torch is used to beat something, it has a 1 in 6 chance of accidentally going out. If dropped, a torch will go out in 3-6 (1d4+2) rounds.

Lanterns are neither heavy, nor hardy, so using them as a bludgeon isn't an option. Yes, they may be used to strike a target, but usually only once, doing 1d4 damage. Intentionally breaking a  lighted lantern upon a target will do 1d4 fire damage, and 1 more point of damage per round for the next 2 rounds, and will also destroy the lantern.

Lanterns and torches may be used in combat to defend against small light weight melee (hand-to-hand) weapons. When used as such, improve the defender's armor class by one better. When used for defense, a lantern or torch can not be used to temporarily blind opponents, or as a bashing weapon.

Care must be taken, for if used in hand-to-hand combat, a lantern can be targeted by an opponent. On a successful attack against leather (plus any dexterity modifiers), a lantern can be broken, causing flaming oil to splash on the carrier (see above).

When in darkness conditions, lanterns and torches may be used to temporarily blind opponents in hand-to-hand combat. The attacker must call out their intention before making the attempt. Making the attempt does not count against the number of attacks the attacker may make that round, but does disallow the light source from being used offensively or defensively, that round. An opponent must make a Save, or suffer -1 on all to-hit rolls that round. Defenders actively using shields or cloaks to help block the light need not make Saves.

"Dark Lanthorns" (dark lanterns), or bullseye lanterns, carried by armed individuals with weapon in hand, is considered a crime in most cities, and brings stiff penalties. Thieves and ne'er-do-wells, use covered lanterns to carry out their crimes in secret, or to blind good people when setting upon them with nefarious intent.