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

Thursday, October 5, 2017

Daemons of Dreams and the Dead: Part Two

Today's two-part Portcullis entry is from guest author, Dave Folger, for which we are both honored and grateful.



The Restless Dead

A question was once posed to me, with the threat of the dead becoming undead, wouldn’t cremation make more sense than burial? Of course, cremation would also shut down any possibility for resurrection in the future. On the other hand, a proper burial is also something we’ve heard before in the game, something that we have to pretend, as role-players, has some value to it even though it has no mechanical effect. But it doesn’t have to be that way.

Bodies that have been given a proper burial are generally rendered safe by the ritual from rising (or being animated) as living dead. There are exceptions to this. First, a skilled necromancer could have some magic to profane the dead. Something as simple as a reverse Bless spell might suffice. Another exception is the dead (unbeknownst to the clergy) may have been an especially evil individual. Even though the proper rites are performed, they have no influence over the evil corpse. Such a being might later rise as a vampire.

The latter might be prevented through yet another possible application for a Bless spell. Good clerics, or possibly clerics of any alignment, are able to confer righteousness. That is, if the subject of the bless is of a different faith than the cleric, for the duration of the spell, the subject is considered to be of the same faith for purposes of further spells and rituals. So if the deceased was highly evil, a cleric of at least equal level using Bless would make it so death rites begun within the duration of the bless and completed without interruption would effectively keep the body from rising as a vampire or other wicked creature.

NPCs who perform burial rites generally don’t confer this blessing as a usual thing since they are typically burying members of their own faith. And even if they did perform the blessing, it is generally lower level members who perform the ritual, so the blessing would not be sufficient to match the evil power of likely candidates to come back as vampires. Consequently, if such is a concern, either a PC cleric will have to cast Bless or else pay a high level NPC cleric to use bless in exchange for the appropriate donation.

There are additional protections for those buried in a cemetery. When a cemetery is first founded, there will be a ceremony to sanctify the place. Often this will include the sacrifice of an animal. The spirit of this animal will then act as a protector (see “Grim” pg 72,  MM2). If animal sacrifice seems strongly antithetical to the religion in question, gargoyles may be employed instead (pg 42, MM1). Guardian gargoyles will generally be Neutral in alignment with only tendencies towards the alignment of the deity or cleric blessing the place--its only purpose being to protect the cemetery from defilers, graverobbers, and necromancers. The sanctity of the place bars undead and malign spirits from entering into (and prevents the creation thereof within) its sacred precincts. Such holy protection requires periodic maintenance, so abandoned burial grounds have only the grims or gargoyles to protect it, if those have not already been dealt with.

Here again, normally we would not spend game time or emphasis on burial rituals or the necro-economy. These practices are simply assumed to be running in the background and serve to explain why in a world where necromancers exist people still bury their dead, why bringing back a companion for a proper burial is a worthwhile effort, and why even in a world where everyone is doing all the right things necromancers can still find opportunities to practice their craft and rare, unique, and powerful beings can still return in the unlife.




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Dave Folger runs the Myths & Legends blog (myths-n-legends.blogspot.com). His personal campaigns are heavily influenced not only by the Dungeons & Dragons game but by the later fantasy RPGs of Gary Gygax. He played his first game of Dungeons & Dragons at the age of 6 and was co-authoring a module for the Lejendary Adventure RPG with Gary at the time of his passing.

Daemons of Dreams and the Dead: Part One

Today's two-part Portcullis entry is from guest author, Dave Folger., for which we are both honored and grateful.

Daemons. Not to be confused with the type of monster particular to the Dungeons & Dragons game. In mythology, daemons refers to nature spirits between gods and humans similar to ghosts, chthonic heroes, or spirit guides. In computing, it refers to programs that run in the background. The discussion that follows fits both definitions well, which is why although there exists potential for confusing them with D&D’s daemons, the term is too fitting not to use.

Roleplaying games are a peculiar type of game. It treats a fantasy world and those monsters and characters who inhabit it as if they are real. The potential for detail in the fantasy world is practically limitless, but limitless detail can be impractical for purposes of playing a game. Enter the daemons. These are fantastic creatures, generally nature spirits, that typically operate in the background. They conveniently tie up loose ends that enable the fantasy world to make perfect sense without overburdening the game.


The Restless Traveler

Recently I was asked for some “game mechanics” reasons why adventurers should pay for a room at the inn rather than rough it outside. There are some pretty obvious answers. Bad weather. Wandering monsters. Guards arresting you for vagrancy. Thieves pilfering your camp. But the answer I gave had to do with troublesome minor spirits who invade your dreams, preventing the sort of “restful sleep” spell-casters need to be able to memorize spells in the morning.

I imagined that homes and certainly inns would have certain trinkets or decorations that prevent these spirits from entering its precincts. What would seem like odd items of superstitious nature to us, such as dreams catchers, have functional purpose in the fantasy realm. Special symbols carved into an inns sign may serve the purpose just fine. Homes might have grain or sand thrown before its door as a means of detecting invisible intruders. Pets also possess a different sensory range that complement that of their human companions and may serve to frighten some spirits away, or at least alert the household to the presence of spirits.

It is therefore preferable to seek lodging in a permanent shelter. This does not preclude the possibility of getting a good night’s sleep under the stars when characters are traveling. Elements and wandering monsters notwithstanding, certain types of characters who are to a degree “at home” in the outdoors--Druids, Elves, and Rangers--have special defenses against dream daemons. Elves are alleged to not sleep and so they are unaffected. Druids (and high level Rangers) learn to use local flora to craft small, wreath-like ornaments which are effective at warding meddlesome nature spirits.

There’s no limit to how elaborate you can get. Just keep in mind, these are details that usually fade into the background unmentioned so that for game purposes it can generally be assumed PCs must pay to stay at an inn. It’s only when the underlying assumptions fail for some reason making what is usually ordinary and mundane become a challenge and part of the adventure. It is then that the details come into the foreground as they serve some purpose within the overall adventure. Otherwise they are at best referenced as flavor text, if at all. For further inspiration, the 1st edition AD&D, Dungeon Masters Manual, pg 26-27 has a list of gems and their reputed magical properties. And pages 220-221 has a list of herbs, spices and medicinal vegetables with their uses. The Wikipedia articles on Amulets and Lucky Symbols are also worth reading. The entry on Fairy includes a section for Protective Charms.
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Dave Folger runs the Myths & Legends blog (myths-n-legends.blogspot.com). His personal campaigns are heavily influenced not only by the Dungeons & Dragons game but by the later fantasy RPGs of Gary Gygax. He played his first game of Dungeons & Dragons at the age of 6 and was co-authoring a module for the Lejendary Adventure RPG with Gary at the time of his passing.

Monday, October 2, 2017

Optional Rules: Livestock Prices

Continuing our series on Trade Goods, we now come to everyday livestock. These particular animals were chosen because of how commonly encountered they are. More exotic creatures will appear in later articles.

Some livestock prices are included in the standard equipment lists of the Swords & Wizardry rule-books (all editions are the same). Any changes in those standard prices will be reflected here. Listed prices are for buying an animal. Trading an animal will usually net 80 to 90% of full value.

Livestock Prices:


3 cp
Chicken
30 gp
Camel, Pack
50 gp
Camel, Riding
10 gp
Cow
25 gp
Dog, Guard
20 gp
Dog, Hunting
8 gp
Donkey
1 gp
Goat
3 sp
Goose
40 gp
Hawk, Large
20 gp
Hawk, Small
30 gp
Horse, Draft
40 gp
Horse, Riding
200 gp
Horse, War
20 gp
Mule
15 gp
Ox
10 gp
Pigeon, Carrier
1 gp
Piglet
3 gp
Pig
15 gp
Pony
2 gp
Sheep
2 sp
Snake, Common
15 gp
Snake, Constrictor
25 gp
Snake, Poisonous
2 cp
Songbird

  • Dog, Guard - Trained to attack, may wear special armor (p.127 Monstrosities)
  • Dog, Hunting - Trained to hunt, (p.127 Monstrosities)
  • Hawk, Large - Ownership usually restricted only to nobility
  • Hawk, Small - May be owned by commoners
  • Pigeon, Carrier - Restricted to two destination locations only
  • Songbird - Often used to detect bad air and poison gases in enclosed areas

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.

Wednesday, September 27, 2017

DM's Toolbox: Alien and Mystical Writing

There comes a time when every DM needs to translate a written passage into a mysterious clue or script for their players to find and attempt to decipher. Sometimes you even need to do it on the fly, because you were caught by surprise. Either way, not every DM has the time to memorize a new alien alphabet, much less be able to use it in a timely manner. Fortunately the internet is a vast and wondrous place, full of bizarre goodness for players and DMs alike.

A common "magical" script that's freely available, is the Theban Alphabet, also called the Witch's Alphabet, said to protect the contents of the Book of Shadows from prying eyes.


You can down the Theban Alphabet font for free, here. There is even a real-time English (or language of your choice) to Theban translator on the page so you can write what you want and save it as a png file to print, or display on screen.

If you're interested in background, you can read about the Theban Alphabet, here.

The next font is the Fez Font. I use this for the alien language of an ancient race that no longer walks the world of men.. or so my players believe.


This alien font can be downloaded for free, here. Again, there is an on-line translator window that allows you to translate on the fly and save as a png file for printing, or screen display.

If you're looking for something a little different, I suggest the First Temple Font. This works as a nice script for non-human writing.


It can be downloaded for free, here. And, for your convenience, again an on-line translator is available.

A simple on-line search will help you find many freely available fonts. If there is no on-line translator available for the font you're looking for, simply download and install on your computer for use in your preferred word processor, or graphics program. Please do not ask me for help installing fonts on your computer. You are better off reading the help files that come with the programs you are using.