While looking around in the Trading Post, the fighter sees a barrel in the corner with many hilts protruding from the top.
Random Sword Table (1d20):
1. Silver crossguard decorated with a goat-horned skull.
2. Pommel is a dwarven head.
3. The black blade is curved like a dragon wing.
4. Black quillon looks like bat wings.
5. Grip is wrapped with silver wire.
6. Three deep grooves extend down the blade.
7. Pommel is an unworked lump.
8. Blade and hilt is finely polished but the wrap on the grip is in poor repair.
9. Blade is notched and bent.
10. Pommel is a roaring dragon’s head.
11. The blade is etched with a beautiful female face.
12. The grip is a rich, red wood.
13. Has a very small guard.
14. Blade has a slight green tint.
15. Hilt is black with the grip wrapped in a white leather.
16. Pommel looks like a pearl.
17. Crossguard is made of two slightly cupped hands.
18. Gold colored cross guard with a plain brown grip.
19. Wheel pommel and slightly turned-down bow-tie guard.
20. The gold pommel features a seven-pointed star.
Thursday, March 24, 2011
Wednesday, March 23, 2011
Marked For Death
You are arrested by an overwhelming force, and cannot resist. You are put into jail, roll 2d6 (+/- charisma modifier) for the gravity of the offence:
2 (or less): Marked for death - You have committed a very grave offence. The death penalty is demanded. Until then, you are imprisoned. All your money and possessions and are confiscated and permanently lost. At the start of each day in prison roll 1d6: "1" means you manage to escape (see below for details), "6" means you must finally meet the headsman and are put to death. Any other die roll means you continue to languish in prison.
3 to 5: Thrown in the Dungeon - You are thrown into a deep dungeon. You lose all your wealth and possessions. At the start of each day in the dungeon roll 2d6, a result of 2 or 3 means you escape (see below) that day, any other result means you continue to languish in captivity. Every full week (seven days) you spend in the dungeon inflicts 1d6 hit points of damage on you, due to unhealthy conditions, disease, and gradual weakness and starvation.
6 to 8: Imprisoned - You are imprisoned. All your money and possessions are confiscated and lost. At the start of each day roll one die, 1 means you escape (see below), any other result means you continue to remain captive.
9 to 11: Minor Offence - You are held overnight. Tomorrow you are assessed a fine equal to 1d10% of your XP in gold pieces (minimum 2 gp). If you cannot pay for your release, you are imprisoned (see above).
12 (or higher): Minor Misunderstanding - You are able to sweet-talk your way out of trouble.
Escape (1d10)
1. Guard gets too close to bars. You are able to conk him on the head and grab the prison keys. He must make a saving throw vs paralysis or be knocked unconscious. Make an evasion roll to escape (see page X23). If the guard is unconscious you gain a 10% bonus.
2. Guard gets to close to bars. You are able to deftly lift the prison keys from his person. If you are a thief, make a pick pockets roll. If you are not a thief make a d% roll below half your Dex score. Make an evasion roll to escape (see page X23). If you succeeded on the pick pockets or d% roll the guard is none the wiser and you gain a 10% bonus to your evasion check.
3. You are able to hide in your cell. When the guard opens the door to investigate you may either sneak past him or overbear him. Afterwards, make an evasion check to escape (see page X23).
4. The lock is very rusted. Make an open doors check to bust the door open. If you succeed, make an evasion check to escape (see page X23) with a -10% penalty.
5. You find a secret door in the back of your cell! Make an evasion check to escape (see page X23) with a 50% bonus.
6. You are able to hide a spoon (don't ask where) which you use to dig the mortar from around a masonry block in the wall. Make a Dex check to wriggle through the opening. If you succeed, make an evasion check to escape (see page X23).
7. You find a crowbar hidden in your cell. You can use it to pry open your cell door. Make an evasion check to escape (see page X23).
8. A young nobleman/woman buys your freedom. You are now their slave.
9. You receive a cake with a file in it. Make an evasion check to escape (see page X23).
10. Prison riot! You sneak past the guards in the confusion. Make an evasion check to escape (see page X23).
- A good portion of this is adapted from Barbarian Prince.
2 (or less): Marked for death - You have committed a very grave offence. The death penalty is demanded. Until then, you are imprisoned. All your money and possessions and are confiscated and permanently lost. At the start of each day in prison roll 1d6: "1" means you manage to escape (see below for details), "6" means you must finally meet the headsman and are put to death. Any other die roll means you continue to languish in prison.
3 to 5: Thrown in the Dungeon - You are thrown into a deep dungeon. You lose all your wealth and possessions. At the start of each day in the dungeon roll 2d6, a result of 2 or 3 means you escape (see below) that day, any other result means you continue to languish in captivity. Every full week (seven days) you spend in the dungeon inflicts 1d6 hit points of damage on you, due to unhealthy conditions, disease, and gradual weakness and starvation.
6 to 8: Imprisoned - You are imprisoned. All your money and possessions are confiscated and lost. At the start of each day roll one die, 1 means you escape (see below), any other result means you continue to remain captive.
9 to 11: Minor Offence - You are held overnight. Tomorrow you are assessed a fine equal to 1d10% of your XP in gold pieces (minimum 2 gp). If you cannot pay for your release, you are imprisoned (see above).
12 (or higher): Minor Misunderstanding - You are able to sweet-talk your way out of trouble.
Escape (1d10)
1. Guard gets too close to bars. You are able to conk him on the head and grab the prison keys. He must make a saving throw vs paralysis or be knocked unconscious. Make an evasion roll to escape (see page X23). If the guard is unconscious you gain a 10% bonus.
2. Guard gets to close to bars. You are able to deftly lift the prison keys from his person. If you are a thief, make a pick pockets roll. If you are not a thief make a d% roll below half your Dex score. Make an evasion roll to escape (see page X23). If you succeeded on the pick pockets or d% roll the guard is none the wiser and you gain a 10% bonus to your evasion check.
3. You are able to hide in your cell. When the guard opens the door to investigate you may either sneak past him or overbear him. Afterwards, make an evasion check to escape (see page X23).
4. The lock is very rusted. Make an open doors check to bust the door open. If you succeed, make an evasion check to escape (see page X23) with a -10% penalty.
5. You find a secret door in the back of your cell! Make an evasion check to escape (see page X23) with a 50% bonus.
6. You are able to hide a spoon (don't ask where) which you use to dig the mortar from around a masonry block in the wall. Make a Dex check to wriggle through the opening. If you succeed, make an evasion check to escape (see page X23).
7. You find a crowbar hidden in your cell. You can use it to pry open your cell door. Make an evasion check to escape (see page X23).
8. A young nobleman/woman buys your freedom. You are now their slave.
9. You receive a cake with a file in it. Make an evasion check to escape (see page X23).
10. Prison riot! You sneak past the guards in the confusion. Make an evasion check to escape (see page X23).
- A good portion of this is adapted from Barbarian Prince.
Monday, March 21, 2011
Back to the roots of the Forgotten Realms
I am really looking forward to following Sir Larkin's Gray Box project. While I own the Gray Box, I have never used the Forgotten Realms for a campaign and have never read very much of the setting books. About the only books from the Forgotten Realms that I have used have been the various deity related books to steal specialty priest descriptions for other settings.
Even though I was a quick adopter of 2nd edition I continued to have all of my campaigns set in Greyhawk. The longest running campaign I had prior to my current 2nd edition Rise of the Runelords campaign was a 2nd edition Greyhawk campaign centered on the Temple of Elemental Evil. Until my now expired Northern Marches campaign, I had also never really done a homebrew setting. My current campaign is set Paizo's Golarion setting.
After reading Grognardia's retrospective on the Forgotten Realms and the interview with Ed Greenwood, I developed an interest in reading the grey box and went out and replaced the one I owned many years ago and also began reading Greenwood's articles about the setting from my Dragon Magazine CD.
I have been enjoying converting Golarion to 2nd edition but have, more than once, considered running my next campaign in the Forgotten Realms. The main reason I balked at using the setting in the past and still continues today is the vast amount of "canon". I am really interested in the approach that Sir Larkin is taking in his project by focusing strictly on the grey box material. If I were to use the Forgotten Realms for a campaign, I would try to do exactly the same things and the canon-lawyers would just have to gnash their teeth.
Even though I was a quick adopter of 2nd edition I continued to have all of my campaigns set in Greyhawk. The longest running campaign I had prior to my current 2nd edition Rise of the Runelords campaign was a 2nd edition Greyhawk campaign centered on the Temple of Elemental Evil. Until my now expired Northern Marches campaign, I had also never really done a homebrew setting. My current campaign is set Paizo's Golarion setting.
After reading Grognardia's retrospective on the Forgotten Realms and the interview with Ed Greenwood, I developed an interest in reading the grey box and went out and replaced the one I owned many years ago and also began reading Greenwood's articles about the setting from my Dragon Magazine CD.
I have been enjoying converting Golarion to 2nd edition but have, more than once, considered running my next campaign in the Forgotten Realms. The main reason I balked at using the setting in the past and still continues today is the vast amount of "canon". I am really interested in the approach that Sir Larkin is taking in his project by focusing strictly on the grey box material. If I were to use the Forgotten Realms for a campaign, I would try to do exactly the same things and the canon-lawyers would just have to gnash their teeth.
Saturday, March 19, 2011
Sleep spell in Moldvay
The Sleep spell is one of D&D's iconic spells even though it wasn't in the original 3 little brown books. The Sleep spell in Moldvay reads:
Later in the Basic rulebook there is an example combat where the sleep spell is used by the venerable Silverleaf (and alas, the namesake Black Dougal is already dead at this point).
At the beginning of the illustrated encounter, "He quickly warns the others that he may have to use his sleep spell."
After the Reaction Rolls are made:
Interesting that it does say, "making sure that they do not get caught in the spell's area of effect" and then not giving an area of effect under the spell description.
Honestly, I don't remember how I ruled this back in the day but now I let the player pick a point within the spell's range and apply the number of enemy hit dice affected from that point out so long as it doesn't extend past the spell's range. I also allow the spell to only affect enemies.
How do you run the Sleep spell in Moldvay?
1. What is the area of effect?
2. Does it affect allies?
Later in the Basic rulebook there is an example combat where the sleep spell is used by the venerable Silverleaf (and alas, the namesake Black Dougal is already dead at this point).
At the beginning of the illustrated encounter, "He quickly warns the others that he may have to use his sleep spell."
After the Reaction Rolls are made:
Interesting that it does say, "making sure that they do not get caught in the spell's area of effect" and then not giving an area of effect under the spell description.
Honestly, I don't remember how I ruled this back in the day but now I let the player pick a point within the spell's range and apply the number of enemy hit dice affected from that point out so long as it doesn't extend past the spell's range. I also allow the spell to only affect enemies.
How do you run the Sleep spell in Moldvay?
1. What is the area of effect?
2. Does it affect allies?
Sunday, March 13, 2011
She-Rama, Veteran Princess
Here is my daughter's character from the weekend. You can tell we just finished watching She-Ra, Princess of Power. Also, note the treasure map she owns. This was the initial hook I used. She was kind of bummed about a really low roll for starting money so I gave her a treasure map that she received from a mysterious old lady. Black Dime instantly became suspicious of the old lady - it's like watching Snow White has had an impact.
Name: She-Rama
Sex: Female
Class: Fighter
Level [1]
XP [0] [+0%]
XP required for next level [2,000]
Alignment Lawful
STR [11]
INT [8] (can write simple common words)
WIS [13] (+1 on magic-based saving throws)
DEX [5] (-2 missile adjustment, +2 AC penalty)
CON [10]
CHR [13] (+1 reactions; Max. # Retainers 5; Retainer Morale 8)
[8] AC (Leather armor and shield, +2 penalty)
[4] HP (1d8 hit dice)
Move 120/40/120 ft
Saving Throws
[12] Death Ray or Poison
[13] Magic Wands
[14] Paralysis or Turn to Stone
[15] Dragon Breath
[16] Rod, Staff, or Spell
Encumbrance [340]
Coins PP 4 GP EP SP CP
Weapons:
Sword (60 cn)
Armour:
Leather armor (200 cn)
Gear (80 cn):
Backpack (holds 400 cn)
12 torches
Tinder box
Mirror
Treasure map
Black Dime the Dwarven Veteran
This weekend I sat down with my son and daughter and rolled up some new 1st level B/X characters and played a short adventure. Below is my 6-year old son's character which he named on his own. I'm not too sure if he is aware of the tropes or if his picking a battle axe for his character was serendipitous. We rolled 3d6 in order - don't want to coddle them. ;)
Name: Black Dime
Sex: Male
Class: Dwarf
Level [1]
XP [0] [+0%]
XP required for next level [2,200]
Alignment Neutral
STR [12]
INT [8] (can write simple common words)
WIS [8] (-1 on magic-based saving throws)
DEX [10]
CON [13] (+1 hp/HD)
CHR [13] (+1 reactions; Max. # Retainers 5; Retainer Morale 8)
[3] AC (plate mail)
[5] HP (1d8 hit dice; +1 Con)
Move 90/30/90 ft
Saving Throws
[10] Death Ray or Poison
[11] Magic Wands
[12] Paralysis or Turn to Stone
[13] Dragon Breath
[14] Rod, Staff, or Spell
Class Abilities:
Infravision 60ft
Find slanting passages, traps, and shifting walls
Speaks Common, Dwarf, Gnome, Kobold and Goblin
Encumbrance [580]
Coins PP 8 GP EP SP CP
Weapons:
Battle axe (50 cn)
Short bow & 20 Arrows (30 cn)
Armour:
Platemail (500 cn)
Gear (80 cn):
Backpack (holds 400 cn)
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