Showing posts with label Equipment. Show all posts
Showing posts with label Equipment. Show all posts

Monday, December 1, 2025

Player Skill Lockpicking

While running an experimental one/two/three shot dungeon crawler with some new players who had limited experience in TTRPGs; I decided to forgo normal game mechanics in favor of a more streamlined OSR-ish experience. No skills or classes, just basic character stats and most importantly, items. Starting as nobodies with limited starting gold; the players had to make tough choices early on like to enter the dungeon without armor in favor of healing items, balance encumbrance with how many specific tools they wanted to bring versus how likely those tools would actually need to be used, and a good range of ammunition or specific weapon types. Without telling them anything and simply presenting the list of equipment they could buy with starting gold, they correctly deduced that multiple damage types may be useful and light sources would be crucial. We even got some character and group progression via purchasing new items in the shop after each delve and loot found in the dungeon. However one tool a player absolutely made sure to get and tell the others not to waste their gold on? The humble lockpick.

Now this came up to be quite a challenge for me. At the time, I didn't really know how I wanted the lockpicking to work. With no Rogue or Thief class, no desire to add a skill system, I didn't really consider using roll-under-Dex even though it work fine simply because of the annoyance of a player wanting to lockpick but being "stat deficient" to do it, plus the added annoyance and simple fact that the players would never interface with the mechanic anyway; since you aren't lockpicking in combat it's always just going to be the highest Dex character performing the check. This is boring. Given my desire to run a fairly OSR experience; involving feeling around for traps and pressure plates, careful "puzzles" that can be solved by studying the environment, and rewarding out of the box thinking; I decided to say screw it and make lockpicking an interactive and simulated element. Like the rest of the "game".


Player Skill Lockpicking

When you approach a locked door or chest, you will be told its basic size, shape, and other features. Some locks can't be picked (like gemstone locks or magic "metal shape in hole" locks, though you could probably make a forgery in town with a chance to break upon use and seal you in as soon as you pass through the opening), but for a traditional pin-and-tumbler lock you can pick it. Also we know these locks were not invented in the roughly middle age time period and technology most fantasy games are set in but Ward locks are boring so ignore that and roll with it.

Whenever you want to pick a lock, you have to say what tools you're using for the job. Lockpickers (usually) only have two hands, and most locks only have enough space for two tools inside at a time anyway. These tools are in order from most common and inexpensive, to specialized and only able to be made by master craftsmen (or as loot).

Tension Wrench is a thin but much stronger and broad piece of metal meant to go in along with a lockpick to help turn the lock once the tumblers are past the shear line. While it can't pick the lock on its own; allows you to open heavy duty locks (which regular lockpicks are too thin to turn) and also prevents your lockpick from breaking when trying to turn a rusted lock. I'm not sure if it should help with springlocks because I think the idea of having to find a more interesting solution (like putting a tiny stick inside to be broken instead) is more interesting. 

Probes are the second most basic tool. They are a long and very thin metal rod with no hook on the end. They are primarily used for getting information on the lock and "scouting" it out before attempting any moves to open it. You can probably bend a probe into a lockpick or vice-versa with a hammer but this has a chance to break it (1 in 6) and the resulting pick or probe will be structurally much weaker and have a 2 in 6 chance to break every time it's used or always breaks in a springlock mechanism.

When a probe is inserted into a lock, you can get a hint on what is inside. This is based on the noise and sensation it gives.

Under tension or has some give : Tension lock. Will snap your lockpick if you try to open it by itself; the intended key is beefier and won't break apart. You can prevent this by putting a thicker piece of metal in the lock (like a thin stiletto, or a specialized tension wrench)

Strange groves along the side : Carvings inside the lock that line up into a magic symbol or rune when fully rotated into open position. Can be any spell, but usually Fireball or a Death spell for a Wizard more serious about his security. 

Hard roughness and a "Click" : Tiny lodestone hidden inside the mechanism. When you pick this lock, will snag onto one of your tools randomly and won't let go. That tool is just stuck in the lock under extreme magnetic force; breaking if you try to yank it free. Intended for a nonmetallic key.

Hard smoothness and a "Click" : Tiny crystal prism inside the lock. Likely has a spell enchanted to activate when the lock is opened without the cancelling crystal on the end of the intended wizard key. Or maybe shoots a laser.

Hard smoothness, a "click", and faint light inside the lock : Mirror magic light trap. Harder to detect then others, maybe the probe feels different since it hits a flat smooth surface instead of bouncing off the facets of the crystal. 100% shoots a laser when opened. You can destroy this by breaking it; you can hit it hard with a probe (but has a 1 in 6 chance to break the probe off in the lock) or with a Springpick.

Hard and a "Tink" :  Glass vial of acid or poison; acid vial melts the lock into uselessness making it unable to be picked again, and probably takes your pick too. Pretty similar to below; but I think the cork is more interesting.

Soft with some give : Cork of a tiny bottle. Maybe used in special locks that release a rust cloud to degrade all your equipment (but the lock's mechanisms are all made of bismuth or something so they're immune) or a cloud of gas erupts from the lock-hole when you try to open it without its intended key.

Something flutters and/or light chiming sounds : Noise trap. Musical chimes may attract monsters, or ghosts. You can stuff a small amount of clay or cloth down the lock with a probe to silence this trap.

Soft with a rustling sound : Dried grasses and tinder for a firetrap. Don't ask how the lock still functions with that deep in; there's like a special metal compartment or something. If you turn the lock without the intended key, it sparks the tinder and lights the chest on fire or maybe explodes.

Light tugging or muffled swearing : There's a gremlin in the lock. Gremlins love to break things and cause misfortune; and was probably waiting to grind down the teeth of the intended key to this lock the next time it got put in. You can beat it by putting in a fake key in the lock (will confuse it with the real one and bite it) or by shoving a very thin and small sword into the lock to kill the little bastard.

Wet and Squishy : That's a mimic, dude. Extra comedy points if the chest starts purring and getting really warm while you're playing around in there. It only attacks when you stop.

Lockpicks are the basic tool required to pick all locks. They are long and thin metal rods with a hook on the end to pick tumblers. Standard lockpicks require an exploration turn to open a regular lock. If a random encounter is rolled, you have a 1 in 6 chance to break the lock off when ambushed in the surprise. Broken lockpicks get stuck in the lock and mean you can't pick it open anymore; meaning you'll either have to bust it open (making noise) or leave it for later. You can have a 1 in 6 chance to break a lockpick when you attempt opening a rusty lock (locks in wet places) from the friction and rust. Calling every standard lockpick a "lockpick" seems a bit basic but in the way that players are incentivized to carry more then one of them; you can still have the fantasy of a master thief with a whole set of tools. 

Rakes are lockpicks with a wave pattern, used to hit multiple tumblers at once. Unlike in real life and within the confines of this simplistic setup, we'll be changing their function to let you pick simple locks in a hurry (no longer need to roll a wandering monster check) OR prevent you from breaking a lockpick or losing progress when surprised by monsters while picking. Also if inserted in the lockpick of a complex, clockwork clock that resets its pins every turn; prevents this.

Moon Picks are shaped like a thin crescent moon on the end of the pick. Used to catch poison needle traps that come out of the keyhole and prevent them from stabbing you in the hand and cut any strings inside the lock. You can also use it as a double headed lockpick in a pinch, but will be bent out of shape more likely then a regular lockpick (2 in 6 chance).

Ward Picks have a smooth metal circle at the far end of the tip inscribed with a holy word or magic symbol of luck. Used to disarm or weaken magical curses and effect when the chest is opened. Much be inside the lock when the lockpicking is finished; cancels out one spell level or die worth of effect.

Corkscrew Pick is a type of lockpick with a sharp corkscrew on the end. Designed to counter Labyrinth locks; a type of lock with multiple false tunnels and tumblers that only the real key is supposed to spin into the correct position. Trying to pick one without a Corkscrew pick increases the time it takes to open this lock to an hour instead of a 10 minute turn. They can also be used to unplug the cork of a bottle trap, letting you siphon out or expose the solution to air gently before it can be fully activated by picking the lock open. In the thieves cant, they are called "Duck Dicks".

Pincers are not lockpicks but are extremely useful for the trade. Let you pull out small objects from the lock you're working on like tiny venomous spiders, flammable tinder, or broken lockpick parts.

Eye Pick is a long and thin pick with a very small metal loop on the end. Used to put things inside the lock like a small bit of cotton (to soak up oils or poisons), pull a tiny switch inside, or tie a string to it and place inside the lock to act as a wick for a fuse (to explode the trap at a safe distance) or maybe a metal wire put inside and redirected so you can ground an electric trap before it zaps you.

Windup Pick is a lockpick with a thin but flat edge that can be wound up and thrust forward to deliver a small kick of force. Can be used to wind up clocks with timers in them (which will activate a nasty trap if not finished in time), break a mirror or a weakened glass vial inside a lock, or knock out an annoying gremlin living in a lock without killing it (like if you want it to keep protecting the lock for future people).

Lightning Pick is like a little miniature lightning rod with a glass vial at the opposite end of the handle. If you prick an electrical trap with this, it gets stored inside and prevents it from zapping you when you pick the lock. You can also use it as a probe. However once it has a charge, it will discharge the next time it touches someone; so if you disarm a lock with it you could stab somebody like a little mini wand of Shocking Grasp or something like that; always dealing a minimum damage roll.

Water Picks are little metal straws with a tube attached and a crank. You have to connect the tube to a water source and have an extra set of hands to turn the crank and squirt the liquid inside. Can be used to wash out fine powders (that would get kicked up by picking the lock, usually choking or poison), or retard fire/explosive traps and reduce the maximum amount of damage they can deal to 1 per die (ie; 4d6 becomes 4 damage). However will ruin anything inside the chest that can't handle water (paintings, spell scrolls, spices, gunpowder, etc.) and create a huge puddle that would make any electrical traps that discharge hit everybody in the room instead of just the guy picking the lock. Usually more trouble then its worth to carry around. 

Crystal Picks have a tiny magic crystal on the end; used specifically for countering magical traps or curses placed on the lock. Can also deliver a light charge more discretely then a lantern. Crystal picks are unlike other picks in that they have limited uses before needing to be mystically recharged again. Crystal picks are very fragile however and any trap that breaks picks or has a chance to destroy your tools will always break the crystal on the end and spoil the magic.

Skeleton Keys can open any type of lock. That sounds extremely cool but that doesn't mean they can't be broken, protect you from traps or curses, won't lock in place, etc. You have other tools for that.

The main idea behind this system is to add interesting decisions and a more engaging system for lockpicking. While each individual part is simple; combining them creates some interesting mechanics. It also creates a slight bit more engagement in the world and connects what the players are doing in the setting. I just thematically really like the idea of a player bringing along extra lockpicks and tension wrenches when exploring the Dwarven Tombs, since their locks are going to be heavy duty and prone to being mechanically trapped, where as ancient Elvish strongholds might have thin gold plated locks that seem easy to open but are layered in magical wards and traps. In the same way you should have to bring different weapons to deal with different enemies; you should have to bring different tools to pick different locks. 

You can also still have the classic masterwork lock you can't pick (by making an alternate form of lock, like a magic gemstone) to gate progression, or the slightly artificial super-hard lock you aren't supposed to pick now and come back to later but instead of it being because your characters progress their skills instead you progress your equipment. I also quite like the idea of this implied setting's "master locks" to not be one lock at all but multiple build in to a single item; like a chest with three keyholes requiring all three of its original shared owners to be present with their plot-important keys to open up; this way you can still include locks that take longer to open, but done with an in-universe reason (multiple keys) instead of an arbitrary "this lock is extra complex".

Friday, April 12, 2024

8 Legendary Lockpicks (Magic Thieves Tools)

When it comes to fantasy roleplaying; the "cool" loot is not created equal. You have an absolute ton of magic weapons and armors for the fighters, barbarians, and paladins of the party. On the flipside, you have magic wands and staves, orbs, and the entire concept of spell-scrolls and spellbooks for the magic users; but what about the Rogues? The Thieves or Specialists? Perhaps because they aren't as iconic as the standard fantasy fighter, but don't have that obvious supernatural element that Magicians do. 

It's rare you get magic items for characters like this. Aside from magical leather or light armor, which is already pretty uncommon, maybe a magic cloak or dagger if you're lucky, and rings of invisibility or magic winged sandals (that anyone could theoretically use) you really don't get a lot unless you make them yourself. This blogpost is kind of meant to remedy that.

As for "Thieves Tools", we're going with the modern day D&D description of being a small packet or bundle of metal tools and implements used to disarm traps, pick locks, open up wedged doors, and other tricks of the trade for Roguish characters. This is a type of abstraction I'm fine with. For generic high fantasy adventures, this level of abstraction is about right for me. But if you were doing a more serious resource-management dungeon crawler, keeping track of individual numbers of lockpicks, files, etc. may be a better fit for that kind of campaign. In that case, you'd have to adjust the rules to fit this table, which is more meant to be like a form of "equipment" that Rogues use to do stuff and are semi-permanent items, as long as they aren't stolen or thrown down a ravine or whatever.

Treat each of these items as a standard set of Thieves Tools but Magic, meaning they will be protected from your average run of the mill magic traps or barriers that destroy lockpicks put into them and they can't be destroyed by rust monsters or if you accidentally fall into a slime.

8 Legendary Lockpicks
[1] The Elvish Ivory
(+1 to Proficiency Bonus / X in 6 chance)
This set of tools are of a beautiful pearl white, carved and engraved with tree patterns. They look incredibly delicate, but are as strong as standard iron tools, and can still be used to force open and finesse locks and clasps. Because they aren't made of metal, these tools cannot be effected by magnetic forces and as such can be used to disarm magnetic traps or special locks that would fling away traditional tools.

The name is also not merely for the sake of appearances; these tools are actually made from the bones of a single beautiful elvish woman. Legends say that she was the love of the original master-thief who created them. They have changed hands many times and have become somewhat infamous among the world of high-class criminals for their grace and beauty.

[2] The Woeful Set (+0 to Proficiency Bonus / X in 6 chance)
These cruel tools are hooked with barbs and spikes and are made from a very dark, dense metal. Dried blood has set in the grooves that were cut their intentionally for that purpose. The creator of these believed that prying secrets from a prisoner was no different then clicking the tumblers of a stubborn lock.

These tools double as implements for torture. Whenever you use these to torture someone to extract information from them, you can use your lockpicking skill/bonus in the place of intimidation or whatever other social skill is called. Additionally, the set has a strange set of tongs that look like a pair of hands. If you pull someones tongue out of their mouth, you can force them to confess to the last lie they told. This action requires the individual to be helpless or unable to resist given how finicky it is to grab and pull out a slippery tongue- even with magic tools.

[3] Dolphin's Delight (+1 to Proficiency Bonus / X in 6 chance)
Held in a light gray pouch, supposedly made from dolphin leather. The pouch always feels a little damp on the outside, but is always dry on the inside. It's waterproof and can be used to store various notes or dry goods without worry of them getting soaked and destroyed for underwater adventures. 

When someone new gains ownership of these tools, they have a dream that night of swimming in the ocean with a dolphin, before turning into a dolphin and swimming down into the depths of the ocean. After this dream, the thief has the inexplicable ability to hold their breath for up to two exploration turns (twenty minutes)- more then enough time to pick stubborn underwater locks in sunken ships and drowned temples. Also, you can use a special pearl-encrusted tension tool on the mouth of any sea clam and it'll open up, giving you just enough time to grab its pearl before it closes up again.

[4] Juritovi's Dancing Knives (+1 to Proficiency Bonus / X in 6 chance)
Selection of knives held in a roll, lined with fine fox fur. The knives are all very finely made, with well carved wooden handles, and runes carved onto the flat of each blade. Despite being a collection of knives, they are fine, flexible, and strong enough to be crammed into locks and used as prybars for small locked containers and so on.

While not technically thieves tools, these enchanted knives have been the envy of many thieves. When placed out on a roughly table-sized area, they can be verbally commanded and magically dance, hop, and slide around to their owner's wishes- doing whatever is commanded of them. They can slice up vegetables in preparation for a feast, perform some surgery, or commit genocide on a colony of rats. Despite their strength and apparent ability, the knives are absolutely terrible for combat purposes and would rather hide down their owners pant legs then fling themselves at people and attack.

[5] The Knucklebones (+3 to Proficiency Bonus / X in 6 chance)
This set of very old and beat up tools is remarkable for its long legacy. There are many stories about these thieves tools, especially among pirates. Despite their worn appearance, anyone who has laid hands on them will swear by their usefulness and that they must be magic. The name of this set come from the pair of dice always kept with them, which despite what everyone says, are 100% fair and don't guarantee your fortune if you go out and use them to gamble.

This set of dice has the unusual quality of stealing away the skills of experience of thieves who use them. At first, it greatly enhances your abilities and makes you extremely deft, but slowly those who use them find their fingers getting more and more clumsy and more absent-minded, eventually leading to them misplacing the tools and having them stolen by the next victim. Every time you use these tools, there is a 1 in 20 chance that you lose -1 to your rank, X in 6 chance roll, or an associated saving throw permanently.

[6] The Mouse (+2 to Proficiency Bonus / X in 6 chance)
This "tool" is held in a small cloth pouch that is filled with a few small knick-knacks, some straw, and a very sleepy fat little brown rodent. The rat is an otherwise unassuming common household mouse that is blessed with a strange intelligence. Anyone looking into its eyes can see how it is much more then a common mouse, and given how tame it acts when handled, it is more a pet then a tool.

The Mouse can squeeze itself into various machines, locks, in the spaces between walls and is seemingly able to disarm, open, or otherwise manipulate the machines from within using internal levers and its own body. Nobody knows exactly how this rodent gained this level of intelligence or knowledge, but seems to just "know" how machines work. It can be easily bribed with a few grains of wheat or a small chunk of cheese, and is otherwise very affectionate. The mouse still has the lifespan of a regular mouse, which means after buying it from its previous owner it probably doesn't have much time left. Roll 2d6 to determine how many months the mouse has left until it dies of natural causes.

[7] Sha & Sira (+1 to Proficiency Bonus / X in 6 chance)
This is not one set of thieves tools, but two. One is made from a green jade, the other from a blue lapis-lazuli. The sets are otherwise identical, with matching decorations, dimensions, and level of quality. The two sets are from a far off desert land, and are bundled in silk with white and black bands to hold them all in place each. The tools smell faintly of cinnamon.

Despite being named after two famous lovers in legend; they act less like a pair of lovers and more like squabbling siblings. Every time these tools are used, you must specify which set you are using. If you use Sha, you will also gain +1d6 coins inexplicably from chance or find them wrapped in the pouch. (Note: this is only if you use the picks "legitimately", as in while adventuring, doesn't work if you just keep opening/locking the same door over and over to farm coins). If you use Sira, you regain one hit point after successfully opening a lock OR restores one light-turn (lantern/torch) to whatever light source your party is using with a sudden gentle kindling of the flames. These magic effects are constant and always "on", but the picks get jealous if you favor one benefit over the other.

If you use Sha three times in a row, the next time you use Sira you are infected with a common disease.
If you use Sira three times in a row, the next time you use Sha, you are cursed and get -2 to your next Save vs Death.

If you use one of the pair five in a row without using the other once; all of the picks of the other color crack. This is your warning. If you use the uncracked one again (six times in a row), then the next time you open the silk bundle all of the picks will be destroyed and turned to dust and pebbles out of grief. The picks being cracked does not prevent you from suffering the curse of the spurned picks- just use them both evenly and there won't be any problems.

[8] Stolen Heart (+2 to Proficiency Bonus / X in 6 chance)
Appears as a knitted human heart made from bundled up yarn. All of the tools are pierced through it, with special holes for each, which makes it look like a pincushion when they're all in place. The "heart" here is actually a voodoo doll's heart of a spurned lover, who can feel the lockpicks and metal bits piercing their heart each time you use this. The witch who made these tools is very upfront about this, as she is very spiteful, and encourages you to store your other sharp needles and pokers in the heart as well.

The tools are carved with circles and anointed with special oils, giving them a strange spell. When you press these tools against a magic glyph or rune, you will be able to manipulate it on the page much like it was a lock. With proper skill, the "enchantment" of any item can be unlocked, which transforms the rune or symbol into plain common text that explains what the enchantment is or does, and remains that way for one minute. Essentially, you can use these tools to Read Magic or Identify Item; using your Lockpicking skill in place of an Arcana or Lore check.

Tuesday, May 24, 2022

6 Deadly Daggers


[1] Lungpiercer
- +2 Magic Dagger
Stats- 1d4 + 1d6 + 2 "Asphyxiation" Damage

This magical dagger is a fearsome tool for assassins. Every wound made by this weapon seems to pull the breath away from the victim; even wounds cut into the arms and legs. Blood drawn by this weapon bubbles, as though your breath is escaping through each open cut.

Whenever this dagger deals damage, the total value of damage is applied as a magical curse. If the amount of damage an enemy has from this dagger equals their Strength score (or HDx2 + To-Hit bonus of a monster), they are unable to yell or call out for help and can only speak under the lightest whisper. They also cannot run or sprint, as though they just can't catch their breath, or cast spells. Beings which do not need to breathe are immune to this power.

Naturally, those harmed by this weapon are in great danger even if the assassin leaves them before the job is done. Only a healer will know how to open the airway and restore the victim's breath before they go under for good.

[2] Blade of the Barracks - +1 Magic Dagger
Stats- 2d6 + 1 Damage, +2 AC

Broad blade with a gold-leaf decorated face. Barely suitable as a tool of a stealthy killer, but renowned in the world of duelists and armed city officials. While wielding this dagger, you get +2 to AC as it magically aids in deflecting enemy blows and parrying the strikes of others.

The blade is a handsome weapon; and one of the few reasons a stealthy killer might announce their presence to their victim before striking- even giving them time to arm themselves and prepare their guard. It is a tool for a gentleman killer. Even if you get caught by your target before you strike, they will find you strangely approachable despite you planning to kill them and all. Anyone openly carrying this weapon also gains a +1 to their Charisma modifier, improving reaction checks and increasing their loyalty with retainers and making them more likeable.

[3] Medicine Knife - +2 Sorcererous Implement
Stats- 1d4+2 Damage

Made of sharpened antler and inscribed with arcane symbols- this magic item is rarely seen without a sheathe of fox fur and stone beads adorning its side. It is the tool of the shaman and witchdoctor, and may have been the preferred weapon of a very ancient and powerful sorcerer. While any shifty eyed killer could make good use of this knife, its true power is more aligned with the mystic and natural world. It has the aura of ancient, primal magic and is known to be "strong medicine".

The first power of the knife is its mystic ability to penetrate through magic barriers and defenses. AC gained from magic spells is ignored by this dagger. This does not apply to magic armor, whose protection is physical as well as magical. This knife can simply penetrate invisible barriers and magical protective auras; making it an ideal end to sorcerers.

The second, and more deadly power of this knife is that it can "hold" a spell inside it. If a magic user casts a spell on this knife and binds the spell within by cutting their wrist and taking 1d4 damage from the bloodletting- they can imbue this knife with a single magical spell. Later, the knife will activate the spell on the next target that it strikes. The knife could be charged with a powerful offensive spell, dealing direct damage on an enemy upon a successful stab. Or the knife could even be given a healing spell; you make a light scratch and suddenly wounds all over your body are closing. However, the knife will always activate this spell on the next target it hits, so you cannot use the bound spell until you are sure this is the one you want.

[4] Eight of Pentacles - +1 Magic Dagger
Stats- 1d8 + 1 Damage

This weapon looks like it was made by an apprentice blacksmith. Its metal is warped and the forgemarks are still blatant above the metal; but it has a strange power. Every time it takes a life, it seems easier and easier for the blade to be guided for the organs, arteries, and other weak points of a living creature as if it learns within the hands of a killer. It is empowered by occult magic and undoubtedly sadistic.

Each innocent person you kill with this knife gives it 1 minimum to its damage roll. If you kill 8, then it will always do maximum damage. This lasts until the dagger is lost; each owner must score these kills again for this effect.

[5] Polecat Point - +2 Magic Dagger
Stats- 3d4 + 2 Damage, +2 Dex Modifier

Possibly the greatest and most infamous of all magical assassination weapons. The Polecount point is a sharp stiletto with a black point along its light-silver body- not unlike the animals for which it is named. The dagger deals a very reliable amount of damage; and grants its user an increased Dexterity score of +2.

This weapon also grants the speed and flexibility of the mink. Anyone who wields this weapon becomes extremely flexible, and can move at a full running speed while crawling, climbing, or stooping under things. This ability extends beyond the simple increase to Dexterity when wielding this weapon- the most lumbering will become almost contortionist-like in their flexibility. Once, this weapon was the signature tool of a great killer-for-hire, who could hide within the smallest spaces to await the right moment to strike.

[6] Rainbow's Edge - +1 Magic Dagger
Stats- 1d4+1 Damage

This neochrome dagger constantly shifts and changes its color. While the dagger alone only hurts the same as a slightly enchanted dagger would; its true power is in the colors of its blade.

Whenever this dagger is unsheated, it turns a random Normal Color. The dagger passes through anything of the same color as it as though it wasn't there. If you strike an opponent wearing a bright red tunic, for example, and the dagger is red, it is counted as an automatic critical strike as it passes through their skin and muscle and strikes the organs within. Every attack hit with this dagger against a creature wearing or of the same color as it takes enough damage to drop to 1 Hit Points remaining, or an automatic killing blow if the attack roll is a 20.

If you aren't sure the color matches, roll a d6 with an x in 6 chance of it passing through, with X being how close the colors are to each other.

Saturday, February 26, 2022

8 Magic Pirate Items


[1]
Lobster Plate - +1 Magic Armor
Bright red and orange, knobby, worn over the torso. This offers exceptional protection the back especially; sneak attacks can only deal normal damage against whoever wears this armor- no critical strikes can hit them. Also, magic or skill-based powers that can remove this armor don't work, unless the wearer is at least halfway submerged in water. This armor is as protective as plate armor, with +1 AC.

Once worn by a paranoid captain who feared a mutiny.

[2] Ivory Putty Jar
Carved from the base of a great whale's tusk- this smooth container has a well fitting cap to keep out air. Inside, it contains a great few fistfulls of wood colored putty which can be smeared onto wood and breaks in a ship's hull. The putty merges with the boards there, gaining their woodgrain and becoming indistinguishable from the natural wood that once made up whatever it is repairing.

The jar magically regrows the putty inside over time; it only greats a spoonful or so every turn, meaning it will take a long time to recharge. But with this jar, a ship can be repaired much easier and with needing less stops. If a full jar is used during a ship to ship chase or combat, you can recover a ship's hull by 1d6 hit points over an exploration turn of patching the worst leaks and breaks.

[3] Green Gel Lantern
Silver framed glass egg filled with green goop. The goop is inert unless heated by a flame- the tiny fixture for placing a small candle underneath must be lit for the lantern to function. The lantern is always carried with a thick wool bag that can be thrown over it to cover up its light.

The goop emits a massive amount of ghostly green light- the gel lantern essentially multiples the amount of light given off by a flame by a hundred times over. The green light is enough to act as a beacon to other ships, or to illuminate the entire deck from the poop- use a baseline of 80 feet of bright light. The lantern also grants magical protection- anyone carrying it gains +2 to spell saves against any spell cast on them within the green light.

The gel inside the green gel lantern has a secondary power. If heated, the glowing goop can be consumed by a creature to make them shed light of 10 feet and become immune to all magical spells and take half damage from magical blasts, damage from weapons, and dragon breathe for the next six combat rounds. Every time some of this gel is consumed in this way; reduce its bright-light radius by -5 feet permanently.

[4] Scarf of Tailwind
It's a long waving red scarf. Whoever wears it can control which way the wind blows; the scarf's tail always majestically waving towards the wearer's new desired direction. The strength of this wind is between a cool breeze and stiff blowing- perfect for sailing, but it cannot beat a storm. It can also quell the wind, causing the scarf to hang down limply.

There is no "cooldown" or curse associated with this magic item. That's probably why some obsessed pirate captain beheads anybody who is wearing a scarf and steal them for his collection- he's trying to find the "one".

[5] Rock of Rismorses
This rock is shaped like a small step pyramid, but more smooth. It was apparently formed by natural forces, except with a few small ridges of tiny notches curved along its surface. This rock must be owned by a pirate captain who can cast spells; because this rock is actually a spellbook.

The rock has three spells etched into it, requiring a small meditation ritual of about a turn to read & prepare by tracing your finger along.

Gulp of Sand - 1st level Conjuration
Causes a mouthful of sand to "come up" from the mouth of whatever the caster points at. It can be a statue, a person (causing them to cough and wasting an action), an animal (making them spit out anyone they have caught in their jaws), and so on. The amount of sand is enough to fill the mouth of the "mouth", and as such a massive statue or huge creature could eject a massive dune of sand.

Anchor - 2nd level Transmutation
Makes anything in the water burdened as though weighed down by an "anchor". This anchor will adjust for the size and weight of the target, but will be roughly enough to keep it from being blown away by the wind, but not enough to cause it to sink. Things with little buoyancy may be dragged under instead. This anchor weight is invisible, but will always hang from the central bottom point of the floating object, and could be "cut" by a magic sword or another spell.

Any aquatic creature or vessel moves as though heavily encumbered, damaged, or having no wind in its sail. You must be within shouting distance to cast this spell on something.

Cant of Survival - 3rd level Abjuration
This spell is a hymn that effects everyone who can hear it. The caster must chant the words without stopping, and can perform no other actions but casting this spell while it is active. While listening to this song, taking damage that would kill you instead reduces you to 1 Hit Point. Every round somebody should have died, the caster must make a saving throw vs magic to continue the spell, else it stops. Every time the caster succeeds this save; make it +1 harder on the next roll until this casting of the spell ends.

These spells are mostly incidental for this stone to have- it's real value as a magical treasure is that it is a rock that floats! It isn't hollow or anything- it just floats in water, so you won't lose it when it gets thrown off the side of the ship.

[6] The Everlemon
An eternally bitter, sweet, juicy lemon. You'll find this as a half of a lemon; it never "heals" itself but it doesn't dry out or lose its flavor- it is always exactly as fresh as a ripe lemon sliced down the middle. If you suck on it, protects you from scurvy. You can also juice it once per day to create another "scurvy ration" for somebody else, or store it to make a lemonade base for potions.

The first half is owned by a pirate somewhere- somebody you rob. The second half is being ever-digested in the belly of a kraken somewhere else.

[7] Godless Finger
Finger of an renowned atheist, thief, war profiteer, and temple-sacker. It is kept in a small box and wrapped in black cloth. The finger never rots, but never bleeds either. If the finger is touched to a holy object, it sizzles and burns, letting you identify items consecrated or blessed with divine power. If the item is demonic, the finger might caress it instead.

Additionally; the finger (index finger of the left hand of a human) can be cleanly stitched to your own hand if you remove the matching finger. The moment you do this, you gain its powers and can identify holy or unholy items. You also gain all of the thief skills of a 3rd level thief, and can use their saves in any category if they are better then yours. If you are already a Rogue/Thief, you treat all of your skills and saves as though you were one level higher. However, you can no longer benefit from divine magic- you cannot be healed and conjured food or water turns to dust in your mouth.

[8] Ballast from the Bay
Not one magic item, but an uncountable many. The "ballasts" are grains of sand from a yellow beach in some part of the world, long since forgotten and unimportant. These grains of sand obey the words of the owner much like a dog. They hate to be separated and the sand will form into a cloud or slither like a large snake over land to be reunited with their "owner". The sand can rapidly duplicate itself or shrink in number; going from a small dune to a powdery handful in about one turn worth of shrinking or duplicating. 

You can also order the sand to "attack" people, which it does mostly be just rushing at them or pouring over them- it has no concept of choking people or sand-blasting their eyes. It can do a maximum of one damage per round, but it could weigh somebody down pretty heavily if it got into their bags. It is terrified of water and will never intentionally sink a ship, and cannot fly over any standing water- even a few droplets make it scared. If told to defend you, it would grant +1 AC vs melee attacks and +3 AC vs ranged attacks or magic blasts, except electricity. Any electrical blast that hits this sand causes it to fall to the ground and wiggle and dune-about in a spasm. This is apparently similar to rubbing a dog's belly, but for sand.

Due to its separation anxiety, and inability to actually help any bloodthirsty pirates who come to posses it, it is usually told to stay on the bottom of the ship and act as a ballast, hence the name. Even so, using it for this purpose is enough to grant a big advantage- any ship with a ballast like this would require no anchor, can turn on a dime, and can quickly lose weight to gain speed faster then crewmen dumping cannonballs or less important crewmen off the sides of the ship. Treat any ship related rolls or checks as +1 and the cargo space of the ship expanded by a few barrels or crew-space worth.

The ballast is animated sand but has a certain level of animal cleverness to it. It treats whoever has recently sat on it the longest as its master. Masters who mistreat it (trying to make it carry them over water, burning it and sending it at enemy ships as an attack, etc.) are likely to find it abandoning them by shoving a few of its grains into the stitching of another person's pants- so eventually they will have "sat" on it the longest.

Monday, October 25, 2021

Dal'Vastk - Legendary Dwarven Axe

Dwarves have two words for blood. They don't use "blood" as humans do, as a term for lineage, due to the high importance and many social nuances of family and blood-relation in their culture, blood as a word for them is just blood.

But there are two words for blood. The first just means blood as a thing. It is blood in your body, on a knife, spilled on the ground. That's just blood. The second is the word for blood, but only blood spilled in defense of the home. This term is, therefore, very special. If you are injured, you have blood, but only if you are injured in defense of your home or homeland, then you are injured with blood.

Then, in consideration of both this fact and the fact that dwarves have a very honor driven, conservative culture; consider exactly what sort of weapon could earn the name of Blood Axe.


Dal'Vastk
- Legendary Dwarven Axe +2
Stats- Deals 1d8+1d6+2 Damage, 1 in 6 chance for Shockwave on miss

The Dal'Vastk is a short hefted axe with a long cutting head, suited for combat. The design is very angular, with a octagonal shaft made of the same enchanted metal the axe itself is made with. The face and head of the axe is inscribed with an uncountable number of runes in geometric patterns lending the weapon additional strength, protection, and power.

This weapon is almost totally invulnerable, and is a symbol of true craftsdwarfship. It is immune to corrosion, destruction effects, disintegration magic, and even planar disjointing fails against the object. Even against divine or otherworldly levels of power, this weapon receives a saving throw to avoid being broken, disenchanted, or unmade. It never loses its edge and is never off balance. Its grip never slips and the blade never chips. The weapon could be left at the bottom of a river for a thousand years and never rust. It is immune to all such lesser forms of decay. The only weapons that have a stronger tensile hardness or ability to scratch it are those made of Adamantine, and even those cannot truly break the weapon, only mar its otherwise flawless exterior.

Whenever Dal'Vastk strikes something with the back of the axehead with vigorous force (as in, used in an attack or smashed against an object), it will fire off a shockwave. The shockwave pushes the target back 10 to 20 feet based on the weight of the target, and deals an extra 2d4 damage if they are flung into a wall or hard floor, with additional damage or death inflicted if knocked into spikes, off a cliff, etc. This shockwave can also be used to do things like blast down doors, knock down a bookshelf in one swing, shatter a stone, and so on. There is no limit to the number of times this shockwave can be activated once per day, but it can only be activated once per combat round. If your character has multiple attacks, you can perform a normal attack with the axe, then flip it around in your hand to hit enemies with the shockwave, and so on. Finally; when fighting regular, armed, and aware opponents, you still get a 1 in 6 chance to strike them with the shockwave ability even on a missed attack. This is because they may raise a shield, the flat may hit them square in the chest but be deflected, the use their sword to parry but the energy is still directed towards their body, etc.

Finally; Dal'Vastk is a powerful artifact and a symbol of dwarven kind. It is an ego weapon. It much prefers to be wielded by powerful dwarf warriors, but as the dwarves themselves would say- it's about how you act, and not what you are. Anyone who has broken a sworn promise without reconciliation, abandoned a solemn duty, or kill members of their own family are unable to wield this weapon. The weapon will also reject those who do not have an Ego equivalent of a Fighter of 6th level or better.

Anyone who fails to meet the requirements of the ego above are flung backwards by the shockwave the moment they try to swing the axe, even for a practice swing, with the axe being knocked out of their hand and flat onto the ground, waiting for a true dwarf to claim it.

Wednesday, September 8, 2021

Magic Shield Generator

This generator can be used to generate magic shields. If it's a regular magic shield of +1, it will have its Base AC for its size, plus any material or face modifiers, and then +1 to its total AC. If it's a magic shield +2 or a special artifact magic shield found in the depths of a tomb or something; then it also gets a Shield Power.


Shield Size & Base AC Value -
Roll d3
[1] Buckler / Roundshield - +1 AC (Use in a Grapple)
[2] Kite / Heater - +2 AC
[3] Tower / Fullsize - +3 AC (Encumbrers)

Shield Material - Roll d12
[1] Beast Hide (+1 Damage with Attacks when held) Exotic skin stretched along its frame.
[2] Sacred Copper (Immune to Corrosion/Acid) Has a green tint, strong copper disc.
[3] Bones (+2 to Saves vs Death) Made of bones, infused with deathly magic energies.
[4] Dwarf Steel (+1 AC, -1 Initiative) Very heavy, but extremely strong.
[5] Infernal Metal (Half damage from Fire Breath / Spells) Bright red, absorbs heat and flame.
[6] Crystal (+4 AC against Blasts, Immune to Color Spray) Prismatic, splits light and the elements.
[7] Mirror (Reflects back spells or wands on successful Save) Shining brightly, made of polished silver. Mirror shields are renowned as the shields of great heroes throughout history.
[8] Elven (+1 Initiative, +25% Magic Resistance) Made with white-gold metal and has gold leaf borders as decoration. Infused with Elvish magic.
[9] Scales (+1 To-Hit with attacks when held, Shield repairs itself if destroyed) Made from the scales of a serpent or reptile. You'll get excited thinking its dragon scale but it's not, sorry.
[10] Ironwood (First person to strike it each day is Entangled) Charged with the magic of nature; the strength of the roots is based on ecosystem. Forest roots are strong, desert roots are weak.
[11] Turtle Shell (Swim at Dolphin speed) Made of a turtle's shell. By holding this shield and kicking your feet, it will increase your speed to that of a fast swimming dolphin.
[12] Mysterium (Whenever an attack is blocked, deal 1 damage of a random element at the attacker in melee) This material conducts magical energies. This shield releases elemental energy when struck. The element is only rolled once when this shield is created, and is always the same. Roll 1d4- Fire, Cold, Lightning, Acid

Shield Face - Roll d6
[1] Spike (Shield bash deals 1d4+1 damage, Magic) Dangerous spike.
[2] Animal (+1 Initiative / Act-In-Suprirse) Painted with a design of a Random Animal.
[3] Painted (+1 to Hireling Morale) Painted with bright, inspiring colors or a heraldic seal.
[4] Crystal (Enemies get -2 to Saves vs your spells or Special Moves) Charged with occult power.
[5] Gargoyle (Morale Check on first strike) Terrifying face; it takes guts to strike it- but only for the first strike per fight. Eyeless enemies are unaffected.
[6] Boss (+1 AC) Metal dome over the center point of the shield; around it is silvered engravings in spiral or flowering patterns. Strengthens your defense.

(Optional) Shield Power Table - Roll 1d6+ BASE AC Value of Shield
[2] Boomerang (Throw shield, 1d4+1 damage, returns next round) You throw the shield as a discus, bouncing around and unerringly returning to your hand. Lose AC bonus until next round.
[3] Grow (Can extend to one size bigger, adding +1 AC, but you can't move) The shield can act as a form of cover; sticking into the ground and growing bigger.
[4] Charge (Increase speed by +100%, charge into battle and get advantage on first attack) The shield glows and leaves a streak of flame as you run in.
[5] Gong (Shield user can strike shield to create a sonic blast; deals 1d4 damag, knock back 10 ft, and deafen all within cone; 3 times/day) Requires a blunt instrument the front; blasting like a gong.
[6] Dome (Shield creates magical dome that covers up to 6 people, nothing can pass through, once per day) Creates a magical, impenetrable transparent dome to protect you and your allies.
[7] Weapon (Shield transforms into a weapon) The shield snaps around the arm and turns into a fitting weapon. Bucklers become punch daggers that deal 1d4+1 magic damage, Kite shields become arm blades that deal 1d6+1, and Tower shields become huge clubs or chainsaws that deal 1d8+1 damage. If the face of the Shield has a spike; increase damage die size of weapon form by one dize size. Also, if the Shield is made of Mysterium; add elemental damage.
[8] Shrink (Can shrink to a size smaller for easy carrying. No encumbrance penalties) Can fold up into a smaller size for climbing, sneaking, squeezing through caves, etc.
[9] Wall (Shield magically extends horizontally for 10 ft in both directions) Slamming the shield into the ground causes it to grow and fill space; blocking passage or providing protection for many.

Friday, July 9, 2021

Noodle Whips

These are magic whip-style weapons. Possibly only usable by the Pastamancers; known best for their constant and endless feuds with the Saucerors.

All of these are edible. Unless otherwise stated, all these whips have a range that is just beyond the range of a spear since they're whips. If eaten partially; counts as a day's ration and reduces range to the length of a spear. Eaten partially again; counts as a day's ration and reduces range to the length of a sword swing. If eaten a third time it will sustain as a ration but the whip will be fully consumed.

All of these list their values as "Base" AC. The rights kinds of magical sauce can easily enhance these modifiers. Spicy red sauces increase damage, where as cool white sauces give to-hit bonuses. Up to you how you want to do it. 


Noodle Whips Table -
Roll 1d4
[1]
Spaghetti
Base To-Hit Bonus-
+2
Base Damage- d6+2

The classic. Well balanced, average noodles who are blessed with consistent damage. Not the fanciest or trickiest type of noodle, but is good at what it does.

[2] Angel-Hair
Base To-Hit Bonus-
+4
Base Damage- d4+1

Small, thin noodles. The "whip" acts more as a cat-o-nine with many small strands attacking at once. Due to their small size however they like to slip in the gaps of enemy armor and strike from many directions at once. The noodles themselves are weak and deal minor damage.

[3] Fettuccine
Base To-Hit Bonus-
+0
Base Damage- d8+1
Base AC Bonus to User- +2

This is a flat type of noodle used by the more defensively minded Pastamancer. Its flat surface means it is useful for deflecting enemy attacks and parrying blades and blunt weaponry. It's damage is less consistent then other types of noodle whips, but it makes up for it in defensive strength.

[4] Fusilli
Base To-Hit Bonus- +1
Base Damage- 1d12
Base AC Bonus to User- -2

These spiral shaped pasta noodles usually aren't drawn out this long, but for a noodle whip they can be crafted in the magical kitchen this way. The Fusilli are like a drill; attacking targets with powerful blows. They aren't consistent at all, but have a chance to deal big damage! Fusilli noodle-whips also lock you in place, since you're essentially holding on to the end of a giant spinning rocket drill, making dodging enemy attacks after you make an attack difficult. The best time to use this is if you have the advantage of surprise or allies to protect you from retaliation strikes.

Tuesday, June 29, 2021

10 Badass Spears

Why am I using the term "badass" here? Because every other list is going to just say "magic" instead, so who cares. It means the same thing. We don't have enough cool magic spears. It's always just swords.


10 Badass Spears
[1]
Edamame - 1d8+2
Named after a simple cooked seed dish, this spear is so named for its bright green pod on the end of it, edged with a sharp seam. Three times per day, the user of this spear can swing it and force the pod to magically open up; releasing a sudden burst of Entangling Roots in a cone. These roots also puncture and spread shoots through whatever is struck by it, dealing 1d6 damage.

Additionally, if this spear lands a killing blow on a creature of at least one HD, all enemy creatures adjacent to the slain creature must save or be entangled by a small explosion of grass and vines that shoot from the slain enemy's body. These roots are intelligent enough to avoid striking both the user of the spear and their allies; making this weapon very powerful.

[2] Love Point - 1d6+1
Spear whose bright metal tip is dipped in orange paint. Has a long dark gray shaft made of unusual, far-away wood that is stronger then oak. The spear has a sharp, flat head.

When the spear is gripped and pointed at a creature, they must make a save. If they fail, they will slowly walk towards the spear and be able to attack the spear user. Every round, they will get closer- until they will begin to impale themselves on the spear and walk into it, thus killing themselves. Assume it takes about three rounds to impale oneself on the spear from a general fighting distance. You can make being impaled lethal (perhaps a save vs death for the final round?) or just make it do maximum weapon damage each round they keep walking into it.

Love Point has a second ability. Whoever routinely feeds it their blood will be considered its "owner". As long as you are Love Point's owner, you are immune to mind effecting spells, and you can summon the spear to fly into your hand from a distance. However, if enough attacks are done against an enemy, it may "switch" ownership, thus making you vulnerable to having the spear taken.

[3] Fiendish Point - 1d10+2
Spearhead is a bright red metal, forged from unusual alloys. It was (probably) forged in hell. The weapon is immune to melting and corrosion, and its head is always warm to the touch.

Once per encounter/turn, the Fiendish Point can charge up a blast of flame and release it at a target you are pointing the spear at. This flame blast deals 1d6+2 damage, and can be fired at throwing range.

Once per day, the Fiendish Point can charge up a blast of hellish heat- and create an invisible field of super hot air. The heat is enough to fill 6 squares/hexes/equivalent in sq ft of space in any shape the caster desires, as long as they are all touching. Anyone standing in the heat loses -2 to their To-Hit and Damage from the sweat and fatigue. Any ice effects like weapons made of ice or people frozen in ice are thawed out in seconds. Out of combat; the intense heat can be used to dry an entire small campsite after a rain, steam up a sauna, or make a tent totally warm for a full night.

Once per owner, the Fiendish Point can be used to sign a minor magical contract with a devil. The owner of the spear simply needs to tap the butt of the spear on the ground three times, while saying "Let me talk to my lawyer". One soul (especially one as morally dubious as yours) can be exchanged for a few decent things, like seven years of good luck, a hearty sum of gold, or another magic item, but don't kid yourself. If you ask to rule the world in exchange for your soul or something the devil will just take the spear away and give it to some other sap.

[4] Walking-Spear - 1d8+1
This spear's dull end can be tapped on the ground to click and hide the spearhead into the shaft, giving it the appearance of a simple, sanded walking stick. This also allows it to be carried as a stealth weapon.

The first day you are in a new place, you get +4 to hit with this spear. For this definition, a new "place" is a general geographical area or locale with at least some size. So your "first day in a new town" or "first time explored the caves" would count, but not first time stepping into a building or wing of a dungeon, for example.

[5] Rainbow's End - 1d6+1
The entire spear looks like it is made of a slightly blue-tinted glass made from a single piece. The spear is just as deadly as any other, and no less durable then a normal spear, but anything that would break a spear or if a corrosive weapon effect is applied this spear would shatter in a million pieces and be lost for good.

The inside of this glass spear is hollow and within is a swirling pillar of colors. Once per day, the spear can be activated by its user to cast Color Spray, OR it can be used to create a single "wall" color from the spell Prismatic Wall shaped by the user in front of them. For both, the "caster level" of the effect is equal to the user's To-Hit bonus with melee weapons. This weapon recharges by being left out in the sun for a bright, sunny day.

[6] Horse - 1d6+2
Standard, dependable looking spear. Tassel wrapped around the head made of a horse's tail hair. If you tuck it between your legs, and pantomime running with it, it will fly a few feet off the ground- like a limited flying broom. If you try to ram the spear into something while riding on it it deals 2d6+2 damage on impact but sends you flying over top of your target because you forgot that you're not actually strapped in to anything.

[7] Taboo - 1d8+1
This spear has a shorter then average shaft, wrapped in purple cloth. It smells lightly of flowers. If you hold the spear's shaft in your mouth horizontally, no spell cast by a spellcaster can effect you. The moment you remove the spear from your mouth, every spell cast on you takes effect at once.

While this power means you can essentially become immune to magic, you can't talk (and cast your own spells), eat, or pass through small passages as the spear would get blocked. You also obviously can't attack with the spear, unless if you spin around and just barely scratch people around you- 1 damage at the most for an "attack" made this way unless you're a freaky martial artist master.

[8] Master & Apprentice - 1d10+2 & 1d6+1
This magic spear is actually two spears. They look identical; dark grain wood with shining silver heads, but one spear is significantly shorter then the other and has a head that is slightly smaller and less imposing then the first. The two spears are inextricably linked, and will always find themselves back together again once separated.

If you are holding the Master's spear, you have the more powerful of the two spears. You gain the power of a random Blade Art, which changes each time you draw the spear to a point at a foe. However, you have the burden of an apprentice. Each time the character armed with the Apprentice spear takes damage, you get 1 shame token. These shame tokens force you to drop the spear when you reach a number of shame tokens equal to or greater then your To-Hit bonus from your class and character's abilities.

If you are holding the Apprentice's spear, you gain the guidance of the master, and the flexibility of the apprentice. You can, once per round, strike at the same target that the Master's spear has successfully hit- you will automatically hit the target on the same roll or better on a d20 as the Master's spear hit the target. Your spear is also shorter, and thus better used in tight spaces.

The spears don't technically have to be used by two different people.

[9] Moon End - 1d12+1
Barely qualifies as a spear, as the long wave on its head makes it almost a polearm, but is still primarily a thrusting weapon. Whenever you miss a target with this spear, the edge of the moon-blade will still cut them with supernatural force, dealing 1d4 damage.

Additionally, this spear has the power to control darkness. You can cast Darkness once per day, or extinguish a single light source. While holding the spear, you have dark vision out to 20 feet. Your eyes glow a pale silver-blue.

[10] Uladide - 1d8+2
Named by the elf grand-master who once wielded it, this legendary grand weapon is of no small renown. It is made of a pale white-gold metal, with gold leaf designs flowing up the end of the shaft and "blooming" into the blade like an opening flower. The shaft itself is made of some kind of jade-metal-wood material that is flexible and strong. You could use this spear to pole vault over gaps, for instance, or use it to stop a ceiling-trap from collapsing down on a room a moment, though eventually it will be bucked loose from getting bent too far, it won't break from such rough treatment.

Firstly, this spear grants an extra spell slot to anyone who has mastered it. If you meditate with the spear during downtime, you can prepare an extra spell, the magical energies of the spear mingling with your own.

Second, Uladide is a thing of beauty, and a work of art. It invisibly guides its user to flow and to pose dynamically, creating an entrancing effect. Those of 1 HD or less cannot move or attack if they see Uladide in action; they are entranced by its motion, its shine, and its magical power. Essentially; stun everyone of 1 HD or less who is in the battle with Uladide. Those allied to the user of the spear are not immune, but can get a saving throw to avoid looking at it each round.

Because of its beauty and power, this is an Ego weapon. It will only serve a master who has at least a +4 to hit in combat and can cast 3rd level spells or higher. Or just make it so it will only serve someone who has a HD of 8 and is of Neutral or Lawful alignment. If one does not meet the requirements, using the weapon will cause the spear to bend wildly the first time you try to stab it into something, flopping itself away from you on the ground and being totally useless. Those who try to use a magical ritual or force to master the spear must save vs magic or have their bodies frozen into white stone.

Tuesday, June 8, 2021

Garden- Gun Rules & Chimney Generator

Garden Guns
In Garden, guns are the tool of the masses to protect themselves, and for many, a way to earn their weekly paycheck. Guns are both the tools of the gang, as well as tools of the citizens. Needless to say, players will be using them a lot.

For this ruleset, we are stealing Goblin Punch's gun rules from his Eldritch Americana game system/setting, which was a big inspiration for Garden in the first place.

Gun Fighting
Whenever you shoot a Firearm, you must declare how many bullets you are firing during the round. For every shot you shoot including the first, you get the additional shots benefit for your munition type. For example, a pistol firing bullets would have +1 to hit and deal d6+1 damage on a hit if you fired a single round. If you dumped your magazine of 8 bullets, you'd get +8 to hit and +8 damage.

If you roll a 20 or higher when firing your weapon, your gun jams. Gun jams can be cleared by taking a round to clear the jam. If the gun jam was especially bad (30 or higher on attack roll), you'll need to use field repairs which take an exploration turn or short rest to clear.

If you run out of capacity during a firefight, you must take a round to reload.


Chimney Generator

Gardeners need tools of the trade if they want to survive and thrive within their city. Almost all city-folk either own a firearm or can get one through a friend or college.

All firearms are made of parts. Sidearms are simplified weapons made only of a Munition, Barrel, and Receiver, but they have no inherent flaws. Take the lower, second number in parenthesis for both damage and capacity when creating sidearms. Sidearms only take one hand. (Base Load 1)

Chimneys are the big toys that are made up of a Munition, Barrel, Receiver, Stock, and Flaw. While having greater damage and capacity their flaws make them less reliable then Sidearms. Chimneys take +1 round(s) to reload, takes both hands to aim, and cannot be concealed as easily. Gardeners call two handed guns chimneys because of the soot, smoke, and need for constant cleaning. (Base Load 2)

-Munition-

Name

Base Dmg.

Cap. Mod

Additional Shots

Bullet

d6 (d4)

x3

+1 to hit and damage

Shell

d8 (d6)

x1

+1d4 to damage, knocks off -1 armor per extra shot on a miss

Cartridge

d10 (d8)

x1.5

+1 to damage; (Passive) Half penalties each round you aim.

Payloads

d8 (d8)

x0.5

Can hit 1 additional target; if jams save or gun explodes

-Receiver-

Name

Capacity

Dmg. Size Bonus

Accuracy

Extra

Revolving

4 (2)

x

x

+1 Round to reload

Magazine

8 (4)

-1

x

x

Drum

10 (6)

-1

-1

Drums count as 1 Load items

Break-Action

2 (2)

1

1

Can only fire once per round

-Barrel-

Name

Accuracy

Load

Damage-Die Size Bonus

Extras

Snub

-2

-1

x

Can fire while grappled.

Thick

-2

1

1

x

Suppress'd

-1

1

-1

Quieter Firing

Long

2

2

x

Cannot fire at close combat attackers

Needle

1

x

x

Gun Damage-die size -1 vs Armored

Perforated

-1

1

-1

Roll -1 Flaw (Minimum 1 for Chimneys)

-Stock-

Name

Accuracy

Load

Capacity

Damage Sz+

Extra

Shoulder

2

1

x

x

Aiming cuts penalties to zero

Butt

x

1

x

1

x

Wire

-1

-1

x

x

x

Folding

x

x

x

x

-1 Rounds to Reload (min 1)

Heavy Weapons

x

2

+1/2

x

Roll +1 Flaw

-Flaw-

d10

Name

Effect

1

Fragile

On melee hit or explosion, gun breaks/jams. Requires field Repairs.

2

Hair Trigger

Can only aim the gun for one round at a time.

3

Sloppy

Reloading takes +1 round.

4

Overheats

Roll any >20 on attack roll; gun must cool down to fire again safely.

5

Sparse

Treat base Capacity as if Sidearm sized. Reroll if sidearm or Heavy stock.

6

Rattles

-2 to Sneaking when equipped.

7

Bulky

+1 to Load

8

Unreliable

Jams on a roll of 19 or higher.

9

Greasy

Needs greasing every 1d4+1 turns, or will jam next time it fires.

10

Kicks

After firing you get -2 Accuracy if you shoot again the next round.

Tuesday, February 23, 2021

10 Flying Swords

Ever since I wrote up the Flying Sword write in the Brigand Woods Encounters, I've loved them. They're a really fun magic item. But the rules need a bit of a touch up.

Flying Sword - +2 Magic Sword
Ego- 7
Stats- Deals 1d8+2 damage, Flight

This is a powerful magic sword. The “Flying Swords” are animated by their own magical force. Beyond being able to use it in your hand, you can also direct the sword with your hand and arm movements. It requires an arm to use, but can be used up to the range of a spear or whip- the sword flies from your hand and attacks a foe at a distance. It uses your to-hit and damage bonus from your character, as you are commanding the sword.

Flying Swords have a powerful ego- only strong warriors can command them. If you are a Fighter of least 7
th level, you can conquer the sword and use it. Otherwise, all attempts to claim the sword will result it animating and attacking you.

If you are level 10 and have a secret technique or +2 Dexterity- you can stand on the flat of the blade and literally fly around on this sword as a vehicle. Or maybe just grip the handle and let the sword pull you around, but that might be a little silly.

10 Flying Swords Table
All of these swords use the above stats. Roll on this table to see exactly what kind of sword you find whenever you run into a Flying Sword.

[1] Purple Tiger
This flying sword has an intentional gap in the blade that can be used as a handle, with purple fabric making it safe to grab. This extra handle means even novices can hang on to it, or use it like a helicopter as it spins up into the air. The handle is made of wood and it has a long, flowing ribbon which curls like a cat's tail in the heat of combat.

[2] Red Blaze
This flying sword is made with a copper alloy, giving it resistance to corrosion and makes it gleam like the setting sun. It's incredibly aggressive- even moreso then normal for a flying sword. While it still obeys its master, it seems like it wants to fight and kill more then even its user intends to. If the warrior loses control of this weapon, it could go on a rampage.

[3] Wise Dragon
This sword has a handle of green leather- made from a wise old green dragon. Water running off this blade sounds like a windchime, it is a beautiful noise and makes this weapon perfect for the warrior mystic- it aides itself to meditation. It is just at home on the back of a hermit as it is in the collection of a wise king. In fact, it would prefer the former.

[4] Ancient's Shortsword
This sword is seemingly made of bronze. Shorter then other flying swords, it has a simple, squat design that makes it more fitting to the ancient world of antiquity. The flat of the blade is painted black with a scene like an a Grecian urn. This sword is also a bit sexist, and much “prefers” to be used by sweaty, oily, bronze-skinned men over women or pretty boy elves.

[5] Cactus Drake
This unusual sword has spikes on the guard, pointing up, and the entire blade and crossguard has been painted green. This sword could be used a bit like a rudimentary swordbreaker, but these spikes seem more for intimidation then anything else. The green paint is flaking away, an unusual geometric pattern is slowly being revealed underneath it. The original sword was something far more mysterious then this green “cactus” sword- was it painted to hide it away?

[6] Tsunami
This sword is famous. It is a shiny blade, with the end curled like a wave, giving the whole blade a sort of ocean and water theme. It is still just as powerful as any flying sword, though obviously it's not quite as good at stabbing. It's just as good flying through the water as the air, though if a person tries to ride it they'll cause a lot of drag. The handle is wrapped in jellyfish leather.

[7] Crossblade
This sword is a straight sword- unusual for the flying swords, who are usually more depicted in the Eastern style. This sword is instead purely crossed shape with right angles, a tapered point, and may well be decorated with European runes. It probably belonged to a high level crusader.

[8] Infernal Dao
This sword is edged along the lower blade, crossguard, and upper handle with decorated material that looks like flesh and stone. There is a single large demonic eye along the cross guard that stares out at all would-be challengers to the holder of this sword. It is quite an intimidating weapon, but lacks any magical effect to scare away weak willed opponents. The rest of the blade is made of a dark steel and the handle itself is bare and unremarkable.

[9] Lightning Raven
This sword is marked with a painted lightning bolt, traveling from the base of the blade in the hilt up to about two thirds the way up the blade's face. The point is bent at a 90 degree angle with the top of the blade itself being flat (like those orc swords from the Lord of the Rings movies) so it gives the sword a brutal look, despite its elegant avian name.

[10] Hole Jian
This sword has four holes, shrinking in size as they travel up the length of the blade. It has been created with magical methods and is supremely strong and durable despite its apparent physical weakness. Even for a flying sword, this Jian is almost weightless and can be balanced on its point to stand straight up or gently placed atop the surface of water without falling in and sinking.

Saturday, November 21, 2020

Ability Score Requirements for Weapons Concept


This blogpost is a concept for a ruleset restricting items based on a character's stats, either Strength or Dexterity depending on the item used. This concept therefore ONLY applies if you accept three other concepts along with it;

#1- Weapons are stronger. The normal range of d4 for minor weapons to d12 for really powerful weapons is the default (at least for “normal” weapons) in most games. As such, these rules thrive on weapons that are more powerful; weapons may very well deal 2 or 3 dice worth of damage of various sizes, combining together to make really strong attacks. You could also use this rule with the normal range of weapons and it would be fine (better even- changing less math and already fits into the basic conceptualization of the game's world in regards to the abilities of player-characters based on their attribute scores), but this blogpost contains a larger scope then that.

#2- Characters don't get extra attacks. The damage numbers to make these rules significant is much, MUCH higher then the damage of “normal” weapons you would see in a DIY or OSR game. The idea here is Fighters do a ton of damage and have other ways of dealing with multiple opponents, such as a mighty cleave (kill monster = attack next monster) or baked in multi-target attacks to the rule system.

#3- Characters have a method to improve ability scores. This improvement is either based on leveling up, a type of downtime activity or training as a money sink, or something that happens in the world or through a magic item treadmill. You can regularly make Rings of Strength and upgrade them as you progress in the game, to better equip stronger and stronger weapons. Of course, you don't HAVE to include this concept- but doing so means character creation will rule out a huge number of characters on a huge number of weapons, so it comes with the territory that you need a way to actually use these if you include them.

Finally; the purpose for outlining these three concessions above is to avoid the obvious complains about balance, change, or unfitting nature of these rules with how most people play OSR. I know. This isn't supposed to be directly bolted onto a game engine that can't support it. Don't assume so.

Strength
In order to successfully use a melee weapon, your Strength must be equal or greater than the highest possible roll on its larger dice PLUS one half the highest possible roll on all other dice.

For example, a d6 standard sword has a Strength requirement of 6. The d12+1 Magic Greatsword has a Strength requirement of 12. The Twinblade Katana deals 2d6-2 damage, so it requires 6+3 for 9 Strength. The Mighty Meteor Flamehammer deals 1d20+1d4 damage, so it requires 22 Strength.

Dexterity
In order to successful use a melee weapon, your Dexterity must be equal or greater than the number of damage dice the weapons deals times 4, MINUS the Magic/To-Hit Bonus of the weapon.

The standard d6 sword only has one dice, and as such only requires 4 Dexterity to use. The d12+1 Magic Greatsword has 1 die +1, meaning it actually only takes 3 Dexterity to use. Bloodsucking Razor Whips that deal 4d4 damage require 16 Dex to use. The Twinblade Katana example from above deals 2 damage dice, so it requires 2x4 Dex, MINUS the negative To-Hit value, meaning it really takes 10 Dex to use it correctly. The idea is a negative to-hit of an unwieldy or low quality weapon would also make it a little harder to handle.


Explanations – What's the Point?
The purpose for this ruleset is a bit more of a “holistic” way to generate requirements for Fighters or Fighter-Types to use powerful weapons, as opposed to something like weapon egos or what have you. Of course, in that context it only works for the absolute bare essential stats of the weapon; more of something you'd have in a purely combat engine game- it doesn't make much allowances for things like powerful at-will or daily powers or spells bound up in the weapon that would make it much more powerful then just raw damage.

The reasons why I really like it are two fold, the first is because it makes weapons feel really powerful. It encourages creative weapon design. I get the opposite argument and even agree with it myself sometimes; the idea that a +1 magic sword should be enough. You should be excited for that, it's a cool magic sword and your character gets it from hard work, it's not flashy or mechanically deep, it's part of the game that makes it feel cool. But at the same time, we have all these dice and we have stuck in our minds this concept of low damage numbers- a more delayed gratification in a way. Clearly the ability of a Fighter-Type to annihilate a powerful monster in two or three rounds with a really big, badass weapon is appealing to some, but not appealing at all to others. I want to mention here that this really isn't a post about stats as a mechanic, or game balance or anything like that.

Secondly; the idea of playing with stats. I often contemplated the concept of a classless OSR/DIY game focused entirely on character stats- there would be training or experience points used to get them, or perhaps items found directly in the dungeon like elixirs that permanently improved your body or mind, or magic blessings from the Gods won by your feats. If you wanted to be a Fighter you'd just keep improving your Strength- all class features and benefits that would belong to a Fighter are just gained gradually be improving your Strength. You can cast any spell you want, doesn't matter your class, just be smart enough to do it. Turning Undead isn't a class feature, it's something anyone can do with enough Wisdom, and the more Wisdom you have the more or better your healing magic becomes too.

What's the Inspiration for it?
I like the concept of big powerful weapons, but also ones that can be represented in the game world. The idea of fantasy with actual fantastical weapons; huge buster swords or flaming whip flails are really cool- but the drawbacks and difficulties to using them could be put into the rules using a method. I've been playing Monster Hunter recently and the idea of high level D&D characters using those gigantic, ridiculous weapons just seems like a perfect fit for a big Fighter or Barbarian.

Why those equations for each Stat?
This concept revolves around powerful weapons dealing loads of extra dice, or having really big dice. The idea is bigger, swingy dice mean higher Strength needed, but many and more reliable damage dice is more for a Dexterity driven weapon. There is also a bit of a one sided relationship with the scaling; there are weapons that require very high Strength but very little Dexterity, but all reasonable weapons that require high Dex will also require high to decent Strength. Partially for this reason the To-Hit bonus directly lowers the requirement for Dexterity for weapons is to reign it in a bit, since each dice of damage is a big step up.

Why does magical stuff increase Strength requirements?
This was one of my favorite aspects of writing up these rules, but you are free to ignore them. I prefer my games and settings more mythological inspired in a way; it felt natural that any kind of martial power requires Strength to wield. It's not a simulationist view of Strength, where Strength is only just your lifting capacity, but a more vague usage of the word Strength to include a sort of warrior spirit or killer instinct. Even if you are physically strong enough to hold a magic sword, the powerful blast of elemental energy or incredible sharpness is too much for you to handle.

What happens if you can't use a Weapon based on these requirements?
That depends. You could say that the character simply can't use it in a fight, or they fumble the weapon on a miss and drop it. Maybe they can use the weapon, but its maximum damage is capped as equal to their total Strength score. So even if you pick up that meteor hammer and roll a 19 or 20, you're only going to be doing your low Strength in damage. If you wanted to make it more minor, they can use the weapon but fumble and drop it on an attack roll of 1, or perhaps they damage the weapon on a maximum damage roll or drop it yet again- lots of ways to handle this.

What about class restrictions?
If you don't already have a sort of attribute score maximum in mind for classes (though naturally people will want to play classes with higher attribute scores in what the class is all about; ie only Fighters really care about having big Strength, so it's kind of irrelevant), you could just say that the biggest size die weapon they can use is equal to their class HD or less, with Fighters either being totally uncapped in this regard or getting a bonus at a certain level to say they can now use weapons that include a d12 or higher.

Why would weapons have a bunch of dice and sizes and stuff anyway?
This is a total opinion piece, not just this answer for this entire blogpost. Saying it's an “experiment” isn't much of a defense, but I think the core concept is interesting. Imagine it; a character rolls a bunch of die all at once to do a huge hit. Maybe they craft or find a weapon with a very strange manner of attack; it can swap between forms and attack multiple targets at once. The practiced user can use all of its skills to the fullest, dealing huge damage but requiring a great deal of skill and raw physical ability in order to use. Lesser warriors can't even imagine it- they would get killed in droves. It also is the primary way for the Fighter-Type classes to feel powerful and useful, at least in a game mechanic sense. Armor is almost totally reactive and most DIY shies away from things like daily powers or combat maneuvers set in the rulebook; as such a weapon is a nice gap between them. It has a bit more meat then a traditional game, but is still pretty simple and provides the Fighter-Type with something to work towards in their progression system.

Clearly, this would require a big rewrite of any homebrew ruleset, at least when it comes to “end game” gear. The basic iron and steel weapons are one dice affairs, simple to use. But you can already see how this could work in creating a more varied combat system. I also like it for the potential to create verisimilitude; One of my favorite Eastern weapons is the Naginata. It's a lightweight, two handed polearm with a sword-like blade on the end. It's descvribed as a “woman's weapon”, due to focusing more on agility over physical Strength. Using the above system, you could easily design the Naginata to be a 2d4 weapon. It's got higher average damage then a big 1d8 polearm, but less of a chance to do the maximum damage. But it also has a lower strength requirement- only 6 compared to the other hypothetical weapon's 8.

As we can use the above; you could imagine lighter or more “Dexterity” weapons having smaller dice but higher numbers of dice, with heavy “Strength” weapons having small numbers of really big dice. The material or quality level of the weapon could determine it's magic bonus; I once read a Goblin Punch post about that- +1 magic weapons aren't really deserving of the “magic” title. They count as magic and get a bonus, but they're really just made of a special material or are really well made- we could say that being made of better materials increase die size, for being heftier, where as materials that are finer and hold a better edge could be the magic bonus To-Hit.

There is also an interesting idea buried here; weapon dice and sizes of dice based on object or abstracted measurements in the game's world, as opposed to a more vague “killing power” potential. How would you stat a Halberd? Well, I think most people would deem it a 1d10 or 1d12 weapon. Two handed, pretty strong, all that. But what about this system? You can get a little creative. Maybe we say the Axe-head is a 1d10 for its sharpness and length, the war-pick side is a 1d6, and the spike on the end is a 1d4. So you can imagine in your mind how this weapon is actually used in combat; a ton of complex maneuvers and attacks using all of the weapon's parts. You could argue every weapon is stated in this way; each part of the weapon actually used as a weapon counts for an abstracted over-all attack. The double ended spear for example could be a 2d6 weapon- but a long spear or blade-staff with a smaller spike on the opposite end has different sized dice, like a 1d8 + 1d4 situation. Or maybe a sword with a heavier pommel that can use it for crushing attacks? The sword's damage of d6+1d2

What about ranged weapons?
Ranged Weapons are unfinished at the time of me typing this. Core ideas take a similar approach; perhaps the largest sized die of the bow is used as a Strength requirement; so some d12 warbow has to be used by strapping Strength 12 Yeomen, as opposed to d6 hunting bows used by wimpy elves. Perhaps a Dex requirement uses the same system, or the system as Strength does, or adds +1/2 all the dice sizes together to determine a minimum since Dex should be more important then Strength for ranged weapons.

While it's not exactly traditional, I also kind of like the idea of making bows deal no damage at all, all damage comes from the types of ammunition loaded. Instead their Strength requirement could be based on the magic item bonus instead, representing a heavier draw weight, and the bow itself only has a Strength requirement based on the range it shoots. Or one die is the bow's power, and the types of arrows or bolts have their own dice. If every single bow attack was a two die damage roll this would sort of suggest that ranged combat is more of a “Dexterity” affair. Obviously you can just ignore a Strength requirement at all for crossbows since they're mechanical, but I could see an Intelligence requirement instead for using the machine- or at least its maintenance.