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Showing posts from September, 2017

Smack-Rush-Ice: System Agnostic Initiative Revision

Universal Combat Initiative System for Turn-based Tabletop Role Playing Games Just a quick introductory note as to the history and purpose of this system. It is a systematization of basically the way I’ve always run RPGs. Of course the roots are in AD&D, but a lot of refining also came through years of playing Lejendary Adventure. The AD&D 1st Ed initiative system has been seen as indecipherable by a lot of people. In an effort to boil down the official “by the book” method for easy consumption, there was an outline produced by a DMPrata that supposedly compiled all the rules. Of course, the thing looked like a mess. I felt this was overblown and really failed to hit the spirit of the rules. Which is that initiative in AD&D was intended to be a simple group initiative. Roll d6. Highest goes first. Like many rules, of course, there are exceptions. And AD&D being “Advanced,” it took the time to try to outline a lot of the exceptions. And that’s where the confusion

8 Mage Guilds and 10 Rare Components

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These elite guilds of magic-users have some stringent requirements but also have their benefits. They may be able to teach spells not found on the standard lists, and you can generally expect favorable treatment from other guild members. Joining up generally requires some sort of test. A non-refundable testing fee of 100 gp is due upon trying out, and there is no guarantee the magic-user will be accepted. Where there are spell requirements, the guild will teach these spells to the applicant. The magic-user must succeed in the usual % chance to learn spells. Failure to learn even one of the require spells will result in the application being rejected. Once accepted, there is are membership fees. Membership fees are annual and there are multiple levels of membership. Members of the first circle will only be taught 1st level spells by the guild, members of the second circle will only be taught 2nd level spells, and so on. Active membership in all lower circles is a requirement for in

16 Town Encounters, Day or Night

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Towns develop as a natural, typically geographical center for farmers from surrounding villages to sell and trade what the farms have yielded in exchange for money to pay rents and taxes to the local lords and the advanced tools and equipment with which to work their lands. Likewise, the lords of the surrounding villages come to a central place where they can meet with others of like social class and partake in luxury services too specialized for a village to economically sustain. What follows are some of the sorts of characters that pass through town. 7 nondescript tradesmen on their way to or from their work. If on their way from work, there is a 75% chance they are headed towards the nearest tavern. If they are attacked, it is 50% likely guards or members of the town watch will come to their aid within 1-4 rounds, and 25% likely that bystanders will step in after 1 round. An ordinary-looking female fighter and her henchwoman is really a paladin (P5, 32 hp) and her squire

8 Caravans at the Gates

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The road can be a dangerous place, and there is safety in numbers. Whether you hope to trade, find work, join the circus, or just travel from one place to the next in large groups, it can be helpful to discover which caravans are arriving and where they are going. A holy pilgrimage leaving town towards some holy land or church holding a special relic, or traveling from afar to visit a local church that houses some major holy relic. They travel by foot and the pilgrimage consists of 52 lay pilgrims (F0, 4 hp), 6 repentants (T4, 16 hp), 2 readers (C2, 10 hp), 1 subdeacon (C3, 18 hp), 1 deacon (C4, 18 hp), 1 protodeacon (C5, 20 hp), 1 priest (C6, 28 hp), 1 hierodeacon (M6 hp 18), and lead by a bishop’s titular (C8, 40 hp). Relics of the sort that draws pilgrims have very potent properties. Those undertaking such a pilgrimage will receive a major blessing at the very least. A band of fanatics roving about looking to recruit others to join their attack and pillaging “cause” and t

Top 10 Local Gladiators

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Whether it’s in arenas or just in seedy fighting pits, you can usually find some kind of combat sport around town to watch, to bet on, or even to participate in. Gladiators often develop unorthodox fighting skills and use unusual weapons and armor. This allows them exceptions from the standard combat rules in some cases, and those will be noted. Here are the top 10 local gladiators you should know about. Tihomir the Terrible (F0, 4 hp), half mail armor, no weapon, attempts to grapple opponents and on any hold may attempt a bite (normal hit roll required, 1d3 damage per round until the hold is broken or his opponent falls unconscious). If the hold is an arm lock, bear hug, or headlock, the bite automatically hits and biting damage is in addition to the normal damage of the hold. Prize: 6 sp Matko the Mangler (F1, 5 hp), half leather armor, special weapon, attempts to grapple or overbear opponents. Against unarmed opponents, Matko always wins initiative. Armed opponents are not

12 Outstanding Bounties

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Considering trying your hand at being a thief-catcher? Here are twelve dangerous outlaws listed in ascending trouble and reward. Remember, it's not up to you to figure out who's guilty and who's innocent. Just bring them back alive for the full reward. Or bring back just the head for half reward. WANTED! Dorota Ghita (T1), for Disrespect to a Noble, Reward: 2 gold pieces, last seen near Saint Elizah’s Church. WANTED! Dale the Viper (A1), for Adulterating Food/Drink, Reward: 10 gold pieces, last seen fleeing the Winged Pig. WANTED! The Amazing Andrei (MU1), for Endangering Life by Careless Use of Magic, Reward: 25 gold pieces, last seen climbing into an empty trunk. WANTED! Bwynlyn the Sly (T2), for Swindling/Confidence Games, Reward: 30 gold pieces, last seen in a coach heading out of the east gate. WANTED! Mad Eye Melvin (F2), for Assault with a Deadly Weapon, Reward: 60 gold pieces, last seen entering a sewer tunnel. WANTED! Rorc Seles (T4),

NEW MAGIC ITEM Spear +2, Impaler

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Spear +2, Impaler As with any spear, it deals double damage when firmly set to receive a charge. When used otherwise, any “to hit” roll of 20 or higher (modified only by the weapon’s magical bonus) also indicates damage is doubled. If the Impaler deals double damage, whether set to receive a charge, or whether by lucky die roll, there is a chance it will instantly slay its target. The probability is a percent chance equal to the defender’s armor class plus or minus any “to hit” modifier applicable in the attack. Note that attack penalties applied due to aiming at specific vulnerable or vital areas may instead be counted as bonuses with regard to the percentile roll for instant death. Further note that the probability for instant death is only applicable in cases where the defender has vital organs to puncture. Creatures like skeletons, slimes, and constructs cannot be slain by this means. XP Value: 1,750 xp, GP Sale Value: 15,000 gp Additional variations : Spear +1 (8

12 Story Hooks at the Tavern

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It's been said "you meet at a tavern" is no way to kick off a story, campaign, or epic adventure. It's too over-done, too cliche. Nonetheless, left complete to their own devices, two out of three players will decide their character heads to the tavern. So unless you plan on leading your players by the nose through the adventure, it is prudent to be prepared to begin here: A female merchant is looking to hire armed couriers to make an important delivery. A female merchant is looking to hire armed escorts for a business meeting with some unsavory characters. The dark-cloaked man in the corner is about to propose a mission to the player characters when he suddenly dies mid-sentence. A suspicious man is seen darting out of the tavern immediately after. A serving wench tells the party of a cave a mere 2 hour ride from town where there are said to be jewels and riches. She is one of the bandit chief’s lovers and she is sending the party into an ambush to be

8 Missions to Take Up for the Local Temple

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From time to time temples must take up special missions to maintain their place the spiritual benefactor to society. These are delegated among lower ranking clergy members according to importance and merit, and are often used to evaluate who to consider in future leadership roles of the order. The following--even some of the more difficult-sounding ones--can all be accomplished by clerics ranked Priest or lower and provide good challenge for AD&D clerics level 1-6. Alms for the poor; you are asked to give coins of copper to the needy. You are provided with a cloth pouch containing 60-80 copper pieces, instructed to give 2-5 coins each only to the truly needy, and warned of dangers (robbers in an urban setting, wild animals in a rural one). The missionary is not told that any coins kept, stolen, or given to someone not truly needy and grateful will vanish. Convert the unbeliever; you are asked to recruit a new worshiper to the church. There is no time limit, but the task must b

10 Ways for a Magic-User to Get a Room at the Inn for Free

Sometimes it pays to be in the right place at the right time with the right spell ready. Here are 10 randomly selected 1st level magic-user spells along with a situation in which using the spell can earn a free stay at an inn. Spider Climb; The innkeeper is trying to change the sign outside his business. The old sign, which must be swapped out for the new one, is placed on the exterior of the building about 16 feet off the ground. The innkeeper’s ladder breaks and he grumbles about how much it will cost and business being slow. Feather Fall; The innkeeper is trying to change the sign outside his business. The old sign, which must be swapped out for the new one, is placed on the exterior of the building about 16 feet off the ground. The innkeeper’s wobbly ladder falls out from under him, leaving him hanging from the sign and about to lose his grip! Detect Magic; In the common area at the inn, several persons are engaged in a card game. One person seems to be winning almost