Wednesday, November 27, 2019

Somebody Made A Generator...




Just a quick post (and an excuse to draw a dragon.....)

Somebody out there created a generator based on my 10/24/19 post on customizing dragons.  Whoever you are............very cool! 

So, I must be in the mood for dragons seeing as I have another post on them coming up.....




Monday, November 18, 2019

Add Gems.


For this post, I drew heavily from the "reputed magical properties of gems" listed in the 1E DMs Guide and turned those suggestions into mechanics.   Use these tables to turn any weapon, armor, or mundane item into a treasure (perhaps magical) based on the gem or gems that are encrusted upon it.

Roll 1d6 to determine how many gems are on the item (or multiple d6's if you really wanna go nuts.)  There is a 15% chance, for each gem, that it possesses the magical property listed next to it.  Multiple gems do stack.

Category of Gem....Roll 1d4

1.  Ornamental Stones
2.  Semi-Precious Stones
3.  Fancy Stones
4.  Gem Stones

Ornamental Stones (value is 1d4 x 10 GP).....Roll 1d6

1.  Hematite  (+1 to hit bonus)
2.  Lapis Lazuli  (+1 or 5% to retainer morale checks)
3.  Obsidian  (+1 or +5% on stealth checks)
4.  Blue Quartz  (light sources last twice as long)
5.  Tiger Eye  (+1 to initiative rolls)
6.  Turquoise  (25% more distanced traveled in a day)

Semi-Precious Stones (value is 1d4 x 50 GP).....Roll 1d6

1.  Bloodstone  (+1 to AC)
2.  Jasper  (+1 save vs. poison)
3.  Onyx  (-1 or -5% to enemy morale checks)
4.  Zircon  (+1 save vs. energy drain)
5.  Carnelian  (protection from evil lasts twice as long)
6.  Moonstone  (+1 to saves vs. lycanthropy)

Fancy Stones (value is 1d4 x 250 GP).....Roll 1d6

1.  Jade  (+1 to reaction rolls)
2.  Peridot  (+1 save vs. magic)
3.  Amethyst  (+1 on save vs. intoxication)
4.  Amber  (+1 save vs. disease)
5.  Topaz  (+1 save vs. evil)
6.  Garnet  (take 1/2 damage from fire)

Gem Stones (value is 1d4 x 1,000 GP).....Roll 1d6

1.  Diamond  (+2 on turn udead rolls)
2.  Ruby  (+2 on all saves)
3.  Emerald  (+2 hit points healed per die with curing spells)
4.  Sapphire  (targets of your spells save at -2)
5.  Opal  (+2 save vs. petrification/paralyze/polymorph)
6.  Jacinth  (+2 to damage rolls)

Just for the hell of it, let's say there is a 10% chance that the gem has even greater magical properties.....Roll 1d6  

1.  +1d4 to AC
2.  +1d4 to-hit
3.  +1d4 to all saves
4.  +3d4 hit points
5.  Can cast 1 randomly determined magic-user spell 1d4 times per day (spell level 1-4.)
6.  Can cast 1 randomly determined cleric spell 1d4 times per day (spell level 1-4.)

Let's say there's a 5% chance that a gem is cursed causing the owner to suffer ability loss while the item's in their possession....Roll 1d6

1.  -1d4 strength
2.  -1d4 constitution
3.  -1d4 intelligence
4.  -1d4 charisma
5.  -1d4 dexterity
6.  -1d4 wisdom




Wednesday, November 13, 2019

Keys.....


Just wanted to share a little trick that I used in Praise the Fallen to make finding and using keys a little more interesting for both DMs and players.


"A note on Keys.  Anytime the PCs encounter cultists, there is a 2 in 6 chance that one of the cultists has a key.  Anytime the PCs encounter a locked door, there is a 2 in 6 chance that a key that they have found will open that door, so long as that key has not been matched up with another door.  If a key opens a door, then that’s the only door it can open.  If you’re feeling generous, there is a 1 in 6 chance that a key is a Master-Key that opens all locks."                   
-- Praise the Fallen, pg. 2.

The reason I love this is that it adds a little excitement for everyone.  I love not knowing what's going to happen next even though I wrote the damn thing.   Let the players roll to see if a key fits a door/lock, this give them the illusion (at least) of having a little bit of control over the fate of the adventure.  You can always place specific keys in specific places, but throw in a couple using the rules above, it adds a little suspense to the game.

To help individual Keys stand out, roll to see what it's made of.....Roll 1d12

  1.  Iron
  2.  Brass
  3.  Silver*
  4.  Steel
  5.  Bronze
  6.  Gold*
  7.  Bone
  8.  Platinum*
  9.  Copper*
10.  Lead
11.  Tin
12.  Stone

*If the key is made of precious metal, it's safe to assume the key is worth 2d4 coins of that metal.