Friday, June 14, 2019

Wolf-packs and Winter Snows: Equipment Printout for Players

Equipment
Item
Details
Alcoholic drinks
Can provide a day’s drinking water in a pinch, at risk of intoxication.
Bag of pitch
Can be thrown, potentially setting items or combatants on fire. Rare.
Basket
Useful for carrying supplies.
Bedroll
Helps you get restful enough sleep to heal.
Beeswax
A light weight item.
Blade venom [1]
A light weight and rare item.
Bound spell item[2]
Magicians only, rare item.
Chalk
A light item.
Cooking pots
For cooking, herbalism and things like that.
Coracle
A small wicker boat, large enough for a single person, a rare item.
Cordage
Fifty feet, a light weight item.
Cured meat
Enough for one person, for one day.
Diving materials
Scattered as part of a divining spell. A light weight item.
Drill
A light weight item.
Drum
Can be used to signal over long distances.
Equipment belt[3]
Can have up to two items tucked into it. A light item.
Fishing kit
Hook and line for catching fish. A light weight item.
Flute
Useful if you need to appear sensitive and artistic.
Hammock
Helps you get restful enough sleep to heal.
Healing kit
+1 bonus to Medicine skill rolls to treat injuries, rare item.
Heavy fur clothing
Mitigates the effects of cold weather.
Jewelry
A light weight and rare item, and a sign of high status.
Lamp
Burns animal fat with a wick. Has a d10 light dice. A light wt. item.
Needle and thread
Good for sewing things like clothes or wounds. A light weight item.
Pigments
+1 bonus to Art rolls to create items. A light weight and rare item.
Poison[4]
Five doses, A light weight and rare item.
Roots and grains
Five days of food for one person, must be cooked.
Rope
50 foot.
Sack
A light weight item.
Shovel
Used for digging.
Skis
Negate speed penalties for moving over deep snow.
Sled[5]
Counts as one item for encumbrance, even when fully loaded.
Stone working tools
+1 on Craft skills when flint knapping.
Ten-foot pole
Counts as two items for encumbrance.
Tent
Big enough for two people, protects against weather when sleeping.
Tinderbox
A light weight and rare item.
Torch
Has a d12 light dice.
Veil
Protects against insect swarms and snow blindness. A light wt. item.
Water skin
Holds enough water for one day.
Waxed cloak
Protects against wet weather.
Whistle
Used to signal over long distances, a light weight item.
Wooden spikes
Ten wooden spikes, for holding tents down or vampires.
Wood working tools
+1 or Craft skill rolls when working with wood.


[1] Victim must make a Save vs Poison or take a d12 additional damage to Flesh.
[2] A single use item that holds a single spell that the magician knows.
[3] Items tucked into the belt may be drawn as a free action.
[4] If ingested make a Save vs Poison or take 2d12 damage to Flesh.
[5] Fully loaded a character can drag up to their Strength in encumbrance as one item.


Friday, June 7, 2019

Crap on the Borderlands; The Gate


A quick random table for what's happening when the characters are at the gates.



Encounters at the Gate:

1
Caravan from Specularum (Horses, mules, wagons, men)
2
Courier dropping off messages
3
Patrol returning (1-5 routine, 6 Interesting tidbit)
4
Wagon of vegetables being searched upon entry by 3 guards and corporal/sgt.
5
Corporal of the guards and two guards chatting
6-8
Nothing interesting, 2 guards on duty
9
Stable boys playing; 1-3 Knights, 4-6 kick the ball, in the courtyard
10
Castellian, guards are being; 1-2 Disciplined, 3-6 Inspected
11
Adventuring group (always add to the tavern scene at night)
12
Caravan from Yavdlom (3d6 camels, 2d6 men)


B/X Skill System

A variant skill system for B/X based on the skill system created by Simrion over on the Dragonsfoot forum. http://www.dragonsfoot.org/forums/viewtopic.php?f=15&t=15923

Player assigns the following points (3, 2, 1) to three categories to fill out their background knowledge. The other two categories the character has almost no knowledge of.

After gaining a level a player may choose to raise a subcategory of any skill, even one that the character does not have any previous skill. This represent the characters learning, either through contact with, conversations with others, or through study of the subject. They may never gain more than two raises in any given sub skill (which is always added to the main skill when making a check).

Roll a d6 to make a skill check, the skill total or less is a success.



Noble
ooo     



oo Heraldry, etiquette, law


oo Court, fashion, fine art, dancing and faux pas


oo Taxes, trade, bureaucracy


oo Diplomacy, debate, oratory, plotting and scheming


oo Warfare, strategy, engineering
Rural
ooo     



oo Animal Husbandry, herding


oo Food processing, preservation, brewing


oo Farming, plants, seasons


oo Woodworking, crafting, repair, tanning


oo Construction of houses, barns, fences etc
Urban
ooo   



oo Street smarts (spotting cons, traps, hucksters, thieves)


oo Contacts


oo Urban navigation, bureaucracy


oo Professional craft, guilds, commerce


oo Gambling, gaming, cheating
Esoterica
ooo



oo Religious Philosophy, doctrine, scripture


oo Arcane theory, philosophy


oo Magical creatures, realms, astronomy


oo Alchemy, magical items and substances


oo History, ancient societies, mathematics
Wilderness
ooo



oo Tracking, Hunting, stealth, skinning


oo Foraging, trapping, water witching


oo Shelters, fire starting


oo Bush craft, camouflage, hiding


oo Crafting