Showing posts with label weapons. Show all posts
Showing posts with label weapons. Show all posts

Wednesday, February 26, 2025

D66 Magic Staves

Time for the good ol' basic stick. Or staff, if you so desire. 

A walking stick, peasant's weapon, or signature accessory of any self-respecting mage:


Enchanted, of course.

Download me here

As always, use with caution:


Diving into list no. 24, which means I need to create another secret list for the next D66 compilation. Any suggestions?

Edit: Doh! Forgot to note. Yes, at least a few staves are based on the Plagues of Egypt, because if a couple of Moses's staff tricks can get into the DMG, why not more?

Saturday, February 15, 2025

D66 Magic Axes

Behold, more D66 goodness! This time, the doughty battle axe! Favored by dwarves, barbarians, seafaring raiders, and those folks who just like to chop stuff!

source


Download Me Here


source

Closing in on another dozen lists, so will compile another baker's dozen soon...

Saturday, August 10, 2024

D66 Intelligent Swords

Been a bit since my last post, plus it's time for another D66 list...

If magical swords are the bread and butter of enchanted items, then Intelligent ones are definitely the German chocolate cake. Or some bad metaphor like that.

Joethelawyer recently described giving one of his players an irascible intelligent magic sword, and of course, our own campaign has Jax being occasionally goaded by Faith Perpetual

Which reminded me it was time to make another list. So here's a list of swords, with names and personalities. They are, after all, NPCs in their own rights. Have fun with Troll-bane, a +3 broadsword that detects alignment and crusades against the undead....

source

D66 Intelligent Swords:

D66 Name
11 Scorn
12 Althazar the Sharp
13 Fellblade
14 Agananthus
15 Circe
16 Hellbion
21 Mr. Pokey
22 Giant-Killer
23 Excelsior
24 Viriaicus
25 Killmonkey
26 Aethelred's Thegn
31 Troll-bane
32 Big Prick
33 Skolmander
34 Jesry's Grip
35 Skewer
36 Dúngail
41 Fell Mangler
42 Battlemouse
43 Steelheart
44 Ironblood
45 Call-Me-An-Angel
46 King Ulaf's Knight
51 Malice and Venom
52 Ranger's Leaf
53 Hattusamuwa
54 Faith Perpetual
55 Odo's Hand
56 le Griffon Isolé
61 Hofnarggaganufus
62 Xelendria's Shield
63 Frank
64 Glamandoridian
65 Excitable Boy
66 The Artist's Edge

Sunday, November 20, 2016

A question of plate

Thesis:  First level PC fighters really shouldn't start out with the ability to afford plate.  Sure, they've got a massive 8-10 HP, so they need all the help they can get pretending to tank their way at the front of the party.

But that's not what that initial funnel is about, now?  It's about scrabbling through that first dungeon, avoiding the giant frog, learning how to skulk and retreat, and getting out with enough coin to get that coveted equipment upgrade...

So let's take a quick review of where a few version of the game sit with respect to the economy of armor.

For consistency, I'm just looking at the three basic armor types that are persistent through various versions of the game (at least the ones that I have laying about right now) - leather, chain mail, and plate mail.

The Moldvay/Cook books line out leather, chain, and plate at 20, 40, and 60 gp, respectively.

S&W spreads out the cost a bit more - 5, 75, and 100 gp.

Basic Fantasy prices the three types at 20, 60, and 300 gp.

1st ed. AD&D puts them at 5, 75, and 400 gp.

Labyrinth Lord costs are 20, 150, and 600 gp.

In the first case, an average-rolling PC (120-130 gp on a 3d6x10) can afford plate.  S&W can make plate available for strongly-rolling 1st level PCs, unless they skimp on other accouterments and supplies.  And plate is out of reach for 1st level characters in BFRPG, AD&D, and Labyrinth Lord

(Later on, 3.5/Pathfinder makes most medium and all heavier armors out of reach for 1st level characters, and perhaps even for 2nd or 3rd level depending on their treasure hauls: 10, 150, 600 for 'half-plate'/1,200 for 'field plate'/1,500 for 'full plate'.)

I doubt that many of these values have much grounding in any 'real' economy. There are limited resources on the historical prices of armor.  However, here is one that lists out some example costs for a few common armor types (typically chain mail, a few helmets, partial armor bits like curiasses, as well as some values for custom armor made for nobles.)

Anyway let's move on to starting GP for 1st Level PCs:

Prior to 1st Ed. AD&D, all character classes rolled the same starting gold - 3d6x10 GP. The OSR clones generally stick with this model.

Of course, we probably can all recall more than once a magic user PC rolling high and buying out the town market's daggers, oil and pack animals.  And a fighter rolling 40 GP and gamely heading out of town in their leather and spear, with a bag over their shoulder.

Then comes AD&D, and the starting gold values get skewed by class.

This skewing is not simply starting GP as buying power, it is also proportional to the types of equipment required/allowed by the classes.

But... perhaps another way to think about these variable starting gold values may actually be as part of the backstory for the individual PC.

Saturday, July 18, 2015

Legendary weapons - July 2015 RPG Blog Carnival



Scott at Of Dice and Dragons is hosting this month's RPG Blog Carnival, with the subject of 'Legendary Weapons.'

Initially, I reblogged an old post on "Catholic +1 swords" - several historic or semihistoric weapons of kings and warriors that are hallowed relics for their association with alleged deeds. However, I also wanted to contribute something original, so will now commence to wandering about in another thought experiment....

Serendipitously, Talysman recently also discussed the creation of legendary weapons. These are not weapons enchanted by arcane or divine magics, but by powers gained through great, or perhaps infamous, deeds. He outlined a few criteria for the weapons, both mundane and esoteric, to make the weapon grow in power and capability as it was wielded.

Thought experiment time - three fates of the same weapon as it absorbs powers en route to becoming legendary...

Our weapon - a simple, but well-crafted, longsword, its grip wrapped in pebbly ostrich hide, a massive gold nugget capping the pommel, adding value, the dense metal giving the sword a well-balanced heft.

Wednesday, April 1, 2015

April A-Z Challenge, the preemptive version, or, phoning it in this month.

OK, so I've never quite done things in the right order, or with the cool kids, or whatever.

So when +Jim Magnusson suggested an A to Z dungeon project back in February, I said to myself, "Why not?"

So without any real planning or intent, I gamely hammered out my 26 entries - rooms, critters, magic items, and NPCs in, roughly, a month. I don't recommend this methodology.

So here they are, for anyone who happens upon this page...and wants to save the effort of waiting for the next 30 days to see how it all pans out...

B - Boudoir of the Ogre
C - Copper Dragon Mask
D - Death Whistle
E - Exits
F - Forge of the Forgotten Dwarves
G - Graymalkin
H - Hegemonic Ooze
I _ Ilanuran Ibis
J - Jasek's Temple
K - Karst Caverns
L - Lost Tomes
M - Myconid Colony
N - Necropolis
O - Oubliette
P - Pool of the Naga
Q - Quartet in Brown
R - Ratling Warren
S - Scarf of the Danse
T - Turbulent Tunnels
U - Under-Druids
V - Lernys' Veranda
W - Washroom of the Troglodyets
X - Wand of Xeric Blast
Y&Z ( I cheated a little) - Yellow Coliseum/Zirconium Throne
A - (oops- forgot to do A, so here it is at the end...) - Random Armory

Happy April!

Monday, March 16, 2015

Random Armory

Was compiling my Alphabet Dungeon entries for later use, and realized I'd begun on Day 2: B.  Doh. Never claimed I was smrt.

So, a quick Armory, with a handful of oddities. Collected here are weapons used by the dungeon dweller patrols, as well as implements and protection scavenged from kills of less-fortunate foes and explorers.

In general, mundane weapons and armor will be in four qualities: 30%  unusable or broken, 25% poor quality, 40% good/normal quality, 5% exceptional quality.  For any available weaponry and armor, 55%  human sized, 25% oversized, 20% undersized.

There will be 2d4 swords, 2d6 axes, 2d8 blunt weapons, 2d10 bows and crossbows, and 2d12 javelins, spears and polearms.  There will be 1d4 heavy armor, 1d6 medium armor, 1d8 light armor, and 1d10 shields.

source

Random Weaponry:

1. Two wickedly serrated short swords, +1 damage from jagged wounds.
2. Boar spear, encrusted with dried blood. One crossbar broken, the other bent, note tied to shaft says, "hang with owlbear head in hall. RIP Undrak."
3. Three crossbow bolts, close examination will reveal glass capsules embedded in the shaft.  Poison-filled (save or die)
4. Punch-dagger, +1 to hit vs armored opponents, can't be fumbled.
5. Two-bladed sword-breaker dagger - if used to parry treat as AC+1, breaks or disarms opponent's weapon
6. Greataxe with blades at either end of shaft. Requires STR of 15+ to wield without penalty. STR of 18+ may strike twice per round.
7. Rack of large, apparently custom-made polearms. Heavy, scratched shafts indicate that the wielders were not human.
8. Lance with tattered battle-pennant.  Provides a clue to the fate of a regional noble who led an expedition against gnoll slavers.  Return of the pennant to his heirs will grant the bearer a boon.
9. A FN FAL assault rifle with two loaded 20-round box magazines.
10. Bronze short sword with "Come and take them" engraved into the blade.
11. Softly glowing warhammer. Hits cause 1d4 extra burn damage. Critical fumble causes random mutation in user.
12. Light crossbow with several names scratched in the stock. The last name belongs to one of the PCs.

Random Armor:
1. Oversized banded mail - banding is heavy, pitted. appears to be composed of iron from wagon wheel rims
2. Leather stitched with copper and silver coins - value 50 GP, 50% heavier than normal studded, similar protection
3. Breastplate of bones stitched together with leather thongs (wearable by druids, AC as ring mail. Will disintegrate after 4 hits).
4. Bronze greaves, etched in elvish, "The Dy'hini stand their ground" (+1 vs fear effects)
5. Long reinforced leather coat (AC as leather), lined with silver wires. Wearer may add 1d6 dmg by an electrical attack through a conductive weapon.  Likewise, any hit by a conductive weapon will cause 1d4 damage to the attacker. Powered by alchemical cells. 2d6 charges remain.
6. Corroded bronze breastplate. Anyone donning this armor without cleaning it thoroughly will take 1d8 acid damage (residual from a recent pudding attack)
7. Retiarius arm and shoulder armor - engraved with the name of a famous gladiator. Worth 150GP to a collector.
8. A fine set of chainmail, appears to be mithril or similar. Cursed (negates/reverses effects of any other worn or carried magic items)
9. Two lantern-shields. Round steel medium shields with a small lantern in the center.
10. Threax-styled full helm.  In place of a crest is a small birdcage, useful for housing a canary or similar small creature to warn of bad air.
11. Lightly scorched set of ring mail. Smells slightly of sulfur.
12. Plate armor composed of carapace sections from some large arthropod.  Carapace is ridged and spiky. Arm rerebraces will need to be modified, as they appear to be for a being with extra arm joints.


Monday, September 15, 2014

Non-permanent magical armor or weapons

Magical items typically take one of three forms -
1) Single-use (potions, scrolls)
2) "Charged" (wands)
3) Permanently enchanted (Armor/weapons)

The creator's required level, skills, cost, and time is is likewise increased through the three categories.

Enchanted armors and weapons are typically considered to have permanent bonuses/abilities unless acted upon by a sufficiently powerful magic (dispelling, curse, etc.)

However, could there be scenarios for non-permanent enchanted weapons/armor, either by fault or design?  I'm thinking of a few possibilities:

1) Faulty enchantment - low percentage chance of failure, object not "taking" powers and they fade over time (days to years), decreased bonuses perhaps - +2...+1...+0...  Enchantment decreases on critical hit or fail (magic fades out - vs non-bonused magical item).  Someone else recently discussed armor repair costs, including a proposal for repair to magical armor - since it can be damaged - there is the potential for magical degradation (half-life?) as well.  Likewise, the enchantment could be a sham, with the duped character using an enchanted item that fades to normal after a set period of time (most likely at a MOST inopportune time)...
source


Thursday, September 11, 2014

Two Archaeological Discoveries (and associated treasure-items).

Two significant and interesting Bronze Age discoveries have recently come to light in Asia:

First, archaeologists in Siberia recently discovered a 3,900 year old suit of bone armor (take THAT rust monsters!)



The Bronze Age suit of armor was in good condition, considering, and apparently belonged to an elite warrior.  The provenance of the armor is unclear, as it does not match local culture, but is similar to items found over 600 miles away.  That said, it may have been a trade item, gift, or war spoils.


Regardless, it was a valuable and intricate piece of craftsmanship, requiring much care in fashioning and maintenance.

Secondly, to the south and east, a teenager in China found a 3,000-year-old bronze short sword or dagger in a riverbed.  He and his father opted to the proper thing, and turned it over to historical authorities, turning down offers to sell the relic to collectors.  The blade is a product of either the Shang or Zhou dynasties, and likely was an official's status symbol.



Items below:

Thursday, August 28, 2014

Random Magic Item: Staff-sling of Peplyn

Somewhat inspired by Timrod's musings on our favorite hairy-footed demi-humans -

From my previous post on 'Lost Tomes,' the "Song of Samhans" introduced us to the Staff-Sling of Peplyn.

Halfling slingers often discard the traditional sling in favor of the staff-sling, which allows for extra leverage, resulting in greater damage and range for their sling bullets.


Generic staff-sling (S&W specs, adjustable for other systems):
Damage: 1d4+1 (or +20% damage vs. sling).  The staff-sling may also be wielded as a light club in a pinch (1d4).  Users of staff-slings use DEX bonuses for to-hit and STR bonuses for damage due to the leverage provided by the weapon.
Rate of fire: 1/ round
Range: 50' (indoor)/150' outdoor (or +20% range vs. sling)
Weight: 3 lbs
Cost: 2gp

Staff-Sling of Peplyn: 

Constructed of an oaken staff with brass workings and rare opal insets, its sling is composed of tanned basilisk hide.

+1 to hit/dam (+3 when wielded by halflings). If the slingstone embeds within an enemy's body (rolls of 16-20), the target must save vs. petrification or be slowed (as per spell) until the slingstone is removed, due to enchantment of the slingstone by the basilisk hide, which causes partial petrification.  Removal of the slingstone will cause an additional 1d2 damage.

Additionally, Peplyn was a natty dresser.  Source

Bonus stats - Halfling Staff-Slinger Troops:
Staff-slingers work as auxiliary missile troops in support of other skirmishers and heavier infantry. Their light arms allow them to attack and retreat in the face of foes, keeping up a missile barrage and harassing retreating or disorganized foes. They can also act as light skirmishers if an enemy can close with them, although they much prefer to do their damage at range.

HD 1, AC 6/13
Armed with staff sling (1d4+1 missile/1d4 as club), short sword (1d6)
Occurrence: troops of 5d4 with one sergeant (+1 HD, AC 5/14)


Sunday, June 22, 2014

So, you have a 10 foot pole...

and there are a couple baddies to be dealt with...

Meet the wing chun kung fu "long pole" form. (OK, technically we use a 9' pole, but what's one foot between friends?)


From the movie Ip Man

Sunday, May 11, 2014

Anyone lose their gear?

http://boingboing.net/2014/05/11/upside-down-coffin-filled-with.html


"A Deputy Sheriff from De Leon Springs, FL, responded to a report of an upside-down coffee in a wooded area. He arrived on the scene, overturned the coffin, and discovered that it was full of replica medieval weaponry"

.... looks like a good random stash find for Room #11 in the dungeon...

Tuesday, March 11, 2014

Random NPC: The Shovel Knight

Not sure where the idea for this guy popped up, but I think he fermented after some discussion on the use of a shovel or spade as a weapon.

Quick history: During WWI hand-to-hand fighting, the bayoneted rifle and trench knife often got tossed aside in favor of a sharpened entrenching tool, which could cut or smash through flesh and bone and not get hung up.  The Germans make good use of entrenching tools in their defense of the trench in this scene from All Quiet on the Western Front (shovel-swinging action starts at about 2 min):


And in more recent popular culture, the 'Spetsnaz' (Russian special forces) shovel has shown up as a favorite survival/fighting/zombie-whacking trope.  Cold Steel's cheesy hacking and throwing infomercial shows their replica version in fine form.  (Be the first on the block to have one of these bad boys!).



Thursday, March 6, 2014

The Catholics had some pretty cool +1 swords...

Here's a list of historical weapons wielded by warriors and nobles in the name of one sect of followers of one of our favorite Invisible Sky Gods.  (Yes, I'm being a bit flippant and sacrilegious).  That said, look at the stories/myths behind these weapons, and how they stack up against (or perhaps influenced) the weapons of fantasy: Glamdring, Stormbringer, Grayswandir...

(and yes, there are plenty of other legendary swords and weapons of both Western and Eastern culture that likely informed classic and modern fantasy writing and gaming).

We've got swords made with relics from dead saints, a sword broken/blessed by an angel, a lance that killed a dragon (or Wyrm), and a spear used to kill a god (or son of a god, depending on how one interprets their Trinity).  If those qualities don't score you at least a +1 for your weapon, I don't know what will...

Sunday, March 2, 2014

+1 swords with a bit more

So a few of the blogosphere are rehashing the old trope of  "You've found a +1 sword." Make them a bit more, a bit special...

http://hackslashmaster.blogspot.com/2014/02/on-magical-1-swords.html
http://aeonsnaugauries.blogspot.com/2014/02/different-magic-swords-proposal.html
http://dungeonofsigns.blogspot.com/2014/01/1-sword-equivilents.html
http://goblinpunch.blogspot.com/2014/02/weird-swords-and-not-swords.html

Where did I park my bandwagon?

Tonight's selection of +1 swords with a bit more...

Trollhunter...

This rusty-appearing long sword was enchanted by a dwarven sorcerer with a vendetta against the troll tribe that decimated his village.  Close inspection of the pommel will find that the black 'gem' mounted there is actually a petrified troll's eye...  The Trollhunter pulses when a troll is nearby and inflicts an extra 1d8 damage against trolls.  Damage inflicted by the sword upon trolls does not regenerate (although other damage will - the troll will have a permanent HP deficit from the sword damage).  The sheath is of a mottled gray skin that seems to pulse and crawl a bit on the scabbard.

One of the suggestions to add a bit more character to a magic weapon is to incorporate a liability or use cost to the weapon.

Wednesday, February 12, 2014

OSR Superstar contest

Erik Tenkar is running a multiple-round "OSR Superstar" contest  - Round One: Magic Items

Rustled through the notebooks for the first two, and came up with the third in a fit of creativity, because I like the idea that a great boon should come at a cost...

Skin Horse

A construct developed as a beast of burden in areas that are either resource-starved or inappropriate for a living creature.