Showing posts with label Treasure. Show all posts
Showing posts with label Treasure. Show all posts

Saturday, 11 April 2026

Dweomersilk Robes of Shiell

Source

In the woods of northern Alphatia there are dweomer moths the size of pigeons that have developed magical auras. Their caterpillars prefer to feed on the leaves of dryad-haunted trees, and once they have eaten enough they weave silken cocoons in which they transform into adult moths. These silken cocoons can  be collected and turned into a fine material, Dweomersilk, which can be used to weave beautiful and expensive garments. As it happens, dryads consider the moths and caterpillars to be pests, so will leave alone or encourage humans who collect the cocoons. More importantly, dweomersilk is particularly good at holding enchantments so wizards of Alphatia, particularly those in the city of Shiell, have created numerous magical robes using dweomersilk. There are various silk-weavers and tailors in Shiell who will create the garment and sell it on to a wizard who can then place their own enchantments on it. As with any magic item, these are generally not sold in shops but guarded carefully by their owners, or sold in private transactions for considerable sums or commensurate favours. 

It should be noted that dweomersilk robes do not interfere with spellcasting, so human mages (who abound in Alphatia) can wear any of these robes without worry about casting spells. 

Some examples include:

Robe of the Adventurer: This robe gives a basic AC of 7 to the wearer. Furthermore when the wearer is within 20ft of a trap the wearer should make an Intelligence check. If successful the robe alerts the wearer as if a Find Traps spell had been cast. 

Robe of Arcane Retention: This robe gives a basic AC of 8. Also any time the wearer casts a magic user/elf spell from memory (not from a scroll or other item) there is a 1 in 6 chance that the spell is cast with normal effect but the caster does not lose it from memory, allowing them to cast that spell again. 

Robe of the Arcane Scholar: This robe allows the wearer to Read Magic and Detect Magic at will. Also 1/day the wearer can Identify a magic item.  

Robe of the Arthropod: This robe has strange shaded patterns on it that look like many creepy crawly creatures. It grants its wearer a number of powers, each useable once per day:

  • 1/day the robe turns into a crab-like exoskeleton giving the wearer AC 3 for 1 turn
  • 1/day the robe sprouts spider-like legs from the back allowing the wearer to climb on sheer walls and ceilings at the wearer’s ground movement for 1 turn
  • 1/day the robe sprouts translucent wasp wings for 1 turn allowing the wearer to fly at twice their ground movement. 
  • 1/day an insect swarm (as per the monster with 2HD) can be released from the sleeves though it only lasts 1d4 combat rounds before dispersing. The swarm will attack any enemies immediately in front and will not attack the wearer but other than that the swarm is difficult to control.  

Robe of Evasion: This robe gives a basic AC of 6 while the wearer is free to move and dodge (i.e. the wearer effectively has a +3 Dex bonus to AC). Also if an opponent hits the wearer in melee combat the robe will Blink the wearer up to 20ft away, to the caster’s choice of location. If the caster is unconscious the location is random but won’t put the wearer in a worse position. 

Robe of the Mule: This robe is often a uniform dark brown and is equipped with eight pockets on the inside and outside, each one capable of carrying 100cn/10lb (so 800cn/80lb total) of small items. The wearer’s carrying capacity is doubled and the wearer needs to rest only half as often. 

Robe of Protection: This is among the most common of dweomersilk robes and typically gives a +2 to AC (giving the wearer AC 7) and to saving throws. They come in a range of colours and styles. 

Robe of the Summoner: This robe is nearly always of deep purple hue, with intricate symbols woven into it.  It generates a perpetual Protection from Evil on its wearer. Furthermore the robe allows the wearer to Detect Summoned/Extra-Planar creatures within 60ft radius once per turn (i.e. the caster can sense elementals, conjured beings and other things not native to the Prime plane).

 


Tuesday, 23 April 2024

Eldritch Crystals

Eldritch crystals are briefly described in this post:

source

Another thing I am considering is Eldritch crystals. These are fragments of magical monoliths shattered when the Blackmoorians attacked the Arvorians and scattered when Blackmoor was destroyed in the Great Rain of Fire. They are still full of magical power and could be used to fuel mighty rituals that could either open the dimensional prisons that hold the Scions, or else permanently shut them. Eldritch crystals appear as green, blue or cyan glowing gems, usually of rough and uncut form. Although they look nice as ornamental stones in broaches or other jewelry, any mage casting Detect Magic will realize they are no ordinary mineral, though the exact nature of their magic is not clear. They are sought after by Arvorians, particularly those who are eager to free their alien masters.  However, human mages and elves would love to get their hands on them, as eldritch crystals can be used to power certain magic items.  

I have also introduced them in several adventures, namely

However, I have not really described what they do in terms of game mechanics. And I think I want to keep them flexible in that regard. 

In terms of game writing these eldritch crystals are mostly inspired by two different sources. 

Firstly in Warhammer Fantasy there is Warpstone, a sought-after powerful magical substance. It particularly becomes prominent in the Mordheim game where a meteorite of warpstone strikes the city, causing devestation but also leaving incredibly valuable fragments scattered around the city for brave adventurers to find. Warpstone can be used to power various items, and the Skaven (Warhammer rat-men) are especially skilled at using warpstone in terrible weapons and devices. However, it is also dangerous to handle and can be both poisonous and a mutagen (causing mutations). 

Secondly in various computer games there are multiple forms of currency. Often this is in the form of a "regular" currency for mundane purchases and "premium" currency for high-value transactions, with the premium currency often obtained via real money transactions. 

I have sometimes felt with D&D that after a while at high levels the pursuit of treasure for treasure's sake can seem a little boring. Yes, it can give you experience points, and that is the main reason the PCs seek out treasure troves. But in game terms once you have bought a stronghold and whatever magic items may be available on the market, there is only so much one can do with big piles of silver and gold. Eldritch crystals are intended to be the next level of currency, the premium currency at least among Norwold's Arvorians. At least the players and DM do not have to pay real money to use them in play...

Some eldritch crystals, like warpstone that inspired it, can be toxic and mutagenic - these are often called corrupted eldritch crystals. This is particularly demonstrated in Scenario #7: The Glowing Gemstone where this particularly baleful eldritch crystal has caused mutations in several of the orcs that have come into contact with it. A layer of lead or abjuration magic is sufficient to dampen this damaging aura, and such unpleasant crystals are often held in either lead-lined boxes or in containers with abjuration enchantments. On the other hand other samples are relatively harmless and can be handled without special precautions, at least for short periods. 

I have not come up with specific rules on mutations, whether caused by corrupted eldritch crystals or other reasons, but I have been inspired by Warhammer (the now-rare Slaves to Darkness hardback gives a massive random table), Gamma World and Judge Dredd games, all of which offer ideas for mutations. The form and game effects of such mutations is up to the DM to adjudicate. 

So why do Arvorians and other intelligent beings seek out such potentially hazardous crystals? Because when used correctly in the creation of magic items such as wands and staves, the eldritch crystals can replace the usual charges with a renewable power source, Most wands and staffs have a certain number of charges when created, usually 20 for wands and a staff up to 30 charges. Each use of the wand or staff drains a charge, and when the item has no more charges left it is completely expended and becomes useless. However, if an eldritch crystal is used to power the wand or staff, it no longer has charges but frequency of use, usually once per day, once every 12 hours or once every 8 hours, depending on the size and purity of the crystal. Interestingly for those wands and staves where the user can see the eldritch crystal they can see that the colour leaves the crystal which turns grey when it is used, and the colour gradually returns to the crystal over the course of the next few hours. 

Eldritch crystals can be used for creating and powering other magic items and this again is up to the DM to adjudicate. Eldritch crystals have particular affinity to other planes of existence where they are believed to draw their energies from. This affinity makes them particularly suited for creating portals, gates and summoning devices, including the gates the Arvorians are seeking to create and open to allow their dark masters, the Scions of the Outer Dark, to enter Mystara. Arvorians are so set on this task that they are prepared to kill anyone who they think has eldritch crystals, and they will gather and hoard these crystals with a fierce desire that resembles a dragon's lust for gold. Would Arvorians be prepared to trade with human adventurers for eldritch crystals? Yes, if circumstances warrant, especially if bargaining is easier than violent robbery. 

Eldritch crystals tend not to have fixed values in gold coins - they are not recognised by most civilized merchants in the same way that emeralds, sapphires and diamonds are, although a merchant may well offer up to 500gp if they think it is a nice gemstone. However, some powerful mages will be prepared to offer considerable sums in exchange for eldritch crystals, particularly if they understand how to use them in magic item creation - anything from 1000gp to 10,000gp depending on size and purity. At least three archmages in Alpha now wield magic staves powered by eldritch crystals - two created the staves themselves (one a staff of wizardry, the other a staff of commanding but one has looted a staff of power of Arvorian craftsmanship), so there are a few humans who understand the crystals' usefulness.  

Tuesday, 29 March 2022

Experience, Motivation and Murder-Hobos

Art by Dave Trampier, source

Allow me to deviate from my usual additions and suggestions for Mystara. I feel the need to write down some ideas that have been fermenting in my head. Note that these ideas are not entirely original to me - they have been inspired (and maybe explained better) by other, more eloquent bloggers. 

So what motivates adventurers? Why do they bother getting out of bed in the morning and heading to the dungeon for a day of violence and near-death experiences? Generally this is a matter of acquiring more power, principally in levels of experience. To gain levels as a character you need to gain experience points. How do you do that? 

According the the B/X rules there are 2 main sources of XP: monsters and treasure. Treasure is expected to make up the bulk of XP awards, and I have created adventures on this blog (both the more recent Scenarios and also the older Dungeons of the Month) with a ratio of 1 monster XP : 3 treasure XP. This may seem stingy, but DMs using my adventures are always welcome to increase the treasure amounts as they see fit. 

3E and 5E D&D don't offer XP for finding treasure. In both games XP is expected to come from a combination of defeating monsters and completing story goals. 

The idea of quest or story-based XP tentatively emerged in later 1st Edition AD&D material and was formalised in 2nd Edition AD&D. This started out as XP for rescuing prisoners as if they had been defeated by the PCs (so a party of PCs would get more XP for rescuing a high level NPC than a 0-level peasant). It has now become a matter of "Award the PCs 1000xp each if they return the stolen crown to the king". 

The 3E DMG suggests awarding XP for successfully resolving non-combat encounters, such as evading or neutralising traps, solving tricks & puzzles, and successfully negotiating with NPCs. In B/X the assumption is that these are not goals in themselves but merely obstacles (sometimes metaphorical, sometimes very physical) in the the path to gaining treasure. Successfully getting through a trap-based encounter means that the PCs are another step closer to their real goal - treasure and the XP that comes with it. This shows to me that B/X rewards are more about the end goal rather than how the PCs get there.  

XP can also be awarded for things like good roleplaying, though this is associated with later editions. Although not stated in the B/X rules, these are up to individual DMs. Although not suggested in D&D, some games (particularly MMORPGs) reward PCs with XP for exploring their world and visiting regions for the first time. 

1st Edition AD&D also had the idea of gaining XP for finding magic items. 2nd Edition AD&D changed this to gaining XP for creating magic items. 3rd Edition D&D completely flipped this around with requiring XP to be spent to create magic items, but also had a thriving magic item economy where PCs could often buy the weapons or armour they could afford  - an alternative reason for gathering lots of money. 

In my games magic items neither give nor require XP. Magic items can be seen as a form of power that is not linked to XP or levels. Interestingly, unlike MMORPGs, magic items in D&D generally do not have character level requirements (though some do have class requirements). A 0-level normal human can use many magic items if they know how to wield them. Acquiring magic items can be a powerful motive in itself. Although many items are distributed as part of treasure hoards along with coins, gems and the like, it is possible that a character will set out on an adventure with the goal of acquiring a famous magic item for their own personal use. S2: White Plume Mountain is a classic example of this. 

Here's something I was vaguely aware of but it took other bloggers to clarify  it. The behaviour of PCs is heavily influenced by how XP is awarded. They will generally behave in a way that gets the most XP according to their assessment of risk vs reward

If most of their XP comes from treasure then they will become avaricious treasure hunters, looting tombs, dragon hoards, and possibly merchant caravans and town banks. The DM may wish to adjudicate what sort of treasure gives XP and whether robbing peasants of their copper coins will help PCs gain levels. 

Although not part of the B/X rules, some groups have house rules where PCs can convert gold into XP only if it is spent on training - usually with a willing NPC of at least 2 levels higher and the same character class as the PC. The duration is typically 1 week per PC level. Although I personally like this idea (it makes becoming better at fighting, casting spells or turning undead more plausible than just looting a dragons' hoard and hey presto the wizard can now cast more spells), I don't expect other groups to use it. 

There are other reasons for gathering loot besides XP - you can buy stuff with it. Purely B/X campaigns will find that once the PCs have a ship, horses, wagons and the like they start to run out of useful things in the equipment lists to spend money on. But beyond the B/X rules there are 2 major expenses - firstly in the Companion Rules there are details about being granted land and building one's own stronghold. Creating and maintaining a castle or temple with all its soldiers, hirelings and servants will be expensive. Secondly as alluded to above in 3E D&D it is possible to buy magic items if the right marketplace can be found. Both of these (strongholds and magic items) are reasons to get as much loot as possible from dungeons and monster lairs. Forward-looking PCs may well start saving for these quite early on in their careers. 

If they get most of their XP from killing monsters, then that is what they will seek out. This seems to be the expected norm in 3E and 5E.  Note that rules in different editions say that XP is awarded for defeating monsters, not necessarily slaying them. This means capturing and subduing generally counts, while avoiding or sneaking past is up to DM discretion (personally I don't think that counts as "defeating" because the monster is still a threat if encountered again). 

It helps here if the DM clarifies whether 0-level normal humans count as monsters (they may be only 5xp each but killing a whole village could be worth 1000xp if the DM allows it). DMs are well within their authority to say that killing friendly folk and livestock does not give any XP awards. This reduces the likelihood of the infamous murder-hobos running around the fantasy countryside behaving worse than bandits or orcs. If the PCs still persist with this then the players concerned may be less interested in acquiring levels & XP and more involved in a deranged power fantasy. I've seen it happen - It's not pretty.

If they get most of their XP from quests and heroic achievements then that is what they will do (though perhaps sticking to the letter rather than the spirit of the completion). In 3E it is suggested that story-based XP awards do not exceed XP for defeating monsters, while 5E seems much more vague. It does remind me of MMORPGs like World of Warcraft where characters keep picking up and completing quests and have a list of currently active quests - to-do lists with XP rewards every time one is ticked off. Personally I do not have any problems with XP awards for completing quests as long as DMs are sensible about it. I think the one thing I do raise my eyebrow at is the idea of "once the party reaches this stage of the story/campaign, they all automatically go up 1 level". It just seems lazy, both in terms of adventure design (the next chapter in the mega-adventure is for the next level so lets just increase everyone up 1 level so they can get on with it) and also the gaming experience, feeling entitled to gain a level without regards to earning XP. If I was DMing that sort of adventure, I would not automatically award levels, but I would provide side quests and mini-dungeons as opportunities to earn the required XP so that they have properly gained sufficient XP and therefore levels to take on the next part of the campaign.    

XP for role-playing can result in either interesting or annoying attempts to play their characters outside of combat. Sometimes it is entertaining, other times horribly forced. 

I was thinking about motivations for protagonists in the stories that inspired D&D. Bilbo Baggins, Conan the Barbarian, Cugel the Clever, Fafhrd and the Gray Mouser and many more heroes of Appendix N were all mostly motivated by money and treasure, and so this is what the creators of D&D (particularly Gary Gygax) expected. 

But others had other goals. Frodo Baggins setting off on his epic quest to destroy the One Ring was motivated by trying to save his world. Elric of Melnibone may have enjoyed treasure but was caught up in the wars between Law and Chaos. Drizzt Do'Urden (once he reached the surface world) was often helping his friends around Icewind Dale. The Companions of the Lance were engaged in epic quests to save the world of Krynn from the evil Dragon Armies. Turjan the Magician was interested in knowledge, particularly of arcane matters. 

Finally I think alignment should play a part here. I'm not sure which should come first when creating a character, alignment or motivation but I certainly think they inform each other. In the 3-alignment system of B/X D&D, I can well imagine lawful characters being more willing to go on epic quests to save the kingdom, while neutral characters are more interested in personal power and wealth. Chaotic characters are usually similar to neutral ones in motivation but are more likely to become the infamous murder-hobos that are the worst sort of chaotic characters - they have far less restraint or scruples as to how they acquire money and power. 

So what is the right way of doing this? Honestly my opinion is whatever works for your group. Different players and DMs will have different ideas and hopefully each group will find a combination of the above that they are comfortable with. I'm not going to lay down any rules or strong opinions (apart from automatically gaining levels....).  Although by the book B/X offers only treasure and monster XP, D&D is a game that is wide open to modifications and additions. 

Thursday, 22 September 2011

Weapons of Law and Chaos

Although the creation of magic items, including magic weapons and armour, is usually associated with magic-users, clerics may, with the blessings of their patrons, create weapons to smite the enemies of their faith. They function as inert and mundane weapons when wielded by someone of the wrong alignment, but reveal their true powers in the hands of a combatant the deity considers worthy.
Creation of such a weapon must involve a highly skilled blacksmith, the best materials available and the continual prayers and oversight of a cleric of a high enough level (minimum 10th) and appropriate faith. Even then, success depends on the favour of the gods being beseeched:  these are divine gifts, not convenient tools.

Axe of Bhael's Terror - Hand Axe +2 in the hands of a chaotic character. It also causes monsters and NPCs struck by it to make a morale check or flee in fear for 1d4 rounds. PCs struck by it must save vs spells or flee for 1d4 rounds.
In the hands of a lawful or neutral character the axe has some sort of magical aura but gives no bonuses or powers.
The axe is made of solid iron, including the haft and handle. The grip is made out of strips of hellhound leather. 

Adonor's Sword of Glory - non-magical for chaotic characters, an ordinary Sword +1 for neutral characters. In the hands of a lawful character it is a sword +2, and also once per day the wielder can cast a Bless spell on all allies in a 30' radius. This lasts for 1 combat encounter/10 minutes.
The sword is usually a normal longsword although shortsword versions have been created for particularly heroic halfling defenders. There is usually ornate metalwork around the guard and base of the blade.


Rhondus' Shield of Reflection - this functions as a normal, if rather shiny, polished shield for chaotic and neutral characters. When used by a lawful character it becomes a shield +2, and furthermore gives a +4 to all saves vs gaze attacks. If the character with the shield successfully saves against a gaze attack, the gazing creature sees its own reflection and must save at -2 penalty or suffer its own gaze attack (thus medusas and basilisks will petrify themselves and the like). Vampires do not cast a reflection, and cannot charm themselves, but if their charming gaze is reflected by this shield back at them they must save vs spells or be stunned for 1d4 rounds.

Skreech's Decapitator - This is a big, double-bladed, two-handed battleaxe that might be used by executioners, berserkers and demonic lumberjacks. It is never clean or shiny, and is always stained with blood regardless of attempts to clean it. In the hands of lawful and neutral characters it only shows a faint aura of magic. In the hands of a chaotic character, particularly a chaotic human fighter or dwarven warrior, it becomes a battleaxe +3 that will cause triple damage on a natural 20 ((1d8+3) x 3 damage)- this is a blow to the target's head or neck. If a character wielding this axe kills a creature, they must make a save vs spells or go into a berserk rage and start killing indiscriminately. If the wielder kills a creature with a natural 20 (decapitating it) there is no saving throw - the berserk rage is unavoidable. Unlike berserker NPCs who can use the berserk rage to fight more effectively, this state does not give any bonuses to the wielder. It lasts until the wielder or all creatures within charging distance are dead.

Friday, 3 June 2011

Gems of Kaelaross

Base 10gp

Roll 1d8 Name Source Colour Clarity
1 Banded Agate Real Red, White & Black Opaque
2 Blue Quartz Real Pale Blue Translucent
3 Malachite Real Different greens Opaque
4 Mauvite Mine Different purples Opaque
5 Nerisine Mine Bright Blue Opaque
6
Obsidian
Real
Shiny Black
Opaque
7 Turquoise Real Bright Blue-Green Opaque
8 Tiger Eye Real Gold & black Opaque

Base 30gp

Roll 1d8 Name Source Colour Clarity
1 Bloodstone Real Dark Grey & Red Opaque
2 Carnelian Real Red-Brown & Black Translucent
3 Citrine Real Yellow Transparent
4 Clear Quartz Real Colourless Transparent
5 Dioptase Real Blue-Green Opaque
6 Lapis Lazuli Real Deep Blue Opaque
7 Rhodochrosite Real Pale Pink Translucent
8 Zircon Real blue or other Transparent

Base 100gp

Roll 1d8 Name Source Colour Clarity
1 Amber Real Golden Yellow Transparent
2 Amethyst Real Purple Transparent
3 Chrysoberyl Real Yellowish green Transparent
4 Coral Real Bright Red Opaque
5 Darkeye Mine Red with black center Translucent
6 Jade Real Green Translucent
7 Pearl Real White Opaque
8 Tourmaline Real Green, Red or other Transparent

Base 300gp

Roll 1d8 Name Source Colour Clarity
1 Alexandrite Real Blue, Red or Purple Transparent
2 Aquamarine Real Pale Blue Transparent
3 Garnet Real Deep Red Transparent
4 Magma Stone Mine Yellow and orange Translucent
5 Peridot Real Light Green Transparent
6 Spinel Real Red-Pink Transparent
7 Topaz Real Golden Yellow Transparent
8 Ultramarine Mine Deep Blue Translucent

Base 1000gp

Roll 1d8 Name Source Colour Clarity
1 Adamantite Mine Pale Green Transparent
2 Black Pearl Real Black Opaque
3 Emerald Real Bright Green Transparent
4 Fire Opal Real Orange & gold Translucent
5 Kraken-Eye Mine Deep Blue & Purple Transparent
6 Opal Real Cyan and gold Translucent
7 Ruby Real Bright Red Transparent
8 Sapphire Real Bright Blue Transparent

Base 3000gp

Roll 1d8 Name Source Colour Clarity
1 Canary Diamond Real Bright yellow Transparent
2 Dragonheart Mine Red & Purple Transparent
3 Jacinth Real Orange Transparent
4 Magestone Mine Magenta Transparent
5 Star Emerald Real Bright Green Transparent
6 Star Sapphire Real Bright Blue Transparent
7 Star Ruby Real Bright Red Transparent
8 White Diamond Real Colourless Transparent

I have adapted the list of gems from 1E AD&D DMG and have been using this table or a variant of it for a while in both B/X D&D and other editions. This is not a definitive list, but a good random selection to start with - I could add more gems (either obscure real ones or fantasy ones) but I decided to keep it relatively simple. The values indicated can be varied as much as the DM wants, usually by changing either the quality or the size of the stone, so for example

Roll 1d8 Description Value Multiplier
1 Damaged x0.1
2 Very Poor x0.2
3-4 Flawed x0.5
5-6 Normal x1
7 Flawless x2
8 Perfect x5

Roll 1d8 Description Value Multiplier
1 Tiny (lentil size) x0.2
2-3 Small (pea size) x0.5
4-5 Normal (hazelnut size) x1
6-7 Large (plum size) x2
8 Huge (apple size) x5

Thus a damaged, tiny obsidian gem might only be worth 2sp, while a perfect, huge star ruby could be worth 75,000gp