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Showing posts with label scrolls. Show all posts
Showing posts with label scrolls. Show all posts

Thursday, September 20, 2018

Magic Mart: Buying/selling magic items




I am not a fan of how later D&D editions (particularly 3.X) reduced magic items to a simple commodity. I get that some of the rules about crafting costs and times were a bit subjective before, but I fall into the camp that magic should be magical. 

That being said, players will want to find ways to spend their loot and one of the most useful things for an adventurer is better gear. Once the fighter has bought plate mail and silver arrows, his upgrade options in the standard price list are a bit thin on the ground. I sometimes do have the odd item or two for sale in towns. Usually it's things like potions or scrolls and other "limited" magics.

In the current campaign I am running, the PCs have managed to get through two adventures, both times clearing a fair amount of coin; enough that the PCs that have survived since session one are at or near level 3 (except the elf). The nature of the adventures limited the chance to find items, though. I am thinking of giving them a chance to acquire some magical shinies. The question is how to decide what's available in such situations without being utterly arbitrary.

The idea I am currently playing with is based roughly off of the Treasure Type Tables on X43. The larger the town or city, the better the chance of any magical items for sale. Likewise, certain types of items are more often found than others. A first pass at this for a typical BX fantasy setting (not particularly high or low magic) might look something like:

Small Town or Village: 15% Any 1
Medium-sized Town: 25% Any 2 + 1 potion + 1 scroll
Large Town or Small City: 1d4 scrolls, 30% Any 3 + 1 sword, armor, or weapon
Large Metropolis: 1d4 scrolls, 2d4 potions, 35% Any 4

It's up to the individual DM to decide where a given population in his setting falls on this list. As examples, I would say a town like Threshold in Karameikos would be a medium town, whereas Specularum might be a small city. You might also tweak how you roll based on things like how much trade or traffic a location sees or if adventurers are common there.

In my campaign, the party is currently in a town of 3,000-4,000 people; what I would consider medium-sized in my setting.  But, it is also a busy river port that sees a good deal of trade and adventurer types are not uncommon here (a name-level mage has a tower just outside the town walls). Therefore, I have chosen to roll as a large town/small city.

Roll results are as follows:

1d4 Scrolls = 1. The % dice came "00"! Which is a nice treasure map to 5d6 gems and 2 magic items. Buuuut, the party is already following one map and I am trying to generate magical items here. So I re-rolled that and got a Protection from Magic scroll.

% dice for other magic = 30 exactly (!) So 3 items plus 1 arm or armor. I rolled a d3 to see which and got a 3, which is a non-sword weapon.

The percentile rolls for the specific items came up as follows:

  • A potion of Giant Control
  • +1 Spear
  • A Staff of Healing Staff of Striking (18 charges)
  • A MU/Elf spell scroll of 3 spells. This came up as one 4th, one 1st, and one 2nd level spell. I rolled randomly (d12s) and got Charm Monster, Ventriloquism, and Detect Evil.

Now this is a pretty impressive haul, and frankly a lot more magic than I like to be just lying around. If I want to let these results stand, I need to make sure these items aren't too easy to get. Namely, they need to be expensive or require the PCs do something to get them.

The protection scroll has a lot of potential utility, but it's one use only, so I will peg that at 1000gp.

I decided to roll randomly for what type of giant the potion can control. There are six kinds of giants and I rolled a 4: Fire Giant. This is pretty neat but of limited usefulness. Commanding 1d4 fire giants even for only an hour could be pretty epic, though! Let's say 1000gp

The +1 spear is nice, but is just a bonus to hit and damage. 1000 gp should cover that.

The healing staff is another matter. I will invoke DM fiat and say this is too powerful to be simply bought in town, ready to go. This item essentially allows a cleric to cast a Cure Light Wounds once per day on each PC and uses no charges! This sort of thing would be snapped up by one of the temples in town and not readily available to wandering murder hobos. As with the map, I re-rolled and the result was a Staff of Striking with 18 charges. This is a nice item, but limited by who can use it (clerics) and of finite charges. I will judge it roughly equivalent to the spear and set its price at 1000 gp as well.

The spell scroll would be pretty expensive. I have previously established house rules about spell books and scrolls, so using those I can pin its price tag at 3,500gp (7 spell levels total at 500 gp per). Since they are all on one scroll, it's an all or nothing price.

Now, this is a pretty generous haul, but the rolls were with them. The odds favored 2-3 scrolls and that's it. I would also argue that it would be a while (a month or two at least) before this particular town might be "restocked." Over the course of a campaign, I would see this as balancing out. I'm not sure it's the perfect system. I still needed to intervene a little to maintain what I see as a correct balance, but isn't that what DMs are supposed to do?


Monday, August 13, 2018

Spell Caster House Rules

I had posted this idea a while back in the BX G+ community, but thought I would add it to the blog as that's where I have similar ideas for house rules. The idea is to make the acquiring of spells a bigger part of adventuring as well as giving spell casters a little more magical power by allowing for scroll creation.

  • All magic-users and elves have a grimoire. This can be a your classic spell book, a long scroll, a tattooed pelt, scrimshawed bones, or any other means of recording written spells. Casting Detect Magic will distinguish a grimoire from a normal book or object.
  • 1st level MU/Elves start with the following spells: Detect Magic, Read Magic, a 1st level spell of their choice, and one random 2nd level spell (a gift from their teacher for when the character is advanced enough to use it.)
  • Clerics must choose a designated time of day (or night) in which they pray for their spells. Magic-users and Elves can only replenish a spent spell slot once per day and after a full night's worth of rest (8 hours+). If their rest is interrupted by anything more strenuous than taking a turn at keeping watch, the rest time resets. Unused spells are retained until cast or "traded out" for different ones.
  • As the caster goes up in level, spell slots are gained but new spells are not learned automatically. They must be found to add to one's grimoire. Spells can be gained by three methods: spell research (X51), scrolls, another casters’ grimoire
  • Copying spells (from another grimoire or scroll) to one’s own grimoire requires use of the Read Magic spell. Once the caster can read the new spell, he must spend the time and purchase special materials to add it to his personal grimoire. The original of the spell is consumed in the process. (This is why wizards typically don’t let other wizards copy directly from their grimoires!) It takes one full day’s work and 100 gp per level of the spell to transcribe it. This requires the caster’s full attention for the duration of the process.
  • A magic-user or elf may create a magical scroll from a spell in his grimoire without destroying the original copy. (This is how spells are typically shared.) It takes one day and 500 gp per spell level to create a scroll. The scroll can be used to cast the spell or copy it, but it is consumed in either case. 
  • A cleric may create spell scrolls for the same costs in time and money as magic-users or elves, but must prepare -but not cast- the spell for each day he is scribing the scroll.
  • If a caster is desperate, he can cast an unprepared spell directly out his grimoire like a scroll, but the copy of the spell is destroyed in the process. 




Tuesday, August 29, 2017

Curious Objects: Protection Scrolls

Shields up!

Continuing to look at unusual magic items in Moldvay/Cook D&D, I arrive at the scrolls of protection. They are the only magical scrolls (apart from cursed ones) that non spell-casters can use. They are described as written in the Common Tongue and Read Magic is not needed either. The scroll creates a 10' radius ward around the reader that effectively prevents the targeted threat from entering the area. The warding lasts one hour (6 turns). The types listed protect from:

  • Lycanthropes (Basic)
  • Undead (Basic)
  • Elementals (Expert)
  • Magic (Expert)

I know in my personal gaming history, scrolls were nearly always spell scrolls. Even though over a third of random scrolls results in BX (using the Cook table) are protection scrolls, I don't think one of these ever came up when I was younger. After coming back to the fold via Labyrinth Lord years ago, I've placed them deliberately now and then, but I don't remember one getting used in play.

Part of this is the specificity. That scroll vs. lycanthropes in your pack is only going to be handy if:
  1. You run into lycanthropes
  2. No one in the circle tries to attack the lycanthropes in melee (breaks the enchantment).
Now the interesting thing about that is the "in melee" part. Moldvay specifies "hand to hand." That could be interpreted as spells and missile fire being OK. If so, that makes that Protect from Undead scroll very nice indeed, as it seems undead are much more common than weres in most games (especially lower levels). 

The really interesting one is the Protection from Magic scroll. No spells or magical effects (items, etc.) in or out. Now this one lasts 1d4 turns, but there is no caveat about attacks ending the effect. Probably because it isn't a ward vs. a particular type of creature. This seems like a good way to try to hamstring that evil wizard: Get close enough, read the scroll, then stay on him so he can't get clear of the "dead zone." Now, the PCs' items and stuff are also nullified, but a 10th level fighter with a regular sword is way scarier than some unarmored guy in a funny hat.


Saturday, August 19, 2017

Curious Objects: Treasure Maps (scrolls)

"Piranah Lagoon" is the name of my Slickee Boys cover band!


Now, maps are hardly unheard of in fantasy role-playing games. They are a classic trope as well as an essential dungeoneering tool. Treasure maps in particular are a staple of both fantasy fiction and adventures. What I want to talk about for a bit is the random treasure result under the Scrolls section.

When I found my way to BX many years ago, I was tickled that scrolls could be more than just extra or new spells. The two main twists were the protection scrolls and the maps. The idea that the rules included a mechanism for randomly dropping a plot hook into the party's collective lap was quite remarkable (to me).

Fully a quarter of all scrolls found are maps, according to the random table in Cook Expert, the book suggests the DM make up several maps ahead of time and have them handy to use as props for when/if the party finds one.

In the Basic rules, the description suggests that the map lead to a treasure somewhere within the same dungeon, but the Expert rules rightly expands it to include possible wilderness travel. The tables results scale for the size of the treasure to be found, as well as having magical items as loot. There are also suggestions for placing monsters as guardians.

Two things occur to me off the bat: Firstly, a treasure map is a great way to delay a party from getting hold of too much wealth at once. Of course the loot from the dungeon isn't light! You just haven't gone to the haunted tower on that map to retrieve the fabled Emerald of Kun Par yet! This can be especially useful if you need a little extra time to figure out some things in the game.

Secondly, it's a great segue into the next adventure that saves you trying to get the players hooked. They know where a fabulous magical item (or pile of cash) is supposed to be, they just need to get their collective butts in gear and start walking.

Of course, they could try selling the map (for a fraction of the loot's value). But that could lead to even more plot hooks and complications. In a fun way!