Basic feats

Pick one of these at first level. You can either double down on your archetype (such as a magic-user taking an extra spell slot) or grab something from another class (like a fighter with climb walls). Or you can roll 1d20 and trust in the Norns. This should allow the creation of many different hybrid character types with minimal fuss. I was working with the Basic rulebook in mind, but I bet this would work with many other, similar systems.

  1. Magic-user spell slot (and one spell)
  2. Scroll casting (and one scroll to start with, determined randomly)
  3. Wand proficiency (and one wand to start with, determined randomly)
  4. Cleric spell slot (and one spell)
  5. Turn (or command) undead as cleric of equivalent level †
  6. Tough/lucky: +2 all saving throws ‡
  7. Increase hit die one step (for example, d4 becomes d6)
  8. Dwarf-sense: notice dungeon features as dwarf
  9. Elf-sight: infravision and find secret doors as elf
  10. Harrier: +1 missile attacks, AC bonus of 2 vs. large creatures (as halfling)
  11. Backstab as thief
  12. Pick pockets as thief of equivalent level
  13. Climb as thief of equivalent level
  14. Move silently as thief of equivalent level
  15. Hide in shadows as thief of equivalent level
  16. Open locks as thief of equivalent level
  17. Remove small traps as thief of equivalent level
  18. Hear noises as thief of equivalent level
  19. Armor proficiency (ability to use the next better category of armor)
  20. Weapon proficiency (ability to use a weapon not usually allowed)
My Basic Rulebook

My Basic Rulebook

Some of these options are likely to be redundant (such as a thief with “open locks as thief of equivalent level”). You can either not pick such options, re-roll them if rolling, or use the following guidelines for handling redundant options. Weapon proficiency becomes weapon specialization, and means +1 to attack and damage with the weapon in question. Armor proficiency becomes armor specialization, and adds a bonus of 1 to AC when wearing armor. A redundant thief skill grants a bonus (+1 if using d6, +15% if using d%). Redundant backstab adds an extra die of damage. Redundant elf-sight or dwarf-sense adds +1 to the d6 roll. The “harrier” feat stacks with the halfling class. Redundant turn undead grants a +1 to the 2d6 roll. Redundant scroll caster or wand proficiency? I don’t know; make something up. Maybe it’s just a free item at first level, or extra charges when using wands, or bumping up the exhaustion die if using something like abstract wand ammo.

You’ll note that there are not really any new abilities on this list. That is intentional, to keep the options as familiar as possible. If you’ve ever played Basic D&D, it should be super obvious how all of these things work.

† Choose either turn or command when the feat is taken.
‡ +2 is equivalent to the difference between the dwarf and fighter saves in the Basic rulebook.

Telekinetic sword

The striking edge of a telekinetic sword works over a distance. That is, you swing your sword here and something over there gets cut. When activated, the live edge of a telekinetic sword shimmers slightly, as if it were coated in psychedelic foil, though this does not produce any light. Radiant arcs accompany the delivery of the telekinetic strike at the point of the target, along with noises somewhat like a buzzing whip-crack. Effective range at full power is equal to the wielder’s HD x 10 feet. Range at reduced power (half damage) is HD x 20 feet. So, a 4 HD character attacking with a telekinetic sword can hit targets up to 40 feet away for full damage, or 80 feet away for half damage.

Telekinetic swords are disorienting to use, as they don’t react to the wielder kinesthetically as is commonly expected. Becoming accustomed to the quirks of a given sword requires at least a week for familiarization (roll two dice and take the lowest result for attack rolls prior to the completion of this period; familiarization is assumed during downtime, so telekinetic swords can generally be used “next session”). The physical edge of a telekinetic sword is not actually sharp, and only does 1d3 damage if used unactivated as a mundane melee weapon (though they may be used as melee weapons when activated). Telekinetic swords are psychically resonant when active and their use can be sensed by any psychic creatures nearby. Further, as psychic antennas, they may also amplify certain psychic effects, which could be either positive or negative for the wielder depending on the situation.

Some version of Final Fantasy 4 (screen shot from here)

Some version of Final Fantasy 4 (screen shot from here)

AC by class AND level

Armor of Stefan Batory (source)

Armor of Stefan Batory (source)

In my recent post about magic-users and armor, there was one option for doing strict class-based AC (that is, all fighters have AC 3, all magic-users have AC 9, and so forth). One downside of that system is that other than gear with special enchantments it doesn’t allow for much in the way of advancement (which is a big part of what makes D&D work as a game).

Here’s another idea that works with OD&D hit dice to address that concern. Take the combined hit dice value (for example, HD 5+1 = 6) and subtract that from 9 (or add it to 10 if using ascending AC). That is the characters armor class (improved further by one if using a shield). This gives fighters the best AC, but also allows gradual progression. Following the same example, a character with 5+1 HD has an AC of 3 [16]. This is sort of the defensive equivalent of using hit dice as attack bonus. AC should also be capped, depending on the desired campaign power curve (if I was using this for Vaults of Pahvelorn, the best AC from hit dice would be 3, or 2 with a shield, because danger should always remain). Really, the term “AC” here becomes a bit vestigial; it’s really more of a defence stat, but continuing to call it AC probably helps from a UI perspective, given that it works exactly the same as AC.

If you wanted to preserve some mechanical effect from armor, maybe allow it to add a bonus to the death saving throw† (light = +1, medium = +2, and heavy = +3). This further reinforces the idea that HP is a mixture of elan and resolve, and that there are no potentially telling blows until HP have been exhausted. The downside of armor would be an encumbrance style penalty to ability checks, non-death saving throws, and escape rolls.


† Rather than deal with negative HP or have death occur at 0 HP automatically, I allow PCs to make a death save. If this is passed, the character is unconscious. If it is failed, the character is slain. This is one of my favorite house rules, and probably deserves its own post so that it can be linked to directly.

Magic-Users and armor

Brainstorming several different approaches. Goals: should provide interesting trade-offs while respecting the fictional logic.

  1. Chance of spell failure. Maybe N in 6 chance, where N is based on the armor heaviness (light = 1, medium = 2, heavy = 3). Problem: the rational course of action is to carry a suit of armor and put it on after all spells have been used. This is lame. Such an approach might even encourage annoying things like taking off armor to cast spells and then putting it back on (yes, this can be balanced with random encounter checks, but still lame).
  2. Wearing armor causes an armor penalty, equal to the type of the armor (where light = 1, medium = 2, and heavy = 3). This penalty applies to all physical checks (attack rolls, saves, ability checks, etc) and works much like the encumbrance penalty (and in fact is cumulative with it). This could be offset by a class-based armor skill (fighter = 3, thief = 1, magic-user = 0). Problem: while this would increase the game cost of magic-users wearing armor slightly (-3 to physical saving throws, escape rolls, and constitution checks associated with drowning are big deals), it doesn’t really impact casting spells at all. Further, one seeming corollary of this system is that zero level characters would probably have armor skill of 0, complicating the common case if consistency is maintained.
  3. Use a roll-to-cast system. I love this, but it’s also very invasive, and probably requires reworking many spells as well to do correctly. I would like a solution that supports the traditional Vancian system.
  4. Maybe magic-users just don’t get as much benefit from armor, but still take all of the downsides? Kind of like this. Magic-users could get AC 8 from leather, AC 7 from chain, and AC 6 from plate. Has promise, but is perhaps too complicated. Also, I don’t much like the corollary that magic-users have less skill with armor than standard zero level civilians. I prefer to think of all the character classes as somewhat competent adventurers; magic-users are not assumed to all be frail academics. I suppose zero level characters could also gain less benefit from armor, but that seems to introduce unattractive complications.
  5. Magic-users can wear armor, but only special enchanted armor (elven chain perhaps). This necessitates some justification for why magic-users can’t cast in normal armor (such as overly scientistic claptrap like how metal interferes with magic, which just invariably leads to subversion of the balance rule through creation of things like wooden or chitin armor). Also, it means that all “fully upgraded” magic-users must aspire to finding a suit of special armor (kind of like how cloaks and rings of protection are so critical in AD&D). Suboptimal.
  6. Learn to stop worrying and love magic-users in armor. I don’t mind this aesthetically. In fact, I quite like sorcerers in armor (picture by Stefan Poag), but it does seem wanting in terms of class balance (greatly decreasing the relative combat power of the fighter, specifically). That’s not the end of the world, especially as I have already improved the to-hit rolls of fighters in my current game.
  7. Provide compelling alternatives that compete with armor (such as robes). Combine with options 6, and maybe a increase the encumbrance cost of armor while not adding a full more physical penalties on top of the general encumbrance penalty. This is close to status quo, with the exception of explicitly legitimating magic-user armor use.
  8. Class-based AC. This has a certain attraction, especially if taken to the logical extreme where you literally say that fighters and clerics just have AC 3 no matter what they wear, thieves have AC 7, and magic-users have AC 9 (aside: clerics really should be the AC 5 class, but whatever). That solves the problem in one sweep, maintains both abstraction and balance, and makes armor only important as a kind of magic item or cosmetic affectation. That last bit is also maybe a problem though, as it does away with consequences of armor for things like drowning.

As you can see, my thoughts are all over the place. Anyone else have any good ideas or suggestions?

Edit: added option 8 based on Guy F.’s comment on Google Plus.

Weapons Revisited

Update: I recommend using the slightly simpler approach to this same basic idea described in the Weapons Quick Reference post.

Image by Piranesi (source)
Image by Piranesi (source)

I started work compiling various blog posts into a Vaults of Pahvelorn Player’s Guide, and the very first thing I decided to look at was my old weapon properties post. This is one of those topics that I think would really benefit from the accessibility of being included in a player’s document, because despite being designed mostly as bonuses, in play we still often forget many of the weapon features. One of my ongoing personal design goals is to make weapon choice just as interesting as spell choice, without relying primarily on variable damage dice (which promotes an overly numerical approach that I find lacks interesting trade-offs).

Of course, rather than just copying the old rules into the document and moving on, I immediately start to significantly revise them. Since I wrote the original version, I have been exposed to Apocalypse World and Dungeon World, which both take approaches to weaponry that have influenced me substantially. I think weapon tags are a wonderfully efficient way to remember the various features, and while yes you need to read the definitions once, it seems like once you know that dangerous-1 means backfire on a natural roll of 1, you are unlikely to ever need to look that up again. I think this version below is much improved over the original, and many of the rules have also been simplified (for example, riposte just automatically deals damage to attackers that miss and roll poorly rather than requiring another attack roll).


Weapon damage is 1d6 by default. Some weapons have additional benefits, as described below.

WeaponProperties
Axemelee, damage: re-roll 1, shield-smasher
Daggermelee, quickdraw, throwable, range-2, concealable, grapple
Macemelee, penetrating-2
Swordmelee, quickdraw, riposte
Two-handed swordmelee, two-handed, damage: 2d6 take highest
Pole armmelee, two-handed, interposing, damage: 2d6 take highest, reach, awkward-2
Quarterstaffmelee, two-handed, parry (melee)
Spearmelee, throwable, range-3, interposing, reach
Javelinmelee, throwable, range-5
Clubmelee
Shieldarmor-1, parry (missile), damage: 1d3
Bowmissile, two-handed, range-7, reload-0
Crossbowmissile, two-handed, penetrating-2, range-6, reload-1
Slingconcealable, missile, insignificant, missile, range-4, reload-0, versatile ammo
Oilbombdangerous-1, flaming, immolating, penetrating-2, range-1, reload-1, unreliable-3
Powderbombarea, damage: 2d6 take highest, dangerous-1, flaming, range-1, unreliable-3
PropertyEffects
Areano attack roll, all enemies in area of effect take damage, save for half
Armor-N+N armor class
Awkward-N-N attack if not used at reach
Concealableeasy to hide in standard clothing (will not be noticed without a search)
Damagedamage inflicted is modified as stated
Dangerous-Nbackfires (damages wielder) on natural rolls of N or less
Flamingdeals fire damage and flammable targets must save or be lit up
Grapplefuture attacks auto-hit if a dexterity/strength contest is won
Immolatingsave or ignite, continuing damage, additional save per round
Insignificantdoes not count as an item for encumbrance purposes
Interposingmelee enemies must save to attack wielder, and on failure take damage
Meleemay only be used when engaged in melee (essentially, range-0)
Missilerequires ammunition
Parry (type)save to deflect one attack per round that hits (limited to type, if given)
Penetrating-N+N attack versus targets with armor
Range-Nweapons of higher range afford a free attack round as enemy closes
Reload-Ntakes N rounds to reload (reload-0 fires every round)
Ripostedeal damage if enemy misses and rolls 5 or less
Shield-smasherdefender with shield must save or have their shield destroyed
Two-handedrequires both hands to use effectively
Quickdrawmay ready and attack in the same round
Unreliable-Ndoes not function on rolls of N or less (overridden by dangerous)
Versatile ammomay use any small hard object (coin, rock) as ammo

Further Notes

  • “Mace” includes warhammer and military pick.
  • Wielding two weapons (where one is not a shield) grants +1 to the attack roll (credit to Philotomy).
  • A flask of oil may be used to coat a weapon and then ignited to give a metal weapon the flaming property (likewise, arrows). This is a reload-1 type operation. On attack rolls of 5 or less, the fire goes out. Such flaming weapons will also go out after one exploration turn (or after combat).
  • Target of a grapple may spend an action to attempt to free themselves (this is another dexterity/strength contest).
  • Ranges: bomb < dagger < spear < sling < javelin < crossbow < bow
  • Ranges are not measures, but are only used in relative comparisons.
  • Shooting or throwing into melee: determine target randomly.
  • Crushing/bludgeoning damage is sometimes important (skeletons, living statues, and so forth), but I decided that this is probably clear enough contextually, and thus doesn’t require a property (Google Plus discussion). I may change my mind on this, though.
  • A strength/dexterity contest means: both contestants roll either a strength or dexterity check (their choice). This is a less than or equal to d20 check, and the one that makes it by the most wins the contest (ties go to the defender).
  • I kind of want to add a great axe and maul (two-handed varieties of the axe and mace), but that would probably necessitate giving the two-handed sword an added benefit, and I haven’t been able to think of anything that I like.

Thanks to Robert G. on Google Plus for suggesting the property name interposing.

For ease of future reference: G+ threads on flaming oil: here and here (and Philotomy).

Affordances and aesthetics

Odilon Redon - The Black Torches

Odilon Redon, The Black Torches

Assume for a moment that you have a game artifact. This is a thing, to be “used” with your games in some way. Maybe it’s a setting write-up, or a module, or a bestiary. Maybe you wrote it, maybe someone else wrote it. First: it’s important to note that these things are all the same sort of thing at some level, and thus this is not just a discussion about modules, but of any product useful for gaming. But what does “use” actually mean? Consider the idea of affordances from ecology.

The affordances of the environment are what it offers the animal, what it provides or furnishes, either for good or ill. The verb to afford is found in the dictionary, but the noun affordance is not. I have made it up. I mean by it something that refers to both the environment and the animal in a way that no existing term does. It implies the complementarity of the animal and the environment.

That’s by Gibson, The Ecological Approach to Visual Perception, chapter eight: The Theory of Affordances (bold items were italicized in the original, but my theme blockquote style loses that).

Okay, that’s a lot of words; how about an example? From the same chapter:

The human species in some cultures has the habit of sitting as distinguished from kneeling or squatting. If a suface of support with the four properties is also knee-high above the ground, it affords sitting on. We call it a seat in general, or a stool, bench, chair, and so on, in particular. It may be natural like a ledge or artificial like a couch. It may have various shapes, as long as its functional layout is that of a seat. The color and texture of the surface are irrelevant. Knee-high for a child is not the same as knee-high for an adult, so the affordance is relative to the size of the individual. But if a suface is horizontal, flat, extended, rigid, and knee-high relative to the perceiver, it can in fact be sat upon. If it can be discriminated as having just these properties, it should look sit-on-able. If it does, the affordance is perceived visually. If the surface properties are seen relative to the body surfaces, the self, they constitute a seat and have meaning.

What are the affordances of a game-thing? I’m not talking about the physical object, but rather the affordances of the virtual objects that arise in the shared game space that players conjure together that derive directly from the game-thing. This is the use of the game-thing. Examples. A stat block (or perhaps HD + AC) affords fighting. If a thing has hit dice, it is fightable and killable. An exact site map affords constrained exploration and movement. A more abstract map (graph-style, perhaps) affords a different kind of movement and interaction (where relationships are more important than distances; see page 5 of this, by Patrick of False Machine). A treasure (in GP = XP games), or more generally a rewarded goal, affords character advancement.

Numbers and game mechanics are not the only (or even most important) affordances, however. Because as Roger put it, fluff is crunch. Thus, the adjective “covetous” attached to an NPC may afford more game utility than 100 stat blocks. If that is true though, what isn’t an affordance? Why are so many game-things so hard to use, so badly designed, and so padded with useless information? Some of it is just redundancy (text spent explaining that there are trees in the forest, or fish in the fish market, to borrow an anti-example from Vornheim). Some of it is prolixity (writing in full sentences what might better be apprehended as a list of keywords; there is a reason why referee notes are so often in this form, and it’s not because they are “unpolished”). And some of it is just bad organization (putting things that are likely to be needed together in separate places, thus requiring page flipping or even context switching between different books). That is, there are good forms of redundancy too. So, all those things are non-affordances that take up space in modules, and are all pretty much unarguably bad design.

Even factoring out those mistakes though, game-things are more than just affordances. That paragraph of imaginary history, or an evocative description which you won’t have time to read during a session but which might help communicate a mood. Like psychological priming, and memories, game-things have a lingering (and useful) influence on the consciousness of the referee. On that subject, a while ago on G+, I wrote (in retrospect, incorrectly):

In an adventure all of that backstory is useless unless it impacts the character’s adventures.

And James Raggi responded:

It colors the Ref’s attitude towards the material which should directly impact the way the adventure is run.

He’s right, and such details are often valuable, and can even be independently works of art in their own right, but such details do not afford game play. Further, unless such exposition is organized exceptionally well, this mood-filler detracts from the other useful ideas contained within the product, and may even render them inoperable. Then you get the dreaded wall of text experience where you can’t find the relevant details when you need them in play (and this can be critical to the functioning of the game-thing, such as clues for an upcoming trap, rumors about a nearby area, prophesies of a future doom, or weaknesses of a specific enemy).

The degree to which a game-thing, as game-thing, is game-functional is the number of affordances from the game-thing that are enabled to arise in actual play, and the degree to which the non-affordance aspects of the game-thing get out of the way. This is, I suspect, why so many game products work so poorly at the game table, despite being creative and enjoyable to read.

Barbarians of the ruined colonies

Hercules (source)

Image by John Singer Sargent (source)

Castle Pahvelorn was once the mightiest stronghold on the edge of the western colonial frontier. Before the giants were driven back and Pahvelorn was built, the old kingdoms settled colonies on the coast of the Mirnilask Gulf, which lies to the east of Zorfath and Shem Nabar. Several generations ago, those colonies were overrun by savage warriors that swept down from the southeastern hills. The warriors fought fearlessly, and drove of interlopers from their colonies back to the sea, plundering the wealth of the colonies before retreating to the hills from which they came.

Some of their warriors still venture forth from their clans in the hills. Here is a class for their raiders. Hit dice, saving throws, attack, XP progression, and weapons as fighter. See below regarding armor.

When making a death saving throw in response to being reduced to 0 HP from combat, barbarians roll two dice and take the highest result.

A barbarian gains a rage point when the character:

  • Scores a hit on an enemy in combat
  • Takes damage during combat
  • Rolls a natural 20 on an attack roll
  • Slays an enemy in combat

These conditions are cumulative, so slaying an enemy with a natural attack roll of 20 gains 3 rage points.

Rage points may be spent to:

  • Add +1 to an attack roll
  • Add +1 to a damage roll
  • Add +1 to a saving throw
  • Improve AC by 1 (no better than 2 [17])
  • Improve a nearby companion’s AC by 1 (no better than 2 [17])
  • Save to shrug off damage from a mundane missile
  • Decrease damage taken by 1

Points must be spent for bonuses before dice are rolled. At the end of combat, all rage points are lost. AC improvements last until the end of combat. Companion AC improvements are only active when the barbarian is nearby. No more than six rage points can be spent at once on any given type of bonus.

Barbarians must make a successful saving throw (use most favorable number) to disengage from combat (this save is penalized by the current number of rage points).

Barbarians are deeply suspicious of the dark arts, and gain no rage points if in possession of enchanted objects that are not fetishes from their own homeland. This suspicion is connected to ideas of personal, spiritual purity and does not extend to travelling companions (though barbarians may be contemptuous of the unclean and strange habits of the civilized).

Additionally, no rage points are gained if the barbarian is wearing any armor (though shields are allowed). If not wearing armor, barbarians gain a bonus to AC equal to their HD (for these purposes, treat 1+1 as 2). For example, an unarmored barbarian with 3 HD has an AC of 6 [13].

Barbarians also often have misunderstandings with civilized people, and thus take a -2 reaction penalty. This includes loyalty and morale checks for civilized retainers (though close associates will come to understand and trust the barbarian over the course of successful adventures). Thanks to those that participated on Google Plus in the discussion about this aspect of the barbarian class.

Monstrous armor

Source: Wikipedia

Source: Wikipedia

Wyvern-scale armor. Heavy armor, AC 3 [16]. When properly worked by a knowledgable armorer, wyvern-scale armor is amazingly light. So light, in fact, that it both floats and does not add to encumbrance. Maintaining the armor in fighting condition requires careful and continuous oiling and care, though no special or expensive oils are required. If wyvern-scale armor is not oiled for more than a week, it becomes brittle and begins to fall apart (this process cannot be halted or reversed; the armor is ruined). It is assumed that knowledgeable PCs will maintain their wyvern-scale armor adequately, and this downside will only manifest if the armor is lost or the PC is trapped away from maintenance materials for an extended period of time. When freshly made, wyvern-scale also has a very distinct aroma, undetectable by most humans, but clear to many animals and beasts, making achieving surprise more difficult in some circumstances (the scent may be perceived as either terrifying or aggressive, depending on the creature in question). After proper aging, the scent is said to dissipate, but experts estimate that such an aging processes requires the better part of 1000 years. Crafting cost & time: 1000 GP and 1d6 weeks, assuming access to a knowledgable craftsperson. One wyvern yields the materials for 1-2 suits.

Purple worm leather. Light armor, AC 7 [12]. One part of the dermis of the giant violet worm can be made into effective, flexible, and durable light armor. The armor, if properly made, remains partially alive (though its method of sustenance is unknown), and it slowly leeches alchemical compounds into the wearers body, granting a +2 bonus to saving throws versus poison after the armor has been worn regularly for at least one week. The wearer’s eyes and tongue also slowly take on a purple hue at this time. The armor feels slightly warm to the touch. The worm skin is too bulky to combine effectively with other forms of armor (such as plate + worm skin) but can be worked into heavy rain-capes or coats for those that seek only the poison resistance and cosmetic effects. The poison resistance does not persist when the armor is removed (sages suggest that the skin must release some further compound in response to poison). Most skins result in a vaguely tigerlike pattern of alternating brown and vibrant purple, and the color does not dull with age. Purple worm leather can be killed. Assume the armor needs to make a save versus death if the wearer is reduced to 0 HP by trauma (use the wearer’s save number). It will also mend itself naturally. Crafting cost & time: 100 GP and 1 week. One worm provides materials for a number of garments equal to its hit dice.

Purple Acid Blast

Source: Wikipedia

Source: Wikipedia

Spell, Magic-User 2

Open an extradimensional rift to the acid seas of Erankzix. This causes a blast of violet, sparkling acid. If targetting a single creature directly, this does 3d6 damage, save for half. The 3 dice may also be distributed between several clustered targets (for example, two dice to one target, one die to another). Will weaken most physical objects if cast on them directly, providing a bonus to open doors or similar checks. The acid itself phases slowly back to Erankzix within one exploration turn, leaving a worthless residue of purple dust laced with mica. The acid is resisted by glass, rock, and organic bone.

Crucilest

Lucicrucilest (illustration by Gus L.)

Lucicrucilest (illustration by Gus L.)

Fragment of a dispatch from the Sage Strodastin of Zorfath to High Merchant Thracle.

Also know as chiastons by western mercenaries, crucilests are seemingly magical weapons used by the invaders known as tangles†. The weapon name comes from a heavy crossbar which always occurs near the business end of the weapon, giving an appearance something like a crossbow without string or lever. Speculation: the similarity between the symbol of the Old Empire and this weapon can’t possibly be a coincidence. In some instances, the crossbar curves forward, like horns.

Crucilests discovered so far include:

  • Electrocrucilest: a stocked weapon of approximately the bulk of a heavy crossbow. So named because it seems to discharge a ray of lightning.
    [Range as crossbow, to-hit as normal, 4d6 damage, save for half, may ignite flammables.]
  • Lucicrucilest: similar to the electrocrucilest in appearance, this weapon emits a beam of light as thick around as a clenched fist. The colors and strengths of lucicrucilest emissions seem to vary, and some devices have been seen with complicated crystal arrays at their tips. These crystals are of no mineral that I have so far encountered.
    [Range as crossbow, auto-hit, save versus death ray or die.]
  • Cumulocrucilest: similar in size to the electrocrucilest, this device emits a wide fan of malefic discharge, melting and burning all in its path.
    [Area of effect 45 degree fan, 60′ radius, Xd6 damage, save versus breath weapon for half.]
  • Tridoform Crucilest: a melee weapon, often with three prongs, used to deliver a powerful blast of corruption.
    [Melee range, to-hit as normal, 1d6 damage and save versus death ray or die.]

Forgive the impertinence, Lord, but I have named the devices myself for ease of reference. If you believe that other names might be more appropriate commercially, especially for sale in the north, please let me know your preferences at your earliest convenience.

The ammunition used by these weapons is unknown, and the tinkers we have hired to examine (and disassemble, in one case, with disastrous consequences) have not been able to make heads or tails of their workings. Crystals embedded in the device seem to reflect the shots remaining.

My Lord will be pleased to note that the few examples of these foreign artifacts that have come into stock at the Zorfath branch of the Grand Emporium have generated princely profits.

† The etymology of this word is unclear, but I have reason to believe that it originated with the soldiers of fortune known as The Company of Gavin, previously based here in Zorfath, but now in unknown locations. One of my apprentices, however, believes the term is derogatory, and derived from mercenaries operating in the service of Efulziton Necromanticus in the west.


Note to Pahvelorn players: the tangle weapons you have found so far are a lucicrucilest and tridoform crucilest (these were the first found early on in the Vaults) and a 4d6 cumulocrucilest (which devastated the party in the northwestern cliff barrows).