Tuesday, May 19, 2020

House Rules - Crafting Equipment

Crafting Equipment

Item
Cost
Weight
Anvil
25 shillings
20 lbs.
Bowyer/Fletcher's Tools
20 shillings
2 lbs.
Bowyer/Fletcher's Tools, Masterwork
70 shillings
2 lbs.
Forge, Portable
300 shillings
100 lbs.
Hammer, Forging
7 pennies
2 lbs.
Leatherworker's Tools
70 shillings
175 lbs.
Leatherworker's Tools, Masterwork
130 shillings
175 lbs.
Printing Press, Fixed
1,000 shillings
400 lbs.
Printing Press, Movable Type
1,600 shillings
500 lbs.
Smithy
600 shillings
1,250 lbs.
Smithy, Masterwork
1,200 shillings
1,250 lbs.
This is a collection of mundane crafting equipment. There are no weapons or armor listed here, nor are there items that are specific to either arcane or divine spellcasters. Rather, these items are general-purpose gear that many characters will find useful to carry. This list does not include many items of interest to rogues, as those are found on the Black Market Items and Poisons page. There are a handful of items on the Alchemical Equipment list that may be of interest to some craftsmen, such as the bellows or kiln.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Bowyer/Fletcher's Tools: (Quintessential Fighter) This tool kit contains all the tools required for a character to create bows, crossbows, arrows, and bolts.

Bowyer/Fletcher's Tools, Masterwork: (Quintessential Fighter) This tool kit contains all the tools required for a character to create bows, crossbows, arrows, and bolts. The tools are finely crafted and of superior quality, granting a +2 circumstance bonus on all Craft: Bowmaking checks and all Craft: Weaponsmithing checks to make crossbows and bolts.

Hammer, Forging: (Path of the Magi) Unlike the standard wood-handled hammer, the forging hammer is made of a solid piece of steel to resist the heat of the forge. Craft: Blacksmithing DC 10.

Leatherworker's Tools: (Quintessential Fighter) This includes all of the tools necessary for a craftsman to soak, tan, boil, wax, and sew leather armor and equipment. These tools are essential for both construction and repairing such items.

Leatherworker's Tools, Masterwork: (Quintessential Fighter) This includes all of the tools necessary for a craftsman to soak, tan, boil, wax, and sew leather armor and equipment. These tools are essential for both construction and repairing such items. The tools are finely crafted and of superior quality, granting a +2 circumstance bonus on all Craft: Leatherworking checks.

Printing Press, Fixed: (Path of the Magi) This large device, filling an area of roughly ten cubic feet, is used to reproduce exact copies of engraved wooden blocks. Every page in a text myst be carved individually from a block of wood, which is then painted with ink and pressed into paper by the giant screw on top of the press. Magical texts, such a spellbooks and scrolls, cannot be duplicated with a printing press. Craft: Blacksmithing DC 20 and Craft: Carpentry DC 20.

Printing Press, Movable Type: (Path of the Magi) Like its more basic cousin, the movable type printing press act by painting the wooden block and pressing it into a sheet of paper with a large screw. Unlike the fixed version, this printing press has thousands of small bits of wood carved into letters, which are strung together in a slotted block. After a page has been run, the small letter peices of wood are removed and rearranged, greatly speeding the printing process. Magical texts, such as spellbooks and scrolls, cannot be duplicated with a printing press. Craft: Blacksmithing DC 20 and Craft: Carpentry DC 20.

Smithy: (Quintessential Fighter) This is required to forge metal armor and weapon, a smithy includes a furnace, anvil, and all tools and molds necessary.

Smithy, Masterwork: (Quintessential Fighter) This is required to forge metal armor and weapons. A smithy includes a furnace, anvil, and all tools and molds necessary. The tools and other equipment are all finely crafted and of superior quality, granting a +2 circumstance bonus on all Craft: Blacksmithing checks, Craft: Weaponsmithing checks, and Craft: Armorsmithing checks made to create metal equipment.

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House Rules - Mundane Weapon and Armor Enhancements

Mundane Weapon and Armor Enhancements

Item
Cost
Weight
Armor-Piercing
+50% of base weapon cost
-
Basket Hilt
+15% of base weapon cost
-
Bent Grip
+15% of base weapon cost
-
Bow Sling
1 shilling
-
Bow Stabilizer
100 shillings
2 lbs.
Confessor's Armor
+200 shillings
-
Dwarven Forged Armor
+900 shillings
-
Elven Forged Armor
+600 shillings
-
Emblazoned Shield
+150 shillings
-
Hidden Blade
+15 shillings
1 lb.
Hidden Blade, Springing
+80 shillings
2 lbs.
Hidden Compartment
+15 shillings
- lbs.
Hollow Hilt
+15 shillings
-
Hollow Hilt, Masterwork
+45 shillings
-
Holy Water Sprinkler
+20 shillings
-
Laminated Steel
+900 shillings
-
Serrated Blade
+300 shillings
-
Serrated Weapon
+300 shillings
-
Shielded Grip
+25% of base weapon cost
-
Strengthened
+50% of base weapon cost
+50% of base weapon weight
Weighted
+100% of base weapon cost
+50% of base weapon weight
Wizard's Armor
+200 shillings
+5 lbs.
This is a collection of mundane weapon enhancements. There are no weapons or armor listed here, nor are there items that are specific to either arcane or divine spellcasters. Rather, these are mudane modifications that can be used to alter and enhance weapons or armor. This list does not include many items of interest to rogues, as those are found on the Black Market Items and Poisons page.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Mundane Weapon Improvements

Armor-Piercing: (Path of the Sword) This may be applied only to light weapons that deal piercing damage. The weapon has been modified to slip between pieces of armor. Against any opponent with an armor bonus to Armor Class, this weapon grants a +1 bonus to attack rolls. This bonus does not apply to an opponent that only has a natural armor bonus to Armor Class.

Basket Hilt: (Path of the Sword) This is a complex grip that wraps around the wielder's hand. It can only be used on Medium-sized weapons or less that are to be wielded with one hand. The basket hilt grants the wielder a +2 bonus to resist disarm attempts.

Bent Grip: (Player's Guide to Fighters and Barbarians) A bent grip allows great control over a weapon, though at some cost of power. This grip has a number of flanges and a significant curve, allowing it to fit easily in the hand. Bent grips function properly on any light sword and on one-handed piercing swords. This grip may not be fitted on other weapons. Weapons with a bent grip gain a +1 enhancement bonus to their threat range (which does not stack with enchantments that also improve the threat range). The bent grip is commonly used in Enslem and the Gorovlic Isles.

Bow Sling: (Quintessential Fighter) The bow sling is a simple attachment that may be added to any greatbow, longbow, or shortbow, including composite versions of those weapons. Consisting of little more than a cured leather strap attached to an archer's hand, the sling will stop a bow from being accidentally dropped. A character with a bow sling gains a +4 circumstance bonus to all rolls made to avoid being disarmed of his bow. Using a bow strap makes it more difficult to drop the bow intentionally, and it requires a move-equivalent action to do so.

Bow Stabilizer: (Quintessential Fighter) Stabilizers are weights mounted on the front of a bow to keep the weapon stable during long-ranged shots. They increase the range increment of any bow by +20 feet. They may only be fitted to greatbows, longbows, and shortbows, including the composite versions of those weapons.

Hidden Blade: (Path of the Magi) This can only be added to masterwork quarterstaff, fitting it with a hidden blade. The blade is revealed by twisting off one end of the staff, revealing a space large enough to conceal a blade as large as a rapier or longsword.

Hidden Blade, Springing: (Path of the Magi) This can only be added to a masterwork quarterstaff, fitting it with a spring-loaded blade. The blade springs forth from one end of the staff. The blade cannot be longer than a shortsword.

Hidden Compartment: (Path of the Magi) This can only be added to a masterwork quarterstaff or masterwork club, fitting it with a secret compartment large enough to hold a potion bottle. If the staff or clu is used in combat, any glass objects in the compartment break on a roll of a natural 1. The compartment's opening mechanism can be activated either by twisting a specific area or by pushing a hidden button.

Hollow Hilt: (Path of the Sword) A weapon with a hollow hilt has a small compartment in the hilt, grip, or shaft, which can store 4 cubic inches worth of material in a Small weapon, or 6 cubic inches of material in a Medium weapon.

Hollow Hilt, Masterwork: (Path of the Sword) This is a small compartment in the hilt, grip, or shaft of a weapon, just as above, only applied to a masterwork weapon. The compartment can store 6 cubic inches worth of material in a Small weapon, or 8 cubic inches of material in a Medium weapon.

Holy Water Sprinkler: (Demon Hunter's Handbook) A holy water sprinkler is an enhancement that can be placed on any club, flail, mace, or morningstar. The head of the weapon is partially hollowed out so as to allow for small quantities of holy water, On a successful hit, the holy water sprinkler delivers an extra point of damage from splashing holy water on any evil outsider or undead it strikes. On a successful critical hit, the holy water sprinkler delivers 2d4 extra damage as through the target was hit with a direct hit with holy water. When a holy water sprinkler is used against undead, roll to confirm critical hits as normal, but only for the purposes of increasing holy water damage. A holy water sprinkler can deliver a total of 8 successful splash damage strikes or a single critical hit strike before needing to be refilled. If a holy water sprinkler delivers 4 splash damage strikes before a critical hit it rolled, then a critical hit only inflicts 1d4 additional holy water damage. Refilling a holy water sprinkler is a move-equivalen action that draws attacks of opportunity.

Laminated Steel: (Mercenaries) Laminated steel weapons can be created by weaponsmiths with at least 7 ranks in the Craft: Weaponsmith skill. This type of weapon is made using a forging process where multiple layers of steel are interspersed with layters of a softer, more pliable metal such as nickel. These layers are then welded and folded several times. The end effect is a weapon that is both flexible and extremely hard. This process may be applied to any slashing weapon. Weapons must be created with this method; they cannot be modified to add this quality once they have been forged. A laminated steel weapon gains +1 to all damage rolls and its critical multiplier is increased by +1. For example, a laminated steel longsword deals 1d8+1 damage and has a x3 critical mulitplier. In addition, the weapon gains +5 to its hardness. The DC to craft a laminated steel weapon is 23.

Serrated Blade: (Quintessential Fighter) Some weaponsmiths intentionally forge their weapons to have wickedly serrated edges, designed to cause the maximum amount of damage whenever they strike. Only the very finest weaponssmiths have the skill to hone blades to such sharpness as to have any appreciable effect. Only masterworked slashing weapons may be given a serrated edge, either while they are being forged, or as a later modification. A slashing weapon with a serrated blade will grant a +1 bonus to all damage rolls made with it. A weapon may only have one type of serrated enhancement.

Serrated Weapon: (Mercenaries) A special type of edged weapon can be forced by a skilled weaponsmith wherein the blade of the weapon is serrated to increase its cutting power. This can be done with any kind of slashing weapon. Weapons must be created with a serrated edge; they cannot be modified to have a serrated edge once they have been forged. A serrated weapon has its critical threat range increased by +1. For example, a serrated longsword has a critical threat range of 18-20 instead of 19-20. The DC to craft a serrated weapon is 20. A weapon may only have one type of serrated enhancement.

Shielded Grip: (Player's Guide to Fighters and Barbarians) One of a number of protected grips, such as shell or basket hilts, the shielded grip is used in a variety of bladed weapons - including daggers, rapiers, and longswords. If a weapon with a shielded grip is employed in battle, and the wielder is using Combat Expertise, the Armor Class bonus gained through the use of that feat is increased by +1. This bonus increases to +2 if the Combat Expertise proficient character is using two shielded grip weapons, but only if they posses the Two-Weapon Fighting feat. Additionally, a shielded grip grants a +1 circumstance bonus for the purpose of resisting disarm attempts.

Strengthening: (Path of the Sword) The weapon is made of stronger, thicker materials. This makes it considerably heavier, but also harder to break. A strengthened weapon has its hardness increased by 1 and its hit points increased by 25% (rounded up). This increases the weight of the weapon by 50%.

Weighted: (Path of the Sword) This improvement may only be applied to weapons that deal bludgeoning damage. The head of the weapon is designed to be extremely heavy by adding extra metal, wrapping it in steel bands, and so on. This increases the weapon's damage by +1 and increases the weight of the weapon by 50%.

Mundane Armor Improvements

It is possible to commission easily distinguished or customized pieces. Below you will find an outline of several of these enhancements, their costs, and the benefits of taking the time to be unique.

Confessor's Armor: (Demon Hunter's Handbook) Confessor's armor is a modification that can be added to any suit of medium or heavy armor except hide armor. Confessor';s armor is covered with holy symbols of all sorts and inlaid with sacred liturgy and arcane symbols that represent esoteric concepts of good, holiness, and honor. When armored in confessor's armor, the wearer gains a +2 sacred bonus to all grapple checks made against evil outsiders, because the symbols weaken them and burn them on contact (although they deal no actual damage). In addition, the wearer gains a +2 sacred bonus to all Knowledge: Religion checks made to perform an exorcism.

Dwarven Forged Armor: (Mercenaries) This armor is forged by skilled dwarven armorsmiths. Any type of medium armor, heavy armor, or shield can be dwarven-forged. Armor or shields must be created as dwarven-forged. An item cannot be modified to be dwarven-forged once it has been completed. Dwarven-forged armor and shields are considered to be masterwork quality (although all of the benefits normally associated with masterwork armor are subsumed into the bonuses provided by being dwarven-forged). Dwarven forged armor provides an additional armor bonus of +2 and reduces the armor check penalty by -1, but the arcane spell failure chance for the armor is increased by +10%. For example, a suit of dwarven forged full plate provides an armor bonus of +10, has an armor check penalty of -5, and an arcane spell failure chance of 45%. To craft dwarven forged armor, the creator must be a dwarf with at least 5 ranks in the Craft: Armorsmithing skill. The DC for crafting dwarven forged armor is 20.

Emblazoned Shield: (Quintessential Cleric) Divine casters that use shields may have their holy symbol embedded into the surface of their shield. This allows them to display their symbol without requiring them to drop or sling their shield, reducing their exposure to damage during hostile encounters. Any size shield other than a buckler may be emblazoned.

Elven Forged Armor: (Mercenaries) This armor is forged by skilled elven armorsmiths. Any type of light armor, medium armor, or shield can be elven-forged. Armor or shields must be created as elven-forged armor. An item cannot be modified to be elven-forged once it has been completed. Elven-forged armor and shields are considered to be masterwork quality (although all of the benefits normally associated with masterwork armor are subsumed into the bonuses provided by being elven-forged). Elven forged armor increases the maximum Dexterity bonus of armor by +1, reduces the armor check penalty by -1, and reduces the arcane spell failure chance by 10%. For example, a suit of elven-forged chainmail provides an armor bonus of +5, has a maximum Dexterity bonus of +3, an armor check penalty of -4, and an arcane spell failure chance of 20%. To craft elven forged armor, the creator must be an elf with at least 5 ranks in the Craft: Armorsmithing skill. The DC for crafting elven forged armor is 20.

Precisely Fitted Armor: Armor can be tailored to a specific individual. Such armor must be crafted of masterwork quality and tailored specifically the the character as part of its construction. The character who wears the armor must be measured precisely before the work can commence, and then the cost of the armor is increased by 50%. Precisely fitted armor has some minor, but useful benefits, as follows:
  • Hasty donning time is reduced by one round if the armor is light armor, by two rounds if the armor is medium armor or heavy armor other than half-plate or full-plate, and by one minute if the armor is half-plate or full-plate.
  • The precise fit enables you to move more easily within it, reducing the apparent weight by 10% for purposes of load calculation. This weight reduction also applies to Swim checks.
  • Well-made armor simply looks better. You gain a +1 circumstance bonus to Bluff and Diplomacy checks in circumstance in which the target of the check would be favorably impressed by someone in high-quality armor.
Embossed and Decorated Armor and Weapons: Both armor and weapons can be covered with decorations, fine enameled designs, intricate embossed patterns, and so on. This does nothing for the functionality of the armor or weapon, but it does make the equipment extremely distinctive. Characters who are nobles, high-ranking military commanders, or successful merchants might desire such equipment to demonstrate their status and wealth. Decorated and personalized items grant the following benefits:
  • The items are much easier to locate if stolen. Add a +2 circumstance bonus to any Gather Information checks related to tracking down lost or stolen items that have been decorated.
  • Those likely to be impressed by wealth, especially ostentatious displays of wealth, are going to be favorably disposed towards a character wielding decorated arms and armor. Such a character gains a +2 circumstance bonus to Bluff and Diplomacy checks against such individuals.
The one major drawback to such items is that extensive field use can mar the fine craftsmanship. Any time a character sustains more than 50% of his hit points in damage, decorated armor has been marred and must be repaired. Likewise, if a character scores more than two critical hits with a decorated weapon in a single combat, it is also considered marred and must be repaired.

Decorated items cost a minimum of double the cost of masterwork items of the same type (although they are not necessarily masterwork - if a character wants a decorated masterwork item, they must pay the cost for masterwork quality as well). If the character insists on particularly costly decorations - for example, an image of the character slaying a green dragon to be placed on a large shield, with the dragon made from precisely cut emeralds, and the character formed of rubies - the price can be as high as the DM thinks is reasonable.

Wizard's Armor: (Quintessential Wizard) Wizard's armor is created by taking a typical armor design and modifying it to allow for greater freedom of movement and improved ability to complete arcane gestures without interference. An existing suit of armor may not be modified in this manner. Instead, wizard's armor must be created from scratch. To calculate the cost and effectiveness of wizard's armor, select a base armor type, such as chainmail and determine the costs and attributes of a masterwork version. Then, increase the cost by 200 shillings, decrease the armor bonus by 2, drop its weight by 5 pounds, and reduce its arcane spell falure chance by 10%. A suit of wizard's armor is considered to be the same armor type as the base armor. For example, wizard's chainmail is Medium armor.

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Monday, May 18, 2020

Campaign Design - Diseases

Diseases

This is a collection of additional diseases that are not found in the Player's Handbook or Dungeon Master's Guide.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Black Pox: Blood begins to pool up and rot within the black pox victim, forming large pustules that ooze thick, black, septic blood. Very virulent and often fatal in a few short days, this is probably one of the most feared contagions on the Three Worlds. Thankfully, once you've had the pox, you become immune to it - one way or another. Contact, Fortitude DC 21, incubation 1 day, damage 1d3 Strength, 1 Dexterity, and 1d3 Constitution. For each ability damaged, the victim must make another Fortitude save. Each failed save means that 1 point of temporary damage delivered to that ability becomes permanent.

Gray Wasting: The flesh of those afflicted with gray wasting becomes very dry, even to the point of flaking off in large pieces, and their hair tends to fall out. They cannot eat - anything victims consume they immediately disgorge - and rapidly lose weight over the course of a week or two. Even after fighting off the gray wasting, its deleterious effects remain until victims have had a period of bed rest equal to a number of days of their illness. Any day during the recovery period in which a victim does not have complete bed rest adds a day to the recovery time. Injury, Fortitude DC 19, incubation 1d3 days, damage 1d3 Constitution.

Flower Fever: The flower fever is rarely fatal and seems more like a very bad cold or flu, debilitating the host for a week or two with weakness, congestion, headaches, and vomiting. In addition, the victim begins to exude a strange and pleasant floral aroma that encourages others to inhale deeply, serving to spread this airborne contagion. Inhalation, Fortitude DC 14, incubation 1 day, damage 1d2 Constitution.

Lung Rot: This infection actually attacks the liver, not the lungs. Bile begins flooding the victim's system causing extreme jaundice. The victim also begins to cough and vomit up massive amounts of this bright green bile - thus the erroneous association with the lungs. Unfortunately, it takes months for lung rot symptoms to manifest, and by then it is long past the time for preventative cures. Inhalation, Fortitude DC 17, incubation 1d6 months, damage 2d4 Strength. Any time the victim suffers more than 4 points of Strength damage, apply an additional 1 point of permanent Strength damage as well.

Scarlet Shaking Pox: The victim of scarlet shaking pox develops huge red blemishes and becomes stricken with uncontrollable muscle spasms. This condition worsens as the disease progresses, uif iften takes several months to kill a victim. Though symptoms persist for the entire duration of the disease, the victim suffers damage slowly - once per week. No natural healing is possible - the victim cannot make natural saving throws to avoid damage after they fail the initial save against infection, though the disease can be treated magically, with herbs, and medicinally (use only the healer's heal check roll for the saving throw. Without treatment, this disease always ends in death. Contact, Fortitude DC 23, incubation 1d2 weeks, damage 1d6 Dexterity. For each ability damaged, the victim must make another Fortitude save. Each failed save means that 1 point of temporary damage delivered to that ability becomes permanent.

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House Rules - Scribing and Spellbooks

Scribing and Spellbooks

Item
Cost
Weight
Jewelbook, 100 facets
90 shillings
-
Jewelbook, 150 facets
110 shillings
-
Jewelbook, 200 facets
130 shillings
-
Moltvellum, 1 sheet
3 pennies
-
Moltvellum Book, 100 pages
17 shillings
2 lbs.
Ribbonscroll, 100 folds
22 shillings
⅓ lb.
Ribbonscroll, 150 folds
30 shillings
½ lb.
Ribbonscroll, 200 folds
45 shillings
1 lb.
This is a collection of equipment generally used as books or scrolls, or as substitutes for books or scrolls, or in the creation of books and scrolls. Although most of the items listed here may be used for arcane writings and magical scrolls, they can also be used for more mundane purposes.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Item Descriptions

Jewelbook: These "books" are common among dwarves, often being used as spellbooks. Using shaping (gemcutting) and Craft Wondrous Item, text is inscribed in the jewel's facets. When the jewel is handled in a particular way, turning the facets just so, a page of text appears, visible only to the wielder. A jewelbook requires a gem worth at least 45 shillings with 100 total facets (inside and out). A jewelbook can have more facets - and therefore more pages - at an additional 1 shilling per 5 facets.

A jewelbook can be read only with a successful DC 25 Decipher Script check or read magic. Inscribing a new page of text in a jewelbook costs 75 shillings for materials and effort. If used as a spellbook, inscribing a spell costs 150 shillings per page.

Creating a jewelbook requires the crafter to have 4+ ranks of Craft: Gemcutting, the Craft Wondrous Item feat, and the ability to cast shaping (gemcutting). It requires raw materials worth half the cost of the finished jewelbook consisting of an appropriate gemstone, and 1/25 the total shilling cost in experience points. For example, creating a 150 facet jewelbook requires a gem worth 55 shillings and 4 experience points.

Moltvellum: This material is made from molted lizardfolk skin using shaping (alchemy) and treating it with special substances to create moltvellum. After being treated this way, it is effectively nothing but fine parchment. particularly important documents or records are written on this material. Moltvellum can be used to make scrolls and spellbooks.

Ribbonscroll: Made of silk, linen, or vellum (including moltvellum), a ribbonscroll looks like a decorative sash. it is, in fact, a useful writing surface. The material of a ribbonscroll has intricate folds, each the equivalent to a page, allowing it to store many more "pages" than is apparent. Only by unfolding it in a precise way is the information visible in a coherent fashion. A ribbonscroll weighs one-tenth the amount of a book of an equivalent page count. it is resistant to water and soiling, and rips and other minor damage can be repaired without losing text.

A successful DC 20 Spot check or DC 15 Search check discerns that a ribbonscroll is more than just a decorative sash. Reading individual ribbonscroll folds requires no skill other than knowing the language used. Making sense of the total context requires a successful DC 20 Decipher Script check.

If used as a spellbook, inscribing a new spell in a ribbonscroll costs 150 shillings per page.

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Thursday, May 7, 2020

Campaign Design - Military Organization in the Freeholds

Military Organization in the Freeholds

Standing armies are essentially unheard of in the Freeholds. In addition to being expensive to maintain, a ruler or noble who keeps a large fighting force on hand without an obvious threat to defend against is likely to be viewed with suspicion by his neighbors. Consequently, most of the lords and kings of the Freeholds rely upon a small cadre of household troops that are supplemented in times of need with a call to a lord's feudal subordinates and a citizen militia.

One of the most important offices in a Freehold is the folcgesiþ, the warleader or marshal of the kingdom. This is a position appointed by the ruling monarch, usually from his own household - it is fairly common for an æðeling to also be the nation's folcgesiþ - but it is not uncommon for the office to be held by a sibling or cousin of the monarch, or more rarely one of the æorls or þegns of the realm. In wartime, the folcgesiþ is the ðengel's commander in the field, assuming that the ðengel doesn't command his armies himself. He is assumed to speak with the ruler's voice, and act with the ruler's hands, and consequently in military matters all others in the realm are supposed to defer to the folcgesiþ's authority. When not leading armies in the field, the primary responsibility of the folcgesiþ is to ensure the readiness of his sovereign's troops, by recruiting and providing for his household troops, ensuring that the various noble Houses are able to fulfill their feudal military obligations, and by keeping watch on the readiness of the fyrdd. In practice, these responsibilities mean that the folcgesiþ often ends up acting as the senior official in a kingdom on almost all administrative matters.

For the most part, a king or landholding noble will maintain only enough troops to garrison key castles and fortresses and handle everyday problems such as bandits, counting on his ability to expand his forces in times of need. These household troops are referred to as the folgoþ and are commanded by the húscnehts acting as both an officer corps and an elite component. These troops are generally professional soldiers, skilled at arms and equipped as well as their liege can afford. In many cases, household troops will supplement their provided equipment whenever possible, under the reasonable assumption that better armor and weapons will improve their chances for survival when they are called upon to fight. When answering the call of their liege, a House will usually bring their húscnehts and a portion of their household troops to fulfill their obligations.

In times of great danger, such as when a Freehold is invaded, its rulers can call upon the fyrdd, a citizen militia composed of all of the free men in the kingdom.Fyrddmen are expected to provide their own equipment, although many ruling Houses have taken it upon themselves to create armories stocked with basic supplies to ensure that their fyrddmen are adequately provided for. Although there is no hard and fast rule concerning what a fyrddman must arm himself with, the basic assumption is that every fyrddman will be equipped with a bow and spear and wear some sort of light armor, usually leather. Many commoners have the Fyrddman feat, which provides them with the basic skills needed to fulfill their obligations. Although some might think that the obligations of being a fyrddman would grate upon the populace, it is an important mark of social status, and as a result, most denizens of the Freeholds eagerly claim the role. Even so, most ruling nobles are reluctant to call out the fyrdd except in the most serious circumstances, as keeping the farmers and artisans of the nation in the field for battle for any length of time can be crippling for their land's economic health.

When a king or noble calls upon his vassals and assembles his forces for war, the resulting assembly is called a herefolc, or sometimes an innhere, although the second only applies to a purely land-based force. When an army is composed entirely of húscnehts, it is often referred to as an ísenhere, or iron-clad army, due to the fact that all such individuals are almost always armored in steel armor. On those rare occasions in which the fyrdd is also called up to fight alongside the herefolc, the resulting panoply is referred to as a þrymm, which is roughly translated as "host".

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Campaign Design - Nobility in the Freeholds

Nobility in the Freeholds

The Freeholds are governed by means of oaths of service given in return for grants of land and authority. Like the Rhadynnic Isles, the Freeholders organize their affairs by Houses - with allegiance being counted from family to family rather than individual to individual. A ruling House will accept an oath of fealty, called a hyldájj, from the head of a House who symbolically pledges the loyalty of his entire family to his suzerain, and who receives lands to hold and authority to mete justice, collect taxes, and otherwise act in his lord's name. This form of allegiance is called helde, and the head of the subordinate House is called a heldeman. Most heldemen pledge not only their loyalty, but also specific promises to their feudal superior, usually taking the form of a promise to provide a set amount of funds, goods, and soldiers on an annual basis. The hyldájj. is not a one-way oath - in addition to providing property and power, the suzerain also promises to defend his subordinate so long as they hold to their oath of service.

In common parlance, the land held by a heldeman is referred to as their læn of fiefdom. The land held by a ruling House that they directly control is called their innland. Land that a House has control over but has parceled out to subordinate houses by means of a hyldájj oath is referred to as utland. Technically, all of the land in a Freehold is under the control of its ruling House, but they only directly control their innland.

The fundamental title in the Freeholds from which all other ranks of nobility flow is the ðengel or King. There are currently nine recognized kings in the Freeholds. In the days of the Rhadynnic Sky Empire, the rulers of the Freeholds owed allegiance directly to the Bronze Throne, and not to any one of the Great Houses. Since the whelming of Llydaw and the fall of House Llud, there is no longer any power that bestows the title of ðengel upon the rulers of the Freeholds, and since the Bronze Throne of Beli Mawr is currently vacant and there appears to be no realistic chance it will be occupied any time soon, no higher authority. In recent years the generally accepted marker that one is entitled to call oneself a King in the Freeholds is recognition by and admission to the High Council.

Most of the royal houses in the Freeholds have long pedigrees, dating back to the days of the Sky Empire and beyond, but a few are of much more recent vintage as the chaos following the whelming of Llydaw has provided opportunities for the bold and determined. Ðengel Girion of Cadfor is the first of his house, having conquered the lands he rules over the last few decades. Ðengel Seluc of Nuþralia owes his position to the wars waged by his father Kiarr Hewædsonne to seize control of the territory Seluc now rules from the nation of Polþia. A sufficiently strong and willful individual could conceivably drive off the evil denizens of places like Loring or the Hills of Brann-Galedd and claim a kingship for themselves.

In the distant past, the title æðeling explicitly meant "prince" in the Freeholds and was applied to the eldest son of a ruling ðengel, but that usage is now regarded as archaic. In current parlance, the æðeling of a Freehold is the designated heir to the mantle of rulership, whoever that might be. The title evolved in this direction as the rules of succession became more flexible, mostly as the result of the influence of the Rhadynnic Great Houses.

The most powerful noble outside of the royal house is the æorl, sometimes referred to an an ældorman. This is generally a hereditary title, held by a particular house designated by the ðengel of the Freehold, although a house can technically be removed from the position. As ældorman are often quite powerful, both politically and militarily, this step is usually only taken in extraordinary circumstances. In general, an æorl is a critically important figure in a given kingdom, and owes his fealty directly to the king, with no intervening authority between them. A king relies upon his ældormen to manage territory, ensure justice, and provide troops in time of war. This dependency means that a kingdom with too many ældormen almost inevitably has a weak king, and consequently most of the kingdoms in the Freeholds have three or fewer ældormen.

The next rank below the æorl's are the þegns, the most minor of landholding hereditary nobles. Like an ældorman, a þegn holds lands granted to his House in return for service. Unlike æorls, who can only derive their authority directly from a ðengel, a þegnhood can be created by an æorl. Although many þegns owe their fealty directly to the king of their Freehold, many are subordinated to one or another æorl. In most respects, a þegn's House is much he same as an æorl's House, just on a slightly smaller scale. One must note that although most þegns hold smaller læns and exert lesser influence than æorls, this is not a hard and fast rule. There are a number of notable þegns who have acquired an outsized level of power and influence for their Houses.

Finally, the lowest rank of "nobility" is the cneht, also referred to as knights. This is a non-hereditary title, bestowed upon an individual, usually as a reward for faithful service or recognition of superior achievement. This is also a title that many æorls and þegns hold in addition to their hereditary title. Unlike other ranks of nobility, a cneht does not swear their oath on behalf of their House, but only on behalf of their person. In broad strokes, there are two types of cneht: The ordinary landholding cneht, who is granted a læn in exchange for an oath of loyalty and service, and the húscneht or "household knight", who who holds no land but serves as a key element of a feudal lord's retinue. Nobles of all higher ranks may create cnehts, although there is a general order of precedence among cnehts based upon who bestowed the rank upon them, with a cneht created by an æorl having more prestige than a cneht created by a þegn, and a cneht created by a ðengel commanding greater respect than either. In practice, this distinction is mostly ceremonial, and usually only truly matters when determining who has priority of command on the battlefield.

Although not a rank of nobility, a common appellation used for well-placed individuals who serve as advisors to a ruler is þéodwita, which roughly means "wise counselor" or "man of counsel". Many such individuals are also æorls, þegns, or cnehts, but they do not have to be, and otherwise untitled people are sometimes given this honorific due to their service.

In formal usage, nobles will list out the succession of authorities from whence they derive their titles using the term helde, and sometimes the name of the læmn using the term fram. For example, Æorl Sihtrc of Eor would formally give his name as Æorl Sihtrc fram Eor helde Seluc fram Nuþralia, indicating that his demesne is Eor and he holds it by grant from Ðengel Seluc of Nuþralia. Similarly Cneht Elidyr, a húscneht of House Kindelan would formally write his name as Cneht Elidyr helde Þegn Eanion fram Gwenith helde Ðengel Girion fram Cadfor, showing that he holds his rank as a result from a grant from Þegn Eanion of Gwenith who holds his title as a result of a grant from Ðengel Girion of Cadfor. This sort of formal usage is not commonly employed, its use being reserved primarily for ceremonial functions, official documents, and legal proceedings. For everyday use, most nobles will simply use their title and given name or sometimes even simply the name of their læn. For example, Þegn Eadred of Varin would generally be referred to as Þegn Eadred, or simply called Varin.

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Sunday, February 23, 2020

Third Imperium - Ship Patrons

Ship Patrons

The Traveller setting has a somewhat unique advantage for characters: The Ship Patron. This means that you are in such good graces with your former service or other patron appropriate to your past that they have given you the use of a ship, You don't necessarily own the ship - the scout Service, the bank, your wealthy parent, or someone else does, but you have the use of it. Such a patron may also provide additional benefits and responsibilities. Your ship patron should be from the service you served under. The patron must make sense with respect to your background.

The cost of a Ship Patron is highly variable, dependent upon the jump fuel capacity, jump rating, acceleration, and equipment on the ship. The base cost for a ship with Jump-1, fuel for 1 parsec, 1-G acceleration, that is either streamlined or has a ship's vehicle is 10 points. In addition to the ships listed below, there are many models of ship that could conceivably be the subject of the Ship Patron cost. You will need to lay out your character background and explain how that connects to your ship patron, after which we can calculate the point cost.

Fuel Cap. in ParsecsCost
2
+7
3
+12
4
+15
5
+17
6
+18
7
+19
The standard method for calculating the cost of a Ship Patron is to start with the basic cost of 10 points and add points for the ships's jump fuel capacity in parsecs (regardless of how many jumps it takes to go that far) according to the table to the right. To that, add the following:
  • For every Jump level after Jump-1 add +4 points.
  • For every 1 G of acceleration above 1 G, add +2.5 points.
  • If the ship has a vehicle to get to the surface and is streamlined add +2.5 points.
  • If the ship has 5 low berths, add +1.5 points.
  • For every 10 additional low berths after the first 5 add +0.5 points.
  • If the ship has fuel scoops, add +2 points.
  • For the first armed turret, add +5 points.
  • For each additional armed turret, add +2.5 points.
  • For every 3 tons of cargo capacity, add +1 point.
  • For every 6 spaces of staterooms suitable for commercial passenger service after the first 3 staterooms, add +1 point.
Characters with common background elements can split the cost of a Ship Patron; for example, two former members of the IISS could split the point cost of a scout/courier or seeker as a patron. In the case of larger ships, splitting the point cost is almost necessary to avoid the cost becoming prohibitively expensive.

Specific costs for some of the more common Ship Patrons are:

Suleiman-Class Scout/Courier: 23 points.

A character who has served at least 12 years in the Imperial Interstellar Scout Service may receive a 100 ton Scout as a mustering out benefit. The ship is under the character's control and may be used as they wish, but it is subject to several restrictions. The user is responsible for all costs and maintenance. He and his ship are subject to recall to active service at the discretion of the IISS and must consequently inform the IISS of their location each time they enter a starport. This reduces the ship cost by 5 points. The ship is not fitted suitably for commercial passenger service. The turret is not armed when provided to the user. Any armaments desired must be added at the user's expense. These ships commonly have a three man crew of pilot, copilot, and engineer.

100-ton streamlined hull. DR 200, Basic stealth, Basic Emissions Cloaking, Heavy Compartmentalization, Basic Bridge, Engineering, 20 Maneuver, 3 Jump, 20 Fuel, 1 Space Dock (holds up to 250 cubic feet of air/raft), 4 Staterooms, Utility, 2 Fuel Processors, Turret, 12.5 cargo (+3 in turret). 15,000 HP. Acceleration 2 G, Jump-2, carries enough fuel for 2 parsecs worth of Jump. Cost 26.4 Mega Credits.

Suleiman II-Class Seeker: 29 points

Some former scouts are issued a Suleiman II-class ship. This uses an identical hull as the scout-courier, but has been modified for use as a mineral surveyor and similar duties. The user is responsible for all costs and maintenance. He and his ship are subject to recall to active service at the discretion of the IISS and must consequently inform the IISS of their location each time they enter a starport. This reduces the ship cost by 5 points. The ship is not fitted suitably for commercial passenger service. The turret is not armed when provided to the user. Any armaments desired must be added at the user's expense. These ships commonly have a three man crew of pilot, copilot, and engineer.

100-ton streamlined hull. DR 200, Basic stealth, Basic Emissions Cloaking, Heavy Compartmentalization, Basic Bridge, Engineering, 20 Maneuver, 3 Jump, 20 Fuel, 1 Space Dock (holds up to 250 cubic feet of air/raft), 2 Staterooms, Utility, 2 Fuel processors, Turret, 20.5 Cargo (+3 in Turret). 15,000 HP. Acceleration 2 G, Jump-2, carries enough fuel for 2 parsecs worth of Jump. Cost 26.4 Mega Credits.

Beowulf-Class Free Trader: 36 points

A character serving a minimum of 12 years in the merchant as a previous career may have acquired an interest in a starship. This will probably have soaked up all of his free cash. In addition to the point cost for the ship, the loan to the bank (payments of 240th of the purchase price, due monthly) results in a -5 point reduction in cost. These ships commonly have a six man crew of pilot, navigator, sensor/comms operator, steward, and two engineers. One of the crew usually doubles as a pilot for the air/raft typically carried in the cargo hold. The turrets are not armed when provided to the user. Any armaments desired must be added at the user's expense. Custom modifications are common, and the interior layout of a Beowulf-class free trader may be radically different from the norm.

200-ton streamlined hull. DR 100, Basic Bridge, Engineering, 16 Maneuver, 4 Jump, 20 Fuel, 5 Low Berths, 10 Staterooms, Utility, 2 Fuel Processors, 2 Turrets, 69 Cargo (+6 in the Turrets). 22,500 HP. Acceleration 1 G, Jump 1, carries enough fuel for 1 parsec worth of Jump. Cost 28.8 Mega Credits.

Empress Marava-Class Far Trader: 38 points

A character serving a minimum of 12 years in the merchant as a previous career may have acquired an interest in a starship. This will probably have soaked up all of his free cash. In addition to the point cost for the ship, the loan to the bank (payments of 240th of the purchase price, due monthly) results in a -5 point reduction in cost. The Empress Marava class far trader has greater Jump capacity than the Beowulf-class far trader, but has less cargo space and can carry fewer passengers. These ships commonly have a six man crew of pilot, navigator, sensor/comms operator, steward, and two engineers. One of the crew usually doubles as a pilot for the air/raft typically carried in the cargo hold. The turrets are not armed when provided to the user. Any armaments desired must be added at the user's expense. As with the Beowulf-class free trader, custom modifications to the Empress Marava-class far trader are common.

200-ton streamlined hull. DR 100, Basic Bridge, Engineering, 15 Maneuver, 6 Jump, 40 Fuel, 3 Low Berths, 1 Space/Dock (holds up to 250 cubic feet of air/raft), 10 Staterooms, Utility, Fuel Processor, 2 Turrets, 48 Cargo (+6 in the Turrets). 22,500 HP. Acceleration 1 G, Jump 2, carries enough fuel for 2 parsecs worth of Jump. Cost 37.6 Mega Credits.

Vanderbilt-Class Yacht: 33 points

A character who has expended points to acquire a Social Level of 3 or above may buy a 200-ton yacht as a personal interstellar transport. The staterooms are not set up for commercial service. The turrets are not armed when provided to the user. Any armaments desired must be added at the user's expense. These usually carry a crew of nine consisting of a pilot, navigator, sensor/comms operator, two stewards, two medics, and two engineers, although individual owners may decide to vary wildly from this complement. Two of the staterooms are usually merged to form a suite for the owner, and two more are merged to form a lounge area.

200-ton unstreamlined hull. DR 100, Basic Bridge, Engineering, 12 Maneuver, 8 Jump, 60 Fuel, 15 Space/Dock (holds up to 7.5 tons of vessel or 3,750 cubic feet of one or more air/rafts, has two doors), 15 Staterooms, Utility, Vehicle Bay (30-ton ship's boat), 2 Turrets, Fuel Processor, 2 Turrets, 5 Cargo (+6 in the Turrets). 22,500 HP. Acceleration 1 G, Jump 3, carries enough fuel for 3 parsecs worth of Jump. Cost 45.5 Mega Credits.

Animal-Class Safari Ship: 27 points

A character who has expended points to acquire a Social Level of 3 or above may buy a 200-ton safari as a personal interstellar transport. The staterooms are not set up for commercial service. The turret is not armed when provided to the user. Any armaments desired must be added at the user's expense. These ships usually carry a crew of seven consisting of a pilot, navigator, sensor/comms operator, steward, medic, and two engineers, although individual owners may decide to vary wildly from this complement. Two of the staterooms are usually merged to form a suite for the owner, and two more are merged to form a trophy room or lounge area.

200-ton streamlined hull. DR 100, Basic Bridge, Engineering, 11 Maneuver, 6 Jump, 40 Fuel, 15 Space/Dock (holds up to 7.5 tons of vessel or 3,750 cubic feet of one or more air/rafts), 11 Staterooms, Sickbay, Utility, Vehicle Bay (30-ton ship's boat), 1 Turret, Fuel Processor, 5 Cargo (+3 in Turret). 22,500 HP. Acceleration 1 G, Jump 2, carries enough fuel for 2 parsecs worth of Jump. Cost 35.5 Mega Credits.

Broadsword-Class Mercenary Cruiser: 78 points

A character with an extensive mercenary or military background may be able to acquire an 800-ton Broadsword-class mercenary cruiser. Affording such a ship will probably require several characters to have pooled all of their free cash and taken out a loan. In addition to the point cost for the ship, the loan to the bank (payments of 240th of the purchase price, due monthly) results in a -5 point reduction in cost. The staterooms are not set up for commercial service. These ships usually carry a crew of seventeen consisting of a captain, pilot, navigator, sensor/comms operator, two medics, three engineers, and eight gunners, plus whatever mercenary infantry the ship carries. members of the mercenary complement usually provide the gunners, reducing the crew of the ship to nine. The ship comes equipped with the two modular cutters, but not with the four modules. The user will have to provide the modules at their own expense.

800-ton unstreamlined hull. DR 100, 4 turrets with three 360-MJ lasers each, 2 Turrets with 3 missile racks each, 2 Turrets with 3 sandcasters each, Basic Bridge, Engineering, 175 Maneuver, 32 Jump, 240 Fuel, 1 Space/Dock (holds up to 250 cubic feet of air/raft), 22 Staterooms, Sickbay, 2 Utilities, Vehicle Bay (two 50-ton modular cutters and two spare 30-ton modules), Fuel Processor, 80.5 Cargo. 60,000 HP. Acceleration 2 G, Jump 3, carries enough fuel for 3 parsecs worth of Jump. Cost 222.9 Mega Credits.

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