Showing posts with label downtime. Show all posts
Showing posts with label downtime. Show all posts

LAW, ORDER, DUNGEONS & DRAGONS: Gameable Suggestions from English Medieval Law

Its not *always* trial by combat...

 

How law and order work in medieval societies can be used to enhance our pseudo-medieval fantasy games by providing important constraints.

I am not trying to run some authentic society any more than I try to make a dungeon perfectly architecturally sound with all proper support columns, ventilation, and oxygen content. But having a simple, referee-friendly construction of law, much like dungeon walls, can enhance play somewhat paradoxically by constraining choice, but increasing decision impact. 

I think a system of law and order can provide some of the same choice-enhancing constraints. More directly, a system of law and order might provide:

  • Constraints on murder hobo behavior
  • Enhances the impact of good CHA scores
  • Highlights the Thief by providing a reason for the black market & guild
  • Provides consequences to carousing mishaps
  • A source of other important calendar dates- court dates!
  • Encourages even more faction investment & philanthropy
  • Positions the PCs, new to most villages/towns, as “strangers” and the prejudices thereof
  • Another mechanism by which PCs or NPCs might wield power
  • Increase the impact of alliances and fidelity oaths– usually helps “knight” classes
  • Magic like Charm Person, ESP, and Known Alignment takes one whole new fear/concern/governance

Again, I’m not trying to weigh a DM down with some crazy social structure, but just basically incentivize PCs to behave more rationally and realistically when in town. I think this is of particular importance in old-school oriented games where PCs are not “the heroes” but roving adventurers and fortune seekers who break a social order by simply being so.

Most of the below is drawn from a single, but very excellent, gamable resource: Ian Mortimer’s The Time Traveler’s Guide to Medieval England: A Handbook for Visitors to the Fourteenth Century. The author has put together a book that pretty much explains what a modern person would need to know to survive a week in medieval England. This includes everything from the people and their character to what to wear, what to say, and of course, the law. I also supplemented with Wikipedia, which also happened to cite Mortimer a lot.

I’m going to try to intersperse the historic pieces with “Gameable Component” to call out where some interesting fantasy adventure game rules can be. I’ll use BX, but I’m sure you’ll get the gist enough to insert whatever particular rule will cover it for your bespoke ruleset.


THE LAWFUL PEOPLE

Mortimer opens with the law being very visible during this time. Heads on pikes, people locked in pillories in the town square, and hanged bodies of thieves are about. Its not all at once, but PCs will see signs of justice.

A second relevant thing that Mortimer points out is that everyone belongs somewhere and that people live communally:

“Whether they live in town or country, whether they are free or unfree, villeins and freemen alike are known in their hometown. People worship in church together. They work the firleds together. They attend the manorial courts together. Even times of celebration and relaxation are spent in one another’s company.”

So your “adventurer” PCs are strangers when you roll up in some village or town. No one knows them. No one will speak for them. And when trouble starts, they will be the first to be blamed. Why? Because they are unknown and therefore expendable.

Gamable Component

  • A Stranger Score: To understand how folks perceive a party in general, let’s use the “Morale of retainers” under the Charisma score in BX. So whenever an opinion about the PCs is needed, we will roll 2d6 against that score. +1/-1 bonuses can be given if the party has done something exceptional (a bonus of +2/-2 would be if they have buried something down or built something new)
  • The Capital Pledge of the village will often talk to the PC with the highest Charisma score unless the party as a Cleric or Knight-class in their ranks. Then this person will be assumed to be the party head given they represent the Church and Crown.
  • If anything bad happens in town, a 2d6 check is made against the PC Stranger score. If a fail (rolling over), the PCs are rounded up. If a pass, -1 to the score as suspicion remains. Good deeds can add to the score.


THE TITHING & CAPITAL PLEDGE (or one village)

Cops won’t be invented until the 1900’s, so law enforcement begins locally with every member of the village (age 12-60) is part of the tithing, sworn to uphold law and order, and are led by the “capital pledge”. It is the responsibility of the village tithing to bring any lawbreaker to the township constable. If they do not, all of them will be heavily fined and required to report to the manorial or the hundred court.

If a crime is observed, a “hue & cry” is raised, and interestingly, the sounds used in the “cry” correspond to different types of crimes. Everyone, regardless of being in the tithing or not, is required to participate in the apprehension of the criminal. The crime is also reported at the next hundred court, so all surrounding villages will know. Again, if a tithing is seen as failing in their duty to apprehend the accused or seen to have given them aid- they are subject to a hefty fine as a collective.

Gamable Component

  • Carousing: If PC are suspected or caught, it will first be a team of villagers and or a small band of knights that is after them; by the next day, any adjacent villages/towns will also know 
  • No Safe Harbor for Bad People: Similarly, if the PCs are suspected of bringing back “evil” into the village, the Capital Pledge will be all up in their business– after all they don’t want to be held accountable
  • Friends Keep You Safe: Having several people come to your defense by speaking to your good character is critical, so spread that wealth around to prominent people/businesses in town


THE BALIFF OF THE HUNDRED (or many villages or a town)

A step up from the capital pledge overseeing a collection of tithings is the bailiff, or if a manor lord is in control of the area, then a steward of the lord functions as the bailiff. The bailiff will answer to either the sheriff of the county (meaning to the sheriff of the king) or if the hundred is private, meaning a specific lord owns the land, then the lord.

Court at this level is a bailiff holding a hundreds court about once a month, composed of themselves and 12 freemen to hear all claims. Many are from fights where blood is drawn. But other cases are fraud, debts, theft of household goods & animals. Terrible wounding and murder is reserved for the sheriff’s tourn.

Gamable Component

  • NPCs Hate the PCs: Should PC draw the ire of a village, but perhaps have not been caught in the act of a crime, then the Bailiff will be the one to hear about it 
  • PCs are Tried for Small Crimes: This would be the first true court that the PC would need to appear at in order to find their guilt or innocence in “small crimes”- basically anything that didn’t involve death, dismemberment, or other serious wounds or changes to a victim (magical or mundane)
  • PCs are Fined for Not Paying Tolls, Taxes, or Levies: The Bailiff of the Hundred would also be the level at which fines are levied and collected for not paying other taxes and tolls (such as maintaining the toll road back from the dungeon)

    • Over at Blog of Forlorn Encystment, there is a fantastic post reviewing the various AD&D money-extracting measures that might be in place in a region, town, or city.
    • Forlorn also talks about the place of tolls here
    • In His Majesty the Worm, returning adventurers are taxed 50% of their haul out of the dungeon; painful, but it quickly puts the PCs in the mindset of tax avoidance & smuggling
  • MUs are Indentured to Pay Off Debts: As per Forlorn’s post, many city watches/guards contain indentured magic users of 2nd to 5th level, who I would say are found guilty at the level of the Bailiff and the Hundreds Court
    • This is pretty big because it means that Charm Person, ESP, Know Alignment, and Protection from Evil can easily be employed by the courts to discern the truth



THE SHERIFF IS THE KING’S CHIEF OFFICER (or all the villages, towns, cities)

The sheriff issues the king’s writs, summons a jury, gathers fighting forces, and makes arrangements to feed said forces. And also maintain the country's gaol. In terms of the law PC might be under, the sheriff can arrest you, imprison you, and send you to the county gaol. But not hang you for a serious crime unless they directly catch you trying to evade the law! But even then, a coroner must be present. At this level of law, a judge is still required to find anyone guilty of a crime. These judges might be drawn from capital cities or might be local, but generally will be from an educated background.

The Sheriff is required to hold county court every 4 to 6 weeks, which is for official swear-ins, “small claims” courts, and preliminary Crown pleas. Important for D&D, this is also the court where a person can be declared an outlaw if they are at-large. Once an outlaw, they may be beheaded on sight. The county court is where you can also adjudicate via trial by battle, which also covers land disputes. This last bit has benefited the church.

The Sheriff’s tourn (basically a traveling court) is held at a hundred’s court twice a year in order to handle cases and business that needs to be presented to royal judges and makes sure all massive fines are levied against tithings failing in their duties.

Gamable Component

  • Sheriff of Nottingham: Understanding the origins of the sheriff really puts the story of Robinhood in perspective. But why not do the same? Instead of an evil king, you have devil swine who is the sheriff if your kingdom. This is also a gameable-NPC title because they have to travel out in the wilderness frequently, so its a great objective for an escort adventure or even a kidnapping. 
  • Frequent Traveller: The Sheriff is also an NPC that could show up in a lot of places far more frequently than the king, who would not risk their life. 
    • A roll on a weekly or monthly event table could “summon” this official to the PC location: “Well, well, well… once again I find myself investigating a crime and you four are in close proximity.”
  • County Court is High Drama: Some D&D players complain about the ponderous nature and/or frequent nature of combat in D&D so let’s give a new foci of pitched battles- the courtroom! There have been something like 200 courtroom dramas produced for US TV so why not mine them for campaign drama?

  • Outlaw Status is Deadly: The word “outlaw” is a word that is bandied about, which rarely has any real weight. But such a designation allows a persons, to kill the “outlaw” with impunity. The gaining of this status and trying to get rid of it can be a whole campaign. This can vastly change their relationship with the rest of the world. How will they seek shelter? Who will they resupply from? Will they just embrace their status? Or seek redemption?


JUDGES, CORONERS, AND EXECUTIONERS: TO TRY THE BUTCHER, BAKER, AND CANDLESTICKMAKER

Judges are required to find someone guilty, its not decided by the bailiff or sheriff. At the level of the hundreds court, a bailiff will draw 12 judges from the surrounding area- notable members of the community or those thought to be wise. In a manorial court, the lord can be the judge.

To kill someone, the presence of a coroner is required to attest that the proper procedures had taken place, including a trial. Also, a coroner was the person to answer a hue and cry about finding a dead body.

The Executioner might be combined with the gaoler who controls the running of the jails and the conditions therein. Interesting, they can also refuse to take certain folks into jail as well.

Gamable Component

  • New Titles: The immediate thing that springs to mind here are potential titles for PCs to inhabit and connect them to the game world at the cost of mandatory downtime actions.
  • Low-level Scoundrals: Since each of these offices is ripe for abuse, but are not overtly powerful, they could also be low-level antagonists
  • Low-level Patrons or Connections: Conversely, making good with judges, coroners, and executioners could also provide a source of rumor or, more importantly, *protection* against accusations. Maybe funneling a little coin to these folks might ensure some favorable outcomes.

    • These might be good thieves guild connections embedded into society



APPROVING: OR HOW TO GET EVEN BEFORE YOU HANG AND OTHER MISCARRIAGES OF JUSTICE

One can name their accomplices once caught, either in hopes for leniency or in the case of death, to get even. After you are hung, those you named are brought to justice and if found guilty, then they hang too. Not surprisingly the gaoler, sheriff, or bailiff might try to get someone to accuse their enemies in return for a favor or just better treatment in the remaining days.

Mortimer makes a very good point that given the above, when a review of those indicted of serious crimes is performed, most are strangers and vagrants. Villagers are cautious and fearful of strangers and very quick to point a finger at them when a crime is committed.

If a justice comes under the jurisdiction of a lord’s court, then a lord can appoint their own coroner. Since a corner is present, the bailiff can proceed with hangings or beheadings. The lord can deny a king’s sheriff access. And so it is then also to commit crimes and pin them on an innocent person under the threat of torture and death, and use approving to shut-up anyone else who would know about the crimes.


Gamable Component

  • Know Your Neighbors: This combines with the “Strangers” bit from above- it pays to be nice, embed in the community, and generally be seen as pro-the-village; otherwise, when things go down, everyone points the finger at you
  • Trouble Even From the Grave: Bad people still might cause trouble even after they are hanged, perhaps they gave a last “confessional” which puts the PCs at the center of things


SUMMARY

What I hope I’ve laid out here is a demonstration of a fairly simple framework for law & order for your pseudo-medieval game based on English foundations of law. Other European countries at that time had different variations.

I’ve not really gotten into the implications of magic on said system, but you can quickly see how even low-level spells like charm person would be very disruptive, but also how the same spell could be employed for law enforcement.

I want to do a PART 2 of this where I look at how I might set up this structure for Dolmenwood. And how I might interpret, from a gamable level, the difference between a human and breggle court. Also, how the fairy might run a court as well.

DOWNTIME DEMANDS OF SENTIENT WEAPONS: Or The Care & Feeding of Excalibur

Elric & Stormbringer
by Piotr Jablonski*

Sentient weapons and magic items should be like an annoying NPC

With great power comes a great lists of spurious demands. No matter if the object contains a true soul or is more similar to an arcane AI. Jennell Jaquays had great magic items like Tim the Fish Amulet with a great personality and several items in The Dark Tower, which had their own goals. And of course, Stormbringer is a character all its own in the Elric saga.

To me, a sentient weapon is not human. It understands its own purpose very well and desires to execute above all else, all the time. It finds it very hard to relate to its human welders. If for some reason it can relate, well most likely it was human at some point and that usually means a lot of baggage. I mean just look at vampires- they were once human too.

There can be positive benefits too. It might be that adorning the weapon or building a shrine could attract attention from other factions. Maybe knight errants come to kneel at an alter to the sword and offer a week of service. Maybe when traveling, the PC increases the disposition of neighboring towns towards the party as rumors of the sacred Mirror of Stars- perhaps even the queen seeks to know her baby's fortune.

Below are d20 such demands to be rolled during downtime periods. The request must be performed during the following downtime. If not, roll on the hireling negotiation table. Should they be ignored, a magic weapon will be just +1 and will refuse to perform any but innate functions. After all, the great Sword of the Sky is no mere rapier! Its not meant to just hang about your person like 50' of rope or that thuggish crowbar!

Demands of Sentient Weapons (& Perhaps Of Other Intelligent Objects)

  1. I should be oiled or polished with expensive agents

  2. Fancy display case or scabbard of rare materials

  3. I wish to be paraded

  4. I wish to be better known

  5. I should be utilized 3 times next delve

  6. I desire to walk around in your body, let me possess you

  7. A change in scenery is needed; we should travel to the next town

  8. You must carouse with me; excitement is needed

  9. You should commission a poem about me

  10. I should be housed for a week in a place of worship aligned to my purpose

  11. Your skill is weak- practice with me 1d3 weeks (PC cannot adventure)

  12. The king/lord must hear of my exploits, seek an audience and tell them

  13. Three foes should be struck down by me

  14. You should appreciate my other talents (only use innate or non-combat talents)

  15. You should know my history and place in the centuries, find it!

  16. You only need me and no other protection! (Wear no armor)

  17. Announce me with vigor! (All to-hit attempts are prefaced by a player battle cry)

  18. Your vestments should match my regalness and you should bear my icon.

  19. Your flesh shall rot, I am eternal- designate who shall bear me when you die

  20. You are an adequate bearer, nothing is needed…today.


*Really wish I had picked up these Elric reprints from Centipede Press when I had the chance

PHILANTHROPY AS CAROUSING: Making Your Mistakes Other Peoples' Problems

artist: Jan Steen

I enjoy carousing options in general because they can add a bit of chaos to the predictable back-and-forth of megadungeon procedure. They are also a convenient mechanism to get factions into play with the PCs. And in terms of XP, carousing is a risk-infused double-dip* route with low DM overhead. Perfect.

Initially, the carousing tables I had were not uniquely differentiated beyond the save throw used and the "fail-state" tables. Eventually, in addition to the traditional carousing table for drinking and revelry, I added one that was MU research-oriented adapted from a Chris McDowell d30 table from KNOCK! This was perfect for fighter-types and magic-user types, but shortly after I was asked by Miranda of InPlacesDeep if I happened to have a Philanthropy table.

And that got me thinking about what would differentiate carousing based on philanthropy versus one based on revelry or magic research. I came up with two differences: one on my own and another after consulting with some folks on the Prismatic Wasteland Discord.

First Difference: the results on the failure table should affect social standing, create problems involving societal class, and generally affect the whole party. In return, I made this table a 1d8 x100sp for 1:1 XP reasoning that trouble treated for everyone should be worth the headache.

But this still didn't quite feel correctly dialed in because it was just a worse set of returns (potentially) than a regular carousing table. So I asked around and the general consensus was that it should be less about the PC gaining XP and more about building something in/around the community the PCs are in. As total XP accumulates, rewards are bestowed. This is a path that Downtime in Zyan, Ben L.'s very excellent book, takes. I've also explored this too in a related fashion with cleric shrines, reliquaries, and ossuaries.

Second Difference: now the philanthropy table is a way to pump money into institutions in a manner that places all the prestige on the PC, but the XP on named institutions. This fictionally occurs through various channels that avoid a lot a scrutiny by the Crown and Church at least initially. However, this re-routing comes with risk and misidentification and so allows me to still employ the table below:

PHILANTHROPY

DM NOTE: Problems created when contributing to philanthropy are those that affect money, social standing, and the whole community. RULES: The PC nominates which institution they are trying to direct money towards. Once declared, the PC spends 1d8 x 100sp, and then rolls a save vs paralysis: A pass means the institution gained that money and a fail, means that money was lost somehow- roll a 1d20 to figure out how:

  1. TITHE TO THE CHURCH: Unfortunately the heretical branch, make all saves at a -1 unless your party contains a cleric from that church
  2. INVESTMENT IN NEW INDUSTRY: Your contributions have added a new industry with an eye toward growth but not safety (all hirelings are now missing a hand for the next month; including any this session)
  3. CHILDREN’S CRUSADE: Your work at the orphanage has earned you renown…among the children; many loud, joyous, and plump children join your party (encounter checks are 1-2 in 6)
  4. UPSTART! The local lord is displeased at your attempts to gain influence above your station- you are jailed on spurious charges
  5. I CAN DO THAT! An NPC the party interacts with has formed their own party to delve the dungeon (50% chance they die causing that NPC’s establishment to close)
  6. SO MANY IN NEED SURELY YOU CAN SPARE MORE? Spend 1d6 x 100 sp more if you cannot pay, lose all your money, and gain a -1 to reaction rolls in town
  7. FRATERNAL ORDER OF GUARDSMEN NEEDS YOUR HELP: Lose all your money
  8. DUNGEON WILDLIFE FUND: Your money has helped preserve the unspoiled gygaxian naturalism of the dungeon (DM performs another restock procedure to the dungeon)
  9. RIVAL TO THE KING: Your likeness is used quite extensively to promote regime change in the area, but don’t worry you don’t have to do any work nor have any input in this whole thing
  10. MYSTERIOUS BUILDING APPEARS! With your generous funding, a windowless cabin has appeared just in the treeline outside of town (DM treat as a dungeon room of a level that is an average between the highest and lowest PC Fighter; 50% chance the single painting in the room leads to that level)
  11. WIZ BIZ: An interest in the arcane arts has fueled risky experimentation– the sun is now a pale grey and the moon blood red (known MUs will be hunted by authorities)
  12. BAD BLOOD: Donations to the scholarly pursuits reveal your family was involved in many of the past atrocities visited on the local area (-1 reaction, but gain one piece of lore)
  13. SAINT OF LIES: Lose all your money in a relic scheme, and gain 100 false relics with teeth in them (all hirelings have missing teeth for a month)
  14. LITERACY FOR ALL: No hirelings for 3 sessions- they know better
  15. LINKLIGHTERS OF THE WORD UNITE: All hirelings demand wages equal to the highest one
  16. DUNGEON CHIC: Your stories at dinner parties have made dungeon equipment a part of high fashion; equipment prices skyrocket to 10 times the value
  17. NEW VICE: Your trade good investments have yielded a new fad in drinking “caffeey”: replace the drinking carousing table with: You are jittery, make a separate initiative roll for this session)
  18. FOR THE CROWN: Spreading your wealth about town has raised questions about unpaid taxes (pay 10% of last session's total treasure haul)
  19.  TAKE YOUR LORD ON A DELVE DAY: The source of your investments about town has reached the ears of the lord’s most worthless children; they want to honor you with their presence on this delve and participate in combat; they bring a squire– either’s death would bring much disfavor
  20. PROBLEM SOLVER: If you agree to only ½ XP gained, then one pre-existing problem will come to a very bloody, public end immediately

I see a lot of bumps that need to be evened out but in the style of DIY and old-school scene spirit, I'll just press "publish" instead of worrying about it.

* Need because few adults over the age of 25 have the time to play weekly 8+ hour sessions as Gygax's original group did. And I'd rather not resort to alternative-level progression or Monte-haul treasure hoards.

DELICIOUS IN DUNGEON: Let the Players Do The Creative Cooking

But seriously, "D-in-D" IS a good manga

Jumping again on the gravy train that is Delicious in Dungeon posting. Here is a post by Grinningrat looking at how to do a Delicious in Dungeon setup, but pointing out that one issue is that most systems are reactive instead of listing in the monster manual what ingredients are found on/in each monster. They lay out 3 nice versions of how to do monster parts.


BUT TO ME, THIS PROCESS TAKES TOO LONG: Each monster might have ~3-5 ingredients and, for instance, the Level 1 monster encounter table for BX D&D includes 20 monsters. This means that a DM would be generating up to ~60-100 unique “things”. I’d rather make a 60-100-room dungeon if I am going to come up with so many things. 


But before I tell you might alternative, the fantastic blog d4 Caltrops of course already has d100 tables for this sorta thing here (Monster Parts for Magical Research) and more distantly related here (Magical Marginalia). The AD&D DMG also has a listing of properties associated with gems that could be useful as well.


MAKE PLAYERS DO THE COOKING: The key piece: let the players provide the connection between the raw material harvested and its use. To me, that connection should be alchemical, occult, religious, or use dream-reasoning and not scientific (they can also use anything of IRL myths). Then write it down in your house-rules doc if you agree. This cuts a lot of time and offloads the creative work while also adjusting the depth of this “crafting” to the level of involvement your players want. If you have real Bobby (S)lay on your hands then they can have at it- you have a campaign to run!



NECTARS, SALTS, BILES, HUMORS, & ESSENCES: Monsters, creatures, and undead of the dungeon produce nectars, salts, biles, humors, & essences. 

  • Nectars are from “plants” only or plant parts of monsters: e.g. yellow musk creepers or violet shriekers

  • Salts are from rock/stone only, including things monsters turn into stone (I’d also put ground gems in here): e.g. living statues or victims of medusas

  • Biles might have to be squeezed or processed out of some “organ” including venoms/poisons: e.g. paralyzing substance from carrion crawler or dragon breath weapons

  • Humors would be liquids present in the corporal body: e.g. blood from giant rats which will putrify anything

  • Essences might be from things like incorporeal undead, “cloud”-type things, or semi-liquid things like oozes/puddings that don’t have a real differentiated body. Essences could also be from things that are astral or ethereal in origin which might require special equipment to harvest: e.g. black pudding or displacer beast

These categories are not my own, but I think was another good blog post that I can’t seem to find– please, dear readers, if you know the post I’d love to link it. 


Distilling components takes time, prep, & skill

MANUFACTURE OF MAGICAL MONSTER MATERIAL

RAW MATERIALS PRESENT (2-in-6): This is the base chance that a character has to obtain the raw ingredients from the corpse/remains of some dungeon creatures that’s just been hacked apart in melee. Things are a mess and it is likely the desired part/organ has already been butchered by the end of combat. OR it might be the body quickly decomposes, dissolves, disappears, or detonates depending on the creature and can't be gotten to quickly enough.

RAW MATERIAL REFINING TO COMPONENT (DOWNTIME ACTION): During downtime roll 1+1d4 to determine how many raw materials can be processed (if a PC has multiples). Then spend 100sp for each chosen raw material and the DM rolls 1d20 (plus INT bonus) to determine the results of these efforts.  The character may add their level to the d20 roll, but a natural “1” is always “EXPLOSION!”. Gain 100 xp per successful component manufactured. Each refined component takes up a slot.

01 | EXPLOSION! No component & replace equipment, lodgings, and answer to the guard

02 | WHAT’S THAT SMELL? No component & your suspect activities land earn a guard visit

03 | POISON… yeah best not use that…

04-07 | RENDERED INSERT. Bubble, bubble, toil, and trouble…for nothing. No component.

08-17 | SUCCESS! Manufacture 1 unit of nectar, essence, bile, salt, or humor

18-19 | IMPROVED YEILD: 3-in-6 chance manufacturing 2 units otherwise 1 unit

20 | DOUBLE YEILD: Manufacture 2 units of substance

Notes: “POISONS” can be used offensively, but likely will also endow the target with a monstrous property in a very negative, monkey’s paw sorta way. “WHAT’S THAT SMELL?”: remember until a PC gets their own domain space, they are essentially trying to cook fantasy meth in the village– this can have consequences in a world where magic is real/dangerous. If a PC would like to somehow modify some aspect of the process or take shortcuts, perform the same procedure as above, but roll 1d10 (if its really on the fly, 1d8).


HOW TO USE YOUR MYSTICAL SPICE RACK: Again this should be a conversation between the DM and player, but letting the player take the lead and provide the occult rationale as to why these components can be used or used in lieu of time/money/skill in the preparation of something. Here are also a couple of other thoughts on components:


  • A substitute for 100 sp or 1 week of time when writing a scroll
  • Enhance the spell if used during casting (+1 target, re-roll a “1”, or increase duration 1 turn)

  • Speed up the creation of a spellbook

  • 3 components to manufacture a potion at no cost provided the components are harmonious

  • 1 component for each of the five senses is needed to create a magic weapon/item

  • Be sold to a NPC MU for some negotiated amount (at least 100sp)


THIS POST WASN'T ABOUT FOOD! It wasn't. The post above has leaned more toward things a Magic-User (or Elf) PC might want to do mainly because it provides them with a way to enhance and augment their early-level magic. But this system could still be used for a cooking bit too. Same deal as above. Collect raw materials (meat). And prepare it rolling a 1d20 (+ WIS bonus) to see how well you did:

01 | W.T.F! No rations. Meat has gone wrong & something tracked the smell (roll on encounter table)

02 | WHAT’S THAT SMELL? No rations. The cooking might have attracted attention (encounter check)

03 | POISON… No rations. Yeah don't eat that...

04-07 | BURNED. But it looked so easy when nan did it. No rations.

08-17 | DELICIOUS! Feed everyone; +1 to HP and next hireling loyalty check

18-19 | THIS IS AMAZING!: Feed everyone; +1 to HP and hireling loyalty improves +1

20 | (SPEECHLESS STUFFING THEIR FACES): Feed everyone; next single save or death & dismemberment is at advantage



Ah, dungeon food. Delicious in dungeon.