# Lindwyrm Lockbox ## some small additions ### Character Options Kith & Kind: Non-human characters can be handed several ways. If the difference is just cosmetic, make the PC normally. If the PC gets special abilities, apply just like class modifiers (x0.15 xp / level per mod). You can even use ‘class’ mods, renamed. Some possibilities: - Beastfolk: Turn into a specific animal at will (no larger than a horse). Gain movement and general abilities but no magic; your hp, etc are still yours. - Mech: +3 AC; can install up to 6 items into self, making them always available; they don't fill carrying capacity. -2 Save vs. magic, healing magic ½ as effective. - Esper: One innate spell, using hp to cast; can swap spell when leveling. +2 Save vs. magic. - Elf: See in the dark; 2-in-6 to sense secret doors and other hidden things; +1/level to tests involving nature or arcana (choose). - Orc: +2 to melee damage, +2 to feats of strength, 2-in-3 identify metalwork, +1/lvl for tests involving tech - Dwarf: See in the dark; +4 Save vs poison, disease; 2-in-6 to identify stone- or metalwork - Dhampir: +2 Save vs. undead abilities, +1 AC against undead attacks, life drain: ½ weapon damage, melee only, gain half damage as healing or acts as rations. - Ratfolk: Squeeze through spaces no smaller than head; chew through organic materials, +4 Save vs poison, disease; eat anything organic as rations - Damned: Fire and ice resist, +2 on reaction tests, evil eye: give -4 to a roll, 1 / 2 lvls daily * xp tax on non-human abilities can be avoided if a common weakness (“allergy”) – sunlight, wool, iron, etc – is chosen; -2 to rolls when in contact or close/touch range, any possible damage taken is doubled - Spellcasting Devout: If you're really hankering for more divine punch, give the devout the Arcana option for free. -Wizard Starting Spells: There's no harm in allowing a wizard to start with two spells, say; starting with at least one is kind of assumed – More Class Modifiers - Psychic: Speak telepathically within 100’; lift objects 1 lb/lvl and move them up to 100’; +1 initiative - Pugilist: Unarmed damage = weapon damage; +2 AC if unarmoured; inflict Stunned or Confused status by strike, 2 daily / lvl - Weaponmaster: +1/lvl to attack rolls with chosen weapon; counterattack against an attacking melee opponent, once per initiative round - Face: 2-in-6 chance to puzzle out written language; +1 / 2 lvls to reaction rolls and hireling ML checks * Combo Classes: This is getting a bit into the weeds, but if you want (part of) a class mod but not the xp tax, take the part you want and swap a standard class ability for it (fighter's chain attack for Tactician, for example). ### Equipment Packs Pilgrim: Sturdy staff, satchel, lantern, oiled cloak, pilgrimage badges Acolyte: Consecrated garment, censer, knife, holy icon, prayer focus Squire: Light armour, 1 weapon, letter of recommendation, knight-lord's badge Hedge Witch: Sickle, wicker basket, fox or crow, herb packets, poultices (ex?-) Cultist: Dagger, dose of sleep, purloined idol, cultic texts, mask Merchant: Goat- or dog-cart, abacus, ledger, lantern, 3x trade good Vampire Hunter: Wooden stakes, holy icon, 1 weapon, light armour, ciphered notes Tinker: Leather apron, toolbag, bundle of scrap, whitesmith's anvil, coil of wire Lifestyles, per month: Squalid 5 sp Poor 1 gp Average 10 gp Fancy 50 gp Luxurious 500 gp Noble 1500 gp+ ### Rules Bits More Magic (optional): Anyone can cast from a spell scroll, but they need to spend 2 hp/lvl of effect to do it. Status Effects: codifying these a bit – - Paralyzed: cannot move or speak - Stunned: cannot act - Blind, Deafened, etc: self-explanatory - Bleed: lose listed hp/action until treated - Confused: addled, 2-6 to act randomly - Charmed: friendly towards source - Poisoned: variable - Fear: -2(+) to all rolls; may cause fleeing Conflict: - Unarmed Damage: Normally, ½ weapon class weapon damage. Some things may modify this. - 2-Handed Weapons: Double damage, but no shield (or anything else) can be carried. - Dual-Wielding: Roll for each attack, no shield. - Called Shots: Just give a difficulty to roll, just like a Save or other attempt at a feat. ### Monsters And NPCs Aeolian Hare: Dog-sized rabbit, flying with feathery ear-wings. Curious but nervous. 1 HD, AC 12, +1 windslash (1d6 ranged), ML 7 Eagle: Or other raptor, swift and fierce. 1 HD, AC 12, +1 claws (1d4/1d4), ML 7, flying Weaponspirit: Manifested soul? Possessed blade? Strange steel enchantment? 1 HD, AC 16, +1 strike (1d6+bleed), ML 12, flying, telepathic, bleed: 1d4, chill: 1d3, ranged Whisper: A translucent scarab larger than any scarab should be. 1 HD, AC 12, +1 bite (1d4), ML 8, swift silence: always wins initiative Brigand: Leather, sharp blades and a disdain for the life and liberty – or is it lordship – of others. 2 HD, AC 14, +2 sword or crossbow (1d8+1), ML 9, call minions: 1d4+1 0-lvl, arrive in 1-4 actions Horse: Is a horse, of course, of course. 2 HD, AC 10, +2 kick (1d8, 1d10+1 if warhorse), ML 8 (10 if warhorse), carrying capacity 15 + rider Steelknight: Not always a knight, this automaton of metal and porcelain. 2 HD, AC 14, +2 strike or weapon (1d6), ML 11, resist physical damage, vuln. lightning Cursed Lordling: Tattered finery and wild eyes. 3 HD, AC 12, +3 rod or sword (1d6), ML 9, mad command: Save or follow instruction, or Fear for 10 minutes; returns after death, -2 to own and killer's rolls until curse dealt with Goldmaw: Yellow-gold orb that gapes to devour anything – but especially precious things. 3 HD, AC 10, +3 bite (1d6 + devour), ML 6, devour: 2-in-6 bitten target engulfed Panther: Sleek great cat, purring wisdom. 3 HD, AC 12, +3 bite (1d4) or claw (1d6/1d6), ML 8, slash: if both claws hit, kick for 2d4; sleep breath, calming breath Ogre: A mortal falling to damnation, or a demon leading the way. Rarely evil in service of good. Vengeful, cunning. Muscled, horned; burning eyes and fangs. 4 HD, AC 14, +4 claw (1d6+ bleed 2) or burning weapon (1d8, flame), ML 9, 2d3 spells, cause Fear, cause Berserk, immune to mundane weapons, vuln. holy. Primal: Elemental manifestation, fey and alien. Appears in many forms, with many varied desires. 4 HD, AC 16, +4 various (1d6+1 or more, elemental damage), ML 10, 1d6 spells, resists mundane weapon damage Nightmare: Sometimes a night-black steed, sometimes burning darkness. Always diabolic. 5 HD, AC 14, +5 kick (1d8) or bite (1d4+bleed 1d3) or hellfire (1d6 ranged), ML 10, flying, ride into hell, ride into dream Warwalker: Hulking bipedal metal monstrosity. 6 HD, AC 16, +6 trample (1d8) or beam (2d6, elemental, ranged), ML 12, trample: lose action, lightning vuln. Vampire: Fanged (sometimes), elegant (sometimes) undead warlords, scholars and stranger things. 8 HD, AC 14, +8 bite or weapon (1d8+drain), ML 10, drain: heals damage inflicted, or lowers victims’ STR and CON by 4 (24 hrs), 3d4 spells, undead, fire and holy vuln. Dragon: Scales like armour. Wings blot out the sky. Ancient, wrathful, wise, avaricious. 10 HD, AC 18, +10 bite (1d12) or claws (1d8/1d8) or primal breath (5d8, ranged, 2d4 targets), ML 11, 2d6 spells, flies, elemental resist Hopeful Hirelings: Are 0-level (1d6 hp, no bonuses except from stats) – but if they earn 50 xp, can gain a class! 01. Xixy. Strong, timid; shoulder yoke 02. Tam. Curious, alert; trained fox 03. Rana. Sleepy, sturdy; luck charm 04. Peny. Cheerful, quick; cauldron and kit 05. Zev. Quiet, breathy; map collection 06. Alys. Brooding, sharp; sealstone 07. Vine. Brash, forgetful; marbles 08. Kur. Methodical, watchful; sickle 09. Jek. Precise, mercurial; snares 10. Bri. Patient, riddling; ward-chalk 11. Ran. Bitter, haunted; lorebook 12. Seri. Insightful, spooky; poultices Who are you, mysterious quest-giver? 01. A bored/eccentric/vengeful lordling 02. A calculating young dragon 03. Twin to a dungeon’s big villain 04. Older adventurer down on their luck 05. Actually a god in mortal guise 06. A patient, erudite tiger 07. The shade of a former adventurer 08. A merchant looking for assets 09. A sorcerer wanting new subjects 10. Would-be revolutionaries Well, someone is behind all this … 01. Mad angel “forging heroes” in a “crucible” 02. Lost trapper turned skystone cultist 03. Would-be new god gathering relics 04. Garden variety naughty sorcerer 05. Fae noble competing with rival 06. Those would-be revolutionaries again 07. Animate statue inhabited by spirit 08. A vampire knight reclaiming dominion 09. A dead star possessing several hosts 10. Venal noble in a pact with hell ### Spells and Magic * Just Like Home: Target acclimates to local environmental extreme for 4 hrs. And ignores the first 10 hp of related damage (fire/heat in a desert, etc). * Restriction: Spirals of chill force enclose 1d4 targets, paralyzing for 2d8 minutes. * Pearltouch: Purge a poison, disease or mental influence from target by touch. * Warpwalk: Instantly transport self and up to 5 others to a known place within 100’/ level. Burning half of total hp changes this to miles.*- * Taste Of Blood: Cast on weapon or spellcaster; next strike or injurious spell inflicts bleed, 1d4+1/lvl. * Spirit Gaze: Conjure intangible flying orb that ranges out to 50’/lvl; see whatever it “sees”. * Minlings: Conjure one 1 HD minling – a brass-skinned flying beastie – per level. The minlings remain for 1d4x10 minutes. Themes and Schools: Spells of a “type” might be formally associated; or maybe a wizard just has a theme. Mashin * Steelsheath: Target’s flesh hardens to metal; +3 AC and 1d8 unarmed for 10 actions. * Encode: Copy 10 pages/lvl into line-and-node tracings on a palm-sized metal or glass billet. You can always read your own encode. * Tinkerstitch: Repair an inorganic object. Tiny brass and silvery tracings mark the repair. The Curse * Deadsense: Detect undead or their works, 20’ radius + 10’ rad./lvl. * Lifebite: Infuse a weapon or object with baleful power; +1d6/2 lvls for next attack or when touched, double against undead. Lasts until sunrise or -set. * Grey Aegis: +4 to Save vs. undead magic or abilities, 1d4+1 actions. Natura * Transmute: Change 1 cu. foot/level from one element to another (fire to earth, ice to air, etc). Does 1d6/lvl to elemental creatures. * Shaper’s Art: Work any natural material with bare hands as if clay, 20 min/lvl. * Verdance: Encourage up to a year’s growth in plants, 20’ rad./lvl. Lumina * Suntouch: 40’ area is filled with gentle sunlight. Living beings heal 1d4; undead etc. take 1d4 damage. * Kaleidoscape: Fills up to 40’ area with shifting, colourful light-shapes. Targets inside are confused for 2d6 minutes. * Ray: Casts a lance of light at a target (up to 50’), 2d8 damage and Save or blinded. The Grave * Dead Whispers: Speak with remains. 10 min./lvl. (you might get haunted.) * Bonedance: Target’s skeleton begins to act independently. 2-in-6 of attacking allies, otherwise just dances. 1d4+1 actions. * Skeleton Key: Reshape a bone to fit a lock, expending the bone in the process. Warding * Guardrune: Trace symbol on door or other portal; any who cross uninvited take 2d4 damage. 12 hrs. * Soul Barrier: Within 10’ rad./lvl centred on caster, designated target type (demon, undead, butterflies) must Save to cross inside, and -1/lvl to rolls while inside. 10 min./ lvl. * Seventh Sealing: Close a door, book, window, box, etc; it is now sealed closed until required time or trigger occurs. Up to 7 months/lvl. Magic Items - Mystic Arms: This weapon is translucent; its wielder uses their INT bonus instead of STR in melee, WIS instead of DEX for ranged, aside from any other enchantment. - Godsunder: A legendary weapon, a serrated two-handed sword that deals 2d8 damage to divine creatures, bypassing all protections. - Night-apple: This concerningly violet-black fruit allows any who eat a quarter to enter the underworld alive. - Salamander Parchment: Once written on, this ruddy parchment ignites into ashes after it is read once. - Scarabeus: A scarab construct the size of an open hand, capable of flight (like a crow). Its abdomen hinges open to carry small items. ## The Other Zeroth Rule: ### If someone isn’t having fun, ### no one is having fun. ### Check in with your friends.
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