Showing posts with label advanced. Show all posts
Showing posts with label advanced. Show all posts

Friday, April 17, 2015

Converting AD&D 1st Edition Monsters (such as from, say, the Creature Compendium) to D&D 5E


New Big Dragon Games' Creature Compendium is an amazing OSR book and one of many (Teratic Tome being a #2 on my list) that are really amazing resources for the modern classic gamer. But some of us run D&D 5E, so must we languish with our meager resources and ignore this OSR goodness? No! The conversion of classic monsters to 5E is actually pretty easy, and the rules for it are buried in code within the Dungeon Master's Guide itself.

The methodology I've worked up to convert AD&D monsters to 5th edition D&D is pretty straight forward, although a bit of handwavium and a steady application of holistic methodology is also involved.

So, here's the quick and dirty conversion guide:

Armor Class: take the creature's AD&D AC and subtract that # from 20. if it's a negative add it.

Hit Dice for Monsters: for monsters of most sorts take the hit die notation and convert it to a CR. Look up the CR on the 5E DMG chart on page 274. Write down the proficiency bonus, attack bonus, the desired hit points within the suggested range, spell save DC and average damage per round. If the Hit Die code includes a bonus then add 1 CR if it's a +1 or +2, and add 2 CRs to the formula if it's +3 or greater, but to the hit point total only (use the base hit die to determine CR for the rest). So, for example: HD 2 is CR 2. HD2+1 is CR 3 for hit points and CR 2 for all else. HD 2+4 is CR 4 for hit points and CR 2 for all else.

Hit Dice for Humanoids: treat the hit dice as actual hit dice, and assuming its a medium creature it has D8s. Figure out the average hit dice in this manner and then cross-reference with the hit point values on the chart to get the base CR and associated stats for the humanoid. This works best for monsters that are otherwise "humanoid" and would have normal hit dice and possibly also class levels. If you're not sure which option makes sense, compare both options for monsters and humanoids and go with the one that feels right.

Number of Attacks: turn this into multi-attack for the # of attacks indicated if more than one.

Damage/Attack: damage totals are much lower in AD&D than in 5E. Look at the damage average figured by CR in the prior step and compare to the damage output. My suggestion is to either tweak the existing damage totals until it averages something in the range of the expected CR, or to simply use a flat # based on the CR average, divided by # of attacks. Remember that the CR damage output is "total" so it would reflect the average damage of all normal attacks in the round.

A Formula for Damage: Figure the average damage out put for all per-round attacks of your monster (that he normally uses per round). Divide the average damage output by CR to get the multiplier; multiply the damage dice to figure actual damage output. Example: a dirt giant does 1D6+2 twice per round, so average damage is 11. It's CR 8 (by HD only) suggests average 5E damage output of 50-56. So divide 53 by 11 and you get 4.8 (round up) for 5. So each fist ought to do 5D6+10 damage now. Oi!

Poison/Energy Drain Conversion: any save or die poison effect should be converted to damage, and can be factored in to boost damage figures above. Any necrotic effect that involves energy drain should be converted into the "hit point maximum" drain that is standard for 5E, although if you really want to go hardcore just leave these as-is, using the CR-based DC for saves vs. poison or energy drain and failure = actual level loss, death, or what-not. Just warn your players in advance so they are ready with backup characters...

Magic Resistance: converting this is really simple (since there's one default type of MR in 5E) but since I don't think 5E's MR captures the full spirit of classic edition MR I suggest instead just going with the MR as defined by the monster (so, use percentiles and the rules in the monster stat block as-is, basically). If you do that, and it's especially tough on PCs compared to standard 5E MR, then consider adding 1-2 CRs for determining the XP value of the creature.

Size: this is a "eyeball it and convert" sort of thing. Most creatures will be small, medium or large but if you think a 25 foot tall monster is huge or gargantuan go ahead and apply that. This can be used to figure out actual 5E hit dice later.

Stats: these aren't too hard to figure out, by figuring out the modifier first and then applying a stat based on that. Alternatively just assume that the creature has a single "Save" stat equal to the CR attack bonus listed on page 274 (so for example a CR 4 creature would have a SAVE state of +5). For more nuanced results use these guidelines:

Strength: If it's clearly a large creature apply a STR modifier as seems fit (and use it to boost damage dealt if you like). If there is an existing bonus to damage for large STR use that to determine the modifier. For example, Fire Walkers in Creature Compendium have a +3 damage modifier +1 due to magic weapon) so they would be STR 14 (+2). Use good judgement....CC for example only provides a +2 STR damage modifier to dirt giant attacks, but that dirt giant in the picture looks more like a +5 modifier to me.

Once you have STR and DEX modifiers figured, you can use these #s plus proficiency or the average attack (whichever is better or more appropriate) for the monster.

Dexterity: if the creature is descriptively fast adjust as necessary, otherwise, assume at least a +1 or better modifier for each of the following: initiative bonus, ambush bonus (either to cause or avoid), any thief skills, any modifiers applied to ranged damage.

Constitution: this is easy, use the HD modifier if any. Add additional bonuses if the creature has poison resistance/immunity or other notable CON-friendly features.

Intelligence: convert directly using the AD&D intelligence chart for monsters (AD&D uses descriptors for INT, but there's a numerical equivalence to draw from). Or just apply a modifier as follows: Animal (-3), Semi (-2), Low (-1), Average (0), Very (+1), Highly (+2), Exeptional (+3), Genius (+4), Super-Genius (+5) (references from Creature Compendium).

Wisdom: set this to at least +2 or better if the creature has clerical or druidic magic. Add +1 for each point of MDA it has, if any.

Charisma: most floaty of all when it comes to monsters add a modifier based on your gut feeling, or at least +1 or more if it appears to have some form of bard-like magic. Set this at +2 or better if the creature has any charm/enchantment effects.

Skills: don't worry about these unless a specific skill-like trait is suggested in the monster description, then set it's rank at a level equal to the determined Stat modifier plus Proficiency bonus (or just use the SAVE modifier if using that simpler rule).

Movement: take the "inches" figure and multiply by 10 to get feet per move action. So a 3" move is 3X10 for 30 feet. This will work for most conversions....mostly.

Spell Conversion: surprisingly few spells in prior editions don't have some analog in 5E, I've found. For those that don't simply crib some notes from spell conversion in the back of the 5E DMG or substitute an appropriate different spell. For Spell save DC, remember to use the CR conversion above to figure the creature's average Spell Save DC modifier, or altenratively figure the spell caster stat (INT, WIS, CHA) from your calculation above and then apply the proficiency modifier by CR.

Converting Monster Special Abilities: converting the myriad special abilities of monsters in AD&D is the really hermeneutic part of the process. Many work fine as-is, while some need some holistic massaging to convert, usually by applying the 5E mechanical application of the effect (such as poison and energy drain which I singled out earlier). On pages 280-281 of the 5E DMG a list of creature abilities can point you to finding the equivalent effect for conversion. Ultimately my suggestion is to convert those traits which have consistent mechanics in 5E, and to use unique traits as close to original as possible in other cases.

Also, remember that judicious use of the advantage/disadvantage mechanic can solve a lot of modifier issues in conversion.

Psionics: 5E doesn't have psionics but some spells like detect thoughts can substitute for psionics if needed. Otherwise do like I did when I actually ran AD&D in the 80's and ignore....

Monster XP Value: The final CR of the creature, one all of the above have been determined, can be figured by applying the logic outlined on page 275 in the 5E DMG. Don't use the CR conversion on hit dice earlier....that's just to get the base stats rolling.

Optional - Figuring Actual Hit Dice: to figure the actual hit die value of your converted creature take the average hit points you determined in the HT to CR conversion at the start, then look on the 5E DMG to figure the correct 5E hit die type by size (if you're not 100% sure of the size just use your judement). Apply the CON modifier you determined (or default to any HD bonus in the stat block), take the average hit die plus CON modifier and divide the HP average by that amount to figure the actual hit dice. Example: A CC dirt giant has HD of 8+6. From this I look up his CR as 10 and get a HP range of 206-220, and I can set his CON as 22 (+6). So in 5E he's a large (11 foot tall) monster with D10 hit dice (5.5 average per roll). So 213 average hit points divided by 5.5 plus 6 for con for a total of 11.5 (round up on this). That works out to 19D10+114 for total hit dice! Which is normal for 5E, I assure you.

So with all of that, here's a sample conversion from the Creature Collection:

Dirt Giant (CC, page 30)
Large Giant TN
AC: 18
Hit Dice: (218) 19D10+114
Proficiency Base: +3
Move: 30 feet
STR 20 (+5), DEX 10 (0), CON 22 (+6), INT 9 (-1), WIS 10 (0), CHA 8 (-1)
Optional Save Stat: +6
Senses: blindsight; otherwise naturally blind. Perception +3 (passive 13)
Attacks:
Multiattack: two strikes per round with fists
Melee attack - hand gouges +8 attack (10 feet one target); (27) 5D6+10 bludgeoning damage.
Traits: 
Blindsense: Dirt giants are blind and detect movement through blindsight (see 5E MM) using a clicking sonar effect (think giant burrowing cordyceps zombies from The Last of Us). Silence spells can eliminate their blindsense creating an "invisibility effect".
CR: 10 (5,900 XP)

The dirt giant was an easy conversion. The next one is an example of holistic conversion in action:

Kam Warrior (CC, page 38)
Medium Humanoid TN
AC: 15
Hit Dice: (26) 4D8+8, then (13) 2D8+4 twice, then (7) 1D8+2 four times (total of (80) 12D8+24)
Proficiency Base: +2
Move: 30 feet
STR 14 (+1), DEX 11 (0), CON 14 (+2), INT 10 (0), WIS 10 (0), CHA 10 (0)
Optional Save Stat: +3
Senses: normal; Perception +2 (passive 12)
Attacks: 
Melee Attack - long sword +3 attack (one target, five feet); (5) 1D8+1 slashing damage
Traits:
Cloning: when a Kam warrior of 4 hit dice is reduced to zero hit points two kam warriors manifest on its next round as a bonus action as close as possible to where the kam warrior fell the prior round. Each of the new Kam warriors have the same stats but 2 hit dice. Each of these warriors, when reaching zero hit dice will split on the next round in the same manner into two 1 HD kam warriors. 1 HD kam warriors will die when reaching zero hit points. Each reductive iteration of the kam warrior has the same base stats and normal equipment of the original; only hit dice change. Magic gear does not replicate and stays with one clone at a time.
CR: 2 (450 XP) (I bumped it one because the damage output goes up each time you hack a Kam warrior down)

So....hopefully these guidelines, when applied to the monster design rules from the 5E DMG, will dramatically expand your choice of freaky denizens for delving. I strongly encourage you to pick up the Creature Compendium as well as the Teratic Tome as two great places to start with your OSRification of 5E!



Wednesday, February 4, 2015

AD&D 2nd Edition House Rules: Removing multiclass restrictions and bumping humans up the food chain

Humans: generating XP for elves who hit them hard enough since 1974

My Saturday group is now rotating with me running D&D 5E (or 13th Age after the 5E scenario concludes) one week and my long time friend and host running AD&D 2nd edition for the first time in ages. It's been a lot of fun, but as I have been perusing my nice Premium edition AD&D 2nd edition books I was reminded of the key issues I always used to have with the game. Even more amusing than the rules with problems was the fact that --let's face it-- they were problems even back when 2nd edition released, enough so that the authors spent some time in the DMG or PHB explaining why the rules were there, with what amount in retrospect to some pretty amusing rationales.

The rules I refer to, of course, are multiclassing (and the even more restrictive dual-classing rules), level limits and the implicitly squishy nature of humans. If you're not an OSR fan or you are somehow under the age of 30 you might not be old enough to have jumped into the hobby at a time when multiclassing was a thing and the idea of a non-human paladin was anathema. Here's a summary of the rules that I have never particularly liked:

Racial Class Limits: Paladins as humans only; dwarves are never mages....stuff like this

Racial Level Caps: demihuman player races have hard level caps for most classes

Multiclassing: demihumans alone can multiclass

Dual-Classing: humans can only dual-class, and even then only if you are rolling exceedingly well for stats to begin with; almost statistically improbable you would ever see a dual-classed character in play without using a lot of trickery of cheating to get the numbers you want

All of the above were wiped out in 3rd edition and will never return. Going back to AD&D (either edition) requires either accepting these as given or hacking them off like the weird barnacles they are.

The 2E DMG provides optional rules for allowing various demihumans to advance past their level limits, but warns at length that being overly kind here will make humans obsolete....literally!....and turn the game into not just a story about elves, but the entire fantasy world. It's a weirdly amusing piece of logic because it implictly assumes that you can't or wouldn't be able to impose in-game restrictions (such as low birthrates) for species like elves who would then by default still find themselves at a disadvantage of the rabbit-like humans of fantasyland. But I suppose it's not worth arguing....this was a contention presented in the DMG in 1989, and its interesting because its clearly there to reinforce the design parameter set out by AD&D which survived to 2nd edition, and is not actually aimed at seriously considering all the implications of a fantasy world that is literally run by physical laws defined by the game rules as presented (cherry picking, if you will).

So what would be the harm in ditching these four limitations in AD&D 2E? As I see it, there are no real arguments that support the issue. You have the multiclass guidelines allowing any class combination you want, you know humanity's greatest threat is not elves unlimited but quick-breeding orcs and goblins, and as DM you can continue to enforce design limits on players like I used to.

I once had a methodology for player guidance that worked like this: I'd give the players 10 points to spend as a group on their racial options. Humans cost 1 point, dwarves, halflings, gnomes and half orcs cost 2 points and elves cost 3 points (elves were fabulously popular in the 90's, there is no contesting that nightmarish fact). 10 points was what could be spent among 6 players, typically. This meant that they could all play humans (6 points), but with 4 points left over up to four of them could upgrade to a demihuman choice. If the group wanted to be elf-heavy this meant that no more than 2 of them could be elves, meaning you could have 4 humans and 2 elves instead (total 10 points).

That method was how I kept my 2E games from being elf-heavy from 1990 to roughly 1994 when I stopped caring and let people play parties 100% comprised of entries from the Humanoids Handbook JUST BECAUSE.

Today, I'd do it like this:

Eliminate the Restrictions: No more class restrictions for any race. No more multiclass restrictions for any race. No more level restrictions either. Dual-Classing is allowed because if you meet the qualifications and want to, then more power to you.

Human Bonuses: Humans, however, should get some sort of compensation for being so awesomely human, though. As a result, humans can get a bonus proficiency slot, a +1 bonus to an attribute of their choice for being so awesomely human (but they still have to meet ability cap maximums) and, most importantly, I'd let humans multiclass. I know the DMG explains that humans are woefully short-lived creatures who can't absorb the lifetimes of discovery necessary to juggle two or more classes simultaneously, but alas for that logic the 2000's happened and now those arguments make no sense.

So, the advantages? Now you can build almost anything you like in AD&D 2E without restriction, which might not fly well for certain worlds and styles, but in settings like I run where my world of Chirak has seafaring dwarven hydromancers and minotaur ranger-wizards it should greatly facilitate the style of world that allows such madness.

Removing all those multiclassing restrictions as well as pumping up humans will go a long way toward providing an easier model of the actual weird fantasy that D&D always stemmed from....maybe not the Gygaxian way, but Appendix N will thank you.

Wednesday, December 24, 2014

I'm feeling like a Greyhawk Xmas

While you are battening down the hatches, applying fire retardant gel to the hous exterior and reinforcing the bullet-proof plating on the roof in anticipation of Xmas, I just wanted to point out that dndclassics.com has stealthily released Gary Gygax's original World of Greyhawk setting in PDF.

I snagged it....this was one of the few 1st edition books I never secured a copy of back in the day when the game was new and I was young, and its a good scan, and the maps look great. It's fun to take a look at the first officially published setting for AD&D, glorious warts and all. You know you're dealing with an old school setting when the first three things you learn about the world, in order, are its place in the heavens, the seasons of Oerth, and the types of trees that like to grow around here. Try starting off a contemporary setting tome with that info, you'll have all the youthful tablet jockeys hitting "delete" so hard their screen shatters! (/hyperbole)

Seriously though, it's a cool PDF collection of the two books plus maps. You'll find a brief but inspirational overview of the world that virtually all 1st edition modules appeared in until the Forgotten Realms smashed its way onto the scene a few years later. You get the run-down of the world's gods, notable locales, politics, dungeons, stats to kill the gods, encounter tables, great hex maps, a key to where all the modules take place and in what hexes specifically, and it all smacks of that weird, quasi-amateur style that permeated TSR until around 1982-83 when it started to get too big for its britches.






Saturday, September 7, 2013

30 Days of Dungeons & Dragons Day 7

Day 7: Favorite Edition

This can be a tricky one, because there are merits to every edition, and people tend to favor the ones they got the most out of over time. I like each edition of D&D for different reasons, but I have to say that it was AD&D 2nd edition that was the version which I got the most mileage out of over time. Even though I am no longer so enamored with it, it's still the edition that I played the most (at least until 3rd edition, combined with my time in Pathfinder). Why?



2nd edition AD&D was the version that started looking at the broader picture of fantasy gaming. It wasn't just about dungeons, it tried to shed some of the more stoic and crusty mechanics of 1st edition and utilized a style that was more appealing to people who were interested in gaming and enjoying the story as much or more than crunching numbers on their character sheet. I've heard 2E criticized for dumbing down the text a bit, but honestly I enjoyed the more readable and easy-to-use, easy-to-reference approach to 2E. The fact that AD&D 2nd edition cleaned it up so much, made it easy to use....it was a huge, huge bonus. It was a game that demanded less effort to master than its predecessor and other contemporaries (in retrospect I have to scratch my head at what possessed me to run Dragonquest for a whole year, for example!)

2nd edition introduced the idea of multiple settings for D&D, a different flavor to cater to different audiences. Ravenloft as a setting, Spelljammer, Planescape....all AD&D 2E. It also introduced bad business practices (thanks Lorraine), or at least accelerated them. The novel lineup for AD&D got dramatically more robust in this period.

When 3rd edition arrived it was time for a clean-up. AD&D 2E was getting crusty by then, and the game was getting too convoluted in the post-Player's Option era of expansions. That said, 3E introduced its own set of problems with mechanics that despite an aim toward a unified resolution mechanic remained as arcane as ever. All I really wanted out of 3rd edition was "2E, but with better multi-classing options." 3E did introduce a lot of new concepts I ended up embracing....but it never felt quite as accessible and easy as 2E, and only got worse over time as the char-op mini-game permanently changed the way D&D was played.

Wednesday, May 15, 2013

AD&D 2E Premium Edition Books Out (and an interesting podcast)



The AD&D 2nd Edition reprints are now out!

Can't decide if I'm going to get them or not. In the interim, there's a great podcast on WotC's site about the inception of 2nd edition right here, featuring an interview with Steve Winter. Fun stuff to listen to, and I am sure bits of it will rankle some of the hardcore pre-2E fans who disliked where the game went, but you know me...I consider 2E the edition that actually got me back into AD&D, and also made getting games together in college a much easier experience, and it was pretty much my go-to system for the 90s.

Well....I imagine if I do get them I could then unleash an unholy mashup of Labyrinth Lord, Castles & Crusades, AD&D 2nd edition and B/X D&D upon the world sometime. It would be....pretty much what we all do, I guess!


Tuesday, April 23, 2013

AD&D 2nd Edition Premium Excerpts



Wizards of the Coast has some sample pages from the Player's Handbook up over here to look at. It should could as no surprise that the Premium books are internally going to be reproductions of the 1995 second prints with the black border covers and the revamped color interiors. The druid excerpt provides a sampling of the artwork from that edition. It's generally regarded as inferior to the 1st printing books (I agree) but it's not bad....just not as good, unfortunately.

I imagine it was a lot easier to reprint these books, as I am sure the art and layout assets were sitting around in a WotC vault somewhere, and who knows what the print-ready condition of the original 1st prints look like these days.

Either way I am looking forward to these reprints. At $50 apiece I may have to cave and order through Amazon rather than my FLGS (much as I want to support my FLGS these premium edition reprints are just too pricey to shell out full price for), but this is the edition of AD&D that I spent the most time with and found the most enjoyment with. As I've said before, my entire gaming career in the nineties was defined by AD&D 2nd edition pretty much (followed by a handful of other games like Cyberpunk 2020 and GURPS), so for me these are must-haves.

Monday, April 15, 2013

The OSR Resource Page

This page will serve as the permanent index for the OSR content that has appeared on the Realms of Chirak Blog. Throughout my blog there are more general discussions, rants and raves about these systems, but this link list is specifically aimed at gathering up crunchy resources for your ease of reference and use.



Basic/Expert Dungeons & Dragons and Labyrinth Lord Resources

The Basic/Expert project is a recent thing I decided to do, as I have grown a new appreciation for the books that got me into D&D in the first place:

Part VI: The Minotaur Racial Class

I love minotaurs as optional PCs, and here's how Id' do it in B/X.

Part V: Grave Knights

The Grave Knight makes the leap from Pathfinder to B/X D&D

Part IV: Valgos, Slayer of Elves

An orcish NPC villain for B/X D&D

Part III: Orc Racial Classes

Orcs get a PC/NPC treatment with actual racial classes

Part II: Multiclassing

Multiclassing ideas and rules for B/X D&D

Part I: The Start, Sample PCs, and more

A general discussion of what I'm up to and some characters I rolled up



Swords & WIzardry Complete Resources:

S&W Rules for the Ages of Lingusia

I published all of my custom house rules here, derived from my original 1e and 2E house rules and updated for S&W Complete.

Combat Maneuvers in S&W

Some new combat rules I employ with S&W COmplete

Lawful Kinded of Lingusia

First of three S&W Complete updates for races in my campaign

Neutral Kindred of Lingusia

The second such update.

Chaotic Kindred of Lingusia

The third such update.


Stats for the Legendary Rogue Wormi Vellsoth in Lingusia

A famous character turned NPC in my Lingusia campaign. Alas he's the only one I took time to stat out in S&W.




Castles & Crusades Resources:

The Lair of Gug and the Lost Shrine of Degalthor

A module built using Engineering Dungeons for C&C

The Hexblade

A sword-wielding mage for C&C

Malfeus Thorne

An NPC hexblade for C&C




Advanced Dungeons & Dragons and OSRIC Resources:

The Hexblade Class for AD&D

Hexblades revisited once more

The Fearsome Four

NPCS in Lingusia for AD&D








Thursday, March 14, 2013

The AD&D 2nd Edition Premium Covers

So the AD&D 2E reprints will have these covers. Very nice, I like this look a lot and it makes better use of the famously atrocious art in the revised editions (still not as good as using the pics from the original first printing covers, but a nice leatherette green covering it all up is still a better way to go!




Tuesday, March 12, 2013

Dungeons of Dread is Out



Dungeons of Dread is apparently out in some areas, although its official release date is March 19th (I think WotC has an early release program for locations which participate in their Encounters programs...or something. Or maybe street dates aren't that relevant anymore.)

Anyway, the four-module collection of White Plume Mountain, Tomb of Horrors, Expedition to the Barrier Peaks and the Lost Caverns of Tsojcanth are the compiled S series faithfully recreated. These were great modules, and worth getting regardless of your preferred edition of D&D, as they can easily be ported over.

As I look through the pending releases at WotC, I am reminded that we are now only two months away from the reprint releases of the 2nd edition AD&D rulebooks. Joy! The edition I am most eager to snag, the one which provided consistent, weekly entertainment from 1989 through 2000. AD&D 2E defined the 90's for me, it was the system in which all of my "Keepers of Lingusia" campaigns took place from my first days in college right on up through my second marriage, and was the system that spawned the first lengthy (8+ year) campaign in the Realms of Chirak. Even when 3rd edition arrived on scene I continued to use the bulk of the 2nd edition campaign material in conjunction with 3E, and as 3E grew progressively more complex and demanding AD&D 2E increasingly looked like the edition that still allowed one to enjoy the game for fun, instead of work. I returned to 2E in 2007 when I decided to take a permanent hiatus from 3.5 D&D right up until 4th edition arrived on scene in mid 2008. I was further reminded of how much I prefer 2E after my recent attempt at returning to the venerable AD&D 1st edition late last year, which proved to be a less satisfying experience than I thought when I remembered that everything I loved about 2E's refinement was warped or missing from the kludgy and sometimes bizarre mechanical oddities of 1E.

Anyway....no matter which ruleset you prefer, this is a good year to enjoy older editions of AD&D.


Thursday, January 17, 2013

More D&D releases now up: 2nd edition reprints, Dungeons of Dread S Series cover, and more

Wizards of the Coast updated their product lineup for 2013, so we can officially see what the S-Series module cover will look like, there are now actual entries for the 2nd edition reprints of the core rules (yay) and the first "Sundering" module from Ed Greenwood is now listed for an August 20th release.

It's interesting, as the module seems to very specifically avoid mentioning system requirements...it's just for "D&D," so I wonder if they plan to release it in a manner compatible with any of the editions that are now (or will be) back in print? Wonder if 4E will be overlooked here, too.... Either way, the fact that it doesn't specifically talk about serving as a lead-in or intro to 5th edition suggests the module will be designed for cross-edition functionality, but without actually saying that, its all just the usual conjecture and speculation.

Anyway, here's what the Dungeons of Dread S series cover is going to look like:



Nice. It's now slated for a March 19th release....so not too far away. I may have decided that 1st edition and I just don't agree with one another, but the modules are a different story, and I'll be able to use this just fine with the 2nd edition rulebooks.

Speaking of which, the three 2nd edition rulebook cover images look like placeholders--please, please PLEASE let them be place-holders, because the DMG/PHB images shown are from the black-border reprints circa 1995ish and those were some notoriously butt-ugly covers. The Monstrous Manual, however, was always a pretty decent cover so I won't complain if they recycle that one.



No cover yet for "Murder in Baldur's Gate" but read the description here. Between this module and the recent release of Baldur's Gate Enhanced Edition for PC and Mac (I'm holding out for the android edition), we will be able to party like it's 1998 all over again!


UPDATE

Also, MIke Mearls is talking details about the "core" or simplest version of the game (here), on which additional rules/options will layer. It's interesting stuff, not least of which because the core rules he's describing sound about as old-school and "back to roots" as D&D can get short of the reprints...and maybe moreso, since this will be a refinement of the game that does a redux and dispenses with both the modern layered complexity to simplify its core, and also the old school complexity that arose from the stitched-together rules-bedlam that was common in the early days as the game began to grow.

Monday, November 19, 2012

House Rules



Erik Tenkar posts on house rules and it got me to thinking about how I used to have loads of them, and over the years I've just reached the point where I hate them.

I don't know if I'm just another indoctrinated victim of modern game design, but these days the more house rules I see the more I wonder why I'm not just using a different system. To look at my own gripes with my ongoing AD&D 1E game, I have been wondering why I don't simply use C&C or S&W Complete instead, solving all my AD&D issues in one fell swoop (because it only takes about ten minutes for me to remember why I also don't play AD&D 2E anymore). I mean, I could house rule the hell out of 1st edition and make it like it actually was for me....but I could also simply pluck C&C, S&W or hell -Pathfinder- from my shelf and have a game pretty much good-to-go, no tinkering required. In fact, I have had to house rule C&C too much in the past, another reason it, too, ends up stalling out whenever I try to run games with it.

I guess what I'm saying is that in my middle years of life I just don't care to tinker with rules anymore, and I really need to keep that in mind when I'm indulging in the vast world of D&D-likes that seem to be 90% of the surviving RPG hobby these days!

I do wonder why I am not just sticking exclusively with Pathfinder and Runequest these days for my fantasy gaming.* Maybe it's time to clean some shelves, focus on the core experience of "what I have time for" as a father and older gamer who's butting up against a jaded wall of "been there, done that" in a hobby he still loves but which feels all too familiar and well-trod. Box some of these games up and leave them in a closet for my son to discover in a few years, maybe. I think of all the D&D-likes I have, both Swords & Wizardry Complete and Castles & Crusades would make fantastic introductory RPGs for him when he reaches an age appropriate for exploring such games. Not sure I'd want to subject him to AD&D though.

Fantasy Future:

Me: "Son, when I was your age we didn't have tablets, or cloud computing, or solid state drives, or computer games. No, I had to play my RPGs with papers, pencils and dice....and I used THESE rule books to play!!!!" >opens chest of RPG artifacts<

My Son: "Wow! Look at these awesome vintage RPGs! Must...play...now..."

Realistic Future:

Me: "Son, when I was your age we didn't have tablets, or cloud computing, or solid state drives, or computer games. No, I had to play my RPGs with papers, pencils and dice....and I used THESE rule books to play!!!!" >opens chest of RPG artifacts<

My son: "Too Long, Didn't Listen, Dad. Okay, I'm off to chase women and play football. Cya wouldn't wanna be ya!"

Ah, I am in a foul and pessimistic mood today! Heh.



*I sense a new year's resolution coming on. No D&D in 2013, just Pathfinder and Runequest. Hmmmmm yesssssh......

Blowing the Dust off of Second Edition AD&D

In the days before Perception was a skill

So my two sessions so far of the creeping AD&D 1st edition game have been fun, but the lengthy period of time between games is a real killer for the sort of plotline/sandbox thing I originally set out to do. By session two trying to keep track of who had what plot, who was interested in which potential quest or point of exploration and so forth was a muddy pit of confusion, as too many older gamers with poor memories equals disaster when it comes to consistency (I kid! Mostly it was my own lack of focus thanks to too much going on between games to even think about game scenarios or plots). So the game was retooled on the spot to focus on a core plot instead and migrated everyone in classic fashion through what I call AD&D's archetypal Roadtrip from Hell event (aka wilderness journey), involving boat rides, an owlbear and a large array of goblins using a giant stag beetle as a heavy assault beast. It ended with the discovery of a lost temple entrance, and enough suspicion pointing toward its doors as the solution to their problems.

Playing with 1st edition is a reminder to me of many, many things. Not least of these is that its reminding me that I used a lot of houserules, borrowed liberally when in doubt from B/X D&D, and that I don't think I ever applied the surprise, initiative and general combat rules as written in the DMG, relying instead on the outline of combat in Basic D&D and jumping to the DMG for the charts (and eventually using the Armor Class Wheel published in Dragon magazine).

It has also reminded me of just how quaint and amusing (and infuriating when running the game) the obscure wargame inches & rulers measurement system is. There are a huge number of little annoying bits like this that riddle the system (ascertaining encumbrance last session was another momentary headache). It's easy to see why Classic Original D&D tends to get the most love in the OSR community; it really is a simpler, more intuitive approach to the same basic game, and B/X D&D clearly owed much to the Holmes remastering from which they later were adapted (as best I can tell; keep in mind I got into the hobby October 1980, and I was nine years old, so some of the publication history of the game is something I learned about later on).

In any case, one thing has become clear: every moment with 1E that has been annoying me, or led to rules confusion or clarification, or otherwise caused a head-scratching moment is also an element which would be crystal-clear to me if I was running 2nd edition. 2E is, for me, the edition which I know best, the one where I still remember which page to flip through for whatever specific rule it is I need to reference....it's the edition that sits smack dab in my "comfort zone" of old games.

I plan to let everyone know next session (which won't at this rate be until December 8th) that I'll be bringing my 2nd edition books along, as it took about two games of AD&D 1E to remind me of why I stopped running it around 1985 (switching to T&T, Runequest and Palladium) and didn't come back until the game had been formally revised; and even then only because my college group  begged me to consider AD&D 2nd edition after I'd subjected them to several months of Dragonquest and Runequest. Hah!

That first game I ran of AD&D 2nd edition, using the heinously bad idea that was the Monstrous Compendium folio along with the new DMG and PHB was glorious. It involved an old farmstead that was abandoned, giant rats, some angry kobolds, a friendly and obnoxious pixie named Percy and an amassing horde of orcs and hobgoblins that the players realized was a threat to the local town. It cascaded rapidly into one of the coolest campaigns I'd ever run in AD&D.

Meat snacks!
While many players of 1st edition were decrying AD&D 2E for its changes, I was part of a crowd that had been lost to 1st edition, who associated that specific edition with the unpleasant Middle School years, and so 2nd edition was the opposite for me...it was like the game had cleaned up, matured a bit, and at last was trying to make sense of itself. It was the edition which I could embrace.

But I've complained about this before! I have lots of fond memories of AD&D 1st edition....but I just can't go back, it turns out. Hopefully my mess of players will understand. It's either that, or I find a copy of B/X D&D and try running AD&D 1E the way I actually did back in the day, as a hybrid mess of the two.

In any case, those 2nd edition reprint listings that popped up on Amazon are a good sign to me that WotC knows people like me are out there, those who were part of the crowd which embraced 2nd edition AD&D, and that we are all more than happy to shell a bit out on some shiny new copies of our favorite edition. I certainly hope that's how it works out...

Hopefully with a different cover!

Sunday, September 16, 2012

Hexblades in Advanced Dungeons & Dragons



 Sword Wielding Hexen Revisited

Yet another adaptation of the Hexblade, this time for AD&D. This adaptation takes the original article whole cloth for some portions, but repositions the order as an AD&D class, possibly making this my most revised and recycled article to date, and also making the hexblade a class functionally usable in no less than 5 game systems now if you look at all the versions so far. Still, with my rekindled interest in AD&D I arguably had no choice but to do it!

Since this is an AD&D optional class, it is only fair to carry out the time-honored ancient tradition of presenting this as an NPC class even though we all know the players are going to totally roll up a bunch of characters with it.

The Order of the Hexblades
   The concept of the hexblade is a master of witchcraft, who relies on a special relationship with his uniquely forged weapon to cast and focus magic through. Hexblades gain their power through dark pacts, and seek to learn power from spirits both malevolent and benign. Some hexblades are good natured and seek to help those around them with their unique gifts; others fall quickly to the potential corruption of the power they seek and walk a darker path.
   Hexblades have a loose fraternity of association, for the easiest way to become one is through a practice of apprenticeship to a master. Much like shamans, hexblades rely on knowledge of the spirits and the planes to tease out their magical talents. Some civilized lands may have entire knighthoods or magical orders dedicated to the practice of the hexblades, but in most lands they are reclusive fellows who gather in large groups only on rare occasion.
   The concept of the Hexblade started with a class which appeared in Dungeons & Dragons 3rd edition first, and later as a warlock variant in 4th edition. Literary and game inspiration for this archetype can be found in the fiction of Adrzej Sapkowski’s “The Witcher,” and similar concepts of a man with a special blade can be found in Moorcock’s Elric novels. I also suggest the Kane stories by Karl Edward Wagner.
Joining the Ranks of the Hexblades:
   This process is as simple as finding a teacher willing to take one on, who is willing to teach the art. A character is assumed to begin play having completed his basic apprenticeship training.

Hexblades in Golmadras and Lingusia
   The Eldritch Knights of Zelkarod are a dedicated order of knighted hexblades that serve the emperor himself on various dark errands. There are other hexblade orders in the land as well, including the Elder Lords of the Solemn Tower, a group of elite hexblades dedicated to the mastery of their blade through the defeat of greater opponents than themselves. The dark elves of Golmadras have adopted the way of the hexblade as their own, and an entire division of hexblade warriors serve the regent of Modra as her so called Demon Knights.

   Hexblades Elsewhere in Lingusia are less common but some strong orders have risen to notoriety. The Emerald Blades of Hymyskos are an order of hexblades in the service of the Western Queen. The so-called Red Knights of Pheralin defend the westerlands of Valance against the invading Zatacani of the coast. Finally, it is rumored that the city of Senempar holds a cabal of hexblades in the service of the Red God, though this is a recent event sprung up within the last year or so. The stories say that a number of ronin hexblades were drawn in visions to journey to the Red God’s temple under construction and to pledge their allegiance to the enigmatic god.

Random Hexblade Origin
   Roll on this chart for an exotic origin to your hexblade training, or make one of your own:

D12        Hexblade Origin
1              You met a witch as a child who gave you the gift of your first hexblade to aid you in unlocking your natural talent.        
             During a hunt as a young man you stumbled across an ancient tree which had grown up around the skeleton of a dead warrior. As you approached, the skeleton came to life, able to move just enough to hand you your hexblade. “The curse is yours….” It muttered as the skeleton fell to dust.
             You had always had a knack for minor spell casting but due to accident of birth or poor luck were overlooked for any proper training. One day not long after a shooting star passed overhead the local smithy showed you a fine weapon he had made from the recovered meteorite. You found that the blade called to you, and your true talent was unlocked.
4              You have a residual infernal heritage which has always given you an extra spark thanks to your devilish ancestor. This was spotted by a wandering hex knight who came to the village one day looking to recruit a new apprentice.
             You were born on the night of the Blood Moons, which happens but once a generation. The omens imbued you with talent, and you eventually sought out a hexblade willing to take you on as an apprentice.
6              You were a slave in the arenas who fought unusually well, and your penchant for your self-forged blade and unusual magical talent was at last noticed by a wealthy hexblade master in the audience who purchased your contract that day.
             Your village is deep in the wilderness, and one day you encountered an enigmatic elvish maiden by the lake who granted you your weapon and with a magic word you found yourself swimming in arcane knowledge. She disappeared, with the whispered promise that your talent would be vital to the future.
             Your village sent you on a vision quest into the deep hills and mountains, to last as long as it took for your vision of your future to come to you. Days later you return, half mad and starving but the vision was true: you seized the tools in the smithy and began your task of forging the weapon the gods had burned into your mind.
9              You were the young apprentice of a local apothecary who relied too heavily on you for his errands and duties. One day you were carrying his traveling case when you stumbled and fell, the contents of the box dousing you thoroughly. Despite the burns, the chemicals unlocked your hexer’s talent.
10           You were the sole survivor of a massacre by orcs on your town, though even then you’re not sure if you lived, for an angelic seraph descened from the sky to restore your health, then took the time to begin training you in the arts of sword and magic after imbuing you with hexer’s sorcery. The seraph sought to empower you with the skills to exact your revenge.
11           You are part of a long line of nobles who have inherited the legacy of hex magic for generations now, and were indoctrinated into the hex knight society of your family at a young age.
12           You were born to the parents of an infernal cult, and at a young age you were forced to commune with and become possessed by devilish spirits. The repeated abuse changed you, and the exposure to the infernal energies imbued you with hex magic. The cult leader sold you off when he felt threatened by your emerging talent, and you’ve been seeking your parents (or revenge) ever since.


Hexblade Requirements

Requisite Attributes: Dexterity 12 or better and Strength 9 or better. Must have Intelligence 13 or better. A hexblade with 16 or better in either Strength or Intelligence gains a +5% to experience and a +10% bonus if both attributes are 16 or greater.
Hit Die: D8; hexblades gain +2 hit points per level starting at level 10.
Alignment: any, though chaotic hexblades tend to be ronin and lawful hexblades tend to belong to an order.
Combat Advancement: Hexblades use the same chart as clerics and druids for attack rolls (1.A).
Racial Limits: Humans have unlimited advancement. Elves can advance to 12th level, half-elves to 14th level, and half-orcs to 10th level. Gnomes can advance to 8th level as hexblades. If you allow level advancement past normal racial maximums, then it is suggested that human hexblades be granted 1 extra spell slot for each level tier (i.e. 1 bonus 1st level slot, 1 bonus 2nd level slot, and so forth).
Optional Proficiencies: Hexblades advance as wizards for purposes of nonweapon proficiencies and as fighters for purposes of weapon proficiencies.
Weapons: hexblades are martial warriors and can learn to fight with any weapon, but they must specifically choose a type of sword to serve as their hexblade unless the DM permits otherwise.
Armor: any, but see armored caster, below.
Abilities: Hexblade Spellcasting, Hexblade Bond, Armored Caster, Weapon Mastery, Combat Caster

Hexblade Spellcasting: Hexblades are arcane magic-users and have their own spell lists, from which they can draw their magic. Hexblades begin play with three 1st level spells from the list. They must roll on they chance to know based on Intelligence, but do not have minimum spells known, though they do have maximum spells known. Hexblades learn new spells through their practice with weapons, as all hexblade spells require the weapon as a focus component. As such, they may roll on chance to know to acquire 1 new spell at each level of advancement automatically. Hexblades can otherwise learn new spells as a wizard through conventional means. At the DM’s discretion a hexblade can attempt to learn a wizard spell not on the hexblade list. Such an attempt can be performed once per copy of the spell (either a scroll or book), requiring a check for chance to learn, with a penalty to chance to know equal to 5 times the level of the spell being studied (so a level 6 spell would incur a -30% penalty to learn). If the hexblade makes the check then he can copy the spell into his own spell book and has learned it; unlike hexblade spells he can’t imbue these in his weapon. In this fashion hexblades are like amateur spell casters. Hexblades are not studied enough to learn spells higher than 6th level (unless they multi-class).

Hexblade Bond:   An initiate hexblade must procure a unique weapon which he forges or finds on his own. At first level this weapon is a normal blade of his choice forged from cold iron. Later on the hexblade may try to forge a new weapon of more fantastical metals or enchantments. The weapon must be of no common origin, either being made of an exotic metal, being unique in some fashion (i.e. a king’s blade, or the weapon was used in the past to slay a powerful extraplanar opponent) or it must be forged by the initiate himself out of exotic metals and imbued with a sacrifice of 1D6 damage of his own blood during the forging process. If an exotic weapon material is needed, it defaults to cold iron.
   A hexblade must ultimately spend a minimum of 1D10X50 gold pieces and 1D6 days on the material and time to create his weapon. If he finds a weapon he wishes to bond with, then he must spend the time in meditation and sacrifice experience points equal to the following formula. If he forges his own weapon and enchants it, he must also expend experience as follows but at half the total cost:

Cost to Forge a Hexblade Weapon: equal to 1D10X50 GP for base cost and 1D6 days time. The cost is X1 for cold iron, X2 for silvered, X5 for mithril and X8 for adamantine weapon materials. This is then multiplied by the hexblade’s level times the number of bonuses plus effects being permanently imbued in the bonded weapon for the final cost.

Cost to Enchant a Hexblade Weapon: sacrifice of hexblade’s level times the number of imbuements plus the number of invested effects times 100 = total XP cost. This is divided by half if the hexblade is imbuing a weapon he forged himself.

Investing Effects: any effect on an existing magical weapon could be invested with the DM’s permission, as could any effect a hexblade knows by way of spell. The effect becomes a weapon enchantment with a permanent duration when done in this fashion.

One Blade Limit: Hexblades can only ever forge one such weapon to which they are bonded, and they can not forge such weapons for others. Making a new hexblade weapon destroys the old hexblade weapon.

Example: A 12th level hexblade makes himself an admantine Long Sword +3 of Blood Drinking. His base cost ends up being 57,600 GP (rolling a 3 gets him 150 GP, times 8 for adamantine, times 48 for his level times # of imbuements and effects of 4, below) and it takes 5 days of forging. Then his experience cost is 12 (his level) times 4 (+3 bonus and 1 for a single effect) times 100, for an experience sacrifice of 4,800 XP. So, for 5 days’ time, 57,600 GP in expenditures on arcane materials and a personal sacrifice of 4,800 GP….plus 1D6 hit points of injury inflicted in the final process…he now has a bonded hexblade long sword +3 of Blood Drinking.

   Once a hexblade has this weapon, he undergoes an initiation ritual of bonding with the blade. This imbues himself and the weapon with a unique connection; he may now use the blade to channel his magic, and all spells he cast must use the blade as a material component (but he may now substitute his weapon for any normal material component a spell requires, and the blade is never “used up” like normal materials). The hexblade weapon grants a bonus spell slot in which can be memorized an additional spell (this is reflected as the “+1” on the list above). The hexblade loses access to those bonus spells so memorized if he loses his blade.
   The hexblade also serves as a spell book of sorts; so long as the hexblade has his bonded weapon in hand, he has innate access to all of his learned hexblade spells. He must keep a normal spell book for any regular arcane magic he manages to learn while adventuring (see above).
   Does a hexblade need to bond with a sword specifically of some sort? That’s the DM’s call, but the presumption is that the nature of the weapon is highly conducive to channeling magic, and other weapons are not. Alternatively, there could be branches of the order that specialize in hexed axes, pole arms or even hammers and maces.
   A hexblade who loses his weapon permanently must restore it with an equally significant weapon. If he fails to do so after one year and one day, he is cast out of the order. For the time he is missing his hexblade he loses his bonus spell slot and is limited to the spells in his spell book. When a new hexblade is forged, however, all of the hexblade’s spells are restored; the idea is that they are still imbued within his own mind and soul, but a hexblade weapon is the key that unlocks them.
   Should a hexblade for whatever reason permanently lose his connection to his hexblade and be unable to replace it for a long period (1D6 years) he will eventually lose his hexblade affinity entirely and must then pay an XP cost equal to 20% of his current XP total, after which he reverts to either a fighter or a magic-user in nature (attaining all of the class elements of such) and loses his hexblade features permanently.

Armored Caster: Hexblades learn to cast their spells with armor, and as such are not restricted like wizards in what to wear when they cast spells. However, hexblades who are wearing armor can only use their specific hexblade spells while so encumbered; they are unable to properly evoke any arcane non-hexblade magic while wearing armor. 

Weapon Mastery: Hexblades may specialize in their chosen hex weapon as a fighter or ranger (see Unearthed Arcana for details; this requires 2 proficiency slots, granting a +1 to hit and +2 to damage). Hexblades advance as rangers for purposes of calculating attacks per round, or as specialists if this option is chosen. A hexblade must choose this option at 1st level and if so chosen starts with access to 1 less spell at first level to reflect the additional effort put into martial mastery over spell mastery.

Combat Caster: Hexblades are used to fighting in battle and trying to retain spell concentration. If a hexblade takes damage or is otherwise interrupted during combat he may make a Save vs. paralyzation, and if he succeeds then he may continue to cast as if the spell had been retained.

Hexblade Advancement:
Experience Points                           Level                       Hit Dice               
0-2,400                                             1                               1D8
2,401-4,800                                       2                               2D8
4,801-9,600                                       3                               3D8
9,601-19,200                                     4                               4D8
19,201-38,400                                    5                              5D8
38,401-85,000                                    6                              6D8
85,001-170,000                                  7                              7D8
170,001-270,000                                8                              8D8
270,001-400,000                                9                              9D8
400,001-550,000                               10                           9D8+2
550,001-700,000                               11                           9D8+4
700,001-1,000,000                            12                           9D8+6
+300,000 XP per level above 12th                               +2 per level after 12th    

Hexblade Spells Usable by Class and Level                                                         
Hexblade Level            1st         2nd         3rd           4th           5th           6th          
1                                  0+1         -              -             -              -              -              
2                                  1+1         -              -             -              -              -              
3                                  2+1         -              -             -              -              -              
4                                  2+1         0+1         -             -              -              -              
5                                  2+1         1+1         -             -              -              -              
6                                  3+1         1+1         -             -              -              -              
7                                  3+1         1+1         -             -              -              -              
8                                  3+1         2+1         0+1        -              -              -              
9                                  4+1         2+1         1+1        -              -              -              
10                                4+1         2+1         1+1         -              -              -             
11                                4+1         3+1         1+1         0+1         -              -              
12                                5+1         3+1         2+1         1+1         -              -              
13                                5+1         3+1         2+1         1+1         -              -              
14                                5+1         4+1         2+1         1+1         -              -              
15                                6+1         4+1         3+1         1+1         0+1         -             
16                                6+1         4+1         3+1         2+1         1+1         -              
17                                6+1         5+1         3+1         2+1         1+1         -              
18                                7+1         5+1         4+1         2+1         1+1         -              
19                                7+1         5+1         4+1         3+1         2+1         0+1        
20                                7+1         6+1         4+1         3+1         2+1         1+1         

                                              Maximum Number of Active
Hexblade Level                      Effects on Hexblade Weapon
1                                                             1
2                                                             1
3                                                             1
4                                                             1
5                                                             1
6                                                             2
7                                                             2
8                                                             2
9                                                             2
10                                                           2
11                                                           2
12                                                           3
13                                                           3
14                                                           3
15                                                           3
16                                                           3
17                                                           3
18                                                           4
19                                                           4
20                                                           4


 

Hexblade Spell List: (Note: This list may include spells from Unearthed Arcana; spells in Bold are new)

1st Level:
Arcane Imbuement,  Cantrips (any), Dancing Lights, Detect Magic, Identify , Imbued Alignment , Jump, Light, Mending, Minor Imbuement, Read Magic, Shield, Spider Climb, True Strike, Unseen Servant

2nd Level:
Elemental Blade, Hexblade’s Defense, Locate Object, Mirror Image, Pyrotechnics, Scare, Shatter, Strength

3rd Level:
Bane Weapon, Blink, Dispel Magic, Fly, Haste, Hexblade’s Luck, Protection from Normal Missiles, Paralyzing Strike, Slow

4th Level:
Blood Drinker, Dimension Door, Enchanted Weapon, Fear, Fire Shield, Minor Globe of Invulnerability, Shout, Stoneskin, Ultravision

5th Level:
Distance Distortion, Holy/Unholy Blade, Passwall, Telekinesis, Teleport, Wounding Blade

6th Level:
Antimagic Shell, Blade Barrier*, Guards and Wards, Globe of Invulnerability, Iron Body, Mage’s Sword, Mordenkainen’s Sword**

*Same as the 6th level cleric spell
**Same as the 7th level magic-user spell

Hexblade Progression

Hexblade Apprentice:
   All hexblades are considered apprentices at 1st level, and as such are expected to defer to or show respect toward hexblades of greater skill (and thus higher level).

Hexblade Acolytes:
   A hexblade initiate who reaches 4th level is eligible to attain the rank of acolyte. He must have demonstrated an act of servitude to the credo of his specific order or mentor (which can vary; an evil order may require that he have slain an honest man; a benevolent branch may require that he saved an innocent under threat of harm). Hexblades who eschew titles are considered a form of ronin.  

Hexblade Adepts:
   After 7th level a hexblade apprentice may elect to become an adept. Adepts may take on apprentices but are not required to do so.

Hexblade Masters:
    Hexblades who reach level 10 may graduate from adept rank to master rank. A Hexblade master must have earned a reputation for himself; if his name is known and either feared or respected by a noted ruler or leader of the land, such that the other senior masters of the order feel his reputation is engrained, then he may be entertained for membership at his highest rank. He must then commit one truly great deed, worthy of the skalds to sing about, such as slaying a hydra or dragon, liberating an oppressed kingdom, slaying a corrupt king, or even conquering his own domain. The task may depend on the ethical skew of the hexblade himself. At this level, however, it is his demonstrable proficiency and efficiency, not his ethical leanings, that are most important.
   Should the hexblade attain the rank of master, he is required to take on a new apprentice to teach his skills to if he has not done so already. This apprentice will be a 1st level hexblade, of the following race (D10): 1-5 human, 6-7 half-elf, 8 elf, 9, half orc, 10 gnome.
   Hexblade ronin who reach level 12 are unofficially called “silent masters” by other ordered hexblades. Some hexblades seek out these silent masters as they are often known to have spells and secrets unknown to the regular hexblade orders.
   By 12th level the hexblade master or ronin has gained such a formidable reputation that he or she gains a body of dedicated followers. There is a 50% chance that there will be 2D12 hexblades (of levels 1D4) in this group, otherwise roll on the fighter followers table for a leader and unit (see DMG). At each level thereafter there is a 35% chance the hexblade gains an additional 1D4 hexblade followers as above.

Hexblade Artifacts

Tome of the Fey Courts
   Although the Tome of the Hexblade is the grimoire of study for the order, there are rumors of an older tome, written in the lost history of the Fey Court by the elven prince Aritroskis, which contains even more potent secrets. Such a tome is a coveted prize for a dedicated Hexblade, for it contains the secrets of teleportation. This tome include the Teleport spell, which any hexblade can learn from studying this tome. It also contains Teleport Without Error and Vanish. The wielder of this tome can cast any combination of these three spells once per day by using the tome.

Adamantine Hexblades:
   A weapon crafted of adamantine is impervious to harm, or so it is said. Furthermore, it is said to weigh less and be more nimble in one’s hands. Adamantine is a natural superior metal but functions for purposes of bypassing magical resistance as if it were a +1 weapon. An enchanted adamantine blade acts as if it were +1 better on its enchantment for purposes of determing its ability to bypass magic resistance (see DMG chart on page 75). Thus, a +2 adamantine long sword would function as a +3 weapon for purposes of bypassing damage.  

The Hand of Zoromast
   There are rumors of this infernal talisman, a mummified hand capped in a gold clasp and chain from the first and most legendary hexblade of a lost era. Rumor has it that a hexblade who wears the Hand of Zoromast around his neck will gain even more impressive fighting talent and a closer bond with his blade. The stories also suggest that Zoromast’s spirit will attempt to possess the wielder, but that a sufficiently strong-willed hexblade can defeat the spirit and tame it to his use.
   An ordinary man wearing the Hand will feel nothing, though the spirit may seek to possess him. A hexblade immediately notices that he treats his caster level as 1 higher as a result of wearing the hand (for purposes of spell casting). In addition, he discovers that he now innately knows the hexblade spell Arcane Imbuement and may cast it once per day for free through the talisman. If he removes the Hand, knowledge of the spell also evaporates.
   While worn, the Hand’s spirit will emerge and try to possess the bearer. Zoromast’s spirit is a malevolent ancestral spirit, a spectre (HP 58, MM page 89) with one special property: the spectral spirit can seek to possess a target instead of energy draining it; each possession attempt works in place of energy drain, and if it hits the spirit deals 1D6 INT damage. When the target reaches 0 INT the spectre can immediately enter his or her body and take possession. At this point the INT of the character is restored to normal, and the victim is otherwise back to normal, albeit with a permanent +1 attack and damage bonus when wielding any sword, and a keen knowledge of ancient history (an INT check may be made to recall historical events). However, while possessed the bearer develops a very evil and self-serving disposition, and tends to call himself Zoromast a lot.
   The artifact will be destroyed should Zoromast’s spirit ever be exorcised or destroyed. Under normal circumstances if his spirit is destroyed by mundane or lesser magical means his essence will return to the hand and he will recover his strength in 2D6 weeks. A spell of 7th level or greater may permanently banish him at the DM’s discretion.


Notes on Hexblade Weapons and Spells

A Note on the Material Component: All hexblade spells below require the bonded hexblade weapon as the material component. Without the hexblade’s bonded weapon in hand, these spells can’t be cast.

Imbuing Hexblade Bonded Weapons: Most hexblade spell effects stack, but there is a limit to what a weapon can take. If an imbuement collectively adds up to a modifier of 5 or better then new imbuements will overwrite old imbuements (the hexblade decides which effect is released). If the spell effect is not a point value increase (such as with arcane imbuement or hexblade’s defense) then the weapon can sustain 1 effect for every 6th level of the hexblade. Thus, a level 1 hexblade could maintain 1 active effect, a level 6 hexblade can sustain two effects, a level 12 hexblade can get 3 and a level 18 hexblade can manage 4.

Example 1: a level 13 hexblade casting hexblade’s defense on his weapon which already has an arcane imbuement of +4 can choose to gain +1 to AC or he can get his full +4 bonus but in doing so it overwrites the arcane imbuement (as it was already +4 and he can only reduce it at time of casting).

Example 2: A 15th level hexblade could cast Arcane Imbuement at +2, then hexblade’s defense at +3, then layering bane weapon, elemental blade and blood drinker for three active effects. 

Example 3: A 3rd level hexblade casts Arcane Imbuement for a +1 modifier, then True Strike for his one effect.

   All spells that follow include a descriptor indicating if they are an effect, imbuement, or neither for purposes of managing  the limits of hexblade casting.

New Hexblade Spells

ARCANE IMBUEMENT, Hexblade 1 (imbuement)
Casting Time 1 turn, Range touch (hexblade weapon only), Duration 1 hour/2 levels, Save none, Comp V, S, M
   The hexblade imbues his chosen weapon with magical force, making it a +1 magical weapon for the duration of the spell. This weapon gains an additional +1 magical imbuement for every five levels thereafter, so it is a +2 weapon at level 6, +3 at level 11, +4 at level 16, and +5 at level 21. The hexblade may choose to cast the spell up to his maximum ability, or less as needed. This spell only function on the bonded hexblade weapon of the caster, and to imbue other weapons with enchantment the hexblade must learn Enchanted Weapon.

BANE WEAPON, Hexblade 3 (effect)
Casting Time 1 phase, Range touch, Duration 1 round/level, Save none, Comp V, S, M
   The hexblade imbues his weapon with potent energy against one type of target. Choose one enemy type for the duration of the effect (i.e. orcs, humans, elves, dragons). For the duration of the spell the weapon acts as a Bane weapon of +1 against that target, dealing a base of +1 to attack and damage against all foes and an additional 1D6 damage against the chosen bane type. The weapon improves with every four additional levels of the hexblade; at level 12 it is a +2 weapon; at level 16 it is +3, at level 20 it is +4 and at level 24 it is +5.

BLOOD DRINKER, Hexblade 4 (effect)
Casting Time 1 phase, Range self, Duration special, Save negates, Comp V, S, M
   Your weapon is imbued with vampiric qualities. Your next weapon attack deals its usual damage plus 1D4 damage per three hexblade levels. You heal yourself for damage equal to the total damage dealt to your target. If you miss your target you do not lose this spell, and it remains in effect until you make a successful strike. This spell fails against nonliving or animated targets and is lost.

ELEMENTAL BLADE, Hexblade 2 (effect)
Casting Time 1 round, Range touch to weapon, Duration 1 minute/level, Save none, Comp V, S, M
   This spell imbues a weapon with elemental force (choose one of fire, cold, acid, electricity) and deals an additional 1D6 damage on a strike of that damage type. For every five additional hexblade levels the damage increases by 1D6 (so at level 9 it deals 2D6, at level 14 3D6, and at level 19 4D6).

HEXBLADE’S DEFENSE, Hexblade 2 (imbuement)
Casting Time 1 round, Range personal hexblade, Duration 1 hour/3 levels, Save none, Comp V, S, M
   The hexblade imbues his weapon with the power of arcane defense. While wielding the weapon the hexblade gains a +1 bonus to armor class for every 3 levels of the hexblade (thus +1 to AC at level 3, +2 at level 6, +3 at level 9, +4 at level 12 and a maximum of +5 at level 15), and he may choose the value of the bonus up to his limit.

HEXBLADE’S LUCK, Hexblade 3 (effect)
Casting Time 1 round, Range personal hexblade, Duration 1 minute/level, Save none, Comp V, S, M
   The hexblade imparts a bit of luck into his blade. For the duration of the spell the hexblade may add the weapon’s magical bonus (even one which is imbued by another enhancement spell) to any saving throws he makes.

HOLY/UNHOLY BLADE, Hexblade 5 (effect)
Casting Time 1 phase, Range personal hexblade, Duration 1 minute/level, Save none, Comp V, S, M
   This spell imbues the hexblade’s weapon with holy (good) or unholy (evil) force according to the alignment of the caster. The weapon will now deals double damage against foes of opposite alignment for the duration of the effect, and imbues the hexblade with spell resistance of 5 times the hexblade level against incoming magic (this effect is lost if the hexblade drops the weapon).

IMBUED ALIGNMENT, Hexblade 2 (effect)
Casting Time 1 phase, Range touch, Duration 1 minute/level, Save none, Comp V, S, M
   This spell imbues the weapon with the lawful or chaotic alignment of its user. Once aligned, it deals additional 1D6 damage per strike to targets of opposite alignment. If the weapon is dropped by the user and then grabbed by another character, if that wielder’s alignment is opposite the imbuement then the weapon will deal 1D6 damage to the user per combat round of use until the spell wears off. The weapon never deals additional damage to neutral targets.

IRON BODY, Hexblade 6
Casting Time 1 round, Range personal, Duration 1 minute/level, Save none Comp V, S, M
   This spell transforms your body into living iron, which grants you several powerful resistances and abilities.
   You gain damage resistance as if you were immune to attacks from all weapons except those of +3 or better and adamantine weapons. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds. However, you also become vulnerable to all special attacks that affect iron golems.
   You are treated as having an 18/00 Strength, but you take a -6 penalty to Dexterity as well (which may affect your reaction modifier) to a minimum of 1 Dex, and your speed is reduced to half normal. Any efforts as spell casting while in this form have a 50% chance of failure, and abilities to swim and climb are impaired just as if you were clad in full plate armor. You cannot drink (and thus can’t use potions) or play wind instruments.
   Your unarmed attacks deal damage equal to a club, and you are considered armed when making unarmed attacks.
Your weight increases by a factor of ten, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean—at least until the spell duration expires.

MAGE’S SWORD, Level 6 Hexblade
Casting Time 1 round, Range 50 ft, Duration 1 minute/level, Save none, Comp V, S, M
   This spell brings into being a shimmering, sword-like plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to a 15th level fighter. As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3 points of force damage.
   The sword always strikes from your direction. If the sword goes beyond the spell range from you, if it goes out of your sight, or if you are not directing it, the sword returns to you and hovers.
   Each round after the first, you can choose to switch the sword to a new target. If you do not, the sword continues to attack the previous round’s target.
   The sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. The sword’s AC is 7.
    If an attacked creature has spell resistance, the resistance is checked the first time Mage’s sword strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell.

MINOR IMBUEMENT, Hexblade 1 (imbuement)
Casting Time 1 phase, Range weapon wielded, Duration see below, Save none, Comp V, M
   You gain a +1 bonus to damage and attack rolls with your next melee or ranged attack. This spell will dissipate after 10 rounds if not used and is recovered in the hexblade’s memory. The effects of this can be combined with other hexblade effects (like arcane imbuement).

PARALYZING STRIKE, Hexblade 3 (effect)
Casting Time 1 phase, Range weapon wielded, Duration 1 round/level, Save negates, Comp V, S, M
    The hexblade imbues his weapon with paralyzing force. The next successful strike against a target imparts paralysis for one round per level of the hexblade. The save vs. this spell effect is against paralysis.

TRUE STRIKE, Hexblade 1 (effect)
Casting Time 1 phase, Range weapon wielded, Duration see below, Save none, Comp V, M
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 attack bonus.

WOUNDING BLADE, Hexblade 5 (effect)
Casting Time 1 phase, Range personal hexblade, Duration 1 minute/level, Save negates, Comp V, S, M
   For the duration of this spell, the hexblade imbues his weapon with the power to cause unstoppable bleeding in his foes’ wounds. A wounded foe hit with this weapon takes 1D6 points of bleeding damage per combat round in addition to the usual damage of the weapon. If the creature fails a saving roll vs. death when struck by this effect, it will continue to bleed until it can receive magical healing from a spell of 5th level or greater to stop the blood loss. A creature which makes its save will take bleeding damage for 1D6 rounds. This power does not work on creatures which do not bleed.

Mage’s Sword, True Strike and Iron Body adapted from the D20 SRD at: http://www.d20srd.org/indexes/spells.htm