Thursday, September 20, 2012

Barbaric Math

After a two week delay, I have finally had enough peace of mind to do some party math.

The players received 315 gold pieces each.  Filling in the fog of the map doesn't pay much.

Because the experience points was split three ways between the survivors, the exp is 143.  Kind of measly but dungeoning ain't easy.


Monday, September 10, 2012

Axe-Boots of Door Kicking

Often found in the occasional Dwarven tomb buried with those warriors who subscribed to this unusual fashion trend, Axe-boots of Door Kicking are a rather garish accessory designed for those who have a particular loathing for wooden doors of all types. Though not often prone to dancing, the dwarves of the Diggerbollox clan at one point developed a peculiar type of partner dance using these axe-boots that required a modicum of grace and skill in order not to prove fatal for bystanders.




In Basic D&D, it requires a 1 or 2 rolled on a d6 to force open a stuck door (which tends to be most of them). Wearing Axe-Boots automatically increases that chance to 1 through 4, strength bonuses/penalties applying (though still no greater than 1-5). What's more, the door is destroyed and no longer prevents passage until repaired, making for easier flight from the dungeon if needed (though also easier for those chasing).

However, on a 6, the kicking character does not in fact manage to break the door, and their boot is stuck at kicking level, making things awkward, especially if a creature, hearing something, decides to open it from the other side. It takes a least a round to pull the foot free from the door.

Other disadvantages to wearing Axe-Boots might be easy trackability, slower speed, occasionally challenged to dwarven dance-offs, and the potential for inadvertant haircuts or decapitations when the Axe-Boot wearer is drunkenly swinging from chandeliers.

If a pair of Axe-Boots are found, there is a chance they are magical, consult the chart below:

  1. A normal, mundane pair of Axe-Boots.
  2. A normal pair of Axe-Boots, except with heels.
  3. These Axe-Boots are fucking fabulous.
  4. These Platform Axe-Boots add 6 inches of height to the wearer, as well as increased pimpitude.
  5. The rare alternate, a pair of Hammer-Boots. Wearer can always be heard coming on all but the softest ground, but Hammer-Boots work on stone doors as well as wooden.
  6. These Axe-Boots are specially engineered for groin kicks and can be used as a 1d6-damaging weapon if a week is spent practicing with them, doing triple damage on criticals against sensitive-groin-possessing enemies.
  7. These Axe-Boots have a minor enchantment to enhance the dancing of the wearer - Any dancing they perform will be of such consummate skill as to impress all observers, however there is a 10% chance that any combat will be interpreted by the boots as an excuse to start dancing.
  8. These Axe-Boots work as +1 weapons, as listed as above, and are considered highly valuable.
  9. If worn by a non-dwarf, these cursed Axe-Boots cannot be taken off, and unless remove Curse is cast, in one week the wearer will gradually turn into a dwarf with an overwhelming hatred of all wooden doors everywhere. If worn by a dwarf, they function as regular +1 Axe-Boots.
  10. Axe-Boots of Portalmancy. There is a 5% chance that these Axe-Boots, when destroying a door, opens a 2-way teleportation portal (on a 1-2) to the entrance of the dungeon, (on a 3-4) to the nearest town or city, (on a 5) to a random door on the next level of the dungeon, if there is one, (on a 6) directly to the most powerful creature in the dungeon, though surprise chance is doubled. The portal lasts for one hour.