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# 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.
- Lindwyrm: a small labyrinth game © 2024 by E. A. Bisson is licensed under CC BY-SA 4.0.
- Lindwyrm Lockbox: some small additions © 2024 by E. A. Bisson is licensed under CC BY-SA 4.0.
To view a copy of this license, visit
http://creativecommons.org/licenses/by-sa/4.0/
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