Sunday 28 May 2017

Hosting a Guest.


So I'm running a group of four players through the Temple of Elemental Evil and the party had just returned from their first visit to the Moathouse after clearing the Bandits. I was prepared for some role play in the town a relaxed debrief session. Rest equip and prepare for the return to the Moathouse.  So hadn't really prepped much, as Hommlet is fully prepped.

Then I get a message my friend Callum is visiting and has never played D&D before and would like to play for a single session.  I wasn't happy that what I had planned this was the ideal session for a new player to join, it was too low key. Really I needed something a little more exciting and action packed. Something simple, with a linear progression.

Now over the years I have has some experience with having to assemble a game at very short notice, such as those occasions where one player inexplicably didn't show. It's a simple job to grab a piece of Graph paper, choose a monster of the week and design a lair. Usually, you might have a theme, Haunted House, Goblin lair. So for one reason or another I have run these sessions, even a solo session with just 1 player at far less notice.

I also had very little time to prepare, but more than enough. I needed a Dungeon for one night only. Something that would slot right into the campaign and not be jarring.

This is what I came up with.

Map of the Castle at Hommlet.



Play map of the Bailey.


Barrow of the King.



My notes were rough and I didn't have time to detail all the rooms like I would have liked to. So here they are unaltered.

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Barrow of the King.

Plot the new castle is being built on the highest point in Hommlett. The Bailey has been built on what is assumed to be the remains of an iron age hill fort. It is in reality a barrow. The Barrow is a stepped pyramid, that has been covered by tons of earth. Whilst constructing a well for the Bailey the builders encountered stone digging through the stone and part of the well collapsed beneath them.
From the top it appears that part of the walls of the well have collapsed and the miners are trapped at the bottom. Initially, they need someone small enough to fit in the well and ask the Halfling for help. Going down he will find the hidden chamber.

Within the complex, there are 8 outer rooms each with a set of Guardians.

Each will have two doors the final chamber will have a door leading to the middle chamber.

Inside is a skeletal snake, this is an animated object and not undead. It has a poison attack.

Ash Chamber

Between Fire and earth, the room is filled with ash. There are tables and chairs in the room carves from charcoal. Charcol and burned wood decorate the room with delicate leaves burned in forest fires their skeletons attached to the branches. Burned offerings, of bread, fruit and meat carbonized or comprised of ash decorate the burned table. Men rise from their seats, constructed out of the powdery substance but quite solid. The y appear to take damage like real people and bleed ash. They have the stats of armoured skeletons. They appear to look like druids and have olive garlands in their hair.

They are especially vulnerable to water, although not undead, holy water will damage them, but so will normal water.  Their touch drains water from their subjects.

Ashmen. 6 These have killed the miners.
hp 18 (0d12+1d12+1d12), Skeletal CR 1 XP 400, Any Medium Humanoid (Undead) Undead traits
Init +7 Speed 20 AC 19, Touch 12, flat footed 17 ( Shield, light wooden)
(+2 Dex, +5 Natural +2 Armor)
Melee Base Attack 1 Grapple 3, Single Attack Longsword +3 (1d8+3/19-20) Full Attack Desiccating touch +3 (1d8+3/19-20); Space 5ft.; Reach 5
SA , SQ Damage reduction 5/bludeoning, Darkvision 60, Immunity to cold, Undead traits
Fort +0, Ref +3, Will +4,
Str 14, Dex 17, Con 0, Int 0, Wis 10, Cha 1
Skills Feats: Weapon Finesse, Improved Initiative, Martial Weap Prof, Shield Proficiency, Simple Weapon Proficiency; Languages Common.


Earth Chamber.

The room has painted murals and intricate mosaics, these contain Glypsh that animate the wooden statues and stone statues. The wooden statues have the stats of small and Medium animated objects and hardness 5, vulnerable to fire. They guard a chest that is a small mimic. The small wooden statue is of a Satyr. Half man half goat, he plays pan pipes and those that hear the tune must save DC 12 join him dancing behind him, those he does not charm he attacks as he passes them leading the others who dance behind him as he leads them around the chamber.

The other is a wooden stature of the green man, he looks like a tree and his face is made out of vines and carved leaves. His hands are clawed and he hits as if using a longsword.

There is a chest in the corner of the room that seems incongruous. It appears to be growing out of the roots of a tree carved into the wall as part of the woodland scene.

Wooden Satyr Statue.
Animated Object, small hp 15 (1d10+10), CR 1 XP 400, Neutral Small Construct Construct traits
Init +1 Speed 40, Improved speed Normal 30ft, legs 40ft, multiple legs 50ft, wheels 70ft AC 14, Touch 12, flat footed 13 ( No Armour, Shield, none)
(+1 Dex, +2 Natural, +1 size)
Melee Base Attack 0 Grapple -4, Single Attack Slam +1 (1d4) Full Attack Slam +1 (1d4); Space 5ft.; Reach 5
SA Blindness If sheet like can wrap around head on a successful grapple, Constrict Deals slam damage +1.5 times STR bonus on a successful grapple, Constrict If object is flexible e.g. rope, SQ Construct traits, Damage reduction Has a Hardness of the object animated, Darkvision 60, Improved speed Normal 30ft, legs 40ft, multiple legs 50ft, wheels 70ft, Low-light Vision
Fort +0, Ref +1, Will -5,
Str 10, Dex 12, Con 0, Int 0, Wis 1, Cha 1
Skills Feats: Languages None

Green Man.
Animated Object, medium hp 31 (2d10+20), CR 2 XP 600, Neutral Medium Construct Construct traits
Init 0 Speed 40, Improved speed Normal 30ft, legs 40ft, multiple legs 50ft, wheels 70ft AC 14, Touch 10, flat footed 14 ( No Armour, Shield, none)
(+4 Natural)
Melee Base Attack 1 Grapple 2, Single Attack Slam +2 (1d6+1) Full Attack Slam +2 (1d6+1); Space 5ft.; Reach 5
SA Blindness If sheet like can wrap around head on a successful grapple, Constrict Deals slam damage +1.5 times STR bonus on a successful grapple, Constrict If object is flexible e.g. rope, SQ Construct traits, Damage reduction Has a Hardness of the object animated, Darkvision 60, Improved speed Normal 30ft, legs 40ft, multiple legs 50ft, wheels 70ft, Low-light Vision
Fort +0, Ref +0, Will -5,
Str 12, Dex 10, Con 0, Int 0, Wis 1, Cha 1
Skills Feats: Languages None

Mimic.
Appears to be a small chest. When opened, it attempts to swallow whole its victim. It has hundreds of tiny legs and can move. It shoots Darts from its lid.
hp 11 (0d8+1d10+1), CR 1 XP 400, Chaotic Evil Medium Humanoid
Init +2 Speed 30 AC 15, Touch 12, flat footed 13 ( Studded Leather, Shield, none)
(+2 Dex, +3 armor)
Melee Base Attack 1 Grapple 5, Single Attack Falchion +5 (2d4+6/18-20) or Javelin +4 (1d6+4)
Full Attack Bite +5 (2d4+6/18-20) or Javelin +4 (1d6+4) range 30; Space 5ft.; Reach 5
SA Swallow whole, it begins a grapple with a creature with its tongue and pulls it in, SQ Darkvision 60, Sensitivity to Light dazzled in bright sunlight, hardness 3
Fort +3, Ref +2, Will -1,
Str 18, Dex 15, Con 13, Int 10, Wis 9, Cha 7
Skills Climb 5, Intimidate 0, Jump 5, Listen -1, Ride 2, Spot -1, Swim 4 Feats: Point Blank Shot, Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Martial Weap Prof, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus(Ranged); Languages Common.


Mud Chamber.

The floor is coated in a thick layer of Mud, it is sticky and slows your speed.

Mud Creature. hp 21 (0d12+1d12+1d12+3), Zombie Template CR 1 XP 400, Chaotic Evil Medium Humanoid (Undead) Undead traits
Init +1 Speed 30 AC 15, Touch 11, flat footed 14 ( Studded Leather, Shield, none)
(+1 Dex, +1 Natural, +3 armor)
Melee Base Attack 1 Grapple 6, Single Attack Slam +6 (2d4+7/18-20) or throw mud ball +2 (1d6+5)
Full Attack slam +6 (2d4+7/18-20) or throw mud ball +2 (1d6+5) range 30; Space 5ft.; Reach 5
SA , SQ Damage reduction 5/Slashing, Darkvision, Staggered (Ex) Can only take a partial action (attack or move), Undead traits
Fort +0, Ref +1, Will +4,
Str 20, Dex 13, Con 0, Int 0, Wis 10, Cha 1

Water room.

Ice covers every surface this is the woodland in winter. Snow has settled on all the trees and covers the ground.

Ice warriors.
Frozen winter chamber.
Ice Warrior level 2 (skill points 15) Heavy foot soldier
hp 11 (0d8+2d8+2), CR 1 XP 400, Any Medium Humanoid
Init 0 Speed 20 AC 15, Touch 10, flat footed 15 (+5 natural armor, Shield, none)
( +5 natural armor)
Melee Base Attack 2 Grapple 3, Single Attack Longsword +4 (1d8+1/19-20) Full Attack Freezing touch (1d8+1/19-20); Space 5ft.; Reach 5 (Cold Aura 1 point of damage to all within 5 ft)
SA Fort +4, Ref +0, Will -1,
Str 13, Dex 10, Con 12, Int 11, Wis 9, Cha 8
Skills Climb 1, Intimidate -1, Jump 1, Listen 0, Search 0, Spot -1, Swim -7 Feats: Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Martial Weap Prof, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus; Languages Common

Storm room.

A a black rain cloud floats in the center of the room giving off blue sparks. The scene as a wood land grove in storm wind and rain batter you.

hp 22 (4d8+4), CR 1 XP 400, Neutral Large Animal
Init +5 Speed 0, fly 60ft. AC 14, Touch 10, flat footed 13 ( No Armour, Shield, none)
(+1 Dex, +4 Natural, -1 size)
Melee Base Attack 3 CMB 7; CMD 18, Single Attack lightning strike +5 (1d8+4) Full Attack lightning strike +5 (1d8+4); Space 5ft.; Reach 5
SA , SQ Blind sight 30ft, Keen scent 180ft can detect blood up to a mile
Fort +7, Ref +5, Will +2,
Str 17, Dex 12, Con 13, Int 1, Wis 12, Cha 2
Skills Perception 8, Swim 3

Air room.

Illusion parcorp trail characters must find correct path. Or fall into pit.

Smoke Chamber.

Room is full of fog that limits vision to 5 ft. Vapor rats live in the fog.

Rat, Vapor
Tiny Magical Beast (Air)
Hit Dice: 2d10 (11 hp)
Initiative: +3
Speed: 30 ft (6 squares), swim 20 ft, burrow 5 ft
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple: +2/-10
Attack: Bite +7 melee (1d2-4)
Full Attack: Bite +7 melee (1d2-4)
Space/Reach: 2 ½ ft/0 ft
Special Attacks: Death throes
Special Qualities: Darkvision 60 ft, low-light vision, vapor form
Saves: Fort +3 Ref +6 Will +1
Abilities: Str 2, Dex 17, Con 10, Int 6, Wis 13, Cha 11
Skills: Balance +3, Climb +11, Hide +15, Listen +4, Move Silently +11, Spot +4, Swim +19
Feats: Alertness, Weapon Finesse (B)
Environment: Any land and underground
Organization: Solitary or pack (2-16)
Challenge Rating: ½
Treasure: None
Alignment: chaotic evil
Advancement: 3-4 HD (Tiny); 5-6 HD (Small)
Level Adjustment: ---

This is a large, gray rat. Mist seems to flow around this giant rodent inexplicably.
The vapor rat is a rodent with the ability to transform itself into harmless vapors. In that form, a vapor rat appears to be a wisp of cloudy mist that can direct its movement the same way a ship steers before the wind.
Vapor rats are quick little scavengers that can swim and burrow through loose soil to get at food. They will eat most anything, and will gladly consume garbage and carrion. Vapor rats have no concept of treasure, but may occasionally drag treasure incidentally into their lairs.
The mythical cloud islands of the cloud giants are said to contain swarms of contented vapor rats, which use their misty forms to float from cloud to cloud.
A vapor rat is about a foot long and weighs the same as a normal rat.
COMBAT
Vapor rats normally run from attackers, but if angry, cornered, or hungry enough they will scurry in to deliver their sharp bites. If wounded or seriously threatened, a vapor rat will assume its vapor form to escape. When killed, a vapor rat gives off a puff of noxious fumes, so the best tactic is to slay these beasts from a distance.
Death Throes (Ex): When a vapor rat is killed, its body creates a gaseous release of noxious fumes that affects a single 5-foot cube in any square within 10 feet of the vapor rat for one round. This affect is always aimed towards the creature that killed the rat. Any creature in that square or who enters that square while the effect is active becomes nauseated for 1d4+1 rounds (Fort DC 11 to negate). The save DC is Constitution-based.
Vapor Form (Su): Most of the time a vapor rat is solid, but at will it can assume a vapor form. It can switch forms once per round as a free action. A vapor rat in vapor form can fly at a speed of 10 feet (perfect). The ability is otherwise similar to a gaseous form spell.
Skills: Vapor rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A vapor rat can always choose to take 10 on Climb checks, even if rushed or threatened.
A vapor rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks.
A vapor rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.


Fire Chamber.

Fire Boar hp 25 (3d8+9+3), CR 2 XP 600, Neutral Medium Animal
Init 0 Speed 40 AC 16, Touch 10, flat footed 16 ( No Armour, Shield, none)
(+6 Natural)
Melee Base Attack 2 Grapple 4, Single Attack Fire +4 (1d8+3) Full Attack Gore +4 (1d8+3); Space 5ft.; Reach 5
SA , SQ Ferocity Can attack while disabled or dying, Low-light Vision, Scent
Fort +6, Ref +3, Will +2,
Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4
Skills Listen 7, Spot 5 Feats: Alertness, Toughness;



NECROPHIDIUS
The soft scrape of bone reveals the long, sinuous skeleton of a large snake, its head a humanoid skull with a snake's jaws.
CR 3
XP 800
N Medium construct
Init +3; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 36 (3d10+20)
Fort +1, Ref +4, Will +1
DR 5/bludgeoning; Immune construct traits
OFFENSE
Speed 30 ft.
Melee bite +6 (1d8+4 plus paralysis)
Special Attacks dance of death
STATISTICS
Str 16, Dex 17, Con —, Int —, Wis 11, Cha 1
Base Atk +3; CMB +6; CMD 19 (can't be tripped)
Skills Stealth +15; Racial Modifiers
+12 Stealth
ECOLOGY
Environment any
Organization solitary or coil (2–6)
Treasure none
SPECIAL ABILITIES
Dance of Death (Ex) A necrophidius can entrance opponents by swaying back and forth as a full-round action. All creatures within 30 feet who can see the necrophidius when it uses its dance of death must succeed on a DC 15 Will save or be dazed for 2d4 rounds. This is a mind-affecting effect. The save DC is Constitution-based and includes a +4 racial bonus.
Paralysis (Su) Any living creature that is bitten by a necrophidius must succeed on a DC 13 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Constitution-based and includes a +2 racial bonus.
Despite its sinister appearance, the snake-like necrophidius is not an undead creature. Rather, it is a magical construct built from the skeleton of a giant snake and then mounted with the skull of a humanoid creature. Fangs are cemented into the jaws of the skull, after which the entire creation can be brought to life by a series of obscure and expensive rituals—these rituals are traditionally well guarded by those who discover them.
As a mindless construct that requires neither food nor sleep, a necrophidius makes an excellent guardian, and its innate stealth allows it to slip up on the unwary undetected. In certain areas, the necrophidius is commonly employed as an assassin, able to disable its quarries with its dance of death or paralyzing bite before disposing of them in a gruesome manner—as long as the assassination doesn't require any particular intelligence to carry out. Particularly macabre creators might even construct the creature from the skull of a friend or loved one of the intended victim in order to magnify the horror of the assassination, leaving much of the flesh on the skull so the victim can recognize its source. This flesh rots eventually—only freshly crafted necrophidiuses have this grisly feature (although regular applications of gentle repose spells can keep such a morbid decoration fresh for a much longer period of time).
Although a necrophidius is mindless, it can follow the simple commands of its creator. These can include commands to lie dormant until some specific condition is met or to follow and kill an indicated target to the exclusion of all other activities.
A typical necrophidius is 10 feet long and weighs 200 pounds.
Construction
A necrophidius's body consists of a human skull and the skeletal remains of a constrictor snake, all treated with rare oils and powders worth 1,000 gp.
NECROPHIDIUS
CL 10th; Price 7,500 gp
CONSTRUCTION
Requirements Craft Construct, cat's grace, daze monster, geas/quest, ghoul touch, creator must be caster level 7th; SkillCraft (sculpture) or Heal DC 15; Cost 4,250 gp

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Running the dungeon.


These notes were sufficient for me to run the game.Very simple and linear, a set of nine rooms, each with a guardian that attacks as soon as you enter the room. Keys in each corner allow entry to the central room.  Meaning they had to visit all nine rooms. It was very contrived and artificial, so breaks many of my own personal rules of dungeon craft.

Don't railroad the characters.
Creatures don't sit in their room and wait to be attacked.
Creatures don't always fight to the death and last man standing
Where are the latrines, bedrooms, kitchen and exits.

The Dungeon explored the themes of the four elements that I was building into the campaign, most of the flavor text I kept in my head. The basis of which was that each of the corner rooms was one of the four elements. With the intermediate rooms being halfway points. Each was a woodland scene, and as well as elements the scene progressed through seasons.

I populated the dungeon with magical constructs of various kinds, I simply grabbed the stats of level appropriate creatures and renamed them.  The Ashmen were just normal human warriors, their attack their normal weapon damage, but as a touch that desiccates. Mudnen Zombies with a ranged touch attack as they threw mud. the cloud a shark, with it's bite re-purposed as a lightning bolt.

It's a very old trick, to take the stats for one creature and convert them to another changing a few details such as special attacks, the name and the flavor text.

I did make most of the creatures attacks touch attacks or ranged touch attacks, which made them more effective against armored foes.  It was a a party of 5 level 3 characters, Mage, Cleric, Rogue, Fighter/Monk and Barbarian.  So it was quite full on and they began to be depleted halfway through.

The key to the whole thing and it took them a while to realize it, was they could take as long as they liked. Each room became benign as they cleared its guardians, they could stroll back to the rope climb up and they were home. So I allowed them, to retire go back to their beds rest up heal and eat and return to where they left off.
 
They enjoyed this dungeon immensely, especially the Ashmen. Who they discovered were very vulnerable to water being composed entirely of ash. 

There was a debrief for the next session, which I hope gives you a taste of the flavor of my campaign.

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Debrief.



Report on the findings of the small council of Hommlett, at the mound of the King.
To his Lordship the Viscount of Verbobonc.

Word of the discovery of the barrow of the king has already reached you this is the full initial report from, the Small council of Hommlett, myself Grandmage Burne, Canon Trejon of the Temple of St Cuthbert, Jaroo Ashstaff Druid of the grove in Homlett.

We are loath to open the caskets found in the chamber, due to portentous, inscriptions on the walls and door of the inner chamber. Stating the king but sleeps awaiting the hour of the kingdom’s greatest need. We feel further study is required of the writings and artefacts contained within, before proceeding further.

However, there is some large fortune in gold, silver and platinum, and other treasure, in the chamber, on land already ceded by the village to the Viscount.  A reward for its recovery on the Vicount’s land has already been made. To those who discovered it. The bulk of the treasure will go to hasten the construction of the castle alleviate the cost of building. Which will also reduce the subsequent local taxation the would have ensued in course. With a tithe of 10% both to the church and to the village administered by Grand Druid Jaroo Ashstaff. With respect to the latter due to the apparent Druidic nature of the site and his invaluable advice pertaining to its secrets that he is not oathbound to keep, but in good faith has sworn to keep the pact of secrecy of this council.
We will each give our individual reports.




Druid Jaroo Ashstaff’s report.

The site is comprised of nine square rooms of equal size. Eight are arrayed around a central room which appears to be the fabled king’s final resting place. Where the legend is that he and his queen are just resting, and will return at the hour of the Kingdoms greatest need.

However, the viscount should not worry concerning a potential usurper, as king with a lowercase K is not the same as the title of King with an upper case K, that we have now in modern nobility.  A king may be chosen and inferred with power for a certain length of time before being sacrificed at the solstice for instance. He may be a mighty warrior of hero or renown. He may be a spell caster.  But certainly, not royal as we would know it. The people were ruled by chieftain’s who held family ties, but kings did not rule, but were considered above the rule of Chieftain’s due to their power and prestige and were outside the law.

Other such barrows found and violated have been known to be cursed places and the kings therein have been barrow wrights. Usually, these are much simpler affairs containing a single central chamber and a single passage to the ground. These tombs being built like wombs, with the mound the belly of the mother and the passage the canal where the newborn is delivered.
So, although they represent death cults and all that is horrible about this, they also represent rebirth and reincarnation. The Grave goods that attract treasure hunters and plunderers are gathered to provide for this second life.

Such sites predate the Flann migrations south, and the mound builder’s workings can be seen as far east as the aptly named Cairn hills to the Lorridges at the most Northern point the Stark mounds to the furthest east to the tors to the furthest south.

My Elven friends tell me they predate, even their arrival in the south west, but they could find no trace of the builders or any cities they may have had. Although they had collected their wisdom and deciphered their writings, as they shared a common symbolic language, which with elven and druidic symbols now forms the basis or the arcane language of Mages.
The Flan and the Druids who venerate the old gods, a trinity of Gods Beory the earth Mother, Pelor the Sun God and Rao the God of thought, have only three elements in our traditions. Beory being both earth and water and Pelor being both air and fire, while Rao being spirit, moves between them but is apart from them.

And as Druids have a preoccupation with the number three. The builders had a likewise obsession with the number four. It reoccurs in their mythology time and again. They had a common calendar, as well as a complex language and books can be found as well as all manner of art and artefacts. The tombs can be dated to this timeline, but there are few clues as to how long ago they were built. It seems that shortly before their disappearance, as completely vanish they did, there was a flurry of activity in building their tombs, the first and last separated by a century or so, something had gripped them in a mania as the number of tombs increased as time went on. And so, did their simplicity from complex, elaborate affairs, to little more than piles of rock at the conclusion.


 Their belief was that the tombs would preserve their bodies, so they could awaken at a later date and so were interred alive. It is conjectured that the escalating mania that gripped the builders was the cause of their demise. That so many resources were channelled into this death cult, so many of the great and the good entombed in their prime with their wealth and goods and even complete families buried with them. That the society self-destructed. Yet the timeline tells of increasingly hurried and desperate attempts to be buried and to preserve their life. The vast majority of tombs being built in the final years of that infernal century, whereupon the people had degenerated so far that they were turning to necromancy to preserve their mortal remains through undeath. What did they fear so much?

This barrow is the earliest found to date, it is the most complex and richly appointed. It frescos show scenes of idyllic daily life living in a sylvan wilderness, in the great forest that once covered the south western flanness.  Linking the Gnarly in the east, with the Thorn wood in the west, with the Vesve in the north with the Dreadwood in the south. As this was the domain of the builders.

The four of the chambers represent each of the four elements, Air, Water, Earth and Fire, while those that lay part way between each of the four chambers, consisted of Storm, Mud, Ash and Fog. The frescos show how they had tapped into these earthly forces, as throughout there is not a hint of Evil or Good, no demonic or celestial force or any aligned power. There are no mention of gods or outsiders in this tomb, it is as if they had no conception of the gods, or externals, or if they did, they were carefully omitted from the frescos.

The eight chambers depict forest scenes, carved on the walls are symbols and inscription, many motifs repeat time and again.



Name
Calas
Gwyar
Nwyfre
Ufel
Symbol
Earth
Water
Air
Fire
Color
Yellow
Green
Blue
Red
Direction
North
West
East
South
Season
Autumn
Winter
Spring
Summer
Time
Dusk
Midnight
Dawn
Noon
State of Matter
Solid
Liquid
Gas
Energy
Altar Symbols
Salt
Water
Incense
Lamp

I swear by all I hold sacred to keep the all that we found at this site a secret and will continue to offer whatever assistance is required of the small council as and when required.



Druid Jaroo Ashstaff of the Gove at Hommlet.

Report on the Barrow of the king by Canon Terjon.
I have forbad the opening of the caskets for fear of unleashing what may lay inside. This tomb is further evidence of the Death cult that destroyed the so called ancient builders. Many of their cairns have been penetrated over the years and all have produced foul undead creatures.

Although, there is no stench of evil discoverable in the chamber. Common sense tells us that this may all be part of some elaborate ruse. Such aura’s only linger so long and this chamber has been untouched for millennia. It is well known that evil auras do not penetrate certain materials such as lead or gold. Many a greedy fool has had their spells thwarted by such simple subterfuge. This is a tomb after all and the dead should remain undisturbed, for decency’s sake.

The outer chambers are of the most interest as their furnishings rather than being unholy, are completely mundane. They show just pastoral scenes there no people, domestic animals, buildings, or features of daily life. Yet it is another fiction, décor like landscape paintings and tells us nothing of import about the builders. Those that have the whit can see beyond the facade. Jaroo sees what he will, as this being the work of ancestral Druid’s, his own ancient kin.

From its construction and the few grave goods in the main chamber, they must have had a civilization much like our own. There is steel in the weapons in the main chamber, a cart and a warship, a woven carpet, jars of glass, fine pottery. Coins of different value, similar in size and weight as our own. The frescos that cover the walls ceilings and floors are intricate mosaics that demonstrate the work of 1000s of man hours of work by hundreds of people.

Jaroo mentions their literature, yet has nothing but praise for these degenerate people, he sees them through rose coloured glasses. He neglects to mention the content of their literature. The mind searing insanity of these works. Of the cults and degenerate remnants of their sick and twisted society. Of the undead that haunt their barrows.

Cannoness Y’day made an extensive study of their literature before her sabbatical. She reports that their literature rather than demonstrating a lack of knowledge of gods, is a litany of powerful and abhorrent creatures. Whilst their gods are not as we would recognize them, their fictional mythology appears to lack any knowledge of other planes of existence or an afterlife. Their magic or science, tapped into elemental forces, but they appear not to have a knowledge of elementals or the elemental planes.

She reported that they were xenophobic to the extreme. They spoke of mongrels and crossbreeds.  Of corrupt races mingling with humanity and twisting them. They feared the Sea to the south and the cold northern climes. They imagined great old ones and dead gods sleeping and preparing to return. Of burrowers beneath and alien creatures who lived between the stars. They spoke of the land of dreams as being a real place. Of shadows falling and a cycle of time when all the bad things would rise.


 So, insane were they, that they figured they could sleep entombed, like so many of their fictitious death cult gods, until the prophesied cycle had reset and they could emerge into the light. Their efforts in this led this unhappy people to develop necromancy as a way of extending their lives and sleeping through the ages. It became their foul legacy and blights us yet today.

Simply put they had no moral code, no laws, no common sense, no true faith and no lessons to teach us. It is best that we let the dead lay in rest and close this tomb.

I swear by all I hold sacred to keep the all that we found at this site a secret and will continue to offer whatever assistance is required of the small council as and when required.

Canon William Terjon of the Church of St Cuthbert Hommlet.




Report of Grandmage Burne.
Aside from having nothing to teach us the builders and what they left behind are the foundations of the arcane language used by all wizards today. It is wholly used although in variant forms by the clerics of Dalt and Boccob as their devotional language. With the admixture of elvish, gnome and some outsider tongues it forms the entire Arcane language of spellcasters. No word written by these ancients is not still in use today and they have yet much to teach us.

We are fortunate that this tomb was discovered on crown land and not land claimed by the clergy. That it’s mysteries can be unravelled and for what it may teach us about the enemy and they ways of the temple. Here in microcosm is perhaps a version of the same engine that is reportedly beneath the foul temple and powers it’s elemental magics.

It remains to be seen what use we may yet put this engine to in the defence of the castle and the realm. It’s existence and should remain a closely guarded secret, so as to not attract the notice of cultist spies. Only your eminence the five the penetrated the barrow and the three authors of this document know of it all have been sworn to secrecy. Not even the guards of the castle know of it.
But this is not a report on the builders and their relative merits, but on the tomb and our findings there. As stipulated above the tomb consists of nine equally sized square chambers in a grid pattern. Each chamber is roughly a 40ft cube. Eight Chambers surround the ninth burial chamber.
My initial excitement that with the druidical motif of the chambers this represented a classic alignment wheel was short lived. As true to legend the builders seem to have no concept of alignment. The chambers are beyond description in their beauty, but describe them I must.
Four corner elemental chambers are power sources, the builders did not cast spells as we know them but wove magic into the structure of their items and buildings. They were able to split matter into its components, creating nodes of earth, fire, air and water. The Elemental rooms are stable but bound matrixes of power. The fire room burns continually giving of light and heat and an everlasting power source that needs no fuel, yet has no reach outside the fixed boundary of the matrix. Each of the intermediate rooms is linked to two of the nodes in a sympathetic way and has its own fixed matrix. Although less dramatic than the fire room each of the others represents an equal and balanced power. The regular shape of the tomb forms a powerful and self-sustaining engine with no recourse to extra planer energy.

The inner rooms represent the intersection of each of the others, but demonstrate how their science worked by extracting elements in turn from a matrix. As long as the result contains elements in equal measure they could extract, one at a time of each element, to arrive at a power node. The mixture could never contain just two opposing elements or these would cancel out each other or otherwise become unstable. So, to arrive at a fire node they would remove, water, then each of the others in turn.

Although we did not know it at time of discovery, the tomb is a pyramid with an entrance from the top, that leads to a tenth chamber of identical dimensions built directly above the main burial chamber. This contained four doors each with a guardian, comprised of three elements, A Salamander (Fire, Earth, and water) a Basilisk (Earth, Water and Air) a Phoenix (Water, Air and Fire) and a Wyvern (Air, Fire and Earth). Defeating either one permitted access to its door.


 This entrance was buried by the ages and through happenstance, whilst digging a well for the castle the shaft circumvented this and the diggers literally fell through into the ash room. Their remains were never recovered having been rendered to ash the water and earth elements having been drawn from their bodies to place them in sympathy with the rooms elemental energies.

Heroes descended to the ash room, in each they met guardian creatures, each a part of the fabric of the room. Not really alive or undead, but constructs. For example, the Ash room built to represent the forest after a forest fire, was populated by men composed entirely of ash, these where powered by both the fire node and the air node. In each of the nodes was a chest which contained a gem, all four nodes and the intermediate rooms needed to be crossed to gather the gems. These unlocked the door of the central chamber.

Within the chamber the following items were stored. 20,000 coins of each, of copper, silver, gold and platinum. Several fine swords, shields and suits of armour as well as other weapons, all mundane but of masterwork quality in need of repair but serviceable. A magical flying rug large enough to carry four passengers. A model cart with two white oxen that when commanded grows to full size and can be loaded with passengers and goods. A similar model of a warship with crew. What we first took as wine caskets contained more items. A lantern that has an eternal flame that can produce fire, light, heat and smoke at command. A jug of water that never empties. (with this I intent to build our well to hide the entrance to the tomb) A cornucopia that produces, fresh fruit, cooked meat, bread, milk and honey and again is ever full. Finally, a box that produces Ice and keeps its contents fresh. With these the castle may withstand any siege as long as it’s walls are not penetrated.

I swear by all I hold sacred to keep the all that we found at this site a secret and will continue to offer whatever assistance is required of the small council as and when required.


Grandmage Vinious Burne of the Mages Guild of Hommlet.




Saturday 27 May 2017

Pushing Back


Converting the 1st Edition Push Spell to 3.5 Edition.


One of the problems with converting a 1st edition module, such as the Temple of Elemental Evil is that many Items, Spells and monsters were never converted to later editions, so no longer exist. I had already made a concerted effort to collect stats of as many 1e spells and creatures as I could, in preparation to running this classic 1st edition Module.

The internet is a great resource for this there are 1000s of sites and links to PDFs, and maps galore for the TOEE, but it is always an effort to find what you require, often it requires a degree of modification. Most of the maps for instance use the scale or the original, and 3.5 requires 5 ft squares for most things. Commonly the maps I found used 10ft, 20ft or even 30 ft squares, so I had to lay grids on them with varying degrees of success, so I could print them out and use them as play maps. This works well and gives the players a consistent sense of scale. My new players are young and weaned on Computer games so visuals are more important. So it enhances their experience.

So as ever, I thought I was prepared. I over prepare.  I had given the Mage access to 13 spell books authored by Mordenkainen. When he joined the Mages Guild at the Tower in Hommlet. These Tomes contained hundreds of spells. Each book having a theme. The first was Dalt's Book of Doors, which collected together spells such as Hold Portal, Knock, and ends with Gate, the second was Dalt's Book of Guardians, which was concerned with summoning and controlling guardian creatures. 

Then one book for each of the circle of Eight detailing their personal spells lifted from the Greyhawk Adventures book, with the addition of other spells of the same theme. Namely, Mordenkainen, Bigby, Drawmij, Nystul, Otiluke, Otto, Rary, Tenser & Melf. With the addition of two tomes to complete the collection, with spells that did not fit anywhere else. Spectrum a Gnomish Illusionist of mine, codified Illusions and the final Tome Evard's codified Necromancy. So, the spellbooks contained every wizard spell in the campaign, there are a lot of 3.5 spell books out there and I wanted to codify which spells made my cut and those that didn’t.

There is a treasure trove in the Moathouse that contained a scroll case, on the scroll was written three spells.  Push, Stinking Cloud and Fly. As I mentioned, I had already done considerable work to restore as many first edition spells and creatures, as I could to this campaign.

Several spells and creatures just didn't exist and weren't for various reasons converted to 3.5 e. The first level spell Push was one of these and I had completely missed it, I had included other 1e spells like Forget, but not this one. I had given the Mage in error a spell that did not exist in play and found I needed to create/convert it before the next session.

So, I went back over my research. My first port of call was the internet to see if anyone had converted it but could not find any mention of it anywhere and there have been many others that have been converted that I had already added to the spellbooks as I authored them. To add to the confusion, many of the spells were renamed when converted to 3.x editions. So, I checked it hadn’t been given a new name, I initially though it may have been changed to Gust of Wind or combined with it. But I discovered Gust of Wind had appeared in the previous edition and was largely unchanged. Why couldn't I find Push anywhere?

I found the spells original text of the spell from the 1e rulebook. The spell as written was vague and did not fit well within the 3.5 rules. May have been unpopular and too difficult to convert.

To convert it I created two documents. The first was a workbook, where I collected all I could find about the spell and my musing on the spell. The second was the Spell itself.  Both are reproduced below.

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Push Notes.

Push is a 1st edition spell, that was dropped, its scope is limited and its application is quite vague making it hard to adjudicate. It is poorly written and lacks context. So, appears contradictory. Thus, it is difficult to understand the effect that the author intended for the spell.

Most commonly it is compared to unseen servant which is a first level spell, also a conjuration summoning spell of the same level. The obvious question being what can Push do that Unseen servant can’t do better and for longer?

Below are in turn the text for the first edition Push spell and Unseen Servant spell and followed immediately by the 3.5 edition Unseen Servant spell. The commentary continues afterwards.

1st Edition Push Spell text.


Push

(Conjuration/Summoning)
(Force, Mentalism)
Level : 1
Range: 10 yds. + 5 yds./2 levels
Components: V, S, M
Casting Time: 1
Duration: Instantaneous
Area of Effect: Special
Saving Throw: Neg.

Upon pronouncing the syllables of this spell, the wizard causes an invisible force to strike against whatever object he is pointing at. The force of the push is not great, being 1 foot-pound per level of the caster. The force generated by a 1st-level wizard can move a one-pound object up to 1 foot in a direction directly away from the caster, topple an object under the proper conditions, cause a creature to lose its balance, or disrupt a spell.
Other creatures are unbalanced only if the force of the push multiplied by 50 does not exceed the creature's mass; that is, a 1st-level wizard can effectively push a creature weighing up to 50 pounds. Such a creature is unable to attack that round if it fails a saving throw vs. spell.
A push spell can be used against an object held by an attacking individual. The opponent's attack roll or the defender's saving throw against the attack, as applicable, is reduced by the level of the caster of the push spell, up to a total penalty of -10 (the creature deducts the force of the spell in foot-pounds: 1, 2, 3, etc.). Further, the attacking individual must make a successful saving throw vs. spell or have the object torn from his grasp and propelled with the force of the push.
Likewise, an opposing spell being cast is interrupted and ruined by a push if the opposing caster fails a saving throw vs. spell. This saving throw is also reduced by up to -10, depending on the force of the push.
The material component of this spell is a small pinch of powdered brass, which is blown from the palm prior to pointing at the object of the spell.
Notes: Common spell. (Updated from the 1st Ed. Players Handbook.)

1st Edition Unseen Servant for comparison.


Unseen Servant

(Conjuration/Summoning)
Level: 1
Range: 0
Components: V, S, M
Casting Time: 1
Duration: 1 hr + 1 d e v e l
Area of Effect: 30-ft. radius
Saving Throw: None

The unseen servant is a non-visible, mindless, and shapeless force, used to step and fetch, open unstuck doors, and hold chairs, as well as to clean and mend. It is not strong, but unfailingly obeys the command of the wizard. It can carry out only one activity at a time and can move only lightweight items, carry a maximum of 20 pounds, or push or pull 40 pounds across a smooth surface. It can open only normal doors, drawers, lids, etc. The unseen servant cannot fight, nor can it be killed, as it is a force rather than a creature. It can he magically dispelled, or eliminated after receiving 6 points of damage from area-effect spells, breath weapons, or similar attacks. If the caster attempts to send it beyond the allowed radius, the spell ends immediately.
The material components of the spell are a piece of string and a bit of wood.
Notes: Common spell (PHB).

The unseen servant does not have any ‘senses or powers of reason. It is incapable of any action except following its instructions to the letter. Thus, while it can be sent to the bottom of a pool to grab whatever objects it encounters, it cannot be directed to grab any gems or corns it might find.
A permanent unseen servant always hovers within 30 feet of the caster. If destroyed, it reforms in 2d10 rounds.

3.5 Edition of Unseen Servant, for comparison, as need to make similar changes.


Unseen Servant

Conjuration (Creation)
Level:    Brd 1, Sor/Wiz 1
Components:      V, S, M
Casting Time:     1 standard action
Range:  Close (25 ft. + 5 ft./2 levels)
Effect:   One invisible, mindless, shapeless servant
Duration:             1 hour/level
Saving Throw:    None
Spell Resistance:              No

An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can’t perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can’t be used untrained. Its speed is 15 feet.

The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell’s range (measured from your current position), the servant ceases to exist.

Material Component
A piece of string and a bit of wood.


Commentary on the spell as to why it appears vague and contradictory.


Push

(Conjuration/Summoning)
(Force, Mentalism)
Level : 1
Range: 10 yds. + 5 yds./2 levels
Components: V, S, M
Casting Time: 1
Duration: Instantaneous
Area of Effect: Special
Saving Throw: Neg.

Straight forward the spell has the shortest casting time but the same as Unseen servant, does not persist and the description of the spell indicates it affects one creature or object.

Upon pronouncing the syllables of this spell, the wizard causes an invisible force to strike against whatever object he is pointing at. The force of the push is not great, being 1 foot-pound per level of the caster. The force generated by a 1st-level wizard can move a one-pound object up to 1 foot in a direction directly away from the caster, topple an object under the proper conditions, cause a creature to lose its balance, or disrupt a spell.

There is little context here as the rules do not give precise weights for all items. It can push a 1 lb item 1 foot at first level, is just too weak.

Other creatures are unbalanced only if the force of the push multiplied by 50 does not exceed the creature's mass; that is, a 1st-level wizard can effectively push a creature weighing up to 50 pounds. Such a creature is unable to attack that round if it fails a saving throw vs. spell.

This seems to directly contradicts the first paragraph. As the spell now seems to be able to push 50 lbs of matter 1 foot per level. This makes it over twice as strong as unseen servant at first level.

A push spell can be used against an object held by an attacking individual. The opponent's attack roll or the defender's saving throw against the attack, as applicable, is reduced by the level of the caster of the push spell, up to a total penalty of -10 (the creature deducts the force of the spell in foot-pounds: 1, 2, 3, etc.). Further, the attacking individual must make a successful saving throw vs. spell or have the object torn from his grasp and propelled with the force of the push.

Odd choice of words “the defender's saving throw against the attack, as applicable” when would you get a saving throw against an attack, poison or spell attacks, as this use specifies objects.

Likewise, an opposing spell being cast is interrupted and ruined by a push if the opposing caster fails a saving throw vs. spell. This saving throw is also reduced by up to -10, depending on the force of the push.

Forces a concentration check spell DC + 1 a level.

The material component of this spell is a small pinch of powdered brass, which is blown from the palm prior to pointing at the object of the spell.
Notes: Common spell. (Updated from the 1st Ed. Players Handbook.)


So, push according to its text applies a force of 50 pound per level and moves creatures and objects 1 foot per level. While Unseen Servant applies a force of 20 pounds. Unseen servant specifically cannot be used to attack, but there are any number of ways to circumvent this. Have it carry a bomb, tie creatures up, blind them with a blind fold etc. This and the fact that Unseen Servant has such a long duration and push is instantaneous, meant push was always the poorer cousin.

Push is specifically an attack spell, it affects 1 object or person a within close range, it has an instantaneous effect but causes no damage. Its intended effects are to push an object or creature a short distance away from the caster, disarm an opponent or distract a spellcaster for a round.
It appears to be intended to be used in reaction to another’s action to disrupt it and to be a defensive spell.

We will use the above paragraph as the basis for the spell, as all its effects are weight dependent we need context for that, so we will compile some charts to indicate what the rules state various things weigh. We also need to give it some punch and balance it against other 1st level spells.

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Newly converted spell, with compiled weight tables to give context. Spell description includes rules for immediate actions, as a relatively new concept for the player. 


___________________________________________________________

Push

Conjuration (Creation Force)
Level:    Brd 1, Sor/Wiz 1
Components:      S
Casting Time: Immediate action
Range: Close (30 ft. + 15 ft./2 levels)
Effect:   One Creature or object
Duration: Instantaneous
Saving Throw:    Fort negates special see text.
Spell Resistance:              Yes

This spell creates a concussive force that propels the object pointed at away from the caster. It is an immediate action and can be used any time in a round even if it is not the wizards turn in combat. It does not count toward any other actions the caster may take in the round. You may not take more than one immediate action a round. It cannot be used before the wizard has taken their first action in initiative order such as in a surprise round or when the caster is unable to otherwise act. It requires just a gesture to cast. It is usually used on a target creature as they take their action to disrupt it and make them lose their action.

The spell is considered to have 1 point of strength per level of the caster. So, at first level it pushes with strength 1. (See compiled charts below). The effect on the object or creature is dependent on its weight. Light objects can be propelled through the air out to the spells maximum range, while heavier objects can only be pushed. Objects and creatures heavier than the spells maximum weight limit are not effected at all, unless such a force would logically cause them to topple or slip.

Thus, creatures can normally only be affected by the spell if their weight is equal to or less than the maximum weight the spell can affect according to the level of the caster. Creatures affected by this spell must make a fortitude saving throw vs. the Spell DC +1 per level, creatures add their strength bonus to this save.

Creature that make their saving throws can attempt to complete their action. They take a -1 per caster level penalty to hit on the attack in progress. The caster must declare they are using the spell before the roll is made. However, a natural 20 still hits and crits. Casters that succeeds their save still must make a concentration check, the DC is 10 +1 per caster level. If the creature is using a special attack, on an opponent that forces the opponent to make a check or a save, their opponent gets +1 a level to that check or save.

Creatures moved by the spell, can suffer consequences for the move. The can incur attacks of opportunity by moving through a threatened square or take falling damage. If they are moved into a square occupied by another creature, they may make an opposed strength check with the other creature as they leave their original square and begin to cross over into the new one.

If they succeed they may force the occupying creature into an adjacent unoccupied square. The square that the creature is leaving is not counted as an unoccupied square. If there is no unoccupied square to force the other creature into, then the creature is instead knocked prone. If the creature chooses not to make the strength check or fails it they are knocked prone.



The spell can have the following effect depending on the weight of the creature or object.

Propel

Creatures and objects can be propelled. Unattended objects get no saving throw. Objects are not propelled with the same speed or force as weapons and cannot be accurately aimed as missiles are. Collateral damage can ensue from the item being propelled. Stacks can be toppled, traps set off, rock slides started. Creatures can be propelled but get a saving throw to resist.

Propel a held item.

Weapons, Shields and other held items can be torn from a creature’s grasp and propelled to the spell range. This can strip components or divine foci from a caster’s grasp. Creatures too heavy to be targeted by the spell can have items torn from their grasp. Creatures need to make a save to hold onto their items.

Push.

Creatures and objects can be physically pushed. Creatures must make a save or be pushed the distance depending on their weight. A creature’s weight is estimated by its size adding any armor it may be wearing. Half the weight of the armor for every step below medium size and double it for every step above. A pushed creature loses their action that round.

Topple.

If a creature can only be pushed 1 ft and so is not moved out of its space it can be toppled. It must make a saving throw or lose it action that round and make a balance check to remain standing. An object that is taller than it is high or wide can also be toppled. It gets no save or balance check.

Dislodge.

Any climbing creature Large or smaller can be affected regardless of its weight and creatures must make a saving throw, they can add their climb bonus to the saving throw rather than their strength bonus. If they fail they fall.



Compiled Easy Reference Charts.


Strength
Propel
Push
Push
Topple
Score
To Spell Range
10ft
5ft
1 ft
1
7-10 lb.
15 lb.
30 lb.
50 lb.
2
14-20 lb.
30 lb.
65 lb
100 lb.
3
21-30 lb.
50 lb.
100 lb.
150 lb.
4
27-40 lb.
65 lb
130 lb.
200 lb.
5
34-50 lb.
80 lb.
165 lb.
250 lb.
6
41-60 lb.
100 lb.
200 lb.
300 lb.
7
47-70 lb.
115 lb.
230 lb.
350 lb.
8
54-80 lb.
130 lb.
265 lb.
400 lb.
9
61-90 lb.
150 lb.
300 lb.
450 lb.
10
67-100 lb.
165 lb.
330 lb.
500 lb.
11
77-115 lb.
190 lb.
380 lb.
575 lb.
12
87-130 lb.
215 lb.
430 lb.
650 lb.
13
101-150 lb.
250 lb.
500 lb.
750 lb.
14
117-175 lb.
290 lb.
580 lb.
875 lb.
15
134-200 lb.
330 lb.
665 lb.
1000 lb.
16
154-230 lb.
380 lb.
765 lb.
1150 lb.
17
174-260 lb.
430 lb.
865 lb.
1300 lb.
18
201-300 lb.
500 lb.
1000 lb.
1500 lb.
19
234-350 lb.
580 lb.
1165 lb.
1750 lb.
20
267-400 lb.
665 lb.
1330 lb.
1 ton =  2000 lb




Size
Weight
Armor
Fine
1/8 lb. or less
Padded armor
10 lb.
Diminutive
1/8 lb.–1 lb.
Leather armor
15 lb.
Tiny
1 lb.–8 lb.
Studded leather
20 lb.
Small
8 lb.–60 lb.
Chain shirt
25 lb.
Medium
60 lb.–500 lb.
Hide armor
25 lb.
Large
500 lb.–2 tons
Scale mail
30 lb.
Chainmail
40 lb.
Weapons Heavier than 10 lb.
Breastplate
30 lb.
Greataxe
12 lb.
Splint mail
45 lb.
Guisarme
12 lb.
Banded mail
35 lb.
Halberd
12 lb.
Half-plate
50 lb.
Ranseur
12 lb.
Full plate
50 lb.
Urgrosh, dwarven
12 lb.
Buckler
5 lb.
Crossbow, repeating heavy
12 lb.
Shield, light wooden
5 lb.
Axe, orc double
15 lb.
Shield, light steel
6 lb.
Shield, heavy wooden
10 lb.
Adventuring Gear over 10 lb
Shield, heavy steel
15 lb.
Firewood (per day)
20 lb.
Shield, tower
45 lb.
Ladder, 10-foot
20 lb.
Ram, portable
20 lb.
Heavy Items
Tent
20 lb.
Rowboat
100 lb.
Chest (empty)
25 lb.
Cart
200 lb.
Barrel (empty)
30 lb.
Sled
300 lb.
Wagon
400 lb.


Carriage
600 lb.