playing cute

My players tend to be murderhobo-y because that is the game they want to play and that is the game I run for them. However, I’ve been thinking about what it would be like to run a game that is still about digging around in strange places underground, still about fighting monsters and taking their stuff, still about most of the things that makes Dungeons and Dragons what it is, but is centered more around community and building stuff. I’ve been chewing this over since I read Ryuutama, which has a lovely aesthetic and a lot of good ideas, but isn’t something I’d probably want to play. Scrap Princess’s G+ post here had me digging up my old notes and thought on the matter.

Anyway, here are a handful of systems you can graft onto most editions of Dungeons and Dragons to make it a little more Miyazaki and a little less Leiber.

~MAKING FRIENDS~

from riviera: the promised land

Families
All characters get a family name, and 6-7 family names make up the majority of the random table. If a PC shares a family name with an NPC and can explain how they’re related (Oh, your mom is Anabel? She’s my aunt’s favorite cousin), they get a +1 or +2 bonus to their Reaction Roll.

Monsters
Each monster gets a table of Sentiments, things that trigger Morale checks and make them want to talk instead of fight. Each Morale check requires a novel appeal to a monster’s Sentiment–if your display of bravery didn’t win the dragon’s respect, you have to prove your bravery in some other way. Monsters of the same time within an encounter/lair share the same Sentiment, though appeals to a group’s Sentiment is mitigated or temporary unless you successfully appeal to the group’s leader.

Goblins

  1. Their parents have gone missing, and they’re afraid and angry. They make a Morale check when confronted with kindness and authority.
  2. They don’t have any food and they’re half-starved. They make a Morale check when given a gift of food.
  3. Humans desecrated the Goblin Shrine. Make a Morale check when greeted with a sincere apology and display of respect.
  4. Something has been disturbing their sleep. Whispered condolences and a promise to look into the problem trigger a Morale check.
  5. They have a new leader who has driven them to the life of the marauding monster. They make a Morale check when sternly admonished or told to stand up for themselves.
  6. They have been cursed into a frenzy. Make a Morale check when blessed with a prayer to return them to their senses.
from etrian odyssey
from etrian odyssey

~EXPERIENCE~
You gain XP for spending you gold or using goods you retrieve, loot, or steal on your adventures.

  • For every gold piece you invest in your village, you gain 1 experience point. Constructing new buildings, improving existing ones, paying villagers to plow fields all count. You only need to invest value, not actual gold coins; if you retrieve 500 gp worth of lumber on a logging expedition and use it to build a house, you gain 500 XP even though coins never changed hands.
  • For every gold piece you spend on behalf of villagers, you gain 1 experience point. Buying medicine, purchasing gifts, hiring tutors, going on dates, throwing parties and festivals all count. Again, you get XP for value, whether it is in gold coins or goods; hiring a doctor for Auntie provides XP, but if you steal 500 gp worth of feast supplies from the Bandit King and throw a party, you get XP, too. (Credit to +Alex Chalk for this idea)

Buildings 
It costs 1,000 gp to upgrade a building for the first time, and doubles every time thereafter.

General Store

  • Only sells rural area items on the Miscellaneous equipment list from the LotPF handbook. 1 in 6 chance of a given item being in stock, and only 1d4 will be available. Their stock changes every week, since the caravan arrives each Monday and villagers buy and sell goods there. You can put in a special order for 1 item each week and they’ll have it in by the next, but it costs double.
  • Each upgrades improves the chances of stocking a particular item by 1 in 6.

The Inn

  • Staying at the Inn during downtime lets the party reroll their maximum HP.
  • Each upgrade allows a player to reroll one of their character’s hit dice.

The Tavern

  • A night of drinking at the Tavern allows players to attract 1d6-4 potential hirelings. Use the LotFP process to determine interest and loyalty.
  • Each upgrade gives a +1 bonus to the number of potential hirelings.

The Farms

  • As the village prospers more and more, villagers can give more more stuff without needing payment. For each upgrade to the Farms, you can get an additional free use of a service or facility.

Blacksmith

  • The blacksmith only makes weapons and armor on request, and each piece takes a week. Initially, the blacksmith can only forge weapons that deal d6 damage or less and make armor with 14 AC or fewer.
  • Each upgrade allows the blacksmith to forge weapons that deal 1 die step more and make armor with an additional point of AC.

Witch’s Cottage

  • The witch has a 1 in 6 chance of curing a disease, poison, or curse per week of care. Some particularly dangerous poisons, diseases, or curses will also require rare or expensive ingredients.
  • Each upgrade improves the witch’s chance of successully curing a poison or disease or lifting a curse by 1 in 6.

The Wandering Devil Merchant

  • The Devil Merchant has a 1 in 6 chance of being in town each week. He has a 1 in 6 chance of having a scroll of a given magic-user spell, with a penalty equal to the spell’s level. his stock changes out every time he visits town.
  • Each upgrade improves the Devil Merchant’s chance of being in town and having a given scroll by 1 in 6. 

from final fantasy tactics a2


~DOWNTIME~
There is a 1 in 6 chance that a Downtime Events will occur each week. Should probably be d100, but this is just proof of concept. Based off of the Hazard System.

Downtime Events

  1. A random villager becomes very ill, beyond even the curatives of the town witch. Their cure requires an herb found only the peak of a nearby and monster-infested mountain.
  2. The River God has become restless, and the stream that runs through town has been flooding worse and worse. Venture to his shrine in the nearby Caverns to find out what troubles him.
  3. The Lunar Festival approaches and bandits attacked the caravan that was bringing goods for the sacramental feast. Retrieve the ingredients before those slobs eat them all and anger the Moon Goddess.
  4. Harvest is almost here and the goblins know it. See if you can prevent them from attacking so that the village can get its crops harvested and safely stored.
  5. A random villager has gone missing, with evidence that they were taken by the local gang of werewolves. Save them!
  6. The local bandit gang has sent a messenger, hat in hand. Quite a few of them are frighteningly sick, and they wonder if you’d be willing to send help?

prototype easy treasure generation

There are two things that I find to be just unmitigatedly bad in old school Dungeons and Dragons: Turn Undead and treasure generation. I’m still working in the first, but I need a good, easy to use loot generator like two years ago, so here’s what I’ve cobbled together. Since I guess this blog is just a restatement of games with others, it’s based off of the generator here, and has a similar rationale–players are forced to explore more and more dangerous areas if they want to find treasure, gain XP, or even stay supplied.

the rules
When you loot a corpse or go through a room, roll 1d10+level+number of times you have already looted the area or corpse. This takes 1 Turn and a roll of the encounter die.

If you roll higher than the corpse’s HD or higher than 3+dungeon level, you just find junk and will only ever find junk.

If you roll equal to or less than that, compare the natural result of the 1d10 roll (so don’t add your level or number of items you have looted) to the Loot Table.

Black Sand is precipitated dream-stuff. It falls gently and diffusely everywhere in San Serafin, but in sufficient quantities it is of some value to various NPCs. Burning it at a campfire provides XP equal to its value.

Treasures come in several different types. Incense/candles can be used in barter with the Dead or burned on an altar for XP. Hearts can be used in barter with a  devil or buried in a graveyard for XP. Coins can be used to trade with Serafinos, if you can get them to talk to you.

Bartering is dangerous, difficult, and kind of unfair, so scavenging for supplies is actually important–getting the gear result is not supposed to be a dud roll at all.

Loot Table

  1. Random gear
  2. Random supplies
  3. Black Sand (value = d100xHD of creature or d100xdungeon level)
  4. Treasure (value=d1000xHD or dungeon level)
  5. high quality gear
  6. secret/map fragment
  7. Consumable Magic Item
  8. Enchanted Magic Item
  9. a secret
  10. Artifact

Random Supplies (1d8)

  1. torch
  2. ration
  3. flask of oil
  4. lantern
  5. lighter
  6. 1d20 arrows

Quality Gear

  1. Compass
  2. Rapier
  3. Scimitars
  4. leather armor
  5. chain armor
  6. plate armor
  7. warhammer
  8. greatsword
  9. glaive
  10. longbow
  11. crossbow
  12. javelin

Consumable Magic Item

  1. MU spell scroll with level = ½ current dungeon level
  2. Cleric spell scroll with level = ½ current dungeon level
  3. Potion of Diminution: makes drinker mouse-sized for d6+1 Turns
  4. Potion of Polymorph
  5. Potion of Protection from Heat
  6. Potion of Protection from Cold
  7. Potion of False Death: appear as undead, even to the undead, for d6+1 Turns
  8. Potion of Sanctuary
  9. Potion of Waterbreathing
  10. Potion of Cure Light Wounds
  11. Potion of Dragonbreath: make a breath attack as a red dragon; deals damage equal to your current HP
  12. Potion of Cure Disease

Enchanted Magic Item

  1. Pyromantic Sigil: once belonged to a pyromancer betrayed by his own children. Allows the wielder to cast a fiery version of Magic Missile. Has a 1 in 10 chance of failing with each use, but can be recharged with a bottle of Midnight Oil.
  2. Scales of Shaday: Once belonged to a cleric who was declared anathema for violating the course of history. Allows the wielder to Detect Magic and Detect Evil at will.
  3. Viper-embroidered Veil: lost by a thief renowned for her virtue. Allows the wielder to cast Invisibility on themselves 1/hour.
  4. Ring of Ages: once belonged to a powerful alchemist who committed a terrible betrayal to attain eternal life. The wearer does not age so long as they wear it.
  5. Mask of Granosa: created from a beast god’s corpse by an evil mask-maker. Wearer grows sharp claws and fierce fangs and can make unarmed attacks as a grizzly bear (1d4/1d4/1d8)
  6. Six Ways To Sunday: a six-shooter machined by a hated exorcist. Can only be fired 6 times a week; recovers all of its ammunition on Sunday at noon. d12 damage at longbow range, ignores AC provided by armor

I’m keeping Secrets and Artifacts under my hat.

This isn’t  the only way to get treasure. There are various NPCs with unique spells, items, and classes you can’t get anywhere else, but they have to be discovered and courted.

you’ve met with a terrible fate

You were all on a ship headed to the continent of El Sur. You didn’t make it there.

Instead, you have woken up on a strange beach of black sand and dark water, the sun too large and too red on the western horizon. You have nothing but the salt-crusted clothes on your back, and the following items that washed up with you. You can take as much or as little as you want, but you can only take what you can carry and you have to share with everybody else. Assume you have as many bags, packs, and pouches as you need to haul this stuff around.

We are using this encumbrance system. You do not know the next opportunity you will have resupply.

Weapons

  1. The sword: d8 damage, +1 damage if wielded with 2 hands
  2. The spear: d6 damage, 2 handed, a reach weapon
  3. The bow: d6 damage, 120′ range, two handed, comes with 18 arrows
  4. The sling: d4 damage, 60′ range, one handed, you can always find ammunition
  5. The stave: d4 damage, lets you cast a random 5e cantrip (nothing that sheds light, all damage dice are reduced by 1 step) one every 10 minutes (1 Turn)
  6. The daggers: d4 damage, can make two attacks if you’re wielding both
  7. The axe: 1d10 damage, two handed
  8. The bomb: 40′ range, everything within 20′ takes 4d6 damage when it goes off

Armor

  1. The yellow baldric: +1 AC, +1 to saves vs poison
  2. The patched hide: +1 AC
  3. The rusted chain: +2 AC, encumbers
  4. The piecemeal plate: +3 AC, encumbers moderately
  5. The shield: +1 AC, requires a free hand
  6. The black, fur-trimmed robe: +2 to saving throws versus magic
  7. The blue silk robe: +1 to all saving throws
  8. The red vestments: +3 AC vs Chaotic creatures

Equipment

  1. Book: The Seraphic Atlas (+1 to Metaphysics checks)
  2. Book: A Child’s Guide to the Wild (+1 to Nature checks)
  3. Book: A Catalogue of Human Failure (+1 to History checks)
  4. A holy rite (Turn Chaos as a 2nd level cleric 1/day)
  5. lockpicks (required to make Pick Locks)
  6. pot of ointment (heal 1d4 HP. Has 1d10 doses)
  7. 100′ of rope
  8. grappling hook and 25′ of rope
  9. Doctor’s bag (required to make Medicine checks)
  10. Poisoner’s pack (required to make Poison-making checks)
  11. Disguise kit (required to make Disguise checks)
  12. 10 hard biscuits
  13. 10 full waterskins
  14. a lantern
  15. 6 flasks of oil
  16. 6 torches
  17. ghost food (can be used as a medium offering to any god)
  18. a 1 pound block of lard
  19. a flute
  20. a dozen metal spikes
  21. A lighter
  22. A pack of cigarettes
  23. a bottle of rum
  24. a flare gun 
  25. a pouch with 6 strange coins
  26. A beautiful ruby ring
  27. A cloth doll

    serafino artifacts

    Tizona
    An indestructible sword feared and coveted as a weapon of immense destruction. Any sparks struck by its blade ignite fires that cannot be extinguished by means magical or mundane; they burn until they consume all available fuel or else forever.

    a black bone
    A charred tibia, one end wrapped in wire for a handle, the other chipped to a point. This is an weapon that cannot and should not be; to kill someone with it is to disrupt the natural course of Creation. Anything its victims ought to have done will go unfinished, and the events they would have prevented will now proceed. It can be used to subvert prophecy and kill those protected by destiny, both for good and for bad, but each use weakens the relationship between Cause and Effect just a little more.

    la lengua oscura
    As we cast shadows, so too does language; in the distant west they call this speech La Lengua Oscura. Those fluent in it can ponder the unknowable and devise the impossible; there are kings and queens, now long dead, who used it to order their subjects to commit unspeakable acts. True mastery is all but impossible in these latter days, but acquiring basic knowledge has its advantages.

    The Zahir
    A divine weapon that brings salvation to those it destroys. The Zahir slowly consumes the mind of anyone who sees it, filling them with thoughts of Immanence. When any sentient creature sees the Zahir up close, they must make a Saving Throw vs Magic every day thereafter or lose a point of Intelligence as more and more of their mind dedicates itself to pondering the Zahir. Once their Intelligence reaches 0, they become Lawful and fall into a coma. The Zahir can take any form: it can be a penny, a book, a house.

    The Bottom of the City
    There ruled a king in distant West, a king for the ages, a king to rival Solomon, a king to shake the firmament. He was Yahya, or El Pastor, or Prestor John, but today his names are not spoken, and his works are cast away. He is just San Serafin now. His 99 Histories record his fall from grace, but each chapter ascribes to him a different sin and a different punishment, so that all must be held in suspicion and none can be trusted. Whether he is dead or asleep or imprisoned at the bottom of his hated, buried city, all of the Histories  agree on a single point: anyone who finds him will be granted a single, omnipotent wish, a gift from the Almighty, the power to redeem the world or destroy it.

    magic items and the people who use them

    There aren’t many magic items locked away in chests in San Serafín. They’re usually in the possession of someone or somebody, whether they be an adventurer or one of the Dead. Someone lucky enough to find a magic weapon is pretty much guaranteed to become a local celebrity, and someone tough enough to keep it probably has a successful career as an adventurer ahead of them.

    1. Six Ways To Sunday
    A six-shooter revolver machined by an infamous exorcist. On a successful hit against on undead creature, the gun Turns them as a cleric with 2 more levels than the wielder’s level and deals damage equal to the turn result. If shot at a living creature, it simply deals 2d6 damage. This gun takes regular ammunition, but can only be reloaded on Sunday at noon.

    Six Ways to Sunday is carried by Soledad (Lawful Fighter LVL 3). She is looking for the body of her son and she wants to find the Body of San Serafín so she can destroy the city permanently.

    2. Glorious Face of the Sun
    A mask that once belonged to a member of an extinct clan of devils. Anyone who wears it is considered the 12th Solar Devil by all other devils. It can create a temporary field of Day or Night once every 24 hours, but each use attracts the attention of a random devil looking to expand its portfolio.

    Glorious Face of the Sun is currently being worn by Usmail (Chaotic MU LVL 4). He is on a search for immortality without joining the ranks of the Dead.

    3. The First Sword
    Anyone with this broadsword in their hands cannot be harmed by edged metal weapons.

    The First Sword is now in the possession of the Hummingbird Knight (Neutral Fighter LVL 4). She wears a feathered mask, and has become an adventurer simply out of a desire for wealth. She can also polymorph into a hummingbird at will.

    4. Galconda
    A red-bladed shortsword blessed by the blood of the First Saint. Its wounds do not bleed or hurt, and it is said anyone killed by it is guaranteed a place in Heaven. A successful Sneak Attack with Galconda does not alert the attacker’s presence to the victim.

    Galconda’s owner is Amorente (Lawful Cleric LVL 2). She is a Saint of Honey and Salt and adventures to gather the wealth and power necessary to start a radical utopian commune.

    5. Sunshine
    A six-shooter that fires projectiles sanctified by the Sun. It doesn’t take regular ammunition; one turn in direct, bright sunlight recovers 1 bullet.

    Sunshine is owned by Jaguar Boy (Neutral Fighter LVL 6), a high school students who moonlights as an adventurer out of sheer boredom.

    6. The Cutting Wind
    A one-handed war fan. When waved, creates a gust of wind that cuts like a knife, dealing d8 damage. Range is as spear, and it uses Dex for the attack roll.

    The Cutting Wind’s wielder is Doña Yolanda (MU LVL 2), a washed up opera singer with an axe to grind. To wants to become an indefatigable warrior and extract bloody retribution from her former employer.

    7. The Hot Black Flame
    An ugly black cinder that shimmers with dark flame, which can be used to throw fire for d10 damage at javelin range. A two handed weapon; the wielder must hold it in one hand and pull fire to throw with the other. (Uses Brendan’s ammo die rules. If you run out, you have to find a flask of Midnight Oil to refresh the flame)

    The Hot Black Flame’s owner is Yuma (Chaotic Cleric LVL 3). She wants to unmask the devils and restore them to their former, (relatively) benevolent divinity.

    8. The Finger of God
    A ring of silver metal, about six inches in diameter. The wielder can reach inside the hoop to pull out a spear of lightning, which they can throw at longbow range for d8 damage. A two handed weapon. (Uses Brendan’s ammo die rules. If you run out, you have to find a flask of Oil of Joy to reconsecrate the ring.)

    The Finger of God’s wielder is simply called the Padre (Lawful Magic-user LVL 5). He has formed a pact with the Dead and works to further their goals.

    Unaccounted for:

    • The Zehir: a divine weapon rumored to have the power to destroy minds
    • The Aleph: a fragment of omniscience
    • Tizona: a sword with power over fire
    • Colada: a sword that frightens the wicked
    • The Book of Sand: contains all human knowledge
    • The Body of San Serafín: grants a Wish

    Equipment List

    There are a million million ways to distinguish weapons that deal the same amount of damage, especially in OD&D-likes, where just about everything deals d6. I like that simplicity, though, so I’m favoring weapon differentiation to be social–if you bring a barbarian’s axe to a noble wedding, people are going to look at you funny, and if you’re wearing a diamond-studded dragoon helm in the bad part of New Londinium, everyone’s going to think they can eat you for breakfast.

    Albion Specials

    • Goat, sacrificial; £30: If sacrificed and offered to a nearby supernatural creature, the petitioner can retry their reaction roll
    • Mummia, £10: allows the consumer to make a saving throw to overcome a single curse or disease.
    • Carbide Lamp, £10
    • Carbide canister, £5
    • Quietus, £150: the victim must make two saves; if they fail the first, they become infatuated with the first person they see. If they fail the second, they die instantly and painlessly.
    • Tintype camera,  £150
    • Tintype sheets (6), £10

    Grimoires 
    Albion is filled with knowledge. Most of it is wrong. Grimoires are books filled with riddles, aphorisms, parables, inscrutable diagrams, obscene marginalia, and a smattering of actual information. A character with such a book has an x-in-6 chance of being able to determine the correct answer to a question pertaining to the grimoire’s subject. Each grimoire has a different chance-in-6, but it never exceeds 4. Characters with 15 or greater Intelligence have a +1 bonus to grimoire checks. The Referee makes grimoire rolls in secret, and on a failure, the research attempt yields deceiving, incomplete, or nonsensical results. Grimoires with broad subjects like Angelology or Botany can be easily purchased (£100 for a 1-in-6 grimoire, with an additional £20 for every additional +1-in-6 chance). More specific texts, such as biographies of greater fairies or monographs on particular dragons, can cost many hundreds or thousands of pounds sterling.

    Light armor 
    -1[+1] AC, costs £15

    • Girdle (fairy)
    • Goetic scrawls* (noble)
    • Woad* (Britonnic)
    • leather cuirass (vagabond)
    • Greatcoat (New Londoner)

    *require the wearer to be mostly naked. Can be permanently tattooed for £150.

    Medium Armor
    -2[+2], costs £30

    • Filigree Armor (fairy)
    • Bone china cuirass (noble)
    • Enamel breastplate (New Londoner)
    • Hides (Britonnic)
    • Roman lamellar (vagabond)

      Heavy Armor
      -3[+3], costs £50

      • Gilt half-plate (fairy)
      • Ivory half-plate (noble)
      • Carapace half-plate (New Londoner)
      • Coin armor (Britonnic)
      • Lorica plumata (vagabond)

      Supplemental Armor
      -1[+1], costs £20

      • Shield (fairy)
      • Mask (noble)
      • Helm (New Londoner)
      • Torc (Britonnic)

      Light Weapons
      d6-1 damage, easily concealed or disguised, costs £5

      • Misericorde(fairy)
      • Press-on claws (noble)
      • Brass knuckles (New Londoner)
      • Athame (Britonnic)
      • Pugio (vagabond) 

      Medium Weapons
      d6 damage, one handed, costs £10

      • Thistle club (fairy)
      • Rapier (noble)
      • Pistol (ranged) noble
      • Saber (New Londoner)
      • Gladius (vagabond)

      Large Weapons
      d6+1 damage, two handed, costs £10

      • Sewing needle (fairy)
      • Longbow (ranged) (fairy)
      • Rifle (ranged) (New Londoner)
      • Axe (Britonnic)

        Valuables in Albion

        I’m going to be using quite a bit of Dyson’s Delves soon, so I want to alter the treasure schema some, so there is weirder stuff than the traditional pieces of electrum and golden necklaces.

        When adventurers in New Londinium stumble on a cache of commodities, roll a d6 to determine its size and quality. The d6 can explode (reroll on a 6) a number of times equal to the party’s average level, the floor of the dungeon it is on, or the level of the monster guarding it, whichever you think is most appropriate. Certain buyers will pay more than the default value, but players have to track them down.

        What’s It Worth?

        1. 250 sp 
        2. 500 sp 
        3. 750 sp 
        4. 1,000 sp 
        5. 1,500 sp 
        6. 2,000 sp 

        Once you have determined quality, a d6 twice to find out what is actually in the cache.
        1. Metallurgy: precious substances used by the smiths and artisans of Albion

        1. Hardened Flame 
        2. Clarified Water 
        3. Rare Earth 
        4. Reified Aether 
        5. Sublimated Darkness 
        6. Immortal Blood 

        2. Cosmetics: coveted by the fops and fine ladies of New Londinium

        1. Cream of Shoggoth 
        2. Spawn of Shub-Niggurath ichor 
        3. Spawn of Shub-Niggurath sap 
        4. Imp fat 
        5. Deep One bile 
        6. Refined Protoplasm 

        3. Medicaments and Prophylactics: treasured by hypochondriacs and the credulous

        1. Mummia 
        2. Brain mummia 
        3. Transylvanian decoction 
        4. tincture of Dis 
        5. angel tears 
        6. Murderer’s Last Breath 

        4. Delicacies and Confections: sought by only by gourmands with jaded palates and strong stomachs

        1. Lotus nectar (black) 
        2. dinosaur steak 
        3. Spawn of Shub-Niggurath fruit 
        4. deactivated pudding (dolm) 
        5. demon flesh 
        6. Deep One liver 

        5. Textiles and Adornments: beloved by the tailors of New Londinium’ Silken Avenue 

        1. Jungle Ant Carapace 
        2. Dinosaur Leather 
        3. Angel Feathers 
        4. Lotus Pigment 
        5. Fairy-silk 
        6. Demon Ivory 

        6. Liquor and Drugs: proprietors of New Londinium’s salons and opium dens would quite literally kill for a supply of these

        1. Soulwine (damned) 
        2. Angel Sweat 
        3. Lotus Liqueur 
        4. Powdered Shoggoth 
        5. Ichor of Gloriana 
        6. Houndsblood

          Pop Tartary Warfare

           I know I said I wasn’t going to use Pop Tartary, but this is too much fun.


          Level 1

          Weapons
          Can be anything you want, really. Pick a range and size, and if you think your weapon should be able to do anything else, like stun or entangle, let me know and we can work something out. 

          Range 
          Melee: base damage is d10
          Reach: base damage is d8
          Ranged: base damage is d6

          Size
          Small: -1 die size. one handed, easily concealable
          Medium: base damage, one handed
          Large: +1 die size, two handed


          Armor

          The more remarkably you’re dressed, the better your defense. You get a bonus to your AC equal to your Charisma modifier, rather than your Dexterity modifier. 
           
          Boring: 12 AC. Examples: T shirts, cargo pants, gym shorts, something you’d wear to work (for most of us)


          Cute: 14 AC. Examples: You know it when you see it.


          Titillating: 16 AC. Examples: fur coats, handcuffs, stompy boots, big hats, leather, things with lots of buckles, cabana boys and French maids, dayglo

          Toxic: 18 AC. Something you’d only ever see on a runway.  Whole animals, stilts, fish tanks, peacock feathers


          As a note, this isn’t “Painstaking describe what your character is wearing” (unless you want to, of course). I am more thinking “find something amusing on Image Search.”

          Not sure where this fits in, but I feel like it belongs

          Treasure

          I like magic items that go away when used. It makes them more valuable and interesting to the players, and I don’t have to worry too much about accidently turning the party into a bunch of superheroes.

            
          FOUR THINGS YOU MIGHT FIND IN A DRUID’S LAIR

          Wrathful Countenance
          A lacquered wooden mask bearing an expression of ineffable rage. Whoever wears it grows to a prodigious size and gains:
          • 1d10 temporary hitpoints. These are tracked separately than normal HP, and damage depletes them first.
          • +2 to attack rolls
          • A strength score of 18
          • A Charisma score of 3
          The mask cannot be removed until all of the temporary HP are depleted, at which point all other bonuses and penalties vanish and the mask cracks in two, falling to the ground.
          Gurning Poppet
          A small straw doll with a terrible grin stitched into its face. If a body part of an intended victim—a hank of hair, a nail clipping, a drop of blood— is pressed into the doll, and the doll is set alight, the victim will burst into flames and takes 3d6 damage.
          Flower Slave
          An large and delicate blue blossom with petals folded into the shape of a face. Once crushed, it releases a fragile but swift warrior, which will obey whoever destroyed the flower. It has the following statistics:
          Armor Class: 18
          HD: 1 (1 HP)
          Move: 120’
          Alignment: Chaotic
          Saves: 13 in each
          Weapon: Deals d4 damage. Roll 1d4 for details: (1-rose whip, entangles on hit; 2-venom spear, target must make Poison Save or take -2 to hit for a turn; 3-willow switch, enrages enemies with low intelligence; 4-filigreed bow, range as longbow
          Somnolent Bell
          When struck, this glass bell produces a stultifying tone, forcing all who can hear it, including the user, to Save vs Paralyze or fall asleep for d10 minutes. This shatters the bell.