Sunday, August 9, 2026

BXDMG (WIP): Language Comprehension

People who've played in my games know that I'm sometimes big on languages in game play (which ones the PCs do/don't know, especially in regard to creatures encountered who don't speak Common). And if you have a copy of my BX D&D supplement Fang, Faith Legerdemain, (also available as POD at Lulu.com), then you know there's a lot of language information there that will also be making its way to the BXDMG. You also might have seen my previous blog post on Dialectical Misunderstanding. And looking back at that one myself, I realized it was a "bit too AD&D" for my taste. So I've revisited it based on a 2d6 roll (similar to a Reaction table). 

As a reminder, any reference to "p.00" is just a placeholder until final layout, and if you see anything you think should be adjusted, please let me know.


Language Comprehension

Even when two creatures do not share a common language, some degree of communication may still be possible through related tongues, familiar dialects, gestures, written text, or patient effort. The following guidelines can be used to determine how well a message is understood when language presents an obstacle.

Types of Communication

The manner in which a message is conveyed affects what can reasonably be understood. Although the same Language Comprehension table may be used for each, the results should be interpreted according to the form of communication.

  • Spoken language is used whenever two creatures attempt to communicate through speech despite a language barrier. 
  • Written language is used when attempting to read inscriptions, books, letters, maps, or other written texts in an unfamiliar language or script. 
  • Signs and gestures are used when communication relies on pantomime, pointing, facial expressions, or other nonverbal cues. 
  • Graphic communication is used when interpreting runes, heraldry, pictographs, arcane symbols, religious iconography, and other visual representations whose meaning depends on knowledge rather than language. It is suggested that such attempts be resolved using Lore Checks (see p. 00).

Resolving Communication Attempts

When the outcome of a communication attempt is uncertain or dramatically important, the DM may roll 2d6, apply the interpreter's (the creature attempting to understand the message) Intelligence modifier and any additional modifiers determined by the DM (see below), then interpret the result according to the form of communication being used.


Few conversations rely on a single form of communication. At the DM's discretion, speech, writing, and gestures may reinforce one another, improving the chances of successful understanding. Alternately, the DM may roll separately for each type of communication involved, allowing different parts of the message to be understood with varying degrees of success.

Magical effects that translate or otherwise overcome language barriers supersede these rules.


Tuesday, August 4, 2026

New Monster: Gasfruit (Drooling Menace)

 

DESCRIPTION:

A gasfruit (a.k.a., "drooling menace" and "chartreuse fungi") is a nearly spherical fungal organism measuring 4'–8' in diameter. Its leathery outer skin is chartreuse, mottled with darker patches and shallow circular openings that resemble dozens of slack-jawed mouths. Despite its grotesque appearance, the "mouths" possess neither teeth nor tongues—they are merely fleshy pores that periodically pulse open to release spores. Thick strands of glossy violet mucus perpetually ooze from these openings, dangling several feet beneath the creature before dripping away in slow, sticky globs. 

The creature drifts almost silently through the air, buoyed by large internal gas chambers. It seldom moves with purpose, instead bobbing gently upon faint air currents like an enormous seed pod. When disturbed, it slowly rotates, causing its dangling purple strands to sway beneath it.

ABILITIES:

Toxic Secretion. The gasfruit constantly exudes thick strands of sticky violet secretion from its reproductive pores. Any creature that touches the gasfruit (e.g., by making a successful melee attack) or passes directly beneath it has a 2-in-6 chance of being struck by the secretion. A creature struck suffers 1d4 points of acid damage each round for 1d4 rounds. A successful save vs. breath halves the duration (round up), but does not reduce the damage dealt each round.

Volatile Spore Eruption. Gasfruit react violently to open flame. Whenever a torch, lantern, campfire, flaming oil, or other open flame is brought within 30', there is a 1-in-4 chance each round that the creature suddenly convulses, ejecting a cloud of burning acidic mucus and spores in a 30' radius. All creatures within the area suffer 2d4 points of acid damage (save vs. breath for half damage) and become coated in adhesive mucus, suffering from its Toxic Secretion as noted above.

Gas Sac Rupture. When reduced to 0 hit points, the gasfruit explodes in a shower of sticky purple spore-mucus with a radius of 15'. All creatures within the area suffer the same effect as the Volatile Spore Eruption noted above, including the ensuing effects of the Toxic Secretion. 

Buoyant Body. A gasfruit is almost weightless. It ignores pits, water, and uneven terrain while drifting and is unaffected by most ground-based hazards. Strong winds, however, may carry it unpredictably at the DM's discretion.

Resistances & Immunities. As a fungal organism, a gasfruit is immune to poison, sleep, and charm effects. It takes half damage from acid, as its own secretions readily absorb corrosive substances. Furthermore, gasfruit possess no recognizable anatomy and are therefore immune to backstabs.

ECOLOGY:

Gasfruit inhabit damp caverns, abandoned mines, and other humid subterranean environments where slow air currents allow them to drift with little effort. They derive most of their nourishment by slowly absorbing moisture and nutrients from mats of lichen, algae, fungi, and other microbial growth coating cave ceilings, walls, and floors. Individuals frequently linger in especially productive caverns for weeks or months before gradually drifting elsewhere.


Sunday, August 2, 2026

BXDMG (WIP): Holy Symbols

Whenever I find myself waiting somewhere with time on my hands, I tend to get out my phone and start making notes in my Notes app for the BXDMG (or I got back and review previous notes and see if I have any additional thoughts on how I want to treat something). Well, this week, I had a lot of time to kill as I waited for my colonoscopy, so I worked on this—the "Holy Symbols" information. (BTW, I know many of you are old enough to have had a few of these already, and if you haven't had one—ever—PLEASE get yourself checked! And before you ask, my report was generally good; I get to go from the 3-year schedule to the 5-year schedule. But my dad had anal cancer and I've had several friends who've had similar gastro-intestinal cancers, and so much is recoverable if you get checked early. Okay, now back to matters at hand...)

As a reminder, my rules for turning undead by Hit Dice can be found in my BX D&D supplement Fang, Faith Legerdemain, which is also available as POD at Lulu.com



HOLY SYMBOLS

Each religion has its own holy (or unholy) symbol, though powerful religions may employ multiple variations across different regions and sects. Such a symbol acts an active mechanical conduit for divine energy, requiring a cleric to physically brandish it in order to channel divine spells or turn undead. Such symbols (hereby referred to collectively as "holy symbols") stand apart from purely symbolic icons of the faith, which serve mainly as passive, decorative imagery.

A holy symbol is not inherently magical. Instead, it serves as a physical focus through which divine authority is expressed. The power a holy symbol wields comes from the cleric's faith and the favor of the deity (or divine force) they serve—not from the material object alone.

Holy Symbols and Alignment

A holy symbol focuses positive energy. A cleric or paladin uses it as the focus for his spells and as a tool for turning undead. A cleric or paladin can use a holy symbol as a focus if they hold it, wear it visibly, or bear it on a shield.. 

An unholy symbol is like a holy symbol except that it focuses negative energy and is used by evil clerics (or by neutral clerics who want to cast evil spells or command undead)..

A neutral holy symbol focuses both positive and negative energy, depending on the deity's specific portfolio and the cleric's choices. The symbols of neutral clerics are considered holy to their specific deity or philosophy, not unholy. A neutral deity's symbol represents balance, nature, or specific neutral domains rather than goodness or evil.

Changing Alignment

Because a holy symbol is tied directly to a cleric’s chosen alignment (Lawful, Neutral, Chaotic), a sudden shift in alignment (e.g., due to a curse or similar magical effect) requires a new tool to channel divine power. Under such circumstances, their original holy symbol becomes useless to them mechanically.They must procure a new symbol matching their current alignment before they can affect undead or cast spells again.

Choosing the Form of a Holy Symbol

While traditional faiths often utilize standard manufactured icons, a holy or unholy symbol may take many different physical forms depending on the cleric's specific alignment and background. The final shape, nature, and cost of this spiritual focus are ultimately left to the discretion of the DM.

Typical forms for holy symbols include:

  • Amulets & Talismans: Discrete, standalone manufactured items (like medallions, rings, or tokens) designed exclusively to represent the faith and be physically held aloft.
  • Relics & Reliquaries: Physical remnants of historical, divine, or supernatural importance—such as bones, fragments of objects, or containers housing them—that carry inherent supernatural significance.
  • Emblazoned Gear: Standard adventuring equipment, weapons, armor, or shields that have had the icon of the faith permanently etched, painted, or forged directly into them.
  • Vestments & Garments: Specialized clothing, robes, sashes, or masks where the fabric, color, patterns, or embroidery function collectively as the spiritual focus.
  • Sacred Texts & Liturgy: Books, scrolls, or tablets containing the written doctrine, laws, or sacred symbols of the power being invoked.
  • Ritual Implements & Vessels: Functional ceremonial tools—such as censers, chalices, daggers, or vials—meant for worship but distinct from standard weapons or armor.

For symbols that cannot be easily gripped and lifted, clerics satisfy this requirement by deliberately striking a dramatic posture, pulling garments taut, or presenting the emblazoned gear directly toward the target to clearly channel their power.

Consecration & Desecration of Holy Symbols

Holy symbols used by clerics are ordinarily blessed or consecrated according to the customs of their faith, as unholy symbols are similarly profaned. However, during the course of an adventure, a holy symbol may become desecrated (e.g., as the result of a curse or through prolonged exposure to evil or corruptive forces) or an unholy symbol become sanctified. At the DMs discretion, a neutral symbol is subject to both, affecting its dedication to the balance of Law and Chaos. 

A symbol that has never been consecrated—or one that has been deliberately desecrated—may not function until it is restored, at the DM's discretion. In such circumstances, a holy or unholy symbol whose sacred (or profane) dedication has been removed or negated is unusable is until rededicated. Any cleric of the same faith may rededicate the symbol with one turn of uninterrupted prayer.

Creatures Affected by Holy Symbols

Holy symbols do not repel creatures simply because they are evil or Chaotic. Their power is uniquely effective against the undead, whose unnatural existence is sustained by profane supernatural forces. Other creatures—even demons—may fear divine power, but are not ordinarily compelled by a holy symbol alone.

And then the above will be following by a section on Turning Undead, and the blurb below will be added to the introduction for the "Turning Undead by Hit Dice" rules that originally appeared in Fang, Faith Legerdemain.

When confronting the undead, a cleric may invoke the divine power embodied by their holy symbol. Lawful and Neutral clerics rebuke the undead, while Chaotic clerics command them. The success of either attempt depends upon both the cleric's experience and the power of the undead.