Showing posts with label Dungeon Masters Handbook. Show all posts
Showing posts with label Dungeon Masters Handbook. Show all posts

Saturday, September 12, 2026

From the BX DMG: The Dream Lands (from "The Planes of Existence" section)

If you have a copy of any of the following:

then you're familiar with my Overview of the Planes of Existence. 

That's going to be included in the BX DMG, but will be expanded to include some additional information to facilitate adventuring on the various planes. Here's a sample for the Dream Lands entry.

(BTW, the full draft version for my team to review ahead of editing is 536 pages, including the front matter and the appendices. Apart from some occasional posts here, don't expect to hear much more about it until late 2027/early 2028. I'm going to be getting back on the d30 Encounter Companions, which I hope to have published by the end of this year.)

Friday, September 4, 2026

Outline for the BX DMG

I think I'm really close to having a proof draft of the BX DMG. I need to complete the Spells & Magic section, and confirm all of my Appendix items, but I think I'll have the draft ready for my editing team to review. It's currently in final layout form, but has not art in place (because there's no art to put in place yet).

Yesterday, I did a pre-art page count and I'm just under 500 pages. I'll have to do a test print to see if that makes sense from a handling standpoint, or whether it should maybe be 2 volumes. I'm leaning toward the former. Anyway, here's what it's looking like.

  1. Basic Information (4 pp.)
  2. Character Information (19 pp.)
  3. Money & Equipment (18 pp.)
  4. Spells & Magic (41 pp.)
  5. Encounters, Action & Combat (29 pp.)
  6. Effects & Conditions (22 pp.)
  7. NPCs (11 pp.)
  8. Monsters (19 pp.)
  9. Treasure (17 pp.)
  10. Magic Items (36 pp.)
  11. The Adventure (24 pp.)
  12. The Dungeon (28 pp.)
  13. The Civilized World (30 pp.)
  14. The Wilderness (20 pp.)
  15. The Road (12 pp.)
  16. Lairs & Locations (41 pp.)
  17. Followers & Strongholds (32 pp.)
  18. Waterborne Adventures (33 pp.)
  19. The Planes of Existence (22 pp.)
  20. Deities & Demigods (8 pp.)
  21. Appendices (50? pp.)
Please note, the NPCs, Monsters, and Deities & Demigods section is all DM information for running and creating those things, and doesn't include any specific listings. The Magic Item section, however, is much more like the listings from the 1e DMG, with additional DM information.

Once the proof drafts are to my editing team, I'm going to hop back on the new d30 books and start working on all the illustrations. There's still a bit of editing to be done on the Humans & Humanoids book, but should still have these published in the next 6 months. 

The BX DMG (or what I'm planning to call formally "The Classic Edition Dungeon Master's Handbook") is likely not going to be available until late 2027 or early 2028. W

Over the coming days, I'll start fleshing out the outline above with additional information on what's in each section. Stay tuned!

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.


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.






Thursday, July 30, 2026

BXDMG (WIP): Mounted Combat

This is something I've had in a working form for nearly a decade, and as I've been cleaning up text files on my phone (where I tend to put my BXDMG thoughts/notes as I have them), and finding myself with some time yesterday to work on this, this is where I've ended up (for now). 

As a reminder, any sort of "00" page number reference is for when this gets to layout. The "Animal Training" rules referenced here can currently be found in Fang, Faith Legerdemain. 



Mounted Combat

In order for a mount to be ridden in combat, that mount must be trained for combat (see “Animal Training” on p.00). A rider may attempt to enter combat on a mount not trained for combat; however, the mount must succeed on a Morale check before moving to become engaged and during any round that it is already engaged. The check must be made before the mount’s movement for the round and, if it fails, the mount will immediately flee at full speed to a safe distance. Mounts trained for combat need only check Morale if reduced to half their hp or less and only once per encounter.

During the movement phase of the round, mounts go last. A mounted rider must defer all their movement for the round to their mount in order for the mount to move during the round (regardless of distance), unless the rider is mounting or dismounting, each of which requires 1 round during which the mount must remain stationary and the rider may take no other actions.

Only one-handed melee or ranged attacks may be made by a mounted rider during a round where the mount moves, unless the rider and the mount are trained for “free-rein” handling (e.g., as a class feature, and possibly limited to a specific weapon or weapon type). Otherwise, the use of attacks requiring two hands can only be made from a mount during a round in which the mount has not moved. If a rider untrained in “free-rein” handling attempts a two-handed attack during the round in which their mount has moved, they must save vs. paralysis or fall from their mount, taking 1d6 damage in the process.

Spellcasting is impossible from a moving mount, but magic items requiring only one hand and a command word (e.g., wands and rods) may be used. 

Melee attacks by a rider on a mount vs. an unmounted opponent are subject to the following modifiers (based on the angle of attack):

  • Unmounted opponent is smaller/lower: +1
  • Unmounted opponent is same size/equal: ±0
  • Unmounted opponent is larger/higher: –1

Melee attacks from an attacker on foot against a mounted opponent suffer a  –1 “to hit” penalty against the rider but not the mount. Furthermore, an exact “to hit” roll strikes the mount if the rider is the intended target, and vice versa.

If a mount is slain, the rider must save vs. breath or be thrown from the mount, taking 1d6 damage and and being laid prone. On a natural roll of “1” on the saving throw, the rider is trapped under the mount, taking an additional 1d6 damage in the process. Freeing a trapped character requires a successful Open Doors roll from an assisting character (the trapped character may not free themself). On a successful save, the rider remains upright on the slain mount but must spend 1 round dismounting if they choose to move on foot. 

When a mounted attacker strikes a mounted target with a natural “to hit” roll of "20" using a melee weapon longer than 3’, the targeted rider must make save vs. paralysis or be knocked from the mount to the ground, taking 1d6 damage and being laid prone. The save suffers a –1 penalty for each additional 1’ of weapon length (–1 for a 4’ long weapon, –2 for a 5’ long weapon, and so on). 

Sunday, July 26, 2026

BXDMG (WIP): Death, Estates & Inheritance

As mentioned last week in my Elevation/Acclimation rules, I'm being inspired by life to create additional sections and rules for my BXDMG. This week's inspiration comes from a recent visit to my mother's house to help get her packed up for a move (my father passed away last year without having finished a will, though he left my mother in great shape financially) and an appointment last week at our lawyer's for my wife and I to sign our wills (we have no children but do have 7 nieces). Add that to the campaign I'm currently running and the recent loss and subsequent looting of a party member, and here we are... Death, Estates, and Inheritance. 

As a reminder, any page number references are placeholders for other sections of the book that already exist. (BTW, the forgery information referenced below was previously published in the In Alley & Shadow issue of my zine, and this new section is slated to appear directly after the "Crime & Punishment" section of the BXDMG which was also included in In Alley & Shadow.)


Death, Estates, and Inheritance

To adventurers, the possessions of the dead are often treated as fair prize, but ownership is not always so simple. Local laws, family claims, guild rights, and religious customs may all determine who has the rightful claim to the estate of a fallen PC or NPC. The DM may choose to decide how such matters are handled in the campaign, using them to create roleplaying opportunities, spark moral dilemmas, or lead to new adventures.

Inheritance Customs

For the purposes of this section, an estate includes includes all land, titles, property, wealth, possessions, debts, and other interests left by the deceased (which may be as little as the belongings they carry on their person).

SINGLE-HEIR SUCCESSION: One person inherits the entire estate.

  • Birthright: The estate passes to a designated heir, usually the eldest child. This is common among noble families seeking to preserve their lands and titles. 
  • Appointment: The owner names a single successor, regardless of family ties. This is often used by wealthy merchants, wizards, guildmasters, or those without children. 
  • Closest Kin: If no heir has been named, the nearest eligible relative inherits. 

DIVIDED INHERITANCE:  The estate is divided among two or more heirs.

  • Equal Division: All eligible heirs receive equal shares. This is common in small farming communities and among free families. 
  • Major Share: One heir receives the principal estate, while the remaining heirs divide the rest. This preserves the family's main holding while providing for younger heirs. 

CHOSEN SUCCESSION:  A successor is selected by another individual or group.

  • Family Council: Relatives or clan elders choose the heir. This is common among clans, tribes, and extended family groups. 
  • Liege's Decision: A lord, ruler, or other superior authority appoints the successor. This is often used for feudal lands held in service to the crown. 
  • Order's Choice: Members of a guild, temple, military order, or similar organization choose the next holder. This is common when offices, rather than bloodlines, control the estate. 

INSTITUTIONAL OWNERSHIP: The estate belongs to an organization rather than an individual.

  • Religious Order: A temple or monastery retains ownership and appoints new leadership. 
  • Guild Charter: A guild or company (e.g., a thieves' or adventurers' guild, or mercantile interest) owns the property and selects its officers. 
  • Corporate Estate: Property is jointly owned by partners or investors. 

REVERSION:  The estate does not pass to an heir.

  • Escheat: The estate reverts to the crown or local ruler if no lawful heir exists. This prevents abandoned lands from remaining without an owner. 
  • Life Grant: Property was granted only for the owner's lifetime and returns to the grantor upon death. This is often used for lands granted in exchange for military or public service. 

DEMI-HUMAN TRADITIONS: The following customs represent common traditions among demi-human cultures. Individual clans, realms, and communities may follow different practices.

  • Dwarven inheritance is rooted in institutional continuity. Clans typically own halls, forges, and mines collectively, while individuals inherit only personal possessions, tools, and crafted works. Stewardship of family holdings usually passes to the eldest capable member of the bloodline, preserving ancestral traditions and craft secrets.
  • Elven inheritance is guided by merit and legacy. Because elves live for centuries, inheritance is uncommon, usually occurring only when an elder departs the mortal world or voluntarily relinquishes an estate. Successors are often chosen for their wisdom, artistic achievement, or magical ability rather than birth, with many possessions gifted away long before death.
  • Gnomish inheritance is driven by knowledge and innovation. Workshops, notes, inventions, and unfinished projects typically pass to the most capable apprentice rather than a blood relative. Families often share the income from successful workshops or mines instead of dividing the property itself.
  • Halfling inheritance is centered on family stewardship. The family burrow is usually entrusted to the eldest capable member of the household, while farmland and orchards are commonly worked and shared by the extended family to ensure the prosperity of all.

The Estates of Fallen Adventurers

When a character dies, surviving companions often assume the deceased's possessions become theirs. In some lands this may be true, but elsewhere heirs, temples, guilds, creditors, or local rulers may have lawful claims to part or all of the estate. The referee should decide how such matters are handled in the campaign and use them as opportunities for further adventure.

COMMON CLAIMS: The estate of a deceased adventurer may be claimed by one or more interested parties.

  • Family Heirs: Relatives claim property, coin, or titles according to local custom. 
  • The Church: A temple may require payment for burial rites or claim property donated by custom or testament. 
  • The Crown or Local Lord: If no lawful heir exists, some realms reclaim abandoned property through the Right of Escheat. 
  • Guilds and Orders: Equipment, spellbooks, badges of office, or other items issued by a guild, temple, military order, or wizard's college may remain the property of that organization. 
  • Creditors: Outstanding debts, unpaid taxes, or contractual obligations may be collected from the estate before any inheritance is distributed. 

LEGAL COMPLICATIONS: In most cases, surviving companions are able to dispose of a fallen adventurer's possessions without interference. However, when the party enters a settled area carrying recognizable gear belonging to the deceased, there is (at the DM’s discretion) a 1-in-20 chance a legal complication arises. If a complication arises, the DM may roll 1d6 on the table below or choose the result that best suits the campaign.

FORGING A WILL: Characters attempting to forge a last will and testament should use the normal forgery rules (see p. 00). Success establishes the party as the deceased's lawful heirs or executors. Failure may result in confiscation of the estate, fines, imprisonment, or other penalties (at the DM's discretion).

Sunday, July 19, 2026

BXDMG (WIP): Higher Elevations (including Acclimation)

My wife and I recently spent a few days in Estes Park, Colorado, including a day in Rocky Mountain National Park. It's been easily 25 years since I've been to Denver (which we know is about 5,200' high) and until this weekend, that's the highest elevation I've ever visited, so the 7,500'+ of this elevation has been an eye-opener for me in terms of acclimation. So for the BXDMG, I decided I needed some Elevation & Acclimation rules. Some do exist in the d20 SRD, but I need them to match all the weather and camping stuff I'm working on, and the vibe of BX in general. As always, if you think something seems off or could use some tweaking, please let me know in the comments section. (BTW, the referenced "00" page numbers are placeholders until the layout is complete.)

Elevation & Acclimation

Higher elevations present unique challenges to travelers. Thinner air, colder conditions, and increased physical exertion make travel more demanding, particularly for those unaccustomed to mountain environments. 

Those traveling at 7,500' or higher are subject to the following High Elevation Effects:

  • Daily water requirements are doubled.
  • Additional rest is required until acclimated. 
  • Weather becomes colder and windier. 
  • Fire requires more frequent tending.

Elevation Strata (Elevation Bands)

Elevation is divided into broad bands that identify when the effects of high elevation begin to matter. Although mountains become progressively more demanding with increasing elevation, the effects of high altitude generally do not become significant until approximately 7,500 feet, at which point the High Elevation rules apply.

Water Requirements

At High Elevations, thinner air and increased exertion cause water to be lost more rapidly. All creatures require twice their normal daily amount of water to avoid the effects of dehydration (see p.00). This effect is independent of acclimation and applies to all creatures.

Acclimation & Rest

When a character first enters a higher Elevation Band where acclimation is required, they must spend time adjusting to the thinner air of that Elevation Band or they suffer additional penalties. Unacclimated characters must rest 1 turn after every 2 turns of travel or strenuous activity (instead of the normal rest schedule for overland movement). 

Consult the table below to determine the number of consecutive days required based on the character's Constitution. Until acclimated, the character suffers all High Elevation effects. Because a traveling party can move no faster than its least-acclimated member, all party members must become acclimated before these penalties no longer apply during travel.

If an unacclimated character continues traveling or performing strenuous activity without taking the required rest, they must save vs. paralysis at the end of each additional turn. Failure results in a cumulative –1 penalty to attack rolls, damage, saving throws, and ability checks (maximum –4), and the character takes 1d4 points of damage from exhaustion. One full hour of rest removes one penalty, but hit points are regained at the normal rate. A character who ascends into a higher Elevation Band before becoming acclimated to the previous band suffers a cumulative –1 penalty on all altitude-related saving throws and checks. 

Once a character becomes acclimated to an Elevation Band, this additional rest requirement is removed while in that Elevation Band. The other environmental effects of High Elevation (increased water needs, weather adjustments, fire behavior) remain in effect. 

If an unacclimated character descends to an elevation band to which they are already acclimated—or below 7,500 feet—the rest requirement of High Elevation ceases immediately. Time spent at the lower elevation does not count toward acclimation to the higher band.

A character retains acclimation for one week after leaving an elevation band. After that time, acclimation is lost, and the character must acclimate again before gaining its benefits.

BEASTS OF BURDEN: Horses, mules, and other beasts of burden also require time to acclimate to high elevations. Unless otherwise noted, treat them as requiring the same acclimation period as a character of average Constitution. Creatures naturally adapted to mountainous regions may ignore this requirement at the DM's discretion.

Weather Adjustments

At High Elevations, temperatures are generally colder and winds more persistent than at lower elevations. Treat the Daily Temperature as one step colder, and assume at least a Moderate Wind in exposed areas unless the DM determines otherwise (see p.00). Mountain ridges, passes, and peaks commonly experience Strong Winds, while Gales are frequent during severe weather.

Fire Tending

At High Elevations, thinner air makes fires more difficult to maintain. Fires ignite less readily, burn less vigorously, and consume fuel less efficiently, requiring more frequent attention to keep them burning. Use the table below in place of the standard fire-tending intervals (on p.00).


Additional Considerations

VISIBILITY: Higher elevations often provide excellent visibility. Long sight distances make it easier to spot landmarks, camps, trails, and approaching creatures, but also make travelers more conspicuous. Parties moving along exposed ridges or skylines are much harder to conceal than those in forests, valleys, or broken terrain.

SOUND: In the thin, open air of high mountains, sounds often carry surprising distances. Voices, hammering, horns, and other loud noises may be heard far beyond their normal range at the DM's discretion.

FOOD AVAILABILITY: Above the treeline, treat all Foraging, Hunting, Trapping, and Fishing attempts as one terrain category less favorable than normal (to a minimum of Barren/Broken Land), unless local conditions suggest otherwise.


TRAVEL ROUTES: Routes are often indirect. Cliffs, ravines, glaciers, and mountain passes may force lengthy detours despite short distances "as the crow flies."


INCREASED HAZARDS: High elevations offer little natural shelter. Additionally, travelers are more likely to encounter steep slopes, cliffs, scree, glaciers, and narrow passes, where weather, wind, and falls become greater hazards.

Saturday, July 18, 2026

BXDMG (WIP): Outlines for "Effects of the Environment" and "Natural Hazards"

I'm super happy with the work I've done over the last week or so for the "Effects of the Environment" and "Natural Hazards" chapters for the "Wilderness Adventures" section of my BX DMG. They're both too long to long to share much of here, but I figured that including the outline for them would give a pretty good idea of what they cover.

Wednesday, July 15, 2026

BXDMG (WIP): Lightning Storms

In support of my continuing work towards a BX DMG, I've been working on Weather rules. I'm working on some special weather conditions and liked what I came up with for Lightning Storms and thought I'd share. As always, if you think something seems off or could use some tweaking, please let me know in the comments section.

LIGHTNING STORM: An atmospheric event charged with violent electrical energy, distinct from a typical thunderstorm. 

In open terrain or high elevations, there is a 1-in-6 chance per exploration turn (or 1-in-20 per combat round) of a lightning strike near the party. The bolt automatically targets the tallest creature wearing metal armor. The target must make a saving throw vs. wands. On a successful save, the bolt is avoided and it leaps to the next tallest creature wearing metal armor, who must then save. If all metal-clad creatures successfully save, the bolt cascades to the tallest creature not wearing metal armor, progressing down in order of height. 

The first creature to fail their saving throw is struck, taking 4d6 points of damage and ending the cascade. If every single creature successfully saves, the bolt harmlessly strikes the ground. However, all those within a 10’ radius of the strike must save vs. breath or be blinding for 1d6 rounds.

Wednesday, July 8, 2026

BXDMG (WIP): Camping

In support of my continuing work towards a BX DMG, here's where my Camping rules stand. As always, if you think something seems off or could use some tweaking, please let me know in the comments section.


Camping

Establishing Camp

Establishing camp typically requires about 6 turns (1 hour). This includes finding a suitable campsite, unloading equipment, preparing sleeping areas, gathering fuel, building a fire if desired, tending to animals, and making any necessary preparations for the night. Larger groups, poor terrain, or elaborate camps may require additional time at the DM's discretion.

Campfires

Gathering firewood is a normal part of establishing camp. The table below lists the approximate amount of wood required to maintain a fire throughout an 8-hour night, along with the intervals at which it must be replenished.


Fire Tending Intervals, Weights, and Log Counts for an 8-Hour Night
(Calculated using standard dense camping logs weighing roughly 4 lbs. each)



* Much jungle wood is green and damp, making it harder to ignite and producing heavy smoke.
† Above the tree line, firewood is generally unavailable.
‡ Fires require carried fuel or rare sources such as scrub, deadwood, or animal dung.

  • Abundant: Enough fuel for any campfire can be gathered as part of establishing camp. 
  • Moderate: Enough fuel for a small or medium fire can normally be gathered; a large fire requires additional time or luck. 
  • Sparse: Enough fuel for only a small fire can normally be gathered. Medium or larger fires requires additional time (1d4+4 turns) spent searching for and/or carrying fuel. 
  • Very Sparse: Only scattered fuel is available. Gathering enough for even a small fire requires significant effort (+3d4 turns beyond time required for establishing camp), and success is not guaranteed (chance at DM’s discretion based on locale). 
  • None: No usable firewood is available unless it is carried or discovered by chance. 

Smoke from a campfire may be visible for miles during the day, while its glow can be seen at considerable distances after dark, especially across open terrain or from higher ground. Larger fires are easier to spot and more likely to attract unwanted attention. While some creatures avoid fire and light altogether, others may be drawn by its warmth, curiosity, or the scent of food. The DM should adjust Wandering Monster tables accordingly.

A fire should always be extinguished before breaking camp unless there is a reason to leave it burning. Dousing the fire with water or covering it with earth usually ensures it’s completely out, leaving only cooled ashes behind. A hastily abandoned firepit, scattered ashes, or discarded fuel may also reveal the party's recent presence to anyone passing through the area.

Watches 

A proper watch allows resting companions to recover while maintaining vigilance against danger. Typically, the night is divided into shifts as the party desires, ensuring at least one alert character remains awake at all times. Sleeping characters are generally unaware of approaching threats unless awakened. 

Sleeping & Rest

A long rest requires 8 hours. At least 6 of those hours must be sleeping. The remaining 2 hours can be spent on light activity like reading, talking, eating, or standing watch. A character can only benefit from one long rest in a 24-hour period. If interrupted before completion, the PC must start the rest over to benefit from it. 

Characters may sleep in armor, but doing so is uncomfortable and prevents proper rest. A character who sleeps in armor does not get the benefit of a restful sleep. (E.g., a cleric who sleeps in their armor will not be able to memorize spells until they get a full night of restful sleep.)

As long as a spellcaster gets their 6 hours of restful sleep and doesn’t exceed 2 hours on watch, they will successfully complete the long rest and recover all of their spell slots. A spellcaster’s long rest is automatically interrupted by the following conditions:

  • They participate in combat, even for a single round.
  • They take damage or fail a saving throw.
  • They move their equipment to or camp spot 5'+ feet or more.
  • They walk more than 30’.
  • They undertake a similar adventuring task.

Elven Meditative Trance (Optional): Elves do not sleep. Instead, they need to spend 4 hours a day in a deep, meditative trance. During this time, they achieve the same level of rest and mental renewal that a human gets from 6 hours of regular sleep. In this state, their eyes are closed and they are semiconscious, limiting any perception to sound and touch only.

Breaking Camp

Breaking camp typically requires 2–4 turns (20–40 minutes) to extinguish fires, pack equipment, strike tents, load mounts, and prepare to travel. It takes 1–2 additional turns for the party to cover up or remove signs of their stay (e.g., erasing tracks, dismantling firepits, scattering ashes, etc.) in order to make it more difficult for others to discover or follow them.

Thursday, July 2, 2026

BXDMG (WIP): Light & Vision

In support of my continuing work towards a BX DMG, here's where my Light & Vision rules stand. (BTW, you'll note a reference to Campfire rules. I'm still working on those, but should have them up here next week some time.) As always, if you think something seems off or could use some tweaking, please let me know in the comments section.


Light & Vision

Vision depends upon the amount of available light. Creatures relying on normal sight require illumination to see clearly. Darkness conceals hazards, obscures monsters, and limits exploration. Managing light is therefore one of the most important aspects of dungeon adventuring.

Every location falls into one of four light levels.

  • Bright light allows creatures with normal vision to see clearly. Color, movement, writing, tracks, and fine details are readily visible. Examples of bright light include: daylight, sunlit rooms, a magical light spell, within a few feet of a campfire, close to a lantern.
  • Low light provides enough illumination for ordinary travel but not for careful observation. In low light, characters can walk safely, recognize creatures, fight normally, and navigate familiar terrain. However, in low light, small details become difficult to notice. Examples of low light include: twilight, the light of a full moon, the outer edge of torchlight, or a large chamber faintly illuminated by distant fires. The DM may, at their own discretion, require extra time, appropriate ability checks, and/or modifiers in order to notice hidden details.
  • Dim light barely illuminates the surroundings. In dim light, characters can usually distinguish walls, doorways, large objects, movement, and silhouettes, but cannot reliably distinguish facial features, colors, writing, hidden doors, fine mechanisms, tracks. Under such conditions, the DM should only describe uncertain shapes rather than precise details (e.g., “Something crouches beside the pillar,” rather than “an orc stands beside the pillar.”) 
  • Darkness provide no useful vision whatsoever. In darknesss, creatures relying on normal sight are effectively blind. They cannot read, search, identify creatures, fight accurately, or detect most hazards visually. Other senses function normally.


Typical Light Sources

Light Source

Bright

Low

Dim

Duration

candle

5'

10'

15'

6 turns (1 hour)

torch

15'

30'

45'

6 turns (1 hour)

hooded lantern

20'

40'

60'

24 turns/4 hours (1 flash of oil)

bullseye lantern*

30'

60'

90'

24 turns/4 hours (1 flash of oil)

campfire, small

20'

40'

60'

See “Campfires" (p.00).

campfire, medium

30'

60'

80'

See “Campfires" (p.00).

campfire, large

40'

80'

120'

See “Campfires" (p.00).

*A bullseye lantern illuminates only its forward cone. It typically has a fixed convex lens and a static internal mirror that shines line in an arc of approximately 45°.


Special Lighting Conditions

LIGHT OVERLAPS: When multiple light sources overlap, use the brightest available illumination. Natural lighting does not “stack” to create brighter light. Several torches do not double their radius, but they may eliminate shadows or illuminate a larger area.

BLOCKING LIGHT: Light does not pass through closed doors, solid walls, heavy curtains, thick fog, or dense smoke. Corners cast shadows. A single torch rarely illuminates an entire dungeon chamber.

CONCEALING LIGHT: Light advertises a party's presence. In dark underground passages, a torch or lantern may be visible from hundreds of feet away down a straight corridor. Monsters often notice the light before they hear approaching adventurers.

CARRYING LIGHT: A character carrying a light source usually occupies one hand. The may prevent the use of two-handed weapons, bows, and shields (if the shield hand carries the light). Lanterns may be hung, placed on the ground, or set upon furniture when circumstances allow.

EXTINGUISHING LIGHT: Light sources may be extinguished by circumstances such as a strong wind, deep water, deliberate action, lack of fuel, or magical darkness. Relighting a torch or lantern generally requires one combat round if suitable flame is available.


Extraordinary Vision

While infravision is a standard extraordinary form of vision in the game, some campaigns may feature additional forms of sight. These optional abilities may be assigned to monsters, player ancestries, or magical effects at the DM’s discretion. Unless otherwise noted, these abilities function only to their listed range.

Infravision

Infravision allows a creature to perceive differences in heat rather than visible light. Warm-blooded creatures, recently disturbed objects, open flames, and lingering heat sources appear as varying intensities of brightness against cooler surroundings. Infravision functions best in complete darkness and becomes increasingly unreliable in brightly illuminated areas or near powerful heat sources such as large fires, lava, or furnaces. 

Infravision cannot normally see through solid objects, detect hidden doors solely by sight, read writing, distinguish colors, or recognize paintings or heraldry. It merely reveals heat patterns rather than visible detail.

Heat Interference: Infravision functions by detecting heat rather than visible light. Nearby heat sources—including torches, lanterns, campfires, lava, and similar sources—reduce or negate its effectiveness by masking the subtle temperature differences it normally detects. Creatures carrying a light source generally rely on ordinary vision instead of infravision until the light is extinguished.


Ultravision (Optional)

Ultravision allows a creature to perceive ultraviolet light naturally present in sunlight, moonlight, and starlight. Even on a moonlit night or beneath an overcast sky, creatures possessing ultravision can often see remarkably well outdoors. It is most useful for night travel, recognizing distant movement across open terrain, tracking beneath moonlight, and recognizing distant movement across open terrain. 

Ultravision functions only where the sky is visible or where ultraviolet light is otherwise present. It provides no benefit underground or within enclosed structures where ultraviolet light is absent. 

Ordinary torches, lanterns, candles, and similar light sources neither improve nor hinder ultravision.

Darkvision (Optional)

Darkvision allows a creature to see in complete darkness without relying upon heat. Within its listed range, darkness is perceived as though it were dimly lit. Objects remain visible but lack fine detail and appear only in shades of gray. Darkvision does not reveal color, not does it improve vision in fog, smoke, magical darkness, or other effects that specifically block sight. Because darkvision is unaffected by heat, it functions normally around fires or lava.

Low-Light Vision (Optional)

Creatures with low-light vision make exceptionally efficient use of even the faintest illumination. Whenever at least a small amount of natural or artificial light is present, they see as though the illumination were one step brighter; that is, dim light appears as bright light and low light appears as dim light.

Low-light vision simply makes existing light go farther. The creature's eyes are exceptionally sensitive, allowing it to make use of illumination that would be insufficient for normal sight. Because it is still seeing visible light, everything appears in full color. A creature with low-light vision can distinguish painted heraldry, identify the color of potions, appreciate artwork, and notice bloodstains just as well as a human standing in bright daylight—provided there is at least some light available.

Low light vision does not provide any benefit in complete darkness.

Supernatural Visual Abilities

The vision types presented above describe the natural means by which creatures perceive the world. Some monsters, magical beings, and enchanted individuals possess additional supernatural forms of sight that transcend normal vision. Abilities such as seeing invisible creatures, perceiving through illusions, viewing the true forms of shapechangers, or seeing through solid objects are not separate vision types, but extraordinary powers granted by magic, divine favor, or other supernatural means. Unless an ability specifically states otherwise, extraordinary vision supplements a creature's normal forms of sight rather than replacing it.


Visibility Conditions

These can occur under any light level.

Shadows are areas receiving little direct illumination, such as the space behind pillars, beneath furniture, in deep alcoves, or at the edge of a light source. Shadows are not a separate light level, but represent locations where concealment is possible despite nearby illumination.

Glare occurs when an exceptionally bright light overwhelms the eyes, making nearby details difficult to distinguish. Direct sunlight, polished mirrors, magical radiance, or intense reflections from water, snow, or ice may produce glare at the referee's discretion.

Smoke scatters and absorbs light, reducing visibility even in brightly illuminated areas. Thin smoke obscures distant objects, while thick smoke may reduce visibility to only a few feet or create conditions equivalent to darkness.

Fog and mist diffuse light, making distant objects appear indistinct or disappear altogether. Even under bright illumination, visibility may be severely limited by dense banks of fog.

Dust, ash, and blowing sand fill the air with countless suspended particles that obscure vision and soften detail. Dense clouds may reduce visibility dramatically until they settle or disperse.

Heavy rainfall reduces visibility by masking distant objects behind a curtain of falling water. Wind-driven rain may further limit sight and make identifying creatures or landmarks difficult.

Dense vegetation (e.g., hanging vines, dense hedges, and closely packed trees0 blocks lines of sight regardless of the available light. Creatures may remain partially or completely obscured behind vegetation even in broad daylight.

Heat distortion (e.g., intense heat from lava, roaring fires, furnaces, or similar sources) creates shimmering air and overpowering thermal radiation. Such conditions may make distant objects difficult to discern and greatly reduce or negate the usefulness of infravision.

Extreme cold reduces temperature differences between surrounding objects, diminishing the contrast upon which infravision depends. Although warm creatures remain visible, subtle heat signatures and environmental details become more difficult to distinguish.

Magical darkness suppresses and absorbs light beyond natural means, creating an area of supernatural blackness. Unless an ability or spell specifically states otherwise, creatures relying on ordinary vision—and often even extraordinary vision—cannot see within it.


A NOTE FOR THE DM: This information is intended to shape exploration, not to impose layers of modifiers. Rather than worrying about precise mechanical penalties, consider what the characters could reasonably perceive under the available illumination. Bright light reveals the world clearly, while dim and low light obscure details, create uncertainty, and leave room for surprise. For example, in lower lighting conditions, describe silhouettes instead of identities, movement instead of certainty, and vague shapes instead of obvious dangers. Used in this manner, light becomes more than a measurement—it becomes a tool for building tension, atmosphere, and prompting meaningful player decisions.