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 require several additional turns of searching and/or carrying fuel. 
  • Very Sparse: Only scattered fuel is available. Gathering enough for even a small fire requires significant effort (+1–2 hours beyond establishing cam), and success is not guaranteed. 
  • 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. Divide the night into shifts as desired, 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, you must start the rest over to get any benefits. 

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 to a new location 30’ feet away.
  • 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.

Saturday, July 4, 2026

New d30 Books — Nearly a Decade in the Works! (Available December 2026?)

Believe it or not, I'm in the final stages of a 2-volume set of d30 Books that I hope to release this December. This was inspired by my old Monster Indexes

About 10 years ago, I was starting to work on a d30 Encounter Companion and realized as it expanded it needed to be 2 books—one for Humans/Humanoids, and one for Monster/Beasts. Then life happened, and then it let up enough that I could get back to this, and now I find myself months away from finishing all the proofing and artwork needed to get these released out into the world. 

Volume 2 (Monsters/Beasts) is 238 pages and, right now, Volume 1 (Humans/Humanoids) stands at about 150. However, I'm revisiting and expanding some of the content for Volume 1 (based on some things I did in Volume 2) and expect that one to come out to almost 200 pages as well. 

I'm planning on having them available in hardback, coil bound, trade paperback, and PDF. Not sure on pricing yet. Color cover, B&W interior.

Below are a few sample pages from Volume 2, showing the two major types of entries. Some are just tables to modify a standard version of a monster + supporting tables, other are 30 (or 60!) fully different variations of a creature type, statted individually + descriptions and supporting tables. And as usual, there are some worksheets in the back to support the DM using the book. Only a few pages in each overlap with the previous d30 books. Otherwise about 97% new content in both books.

BTW, I'm also messing with the cover illustrations, so those are likely to change.

More to come!!!

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 50°.


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.

Tuesday, June 30, 2026

New Monster: Vorash-Kul



DESCRIPTION:

The vorash-kul resembles an immense, pallid mass of swollen flesh nearly 10' long. It is both worm-like and not, seeming more like a pile of worm flesh with only hints of elongation in asymmetry. Its body is covered in thick folds of bruised purple hide punctuated with numerous pustules, numerous sensory slits and a large, almond-shaped mouth with a protruding green muscular tongue, split partially at its inner end.

ABILITIES:

Sensory Detection. Each of the vorash-kul's six sensory orifices allows it to sense location and presence of certain phenomenon to a range of 120', including: echolocation (sound), aromalocation (smell), thermolocation (heat differences), electrolocation (bioelectric fields), hemolocation (presence of blood) and psilocation (presence of mind/thoughts), "Blinding" a vorash-kul requires simultaneously negating/deadening all of these abilities. 

Rancid Aura. The vorash-kul emits a foul and deathly odor. Any smelling creature that comes within 30' of it must save vs. poison or suffer extreme nausea and vomiting for 1d4+1 rounds, suffering a –2 penalty on all "to hit" rolls anD saving throws for the duration.

Lunge Attack.
 Though it is generally sluggish as it pulls itself across the gound, it can lunge with shocking speed when prey ventures too near, striking quickly with its tongue (melee attack) to a distance of 8' away (5' body stretch + 3' tongue stretch), or to a distance of 5' with its bite attack, before pulling back quickly—so quickly, it dodges any attacks of opportunity or similar 

Bite Attack.
Though toothless, the bite of a vorash-kul clamps down with tremendous force, so much so that, on a natural "to hit" roll of 20, the victim of its bite must save vs. death or lose a limb, which the vorash-kul swallows whole to digest later.

Caustic Saliva. The mouth and tongue of the vorash-kul is coated in a caustic slime. On a successful "to hit" roll, its bite does an additional 1d8 acid damage, and its tongue does an additional 1d6 acid damage. This acid immediately ruins soft materials (e.g., leather armor, wooden shields, etc.).

Psionics. Vorash-kul possess a number of psionic abilities, which they are able to use as a 7th level mystic. 

Limited Telepathy. Vorash-kul are able to use a limited form of telepathy. They are able to "commune" with intelligent creature within 60'. The target creature will sense the request from the vorash-kul and must permit the communing before the vorash-kul may communicate telepathically with the target. Once the two are communing, the telepathic connection persists as long as the vorash-kul desires. While communicating with the creature, the vorash-kul is able to sense whether the creatures projected messages are truthful or misleading; if the target is intentionally untruthful or misleading, the vorash-kul is not able to discern what the truth is, only that what is being communicated is not truth. There is also a chance that creatures with below average Intelligence (8 or lower) will be overwhelmed by the vorash-kul's alien mind; there is a 10% chance for creatures with an Intelligence of 6–8, a 20% chance for creatures with an Intelligence of 4–5, and a 30% chance for creatures with an Intelligence of 3, that the creature will become confused (as the magic-user spell) by communing with the vorash-kul. The vorash-kul's telepathic ability is psionic, but costs no PSPs to use. This ability may not be used at the same time as any other psionic ability, except for the mind blank defense mode.

ECOLOGY:

A vorash-kul often spends weeks without moving, digesting prey internally before slowly creeping to a new hunting ground. Their lairs often contain scattered bones, rusted equipment, and partially dissolved corpses.

STATS
ARMOR CLASS: 3
HIT DICE: 7**
MOVE: 90'(30')
ATTACKS: 1 bite or 1 tongue
DAMAGE: 2d6+1d8 or1d6+1d4
NO. APPEARING: 1 (1d3)
SAVE AS: Fighter:7
MORALE: 10
TREASURE TYPE: C
ALIGNMENT: Chaotic

PSIONIC ABILITIES
PSIONIC LEVEL: 7 (35 PSPs)
ATTACK MODES: ego whip, id insinuation, mind thrust
DEFENSE MODES: mind blank, thought shield, mental barrier
PSYCHOMETABOLIC: S) complete healing, life draining; D) absorption, adrenaline control, cell adjustment, chameleon ability, suspend animation


Tuesday, April 28, 2026

House Rule: Sharing Potions

 


Something my players have tried (off and on again) is splitting potions—particularly if many in the party are in need of healing. In furtherance of my BXDMG, I thought I'd go ahead and set out how I intend to handle this from now on...

Sharing Potions

In general, it takes the full dose of a potion for its properties to take take full effect. This is especially true when other factors are taken into consideration, like age of the potion and settling of its ingredients. The size of the dose is never in question (it's the full phial), only the duration of that dose is to be determined (1d6+1 turns, except where indicated by the potion). The exception to this is, of course, "potions" that are actually ointments and salves (which typically contain a number of uses/applications). Two different characters each imbibing half of a potion might have completely different consequences, except for poison potions, which are always deadly, regardless of how little is imbibed.

When PCs choose to share a potion, roll 1d6 on the following table for each PC to determine the effects of the partial dose on that PC.

  1. Potion has full effect for half duration (1d3 turns + 5 minutes).
  2. Potion has half effect/strength for full duration (1d6+1 turns).
  3. Potion has half effect for half duration.
  4. Potion has no effect; if other portion of dose is consumed within 1d6 rounds of the first portion, there is a 50% chance the potion will have full effect for full duration; otherwise, it still has no effect).
  5. Imbiber must save vs. poison or be nauseated (–1 on all "to hit" rolls and saving throws for 1d6+1 turns) unless the potion is neutralized (neutralize poison).
  6. Imbiber must save vs. poison or die at the end of 1d6+1 turns, unless the potion is neutralized (neutralize poison).
Partial doses are subject to the effects of potion miscibility, regardless of the result on the table above, for the duration indicated for each result.

Coming soon—recharging wands, rods, and other items.

Tuesday, March 24, 2026

Simplifying Magic Resistance for B/X

In furtherance of my new d30 project mentioned in recent posts, I'm working on a demons encounter table. As a fan of Tom Moldvay's approach to creating a clear hierarchy for monsters with different strengths (a la Basic's dragons and many of his creatures in Lords of Creation), I'm attempting something similar as I adapt (and expand) the demons from the various AD&D resources. 

Something B/X doesn't really accommodate in its RAW, but I'm also not willing to fully abandon, is the concept of Magic Resistance as a stat for demons (even at very low levels/Hit Dice). 

Eric Diaz over at the Methods & Madness blog wrote about this a couple of years ago. I agree with Eric that only a few creature types should have this kind of magic resistance, and I do generally like the suggestions he's made for handling this. That being said, neither quite fits my personal style or house rules approach, so here's what I've come up with...

Magic Resistance

Some creatures (most notably demons and other supernatural entities) possess an innate Magic Resistance that disrupts spellcasting around them. When a spell is cast upon such a creature, there is a chance the magic simply fails in its presence.

Essentially, Magic Resistance (MR) permits a “preemptive” Saving Throw for a creature with this trait against magical effects. If the MR check succeeds, the creature ignores completely the spell or effect; if the check fails, the creature is affected normally by the spell or effect.

To resolve Magic Resistance, start with a base target of 10, add the caster’s level, and then subtract the creature’s Magic Resistance rating (typically 1–20) to determine the final number needed on a d20 roll (made by the DM for the creature). If the roll result meets or exceeds this number, the spell or effect fails against the creature, otherwise, the spell or effect affects the creature normally. A spell or effect with a target chance of 1 or less will always fail against the creature and a spell with a target chance or 20 or higher will always succeed.

  • Cast Against/Direct Interaction: MR functions against targeted spells (e.g., charm person, magic missile) and, if successful, negates the spell entirely.
  • Area Effect: If MR succeeds against an area effect, the resistant creature inside the area can ignore the effect entirely, though it affects others around them normally unless they are also magic resistant.
  • Proximity: MR does not affect any spell simply because it is cast nearby; the spell must target or affect the creature directly.
  • Environmental Magic: MR is not effective against indirect magical consequences (e.g., Earthquake causing a ceiling to fall, or a magical charm causing a rock to fall), only the direct energy of the spell.
  • Duration: The resistance is innate, always active, and even applies to beneficial spells (e.g,. even a cure light wounds spell cast against a magic-resistant creature would require a check to see if the spell succeeds, regardless of the wishes of the magic-resistant creature).
  • Ongoing Effects: For spells or effects that persist or repeat (e.g., cloudkill, wall of fire), Magic Resistance is checked once per round of exposure; a successful check negates the effect for that round only.
  • Magic Items: Magic Resistance also applies to spells or spell-like effects produced by magic items (e.g., wands, rods, staves, scrolls). Instead of using caster level, the DM should apply a flat adjustment based on the item’s strength: weak items (e.g., most wands) are treated as +5, intermediate items (e.g., most rods) as +10, and strong items (e.g., staves) as +15.
  • Standard Saving Throws: Even if a Magic Resistance roll fails, the resistant creature is still permitted any standard Saving Throw to avoid or adjust consequences of a spell or effect as prescribed by that particular spell or effect (e.g., if a Magic Resistance roll fails against a hold monster spell, the resistant creature is sill permitted the standard save vs. spells to avoid the effect).

Friday, March 13, 2026

Reaction Tables for Creatures with Low Intelligence

If you've seen my article in the Petty Gods Expanded Edition, have a copy of Fang, Faith, and Legerdemain, you know that I don't feel like a single reaction table is broad enough to cover every D&D encounter. While the Hippocratic Humorism approach of those tables works okay for intelligent creatures, I realized it wasn't really good for non-intelligent creatures or those with only animal intelligence. Those are creatures that react based mainly on instinct. 

As part of a yet-to-be-announced d30 project I've had in the works quietly for the last couple of years (and hope to be able to tease more substantially this summer), I've worked out the following Reaction tables based on instinctual behaviors. 

More to come!