Saturday, February 21, 2026

Silvered Weapons Information

One of my long-term projects is to continue collecting and expanding my house rules into a sort of "BX DMG."  A lot of these were compiled into RS1 Fang, Faith, and Legerdemain (like the manufacture of holy water, arming and disarming traps, and alchemy rules), But there are a lot of cool things I have planned for this future edition (like information for creating campaign-specific pantheons to support thing like this worksheet).

Today's information comes via my home campaign, where they players were a good distance from civilization and found themselves facing a den of werewolves. They realized that they were significantly short on silver ammo and tried to improvise. With a bit of hindsight, it turns out that what I allowed them to accomplish in the field was far from reasonable, even in the context of a game. 

So, to that point, below are my revised house rules for silvered weapons.



SILVERED WEAPONS

In many campaigns, there are creatures may only be harmed by silvered weapons. Although it is ultimately up to the DM to determine which creatures are affected by silvered weapons, these typically include: lycanthropes and other shapechangers, certain demons & devils, a number of undead, and a selection of fey and spirits.

A silvered weapon is one whose striking surfaces have been plated, bonded, or inlaid with sufficient silver to count as “silver” for purposes of overcoming specific creature defenses. 
Silvering a weapon does not make it magical. It merely allows the weapon to strike creatures vulnerable to silver. 

PROFESSIONAL SILVERING

Silvering Normal (Mundane) Weapons
Any normal, non-magical weapon may be silvered, assuming there is access to a properly equipped forge and a qualified smith (a master weaponsmith, silversmith, or white-smith). In small settlements, such equipment and/or expertise may not be available.

Standard professional silvering methods include:

  • silver plating or bonding onto the striking edge
  • silver inlay along cutting surfaces
  • partial surface alloying
  • reinforced edge wrapping
The time and cost required to silver a weapons is based on the weapon’s maximum damage. 

The base cost in silver pieces equals 100 sp (10 gp) × the weapon’s maximum damage. For example, a weapon that deals 1d4 damage (maximum 4) costs 400 sp (40 gp) to silver, while a weapon that deals 1d8 damage (maximum 8) costs 800 sp (80 gp). This cost includes both material and skilled labor. The silver used represents enough precious metal to properly plate or bond the striking surfaces. 

The time required to silver a weapon equals one day per 2 points of maximum damage (rounded up). Work cannot be rushed without risk of failure. Particularly large or complex weapons may require additional time (at the DM’s discretion).

Pre-Silvered Weapons

In larger towns and cities, merchants may occasionally offer weapons that have already been silvered. These are typically produced in small batches for resale rather than commissioned individually.
Pre-silvered weapons are sold at approximately 75% of the normal custom silvering cost. This reduced price reflects simpler workmanship, thinner bonding, or less refined finishing compared to bespoke work ordered from a master smith.

In regions plagued by creatures vulnerable to silver, demand for silvered weapons increases sharply. Prices for both stock and bespoke silvered arms may rise accordingly — sometimes well above the standard rates (2–3× or more) — or, in heavily fortified settlements, modestly decrease if production is common and competition among smiths is strong. Availability should reflect local fear, trade routes, and access to silver.

While fully functional against creatures vulnerable to silver, such weapons may be somewhat less durable than custom-silvered arms at the DM’s discretion (see Limitations of Silvered Weapons, below). Availability is never guaranteed and should depend upon settlement size, trade activity, and local demand.

Silvering Magical Weapons

As a rule, magical weapons resist alteration. The enchantment binds the material in a fixed mystical state. Attempts to silver a magical weapon generally fail unless special research, ritual, or rare alchemical silver is employed.

The DM may allow such work in exceptional cases, but the work should require significant cost (5,000–10,000 gp or more), substantial downtime (1–2 months at a minimum), and a high risk of permanently damaging or diminishing the weapon’s enchantment (50% or greater).

IMPROVISED SILVERING BY PLAYER CHARACTERS

Characters without access to a silvering resource may attempt to silver weapons themselves. Such efforts are not likely to succeed without the proper equipment and expertise.

To work with silver, it must be brought to full melting temperature. A campfire alone is insufficient unless carefully enclosed and fed with sustained airflow. At a minimum, a small clay furnace, charcoal fuel, and improvised bellows (or steady forced air) would be required for silver to reach workable heat; this might make melting silver to a workable state in the field possible, but far from guaranteed. 

At most, and only with the required heat and equipment, the DM may permit the casting of rudimentary silver slings bullets and the forming of silver arrowheads in the field. Additionally, unless the character (or characters) working the silver have any significant expertise, the resulting silver ammunition is incur minor to major penalties to both “to hit” and damage rolls (–1 to –3) due to flaws in the workmanship. 

LIMITATIONS OF SILVERED WEAPONS

Silvered weapons require occasional maintenance to remain effective.

Silver is softer than steel. Even when properly bonded, a silvered weapon is less durable than an untreated steel weapon. Whenever a silvered weapon rolls a natural 1, it takes a significant amount of damage. After 3 such instances, the weapon no longer counts as silvered. It must then be re-silvered to restore its status as silvered.

Even in the absence of such critical fails, any silvered weapon that has seen significant use during a full adventure is considered to have incurred the same amount of damage as a single failed “to hit” roll with that weapon.

Silver ammunition has lower recovery rate than standard ammunition. Assuming the standard recovery rate for ammunition (non-magical sling bullets and arrows) is 50%, the recovery rate for silver ammunition in good enough condition to be used again is 25%. If not recoverable for re-use, there is 50% chance of recovering the raw silver from the lost ammunition (usually 1–2 sp for a silver arrowhead and 4–5 sp for a silver sling bullet).




Friday, September 26, 2025

Defining Full Telepathy vs. Limited Telepathy

I've been working on a pretty significant new d30-related book—well, really books... plural (more to come in future posts). And I realized I was assigning creatures as having Telepathy or Limited Telepathy, without really knowing what that actually means. For example, many AD&D Monster Manual creatures are noted as having "limited telepathy" but never really describe what that means—like the lammasu... "Lammasu communicate in their own tongue, the language of lawful good, and through a limited form of telepathy."

Okay... so what are the limits?

They got better about this in 2e, but I set out to define Full Telepathy vs. Limited Telepathy (particularly for how it would be treated in my House Rules). So here goes...

FULL TELEPATHY

Full Telepathy supports full and clear mental communication with other creatures with very few restrictions.

  • Usable at will. Full Telepathy, as an inherent ability (vs. a spell-like ability) is usable at will.
  • Sentience is required. In order for the communication to take place, the target creature must have an intelligence of at least 1.
  • No common language is needed. The telepath and the target need not share a common language.
  • Two-way communication is supported. Full telepathy is always two-way, allowing for a conversation.
  • A longer range is achievable. The standard range for Full Telepathy is 90'.
  • Sighting isn't required. Full Telepathy allows for the telepath to “sense” the presence of other minds within range and target them directly.
  • Communication is possible to select multiple creatures at once. The telepath can communicate with as many eligilbe targets within the range as they choose, but only one message may conveyed at a time (that is, the telepath may not conduct multiple conversations at once, unless otherwise described for that individual telepath). 
  • Communication is quicker than normal speech. Full telepathy allows for the conveyance of abstract concepts beyond simple words, allowing for much quicker communication (particularly over the linear limitations of speaking and the rudimentary nature of Limited Telepathy).
  • Concentration is not required. The telepath is usually able to perform other physical actions (e.g., combat, use of a breath weapon) while using Full Telepathy. Spellcasting, however, is typically prohibited while communicating telepathically (given the verbal component required). Full Telepath does not, however, hinder the use of spell-like abilities (that don’t require the verbal components of spellcasting).

LIMITED TELEPATHY

Limited Telepathy has any number of specific restrictions that kept it from being as versatile as Full Telepathy. The following limitations are common, but all of them need not apply, nor are they limited to the ones noted below.

  • Usable at only certain times or under certain conditions: Though commonly usable at will, the use of Limited Telepath may have limitations that constrain when, where, and how often it may be used (e.g., in the Astral Plane, 3×/day, for 10 minutes every hour, etc.)
  • Higher Intelligence Requirement: Like Full Telepathy, order for the Limited Telepathy to take place, the target creature must have an intelligence of at least 1. However, a higher Intelligence (e.g., 3 or greater) may be required.
  • Shared language required: The telepathy functions only if both creatures share a common language. This may be the most common limitation.
  • One-way communication: Under this circumstance, the telepath is able to either: a) send thoughts, emotions, or images to another creature, but not receive them in return; or b) understand the meaning of a speaker’s words, even if the telepath doesn’t speak the same language.
  • Limited to simple concepts: Some forms of Limited Telepathy are limited to conveying only simple ideas, feelings, or images rather than complex thoughts or conversations.
  • Species-specific: In such cases, the telepathy only works between members of the same species.
  • Limited range: The distance over which the telepathy operates may be significantly shorter (e.g., as little as 10').
  • Sighting required: The telepath may need to be able to see the target in order to communicate with (or, at a minimum, to establish the connection with) them.
  • Limited recipients: Typically, Limited Telepathy is confined to conversation with a single creature at a time.
  • Concentration required: If concentration is required, the telepath may undertake no other physical actions at the same time, or the telepathic connection will be lost.
Unless otherwise stated for a creature entry that includes Limited Telepathy, assume that a noted limitation restricts only that condition, and otherwise functions as Full Telepathy (e.g., "Limited Telepathy: shared language required." would function as Full Telepathy, except the telepath and target(s) must share a language.

Friday, July 18, 2025

Flatiron Building Map as Dungeon Level

 Turned a map from the Flatiron Building in a single-level dungeon with 30 rooms (so I could add a d30 table or two to go with it—to come in a future post).


Friday, May 30, 2025

New Magic Items: Rings I

Earthwhisperer


Description

This heavy, rough-hewn ring is carved from a single chunk of dark deep-earth schist, with veins of lighter quartz running through a mass of grave iron basalt. When held to the ear, a very faint, almost rhythmic thrumming can be heard from within.

Pedigree

Forged by the reclusive geomancers of Stonerise, this ring was intended to give voice to the earth itself. It was said to have been lost when the mountain heart of their stronghold finally collapsed, burying their secrets. Legends whisper it now rests within the deepest, most stable bedrock of Deepstone, speaking only to those who can truly listen. Its last supposed owner was a dwarven delver named Borin Stonehand, who vanished from historical records centuries ago.

Abilities

Stone's Echo (Constant): Wearer is able to detect the source of even the slightest vibrations, tremors, or sounds originating from within solid earth or stone within 360'.

Earthtongue (Constant): Wearer is able to speak Terran and Primordial.

Speak with Earth (1×/day): Allows the wearer to ask one yes/no question of the immediate surrounding earth (within 30'). The answer manifests as a subtle, guttural rumble felt through the ring, indicating "yes" or "no." This ability cannot be used in areas where the earth is disturbed by active magic or recent, violent geological events.

Meld into Stone (1×/week): As a spell action, the wearer can meld into a solid stone surface large enough to contain their body, as per the spell meld into stone.


Shadoweaver

Description

This ring appears to be woven from strands of pure shadow, forming a delicate yet unnerving band that seems to absorb light. When worn, it occasionally seems to flicker and subtly distort the air around it, making the wearer's hand appear slightly out of focus.

Pedigree

Woven from the shadow of a forgotten god by a reclusive coven of shadow fey, this ring was designed to grant ultimate stealth and disguise. It is whispered that the coven used it to infiltrate and manipulate mortal kingdoms, their presence never detected. It is now thought to be hidden within the deepest, most lightless part of the Gloomwood, guarded by illusions and misdirection.

Abilities

Shadow Veil (Constant): Wearer is able to Hide in Shadows as a 14th level thief. 

Shadowspeak (Constant): Wearer is able to speak Umbral (the language of Shadow).

Whisper of Deception (1×/day): Allows the wearer to magically influence a creature they can see within range that can hear and understand them, as the spell suggestion. The victim is permitted a save vs. spells to avoid the suggestion.

Flicker (1×/day): As a bonus action, the wearer can teleport into any unoccupied space they can see within 15', provided that both the starting and ending locations are in dim light or darkness. If attempting to teleport into occupied darkness, the attempt fails, but the use for the day remains. The wearer can only make one such attempt in any single round.


Ironheart


Description

This ring is a thick, seamless band of dark, pitted iron, unadorned by any gemstones or filagree. It is unnaturally heavy, feels cold to the touch, and subtle, rhythmic clicks can sometimes be heard emanating from it, like distant gears turning.

Pedigree

Forged in the Titan's Breath Foundry by the enigmatic Golem Lord Xy'lar, this ring (1 of 10 similar rings infused with raw elemental earth and arcane binding magic) was a key component in animating his most powerful constructs. Though Xy'lar's was defeated during the legendary siege of "Sentinel's Fall," and reportedly dozens of attempts have been made to destroy the ring, it is alleged that the ring has reformed over and over again. 

Abilities

Iron Skin (Constant): The wearer's Armor Class improves by –3, but only if they are not wearing any item that improves AC (i.e., they may not be wearing armor, using a shield, or wearing any other magical items that improve Armor Class). They may, however, benefit from additional spell-based protections.

Repair Minor Constructs (3×/day): As a melee action, the wearer can touch any damaged golem with 10 or fewer Hit Dice and restore 1d6 hit points to it.

Will of Iron (1×/day): As a spell action, the wearer can attempt to exert control over golem with 10 or fewer Hit Dice within 30'. The golem must make a successful save vs. spells or be charmed by the wearer for 1 minute. Control will be lost if the golem moves beyond the 30' range of the ability.

Side Effects

Prolonged wearing of this ring causes the wearer's flesh to undergo ferrous induration. Over time, their skin hardens and stiffens into iron, making movement difficult, eventually risking total siderification (an iron-based type of petrification). For each month of considerable wear (average of 8 hours a day or more), the wearer must make a save vs. paralysis. On each failed save, the wearer's Dexterity will decrease by 1 point, their Armor Class will improve by –1 point (this bonus is in addition to any adjustments to AC from a change in Dexterity), their their speed will decrease by 15'(5') to a minimum of 15'(5'), andd their initiative adjustment will decrease by –1 (if using individual initiative). After even a single failed save, they will be forced to always strike last during the combat round. Furthermore, if their Dexterity is reduced to 0 or less, they will become permanent siderified. This condition may be reversed by the 7th level MU spell iron to flesh. This spell will not negate the curse of the ring itself, nor will it negate any side effects the wearer might incur by continuing to wear the ring. 

Wednesday, June 14, 2023

Monster Stat Concept: Disposition

Yesterday, I introduced the concept of monster Motivations as a way to help understand how to use that monster when designing encounters, or what they might be working toward when encountered as wandering monsters. But motivation only explains what the monster wants. Disposition, on the other hand, is a way to help understand the general attitude of the monster, and how they interact with others. This again is because alignment alone (even dual axis alignment) doesn't really help a DM in knowing how to play a monster during encounters. 

Many of you may have seen the alternate Reaction tables I created (that appear both in Petty Gods: Expanded Edition and RS1: Fang, Faith, and Legerdemain B/X Rules Supplement. The idea is that Reactions table can be created around Dispositions, with extremely good and bad reactions stemming from that Disposition. E.g., a bad reaction from a Passive creature shouldn't be the same as a bd reaction from an Aggressive creature. Below is an example of a custom Reaction table around a Passive creature (the Álainn, from the Creature Cache).

You'll see there's a noticeable correlation between many of the alignments and the Dispositions, but there's a nuance in some of these Dispositions that alignment doesn't capture (e.g., consider the differences between a True Neutral animal that is Aggressive vs. Passive, or a Lawful Good humanoid that is Friendly vs. Passive, or a Chaotic Evil fiend that is Aggressive vs. Manipulative. 

DISPOSITION provides a general reference for the way a monster of that type typically interacts with other creatures around them, though it may vary among individual creatures of that type. Disposition is the main factor when determining a monster’s Reaction during an encounter. Following are the standard Dispositions, though the DM may develop their own. 

Friendly. Friendly creatures will generally approach other creatures optimistically, unless they know those other creatures to be dangerous or hostile. Furthermore, friendly creatures with a greater intelligence can often be counted on to help the PCs or offer them assistance in some way. 

Passive. Passive creatures generally prefer not to interact with other creatures, and rarely (if ever) attack. If attacked, they are more likely to flee (if they are able) than to engage.

Indifferent. Indifferent creatures have as much likelihood to interact with other creatures as avoid them altogether. They generally won’t take interact other creatures unless approached, provoked, or otherwise engaged.

Ambiguous. Ambiguous creatures are not prone to any particulary behavior, or they have unclear intentions. They are unpredictable and may act in in a number of ways, depending on the situation. 

Rational. Rational creatures are unemotional and considered. They will take their time to examine the parameters of a situation before acting or reacting (if the situation allows).

Aggressive. Aggressive creatures are typically short-tempered, acting with hostility and arbitrary violence, spurred on by greed, hatred, vengeance, or bloodlust. They are likely to attack on sight, though more intelligent creatures of this ilk may weigh their chances of success in combat before engaging opponents.

Manipulative. Manipulative creatures are possibly the most dangerous of all the disposition types. They rely on cunning, guile, and deceit to achieve their goals, and may act in almost any of the manners outlined above. They are unpredictable and sometimes downright devious. They may simply be mischievous or they may be driven by darker goals. They may pretend to be an ally, only to turn on the PCs later. They may use their charm and persuasion to influence the actions of those around them, possibly even getting the PCs to turn on one another. They may even resort to intimidation or aggression if they think it will work. There is little a manipulative creature won’t do if it helps them achieve their goals. 


Tuesday, June 13, 2023

Monster Stat Concept: Motivation

On the whole, I find that alignment alone (even dual axis alignment) doesn't really help a DM in knowing how to play a monster during encounters. To that end, as part of the Expanded Creature Cache stat block, I'm playing around with the ideas of "Motivation" and "Disposition." Then, in combination with the classic Monster Manual stats (like Intelligence), you start to get a better idea of how to play the monster.

I've come up with the following as the working version of the Motivations. Dispositions will follow in a future post.

MOTIVATION describes the most common motivation(s) for the creature, most typically when encountered as a wandering monster. The actualy motivation may vary depending on the encounter and the scenario (as outlined by the DM).  

Territoriality. The monster is fiercely protective of a particular area, typically attacking anyone who enters their domain.

Protection. The monster acts out mainly in defense of other creatures, either because they are charged with doing so or they are naturally inclined to do so.  

Survival. The monster acts out of a desire to protect themselves, their offspring, or their territory.

Hunger. The monster is a voracious predator, driven by a need to feed on other creatures.

Greed. The monster is motivated by a desire for wealth, power, or other material possessions.

Dominance. The monster either seeks to gain or maintain control over others, typically through fear or manipulation.

Vengeance. Monsters may seek retribution against those who have wronged them, either in the past or in the present.

Loyalty. The monster is likely to serve a powerful master or follow a particular ideology, acting out of a sense of duty or obligation.

Curiosity. The monster may be driven by a desire to explore, learn, or understand the world around them.

Insanity. Some monsters may be driven by madness, chaos, or a desire to cause destruction for its own sake.


Friday, June 9, 2023

Did you know I wrote a Universal/Generic RPG in the 1980s?

...and that the free PDF version has been downloaded nearly 14,000 times since it was "re-released" back in 2011?

It's been a while since I mentioned The System around these parts. The System is the universal RPG that I originally wrote as a high-schooler in 1985, abandoned when I realized GURPS had hit the market, then finally resurrected when I discovered the OSR back in the early part of 2011 (though had yet to understand what a retro-clone was... which The System is definitely not). If you've never heard of The System, it was actually the first New Big Dragon RPG product ever published (in the early months of 2011), and the one that set the ball in motion for what I've done since. Below is how the "original edition" appeared in the mid 80s (on the left) and how it appears now in the "25th Anniversary Edition" (on the right). I suppose I should start getting ready for the 40th Anniversary Edition in 2026.



I'm quite willing to admit the game has its flaws... I mean, c'mon, I was 16 or 17 when I wrote it. (e.g., there is a very convoluted constitution-to-hit-point system, and there is an innovative but ultimately ill-conceived initiative and movement tracking system, and while it purports to handle supers among its genres, I can't claim that it actually scales to reflect the expanse of power levels between the weakest and strongest heroes). But over time, I have more and more appreciation for the fact that it uses d6s only, and led to some underlying things that Welbo and I would like to see become part of a "2nd Edition" of The System. (Should we ever get back to it.)

There have been some interesting developments over the last ten or twelve years. For example, it was poised to become a guy in Brazil's replacement for GURPS. I've also received several emails over the years with people asking about using the underlying system as a framework for other games (both tabletop and computer-based), though nothing has ever materialized from those inquiries.

• If you want the full story on The System, check out this post.
• To download a free PDF from MediaFire, click here
• To buy a print copy of The System from Lulu, head over here.