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 choo 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).

Wednesday, July 22, 2026

New Monster: Hypnolisk

 

DESCRIPTION:

A Hypnolisk resembles a long, serpentine arthropod measuring 12–18' in length. Its body is composed of thick, chitinous segments armored in dull shades of violet, slate gray, and faded brown. Long ivory spines project from the sides of nearly every segment, giving the creature a jagged silhouette that makes it appear even larger than its actual size.

Its grotesque head is vaguely humanoid yet unmistakably alien, with smooth greenish-gray flesh stretched tightly over a narrow skull. Dominating its face are two enormous spiral-patterned eyes whose slowly rotating pupils seem impossible to focus upon. Beneath them is a broad, fish-like mouth with thin, rubbery lips and rows of fine, needle-like teeth. A short cluster of fleshy sensory barbels hangs beneath the lower jaw like a sparse beard, constantly twitching as they sample subtle vibrations and scents in the surrounding air.

Although capable of slithering across stone with surprising speed, the Hypnolisk more commonly travels through the air. By undulating its segmented body and coiling itself into a loose spiral, it drifts and glides through subterranean passages with eerie grace, seeming to float rather than fly. When hunting or resting, it often suspends itself from ceilings or rocky outcroppings with only the tip of its tail anchored, its body hanging in broad coils while its hypnotic eyes watch silently for approaching prey.

Despite its size, a motionless Hypnolisk is easily mistaken for a cluster of stalactites, tangled roots, or an unusual rock formation. Only the slow, almost imperceptible rotation of its spiraling eyes betrays that it is alive. 

ABILITIES:

Natural Camouflage (Surprise). A motionless Hypnolisk is extraordinarily difficult to distinguish from the cave floor or surrounding stone. A Hypnolisk surprises on a 1–5 (on 1d6), and if the Hypnolisk chooses to remain hidden, it will go undetected 90% of the time, unless a character is actively searching the area where the Hypnolisk is hiding, at which point the chance to go undetected is reduced to 30%.

Hypnotic Gaze. The Hypnolisk’s spiraling eyes exert a powerful mesmeric influence. Any sighted creature that approaches within 30' and looks upon the Hypnolisk must save vs. spells or become hypnotized for 1d6 rounds. Those averting their gaze attack with a –4 “to hit” penalty. While hypnotized, the victim will be drawn to the Hypnolisk, instinctively moving toward it by the safest available route; furthermore, the victim cannot attack the Hypnolisk (but is also not driven to protect or defend it) and will present itself to be bitten automatically (no “to hit” roll required) by the Hypnolisk. The effect immediately ends if the victim takes damage (regardless of source) or fails a saving throw. Victims that survive the duration of the hypnotic effect and those who make their save against the effect are then immune to the gaze of that particular Hypnolisk for 24 hours.

Spined Body. Any creature attempting to grapple or make any sort of melee attack against the Hypnolisk automatically take 1d4 points of damage from the Hypnolisk’s rigid defensive spines. 

Blood Drain. The Hypnolisk’s circular, fish-like mouth is lined with hundreds of tiny recurved teeth that cling tenaciously to flesh. A successful bite inflicts 1d6 points of damage and latches on to the victim. Each subsequent round, the Hypnolisk automatically drains 2d4 hit points as it feeds (no additional attack roll required). The Hypnolisk remains attached until slain or forcibly removed. Forcibly removing the Hypnolisk requires a successful Open Doors roll. Whether the attempt succeeds or fails, the creature making the attempt suffers 1d4 points of damage from the Hypnolisk’s defensive spines. If the attempt fails, the Hypnolisk remains attached and continues feeding normally.

Infravision. The Hypnolisk possesses infravision to a range of 120'.

ECOLOGY:

Hypnolisks inhabit deep caverns, abandoned mines, and winding subterranean passages where traffic is infrequent but inevitable. They prefer narrow tunnels, blind corners, and natural chokepoints where travelers are forced to look directly toward them.

Although capable of pursuing prey for short distances, a Hypnolisk rarely hunts actively. Instead, it relies almost entirely upon patience, remaining perfectly motionless for days or even weeks until an unsuspecting creature wanders within range of its gaze. Victims that resist the hypnosis are often ignored unless they continue approaching the creature's chosen lair.

Little is known of their reproduction. Small clusters of spiral, stone-like eggs are occasionally found cemented to cave walls, but few have ever been observed hatching. Hypnolisks are almost always encountered alone, suggesting that juveniles disperse soon after emerging. Their natural lifespan is unknown, though many scholars believe a single individual may survive for centuries.



STATS
ARMOR CLASS: 4
HIT DICE: 6*
MOVE: 120'(40')
     FLY: 180'(60')
ATTACKS: 1 bite
DAMAGE: 1d6 + blood drain
NO. APPEARING: 1 (1d2)
SAVE AS: Fighter:6
MORALE: 9
TREASURE TYPE: C
ALIGNMENT: Neutral

INTELLIGENCE: Animal
LANGUAGES: — 
MOTIVATION: Hunger, Survival
DISPOSITION: Ambush Predator
ALIGNMENT: Neutral

LOCATION: Underdark, abandoned mines,  caverns, remote ruins
FREQUENCY: Rare
% IN LAIR: 85%
NO. APPEARING: 1 (1d2)
TREASURE TYPE: C
XP VALUE: 570

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.

Thursday, July 16, 2026

New Monster: Thrindle

DESCRIPTION:

Thrindles are gangly, insectoid humanoids standing about 3½ feet tall. Their bodies are covered in sparse, wiry hairs surrounding a chitinous torso and its long, spindly limbs end in hooked claws. Their oversized eyes dominate a narrowing face with a circular, rasping mouth beneath. Rising from the crown of the head is a flexible antenna ending in a small bulbous organ that constantly emits a faint, almost inaudible hum. 


ABILITIES:

Echolocation. A thrindle's enormous eyes do not see in the conventional sense. Instead, specialized organs within them emit constant subsonic pulses that bounce off nearby surfaces, allowing the creature to perceive its surroundings through echolocation to a range of 60'. This sense functions equally well in darkness, smoke, fog, magical darkness, or against invisible creatures, provided they reflect sound. Therefore, a thrindle cannot be blinded by light or darkness, and is not affected by gaze attacks. However, while within the area of a silence spell or any similar sound-negating effect, its echolocation ceases to function, effectively “blinding” the thrindle until it leaves the affected area.

Mimicry. By vibrating its antenna node, a thrindle can imitate simple environmental sounds such as dripping water, distant footsteps, quiet (indistinct) conversation, rattling chains, digging, or cries for help. Thrindles commonly use this ability to lure prey into confined spaces or distract predators while escaping.

Languages. Thrindles speak their own language—a combination of simple chirps, clicks, hums, and subsonic pulses. They can learn broken Common or Dwarvish, though their speech is slow, buzzing, and difficult to understand. They can also communicate silently with other thrindles by transmitting subsonic vibrations directly from one antennae to another with in a range of 60’; any thrindle receiving such a communication can simultaneously “bounce” the transmission to another thrindle within 60’, effectively allowing up to dozens of thrindles to receive the message within seconds of the original message.

ECOLOGY:

Thrindles are opportunistic omnivores that feed on cave insects, fungi, carrion, small animals, and mineral-rich lichens. They nest in abandoned burrows or narrow rock fissures lined with fibrous moss and shed hairs that amplify vibrations throughout the colony. Small groups communicate through rhythmic tapping and humming transmitted through stone, allowing them to coordinate silently over surprising distances. Although eerie and often mistaken for malicious monsters, thrindles are intelligent enough to bargain with those who approach peacefully, sometimes exchanging information about nearby tunnels or dangers for food, shiny trinkets, or interesting sounds.


STATS
ARMOR CLASS: 6
HIT DICE: 2
MOVE: 120'(40')
ATTACKS: 2 claws/1 bite
DAMAGE: 1d3/1d3/1d6
NO. APPEARING: 4d4 (8d4)
SAVE AS: Fighter:2
MORALE: 7
TREASURE TYPE: C
ALIGNMENT: Neutral

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.

Monday, July 13, 2026

Another project on the pile...

I'm playing around with a new idea where I take the new monsters I've been creating and posting to the blog (like the Quarreler) and follow each new monster description spread with a lair for that monster (set up as a short adventure), supported by some additional random tables where space permits. 

This is one of those slow/backburner projects that will get added to a bit at a time, as new monsters come onto the blog. The d30 ECs are my main continued focus right now. 

That being said, here's a sample of what I think it may look like...