B/X Campaign Development

Yes, B/X refers to the Moldvay Basic and Expanded rules for D&D. Alas, I only have the expanded rules and must pine for the basic book.

Thanks for the clarification. I rather suspected it was something like that, but wasn't sure, as I only got into D&D with 2E AD&D. I liked 2E AD&D at the time, but since 3.X edition came along I liked that edition so much that I have never really looked back (though I still retain all my books). Of course, now that WotC has stopped PDF sales, it would be pretty hard to obtain books from before that, such as the aforementioned Basic and Expanded rules.
 

log in or register to remove this ad

B/X = Basic/Expert.

Initial Benefits for a 6th-level Campaign

Some substantive intial benefits I was thinking might be a good idea. Two chosen from a longer list might be fun; similar benefits are easy enough to customize. Really, I'm still thinking in terms of economics: these benefits might almost be defined as equivalent in value. Characters might begin with 1d4 x 100gp in addition.

[Edit: Heavily Revised: 4/27. I've divided the benefits into twelve minor and twelve major: characters may choose either one major benefit or two minor benefits upon creation. Assumes a starting 20,000xp; 5th-6th level. Characters also begin with 2d4 x 100gp]

Minor Benefits

1. Ancestral Weapon (Fighter only): You inherit a magic sword. Roll randomly. If the sword is cursed, you must abide by the result.

2. Bandit Leader (Thief only): You lead a band of outlaws (1d4 x 1st-level Thieves and 2d6 x Normal Men). Thieves are armed with leather and shortsword; Normal Men are armed with either daggers and shortbows (50%), or axes, shields and javelins (50%). Your identity may be either public or secret. Maintaining the cohesion of the outlaw band demands plunder of at least 10gp per member per month.

3. Book of Spells (Magic-User only): Add 1d4 spells each of level 1d4 to your spellbook.

4. Full Harness (Fighter only): You gain the following items: destrier, palfrey, pack-horse, barding, caparison, heavy mail, shield, sword, axe, lances (3), dagger, saddles (2), saddlebags (2), pack saddle.

5. Gleaming Corselet (Fighter only): Gain a coat of +1 mail.

6. Henchman (Any): You gain the services of a Hero (4th-level Fighter). The Hero is equipped with mail, shield, spear, sword and axe, and is sworn to your service for six months: after this time you must recompense him normally. If required to engage in hazardous activities, the Hero expects additional compensation.

7. Manor (Fighter only): You hold a small manor (a house, gardens, hamlet and 1d4 x 100 acres) as vassal to some noble (a baron, duke etc.). The manor generates 1d4 x 500gp at the end of every year.

8. Mercantile (Any): You have ownership of or interest in some merchant enterprise. Every month, you earn 1d20 x 10gp from your investment.

9. Shrine (Cleric only): You are tasked by your deity with the guardianship of some holy site. You gain two acolytes (1st-level Clerics) as assistants. Each week the shrine receives 1d4 gold, 2d6 silver and 3d8 copper pieces in donations.

10. Staff (Cleric only): You gain a snake staff or a staff of curing.

11. Urbane (Any except Cleric): Your face is known about town. You live in a stone townhouse with two floors and an attic; behind a small courtyard/garden, there is a two-room wooden mews cottage attached to a stable. You gain a modest private income of 30gp per month.

12. Yeoman (Any except Cleric): You own a small freehold: a stone farmhouse with a wooden barn, and 5d6 acres. The total value of the property is (1d8+8) x 100gp ; if properly managed, the farm yields ten percent of this amount every year between harvest and slaughter-time. The property is allodial, and is yours to lease, sell or keep.


Major Benefits

13. Aegis (Fighter or Cleric only): You gain a +2 shield

14. Cauldron (Cleric or Magic-User only): You are in possession of a magic cauldron. With it, you may make magic potions in half the normal time and at half the normal cost.

15. Condottiere (Fighter Only): You command a band of mercenaries: a dozen mounted men-at-arms and twenty crossbowmen. A 3rd-level Fighter serves you as lieutenant and two 2nd-level Fighters act as sergeants. An armorer services your outfit: normal pay for the unit, excluding your own commission, is 450gp per month. Successes from previous mercenary ventures have provided you with loot enough to stave off mutiny or desertion for six months. If you engage in hazardous but unsuccessful ventures, the duration of your troops' loyalty is decreased accordingly.

16. Crystal Ball (Magic-User only): You gain a crystal ball.

17. Evangelist (Cleric only): You walk the Earth and preach the word. Your sermons net you 1d6 silver pieces and 3d8 copper pieces every week. The two Adepts (2nd-level Clerics) who follow you are fanatics, who regard you as a prophet.

18. Illicit Enterprise (Thief only): Organized crimes such as smuggling, robbery and kidnapping are your speciality. Every week, roll percentile dice: the various scams in which you are involved yield this much gold.

19. Leaky Hulk (Any): You are owner of a small, ocean-going sailing ship such as a merchant's cog, a jabeque or a knarr. The ship is seaworthy but in need of repair: it has (d4+5) x 5 hull points.

20. Loremaster (Magic-User only): You are sponsored as an advisor to a wealthy noble. You are granted a set of comfortable apartments within a castle, fine clothes, a palfrey, excellent food, and a stipend of 100gp/month.

21. March Warden (Fighter only): You are the steward of a small shell keep, which you hold for some other noble. You command 3d4+2 crossbowmen and 2d4+1 mounted men-at-arms. Troops are led by a mounted sergeant, and their equipment is serviced by an armorer. You gain a monthly salary of 200gp. You are expected to act with autonomy but always to your lord's interest (rather than your own) when discharging your feudal duties; your actions reflect directly upon the reputation of your liege-lord. You may not pay scutage to avoid military service in the event of a summons to war.

22. Old Money, No Money (Fighter only): Although your family and coat-of arms is ancient and respected, your fortunes have been poor. You own a small manor (as Manor, above) allodially, but the land is marginal and your manor-house is ramshackle: the value of the estate is (d4+4) x 500gp. The manor generates ten percent of its value at the end of every year.

23. Sneak (Thief only): You gain elven cloak and boots.

24. Tower (Magic-User only): You own a tower in a secluded spot; the tower is 20-feet wide at its base, 60-feet high, and has five stories. There is one small, round room on each floor. Its walls are five feet thick and it has a reinforced wooden door. Further modifications are at your expense.
 
Last edited:

Map

Still under construction, and subject to much tweaking. England and Wales show scale.

Interesting choice of scale. The two basic approaches to world design are generally top-down or bottom-up. As far as your scale goes, you have chosen a middle-up/down system - not that there is anything wrong with that - it's just interesting - I myself do convergence to the middle type of approach, which also differs from the top-down and bottom-up standards.
 

B/X = Basic/Expert.

Initial Benefits for a 6th-level Campaign

So does this imply that the campaign will begin at level 6?

Some substantive intial benefits I was thinking might be a good idea. Two chosen from a longer list might be fun; similar benefits are easy enough to customize.

Yes, these things are always fun and can add some extra uniqueness to the starting character.

1. Ancestral Weapon (Fighter only): You inherit a magic sword. Roll randomly. If the sword is cursed, you must abide by the result.

Ouch! A cursed sword would be a nasty 'benefit' for the fighter. I suppose, though, this fits with pre-3E balancing method of having a chance of something negative when trying for something positive (e.g. rolling for psionic wild talents can drive a character insane instead).


2. Bandit Leader (Thief only): You lead a band of outlaws (1d4 x 1st-level Thieves and 2d6 x Normal Men). Thieves are armed with leather and shortsword; Normal Men are armed with either daggers and shortbows (50%), or axes, shields and javelins (50%). Your identity may be either known or secret.
...
5. Henchman (Any): You gain the services of a Hero (4th-level Fighter). The Hero is equipped with mail, shield, sword and throwing axes.
...
8. Shrine (Cleric only): You are tasked by your deity with the guardianship of some holy site. You gain two adepts (2nd-level Clerics) as assistants. The adepts are fanatically loyal to you. Each week the shrine receives 1d4 gold, 2d6 silver and 3d8 copper pieces in donations.

Do these Henchmen/Outlaws/Adepts advance in level and if so what are the rules for that? (e.g. they advance whenever the character advances, or every time he advances to an even level, or...)

6. Manor (Fighter only): You hold a small manor (a house, gardens, hamlet and 1d4 x 100 acres) as vassal to some noble (a baron, duke etc.). The manor generates 1d4 x 500gp at the end of every year.
7. Mercantile (Any): You have ownership of or interest in some merchant enterprise. Every month, you earn 1d20 x 10gp from your investment.

OK, these two are indeed balanced in terms of income (the manor yields a mean of 1250gp per year and the merchant enterprise 1260gp). It would be easy to expand this to other possibilities, perhaps suitable to other classes.

Example:

11. Thieves' Guild (Thief only): You have carved out an area of exclusive illicit activity and other thieves pay you parts of their proceeds from 'sanctioned' crime. The monthly yields are 2d100gp.*

*We could make it 6d100 per quarter or something like that if we wanted every one of those money-making benefits to have a different frequency of yielding profits.

3. Book of Spells (Wizard only): Add 1d4 spells each of level 1d3 to your spellbook.
4. Full Harness (Fighter only): You gain the following items: destrier, palfrey, pack-horse, barding, heavy mail, shield, sword, axe, lances (3), dagger, saddles (2), saddlebags (2), pack saddle.
...
9. Staff (Cleric only): You gain a snake staff or a staff of curing.
10. Tower (Wizard only): You own a tower in a secluded spot; the tower is 20-feet wide at its base, 60-feet high, and has five stories. There is one small, round room on each floor. Its walls are three feet thick and it has a reinforced wooden door. Further modifications are at your expense.

These all seem rather reasonable.

Another idea for a Wizard:

12. Exotic Component (Wizard only): You are in possession of a very rare component with significant arcane potential.*

*OK, I realized that I cannot develop this idea without knowledge of how spellcasting using components/XP/GP and magic item creation using components/XP/GP works in Basic/Expert D&D. The idea was that the component would offset some amount of XP or GP needed or be act as an exotic component (in 2E AD&D these were needed for magic item creation) - but without knowing how the numbers work in Basic/Expert D&D I will have to leave the idea in conceptual stage.
 

I used to run exotic components either as consumables or components for enchantment. Having a piece of earthbone (magic coal) allowed you to do +1 per die of damage with a fireball or other fire spell, for example. Or, you could use it to fuel the forge fire for your shiney new flametongue.
 

I have this weird need to conceptualize minutiae by arranging things in lists.


Goods and Services

Currency

Gold, silver and copper are the only forms of coinage. Each coin is assumed to weigh 1/200 of a pound.

As a point of interest, a pound of pure, unstruck gold is slightly smaller than a ping-pong ball. A pound of silver is slightly smaller than a golf ball.

I've tweaked costs to bring them into line with real medieval prices. Castles are expensive.

[Edit: Expanded 4/29]


Relative Values

900,000gp Projected cost of the Temple of Oronthon
600,000gp Annual tax revenue of the Crown of Bairgahei at peace
200,000gp Annual income received from all holdings of a wealthy duke

50,000gp Value of a dragon's hoard
50,000gp Dowry of a princess; one's weight in gold
50,000gp Cost to build a stone keep, 60-ft square and 80-ft. high
45,000gp Mausoleum built to honor an earl
15,000gp Cost of a royal warship with an 80-ft. keel
12,000gp Annual stipend paid to an alchemist
10,000gp Annual income of an average baron
10,000gp Cost of a stone tower, 30-ft diameter and 40-ft high.
10,000gp Cost of jewelery worn by a baroness to a royal wedding
10,000gp Dowry for a baron's daughter

8000gp Grand house for a wealthy merchant
6000gp Annual income of the Lord Chief Justice
5000gp Cost to commission and build a merchant cog or knarr
3600gp Bed, duke's, with cloth of gold and satin canopy
2000gp Cost of a funeral for a wealthy baron
1250gp Typical value of a freeholding with stone farmhouse, barn and 20 acres
1250gp Annual money generated by a minor nobleman's estates
1200gp Dowry for a knight or wealthy gentleman's daughter
1000gp Stone townhouse with courtyard and wooden mews
1000gp Gown, duchess's, sets fashion

700gp Destrier, Anwealdi, 16 hands
600gp Skiff, coastal, 30-ft keel
500gp Coach, nobleman's
300gp Craftsman's house with work area
300gp Value of coins and jewelery carried by a Noble
250gp Charger, knight's
250gp Courser or palfrey
250gp Annual wage of an armorer
200gp Catapult and 20 rounds of shot
200gp Hunting lodge

150gp Pavillion, knight's, fine
150gp Barding, for destrier
150gp Pony, war-trained
144gp Annual wage of a master mason
125gp Horse, rouncy, solid
120gp Annual income of a mounted man-at-arms
120gp Annual wage of a scribe
120gp Annual cost of maintaining an earl's charger
100gp Annual rent for a merchant's house
100gp Gown for lady-in-waiting or young noblewoman
100gp Noble's outfit
100gp Mail, knight's, with great helm
100gp Stone cot with one room
100gp Sword, fine, with gold hilt
100gp Tapestry, fine

75gp Horse, fast, riding
60gp Fee to join a major guild
50gp Annual income of a thatcher
50gp Craftsman's tools
50gp Hovel, wooden
40gp Grand feast for 50 people
40gp Horse, draft or cart horse
40gp Mail hauberk or byrnie
40gp Sword, large, made for Karl the Mad
30gp Dagger, silver, ceremonial

30gp Wagon, covered, with 4 wheels
25gp Saddle, for war horse
25gp Hovel, wattle
25gp Thieves' Tools
22gp Chest, small, iron-bound with lock

20gp Anvil, blacksmith's
20gp Average cost of a book
20gp Caparison for knight's horse
20gp Crossbow
20gp Fee to gain the freedom of a large town
20gp Gentleman's outfit
20gp Hawk, trained
20gp Horse, pack or mule
20gp Sword, knight's, good weapon
20gp Wedding feast for a wealthy freeman

15gp Cart, with 2 wheels
15gp Ox
15gp Saffron, lb.
12gp Sword, footman's shortsword
10gp Cow, good milk cow
10gp Cuirboilli for archer or light footman
10gp Dog, excellent hunter
10gp Saddle, for riding horse
10gp Shield, knight's heater, painted
10gp Furs and hides for cold weather
10gp Annual wage of an unskilled laborer

7gp Battle-Axe
7gp Bill or glaive
7gp Longbow, ash or yew
7gp Shield, round, with metal boss and rim
7gp Spear, boar
6gp Fee to join a minor guild
5gp Lance
5gp Mace, flanged or spiked
5gp Saddle, pack
5gp Saddlebags, leather

4gp Annual wage of a kitchen servant
3gp Bow, hunting or shortbow
3gp Spear
3gp Axe, horseman's
3gp Axe, throwing
3gp Cinnamon, lb.
3gp Pig
2gp Backpack, leather
2gp Blanket, wool, thick
2gp Bolts, crossbow, 30
2gp Dagger, dirk
2gp Rations, iron, 1 week
2gp Sheep

1gp Arrows, for longbow or shortbow, 20
1gp Javelin
1gp Rope, 50ft.

9sp Crowbar
8sp Flint & steel
6sp Candle, wax, 1lb.
6sp Waterskin
5sp Axe, woodsman's
5sp Bucket, wooden
4sp Bottle, quart
4sp Dried fruit, lb
4sp Wine, cheap, gallon
3sp Bacon, pound
3sp Barrel, 20gal
3sp Oil, pint
3sp Sack, small
2sp Candle, tallow, 1lb
1sp Chickens, brace
1sp Eggs, two dozen
1sp Torches, 6
1sp Wine, good, pint

5cp Cheese, pound
2cp Ale, good, pint
1cp Ale, cheap, pint
 
Last edited:

Lists have their uses.

1964 American coinage
90% silver, 10% copper

Half-dollar
  • 12.5 g
  • 36 coins / pound

Quarter
  • 6.25 g
  • 73 coins / pound

Dime
  • 2.5 g
  • 182 coins / pound

Your coins are going to be a little smaller than dimes. A little something I derived a while back when I had thoughts of coinage.
 
Last edited:

I've tweaked costs to bring them into line with real medieval prices.

What do you mean by 'real medieval prices'? Is it the relative price level of individual items on the list to one another, or is it prices of goods and services relative to the price of gold or silver during the middle ages?

Heh, it would be interesting to have a gold piece to current U.S. dollar conversion rate, just for the heck of it. I suppose it could be done on the basis of coin weight and current prices of bullion.

900,000gp Projected cost of the Temple of Oronthon

Judging by the name - Oronthon - is this set in the same campaign world as the epic campaign?
 

Dime
2.5 g
182 coins / pound

Your coins are going to be a little smaller than dimes. A little something I derived a while back when I had thoughts of coinage.

But much flatter. And rather heavier than a Carolingian penny, which was 1.36g.

What do you mean by 'real medieval prices'? Is it the relative price level of individual items on the list to one another, or is it prices of goods and services relative to the price of gold or silver during the middle ages?

Both - within reason. A few costs are rather inflated (carts and longbows spring to mind), but most fall within +/-50% of listed medieval prices, where available: others have been extrapolated.

Once you subdivide the pound into a more reasonable number of coins (200 instead of 10), everything else maps very closely.

e.g.

720,000gp / L36,000: Danegeld payed by Ethelred to buy two years of peace from Swegn Forkbeard. Nationwide taxes were levied to pay off the Vikings.

80,000gp / L4000: Cost to build the (large) keep at Dover castle. The White Tower might have been 100,000gp or more. 120ft square; 83ft high.

Weapons, armor and horses are priced about right. The best 13th-century warhorse might fetch as much as 1000gp / L50.

Judging by the name - Oronthon - is this set in the same campaign world as the epic campaign?

Yep. Around 700 years previously, prior to the foundation of the Temple and palace in Morne (and maybe in an alternate history).

The cult of Oronthon is emergent, but he is only one of several competing solar deities and is part of the Bairgh (Borchian) pantheon; over the next several centuries Orthodoxy will establish itself. Notions of monotheism have yet to evolve, and no central governing body has asserted itself.

Clerics of Oronthon are kind of evangelical proto-templars. The Oronthonian Mysteries are guarded by the precursors of the Urgic Mystics, who will become schismatic in two centuries time.

The 'tech level' is retarded around 300-400 years from Wyre, which is pretty High Renaissance. Bairgahei is High Middle Ages. Apparently technological progress is about half as fast as RL.

Bairgahei / Old Borchia is dying. The political situation - one of openly feuding magnates - is what will give rise to the confederation of the Weorh gaining ascendancy in the South and Wyre being born.

But that's all in the East, on the other side of Nizkur Forest (which is even bigger and more dangerous than it will become).
 
Last edited:

Both - within reason. A few costs are rather inflated (carts and longbows spring to mind), but most fall within +/-50% of listed medieval prices, where available: others have been extrapolated.

Once you subdivide the pound into a more reasonable number of coins (200 instead of 10), everything else maps very closely.

e.g.

720,000gp / L36,000: Danegeld payed by Ethelred to buy two years of peace from Swegn Forkbeard. Nationwide taxes were levied to pay off the Vikings.

80,000gp / L4000: Cost to build the (large) keep at Dover castle. The White Tower might have been 100,000gp or more. 120ft square; 83ft high.

Weapons, armor and horses are priced about right. The best 13th-century warhorse might fetch as much as 1000gp / L50.

That sees reasonable (though note that you actually used a conversion rate of 20gp/lb rather than 200gp/lb for Danegeld and the castle of Dover).

The current price of gold is $894.05 per troy ounce. Since there are 14 +7/12 troy ounces in an aviduporis pound, a pound of gold would cost about $13,000.00 today, so if we divide by 20 or 200 to get gold pieces we get a price of about $650 or $65 per gold piece respectively.

This can be used to calculate the prices of equivalent services (e.g. ferry ride) where we have no middle-age price data or use ballpark comparisons. It can also give some sort of notion o value of a gold piece to the player.



Yep. Around 700 years previously, prior to the foundation of the Temple and palace in Morne (and maybe in an alternate history).

The cult of Oronthon is emergent, but he is only one of several competing solar deities and is part of the Bairgh (Borchian) pantheon; over the next several centuries Orthodoxy will establish itself. Notions of monotheism have yet to evolve, and no central governing body has asserted itself.

Clerics of Oronthon are kind of evangelical proto-templars. The Oronthonian Mysteries are guarded by the precursors of the Urgic Mystics, who will become schismatic in two centuries time.

The 'tech level' is retarded around 300-400 years from Wyre, which is pretty High Renaissance. Bairgahei is High Middle Ages. Apparently technological progress is about half as fast as RL.

Bairgahei / Old Borchia is dying. The political situation - one of openly feuding magnates - is what will give rise to the confederation of the Weorh gaining ascendancy in the South and Wyre being born.

But that's all in the East, on the other side of Nizkur Forest (which is even bigger and more dangerous than it will become).

Interesting! So the campaign would essentially serve to create some backround history too!

Heh, apart from the history evolving in the campaign world (does it have a name?) the rules also evolve from 'Basic D&D' to 3.5E D&D. An elegant, albeit probably coincidental symmetry.
 

Remove ads

Top