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<blockquote data-quote="Sepulchrave II" data-source="post: 4767249" data-attributes="member: 4303"><p>B/X = Basic/Expert.</p><p></p><p>Initial Benefits for a 6th-level Campaign</p><p></p><p>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.</p><p></p><p>[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]</p><p></p><p><strong>Minor Benefits</strong></p><p></p><p><strong>1. Ancestral Weapon (Fighter only):</strong> You inherit a magic sword. Roll randomly. If the sword is cursed, you must abide by the result.</p><p></p><p><strong>2. Bandit Leader (Thief only):</strong> 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.</p><p></p><p><strong>3. Book of Spells (Magic-User only):</strong> Add 1d4 spells each of level 1d4 to your spellbook.</p><p></p><p><strong>4. Full Harness (Fighter only):</strong> 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. </p><p></p><p><strong>5. Gleaming Corselet (Fighter only):</strong> Gain a coat of <em>+1 mail</em>.</p><p></p><p><strong>6. Henchman (Any):</strong> 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.</p><p></p><p><strong>7. Manor (Fighter only):</strong> 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.</p><p></p><p><strong>8. Mercantile (Any):</strong> You have ownership of or interest in some merchant enterprise. Every month, you earn 1d20 x 10gp from your investment.</p><p></p><p><strong>9. Shrine (Cleric only):</strong> 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.</p><p></p><p><strong>10. Staff (Cleric only):</strong> You gain a <em>snake staff</em> or a <em>staff of curing</em>.</p><p></p><p><strong>11. Urbane (Any except Cleric):</strong> 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. </p><p></p><p><strong>12. Yeoman (Any except Cleric):</strong> 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.</p><p></p><p></p><p><strong>Major Benefits</strong></p><p></p><p><strong>13. Aegis (Fighter or Cleric only):</strong> You gain a <em>+2 shield</em></p><p></p><p><strong>14. Cauldron (Cleric or Magic-User only):</strong> 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.</p><p></p><p><strong>15. Condottiere (Fighter Only):</strong> 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.</p><p></p><p><strong>16. Crystal Ball (Magic-User only):</strong> You gain a <em>crystal ball</em>.</p><p></p><p><strong>17. Evangelist (Cleric only):</strong> 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. </p><p></p><p><strong>18. Illicit Enterprise (Thief only):</strong> 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.</p><p></p><p><strong>19. Leaky Hulk (Any):</strong> 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. </p><p></p><p><strong>20. Loremaster (Magic-User only):</strong> 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.</p><p></p><p><strong>21. March Warden (Fighter only):</strong> 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.</p><p></p><p><strong>22. Old Money, No Money (Fighter only):</strong> 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.</p><p></p><p><strong>23. Sneak (Thief only):</strong> You gain <em>elven cloak and boots</em>.</p><p></p><p><strong>24. Tower (Magic-User only):</strong> 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.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 4767249, member: 4303"] 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] [B]Minor Benefits[/B] [B]1. Ancestral Weapon (Fighter only):[/B] You inherit a magic sword. Roll randomly. If the sword is cursed, you must abide by the result. [B]2. Bandit Leader (Thief only):[/B] 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. [B]3. Book of Spells (Magic-User only):[/B] Add 1d4 spells each of level 1d4 to your spellbook. [B]4. Full Harness (Fighter only):[/B] 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. [B]5. Gleaming Corselet (Fighter only):[/B] Gain a coat of [I]+1 mail[/I]. [B]6. Henchman (Any):[/B] 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. [B]7. Manor (Fighter only):[/B] 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. [B]8. Mercantile (Any):[/B] You have ownership of or interest in some merchant enterprise. Every month, you earn 1d20 x 10gp from your investment. [B]9. Shrine (Cleric only):[/B] 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. [B]10. Staff (Cleric only):[/B] You gain a [I]snake staff[/I] or a [I]staff of curing[/I]. [B]11. Urbane (Any except Cleric):[/B] 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. [B]12. Yeoman (Any except Cleric):[/B] 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. [B]Major Benefits[/B] [B]13. Aegis (Fighter or Cleric only):[/B] You gain a [I]+2 shield[/I] [B]14. Cauldron (Cleric or Magic-User only):[/B] 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. [B]15. Condottiere (Fighter Only):[/B] 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. [B]16. Crystal Ball (Magic-User only):[/B] You gain a [I]crystal ball[/I]. [B]17. Evangelist (Cleric only):[/B] 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. [B]18. Illicit Enterprise (Thief only):[/B] 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. [B]19. Leaky Hulk (Any):[/B] 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. [B]20. Loremaster (Magic-User only):[/B] 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. [B]21. March Warden (Fighter only):[/B] 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. [B]22. Old Money, No Money (Fighter only):[/B] 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. [B]23. Sneak (Thief only):[/B] You gain [I]elven cloak and boots[/I]. [B]24. Tower (Magic-User only):[/B] 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. [/QUOTE]
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