I feel almost ashamed doing this one... it's so easy to improvise, using either the
equipment map or the
death and dismemberment map as a guideline. However, for the sake of completeness, here's a quick table for reference.
- Strength: weapon (d6 = weapon length)
- Dexterity: wand (d6 = spell level)
- Constitution: armor (d6 + 2 = AC, -1 if even)
- Intelligence: scroll (d6 = spell level)
- Wisdom: amulet/ring of detection
- Charisma: amulet/ring of control
- hub: potions (d6 = spell level)
The result rolled on the d6 indicates length or spell level for weapons, wands, scrolls, and potions as indicated. Amulets and rings of detection likewise are equivalent to a spell of level 1-6, but limited to detection spells. Select one spell of the indicated level. Results that land in the Constitution region add 2 to get the AC equivalent, but subtract 1 from even results to restrict AC to 3, 5, or 7. You can instead interpret the roll based on approximate height off the ground to get armor by the piece:
- 1 = boots
- 2-4 =body armor (roll d6 + 2 for AC)
- 5 = shield
- 6 = helm
(I've avoided indicating magical bonuses, since that might not fit everyone's interpretation. I personally do not modify AC with the bonus.)
Amulets and rings of control act like a Charm Monster spell on one specific monster type. The d6 result indicates which monster level to use: roll on either the wandering monster charts or the appropriate random chart for the Monster Summoning spell of the indicated level. I would limit its charm ability by giving the target a saving throw bonus equal to the number of monsters currently controlled.
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