Tag Archives: gear

OSH Legend of Hyrule: Weapons and Equipment

The weapons and equipment of the Zelda games are iconic and oft-reinterpreted through the series. Converting to a role playing game, the possible use of various items can change dramatically. How to keep the function and flavor of the item intact enough that you have a similar play experience, managing the medium shift? Well, that’s part of the fun of statting things up for Old School Hack.

Here are magic weapons and enchanted items and regular tools for the world of Hyrule through the lens of Old School Hack.

Hyrule Weapons and Equipment

Old School Hack Headgear

I used JB’s B/X Headgear from B/X Blackrazor as a starting point to develop my own Old School Hack Headgear chart. Marinade in the awesome!

Allowing people to choose what kind of character they have means a character could roll on any of the charts, based on how they want to play the character, rather than on the class. I think that’s neat. Anyway, what do you think?

Old School Hack Headgear

OSH: Using Two Weapons

 The basic Old School Hack rules have shields used as damage-stoppers, cashing them in once or twice and they’re done. They are ablative emergency measures. I have a higher opinion of shields than that–so here are my shield rules for Old School Hack. (They also function as damage-stopping emergency measures, but now characters can do more with the shields before they shatter.)

Also, rules for using a weapon in each hand. That’s awesome, so it belongs in the game. I’ve kept it simple but flexible, hopefully matching the system seamlessly.

Shield Attack. A shield can be used as a weapon by itself, or with a light weapon, a heavy weapon, or a reach weapon.

  • A light shield used offensively allows you to roll an extra 1d10 to hit.
    • Used with a light weapon, roll 4d10 and keep the highest two results.
    • Used with other weapons, roll 3d10 and keep the highest two results.

    A heavy shield used offensively does +1 wound if you roll 5 or more above the target’s AC.

Shield Cover. Using “Protect or Defend” the shield grants an additional +2 to AC (stacking with the +2 AC for protecting or defending, total +4), but no offensive advantage on a counterattack. This works against ranged attacks.

Parrying Weapons. A parrying weapon must be light, and it can be used with a light or heavy weapon in the other hand.

  • Used offensively, the parrying weapon can grant +2 to hit or +1 wound damage. You decide after you roll.
  • Used defensively, the parrying weapon can grant +2 AC or grant a counter-attack with 1d10 to hit. Neither works against ranged attacks.
    • If you are using the “Defend” action and get a counter-attack with 2d10 to hit, the parrying weapon is used offensively with that attack instead of granting a second attack.

OSH “Wizards, Warriors, and YOU!”

Two great flavors that go together!

The idea of the book is that you can play either the Wizard or the Warrior (with the other becoming a helpful NPC partner.) The Warrior gets to choose 3 cool weapons in addition to a magic sword, and the Wizard can cast any of the spells (though each has its risks.) Then it is a “Choose Your Own Adventure” style, where depending on what you choose of the rigid options, you turn to another page to see how it works out. You can lose frequently and for no good reason, there is a lot of random chance in the book, but it’s small and you’ll win sooner or later. (I like the pictures.)

I understand every few books they changed up the spells and weapons, but I just have the one tiny little book, so I adapted what is present there, mining it for Old School Hack inspiration. Let’s step away from D&D as a base, and see how other styles would fit.

I created a document with the magic weapons statted up for the Warrior, and the spells converted to a single grimore list for the Wizard.

The book’s perspective on magic is that it is slippery, and can get away from you if you are not skillful and steady (for both some magic weapons, and for spells.) The author didn’t have to work out any details, because the reader is firmly on the railroad and can only choose at junction points, never thinking outside your pulpy paper box. I think I rendered the stuff playable in a much more wide-open venue, showcasing the strengths of the Old School Hack rule set.

There are a number of different ways you could play an Old School Hack game with these weapons and spells and flavors.

  • Champions of King Henry of Silvergate. This is the premise of the books. You guys are the go-to heroes for King Henry and his many gonzo problems.
    • Since there are only 2 heroes, they are both more powerful; the Warrior can have as many of his magic weapons as he can carry, and the Wizard can draw from the whole spell list using Awesome Points for spells not yet learned (as base template talents).
    • King Henry gives you stuff to do for the good of the kingdom. Wash, rinse, repeat.
  • Successors to the Champions. They just got wasted in the line of duty, and as their apprentices, you’re called up.
    • Maybe they don’t get ALL the gear, they have to recover some of it from corpses. But the Wizard is just as powerful as if they start off as the champions.
    • Ideally there is a mystery to solve and vengeance to wreak. Killing off mentors is a great starting point.
  • Looting the Ancient Ruin. King Henry is long passed on, the kingdom fell into disrepair, then ruin, then rumor, then legend. Now you enterprising adventurers are after the magic weaponry and pile of lost spells of the former Champions of Silvergate.
    • The good news and the bad news–this is a really familiar model, and characters need no institutional loyalty or personal loyalty to pursue it.
    • You can spread the magic weaponry around the whole group, so no one special warrior kicks all the butt.
    • Any spells the group found would have to be learned one by one by a wizard, no one would start with the Silvergate grimore as the base template.
  • Champions and Henchmen. Sure, there is the Wizard and Warrior, but the rest of the group can be their entourage and support characters, possibly including apprentices and stakeholders for the current mission, as well as specialists for anticipated challenges.
    • Some groups don’t like having two characters get special treatment. Your mileage may vary.
    • Diluting the formula adds a dash of flavor to a different kind of game instead of running “Wizards, Warriors, and YOU”; and that can be good.
  • Get Your Stuff Back. A time-honored tradition: take all the warrior’s cool stuff, sell it off or split it up, and the Wizard and the Warrior must reclaim it all a piece at a time for the honor of Silvergate.

Of course, you can come up with your own uses as well. Without further ado, here is the document with all the “Wizards, Warriors, and You” magic weapons and spells.

Silvergate

Gatrach’s Slayer

"You're going down! (as agreed...)"

Gatrach Silverdawn was quietly renamed “Sellverdawn” by his colleagues and business associates. He found the taking of life highly distasteful, but during the reign of Governor Memsetch law enforcement was almost entirely relegated to bounty hunting.

The roguish elf somehow acquired an enchanted elven weapon (the tale is that he used a wish from Zomok to close the deal). He then charged a set rate to those with bounties on their heads. He would arrange for them to be slain, and the bounty collected. In addition, the un-slain bounty targets would pay him and quietly disappear.

Silverdawn drew many adventurers into his orbit with this scheme, choosing those who did not deserve to die (by his standards) and arranging a public death for them, using a rotating stable of “killers” to keep the authorities from seeing patterns.

Inevitably, one of the governer’s spies got wise to the scheme, and infiltrated his circle. During a “killing” gone wrong, the spy switched the weapons, then identified Silverdawn for the guards that were waiting to pounce.

An elegant scheme, but Silverdawn was weeks dying. Valuing life has its cost.

The sword was on display in the Governor’s mansion for several generations, but during the civil war it was lost, probably to red-handed looters that immediately discarded it as a worthless weapon. Its current whereabouts are unknown.

Gatrach’s Slayer

The weapon appears to be a shortsword of elven make, and it only radiates the faintest enchantment.

Any damage the sword deals is illusory, fooling the target and those around automatically. When the sword deals a killing stroke, onlookers (and the victim, if not in on the scheme) must Save vs. Spells at -4 to see through the illusion of death. The illusion of death lasts for up to 6 hours, but the “victim” may act as normal during that time if necessary.

Turban of Guarded Rest

"I'm feeling much better now."

A tan turban, adjustable to fit creatures from Halfling to Ogre size. When the user is ready to sleep, the user rubs at the upper area of the turban with a finger until touching on the sleeping imp in the turban. The imp wakes, and the turban wearer immediately lapses into peaceful, silent sleep.

The imp watches over the sleeper, perched on the turban. The imp decides whether or not to wake the sleeper. If the imp does not wake the sleeper, then the sleeper is impossible to wake. If the imp decides to wake the sleeper, the imp dives back into the turban and the sleeper immediately wakes, clear-eyed and alert.

The imp has an Armor Class of 0, and 10 hit points. It will not fight, speak, or leave the turban. If threatened credibly, it will always wake its sleeper. If somehow the turban is separated from the sleeper during sleep or the imp is killed, a Cure Disease spell can wake the sleeper (who will have nightmares for a year and a day, robbing 2 hours of sleep per night.)

Four hours of sleep with the turban count as eight hours of normal sleep.

Magic Users and Clerics value this object, because it can protect them from being woken by random encounters or wandering monsters during their precious resting time—if their comrades can handle the menace, then they can best serve their group by completing their rest.

The Hegress Darkwrap

According to legend, Hegress was an accomplished burglar in Kyoviss, about three centuries ago. She targeted the Domlia Line, a cabal of wizards united by family blood. The legend varies on minor points; was she jilted by a Domlian wizard? Was she an illegitimate child refused entry to study? Was she a spy from a rival Line? No one is certain exactly.

For ten years, she repeatedly broke into their towers and sold their precious tomes, objects, and secrets back to them. Each time, she offered to leave them alone if they would craft for her an item she desired. As her following grew, the wizards realized that this problem could well outlast her lifetime. Frustrated by a decade of failing to stop or kill her, they finally asked her to solve a problem for them.

One tale suggests it was to raid the fortress of the Hylmathia. Another that she was to marry an idiot in the Line, to clear the way for more suitable pairings with other siblings. Another, that she finally kidnapped the Matriarch of the Line. In any case, the wizards created her mystic object, to her satisfaction. As far as the legend goes, they all lived happily ever after.

A favorite variation is that Hegress had a child who was learning to be a thief, and Hegress wanted to offer motherly assistance without smothering the budding scoundrel. Surely a thief of Hegress’ caliber did not need an enchanted cloak like this. She must have gotten it for someone else. Sadly, the world is unlikely to ever sort the truth from the tangle of legends in the mist of the past.

The Hegress Darkwrap

Appears to be a dark brown cloak with a deep cowl. It adjusts its fit to the wearer, from Halfling size to Ogre size. It has a number of traits.

  • Shield. If the bearer has a free hand, the cloak grants -1 armor class as a shield.
  • Blade. The bearer may draw a dagger, shortsword, or longsword from the cloak. If the weapon is replaced, it remains available to draw. If it is out for more than a day, the weapon vanishes, and a week later, the ability is once again available to the bearer.
  • Rope. The bearer may draw a knotted 30’ rope with a grapple from the cloak. If the rope is replaced, it remains available to draw. If it is out for more than a day, the rope vanishes, and a week later, the ability is once again available to the bearer.

Better Gear Makes it Worse

Warning: There is some nasty stuff in this post. Necromancers are scary, their stuff is scary, they are horrible people/monsters, and… okay, if you get in here and find that it’s a bit much… well, they are the bad guys. Really bad guys. The system stuff here still works if you strip the fluff/description–it’s mostly to provide legendry and plot motivation.

Runic Necromancy Magic Items

 Necrodwarves become more terrifying when they are armed and armored with runic equipment that is designed to amplify their natural powers. This gear is not common, and it is not easy to make. However, those wielding it relish the cost and celebrate the gruesome result.

  • Gear with runic necromantic power will only respond as magic when worn or wielded by a necrodwarf connected to the Empty Rune through a tattooed rune on their flesh.
  • Weapons only grant their effect if held in a hand. Armor only grants its effect if it is worn. Rings, amulets, and belt buckles only grant their effects if worn.
  • Gear printed with runic necromantic power allows a necrodwarf to use the runes in question as though they were tattooed on. Unless otherwise noted, the runic gear grants no other advantage.
  • If a necrodwarf knows the history of a runic weapon, the necrodwarf gets a +1 to hit and +1 damage morale bonus while using it.
  • If a necrodwarf knows the history of runic armor, the necrodwarf gets a -1 Armor Class morale bonus while wearing it.
  • If a necrodwarf knows the history of runic objects, the necrodwarf gets +2 level adjustment using it, or adjusts a roll by 2.

CREATING GEAR WITH RUNIC NECROMATIC POWER

Lesser Runes—Weapons

The Empty Rune is willing to share its power with a non-meat weapon only when a Lord (printed with one or more Master Runes) sacks the stronghold of a hated enemy, or ritually sacrifices a major enemy.

In the case of sacking a stronghold, at least 100 prisoners must be taken, and at least 150 hit dice of sacrifices must be represented. A pit is then constructed, with bellows (made of sacrifices) and a forge at the bottom of the pit. It must have sloping sides, generally about 45 degrees.

Then at least three necrodwarves man the forge, and as they work on the weapon tirelessly night and day for a full week, their minions ritualistically sacrifice the prisoners, spraying their blood over the forge scene, the blood gushing down into the pit (which often gets knee deep or waist deep during the sacrifices and forging—the pits are built with that expectation.) The smiths chant ancient chilling dirges and praises to death, ceaseless as they work.

The new weapon is cooled in the blood of sacrifices, and one of the necrodwarves gives up a rune. That rune then sears into the weapon as it hisses in gore, cooling suddenly in connecting to the depths of space.

In the case of a sacrifice, only a dwarf of name level who opposes the necrodwarves will do, unless an oracle borne by the Fund of Secrets identifies another target to the deadly Lord. In the case of a sacrifice, the ritual takes 12 days of torture, degradation, and brutality in a refined ritual that ends with the target’s irrevocable death, slain by the weapon that was forged during the torture, and interlaced with it—hot metal, flaying, tearing out teeth and bone to decorate the weapon or embed within it, etc.

The weapon becomes a symbol of the potent lordship of death and cold. The site of its creation, or the sacrifice it celebrates, is stitched deep in the blade. This history is only visible when a necrodwarf holds it and gives up 1 hit point per century since it was created—then the runic history glows to life in the depths of the weapon. If the necrodwarf can piece together the entire history from when the weapon was created to when it came into the dwarf’s possession, everafter the dwarf is +1 to hit and +1 damage using it, for morale purposes.

The weapon counts as magic in the hands of a necrodwarf, for purposes of hitting creatures immune to non-magic weapons.

Available runes: Death Armor, Impart Undeath, Resist Death, Restore Undead, Share Death, Slay.

Lesser Runes—Armor

The Empty Rune is willing to share its power with non-meat armor only when a Lord (printed with one or more Master Runes) builds a foul forge in the tomb of a name level dwarf, desecrating it for all time. Celebrating the desecrating forge, the Lord can forge an article of armor with a lesser rune to commemorate the occasion. Only metal armor can be forged in this way, not leather (though the straps and such on the armor are most decidedly… necromantic.)

Rarely, the Fund of Secrets will bear an oracle to a Lord, identifying a potential alternative site to host a desecrating tomb.

At least 100 sacrifices, and at least 150 hit dice of sacrifices, must be offered to thoroughly desecrate the site. The methods of sacrifice often involve gladiatorial combat with the dead, driving sacrifices insane so they mewl and beg for death and are given puny weapons to slowly kill themselves, poisoning sacrifices so they have horrific hallucinations as they slip away through a coma, and other vile practices outlined in the lore books of the necrodwarves. This period of desecration may not be rushed faster than six months.

The forge is then built out of sacred statues and stones of the tomb, the bellows from the remains of the victims, and again it is crucial to quench the forged armor in sacrificial gore. Ancient powerful chants of the chill emptiness must resound through the entire process, deepening the chill that penetrates into the living earth.

One piece of armor is forged, and it bears the rune and the power. Often other pieces that match will be created, and approximations of the rune scattered over the armor. The single piece carries the power. This is often a helm, or a breastplate, occasionally a gauntlet or greave. When full armor is worn, the rune stitches it all together mystically and invisibly in a glittering frigid net of death.

The armor becomes a symbol of the potent lordship of death and cold. The site of its creation is stitched deep in the metal. This history is only visible when a necrodwarf wears it and gives up 1 hit point per century since it was created—then the runic history glows to life in the depths of the armor. If the necrodwarf can piece together the entire history from when the armor was created to when it came into the dwarf’s possession, everafter the dwarf is -1 armor class using it, for morale purposes.

The armor counts as magic when strapped onto a necrodwarf.

Available runes: Breathless, Charm Undeath, Chill, Death Armor, Impart Undeath, Resist Death, Untorn Essence.

Lesser Runes—Objects

The Empty Rune is willing to share its power with non-meat objects only when a Lord (printed with one or more Master Runes) completes a quest set by the Fund of Secrets, personally delivered to the Lord. Upon completion of the quest, the Lord may choose to lose 1,000 experience to set one of the Lord’s runes into an object that has sentimental value to the Lord, or was instrumental in the quest.

Objects are typically beard clasps, finger rings, bracelets, masks, belt buckles, prosthetics, or gems.

Five Lords must gather to celebrate the achievement of the sixth Lord, and each one must be willing to give up 500 experience (except for the 1,000 of the quester.) While the travel, obeisance, and loss of vitality are irksome to the powerful Lords, they are also keenly aware that they may someday require the same, and that their refusal to recognize a peer may displease their chilly master. Also, the Thane over them may be watching, pondering who may receive further runes.

Over the course of one week, the six Lords must sacrifice a minimum of 100 people, minimum 150 hit dice. They read sonorously from the dark tomes of their hideous faith as the crunch and gurgles of death, or the slow drip of dissolution, or the shrieks of emotion punctuate their prayers to the outer darkness. (Generally, each participating Lord is expected to bring a share of the sacrifices.)

The object becomes a symbol of the inexorable will of death and cold. The site of its creation is stitched deep in the metal, as is a cryptic summary of the quest. This history is only visible when a necrodwarf wears it and gives up 1 hit point per century since it was created—then the runic history glows to life in the depths of the object.

These objects are the most cryptic and difficult to research. If the necrodwarf can piece together the quest that inspired the object, and entire history from when the object was created to when it came into the dwarf’s possession, then the necrodwarf counts as +2 levels for purposes of using the rune in the object, or is +2 on a roll if that’s more appropriate.

Available runes: Charm Undeath (levels), Drink Life (+2 to total), Impart Undeath (levels), Question the Dead (to roll), Resist Death (to Constitution).

Greater Runes

This enchantment is extraordinarily rare, and desperately coveted by Thanes because of the prestige and power it imparts to its owners. Greater Runes can be printed on weapons, armor, and objects. Armor must be a breastplate or crown helm, objects must be scepters, scythes, or belts. The Master Rune may be printed on any kind of hand weapon or two handed weapon. The only smaller weapon that may accept a Greater Rune is a superbly crafted gauntlet.

Master Runes may be planted in objects when one Thane ritualistically sacrifices another Thane. The reasons are not important, but often involve competition for assignments from the Empty Rune, concluding a schism war within a cult, or punishing betrayal.

Over the course of the two week sacrificial period, the sacrificer tears a Greater Rune from the sacrifice, so the dark energies of the Empty Rune will live on past the destruction of their host, celebrating the conclusion of what was likely a bitter struggle.

The object becomes a symbol of the ruthless, pragmatic justice of death and cold. The site of its creation is stitched deep in the metal, as is a cryptic summary of the motive, and the names of the Thanes involved. This history is only visible when a necrodwarf wears it and gives up 1 hit point per century since it was created—then the runic history glows to life in the depths of the object.

These objects are cryptic, and bear within them the malice of suffering beyond death. If the necrodwarf can piece together the story that led to the object’s creation, and entire history from when the object was created to when it came into the dwarf’s possession, then the necrodwarf will receive a quest from the Empty Rune soon after the necrodwarf becomes eligible.

Available runes: Accept Sacrifice, Deadly Focus, Death Shriek, Defy Gods, Touch of Death, Undead Vitality.

Master Runes

Objects printed with a Master Rune cannot be created by mortals. Legend among the necrodwarves is that one of each exists at any given time, and if they are all brought together, a gate to the Empty Rune opens and the world is flooded with death energy. Whether these objects exist or not, all Thanes will eagerly pursue rumor of one.

Possession of an object printed with a Master Rune is enough legitimacy to propel a Thane of the necrodwarves to become Lord Thane, rightful recipient of the fealty of the other Thanes. This is not only something the Thanes are ambivalent about, it is an absolutely horrifying prospect for those that oppose them. If the clans were to unite, they would be capable of breathtaking military and religious conquest.

For Stabby Death