Mithril, Adamantine and Other Wondrous Items

In the Dungeon Crawl Classics Core RPG Rulebook, there are a few references to mithral and adamantine -- mostly when referring to elves, because they can't wield metal weapons without harm to themselves.  It suggests that armor made out of these substances may reduce armor check penalties for spellcasting, and may weigh slightly less.

But where do characters acquire these mithril weapons?  Yes, there's the tried and true 'quest for it', but that doesn't seem to match up with 0-level elves that may 'purchase one mithril weapon or set of armor at no additional cost'.  It implies that they are available to purchase, and cost more than the standard.

This was one of the very first burning questions I had when I started running my DCC game, and my very first house rule -- I wanted mithril weapons and armor to be rare but available, and have measurable benefits for both elves and humans, and I wanted to make it better than common equipment, but less effective than magical gear, because you can't go buy +1 chainmail, but mighty heroes should be able to have specially crafted equipment.

In 3rd Edition D&D and later 1st Edition Pathfinder, the game designers tried to bridge this equipment gap with 'masterwork' items or special materials, but it didn't really scale well -- +300 gp for a masterwork longsword that grants +1 to hit is a big deal when you are 1st level, but by the time you hit 5th level in 3rd-5th level D&D, masterwork items just didn't cut it.

In DCC, armor check penalties are a big deal no matter what level or you are, so this was a good opportunity to give players some long term benefits with rare equipment, but the cost/difficulty to acquire such items needed to scale beyond just a flat +300 gp.


Mithril

In my campaign, elves craft mithril weapons, armor and goods and will sell them to fellow elves as well as foreign merchants, so it's somewhat rare, but not 'you could buy a kingdom with this mithril shirt, Bilbo' rare.

In my game, mithril armor costs double what it is listed in the rulebook, so mithril chainmail or mithril full plate scale to the costs listed.  Mithril armor has -1 less armor check penalty, -1d on any fumble die, and negates -10' of movement penalty, should there be one.  For example, mithril chainmail would cost 300 gp, have an AC bonus of +5, an armor check penalty of -4, and a fumble check on a d10.

Mithril weapons also cost double that of regular weapons, but have no other real benefit other than elves can use them without harm.  I might make them a little more resilient to damage, and certainly make mithril immune to rust, but that's a cosmetic benefit rather than a game mechanic bonus.

Mithril goods are rarer and sought after, and cost double that of a regular item, so a mithril hair comb, mithril necklace, or mithril coffer might be someone's prized treasure.


Adamantine

Adamantine items are only briefly mentioned in the core rulebook, but I like to think that the dwarves can mine this rare metal from deep in the earth -- again, it should be somewhat rare and valuable, but not as amazing as a magical item might be.

My campaign has adamantine armor at quadruple the cost of regular armor, granting +1 AC, and -1 to armor check penalties, and that's plenty.  So adamantine full plate would cost 4,800 gp, grant a +9 AC bonus, have a -7 armor check penalty, and the usual -10' to movement and d16 fumble check.  That's something that only the mightiest of warriors or kings might have.

Adamantine weapons would also cost quadruple, and would be more resilient, requiring a failure of a DC 15 Fortitude save to suffer damage or sundering (using the wielder's save modifier).


Other Wondrous Items

I didn't want to be dull and boring, so the concept of materials allowed me to create wondrous (but non magical) items for characters to covet.  Here are two examples.

The Pilgrim-Adepts of the Greentower are known for their signature robes of grey and green -- however they are not just ornamental, but specially crafted and are remarkably resistant, offering some protection to the wearer.  However, Pilgrim-Adepts of the Greentower take a very dim view to outsiders wearing garments of their Order.  Occasionally, a set of robes is available on the black market in Anzagort, and for a significant sum of 100 gp or so, the newfound owner of these robes is granted a +1 AC bonus with no armor check penalties.

To the south, the elves of Twisttree Vale dabble in sinister crafts.  One such practice is to carve the wood from fallen Nighttrees, and form them into bows.  A nightbow is very hard to use, requiring at least a 14 STR, does 1d8 damage, and has a range of 80'/160'/240'.  Collectors or desparate elf craftsmen might reluctantly part with one, or award it as a gift of gratitude, and if for sale might cost at least 400 gp.


Making Other Fun Things

This is where your DCC game can come to life.  A serrated dagger that does 1d5 instead of 1d4, an Elusian Leaf Tea that cures 1 point of temporary stamina damage, powdered Toadfiend blood that can be used to inscribe a casting circle and grant +1 to die rolls for a single casting of ritual magic, hot spiced kava drinks that are popular in Eshmir and imported at great cost, that grant a hightened sense of alertness and +1 to Will saves for 4 hours.

It's not just about gold pieces and +1 bonuses to hit and damage.  I believe you can be creative and come up with unique little nudges that players will crave, and make the world feel interesting, and keep it from just being about gp and xp.

What unique materials and treasures do you have in your game?  Feel free to share in the comments... 


No comments:

Post a Comment