Experiences of The Asylum V and the release of Cogs, Cakes & Swordsticks.

Posted by: Jason Silverain / Category: , , ,


Well another year is over for The Asylum and I must say it seems like it was a roaring success with my personal congratulations going out to Major Tinker and the rest of the volunteer staff involved.
This isn't to say it didn't have its share of problems such as the typical British bad weather (a surprising first for the event as all previous years had the fortune of bright sunshine), a bomb scare in early hours of the morning Lincoln castle and the staff at The Venue causing all kind of issues, its to their credit that practically all of these problems went unnoticed by those attending.

Of my own experience there is three items I wish to highlight:


First of all the sad departure of Kit Cox, stand-up comedian, leading exponent of Steampunk and counsellor for British soldiers returning from war zones. Mr Cox has previously taken part in hosting events at the Asylum under his alter ego Major Jack Union  and is particularly know for his lectures and book both known as "How to Bag a Jabberwock: A Practical Guide to Monster Hunting". This is not to say Mr Cox will not be attending the events at all in the future but it will be as a visitor rather than as a member of staff.
For those interested there is a well written review of the book written by Magda Knight and a copy can be purchased from Amazon here.

The second point which was actually my most enjoyable experience of the Asylum was meeting Mrs Lynne Hardy the creator of Cogs, Cakes & SwordSticks, it is rare I purchase a roleplay game (or indeed anything) purely on the personal impression of a writer upon me but Mrs Hardy has genuine love for Steampunk and roleplay which can't help but make a person smile. The game itself does not disappoint and I was fortunate enough to take part in a short game with Mrs Hardy and she really brought out the strengths of the extremely simple system, in the near future I intend to write and post a small series of adventures for the system which Mrs Hardy has offer to read herself so I hope you look forward to this.
A free preview of the system is available from RPG now and for those interested in Mrs Lynne Hardy beyond Modiphius her own blog is available here.

The final highlight of the event which I wish to share is the excellent 7 piece band The Mechanisms who performed the grim tale of  "Ulysses Dies at Dawn" at The Venue on the Sunday and put on an amazing show, I could tell you more but that would spoil the story but I highly recommend a listen here and to give them some support.

And lastly a bit of personal news I discovered today as I wrote this I am the fortunate winner of the Prize Promenade and will be shortly receiving a rather fine deerstalker hat, the free contest entries were provided with the event guides at sign in for the event and consisted of a mix of questions and a scavenger hunt based around the various venues of the event. Completing all the questions and finding all the stamps would allow your form to be entered into the prize draw, amusingly from the various stamp holders I spoke to during the weekend I may of been the only person to fully complete the event.

So if you attend next year and find a small competition form with your event guide, feel free to put it in your back pocket or purse and forget all about it, I would quite enjoy another hat.



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Survival Out in the Wilds Part 2: Hides

Posted by: Jason Silverain / Category: , , , ,


“No its ruined…” The dwarf’s deep voice echoed in the cave heightening the sense of frustration in it as he tossed the tattered stained silks back to the stone floor, “Be lucky if it sells at half the price if the merchant even wants it back now..”.  Duncan nodded listening as he retrieved his arrows from the bodies of the goblins holding each shaft high checking for damage “I believe payment was only for the return of his goods and there’s no bounty on these bandits… still one less future problem.”

“Sandell perhaps if I were to use some of my minor cantrips upon them, clean them up at bit or at least get rid of that smell.. Ugh you think the Goblins wouldn’t do that in their bedding.” their newest member the young enchantress Isabel moved over to the dwarf  her fingers toying with the pouch on her belt. “Lass if you can get THAT smell out, I’ll give you half my portion from this job.” the dwarf quipped back hefting his waraxe back into its holder.  

In the last article we discussed skill choices and DC's for the adventurers skinning their latest monster and some example prices for hides, this article we aim to give a few rules on just how much hide you get from a monster for crafting and what kind of advantages it brings.

While rules exist in the Dungeon Master's Guide and Pathfinder's Core Rulebook regarding Dragonhide and the amount hide needed to craft armour, there has been a lot of complaints from players regarding downgrade in abilities from 2nd Edition D&D and the sheer amount of hide required to make anything.
This will be focused upon in detail in a later article but these issues highlight why it is not suitable for a general ruling to be used on other materials,  however the rules regarding Chitin armour listed in Races of the Dragon (Quoted below) have made a much better ground work to create the rule set suggested here.

Races of the Dragon pg121
A single giant beetle provides enough material to create a single breastplate or tower shield sized for a character of the same size category as the beetle (or two such items for a character two or more sizes smaller than the beetle). For example, a Large giant stag beetle has enough chitin to make either a breastplate or a tower shield sized for a Large
character, or two such items for Medium or smaller characters. A suit of half-plate or full plate armor takes twice as much chitin, while a light shield or heavy shield takes half as much. (A chitin buckler can be made from the cast-off bits of any giant beetle.) The chitin from multiple giant beetles can be combined; a Small beetle counts as half of a Medium beetle, a Medium beetle as half of a Large beetle, and so forth

So taking this as our example:

A single creature provides enough material to create a single suit of light or medium armour (Hide, Scale or Breastplate depending on the creature) or a tower shield for a character of the same size category.
Two items can be created for a character one or more size categories smaller than the creature or four items for a characters four or more size categories smaller.
A suit of heavy armour takes twice as much material, while a buckler, a light or heavy shield takes half as much.
Small trinkets can be made from a number of cast offs, for items like cloaks treat them as a single suit of light armour while smaller items such as boots and gloves use the same amount of material as a light shield.

Of course this is subjected to common sense for example skinning a Wolf would provide enough material for Leather, Studded Leather or Hide armour or a leather buckler or hide light shield, you wouldn't be able to create a tower shield despite the rules as a wolf doesn't provide suitable materials.  It should also be remembered that most materials will also have to processed by a hide worker or tanner before they can be used in crafting.

Next looking at some possible effects of using unusual hide to make armour, rather than listing the effect of every creature individually here is some common questions by players.


Does it increase the armour/shield bonus?

The following method works well by preventing low CR monster from unbalancing the game at low level but rewarding at high level, it repeatedly mentioned on many roleplaying forums and the version below has been expanded to include shields:

Start with the natural armour bonus of the creature and divide it by three, rounding down.
This number is the basic non-magical armor bonus for a suit of heavy armour.
For a suit of medium armour you subtract 3 from this number.
For a suit of light armour you subtract 5 from this number.

For shields again start with the natural armour bonus of the creature and divide it by three, rounding down.
Halving this number this is the basic non-magical shield bonus of a tower shield.
For a heavy shield you subtract a additional 1 from this number.
For a light shield you subtract a additional 3 from this number.

If the value is less than the regular armour/shield bonus of the crafted armour then the material just has a visual effect and uses the normal armour bonus of the armour type.

So for an example: A Bulette (CR7) has a natural armour bonus of +12, dividing this by three equals a armour bonus of 4 for heavy armour or 2 for a tower shield (4 halved). Since both of these are below the normal ratings these are increased to 7 (splint mail) and 4 (Tower shield) respectively and have little effect on the armours abilities other than visual.  
A stronger creature like an Black Scorpion (CR15) has a natural armour bonus of +28, breaking down to 9 for heavy armour and 5 (rounded up from 4.5) for a Tower Shield. In addition the Black Scorpion armour would class as Chitin armour and gain any further benefits due to this.

Does it increase the maximum dexterity bonus?

In most cases it is easier to assume that the maximum dexterity bonus remains the same as the original armour unless the creature possesses an exceptionally light and strong shell or scales. Existing examples of this are Chitin armour which has been mentioned.

Races of the dragon pg121
Chitin Armor: The maximum Dexterity bonus of an armor or shield made chitin is 1 greater than that of the same type of armor made from metal. Breastplates, half-plate armor, full plate armor and shields can be made from chitin.

What effect does it have on the armour check penalty and spell failure?

The armour check penalty and spell failure is more of a result of the armours design rather than its material again this will often be unchanged, however armour made from particular heavy or bulky creatures may increase. Though I recommend by no more than +2 armour check penalty and +5% arcane spell failure on top of the armours normal penalties.

Handling addition effects.

Regarding a creatures natural damage reduction and resistances I have personally found the following system has worked well in many campaigns adding minor benefits while not unbalancing play.

Creatures resistance/damage reduction   Amount gained by wearer.
5                                                            1
10                                                          5
11+                                                        10

For example if a creature had 5 damage reduction bypassed by magic weapons, armour made from its skin would gain 1 damage reduction/magic.
The armour itself retains full damage reduction (added on as hardness) resistances and immunities, the reasoning behind why a character does not receive the full benefit is simple. It is not just a creature's skin that makes it resist to its elements and even the best made armour requires joints and openings for the wearer for moment and simply to put it on.
No plate or leather armour has ever been waterproof so while a splash of acid may harmlessly dribble down a black dragon hide breastplate, a knight being struck by a considerable amount would still suffer damage as acid seeps in through the cracks and joints of his armour.

One special mention is spell resistance (SR) rather than granting the wearer SR it simply affects the armour, alternatively it may be treated as the armour as having the spell resistance armour enchantment appropriate to the creatures SR without the Strong abjuration visible by detect magic.

D&D SRD
Spell Resistance: This property grants the armor’s wearer spell resistance while the armor is worn. The spell resistance can be 13, 15, 17, or 19, depending on the armor.
Strong abjuration; CL 15th; Craft Magic Arms and Armor, spell resistance; Price +2 bonus (SR 13), +3 bonus (SR 15), +4 bonus (SR 17), or +5 bonus (SR 19).

The reasoning behind this is that it limits the enchantments that can be placed upon the armour as well as increasing the cost, in addition any attempts to enchant the armour would have to overcome the spell resistance.
In the rare cases of spell immunity the armour could not be enchanted at all and bring all the benefits and drawbacks of been immune to magic to the wearer.
It should be noted unlike most creatures with spell resistance the wearer of spell resistant or spell immune armour would not be able lower their resistance willingly and in an emergency may have to be stripped of their armour for healing spells to work on them.

Other things to consider?

A creatures extraordinary abilities have to be handled on case by case basis but a general ruling can be be taken as armour or equipment crafted of the creature reduces the cost of applying suitable related enchantments by 25%. For example:

The iconic Dungeons and Dragons displacer beast is famed for its displacement ability which makes it appear to 5 foot away from where it really is.
Creating a displacer beast hide cloak does not give the wearer the natural displacement ability of the displacer beast but it could be used to create a cloak of displacement (minor or major) at a reduced 25% cost ( 12,000 gp down to 9000gp and 25,000 gp to 18480gp respectively)

A possible suggestion to scale this would be to require higher CR monsters for more powerful magic items, continuing with the example above creating a cloak of displacement (major) with a reduced 25% cost would require the hide of the more powerful and rare displacer beast pack lord.

Here is the big question and arguably the most difficult: Cost.
Simply put I can't answer this, it really depends on how rare your creatures are and the demand. Sure wearing troll skin leather is effective but does it look and smell bad?
I will suggest that the cost for masterwork items is doubled, and that the armour for unusual creatures table from the SRD is used to determined the extra cost by using the nonhumaniod section of the table.

Armor For Unusual Creatures D&D SRD
Armor and Shields. Refer to the appropriate line on the table below and apply the multipliers to cost and weight for the armor type in question.
Size                        Nonhumanoid
Cost                       Cost     Weight
Tiny or smaller         ×1        ×1/10
Small                       ×2        ×½
Medium                   ×2        ×1
Large                       ×4        ×2
Huge                        ×8        ×5
Gargantuan               ×16      ×8
Colossal                   ×32      ×12

The craft DCs should not be changed from 10 + AC bonus as the increased AC does this automatically and the additional costs represent the extra time and equipment needed.

Finally these rules are not set in stone and are simply suggestions, don't be afraid to say no if you suspect something will unbalance your game or doesn't fit in. Perhaps not all creatures are suitable for crafting, perhaps it requires unique equipment only a certain faction has access to, its your world, your rules.
Now that the hide has been covered the next article looks at the spell reagent’s and material components.

Quick Link: Part 1 Part 3 Part 4

“So about that gold Sandell.” The young wizard grinned teasingly at the dwarf toying with the cleaned silks between her fingers the faint scent of Jasmine drifting in the air, looking still somewhat sceptical Sandell shrugged “Well that’s one roll just another nineteen to go… and the fabrics still stretched and torn.. Think you can handle that?”
Leaving the pair to discuss Duncan knelt amongst the bodies of the worgs running his fingers over the blood stained fur of one of the creatures that was still passing trying to calm its last moments, his eyes drifting to the world outside the forest leaves showing hints of red now as thoughts of the future drifted through his mind. “Winters coming..”


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UK Steampunk festival The Asylum V

Posted by: Jason Silverain / Category: , ,

This is just a reminder for all you Cogboys and gals out there the fifth annual Asylum festival in Lincoln is coming up soon.

For you unfamiliar with the event The Asylum is the UK's (and possibly the worlds) largest Steampunk of the year, it is run by the VVS (Victorian Steampunk Society) who are a voluntary not-for-profit organisation and contains many events such as art exhibitions, talk panels ranging from the educational to the outright hilarious (I highly recommend Jack Unions monster hunting), competitions, parades and many stalls.

People are welcome to attend in costume or without as everyone is welcome, I've been every year and I've never had a problem walking around Lincoln's town centre while in costume apart from the occasional curious question.

If your still curious a video of some of last years events available on youtube here and this years Asylum festival website is here.

I hope to see you there.


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Survival Out in the Wilds Part 1: Skinning

Posted by: Jason Silverain / Category: , , , ,

Shadows danced across the forest clearing in the gentle breeze as the fading days light filtered through the swaying leaves, several small rabbits grazed cautiously unaware of the man watching them from the cover of branches of young yew tree.
Duncan silently cursed his travelling companions lack of preparation under his breath as he shuffled trying to bring life back into his numb back, to be fair though no one had expected the mudslide that had injured the young priests leg.

The boys divine gift had healed his wound but the fever that followed left him weaken and had slowed their pace considerably and only he had bought more trail rations than those required for their return journey to Tymburg and those had run out now with just over a days trail left. His thoughts were interrupted by a Hawks cry above the now startled rabbits starting to flee, giving up on the chance of a deer Duncan drew back his notched arrow and let it fly.


Its an interesting fact that both 1st and 2nd edition AD&D and various Dragon Magazine articles did include rules for skinning and values of pelts, however these rules were not included in later editions.
Since then a lot of players have often slain a huge beast and have inquired how or if they could use anything from their fallen foe. This article series aims to expand this question and introduce some new items and uses.

While the Survival skill is the most commonly used Craft (Taxidermy) and Profession (Hunter) can also be used to recover valuable parts from slain creatures.
Other useful skills will include Appraise or Profession (Hunter) which can be used to gauge the value of such an item, Knowledge (Nature) could help as well to identify animals with valuable pelts while Knowledge (Arcana) can be used to recognise creatures with spell component uses.


Skill DCTask
5Skin an animal for strictly utilitarian purposes e.g. Cooking, bait
10Skin and prepare a tiny/small common animal for its pelt and meat e.g. a squirrel, rabbit, small birds. Craft a simple basic item from a pelt e.g. patch for clothing, crude moccasins or gloves
15Skin and prepare a common game animal e.g. Deer, wild pig/boar, wild goats. Craft un-complex fur clothes e.g. Hide overcoat, fur cap or tribal trophy.
18Skin and prepare a Magical Beast to preserve pelt and meat e.g. Unicorn, Dire Animals, Worgs.
20Skin and prepare a familiar creature that is not commonly skinned e.g. Humanoids
25Skin and prepare an completely unfamiliar creature e.g. Most  Outsiders.
30Skin and treat a Shapechanger’s pelt so it remains in its current form and does not change.


CircumstancesDC Modifier
First time skinning that type of creature+5
Creature is a Aberration or Outsider+5
Creature is Favoured Enemy -2
Experienced in skinning creature (skinned creature 10+ times) -5
Disregarding pelt and focusing on internal organs. -10


Due to their unusual and unnatural natures aberrations and outsiders are particularly difficult to skin and there is often little demand for a full pelt. To determine the DC for skinning these creatures either start at DC 20 or 25 for more unusual creatures, though more animalistic outsiders like celestial animals or Yeth hounds can be treated as Magical Beasts.
Failing a check by less than 5 reduces the pelt to poor quality pelt decreasing its value by 50%, failing by more than 5 makes the pelt worthless for anything more than scraps. Passing a check by 10 or more improves the quality of the pelt increasing its value by 50%.

It should be remembered that after combat not all creatures will be in great condition to recover pelts from, while an arrow to the flank might not damage a worg’s pelt too badly repeated hits from a +1 Flaming longsword will certainly lower the quality.

Regarding the pricing of pelts on the town market Expeditious Retreat's A Magical Medieval Society: Western Europe or A Magical Medieval Society: Silk Road have been highly recommend by various members of the RPG community for their in-depth trading rules. However according to the Silk Road book a pelts worth is measured per pound and this leads to the problem of trying to determine the weight of each pelt.

A simpler rule of thumb is provided by the Dungeons and Dragons Arms and Armour Guide which states: pg:40

Furs and hides, common 20lb.     1gp–5gp
Furs and hides, unusual 20lb.        6gp–10gp
Furs and hides, rare 20lb.            11gp–20gp
Furs and hides, exotic 20 lb.        21gp–50gp
Furs and hides, monstrous 20lb.   51gp–200+gp

This still leaves the problem of weight of the hide, using the weight of hide armour and the rules for armour weight by size category I suggest a single medium size creature provides 20lb of hide, small creature 10lb and a tiny creature 5lb. For larger creatures continue to double the weight of hide I.E: a large creature provides 40lb and huge 80lb etc.

While the party will hardly become rich through hunting and skinning this adds a nice bonus for a opportunist, and in more primitive tribes where gold is seen as little use they may be accepted instead with the added benefit of respect killing the beast brings.

The next article will cover a few general rules on just how much hide you get from a monster and what kind of advantages it brings when used to craft.

Quick Link: Part 2 Part 3 Part 4

Drawing his arrow from the slain rabbit Duncan wiped its bloody tip across the grass as he looked up at the circling hawk, by sheer bad luck they had both chosen  the same prey and now the bird its prize stolen seemed to be judging if it could steal it back. While the rabbit was hardly enough for his group to eat the fading light would make it impossible to hunt further, “Perhaps a meagre meal will teach the others to prepare more in the future” a small grin crossing his face with the thought Duncans fingertips slipped down to the only other catch of the evening a fat squirrel.
“No sense us both been hungry aye old girl?” Tossing the squirrel further into the clearing he watched as with a few moments hesitation the Hawk flew down collecting the prize, with rabbit now in hand he turned to begin his march back to camp thoughts drifting now if he should use the soft pelt to make a pair of gloves or a muff for the sweet barmaid at Tymburg.


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Welcome to the Sword and Torch

Posted by: Jason Silverain / Category:

The Sword and Torch Inn is where news regarding interesting rules, settings, concepts and games is available for the roleplay and gaming community. We welcome any feedback or requests so if you wish to contribute feel free to contact us.


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