Roguish Extras
A Web Enhancement by Wolfgang Baur
0There's a lot to say about
rogues, thieves, bards, and other d20 troublemakers -- more to say, it seems,
than would fit in the 96-page Book of Roguish
Luck. Here are several sections that turned out to be more mischief
than could be contained between the book's covers. They address topics of cheating
and lying, plus one section gives you some new roguish gear, illustrated by
Tyler Walpole.
Cheating at the Races
Chapter Five: Gambling in The Book of Roguish Luck discusses not only
the mechanics of the gambling check, but how to run gambling situations at the
table, at the races, and at the arena.
Of course, cheating plays
a part in each of these gambling situations as well. In particular, there's
a long history of attempts to influence a mount's performance or a jockey's
loyalty in dog, horse, and other races. Putting arsenic in a feed bag or watering
trough, convincing the starter to delay the start to bring out the worst in
an ill-tempered camel, adding half a dozen horses to a race just to block the
likely winner, or even magically interfering with the molting of a griffon's
wings are all sadly typical of the racing sports.
An entire lexicon exists
for some of these forms of cheating; for instance, a jockey who deliberately
loses or holds back his horse is said to "pull." A jockey who attacks
another horse or its rider is "slashing." Slashing is against the
race rules at every track, but that doesn't mean jockeys don't get away with
it sometimes -- it may be difficult to tell what is going on at the far end
of a dusty track, and sometimes colleagues bribe officials to make sure they
don't see. Jockeys sometimes also collude to block the path of a favorite. On
a short track, this usually means that the blocked horse is significantly slowed,
especially if many animals are racing.
Many of these situations
are best handled with the standard rules for poisons, bribery, and so forth.
A few special circumstance bonuses and penalties appear in the Special Race
Circumstances table below.
| Condition |
Modifier |
|
Mount badgered
|
-3
|
|
Mount tired
|
-4
|
|
Mount poisoned or
sick
|
-8
|
|
Jockey pulls
|
-10
|
|
Jockey slashes
|
-2
|
|
Jockeys block
|
-1 each
|
Other factors, such as a
race official's ruling on a close race, are left up to the DM to interpret.
Note that cheating, bribery, and suborning officials are often commonplace in
racing. There's no reason why a ruling needs to conform to logic or common sense.
New Gear
The items below add to the new roguish gear provided in Chapter Nine: Equipment
and Magic Items. Some of these items are pictured in the illustration at the top of the page.
| Item
|
Cost
(gp) |
Weight |
Picture |
|
Cane, Blowgun
|
10
|
2 |
B |
|
Cane, Sword
|
45
|
3 |
A |
|
Cane, Step
|
5
|
1 |
C |
|
Cards, marked
|
25
|
|
n/a |
|
Cards, trick
|
50
|
|
n/a |
|
Dagger, hidden
|
10
|
1 |
n/a |
| Dice, jeweled |
400 |
|
n/a |
| Dice, loaded |
25 |
|
n/a |
| Face paint |
2 |
|
n/a |
| Instrument,
hidden weapon |
100 |
4 |
D |
| Instrument,
smuggler's |
200 |
4 |
E |
| Manacles,
false |
50 |
2 |
n/a |
| Mask, wooden |
1 |
2 |
n/a |
| Mask, feathered |
20 |
1 |
n/a |
| Mask, semi-precious
jewels |
2,500 |
1 |
n/a |
| Mask, precious
jewels |
10,000+ |
1 |
n/a |
| Poison
Ring |
25 |
|
n/a |
| Rogue's
candle |
100 |
1 |
n/a |
More About Ropes and Climbing
Chapter Ten: Burglary and Housecracking covers the basics of breaking and entering,
including using ropes and climbing to access tough-to-reach towers and chimneys.
Any roguish intruder worth his salt is experienced at rappelling and has the
equipment (rappelling device and harness, rope line slider, etc.) to make a
quick getaway. Here are some techniques that can help.
Rappelling Technique:
Rappelling means keeping your brake hand on the rope to control the descent
and feeding out rope by relaxing the fingers. The upper body stays upright,
to allow you to see where you are going. Toes and heels should touch the rock
or wall and stay low; if your feet slip out and down, you will go face first
into the cliff.
Rappelling successfully
requires you to keep loose clothing, hair, and gear away from the rappel device.
Wearing this type of clothing adds 5 to the DC of the Rope Use check for rappelling
(making it DC 20 at normal speed). A failing due to improper climbing attire
may jam the device and end the descent suddenly. Once that happens, the person
rappelling is stuck until another line can be secured, a difficult process.
Belay Techniques: A
number of methods can be used to secure or belay a climber. In a fireman's belay,
a second person holds the bottom of the rappel rope while someone descends.
If the climber loses control, the belayer pulls down on the rope, securing the
brake.
Alternately, a second belaying
rope can provide security for a novice or for an especially dangerous route;
the belayer can stop any falling climber immediately. This method is common
when a climber is exploring new territory or going out under dangerous conditions
from an established anchor. Once the climber arrives at the bottom, he can provide
a fireman's belay for anyone following after him.
Using Alibis
The chances of
being caught at a misdeed may be higher than a player character expects, so
a smart player always thinks ahead and prepares an alibi. This may be as simple
as creating a disguise or casting an illusion on someone who then sits in a
dark but busy tavern for the hours while the character is off at the job. Other
options include faking an injury, such as a broken leg or arm, that would prevent
the PC from performing any crimes he might be accused of, or bribing witnesses
to claim that they were with the character during the time the crime occurred.
Even if the alibi is later
revealed, it may have bought valuable time for other party members to come to
PC's rescue.
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