Beggars

One piece of feedback I got on Burgs & Bailiffs Trinity was that I gave clerics reasons to go on pilgrimages but not so much for other classes. The upcoming Advanced Burgs & Bailiffs (AB&B) gives some reasons for other classes to travel generally and go on pilgrimages specifically, but I ended up making revisions to most of the classes that basically made them new classes. The changes to Fighter types are relatively minor but the other classes are almost completely reworked: in case of the magic-using or miracle-using classes, this is because I revamped how spells and magic work; in the case of thieves (or “Rogues” now) I wanted to expand there possible skill sets so that a rogue character could be a burglar like the classic D&D/OSE Thief, but could equally be something else: an entertainer, or a minstrel, or a jester, or an assassin, or even a beggar.

Beggars don’t sound terribly appealing as a character class, unless you happen to learn about the vast network of professional beggars that are described by late medieval writers: “Argotiers” (as they were called in France) who had a sort of organization where masters (Archesuppots) trained apprentices in a number of scams and skills and collected a vig from their students; these masters in turn paid up to a “Grand Caesar” at the top of the organization. Other countries seem to have had a number of scams and perhaps even an organization like France. The anonymous Liber Vagatorum (Book of vagabonds and beggars) describes the scams carried out in Germany.

In AB&B, rogues can learn the standard thieving skills or spend their pips (I’m using a d6 thieving system building on Paolo Greco’s system here) on a number of other skills. You could reverse engineer an assassin (take Disguise, Poison Use, and Fencing (Shield), neglect your other thieving skills to pay for these, and put more points on Back Stab as you advance) or you could customize something else like an Argotier (lean into Disguise and Pick Pockets, neglect Lockpicking and Climb Walls), etc.

It’s a little wild that there seems to be a ton of literature from Europe about different kinds of beggars and the scams they are pulling, but far less from say the Middle East (apart from the Book of Charlatans). One scholar explained that this probably had to do with some societies encouraged charity for religious reasons (Islam and Buddhism being prominent examples) while there was a uniquely shameful aspect to poverty in Christian lands, particularly those that considered wealth to be evidence of divine favor, logically implying that poverty might be divine disfavor/evidence of sinfulness. The aforementioned Liber Vagatorum, which lists 26 distinct types of beggars, says that only two types that should be given alms, although a third or fourth type might deserve alms in certain circumstances. Here are the scams from the Liber Vagatorum. Many of these scams are also mentioned among the Argotiers under different names; Italy and England have some some specific scams as well. This could easily be made into a d30 random-beggar-encounter chart if we add those to the end as numbers 27-30.

  1. True beggars (“Bregers”), who reside in the town or village they are begging in and don’t pretend to be pilgrims, and demonstrate some shame about begging. They should be given alms.
  2. Bread gatherers, who travel from town to town begging in the name of some saint and often dressing as pilgrims. They can also be given alms, although most are dishonest.
  3. Freed prisoners (“Lossners”), who claim to be prisoners or galley slaves who escaped the infidels by some miracle and are now on a pilgrimage of thanksgiving. They are all liars and should get nothing.
  4. Cripples (“Klenkners”), often appearing to be crippled or maimed and who beg at church doors and fairs. They should be kicked, the Liber says.
  5. Church mendicants (“Dopfers”), often posing as friars and displaying contact relics (items imbued with miraculous powers from having touched an authentic relic). They will say they are collecting for a church building or similar, and should only be given alms if they come from a few miles away or closer.
  6. Learned beggars, who are students or clerks that have gone AWOL from university and are begging to support their gambling, whoring, drinking, and other vices. They (and all the following types) should not be given anything.
  7. Rambling scholars (“Strollers”) who claim to know the black arts and offer to ward off witchcraft or bad weather. They say they have fallen on hard times and need to beg because of it.
  8. “Grantners” who claim to have “the falling sickness” (epilepsy). Some chew soap to produce foam about their mouths and claim to be unable to work. Others claim they were struck with epilepsy because they denied alms to another beggar. The writer says to only give alms to an epileptic who has no such story or display.
  9. “Dutzers” who claim to be collecting alms because they need to make up for their failure to go on a promised pilgrimage due to a long illness.
  10. False priests (“Schleppers”), who claim to be collecting alms to pay for an altar, vestments, or other things needed by their parish.
  11. Blind beggars (“Gickisses”), who may be faking their condition, and should only get alms if you know them well.
  12. Naked beggars (“Schwanfelders”), who arrive in town naked and say they were robbed. The writer says most simply hid their clothes and should be given nothing.
  13. Demoniacs (“Voppers”), often led into town in chains by others who say they are mad or possessed. Some fake other diseases. All should get nothing.
  14. Former hangmen (“Dallingers”), who scourge themselves and feign regret for their past careers. They usually return to being hangmen eventually, and should get nothing.
  15. Lying-in women (“Dutzbetterins”), who lay under a sheet and claim to have lost their babe, or miscarried, or given birth to a monster.
  16. Murderers (“Suntvegers”), who claim to have taken a man’s life in self-defense and need raise some amount of money lest they be executed. Some are women who say they were falsely accused of poisoning or witchcraft and also need a certain amount to defeat the charge.
  17. Bil-wearers, who are women pretending to be pregnant with false bellies.
  18. “Virgins” who are young women pretending to have leprosy.
  19. “Mumsen” who are men pretending to be mendicant friars that need to beg for a living.
  20. “Over-Sonzen-Goers” who are nobles or knights that have fallen on hard times and need to beg.
  21. “Kandierers” who pretend to be foreign merchants that have been robbed. They and the previous type carry forged letters to prove their claims.
  22. “Veranerins” who claim to be converted from Judaism, and also carry forged letters attesting to this.
  23. “Calmierers” who pretend to be pilgrims, with badges and souvenirs of their travels.
  24. “Seefers” who smear themselves with salves to imitate skin diseases.
  25. “Burkharts” who claim to be paralyzed.
  26. Blind Harpers, who sing about travels they have never taken and beg for alms.
  27. “Capons” who beg as a pretense to get close enough to pick pockets.
  28. “Hubins” who claim to have been bitten by mad dogs (and use the soap trick to foam at the mouth!). They claim they are travelling to St Hubert’s shrine for a cure.
  29. Courtauds-de-Boutanche,” posing as unemployed craftsmen, carrying tools.
  30. Wardes,” claiming to be merchants who have had their tongues torn out, carrying a hook or pinchers and a false leather tongue, and making rattling and roaring sounds.

Granted — these don’t sound much like appealing player character concepts. But a PC rogue who was a beggar might be on the run from his former colleagues (who they owe money) and this background explains why they have skills like disguising themselves, picking pockets, forgery, and so on. Argotier is just one of FOURTEEN backgrounds presented in the AB&B player’s handbook.

Published in: on May 24, 2025 at 6:34 pm  Comments (2)  
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The VVitch

I first saw this woodcut (engraving?) in Olga Hoyt’s book on witches, and I thought it was dumb when I was a 4th grader, but now I love it. I like the image of the witch as a crazy cat lady, but instead of cats they are demonic semi-animals with names like Jamara and Pyewackett. And Grizzdl Greedigutt? Come on! (Actually per Hopkins’ book those are two different names, but they sound good together too.)

Anyway the thought of a witch with many familiar spirits tickles me — sort of the trope of “the crazy cat lady” but the cats are imps. Because witches in particular are depicted as having multiple  familiars, as opposed to the RPG trope that a magic-user has but one, I thought it might be fun to draw up rules for late medieval-style witches with a menagerie of familiars. To be fair, Timothy Brannan, grand poobah of OSR witches, already drew up rules for a “pagan witch” that can have multiple familiars. However, I’m going with the late medieval belief that witches were Satanists, in league with the Devil with the aim of destroying the Church (and personal gain).

The Witch, a subclass of Magic-User

XP, HD, weapons and armor, saves:  all as a Magic-User; poison use is a yes.

Special abilities: (more…)

Published in: on August 3, 2023 at 7:00 pm  Comments (2)  
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The Fool, a new Thief subclass

Fools or Jesters have a fairly long history. The first court jester to be appointed in England dates back to the 13th century, but buffoons, clowns, and similar entertainers seem to go back quite a bit further, and we read of leaders taking in people with various disabilities for their amusement in antiquity. While Thieves and Assassins are perfectly serviceable as character classes for campaign set in the Middle Ages, I have been kicking around other subclass ideas for an eventual follow-up to the Poor Pilgrim’s Alamanack, not least because one criticism I’ve gotten about it was that it so cleric-centric.

The major thieves’ “guilds” I’ve seen in my reading so far (Argotiers and Coquillards, as well as some assorted outlaw gangs) seem to be well-represented by the Thief class more or less as it is. Similarly, the Hashashins are an obvious precedent for the Assassin class. Professional killers appear in a lot of places. Looking for other thief-like archetypes in history, a recurring theme was the scoundrels and rogues who traveled a lot on various pretenses, which ultimately made folks suspicious of all travelers and strangers — by the 14th century licenses were required for pilgrims in England because so many criminals used pilgrimage as a pretense. This is all well and good, but I wanted to add something else that was fun, and started riffing on the idea of traveling entertainers. Oddly buffoons or jesters were not limited to the royal court but also roamed from town to town as entertainers. It’s a bit of a stretch but I liked the idea, the more I thought about it. So here’s a draft.

Laughing jester, unknown Early Netherlandish artist (possibly Jacob Cornelisz van Oostsanen), circa 1500

A jester circa 1500. Image source: Wikimedia Commons

Fools (or jesters) are a subclass of Thief. The Fool class represents an exceptionally capable specimen of the profession, just as a Fighter is an exceptional fighting man, the Cleric is an exceptional clergyman, and so on. Some Fools or jesters were employed by the nobility as entertainment, while others performed for the commoners at fairs and markets. Traveling fools could work both at courts and markets. Fools employed as permanent members of a noble’s household enjoyed relatively comfortable lifestyles, but could be called upon to serve in war, entertaining the troops and antagonizing and provoking foes. Player character Fools would likely be the itinerant sort with no patron, or part of the retinue of a noble on pilgrimage or crusade.

Minimum scores: CHA 9, DEX 9

HD: d6

Fighting ability: as a Thief

Saves: as a Thief

Weapons and armor allowed: as a Thief 

Experience: as a Thief

The Fool class has most of the usual Thief skills, operating as a Thief two levels lower (like an Assassin). However they do not have the ability to Open Locks, Find/Remove Traps, or Read Languages. They also do not have the Thief’s Backstab ability, and do not gain the ability to use spell scrolls.

Fools have the following special abilities, gained at first level unless otherwise noted: 

Acrobatics: Fools gain a bonus of +2 AC versus missile attacks, and a +2 to save versus directed (but not area effect) spells. 

Juggling: Fools attack as Fighters of the same level with thrown weapons, and may attempt to catch weapons thrown at them (such as spears, axes, daggers, and so on; not arrows, bolts, or sling stones). They can also Save vs Petrification to catch a thrown item. Rocks thrown by giants and similarly huge thrown weapons will simply be deflected, landing 10’ away in a randomly determined direction. 

Jesting: This represents a Fool’s clowning and joking. Note that because a Fool uses broad gestures and expressions, having a language in common is NOT necessary to use these Jesting abilities, unless otherwise noted.

Fools can add ½ their level (up to a maximum of +5) to reaction rolls when performing for NPCs or monsters (who have not yet attacked). 

At 5th level, they may attempt to distract an intelligent foe that can understand their language or see them. Have the creature save vs. Spell; if they fail, they lose an attack that round. This is a non magical effect.

At 8th level, the Fool can shift the pertinent Reaction table column to the left or right, as desired, when making a Social or Encounter reaction roll, providing the encountered NPCs or creatures are intelligent.

Note that I’m thinking of reaction modifiers as using 2d10 (like 2nd edition AD&D and using the chart with separate outcomes for friendly, indifferent, threatening, and hostile attitudes. I would invert the table though so that high is good and bonuses are added rather than subtracted.

Busking: A Fool can use story-telling, joke-telling, and sleight of hand tricks to busk like a Palmer — use the Palmer’s storytelling rules in B&B Trinity. [Essentially, this is a way to gain food & lodging while traveling in exchange for entertainment.]

Jester’s privilege: Fools have a widely recognized right not to be punished for what they say in civilized lands, even if they insult nobility or say something treasonous or blasphemous. The fool’s marotte (scepter) and crown (cap and bells) are symbols of this power, and must be carried to invoke the privilege. Wearing the Fool’s crown makes Moving Silently impossible.

The Fool can establish a school at 10th level, and will attract 2-12 students. The Fool who establishes such a school may face the enmity of a rival school, but these conflicts are much less lethal than the similar rivalries between Thieves Guilds, and take the form of rude graffiti or broadsides, mocking ballads, and occasional brawls.

 

Published in: on February 27, 2023 at 6:00 pm  Comments (4)  
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No elf rangers or druids

I could probably develop this into a more detailed and nuanced argument, but here goes with some thoughts as I kill ten minutes at my desk, when I should be on my way home but have an after-hours union meeting to wait around for.

Just a contrarian thought. Elves always seem to be a go-to choice for rangers because most versions of D&D give rangers some extra skill with bows, and elves have bonuses to hit with long bows at least in AD&D. Rangers are also associated with the outdoors, and elves love nature, right?

Going back to the first instance of rangers in a D&D manual (the AD&D PHB), we just have this laconic description before jumping into their abilities and powers: “Rangers are a sub-class of fighter who are adept at woodcraft, tracking, scouting, and infiltration and spying.” Their powers revolve around killing “giant class” monsters (generally speaking, humanoids/goblinoids, and not including giants but including ogres and trolls), tracking, and some spells. Their increased chance of surprise would make them pretty deadly with bows under first edition surprise rules. But apart from limited druid spells and attracting woodland followers, I’m not really seeing the nature-loving aspect to them. They look a lot more like Tolkien’s rangers, who protected mankind by patrolling the frontiers. Rambo more than Robin Hood.

Why would elves be protectors of mankind? The first edition restriction that elves can not be rangers makes sense in this light, especially if you mix in some of the Poul Anderson ideas about elves being not so friendly to humans.

D&D druids are fleshed out a bit more, but the basic idea is that they are throwbacks to Celtic druids (as described by Julius Caesar?), and worship trees, the sun, and moon. Bearing in mind that AD&D elf characters are always high elves, the shouldn’t be druids. Druids sound rather backward; a refined elven culture certainly wouldn’t be worshiping nature directly, but would have developed a pantheon of gods, as we see in Deities & Demigods. Even if wood elves are allowed per Unearthed Arcana and post-1st edition versions of D&D, wood elves don’t seem any wilder or more primitive than high elves, just different.

Druids are tied, minimally, to a certain kind of semi-barbaric human civilization. (OK, barbaric according to Julius Caesar’s Gallic Wars, which was propaganda, but we’re buying the myth anyway by making them tree-worshipers). Elves are not Celts or Gauls. Rangers are also tied to human civilization, as a sort of frontier defender of humans. Again, not a role you would see taken by up non-humans.

In this light, half-elf rangers make a little more sense (and really half-orc rangers make more sense than elves, while we’re at it) — half-human outcasts might be deployed to the frontiers, hidden from prejudiced eyes and laboring to defend a world they are not really accepted by.

So whenever I see people say it just “makes sense” to allow elves to be rangers and druids, I shake my head. It makes sense only if you divorce those classes from what they actually represent and focus solely on the “nature” part of their roles. But both classes actually serve humanity; they simply do so on the fringes of civilization, in the wilds.

Published in: on December 1, 2017 at 4:27 pm  Comments (3)  
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Thieves

Here’s something that has been coming up pretty frequently in our gaming group: thieves are crappy at scouting in dungeons.  Well, human thieves…which are the only kind in B/X anyway.

In theory, the guy who can move silently, hide in shadows, find traps, and hear noise sounds like the guy you want to scout ahead in enemy/dangerous territory.

But he needs a light source.  And that’s a monster magnet.  So you’re better off sending the halfling, the dwarf, the elf … anyone who won’t be stumbling around blind and attracting all kinds of moth-monsters to his torch or lantern.

I suppose there is something gritty and challenging about furtively dashing through the darkness, occasionally opening the lantern hood to take a look-see, maybe wearing an eyepatch or something to save your feeble human nightvision…  so I should be OK with thieves needing to work around darkness issue, but honestly it hasn’t been fun to do that; not for me as DM, not for the players.

So the alternatives are:

  • silly magical items that provide some limited form of nightvision/infravision/faint light (screw that…you need them most at the low levels before you can afford fancy equipment or have found much magic)
  • using ‘Hear noise’ more explicitly as a substitute for seeing (no thanks to more pointless rolling though)
  • giving thieves nightvision/infravision as a class ability (what?)

I’m actually thinking 2&3 make the perfect combination.  Thieves have acute senses, which can substitute for vision under the right circumstances.  The rule would be:

If a thief is at least 40′ away from distracting noise (allies in mail or plate armor, etc.), and at least 20′ away from distracting smells (dwarves, barbarians, unshod halflings, etc.), he operates as if he has torch light (up to 40′ visibility), using his other senses to compensate for the lack of real light.  He will not be able to discern colors unless some minimal, ambient light is available.  But he can notice movement or the presence of monsters, make out most details of a room, and even search for traps or secret doors, as if he could see.

This would allow a thief to sneak up ahead in the dark and poke around without automatically notifying every monster within 120 feet that outsiders are about.   But he is going to have to be alone, or with other thieves to pull it off.  Maybe he could string along a magic user, or another character in no armor or leather armor, but no knights or smelly rangers.  I like it because it gives thieves a very nice but mostly non-combat ability, and encourages them to go ahead and get into deep doodoo on their own, as Gary intended.

Published in: on December 15, 2011 at 8:54 am  Comments (1)  
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What class is this character?

B/X Blackrazor, and probably some other blogs I can’t recall, have had posts about statting up literary characters.  While I don’t think it’s all that important for a game to be able to ‘simulate’ a literary character, and pretty much never think that way when I’m reading a book, I do find it very interesting to think about how D&D and its offshoots might be able do it when their classes turn out to be something other than what you’d expect. 

So I really enjoyed seeing the arguments that Aragorn (who was obviously the inspiration for the AD&D ranger class, at least in 1e) would actually be a Cleric in B/X D&D (turns the undead, heals, fights well … only the weapons restrictions don’t match); that Gandalf would be a 2e bard (uses a sword a lot, casts relatively few spells, inspires others a lot), and that Conan is a high level thief  (uses any weapon, rarely dons armor, great at sneaking around). 

It’s nice that some literary characters very obviously fit D&D classes. The Grey Mouser is very clearly the inspiration for the AD&D thief.  It’s odd that his buddy Fafhrd does not really seem to match anything in OD&D that well. I guess he could be a fighter but he is most like the bard in Castles & Crusades (excellent fighter, wears little armor, some thief skills, lore skills), and certainly not like the bard in AD&D (no spells).  Maybe an AD&D barbarian would work, since he is superstitious and often called a “barbarian” in the stories. 

Severan in the Shadow of the executioner would appear to be an AD&D assassin (pretty good at killing people, and disguising himself, but not a great thief or fighter, and no magic) … I have not read any further into that series, but as the story progresses I understand he gets more mythic.

 

Published in: on October 25, 2011 at 2:00 pm  Comments (5)  
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The Illusionist

The illusionist has never been a popular class in my gaming experience.  In fact, the only illusionist I ever recall rolling up (apart from my current C&C character, Dagodart Stav, whose master Duggenning is depicted above) was near the beginning of my gaming days, when my brother & I had somehow convinced my Dad to make a character for AD&D when we were around 10 & 12.  (We had just scored some hex paper and had no idea what to do with it, so we assumed it was the correct paper to use for notes and characters.  My Dad, very tolerantly, went along with it.  His rolls must have been suitable for an illusionist, because I remember advising him to play a gnome illusionist.  I recall nothing else about that session, apart from it being nearly impossible to read anything on the hex paper which had very heavy, dark lines.) (more…)

Published in: on April 23, 2010 at 11:11 am  Comments (3)  
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