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Travelling Through the Wilderness: the Es of Travel

17 May

Over at Hill Cantons, Telecanter’s Receding Rules, Lasgunpacker, (and a shout out to Aeons & Augauries), there has been some talk to making wilderness travel in D&D-type games more interesting, on both sides of the screen. I’ve discussed this myself in the past, but I think it’s time to revisit the idea; especially after a rather dull episode of wilderness encounters in a recent gaming session (playing on-line with Map Tools, makes wilderness travel rather duller  than it should be).

First of all, since I plan on using this in conjunction with the ACKS rules (as that is what I’m playing, and travelling has become part of the sessions recently), I need to understand what rules already exist:

  • At ‘normal’ move rate of 120′, a character can travel 24 miles in an 8-hour day;
  • A forced march, 12-hour day, increases this to 36 miles, but characters need to rest a day afterwards;
  • Terrain adjusts this, as does the actual movement rate of the characters;
  • The chance of getting lost also depends on the terrain, but is modified by proficiencies (Navigation, for example, adds 4 to the throw);
  • Characters can also forage for food as they travel;
  • Wilderness encounters are checked every 6-miles travelled (or 6-mile hex), and any monsters encountered can be evaded;
  • The Explorer class gives bonuses to some of these (notably avoiding getting lost, and evasion of monsters).

Note: a throw is the roll of 1d20, target number equal or greater to succeed. It’s just the terminology used in the rules.

So, a party travels through the wilderness, checking for encounters every 6-mile hex (i.e. every two hours), evading as desired, rolling to avoid getting lost, and foraging for food if they run out of rations. It’s a sort of mini-game in itself, and these will provide an excellent basis for my own Wilderness Travel Mini-Game, which really needs a better name :)

Now, let’s think about what elements this mini-game should have:

  • Encounters;
  • Endurance;
  • Equipment;
  • Exploration.

I’m calling this the E’s of Travel, (as in Ease, get it?) Let’s move on. I also need to take into account the proficiencies that characters might have, and how these might affect the outcomes. After looking through that section, these are the ones I’ve highlighted:

  • Adventuring;
  • Animal Husbandry;
  • Craft;
  • Endurance;
  • Healing;
  • Knowledge (Geography);
  • Land Surveying;
  • Mountaineering;
  • Navigation;
  • Survival;
  • Tracking.

Some, such as Navigation and Survival have already been taken into account by the rules (avoiding getting lost, and foraging), the rest should allow characters to overcome difficulties. Endurance, for example, allows characters to do a forced march without resting for a day.

The basics then: the mini-game is based on four 6-mile, 2-hour segments, covering a day’s travel at normal rates over unchallenging terrain; or, simply, four segments per day’s travel, regardless of the actual terrain and travel speeds.  The actual distance travelled with be calculated by the party’s movement rate, the terrain, and any encounters along the way.

The basic rules: each segment, check to see if the party is lost, check to see if an encounter occurs or a hazard is encountered, check if the party’s endurance is flagging, and whether their equipment (that includes any animals, as well as rations) has suffered any damage. On failed throws, deal with the consequences, which may be countered if the characters have the right sort of knowledge or skill, or are particularly clever. Repeat as necessary, end the day, and carry on for the next; and so on, and so forth. You can also alter the time, changing days to weeks, to speed through lengthier journeys.

With that in mind, I hereby present for you…


The Es of Travel

Travel is based on the 8-hour day, as standard, covering 24-miles. Each segment (full version) covers a quarter of that (2-hours, 6-miles; basically 3 miles per hour). Each segment assumes certain activities, requires a throw to avoid mishaps, and is modified by certain proficiencies; as per the table below. Roll once per segment, assign a player or character to the throw (Exploration is for guides, Encounters for scouts or look-outs, Endurance & Equipment for anyone).

Segment E for… Throw Required to Avoid… Modified by… (bonus)
Morning
Exploration
…getting lost
Navigation (+4)
Afternoon
Encounters
…hazard
Land Surveying (+4)
Evening
Endurance
…fatigue
Endurance (+4)
Camping
Equipment
…damage
Craft (+4)
 
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Why I like dice-based games such as D&D

08 May

There are times when the randomness of the dice bring frustration, despair, and a strange sort of rage; when players curse the little critters and cast them aside, picking up another in the superstitious hope that this die will perform better; when DMs grumble that their monsters can’t hit the broadside of a dragon, let alone a barn; but when it comes down to it, I love the way the roll of the dice can completely alter a situation, changing the game being played, helping to tell the emerging story that occurs through playing Old School type games (such as early D&D, ACKS, C&C, LL and so forth).

For example: last night was the ninth session of our ACKS campaign, and the party had arrived at the free city in search of supplies, ,mercenaries, and their smuggler contact. Turned out that the smuggler had been arrested and was due to be hanged in three days; his associated wanted the party to free him, and they happily agreed. Having made plans, they made their way to the sheriff’s office at night, intent on knocking out the guards and freeing Mortin, fleeing into the night afterwards with no one the wiser.

It started off so well: they blocked the chimney, smoking the guards in the office out, along with the sheriff. As they poured out of the door, the cleric slept the sheriff with his command word, and the others pushed the two guards back into the room, knocking one out pretty much straight away.

Then the dice turned on them, and they started missing. The guard recovered and fought back, and the sheriff woke, fended out blows aimed at him, and drew his sword. No one could land a nonlethal blow… so the explorer decided it would be easier to kill them instead. He stabbed the guard through the heart, killing him; and again, the dice turned against them; so much so that before the sheriff was eventually slain, he had hacked the hand off the cleric and critically wounded him.

So the party are inside the sheriff’s office, two dead bodies at their feet, blood on their hands, smoke wafting out of the uncovered chimney. Luckily no one has been alerted, but it is only a matter of time before someone spots the remnants of the smoke at least, or the guards in the dungeon below decide to investigate the faint noises they heard. And if the party are caught in the act, they’ll suddenly become criminals, in a city full of soldiers, and who knows what’ll happen then; and all because of the throw of the dice.

Anyone care to share any stories about how the dice changed their games?

 
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Vagabonds

25 Apr

Part of the adjusted A to Z Challenge.

The Elven Vagabond

Vagabonds are Urban Elves who have been exiled or are estranged from their families, perhaps orphans raised on the streets, black sheep, or the runts of the litter. They are wanderers, nomadic by necessity, moving throughout the city and never settling down. Sometimes Vagabonds gang together for mutual protection or need, but most are loners or prefer the company of non-elves, people of similar attitudes; such as adventurers. Indeed, many Vagabonds join up with adventuring parties, acting as guides in the city, or lending their prowess in the ruins and dungeons of the Weeping Chasm.

Hit Dice: 1d6, and 2 hit points per level after 9th.
Requirements:
 Dexterity of 9+.
Prime Requisites:
 Strength, Dexterity.
Maximum Level:
 13.

Like all Urban Elves, Vagabonds are always aware of their surroundings, their keen and heightened senses allowing them to detect hidden and secret doors with a proficiency throw of 14+ on 1d20 when actively searching, or 18+ on casual inspection, and gaining a +1 bonus to surprise rolls when in the City of Bones; their upbringing in the city has taught them many languages, specifically the common trade tongue, Elven, Dwarf, Loppe, and Goblin. The urban elf also has the ability to Duck Out of Sigh, able to seemingly disappear into crowds and alleyways of the city, with a proficiency throw of 3+ on 1d20 within the City of Bones, or 11+ in another urban environment. In dungeons, if motionless, quiet and in cover, the elf can escape detection with a proficiency throw of 14+ on 1d20. Despite being natives to the city and losing touch with their links to the wilderness and forests of their cousins, urban elves have retained some of the elven Connection to Nature, and are thus unaffected by the paralysis ghouls can inflict, and gain a +1 bonus on saving throws versus Petrification/Paralysis and Spells.

Vagabonds have learnt to defend themselves, able to wield two weapons (one in each hand, naturally ambidextrous) or two-handed weapons, and favour short bows, crossbows, short swords and daggers especially. Their Attack Throw is 10+ at Level 1, and increases at a rate of 2 every four levels (as a thief), as they prefer swiftness to standing still, they are used to wearing only leather armour or lighter, and do not use shields. Their life on the streets have built up their endurance and immunities, and their natural grace has not left them. Their Saving Throws progress the same as a Fighter, modified for their Connection to Nature (see above).

Attack Progression Table

Level Attack Throw
1-2 10+
3-4 9+
5-6 8+
7-8 7+
9-10 6+
11-12 5+
13 4+
Level Petrifications & Paralysis Poison & Death Blast & Breath Staffs & Wands Spells
1 15+ 14+ 16+ 16+ 17+
2-3 14+ 13+ 15+ 14+ 16+
4 13+ 12+ 14+ 13+ 15+
5-6 12+ 11+ 13+ 12+ 14+
7 11+ 10+ 12+ 11+ 13+
8-9 10+ 9+ 11+ 10+ 12+
10 9+ 8+ 10+ 9+ 11+
11-12 8+ 7+ 9+ 8+ 10+
13 7+ 6+ 8+ 7+ 9+

Level Progression Table

Experience Title Level Hit Dice Backstab Climb Walls
0 Beggar 1 1d6  x 2  6+
1,325 Vagrant 2 2d6  x 2  5+
2,650 Roof-Runner 3 3d6  x 2  5+
5,300 Rascal 4 4d6  x 2  4+
10,600 Rover 5 5d6  x 3  4+
21,200 Wayfarer 6 6d6  x 3  4+
40,000 Nomad 7 7d6  x 3  3+
80,000 Knight-of-the-Road 8 8d6  x 3  3+
250,000 Vagabond 9 9d6  x 4  3+
420,000 Vagabond King 10 9d6+2  x 4  3+
590,000 Vagabond King (11th level) 11 9d6+4  x 4  2+
760,000 Vagabond King (12th level) 12 9d6+6  x 4  2+
930,000 Vagabond King (13th level) 13 9d6+8  x 5  1+

At 9th level, the Vagabond can establish a hideout, attracting 1d6 1st level followers, half of which will be like-minded urban elves, not necessarily Vagabonds, but possible others too. The Vagabond can send followers out to accomplish hijinks, in the same fashion as a thief can.

Proficiencies

Vagabond Class List: Acrobatics; Alchemy; Alertness; Ambushing; Arcane Dabbling; Bargaining; Bribery; Cat Burglary; Combat Trickery (Disarm, Known Down, Wrestle); Contortionist; Disguise; Eavesdropping; Gambling; Intimidation; Lip Reading; Mimicry; Performance; Prestidigitation; Running; Seduction; Signalling; Skirmishing; Skulking; Swashbuckling; Tracking; Wakefulness.

Template

This template if for a typical Vagabond Roof-runner, an urban elf at home on the rooftops of the city, and is ready to play. Simply choose extra General Proficiencies for higher Intelligence characters; the rest is as follows.

Roof-Runner Acrobatics,
Running
Short sword, three throwing daggers, supple leather armour, cloak, tunic and pants, leather belt, low boots, 50’ rope, grappling hook, backpack, 2 weeks’ iron rations
 
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Stani (Giants)

21 Apr

Stani

Homo Giantis, Guardians of the Heart, the Heartless

The Stani, or Guardians, are a race of humanoid stone giants that dwell in their monasteries in the mountains of the 1st Kingdom, together with their dwarven kin. They are the guardians of the Heart of the Gods, and most are monks dedicated to one or more of the Gods. They come in all types of stone, from sandstone to glassy obsidian, and tower over men, averaging 12′ tall.

When the Dragons came, the giants fought them as best they could, but suffered heavy loses and the kingdom lost many of its monasteries. Those that survive live in isolated or heavily fortified settlements or deep underground with the dwarves, whom they treat as their children. They fiercely guard the paths that lead to the Heart, and are waging a slow war against the Dragons and their kin who seek to enter that sacred place and make themselves Gods.

Requirements

All Stani require a minimum Strength and Constitution of 11.

Class Category Values

Fighting: due to their shape and size Stani require larger weapons and armour to be designed for them, which costs double the normal cost.

Value Loppe XP Cost
4 Stani+giant strength 2500
3 Stani+4 AC 1500
2 Stani+3 AC 1000
1 Stani+2 AC 500
0 Stani 250


Stani Values

Build 0: Stani of this build are made of sandstone and tower 10′ high, with a natural armour of +1. Their great size gives them great strength, granting a +1 bonus to all damage rolls, as well as allowing them to perform a feat of strength once every three hours, lasting three turns, and giving then an effective Strength score of 18, receiving a +3 bonus to attack throws and damage rolls and other benefits that this ability score confers. In addition, the giant gains the ability to strike barehanded for 1d4 points of damage, and to carry an extra 10 stone. Being made of stone, the Stani are also immune to poisons and all diseases, including magical ones.

Build 1: these are giants made of hard rocks, such as granite, with a natural armour of +2, towering 12′ feet tall;

Build 2: these giants are made of obsidian, with a natural armour of +3, and tower 15′ tall;

Build 3: these are the precious stone giants, often made of marble, and its natural armour increases to +4. They tower up to 12′ to 15′ in height;

Build 4: the largest giants are up to 20′ tall, seldom larger, and have the ability to focus their giant strength, granting them the ability to attack as an 8 HD monster or as their own class and level, whichever is better, and inflicts double normal damage with attacks. The Stani can also throw rocks at opponents to a distance of 200’ for 3d6 points of damage and gains a +16 bonus to force open doors. The strength bonus of this spell may not be combined with any other magical effects that influence strength, but it does stack with the character’s normal bonus or penalty from Strength, including feat of strength below. The Stani can only use this ability once per day, and it takes a full turn to gather the necessary focus; the giant strength lasts for three turns before the Stani is exhausted.

Hit Points per Level After 9th Level

As per Saving Throw Progression with an extra +1 Hit Point per level.

Experience Point Progression After 8th Level

A Leonine adds an extra 50,000 XP to the overall cost.

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Horse Nomads

09 Apr

A new class using the Leonine racial build in conjunction with the ACKS Players Companion.

Horse Nomad

Leonine Class

Adventurers, explorers, warriors and restless wanderers, the Horse Nomad is a Leonine with a lust for life, a desire to seek out new locations and delve into the unknown, always accompanied by their faithful steed. They are true nomads, seldom staying in one location for long, always looking towards the horizon, constantly yearning for new experiences.

Hit Dice: 1d6, +2 hit points after 9th level
Maximum Level:
 11
Primary Abilities:
 Constitution, Dexterity
Requisite:
Dexterity 9+

As with all Leonine, Horse Nomads have cat-like reflexes, and gain a +4 bonus on any proficiency throws to hear noises and detect secret doors. With a proficiency throw of 18+ the nomad can notice secret  doors with just casual observation, they also gain a +1 bonus to avoid surprise. Their feline nature allows them to see in the dark, with an effective infravision of 30′. The Leonine can also attack with tooth & claw, gaining a claw/claw/bite attack, with a base damage of 1d2/1d2/1d4.

Expert archers and riders, Horse Nomads are trained warriors, their Attack Throw starting at 10+, and advancing by two every three levels (same as a Fighter). They may use any weapon, dual wield, and use two-handed weapons as well as shields; however, due to their need for mobility, they are restricted to chain mail or lighter armour. Horse Nomads are especially skilled at using bows, gaining a +1 to attack with such weapons. Their skill extends into precision attacks, enabling them to inflict greater damage: at level 1, they receive a +1 damage bonus to all attacks, increasing by +1 every three levels. They can also cleave once per level.

It is on horse-back that the Horse Nomad really excels. When mounted their rider expertise grants them a bonus of +1 to Armour Class and attacks, which stacks when using a bow (for a total of +2 to hit with a bow). Their accuracy improves, so that by level 3, they are able to precisely shoot into combat, at -4 to attack, avoiding allies in the process; this reduces to -2 at level 11.

Due to the natural grace and mobility of the Leonine, a Horse Nomad wearing leather or lighter armour and forgoing a shield, can hide in shadows and move silently as a thief of the same level.

At level 1, regardless of their starting wealth, all Horse Nomads must start their adventuring life with a light riding horse, and are assumed to have the riding proficiency as a bonus. If they cannot afford a horse, one is loaned to them, but the debt must be paid off before they reach level 3; otherwise, the loaner comes looking for the nomad.

At 5th level, the Horse Nomad’s battlefield prowess grants a +1 bonus to all Morale of henchmen and hired mercenaries, so long as the nomad leads them into battle. Their reputation allows them to attract followers at 9th level, building a Nomadic Camp that follows them around: 5d10 0-level followers, and 1d6 1st to 3rd level nomads join up.

Horse Nomad Proficiency List: Acrobatics, Alertness, Ambush, Animal Husbandry, Animal Training, Beast Friendship, Climbing, Combat Reflexes, Combat Trickery (Overrun), Command, Craft (Bowyer), Endurance, Fighting Style (Missile Weapon), Knowledge (Geography), Land Surveying, Leadership, Manual of Arms, Military Strategy, Naturalism, Passing without Trace, Running, Signalling (smoke), Skirmishing, Skulking, Sniping, Survival, Tracking, Trapping, Wakefulness, Weapon Finesse, Weapon Focus (Bows).

Template: Nomad
Proficiencies: Animal Training, Weapon Focus (Bows)
Starting Equipment: Composite bow, quiver with 20 arrows, scimitar, leather scale armor, wool tunic and pants, riding boots, light riding horse, riding saddle and tack, leather saddlebags, 2 weeks’ iron rations, 2gp

Nomad Template: This pre-generated template represents a typical Nomad of the Leonine. The template is ready for adventure. However, if your Horse Nomad’s INT is 13 or greater, you may pick one or more additional general proficiencies before play if you’d like (see Starting Proficiencies in Chapter 4 of ACKS).

Horse Nomad Level Progression
Experience Title Level Hit Dice Damage Bonus
0 Rider 1 1d6 +1
2,350 Nomad 2 2d6 +1
4,700 Nomad Archer 3 3d6 +2
9,400 Nomad Rider 4 4d6 +2
18,800 Horse Archer 5 5d6 +2
37,600 Horse Rider 6 6d6 +3
75,000 Horse Warrior 7 7d6 +3
150,000 Horse Nomad 8 8d6 +3
300,000 Horse Lord 9 9d6 +4
450,000 Horse Lord, 10th level 10 9d6+2* +4
600,000 Horse Lord, 11th level 11 9d6+4* +4
Horse Nomad Attack and Saving Throws
Level Petrification & Paralysis Poison & Death Blast & Breath Staffs & Wands Spells Attack Throw
1 15+ 14+ 16+ 16+ 17+ 10+
2-3 14+ 13+ 15+ 15+ 16+ 9+
4 13+ 12+ 14+ 14+ 15+ 8+
5-6 12+ 11+ 13+ 13+ 14+ 7+
7 11+ 10+ 12+ 12+ 13+ 6+
8-9 10+ 9+ 11+ 11+ 12+ 5+
10 9+ 8+ 10+ 10+ 11+ 4+
11 8+ 7+ 9+ 9+ 10+ 3+
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