Tag Archives: Adventure

Travel and Movement Tables

In my new sandbox I want a proper scale, something simple but accurate.

I found these numbers, they refer to standard conditions and trained individuals and animals. History is full of heroic episodes of forced marches, but we need a standard, we will have later a special rule for heavy exertion.

Nowaday walking (sport related stats)
Walk 2-3 km/h (1.2-1.9 miles)
Fast walk 4-5 km/h (2.5-3.1 miles)
Fitwalk/nordicwalk 6-8 km/h
Jogging 9-15 km/h
Marathon 16-20 km/h

Roman Legionary
6 hours march every day, over 35 kg of equipment (20 to 50 kg).
Roman “Iter Iustum” 30 km/day (18.6 miles)
Roman “Iter Magnum” 36 km/day (22.4 miles)

Napoleonic Infantry (usually no more than 120 km/week)
Normal march 3-4 km/h 20-30 km/day (12.4 to 18.6 miles)
Forced march 5 km/h 30-50 km/day (18.6 to 31 miles)
Desperate march 5-6.5 km/h 40-60 km/day (25 to 37 miles)

Cavalry (from a cavalry manual, a military one)
Walk 4 mph – 6.5 km/h
Trot 8-9 mph – 13-14.5 km/h
Trained men and horses can march at 6-6.5 mph (35 miles a day) 6/7.

Cavalry (weekenders, horse trekking)
Usually ride for 6 hours/day at 3.7 mph (6 km/h)

Cavalry (cursus publicus / postal service / pony express)
Mutationes (changing stations) every 12-18 miles
Gallop, 20-25 km/h, 12-15 mph; it can reach 40 km/h.

A playable table will follow …

The Dungeon – map

The builders were not aware that under the complex there was an underground river, over the years has eroded the floor of the section with the cells, condemning prisoners to death. Years later someone might come back to visit this forgotten prison.

One Page Dungeon 2012 – Here We Stand, Again

My submission to the  ONE PAGE DUNGEON Contest 2012.

“The power of a forgotten artefact has disturbed the rest of the dead in the Necropolis of Huurash. Kings, Priests and Generals have risen from the graves and now they want their old power again, among them are also our PCs. Everyone is willing to do anything to succeed and be the true Undead Ruler … ”

The idea is to play a Reverse Dungeon. What can you do with this?

 1 Use the map and the encounters with your favourite RPG for a classic dungeon, there are guidelines for reactions with NPCs and wandering monsters, the fun is to interact with ancient and powerful perosnalities now undead … you can have a talk with Julius Caesar and Pope Borgia in the same room.

 2 Use Microlite and mass combat, use 1 or 2 HD monsters for undead warriors and orcs, 2D6 HDs for monsters, 5 HDs for PCs and NPCs, 10 HDs for the Shaman and play it alone like if it was a boardgame.

3 Every player leads a faction (pick a random “rooms 2” for start). Green rooms are considered Red.

4 Maybe something else … but I wont say … 😀


Dwarven Stronghold – All Maps

A: Entrance Level.

B: Living Quarters (common). Caves are Dwarven Gardens, with statues, rare stones and undergound flora.

C: Living Quarters (merchants, officers, nobles). The level has a balcony with pillars that watches the vale, if the dungeon is in ruins it could host a grifons’ nest.

D: King’s Quarters.

E: Stockhouse level, connected by lifts to level A and level G, stairs connect to level G to both side of the pit, a tunnel leads to the crypts (F).

F: Crypts.

G: Mine, lifts and stairs connect to level E, ladders let the dwarves go to the bottom of the pit, about 30′ under the G level.

H: Underground Lake, part of the level has buildings, and guard gates. The lake is connected to the underdark.

I: Common Forge.

L: Master Forge.

Kyuss hadn’t only sons – M20 new monster

HD4 +20 (32hp), AC18 10/magic, Natural +5 (2d8 skeleton claws), Natural +10 (1D4 INT ghost touch)

They are found in old crypts and forgetten temples, praying at their dead spiritual master. They looks like translucent souls wrapped around a skeleton. They attack at the same time with their skeleton body and with their ghostly spirit. The ghostly touch drains 1D4 INT each hit, if brought to 0 the victim falls mad. In few month after the recover he will became a secret follower of Kyuss. INT is recovered at rate of 1/day.

Microlite 20 Class Builder – Armors and Weapons

This is the last part of the Builder, I am creating new classes for a specific campaign with this method, I will post here the results, and make a PDf with everything 😀

Equipment depends by the technological level, the social status that the class represents in its culture and the relevant skill in melee and missile (eg. a tribal champion doesn’t wear a full plate while a knight does even if both represent the excellence of martial skill in their cultures).


Shield: everyone related to a martial profession with at least a melee attack bonus of +1/3 lvl.

None: Wizard, Priest, Doctor, Artisan, Healer, Politician, Shaman.
Pure spell users and academics usually wear no armor, but there can be exceptions, but not higher than light armors (eg. war wizards, shamans, northern cultures).

Light: Trader, Scout, Ranger, Barbarian, Primitive or Clan member.
Almost everyone can wear a leather armor, and even a studded one.

Medium: Mercenary, Professional Soldier.
Charachters with a military background or relevant melee skills wear medium armors.

Heavy: knight, Elite Units, Noble.
Heavy armors are rare, expensive and difficult to wear, only elite units and special characters use them.
The Attack bonus is a good way to define which weapons a class can use but still, each class should have access to weapons that fit its description, there are many exceptions, just take note of the special weapons that a class can use. A wizard could be able to use staves, or crossbows; a shaman could use spears; some rare cultists without a good melee skill can still use the weapon of choice of their god even if a 2 handed sword; militia/citywatch can’t use a 2 handed sword but in some advanced civilizations could handle a polearm. As optional rule for Melee Weapons we can say that is possible to use every weapon, but the damage dealt is limited by the Damage Dice that the class can use, so a pure caster with a 2 handed sword will deal 1D4 damage becouse he isn’t trained in that weapon and doesn’t know how to use it efficiently.
Melee Weapon Choice (by damage)

1D4: Everyone can use these weapons

1D6: These weapons are often tools or very simple war weapons, like maces, a melee bonus of +1/3 lvl or higher is needed.

1D8: Using properly these weapons needs a training, suggested for classes with a melee bonus of +1/2 or higher.

1D10+ : A long training and exercise are needed, suggested for classes with a melee bonus of +1/lvl.
Missile Weapon Choice (by weapon)

Crossbow : Everyone can use a crossbow, it’s a simple and lethal weapon.

Short Bow : A missile bonus of +1/2 lvl or higher is needed.

Long Bow: Suggested for classes with a missile bonus of +1/lvl.

Sling/Staffsling: Suggested for classes with a a missile bonus of +1/3 lvl or higher.

Throwing Weapons: Suggested for classes with a missile bonus of +1/3 lvl or higher.

Gunpowder weapons: The great revolution, everyone can be deadly with a gun, and with no training, aim and shot!

The Spellbook

There are many rules about spellbooks, this is what we use for M20, OSR. Saving Throws are for OSR, use HDs for M20. During the campaign you will be able to add many new accessories. The BOOK is the classic “Big Tome”, not very handy, but cheaper. You can have a BOOK with 300 or more pages .. just add the encumbrance … immovable 😉


Pages 100
Encumbrance (in coins) 450
Saving Throws F1
Cost 350 gp

Pages 50
Encumbrance (in coins) 50
Saving Throws F5
Cost 1200 gp

Pages max 20 pages block
Encumbrance (in coins) 3/page
Saving Throws F1
Cost 3 gp/page

Pages max 50 pages
Encumbrance (in coins) 2/page
Saving Throws F1
Cost 3 gp/page


Metal Lining
(Book, Travel Book) Saving Throw +4, +50 Encumbrance, cost 100 gp

Scroll Case
(Scattered Pages, Parchment) Saving Throw +4, +10 Encumbrance, cost 10 gp

Padlock with Poison Needle
(Metal Lining, Scroll case) Needle Trap, cost 50 gp + poison

Kraken Ink
(To be used for each page) Saving Throw +1, Pages needed for spell -1 (minimum 1 page), cost 5 gp/page

Alchemy Treatment of Resistance
(To be used on every page) Saving Throw +2, cost 5 gp/page

Jem of the Index
(Metal cover) -50% of the Memorizing Time, cost 1000 gp

Gem of Protection from Fire
(Metal Lining, Scroll Case) it absorbs a fire attack, cost 1000 gp

Paperback of Deception
(Book, Travel Book without Metal Lining and/or Gems) when found among other books it will be identified as a spellbook only after careful inspection (1-3 on D6), cost 100 gp

Level 1-2: 1D3 pages
Level 3-5: Level x2 +1D6
Level 6 +: Level x2 +3D6

Level 1-2 Spells: level x10 minutes
Level 3-5 spells: level x15 minutes
Level 6 + spells: level x20 minutes

Scattered Pages and Parchments increase the time by 50%, Books decrease the Memorizing Time by 50%.