Tag Archives: RPG

D&D Playtest, we give up

Each new update makes it worse. We will not play that thing.  After a promising beginning … it’s really a shame.

I save the awesome “magic items creation”. I suggest you all to cannabalize it and use it in your house rules.

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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 …


Map for our D&D beta

Easy sandbox map for the D&D beta we started last week. Big towns have a short description, all other stuff is decided by Dm on the fly or with few simple random tables. Here is one.

Random Settlement
Roads 1-3 on D6, Wilderness 1 on D6
2D6
2-4 Small Keep
5-7 Tradepost
8-10 Village
11-12 Ruin

Tradepost
Usually human (10% dwarven)
Leader: D6 1-2 Fighter, 3-5 Thief, 6 Wizard; level 1D6+1
Facilities: Inn, Stable, Small Market (common goods)
Population: 2D10+5 (50% can fight as fighters)
Special: 30% Villain is here, 30% Hero is here, 10% under attack by bandits or similiar threat)

Village
Usually human (10% dwarven, 5% elven)
Leader: D6 1 Fighter, 2 Thief, 3 Wizard, 4-6 commoner; class level 1D6+1
Facilities: 30% Palisade, 60% Inn, 60% Stable, 50% Small Market (common goods), 30% Tower with minor lord (F 1D6+1) and 10 man at arms, 30% small chapel with cleric (1D6 levels).
Population: 2D10 x 10
Special: 30% Villain lives here, 30% Hero lives here, 10% under attack by bandits or similiar threat). Villains and Heroes can be the rulers of the village (50%).
Base Economy: D6 1-2 herders, 3-4 farmers, 5 hunters (furs), 6 special (brewers, stonecutters, woodworking, armorers, … )

Small Keep
Usually human (10% dwarven, 5% elven)
Leader: D6 1-3 Lord, 4-5 Knight, 6 higher nobility (baron or even count) Fighter (level 1D6+1)
Facilities: 10% Inn, Stable, 10% Small Market (common goods), Blacksmith
Population: 1D10x10 civilians, 3D10+10 infantry/archers, 1D10+4 cavalry, 1D4 Knights (Fighter, level 1D6)
Special: 20% monastery (infantry and cavalry are 1st level clerics, Knights are 1D6 level clerics and the lord is a 1D6+4 levels cleric), 5% Villain lives here, 5% Hero lives here, 10% under attack by bandits or similiar threat).

Ruin
D6
1 empty, 2 bandits den, 3 adventurers camp site, 4 monsters, 5 undead, 6 overwhelming monster’s den

d&d map x Beta - Bunker Sandbox SL ex


A Regional Map

We call this land Maglach, from our LL campaign. I made a new map of it becouse I would like to write down the campaign we played.

Here is the GIMP map without names if you want to use in your campaign.Maglach Sandbox Map ST


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 … 😀

OPD2012 – HERE WE STAND, AGAIN – BUNKERCLUB55


RECON, Mercenaries Never Die – Character Sheet

An old must for all roleplayers, RECON (Palladium), with the special flavour of a mercenary setting. Our new campaign is set in the 60′, our first assigment is in Oman … 6 months.

And this is character sheet with all the details you need. The third page is meant to be printed for every assignment.

RECON MERC character sheet BunkerClub55


Artefacts, basic powers and ego

Basic Powers of the Artefact
Control: An artefact can attempt to control any intelligent humanoid creature
Communications: an Artefact can communicate with any other artefact within 1 mile, and with its Vessel if the Ego Control Check is not Failure.
Stealing Lives: After they have Total Control over a vessel they learn everything about his culture, language and private life (havinga complete knowledge takes time, it could be a DM tool for role playing or adventure hooks)

Ego : +1/lvl
Ego checks: 1D20+ Ego VS 10+ HD + Mods

Modifiers
Earthling Creature with magic powers: +1
Magic Creature: +5
Extra Planar Creature: + ½ total HDs rounded up

Ego Control Checks
Degree of success:

-5 Failure
The Vessel has control over the Artefact, he is free to use its powers and ignore its will. All new Ego checks are made with a malus of -3

-4/-1 Mental Fight
Every action of the Artefact needs an ego check,

+0/+4 Symbiosis
The Vessel and the Artefact two wills coexist in the same body, whenever the artefact wants to impose his will in a potentially dangerous situation (both physical and social) it must succeed in an ego check. The behavior and knoledge are deeply influenced by the vessel, the artefact’s knoledges and personality can emerge when its purpose is active or after an ego check.

+5 Total Control
The Vessel is totally controlled by the Artefact, in 1D6 days the artefact will learn everything about the vessel’s life, the Artefact can uses at will any of the Vessel’s skills and special abilities, can speak with his mouth and in few words it substitutes the Vessels personality.

After a given time the Artefact can attempt to increase its control over the Vessel rolling a new Control Check. The time needed for this action is 1D6+ HDs of the vessel + ego checks Modifiers in days. If the actual Control Check is a Failure the Artefact has to wait this amount of days and roll to leave the Vessel. Leaving a Controlled Vessel also needs a check.

EXPERIENCE
Artefacts gain experience when they Control a new Vessel and from Story Awards related to their Purpose. Defeated opponents grants only the 50% of normal XP.
Vessels gain full XP of defeated monsters if the Control Check is Failure or Mental Fight, 50% if in Symbiosis and no experience if in Total Control.

Powers and special abilities of the artefacts will follow …