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C. Valoración da titulación

4. RESULTADOS COMPARADOS

Written by JEFFREY TALANIAN Illustrated by IAN BAGGLEY

SWORDSMEN-AND-SORCERERS.COM

TABLE

of

CONTENTS

ADVENTURE � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � �191

Table III.1.: Hireling Reaction to Offer . . . .192

Table III.2.: Common Hirelings . . . .192

Table III.3.: Mercenaries . . . .193

Table III.4.: Specialists . . . .194

Table III.5.: Henchman and Hireling Loyalty . . . .195

Table III.6.: Henchman and Hireling Morale . . . .196

Table III.7.: Light Sources . . . .198

Table III.8.: d6 Task Resolution . . . .199

TIME � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � �200 MOVEMENT � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � �200 Table III.9.: Encumbrance . . . .200

Table III.10.: Overland Travel . . . .201

Table III.11.: Terrain Effects on Movement . . . .201

Table III.12.: Becoming Lost . . . .201

Table III.13.: Becoming Lost: Deviation . . . .201

Table III.14.: Transportation . . . .202

THE ENCOUNTER � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � �203 Table III.15.: Reaction . . . .203

COMBAT � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � �204 Table III.16.: Combat Matrix . . . .205

Table III.17.: Attack Modifiers . . . .206

Table III.18.: Combat Sequence . . . .208

COMBAT ACTIONS � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � �210 Table III.19.: Flask (Grenade) Hurling . . . .210

Table III.20.: Combat Movement . . . .213

Table III.21.: Turn Undead . . . .214

ADVANCED COMBAT � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � �217 Table III.22.: Advanced Combat Actions . . . .217

Table III.23.: Critical Hit Results . . . .221

SAVING THROW (SV) � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � �222 Table III.24.: Saving Throw . . . .222

Table III.25.: Item Saving Throws . . . .223

DAMAGE � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � �224 SPECIAL DAMAGE � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � �225 Table III.26.: Poison . . . .227

EXPERIENCE POINTS (XP) � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � �228 Table III.27.: Awarding Experience Points . . . .228

AERIAL COMBAT � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � �230 Table III.28.: Aerial Bomb Attacks . . . .230

Table III.29.: Aerial Melee. . . .231

Table III.30.: Aerial Missile Fire Modifiers. . . .231

WATERBORNE EXPEDITIONS � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � �232 Table III.31.: Water Vessels . . . .232

Table III.32.: Wind Force . . . .234

Table III.33.: Lost at Sea: Deviation . . . .235

Table III.34.: Evasion at Sea . . . .236

Table III.35.: Ballista Crew Efficiency . . . .236

Table III.36.: Catapult Crew Efficiency . . . .237

Table III.37.: Ramming Attack “To Hit” . . . .237

Table III.38.: Ramming Attack Damage. . . .237

CASTLES and STRONGHOLDS � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � �238 Table III.39.: Castle and Stronghold Construction Costs . . . .239

Table III.40.: Castle and Stronghold Embellishment Costs . . . .240

WARFARE and SIEGE � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � �242 Table III.41.: Basic Warfare Rating Calculator . . . .243

Table III.42.: Warfare Rating Modifiers . . . .244

Table III.43.: Warfare Casualties . . . .246

Table III.44.: Army Morale . . . .246

Table III.45.: Troop Movement . . . .247

Table III.46.: Siege Equipment Costs . . . .248 COOPERATIVE GAMING � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � �249 INDEX � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � �250 OGL STATEMENT � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � �252

ADVENTURE

Once the players have created their characters, they are ready to begin play—ready to seek adventure!

The adventure might occur in the nameless depths of a dungeon, a haunted mansion, an ancient forest, or perhaps a ruined city. The referee describes the background and other pertinent information, which might include a quest for treasure and riches, a rescue attempt, the liberation of a small village from some oppressive horror, a mission of intrigue, or perhaps the recovery (or destruction) of a legendary artefact. Some of the most enjoyable are merely adventures for adventure’s sake, such as the exploration of a mad magician’s castle and mega-dungeon complex. The referee might utilize a published adventure or create his own from “whole cloth”, including notes, maps, encounters, notable NPCs, and so forth.

ADVENTURING PARTY: A typical adventuring party comprises four to eight player characters managed by a like number of players. Some games might include a dozen or more players; others, but one referee and one player. Typically, each player manages one PC, but exceptions are possible. A well-rounded PC party should include at least one fighter, one magician, one cleric, and one thief, if possible. Together, the four principal classes are suited to face a variety of challenges.

HIRELINGS: Hirelings might be employed to fill out the adventuring party. Hirelings are non-player characters who, ideally, do not “hog the spotlight” or take the focus away from the PCs. Typically they do not gain a share of the party’s experience points, do not advance in levels, and are paid a modest wage;

referee exceptions may apply. Hirelings may be managed by one or more players (typically the player whose character has hired them), or by the referee. Charisma (see VOL� I, ATTRIBUTES, charisma) affects contracting hirelings and maintaining their loyalty.

Employing a Hireling: If the referee deems it appropriate, mercenaries and specialists (qq.v.) are subject to reaction rolls when offered employment; typically, common hirelings (q.v.) are not. Roll 2d6, add or subtract reaction / loyalty adjustment if applicable (see VOL� I, ATTRIBUTES, charisma), and consult the following table:

Table III�1�: Hireling Reaction to Offer

9–10 Interested in offer; likely to accept 11 Accepts offer

12 Enthusiastically accepts; flattered and impressed

* If further negotiation is engaged, the referee may require a reroll.

The referee is at liberty to provide a bonus or penalty to the 2d6 reaction roll. For example, if a fighter lord (9th-level) has established a stronghold and is of fine reputation, the referee might apply a +2 bonus to the roll.

Common Hirelings: Here follow some common hirelings who may serve a PC or PC party during or betwixt adventures. Some may work for a day or less, whilst others might be contracted for long-term service. As noted above, these hirelings do not require an elaborate negotiation process, so no reaction roll is necessary.

Loyalty and morale (qq.v.) of common hirelings rarely come into play; however, if the NPC becomes significantly embroiled in the adventuring life of his employer, these scores must be rolled or assigned. Note that this list is not exhaustive; other common hirelings might be hired for short- or long-term work. The reader may wish to reference the list noted in CASTLES and STRONGHOLDS, castle and stronghold personnel.

Table III�2�: Common Hirelings

Hireling Type Daily

Cost Monthly

Armourbearer 3 sp Cost8 gp

Guide (City / Wilderness) 3 sp 8 gp

Linkboy 2 cp 1 gp

Pack Handler: Person who attends donkeys, mules, camels, horses, and other beasts of burden; also loads and unloads as required.

Porter / Bearer: Person who carries belongings to and from locations within the limits of a city. Alternatively, a cart puller that does much the same, though heavy cargo might necessitate two or more porter / bearers.

Some use mules or camels; these may charge more for animal upkeep.

Teamster: Person hired to drive a cart or wagon; will also load and unload, assist passengers, and so forth.

Common Hireling Descriptions:

Armourbearer: Attendant who carries weapons and armour; a dungeon armourbearer works for 1–3 gp per Guide: Person with knowledge of places and locations; day.

typically he endeavours to follow the safest route. If the journey is long, the guide expects food and shelter.

Linkboy: Torch / lamp bearer who accompanies the party in a city; a dungeon linkboy works for 1–3 gp per day.

Longshoreman: Dock worker who conveys cargo to and from a ship.

Messenger: Person who delivers messages within a city or betwixt neighbouring villages.

Mercenaries: These are 0th-level free lances hired to provide martial support. Typically they charge by the month. Hiring a mercenary may be subject to a reaction roll (see table III�1�) to resolve negotiations. Mercenaries are paid up front, and they expect to be fed and sheltered for their service. If called upon to do more than their function suggests, they may require an equal share of party profits, or some other agreed-on compensation; like other hirelings, however, they typically do not gain a share of experience points, and neither do they advance in levels.

Halberdier: Mercenary outfitted with chain mail, halberd, and short sword.

Infantryman, Heavy: Mercenary outfitted with plate mail, large shield, long spear, and long sword.

Infantryman, Light: Mercenary outfitted with leather armour, small shield, short spear, and short sword.

Infantryman, Medium: Mercenary outfitted with chain mail, large shield, short spear, and long sword.

Marine (fighting seaman): Mercenary outfitted with short scimitar and dagger.

Pikeman: Mercenary outfitted with scale armour, pike, and short sword.

Slinger: Mercenary outfitted with padded armour, sling, and dagger.

Higher-level individuals, such as a serjeant (1st-level), lieutenant (2nd-level), or captain (5th-level) will cost ×2, ×5, and ×10, respectively. Such individuals might have weapon mastery (see VOL� I, WEAPON SKILL, weapon mastery) in one or more weapons.

Specialists: Some specialists can be difficult (or even impossible) to hire; others, like seamen, are commonly available in port cities and towns. Assassins, priests, and scouts can be of variable experience level, but a typical sailor is a 0th-level fighter. Hiring a specialist may be subject to a reaction roll (see table III�1�) to resolve negotiations. Note that this list is not exhaustive; other specialists might be hired for short- or long-term work.

The reader may wish to reference the list noted in CASTLES and STRONGHOLDS, castle and stronghold personnel.

Mercenary Descriptions: Each mercenary type is considered a 0th-level fighter with 1d8 hp.

Archer, Longbowman: Mercenary outfitted with leather armour, short sword, and longbow.

Archer, Shortbowman: Mercenary outfitted with leather armour, hand axe, and short bow.

Artillerist: Mercenary who operates a siege engine; outfitted with leather armour and short sword.

Cavalryman, Archer: Mercenary outfitted with scale armour, composite short bow (or light crossbow), and horseman’s mace;

light warhorse.

Cavalryman, Heavy: Mercenary outfitted with chain mail, lance, horseman’s pick, and scimitar; heavy warhorse.

Cavalryman, Light: Mercenary outfitted with leather armour, lance, and horseman’s flail; light warhorse.

Crossbowman, Heavy: Mercenary outfitted with studded armour, short sword, and heavy crossbow.

Crossbowman, Light: Mercenary outfitted with leather armour, dagger, and light crossbow.

Table III�4�: Specialists

Swordsmith / Weaponsmith 100 gp

* Per two levels of open locks ability

** Per level of experience

Blacksmith / Metalsmith: Typically hired to forge horseshoes, nails, and tools; also, arrow and spear heads.

Engineer: Typically hired when some type of dwelling, stronghold, temple, or other structure is to be designed and built. Some engineers might develop siege weapons, whilst others still might oversee underground excavations and dungeon design.

Locksmith: Locksmiths charge adventurers a rate comparable to proper NPC classes such as priests and scouts. Their skills, however, are confined to the open locks ability, for which they supply themselves with all manner of implements (equivalent to thieves’ tools). Their skills are commensurate to a thief, and they demand 500 gp for every two levels in open locks ability they possess (see table I�13�). Many locksmiths have connexions with or work for a thieves’ guild.

Priest (cleric subclass): Hiring a priest costs 500 gp per level per month, unless some accord is struck betwixt the priest and the party by which he gains an equal share of the bounty. Such relationships are developed through role-play. The religion of the priest will be determined by the referee (unless a specific religion is sought).

Sage: A person who is learned in a particular field of study; e.g., folklore, geography, history, linguistics, politics / law. A sage is difficult to find, except perhaps in the library of a large city; even so, sages are usually absorbed by their own work and unlikely to become involved with adventurers.

Scout (thief subclass): Hiring a scout costs 100 gp per level per month. A scout can be hired to obtain information on a person, place, or thing, the cost increasing if the scout is forced to range far.

Scribe: A professional scrivener can record most non-magical documents. Cartographers may be included amongst scribes, but these are typically more costly.

Seaman: The various professionals associated with sailing on larger vessels, including rowers, sailors, navigators, and captains (or ship masters) hired to man a ship owned by the party. The personalities and abilities of these men will vary. A captain, for example, may function as a fighter of 3rd to 5th level, whilst most common seamen are considered 0th-level fighters. Some rowers are slaves, debtors, or prisoners, these being unpaid and sometimes (particularly on Ixian vessels) chained to their oars.

Specialist Descriptions:

Alchemist: A brewer of potions and/or poisons. An alchemist might exclusively brew a particular potion type. Typically he will charge a discounted price for his potions if he is contracted to work for the party on a monthly basis.

Brewing a batch of six potions can require from 7 to 12 weeks (1d6+6). Alchemists might be able to duplicate potions found by the party; often this is predicated on the acquisition of rare and nigh impossible-to-locate ingredients (see VOL� V, MAGIC ITEM CREATION, manufacture of potions). The hiring of alchemists, if allowed by the referee at all, should be rare.

Animal Trainer: A specialist who trains horses (for war) and dogs (for war and/or hunting). Rarer (and ofttimes more expensive) are those trainers who work with hawks and mammoths.

Armourer: A master able to handle the armour repair of up to 50 men per month with the assistance of two apprentices.

Material costs may be added.

Assassin (thief subclass): An assassin costs 500 gp per level of experience, plus 500 gp per level / HD of the victim he is contracted to kill. If a long term assassination (e.g., poison over weeks or months) is desired, the assassin’s fees can be up to five times more costly.

Steward: The party (typically those of advanced levels) may become embroiled in the ownership and responsibility of various affairs, such as land, property, and businesses. Associated duties may entail banking, investments, and the sale of jewellery, gems, sculptures, paintings, tapestries, and so forth. The handling of such lacklustre tasks is not the stuff of high adventure, so a steward might be hired to see to some of the finer details. In addition to monthly salary, a steward who manages the sale of valuables may also demand 10%

of the proceeds.

Swordsmith / Weaponsmith: A master able to perform weapons repair for up to 50 men per month with the assistance of two apprentices. Material costs may be added. This specialist type subsumes other weapon makers such as atilliators (crossbow makers) and bowyers (bow makers).

HENCHMEN: A henchman is a classed individual attracted or compelled to serve a higher-level character (usually 6th level or greater), oft of similar class, race, and culture, though exceptions are possible. Henchmen begin at 1st level, unless the PC is 9th level or greater, in which case a henchman of 2nd or 3rd level is possible.

Initially they are paid 500 gp per level, and then given a fair wage by the PC, oft a share of the loot gained through adventure. Henchmen should also earn a portion of the experience points, though this is oft a reduced share as best determined by the referee.

A henchman oft enjoys a special relationship with the one he serves; thus henchmen usually possess high morale (q.v.). These are not simply hired hands, but followers, in a sense. Because of this, charisma limits the number of henchmen a character may attract to his service (see VOL� I, ATTRIBUTES, charisma). Henchmen are neither automatically attracted nor guaranteed; they might be drawn to the service of a PC due to that one’s heroic deeds or reputation, or if the PC has established a suitable stronghold. Possibly a hireling can become a henchman, if circumstances are appropriate; furthermore, in the event of a PC death, or if the PC is otherwise disposed and not available to adventure, a henchman may be used temporarily or even permanently as a PC.

LOYALTY and MORALE of HIRELINGS and HENCHMEN: The steadfastness of NPC hirelings and henchmen (collectively, retainers) is challenged in times of adventure and battle. Loyalty is impacted by the charisma of the employing PC. Morale measures NPC reactions to extremely adverse circumstances; e.g., those that involve death, dismemberment, incarceration, great personal loss, and the like.

Henchman and Hireling Loyalty: The referee can assign hireling loyalty (6–8 is the “normal” range), or he can use table III�5� to randomly determine it. This might be done on an individual basis, or in groups of 10 or more NPCs. Roll 2d6 to determine henchman and hireling loyalty; note that PC charisma can modify loyalty (see VOL� I, ATTRIBUTES, charisma). Ideally, loyalty scores are known by the referee alone.

Table III�5�: Henchman and Hireling Loyalty Result2d6 Loyalty

2 Traitorous: will abandon or betray employer at any time 3 Untrustworthy: will not remain faithful to employer 4–5 Unreliable: may fail employer at times

6–8 Fair: usually upholds employer directives 9–10 Trustworthy: attempts to please employer

11 Loyal: always strives to honour employer 12 Unwavering: always goes beyond call of duty

When a henchman or hireling’s loyalty to his employer is put to the test, or pushed to its (potential) limit, a loyalty check must be rolled, using 2d6. If the result is greater than the retainer’s loyalty score, the retainer abandons, betrays, or (at worst) attacks the character, as determined by the referee, who must weigh the prevailing circumstances. Over the course of the campaign, the referee is at liberty to upgrade or downgrade the base value of henchman and hireling loyalty.

Interpreting Henchman and Hireling Loyalty and Morale: Referee discretion is advised when judging hireling behaviour. For instance, how can a trustworthy hireling also be half-hearted? He is not prone to lie, cheat, or steal, and in general he has his employer’s back in times of duress, but if he were asked to take point in the marching order when entering a cave mouth lined with dead soldiers, he may lack the courage to do as asked;

this does not make him any less trustworthy, per se. Such circumstances may require a morale check (see COMBAT, morale) or referee adjudication.

BASE of OPERATIONS: Most adventuring parties will meet at and maintain a base of operations in a town or city, such as the City-State of Khromarium. This is where the adventurers can equip themselves with arms, armour, and adventuring gear. Magicians and thieves may have guild contacts in a city, clerics may have temples of worship (or clandestine societies, mystery cults, and the like), and fighters may have contacts with military and/or mercenary outfits. The base of operations is also where they might contract a hireling; sell off gems, jewellery, and other treasures; and, if injured or diseased, obtain the healing services of a temple—for a proper donation, naturally. The tavern or inn is a popular place for adventurers to assemble. Here they may learn rumours regarding possible adventures.

Henchman and Hireling Morale: The referee can assign an NPC’s morale score (6–8 is the “normal” range), or he can use table III�6�

to randomly determine it. If in the course of battle (or otherwise) the referee judges that circumstances demand a morale check, refer to COMBAT, morale. Over the course of the campaign, the referee is at liberty to upgrade or downgrade the base value of henchman and hireling morale.

Table III�6�: Henchman and Hireling Morale Result Morale2d6

2 Cowardly: flees at the first sign of danger 3 Half-hearted: lacks courage and determination 4–5 Timid: reacts poorly in the face of danger 6–8 Level-headed: knows when to fight, when to run 9–10 Brave: not easily rattled

11 Valiant: boldly will confront danger 12 Fearless: will face impossible odds

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