Rules and supplements 01.


Shock recovery.

We are presenting here 3 different rule systems to be used with players who have been wounded.These are actually rules from very diverse campaigns and are not neccesarily usable together-choose your own.

1-    After fighting a melee,a player may regain 1-4 of his lost hit points,binding his wounds-as long as he performs no other action first(you would be surprised how many players rush to the treasure while they are bleeding all over).A player reduced to zero or below,considered to be bleeding to death,may also regain 1-4 Hp,if a fellow player binds his wounds before performing any other action.A player at 0 or les is immobile and unable to do anything.This "shock recovery" roll is allowed only once,and at the end of any melee where the player actually lost hit points.The roll may not raised the player above his normal hits to kill.

2-    This rule does not allow the player any recovery roll as #1,but rather determines how long a player may survive at 0 or less HP.The player rolls 2 dice and substacts the number of hp below zero he is.The other players have now as many turns to get to the mortally wounded player with potions etc...Again the player with 0 or below hp cannot do anything.

3-    Like the second rule ,this only determines how long the player has before he bleds to death.A player at 0 or less hp rolls the same number of six sided dice as his hit dice.The score rolled is the number of turns (that his fellows have to administer to him.


Baronies.

Upon building a stronghold,a pc must clear every hexes (five mile each) radiating from the hex in which his stronghold  is located.While clear terrain hexes can be maintained monster free by patrols,mountainous,swamp and dense wood hexes cannot be maintained free of monsters.For this reason, barons usually do not maintain patrols in these areas,prefering the more tillable clear terrain and hilly hexes.

Investments willincrease the population of an hex by ten able bodied men per month per 1000 gp invested.Adjacent hexes are affected at the rate of five men per month unless mountainous ,swamp or dense forest hexes.


Population density.

The population density of an area will largely be determined by the civilization and tillable land within the area.There is 13.856 acres and/or 21.65 square miles in each 5 mile hex.hunting tribes require one square mile per member while one square mile of farmland will support a population of 320.A griculture requires a density of 30 per square mile for maximum utilization.A village of 220 pure hunters would require a hunting range of ten hexes for support.A village of 660 farmers which farmed an entire hex would support an additional 5470 population group.

The wilderness map assumes all hexes are lightly wooded excluding mountains.The woods shown are espcially dense,requiring horsemen to walk mounts.The only true clear terrain hexes are those within an adjacent to the names of plateaus and plains.Tillable land in the farmland cleared by farmers.Any civiliza   tion above 2 (see following "civilization &technological levels ) has 10-100% tillable land within the the hex in which it is located.Thus,agriculture hexes will support apopulation of 640 to 6400.When entering an hex containing a village,tower or castle,a 6 on a six-sided die indicates that the feature in question has been found ,a 5 indicating that a small farm or hamlet (10-60population) has been found instead.Players following a road,coastline or river that intersect a village,negate the neccessity of "encountering" same.


Civilization & technological levels.

The following chart can be used to determine the relative technological/civilization level of a village or section.There are actually eleven levels,increasing in sophistication;a "0" on the ten sided die is considered either as a 0 or as a 10 at the DM option.

Civilization Leader Defences Technology
0   Anarchy Warlord Manor,caves,pits Papyrus,stone,wheel
1   Democracy Hetman Eathworks,ditches Stirrup,waterwheel,bronze
2   Tribal Chief Pallisades,patrols Agriculture,rudder,iron
3   Agrarian Mayor Citadel,militia Sundial,linen,candles
4   Religious Cleric Temples,traps Lantern,chariot,felt
5   Tributary Governor Keep,garrison screw,windmill,silk
6   Oligarchy Noble Outside troops crossbow,chainmail,spinning wheel
7   Republic senator Walls,machines Hourglass,stagecoach
8   Aristocracy Overlord Fortress,reserves knitting-machine,compass,plate- mail
9   Feudal King castle,vassal armies Rockets,glasses,damas,steel
10 Dictatorship Emperor Multi-fortress,allies Telescope,calculus,sextant

 


Prosperous prospecting.

Prospecting a 0.20 mile hex requires one week of time...with attendant encounter die rolls.Once found , the deposit Type is diced for and workers must be hired to "mine" the deposit...See tunneling costs & times.Roll for Ore Grade and then determine the value of the "workede" minerals... using the following formula...1700 X cubic feet of ore deposit volume X yield percentage Xvalue multiplier.The product is the value in gold pieces of the refined "worked" mineral.note that Marble and gems are not determined in this manner.

For the GP value of marble from a marble deposit... use the following formula ...Marble Class percentage X Marble Type number X Cubic feet of Deposit X Yield percentage.

For gem ore gp value of rough stones use the following formula...10 X Cubic feet   of deposit Xvalue in gp of gem type.A stone cutter jeweller (as engineer)can increase or decrease the value of each cubic foot of rough gem stones.Dice on the Stone Cutting Table...adjusting +1 for dexterity above average and -1 for below average dexterity of the jeweller.You may also add any of the bonus/malus  (coming from the slots the gem cutter may have picked) regarding the specialist and its proficiency.

Prosperous prospecting table.

Deposits Cubic feet * Find probability**
1 Trace 1-6 40%
2 Thread 1-8 38%
3 Streak 1-10 35%
4 Leader 2-12 30%
5 Vein 3-18 20%
6 Seam 4-24 9%
7 Ledge 6-36 7%
8 Placer 8-48 4%
9 Lode 9-54 2%
10 Mother lode 1-6 X lode 1%

* for Semi-Precious double.Other minerals 1-6 X.rocks 1-100 X

**Find Probability is rolled only if scouting a 0.20 mile hex  in which the DM has predermined that a deposit exists.Prospecting allows a cumulative prospecting die roll once per week.

The Ore Grade chart.

Ore Grade Yield***
1 Fools 1%
2 Vile 10%
3 Base 15%
4 Mediocre 25%
5 Poor 30%
6 Fair 35%
7 Fine 40%
8 Superior 45%
9 Sublime 50%
10 Majestic 60%

***Cost to refine is 30% of gp value of yield less the Deposit number...ie,20% for Mother Lode.

The Other minerals.

Other minerals VM(value multiplier factor)
1 Volcanic 0.009
2 Mercury 0.008
3 Sulphur 0.006
4 Tin 0.006
5 Zinc 0.010
6 Lead 0.009
7 Coal 0.005
8 Porcel,Clay 0.003
9 Petroleum 0.004
10 Semi-Precious special ,see above

Semi-Precious.

  Semi-Precious. VM
1 Copper 0.02
2 Iron 0.06
3 Quartz 0.03
4 Meteorite 0.08
5 Carnelian 0.09
6 Jasper 0.07
7 Marble**** ---(special)
8 Nitre 0.05
9 Aluminium 0.04
10 Precious mineral See next chart

Precious minerals.

  Precious minerals VM
1 Orichalcum 40.0
2 Ophite 0.5
3 Silver 0.1
4 Gold 1.0
5 Electrum 2.0
6 Platinum 5.0
7 Mithril 10.0
8 Adamanite 20.0
9 Magicum 30.0
10 Gems ***** -----(special)

Stone Cutting .

Stone Cutting
1 Decrease value 80%
2 Decrease value 30%
3 Increase value X2
4 Increase value X3
5 Increase value X4
6 Increase value X5

Rocks Type.

  Rocks type VM*
1 Granite 0.008
2 Shale 0.007
3 Limestone 0.006
4 Chalk 0.004
5 Sandstone 0.003
6 Other Minerals special (see above)

* VM...value multiplier.Ore weight is 1700 gp.

Rock sizes.

  Rock Sizes
1 Sand 0.01 -0.1"
2 Gravel 0.1  - 1.0"
3 Pebbles 1    - 3.0"
4 Stones 2    - 12 "
5 Rocks 4    - 24 "
6 Boulder 2    - 12 "

Marble Class.

  Marble Class
01-20 Gray
21-38 Brown
39-54 Blue gray
55-69 Black
70-84 Yellow
85-92 Red
93-95 Green
96-97 Blue
98-99 Snow White
00 Iridescent

Marble Type.

  Marble Type
1 Solid
2 Mottled
3 Coral
4 Fossil
5 Striped
6 Translucent.

Based on material copyright TSR, Inc. All rights reserved.