Saturday, September 29, 2012

My take on the map of the world in the Hyborian Age

I'm working on the map of thurian continent only with locations mentioned by R. E. H., here's first w.i.p.:

Gaining experience

Well to emphesize some themes characteristic to the Sword & Sorcery genre, I've decided to make a list of things that characters can do to gain experience.

Experience for Exploration
1 exp for every 6 miles travelled by the road
5 exp for every 6 miles travelled off-road
10 exp for every 6 miles of sea-travel
2 exp for every 6 miles of river-travel
50 exp for finding long lost ruins

Experience for Carousing
1 exp for evert 1gp spent on luxurious possesions and entertainment
2 exp for every 1gp spent on booze
5 exp for every 1gp spent on whores
8 exp for every 1gp spent on drugs
10 exp for every tavern brawl

Experience for Fighting
Gaining experience from fighting is achieved not only when the adversary is killed, but also when the combat was avoided.



Scoundrel class


Prime attributes: Dexterity 13+, Charisma 13+(+5% experience bonus)
Hit Dice: 1d10/level(gains 3 hp/level after 9th)
Armor/shield permitted: leather armor
Weapons permitted: sword, scimitar, dagger, throwing knife,

Scoundrel is a person, who by either his wit, charm or steel gets what he wants.

Level
Experience
Base „to hit” bonus
Saving Throw
HD(d10)
1
0
+0
15
1
2
2000
+0
14
2
3
4000
+1
13
3
4
8000
+2
12
4
5
16000
+2
11
5
6
32000
+3
10
6
7
64000
+4
9
7
8
128000
+5
8
8
9
256000
+6
7
9
10
512000
+7
6
9+3













Luck: ½ level times a day scoundrel can re-roll single saving throw or attack roll.

Charm: Swashbuckler has a +2 bonus on reaction rolls while dealing with the opposite sex.

Two-weapon fighting master: Scoundrel gains +2 bonus to attack roll instead +1 while fighting with two weapons.


Information-gatherer: Scoundrels are well-rounded in social interactions, thus they roll twice on rumor tables when gathering them. Also they can try to obtain useful knowledge about people, their whereabouts and secrets by making a saving throw by discretion of the Referee.

Saving Throw: Scoundrel gains +1 on dexterity-based  saving throws. 

Barbarian Class


Prime attributes: Strength 13+(+5% experience bonus)

Hit Dice: 1d8/level(gains 3 hp/level after 9th)
Armor/shield permitted: up to chainmail, shields
Weapons permitted: Barbarian is proficient with one and two handed swords, one and two-handed axes, mauls, maces and Spears


Level
Experience
Base “to hit” bonus
Hit Dice(d8)
Saving Throw
1
0
+0
1
15
2
2,000
+0
2
14
3
4,000
+1
3
13
4
8,000
+2
4
12
5
16,000
+2
5
11
6
32,000
+3
6
10
7
64,000
+4
7
9
8
128,000
+5
8
8
9
256,000
+6
9
7
10
512.000
+7
9+3
6

Acute senses: Barbarian can be suprised by Animals Only on 1 on d6.

Barbaric Fury: If barbarian loses half of his hit points barbarian goes berserk achieving +2 to attack roll in a melee attack, and -2 to AC for rest of the encounter. He cannot use distance weapons, nor do anything else except engaging in melee with closest enemy in that encounter.


Superstitious: Barbarians are a superstitious folk, frightened of all things magical or unnatural; they receive a -2 penalty when making a saving throw vs. magical effects.

Saving Throw: Barbarians are very tough folk and get +1 bonus while making a saving throw vs. death and poison.

Character sheet

Here's my new character sheet for the Hyborian Tales Campaign:

Friday, September 28, 2012

Welcome

Hi, I'm working this blog will be dedicated to my side-project the Hyborian Tales - a campaign and rules inspired by the great works of Robert E. Howard about the Hyborian Age. This will be Howard-only campaign and a bit of H. P. Lovercraft's Cthulhu Mythos.

Howard's world was made in wide brush strokes, the aim of this blog is to build upon this wide brush strokes adding my own creations.

Game-wise, this campaign will be using Labirynth Lord with a fair share of the Swords & Wizardry: Core Rules game with some house rules detailed in the following posts.