Tuesday, February 27, 2018

Woodland Animal Friends

The following indicates the animals that can be called in desert-vegetation biomes.


Shown is a list of animals, their hit dice and their intelligence.  The first animal a character calls should be rolled on the "1st" column; the next animal on the "2nd" column and so on.  All animals after the fourth are rolled for on the "4th" column.

Druids and rangers are permitted a set number of animal friends according to their level.  While usually a character will call a new animal as soon as the boon is gained, it may happen due to circumstances that more than one animal may be called at a given time.  In such cases, the die should be rolled separately for each animal.  Each roll will call one animal, regardless of species.  Called animals may be of the same species as animals already possessed.

See Animal Friends

Tundra Animal Friends

The following indicates the animals that can be called in desert-vegetation biomes.


Shown is a list of animals, their hit dice and their intelligence.  The first animal a character calls should be rolled on the "1st" column; the next animal on the "2nd" column and so on.  All animals after the fourth are rolled for on the "4th" column.

Druids and rangers are permitted a set number of animal friends according to their level.  While usually a character will call a new animal as soon as the boon is gained, it may happen due to circumstances that more than one animal may be called at a given time.  In such cases, the die should be rolled separately for each animal.  Each roll will call one animal, regardless of species.  Called animals may be of the same species as animals already possessed.

See Animal Friends

Steppe Animal Friends

The following indicates the animals that can be called in desert-vegetation biomes.


Shown is a list of animals, their hit dice and their intelligence.  The first animal a character calls should be rolled on the "1st" column; the next animal on the "2nd" column and so on.  All animals after the fourth are rolled for on the "4th" column.

Druids and rangers are permitted a set number of animal friends according to their level.  While usually a character will call a new animal as soon as the boon is gained, it may happen due to circumstances that more than one animal may be called at a given time.  In such cases, the die should be rolled separately for each animal.  Each roll will call one animal, regardless of species.  Called animals may be of the same species as animals already possessed.

See Animal Friends

Savanna Animal Friends

The following indicates the animals that can be called in desert-vegetation biomes.


Shown is a list of animals, their hit dice and their intelligence.  The first animal a character calls should be rolled on the "1st" column; the next animal on the "2nd" column and so on.  All animals after the fourth are rolled for on the "4th" column.

Druids and rangers are permitted a set number of animal friends according to their level.  While usually a character will call a new animal as soon as the boon is gained, it may happen due to circumstances that more than one animal may be called at a given time.  In such cases, the die should be rolled separately for each animal.  Each roll will call one animal, regardless of species.  Called animals may be of the same species as animals already possessed.

See Animal Friends

Ocean-going Animal Friends

The following indicates the animals that can be called in desert-vegetation biomes.


Shown is a list of animals, their hit dice and their intelligence.  The first animal a character calls should be rolled on the "1st" column; the next animal on the "2nd" column and so on.  All animals after the fourth are rolled for on the "4th" column.

Druids and rangers are permitted a set number of animal friends according to their level.  While usually a character will call a new animal as soon as the boon is gained, it may happen due to circumstances that more than one animal may be called at a given time.  In such cases, the die should be rolled separately for each animal.  Each roll will call one animal, regardless of species.  Called animals may be of the same species as animals already possessed.

See Animal Friends

Jungle Animal Friends

The following indicates the animals that can be called in desert-vegetation biomes.


Shown is a list of animals, their hit dice and their intelligence.  The first animal a character calls should be rolled on the "1st" column; the next animal on the "2nd" column and so on.  All animals after the fourth are rolled for on the "4th" column.

Druids and rangers are permitted a set number of animal friends according to their level.  While usually a character will call a new animal as soon as the boon is gained, it may happen due to circumstances that more than one animal may be called at a given time.  In such cases, the die should be rolled separately for each animal.  Each roll will call one animal, regardless of species.  Called animals may be of the same species as animals already possessed.

See Animal Friends

Desert Animal Friends

The following indicates the animals that can be called in desert-vegetation biomes.


Shown is a list of animals, their hit dice and their intelligence.  The first animal a character calls should be rolled on the "1st" column; the next animal on the "2nd" column and so on.  All animals after the fourth are rolled for on the "4th" column.

Druids and rangers are permitted a set number of animal friends according to their level.  While usually a character will call a new animal as soon as the boon is gained, it may happen due to circumstances that more than one animal may be called at a given time.  In such cases, the die should be rolled separately for each animal.  Each roll will call one animal, regardless of species.  Called animals may be of the same species as animals already possessed.

See Animal Friends

Monday, February 26, 2018

Using Found Objects as Weapons

A description of any improvised object that a character grabs in the midst of a combat, with the intention of employing it as a weapon: pieces of glass or metal, stools, boxes, books, lamps, even tables or benches. In most cases, improvised weapons are used in situations where persons would normally not go armed - bar fights or ballrooms - or in situations where combatants cannot afford weapons, participating in lynch mobs or riots.

There are two varieties of found weapons.

The first sort includes objects that strongly resemble traditional weapons: a rake can be considered a token pole arm, a broken bottle is a sort of dagger, a tree limb is a club and so on. In each case, treat the found object as the weapon it resembles. The limitations on weapons of this sort will not be in the amount of damage done (as it will cause the damage of a low-order pole arm, dagger or club), but in the sustainability of the weapon, which will be difficult to grip and easy to fumble and break.

The second sort of found object are those whose intrinsic value as a weapon is found in their weight, not in their shape or use. This includes objects unlikely to break, such as heavy books, furniture, chests, bricks and stones.

As a guideline for determining the damage that can be done with any uncertain found object, use the following table:

Smallest effective object is 0.3 lbs, or 9 oz.  All weights in lbs.
indicate "up to" that weight.  2 lbs. would include 1.1 lbs., for example

The part of the table describing the distance that found objects can be thrown applies to both kinds of improvised weapon - those resembling traditional weapons and those that do not. As found objects, balance and streamlining are lacking, so these objects can be thrown effectively a shorter distance.


Fumbles

When rolling a d20 to hit with a found object, it is three times more likely for a fumble to occur: that is, on a die roll of 3 or less, a fumble occurs. As well, when a fumble occurs, it must be noted that some objects, such as bricks or stones, will not break; however, if the object can be broken, it will be broken. In some cases, this may not mean that the object will break clean through (as a tree limb two inches thick probably would not), but the object will become split or otherwise ineffective for use as a weapon (treat as -4 to hit with thereafter).

See Attacking in Combat

Tumbling

Describes a situation where a combatant falls helplessly to the ground due to a full stop while moving at triple-speed or from being stunned while moving at a speed faster than normal. At the moment prior to tumbling (when it is, in fact, going to happen), then the combatant must make a dexterity check. Success indicates that the combatant has been able to roll with the fall, taking no damage - but a failure indicates that the combatant has become tangled in their own feet or landed poorly, so as to take 1d4 damage.

When tumbling, regardless of the damage taken, combatants move forward one hex along their line of travel before coming to a complete stop. If this final movement ends in the combatant entering a hex occupied by an enemy, then the enemy must move back one hex to make room for the tumbling combatant. If this backward movement puts the enemy in jeopardy, such as forcing them off a drop or into deep water, the enemy is entitled to a dexterity check to permit side-stepping the tumbling combatant.

If the enemy is twice or more the size of the tumbled combatant, they will not give ground.  This will result in a crash (see Crashes & Collisions).

Once a combatant has tumbled, attackers are permitted a +4 to hit bonus if it is possible to do so for their attacks until the tumbled combatant is able to take action. Thus, if the tumbled character can be stunned, the +4 bonus is extended to the next round.

See Movement in Combat

Healing Salve

A simple packet, typically a liquidy powder, approximately 2 ounces in weight, that can be eaten or poured directly into a wound. Once a character has the salve in hand, it requires one round to administer the salve, either upon themselves or on others. A salve will restores 1d4 damage within the space of a half round, providing healing to a character applying a salve before the enemy can attack.

If a wound is bleeding, the salve will close the wound up immediately, even if it only heals 1 point.

See this page for further details on the manufacture of healing salves (details to be settled later).

See Also,
Damage
Necrotic Damage

Drawing a Weapon while Moving

While moving forward, either at normal pace or at a run, a combatant may draw any one handed weapon that weighs 5 lbs. or less without this action costing additional action points (AP). This will enable a combatant to move forward and hurl a weapon or attack in melee after drawing, so long as the usual 2 AP cost is spent in attacking.

Thus, a combatant with four AP without a weapon in hand would be able to move two hexes forward at normal pace, drawing a dagger, hand axe or similar small weapon while moving, then throw said weapon or attack with it, while not moving forward beyond the first two hexes. In effect, this should be considered moving, drawing and throwing all simultaneously (while moving fairly slowly) or moving forward, drawing and then stopping to attack once moving into melee range.

There are other actions that can be taken while moving, such as calling out to comrades, threatening an enemy, dropping an item, dismissing a spell, etc. The DM and players should agree upon what actions not included here that might be proposed that could also fit this category (with the expectation that they will be duly recorded in future).

See Movement in Combat

Rouse Sleeping Creatures

Creatures in normal sleep may be aroused by noise or physical interaction, the result being dependent on how much noise, how specific the noise is and how physical is the effort of waking. Creatures are divided into three groups: heavy sleepers, normal sleepers and light sleepers. The effect of stimuli on each kind of sleeper is as follows:
  • Heavy sleepers must be aroused by shouting that is done very close or by rough shaking. This requires 3 action points (AP) expenditure from an outsider, who must enter the sleeper's hex first (which counts as an additional AP cost). Loud sounds such as combat or shouting that happens around the sleeper will eventually awake the sleeper in 2 to 3 rounds (with a 50% chance of each). For 1 round after waking, heavy sleepers are -3 to hit in combat and cannot spellcast. Treat as fully awake thereafter.
  • Normal sleepers can be aroused by shouting their name or giving a single kick costing 2 AP, either of which can be done from an adjacent hex. If done from 2-3 hexes away, normal sleepers will awake upon hearing their names on the second attempt (in the next round), or from hearing the sound of fighting. For 1 round after waking, normal sleepers will be -1 to hit in combat and can spellcast only cantrips or 1st level spells. Treat as fully awake thereafter.
  • Light sleepers will be aroused by hearing any non-stealthy stranger moving within one hex of their person, upon hearing their name hissed from two hexes away, or upon being touched. This last requires 1 AP expenditure from an outsider in an adjacent hex. Additionally, the sound of a weapon leaving its scabbard, a crossbow being loaded, an arrow whizzing past or any weapon contact will awake them. Light sleepers should be treated as fully awake at once.

Determining if a creature is a heavy, normal or light sleeper is as follows:
  • Magical creatures of all forms, including undead, faeries, creatures from the outer planes and dragons, should be counted as light sleepers. This group will also include beasts with an intelligence greater than 7 (average), along with animal felines and canines.
  • All other non-humanoid creatures should be counted as normal sleepers.

Humanoids are calculated as follows:
  • When known, add intelligence, wisdom and constitution to obtain a sum.
  • For monster humanoids where wisdom and constitution are not known, double the monster's intelligence and add the equivalent of the humanoid's probable strength. For example, a bugbear's intelligence is 8 and it's strength is considered to be 17. This produces a sum of 33. Where applicable, make estimates based on this principle.
  • For monster humanoids, add 1 point per hit die above the first. A bugbear would add 2 points.
  • For player demi-humans and humans, add 1 point per level.
  • Thieves, assassins and monks should add an additional 3 points.
  • Mages, illusionists and bards should subtract 3 points.
If the sum is 36 or less, the humanoid is a heavy sleeper. If the sum is between 37 and 45, the humanoid is a normal sleeper. If the sum is 46 or better, the humanoid is a light sleeper.

This system is deliberately designed to be prejudiced against humanoids, for game-playing purposes.


See Also,

Melee (combat)

Describes a state wherein creatures are engaged in hand-to-hand combat. It is presumed that whenever creatures are in combat, both sides are simultaneously attacking and defending, though for game purposes the actual resolution of the combat is turn based.

Melee is presumed to occur whenever combatants are adjacent to one another. In the example on the left, Albert and Bala are not in melee. They may throw things at each other, but it is presumed for combat purposes that they are not engaged in hand-to-hand combat.

If the two are combatants and Albert moves into any of the combat hexes immediately surrounding Bala, then melee has been established. Albert can move into 0104 and then into 0205, around Bala, without establishing melee, because this does not put Albert adjacent to Bala. In such a case, we can imagine the combatants moving in wide circles around one another, avoiding engagement.

However, if Albert tries to get to 0205 through 0204, he will be engaged by Bala in melee. Even if it is not Bala's turn, it is still presumed that Albert is engaged and must defend himself. He has placed himself into "melee." He must deal with Bala's threat either by remaining and attacking or by withdrawing in the same movement. However, there is a movement penalty (see below) for moving out of a melee hex. If Albert does not have enough movement to withdraw, he must remain and allow Bala to take an action.

The penalty for moving out of a melee hex is 1 action point (AP). It does not matter whether Albert chooses to move into another melee hex or into a non-melee hex. The penalty is assigned for the hex moved out of, not into. For example, if Albert wished to move into 0204, that would cost him 1 AP (the cost for travelling 1 combat hex in distance). Moving into hex 0304 would cost him 1 AP + 1 AP for the penalty of moving out of hex 0204. All told, it would cost him 3 AP to move those two hexes.

A combatant can force an enemy into melee simply by moving into an adjacent hex, even if they do not have enough AP to attack. For example, if Albert uses his last AP to move into 0204, then Bala would have to fight or expend the 1 AP penalty herself to retreat from hex 0303.

Combatants using weapons may not move into an opponent's hex, except when charging, overbearing or grappling. These are unusual circumstances; see the rules under these combat forms for how to resolve moving into an enemy's hex.

Note: in all cases, an unarmed opponent facing an armed opponent is considered to be engaged in a melee hex, while an armed opponent is not engaged if facing an unarmed opponent.

See Combat

Thief Combat Abilities

With every level, thieves roll a d6 to determine their hit points. At first level, characters are presumed to have rolled an ‘6’ on the die, starting with ‘full’ hit points. Thieves also gain hit points for their body mass, which is rolled by the DM.

Thieves are able to wear only armor fashioned without metal, including leather or padded armor, and leather gauntlets. They are not permitted to use shields or helmets.

Thieves begin with two weapon proficiencies. A new weapon proficiency is gained for every four levels above 1st, at 5th level, 9th level, 13th level and so on.

Thieves may use only those weapons described on the Thief Proficiencies table. Missile weapons, with thrown and hurl ranges, are shown on the Thief missile weapons table.



For additional notes regarding these weapons, see the Weapons List.

For missile weapons, thrown and hurl ranges are given below, in hexes:



Thus, if the fighter is throwing a dart at an opponent that is 10 hexes away, the range would be considered medium - but if a dagger were thrown at the same distance, the range would be considered long. Modifiers to hit due to range are as follows:

point blank = add 1
short = no adjustment
medium = subtract 2
long = subtract 5

See Thief

Swimming Combat

Due to recent changes in underwater combat mechanics, much of the content of this page is now out of date and needs rewriting. It is being left here as a placeholder until the content can be adjusted; it should not be considered accurate for the purpose of my campaign.

This page is meant to describe only combat that takes place on or near the surface of water by humanoids who are dependent upon breathing air. For combat that takes place completely underwater, see Submerged Combat.

Combatants who engage in melee while swimming must have one hand free, with which they can turn or maneuver themselves. The table on the right indicates the number of action points that must be used in order to move one combat hex. Thus a combatant with five AP and a 14 strength would be able to swim with one hand a distance of one hex, retaining enough AP to swing a weapon in the same round.

Combat progresses normally in water, though it is presumed that the combatant will be dunked by the effort of swinging a weapon. Dexterity functions normally. Weapons can be thrown but bows or crossbows cannot be effectively loaded or fired.

There is a severe penalty for striking with or hurling a weapon while swimming that equals -1 to hit per length of the weapon per foot. Obviously, weapons that require two hands cannot be used while swimming.

(content to follow)

See Combat

Wind Speed

Also known as wind force, the relevant speed of the wind and the effect that wind has on its environment, as demonstrated by the image below depicting the Beaufort Scale. In my game, wind speed is determined, along with other weather conditions, through the use of this weather informational system.

Wind effects on movement define the influence of wind upon ships of different sizes and forms.

Gales & storms can capsize small vessels, damage rigging and hulls, cast crew and equipment overboard and wreck ships.




See Also,

Sunday, February 25, 2018

Necrotic Damage

Necrosis is a form of bodily injury that results in the total death of living tissue by enzyme digestion. Because the body is not merely injured or the flesh ruptured, but completely dead, necrosis cannot be counted as a 'poisoning' of the flesh, nor a 'disease' - therefore, necrosis cannot be saved against as a poison nor cured as a disease. Furthermore, as necrosis is not a wound, the flesh surrounding the damage cannot be bound together by spells such as cure light wounds, cure serious wounds or cure critical wounds. These spells will only serve to close the body over the necrosis, while leaving the dead tissue under the skin where it can continue to spread and kill the body.

However, an aid spell will restore lost hit points to necrosis (though one must be a believer in the cleric's religion) as will a heal spell. Both healing salves and boric serum will be effective against necrosis.

Rest of any kind will have no effect whatsoever on necrosis-damaged hit points, nor will binding wounds. In fact, necrosis will have the opposite effect as rest, causing the affected creature to lose 1 hit point per level per day as the necrosis spreads through the body. Any necrosis damaged tissue that is left will continue to destroy health flesh at the same rate. This will continue until all hit points lost to necrosis are restored or the character dies.

Violet fungi, green slime, yellow mold and numerous other creatures cause necrotic damage.

See Damage

Mage Combat Abilities

With every level, mages roll a d4 to determine their hit points. At first level, characters are presumed to have rolled an ‘4’ on the die, starting with ‘full’ hit points. Mages also gain hit points for their body mass, which is rolled by the DM.

Mages may not wear any type of armor. They are permitted the use of a skull cap, which imparts no improvement of armor class, but will protect them against triple damage attacks against no helmet.

Mages begin with one weapon proficiency. A new weapon proficiency is gained for every six levels above 1st.

As mages have generally dedicated little or no time to the understanding of weapons, they are very limited in what weapons they are able to use. Following is a complete list of melee weapons which a mage may use:


For additional notes regarding these weapons, see the Weapons List.

For missile weapons, thrown (or hurled) ranges are given below:


Thus, if the mage is throwing a dart at an opponent that is 10 hexes away, the range would be considered medium - but if a dagger were thrown at the same distance, the range would be considered long. Remember that modifiers to hit are as follows:

point blank = add 1
short = no adjustment
medium = subtract 2
long = subtract 5

See Mage

Illusionist Combat Abilities

With every level, illusionists roll a d4 to determine their hit points. At first level, characters are presumed to have rolled an ‘4’ on the die, starting with ‘full’ hit points. Illusionists also gain hit points for their body mass, which is rolled by the DM.

Illusionists may not wear any type of armor. They are permitted the use of a skull cap, which imparts no improvement of armor class, but will protect them against triple damage attacks against no helmet.

Illusionists begin with one weapon proficiency. A new weapon proficiency is gained for every six levels above 1st.

As illusionists have generally dedicated little or no time to the understanding of weapons, they are very limited in what weapons they are able to use. Following is a complete list of melee weapons which a illusionist may use:


For additional notes regarding these weapons, see the Weapons List.

For missile weapons, thrown (or hurled) ranges are given below:



Thus, if the illusionist is throwing a dart at an opponent that is 10 hexes away, the range would be considered medium - but if a dagger were thrown at the same distance, the range would be considered long. Remember that modifiers to hit are as follows:

point blank = add 1
short = no adjustment
medium = subtract 2
long = subtract 5

See Illusionist

Saturday, February 24, 2018

Assisted Riding (mounts)

This describes characters who, while able to purchase a horse and sit astride the horse for transport purposes, has little or no useful in mastering a mounted animal, most likely because their class training did not include this training.

In effect, the individual is a passenger on a mount that is managed by someone else, either a trained rider or an individual walking ahead of the animal and leading it. The speed with which this can be done is no better than a walk with most animals. A horse can be permitted an ambling gait (see Horse Gaits). This makes travelling by animal from place to place possible, but in general not a the speed that might be managed by a group where all riders are skilled.

Some animals, such as elephants or camels, must be led, and cannot be managed by another mounted rider. Most animals, such as horses, ponies or donkeys, can be led by a different animal, with a rope tied to the animal's bit. Very large, highly intelligent or aggressive animals, such as oliphants, pegasi, garuda, hippogriffs or griffons cannot be ridden at all with assistance. In the case of these animals, training is necessary.

See Also,
Horseback Riding
Riding Animals & Mounts

Wounds

When 11 or more damage results from physical attacks - whether or not with edged weapons - the damaged creature is said to be wounded. In future rounds, until the wound is managed, the character will 'bleed' (internally or externally) hit points each round. Note that all attacks received in a given combat are treated individually - the combined total damage a creature suffers from multiple attacks in a single round is not considered to cause a wound.

For each multiple of 11 points done per attack, the wound that is caused will drain the character of 1 hp. Thus, an attack causing 11-21 damage would cause the creature to bleed 1 hp per round, but an attack causing 22-32 damage would mean the wound bled 2 hp per round. A wound from 33-43 damage would bleed 3 hp per round and so on.

Creatures may also receive multiple wounds from separate attacks. If a creature was struck twice for 13 and 15 hit points in two separate attacks, each attack would cause a wound and altogether the character would bleed 2 hp per round.

Wounds may be closed by healing magic or by the cantrip, close wound. Eating a goodberry will close a wound (multiple wounds would require multiple goodberries). A healing salve poured into a wound will also close 1 wound per point of healing the salve does. A healing spell of any kind (cure light wounds, cure serious wounds, cure critical wounds or heal) or an aid spell of any kind will close all wounds that the body has sustained, as will a paladin's lay on hands. Finally, wounds may be physically bound with bandages. See Binding Wounds.

Various creatures exist that cannot be effectively 'wounded,' including jellies, manifestations such as demons, devils and undead (who, not being alive, cannot 'bleed'), gaseous creatures, golems and creatures composed of various materials other than flesh and creatures that naturally regenerate.

No effort is taken with determining what part of the body wounded, as for gaming purposes this would add little value.

Note that the damage caused by bleeding does not figure into calculations for stunning, nor does bleeding affect a spellcaster's ability to concentrate.

See Attacking in Combat

Negative Hit Points

Describes the state of having a health expressed in less than zero hit points, which all creatures or combatants may possess inherently as a part of their biological units (BU). See Hit Points.

The presence of negative hit points differs depending upon whether or not the subject possesses an experience level. Those without a experience level are designated below as 'creatures'; those with experience levels are designated 'combatants.'

Combatants Without an Experience Level

For creatures that do not possess experience levels, death occurs at negative 4. This means that at -1, -2 and -3, the creature is still alive, though in increasing levels of distress. During combat, at -1 hit points, a creature will be panicked and will turn berserk if that is a part of their nature (bears, boars, norkers, etcetera). As well, at -1 hit points, the creature's strength, intelligence and wisdom (treat wisdom as equal to intelligence), as well as other stats if they are known, should be assessed at 30% below normal (treat as 7/10ths). Most importantly, a creature's action points (AP) are also lowered!

If a creature had an wisdom of 4 normally, at -1 hit point the creature's wisdom would be rated at 2.8.

At -2 hit points, ability statistics are reduced further (4/10ths of normal), so that the same creature would have a wisdom of 1.6. This will challenge the creature's consciousness, so that a wisdom check must be made based on its present wisdom. The creature would need to roll a 1 on a d20 to remain conscious.

At -3 hit points, ability statistics are reduced still further (1/10th of normal). As before, creatures must make a wisdom check if reduced to -3 hit points - but unless the creature has 10 or more wisdom normally, a wisdom check at -3 hit points will automatically fail and the creature will fall unconscious.

Note that if a creature has been reduced to -2 hit points, and makes its wisdom check and is subsequently reduced to -3 by damage, another wisdom check must be made.

Combatants with Experience Levels

Once a combatant has obtained sufficient experience to obtain first level (impossible for any combatant with less than a 3 intelligence), that same combatant will not be killed unless they are reduced to -10 hit points. Generally, reducing a leveled combatant to less than zero hit points works much the same as the description above - except that each negative hit point below zero reduces the combatant's ability stats and AP by 10%. Thus, in the example shown, the combatant's 18 wisdom drops by 1.8 as it drops lower in hit points.

Between -1 and -3 hit points, the combatant will be able to remain conscious, though all ability stats will be lowered and bonuses for strength, dexterity and so on will be lost. Note: constitution hit point bonuses should not be adjusted, however, though the constitution stat will be lowered. For game purposes, assume that loss of hit points due to constitution dropping is inherent in the damage the combatant has taken.

Once a combatant is lowered to -4 hit points, however, then a wisdom check must be made, based on the combatant's present wisdom. Like with creatures, combatants must also make a wisdom check every time they are struck for damage reducing them to -4 hit points or less. Moreover, once a combatant has been rendered unconscious, they must make a check against their wisdom so long as they remain below zero hit points, even if they are healed!

For example, Albert, who possesses an 18 wisdom, is struck for 5 damage and lowered to -4 hit points. He rolls a 9 on a d20, so he remains conscious - but as he is armored with chain mail and encumbered, at -4 hit points his AP has been reduced to 1 (fractions are ignored). Therefore, the most he can do is move away or attempt to attack, knowing he will not have a chance to hit until the following round (assuming action points can be spread over two rounds). Albert chooses to fall back one hex - but then he is hit again for 3 damage, lowering him to -7. Now he must make another wisdom check. He rolls a 6, one above what he needs, and falls unconscious.

As he does, however, Bala casts cure light wounds and touches Albert, restoring five of his lost hit points, bringing him to -2 hit points. Because his status has been altered, Albert makes another wisdom check. He needs a 14 to regain consciousness, but unfortunately for Albert, he rolls a 16 and remains unconscious. Resolved, Bala retrieves a healing salve and feeds that to Albert. Thankfully this gives him 2 more hit points, bringing his total to zero. Once Albert is at zero hit points, he automatically awakens without needing to make a wisdom check.

Partial Action Points

The DM may, reasonably, allow a combatant some ability to perform part of an action point depending upon what action is chosen. In the example above, when Albert is lowered to -7 hit points, even if he had succeeded he would only possess 0.9 action points. This should still be enough to express three spoken words instead of four, or perhaps drink a lesser part of a healing potion, getting a fifth of it inside him each round until the whole potion is drunk.

See Attacking in Combat

Hit Points per Die

The table on the right describes an adjustment for the number of hit points per die for creatures depending upon the weight.

I made a proposal for the importance of adjusting hit points for very large monsters based upon the unlikelihood of killing very large beasts by ordinary weapons. Earlier posts on the subject can be read here and here.

Below is a table that expresses a creature's total number of hit points based upon their mass, also known as biological units, or BU. See Hit Points. The total hit points/BU for creatures is based upon their weight, or mass. Thus, a goblin with typically 1 HD, weighing anywhere from 31 to 70 lbs, would have 1-4 hit points. A goblin of a tougher, hardier race, with a natural 2 HD, may have the same approximate body weight but more overall hit points: 2 x 1-4 hit points, or 2d4.

See Also,

Enlistment of Hirelings

[this needs a note about charisma]

For details regarding the relationship between characters and hired persons, see Hirelings.

Hirelings are paid per month, up front, before they participate in any activity. It is presumed for game purposes that player characters have some reasonable ability to determine the quality of persons applying to be hired, and that given the time and circumstances of the campaign setting that most persons are much more loyal and respectful than in the present day. As such, it is presumed that a hireling will not flee with their wages, unless the employer deliberately accepts hirelings of poor quality (see below).

When enlisted, hirelings will provide the base materials necessary to perform their jobs. For example, men-at-arms will provide their own armor and weapons; artisans will have the specialized tools necessary to perform their work; a rider will typically provide their own horse; a scribbler their own pens. However, it should be noted that permanent structures will not be made available by the hireling, such as laboratories, forges, ships and boats, office furniture and so on. These things will have to be provided by the employer.

Methods of Location

There are four basic methods of seeking persons who can be enlisted as hirelings:

Frequenting Inns & Taverns will cost characters 5 g.p. per day in bribes, drinks and other insundries, enabling them to interview enough persons to have a chance of locating reputable hirelings. By this method, the character makes a wisdom check. If the check succeeds, the enlistment of a hireling will be successful that day. The character may make an attempt to locate a hireling once per day, to a limit of one day per 1,000 persons (with a minimum of once) that inhabit the city, town or village, per month. This means that if a given city were to have a population of 8,000, the character could attempt to find hirelings in that city eight days out of every month, indefinitely. A city with more than 30,000 persons can be searched every day without fail.

Hiring a Crier will cost characters 20 g.p. per day. The crier being hired must be a local resident, who will carry the respect and trust of those who hear. A crier will drive potential hirelings to the character, freeing the character to act otherwise for the main part of the day. Hiring a crier will allow the character to make two wisdom checks per day, the success of each resulting in an enlisted hireling. Since criers are in high demand, a crier may only be hired once per 3,000 persons that inhabit the city, town or village, per month. Thus, in a city of 8,000 persons, a crier could be hired three times per month.

Posting Notices in Public will cost characters a flat outlay of 50 g.p. To do so, however, requires that the character be able to prove residence, have a writ of passage, be a member of a local guild or in some similar way show themselves to be a citizen of worthy standing. Over the space of a week, posting notices will enable the character to make one wisdom check per 1,000 persons that inhabit the city, town or village. Each successful roll will result in an enlisted hireling.

Hiring Agents to Seek Prospects will cost characters a flat outlay of 10 g.p. per prospect sought. No roll must be made, as the agents who have been hired will provide the enlisted hirelings as requested. The maximum number that can be enlisted by this method will be equal to one hireling per 500 persons that inhabit the city, town or village. An agent will take a minimum of two weeks to provide up to twenty hirelings, then an extra week over and above that for each additional twenty hirelings desired. Thus, to provide 100 hirelings would require six weeks.


Nature of Hirelings

When obtained, hirelings will typically possess a morale of 9 (several factors may adjust this number). Ability stats can be rolled, usually with 3d6. Most hirelings, those who possess one amateur skill (see Sage Abilities) will not have an experience level. All hirelings who possess an authority-level skill, a study or a knowledge field will have one or more experience levels.

Players who have successfully obtained more hirelings than they actually want will likely want lists of ability stats and personal skills that will enable them to choose the best candidates for enlistment. It should be assumed that characters cannot distinguish the difference between one potential candidate and another from a surface interview, and that the hireling enlisted was, in the opinion of the character at the time, the best person for the job. This will save enormous amounts of time.

Types of Hirelings

There are many, many varieties of hireling that can be hired. At the moment, this list is a placeholder for additional content to be added later. For the present, I will add a link for the one type that was requested by my campaign: the mercenary.

Poor Hirelings

Characters who are desperate for any hireling may choose to ignore their wisdom checks and merely accept any person who applies. The purpose of the wisdom check above is to enable the character to disregard an unworthy applicant ~ but the character may choose to hire them nonetheless, from desperation or from the surety of knowing the hireling cannot escape (for shipboard crew, for example).

In such cases, the hireling should be judged to have a base morale above nine. A d6 is rolled, resulting in a morale of 12 [1-3], 11 [4-5] or 10 [6].

Such persons will be of low character. Each day that they are required to work, the hireling should make a morale check ~ a failure will result in one of three possible effects. In each case, the hireling will have:

  • done something grossly incompetent, resulting in something of value being wasted or damaged. Roll randomly among items/materials the hireling regularly affects.
  • acted dishonestly, rolling a d20 on a list including theft of something worth less than 5 g.p. [1-5], drunkenness [6-9], deliberate failure to work or accomplish anything [10-17], lying in a way that causes someone else to act incompetently [18-19] or acting in a manner that allows an outsider to make use of tools, facilities or the name of the employer [20].
  • initiated an aggressive encounter with a co-worker, a guest of the employer, a tradesperson or other outsider, chosen by the DM. Such disputes will usually result in a minor fracas, a point or two of damage and potentially an unwillingness to participate together among co-workers, or a refusal to provide services by outsiders.


Hirelings of this type may have their morale improved by a forced situation in which they have to act in a positive manner. They will never, however, cease to be some sort of problem.

See Also,
Campaign

Friday, February 23, 2018

Standard Morale

[this needs a note about charisma]

A designation for the starting morale of hirelings or troops, prior to any experience with their leader or employer. Standard morale for most soldiers or hirelings is 9. Levelled persons have a standard morale of 8. Children younger than 15 have a standard morale of 10.

Soldiers in a standing army who receive a new commander will have a standard morale 2 points higher than their morale under their previous commander, so long as this number does not exceed 9.

Morale of disassociated non-player characters

Persons in authority who possess the ability to make policy within the municipality or state may be judged to have a standard morale of 3 where it comes to performing their duty. Such persons would never be hirelings, but would have hirelings of their own.

See Morale

Fighter Combat Abilities

With every level, fighters roll a d10 to determine their hit points. At first level, player characters are presumed to have rolled an ‘10’ on the die, starting with ‘full’ hit points. fighters also gain hit points for their body mass, which is rolled by the DM.

Fighters are able to wear any type of armor, including helmets and gauntlets.

Fighters begin with four weapon proficiencies. A new weapon proficiency is gained for every three levels above 1st, at 4th level, 7th level, 10th level and so on.

Fighters may use any sort of weapon:


For additional notes regarding these weapons, see the Weapons List.

For missile weapons, thrown and hurl ranges are given below, in hexes:


Thus, if the fighter is throwing a dart at an opponent that is 10 hexes away, the range would be considered medium - but if a dagger were thrown at the same distance, the range would be considered long. Modifiers to hit due to range are as follows:

point blank = add 1
short = no adjustment
medium = subtract 2
long = subtract 5

See Fighter

Fight While Immersed

For the purpose of these rules, "immersed" is distinguished from "submerged," in that the combatant is not fully beneath the surface of the water and still standing on the surface. If the character has no footing and is completely submerged, see Swimming Combat.

If the combatant is engaged in melee while immersed, that is standing in water that is above half-way up the character's calves, then both movement and the combatant's attack dice will be affected.

Penalties are adjusted at five points up the body: at the knees (mid-calf to knee-cap), at the hips (thigh to groin), at the torso (across the belly), at the chest (above the belly to the arm pits) and at the neck (submerged shoulders and up). In each case, use what seems the best description of the water surface as compared to the body. If the surface is below the level of the eyes, enabling the combatant to see, treat this as the neck. Immersion above the level of the eyes (and above the ability to push off the ground to temporarily gain vision), should be treated as submerged.

Adjustments to Movement

As parts of the body are immersed, a certain amount of the body becomes buoyant; additionally, movement through the water becomes a matter of pushing an additional weight of water in order to thrust the body forward, thus increasing the expenditure of action points (AP) for the combatant.

In the interest of establishing a universal impact on creatures of all sizes, movement through water (or thicker liquid) will be treated as an increase in encumbrance ~ or rather, a decrease in the base mass of the combatant due to buoyancy. Whether or not this is scientifically true (and I don't know that it is), the overall effect should be that the combatant's number of AP should fall as the combatant's immersion is increased.

This will mean that the character's encumbrance must be recalculated when entering the water for a loss in weight; it will also mean that the character's movement can be restored somewhat by dropping equipment once entering water. Below is given the amount of mass lost at each point of immersion, for this calculation:
  • Knees = 10% loss.
  • Hips = 25% loss.
  • Torso = 50% loss.
  • Chest = 80% loss.
  • Neck = 90% loss.

Note that the above movement can be counteracted while swimming; however, when swimming the character should treat their effective encumbrance mass at 5%, if they do not wish to sink or drown.

If the character is immersed in something thicker than water, then compare the specific gravity of the liquid with water and increase the loss of body mass by that degree. For example, quicksand has a specific gravity of 1.156, or 15.6% higher than water. This would mean that a character immersed to their belly would lose 57.5% of their body mass for encumbrance purposes, not 50%.

If, then, encumbrance was so much that the character had no AP on account of it, the character would drown in quicksand in a completely helpless manner. As well, if the character could not effectively unload their gear, due to their lack of AP, in order to reach an edge, while sinking steadily 1 foot per round, the character would again succumb.

Adjustments to Attack Die

If the combatant is fully submerged, the adjustment to attack dice is -8. Therefore, the effects of immersion are staggered to compare with this extreme. Attacks performed while sunk to the knees are done at -1; at the hips, -2; at the torso, -4; at the chest, -6; and at the neck, -7.

See Also,
Combat
Mariner Combat


Animal Friends

Druids that reach the 4th level and Rangers of 7th level of experience may, if they wish, call for 'animal friends.' For the purpose of clarification, in this article player characters with animal friends will be referred to as the 'Sire.'

This will be one or two animal creatures that, once called, will attach themselves to the Sire in a manner similar to henchmen. These animals will be wholly loyal and will be 'run' by the player - but they will be subject to morale checks like followers. Moreover, because animal friends are not as intelligent as most henchmen, there are limitations as to what actions they can take.

Intelligence

Animal friends will conform to four levels of intelligence, consistent with their having 1 to 4 intelligence points ('animal' or 'semi-intelligence'). The smarter the animal, the greater the animal's versatility. A complete list of animals and their intelligence can be found below. Note that all animals of any level of intelligence will come when called and show affection to the Sire.

Int 1: Animal Intelligence

These are animals driven by instinctive motivations - mating, rearing of young, finding food to consume and fleeing danger. They will be highly resistant to attacking other creatures unless cornered or protecting their Sire - in this case, the Sire. Because of that, they have a starting morale of 9.

Unless speak with animals is employed, friends of animal intelligence cannot be given complex instructions. They can be told to find food for themselves, to rest or to sleep. If it is an animal that can bear a burden or a rider, it can be told to hold still in order to be loaded or mounted. If the Sire is able to speak with the animal, however, it can be given a direct order (presuming it is something which the animal can do) that it will obey for three melee rounds. Once the three rounds have passed, however, the Sire must spend a full round acquiring its attention in order to give it new instructions. If the animal is beyond 40 feet from the Sire, however, it must be first called for, so that it can return to where it will be close enough to speak.

When not being given orders - and when the Sire is not threatened - an animal friend will tend to remain within 2 full rounds of the Sire (this would be equal to three times its normal movement rate per round, given that during the second round the animal will be moving at double speed). Very large animal friends may prove troublesome if not sent away at times when stealth is desired.

If the Sire's person is attacked (and the animal sees), then the animal will rush in and defend the Sire. In the case of very large animals, the Sire may suffer incidental damage on account of this action. In cases where the Sire is attacked, even if the Sire indicates otherwise there is a high probability that the animal will ignore the Sire (it must make an intelligence check to listen).

Int 2: Training Intelligence

These are animals that can be taught voice and gesture commands, so that directions can be given to the animal without the need for speak with animals. The commands that can be given include the following:
  • Attack. The animal can be directed to attack a specific individual until the designated creature is killed, the Sire calls the animal off or a morale check fails.
  • Guard. The animal will interpose itself between the Sire and attackers, defending against any attackers for as long as it is able (morale is improved by +1 by this command).
  • Fetch. The animal can be told to return a familiar object or person that has been placed or thrown by the Sire.
  • Home. The animal can be sent away to a specific location for safety.

Other instructions can be given to the Int 2 animal using speak with animals. Like Int 1 animals, Int 2 animals will seek to remain within 2 rounds and will rush in to defend if the Sire is in danger. To change the orders given to an Int 2 animal (either by voice command or through speak with animals), the animal must be within 40 feet; the time necessary will be less, only 3 action points.


Int 3: Comprehensive Intelligence

These are animals that will be able to understand human speech so that commands may be given without speak with animals. In all ways they will conform to Int 2 animals, except that the voice and gesture commands that may be give are unlimited, and only 2 action points are required to give them instructions.

Int 4: Intuitive Intelligence

These are animals intelligent enough to function as ordinary followers, able to act on their own much of the time without the necessity of being told to change targets, take up a guarding position or fetching things on their own, as well as a variety of other things. On the whole, the player is free to run these animals as though they are possessed of a mind all their own; however, once beyond line-of-sight of the Sire, these animals will seek to complete the task they are given and return as soon as possible.

Calling Animals

Druids may call new animals friends at 4th level and every three levels thereafter (7th, 10th, 13th, etc). Rangers may begin call new animal friends at 7th and every three levels thereafter. When determining the animals called, rangers are treated as three levels below their own. A 7th level ranger, therefore, would call animal friends equal to a 4th level druid.

For each calling, the Sire must use the table which corresponds to the environment where the calling is done. If the Sire wishes an animal from another environment, the calling must be suspended until that environment is entered. Animals may not be called from inside urban or heavily cultivated areas, nor from underground.

The following tables outline the animals found in each environment:

There is no requirement for the character to call animals if they are not wished. As well, if an animal friend is killed, a new animal friend may be called after three months of game time has passed.

See Also,

Druid Combat Abilities

With every level, druids roll a d8 to determine their hit points. At 1st level, druids are presumed to have rolled an ‘8’ on the die, starting with ‘full’ hit points. Druids also gain hit points for their body mass, which is rolled by the DM.

Druids are unable to make use of metal armor of any type (even studding or reinforcing metal, and are therefore limited to leather, wood or turtle-shell for their armor. Turtle-shell armor is equivalent to scale mail.

Druids begin with two weapon proficiencies. A new weapon proficiency is gained for every five levels above 1st.

Druids are more flexible in weapon use than clerics and have a greater range of weapons to choose from. Below is a list of weapons a druid may use:


For additional notes regarding these weapons, see the Weapons List.
Bolas are designed so that if thrown at humanoids, on an adjusted 20, the balls and rope will wrap around arms and legs; the creature so struck must make save vs. petrification or be helpless; otherwise the creature will be able to free itself in 2-5 rounds.

For missile weapons, thrown and hurl ranges are given below, in hexes:


See Druid

Thursday, February 22, 2018

Cleric's Combat Abilities

With every level, clerics roll a d8 to determine their hit points. At first level, characters are presumed to have rolled an ‘8’ on the die, starting with ‘full’ hit points. Clerics also gain hit points for their body mass, which is rolled by the DM.

Clerics are able to wear any type of armor, including helmets and gauntlets.

Clerics begin with two weapon proficiencies. A new weapon proficiency is gained for every four levels above 1st.

As Clerics have not dedicated long hours to detailed combat training, however, they are limited to weapons that are neither edged nor designed for stabbing. Following is a complete list of weapons which a cleric may use:


For additional notes regarding these weapons, see the Weapons List.

Bolas are designed so that if thrown at humanoids, on an adjusted 20, the balls and rope will wrap around arms and legs; the creature so struck must make save vs. petrification or be helpless; otherwise the creature will be able to free itself in 2-5 rounds.

For missile weapons, thrown and hurl ranges are given below, in hexes:


See Cleric

Religious Philosophy

Prior to becoming a cleric, an individual serves as a novitiate, following a thorough education that teaches them knowledge and the power to commit to memory teachings and prayers. It is this background that enables the cleric, upon reaching 1st level, to cast spells.

So long as a cleric does not rise up physically against others of his or her religion, and so long as they do not desecrate the holy articles, shrines and tenets of their religion, the gods care little for the day-to-day actions of clerics. Many clerics are corrupt, self-serving, greedy, lusting, cruel or callous, without this ever affecting their spellcasting abilities. Other clerics of the faith may seek to punish a brother who has made too many enemies … but the gods rarely concern themselves with the quibbles of mortals.

Clerics who have roused a god’s anger, through committing those sins described above (physical attacks against believers or desecration) will most certainly be ‘put on trial’ by their judges, the gods - which shall begin with a suspension of the cleric’s powers (the cleric shall become like a fighter). If the gods judge the cleric’s actions correct, atonement shall be offered. If incorrect, the cleric shall be excommunicated.

If excommunicated, a cleric may willfully join another religion. A particularly devastating attack at the former church may, or may not--in the view of the gods--render the cleric greatly desired, or strongly opposed by another religious order. This is for the DM, as the voice of the gods, to decide.

A new religion is unfortunately limited by the cleric’s previous knowledge. Once the one true God has been comprehended, paganism is impossible. An excommunicated pagan cannot change to any other pagan pantheon, since in fact all such pantheons are dominated by the same gods, known by different names.

Thus, a pagan, a Jew or a Moslem may become a Christian; Christians may become Moslem; a Catholic may become a Protestant, and vice versa; any religion may turn to Buddhism or Zoroastrianism. No other religious changes are possible.

Atonement, when it is allowed, shall take two forms:
  • first, to right the wrong that has been done, by rebuilding, remaking or replacing that which was desecrated
  • second, to redress the wrong done to another member of the faith, through service done to him or to his chapter or sect. This time of redress will typically last one year.

Clerics may wish to change their religion at will; they will be accepted by the new religion if it is a matter of choice; but the pathways are the same as those described above. It is 90% unlikely that the cleric’s first deity will accept him or her back into the fold after falling away, unless some special redemptive agency is involved.

Once a paladin has gained clerical spells, he or she must obey the rules described above, if they wish to continue to gain spells.

See Cleric

Bard Combat Abilities

With every level, bards roll a d6 to determine their additional hit points. At 1st level, bards are presumed to have rolled a '6' on the die, starting with 'full' hit points. Bards also gain hit points for their body mass, which is rolled by the DM.

Bards are limited in their armor types to padded, leather, studded leather or chain mail; they may not wear ring, scale, banded, splinted or plate armors. They are prohibited from using shields and great helmets, but may use normal helmets if they desire.

Bards are able to employ magic items that are normally employed by fighters and thieves. Bards begin with two weapon proficiencies. A new weapon proficiency is gained for every 3rd level above 1st. Below is a list of weapons a bard may use:

(List to be rebuilt.  See weapon proficiencies)


For additional notes regarding these weapons, see the Weapons List.

Bolas are designed so that if thrown at humanoids, on an adjusted 20, the balls and rope will wrap around arms and legs; the creature so struck must make save vs. petrification or be helpless; otherwise the creature will be able to free itself in 2-5 rounds.


See Bard

Wednesday, February 21, 2018

Paladin (class)

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Monk (class)

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Henchfolk

Henchfolk, sometimes Hench, are fanatical, personal attendants for player characters whose morale is beyond contestation. For this reason, it is not necessary for the DM to run henchfolk as non-player characters, as they will always act in the best and most serviceable ways for the benefit of the player character whom they serve. As such, the running of henchfolk is awarded to the player, who then best decides what the henchman does, without dispute from the DM. In this way henchfolk differ from followers and hirelings.

In effect, the henchman is then another player character for the player, though there are rules and conditions that apply to the acquisition, experience gained and associations that relate to the presence of the henchman in the campaign. Henchfolk are not subject to morale checks in any circumstances and will be willing to risk or even sacrifice themselves for the character whom they serve.


Acquiring Henchfolk

All characters of any class will receive their first henchman upon reaching 5th level. Thereafter, for all classes except for the druid (who begins to receive animal friends at 4th level), additional henchman will be gained for every 2 levels after 5th (at 7th, 9th, 11th, etc.). Druids will gain additional henchfolk for every 3 levels after 5th (at 8th, 10th, 13th, etc.).

In game, when the character of sufficient level enters a population center larger than 250 persons, the 'aura' surrounding the character will be so strong as to compel the attention of a 1st level character of as yet indeterminate class to approach the character and offer themselves as a henchman. Effectively, the new would-be henchman is struck dumb with awe at the character's obvious prowess and impressive demeanor, demanding an immediate and complete expression fealty. The character (non-player or player) agrees and the new henchman becomes part of their entourage.

For player characters, they are then empowered to roll up the new henchman, generating die rolls to determine the new stats for the character similar to the manner in which one would do for initially generating their first character. Unlike with the starting character, however, there is no minimum stat expectation. Players are permitted to generate six numbers for their stats, then consider whether they'd like to keep these numbers or attempt again. If the decision is made to attempt again, the first six numbers are discarded forever, so that the player must now accept the new numbers, regardless of how poor they may be.

Thereafter the henchman is created using all the same policies as an original character: select which stats to place the original numbers under, choose the character's class, race and gender, receive maximum on the first class die for hit points, no 1s rolled for hit points per additional levels gained, background generation and so on. In effect, the player rolls up a new character.

The maximum number of henchman that a character can acquire is limited by charisma, as shown on the right-hand table. As shown, every character has the benefit of gaining at least one henchman, regardless of how ugly or unpleasant they are (as the aura of success and ability promises adventure and excitement for the new henchman even if the liege is somewhat unpleasant).

Additional henchfolk can yet be gained, however, for henchfolk can gain henchfolk. If a character's henchman reaches sufficient level to acquire a henchman themselves, then the acquisition of the new hench progresses exactly as already indicated. It must be understood, however, that this new henchman is not a follower of the player's original character; to explain this, see the example below.

Ranking of Henchfolk

In the example shown, the player's original character, Aretha, is an 8th level mage. At 5th level, Aretha acquired Bertrand, a bard, and at 7th level she acquired Brigit, a ranger.

Since those acquisitions, Bertrand has succeeded in reaching 6th level. At 5th level, Bertrand acquired Caleb, a fighter. Brigit, in turn, has reached 5th and has acquired Corrigan, a druid.

So long as all the characters are present, they may run together as a party: Aretha directs her henchfolk and those henchfolk in turn direct their own henchfolk. However, the rules regarding the running of main characters and henchfolk do not allow Aretha to directly control Caleb - if Bertrand is not present to do so, then Caleb cannot be present either (he will be either attending Bertrand or off on his own - he owes no fealty to Aretha whatsoever).

Moreover, Bertrand and Brigit cannot run together if Aretha is not present to manage them both. The same is true for Bertrand and Corrigan, Brigit and Caleb or Caleb and Corrigan. In every case, without the henchman's direct liege, no other associations can take place in game. The various henchfolk may inhabit the same castle or sphere as the other characters when they are not adventuring, but they will not adventure together if the ranking characters are not present. However, note that Bertrand and Caleb can run together without Aretha; likewise with Brigit and Corrigan.

Which brings us to another important consideration: what happens if a ranking character dies? If Brigit is mauled by a dragon and perishes forever in the dragon's belly, what becomes of Corrigan? Presumably, the player has become attached to the character and does not wish to lose him.

When this happens, the henchman is downgraded in status to the rank of follower. This empowers the player to continue the character's presence in the campaign, though that presence is now tempered by those rules that apply to followers. Moreover, the experience that the character will gain may also be subject to reduction (see below).

Experience Gained by Henchfolk

When calculating experience following combat, the bonus x.p. that is awarded to the whole party is divided by 50% for henchfolk. This is intended to reflect that the leading characters are making decisions while subordinate characters are following orders.

For example, if Aretha and Bertrand were to enter combat and suffer damage, the 20 x.p. bonus per point of damage that they have received together would be divided by 1.5, not 2 (as would be the case if both were of the same rank of character). This means that if together the two characters took 3 damage, 40 points of the bonus would be awarded to Aretha and 20 to Bertrand.

Note that this applies only to bonus x.p. The usual amount of experience received for causing and taking damage is unchanged for henchfolk.

Henchfolk that are two ranks removed from the original character (Caleb and Corrigan, above) will have their share of the experience bonus reduced to 25% of the total number of shares. Those that are three ranks removed will have their share reduced to 12.5% and so on.

If, in the example above, Bertrand and Caleb adventure without Aretha, then Bertrand would be counted as a 'main' character and awarded 1 full share of the experience point bonus and Caleb would receive a 50% bonus.

Additional Discussion

Collecting Henchmen
Effects of Henchmen on a Campaign
Henchman Expansionism

See Player Characters