HEXES: Adventuring Hexes are 10 miles across. HORIZON: The horizon is 3 miles away at sea level. MOUNTAINS: Mountains can be seen from 100 miles away. Terrain Movement -------- -------- Clear, Trail/Road normal Forest, Hills, Desert, Broken Lands 2/3 normal rate Mountains, Jungle, Swamp 1/3 normal rate * "Normal" movement rate is found by multiplying Turn Movement by 2 to get miles traveled in a day. E.G. a character that moves a 9" can cover about 18 miles per day along a good road/trail or over clear, relatively flat terrain. A riding horse or light warhorse moves at 24" and could cover about 48 miles per day, at a normal riding speed over clear terrain or relatively level roads. Traveling by air (flying creature, magic carpet, etc) is found by doubling the usual day's travel at that speed(as with a horse). So, the miles traveled per day by a creature that flies at 18" would be: 18 x 2 x 2, or about seventy two miles per day. For swimming creatures or conveyances, the calculation would be the same as for air. * A forced march will allow the character to move 1.5 times their speed for the day, but will require a full day's rest afterward. * Chance of becoming lost if not following a road or natural feature such as a major river. Roll D6 at the beginning of each day (Or more often if necessary). Rangers and barbarians add a +1 to their rolls. Druids do not get lost when outdoors in normal conditions. Chance to become lost(D6) -------------------------- Clear Terrain = 1 Woods = 1-2 Swamp = 1-3 Mountains = 1-2 Desert = 1-3 * If lost, roll D8 to determine direction of travel (Characters will always believe they are traveling in the same direction). * Wandering Encounter Checks should be made at suitable intervals - typically once per each hex that the party is moving through. Roll a D6. An encounter happens on a roll of 6. If the encounter roll is positive, roll on the WM encounter chart for that area to see what type of creature is encountered. An "in lair roll" can also be made to see if the party has discovered a lair or just some of the lair's inhabitants out and about. Certain creatures, such as a Nixie, will always be encountered in their lair, while others, like Hobgoblins may have a large percent- age of its lair's inhabitants roaming about as raiding parties or on patrol. And Griffons or Centaurs may be found quite a long way from their lairs. In any case, a roll will need to be made to find how large the encountered party is. Note also that a surprise check may also be necessary for either or both groups involved in the encounter, depending on the circumstances. Roll Reaction Check (2D6). ** If a ranger or druid is leading the party, roll a D12 for monster checks. An encounter happens on a 12. At sea, roll once for a daylight encounter and once for night. Then roll to see during which watch the encounter happens (each watch is 4 hours). If the party is relatively stationary, one check during the day and one at night is generally enough. At night, a roll of 5-6 indicates an encounter. If an encounter occurs, roll a separate die to determine who's watch the encounter occurs on. If no watch is placed, PC's are automatically surprised and unable to respond for 1-2 rounds. Sighting Monsters: Players will see monsters at from 40-240 yards unless the monster has surprised the characters involved. In this case, the distance will be from 10-30 yards, within melee range. At night, the distance will be halved. * Wilderness areas/planets may have 1) atmospheres with corrosive or highly toxic effects, 2) areas of magical warping or chaotic effects and magical mutations 3) or areas which are radioactive to varying degrees. Areas of Radiation may cause mutations, illness, or death when passed through. The effects of radiation will depend upon the intensity of the radiation in the area and the CON of the individual. A person with a high CON is more likely to survive and possibly receive a beneficial mutation. Those of lower CON have a greater probability of death or of mutational defects. * Foraging: 2 in 6 chance per try. May try 3 times per day. Each try causes total movement for that day to be reduced by 1/4. Rangers, Barbarians, and Elves have a 4 in 6 chance. Druids are automatically successful under normal conditions. WATER TRAVEL AND COMBAT ----------------------- Boat, Sailing: Single masted boat, designed for lake or coastal use. Length 15 -45, beam 5 -15, draft 3 -8. Minimum crew is 1 sailor; Captain and crew may be hired. Capacity 20,000 cn. Canoe: Light wood frame with hides, canvas, or waterproof bark; designed for rivers and swamps. Length 15, beam 3, draft 1. May be carried by two people; encumbrance 500 cn. Capacity 6000 cn Galley, Large: Designed for oceans and large lakes. Length 120 -150, beam 15 -20, draft 3. Single mast with square sail. Standard crew is 180 rowers, 20 sailors, 50 marines, 1 captain. Capacity 40,000 cn plus crew. May have a Ram (1/3 additional cost) and 2 light catapults (bow and stern). Galley, Small: Similar to large galley, built for coastal and lake use. Length 60 -loo , beam 10 -15 , draft 2 -3. Standard crew is 60 rowers, 10 sailors, 20 marines, 1 captain. Capacity 20,000 cn plus crew. May have a Ram (1/3 extra cost) and 2 light catapults (bow and stern). Galley, War: Large two-masted galley designed for combat; often a flagship. Length 120 -150, beam 20 -30 , draft 4 -6. Standard crew is 300 rowers, 30 sailors, 75 marines, 1 captain. Always has a Ram, and one deck above the rowers with two light wooden towers (bow and stern) each 10 -20 square, height 15 -20. Capacity 60,000 cn plus crew. May have 3 light catapults. Longship: Designed for river, ocean or coastal use. Length 6O -9O , beam 10 -15, draft 2 -3. Standard crew is 75 sailors (acting as rowers and marines), 1 captain. 60 rowers needed for full speed. Capacity 40,000 cn. Sailing Ship, Large: Three-masted ship with 1 or more decks. Bow and stern are raised castles for better field of fire. Length 100 -150 , beam 25 -30, draft 10 -12. Standard crew is 20 sailors, 1 captain. May have 2 light catapults. Capacity 300,000 cn plus crew. Sailing Ship, Small: Very similar to Large, but with single mast. Length 60 -SO, beam 20 -30, draft 5 -8. Standard crew is 10 sailors,1 captain. Capacity 100,000 cn plus crew Cruising mph/ Vessel Miles/Day MOV/Round Hull Points AC ------ --------- --------- ----------- -- Canoe 18 6" 5-10 9 Galley, Lg 18/72 9"-12" 100-200 7 Galley, Sm 18/90 9"-15" 80-100 8 Galley, War 12/72 6"-12" 120-150 7 Longship 18/90 9"-15" 60-80 8 Riverboat 36 6" 20-40 8 Sail Boat 72 12" 20-40 8 Sail Ship, Lg 72 12" 120-180 7 Sail Ship, Sm 90 15" 60-90 8 Hull Points represent a ship's ability to remain afloat after sustaing damage. When a ship reaches zero hull points, it will sink in D10 rounds. Rams: A large or small galley may be fitted with a ram on the bow. It is useful for striking large targets, such as other ships and giant sea creatures. Small targets are impossible to hit; they may out- maneuver the ramming vessel. A Hit roll is made (as if the ramming vessel were a 1st level fighter), and maybe modified for weather, maneuverability, and other factors. If the ram hits, find the damage (hull points for ships, hit points for creatures) on the following chart: Small Galley ship 50-80 creature 3-24 Large Galley ship 60-110 creature 6-36 Catapults: A light catapult may be mounted on some ships. It can throw rocks or flaming pitch to 150-300 yard range, but not at any nearby target. A light catapult needs a crew of 4 for maximum efficiency. When operated by 4 crewmen, it fires every fifth round. A crew of 3 slows it to once every 8 rounds; 2, slows it to once per 10 rounds. One person cannot operate a catapult. It fires as a fighter level equal to the number of crewmen (e.g. 3 crewmen fire as a 3rd level fighter). Penalties may apply due to rough seas and other factors. A rock thrown by a catapult has an area effect (10 x 10 ), doing 3-18 points of hull damage. Flaming pitch will set the same size area afire, doing 1-6 points of hull damage per turn of burning. The flames will spread if not fought by several crew: 5 crew can put the fire out in 3 turns, 10 crew in 2 turns, or 15 crew in 1 turn. Pitch always burns at least 1 turn, regardless of the number of firefighters. RAMMING: Medieval ships were not generally ram equipped, but there is a possibility of running into ram-equipped vessels, so we offer brief rules for conducting a ram: 1. The ramming ship must have its mast lowered*. 2. Ramming Speed is Fast. 3. A ramming ship must immediately back oars after striking. 4. The rammed ship suffers from 10% to 60% damage, and there is a 25% chance that it is holed below the waterline and will sink in 3-18 turns unless patched. 5. Patching a hole below the waterline requires 5 turns of work by ten men, and there is a 25% chance the job will not hold, requiring another five turns to replace. 6. A vessel rammed in the side loses 20% of its crew, 15% must be rowers if the ship is oared; a vessel rammed astern or bow on loses 5% of its crew, none of whom to be rowers. 7. Ramming does not affect grappling. Repairs: Half the damage from any type of attack can be repaired if 5 or more crewmen are assigned to repair duty. The rate of repair is 1 point of hull damage per full turn of work. (Repairs at sea are makeshift; the remaining damage must be repaired at a port.) Attempts to put out fires and repair hull damage occur after damage for the turn is scored. Repair and fire crews cannot perform any other tasks. Each 10% of hull damage reduces speed by 10%, until repaired in port. Each 10% loss of rowers reduces rowed speed by 10%. SHEARING OARS OFF: Any vessel which passes alongside another vessel which has oars will shear these off, killing 50% of the rowers on that side of the ship. If the vessel shearing the oars is also a rowed ship, its own oars will be sheared off, with the same effect on rowers, unless orders specify that the oars on the side affected are to be shipped. A ship with sheared oars will be dead in the water for three turns, and thereafter it will move at one-half speed maximum. If it has its oars sheared again it will remain powerless to move by rowing. GRAPPLING: Whenever ships come within 1" of each other they may attempt to grapple. Each vessel has a 20% chance of successfully grappling. Assume grappled ships dead in the water. There is a 20% chance that a grapple can be cut. It requires only one man to grapple or cut a grapple. Allow three grappling attempts per ship to be made during any turn, and a like number of attempts to cut grapples. Once grappled, vessels may be boarded. Mermen: Swimmers will travel 15" per turn, and they have a 10% chance per 10 Mermen of grappling any ship which is within 1" of them. They may remain submerged indefinitely, but when underwater their move must be written. When on the surface they are subject to missile fire. If they grapple a ship they must be on the surface. A ship is slowed 2" for every successful grapple. Nixies: These creatures operate only in fresh water moving 9" per turn. It takes 40 of them to make a grappling attempt, which otherwise acts as a grapple by Mermen. Dragon Turtle: The most fearsome monster of the waters, it dwells in large rivers, lakes or the ocean. They are exceptionally strong, being able to lift any ship upon their back if they happen to come up under it. The Dragon Turtle moves only 9" per turn. The Dragon Turtle can breathe steam in an area like that of the fire of a Red Dragon. Their number of Hit Dice range from 11 - 13. It is in all other respects like dragons, except the Dragon Turtle cannot fly and moves at 3" per turn on land. VVater Elemental: A Water Elemental can prevent a ship from moving. It can overturn small vessels. ------------- A ship's movement rate given on the Water Movement Chart is for average sailing conditions. If the voyage is favored by steady winds and calm waters, the speed may be increased to as much as double the number given. If the seas are rough, or the vessel is becalmed, little or no progress might be made in a day! See the optional Water Movement Modfication Table for more details. If the optional movement chart is not used, the following simple rules should be applied: When sailing on seas or oceans, there is a chance that the weather will be unsuitable for travel. Roll 2d6 at the beginning of each day; a result of 2 indicates no wind, and a roll of 12 means gales or fierce storms. No Wind: Sailing ships (vessels without rowers) may not move, and must spend the entire day in the same area (hex). Rowed ships are never stopped for lack of wind; they are unaffected by calm weather. Gale or Storm: Results differ by the type of ship: Sailed ship: May either sit (80% chance of sinking) or run before the wind. Movement rate is triple normal, but in a random direction. If no coastline is reached during (triple) one day s movement, the maneuver is successful and the ship is safe. If the ship reaches a coastline or other shore, there is a 75% chance that it will be broken up trying to beach, and a 25% chance of safely finding shelter. Galley: Any vessel without sails has only a 20% chance of weathering a gale; failure results in the ship being swamped. If the galley is in sight of the coastline, check the coastal terrain. If it is clear terrain, the galley may beach before the storm hits. For all terrain, roll ld6: a result of 1-2 indicates that a safe beach or cove has been found. It is assumed that all characters know how to swim, unless some circumstance might prevent this knowledge from being acquired. Swimming movement is equal to one-half the distance that character may normally travel. Chart ----- 2 Becalmed. No movement except by oar. Oared movement reduced to 1/3 normal amount because of rower fatigue. 3 Extreme light breeze or beating before normal winds. Movement reduced to 1/3 normal. 4 Light breeze or quarter reaching before normal winds. Movement reduced to 1/3 normal. 5 Moderate breeze or broad reaching before normal winds. Movement reduced to 2/3 normal. 6-8 Normal winds. Normal movement. 9 Strong breeze. Movement is 4/3 normal (normal plus 1/3 extra). 10 High winds. Movement is 3/2 normal (normal plus 1/2 extra). 11 Extreme high winds. Double normal movement.* 12 Gale. Galleys have 80% chance of sinking. Triple normal movement in random direction. Roll ld6: * May ship water (galley 20%, sail 10%). Shipping water reduces speed by 1/3 until docking and repair is possible. Wind Direction is determined by rolling an eight-sided die: 1 = North, 2 = Northeast, 3 = East, 4 = Southeast, 5 = South, 6 = Southwest, 7 = West, and 8 = Northwest. EVASION ------- Difference in Speed Per Round Chance of Evasion ------------------- ----------------- pursued vessel is: faster than pursuer 80% 0'-30'/round slower 50% 31'-60'/round slower 40% 61'-90'/round slower 30% 91'-120'/round slower 25% 121+'/round slower 10% If the evasion attempt is unsuccessful, the pursuing ship starts at the distance it is spotted and begins to close the distance at the difference in rate each round. AERIAL COMBAT ------------- It is suggested that orders be written so that simultaneous movement is possible. Orders need only indicate the direction, length, and altitude gain or loss. Firing missiles is always allowable at the end of a turn unless the firer is meleed and unable to do so; it is there- fore unnecessary to record firing instructions. MOVEMENT: Straight Ahead: At the movement rate of the creature. Turns: The relative size of the creature dictates how many can be made during a move, and how many spaces (inches) must be traveled between each turn. Size categories are: Number of Turns Number of Spaces Category per Move between Turns ----------------------- ---------------- ----------------- Sprite, Large Bird, or 5 1 Large Insect Man, Flying Broom, or 4 2 Undead flyer Balrog, Cockatrice, or 3 3 Gargoyle Pegasus, Hippogriff or 6 3 Air Elemental Flying Carpet, Manticore, 4 4 or Wyvern Chimera, Dragon, Roc, 3 5 or Giant Insect Giant Reptile 2 6 Diving: Diving movement can be straight ahead or include turns. Altitude lost cannot exceed one-half the total movement distance of the creature (or thing), unless a Sharp Dive is indicated. A sharp dive allows the creature doing so to add 50% to his move- ment distance, but movement is straight ahead, and is at a rate of but one inch for every ten inches dived. Climbing: To climb the creature moves ahead the number of inches equal to the number of inches of height climbed. The cost of climbing is twice the number of inches climbed plus the number of inches equal to the "Number of Spaces between Turns" requirement, i.e. 6 (6") for a giant reptile. AERIAL BOMBING -------------- Bombing: If necessary this form of attack can be allowed, with the largest flying creature able to carry a bomb load equal to the missile from a large catapult, smaller creatures carrying proportionately smaller loads. Bombing runs must be in a straight line for the whole turn of movement, although diving is allowable. To determine where the bomb hits, roll a pair of six- sided dice, a score of 7 indicating a direct hit. Scores under 7 indicate a hit left and/or short of the target; while scores over 7 indicate a hit right and/or long of the target. For each integer removed from seven roll one die for the number of inches away from the target, i.e. a score of 4 is three integers removed from 7, so three dice are rolled for the distance in inches of the miss. A die is also rolled to determine where the bomb lands: 1, 2 it is left or right; 3, 4 it is left or right and short or long; and 5, 6 it is short or long.