Chronicles of Arcania: B/X Homebrew game.

Game Master Peet

Lost in the desert! The party gets separated from a desert caravan during a sandstorm. Parched and starving, they stumble on a ruined city in the middle of the desert. The pyramid at the center of the city seems mostly intact, and they find a secret door leading inside...

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FIRE BEETLE NEST MAP

Initiative: Ana, Brathas.


The characters have hired on as guards for an annual merchant caravan that plans to cross the great desert to reach the fabled Golden City beyond. At the start of the adventure all characters are assumed to know one another (though not necessarily well).

Scope of the game: We will start with a specific module (The Lost City). When the module is complete I am willing to continue the campaign further if people desire.

Campaign World:

My Map of the "known World" section of Arcania is not complete, but here's most of it: ARCANIA MAP. The map is hexless (I thought it looked nicer that way) but you can see where the hexes are and they are about 60 miles per hex.

Some discussion of the world can be found here: ARCANIA on MYSTARA FORUMS

Character Generation:

Step 1: Roll 4d6 (drop lowest) six times, IN ORDER (STR, INT WIS, DEX, CON, CHA) for your scores.

Step 2: Pick a class (but keep in mind the options below which might influence your decision).

Step 3: You may swap your highest ability score with the score of a prime requisite for your class if you wish.

Step 4: Then you may reduce any of STR, INT, or WIS (as long as they are not a prime requisite) by multiples of 2 points to a minimum of 9 for that score; for each 2 points such a score is reduced, increase a prime requisite by 1 (to a maximum of 18).

Prime requisites by class are:
* Fighter: STR
* Magician: INT Always thought "magic-user" was a weak name for a class.
* Cleric: WIS
* Thief: DEX
* Dwarf: STR and CON
* Halfling: STR and DEX
* Elf: STR and INT (but STR may not be higher than INT)

(yes, demi-human races are classes in BECMI)

* Hit Points: all characters get an extra racial hit die which is 1d4 except for dwarves (and other races with CON as a prerequisite) who get 1d6. HD are rolled but reroll ones at chargen (not at later levels).

* Money: Start with 3d6x10 gp for all classes. I updated the equipment list a bit and some things used prices that are more AD&D (such as armor which has more variety). Players will have the opportunity to buy a pregenerated "fast pack" to save time picking equipment.

I have house rules for a lot of other classes if there is demand for them. Not all of them would be appropriate for this adventure. But
Consult me if you would like to play any of these:

Other Classes:

Humans:
* Shaman (WIS)
* Berserker (CON)
* Knight (CHA)
* Paladin (CHA)
* Hakomon (INT)
* Hunter (DEX)
* Dervish (DEX)
* Corsair (DEX)
* Mystic (WIS)

Demi-Humans:
* Rakasta (DEX and CHA)
* Lupin (STR and DEX)
* Lizard-Man (STR and CON)
* Gnome (DEX and CON)
* Alphatian (INT)
* Half-Orc (STR and CON)
* Half-Elf (WIS and DEX)

I would not recommend Knight, Paladin, Hunter, Dervish, Corsair, Rakasta, or Half-Elf for this adventure, but they do (particularly Hunter and Half-Elf) have abilities that could be useful if the campaign continues beyond the original module.

Fast Packs:
To speed up buying equipment, you can buy one of these "fast packs:"

PACK A (39 GP) includes:
Backpack, 1 Large Sack, Lantern, 5 Oil Flasks, Tinderbox, 12 Iron Spikes, Small Hammer, Waterskin, 1 week Normal Rations.

PACK B (35 GP) includes:
Backpack, 2 Large Sacks, 12 Torches, 3 Oil Flasks, Tinderbox, 10' Pole, 50' Rope, Waterskin, Mirror, 10 Bandages, 1 week Normal Rations.

PACK C (42 GP) includes:
Backpack, 4 Small Sacks, Holy Symbol (cleric) OR Thieves' tools (thief) OR 1 Vial of Holy Water (anyone else), 12 Iron Spikes, 50' Rope, Waterskin, 1 week Normal Rations.

Rules Links
MAKING A CHARACTER
EQUIPMENT
MAGIC AND SPELLCASTING
* 1st LEVEL CLERIC SPELLS
* 2nd LEVEL CLERIC SPELLS
* 1st LEVEL MAGICIAN SPELLS
* 2nd LEVEL MAGICIAN SPELLS
CHARACTER DEVELOPMENT
THE ADVENTURE
MAGIC ITEMS

Miscellaneous Rules:

EXPERIENCE: XP are "cashed out" only when the party returns to camp. If the party has two encounters before returning to camp, and one of the characters dies during the second encounter, then the remaining party members divide amongst themselves the experience gained from both encounters; the dead character does not recieve a "share" of the XP from the first encounter, even though he survived it.

Story awards may grant XP to individual characters but generally XP from an encounter will be divided up evenly amongst all who participated.

Characters do not need training from a more experienced person to go up a level, but they do need a night's rest, and will not level up until the end of the adventuring day.

TIME:
As in B/X time is measured in 10-minute "turns." Each turn is divided into sixty 10-second combat rounds.

Doing anything in the dungeon outside of combat, such as moving, searching, etc, generally takes at least 1 turn. Any encounter involving combat will also take 1 turn - the remaining time after the combat is over is consumed by binding wounds, cleaning weapons, retrieving ammunition, and possibly doing a search of the area if you haven't been there before.

MOVEMENT:
Your combat move is the speed you can move and still make an attack. In a combat round you may also move three times that amount and do nothing else (running). If you are engaged in melee you can only move safely away (withdraw) at 1/2 speed.

Your out-of-combat movement has two speeds: RECKLESS speed (which will be 30 times your combat move if walking, or more if you are running), which you would normally move when you know there are no traps, etc., or CAREFUL movement (which will be 3 times your combat move) which assumes you are proceeding very slowly and checking for traps, secret doors, mapping, and so on.

If you want to be searching for traps and secret doors along a passage, you don't need to specify this specifically; just say you are moving carefully.

SEARCHING:
The chance to find something is always a certain chance in 6. Finding secret doors or traps is 1 in 6 unless your class gives a better rating. This means that anyone can search for traps, but some classes do it better than others. Hearing noise is 1 in 6 or 2 in 6 for demi-humans and for thieves (only thieves get better by level). Rolls for searching are done secretly by the DM.

As you move carefully or complete an encounter somewhere the DM assumes you are searching unless you have reason to be in a hurry. So this is done automatically. However, if you want you can always check again.

DM: "The door is covered in blood, and there is a carved skull on the lintel as well as an inscription that says 'PREPARE TO DIE'. (rolling) But you don't find any traps."

Players: "Yeah.... let's check for traps again."

* The second time you are searching for something, you spend 1 turn doing nothing but looking for that specific thing.

* The third time you spend 1 hour looking (if nobody finds anything) or 1d6 turns if someone does find something.

* The fourth time you spend 6 hours looking (if nobody finds anything) or 1d6 hours if someone does find something.

* After that, attempts may be made once per game day and take the same time as above.

Checking for magic and trying to identify items (assuming you are not using an actual spell) follows the same rules as searching for things. It will normally be sensible that those who have a chance to detect magic will examine items in downtime to see if they are magical.

LANGUAGES:
Literacy counts as a language. Without it you can speak and understand speech but cannot read or write.

There are no alignment languages.

COMBAT:

* Natural 20: A natural roll of 20 grants a "bonus hit." This allows you to roll again, with one of the following results:
* * A: if your first roll was not a hit, you may add the new roll to your old one to see if you hit.
* * B: if you hit but did not down your target then roll again and another hit does damage to the same target (as in a critical hit).
* * C (melee only): if you hit and down your target then you may make a free attack against another adjacent target (as in the 3.5 version of cleave).

* Cover: in ranged combat each character that is in between you and your target grants a -1 penalty to hit, to a maximum of -4. Likewise soft cover grants a -1 penalty to hit for every 25% of the target that is obscured, to a maximum of -4. Hard cover grants an additional -1 penalty to the values above, but obviously 100% hard cover negates any chance to hit.

* Blindness: being blind is effectively the same as a target having 100% soft cover as the target is not visible. A blind creature that is aware of the presence of an enemy can attack at -4 to hit. Likewise, invisible characters can be attacked at -4 to hit if the enemy knows they are there.

* Other Modifiers: Attacking a target that has high ground gives a -1 penalty to hit. Attacking from the high ground gives a +1 bonus to hit. Attacking when exhausted gives a -2 penalty to hit, while attacking a target that is exhausted gives a +2 bonus to hit.

AMMUNITION:
Ammunition can always be retrieved as long as the party holds the field after a battle.

Thrown weapons are always retrievable unless there is something like a chasm for them to fall into. You don't have to tell me that you are retrieving them. The same applies for sling bullets.

Arrows and quarrels however will tend to break when they strike stone, so for simplicity's sake we assume that 50% of all arrows or quarrels are retrievablle after any battle.

NON-PROFICIENCY:
If you aren't trained in the use of a weapon, you can still pick it up and attempt to use it. Any attacks with a nonproficient weapon are resolved as if you are a 0-level Normal Man. At 1st level this will only be a -1 penalty but it gets bigger as you gain experience. Thrown objects like flasks of oil and rocks do not require any proficiency.

HEALING & INJURIES:
* Rest: you recover 1 HP per level for every night of decent rest you recieve (a night full of interruptions probably won't count). If you rest for the full day as well, you gain another 1 HP per level.

* First Aid: after a combat it is assumed you spend some time binding your wounds. First aid can potentially heal 1 HP after a battle where the patient was injured, but a person can only benefit from this a maximum of once per day per level of the patient, and only once per incident where the character took damage.

If clean bandages are available, first aid automatically works. If clean bandages are not avilable, the patient must make a health saving throw; failure indicates that no benefit is derived from that instance of first aid.

Note: purify food and water could be used to sterilise bandages that are immersed in water, but if you have a cleric spell available you probably are going to cast cure light wounds.

* Mortal Wounds: If a character is reduced to 0 HP or less, they are mortally wounded. The character may make a health save; success indicates that the character survives for 1 round, though they cannot do much; they can crawl 5 feet, attack with a dagger or a crossbow, speak a few words, or if they are standing they can stagger along at half speed (but risk falling prone). At the end of the round the character takes damage equal to the damage of the original wound that mortally wounded him, and he saves again to survive another round.

This means that if you make the save it is possible that you can be saved after being reduced below 1 HP, but it better be fast because you keep taking damage and having to save. This also means that you could encounter a guy at -60 HP who is beyond being saved by magical healing but still has enough life left in him to deliver 'one last message.'

POISON: lethal poison always does HP damage and can therefore be mitigated with healing even if the healing does not neutralize the poison. "Poison Damage" is always multiplied by the victim's Hit Dice, so a 3 HD character that takes 3 points of poison damage takes 9 HP of damage.

Poison always takes at least 1 round to have any effect. Normally it will involve multiple saves over time.

MISSILE WEAPON RANGES (IN FEET)
Missile fire has three ranges: Short (which gives a +1 to hit), Medium (no bonus to hit), and Long (-1 penalty to hit). In an environment with low ceilings, long range fire may not be allowed.

Weapon Type
Arbalest 5 - 100 / 101 - 200 / 201 - 300
Heavy Crossbow 5 - 80 / 81 - 160 / 161 - 240
Long Bow, Light Crossbow 5 - 70 / 71 - 140 / 141 - 210
Short Bow 5 - 50 / 51 - 100 / 101 - 150
Sling 5 - 40 / 41 - 80 / 81 - 120
Javelin 5 - 30 / 31 - 60 / 61 - 90
Spear, Dart 5 - 20 / 21 - 40 / 41 - 60
Thrown Object 5 - 10 / 11 - 30 / 31 - 50
(Thrown object includes daggers, flasks of oil, throwing axes, rocks, etc.)

SPECIAL ADVENTURE RULES

This adventure works a little differently than most adventures, because of the priority of finding food and water. I didn't want to post these earlier because they do give some spoilers.

The party has no food or water at the beginning of the adventure and acquiring these is a high priority. If they fail to find water and food soon dire consequences will result.

At the start of the adventure the party has been without food and water for one day, day and thus their thirst count and hunger count start at one point each (see thirst and hunger, below).

Experience:
Normally treasure is the primary priority for adventurers, but as a result of their lack of water they will only receive half the normal amount of XP for any treasure found (1 XP per 2 gp) until they find a renewable source of water, but until that point XP rewards will be granted whenever a source of water or food is found. Gold is nice but you can't eat or drink it.

Water provides 100 XP for each quart found. Food provides 5 XP per "half-meal" found (the amount of food that sustains a person for one day is divided into 3 "meals" or 6 "half-meals"). Once the party finds a renewable source of water, they gain a one-time award of 1000 XP but then food and water no longer provides XP, and treasure assumes its full XP value (1 XP per 1 gp).

Effects of Thirst:
Water: The effects of thirst on a character are calculated based on the number of days the character has been without water, and represents a water "defecit." The effects occur at the end of each day. The number of days that the character has been without water is called his thirst count. A character's thirst count acts as a penalty on all the character's to hit rolls, damage rolls, and ability checks. The thirst count also acts as a penalty to the character's maximum hit points. The penalty to hit points is equal to the character's thirst count times the number of hit dice he has. If the thirst penalty is removed, the character gets these hit points back.

If a character is ever reduced to zero hit points from thirst, he becomes comatose and feverish and will die in 7-12 (1D6+6) hours.

If a character's thirst count increases* to a value of 4 or above, the character takes thirst damage equal to one point of damage per hit die the character has. This works like normal damage and can be healed through the same means that normal damage is healed. Magical healing can heal thirst damage but will not reduce a character's thirst count, so eventually a character's thirst will catch up with him no matter how much healing he has at his disposal.

* Note that for a thirst count to be considered to have increased it must be at a higher level than it was at the start of the previous day. Effects that reduce a count for the day and then allow it to increase at the end of the day by the same amount or less do not count as an increase. Use the new result but round any fractions down.

The only way to truly remove thirst is to drink water. Drinking water will reduce a character's thirst count, and if he drinks enough it will also prevent his thirst count from increasing at the end of the day. A person ideally should consume one quart of water each day, but they can get along with less.

Effects of Hunger:
Food: Food is less vital than water but will gradually become an issue.

Hunger works like thirst, only it is less severe. Each day without food increases a character's hunger count by one. A person's hunger count acts as a penalty in the exact same way as thirst, but only one third (round down) of the person's hunger count acts as a penalty, so a hunger count of three is the equivalent of a thirst count of one. The party starts with a hunger count of one but will not take any penalties unless the count reaches three.

Food is measured in "half-meals." A person can remain reasonably healthy if they are on half-rations and that means three half-meals per day. Preferably though they will get three full meals per day, which is the equivalent of six half-meals. Note that it does not matter how frequently the character actually eats; he can eat his food for the day all at once or in little snacks over the course of the day. All that matters is the amount of food the character is getting.

If the food they eat is fresh, it will contain some moisture and will also count as water drunk. Three or more fresh half-meals in a given day will also count as a half-pint of water drunk. If the food is dried (such as most preserved food) then it will not help alleviate thirst.

Hunting: If a party kills a monster and then wishes to eat it the DM can assume that there are a number of half-meals of edible meat equal to the monster's hit points. Note however, that certain types of monsters are not suited to making meals. Any creature that is venomous or diseased gives the risk of poisoning or infecting someone who eats it.