PH Dungeon's Hyborian Campaign

Game Master P.H. Dungeon

A sword and sorcery campaign set in Hyboria, initially Shadizar Zamora, using the Barbarians of Lemuria Rules.


As per Juma's suggestion. I'll add rules posts here. If you wish to discuss any rules I post or ask questions feel free to do so in the discussion section.

Attack Rolls and Skill Checks When making attack rolls bonuses from careers don't apply. So Juma I would ignore the +2 for your gladiator career. Careers are mainly intended to be used for skill checks and your combat attributes + the linked ability score are used for fighting.

Skill check: 2d6 + Most applicable attribute + Most applicable career (if any) + circumstance mods.

Standard Melee Weapon Attack Roll: 2d6 + Str + Melee +circumstance bonuses

Standard Ranged Attack Roll: 2d6+Agi+Ranged+circumstance bonuses

You are also entitled to use a career rank as a bonus to damage in a situation where it seems warranted. For instance, Juma if you take damage you might be able to use your barbarian career rank as a damage bonus to the next hit you land to account for "rage." Likewise Ardeth has used his assassin bonus to damage in a few situations when he was making a sneak attack. Gladiator might be used when fighting in front of a crowd where you have spectators. Mercenary could be used when fighting in formation with an ally etc.. Bonuses to damage for careers will likely occur once or twice per battle for a PC. Not all careers are geared towards combat bonuses however, so some might never provide a bonus.

Armour:Armour has an AR which is the damage reduction provided by the armour, and ACR, which is the amount of coverage the armour provides. The higher the AR the better it protects. The higher the ACR the more of you it protects.

When you are hit by an attack roll a 1d10. If the roll is equal or less than your ACR the armour protects you and you reduce the attack's damage by the AR. If the roll is higher than your ACR the attack hit a non protected area of your body and does its full damage.

Two Weapon Fighting: When using a weapon in each hand a character can opt to add +1 to damage or +1 to his defense score. He can switch up the bonus as a free action during his turn. For example, if on your turn you declare you are using the +1 as a damage bonus, you cannot switch it to a defence bonus until the beginning of your next turn.

Critical Hits: When a character rolls 2 6s on an attack roll or skill check he scores a critical success. When this is an attack against a mook such a hit will always kill/incapacitate the enemy (no damage roll or amour check needed). Against an important NPC, as deemed by the GM, the attack will instead inflict an extra weapon dice worth of damage.

For example a critical hit with a scimitar would do 2d6+2+Str instead of 1d6+1+Str.

The effects of a critical success on a skill check will vary depending on the nature of the check.

Critical Failures: When a character rolls 2 1s on an attack roll or skill check he scores a critical failure.

On an attack roll this means that the character automatically misses and something bad happens as deemed appropriate by the GM. This will usually be something like falling prone, dropping a weapon, having a bow string potentially break etc..

On a skill check the effect will vary depending on the nature of the test. However, it can be assumed you really bunged it up.

Hero Points:

Hero points can be used in many ways. The following are the most common:

#1. Reroll a failed check

#2. Avoid a critical failure. In this case you still fail the test, but you don't suffer the additional side effects that would normally result from a critical failure. You are entitled to learn what the side effects of the critical failure would be before spending the hero point.

#3. Avoid an attack if the result of the attack will kill you. Once per combat you may spend a hero point to declare that an attack that would otherwise kill your character instead misses. You cannot spend a hero point to avoid taking damage from a hit that would not kill your character.

#4. Make a minor narrative declaration. You can propose a minor narrative declaration that might give your PC an edge. In some cases the GM might allow the declaration to pass without needing a hero point to be spent. In other cases the GM may allow the declaration and require you to spend the hero point. In some cases the GM might not allow the declaration at all.

For example: When in the labyrinth characters asked if there were rocks about that they could use as weapons. I could have said sure for a hero point, but instead I allowed it without the hero point spending because I figured that in a crumbling old labyrinth there would be plenty of debris. If you had asked for a old dagger I probably would have required the hero point to be spent. If you had asked for a scimitar I would have said no.

#5. Push yourself: A character may spend a hero point to do a little extra on his turn. You may not take an extra attack, but you might take the equivalent to an extra move action.

#6. Burn a hero point to save your character's life. If it looks like your character is going to die, the GM may choose to allow you to permanently burn a hero point to spare your character. If this happens you permanently have one less hero points.

Refreshing Hero Points: Hero points refresh about the equivalent to once every game session. In a php format this is a little hard to measure, but I will let you know.

Character Advancement:

Players can spend xp to advance their characters as they choose. A player can expect to earn around 3 xp per session. Attributes, Skills and Careers must be increased one rank at a time.

Max Attribute and Combat scores and Career ranks for humans= 5

Attribute Increase: Old Stat + New Stat (Minimum 1 xp)

Combat Ability Increase: New Stat +1 (Minimum 1 xp)

Increase Career Rank: Cost of New Rank +1. Buying a new Career at rank 0 costs 1 xp.

Buy a Talent: 3 xp

Buy off a Flaw: 2 xp

Increase Lifeblood: 2 xp per point of LB.