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Old 13th April 2009, 05:00 PM   #1 (permalink)
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B/X Campaign Development

I'm in the process of developing a B/X campaign, maybe to PBEM at some point. I'm going for pure vanilla:

• High Medieval
• Low Magic
• Humanocentric

Most people are Normal Men ("0 Level;" "Normal Humans"), a relative few are Fighters. Thieves are rarer. Spellcasters are rarer still. There are no socially-adjusted demi-humans. Otherwise, I'm mostly adhering to RAW, logically extrapolating from the rules to generate the setting. I might introduce some subsystems in order to cover specific gaps in the B/X rules; if I do, I'll keep them simple.

For some economic guidelines I'm thinking of using A Magical Medieval Society, and for some flavor points I may look later to Pendragon and Birthright.

I guess I'm just sharing the process. Any feedback is appreciated.


Fighters

I'd like to begin by looking at the Fighter class, as this always seems a sensible starting point. I'm taking cues only from the Basic Set and Expert Set (including the modules) to place the Fighter in its social context: every occurrence of the Fighter I could find is accounted for. This is as much to gain an authentic baseline as anything; there is nothing revelatory in any of this. The rules naturally generate certain clichιs.

Logical inferences to be later expanded upon and applied to the game world are in italics. The kingdom in which the main action will take place is mainly temperate in climate.
  • Berserkers A formal faction of warriors exists, the members of which become deranged in battle. They gather in small, leaderless bands.
  • Brigands Groups of unchartered mercenaries – archers and cavalrymen – prowl the land, taking what they will.
  • Caravan Guards Caravans link towns across perilous countryside; they are well-armed to deter robbers. Danger and prestige are associated with this profession.
  • Dervishes Warlike communes, led by fanatical holy men, are scattered south and west of civilized lands.
  • Men-at-Arms Professional soldiers retained on a long-term basis by cities, the nobility, guilds and the king/state. They enforce the will of local magnates.
  • Merchants This hazardous profession demands competent fighting skills.
  • Mercenaries Who differ from men-at-arms in that they have no permanent employer, and from brigands in that they have not yet resorted to plunder.
  • Nobles' Retainers Men-at-arms with noble patronage.
  • Nomads Fierce raiders of the steppes. They threaten the kingdom's western borders.
  • Pirates and buccaneers They infest the shallow seas of the south, disrupting commerce.
  • Traders Traders band together for safety to ply their wares on the frontier.
  • Tribal Warriors In less civilized societies, every man is a warrior.
  • Veterans Soldiers may be met on the road responding to some call to arms, or returning from their duties. See Men-at-arms.

And perhaps
  • Adventurers Unscrupulous freebooters who'll do anything for a few gold coins

Maybe I've interpreted things rather too gloomily, but the brigandage really sticks and evokes the Anarchy of King Stephen's reign to me.

A king at war with his barons seems like a good place to start.


Looking at the responsibilities of higher level Fighters in the Basic and Expert sets:

2nd Level (Warrior)
  • The leader of a gang of 20 brigands
  • An esquire to a knight
  • A sergeant in a company of caravan guards
  • An acomplished veteran
  • The leader of a company of 25 nomads
  • A corporal or sergeant in a company of men-at-arms

3rd Level (Swordmaster)
  • A noble (knight)
  • A grizzled veteran
  • A lieutenant in a company of caravan guards
  • The bailiff of a large castle
  • The son of a tribal chief
  • A captain of the guard or watch

4th level (Hero)
  • A brigand chief, leading up to 40 men
  • A leader among a nomadic tribe with up to 40 men
  • A tribal war leader
  • The leader of a gang of 40 pirates or buccaneers

5th Level (Swashbuckler)
  • A pirate captain
  • A great tribal war leader
  • A caravan guard captain, leading as many as 80 men
  • The lieutenant to a brigand lord, commanding 50 men

6th Level (Myrmidon)
  • The castellan of a large borderlands fortress with a garrison of 200 men

7th Level (Champion)
  • A buccaneer captain
  • A tribal war chief

8th Level (Superhero)
  • A nomadic clan chief
  • A pirate fleet commander

9th Level (Lord)
  • A buccaneer fleet commander
  • A brigand lord, leading up to 300 men
  • An adventurer who hews a barony from the wilderness

11th Level (Lord)
  • A pirate lord

Last edited by Sepulchrave II; 13th April 2009 at 06:17 PM..
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Old 13th April 2009, 08:30 PM   #2 (permalink)
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In similar vein.

Clerics

Acolytes Small groups of religious pilgrims and zealots wander the land. Some have established shrines. Sometimes, they are led by one who demonstrates supernatural powers.

1st Level (Acolyte)
  • Initiates of a sect dedicated to the powers of Chaos
  • Devotees who serve in the chapel of a borderlands fortress

2nd Level (Adept)
  • Magic-wielding initiates of a sect dedicated to the powers of Chaos

3rd Level (Priest)
  • A priest in an evil cult

5th Level (Curate)
  • The respected curate of a chapel in a borderlands fortress
  • A tribal witch-doctor

6th Level (Elder)
  • An ancient village shaman, blessed by the favor of his god

8th Level (Lama)
  • A high priest, counselor to a buccaneer or brigand lord.

9th Level (Patriarch)
  • The spiritual advisor to a nomadic chieftan
  • A mendicant priest who establishes a stronghold and attracts followers

10th Level (Patriarch)
  • A holy man who leads 300 fanatical warriors


Thieves

Bandits Gangs of outlaws ambush and rob the unwary

9th-Level (Master Thief)
  • One who has established a hideout and has attracted followers


Magic-Users

Mediums Those who practice magic.

3rd Level (Conjurer)
  • The teacher and leader of lesser mediums

8th Level (Necromancer)
  • The advisor to a nomadic chieftain

9th – 11th Level (Wizard)
  • A powerful spellcaster allied to a brigand or pirate lord
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Old 15th April 2009, 02:19 AM   #3 (permalink)
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double take

sure, i'd love to participate
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Old 15th April 2009, 08:01 AM   #4 (permalink)
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One thing you might think about is the number of "adventuring parties" out there. How many people who are of significant level aren't tied to the society?

Are there societies or technologies that might provide a fertile ground for leveled people? Any library of Alexandria or Hagia Sophia that might increase the average numbers of leveled people?

Any societal penalties for playing non-humans? Is that even an option?
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Old 17th April 2009, 03:56 AM   #5 (permalink)
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How significant are you making the demi-humans? Are they going to be available as choices or are you going to reskin them as different ethnicities?
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Old 17th April 2009, 07:12 AM   #6 (permalink)
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Quote:
One thing you might think about is the number of "adventuring parties" out there. How many people who are of significant level aren't tied to the society?
This is an interesting demographic. Vanilla doctrine says: Low. In frontier areas higher, although still a minority.

Quote:
Are there societies or technologies that might provide a fertile ground for leveled people? Any library of Alexandria or Hagia Sophia that might increase the average numbers of leveled people?
I'm not proceeding on the assumption that education = level, or necessarily that temporal power = level. I think that the notion of character level has an entirely different meaning (feeling?) in B/X, simply because mechanics of all kinds are less important.

Quote:
Any societal penalties for playing non-humans? Is that even an option?
No (to the second question). Demi-humans are "monsters."


The vanilla monster palette might look something like this:

Mythical Races
• Goblins
• Hobgoblins
• Bugbears
• Ogres
• Trolls
• Dwarves
• Gnomes
• Giants
• Elves
• Pixies
• Sprites


Mythical Beasts
• Dragons
• Lycanthropes (were-wolves, -bears and –boars)
• Harpies
• Basilisks
• Chimerae
• Cockatrices
• Gargoyles
• Griffons
• Giant hawks
• Hellhounds
• Hippogriffs
• Manticores
• Salamanders
• Unicorns
• Wyverns

Atavisms and Never-Weres
• Cave bears
• Sabretooths
• Neanderthals
• Stirges
• Dire wolves
• Mastodons
• Wooly rhinos

Animals
• Black bears
• Bats
• Boars
• Mountain lions
• Mules
• Rats
• Wolves
• Herd animals
• Hawks
• Horses

Undead
• Ghouls
• Shadows
• Wights
• Skeletons
• Zombies
• Spectres
• Vampires
• Wraiths

Conjured
• Elementals
• Invisible stalkers

Aquatic
• Mermen
• Nixies
• Whales
• Giant Octopus
• Giant Squid
• Sea dragons
• Sea hydrae

I'd use very simple elements to build with. But primarily human elements. (Oxymoron)

Last edited by Sepulchrave II; 17th April 2009 at 07:18 AM..
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Old 17th April 2009, 10:45 AM   #7 (permalink)
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Quote:
Originally Posted by Sepulchrave II View Post
I'm not proceeding on the assumption that education = level, or necessarily that temporal power = level. I think that the notion of character level has an entirely different meaning (feeling?) in B/X, simply because mechanics of all kinds are less important.
Not quite what I meant. Are leveled people a consequence of opportunity (you have been squired to a knight, you were accepted into the clergy) or inherent talent?

When Bruno picks up his threshing flail in disgust and convinces Abelard the scribe and Connor the villiage sneak that it is "high time we do something about this", is it that initiative that makes them leveled or is there something more required? Or, is this even a relevant question?

(These are the things I think about. Probably too much.)

How historical are you going to be? I think I remember you had a Saxon game for awhile. Is your theology going to be completely B/X vanillia with the three temples or are you going to tinker?
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Old 20th April 2009, 12:41 AM   #8 (permalink)
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I'll be following this thread with interest. In the unlikely chance that you're looking for more people for the PBEM, I'm way more awesome than all those other people. (Ahem.)

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Old 20th April 2009, 04:53 PM   #9 (permalink)
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Equipment - Armor

One of the reasons I like earlier editions of D&D is the combination of both weight and bulk in notions of encumbrance, although the execution is a bit sketchy sometimes. I'm dropping the 'cn' or 'gp' measure of encumbrance: Enc is just Enc.

Actual coins are assumed to weigh around 1/100 of a pound each, which is 1/10 of their RAW weight, but a bit less silly.

Note the 'tech' of the campaign does not quite support actual plate mail: pseudohistorically, it's no later than 1250.


Leather/Light
Includes cuirboilli, skins, hides, furs; maybe studded jacks and ringmail corselets.
AC 7; Cost = 10gp; Enc 150; Base Movement 3

Mail/Medium
Includes hauberks, haubergeons or byrnies with leather support, and other partial mails. Might include a light conical helm.
AC 5; cost = 40gp; Enc 300; Base Movement 2

Mail/Heavy
Full mail suit with hauberk, chausses, coif, mitons, pixane, armored boots and pot helm.
AC 3; Cost 100gp; Enc 500; Base Movement 1

Shield
Either a large, metal-rimmed round wooden shield or a knightly heater.
AC-1; Cost 10gp; Enc 100


Equipment - Axes and Swords

Most weapons do 1d6 damage; those which inflict more should be considered especially dangerous.

Swords
Swords are expensive: typically, only knights or seasoned professionals carry them. Viking swords and cruciform-hilt arming swords are corollaries; around 3 ft. long and weighing 2lbs or so.
Dmg 1d8; Cost 20gp; Enc 60

Two-Handed Swords
Unusually, individual warriors (e.g. Ash the Tall) may simply carry big swords. There is no bastard sword, zweihander, estoc, half-sword technique or other Renaissance development. They are simply big swords. Maybe around 4 1/2 feet long and weighing 3-4lbs. Such weapons would be rare and expensive.
Dmg 1d10; Cost 40gp; Enc 100

Shortswords
Shortswords are still swords, and are still expensive. More accessible to common soldiers, or as a secondary weapon for professional archers. Unlike longer swords, they do not necessarily carry connotations of nobility.
Dmg 1d6; Cost 12gp; Enc 30

Battle-Axes
Categorically two-handed weapons. Assume a haft 4 feet or more in length; the largest Viking axes, or axes such as those borne by the huscarls at Hastings.
Dmg 1d8; Cost 7gp; Enc 100

Axes
Smaller axes, including francisca-type throwing axes, one-handed melee axes, and knightly axes with more penetration.
Dmg 1d6; Cost 4gp; Enc 30; Range 10/20/30


Equipment - Spears and Pole Arms

Spears
Borne by warriors in backwards provinces, barbarians and peasant militias. A heavy one-handed spear for hurling or thrusting, around 6 ft. long and weighing 3-5lbs. Approximates to the pilum or angon.
Dmg 1d6; Cost 3gp; Enc 60; Range 20/40/60

Javelins
Darts and lighter spears with longer range; preferred by mounted irregulars and skirmishers.
Dmg 1d4; Cost 1gp; Enc 20; Range 30/60/90

Lances
Charging lances deal more damage than any other weapon.
Dmg 1d6 (x2 on charge); Cost 5gp; Enc 100

Pole Arms
Carried most often by heavy infantry, guards, watchmen and better-equipped militias. A variety of chopping and thrusting weapons, including boar spears, spetums, bills and glaives; note that later, more complex types (halberds, voulge-guisarmes etc.) are not available. Typically 6 to 8 feet long. Characters with pole arms always lose Initiative.
Dmg 1d10; Cost 7gp; Enc 150


Equipment - Other Weapons

Maces
Maces are relatively cheap and easy to make, and useful against armored knights. Peasant militias are sometimes equipped with them; mercenaries also favor them. Aristocrats may attach a certain stigma to them, but they are not above using them.
Dmg 1d6; Cost 5gp; Enc 50

Daggers
Ubiquitous.
Dmg 1d4; Cost 2gp; Enc 10; Range 10/20/30

Longbows
Yeoman's or freeman's weapon. 6-foot ash or yew bow with yard-long arrows. Professional longbowmen command good wages, as their skill is much sought after.
Dmg 1d6; Cost 20gp; Enc 30; Range 70/140/210. [20 arrows; Cost 2gp; Enc 40]

Crossbows
Assumed to be a lever-operated weapon (rather than an arbalest with a winch). Common footsoldier's weapon. Shoots every other round.
Dmg 1d6; Cost 20gp; Enc 100; Range 80/160/240 [30 bolts; Cost 5gp; Enc 30]

Shortbows
Also includes various horn and laminate composite bows which can be shot from horseback. Favored by hunters and nomads.
Dmg 1d6; Cost 10gp; Enc 20; Range 50/100/150. [20 arrows; Cost 2gp; Enc 20]

Slings, Staves and Clubs
Peasant militia. Ignoble weapons.

Last edited by Sepulchrave II; 21st April 2009 at 08:30 AM..
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Old 21st April 2009, 09:12 PM   #10 (permalink)
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Quote:
Originally Posted by Sepulchrave II View Post
Maces
Maces are relatively cheap and easy to make, and useful against armored knights. Peasant militias are sometimes equipped with them; mercenaries also favor them. Aristocrats may attach a certain stigma to them, but they are not above using them.
Dmg 1d6; Cost 5gp; Enc 50
Aren't maces traditionally symbols of kingship and authority? Or perhaps is that further along in the psuedo-timeline?
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Old 22nd April 2009, 07:14 AM   #11 (permalink)
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Horses

Exciting stuff, eh?

I got thinking about horses. The B/X rules have four kinds of horses detailed: mule, draft horse, riding horse and warhorse. I'm expanding them a little and tweaking them a bit, to get more of a range, and appealing to later rulesets (and Pendragon) to do it. Historical terminology (charger, courser, rouncy etc.) is sometimes rather fluid; I've fixed the niches of the horses somewhat artificially as a result.

• Extra damage upon charging with a lance is only gained when mounted upon a warhorse (charger, destrier, courser).
• If attacked, draft horses, palfreys and pack horses will always seek to flee. Riding horses must make Morale checks. Rouncys must make Morale checks only if injured.
• Warhorses and war ponies make Morale checks if reduced to less than half of their hit points.

Destrier (700gp)
The heaviest warhorses, strong enough to both wear barding and carry an armored knight into battle. Destriers are usually stallions, and only the wealthiest of knights can afford them. Encumbrance limit is 4500 at full speed / 9000 at half speed.
AC 7; HD 3+1; hp 15; Atk 2 hooves; Dmg 1d6/1d6; MV (50'); Save F2; ML 9

Charger (250gp)
Warhorses bred primarily for strength and aggression, typical of those ridden by knights and men-at-arms. Encumbrance limit is 4000 at full speed / 8000 at half speed.
AC 7; HD 3; hp 14; Atk 2 hooves; Dmg 1d6/1d6; MV (50'); Save F2; ML 9

Courser (250gp)
Lighter warhorses bred for both strength and speed; coursers have good endurance, and are also favored when hunting. Encumbrance limit is 3500 at full speed / 7000 at half speed.
AC 7; HD 2+2; hp 11; Atk 2 hooves; Dmg 1d4/1d4; MV (70'); Save F2; ML 9

Palfrey (250gp)
Riding horses renowned for their smooth gait and easy temperament, palfreys are neither fast nor warlike. Although likely to be of limited benefit to an adventurer, palfreys are nonetheless valuable commodities. Encumbrance limit is 3000 at full speed / 6000 at half speed.
AC 7; HD 2; hp 9; Atk - ; Dmg - ; MV (60'); Save F1; ML 6

War Pony (150gp)
Small but aggressive breeds of horse trained for war and favored by nomadic or barbarian types. Encumbrance limit is 3000 at full speed / 6000 at half speed.
AC 7; HD 2+1; hp 10; Atk - ; Dmg - ; MV (60'); Save F1; ML 9

Rouncy (125gp)
The knight's all-purpose riding horse, solid and dependable, and unlikely to panic at the sounds and smells of battle. Although they can be ridden into combat, characters with lances do not gain gain the weapon's special charge benefit. Encumbrance limit is 3500 at full speed / 7000 at half speed.
AC 7; HD 2+1; hp 10; Atk - ; Dmg - ; MV (60'); Save F1; ML 8

Riding Horse (75gp)
The typical riding horse. Less hardy than a rouncy and more skittish, but faster. Encumbrance limit is 3000 at full speed / 6000 at half speed.
AC 7; HD 2; hp 9; Atk - ; Dmg - ; MV (80'); Save F1; ML 7

Draft Horse (40gp)
Workhorses such as Shires, bred to haul heavy loads. Strong and with great endurance. Encumbrance limit is 4500 at full speed / 9000 at half speed.
AC 7; HD 3; hp 13; Atk - ; Dmg - ; MV (50'); Save F2; ML 6

Pack Horse (Sumpter) (20gp)
Ponies and other breeds used as beasts of burden. Those used to carry equipment for knights and men-at-arms are called sumpters. Generally, they prefer not to be ridden. Encumbrance limit is 2500 at full speed / 5000 at half speed.
AC 7; HD 2; hp 9; Atk - ; Dmg - ; MV (50'); Save NM; ML 6

Last edited by Sepulchrave II; 22nd April 2009 at 07:19 AM..
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Old 22nd April 2009, 10:52 AM   #12 (permalink)
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Nice. But don't you think there should be some distinction among shields? Should cavalry shields, bucklers and tower shields all have the same statistics?

And will you use any kind of NWP/skill system? Which one?


I would, of course, love to join this PBEM, if you've got space. Unless it's by invitation only?
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Old 23rd April 2009, 07:22 AM   #13 (permalink)
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Mercenaries / Retainers

As in other cases, applying hard categories is artificial; overlap between some categories (e.g. knights and men-at-arms) is ignored. The list will expand as I have the inclination.

General Notes
  • The minimum length of retention for mercenaries is generally one month; mercenaries hired for shorter periods require additional inducements.
  • Certain troop types are marked with an asterisk (*). These mercenaries may also be encountered as elite troops. Elite troops add +1 Morale and cost double the listed price to retain.
  • Retainers require no special hazard pay when routinely enforcing their employer's will: collecting taxes, intimidating farmers, administering beatings etc. If the retainers are required to engage in hazardous activities (such as warfare), double the cost. If they are repeatedly expected to place their lives in immediate danger, multiply the cost by x3, x4 or more.
  • Most retainers are assumed to possess their own arms and equipment. If the employer is required to equip the troops, cost should be reduced accordingly. Typically, halve the monthly cost to retain the soldier until the value of his equipment has been paid off: this may amount to 2 years of hazardous duty. At the end of this time, the mercenary owns his equipment and enjoys full pay.
  • Fanatic and berserk troops (who gain +2 Morale) are a special case. Fanatics are not generally available as mercenary troops, as their zeal is directed towards some specific religious or political goal or ideal. Berserkers' unpredictability make them a risky proposition at best.


Leaders
  • At least one sergeant or corporal (a 2nd-level Fighter) is necessary for every 20 regular troops, unless they are Armigers. Units which lack sergeants incur a –1 Morale penalty.
  • One captain or knight (a 3rd-level or higher Fighter) is necessary for every 50 regular troops (except Armigers). Units which lack captains incur a –1 Morale penalty; if the unit also lacks sergeants, these penalties stack.
  • 2nd-level leaders (esquires, sergeants and corporals) cost triple the gold of the base troop type to retain.
  • 3rd-level leaders (knights, lieutenants and captains) cost six times the amount of the base troop to retain.
  • Leaders higher than 3rd-level generally cost 50gp x level per month to retain, or more.

Armiger*
Morale: 9
Cost to Equip: 410gp
Cost to Retain: 20gp/month
Equipment: Heavy mail (100), sword (20), lance (5), shield (10), charger or courser (250), saddle (25)
Note: Armored aristocrats on warhorses. Those who make themselves available for mercenary work may be otherwise destitute, feuding with their relatives, have had their estates confiscated etc. Aristocrats have expensive appetites, and are the most costly type of retainer.

Heavy Horseman*
Morale: 9
Cost to Equip: 350gp
Cost to Retain: 10gp/month
Equipment: Mail (40), sword (20), lance (5), shield (10), charger (250), saddle (25)
Note: Mounted men-at-arms who are not armigerous; generally the best professional soldiers.

Mounted Auxiliary
Morale: 8
Cost to Equip: 220gp
Cost to Retain: 6gp/month
Equipment: Mail (40), sword (20), shield (10), rouncy (125), saddle (25)
Note: Support troops who follow through after the main charge, or medium cavalry who act in independent formations. If armed with axes instead of swords, reduce the cost to equip to 204gp.

Horsed Archer*
Morale: 7
Cost to Equip: 134gp
Cost to Retain: 6gp/month
Equipment: Leather (10), shortbow (10), arrows (2), shortsword (12), riding horse (75), saddle (25)
Note: Typically scouting and skirmishing units. Usually provincial, they are not the most solid of troops.

Mounted Steppes Archer
Morale: 8
Cost to Equip: 209gp
Cost to Retain: 8gp/month
Equipment: Leather (10), shortbow (10), arrows (2), shortsword (12), war pony (150), saddle (25)
Note: Fierce regional irregulars.

Mounted Skirmisher
Morale: 7
Cost to Equip: 127gp
Cost to Retain: 4gp/month
Equipment: Leather (10), 3 javelins (3), axe (4), shield (10), riding horse (75), saddle (25)
Note: Regular or irregular skirmishers who resort to melee only at need.

Armored Axeman*
Morale: 8
Cost to Equip: 229gp
Cost to Retain: 10gp/month
Equipment: Heavy mail (100), battle-axe (7), shield (10), shortsword (12), riding horse (75), saddle (25)
Note: Hobilars who will switch to shortsword & shield if circumstances warrant. Huscarls would be elite units.

Last edited by Sepulchrave II; 27th April 2009 at 07:11 PM.. Reason: Reduced cost of higher-level retainers
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Old 23rd April 2009, 08:08 AM   #14 (permalink)
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Simple House Rules I am Considering
  • Pole-arms are the only weapons with which you automatically lose Initiative (battle-axes and two-handed swords are reprieved).
  • Battle-axes receive an additional +1 "to hit" when charging. Overall, this makes them slightly more competitive vs. sword & shield, although still suboptimal.
  • Maces are at -1 "to hit" against (faster) light or unarmored opponents, but +1 "to hit" against (slow) heavy-armored foes. Maces are unwieldy but have high penetration. My nod to weapons vs. armor.
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Old 24th April 2009, 12:52 AM   #15 (permalink)
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Baron Opal Goblin Sharpshooter (Lvl 2)
It has always struck me as odd that if you take a dagger and tie it onto a long stick it takes longer to stab someone with it than when you started. I suppose, however, that you have to accomidate the fighter getting within the polearm's wielder's reach. And, we're talking about more than spears and pikes when we talk about polearms.

Any thoughts on hammers? Are those folded into the mace catagory or are you not worrying about them since there won't be an PC dwarves?
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Old 24th April 2009, 03:11 AM   #16 (permalink)
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Erm, what is B/X? Does it refer to something like basic D&D/expert D&D? Or is it something else entirely.

Regardless of what B/X stands for, based on Sep's awesomness as a DM as evidenced by his Story Hour, I have little doubt the campaign will be great. Hence, count me in too as interested in participating if a space becomes available!
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Old 24th April 2009, 03:41 AM   #17 (permalink)
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Quote:
Originally Posted by Sepulchrave II View Post
For some economic guidelines I'm thinking of using A Magical Medieval Society, and for some flavor points I may look later to Pendragon and Birthright.
Fief by Lisa J. Steele may be of interest for you as well. It duplicates some information from MMS; it highlights the rural point of view from the 9th to 13th centuries. A review is available. It has a couple of price lists for fines and priviledges.

Yes, B/X refers to the Moldvay Basic and Expanded rules for D&D. Alas, I only have the expanded rules and must pine for the basic book.
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Last edited by Baron Opal; 24th April 2009 at 03:43 AM.. Reason: Improved comprehension.
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Old 24th April 2009, 04:22 AM   #18 (permalink)
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Quote:
Originally Posted by Baron Opal
Are leveled people a consequence of opportunity (you have been squired to a knight, you were accepted into the clergy) or inherent talent?
When Bruno picks up his threshing flail in disgust and convinces Abelard the scribe and Connor the villiage sneak that it is "high time we do something about this", is it that initiative that makes them leveled or is there something more required? Or, is this even a relevant question?
I don't think that it's relevant. I don't know that pondering the hows and whys of character level and leveling outside of the PCs themselves is productive, as it lends an abstraction too much concreteness.

3e tended in the other direction, of course. There was a kind of implicit assumption that level had some objective reality. I'm not making a value judgment, btw - I love 3.x. But I've been hankering for freshness.

Quote:
Originally Posted by Asha'man
Nice. But don't you think there should be some distinction among shields? Should cavalry shields, bucklers and tower shields all have the same statistics?
I'd rather develop complexity in areas away from combat, aside from a few choice tweaks. The B/X engine has a beautiful simplicity, which naturally makes the game far more strategic.

Quote:
Originally Posted by Asha'man
And will you use any kind of NWP/skill system? Which one?
I'm still thinking about that one. Maybe something simple, with a d6. I'd base it on the Thief's "Hear Noise" ability by level; not my idea, btw. I stole it from someone at Dragonsfoot. I'll credit them properly when I find the link again. In the meantime, thank-you, whoever you are.

Roll d6. Skills would succeed on a 1-2 (at 1st and 2nd level), on a 1-3 (at 3rd thru 6th level) etc. I'm thinking very broad categories (Lore is one I keep coming back to; I can't think of any others, off the top of my head).

A big part of me would rather define skills during role-playing. You're a good armorer? You can counterfeit money? Expert falconer? Fine. I'll roll with that.

Quote:
Originally Posted by Witty Comeback
Aren't maces traditionally symbols of kingship and authority?
Uhoh

Quote:
Or perhaps is that further along in the psuedo-timeline?
Good thinking!

Honestly, I have no idea when the association began. I had an idea that it might be Roman lictors who carried them, but apparently they had bundles of sticks instead. Maybe it's a Carolingian thing? Could Google, but I'm lazy.

I know that more than a few peasant uprisings involved maces.

Quote:
Originally Posted by Baron Opal
Any thoughts on hammers? Are those folded into the mace catagory...
No picks/hammers, I'm thinking - no plate to penetrate. And big slecges are rather too fantastic.
Horse barding would be more cataphractoi-type than steel plates; or maybe just cuirboilli with a very heavy caparison.

Dunno about flails, tho.

Last edited by Sepulchrave II; 24th April 2009 at 04:46 AM..
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Old 24th April 2009, 08:14 AM   #19 (permalink)
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Quote:
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And will you use any kind of NWP/skill system? Which one?
Quote:
Originally Posted by Sepulchrave II View Post
I'm still thinking about that one. Maybe something simple, with a d6. ... Roll d6. Skills would succeed on a 1-2 (at 1st and 2nd level), on a 1-3 (at 3rd thru 6th level) etc.
I was thinking of something similar where all skills are 1d6 + Attribute bonus, target number 6. This maps fairly well to the open doors roll in AD&D with strength, for example. Elves would get +1 for searching for secret doors, &c.

I've been working on an AD&D campaign myself, and I have been slowly drifiting towards B/X or RC. I'm really annoyed by % Strength. If I want the complexities either I'll derive it myself or play 3 / 4 ed. (Which, likewise, I enjoy too. This is a second game for me.)
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Old 25th April 2009, 03:38 AM   #20 (permalink)
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Map

Still under construction, and subject to much tweaking. England and Wales show scale.
Attached Thumbnails
b-x-campaign-development-sketch.png   b-x-campaign-development-scale.jpg  

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