"Welcome to Crest of a Star; these maps and other graphics are only for playing D&D type games. They are copyright and not to be used for other purposes. If you have them on your site, please remove them. Thank you."

"My maps are free. If you purchased them, you got scammed."
"Not for redistribution or resale. Hyperlinking from Pinterest or other such share sites is prohibited."





Posted

I have decided to make changes for this rule in the player’s handbook.

On page 10, left hand column, there is a chart I am modifying for my game world.

Int 15-16 70%, 14 to 22
Int 17 80% 16 to 24
Int 18 90% 18 to 36
Int 19 97% 20 to all

These are spell book amounts. The spells per day is a separate chart in this blog.


Author

Posted

Some Links

This not during combat. For combat movement.

1. movement           distance traveled
    rate         in 1 round       in 1 segment
     4"             40'              4'
     6"             60'              6'
     9"             90'              9'
    12"            120'             12'
 the rest of the scale should be obvious.

2. outdoors 1” rate = 1 mile walking for 8 game-hours a character can travel, subject to terrain, load carried, hostile forces, and the weather.

3. mapping a town, if the locals allow it, takes 1 turn per 90’. This is the same as dungeon mapping.


combat sequence

1. any surprise rolls are made.

2. if one group is surprised, the other acts.

3. If both groups are surprised, whomsoever’s surprise wears off first, acts.

4. Initiative is then rolled by each group. The group getting the highest on a d6 goes first. If both groups roll the same, reroll.

5. The first group to get initiative attacks first and then the other group does their attacks. Initiative is rerolled at the beginning of every melee round.

6. I will call your character’s name aloud when it is your turn for that character to do that character’s action.

   a. Tell me what weapon, spell, or device your character is using and
        and what monster/area you are aiming for.

   b. Unless a spell requires a to hit roll, I don’t require one.

   c. For weapon combat, roll a d20 and tell me what you rolled.

   d. I will make all of your character’s adds ( that include magic items)

   e. If I tell you that your character hit, you should automatically
      roll the damage dice for that weapon, etc. I will make any damage adds.

   f. No monster or character will fall down dead, or into unconciousness,
      until the end of the combat round. Unless the being hit takes massive
      damage or the hit is critical. e.g. 30 hit points done to character or
      monster with only 7 hp left.

   g. If a monster hits your character, I will tell you what damage your
      character has taken. No fair guessing… :-)

   h. combat grid used in this campaign:

       front         front          front
       front        Defender        front
       flank                        flank
       rear          rear/back      rear

      The second row of ‘front’ is for your character’s shield side.
      Otherwise its a flank attack. Flank attacks don’t get any shield adds.

   i. A frontal attack on your character’s shield side is vs.
      armour plus dexterity plus shield adds.

   j. A frontal attack on your character’s non-shield side OR the second
      frontal attack against your character’s shield side is vs.
      armour plus dexterity adds.

   k. A rear attack negates shield adds. If your character is surprised,
      dexterity adds are also negated.

   l. A rear attack is at +2 to hit.

   m. Prone, physically held, or stunned creatures are attacked at +4.

   n. Against a magically asleep, magically Held, paralyzed, or totally
      immobile creature, the hit is automatic.

   o. A thief attempting to backstab while in general melee is +3 to hit
      and no extra damage.

Horse purchases

In some locations a horse can be bought or rented. The rent is 5 gp for a one-way trip with a stable representative taking the horse back to the stable. Your character will be met at the same location for the return trip at a player requested time for an additional 5 gp. Don’t expect rental horses in the time of war, you are traveling further than 25 miles from the stable, or you are traveling beyond the borders of the nation where the stable is located.

A. first method of buying a horse.

An average light riding horse or pony; with saddle, saddle blanket, bit and bridle, small saddle bags, and horse shoeing labor for one game year at the stable of purchase; can be bought for one year. Cost: 75 gp I did this for those players that didn’t want to roleplay buying a horse.

B. Second, and referee assisted, method

Prices are for the animal only, a local area’s prices may differ.

size/type                 base price             base movement
——————————————————————————————————
donkey                      8 gp                     12”
horse, light riding        25 gp                     26”
     , light war           75 gp                     24”
     , medium war         110 gp                     18”
     , heavy war          150 gp                     15”
mule                       20 gp                     12”
pony                       20 gp                     12”


quality             price adj.     movement adj.     movement range
——————————————————————————————————
poor                – 50 percent   + ( 2d6 – 6)”     ( -4” to +2 “)
average             – —           + ( 2d4 – 5)”     ( -3” to +3 “)
good               + 100 percent   + ( 2d4 – 4)”     ( -2” to +4 “)
excellent          + 200 percent   + ( 2d4 – 3)”     ( -1” to +3 “)
superb             + 265 percent   + ( 2d4 – 2)”     (  0” to +4 “)

C. A third way

Draft Animals, horses, ponies, carts, chariots, and wagons
Pony chariots ? I am presuming halflings would use them. Certainly not humans.

                                       terrain                               cost
                                   ( 6 hours/day )         max load      cart/wagon
Vehicles/animal                 normal        rugged        gp wt        base      harness
Cart, small/pony                   8 miles       4 miles     3,500        75 gp       5 gp
    , small/light horse           10             5           5,500
    , small/medium horse          12             5           6,000
    , medium/pony                  6            zero         4,000       125 gp       6 gp
    , medium/light horse           8             3           6,500
    , medium/medium horse          8             5           7,500
    , medium/mule                 10             6           7,500

Chariot, small/pony 6 miles 3 miles 3,000 250 gp 30 gp , small/light horse 9 5 4,000 , small/medium horse 10 6 4,000 , medium/light horses 12 7 5,500 500 gp 55 gp , medium/medium horses 14 8 5,500 , medium/heavy horses 16 10 5,500 , large/light horses 12 7 5,500 750 gp 73 gp , large/medium horses 14 8 5,500 , large/large horses 16 10 5,500

Wagon, small/light horse 8 miles 3 7,500 110 gp 20 gp , small/medium horse 10 6 8,500 , small/heavy horse 12 9 9,000 , medium/light horses 9 4.5 9,000 210 gp 45 gp , medium/medium horses 11 7 11,500 , medium/heavy horse 13 8 10,000 , medium/heavy horses 14 9 13,500 , large/light horses 10 6 12,000 363 gp 75 gp , large/medium horses 12 8 13,500 , large/heavy horse 14 8 13,500 , large/heavy horses 16 10 15,000

‘horses’ in the above chart would mean 2 to 4 horses. I know a team of 6 or more horses/oxen could move larger loads, but this is for adventurers, not merchants.

A small chariot can carry 1 or 2 characters with a small amount of equipment. A large chariot can carry 2 characters plus a small stove and food storage. One or two horse chariots are usually drawn by heavy horses. Four horse chariots are usually drawn by draft horses. Four horse chariots look more like wagons than war chariots. Yes, I know the Hittites and others had 4 horse war chariots, but Crestar isn’t a parallel Earth. Wilderness proficiencies required for chariot, cart, and wagon use are: animal handling, animal lore, charioteering, plant lore, and land based riding. Wilderness proficiencies required for horse riding are: animal handling, animal lore, plant lore, and land based riding.

                                                                            gp wt carry
                        animal cost    move rate    saddle/etc.         normal  encumbered
draft horse              30 –  75 gp      12”          5 sp –  90 gp     4,000      8,000
horse, light riding      25 –  92 gp      26”         15 sp –   5 gp     2,500      4,000
mule                     20 –  45 gp      12”          1 sp –  10 gp     2,000      6,000
pony                     20 –  65 gp      12”          6 sp –   3 gp     2,000      3,000
war horse, heavy        150 – 548 gp      15”         70 gp – 300 gp     5,000      5,000
         , light         75 – 274 gp      24”         20 gp – 100 gp     3,000      5,000
         , medium       110 – 402 gp      18”         50 gp – 200 gp     4,000      6,500

Animal cost is determined by amount of training, which varies from average to
superb. Combat training is 100 gp extra.

=================================================================

listening at doors and hearing low level noises.

Tell me that your character wants to listen and roll a d20. Tell me the number that you rolled. Low numbers are best. I will tell you what your character hears. The thief ability is rolled by me. Loud noises will be heard by the adventuring group unless the group is talking, arguing, or the listeners are deafened due to combat, loud noises, etc.

Listening for a noise on the other side of a door or thin wall. The character(s) listening have to remove any head gear and place one ear on or near the door. The player then rolls a d20 as for listening for low-level noises.

number of          door         |         number of          door
listeners          width        |         listeners          width
=================================================================
   4                10'         |             2                5'
   3                 8'         |             1                4'
   2                 6'         |             1                3'
=================================================================



Author

Posted

Some Links

Reading and writing skills

Not mentioned much in the game books, but here is a quick chart for reading and writing in my campaign.

intelligence     reading level                             writing level
   10              basic skills                            basic skills
   11              can read books with simple concepts    can write fairly well
   12              can read basic scholarly works         can write basic scholarly works
   13              can read most scholarly works          can write most scholarly works
   14              can read all scholarly works           can write all scholarly works



Author
Categories house rules, Page 04

Posted

Some Links

Dwarf hair and eye color
dwarf, hill:                              dwarf, mountain:
    hair         eye                           hair          eye
    color        color                         color         color
      brown        gray                          light gray    amber
      brown        violet                        light gray    green
      brown        green                         silver        violet
      black        green                         silver        green
      black        violet                        silver        amber
      black        gray                          gold          amber
      gray         gray                          gold          violet
      gray         green                         gold          green
      gray         violet                        blond         amber
                                                 blond         violet
                                                 blond         green

Elf hair and eye color

elf, gray:                         elf, high:
    hair         eye                   hair          eye
    color        color                 color         color
      light gray   amber                 blond         green
      light gray   green                 blond         gray
      silver       amber                 blond         violet
      silver       violet                dark brown    green
      silver       green                 dark brown    gray
      gold         amber                 dark brown    amber
      gold         violet                gray          green
      gold         green                 gray          amber
      blond        amber                 gray          gray
      blond        violet
      blond        green

elf, valley:                       elf, wood:
    hair         eye                    hair           eye
    color        color                  color          color
      light gray   amber                  copper red     light brown
      light gray   green                  copper red     light green
      light gray   blue                   copper red     hazel
      silver       amber                  blond          light brown
      silver       violet                 blond          light green
      gold         amber                  blond          hazel
      gold         violet                 brown          brown
      blond        amber                  brown          gray
      blond        violet
      blond        green

Gnome hair and eye color
gnome, deep:                              gnome, surface:
    hair         eye                           hair          eye
    color        color                         color         color
      gray         gray                          pure white    gray blue
      bald         gray                          pure white    bright blue
      bald         dark brown                    medium white  gray blue
      bald         violet                        medium white  bright blue
      brown        brown                         light brown   gray
      brown        green                         light brown   violet
      gray         dark brown                    gray          gray
      gray         violet                        gray          green
                                                 gray          brown

Half-elf hair and eye color
half-elf (gray elf):                       half-elf (high elf)
    hair         eye                           hair          eye
    color        color                         color         color
      blond        green                         black         gray
      blond        gray                          black         hazel
      blond        blue                          black         green
      dark brown   green                         red           green
      dark brown   gray                          red           gray
      dark brown   blue                          red           violet
      gray         green                         dark brown    green
      gray         gray                          dark brown    blue
      gray         blue                          brown         brown
      light gray   amber                         brown         gray
      light gray   green


half-elf (valley elf):                       half-elf (wood elf)
    hair         eye                           hair          eye
    color        color                         color         color
      light gray   amber                         black         gray
      light gray   green                         black         hazel
      light gray   violet                        black         green
      silver       violet                        copper red    light green
      silver       gray                          copper red    light gray
      dark brown   green                         copper red    light brown
      dark brown   amber                         dark blond    green
      gray         gray                          dark blond    gray
      gray         blue                          blond         hazel
      gray         green                         blond         light green
                                                 blond         blue
                                                 blond         light brown
                                                 blond         gray

Halfling hair and eye color
halfling, hairfoot:                            halfling, stout:
    hair          eye                              hair         eye
    color         color                            color        color
      blond         gray (15% chance)                dark red     gray  (  2% chance)
      blond         blue (15% chance)                dark red     green (  2% chance)
      light brown   brown                            blond        gray  ( 15% chance)
      light brown   hazel                            blond        blue  ( 15% chance)
      light brown   green                            light brown  brown
      sandy         hazel                            light brown  hazel
      sandy         brown                            light brown  gray
      sandy         gray                             sandy        hazel
      brown         hazel                            sandy        brown
      brown         gray                             sandy        gray
      brown         brown                            brown        hazel
                                                     brown        gray
                                                     brown        brown

halfling, tallfellow:
    hair          eye
    color         color
      dark red      gray  (  2% chance)
      dark red      green (  2% chance)
      blond         gray  ( 15% chance)
      blond         blue  ( 15% chance)
      light brown  brown
      light brown  hazel
      light brown  gray
      brown        hazel
      brown        gray
      brown        brown
      brown        green

Human hair and eye color
human
    hair         eye                           hair          eye
    color        color                         color         color
      gray         green                         sandy         gray
      gray         blue                          sandy         ashen ( 2% chance )
      gray         gray                          blond         blue
      brown        brown                         blond         brown
      brown        green                         blond         blue
      brown        gray                          blond         jade  ( 2% chance )
      dark blond   green                         auburn        green
      dark blond   blue                          auburn        gray
      dark blond   brown                         auburn        hazel
      dark blond   violet                        auburn        brown
      black        gray                          auburn        rose   ( 2% chance )
      black        hazel                         russet        violet
      black        blue                          russet        green
      black        brown                         russet        hazel
      red          green                         russet        emerald ( 1% chance )
      red          brown                         brunet        violet
      red          gray                          brunet        brown
      red          copper ( 2% chance )          brunet        green
      sandy        brown                         brunet        gray
      sandy        green                         brunet        beryl ( 1% chance )
                                                 gray          violet



Author
Categories house rules, Page 03

Posted

Some Links

Some folks may think I had lots of house rules. I don’t believe I did. But I did use a typed booklet of how I understood the game rules to work. I know some folks see that as pretending to be official, but it isn’t. When I started reading the 1E books there was no one for me to talk to who was also playing the game. Internet accounts were not available to very many back then, and I wasn’t reading gaming magazines in 1979.


Magic items under Identify magic-user spell.

After reading over the Identity spell description, I saw that the exact number of pluses an item had would not be easily known. So I told players that a e.g a magic sword could be determined to have a vague number of pluses, but not the exact amount. So a magic sword with a +1 or +2 would be identified as a sword of few pluses. Three or four pluses was amagic sword of several pluses and 5 or 6 pluses identified as a sword with many pluses. I didn’t tell them until months later that many +6 items were unique. If a +6 sword, dagger, etc. ever broke, there was no replacement.

The same would be true for magic items with charges. A percentage range would be the result of Identify. If the percentile roll is close, a result within 10 percent of the total charges would become known to the caster of Identify. For every 10 percent higher than the roll needed, the range is wider. So an item with 50 charges, and 20 percent roll too high, would give a result of ’40-60 charges’. Rolls below the required amount, give more accurate results, but the exact number wil never be known. Unless the players keep track of how many times the item has been used, then it stops working. That count will be accurate.


Price lists for character purchases.

Magic items were never for sale to characters. Sometimes I might allow healing potions to be found in town for gold pieces, but that was rare. Most of the time I had a General Store typed up, a few times I just had a generic price list available for the players to read. I will include price lists for the various towns as I type up the dungeons.


Leading questions

What is a leading question ? Player, asks “what is behind that door ?” or “Are there any monsters behind the door ?” or “If my character hits the monster with a sword, will that cause damage ?”

If they didn’t have their characters do anything that would help them determine what is behind the door, that is a leading question. I don’t answer leading questions.


Movement, combat

My dungeons were shown to the players as floor tiles that were 2 inch by 2 inch squares representing a 10 foot by 10 foot area. We used 25 mm miniatures. I bought some tiles and made the rest out of old beige manila folders using a t-square and pencil. Then went over the drawn tiles with a drafting pen to make the movement squares more visible.

movement  items
rate      worn                              action possible
=====================================================================
15 inch   normal clothing, Bracers          move 4 or less, action
          of Defense, Monk, or Barbarian    move 5 no action
                                            run  6 and roll 4d6 vs. Dex
                                             if roll over Dex, fall down.
=====================================================================

12 inch any magic armour or mail, move 3 or less, action leather, elfin chain mail move 4 no action run 5 and roll 4d6 vs. Dex if roll over Dex, fall down.
=====================================================================

9 inch banded, chain mail, padded, move 2 or less, action ring mail, studded leather, move 3 no action thief with Boots of run 4 and roll 4d6 vs. Dex Elvenkind moving silently. if roll over Dex, fall down.

=====================================================================

6 inch bronze plate, field plate, move 1 or less, action full plate, plate, scale, move 2 no action splint, thief moving silently run 3and roll 4d6 vs. Dex if roll over Dex, fall down.

=====================================================================

4 inch encumbered 9 carrying max move 1 or less, action weight load for that move 2 no action character’s strength ) run 3 and roll 4d6 vs. Dex if roll over Dex, fall down. =====================================================================

Turning around takes one hexagon of movement.

1 hexagon = 3 and one-third feet. 3 hexagons = 10 feet.

A Barbarian can run or move 15 inch up to 9 game-hours out of every 24, if the character has taken no damage. The percentage damage taken of the character’s total hit points is the percentage decrease in the 9 game-hour time interval. e.g. A Barbarian with 45 hit points has taken 23 hit points in damage. 9 times 0.51 = 4.59 game-hours available at a 9 inch movement rate.

All other characters can move at a 15 inch movement rate for a maximum of 6 turns (thats one game-hour). After 6 turns, the character must drop to 6 inch movement rate for 4 game-hours of walking, or sleep for 2 game-hours, before returning to the 15 inch rate. If the character continues at 15” rate over the 1 game-hour limit, the player must roll 4d6 vs constitution per turn over the one game-hour limit. Failure means a total physical collapse. The character must then rest for 4 game-hours after reviving from 3d10 + 5 rounds of unconciousness. After 3 failures you must saving roll vs. Constitution with 5d6. This failure means the character will be in a coma for 3d6 + 2 turns. After the sixth failure, the player must SR vs. Constitution with 5d6. Failure this time means the character has died of heart and system failure.


Fumble procedure

levels that fumble:

  a.  1st thru 6th  level fumble on a natural 1 or 2 on a d20.

  b.  7th thru 10th level fumble on a natural 1 on a d20.

  b. 11th thru 23rd level fumble on a natural 1 on a d20.
       ( only 5 percent of the time )

  For multi-class, add up the levels, then use the above.
  The monsters use the same chart.

Critical hit procedure

If your d20 roll was a natural 20 and a hit, it is a critical hit. If the natural 20 was a miss, no critical hit occurred. If you get a critical hit, roll percentile dice, and I will tell you the visible results.


Game time explanations

A. components

   1. segment         6 game-seconds
   2. 10 segments     1 game-minute
   3. round           1 game-minute
   4. combat round    1 game-minute
   5. turn           10 game-minute

   6. There are about 24 game-hours in a game-day.
   7. The 12 game-months have 30 game-days each.
   8. The game-year is 366 game-days long.
   9. There are 2 game-festivals per game-year of 3 game-days each.
      They are called Lithe and Yule. For many nations these are
      major holidays. Lithe is between the 6th and 7th months.
      Yule is between the 12th and first month. Yule is the
      New Year’s Day equivalent and Lithe is the Midsummer’s
      Day equivalent for Crestar.

B. guide for the amount of game time necessary for standard events.

   1. door, search for mechanical traps         1 round
          , remove mechanical traps, varies     1-30 rounds
                   by complexity
          , opening, push or pull               1 segment per attempt
          , tie rope and pull open              1 round

   2. secret door, check for by tapping the
                   wall and listening for
                   echoes per 10’ × 10’ wall
                   section                      1 round ( regular search)

                 , same but more thorough       1 turn ( thorough search)


   3. room, map and casually search,
                20’ × 20’ area                  1 turn


          , same size, thorough search walls,
                       floors, map furniture,
                       etc.                     +1 turn

   4. movement thru a previously mapped area
       ( not including opening any doors )

      a. walking at a 9” rate takes 1 round per 90 feet

      b. running at a 9” rate takes 5 segments per 90 feet.
         ( roll vs. Dexterity only necessary once for each
           5 game-minutes)



Author


Privacy policy: I track IP addresses and pages looked at out of a vague curiosity to learn what pages are looked at on my site. After a set period, this information is deleted. No personal information is permanently kept.


[ Copyright © by Jim, 1980-2050. All Rights Reserved. ]

[ Except where noted, and where copyrights are held by others. ]