Wednesday, January 29, 2020

Long Forgotten Rome - Gwen and Ingrid's Character Sheets, Level 3





GWEN, Witch level 3
Abilities
Saving Throws
Armor Class
Languages. Latin, Greek, Syrian, Gallic, Britannish, Gothic; all witches can read the skins of serpents.

+5% Earned XP
STR
14
Paralyze
13
unarmored
DEX
11
Poison
13
Hit Points
CON
12
Breath
16
8
INT
14
Device
13
Attacks
WIS
13
Magic
14
1
CHA
6


* A demon (as Summon spell) appears as you pray, it will share your bed and serve you one day a month. (2HD snake demon, 12 h.p., armor as chain)
* Skin becomes scaly. +1 armor rating.
* You can desecrate a church merely by entering it, and if you fornicate in one it will begin to decay at a rate of 10'/day.
* Choose a spell from the Witch or Magic-User list that is within your Maximum spells per level. (2)
* Choose a spell from the Witch or Cleric list that is within your Maximum spells per level.
Spells: Calm Animal, Charm Person, Funeral Fog, Speak with Dead, Protection from Poison, Snakeflesh

INGRID, Amazon level 3
Abilities
Saving Throws
Armor Class
Languages. Latin, Scythian

STR
12
Paralyze
13
Plate + Shield
DEX
11
Poison
10
Hit Points
CON
13
Breath
13
16
INT
10
Device
15
Attacks
WIS
9
Magic
16
3
CHA
13
+1 to hit

* +1 attack (2)
* +1 to any 3 saving throws
* +2 to Intimidate, -1 to Charm
* 2HD boar companion (leather, 2 attacks, 8 h.p.)
* You do d6 + Str bonus damage unarmed. You go up one die each time you re-roll this.
* So long as you have 1 hit point, you gain d4hp from taking a drink of any strong spirit. However, with each drink after the first in an hour, you must make a successful Wis check to hit the right target when attacking. Re-rolling this result increases your tolerance—it will be 3 drinks before you must make a Wis check, then four, then five, etc.

Gwen's Inventory -- 2 daggers, 2 flasks of oil, 3 javelins, spellbook, backpack, waterskin, lantern, 3 small sacks, 1 large sack, 10' pole, saw, tongs, file, mallet, rope 50', 10 nails; Chillguard Parasol (+2 to saving throws versus cold, immune to effects of cold weather) and Journey Cloak (endure elements always active; protected from rainfall), 7 g.p.

Ingrid's Inventory -- backpack, waterskin, small sack; Heavy Armor, Shield, Spear, Dagger, Sword, Battleaxe, Long Bow, 25 arrows, 5 silver arrows, quiver; cold weather gear, a bottle of aged wine (4 drinks' worth), 62 g.p. 


GWEN'S SPELLBOOK
Miscast rules are from VaM and presented only in part. Don't wanna step on any toes.
Likewise, some of these miscast results are copy-pasted from Last Gasp Grimoire. As this is not a monetized blog and I'm using all this for my own personal record-keeping, I don't think anyone will mind, but I'm not trying to plagiarize anyone, either. Likewise, the Witch and Amazon classes, and some of their abilities, come from the book Frostbitten and Mutilated.

Calm Animals. This spell soothes and quiets normal animals, which renders them docile and harmless. Only creatures with Intelligence ratings of 1 to 4 (in other words, animal- or semi-intelligent creatures) can be affected by this spell. The caster can calm 2d4 Hit Dice of animals, plus 1 Hit Die per level, so a 4th-level priest could affect 2d4+4 Hit Dice of creatures. The caster can affect any animals he wishes to within the spell’s range, but all the subjects must be of the same species. The subject creatures are not allowed a saving throw unless they have magical powers, abilities, or are clearly not entirely natural; a priest could calm a normal bear, war dog, or wolf with little trouble, but it’s more difficult to affect a winter wolf, hell hound, or owlbear. While under the influence of this spell, the affected creatures remain where they are and do not attack or flee, unless they are attacked or confronted by a significant hazard such as a fire or a hungry predator. Once roused, the spell’s magic is broken and the animals are free to act in whatever fashion they normally would. Note that creatures affected by this spell are not helpless and defend themselves normally if attacked. Range 12”

MISCAST
1. All of the animals turn into poisonous 1HD serpents. They’re hostile and immune to charm.
2. The caster catches lycanthropy and becomes a were-animal of the same type she’s attempting to calm. The spell succeeds, and the caster’s lycanthropy incubates and manifests itself under the next full moon. The caster can’t be physically harmed except by silver weapons, but loses control of herself for three nights during the full moon and
3. The animals are all affected by berserk, homicidal mania directed at the caster.
4. Spell succeeds, but the caster’s ability scores are randomly rearranged.
5. All of the animals permanently transform into mature oak trees. If this happens in a dungeon, this might cause some structural problems.
6. All of the animals fuse into a horrible Cronenberg monster. It’s HD are equal to the total hit dice of the animals fused; it moves at a rate of 10 feet per round and it wants nothing except the violent destruction of the spellcaster, followed swiftly by its own death. If the animals are small, they cronenberg into a medium-sized creature if there are less than 20 of them; if the animals are medium-sized, they cronenberg into a large creature if there are less than 5 of them. Otherwise, they turn into a huge, horrible, blobby, oozing monstrosity that crawls slowly forward on crappy withered limbs.

Charm Person: This spell applies to all two-legged, generally mammalian figures near to or less than man-size, excluding all monsters in the “Undead” class but including Sprites, Pixies, Nixies, Kobolds, Goblins, Orcs, Hobgoblins and Gnolls. If the spell is successful it will cause the charmed entity to come completely under the influence of the Magic-User until such time as the “charm” is dispelled (Dispel Magic). Range: 12”.

MISCAST
1. Reroll your Charisma score; spell fails.
2. Spell succeeds, but for some reason everyone’s hair color gets randomly switched up. Affects everyone within 15 feet of you. See p. 157 of that games journal.
3. Spell succeeds on everyone within earshot (roughly d10+30 feet of caster). Including caster. If
4. You accidentally charm the god which inhabits an inanimate object on the target’s person. How that manifests is this – that object leaves the target, hopping at a rate of 10 feet per round, with whatever consequences that entails playing out how the DM sees fit. That object can’t harm you.
5. You accidentally cast Cause Fear instead (use 3rd Ed rules)
6. Everybody within 10’ saves or starts puking out snakes. Lasts d6 rounds/minutes, and pukers take d4 damage

Funeral Fog: You summon a cloud of thick fog which carries the stench of death with it. It covers an area with a radius equal to your caster level times 10 feet. The fog can’t be seen through, and light sources create only a faint, exaggerated silhouette of anyone in the fog. Creatures unaccustomed to the stench make attack rolls with a -2 penalty. The target of any attack inside the fog is randomly determined, although a creature with an obvious silhouette may be twice as likely to be hit if it’s targeted. All damage within the fog is multiplied by the caster’s level. For first level casters, roll damage twice and use the higher result.

MISCAST
1. Wrong fog! This fog is thick like being underwater, halving all movement within it and halving all damage caused by physical attacks.
2. The fog is hyper-effective. Every attack hits, and every hit is instantly fatal.
3. Everyone in the fog effectively has superpowers, with 25 Constitution, Dexterity, and Strength (+7 Modifiers).
4. All damage caused inside the fog does not take effect immediately. It is instead “banked” and will take effect all at once when the spell ends. The total points of damage will also be “broadcast” out beyond the original spell area, affecting others until the damage is all assigned.
5. Damage that anyone takes in the fog affects everyone in the fog.
6. The fog causes damage to be reflected. Damage done by attacks within the fog is normal, but the attacker suffers this damage as well.

Snakeflesh. You touch a willing creature. For the next 24 hours, the target’ skin has a blue-green scaly appearance, and the target’s armor counts as chainmail. The target’s movement isn’t slowed or impaired in any way by this enchantment.

MISCAST
1. The ritual succeeds, but part of the target's body withers and falls away to enhance their sleek silhouette, roll a d6: 1: An entire arm. 2: An entire hand. 3-4: d6 fingers, target's pick. 5: An entire foot. 6: An entire leg.
2. Spell succeeds, but a little too well. The target's torso elongates, their legs shrivel and twist about one another, fusing, scales push out like growing fingernails, leaving the target with the lashing lower body of a giant serpent. At least the buff is permanent, also.
3. The ritual succeeds, but the next time they sleep the target must save vs. Poison. If they fail, their body slowly transmutes and slithers away throughout the night until there is nothing left of them but a dry outer skin.
4. Part of the target's skin peels back as if it were trying to renew what lies beneath, but all that lies beneath is bleeding muscle. Take d6 damage. Spell fails.
5. The ritual succeeds, but an incredibly long snake tongue permanently glides in and out of the site of the wound (or other part of the body if there was no wound). It is perfectly linked to the target's sensory system, tasting the air for them, making it harder to be surprised, and easier to find things by scent.
6. The ritual succeeds, but the target's skin grows dry and cracked, flaking away to reveal beautiful iridescent scales. They find themselves able to squeeze and compress themselves through anything big enough to fit their head. They’re permanently treated as though they’re wearing leather armor.

Protection from Poison. You touch a willing creature. For the next 24 hours, the target rolls 6d6 instead of 3d6 when attempting a saving throw against poison.

MISCAST
1. Spell succeeds, but the target's torso elongates, their legs shrivel and twist about one another, fusing, scales push out like growing fingernails, leaving the target with the lashing lower body of a giant serpent. Just like with the Snakeflesh spell, the target gets a permanent chainmail buff.
2. Spell succeeds. A plant grows in the caster's stomach. One night per week d3 dry black tendrils emerge from the caster's orifices and bear glossy plump deep purple fruit. In the centre of the fruit is a small black multi-limbed figure in a foetal position, of the same consistency as the fruit.
If the caster has been acting immorally the fruit is sweet and grants increased Strength, Dexterity and Intelligence, with a 25% chance of addiction. If the caster has been acting morally the fruit tastes of ash and salt and induces extreme paranoia and jealousy.
3. Spell succeeds, but caster and/or target have Black Blood: Strength increases to 18 and they fly into a murderous frenzy. Any wound they sustain immediately sprays acidic boiling black blood. Every round there is a 50% chance the caster/target sprays blood from their eyes as a 10' ranged attack in addition to their other actions. This lasts for d6 rounds, after which the caster blacks out for that many hours.
4. Spell succeeds. Caster and target gain Bloodthirst. Until you drink blood, any kind of blood, temporarily decrease your HP by 1 every 10 minutes.
5. Spell fails. Your jaw dislocates and your throat dangles like a crop. Your jaw now hinges on over-elasticised tendons and your throat can stretch and swell like that of a pelican or frog.
6. Spell fails. A pale green mist billows from the caster's mouth and they lose consciousness for d6 turns. During this time the player may control the mist. They cannot communicate, move at a Lightly Encumbered rate, can expand to fill a 30' radius, and are affected by things as a normal mist would be. Anyone who breathes in the mist must save vs. Poison or die as their lungs liquefy.

Speak with Dead. You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events. The spell lasts for 10 minutes.

MISCAST
1. Spell fails. Everything the caster is wearing* has a 50% chance of (roll d6):
1. Decomposing into a swarm of cooing lime green spiders which caress you with their tiny limbs.
2. Turning into rose-coloured glass that reflects things all wrong.
3. Becoming pliable and moist. It will fuse to your skin the next time you touch it.
4. Puffing into a foul smelling dust which swirls in place for a few minutes, then reforms, then puffs into dust, and so on.
5. Splashing to the ground like thick paint.
6. Turning into hair from some kind of beast you've never seen before, some parts still have bits of scalp attached and tiny lice swarm throughout.
*Packs count as one item but anything important inside gets its own roll.
2. Spell fails. The caster vomits forth an enormous pink toad which croaks loudly and collapses into a puddle of slime. For the next 3 hours everyone who was within earshot must save vs. Poison when they wish to speak, otherwise they vomit up a small pink toad which stares and follows them. The bumps on its back constantly sweat beads of black fluid.
If you actively lick one there is a 3 in 6 chance it cures you, otherwise you hallucinate for a number of turns equal to your roll, with a 10% chance of gaining a random insanity.
3. Spell fails. Your lips seal shut like they never existed and your tongue seems to double in size, it's moving around your mouth and feels like it's getting bigger, it's trying to choke you. If you bite your tongue in half you'll find that your mouth is full of black, legged maggots, and your lips were never sealed shut. 50% chance you really did bite your tongue in half.
4. Spell fails. Worms emerge from your flesh, their voices rising in a Gregorian chant to accompany your own as you cast the spell.
5. Spell fails. Beams of dark light rise from your body like heat waves, seeking the eyes of those around you. Anyone within 10' must save vs. Poison or gain 2 Intelligence and a random insanity.
6. Spell succeeds. Immediately following, fluted holes appear in your skin near hard areas of bone, particularly your elbows, shins, shoulders and spine. A colony of glassy purple ant-like creatures takes residence inside your bones, feeding on the marrow. Your HP are permanently reduced by 1. Any time you are physically attacked there is a 50% chance the ants fling themselves from your body to attack the aggressor, and a 25% chance that they both attack and begin to mend the wound, restoring 1HP every 2 rounds.

Long Forgotten Rome - Bookkeeping Interlude #1


CURRENT PARTY
Gwen 3 (Steve)
Ingrid 3 (Steve)
Roboute 2+ (Dakota)
Septimus 1 (Dave)

COMBAT-READY HIRELINGS
Publius             1 h.p.     Spear, shield, medium armor
Ammulius         6 h.p.     Spear, shield, medium armor
Nonus               6 h.p.     Spear, shield, medium armor
Gaius                 3 h.p.     Pike, light armor
Caius                 2 h.p.     Pike, light armor
Cessena            2 h.p.     Pike, light armor
Julianus            3 h.p.     Javelin x3, sword, shield, light armor
Hostus              6 h.p.     Javelin x3, sword, shield, light armor
Aulus                 4 h.p.     Javelin x3, sword, shield, light armor
Centius             1 h.p.     Javelin x4, shield, sword, medium armor
Proculus           3 h.p.     Javelin x4, shield, sword, medium armor
Lucius                  3 h.p.     Javelin x4, battleaxe, medium armor
Vorenius             5 h.p.     Javelin x4, battleaxe, medium armor
Mettius             3 h.p.     Javelin x4, battleaxe, medium armor
Rutilius               4 h.p.     Javelin x4, battleaxe, medium armor

ANIMALS AND WAGONS
Donkey + Wagon | Feed for 17 animals for 14 days [238 total days]
16 Horses + 4 Horse-Drawn Wagons

FOOD
145 man days | +70 man days’ of preserved rations

MISC GEAR NOT WORN OR USED BY PRIMARY CHARACTERS
4 Flasks of Oil                  
2 50’ Hemp Rope            
2 Ladders
6 Iron Spikes
2 Hammer
94 Torches

ARMOR AND WEAPONS NOT WORN OR USED BY PRIMARY CHARACTERS
Heavy Armor                    2
Medium Armor                18
Light Armor                      9
Battle Axe                           5
Javelin                                  63
Dagger                                 3
Spear                                    11
Sword                                  23
Shield                                   21
Pikes                                     3
Shortbow                           3                             
Arrows                                68


PARTY WEALTH
G.P. 600 = 15,000 s.p.
S.P. 190
C.P. 290

PROPOSED EXPENDITURES (in italics, already listed above)
3040 sp = 16 draft Horses [to pull our wagons]
102 s.p. = 2 weeks of animal feed for 17 total animals
5000 sp = 4 Wagons [4 horses per wagon]
600 sp = 4 additional Combat-Ready Hirelings with custom gear
70 sp = 70 additional man days of preserved rations
There are no prices given for tents. Shall we assume our hirelings provide their own?

SESSION 4 XP
We killed 53 monsters. At a rate of 100 XP per Hit Die = 5300 XP
Divided among surviving PCs (Gwen, Ingrid, Roboute) = 1,766 XP apiece

GWEN: 928 XP + 1766 XP (+ 135 XP for 5% bonus) = 2829 XP. Gwen levels up.
INGRID: 150 XP + 1766 XP = 1916 XP. Ingrid spends 84 silver and levels up.

With an additional 4255 sp spent, Gwen is Level 3, and Ingrid is level 3.
They’ll hire the new guys, buy the draft horses and animal feed and preserved rations, a longbow [250] 25 regular arrows [25] and 5 silver arrows [150], another 10-foot pole [4], two 50’ lengths of rope [10], and 10 quarts of posca [4]. That works out to exactly 4255 s.p. spent.

Sunday, January 19, 2020

Long Forgotten Rome - Class and Price List

Class list:
Fighting-man Thief Magic-User Cleric
Ranger Assassain Witch Healer
Paladin Monk Warlock Druid
Berserker Bard Mystic
Amazon
Archer


Class Sources:
Book1: Fighting-man, Magic-User, Cleric, Paladin
Book4: Thief
Book5: Assassain, Monk
Book6: Druid
FBAM:  Witch, Amazon
SR2:   Ranger
SR7:   Bard
Dragon3:Berserker, Healer
Dungeoneer16: Warlock, Mystic


100 coins per pound
1g=25s=400c
1s=16c
1 talent=250g
1 talent=6250s

Equipment
*=Rarely found or must be made to order.

Armor Costs
Light (cloth) 60s
Medium(chain, scale, or segmented) 250s
Heavy(cataphract or special order) 625s*
Shield(small or large) 60s
Barding 950s*

Weapon Costs
Dagger 20s
Hand Axe 20s
Mace 30s
Sword 50s
Spear 4s
Battle Axe 40s
Lance 25s*
Pike 30s*
Short Bow 100s
Long Bow 250s
Composite Bow 310s*
Horse Bow 185s*
Sling(-1 to-hit)  4s
Sack w/8 bullets  2s
8 Sling bullets   1s
Javelin   2s
Quiver w/20 arrow50s
20 arrows 25s
Silvered arrow   30s*
Scorpion 1500s*
  #  # #  # # #  # # # #  # # # # #  #
50' Rope 5s  # 10' pole 4s
12 iron spikes 6s  # small sack 1s
wine skin 1c  # 1 torch 1s
1 quart posca 4c  # wooden mallet 4c
30 nails 1s  # Animal Feed 3s/week
backpack 6s  # Amphora 10c
candles(8) 1s  # Preserved Rations/1wk 10s
Lantern 10c # Oil Flask 2c
Steel Mirror 5c  # Standard Rations/1wk 5s
1 quart wine 8c  # 30 caltrops 5c 
  #  # #  # # #  # # # #  # # # # #  #
Mule 125s
Donkey 90s
Draft Horse 190s
Light Horse 250s
Cart 625s
Wagon 1250s

Projects
Aqueducts= 32k GP per mile Roads = 100 GP per mile
60ft./day 30ft./day

Property
Villa 65000s
Insulae, per story 10000s

Bribes, per person
Plebian or lower 1d6x10s
Equites 1d6x100s
Senators 1d6x1000s
10x for people in important posts

Taxes
1% tax rate/year vs. wealth
3% tax rate/year vs. wealth in an emergency

Slaves
Barbarian Captive 32s
Farm Slave 160s
Semi skilled worker 240s
House servant 480s
Literate Clerk 800s
Dancer, Spanish 1600s
Trained Gladiator 2400s
House Manager 3200s
Reputable Greek Tutor 6400s
Famous Entertainer 16000s

Ships
Liburnia (70t cap) 30000s
Pentekonter (mono) 62500s
Trireme 135000s
Quinquireme 312500s


Warship Crew Count Calculator
Row count = 10+(5 x deck count)
Oarsmen = Rowcount x deck count x 4
1 Captain
Other crew = Oarsmen/15
(optional)maximum Marines = 10+(2 x deck count squared), 1/3 were usually archers

Lifestyle Expenses
Squalid 120s
Poor 240s
Middle Class 1250s
Wealthy 5000s
  
Rent in an Insulae
Small room 15s
Large room 75s
Entire floor 375s

Magical Research
Cost per spell level 2t
Base time 1wk/spell level
Base chance of success  20%

Fortification Construction
Rules as per AD&D Castle Guide, ask DM for prices.