Sunday, September 3, 2017

OSR Oriental Adventures: Fighting Classes

101st post. How about that.

Despite my love over the decades for BECMI D&D and the more recent love of Swords & Wizardry and Labyrinth Lord I like more complicated or 'meatier' classes. I've posted enough on here to show that. Usually derivatives of my own classes adjusted for genre, setting, etc with more regard for fun over 'balance.' Here we go with my iteration of Oriental Classes for OSR games.

Note:
The names given to the character classes are based on what popular cultural mold they fit into (Samurai) and as a means to describe in a package what they focus on in combat (Archer.) The bushi or military social class (samurai) were talented with horse, bow, and melee weapons, thus a samurai of the bushi social class may actually be of the Archer, Duelist, or Raider character classes, not just the Samurai character class. This defines the character's individual skills and is not an indicator of social class although some character classes such as Barbarian or Sumo do not fit well into the higher social classes.

Fighting Classes
Archer
Barbarian
Brute
Common Warrior
Duelist
Martial Artist
Pirate
Raider
Samurai
Scout
Sumo

Archer/Kyudoka
Warriors unusually skilled with bows. They can be of any class: samurai, bandits, heroic farmers, etc.
Prime Requ: Dex
Ability Requirements: Str 13, Dex 13
Exp: As Fighter
HD: 1d6
Save: As Fighter
Attack: As As Fighter
Armor: Any.
Weapons: Any
Bow Expertise: +1 to hit with a bow.
Sure Shot: No penalty for unstable platform such as a running horse, chariot, rolling ship deck, etc.
Long Shot: Range increment's for bows increases by 50 percent.
⦁ Level 3: Dead Shot: After aiming for one full round the archer receives a +4 bonus to his bowshot the next round. This bonus only applies to the first shot of a round.
Level 9: Rapid Shot: An third bow attack is gained.
Level 12: : Trick Shot: Called shot penalties reduced by half.
https://www.elgrecominiatures.co.uk/products/samurai-archer

Barbarian 
Warriors from the southern jungle kingdoms, isolated mountain warriors, and other strong and fierce fighters outside the normal social order.
Prime Requ: Con
Ability Requirements: Str 13, Con 13
Exp: As Fighter
HD: 1d10
Save: As Fighter
Attack: As Fighter
Armor: Chain and shield. May wear heavier but lose special abilities while in the heavier armor.
Weapons: Any
Alert: Only surprised on a 1 on a 1d6.
Battle Fury: Once per day per level the Barbarian can make a single brutal attack on his opponent, sacrificing accuracy and finesse for sheer damage. The attack is at a -2 to the attack roll but does  x2 damage if successful, x3 if a natural 20 is rolled.
Climb: As a Thief of equal level.
Destroyer: At third level the Barbarian can swing wildly attacking twice per round with a melee weapon with a -2 penalty to each attack. This penalty is in addition to any other attack combinations such as two-weapons and follow through if multi-classed
Survival: The ability to live off of the land and survive, this check is rolled in addition to normal foraging rolls. The DM may modify this check for plentiful or exceptionally harsh terrain. This also includes the ability to track with penalties and bonuses for mud, snow, dry ground, etc at the discretion of the DM. The chance for success is 60 percent at first level plus five percent at every even level.
https://saraforlenza.deviantart.com/art/barbarian-287466978

Brute 
Fierce and dangerous warriors which rely on brute strength and strong armor to inflict horrific wounds and death on their enemies. Infantrymen, muscle for hire, etc.
Prime Requ: Str
Ability Requirements: Str 15, Con 13
Exp: As Fighter
HD: 1d10
Save: As Fighter
Attack: As Fighter
Armor: Any.
Weapons: Any but greatly prefer melee weapons.
Brawn: A Brute character gains +2 to all melee and unarmed damage rolls (in addition to their normal Strength bonus). They know where to hurt people and hit like a freight train.
Crusher: Once per day per level the Brute can summon his inner reserves of anger and rage to deliver a brutal strike. With a -2 to the attack roll but doing x2 damage (rolled and modifiers both.) If a natural 20 is rolled the modifier is x3. If he takes more than one attack per round, for example wielding two weapons, he can take both as a Crusher attack as long as all penalties are applied and he hasn't used all his daily Crusher attacks.
Destroyer: At third level the Brute can swing wildly attacking twice per round with a melee weapon with a -2 penalty to each attack. This penalty is in addition to any other attack combinations such as two-weapons and follow through if multi-classed.
Follow Through: At level 3 the Brute can make an additional attack if the first attack is a hit. The extra attack can be against the same opponent or against another foe if the new target is within five feet of the Brute. He can attempt a third attack at level 12 and a fourth at level 20.  If an attack misses the follow through ends, any remaining attacks are lost.
Intimidation: Once per day per level the Brute can intimidate creatures with a total HD equal to his level. Thus a fifth level brute can intimidate up to five HD of creatures. Lowest level HD creatures are affected first. The creatures must be able to see the Brute's display of intimidation to be affected. The creatures are allowed a Saving Throw to avoid this effect. Those that fail suffer a –2 to all attacks on the Brute. Most will flee; only the most determined will stay and fight.
Iron Constitution: Brutes make saving throws against disease and poison with a +4 bonus.
capprotti.deviantart.com

Common Warrior/Ashigaru
The backbone of armies who are not of the nobility/officer social class. They are peasant foot-soldiers skilled at fighting with infantry weapon and armor.
Prime Requ: Str
Ability Requiremenets: Str 9
Exp: As Fighter
HD: 1d8
Save: As Fighter
Attack: As As Fighter
Armor: Any.
Weapons: Any
Weapon Focus: At levels 1, 5, 10, 15, and 20 the Common Warrior may choose a melee weapon type (sword, two-handed sword, dagger, spear, etc) and  does damage as if the weapon is one dice code higher. Example: a short sword does 1d8, a sword does 1d10, etc.
+1 to attack with focus weapons.
Follow Through: At level 3 the Common Warrior can make an additional attack if the first attack is a hit. The extra attack can be against the same opponent or against another foe if the new target is within five feet of the Common Warrior. He can attempt a third attack at level 12 and a fourth at level 20.  If an attack misses follow through ends, any remaining attacks are lost.
Pick Pockets: The Common Warrior is of the lower class and often has to supplement his meager income by pilfering money or objects of use. He can Pick Pockets as a Thief of equal level.
https://www.pinterest.com/pin/322077810832943110/

Duelist/Swordmaster
Those devoted completely to mastery of a fighting style and travelling on the path of mastery of their chosen weapon's art. Duelists run the gamut of social classes; many famous samurai are Duelists.
Prime Requ: Dex
Ability Requirements: Dex 15, Wis 13
Exp: As Fighter
HD: 1d8
Save: As Fighter
Attack: As Fighter
Weapons: Any but usually focused on the sword
Armor: Leather or less.
Favored Weapon: The Duelist chooses one weapon type (usually sword) and receives a +1 to hit with that weapon type. In addition the damage from the weapon type is one damage dice higher in his hands. (Example: a sword normally does 1d8. The Duelist would do 1d10 with it.)
AC Bonus: +1 at levels 1, 4, 8, 12, 16, and 20. This bonus only applies if his focused weapon type is in hand or in easy reach to Fast Draw.
Follow Through: At level 3 the Duelist can make an additional attack if the first attack is a hit. The extra attack can be against the same opponent or against another foe if the new target is within five feet of the Duelist. He can attempt a third attack at level 12 and a fourth at level 20. If an attack misses the follow through ends, any remaining attacks are lost.
Quick with a Blade: The Duelist is a Dexterity based fighter. He may use his Dexterity bonus instead of his Strength bonus for melee attacks.
Fast Draw: +1 to Fast Draw Initiative (see end of post) at levels 1, 3, 6, 9, and 12.
Spirit Strike: The Duelist can strike creatures that would only be normally hit with silver or magical weapons. At level one he can hit those that require silver. At level three +1 weapons. At level five +2 weapons, at level eight +3 weapons, at level twelve +4 weapons, at level sixteen +5 weapons.
https://jungshan.deviantart.com/art/Jubei-Yagyu-354606494

Martial Artist/Fighting Monk
Warriors, monks, peasants, etc devoted to the development of unarmed fighting styles. Martial Artists can be of any social class.
Prime Requ: Dex
Ability Requirements: Dex 15, Con 13, Wis 13
Exp: As Magic User
HD: 1d8
Save: As Fighter
Attack: As Fighter
Weapons: Any but usually martial arts weapons (bo, jitte, nunchaku, sai, etc)
Armor: Leather or lighter
Martial Arts: The Martial Artist is trained in the art of melee/unarmed combat. He receives a +1 to attack rolls for unarmed attack. His damage and AC also increases at higher levels.
Level 1: 1d3/ +1 AC
Level 4: 1d4/ +2 AC
Level 8: 1d6/ +3 AC
Level 12: 1d8/ +4 AC
Level 16: 1d10/ +5 AC
Level 20: 1d12/ +6 AC
Mutiple Attacks: The Martial Artist can attack twice per round unarmed. He gains an extra attack at levels 5, 12, and 20.
Power Attack Once per day per level the Martial Artist can summon his inner reserves of power to deliver a brutal strike such as a devestating uppercut, a mighty chop, round house kick etc. This attack is rolled with a -2 to the attack roll but does x2 damage (rolled and modifiers both.) If a natural 20 is rolled the modifier is x3. If the Martial Artist is of sufficient level to gain multiple attacks this attack can be used with other melee/unarmed attacks in the round. It does not have to be the only attack in the round.
Acrobat: +1 to Dex rolls for acrobatic feats such as tightrope walking, tumbling, pole-vaulting, etc. This bonus increased by +1 at levels 3, 5, 8 12, 15, and 20.
Controlled Fall: No damage for falls of 10 feet or less. He can make a Saving to reduce the fall damage from greater heights, varying by level. If he makes the Save he takes no damage, if he fails the Save he takes half damage, if he fails by more than five he takes full damage. The distance fallen is 15' at second level plus 5 ' per level after to a maximum of 100.
Instant Stand: If prone the Martial Artist, on his turn in iniative, can stand up with no penalty or loss of action.
Second Wind: If the Martial Artist takes a full round to rest he can regain 1d4 hit points. He must do no other action in this round but rest. He cannot defend himself. His AC is 10 + leather armor if worn; he recieves no Dex or MA AC bonus. He can use this ability once per day and gains an extra daily usage at levels 5, 10, 15, and 20.
⦁ Stick and Move: By sacrificing half of his normal encounter movement a Pugilist can stick and move with an opponent who tries a fighting withdrawal. As long as the Pugiist has so far only moved his half movement in the round he will stay withing 5' of  with his opponent.
Third Level: Deflect Missiles: To use this ability the character must be level 3 and aware of the incoming missile attack (and they must be physical missiles not magical force, fire breath, etc.) The Martial Artist can sacrifice one attack to make a Saving Throw to deflect the missile. If the Save is successful by five or more on the roll the missile is caught. This ability will only work on melee size weapons (daggers, knives, shuriken, spears, arrows, bolts, etc.) If the Save is attempted on a large missile it must be made by five or more on the roll to deflect and cannot catch the large missile.
Death Touch: The ultimate techniques of the Martial Artist. The use of the ability requires a successful attack by the Martial Artist. There are three levels of the Death Touch. Each can only be used once per day. At level 6 the character learns how to stun with his attack, treat as a Power Word Stun. At level 9 he learns to blind as a Power Word Blind spell. Finally at level 12 he learns to kill as a Power Word Kill spell.
https://www.pinterest.com/pin/183099541073594901/

Pirate/Wako
Sailors, sea-wolves, and smugglers. They run the entire scale of social classes.
Prime Requ: Con
Ability Requirements: Str 9, Con 9
Exp: As Fighter
HD: 1d8
Save: As Fighter
Attack: As Fighter
Weapons: Any but prefer short and stabbing weapons for ship fighting.
Armor: Leather or equivalent to use thief abilities and shield .
Brawler: They receive a +1 to hit on melee and unarmed attacks.
Close Quarters Fighting: No penalty for fighting in tight spaces such as in a ship or a tunnel (normal penalty of -2)
Sailing (includes navigating and ship repair): Intelligence check. The Pirate receives a +1 to this check and an additional +1 bonus at every fourth level. This includes the art of steering and keeping the ship running as well as navigating or finding ones position using an Intelligence check with the Sailing bonus included. Bonuses may be given for good charts, maps, etc. When used to repair a successful roll allows x2 the number of ship points to be repaired.
Swimmer: +2 to Swimming (Strength) checks
Thief Abilities: A pillager the Pirate must be able to sneak aboard ships or camps on the shore or docks. He can Move Silently and Backstab as a Thief of equal level. He can Climb Walls but not as well as a Thief. At first level they climb at 50 percent plus five percent per even level.
Gambling: Life aboard ship can be boring and the Pirates find ways to pass the time. Oneof their favorites is gambling and are notorious for being skilled at most forms of games and at the art of cheating. At 1st level and at 3rd, 6th, 9th, and 12th the Pirate gains a cumulative +1 bonus to his gambling checks.

https://www.pinterest.com/pin/518265869608553870/

Raider/Horse Fighter
Those who are extremely skilled in the saddle. Excellent riders and horse-fighters. Includes bandits, samurai, etc.
Prime Requ: Con
Ability Requirements: Con 9
Exp: As Fighter
HD: 1d8
Save: As Fighter
Attack: As Fighter
Weapons: Any but greatly prefer one-handed melee for riding.
Armor: Any but must be in chain or lighter to use surprise bonus.
Mounted Fighter: Raiders are masters of mounted combat, receiving no penaty for a mount moving faster than a walk (normal penalty of -2 to hit.) When fighting in melee against unmounted foes Raiders gain a +2 bonus to hit as well as a +2 bonus to AC (normal bonus of +1 to each.)
Riding: At levels 1, 4, 8, 12, 16, and 20 the Raider gains a cumulative +1 bonus to his riding checks (Dex) for basic riding maneuvers such as staying mounted while the mount is bucking or upset, calming and controlling the mount, etc. In addition, the Raider can do the following:
While mounted the Raider gains a +1 to AC and can use his Dex bonus increase his mount's AC.
With a successful check, the Raider can drop along the side of his mount for cover, gaining a +4 cover bonus to his AC. This is considered pretty dishonorable by quite a few.
With a successful check the Raider can fall from a mount and take half damage (see Riding in Rules Clarifications: Miscellaneous.) This does not apply to flying mounts.
With a successful check the Raider can coax the mount to leap obstacles it would normally balk at jumping.
Stealthy: The Raider is adept at sneaking up on enemy camps. He gains a +1 to surprise foes.
Survival: Just like the Scout the Raider is adept as living in the harsh wilderness. This check is rolled in addition to normal foraging rolls. The DM may modify this check for plentiful or exceptionally harsh terrain. This also includes the ability to track with penalties and bonuses for mud, snow, dry ground, etc at the discretion of the DM. Less skilled than the Scout, the chance for success is 40 percent at first level plus five percent at every even level.

Samurai/Noble Fighter
Upper class warriors trained in the art of combat. Samurai, Chinese knights, etc. They generally are better equipped and trained at personal combat than common soldiers.
Prime Requ: Str
Ability Requirements: Str 12, Con 12
Exp: As Fighter
HD: 1d8
Save: As Fighter
Attack: As As Fighter
Armor: Any samurai armor. A Samurai will go without armor rather than wear equipment he believes is below his status.
Weapons: Preference for samurai weapons. See below.
Favored Weapons: At levels 1, 5, 10, 15, and 20 the Samurai may choose a melee weapon type but it is limited to katana (sword), naginata (polearm), tetsubo (two-handed club), yari (spear), and wakizashi (shortsword) in no particular order.
+1 to attack with Favored weapons.
AC Bonus: +1. The Samurai receives superior training in the art of dueling.  This bonus only applies if one of his favored weapon types is in hand or in easy reach to Fast Draw.
Follow Through: At level 3 the Samurai can make an additional attack if the first attack is a hit. The extra attack can be against the same opponent or against another foe if the new target is within five feet of the Samurai . He can attempt a third attack at level 12 and a fourth at level 20.  If an attack misses follow through ends, any remaining attacks are lost.
Fast Draw:  +1 to Fast Draw Initiative (see end of post) at levels 1, 4, 8, and 12.
https://www.pinterest.com/explore/samurai/

Scout 
This class represents those with great skill in hunting, tracking, and wilderness reconnaissance. Most often peasant hunters or guides and lower social class soldiers. They will often serve as messengers.
Prime Requ: Dex
Ability Requiremenets: Dex 9, Con 12, Wis 9
Exp: As Fighter
HD: 1d8
Save: As Fighter
Attack: As Fighter
Armor: Chain or lighter to gain surprise bonus and shield.
Weapons: Any
⦁ +1 to AC. This applies in chain armor or lighter.
⦁ Alert: Always vigilant he is difficult to get the drop on and gains a -1 to be surprised.
⦁ Backstab: Scouts are capable hunters and once a quarry is found they are adept at attacking from surprise to kill the prey.  +4 to attack. x2 damage. x3 damage at levels 5-8. x4 damage at 9th level. This also includes ranged attacks until the target(s) are aware they are being fired upon.
⦁ Climber: As a Thief of equal level. If in chain armor  the chance is at -20 percent.
⦁ Runner: Scout's base movement is 135'/45'.
⦁ Stalker: In natural settings the Scout can Move Silently and Hide in Shadows at a base 40 percent plus five percent at every even level. If in chain armor the chance is at -20 percent. In non-natural settings (cities, crypts, etc) the percentages are divided by two (rounded up.)
⦁ Survival: The Scout’s ability to live off of the land and survive, this check is rolled in addition to normal foraging rolls. The DM may modify this check for plentiful or exceptionally harsh terrain. This also includes the ability to track with penalties and bonuses for mud, snow, dry ground, etc at the discretion of the DM. The chance for success is 60 percent at first level plus five percent at every even level.

https://www.pinterest.com/pin/429953095659847610/

Sumo 
Sumo wrestlers (rikishi) are trained athletes who are professionals at using their bulk and strength to man-handle opponents. Sumo can be professional athletes competing for money and favor, out of luck and working as a Yakuza thug, or any other place requiring someone big and good at moving people.
Prime Requ: Str
Ability Requiremenets: Str 13, Con 12
Exp: As Fighter
HD: 1d8
Save: As Fighter
Attack: As As Fighter
Armor: Leather (none if in sumo challenge or contest)
Weapons: Any except bows. Greatly prefer two-handed weapns such as tetsubo.
Wrestling: (see end of post) The Sumo's life revolves around shoving, pushing, and throwing enemies in professional matches and in personal combat. He gains a bonus to wrestling rolls/shoving/pulling attacks, increased hold/lock damage, increase in throwing damage, and bonuses to his AC.
Level 1: +1, 1d3 hold/1d4 throw, +1 AC
Level 3: +2, 1d4/1d6, +1 AC
Level 6: +3, 1d4/1d6, +2 AC
Level 9: +3, 1d6/1d8, +2 AC
Level 12: +4, 1d6/1d8, +3 AC
Level 15: +4, 1d8/1d10, +3 AC
Level 20: +5, 1d10/1d12, +4 AC
The wrestling bonus is added onto the distance an opponent is thrown on throws.
Power Slam: Once per day per level the Sumo can turn a successful Wrestling attack into a brutal slam into the ground at his feet. The attack is at a -2 to the Wrestling roll but does  x2 throwing damage if successful, x3 if a natural 20 is rolled. The victim is prone after the successful attack.
Stunning Slap: An open handed slap which can stagger an opponent. It is the only attack allowed in the round. The slap does the same damage as a hold and the opponent must make a Saving Throw with a penalty equal to the Sumo's wrestling bonus, or be stunned for 1d4 rounds. While affected the opponent has a four penalty to all wrestling rolls, attacks, Saving Throws, etc.
+4 to Saving Throws vs poison and stunning attacks (such as Stunning Slap.)
Fast Draw (Iaijutsu) Rules:
Drawing a Weapon
Any combatant can draw and use a weapon in the same round, but doing so incurs a penalty of -3 to the initiative roll and a -2 to the attack roll.

Those with the Fast Draw ability (Duelist and Samurai) can draw with no penalty to the attack roll.
They add their Fast Draw bonus to help compesate for the -3 initiative penalty.

Eventually the bonus to FD for the Duelist and Samurai will rise high enough to let them outdraw even ready foes as their mastery of this technique increases.

Wrestling Rules:
There are two types of wrestling attacks: voluntary and involuntary.

If voluntary both sides want to grapple and the combatants close together, each rolling 2d6 plus their attack bonus plus either their strength or dexterity bonus. The highest total wins and can hold the victim or throw him. If there is a tie no one has the advantage this round and it carries to the next round.

Holding
  • Damage is 1d2+ strength bonus or the winner can choose to do no damage and just place the loser in a restraining hold. 
  • The winner of the first round places his foe in a hold and can do damage if he wishes.
  • The next round has a +4 bonus to his wrestling roll and can force the victim to the ground while maintaining the hold and doing damage if he wishes. 
  • The winner continues to receive the +4 bonus until the one being held wins a round and breaks free. If he does break free wrestling continues with normal wrestling rolls if the wrestler's wish to continue. 

A held wrestler can attempt to punch or attack the other wrestler with a small melee weapon such as a dagger but receives a -4 to his attack roll. This also detracts from his wrestling and gives his foe an additonal +4 bonus on the wrestling roll for a total of +8.

Up to four combatants can wrestle a single opponent of the same size in a given round. Each extra opponent adds a +1 bonus to their side's wrestling roll (use that side's best character for the wrestling roll) for a maximum bonus of +3.

 A held opponent can be attacked by a third party not involved in the grappling. The attacker or attackers gain a +4 bonus to hit against the held foe as long as he is grappeld.The wrestler holding cannot do any other attack except try to maintain the hold with wrestling rolls.

Throw

  • 1d3 +strength bonus into the ground or object.
  • The thrown foe lands 1d6 plus the thrower's strength bonus in feet away from the winning wrestler in any direction he chooses. 
  • If it is a monster without a Strength bonus listed the DM can wing it (using half or a third of HD, etc.) 
  • If thrown far enough to go over a cliff or other drop a Saving Throw with a dexerity bonus is allowed to grab the edge and stop the fall.   
  • The thrown victim is prone unless he has an ability such as instand stand (Martial Artist, Ninja)


Involuntary
When one side aims to wrestle and the other does not the grappler must make a normal attack roll with all normal bonuses and penalties. If successful he has grabbed onto the foe and can either hold or throw his victim as above. The victim of the grapple can attempt a melee or unarmed attack with penalties or try to mutually wrestle with the attacker in the next round.

Wrestling with Monsters:
In general, the rules above can be used not only when character races wrestle but also when humanoid monsters are involved. The Referee will decide whether or not to allow wrestling involving non-humanoid creatures on a case-by-case basis; if this is allowed, the following adjustments apply:

  • Much larger than foe: +4 bonus to wrestling roll (oni, etc) Only two of these creatures can grapple with a human sized foe together (for a total size bonus of +8.)
  • Smaller than foe:  -4 (goblins, etc.) Up to eight of these sized creatures can grapple with a human sized foe together and each smaller creature gives a +1 bonus (negating the -4 with four or more smaller creatures.)
  • Creatures with extra grasping appendages (more than the usual humanoid two arms) gain a   +1 bonus on attack rolls for each two extra appendages (round up.) This includes creatures with feet capable of grasping (such as +1 for apes, +4 for giant spiders, etc.)
  • Creatures able to fly may attempt to carry off their opponents (even if the flying creature is the defender) unless the attacker has stated that they are grappling the creatures wing. If no wings are used in flight the creature may fly as usual if it is strong enough to lift the attacker. 

Unintelligent Monsters:
Unintelligent monsters will always choose to use their normal attacks instead of wrestling, unless under control.

Monster Immunities:
Several types of creatures are immune to some or all of the effects of wrestling: Noncorporeal undead (ghosts, spectre, etc.), oozes, jellies, slimes, and similar creatures cannot be wrestled. Ethereal or elemental creatures can be wrestled only by opponents in the same form.

Contact Abilities:
Special abilities (energy drain, turn to stone, etc.) function normally during wrestling if the monster wishes them to.

For example, a character wrestling a cockatrice must make a saving throw vs. turn to stone every round while in contact with the monster.




Saturday, September 2, 2017

OSR Oriental Adventures Additions: Assessing Fighting Skill. Duels

As a kid of the eighties Ninja movies and magazines were a large part of my formative years. I enjoyed AD&D Oriental Adventures, Kara-Tur, and the Complete Ninja's Handbooks, warts and all. In later years I added Bushido and others to the list.



Zatoichi, Lone Wolf and Cub, Yagyu Conspiracy, and many other films and TV in the jidaigeki/chanbara genre remain favorites and continue to inspire my games.
Give them a try.
Seriously.
Good stuff.

To add bit more of this cinematic flavor I've added two new additions for my own OSR OA games. These are primarily aimed at my own versions (classes soon!) and  two of my favorites Ruins & Ronin and Shinobi & Samurai. The additions can be used with any other OSR D&D games, not just the Oriental flavor, although I feel they fit best for this genre given the quick strike and deadliness of the one on one samurai duels in these films

Note: The Duel addition is supremely lethal for characters, especially low to mid level characters. That's the nature of the game. Young or inexperienced characters will get wiped out quickly in a duel. Duels should be a rare and lethal thing of beauty between characters of close level or fighting skill. A duel between higher level masters should be a thing of awe and majesty. Use sparingly. The foolish will get themselves killed quickly.


Assessing Another's Fighting Skills
An observer can watch another and evaluate his to hit roll and bonuses for attributes and class abilities.
To do so the observer must watch his subject intensely for a number of rounds based on the observer's level.








The Assessment Roll
After watching his subject the observer can roll 1d6 and attempt to roll under a target number based on the oberver's base to hit bonus + his Intelligence OR Wisdom bonus/penalty (choose the most advantageous.)
IF the subject is not fighting this number is halved (round down.)

Example: Watching a swordsman practicing, a  fifth level Bujin (+3 BtH) in R&R with an Intelligence of 15 (+1) would need to roll a 4 or less on 1d6 after three intent rounds of study to gain information on the swordsman's skills.
If the swordsman was not duelling, just walking in the street for example, the roll would be halved to a 2 or less.

If successful on either roll the observer can learn the subject's base to hit, the bonuses or penalties to the attribute modifing the attack roll, and any class bonuses with the weapon in use.

If unsuccessful the observer must wait until the subject can be observed fighting to reassess.

Hiding One's Skill
The subject can attempt to hide his true skill from potential observers. While fighting he can adjust his total to hit bonuses from his level, attributes, and class abilities down to +0. If successfully observed the false reading would be gained instead of his true ability.

It is more difficult to hide one's true skill when not fighting. Suppressing one's movements and reactions from dedicated training requires the subject to make a Saving Throw to adjust his total to hit as above.

 Duel
Duels of honor are very serious affairs. The potential for quick damage and death to both combatants is high as they line up face to face and come right at each other. It is a collision of steel and bone as warriors prove their bravery and skill. The longer the warrior's face off the more damage they can deliver and receive as they mentally shift and adjust, potentially leaving themselves open to damage as they try to outthink and maneuver their enemy. It is not defensive fighting, this is not war combat, this is not trying to inflict damage on the enemy while doing everything possible to keep from getting hurt. This is a lethal risk vs reward combat as they remove regard for own bodies and live to prove their worth and superiority. To save face and honor.

The Duel is composed of two phases: The Staredown and the First Strike. If a third party interferes with any part of this process the duel is unresolved and normal combat resumes immediately.

Once damage is resolved, and both combatants are still on their feet and able to fight, they may begin another Staredown or continue with normal combat.

The Staredown
The two combatants face off one-on-one, take their stances, and begin to silently study and make mental and small physical adjustments to their opponent, preparing for the most advantageous attack, the First Strike.

The combatants can take up to five rounds facing off; each round taken multiplies the potential damage of successful First Strikes. They may take as long as they like but the damage adjustment tops out at the fifth round.









This damage multiplier is applied to BOTH combatants if successfully hit during the First Strike. However, damaged can be reduced for the combatant who successfully hits and rolls a higher total than his foe.

The First Strike
When one combatant decides to attack the First Strike occurs. There is no initiative roll, the attacks are simultaneous.
A normal attack roll is rolled. If both combatants have weapons in hand there is no penalty to the attack. If a Fast Draw rule is used, as I do in my games, DM's will use their own system to resolve this.
For my own games those without the Fast Draw ability suffer a -4 to their attack for pulling and using a weapon in the same round.

IF both miss their attack nobody takes damage. If only one combatant hits he takes no damage and his foe takes the full amount of multiplied damage from the Staredown. If both combatants hit, both take damage but the combatant who rolled a higher total than his foe will usually take less of a damage multiplier than his foe.  











Example:
Two swordsmen, both using swords with a +1 adjustment due to high Strength (1d8+1 damage) attack each other after a Staredown of five rounds (x6 damage). They both hit: the first rolls a total of 11 the second rolls a total of 18. The second swordsman beats his foe's roll by 7, reducing his received damage by -4x.
The first swordsman takes the full Staredown damage adjustment of x6 damage receiving 1d8+1 x6 in damage.
The second swordsman takes only an adjustment of x2 damage receiving 1d8+1 x6 in damge.

Again, if both combatants are still on their feet they may initiate another Staredown or attack each other with normal combat procedures.



Saturday, March 11, 2017

Hyboria: A few NPC's

Amzi Sayid, 23
Turanian Warrior-3/Raider-1
Str- 13, Con-13, Int-13
Hp: 28
Ac: 4/15 (mail)
Attack: F4
Save: F4
Special Abilities:
Warrior: +1 to melee attacks, +1 AC, weapon expertise (sword 1d10), follow through (one extra attack)
Raider: no penalty to hit while mount moving faster than walk, +2 bonus to hit and AC while mounted and in melee vs infantry, +1 to surprise foe, riding- Dex+1, survival- 40%
Languages: Hyrkanian, Shemitish, Zamoran, Stygian
Equipment: scimitar(1d10+1), dagger (1d4+1), spear (1d6+1), Shemite bow (1d8, 100'), 20 arrows, mail, spired helm, horse, saddle and tack

A former Turanian soldier turned renegade. He was caught by a superior officer stealing arms and armor to sell to the desert tribes. He killed the officer and fled to his Zaugir allies. He maintains relations with the tribes and Turanian thieves and smugglers. He is very cautious as there is bounty on his head.


Tomasi, 21
Zamoran Thief-5
Dex-17, Int-13
Hp: 20
Ac: 5/14 (leather)
Attack: Th5
Save: Th5
Special Abilities:
Thief: pick locks- 55%, find/remove traps- 53%, pick pockets- 60%, move silently- 60%, climb walls- 91%, hide in shadows- 60%, hear noise- 1-3 on 1d6, backstab (+4 hit, x3 dmg)
Languages: Zamoran, Kothic, Shemitish, Ophirian
Equipment: shortsword (1d6) four daggers (1d4), leather vest, rope, thieve's tools

Tomasi was born and raised in Arenjun. He was an important member of a Zamoran kidnapping gang until he double-crossed and killed two of his friends over a disputed sack of gems. He fled the city before the rest of the gang could take revenge on him and has made his way to Shadizar where he is looking for new opportunities to make a fortune in gold.


Yubana, 21
Black Coast Scout- 4
Str-15, Dex-13, Wis-13
Hp: 23
Ac: 5/14 (leather), 4/15 with shield
Attack: F4
Save: F4
Move: 150'/50'
Special Abilities:
Scout:  +1 to AC, +1 to surprise, -1 to be surprised, backstab (+4 hit, x2), climb ( 90%), move silently and hide in shadows outdoors ( 70%), runner ( move 135'/45'), survival (70%)
Languages: Bamula, Kushite, Hyrkanian
Equipment: spear (1d6+1), dagger (1d4+1), hunting bow (1d6, 50'), 20 arrows, hide armor, shield

A Bamula tribesman of the Black Coast. Yubana traveled north to Kush where he sailed with the Black Corsairs for months, eventually escaping to the Shemitish coast. He has traveled inland working as a hunter and sometime scout for caravans and local militia. He will readily join up with a group seeking treasure.


Lucianus, 25
Ophirian Thief-2
Dex-15, Int-13, Chs-13
Hp: 9
Ac: 8/11
Attack: Th2
Save: Th2
Special Abilities:
Thief: pick locks- 43%, find/remove traps- 37%, pick pockets- 47%, move silently- 47%, climb walls- 88%, hide in shadows- 37%, hear noise- 1-3 on 1d6, backstab (+4 hit, x2 dmg)
Languages: Ophirian, Kothic, Shemitish
Equipment: long knife (1d6), dagger (1d4), thieve's tools, merchant clothing

Lucianus is a fake merchant based out of the small city state of Pergona in Ophir. He often travels to the larger towns and city-states of Koth with a partners in disguise as merchants to swindle gullible locals and drunks out of their coins and gems. He is considering an expedition into Zamora to try and break into the bigger opportunities he believes is found there.


Ulfvar Kinslayer, 32
Vanir Brute-8
Str-16, Con-16, Chs-8
Hp: 70
Ac: 4/15 (mail and breastplate), 3/16 with shield
Attack: F8
Save: F8
Special Abilities:
Brute: +2 to all melee damage and Strength rolls, +4 save disease and poison, intimidation (8HD of creatures), crusher (-2 hit, x2 damage, 8 times per day), Destroyer attacks ( two melee at -2 each.)
Languages: : Nordheimer, Aquilonian, Shemitish, Hyrkanian
Equipment: two-handed maul (1d8+4), sword (1d8+4), daggers (1d4+4), mail, helm, sheild

Reaver, slayer, mercenary. Ulfvar is an outcast from his home in Vanaheim after killing his brothers in a violent rage. He has traveled into the southeast to ply his trade as a hired killer and adventurer. He is brutal and easily roused by his bloodlust, especially when drinking. His strategies tend to be simple and violent. He takes great pride in his work; when paid to fight or kill he will not stop until the job is done or he is dead.


Yerdalak, 21
Hyrkanian Archer-2/Raider-1
Str-15, Dex-13, Wis-13
Hp: 17
Ac: 6/13 (leather), 5/14 with shield
Attack: F3
Save: F3
Special Abilities:
Archer: +1 to hit with bows, range increment increased by 50%, no penalty for firing from unstable platform.
Raider: no penalty to hit while mount moving faster than walk, +2 bonus to hit and AC while mounted and in melee vs infantry, +1 to surprise foe, riding- Dex+1, survival- 40%
Languages: Hyrkanian, Shemitish
Equipment: Hyrkanian bow (1d8, 150'), 40 arrows, scimitar (1d8+1), dagger (1d4+1), leather armor, spired iron cap, horse, saddle and tack, lasso

Yerdalak has come to the west seeking his fortunes. He is a proud horseman and archer and seeks work as a mercenary. He is honorable and hates betrayers above all else. If joined with a party he is an honest, hard worker, with a critical eye towards a fair split of the work and the treasures found.

Tuesday, March 7, 2017

Hyboria

He shrugged his shoulders. "I have known many gods. He who denies them is as blind as he who trusts them too deeply. I seek not beyond death. It may be the blackness averred by the Nemedian skeptics, or Crom's realm of ice and cloud, or the snowy plains and vaulted halls of the Nordheimer's Valhalla. I know not, nor do I care. Let me live deep while I live; let me know the rich juices of red meat and stinging wine on my palate, the hot embrace of white arms, the mad exultation of battle when the blue blades flame and crimson, and I am content. Let teachers and priests and philosophers brood over questions of reality and illusion. I know this: if life is illusion, then I am no less an illusion, and being thus, the illusion is real to me. I live, I burn with life, I love, I slay, and am content."
-Queen of the Black Coast

This is primarily a reference for my players.
I took some time this week to pull together and organize my notes I had collected for a Hyborian game I had been fiddling with for several years now. The base rules for this one are BD&D/Labyrinth Lord. As always easy to use with older editions with a bit of minor adjustment.
I'm using my own class variations (for the most part) and my adjustments to the magic rules.
I could use a variety of current OSR products, Crypts & Things and Astonishing Swords and Sorcerers of Hyperborea spring to mind. While I own these and enjoy them I wanted something a bit more to my own tastes in a Hyborian game. I will no doubt be borrowing bits and pieces of treasure and monster from these as my game goes along.


A note on racial adjustments:
I decided to keep it simple and not mess with racial abilities or adjustments for the various races. We all know Cimmerians are strong and Hyrkanians are known for bows and horsemanship but I decided to leave this up to choices in class and roleplaying rather than having even more rules for character creation. Personally I never liked the fiddly bits of this in previous Conan games.
Personal preference.

Information on the Hyborian Age, it's people, nations, Gods, history, etc is easy enough to find so I'll leave a few links instead of writing an unnecessary essay on each of these subjects.
My favorite homebrew Conan game site: Thulsa's Conan D20 
The Hyborian Age: Free pdf download system-less guide to Rpging in the Hyborian Age
Marvel Comics Universe: Conan Appendix

Races of the Hyborian Age 
This section lists  the races of the Hyborian age and the nations they inhabit. It includes the  primary language of each race, which is free and doesn't use a bonus language slot, and the language of their neighboring cultures.  Characters start with their racial language and a bonus language at first level. Normal extra language for higher Intelligence apply.
Preferred classes of each race are shown.

These are, of course, suggestions for a typical leveled member of each race that is likely to be encountered. For Players ANY language or class is open to any race based on the actual background of the character and DM's permission.

Asgard, Vanaheim
Language: Nordheimer
Neighboring Languages: Aquilonian, Cimmerian, Hyperborean, Pictish
Preferred Classes: Brute, Entertainer, Scout, Warrior, Witch

Black Kingdoms, Kush, Punt
Language: Kushite or Keshani, Puntan or Zembabwean as appropriate to background.
Neighboring Languages: Black Coast, Darfari, Iranistani, Keshani, Old Stygian, Puntan, Shemitish, Stygian, Zembabwean
Preferred Classes: Archer, Brute, Scout, Warrior, Witch

Black Kingdoms, Darfar, Southern Isles
Languages: Bakalah, Bamulah, Darfari, Southern Islander, Suba, or Wadai
Neighboring Languages: Argossean, Bakalah, Bamulah, Black Coast, Kushite, Puntan, Southern Islander, Shemitish, Stygian, Suba, Tibu, Tombalku, Wadai, Zingaran
Preferred Classes: Archer, Barbarian, Brute, Pirate, Scout, Warrior, Witch

Cimmeria
Language: Cimmerian
Neighboring Languages: Aquilonian, Hyperborean, Nordheimer, Pictish
Preferred Classes: Barbarian, Brute, Scout, Warrior

Himelian Tribesman
The tribes include the Afghulis, Wazuli , Irakzai, Galzai, Dagozai, Kosala , Zhaibari and Khurakzai.
Language: Afghuli
Neighboring Languages: Hyrkanian, Iranistani, Vendhyan
Preferred Classes: Archer, Brute, Raider, Scout, Thief, Warrior

Hyborian
Aquilonia, Argos, Bossonian Marches, Brythunia, Corinthia, Gunderland, Hyperborea, Khauran, Koth, Nemedia, Ophir, Tauran
Language: The language of whichever Hyborian kingdom the character is from.
Neighboring Languages: Aquilonian, Argossean, Bossonian, Brythunian, Corinthian, Hyperborean, Kothic, Nemedian, Ophirean, Shemitish, Stygian
Preferred Classes: Any save Pirate for those not on the coastline.

Hyrkania, Turan
Language: Hyrkanian
Neighboring Languages: Brythunian, Corinthian, Hyperborean, Iranistani, Khitan, Kothic, Shemitish, Stygian, Vendhyan, Yuetshi, Zamorian
Preferred Classes: Archer, Entertainer, Magician, Raider, Scout, Sorcerer, Thief, Warrior, Witch

Khitai
Language: Khitan
Neighboring Languages: Afghuli, Archeronian, Demonic, Hyurkanian, Old Stygian, Shemitish, Stygian, Vendhyan
Preferred Classes: Any save Gladiator or Swashbuckler

Pictland
Languages: Pictish, Talking Drum
Neighboring Languages: Aquilonian, Cimmerian, Norheimer, Zingaran
Preferred Classes: Archer, Barbarian, Scout, Sorcerer, Warrior, Witch

Shem
Language: Shemitish
Neighboring Languages: Argossean, Hyrkanian, Kothic, Ophirean, Stygian
Preferred Classes: Archer, Assassin, Bard, Entertainer, Knight, Magician, Pirate, Priest/Scholar, Raider, Sorcerer, Thief, Thug, Warrior

Stygia
Language: Stygian
Neighboring Languages: Archeronian, Darfari, Demonic, Hyrkanian, Keshani, Khitan, Kushite, Old Stygian, Puntan, Shemitish, Zembabwean
Preferred Classes: Archer, Assassin, Entertainer, Magician, Pirate, Priest/Scholar, Raider, Sorcerer, Thief, Thug, Warrior

Vendhya
Language: Vendhyan
Neighboring Languages: Afghuli, Hyrkanian, Iranistani, Khitan, Kosalan
Preferred Classes: Any save Barbarian, Brute, Gladiator, or Swashbuckler

Zamora
Languages: Zamorian
Neighboring Languages: Brythunian, Corinthian, Hyrkanian, Kothic, Shemite
Preferred Classes: Assassin, Entertainer, Magician, Scholar, Sorcerer, Thief, Thug, Warrior, Witch

Zingara
Languages: Zingaran
Neighboring Languages: Aquilonian, Argossean, Ophirean, Pictish, Shemitish
Preferred Classes: Entertainer, Magician, Pirate, Priest/Scholar, Scout, Swashbuckler, Thief, Thug, Warrior

Next are the classes.
They are broken up into three types: Fighter, Rogue, and Spellcaster.
I went this route for my multiclassing rules (see below.) I enjoy multiclassing as it gives my players more options. It's going to be hard enough surviving Hyboria, especially without the proliferation of healing magic found in a typical D&D game. Multiclassing gives them more tools to survive. And, quite frankly, it helps model more competent characters in the vein of Conan.

FIGHTERS
Archer
Barbarian
Brute
Gladiator/Swashbuckler
Knight
Pirate/Sailor
Raider
Scout
Thug
Warrior

Archer
Ability Requirements: Str 13, Dex 13
Prime Requ: Dex
Exp: As Fighter
HD: 1d6
Save: As Fighter
Attack: As As Fighter
Armor: Up to chain and shield.
Weapons: Any except two-handed melee.

Bow Expertise
+1 to hit with a bow. 
OR
If you are only allowing one shot per round with your rules the Archer can attack twice per round with a -2 penalty per shot if he takes both.

Sure Shot
No penalty for unstable platform such as a running horse, chariot, rolling ship deck, etc.

Long Shot
Range increment's for bows increases by 50 percent.

Level Three:
Dead Shot
After aiming for one full round, with no attack, the archer receives a +4 bonus to his bowshot the next round. He can only take one attack but if it hits he does x2 damage.

Level Nine:
Rapid Shot
An extra bow attack is gained.

Level Twelve:
Trick Shot
Called shot penalties reduced by half.

Barbarian (Hillman)
Prime Requ: Str
Exp: As Fighting-Man.
HD: 1d8
Save: As Fighting-Man.
Attack: As Fighting-Man.
Armor: Chain and shield. May wear heavier but lose special abilities while in the heavier armor.
Weapons: Any

Alert
Only surprised on a 1 on a 1d6.

Battle Fury
Once per day per 2 levels (round up)  the Barbarian can make a single brutal attack on his opponent, sacrificing accuracy and finesse for sheer damage.  -2 to the attack roll but doing x2 damage, x3 if a natural 20 is rolled.

Climb
As Thief

Destroyer
At third level the Barbarian can swing wildly attacking twice per round with a melee weapon with a -2 penalty to each attack. This penalty is in addition to any other attack combinations such as two-weapons and follow through if multi-classed

Pantherish Dodge
+1 to AC in chain armor or lighter.

Brute 
Prime Requ: Str
Exp: As Fighter
HD: 1d10
Save: As Fighter
Attack: As Fighter
Armor: Any.
Weapons: Any but greatly prefer melee weapons.

Brawn
A Brute character gains +2 to all melee and unarmed damage rolls (in addition to their normal Strength bonus). They know where to hurt people and hit like a freight train.

Crusher
Once per day per level  the Brute can summon his inner reserves of anger and rage to deliver a brutal strike. With a -2 to the attack roll but doing x2 damage (rolled and modifiers both.) If a natural 20 is rolled the modifier is x3.

Destroyer
At third level the Brute can swing wildly attacking twice per round with a melee weapon with a -2 penalty to each attack. This penalty is in addition to any other attack combinations such as two-weapons and follow through if multi-classed.

Intimidation
Once per day per level the Brute can intimidate creatures with a total HD equal to his level. Thus a fifth level brute can intimidate up to five HD of creatures. Lowest level HD creatures are affected first. The creatures must be able to see the Brute's display of intimidation to be affected. The creatures are allowed a Saving Throw to avoid this effect. Those that fail suffer a –2 to all attacks on the Brute. Most will flee; only the most determined will stay and fight.

Iron Constitution
Brutes make saving throws against disease and poison with a +4 bonus.

Gladiator/Swashbuckler
Prime Requ: Dex
Exp: As Fighter
HD: 1d8
Save: As Fighter
Attack: As Fighter
Weapons: Any
Armor: Chain and shield.

Acrobat
+2 to Dex rolls/Saves involving Dexterity.

Agile Fighter
+1 to AC in Chain or Lighter.

Dual Weapon/Florentine
Off hand penalty reduced from 0/-4 to 0/-2. If the Gladiator/Swashbuckler uses a shield the training will grant him a +1 bonus to the shield's bonus.
At level 6 there is no penalty to the attacks. Shield use gives a +2 bonus to the shield.

Glorious Slaughter/Fencer
The Gladiator/Swashbuckler is a Dexterity based fighter. He may use his Dexterity bonus instead of his Strength bonus for melee attacks, but not damage.

Gladiator Only: Slave
-4 to Charisma checks penalty with non-slaves unless freed.

Knight
The army was on the move at last. There were the knights, gleaming in richly wrought plate-armor, colored plumes waving above their burnished sallets. (...) [The spearmen], like the knights, were of ancient Kothic blood -- sons of ruined families, broken men, penniless youths, who could not afford horses and plate-armor, five hundred of them.
Black Colossus
Prime Requ: Str
Ability Requirements: Str 9, Con 9
Exp: As Fighter
HD: 1d8
Save: As Fighter
Attack: As Fighter
Weapons: Any
Armor: Any

Follow Through
At level 3 the Knight can make an additional attack if the first attack is a hit. The extra attack can be against the same opponent or against another foe if the new target is within five feet of the Knight . He can attempt a third attack at level 12 and a fourth at level 20.  If an attack misses the follow through ends, any remaining attacks are lost. The Knight must remain in the same location of combat to get the extra attacks. Charging through an area does not allow this.

Mounted Fighter
 Knights are masters of mounted combat, receiving no penaty for a mount moving faster than a walk (normal penalty of -2 to hit.) When fighting in melee against unmounted foes Knights gain a +2 bonus to hit as well as a +2 bonus to AC (normal bonus of +1 to each.)

Riding
At levels 1, 4, 8, 12, 16, and 20 the Knight gains a cumulative +1 bonus to his riding checks (Dex) for basic riding maneuvers such as staying mounted while the mount is bucking or upset, calming and controlling the mount, etc. In addition, the Knight can do the following:
  • While mounted the Raider gains a +1 to AC and can use his Dex bonus increase his mount's AC.
  • With a successful check, the Knight can drop along the side of his mount for cover, gaining a +4 cover bonus to his AC. This is considered pretty dishonorable by quite a few.
  • With a successful check the Knight can fall from a mount and take half damage (see Riding in Rules Clarifications: Miscellaneous.) This does not apply to flying mounts.
  • With a successful check the Knight can coax the mount to leap obstacles it would normally balk at jumping.
Weapon Focus
At levels 1, 4, 8, 12, and 20 the Knight may choose a melee weapon type (sword, two-handed sword, dagger, spear, etc) and  does damage as if the weapon is one dice code higher. Example: a short sword does 1d8, a sword does 1d10, etc. Many will choose lance as a focus weapon,

Pirate
Prime Requ: Con
Exp: As Fighter
HD: 1d8
Save: As Fighter
Attack: As Fighter
Weapons: Any but prefer short and stabbing weapons for ship fighting.
Armor: Leather or equivalent to use thief abilites and shield .

Close Quarters Fighting
No penalty for fighting in tight spaces such as in a ship or a tunnel (normal penalty of -2)

Gambling
Life aboard ship can be boring and the Pirates find ways to pass the time. Oneof their favorites is gambling and are notorious for being skilled at most forms of games and at the art of cheating. At 1st level and at 3rd, 6th, 9th, and 12th the Pirate gains a cumulative +1 bonus to his gambling checks.

Sailing (includes navigating and ship repair)
Intelligence check. The Pirate receives a +1 to this check and an additional +1 bonus at every fourth level. This includes the art of steering and keeping the ship running as well as navigating or finding ones position using an Intelligence check with the Sailing bonus included. Bonuses may be given for good charts, maps, etc. When used to repair a successful roll allows x2 the number of ship points to be repaired.

Swimmer
+2 to Swimming (Strength) checks

Thief Abilities
 A pillager, the Pirate must be able to sneak aboard ships or camps on the shore or docks. He can Move Silently and Backstab as a Hyborian Thief (see below) of equal level. He can Climb Walls but not as well as a Thief. At first level they climb at 50 percent plus five percent per even level.

Raider
The riders were typical Hillmen, lean and hawk-faced; peaked steel caps were on their heads and chain mail glinted under their flowing kaftans. Their main weapon was the terrible Shemitish bow, which could send a shaft five hundred paces.
-Black Colossus
Prime Requ: Dex
Exp: As Fighter
HD: 1d8
Save: As Fighter
Attack: As Fighter
Weapons: Any but greatly prefer one-handed melee for riding.
Armor: Mail and sheild.

Mounted Fighter
Raiders are masters of mounted combat, receiving no penaty for a mount moving faster than a walk (normal penalty of -2 to hit.) When fighting in melee against unmounted foes Raiders gain a +2 bonus to hit as well as a +2 bonus to AC (normal bonus of +1 to each.)

Riding
At levels 1, 4, 8, 12, 16, and 20 the Raider gains a cumulative +1 bonus to his riding checks (Dex) for basic riding maneuvers such as staying mounted while the mount is bucking or upset, calming and controlling the mount, etc. In addition, the Raider can do the following:
  • While mounted the Raider gains a +1 to AC and can use his Dex bonus increase his mount's AC.
  • With a successful check, the Raider can drop along the side of his mount for cover, gaining a +4 cover bonus to his AC. This is considered pretty dishonorable by quite a few.
  • With a successful check the Raider can fall from a mount and take half damage (see Riding in Rules Clarifications: Miscellaneous.) This does not apply to flying mounts.
  • With a successful check the Raider can coax the mount to leap obstacles it would normally balk at jumping.
Stealthy
The Raider is adept at sneaking up on enemy camps. He gains a +1 to surprise foes.

Survival
Just like the Scout the Raider is adept as living in the harsh wilderness. This check is rolled in addition to normal foraging rolls. The DM may modify this check for plentiful or exceptionally harsh terrain. This also includes the ability to track with penalties and bonuses for mud, snow, dry ground, etc at the discretion of the DM. Less skilled than the Scout, the chance for success is 40 percent at first level plus five percent at every even level.

Scout 
Prime Requ: Dex
Exp: As Fighter
HD: 1d8
Save: As Fighter
Attack: As Fighter
Armor: Chain and shield.  See Stalker  ability below.
Weapons: Any

+1 to AC.
This applies in chain armor or lighter.

Alertness
The ability to detect danger. -1 to be surprised on a 1d6.

Backstab
Scouts are capable hunters and once a quarry is found they are adept at attacking from surprise to kill the prey.  +4 to attack. x2 damage. x3 damage at levels 5-8. x4 damage at 9th level. This also includes ranged attacks until the target(s) are aware they are being fired upon.

Climber
As a Hyborian Thief (see below) of equal level. If in armor heavier than leather the chance is at -20 percent.

Runner
The Scout's base movement is 135'/45'.

Stalker
In natural settings the Scout can Move Silently and Hide in Shadows at a base 60 percent plus five percent at every even level. If in armor heavier than leather the chance is at -20 percent. In non-natural settings (cities, crypts, etc) the percentages are divided by two (rounded up.)

Survival
The ability to live off of the land and survive, this check is rolled in addition to normal foraging rolls. The DM may modify this check for plentiful or exceptionally harsh terrain. This also includes the ability to track with penalties and bonuses for mud, snow, dry ground, etc at the discretion of the DM. The chance for success is 60 percent at first level plus five percent at every even level.

Thug
Prime Requ: Con
Ability Requiremenets: Con 9
Exp: As Fighter
HD: 1d8
Save: As Fighter
Attack: As As Fighter
Armor: Leather
Weapons: Any

Backstab
Thugs are dangerous and will often take the opportunity to take an opponent out with a stab or shot in the back. When attacking with surprise, from behind, the Thug gains +4 to hit and inflicts double damage. At levels 5-8, damage is tripled, and from a Thug above level 8 such an attack inflicts quadruple damage.

Brawler
Crime is a rough business for the Thug and he has to know how to lay down a beating now and again. Gains a +1 to attack with all melee attacks.

Criminal Contacts
As he gains skill and reputation the Thug meets a lot of others in the crime business. With a successful Charisma check the Thug may ask one favor of a criminal or underword contact such as a pickpocket, burglar, fence, protitute, etc. The favor will be things not generaly available to the average citizen, usually information or perhaps a use of a special talent. The contact will not endanger himself or his employment and will usually negotiate a payment or favor in return if the favor is difficult or unpleasant.
  • The Thug receives a bonus to the Charisma check at higher levels: 3, 6, 9, and 12.
  • He may call upon these contacts twice per adventure at first level. He may add an extra time for each bonus to his Charisma check due to higher levels. 
Gambling
The Thug often supplements his income with a bit of cards and dice.  At 1st level and at 3rd, 6th, 9th, and 12th the Thug gains a cumulative +1 bonus to his gambling checks.

Thief Skills
Thugs pick up a mix of useful skills in his associations with other criminals. He often needs to get in where he's not supposed to be and be quiet about it.  Pick Pockets and move silently as a Hyborian Thief (see below).

Warrior
I never saw a man fight as Conan fought. He put his back to the courtyard wall, and before they overpowered him the dead men were strewn in heaps thigh-deep about him. But at last they dragged him down, a hundred against one.
-A Witch Shall Be Born
Prime Requ: Str
Exp: As Fighter
HD: 1d8
Save: As Fighter
Attack: As As Fighter
Armor: Any.
Weapons: Any

Melee Focus
+1 to attack with melee weapons.

+1 to AC. The Warrior is skilled at defending himself from attack.

Weapon Expert
At levels 1, 4, 8, 12, and 20, and 20 the Warrior may choose a melee weapon type (sword, two-handed sword,dagger, spear, etc) and  does damage as if the weapon is one dice code higher. Example: a short sword does 1d8, a sword does 1d10, etc.

Follow Through
At level 3 the Warrior can make an additional attack if the first attack is a hit. The extra attack can be against the same opponent or against another foe if the new target is within five feet of the Warrior. He can attempt a third attack at level 12 and a fourth at level 20.
If an attack misses follow through ends, any remaining attacks are lost.

ROGUE
Assassin
Entertainer
Priest/Scholar

Thief

Assassin
Prime Requ: Dex
Exp: As Fighter
HD:  1d6
Save:  As Thief.
Attack:  As Thief
Armor:  As Thief.
Weapons:  Any.

Death Attack
Usable once per day per 2 levels.
If an assassin studies a victim for 3 consecutive rounds and makes a sneak attack (as a Thief) that successfully deals damage, the sneak attack can potentially kill the target instantly. While studying a victim prior to an attack, the assassin can undertake other minor actions but must stay focused on the target. If the target knows the assassin is present, a death attack is not possible. The victim of such an attack must make a saving throw. If the saving throw fails, the victim dies instantly. If the saving throw succeeds, the attack is treated as a normal Thief sneak attack.

After completing 3 rounds of study, the assassin must attack within the next 3 rounds to use this ability. If a death attack is attempted and fails because the victim succeeds at the saving throw, the assassin cannot make another attempt at a death attack in this circumstance because the victim will almost certainly be aware of the assassin’s status as an enemy. If the assassin attacks and misses (and the target is not aware of the attack), or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before another death attack attempt can be made.

Poisons
Given an hour of brew time, and the proper ingredients  the Assassin can create a virulent poisons. The poison can be ingested, contact, or injected as the Assassin desires. At first level the Assassin's poison does 1d6 hp damage and an extra 1d6 at levels 3, 9, 12, 15, and 18. The poison is insidious and slow; starting one hour after exposure it does 1d6 damage per hour until the available d6's of poison are used or the victim is dead. A Saving Throw is allowed during the initial 1d6 hp loss and if successful, all damage done is for half damage as the poison runs its course.

  • The Assassin can also make an antidote for the poison. When given it stops all damage.
  • Both poison and antidote have a shelf life of a number of days equal to the Assassin's level.

Thief Abilities
Pick Locks, Move Silently, Climb Walls, Hide in Shadow as a Hyborian Thief (see below).

NOTES: This version sets itself further from the classic Thief class. This one is all about stealth and  murder and lacks many of the essential treasure finding skills of the Thief.

Entertainer
Prime Requ: Cha
Save: as Thief
HD: 1d6
Save: as Thief
Attack: as Thief
Weapons: Any.
Armor: Leather and shield.

Gossip
Entertainers learn a little bit of everything in their socializing and travels. After an hour of mingling and socializing with a crowd they have a chance to know local rumors, interesting sites, famous or notorious individuals, local gossip, etc.

The chance to know useful information is 30 percent chance at first level plus five percent at each even level after, to a maximum of 100 percent. The GM can call for a roll for each bit of desired information that could have possibly been  gained.

Influence Reactions
When performing before an individual or group that is not attacking (and not intending to attack in a round or two), the Entertainer can try to alter the mood of the listeners. He can try to soften their mood or make it uglier. The method can be whatever is most suitable to the situation at the moment -- a fiery speech, a poem, a haunting lute melody, or a heroic song of heroes long gone. Everyone in the group listening must roll a Saving Throw (if the crowd is large, make Saving Throws for groups of people using average hit dice). The die roll is modified by -1 penalty for every three experience levels of the Entertainer (round fractions down). If the Saving Throw fails the group's reaction can be shifted one level toward either the friendly or hostile end of the scale, at the player's option. Those who make a successful Saving Throw have their reaction shifted one level toward the opposite end of the scale.

Inspire
The music, poetry, and stories of the Entertainer can also be inspirational, rallying friends and allies. If the exact nature of an impending threat is known, the Entertainer can heroically inspire his companions (immortalizing them in legend), granting a +1 bonus to attack rolls, or a +1 bonus to Saving Throws, or a +2 bonus to morale (particularly useful in large battles) to those involved in melee.
  • The Entertainer must spend at least three full rounds singing or speaking before the battle begins.
  • This affects those within a range of 10 feet per experience level of the Entertainer.
  • The effect lasts 1d6 plus one round per level. Once the effect wears off it can't be renewed if the recipients are still in battle. However, troops who have withdrawn from combat can be inspired again by the Entertainer's words.
Languages
The Entertainer receives twice the number of beginning langages, both beginning and bonus. At third level the Entertainer has picked up a few tricks along the way and has a 50 percent chance to read and understand the basics of any normal writing or language (including simple codes, dead languages, treasure maps, and so on, but not magical writings) that he does not speak. This chance increases by 5 percent every even level. If he tries but fails to read a piece of writing, he must gain at least one experience level before trying to read it again.

Thief Abilities
Hear Noise and  Pick Pockets as a Hyborian Thief (see below) of equivalent level.

Magical Items
Bards may employ any magical weapons not specifically restricted to a single class (of course, the weapon must be of a type Bards can normally use). They may wear magical armor of the type appropriate to their armor restrictions. They may also use all other magic items usable by Fighters and Thieves and may use a Horn of Valhalla.

Priest/Scholar  
Prime Requ: Int
Ability Requiremenets: Int 9
Exp: As Cleric
HD: 1d6
Save: as Cleric
Attack: as Cleric
Weapons: As Cleric.
Armor: Leather and shield.

Alchemy
With an alchemy lab and materials (minimum of 100 gp) a Priest/Scholar can create acids, poisons, and basic items such as soap etc.

The Priest/Scholar is limited to making a number of doses of each type equal to his level per day. Thus a third level Priest/Scholar can make three doses of  acid and three doses of  poison per day. Each dose has a creation time of four hours and only one type can be made at a time unless the Priest/Scholar pays for a second lab. When the four hours of brewing, distilling, etc is up the Priest/Scholar has a number of doses of the item created equal to his level. The created items have a shelf life equal to the Priest/Scholar level in days.

Acid
  • The acid does immediate damage of 2d4 at first level plus an extra 1d4 at levels 3, 9, 12, 15, and 18. Immediate damage does 1d4, another 1d4 is taken each round after until all 1d4's are expended. 
  • It does not affect glass, stone, nor magical items. It is possible to blind someone if thrown into the eyes.
  • Those hit by the acid can Save for half damage. The acid can be neutralized by dousing with water, dirt, etc. 
Poison
  • The poison can be ingested, contact, or injected as the Priest/Scholar desires. At first level the Priest/Scholar's poison does 1d6 hp damage and an extra 1d6 at levels 3, 9, 12, 15, and 18. The poison is insidious and slow; starting one hour after exposure it does 1d6 damage per hour until the available d6's of poison are used or the victim is dead. A Save is allowed during the initial 1d6 hp loss and if successful, all damage done is for half damage as the poison runs its course.
  • The Priest/Scholar can also make an antidote for the poison. When given it stops all damage. Brew time for the antidote is one hour. It follows all rules above for number of doses per day and shelf life.
Lore
A Priest/Scholar learns much from studies of ancient writings and information gleaned from travelers. At times they will head out on their own expeditions into the world seeking precious and rare knowledge.

They have a 50 percent chance at first level plus five percent at each even level after (maximum of 100 percent) to know local legends, sites, famous or notorious individuals, etc.

Healing
With a successful Intelligence check +1 at levels 3, 9, 12, 15, and 18 the Priest/Scholar may heal 1d6 hit points lost in a single combat encounter, trap, disease, poison or other hit point damaging encounter. He can do this once per character per encounter.

Poultices
With a bit of preparation the Priest/Scholar can prepare a few poultices or medicines to be applied to wounds to alleviate pain and help the wounded. Each application to a set of wounds after a combat or other damage encounter will  return 1d3 hit points to the patient. Only one poultice can be applied for effect on one person's set of wounds incurred in an encounter. He can make a number of poultices equal to half his level per day (round up.) Each poultice lasts for two days per Healer level. After that they are spoiled and useless. These work in addition to a Priest/Scholar's Healing ability, magical healing, and various Binding Wounds rules.

Languages
The Priest/Scholar must learn ancient and foreign languages to learn precious information. He starts with twice the beginning languages (including bonus languages from Intelligence) in addition to the bonus languages received at every fourth level (see Setting Rules below.)

He also has a natural affinity with patterns and clues which gives him a 50 percent chance to read and understand the basics of any normal writing or language (including simple codes, dead languages, treasure maps, and so on, but not magical writings) that he does not speak. This chance increases by 5 percent every even level. If he tries but fails to read a piece of writing, he must gain at least one experience level before trying to read it again.

Ritual Bonus
A Scholar's studiousness and organized mind gives him an advantage over other non-spell casters in the casting of magic rituals.  The Scholar can add half of his Scholar level (round up) as a bonus to the casting roll.

Magical Items
Scholars may employ any magical weapons not specifically restricted to a single class and usable by a Thief. They may wear magical armor of the type appropriate to their armor restrictions.

Thief, Hyborian
Prime Requ: Dex
Ability Requirements: Dex 9
Exp: As Thief
HD: 1d6
Save: as Thief
Attack: as Thief
Weapons: As Thief.
Armor: Leather and shield.

Thief Skills
Open Locks, Find/Remove Traps, Pick Pocket, Move Silently, Hide in Shadows, Climb Walls, Hear Noise, and Backstab. Now add 20% to the values (except for Climb Walls) for competency of characters in a Hyborian setting.

Fast Talk
With a bit of conversation, and a good bit of lying and trickery, the Thief is often capable of befriending, bribing, or conning an individual to his way of thinking. After 2d6 minutes of cajoling, flattering, drinking, etc the victim of the Fast Talk must make a Saving Throw. The victim's Saving Throw has a cumulative -1 penalty roll for the Thief's level at 1st and every fourth level after at 4, 8, 12 ,16, and 20. If the Save is failed the individual will give up some bit of information, do a small favor, or otherwise not hinder the Thief as long as the Thief appears to be friendly. This is not a magical effect: if the individual finds out the Thief is lying to him or some other situation arises to change his view of the Thief he may act normally.

Gambling
A Thief often haunts shady establishments and is not adverse to supplementing his living with cards, dice, his wits and nimble fingers. At 1st level and at 3rd, 6th, 9th, and 12th the Thief gains a cumulative +1 bonus to his gambling checks.

SPELLCASTER
Magician
Sorcerer
Witch

Magician
As a standard Magic User with the following changes:

The Magician can ONLY cast spells via rituals and can use Folkloric and Infernal options. 
The Magician can attempt to cast spells of a higher level. The Magician may add his level to the casting roll.

The Magician may cast both Magic User and Cleric spells. If a spell is listed in both the Cleric and Magic User lists the Magician uses the Magic User version.

Extra Spells
The Magician receives a extra spell slot per spell level at each level of Magician. For Example: A fourth level Magic User would have two 1st level spell slots and two 2nd level slots available. The  fourth level Magician has three 1st and three 2nd.

Potions, Salves, and Charms
A Magician may work any spell known into a potion, salve, or charm.
Potions must be drunk, salves applied to skin, and charms hidden on or in the house of the target of the spell.

Spells which compel the target to obey the caster, such as Charm, take effect as if the caster is the one who gave the item to the one who drank or used it.

Creation time is the same as for rituals and costs the daily spell slot of the spell used. The Magician is adapt at this form of magic and can make a number of items equal to twice his Magician level, and each has a shelf life equal to twice the Magician's level in days.

Sorcerer
As a standard Magic User with the following additions:

Unlike the Magician the Sorcerer can cast spells normally.  He can also cast both Magic User and Cleric spells. If a spell is listed in both the Cleric and Magic User lists the Sorcerer uses the Magic User version.

The Sorcerer can cast ritual magic and can use the Folkloric and Infernal options.
The Sorcerer can attempt to cast spells of a higher level.  The Sorcerer may add his level to the casting roll.

Witch/Warlock
Prime Requ: Wis
HD: 1d6
Save: as Cleric
Attack: as Cleric
Weapons: Any.
Armor: Leather

The Witch may cast the same number of spells per day as the Cleric in the base rulebook.
The Witch may cast both Magic User and Cleric spells. If a spell is listed in both the Cleric and Magic User lists she uses the Cleric version.
The Witch can cast spells via rituals and can use Folkloric and Infernal options.
The Magician can attempt to cast spells of a higher level.  The Witch may add her level to the casting roll.

Potions, Salves, and Charms
A Witch can create these items just like a Magician. Their methods are less sophisticated and can only make a number of items equal to her level, and each has a shelf life equal to the Witch's level in days.

Poisons
Given an hour of brew time, and the proper ingredients herbs such as human or animal parts, the Witch can create virulent poisons. The poison can be ingested, contact, or injected as the Witch desires. At first level the Witch's poison does 1d6 hp damage and an extra 1d6 at levels 3, 9, 12, 15, and 18. The poison is insidious and slow; starting one hour after exposure it does 1d6 damage per hour until the available d6's of poison are used or the victim is dead. A Saving Throw is allowed during the initial 1d6 hp loss and if successful, all damage done is for half damage as the poison runs its course.

  • The Witch can also make an antidote for the poison. When given it stops all damage.
  • Both poison and antidote have a shelf life of a number of days equal to the Witch's level.

Multiclassing
Maximum total character levels: 20
Maximum total classes: 3

To gain a new class the character must gain enough experience points to reach a new level in his current class. Once this happens he gains a level of the new desired class. The total levels in both classes are added to find his total character level. Whichever class has the highest exp requirement to reach the next character level becomes the new required exp for the character to level in either class. There is no restriction on which class he must level in, he can raise either as long as he gains the proper exp to gain a new character level.

For Example:
A 5th level Warrior has trained to become a Sorcerer when he gains 32,000 exp (required to reach Warrior  level 6). He is now a 5th level Warrior/1st level Sorcerer. His total character level is 6.
He switches to the exp requirements of the higher cost Sorcerer. He must now gain 80,000 exp (required to reach Sorcerer level 7) to gain a level of either Warrior  or Sorcerer. If he had not multiclassed he would have reached Warrior level 7 at 64,000 exp.

If the same type of class (Fighters, Rogues, Spellcasters) is chosen for the new level the character continues with his normal progression in attack and saving throw. If a different type of class is chosen the best of both classes is used.

For Example:
The above 5th level Warrior /1st level Sorcerer would use the 5th level  Warrior attack and saving throws. If he were to gain enough levels of Sorcerer to beat his Warrior attack and saves he would then use them. Use the best of both.
If he had chosen another Fighter class, say Scout, his attack and saving throw would continue as a 6th level Warrior .

The character can use any weapon his classes allow but he must follow the armor restrictions for class abilities:
Leather armor or less if a Thief class is chosen, no armor for spells as a Sorcerer, etc.
Shields may be used if a class allows but must be dropped or slung for thieving or magic.

Surprise modifiers and armor class bonuses granted by classes do not stack.

A few Hyborian Setting Rules
Attribute Rolls
Roll 4d6 for each, arrange as desired.

Binding Wounds
After combat characters treat their wounds and regain 1d4 hit points.

Bonus Languages
There is no common tongue in this setting and the stories often show the heroes and primary characters able to learn and speak many languages. Characters start with their racial language and a bonus language at first level. Normal extra language for higher Intelligence apply.

If exposed to new languages and have the opportunity to learn it a character can learn a new language every fourth level or HD (4, 8, 12, etc.)

Healing
Hyborian characters regain two hit points per level each day if they rest. Slow travel on foot, horse, or cart is permitted. If they are involved in combat, movement faster than walking speed, etc they only gain one hit point per level.

Hit Points
Hyborian characters start out at maximum hit points at first level. When rollng hit points each level after all one's on the dice are rerolled.

Gambling & Cheating
To make a gambling check each gambler rolls a 1d6 + Int modifier, highest roll wins.

Those attempting to cheat roll a Dexterity check for a +1 bonus to the gambling check.
Any character with the  Pick Pockets ability may substitute this roll instead of his Dexterity roll if he has a better chance.  If the cheater rolls a natural 20 or a natural 95-100 percent he has been spotted by his victim or victims.

If the cheater fails his roll the victim has a 1-2 in 6 chance of detecting the cheating. This is modified by the cheater's Dexterity bonus, if any, and the victim's Wisdom bonus, if any.  Each victim of the cheat gets to roll to notice.

Riding
A basic riding check is a Dexterity check with modifiers as decided by the DM.

Falling off a moving horse or wagon does damage depending on the horse's movement. At a walk the damage is 1d3, at a trot the damage is 1d4, and for running the damage is 1d6.

Those attacking on a horse moving faster than a walk receive a -2 penalty to attack unless stated otherwise in a class ability.

Riders in melee against unmounted foes receive a +1 to hit and a +1 AC bonus for being on higher ground.

New Bow Rules 
A long bow and a strong bow, and let the sky grow dark!
The cord to the nock, the shaft to the ear, and the king of Koth for a mark!
-The Scarlet Citadel

I decided to make a few changes to the bow statistics (always a considered and sometimes controversial subject) to reflect the importance and power of certain cultural bows in the setting.
These rules are used with only one attack per round from a bow. This and the limitations of ammunition should keep things from getting out of hand.

The Bossonian longbow and the Stygian bow are large and very powerful warbows. They inflict severe wounds due to their heavy pull and large arrows. A Strength score of 13 is required to fire either bow. Neither can be fired while mounted.

The common hunting bow is a short bow found across the Hyborian world. It is the most common type of bow. It can be used mounted.

The Hyrkanian and Shemitish bows are of similar design. They are hard hitting but not as powerful as the Bossonian or Stygian bows. They do have a better range and can be used while mounted.

Arrows can be tipped with barbs giving a +1 bonus to damage.

Crossbows are loaded by pulling the string back by hand and takes one full round to reload. The Arbalest is a deadly steel bowed crossbow which must be cocked with a crank or winding mechanism. This takes three full rounds to reload.













Thursday, March 2, 2017

The Haunted Valley: A Few Ways of Getting the PC's Involved

 Financial
Hired to find a missing person  or find stolen item or items.
Hired to assassinate a resident of the valley.
Rumors of a lost treasure has found them, perhaps even with a map to ruins in the valley.
The Bishop's cousin, missing, last seen travelling through Geron via coach. Went missing and the coach went on ahead and reported his loss. The Party is hired to find out what happened.
Via traveling monks reports of witchcraft, diabolism, and evil spirits has reached the Bishop. The Party is hired to escort a member of the church to investigate. They are seeking proof of devil worship, black magic, witches, sorcery, demons, devils, ghosts, and anything out of the ordinary. If possible destroy the threats. They are also tasked with rooting out any other heresies be they mundane or supernatural in origin.

Personal
A family member or friend missing and must investigate. A scholar friend was passing through the valley. Last letter is from Geron. Stayed to study ruins and rumors of occult activity. Letters stopped alerting PC's to his disappearance. Where is he?
Perhaps a stolen family heirloom or even a stolen spellbook or item has led the Party to the valley.
An NPC in Geron murdered a family member, friend, or lover of a PC. He has tracked the culprit to the valley. The guilty party does not know who the PC is.

Seeking knowledge
Rumor of a magical tome or item in the valley reaches the ears of the PC's. They require it and must seek it out.
A member of the Party or someone they know is deathly sick and  mundane medicine has failed them. The Party has heard  rumors of a possible cure in the valley.

A Few Possible Trigger Events
Ideas to move things along or get the Party into action.

Assassination Attempt
Guards and Captain, manipulated by supernatural force or actual grudge against PC's
Townsfolk, whose secrets were learned
Supernatural force riled by the PC's

Barmaid Murdered
Hair taken
Similarity to the unnamed child killed years ago (Little Girl's Ghost)
Clues to Eurys

Being followed
Guards
Midnight Cat
Townsfolk
Minions of the Infernal Emissary

Demon Murders
Minion of the Infernal Emissary
Sent after enemies, those too close to the truth(s)

Grave Robbed
Ghouls
Desperate townsfolk, traveler, etc looking for loot or item

Gravedigger Murder
Eurys the Mouse's revenge for the blackmail
Covering tracks or clues to the murder

Gypsies
Harassed in the village
Offer to trade or service for a favor from PC's
Mother of the hanged ghost gypsy boy seeking revenge

Old Svalovich
Seen creeping about
Looking in at night on the PC's
Interacting with PC's
Hidden coffin

Scarecrow Bodies
Travelling monks killed and hidden  in fields outside of town
Found by farmer
Who killed? Sacrificed?