The Maiden Saga: Role Playing Game

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The Maiden Saga: Role Playing Game Page 17

by Aishling Morgan

10

  8

  10

  12

  Lance

  3

  4

  5

  3

  4

  7

  6

  3

  Heavy Armament Bonus Table

  Aeg

  Mund

  Hai

  Ythan

  Makea

  Oretes

  Vendjome

  Aprina

  Catapult

  10

  12

  15

  20

  15

  10

  10

  5

  Trebuchet

  15

  20

  20

  25

  20

  20

  20

  10

  Canon

  5

  10

  25

  40

  30

  35

  35

  40

  Artillery

  5

  15

  35

  50

  40

  40

  40

  60

  Bombardment Combat Point Guideline Table

  Points per 10

  Complement

  Total Points

  Aeg longship

  10

  30

  30

  Mund galley

  10

  50

  50

  Hai galley

  20

  50

  100

  Makean corsair

  30

  30

  90

  Makean man-o’-war

  40

  100

  400

  Oreatan armed merchantman

  20

  30

  50

  Vendjomois man-o’-war

  40

  80

  320

  Aprinian frigate

  80

  60

  480

  Aeg castle

  20

  50

  100

  Mund castle

  30

  100

  300

  Hai castle

  50

  100

  500

  Hai coastal fortress

  60

  20

  120

  Ythan fortress

  100

  50

  500

  Makean coastal fortress

  100

  100

  1000

  Oretean fortress

  100

  100

  1000

  Vendjomois fortress

  100

  100

  1000

  Vendjomois coastal fortress

  100

  50

  500

  Aprinian border fort

  200

  20

  400

  Aprinian coastal fortress

  200

  100

  2000

  Capture Bonus Table

  Aeg

  Mund

  Hai

  Ythan

  Makea

  Oretes

  Vendjome

  Aprina

  Weapons – bonus to be added to Game Points in Power

  Club

  3

  2

  1

  1

  2

  1

  1

  1

  Body Hook

  3

  5

  3

  2

  3

  2

  2

  1

  Net

  2

  3

  4

  5

  5

  5

  5

  1

  Bolas

  1

  1

  1

  3

  6

  2

  2

  1

  Elixirs – bonus to be added to Game Points in Craft

  Goblin Musk

  4

  1

  8

  5

  6

  3

  7

  2

  Red Mushroom

  3

 
3

  2

  3

  1

  1

  1

  1

  Aprinian Soporific

  1

  2

  3

  6

  4

  4

  4

  6

  Ythan Distillate

  2

  3

  4

  8

  6

  4

  5

  4

  Roll for Escape

  0 sixes

  You meet one of your captors.

  1 six

  You find an item of apparel, although not necessarily a suitable one.

  2 sixes

  You discover a weapon of the GMs choice.

  3 sixes

  You find what you need for the task at hand, perhaps a grappling iron or a lock pick.

  A quadruple

  You find what you need, plus your clothes.

  A quintuple

  You find what you need, plus your clothes and weapons, if you had any.

  A sextuple

  You find what you need, plus clothes, gold and two weapons of your choice.

  Escape Obstacles Table

  Object

  Resistance

  Garden wall

  2

  Compound wall

  4

  Castle wall

  5 per unit height, so 10 if the wall is twice your height, 15 for 3, etc

  Ordinary Lock

  10 + the Craft value of the people in question (e.g. 3 for Makeans)

  Dwarven Lock

  25

  Silver slave leash

  10

  Capture Net

  30

  Welded steel chains

  100

  Keep Gates

  100 (10 from inside)

  City Gates

  150 (20 from inside)

  Roll for Dash for Freedom

  1 six

  You fail to break free.

  2 sixes

  You break free but rouse the guard, who you must face unarmed and naked.

  3 sixes

  You have break free and escape, unarmed and naked.

  A quadruple

  You break free and rouse the guard but manage to snatch a weapon of your choice (subject to the GMs decision on what is available) with which to fight.

  A quintuple

  You break free and escape with your weapons and clothes but no money.

  A sextuple

  You break free and escape with your weapons, clothes, a riding beast if available and five times the sum you were carrying when you were captured.

  Roll for Theft

  0 sixes

  You rouse the house, meet a guard, trip over the pet troll or some similar disaster.

  1 six

  You find nothing remotely useful.

  2 sixes

  You find some loot of the GMs choice, worth a few Silvers.

  3 sixes

  You find some loot of the GMs choice, worth at least fifty Gold.

  A quadruple

  You find loot worth one-hundred Gold and can choose one item within reason.

  A quintuple

  You find loot worth one-thousand Gold and choose any five items within reason.

  A sextuple

  You find a magnificent treasure, easily transported and of incalculable value.

  Roll for Specific Item Search

  0 doubles

  You find nothing.

  1 double

  You succeed on level 1.

  1 triple

  You succeed on level 2.

  1 quadruple

  You succeed on level 3.

  1 quintuple

  You succeed on level 4.

  1 sextuple

  You succeed on level 5.

  Guidelines to Values

  Edge Weapons

  1 Silver for a basic dagger – 50 Gold for a fine greatsword.

  Missile Weapons

  5 silver for a basic crossbow - 1,000 Gold for a smuggled Aprinian rifle.†

  Heavy Weapons

  10 Gold for a Makean cannonette – 50,000 Gold for an artillery piece.†

  Boats

  1 Gold for a river skiff – 20,000 Gold for a well found galley.

  Nymphs

  10 Gold for wild – 200 Gold for a tame exotic.

  Beasts of burden

  2 Gold for an Ox – 50 Gold for a trained elephant.

  Riding beasts

  5 Gold for a farm horse – 200 Gold for a war elephant.

  Slaves

  3 Gold for a labourer – 3,000 Gold for a beautiful Aeg virgin sold in Vendjome.

  Cloth

  1 Gold for a bolt of Aeg homespun – 100 Gold for a bolt of fine Aprinian silk.

  Drink

  1 Copper for a mug of ale – 10 Gold for a bottle of fine Hai wine.

  Spices etc

  1 Gold for a casket of sugar – 100 Gold for a casket of curious Makean spice.

  Furs

  10 Gold for a wolf pelt – 100 Gold for the pelt of a rare Cyprean jungle cat.

  Guidelines to Relative Values for Luxuries

  Furs

  Gems

  Wine

  Glass

  Dye

  Silk

  Ivory

  Slaves

  Aeg

  1

  3

  5

  6

 
7

  8

  6

  n/a

  Mund

  2

  3

  4

  5

  6

  7

  6

  n/a

  Hai

  3

  4

  2

  1

  4

  5

  5

  6

  Ythan

  4

  2

  3

  2

  1

  5

  4

  3

  Makea

  3

  4

  7

  3

  2

  2

  2

  2

 

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