Graveyard of Empires Main Houserule Document
Curabel Campaign House Rules
Licensing
A Short Introduction
This document is a collection of house rules intended to encourage a certain type of “old school” play. In particular, these clarifications and tweaks place emphasis on randomness (especially during PC creation), meaningful combat choices that don’t necessitate grids or miniatures, and resource management concerns based on equipment/encumbrance limitations.
Further additions (and possibly revisions) to this document are likely as I make rulings during the course of play. Finally, please note that many of the rules in this document are either based on or borrowed from various OSR bloggers (especially Arnold K.’s brilliant work at Goblin Punch). I have made an attempt to identify the original sources in the document’s endnotes, although this has proven impossible in a few cases.
Note about Edition
The primary rule book for the campaign will be the Old School Essentials (B/X version of Dungeons & Dragons).
Character Generation
0. Basic Information & Directions
- All characters should be created using the Roll20 dice rollers. Each player should generate two characters, choosing one as a primary and leaving the other as a backup. Please use the character sheet provided by the DM (a PDF form) and save it to a Google Drive account, sharing it via link with the DM AND/OR a Roll20 sheet to take advantage of the macros during play.
1. Attribute Generation
- Roll 3d6 six times for each character in order for the following attributes: Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma
2. Race/Class Selection
- Choose a race from the following: Cleric, Dwarf, Elf, Fighter, Magic User, Thief
- Halflings are very rare in the campaign setting; the player must provide the DM with a persuasive reason for their choice (beyond min-maxing) to select these races
- Note: Elven life-spans are shorter in the Curabel campaign world than the standard described on page 13 of the 1E DMG; please use the dwarf, mountain age categories for elves (half-elves are as described).
- Note: Clerics, elves, and magic users will not have access to spells initially due to events in the campaign setting.
4. Alignment Selection
- All alignments are permissible. Regardless of choice, however, PCs will be expected to cooperate and antagonistic choices are discouraged. If a player/character is consistently the source of disharmony in the group, they will be removed from the campaign.
5. Hit Points, Starting Funds, Age, Height, and Weight
- The player should roll for hit points, starting funds, age, height and weight using the Roll20 dice rollers.
- Please refer below to the Inventory House Rules for information about encumbrance tracking before purchasing gear.
Stat Checks
Performing tasks which are not related to your class abilities (i.e., anything other than combat, spell-casting, or basic exploration activities) will frequently be resolved with a “Stat Check”. A Stat Check is resolved by rolling 2 or more d6 (sometimes adding +1 or +2 to the total) and comparing the result to the relevant Stat. If the roll is less than or equal to that Stat, the Stat Check is a success. A roll that is higher than that Stat is a failure. Any Stat Check which produces two or more 6 results on the d6 is a critical failure. (Sometimes results will indicate both success and critical failure. In that case, you get both.)When to Roll Stat Checks: Stat Checks are useful, but they aren’t universally useful. We will not roll a Stat Check for something no one usually fails at, or when there’s no time pressure to get it right, or when role-playing is the better (more fun) way to resolve an issue. A Stat Check is best called for when the player has described your course of action to the limit of what the English language allows for, some doubt remains as to success, and success or failure matters; at that point the Stat Check resolves how well the PC does what you want them to do.Failure vs. Critical Failure: Not all failures are created equal. A ‘failure’ at carpentry might still produce a functional chair; it might just creak badly or have an obvious aesthetic flaw. A ‘failure’ at pig-herding might mean the pigs get away from you for a day or two. Mere ‘failure’ is usually just a set-back or minor inconvenience. A ‘critical failure’ on the other hand indicates that something has gone horribly wrong (although not always in an immediately obvious way).
Difficulty | Dice Rolled | Mean |
Tricky | 2d6 | 7 |
Adventurous | 3d6 | 10.5 |
Heroic | 4d6 | 14 |
Masterful | 5d6 | 17.5 |
Legendary | 6d6 | 21 |
God-like | 8d6 | 28 |
(The mean results of the dice pools are noted in parentheses for transparency. What they imply is that an untrained person with an 18 in the relevant stat might occasionally do something Masterful, but 99% of the time they will fail.Modified Checks: If the DM feels the task is between two levels of difficulty, he might require +1 or +2 (max) to be added to the roll.Multiple Checks: Occasionally the DM may rule that multiple Stat Checks are necessary to achieve a given result. Perhaps the forging of the magic sword has three distinct phases (each with its own list of material components and star-phase requirement), each warranting its own roll. In this case, each step is rolled normally and the DM will provide feedback on what partial success may provide.
Level Checks: For some activities, your DM may rule that adding your class level to your relevant Stat is appropriate when resolving a Stat Check. This is most often relevant when checking something tangentially related to your class or something that all adventurers would improve at over time.
Training: The DM may also allow characters to train for certain activities with experienced NPCs; such training will require a substantive investment of time and funds. For instance, a player may choose to apprentice with a carpenter for one month – paying for room and board on top of a nominal fee – in exchange for a reduction of 1d6 from the number of d6s rolled for checks involving woodwork.
Extended Stat Checks
To see how long your burly fighter can hold the collapsing ceiling up, your swimmer can hold their breath, or your rogue can balance on the swaying tightrope, roll a d6 each round. When the total of the results surpasses the character's appropriate Stat, they finally reach their limit.
Combat House Rules: Standard Resolution Summary
0. Standard Action Resolution for Simultaneous Actions in All Combat Rounds
- Morale Checks (if necessary)
- Movement / Charge Attacks
- Missile fire combat
- Magic spells
- Melee combat
1. Surprise Roll
- Base chance of surprise for all parties in combat is 2 in 6. Some monsters (e.g., piercers) will either surprise more often or be surprised less often according to the rule books. There may also be environmental/conditional modifiers at the DM’s discretion.
- If one party is surprised, their opponents may move and attack unopposed in the first round.
- If neither party is surprised or if they are both surprised, skip to encounter initiative.
2. Encounter Initiative
- Characters casting spells or retreating must declare their action before rolling initiative
- The party rolls for initiative at the beginning of the round
- The enemies/monsters roll for initiative at the beginning of the round; all monsters use a single initiative role unless they are antagonistic to each other as well (e.g., a three-way fight).
- Highest roll wins initiative.
3. Clerical Turning
- Roll 2d6 vs. Undead Type table (OSE-Classes 9).
- Roll to determine HD of undead/planar creatures/paladins effected (usually 2d6).
- Frequency: Each character capable of turning the undead may make one attempt per encounter.
- Mixed groups of undead: In encounters with multiple types of undead, a character who makes a successful turning attempt may optionally make another attempt in the following round. This process may be repeated until all types of undead have been affected or a turning attempt fails.
- Duration: A successfully turned monster is affected for 1 turn. Following this turn, the monster may return.
4. Charges/Setting Spears
- Characters cannot charge more than once each combat
- Charges must be more than 2” in distance (20 feet or yards; otherwise it’s just an attack)
- Charges must be in a straight path directly towards the targeted enemy
- Attacker/defender priority is determined by weapon length (longer weapon is 1st)
- Charging characters get movement bonus, no DEX bonus (or -1 AC), +2 attack bonus
- Combatants set against charge can get x2 damage
- Movement bonus is x3 (same as running)
5. Missile/Melee/Monster Special Attacks
- If attacking crowd with missile weapons, roll for target. Die = # of all combatants. Large creatures count as 1½; small creatures as ½.
- Roll d20 +/- modifiers, checking Class/LVL./HD vs. AC tables (DMG 74-75
- Roll weapon damage die +/- modifiers
- Roll Saving throws as needed and apply effects
6. Spells, Scrolls, & Magic Items
- Successful attacks on spell caster negate spell if they occur before casting time is complete; spell is lost from caster’s memory
- Magic items work regardless of successful attacks against user
9. Unarmed Combat: Grappling/Overbearing/Pummeling
- Grappling: Attack as normal, without weapons. The successful attackers and defender both roll 2d6 with the following bonuses:
- Fighters/Dwarves/Monsters: + level/HD
- Clerics/Thieves: + (level / 3)
- Magic Users/Elves: + (level / 4)
- Overbearing: Same as grappling but takes place at the end of a charge and results in the defender being knocked prone (rather than restrained) if successful.
- On a tie, both parties struggle, neither able to take action.
- If the defender wins, he throws off all the successful attackers. The difference between the defenders winning roll and the attackers losing roll is the number of rounds of stunning that may be divided among the defenders. He may take his action as normal.
- If the attackers win, the defender is pinned and helpless. The defender can be killed outright the next round by a third-party, although he may try to escape using half his hit dice versus the hit dice of the creatures restraining him if he is still alive. On a loss he takes the difference as subdual damage.
- Pummeling/Punching: Attack as normal, without weapons. Damage is 1d2 (plus appropriate strength bonuses) and the attacker may choose whether this is real or subdual damage.
11. Movement (General)
- Characters can move 1/3 their base speed during combat (see movement rates on OSE-Core 22) and still attack (or take another major action); characters who forego their attack can run (moving their full movement rate)
- Characters can retreat but give attackers a free attack routine (+2 to hit and ignore shield bonus to AC); characters can move full movement rate each round thereafter. Encounter then ends if fleeing character is faster or not pursued (i.e., special pursuit rules come into play OSE-Core 8-9)
- Fighting Withdrawals are possible; characters move ½ normal rate. Enemies can follow if not otherwise engaged. This move can also be used to swap out party members from the front lines.
12. Special Rules for Specific Situations
- Missile weapons fired into certain conditions (ice storm, fireball, breath weapon) must save vs. effect or be destroyed before striking
- Cover Penalties to Hit: 25% (to knees) = -1; 50% = -2; 75% (narrow window) = -3; 90% (arrow slit) = -4;
- Grenade weapons: 3” range (+1” medium = -2 to hit; +2” long = -5 to hit); all characters within 3’ must save vs. poison to avoid splash damage. For misses, roll d6 for feet missed and d8 for direction missed (clockwise, 1 = long right to 8 = long over)
- Jumping over flaming oil with cloth garments means save vs. fire (normal); standing in it does d6 damage per round
- Striking to subdue: 75% of damage is temporary; 25% regular; ratio of subdual damage to max HP provides % chance of subdual per round.
- Number of attackers per character/monster: If S, 4 M/2L/6S; if M, 8S/6M/4L; if L, 12S/8M/6L
- Rear attacks gain +2 to hit bonus, negate shield, negate dexterity bonus
- Attacks against Stunned/Prone opponents are same as rear attacks, except with a +4 bonus
- Attacks on Sleeping/Held Opponents do maximum damages and double attack routines are given; also, one such opponent per round can be slain/bound outright
- If all enemy combatants are helpless (e.g., hold person, sleep), each member of the party can slay one enemy per round with a melee weapon. If the party cannot use melee weapons (e.g., cannot approach because of entangle, web, or other area of effect spell), the assumption will be that half the total potential damage all missile attackers are capable of producing is inflicted each round. For example, if there are four crossbowmen who could inflict a maximum of 16 hit points of damage, we will assume 8 hit points of damage are done each round (marking off appropriate ammunition).
- Attacks on invisible opponents are at -4 and flank/rear attacks are impossible
Death & Dying Rules
At 0hp, character is unconscious and loses 1 HP per round until death at -10hp. Aiding the character stops this loss of life. Revived characters are in a coma for d6 turns and must then remain fatigued (-2 to all attributes; -2 attack/save) until they rest a minimum of 1 full night in a safe location. If a character is ever -1 HP, they will have some lasting scar/injury.
Permanent Injury Random Table
- Injury to the face/head. Suffer -2 to WIS/INT/CHA (equal chance of any of them).
- Torso/Abdomen. Suffer -2 to CON, max HP reduced by 1d20%.
- Fore/Upper Limb (includes arms (all if multiple), wings, and any other appendage other than a head above body midline). Determine which randomly. Limb is useless unless successful save vs. death. To-Hit and Damage are -2 with that limb. If quadruped or limb otherwise used for mobility, see Lower/Hind Limb entry below.
- Lower/Hind Limb (includes legs and other mobility appendages, tails, etc.). Save vs. death else limb is useless. Suffer -1d6x10% loss in movement rate. Limb is -2 to-hit and DAM if appropriate. May require crutch, cane, or other assistive device at DM's discretion.
All effects persist for 1d3 weeks at the end of which the character must make a System Shock check or the effects become permanent unless powerful healing or regenerative magic is applied successfully. At DM's option, surgical arts may be attempted to repair such damage, though they obviously carry significant risks of their own.
Combat House Rules: Alternative Weapon System
Your Offhand
- An Empty Hand can be useful. It lets you catch thrown things and use items from your Fast Inventory, among other things. Players must drop an item to access their quick inventory or backpack unless they have an empty hand.
- Torches need no explaining.
- A Paired Weapon gives +1 to hit with your primary weapon rather than a separate attack. The paired weapon must be dagger, hand-axe, or a matching 1-handed weapon
- Shields give you +1 to AC against non-flanking attacks. See below for splintering option.
Splintered Shields
- Any time you take damage, you can opt instead to say your shield absorbed the force of the blow. The shield is shattered and must be discarded, but you don't take any damage from that hit. For this option to be available, the defender must be able to see and anticipate the attack (i.e., it is not available against flanking, sneak, invisible attackers and the like) and it must be an attack covered by the shield (first, second, or third attack of the round; see above for more on these limitations).
- Magical shields can also be sacrificed to absorb the damage from magical attacks that take the form of missiles, bolts, rays, or similar forces.
- Magical shields used to absorb regular physical blows may survive the attack. They receive a saving throw vs. crushing blow with a starting bonus equal to their magical bonus to avoid instant destruction. Each use of the shield to absorb a blow causes damage reducing its magical bonus by one point (e.g., a +2 shield becomes a +1).
Recovery of Missile Weapons
Arrows and bolts used in combat are lost, whether they hit or miss their target. Spears and similar weapons can always be recovered if time allows.
Inventory House Rules: Encumbrance Slots
Inventory
- You have a number of inventory slots equal to your Strength score. So, if you have STR 13, you can carry 13 things.
- If your inventory slots are exceeded by 1-5 items, you are halfway encumbered and move a little slower. If this number is exceeded by 6-10 items, you are fully encumbered and at half speed. If you want to carry more than that, you're just staggering around like you're carrying a couch or something.
- You have a fast inventory equal to half of your Dexterity score, rounded down. These are items that you can reach instantly--hanging from your belt, in a scabbard, whatever. So, if you have DEX 11, you have 5 items that you can draw/use at a moment’s notice. All weapons/shields in use are fast inventory items.
- Everything else is in your backpack, and takes 1 round to dig out, or d6 rounds if you want to avoid scattering items all over the floor.
- You can buy a fancy backpack that gives you +2 inventory slots, and you can buy a fancy bandoleer, set of belt pouches, or be-pocketed vest that gives you +1 fast inventory, but you can't wear both at the same time.
- Armor takes up slots equal to its contribution, so full plate (+6 AC) takes up a whopping six slots.
- Base movement rate: this is determined by armor type as indicated OSE-Core 12
- Huge items (i.e. pole-arms, 10’ poles) take up two slots. These are fast inventory slots if the item is used.
- Bundled items (i.e. daggers) can be carried in bundles of three, and must be small enough that you could pick up a trio of them from the ground.
- Packs of items (i.e. potions or scrolls) can be carried in packs of ten.
- Chests and sacks have variable storage space (slots) based on volume; these container slots count against carrying capacity at a rate of 1 container slot to 2/3 carrying capacity slots rounded up (e.g., a sack with four items takes up 3 slots in inventory; a chest with 10 items takes up 7 inventory slots). Please note that container benefits are not recursive!
Damaging Items
- Acid, fire, and other hazards can all wreck your inventory if you insist on rolling around in them. Longer-term exposures can ruin multiple items.
- When you fall in acid (or the like), roll 2d6. If they show two different numbers, take the lower number and count upwards from the bottom of the fast inventory. The item that the count falls on is the one that is affected. If the item is immune to the damage (like fire hitting a metal sword) nothing happens.
- If the 2d6 show the same number, it affects the inventory, not the backpack (everything that isn't in the fast inventory is in the backpack). Roll 2d10 and count upwards from the bottom to find out what item is potentially affected. If your character isn't carrying much and the count goes up into the fast inventory, well, it goes back up into the fast inventory.
Coins and Ammunition
- 12 arrows can form a pack, since you can pick them up with one hand. 12 sling stones (in a pouch) form a bundle for the same reason. 5 darts also equal one inventory slot. Quivers provide 2 bonus inventory slots for arrows.
- 100 coins are equal to one inventory slot
Encumbrance Clarifications
- Halfway Encumbered = Move at 75% speed and make Strength checks to swim.
- Fully Encumbered = Move at 50% speed and sink like a stone.
- Over Encumbered = Stagger around like a drunken fool. 25% speed and no actions.
Superior/Magical Storage Gear
- Fancy Backpack = +2 inventory slots but doesn't stack with the Fancy Pockets.
- Fancy Pockets (belt/bandoleer/bra) = +1 fast inventory but doesn't stack with Fancy Backpack.
- Bag of Holding = Takes up a slot and has 5 slots inside.
Storage Capacities
- Large Chest = 30 slots capacity; 20 slots encumbrance
- Small Chest = 15 slots capacity; 10 slots encumbrance
- Large Sack = 8 slots capacity; 6 slots encumbrance
- Large Pouch = 2 slots capacity; 2 slots encumbrance (i.e., for use creating packs or decorative)
- Small Pouch = 1 slot capacity; 1 slot encumbrance (i.e., for use creating packs or decorative)
Carrying Capacities and Speeds of Beasts/Vehicles
- The general rule is that beasts and vehicles have a number of inventory slots equal to their carrying capacity in pounds divided by 125. Exceptions are possible, though, and will be determined by the DM.
- Below is a table with beasts and vehicles that have come up in play.
Name | Normal Load | Max. Load | Speeds | Speed Increment |
Mule | 25 slots | 40 slots | 12/6 | -1 / 2.5 slots above 25 |
Draft Horse | 28 slots | 42 slots | 12/6 | -1 / 2.3 slots over 28 |
Small Cart w. Mule | -- | 45 slots | 12 | No increments |
Med. Cart w. Mule | -- | 90 slots | 10 | No increments |
Large Wagon w. 2 Light Horses | -- | 200 slots | 10 | No increments |
Rowboat, Large | -- | 200 slots (10 + gear) | 58 | No increments |
Barge, Large | -- | 2000 slots (100 + gear/cargo) | 29 | No increments |
Ship, Merchant | -- | 8000 slots (60 + gear/cargo) | 146 | No increments |
Appendices
Gaining Experience Points
- At the end of each session, all party members who participated in the adventure (in any way) will receive an equal share of experience points for monsters and treasure. Henchmen (or similar companions) will receive half shares of the experience; hirelings receive nothing for treasure and half shares for monsters.
- Experience points for monetary treasure will be awarded on a one-to-one ratio for the gold piece value of the coins. Gems and jewelry need to be appraised and sold, after which the party will receive experience points on a one-to-one ratio for the sales price in gold pieces.
- Experience points for magic treasure (excepting scrolls other than protection) will be awarded based on the ‘use’ experience value as listed in the DMG (or determined by the DM for new items). If the item is sold in the future, the experience value earned for the sale (based sales price in gold pieces on a one-to-one ratio) will be reduced by the amount of the ‘use’ experience award. This reduction will be the same whether the item is being sold by the party or individual adventurer (i.e., whether it is group or individual property). Scrolls with spells will earn the character that uses them a 100xp per level of the spells contained award.
Gaining Level & Training
- Characters can gain any new levels they qualify for after resting one night in a safe location
Spell Effect Clarifications
Web
Burning webbing created by the second-level magic-user spell will be resolved according to the rules on pg.72 of the PHB. Natural webbing from arachnids Medium-sized and larger can also be burned (webs from smaller spiders simply combust into nothingness when exposed to high heat). The thicker webs of these monsters have enough “meat” to feed a flame, although a spreading of the flames is not guaranteed. Instead, each 10’x10’x10’ area of webbing must save vs. normal fire using the “Wood or Rope, thin” matrix (i.e., roll over 9 to save). Failure means the flame continues to spread in that direction, success means the next section of webbing does not catch fire. In any event, each section of webbing that catches fire will burn for one round doing 2d4 damage to anyone caught in the web (objects in the web should save vs. normal fire, as well).