The Great Commorragh Campaign Rules

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Glory[edit]

Glory is calculated normally as per the Pendragon rules.

Glory per enemy defeated is noted in the statblock for that enemy.

You also gain the amount of Pain you have left at the end of any Battle (includes Skirmishes but not simple combat) times 5.

Derived Stats[edit]

Most are calculated normally but MOVE is increased to reflect the longer timespan of combat rounds being used. It is thus (STR+DEX)/2 instead of (STR+DEX)/10

An additional stat has also been added called Parry and it is equal to DEX/2.

Combat[edit]

Parry is added to ARM just like a shield bonus, and indeed shields simply give a bonus to parry in this game.

Modifiers[edit]

Modifiers are being reduced in an effort to make the base skills more important. 10s become 5s and 5s become 2s except for Passions which still give +10 or -5.

Paired Weapons[edit]

Using two weapons gives you +2 to your Parry and you may choose to use both special effects of your weapons by making all rolls with the lower of the two skills. Wyches have access to the Wych Weapons skill which combines two skills and so they get no penalty when using those, and anyone may use identical weapons at full skill since there is no extra special ability to gain.

Paired knives gain +1d6 damage (negating their normal penalty) so they are slightly less effective than a sword.

Landholding Winter Phase[edit]

Follow these steps for each manor individually.

Step A[edit]

Normal Income: 6 Obol unless special circumstances say otherwise.

Investment Income: Add up all your investments (roll each separately where required)

Total Income: Add Normal and Investment. This is the total number you will modify with the final rolls.

Step B[edit]

Luck[edit]

Roll 1d6: 1: Calamity, 2-4: No result, 5-6: Benefit. Roll 1d20 on the appropriate table.

Calamity Table:

  • 01-02 Dracon Visits. Cost: 6 Obol. Subtract now from Treasure, or this will be an Expense.
  • 03 Unusual dispute among your people. A Justice

Event is required this year. Difficulty = 30 (!), success of failure doubles the normal result.

  • 04 Rival Gang Raids! +1d6-1 to Fate.
  • 05 A hired steward died. The owner must do the Stewardship (-5 for each additional manor Stewarded). No effect if PC is steward of the manor affected.
  • 06 An Ancient is angered. +12 to Fate
  • 07 Powerful Enemy Raids! +6 to Fate. Go to the

Property Destruction Table.

  • 08 Shortage of Pain, the Thirst takes a terrible toll! +5 to Fate.
  • 09-15 Property destroyed. Roll Property Destruction Table.
  • 16 Your most expensive Investment was destroyed in a fire!
  • 17 Disease among the slaves! +6 to Fate.
  • 18-19 Member of retinue dies. Randomize and roll to determine

who.

  • 20 Exchange cut off! +10 to Fate.

Benefit Table:

  • 01-03 Dracon visits and gives gift of 2 Obol. Add to Treasury.
  • 04 Good stalking this year. Add +1 Obol to Treasury.
  • 05 Steward has an insight. Critical Success to Stewardship roll this year!
  • 06 An Ancient is pleased. –2 to Fate.
  • 07 A Lhamaean includes you in her rackets. +3 to Commerce Skill.
  • 08 The people have plenty of Pain. –3 to Fate.
  • 09-12 Great year! +1d3+1 to Commerce.
  • 13 Skilled Artist stays with you. Spend up to 4 Obol on Developments, each Obol spent couts as 2.
  • 14-15 Excellent maintenance. +1d6 Obol to spend on vehicles or beasts.
  • 16 Your defenses really worked! All bandits scared away. –2 to Fate.
  • 17-18 Builders owe you a favor. 2 Obol worth of free Improvements next year.
  • 19 Builders owe you a favor. 5 Obol worth of free Improvements next year.
  • 20 A new Webway Path is found. A Permanent -1 to Fate each year!

Base Fate: Roll 3d6 +5 (high is bad)

Conflict[edit]

Roll 1d20

  • 01-06: Nothing: No effect
  • 07-11: Hellions: +1d6-1 to Fate
  • 12-15: Raided: +1d6+1 to Fate
  • 16-19: Pillaged: +1d6+6 to Fate and +5 to Property Destruction
  • 20: Plundered: +2d6+6 to Fate and +10 to Property Destruction

Property Destruction:

  • 01-05 No permanent damage.
  • 06 One random Investment+
  • 07 1d3 random Investments+
  • 08 1 random Enhancement+
  • 09-10 Exchange +2 Hate
  • 11-12 Cluster of Houses +1 Hate
  • 13 A Racket. +1 Hate
  • 14 ¼ of the Turf +3 Hate
  • 15 The Village Church +5 Hate
  • 16 Bakery +3
  • 17 1d6 Clusters of Houses, 1 Racket† +1 Hate per Cluster and Racket
  • 18 1d3 Clusters of Houses, 1d2 Racket† +1 Hate per Racket
  • 19 1d6 Racket† +1 Hate per Racket
  • 20 Roll twice.
  • 21 The Manor House
  • 22 The Manor House & Sheds Lose ½ of your vehicles
  • 23 1 Investment & 1 Enhancement
  • 24-25 ¼ of the Turf, 1d3 Rackets† +4 hate +1/Racket
  • 26 The Manor House & Sheds. Lose ½ vehicles + Roll Again
  • 27 2 Investments & 2 Enhancements
  • 28 Manor House, ¼ of the Turf, 1d3 Rackets† +4 hate +1/Racket
  • 29-30 Everything: hall, 2d6 Clusters of Houses, 1d3 Rackets†, 1d3 Investments, 1d3 Enhancements +15 Hate

+ If required Structure doesn't exist then ignore result. † Rackets recover automatically the next Cycle, if you roll more than you have ignore the excess.

Personal Presence: If you are present during the conflicts roll Battle (automatic if you didn't adventure the past year, otherwise roll 1d6, if you roll over the number of adventures or raids you went on you were there). Crit: negate any conflict rolled (treat as no effect), Succeed halve the d20 roll (may result in No Effect), Fail: No modification, Fumble: +1d6 Fate. In addition if you Crit or Succeed you gain 50 Glory and reduce the Hate (Landlord) of your turf depending on the severity of the attacks: 1 for Raid, 2 for Pillage, 3 for Plunder.

Fortifications: If your manor has a DV value roll your Siege (or Steward's siege), if you Succeed or Crit subtract the DV from the d20 roll for Property Destruction. If you Fail subtract half the DV (round down). If you Fumble subtract nothing and lose half your DV due to damage from the fighting. If you suffer hellions your defenses play no part, don't roll and don't apply modifiers, they are too ubiquitous and maneuverable to be affected and too lightly armed to cause permanent damage.

Concern[edit]

Make a simple check of Concern (Turf). Subtract the Hate (Landlord) of the manor rolled for from your rating for this roll. If the modified result is zero you fail on a roll of 1-19 and Fumble on a 20. If the result is negative you increase the chance of a Fumble by the absolute value. IE if you have a -3 you Fumble on 17-20 and fail on all other results.

  • Crit: -10 Fate
  • Success: -5 Fate
  • Fail: No effect
  • Fumble: +5 Fate

Misfortune[edit]

Total up your Fate and record it for the next step.

Step C[edit]

Roll an opposed check of your Steward's Commerce vs the Fate for that manor. Yes, this can be ugly. Apply the modifier to your Total Income from Step A.

  • Crit vs:
    • Crit: Normal (x1)
    • Success: Good (x1.5)
    • Fail: Excellent (x2)
    • Fumble: Incredible (x2.5)
  • Success vs:
    • Crit: Bad (x.5)
    • Success: Major: Normal (x1) -- Minor: Meager (x.75)
    • Fail: Good (x1.5)
    • Fumble: Excellent (x2)
  • Fail vs:
    • Crit: Very Bad (x.25)
    • Success: Bad (x.5)
    • Fail: Normal (x1)
    • Fumble: Good (x1.5)
  • Fumble vs:
    • Crit: Negligable (x.15)
    • Success: Very Bad (x.25)
    • Fail: Bad (x.5)
    • Fumble: Meager (x.75)

Step D[edit]

Add your incomes from Step C to your treasure then deduct all expenses from Upkeeps and the next Cycle's lifestyle. If you don;t have enough money then you will need to Impost your manors, take out a loan, cut back on your Upkeeps or Exploit your land.