Barbaric Frontier House Rules Compendium
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Transcript of Barbaric Frontier House Rules Compendium
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0.0 IntroductionWelcome to the Barbaric Frontier an old-schoolish, sword &
sorcery campaign. The aim of this book is to provide a wide
frames for a campaign set In a fantasy world In vain of R. E.
Howards Hyboria, J. R. R. Tolkiens Middleearth, C. A. Smiths
Averoigne and H. P. Lovecrafts Cthulhu Mythos.
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1.0 Character creation house
rules
1.1 Alignment
The main theme of Barbaric Frontier is the struggle between
barbarism, civilisation and cosmic horror. To make it even more
visible I've changed the typical dndish alignment system so that
it will even more emphesize that theme.
CivilisedPeople with civilised alignment are more or less law-abiding,
with internalised values and schemes of social roles, code of
conduct and hierarchies. They operate within their societal
niches well and are quite adaptative to their changes. The
example of person with extreme attachment to this alignment
could be considered conformist.
BarbaricPeople with barbaric alignment are value freedom the most. In
civilised areas they feel uncomfortable, constrained by societal
code of conduct. They are considered "free spirits". The most
attached to this alignment are considered total nonconformists.
AlienEntities with alien alignment are incalculable in their deeds and
behavior. Their goals and cultivated values seem so otherworldly
and alien that they cannot be compared to any human or
demihuman morality or ethics.
None of these alignments is good or evil, naming them I've wanted
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to avoid this since Barbaric Frontier is all about shades of grey
in terms of morality
1.2 New and variant classes1.2.1 BarbarianPrime attributes:Strength 13+(+5% experience bonus)Hit Dice: 1d8/level(gains 3 hp/level after 9th)Armor/shield permitted: up to chainmail, shieldsWeapons permitted: Barbarian is proficient with one and twohanded swords, one and two-handed axes, mauls, maces and Sears
Barbarians are a hardy folk of north, the eponymous people of
the so called "Barbaric Frontier". They usually live in tribes.
Those found in adventuring parties are outcasts from their tribe
for various reasons.
Level Experience Base tohitbonus
HitDice(d8)
Saving
Throw1 0 +0 1 152 2,000 +0 2 143 4,000 +1 3 134 8,000 +2 4 125 16,000 +2 5 116 32,000 +3 6 107 64,000 +4 7 98 128,000 +5 8 89 256,000 +6 9 710 350.000 +7 9+3 6
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Acute senses: Barbarian can be suprised by Animals Only on 1 ond6.
Barbaric Fury: If barbarian loses half of his hit pointsbarbarian goes berserk achieving +2 to attack roll in a melee
attack, and -2 to AC for rest of the encounter. He cannot use
distance weapons, nor do anything else except engaging in melee
with closest enemy in that encounter.
Superstitious: Barbarians are a superstitious folk, frightened ofall things magical or unnatural; they receive a -2 penalty when
making a saving throw vs. magical effects.
Mortal enemies: Barbarians have a long history of strugglebetween them and beastmen, so that, theyre experienced in
fighting them. This grants them a +1 bonus in an attack roll or
damage roll while in combat with the beastmen.
Saving Throw: Barbarians are verytough folk and get +1 bonus while
making a saving throw vs. death and
poison.
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1.2.2 DwarfPrime attributes: Strength 13+(+5% experience bonus)Hit Dice: 1d8/level(gains 3 hp/level after 9th)Armor/shield permitted: anyWeapons permitted: any
Dwarfs are a race of small but stout race of mountain dwellers
brought on to the edge of extinction. They try to avoid contact
with any other races except for exiles from their society who
live among humans. Dwarven adventurers are usually exiles, who
either settled in the Groe Reich or roam the Barbaric Frontier.
Tunnel fighter: Dwarves gain an extra +1 when fightingunderground.
Keen Detection: Dwarves have 2 in 6 chances to succeed whenrolling 1d6 attempting to spot traps, slanting passages, and new
construction while underground.
Level Experience Base tohit bonus
HitDice(d8)
SavingThrow
1 0 +0 1 142 2,000 +0 2 133 4,000 +1 3 124 8,000 +2 4 115 16,000 +2 5 106 32,000 +3 6 97 64,000 +4 7 88 128,000 +5 8 79 256,000 +6 9 610 350,000 +7 9+3 5
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Hard to Hit: Being small, Dwarves typically are awarded somedefensive bonus in combat because they are hard to hit(+2 against
men-folk and +4 against giants).
Saving Throw: Dwarves dont use magic and as such are somewhatimmune to it; Dwarves get +4 on saving throws vs. magic. Since
they are such hardy folk, dwarves also get +1 on saving throws
against death, poisons and insanity.
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1.2.3 ElfPrime attributes: Strength 13+(+5% experience bonus), Intellect15+(+5% experience bonus)
Hit Dice: 1d6/level(gains 1 hp/level after 9th)Armor/shield permitted: up to chain mail unless casting a spellwhen using shields is forbidden
Weapons permitted: any unless casting a spell when using two-handed weapons is forbidden
Elves are a mystery in the known world, they seem to embody each
and every aspect of nature itself, both graceful and wild, ofuntamed passion and secretiveness. They seem so human, yet, their
culture and mentality seems very alien to other races, which
cause many conflicts in the relations with other races. Because
of this only exiles from elven society seem to be appropriate as a
member of adventuring party.
Level Experience Base to hitbonus HitDice(d6) SavingThrow Spells1 2 3
1 0 +0 1+1 14 0 - -2 5,000 +0 2 13 1 - -3 10,000 +1 2+1 12 2 - -4 20,000 +2 3 11 2 1 -5 40,000 +2 3+1 10 3 2 -6 80,000 +3 4 9 3 2 17 160,00 +4 4+1 8 4 3 28 320,000 +5 5 7 4 3 29 640,000 +6 5+1 6 5 4 310 1,280,000 +7 5+2 5 5 4 3
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Hereditary foes: Elves gain +1 bonus to hit or damage whilefighting beastmen.
Spell Casting: Elf can castspells if he has at least
Intellect score of 13. Elf
owns a book of spells,
which doesnt necessarily
include all of the spells
on the standard lists.
Reading from this book,
Elves force selected spell
formulae into their minds,
preparing as many spells
as the character can
mentally sustain. (Note:
Elves are usually allowed
to prepare the same spell
multiple times if desired,
up to the available slots
in the Elfs memory and
mental capability.) Once a
prepared spell is cast, it
disappears from the Elfs
ability to cast, until it is
prepared again. If an Elf finds scrolls of spells while
adventuring, these spells can be added to the Elfs spell book.
Keen Detection: Elves have 2 in 6 chances to succeed when rolling1d6 attempting to spot hidden or concealed doors.
Saving throw: Elves get +2 when making saving throws vs. magicand insanity.
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1.2.4 Fighting-manPrime attributes: Strength 12+; Dexterity 12+Hit Dice: d10/ level; +1 hp after 9th levelArmor/shield permitted: anyWeapons permitted: any
Level Experience Base tohit bonus HitDice(d10)
SavingThrow
1 0 +0 1 152 2,000 +1 2 143 4,000 +1 3 134 8,000 +2 4 125 16,000 +2 5 116 32,000 +3 6 107 64,000 +3 7 98 128,000 +4 8 89 256,000 +4 9 710 384,000 +5 9+1 6
Weapon Training: at the character creation player chooses oneweapon of choice in which PC will be very proficient, which will
grant a +1 bonus to hit and damage roll.
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1.2.5 HalflingPrime attributes: Dexterity 15+(+5% experience bonus)Hit Dice: 1d6/level(gains 1 hp/level after 9th)Armor/shield permitted: anyWeapons permitted: any
The most human race of demi-humans, short very often fat with
furry feet. Peaceful and jovial people living in small enclaves
on the outskirts of the human civilization.
Level Experience Base tohit bonus
HitDice(d6)
Saving Throw
1 0 +0 1+1 142 2,000 +0 2 133 4,000 +1 2+1 124 8,000 +2 3 115 16,000 +2 3+1 106 32,000 +3 4 97 64,000 +4 4+1 88 128,000 +5 5 79 256,000 +6 5+1 610 350.000 +7 5+2 5
Deadly accuracy with missiles: Halflings receive a +2 bonus toattack roll when firing missile weapons in combat.
Near invisibility: When not engaged in combat, Halflings are hardto see and move with almost total silence
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Hard to Hit:Being small, Halflings typically are awarded somedefensive bonus in combat because they are hard to hit(+2 against
men-folk and +4 against giants).
Saving Throw:Halflings dont use magic and as such are somewhatimmune to it; Halflings get +4 on saving throws vs. magic. Since
they are such hardy folk, Halflings also get +1 on saving throws
against death, poisons and insanity.
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1.2.6 Witch-hunterPrime attributes: Wisdom 15+(+5% experience bonus)Hit Dice: 1d6/level(gains 1 hp/level after 9th)Armor/shield permitted: up to chainmail armorWeapons permitted:sword, dagger, crossbow
Witch-hunters are appointed sword arm of the Sanctum Officium
of the Church of the One. Their sole goal is to fight heresy,
paganism and cabals of sorcerers. Some of them were sent to the
Barbaric Frontier definitely a sign of fall from the grace of
Officium, since its the most dangerous territory to operate.
Righteous Fury: at 1st
level once per day Witch-hunter go intoRighteous Fury, which grants +1 to attack roll and damage to a
normal adversary, and +2 to both rolls in combat with the Devil
and his minions. This ability can be used twice at 5th level and
three times at 10th level.
Level Experience Base to hitBonus
HitDice(d6)
SavingThrow
1 0 +0 1 152 1,500 +0 2 143 3,000 +0 3 134 6,000 +1 4 125 12,000 +1 5 116 24,000 +2 6 107 48,000 +2 7 98 96,000 +3 8 89 192,000 +4 9 710 384,000 +5 9+1 6
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Evil Banishment:Witch-hunter is a Will of the One against theDevil and its minions. Feared by a mere exposure to the sign of
the One and his zealous follower, can be casted away into the
darkest pits of the Hell. This ability works the same as clerics
turning undead ability. Witch-hunter can add his WIS modifier to
the banishment roll.
Witch-hunter LevelHD 1 2 3 4 5 6 7 8 9 101 10 7 4 D D D D D D D2 13 10 7 4 D D D D D D3 15 13 10 7 4 D D D D D4 17 15 13 10 7 4 D D D D5 - 17 15 13 10 7 4 D D D6 - - 17 15 13 10 7 4 D D7 - - - 17 15 13 10 7 4 D8 - - - - 17 15 13 10 7 4
9-11 - - - - - 17 15 13 10 712-18 - - - - - - 17 15 13 1019- - - - - - - - 17 15 13
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PriestPrime attributes: Wisdom 13+, Charisma 13+(+5% experience bonus)Hit Dice: 1d6/level(gains 1 hp/level after 9th)Armor/shield permitted:leather armorWeapons permitted:sword, mace, staff, daggerPriesthood is the main body of the Church of the One. They teach the
wisdom of the one to the peoples of the Known World
Sermons: Priest can sermonize once a day. To do so he has to spend wholeround preaching and make a succesful saving throw with bonus to the
roll equal to his level.
Sermon of courage: grants +2 on saving throw vs. fear for allcompanions for number of rounds equal to the level of the priest.
Sermon of Gods will: grants +2 on saving throw vs. mind-controlingspells for all companions for number of rounds equal to the level of
the priest.
Level Experience Base tohitbonus
SavingThrow
HD(d6)
1 0 +0 14 12 2000 +0 14 1+13 4000 +0 13 24 8000 +0 12 2+15 16000 +1 11 36 32000 +1 10 3+17 64000 +2 9 48 128000 +2 8 4+19 256000 +3 7 510 350000 +3 6 5+1
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Sermon of the divine righteousness: grants +2 on attack rolls againstenemies of the faith for number of rounds equal to the level of the
priest.
Sermon of the Fear of the One: causes -2 on attack rolls of enemies ofthe faith for number of rounds equal to the level of the priest.
Faith in Providence: once per day for 1d6 turns each round priest canre-roll single saving throw or attack roll.
Saving throws: Priest has +2 on saving throw vs. spells
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1.2.7 ShamanPrime attributes:Wisdom 13+(+5% experience bonus)Hit Dice: 1d6/level(gains 1 hp/level after 9th)Armor/shield permitted: up to leatherWeapons permitted: Shaman is proficient with spears, staffs,mauls and daggers.
Shamen are those members of tribe who Deal with the supernatural
world, spirits, ghosts and other otherworldly entities either for
blessings or curses. They hail from a various peoples elves ofthe woods, skraelings or barbaric tribes.
Level Experience Baseto hitbonus
HitDice(d6)
SavingThrow
1 0 +0 1 152 2,000 +0 1+1 143 4,000 +1 2 134 8,000 +1 2+1 125 16,000 +1 3 116 32,000 +2 3+1 107 64,000 +2 4 98 128,000 +2 4+1 89 256,000 +3 5 710 512,000 +3 5+1 6
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Spell Casting: Clerics cast divine spells from a specific list, asper the Cleric Advancement table. Clerics of specific gods might
have entirely different sets of spells as designed by the Referee.
Each day, the Cleric prays for a certain set of spells, choosing
any spells from the standard list. Once a spell is cast, it cannot
be cast again until the next day, unless the Cleric can prepare
the spell more than once.
Spells1 2 3 4 5 6 7
1 2 2 1 2 2 1 2 2 1 1 2 2 2 1 1 2 2 2 2 2 3 3 3 2 2 3 3 3 3 3
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Animal totem: Every shaman Turing his rites of initiation choosesanimal which Best reflects his nanture the totem animal. By
doing so, shaman gains some ablilities which reflects those of his
totem.
Totem animal EffectBear +1 to damage roll in close combatWolf Speed(Dark vision 18ft., Claws 1d4)Snake Venom- an succesful unarmed attack delivers venom to
the oponents body, unless he succeedes In the saving
throw he will recieve 1d4 damage every turn.
Raven Flying(can fly at double speed)Caribou Awareness(suprised only on 1 on d6)Dragon Fire resistanceKraken Breathe underwater, fast swim(swims at triple speed)Frog Jump(triple jump distance)Spider Climb sheer surface(+3 on ST vs. climbing)Lizard Regeneration(every round restores 1d3 hits)
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2.0 New EquipmentKriegsmesser 1d6 rp
Longsword 1d8 RM
Verezzian sword 1d6 RM
Bastard sword 1d8 Rm
flail 1d8 RP
dagger 1d4 RP
Axe 1d6 RP
Horsemans
Hammer
1d6 RM
Lance 2d4+1 RM
Spear 1d6 RP
Hammer 1d6 RP
Pitchfork 1d6 RP
Pole-arm 1d8+1 RP
mace 1d6 RP
Elven blade 1d6 -
Name Damage Range Rate of
fire
Cost
Short bow d6
Long bow d8
Spear d6
Crossbow d8
Heavy
crossbow
d8
Sling d4
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Throwing axe D6
Throwing
knife
D4
Javelin D
3.0 Combat House Rules3.1 Two-weapon fightingFighting simultaneously with two weapons grants the character a
bonus +1 either to the Armor Class, melee attack roll or melee
damage roll.
3.2 Unarmed attacksBrawling attacks, such as those conducted with fist, foot or
dagger pommel, will normally inflict 1d2 points of damage, plus
the attackers Strength bonus to damage. If the damage from the
attack inflicts more than half of the defenders remaining hit
points, the defender is stunned. Anyone who is already stunned
will be knocked unconscious by the next successful attack for 1d4
rounds.
4.0 Adventuring House Rules4.1 Hit Dice everyday rolls
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Few days ago I was thinking about gritty nature of the Barbaric
Frontier. Since not everyday we wake up in a perfect condition I
thought It would be aproprieate to cover this in the rules.
Every day adventurers roll their HD.
0 Hours of rest - all HD must be rolled
3 Hours of rest - 1 HD is full, the rest must be rolled
6 Hours of rest - 2 HD are full, the rest must be rolled
9 Hours of rest - All HD are full
Of course all wounds achieved must be substracted from the daily
amount of HPs.
4.2 Encumberance rules
A characters movement rate is determined by how much gear he is
carrying, or how much he is
encumbered. In the strictest sense, this should be determined by
adding up the weight of all the gear a
character is carrying. Realistically, no one keeps track of such
things during a game. However, the Referee
has the authority to call an audit of a characters inventory at
any time, so players should make sure that
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their character is carrying a reasonable amount of equipment and
that all of the equipment fits somewhere on
the character or in a pack. Worn items, such as cloaks, jewelry,
backpacks, etc, do not themselves count as
items for encumbrance purposes. Carried sacks full of stuff count
as an oversized item. 100 coins count as
one item.
To determine a characters encumbrance level, simply use the
following guide and consult the chart:
Character wearing chain armor* 1 Point
Character wearing plate armor* 2 Points
25
Character is carrying 6 or more different items** overall 1
Point
Character is carrying 11 or more different items** overall 1
Point
Character is carrying 16 or more different items** overall 1
Point
Character is carrying 21 or more different items** overall 1
Point
Character is carrying an oversized item +1 Point per Item
* Worn clothing and armor only counts towards this question
** Multiple small items of the same type (spikes, arrows, etc)
count as one item for this purpose. Worn
clothing/armor/jewelry do not count for encumbrance purposes.
All weapons count as separate items. Very
small single items do not count for encumbrance purposes.
Oversized items are counted separately.
Oversized items include two handed weapons, any item that
requires two hands to carry or is as tall as the
carrying character.
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For mounts, use the following:
For Every Person Riding the Animal 1 Point
If the Person is Heavily Encumbered or greater 1 Point
Animal is wearing barding 1 Point
Animal is pulling a vehicle 1 Point per Axle
Per 15 Items the Animal is Carrying 1 Point
A Teamsterhas packed the animals load -1 Point
Mules subtract one point from their encumbrance load but move at
half the listed speeds. Ponies move at the
listed speeds but automatically start with 1 point of
Encumbrance.
All per-day travel distances include periodic rests. Characters
apply their Constitution modifier to their perday
travel distance on foot.
Encumberancepoints encumberance Movmentrate perexplorationturn
PercombatroundRunning perround Per day
0-1 Unencumbered2 Lightly
encumbered3 Heavily
encumbered4 Severly
encumbered5+ overencumbe
red
Encumberancepoints encumberance Movmentrate perexplorationturnPercombatround
Running perround Per day
0-1 Unencumbered
2 Lightlyencumbered
3 Heavilyencumbered
4 Severlyencumbered
5+ overencumbe
red
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The movement rates shown on the table above are figured based on
an 8 hour day of travel on open road.
5.0 Magic house rules5.1 Casting spellsMagic in the world of the Barbaric Frontier is not your commonvanilla fantasy thing. It's danegerous to cast spells - if someone
fail at casting, he will at least become partially insane . To
reflect this I've made a small addition to the typical vancian
magic. Every time magic-user attempts to cast a spell, he must
make a saving throw with the negative modifier as the level of
the cast spell. If he fails, player must consult the table below:
saving throw effectresult
1 spellcaster must immediately make a saving throw vs. deathfailed sanity loss: 1-3rd level spell 1d4 sanity loss; 4-6th level spell 1d6
sanity loss; 7-9th level spell
1d8 sanity loss
passed target: -1 to ST vs. spell
20 target: no ST vs. spell
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5.2 New spellsSnake arrowLevel : 3
Duration: instantaneousRange: as used bow
The spell transforms a 1d4 wooden sticks into snakes, which can beused as arrows. If caster makes a succesful attack roll with abow, his/her enemy must make a saving throw vs. poison. If hemakes a succesful roll, he only recieves damage as per bow, If nothe also gets 1d3 damage from venom during next 1d4 turns unlesshe do pass saving throw every next turn.
5.3 Magic itemsOne of the iconic features of all D&D-derived games are magic
items. So it seems apropriate to say something about them in the
context of my campaign. So as you my gentle readers may have
noticed Barbaric Frontier is quite low-magic setting, with no "ye
old magick shoppe" thing in it, and main civilisation's "burn the
witch!" attitude towards the magic, I came to the conclusion that
I will have quite a big problem concerning treasures and in
general loot earned through the course of upcoming campaign.
Only gold? meh, that's plain boring. So I thought, heck, I'll shoot
some nice magic stuff their. But not the way It looks in a typicalD&D campaign. I thought about the concept of magic stuff that
have it's orgin in the Earthdawn game(well and sorta transposed
to the d20 thing in Midnight campaign setting in the way of
Legacy Weapons IIRC). So getting to the point - most of the magic
items that my players will come across at first won't have any
magical bonus in it. First they will have to be "attuned" to it by
spending some XP on it. However, once acquireing It won't be
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possible to "attune" it straight away by spending already earned
XP. To do so one will have to earn some XP having in mind the
attunement of the magic item. After that first bonus will be
available for the PC. Each level, PC will have the opportunity to
get more "attunned" to the magic item, and doing so achiving more
bonuses and special features from it.
Mauler
Chalice of Doom
Carpet of Suffocation
Eagle Javelin
1st
2nd
3rd
Hildugrun, the "Blood drinker", sword of long forgotten hero of
the north, whose pride and greed brought him to his demise.
1st - +1 "to hit" bonus, 1d4 sanity loss(Wielder Just once and enemy
once in a fight on a critical hit)
2nd - +1 damage bonus, 1d6 sanity loss, save vs. fear for beastmen
3rd - +2 "to hit" bonus against beastmen, 1d8 sanity loss
4th - +2 damage bonus against beastmen. 1d10 sanity loss
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6.0 New monsters & adversariesDragonHit Dice: 10
Armor Class: 16Attacks: Bite (2d4) or claws(1d8) or tail (1d10)Saving Throw: 13Special: breath weaponMove: 9/24(when flying)Challenge Level/XP: 12/2000
Dragons are lesser demons bound to the created body by theDemonic Rulers of the past.While they look like a normal livingbeing they can't breed nor die of age. They we're created by theirmasters as as sort of guard for their most precious artifacts. Soup to this day they gather and protect treasures of the DemonicRulers. Before placing Dragon against Referee must roll threeTimes on the table below to determin the kind of a breathingweapon dragon Has, its armor and special ability(if any).
score Breath Weapon(roll 1d10) Armor(roll 1d4) Special(roll 1d10)1 Acid Steel Scales(+2 AC) Poison(as Wyvern)2 Frost Chitine scales(+0 AC) Charm as per spell(STas vs. 5th level M-U)
3 Fire Diamond Scales(+3 AC) -4 Lightning Obsidian Scales(+1 AC) -5 Water Teleportation as per
spell6 Stone Shards ESP as per spell7 Wind -8 Ghost -9 Iron Shards -10 Fire -
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Drake, SwampHit Dice: 4Armor Class: 13Attacks: Bite (2d4) or claws(1d8) or tail (1d10)Saving Throw: 13
Special: breath weaponMove: 12Challenge Level/XP: 6/400
Swamp drake is a distant relative to the Dragon. Its body is 9feet long covered in purple scales. His Head is covered with hornsand his elongated skull ends very thinly.Typically it hides inthe mudy parts of swamp where it's waiting for its prey. Whileendangered it fiercely attacks with its long claws or tail orwith its long fangs. While outnumbered it uses its acid breath -spreading a sick yellow liquid that can digest a plate armor
within a glimpse of an eye.
DryadHit Dice: 2
Armor Class: 9 [10]Attacks: Wooden claws (1d4)Saving Throw: 16Special: Charm person (-2 save)Move: 12Challenge Level/XP: 3/60
Dryads are elves whose tree was cut down or otherwise "killed". Insuch a situation elf becomes some kind of a tree himself, losesit's personality and becomes a mindless hand of nature'sretribution. Typical dryad is 7 feet tall, thin human-shaped
entity with "skin" of wood and bark with sharp branches growingfrom around its body, especially head. They attack anyone whomthey encounter except the elves and other dryads. They do possessa ability similar to the Charm person spell.
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Worm, Fury
Eagle, Giant
BeastmanHit Dice: 2Armor Class: 5 [14]Attacks: Bite or horns or claws (2d4) or weapon (1d10)Saving Throw: 16Special: NoneMove: 9Challenge Level/XP: 2/30
Beastmen are tall humanoids with animal-like heads. They may
be found both above ground and in subterranean caverns.They form into loosely organized herds, often ranging farfrom lair in order to steal and kill with rapacious ferocity.
The truth of their orgins fade in to the distant past when anancient and powerful sorceror conducted several vile experimentson barbarians trying to interbreed them with animals to achive astrong and obedient army to conquer near by kingdom.Experiments succeeded, but he underestimated their wit. Thesorceror died torn apart by his "children" and here the storyends.
Ooze, TimeHit Dice: 3+3Armor Class: 12Attacks: Strike (2d6)
Saving Throw: 14Special: Time bendingMove: 1Alignment: AlienChallenge Level/XP: 5/ 240
Time Ooze is almost identical in appearance to wet rock, but it isa slimy, formless substance that devours prey. In the interior ofthis ooze times flows in a different manner than outside of theit, to determine the time effect roll on the table below.
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Roll1d8 Time effect1 Time is stopped2 Time in the ooze 1d6 day= 1second in reality
3 Time in ooze 1 second= 1d6day in reality4 Prey ages 2d6 years5 Prey get younger 2d6 years6 Prey dies of old age7 Prey dies because it got toyoung(reduced to 1 cell)8 Time in ooze 1 second= d100years in reality (1d6:1-3backward; 4-6 forward)
Ooze, Travel
Serpentman
Skraeling
Dryad
Beast, SwampHit Dice: 10 (50 hit points)Armor Class: 7 [12]Attacks: 1 fist (3d10)Saving Throw: 5Special: Immune to slashing and piercing weapons, immuneto most spells.Move: 8Challenge Level/XP: 14/2,600
Swamp Beasts are creation of dark sorcery. Made of mud and dead
things' remainings are challenging adversaries for those whotrespass their swampy territories.
Spider, Giant
Spider, Swarm
FungimanHit Dice: 3
Armor Class: 15
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Attacks: Bite (2d4) or weapon (1d10)Saving Throw: 14Special: poisonMove: 12Challenge Level/XP: 5/240
Fungimen are a vile race of sentient fungi that lives beneath theBarbaric Frontier in vast complexes of caverns. Their race isdivided into two sub-species - male fighters and female spore-queens, whose sole role is to spread the plague of fungimen acrosscaves. Each tribe of fungimen typically consists 4d20 of malewarriors and one spore-queen which is fiercly worshiped.Fungimens' victims are mere fertilizer to feed the spore-queen.While attacking they very often bite their enemies with theirpoisonous teeth(saving throw vs. poison to overcome the effect ofthe poison which deals otherwise 1d6 damage).
Worm, Rock
Giant Centipide
Giant Snake
Elven shape-changer
Barbarian
Barbaric Shaman
Giant Kraken
Marsh Wyrm
Giant Antler
Giant Stag
Boar
Giant Boar
Hill Troll
Cannibal Degenerate
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Giant Raven
Mountain Dragon