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