Seven Voyages of Zylarthen Alternate Encumbrance Rules

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SEVEN VOYAGES OF ZYLARTHEN ALTERNATE ENCUMBRANCE RULES 1 June 2014 PUBLISHED BY CAMPION & CLITHEROW CHICAGO, IL 60607

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Transcript of Seven Voyages of Zylarthen Alternate Encumbrance Rules

 

SEVEN VOYAGES OF ZYLARTHEN

ALTERNATE ENCUMBRANCE RULES 1 June 2014

PUBLISHED BY CAMPION & CLITHEROW CHICAGO, IL 60607

 

INTRODUCTION: The following are slightly revised from the encumbrance rules and related encum-brance values included in the electronic and print editions of SEVEN VOYAGES of ZYLARTHEN, available from 12-23-13 to 5-25-14. They are listed as “alternate”, among other things because some might prefer the original versions. However they will be included as the “official” rules going forward. The main changes and points are: 1. Reducing the permitted number of units carried from 40 to 25. This makes

things more “symmetrical” in that each encumbrance step is now 5 (as op-posed to 5, 5, 10, 10 and 10.)

2. The attack/defense penalties on Super-Heavy encumbrance (Base Move: 3) have

been eliminated. Thus the maximum encumbrance that one can have without suf-fering a penalty on combat is really only being reduced by 5 (from 30 to 25). In ad-dition, there is an option to carry up to 10 more units without being able to attack or defend (perhaps holding a sack over one’s shoulder with both hands).

3. The intention behind changing the shape of the encumbrance steps was NOT

to further limit what people can “really” carry. Rather, in part the assumption is that each encumbrance unit now represents on average a bit more weight. Many items still have an encumbrance of 1, and thus the result will be to make them slightly “heavier”. However, some of the already heavy items have in turn had their encumbrance units reduced. “Big” weapons generally had their en-cumbrance reduced from 5 to 3 or from 4 to 2. This also applies to the shield. It follows that there are now only 3 weapon encumbrance categories instead of 4, thus making things a bit simpler. In addition, the encumbrance of Plate Armor goes from 10 to 8, Mail from 8 to 6 and that annoyingly heavy sledge hammer from 6 to 3, among other things. Groups of items “adding up” to 1 encumbrance unit now generally contain more items (and thus their prices have been modi-fied in a few cases). It should be noted that the only item that gains encum-brance on the new list is the crossbow.

4. Rules limiting the number of “big” items or weapons one may carry have been

changed in conformity with the new assignments. I think the results are a bit simpler, clearer and more intuitive. These rules now only apply to weapons, not to the more general category of items. You can now carry 12 shovels if you damn well want.

5. Partly in line with the above changes, but also for other reasons, I have revised

the rules for Food and Water requirements in the wilderness. 6. Each set of new text below will include a reference as to what it “replaces.” As

always, I welcome feedback and criticism. Honestly, I put a great deal of thought into the original scheme and so I think it’s pretty good. (I wouldn’t have published ZYLARTHEN otherwise.) It’s just that I think this “alternate” scheme is a bit better.

Oakes Spalding

ENCUMBRANCE (Vol. 1, p. 19):

Characters will have a desire to take sufficient equipment and supplies with them on their adventures. As well, they will want to be outfitted in the best possible armor and carry the most effective weapons, including spares (subject to their class restrictions, of course). However, there is a limit to what can be carried.

The encumbrance mechanic of SEVEN VOYAGES of ZYLARTHEN keeps track of how many encumbrance units (henceforth designated “�”), representing 2-10 pounds of weight, are worn or carried. The majority of weapons, armor compo-nents, tools and other like pieces of equipment will have an encumbrance of �. Light or easily carried objects will have no encumbrance. This category includes normal worn clothing (not heavy clothing or armor) and small non-bulky items of a pound or less. In some cases, groups of these items—six torches, twelve iron spikes, twenty-four arrows, etc.—may be treated as having en encumbrance of �. A few weapons, armor components or tools will be so heavy or unwieldy that they will have an encumbrance of ��, ���, ���� or in a few cases even greater.

Additional Considerations: No more than three weapons or carried combat items (including bucklers, sets of

javelins or units of missile ammunition) with an exact encumbrance of � may be carried without penalty. Additional such weapons will count as triple weight.

No more than two weapons or carried combat items with an exact encumbrance of �� may be carried without penalty. Additional such items will count as triple weight.

No more than one weapon or carried combat item (including a shield) with an exact encumbrance of ��� may be carried without penalty. Additional such items will count as triple weight.

Encumbrance has these effects:

Encumbrance # Units Base Move Unencumbered 0-5 * 13 Light 6-10 ** 12 Medium 11-15 9 Heavy 16-20 6 Super-Heavy 21-25 3 26+ Prohibited***

* May only carry individual items with a maximum encumbrance of �. Other-wise, encumbrance will be light or medium. A character wishing to move quiet-ly, climb a nearly vertical wall or engage in any other similar delicate task is usually advised to be unencumbered.

** May only carry individual items with a maximum encumbrance of ��. Other-wise, encumbrance will be medium.

*** At the referee’s discretion, up to 10 additional units may be carried, but both hands will be occupied and the character will be unable to attack or defend.

Thieves may carry up to 500 coins “for free” (generally, each set of 100 coins has an encumbrance of �). However, they may still not go above the overall maximum of 25 units, counting all carried coins.

 

BASIC EQUIPMENT COSTS (in Silver Pieces) (Vol. 1, p. 22):Item Cost Item CostDagger 2 Axe 6 Mace 10 Sword 7 Hammer 15 Battle Axe 15 Long Sword 40 Staff 1 Morning Star 5 Spear 3 Pole Arm 10 Lance 6 Sling 2 Bow 7 Crossbow 10 3 Javelins 3 24 Arrows or Quarrels 6 12 Sling Bullets 2 Silver Dagger 200 Silver Tipped Arrow or Quarrel 20 Leather Armor 25 Mail 200 Plate Armor 500 Buckler 4 Shield 7 Helmet 10 Mule 30 Light Horse 200 Warhorse 500 Barding (Horse Armor) 1000 Feed, 1 animal/1 day 1 Leather Back Pack 4 Large Sack 2 Small Sack 1 50’ of Hemp Rope 3 200’ of Silk Rope 200 Iron Hook 5

10’ Pole 1 12 Iron Spikes 8 Sledge Hammer 7 Shovel 3 Crowbar 2 Hammer & Nails, 1 lb. 6 Glue, pint 1 Brushes & Paint, quart 6 Lantern 10 6 Flasks of Oil 6 6 Torches 2 3 Uses of Deadly Nightshade 10 Silver Holy Symbol 25 Wolf Bane (blessed), bunch 10 Garlic (blessed), bud 5 3 Wooden Stakes & Mallet 1 Vial of Holy Water 25 Case, Quire of Paper, Reeds & Ink 8 Thieves’ Pick & Tools 30 Surgical Tools & Supplies 500 Chalk 1 Fine Clothing 100 Steel Mirror 15 Pair of Dice 1 Deck of Cards 2 Whistle 1 Hourglass 10 Water/Wine Skin 1 Good Wine, quart 3 Standard Rations, 1 person/1 week 7 Iron Rations, 1 person/1 week 15

Free at Start: Magic book (for Magic-Users) Standard Clothing Whetstone, Olive Oil & Rag Personal Effects (brush or comb,

cup, spoon, string and tinderbox)

 

BASIC EQUIPMENT ENCUMBRANCE (Vol. 1, p. 23): Item Encumbrance Item EncumbranceDagger � Axe � Mace � Sword �

Hammer �� Battle Axe ** ��� Long Sword * �� Staff ** ��� Morning Star ** �� Spear * �� Pole Arm ** ��� Lance ���� Sling ** � Bow ** �� Crossbow ** ���

1-3 Javelins � 24 Arrows or Quarrels � 12 Sling Bullets �

Silver Dagger � Silver Tipped Arrow or Quarrel Leather Armor � Mail ���� Plate Armor ���� ���� Shield ��� Helmet � Buckler � Mule — Light Horse — Warhorse — Barding ���� ���� ���� ���� Feed, 1 animal/1 day ���� Leather Back Pack (holds 10 �) Large Sack (holds 15 �) Small Sack (holds 5 �) 50’ of Hemp Rope � 200’ of Silk Rope � Iron Hook �

10’ Pole ��� 12 Iron Spikes � Sledge Hammer ��� Shovel �� Crowbar � Hammer & Nails, 1 lb. � Glue, pint Brushes & Paint, quart � Lantern � 6 Flasks of Oil � 6 Torches � 3 Uses of Deadly Nightshade Silver Holy Symbol Wolf Bane (blessed), bunch Garlic (blessed), bud 3 Wooden Stakes & Mallet � Vial of Holy Water Case, Quire of Paper, Reeds & Ink � Thieves’ Pick & Tools Surgical Tools & Supplies �� Chalk Fine Clothing (carried) � Steel Mirror � Pair of Dice Deck of Cards Whistle Hourglass � Empty Water/Wine Skin Full Water/Wine Skin, 1 person/1 day � Standard Rations, 1 person/ 1 week � Iron Rations, 1 person/ 1 week �

Free at Start: Magic book (for Magic-Users) � Standard Clothing Whetstone, Olive Oil & Rag Personal Effects (brush or comb,

cup, spoon, string and tinderbox)

Vol. 1, p. 24:

Animal Transport: Mules, camels and horses come with complete tack and sad-dlebags. The relevant statistics are listed below (a man, without arms, armor or equipment, etc., counts as 30 units): Horse

Price

Carry Ca-pacity

Hit Dice

Attacks

Armor Class

Move

Mule 30 40 2+1 Nil 7 12 Draft Horse 50 60 2+1 Nil 7 12 Camel 150 50 2 Nil 7 15 Light Horse 200 40 2 Nil 7 24 Warhorse, Medium 500 60 2+1 Hooves or

bite (1 die) 7 18

Warhorse, Heavy 1000 75 3+3 7 12

Only mules may be taken into a dungeon, and even that may be problematic. Camels have been known to go for two weeks without water or food. Helmets: These are included in the price and encumbrance of Mail and Plate Armor. Vol. 2, p. 24:

EAGLES: …These potentially helpful giant birds can carry up to 50 units of en-cumbrance and still fly at half speed. Vol. 3, p. 39:

Enchanted mail will have an encumbrance of �� whereas magical plate armor will have an encumbrance of ����. Vol. 3, p. 49: Bowl of Commanding Water Elementals: This is a large, fragile bowl made of semi-precious materials (encumbrance: ���). It will take as many as 10 minutes to unpack, set up and fill with water (encumbrance of required water: ���). A Water Elemental may then be summoned. Magic-Users only. …

Brazier of Commanding Fire Elementals: It will take as many as 10 minutes to unpack, prepare and kindle this item (encumbrance, including required charcoal: ����). A Fire Elemental may then be summoned. Magic-Users only. …

Censer of Controlling Air Elementals: It will take as many as 10 minutes to un-pack and prepare this item (encumbrance including required incense: ��). An Air Elemental may then be summoned. Magic-Users only.

Vol. 3, p. 51

Drums of Panic: Each of these large kettledrums has an encumbrance of ���� ���� ���� and thus, a set of two may only be carried comfortably by a horse or the equivalent. When struck, all creatures of fewer than 5 hit dice, and all non-carnivorous animals within a range of 120’ will flee in panic. More powerful crea-tures may also flee but are entitled to a saving throw versus magic. Vol. 3, p. 55:

Jug of Alchemy: This jug may be used to pour out one chosen “ordinary” liquid up to seven times in in a day (a different liquid may be chosen each day). Maximum amounts per pouring are as follows:

Liquid Volume #/Containers Encumbrance

Water 10 Gallons 10 Skins ����� ����� Beer 10 Gallons 10 Skins ����� ����� Wine 5 Gallons 5 Skins ����� Oil 2 Gallons 18 Flasks �� Acid 1 Gallon 9 Flasks � Hot Tea 1 Quart 3 Flasks — Poison 1 Quart 3 Flasks — Vol. 3, pp. 56-57:

Mattock of the Titans: This gigantic wooden hammer will destroy a normal door in 1 turn or a locked or magically held door, heavy gate or portcullis in 1-3 turns. It is too large and unwieldy to be used in combat. It has ���� encumbrance. Fighting-Men only. Vol. 3, p. 60:

Stone of Controlling Earth Elementals: It will take as many as ten minutes to unpack and prepare this item (encumbrance: ���). An Earth Elemental may then be summoned. Magic-Users only. Vol. 4, p. 19:

Food and Water: Ideally, the party will carry rations and water for man-types and if necessary, horses. However, it can often successfully travel without them. Horses should be able to fend for themselves in many terrain types, though the referee may decide to impose a movement penalty, depending on the circumstances. It is as-sumed that most adventurers have adequate skill at foraging and hunting in the wilderness. Thus, in most terrain types, they may survive without carried food and water. However, overland movement will be at half-speed if the party is not carrying food. In Desert terrain, dungeons and similar environments, characters without food will gain ���� in “virtual” encumbrance at the end of each day, and characters with-out water will gain ���� ���� ���� in “virtual” encumbrance at the end of each day. A successful adversity check will reduce these to ��� and ���� ����, respectively. “Virtual” encumbrance will be added to actual encumbrance to compute movement rates. When “virtual” encumbrance reaches 35, the character will die.