I got this from someone else somewhere else (who should I credit,I lost track) and edited it a bit, Those wolves as is in the game must be dire wolves or something...
This event is postponed until after your finish your evening meal (r215). Ignore this event if in any town, castle or temple.
At night a hunting pack of wolves attacks your party. Roll three dice for the number of wolves, each of which is combat skill 3, endurance 3. They may surprise you, see r309.
Since your mounts are a prime tasty target of the wolves, you must select out of the pack at least one wolf to "attack" one of your mounts (it is not attacking you or a member of your party, though you may attack it ).
At the end of each combat round, if any wolves are still left alive, one of your mounts will be killed by the wolves. If you wish, you can allow more wolves to attack your other mounts, but they too will be killed at the end of that combat round. Since materials being transported (r206) by the mount have been unloaded for the night, only the mount itself is lost, not what it carries.
Escape from the wolf attack is possible only under the following circumstances:
At the end of each round, roll three dice and add the following modifiers:
+1 for each of your followers killed
+1 for each food unit you decide to throw to the wolves
+2 for each mount killed by the wolves.
If the final total is less than the total number of wolves, they continue to attack. If the final total is equal or greater than the total number of wolves, then they will start devouring what they have; allowing you opportunity to hide (r318) or escape (r311), if desired. If you are able to hide, you may return the next morning to recover any items left behind, unless it was food. If you fled this hex, anything you or your party was unable to carry is lost.
SteamBoard's varients hunt animals
There is another hunting varient about if I recall correctly. Here is the one of my own have been experimenting with.
If your party includes a guide, and are in a non-settlement or non-farming hex, as a daily action, you can hunt animals for their food and furs.. After checking for a Travel Event, and you get past it without escaping, roll 1 die for the results:
1,2,3: no results although if mounted, you may try once more (unless you already did).
4: you trailed the quarry to another hex, if you follow roll one die for direction then see 5, 6 below:
5,6: You have found your quarry, roll one die:
1,2: e075; 3,4 e076; 5,6; e084. If your wit and wiles equals or exceeds the die roll, you may strike first, followed by the quarry. If you fail then the encounter happens as normal. If you choose not to fight, either escape r314 or hide r318.
After the kill, the next day must be spent as a resting action so the furs can be properly tanned by any one character( who does not rest). If events force you to flee that day or you must travel for some other reason, the furs must be prepared as part of a rest action on another day. Each fur counts as one load.
Furs are popular and may be sold in a temple town or castle or merchant:
Quarry Animal Fur Price Food units
Wolf wealth 4 0
Bear wealth 10 one die +2
Great Hunting Cat wealth 15 1
SteamBoard's varients magic user and clerics
Magic users and cleric types, if they join your party, are already useful members. However events have them displaying powers (particularly the wizard, witch and magician) that do not seem to be available to the Barbarian Prince or at least not spelled out. Moreover, the cleric types have also been labored over to give them even more usefulness to your group (yes the table did not format properly)
r201a Priests, priestesses and monks, known as "clerics," have "karma" points (KP) that can be used to do various "miracles" and wonders. The table indicates how many karma points each type has, which when used, has to be replenished by resting at the rate of one point per day. Either karma points are regained or wounds are healed by resting but not both at the same time
When one joins your party, roll one die to determine their maximum karma points:
Character type / Die roll 1-3 / Die roll 4-5 / Die roll 6
priest /priestess / 7 karma points (KP) / 8 karma points / 9 karma points
hermit monk / 5 KP / 6 KP / 7 KP
traveling monk / 3 KP / 4 KP / 5 KP
warrior or other monk / 1 KP / 2 KP / 3 KP
-- add to escape rolls (in situations where you cannot escape, if karma points are used, the die roll must be less than or equal to the amount of karma points expended).
-- 1 karma point to charm one animal into not attacking
-- add to anyone’s combat skill
-- use 1 karma point to heal 3 wounds while resting
-- use 1 karma point to cure 1 poison wound
-- use 1 karma point per round to double combat skill against undead (the attacking Priest, priestess or monk only)
r201b Wizards, witches and magicians known as "magic users" have "magic" points (MP) they can use in combat. Each time they use magic, a spell point is used up and must be regained by resting. Either magic points are regained or wounds are healed by resting but not both at the same time.
When one joins your party, roll one die to determine their maximum magic points:
Character type / Die roll 1-3 / Die roll 4-5 / Die roll 6 / Magic type
wizard / 5 magic points (MP) / 6 magic points / 7 magic points / fireball
witch / 3 MP / 4 MP / 5 MP / frog
magician / 1 MP / 2 MP / 3 MP / lightning bolt
Instead of attacking normally the wizard, witch or magician may use their magic and expend a spell point:
--The Fireball requires a die roll 5 or 6 to cast and if successful, roll one die for each enemy in the group: the result is how many wounds they receive.
--When the Frog spell is cast, each of the enemy characters must roll a die to see if they survive it. If the die rolls 6 exactly, they do not and are turned into a harmless, amphibious frog which hops away.
--the Lightning Bolt spell is targeted against any single enemy character and causes wounds equal to one die roll.
Meh, you can monkey with the game all you want, but it still will be the same game - unfair and capricious. Honestly, you want a ground-up redesign of the Barbarian Prince concept. A different board, new characters instead of Cal Amroth, a new combat/magic system, a new plot and winning condition, new paragraphs in the encounters book, so on and so forth. I think something like this would be great. The whole thing could be d20.
Trying to 'fix' BP with hard thinking won't work. Nobody really thought that hard about the game when it was first published - it's fundamentally flawed. I mean, come on...e082 Spectre?
SteamBoard's varients Morale and Single Combat options
you can monkey with the game all you want, but it still will be the same game - unfair and capricious.
Yes, one needs to think about things to make the game more fun and I would like to see what others have comprehensively come up with in this regard. I would prefer the ongoing saga of Cal and his quest to get the 500 and keep some boundaries else one will design a whole new game with different maps etc.
it's fundamentally flawed. I mean, come on...e082 Spectre?
The whole thing could be d20.
Happily, it is easy to make changes with David Bates Word rendition; unlike a computer game where flaws are corrected by sometimes having to hack the code or learning scripts. Some variants witht he multi-sided dice might be helpful in expanding options, ie eight sided die for wit and wiles (ww) roll, the lowest possible value starting at 3 and the highest 5 to give some room for losing and winning ww rolls.
I did not personally run into the spectre (amazing with the number of games I played) but agree by the game ending abruptly with your character's demise via wolves, for example is far too common.
One can lose, but perhaps a bit more creatively ie "you fall madly in love with the farmers daughter. Your prospective father in law delays you yet another day as with his encouragement and the promise of more time with his daughter, you assist with chores around the property. Unless your wit and wiles exceeds the die roll, you consign yourself to life as a farmer and live happily that way for years to come. But alas, you loose the game, having forfeited your northern heritage for kingship of cattle and harvested barley." So one can understand there are many ways to design losing the game, the worst being death, but various degrees in between and some of them not being so bad
But it was designed as a quick diversion not a lifestyle unlike Dungeons and Dragons where it takes shelves groaning with manuals to understand how to run a single battle.
Here we go with some more...
to be placed after the ROUTS section.
[Barbarian prince assumes most combatants are psycho and unless you apply the rout rules, they will gladly fight to the death. However, these are optional rules to apply which allow the enemy a possibility of existing the field of battle in spite of your desires: ]
Morale (r220g): Enemy combatants may disengage from the battle on their own as per the following conditions:
--If you surprise attack the enemy and score any wounds,
--or the enemy group numbers drops to around a half (50% round up) or less,
--if you kill their leader (apart from single combat)
--your party outnumbers the enemy group by 3 to 1 or more after the enemy has finished their first attack(s) and before yours begins;
On single characters
--on the first wound they receive
--your party outnumbers the enemy group by 3 to 1 or more after the enemy has finished their first attack(s) and before yours begins,
--when endurance reaches ½ or less(round up)
--when endurance is one above unconsciousness...
...at that time a Morale Check against them is conducted. If a 5 or 6 is rolled, the enemy attempts escape succeeding or failing as you do (r220e). They will continue to try until they succeed or all are incapacitated or killed. All escaping enemy characters flee and disappear, so you can't take their wealth. Against opposing characters with a combat skill or endurance of 9 or higher, they must roll a 6. On occasion, even high combat skill / endurance characters may chose discretion as the better part of valor!
[And here we go with some single combat so all encounters do not have to have the enemy horde fighting all your people]
Single Combat (r220h): Many enemy party groups may have leaders. If so and if your side has first strike, instead of attacking, you issue the challenge to the leader. If your Wit and Wiles exceeds the die roll, you succeed and the leader accepts your offer of singe single combat to decide the encounter. If you fail, the enemy group strikes and combat continues as usual.
If duel is engaged, you strike first and battle continues until one is unconscious or dead. In the time honored tradition if you can defeat the group’s leader, (either yourself or someone you appoint) they will abandon the field with their fallen leader, leaving you his wealth and possessions. If your side fails, and you are the combatant, and are still alive but unconscious. see r221b. If they take you along you must flee the hex leaving behind behind your wealth or that of your fallen warrior. If you appointed someone else to combat for you, and they win, they are entitled to keep the wealth acquired.
If the enemy side has first strike, and you outnumber them by 3:1 or more and a leader is present, it is they who issue a single combat challenge instead and goad you (or someone you appoint) into that battle. Unless your wit and wiles exceeds the die roll, you fall for it and they strike first and battle continues until one is unconscious or dead as in the previous paragraph.
SteamBoard's varients adding characters and creatures
Converting monsters from other roleplaying games to Barbarian Prince
It may be desired that some of the events can have more variety by adding different monsters from the other games. The following is a guide for converting from Dungeons and Dragons to Barbarian Prince and introducing a method of adding them to already existing encounters. It is suggested monsters added:
1--should not significantly make the encounter more difficult as it seems already too easy to die in the normal game
2--exceptionally strong monsters should have either alternate ways of escaping, avoiding or defeating them to avoid the problem noted in "1" above
3--clogging up the game with same stat but differently named characters or creatures should be avoided unless the event offers certain uniqueness no present in similar events.
Dungeons and Dragons(R) uses a "hit dice" "armor class" and "number of attacks" followed by "damage per attack" type system for each of its characters, typically labeled "monster". Early versions of D&D also used "thaco."
The following definitions may not be agreed upon by all who are familiar with D&D but should suffice for purposes of conversion:
The number of hit dice, typically six sided dice, when rolled account for the creatures hit points. Typically there are 1 to 15 hit dice though there can be many more.
Armor class measures the toughness or hard to hit ability of the creature, the toughest to the easiest typically measured 9 to 0 though numbers on either end may be present. Fast moving creatures may make them hard to hit as well as a ton of plate armor.
Number of attacks are the number of strikes a monster can make per turn (though other factors may apply).
Thaco this has been dropped from later versions of D&D but was the measure of one 20 sided die the monster typically needed to hit armor class 0.
Finally, once a hit is achieved, damage is calculated and applied against the target’s armor class. A die is rolled to determine the damage / hits per attack typically one 2 sided dice (1d2) all the way up to larger 20 or even 100 sided dice! Additional factors may apply to alter attack damage downward such as saving throws.
To achieve the variety of creatures and attacks these types of Role Playing games can offer on a more abstracted Barbarian Prince level, I purport the following that will help this along without over complexifying this wonderfully simple game:
--A defend combat skill (DCS) which is used when defending = calculated from armor class
--An attack combat skill (ACS) which is used in attacking = Calculated from damage given and Thaco if present.
--if needed DCS and ACS may be averaged to figure the more abstracted Combat Skill
--Allow for a special or unique attack .
--Endurance = calculated from hit dice
Conversion table Hit dice to Endurance
Hit dice will roughly correspond to the Endurance on a one Endurance per Hit Die especially for larger, more powerful creatures. For example a dragon turtle is 13 hit dice hence 13 endurance seems reasonable, which is not that different than a Barbarian Prince dragon, endurance 11. By comparison D&D red dragons are hit dice 9-11. A Hill Giant is 8 hit dice plus+ one or two extra points. 8 or 9 endurance is not unreasonable and there is a giant in Barbarian Prince which is 12 foot tall and has combat skill 9, endurance 8. If we roll out 8 hit dice as per D&D we could have a 48 endurance Giant which would be difficult indeed for a Barbarian Prince party to defeat, or anyone else as well should the Giant join the Prince's party; which I feel is totally irrational in the context of this game. In considering a conversion existent BP characters are the yardstick for measurement.
For smaller creatures note goblins are one hit dice minus -one point. Orcs are one hit dice. Hobgoblins are one hit dice plus an extra point. For these types of conversions I suggest referring to the Barbarian Prince characters and adjusting accordingly. In examining Kobolds, a dog-like humanoid 1d4 hit points , but are weaker than goblins. I suggest 2 endurance for them is acceptable.
From 2 hit dice to about 6 is where one has to play fast and loose, especially if we wish to keep the 3 endurance goblin with giants and dragons being somewhat consistent in following the hit dice count for endurance 1:1.
Suggested Hit dice conversion from Dungeons and Dragons to Barbarian Prince
--hit dice are considered to be per each of one roll of a 6 sided die unless otherwise stated. Thus the categories 1 to 1+1, 2 to 3, etc lumping them together.
Hit Dice = endurance (e)
less than 1d4 =1e (small animals or birds)
1d4 =2e (kobold, peasants)
1d6-1=3e (goblin, henchmen)
1d6 to 1d6+1=4e (orc, Hobgoblin-D&D)
2 to 3 hit dice =5e (Orc, Hobgoblin - BP)
4 to 5 hit dice =6e (dwarf, halfling, typical bodyguard)
6 to 7 hit dice =7e (adventurer, demi-troll)
8 hit dice and above is one Hit Die = one Endurance
NOTE in Barbarian Prince
--Orcs are actually combat 4, endurance 5 (chieftain c5e6)
--Hobgoblins are combat 6, endurance 5
The armor class to Defensive Combat Skill is fairly easy. Just a reverse of most standard D&D tables as listed for the armor class.
Conversion table Armor Class to Defensive Combat Skill (DCS)
Armor class 9 / 8 / 7 / 6 / 5 / 4 / 3 / 2 / 1 / 0
DCS 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10
Conversion for Attack Combat Skill (ACS)
This gets a little bit harder. If we refer to the weakest to the strongest in the range of kobold / peasant, goblin, orc, hobgoblin, Hill giant and dragon turtle we discover D&D gives the following as opposed to Barbarian Prince /(x):
--kobold /peasant =1d4 / (2) ACS
--goblin= 1 attack / 1d6 / (3)ACS
--orc= 1 attack / 1d8 / (4)ACS
--hobgoblin = 1 attack / 1d8/ (6)ACS
--hill giant = 1 attack / 2d8 / (9)ACS
--Dragon turtle= 3 attacks / 2d6; 2d6; 4d8 (presumably from forelegs and bite respectively)/ special attack steam, The steam does damage equal to the dragon turtle’s remaining hitpoints (save for half damage) to all within the cloud.
I would suggest the following conversions based on damage and number of attacks using the following formula =the attack combat skill (ACS) is approximately ½ to ⅓ of the damage done.
--kobold /peasant ACS 2
--goblin= ACS 3
--orc= ACS 4
--hobgoblin = ACS 4 (note BP hobgoblins have Combat skill is 6, though D&D attacks are by weapon as well
--hill giant = ACS 8
Notice that the conversions closely match Barbarian Prince statistics
But the dragon turtle is a bit different
If we allow it to have 3 attacks with its steam:
--Dragon turtle= 3x ACS 6, 6, 12
steam attack = 13 ACS damage to all “within the cloud” (to match dragon turtle hit points) and a “saving throw” allows only half damage, perhaps attack at 6 ACS instead
But that seems a little harsh and to keep things simple:
Average up the damage of the three attacks 24 / 3 = 8 and that alone seems adequate.
For the steam attack and any other attack similar such as fire or gas I would suggest
“before the dragon turtles attack, roll one die, if a 5 or 6 it spews out scalding steam. Roll for each of your characters, if a 1 or 2, they are scalded by the steam for the same number of wounds, else no effect.
This is to keep all your party from being killed outright.
If you wish,you may combine the ACS 8 and DCS 10 and average it for an overall combat skill of 10 or 11, in which case it begins to match the stats of a dragon, combat 10, endurance 11, hence the recommendation of dividing the combat skill into an attack and defend statistic for converted creatures.
So to add a dragon turtle to an existing aquatic event, it might be re-written to look something like this:
Very large and very hungry crocodiles attack your party. Roll one die for the number of "crocs," each of which is combat skill 4, endurance 6, however, if the result is a "6," see e094b instead. If you are in a swamp, you cannot escape from them in battle. The crocs always strike first in combat (r220), and in swamp achieve surprise as well.
e094b Dragon Turtle
You catch sight of a rare and impressive Dragon Turtle. Its deep green shell is covered with weeds and the size of a small island.
If your wit and wiles fails to exceed the die roll refer to the "Combat" section further down. Else if your wit and wiles exceeds the die roll you have several options:
--you may hide and let it pass; unless part of a river crossing event, whereupon the crossing fails, but you may again try tomorrow.
--if your party includes a witch, wizard or magician you may attempt communication, see paragraph below "Communication."
--you may sneak attack the Turtle and do so with surprise, see further below for combat details.
--or you may climb up on its huge wide back unnoticed:
a) if on the river, each day you stay on its back, roll one die: 1,2= it stays in the same hex; 3,4= it swims two hexes upriver, 5,6= it swims three hexes downriver. While on the Dragon Turtle you travel on the river hexsides themselves. You can exit anytime on either hex adjacent to the hexside where travel is occurring. You can select which hex and exit unnoticed by the turtle.
b) if in a swamp roll one die: 1,2= it stays in the same hex; 3 to 6= it swims to the edge of the swamp. Roll one die to see which of the six adjacent hex edges the turtle traveled to:
1-N, 2-NE, 3-SE, 4-S, 5-SW, 6-NW. If you wish, you then can exit the to specified hex unnoticed by the Turtle.
While on the back of the Turtle, you cannot hunt or fodder else you may alert the Turtle; nor will travel events occur, although you must check for a travel event (r204) in the hex entered after leaving the Turtle. However, if you stay on the Turtle another day, again your wit and wiles must again exceed the die roll.
Communication. If your wit and wiles equals the die roll, the Dragon Turtle takes hostile notice of you. But you have a magician, witch or wizard in your party, they can communicate with the Turtle. It demands gold to add to its horde and will let you pass if you give it gold equal to the roll of a die x 20. If you do, no further event occurs. If you have no magician, witch or wizard in your party or refuse payment or do not have the gold required, see below.
Combat: The Dragon Turtle suddenly thrashes, snaps at you, striking first in combat (unless you have surprise mentioned above). The Turtle is Attack Combat Skill 8, Defend Combat Skill 10, Endurance 13, wealth 60. Before the Dragon Turtle‘s turn to attack, roll one die, if a 5 or 6 it spews out scalding steam. Roll for each of your characters, if a 1 or two, they are scalded by the steam for the same number of wounds, else no effect.
Note: Since the Turtle a type of Dragon, you may use its Dragon's eye as it is greatly valued by high priests of the temples throughout the land, and may be of assistance in gaining an audience. Carrying the Dragon's eye counts as one load for transport purposes (r206).
Now the addition Dragon Turtle releases a potentially dangerous creature into the gameworld of the Barbarian Prince, yet dilutes somewhat the effect of 6 attacking crocodiles, especially as they are inescapable in the swamp. Moreover, the possibility of hitching a ride on the Dragon Turtle offers an opportunity of easier exiting a swamp or an event free ride down the river.
- Last edited Mon Apr 9, 2012 2:18 am (Total Number of Edits: 1)
- Posted Mon Apr 9, 2012 2:13 am
I never did like the rules as written for River Crossings,making it more difficult to understand and implement than it had to be (see various threads on this discussion). I have rewritten this varient:
R204e Crossing a River
Crossing the river mounted or on foot is an all day affair, If you are at the point you are using the Travel Table and are crossing the river, it is a daily action. Even if mounted this represents making difficult arrangements to get your horses across.
a) Locate a possible suitable spot to cross the river (by not getting lost.) Check the terrain type you are currently in. If you get Lost, as usual, check for a Travel Event.
b) if you find a suitable place to attempt crossing the river, roll two dice and consult the River Crossing Table below.
River Crossing Table*
2, 3, 4: Cross river unless event prevents it, see Cross River r207
5, 6, 7: Cross river safely, all further travel ends. Check for travel event in hex entered (do not check for lost, you are already across, place your map token accordingly).
8, 9, 10, 11, 12: Place not suitable for crossing, no materials to build a raft, no place to swim for ford and no bridges in sight. Check for a travel event in this hex. You may again have another go at it today if mounted and another move left Else you may continue to search for another suitable river crossing location in the morning starting with the Lost check in section "a)" above.
* if a guide is present subtract from the dice roll their bonuses