Required Reading

The Infamous Hulkster Folder
This is required reading/audio for anyone who is joining The Throwback Campaign.
- Campaign Background
- Vestibule Map
- MapTool
- Skype
- Castles and Crusades
- You should also read the session reports, starting with the first one: Session 1: Will the Wagonmaker: Part I
Andrew’s Cheat Sheet
- do not roll a die to see if you believe another PCs bullshit – ROLEPLAY IT!
- initiative: 1d10 + Dex bonus
- set your initiative: right click on your name in the initiative list window and choose “set initiative”
- attack: 1d20
- you cannot run in a circle
- if you move more than half your move you get a -2
- you cannot sneak attack from farther than 30 feet away – in any circumstance
- create or edit a macro…
-
- open MapTool (do not have to connect)
- in the “Global” box and right click (if you do not see it then go to the “Window” menu at the top and check “Global”)
- either select “Add New Macro” or “Edit…” to edit an existing macro
- enter a “Label”
- enter what you would type in “Command” (for example: /r d20+6)
- inititative…
-
- formula: 1d10 + DEX modifier
- macro: /r 1d10+X (X is your DEX modifier)
- short bow…
-
- attack row (formula): 1d20 + DEX modifier + level + BtH
- macro: /r 1d20+X (X is your total of DEX modifer + level + BtH)
- damage: 1d6
- macro: /r 1d6
- dagger +1…
-
- attack row (formula): 1d20 + STR modifier + level + BtH +1 (for magic dagger)
- macro: /r 1d20 + X (X is total of your STR modifier + level + BtH +1)
- damage: 1d4+1 + STR modifier
- macro: /r 1d4+X (X is STR modifier +1)
House Rules
- Starting Money for 2nd level character: 1.5x the max for a 1st level character. So, for Cleric 300gp, Wizard 150gp.
- On Clerics of Acen: Favored weapon is dagger.
- House Rule: All clerics may use rocks and hand crossbows in addition to the listed weapons. (Any class is proficient in rock).
- Someone pointed out that clerics have no missile weapons, that is not true. They can use rocks, clubs, light hammers, and daggers as missiles weapons, plus hand crossbows (house rule).
- House Rule: Hand crossbows are usable by all classes except wizard, illusionist, and druid.
- Cleric Spells: All spells from lvl 0-3 are available. We’ll deal with lvl 4+ if anyone gets there.
- Druid Spells: All spells from lvl 0-4 are available except Detect Neutrality. We’ll deal with lvl 5+ if anyone gets there.
- Wizard/Illusionist Spells: You don’t know much about this subject. All 0-1 level spells are available. You’ve witnessed a few of the higher level spells being cast (darkness, invisibility, web, mirror image, cone of cold).
- Remember that you get max hps for 1st level and have to roll for 2nd level. Treat a 1hp result as 2 (don’t reroll).
- Add dex bonus to initiative roll
- Natural 20 = critical hit (unless a natural 20 was needed to hit); double damage
- Natural 1 = possibly hit someone else when firing a missile weapon; CK ruling
- Can critical hit, stun, and sneak attack undead
- Heavy crossbows require a round to reload after firing
- Knife does 1d3 damage, not 1d2
- Large Mace must be used 2h by Medium chars
- Bastard Sword has a -2 to hit if used one-handed
- Unavailable weapons: Bearded Axe, Bastard Sword, Godentag, Nine Ring Broadsword, Sleeve Tangler
- Strength damage bonus applies to thrown weapons: Aclis (Aklys), Dart, Harpoon, Javelin but not to Bolas, Slings, or Rocks
- Strength damage bonus does not apply to Whip
- Spell Resistance: SR check is (d20 roll + Caster Level) vs (SR + opponent HD), not just 1d20 vs SR. Castle Keeper may adjust this for some monsters.
- Helmets are fucking useless, except for RP.
- Touch attacks work like you’d expect. AC 10+dex+magic to hit.
- Disengaging from combat: If you move more than ½ move when leaving combat the opponent gets a free attack and you suffer -2 AC. If you move less than ½ you do not suffer any penalty. Either way, disengaging from combat takes your action assuming your opponent is actively fighting you.
- Disarm: Fighters, rangers, knights, rogues, assassins, paladins, or clerics can disarm an opponent by hitting AC (18+opponent’s level+opponent Dex bonus). This is for a normal size opponent.
- Dodge: If you do nothing but dodge you gain +2 AC against up to 3 opponents.
- Evade: If you “evade”, you gain +4 AC against 1 opponent.
- Flank/Rear attacks: Can only be used if “Facing” is being set during melee combat (in MapTool). Will set facing if/when the situation arises.
- Attacking a helpless opponent: If you are in combat (next to any other enemy), or firing a missile weapon, you can only make a normal attack against a helpless opponent. There is a +4 to hit, the opponent gets no shield or Dex bonus, and thieves get their back attack damage if using a melee weapon. If you are next to a helpless opponent and not in combat, you can make a critical attack; this hits on any roll of 2 or higher and automatically does a critical hit (thieves get back attack damage instead).
Encumbrance
- Encumbrance Capacity = 10 + Str mod + 2 if Str primary + 2 if Con primary – 1 for Halflings/Gnomes
- Do not use any of the EV or other encumbrance rules from the book. According to the book, Full Plate and winter clothing have the same encumbrance.
- Worn Armor: Base AC / 2 (round up) encumbrance; Non-Worn armor: Base AC encumbrance. Special: Anyone with a Str penalty is moderately encumbered by AC +6 or better armor.
- Shields: Buckler/Small = 1, Medium = 2, Large = 3, Tower Shield = 8
- Weapons: Tiny (Dagger, sling, knife) = 1, Small (Short Sword, Hand Axe) = 2, Medium (Longsword, Morningstar, most others) = 3, 2h Weap = 5, Polearm 6, Pike/Lance = 8
- Weapons: Hand Xbow 2, Shortbow/Lt Xbow 3, Longbow/Heavy Xbow 4
- Ammo: Arrows/Bolts/Darts 1 per dozen, Rocks 1/20 (but can restock for free), Javelin 2, Harpoon 3
- 200 coins = 1 encumbrance
- Backpack or Shoulder Pack can carry up to 8 encumbrance of gear and cuts encumbrance of carried items in half; ignore backpack ENC
- Common Items: Bedroll 2, Grappling Hook 2, 50ft Rope 2 (silk) / 3 (hemp), 1 week’s rations 4 (incl. water; 2 w/o water)
- Uncommon items: Chamber Pot 3, Small Chest 6, Large Chest 12, 10ft pole 6, Shovel 3
- Potions / Scrolls / Wands / Flasks of Oil / Holy Water: 1 encumbrance per 5
- Small items (rings, jewelry, personal clothing): 1 encumbrance per 10 items if carried in large quantities… otherwise ignore. Gems would be 1/20.
- Unusual items: Castle Keeper’s discretion, usually 1/5lb unless bulky
Effects
- Enc <= Capacity: Unencumbered (No penalty)
- Capacity < Enc < 2*Capacity: Lightly Encumbered (+1 CR to Dex checks, no other penalty)
- 2*Capacity < Enc < 3*Capacity: Medium Encumbrance (-10ft move, +2 CR to Dex checks, Max run = 1.5x move)
- 3*Capacity < Enc < 4*Capacity: Heavy Encumbrance (1/4 move, +4 CR to Dex checks, no Dex AC bonus, cannot run)
- 4*Capacity < Enc < 5*Capacity: Overtaxed (5ft move, Fail all Dex checks unless roll 20, no Dex AC bonus and -2 AC penalty, cannot run)
Animal base encumbrance capacities (animals can only go to 3x base):
- Dog 5
- Donkey 15
- Mule / Light Horse / Warpony 25
- Heavy Horse 30
- Light Warhorse 35
- Heavy Warhorse 45
- Elephant 120
A human can drag 5x their encumbrance capacity for a distance; a 4-legged animal can drag 10X; Increased by 50% for wheels on suitable terrain.
Damage Terms
- 4 points = slamming
- 5-6 points = clocking
- 7 points = cleave
- 10 points = devistating
Gamer Types
- Unhealthy
- Alternative
- Power Gamer
- Power Roleplayer
- Normal
- Xenomorph
haha! thank you
I should rename this page to “rules for screwing your players in the most unreasonable way possible”.