The Maiden Saga: Role Playing Game (20 page)

BOOK: The Maiden Saga: Role Playing Game
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Capture Bonus Table

Aeg

Mund

Hai

Ythan

Makea

Oretes

Vendjome

Aprina

Weapons – bonus to be added to Game Points in Power

Club

3

2

1

1

2

1

1

1

Body Hook

3

5

3

2

3

2

2

1

Net

2

3

4

5

5

5

5

1

Bolas

1

1

1

3

6

2

2

1

Elixirs – bonus to be added to Game Points in Craft

Goblin Musk

4

1

8

5

6

3

7

2

Red Mushroom

3

3

2

3

1

1

1

1

Aprinian Soporific

1

2

3

6

4

4

4

6

Ythan Distillate

2

3

4

8

6

4

5

4

 

Roll for Escape

0 sixes

You meet one of your captors.

1 six

You find an item of apparel, although not necessarily a suitable one.

2 sixes

You discover a weapon of the GMs choice.

3 sixes

You find what you need for the task at hand, perhaps a grappling iron or a lock pick.

A quadruple

You find what you need, plus your clothes.

A quintuple

You find what you need, plus your clothes and weapons, if you had any.

A sextuple

You find what you need, plus clothes, gold and two weapons of your choice.

 

Escape Obstacles Table

Object

Resistance

Garden wall

2

Compound wall

4

Castle wall

5 per unit height, so 10 if the wall is twice your height, 15 for 3, etc

Ordinary Lock

10 + the Craft value of the people in question (e.g. 3 for Makeans)

Dwarven Lock

25

Silver slave leash

10

Capture Net

30

Welded steel chains

100

Keep Gates

100 (10 from inside)

City Gates

150 (20 from inside)

 

Roll for Dash for Freedom

1 six

You fail to break free.

2 sixes

You break free but rouse the guard, who you must face unarmed and naked.

3 sixes

You have break free and escape, unarmed and naked.

A quadruple

You break free and rouse the guard but manage to snatch a weapon of your choice (subject to the GMs decision on what is available) with which to fight.

A quintuple

You break free and escape with your weapons and clothes but no money.

A sextuple

You break free and escape with your weapons, clothes, a riding beast if available and five times the sum you were carrying when you were captured.

 

Roll for Theft

0 sixes

You rouse the house, meet a guard, trip over the pet troll or some similar disaster.

1 six

You find nothing remotely useful.

2 sixes

You find some loot of the GMs choice, worth a few Silvers.

3 sixes

You find some loot of the GMs choice, worth at least fifty Gold.

A quadruple

You find loot worth one-hundred Gold and can choose one item within reason.

A quintuple

You find loot worth one-thousand Gold and choose any five items within reason.

A sextuple

You find a magnificent treasure, easily transported and of incalculable value.

 

Roll for Specific Item Search

0 doubles

You find nothing.

1 double

You succeed on level 1.

1 triple

You succeed on level 2.

1 quadruple

You succeed on level 3.

1 quintuple

You succeed on level 4.

1 sextuple

You succeed on level 5.

 

Guidelines to Values

Edge Weapons

1 Silver for a basic dagger – 50 Gold for a fine greatsword.

Missile Weapons

5 silver for a basic crossbow - 1,000 Gold for a smuggled Aprinian rifle.†

Heavy Weapons

10 Gold for a Makean cannonette – 50,000 Gold for an artillery piece.†

Boats

1 Gold for a river skiff – 20,000 Gold for a well found galley.

Nymphs

10 Gold for wild – 200 Gold for a tame exotic.

Beasts of burden

2 Gold for an Ox – 50 Gold for a trained elephant.

Riding beasts

5 Gold for a farm horse – 200 Gold for a war elephant.

Slaves

3 Gold for a labourer – 3,000 Gold for a beautiful Aeg virgin sold in Vendjome.

Cloth

1 Gold for a bolt of Aeg homespun – 100 Gold for a bolt of fine Aprinian silk.

Drink

1 Copper for a mug of ale – 10 Gold for a bottle of fine Hai wine.

Spices etc

1 Gold for a casket of sugar – 100 Gold for a casket of curious Makean spice.

Furs

10 Gold for a wolf pelt – 100 Gold for the pelt of a rare Cyprean jungle cat.

  

 
Guidelines to Relative Values for Luxuries

Furs

Gems

Wine

Glass

Dye

Silk

Ivory

Slaves

Aeg

1

3

5

6

7

8

6

n/a

Mund

2

3

4

5

6

7

6

n/a

Hai

3

4

2

1

4

5

5

6

Ythan

4

2

3

2

1

5

4

3

Makea

3

4

7

3

2

2

2

2

Oretes

5

6

4

3

3

4

3

4

Vendjome

6

3

6

4

3

3

3

1

Aprina

2

5

5

2

2

3

2

n/a

 

Thaumaturgy Points required to make the eight potions

1

2

3

4

5

6

7

8

Aeg

20

30

20

40

60

80

100

60

Mund

30

40

20

30

40

60

80

60

Hai

40

40

40

30

30

40

60

80

Ythan

20

20

40

20

20

30

40

60

Makea

30

30

40

30

20

40

60

80

Oretes

40

40

40

30

40

40

60

100

Vendjome

30

30

60

30

30

40

60

100

Aprina

40

40

60

40

60

20

30

80

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