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    The Maiden Saga: Role Playing Game

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    10

      8

      10

      12

      Lance

      3

      4

      5

      3

      4

      7

      6

      3

      Heavy Armament Bonus Table

      Aeg

      Mund

      Hai

      Ythan

      Makea

      Oretes

      Vendjome

      Aprina

      Catapult

      10

      12

      15

      20

      15

      10

      10

      5

      Trebuchet

      15

      20

      20

      25

      20

      20

      20

      10

      Canon

      5

      10

      25

      40

      30

      35

      35

      40

      Artillery

      5

      15

      35

      50

      40

      40

      40

      60

      Bombardment Combat Point Guideline Table

      Points per 10

      Complement

      Total Points

      Aeg longship

      10

      30

      30

      Mund galley

      10

      50

      50

      Hai galley

      20

      50

      100

      Makean corsair

      30

      30

      90

      Makean man-o’-war

      40

      100

      400

      Oreatan armed merchantman

      20

      30

      50

      Vendjomois man-o’-war

      40

      80

      320

      Aprinian frigate

      80

      60

      480

      Aeg castle

      20

      50

      100

      Mund castle

      30

      100

      300

      Hai castle

      50

      100

      500

      Hai coastal fortress

      60

      20

      120

      Ythan fortress

      100

      50

      500

      Makean coastal fortress

      100

      100

      1000

      Oretean fortress

      100

      100

      1000

      Vendjomois fortress

      100

      100

      1000

      Vendjomois coastal fortress

      100

      50

      500

      Aprinian border fort

      200

      20

      400

      Aprinian coastal fortress

      200

      100

      2000

      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

     


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