House rules
Critical and Fumbles
Fumbles table for Teeth and Claws has been added, check it out!
Critical and Fumbles
Dropped weapon: If the result causes a weapon to be dropped the weapon must be picked up to be reused or a new weapon drawn which costs a round. If both attacker and defender both wish to pick up the same fallen weapon, they must match initiative to see who does so. However, if they both go for the weapon, neither may attack the other that round.
Stumbled target: If the result is a stumble, they fight with -2 attack and defend with -2 AC next round.
Stunned target: If the result causes a stun, they fight with -2 attack and defend with -2 AC for 2 rounds.
Fallen target: If the result causes a fall, they may not attack next round and defend with a -4 AC for 1 round as they regain their feet, they are then classed as stunned..
Critical hit – if a 20 is rolled when making an attack roll, then roll a D12 and see the appropriate critical chart below.
Bow / missile weapon critical 1D12
1. Arrow strikes left arm with such force makes this limb impossible to use next round. Anything held is dropped.
2. Arrow strikes right arm with such force makes this limb impossible to use next round. Anything held is dropped.
3. Arrow strikes left leg with such force makes this limb impossible to use next round, no movement allowed next round.
4. Arrow strikes right leg with such force makes this limb impossible to use next round, no movement allowed next round.
5. Arrow strikes body with such force target falls to the ground drops whatever is in each hand.
6. Arrow strikes head with such force the target falls to the ground and cannot rise for 1D4 rounds.
7. Arrow embeds deeply and reduces initiative, AC and attack of target by 1 until removed.
8. Arrow embeds deeply and reduces initiative, AC and attack of target by 2 until removed.
9. Arrow embeds deeply and reduces initiative, AC and attack of target by 3 until removed.
10. Arrow causes deep wound bleeding for an extra 1D4 damage for this round.
11. Arrow causes deep wound bleeding for an extra 1D4 damage this round and next round.
12. Arrow takes the target in the head in the style of King Harold and takes him to the ground. They do not rise again.
Axe or Warhammer critical 1D12
1. Axe embeds into the targets left shoulder causing anything held to be dropped and extra 1D6 damage.
2. Axe embeds into the targets right shoulder causing anything held to be dropped and extra 1D6 damage.
3. Axe smashes shield or if no shield slices through armour. Shield destroyed (reducing AC) or armour damaged reducing AC by 2. If no armour or shield does extra 1D6 damage.
4. Axe strikes body so hard it knocks the target to the ground doing extra 1D6 damage.
5. Axe strikes targets weapon knocking it from their grasp, if no weapon held, does extra 1D6 damage.
6. Axe strikes targets left arm causing anything held to be dropped and inflicting 1D4 extra damage.
7. Axe strikes targets right arm causing anything held to be dropped and inflicting 1D4 extra damage.
8. Axe strikes leg so hard it knocks the target to the ground doing extra 1D6 damage.
9. High overhand Axe blow does maximum damage the weapon can do.
10. Heavy overhead blow stuns target and inflicts extra 1D6 damage.
11. Blow destroys armour reducing AC by 5, if no armour then blow does 2x damage rolled.
12. Blow strikes targets head with such force they are out of the fight.
Sword critical 1D12
1. Sword damages targets armour reducing AC by 1, if no armour then extra 1D6 damage.
2. Sword damages targets armour reducing AC by 2, if no armour then extra 1D6 damage.
3. Sword damages targets armour reducing AC by 3, if no armour then extra 1D6 damage.
4. Sword slices left arm causing anything held to be dropped and inflicting extra 1D6 damage.
5. Sword slices right arm causing anything held to be dropped and inflicting extra 1D6 damage.
6. Sword slices left leg causing target to stumble inflicting extra 1D6 damage.
7. Sword slices right leg causing target to stumble inflicting extra 1D6 damage.
8. Sword causes cut to head impairing vision until attended to. Target -3 Attack until medical roll against damage inflicted is succeeded.
9. Sword strikes targets weapon disarming them. If no weapon held inflicts extra 1D6 damage.
10. Sword strikes targets weapon snapping it (if non magical, if magical see critical number 9.) Inflicts extra 1D6 damage to target.
11. Amazing swordsmanship causes target to panic and trip over backwards, dropping their weapon. Target cannot attack for 3 rounds and has -2 AC for 3 rounds.
12. Sword impales the target causing them to fall to the ground in a heap, they do not rise again.
Club, staff or Mace critical 1D12
1. Blow strikes left arm causing anything held to be dropped, inflicts an extra 1D4 damage.
2. Blow strikes right arm causing anything held to be dropped, inflicts an extra 1D4 damage.
3. Blow strikes left leg causing target to stumble, inflicts extra 1D4 damage.
4. Blow strikes right leg causing target to stumble, inflicts extra 1D4 damage.
5. Blow to the head stuns target inflicting extra 1D4 damage.
6. Blow to the head stuns target inflicting extra 1D6 damage.
7. Blow knocks target back causing them to stumble inflicting an extra 1D4 damage.
8. Blow knocks target backwards causing them to fall over. Inflicts extra 1D4 damage.
9. Blow to targets body. Inflicts extra 1D4 damage, target is stunned.
10.Blow strikes targets weapon causing it to fall from their grasp. If no weapon is held then causes extra 1D6 damage.
11.Blow strikes targets weapon snapping it (if non magical, if magical see critical number 10.) Inflicts extra 1D6 damage to target.
12.Overhead blow strikes the target so hard they fall to the ground senseless and do not rise.
Dagger or natural claws / teeth critical 1D12
1. Blade slices left arm causing anything held to be dropped and inflicting extra 1D4 damage.
2. Blade slices right arm causing anything held to be dropped and inflicting extra 1D4 damage.
3. Blade slices body causing an extra 1D4 damage
4. Blade slices left leg causing target to stumble inflicting extra 1D4 damage.
5. Blade slices right leg causing target to stumble inflicting extra 1D4 damage.
6. Blade cuts targets face causing target to stumble backwards.
7. Blade catches targets weapon twisting it from their grasp.
8. Blade slices targets armour causing damage reducing armour by -2 AC.
9. Blade stabs targets body causing extra 1D4 damage for this round and next round.
10. Blade causes cut to head impairing vision until attended to. Target -2 attack until medical roll against damage inflicted is succeeded.
11. Blade causes deep wound doing maximum weapon damage + 1D4 damage.
12. Blade sinks up to the hilt in the target causing them to fall groaning to the ground… they do not rise.
Spear / lance critical 1D12
1. Spear strikes targets left arm causing anything held to be dropped and inflicting extra 1D6 damage.
2. Spear strikes targets right arm causing anything held to be dropped and inflicting extra 1D6 damage.
3. Spear strikes targets left leg causing a stumble and inflicting extra 1D6 damage.
4. Spear strikes targets right leg causing a stumble and inflicting extra 1D6 damage.
5. Spear strikes targets body causing target to fall and inflicting extra 1D6 damage.
6. Spear strikes targets head causing target to fall and inflicting extra 1D6 damage.
7. Spear slices targets armour causing damage reducing armour by -2 AC.
8. Spear Knocks weapon from targets grasp, inflicts extra 1D6 damage and stuns target.
9. Spear knocks target to the ground and inflicts extra 1D6 damage.
10. Spear stabs deep into targets chest causing double rolled damage and causes them to stumble.
11. Spear stabs deep into targets chest causing double rolled damage and knocks them to the ground.
12. Mighty spear blow knocks the target from their feet throwing them backwards, they attempt to rise, think better of it and fall back down. They are out of the fight.
Fumble – if a 1 is rolled when making an attack roll, then roll a D12 and see the appropriate fumble chart below.
Hand weapon (axe, sword, mace, club, dagger or spear) 1D12
1. Weapon misses and embeds itself into the floor causing you to stumble.
2. Weapon misses wildly, your helmet (or an item decided by the DM if no helmet worn) slips over your eyes causing the stun effect on you.
3. An armour buckle or clothing slips causing your AC to be reduced by 1 until repaired.
4. An armour buckle or clothing slips causing your AC to be reduced by 2 until repaired.
5. You trip over your own feet as you attack causing you to fall to the ground.
6. Your weapon slips from your hand and falls to the ground.
7. You strike yourself with your own weapon causing 1D4 damage.
8. You strike a hard surface with your weapon causing it to become damaged) unless it is magical, in which case it falls to the ground) weapon does -1 damage until it is repaired.
9. You strike a hard surface with your weapon causing it to become damaged) unless it is magical, in which case it falls to the ground) weapon does -2 damage until it is repaired.
10. Your weapon flies from your hand and lands far from your reach. It may not be used again in this battle. You are stunned.
11. Your weapon trips you up, it breaks (unless magical, in which case it is dropped) and you fall into your opponent’s weapon which inflicts its normal damage roll to you.
12. You leap forward to the attack tripping over and hitting yourself with your weapon! You receive an automatic critical hit from the weapon type wielded.
Non weapon (claw, fist, bite) 1D12
1. Blow misses target and causes you to stumble.
2. Blow strikes nothing but air, you are stunned by your own ineptitude.
3. The blow is so wild you spin and fall to the ground.
4. Blow misses target and strikes the ground causing 1D4 damage.
5. Your blow causes you to lose your balance and you fall, striking a random nearby allied creature, if no such creature exists you strike yourself for 1D4 damage.
6. You strike yourself for ½ damage roll.
7. You strike yourself for damage roll.
8. You strike hard surface damaging your claw or teeth, for the remainder of this battle this -1 Attack and -1 damage.
9. Blow strikes a nearby ally for damage roll, if no allies nearby blow strikes self for damage roll.
10. You painfully pull a muscle while striking at your opponent, you may not use this attack again until medical attention is received.
11. You strike yourself, causing yourself to fall, and inflicting a damage roll of damage to yourself.
12. You launch an impressive assault that causes devastating damage, only its to you and not your opponent! You take maximum damage your attack can do and a critical hit.
Missile weapon 1D12
1. Arrow misses the target and strikes a random inoffensive creature, causing you to stumble.
2. Arrow misses and an armour strap or buckle gives way causing your AC to be reduced by 1 until repaired.
3. You realise the arrow is damaged and so are 1D6 others, these can no longer be used.
4. Arrow misses and the quiver falls from your belt spilling arrows all over the floor.
5. Bow string snaps and need to be repaired before it can be used again.
6. Bow string snaps and needs to be repaired before it can be uses again, arrow strikes you for 1D4 damage.
7. Your shot was so wild you are stunned after the shot due to embarrassment.
8. Your shot is so wild you fall over to cover your ineptitude. You don’t think anyone noticed.
9. Your shot ricochets off the targets armour causing them to feel invincible! They gain 2 AC and +2 attack next round.
10. The bow makes an ominous creak as you pull it, so you do not fire. The bow will need to be repaired by a weaponsmith before it can be used again.
11. The bow snaps in your hand. You are sad.
12. The arrow ricochets off an inanimate object and launches itself back to you causing an automatic arrow critical to you.
Random encounters on the old road...
Old road encounter table roll twice per day of travel.
Horse can ride comfortably 20 to 25 miles a day.
Solace to Gateway = 20 miles (1 day travel)
Gateway to Que Teh = 10 miles (1/2 day travel)
Que She to Travellers Rest = 12.5 miles (1/2 day travel)
Travellers Rest to Oldriver Bridge = 18 miles (3/4 day travel)
Oldriver Bridge to New Ports = 10 miles (1/2 day travel)
Roll 1D12
1 – Weather: Cold rain causing travel to slow to half pace for half day.
2 – Weather: Dry weather leading to good travel time half again as fast as usual for half day.
3 – Weather: Windy weather (though dry) Travel at normal pace.
4 – A lone wolf is seen just outside bow range. It watches the characters for a few minutes then leaves.
5 – Broken cart spotted on side of the road (search will find a crate of old pelts worth approx. 5sp).
6 – Brigands attack! As the characters approach a figure steps out from some bushes and demands 5sp as road tax. If the characters refuse, or ride away 2 bowmen shoot arrows from the rocks by the side of the road.
Brigand leader Initiative +2, HP 14, Attack Sword +4, Damage 1D8, AC 14
Brigand bowmen Imitative +2, HP 12, Attack Bow +3, dagger +3, Bow damage 1D6, Dagger damage 1D4+1, AC 12. If attached, they will flee into the hills.
7 – Goblin raiders! As the characters approach a broken cart can be seen blocking the trail. The ground to each side of the track is too steep for horses to be ridden. As the characters dismount three goblins attack from the front and another three come in behind them. All armed with clubs and daggers. They will flee once half their number are slain.
Goblin Initiative +0, HP 10, Attack +2, Damage 1D4+1, AC 12.
8 – A brown bear can be seen ahead on the track. Travelling around the bear would mean a detour of 1 hour. If they approach the bear it will attack. It will flee if reduced to half HP.
Bear Initiative +2, HP 20, 2 x Attack +4, Damage 1D6, AC 12.
9 – A land slide has caused the track to become unpassable on horseback, needs to be travelled on foot leading the horses, losing 1 hour.
10 – Birds can be seen circling something off the track a way. If the characters investigate it will find two human dead bodies, if the characters make a nature roll against 10 they will see these were killed by wolves. If they search the bodies they will find a gold ring worth 10 SP, a pouch of silver coins (23 in total) and a pack full of beads and string worth about 10 SP at market.
This will cost the characters 2 hours.
11 – A dead goblin can be seen on the track with two arrows sticking out of it. It has no treasure.
12 – A cart with merchant and two guards with loaded crossbows are trundling towards the characters. The cart will stop and hail them before passing to ensure the characters are not robbers. The merchant will ask about the track ahead and will state there have been Goblin and Wolf sightings as well as Bear tracks but no trouble.
Sewers random encounter table.
Roll 1D12
1-2 Rats are seen running off away from the characters.
3 There is a set of iron steps and manhole to streets above
4 Flotsam flows past Roll 1D6. 1- rubbish, 2- human body part, 3- old boot, 4- leather purse with 1D4 copper coins, 5- dead rat, 6- water snake (attacks if approached Initiative +4 Attack +2 Damage 1D6 HP 5 AC 14.
5 Giant rats attack (one per character) Initiative +2 Attack +2 Damage 1D4 HP 10 AC 12 they flee if 2 are killed.
6 Mocker sees them and flees. Make a perception roll v 10 to see them, they obviously know the area as they are gone from sight very quickly.
7 Dead body is found, cause of death unknown. No treasure to be had.
8 Dagger is found on the walkway. Its just a plain iron knife.
9 Way is blocked by a metal grill needing Strength 20 to move (up to two people can attempt at once using both persons STR bonus).
10 Way is partially blocked by rubble, acrobatics roll v 12 or slip for 1D4 damage to cross.
11 There is an unexpected hole in the ground, make a Dexterity roll v 10 to avoid falling in causing 1D4 damage.
12 There is a door to a basement, this is barred from the other side requiring STR 20 to open (up to two people can attempt at once using both persons STR bonus) .