Curse of the Emerald Elixr, Custom Rules
All Shields must be Broken
Destroy your shield to make a hitting blow into a miss
Each character has one Fate Point. You can use a Fate Point to avoid death. You can restore your Fate Point by spending 500gp/level on otherwise pointless activities in town.
Not Hexcrawling, because there are no hexes, just zones of the jungle
A variant of The Hexcrawling Game
Movement is measured in Movement Points (MP), as follows:
- Clear 2MP or 1MP on road
- Rough 3MP or 2MP on road
- Hard 4MP or 3MP on road
- River 2MP to cross
MP as compared to Speed
|30(10)||2 MP/day||3 MP/day||6|
|60(20)||4 MP/day||6 MP/day||12 (ox)|
|90(30)||6 MP/day||9 MP/day||18 (water bufalo)|
|120(40)||8 MP/day||12 MP/day||24 (heavy horse, kej)|
|180(60)||12 MP/day||36 (medium horse)|
|240||24 MP/day||48 (light horse)|
Use +2MP to scout a hex fully instead of just crossing it
Use +1MP per Hex if foraging
Forage, 2+ water for 1 person, 18+ water for d6 people, d6 rations
Use all MP if hunting
Hunting, 2+ water for 1 person, 14+ 2d6 water, 2d6 rations
Also +1 wandering monster check
XP for Puzzles
Solving a puzzle awards 20xp/ dungeon level
Total number of Hirelings
I typically assume the actual number to be found in a given market is based on a 1d4 roll: a result of 1 yields the maximum number, a 2 is a 33% increase, 3 is a 66% increase and a 4 is doubled the maximum number.
Climb chance = 15 +/- DX bonus (roll over). Add your Encumbrance to the target. Easy Climbs are +4, hard climbs -4. Roll once per 100 feet.
If you fail a poison save, you are Incapacitated. You fall to the ground, writhing in agony. On each round you take damage equal to the HD of the monster that poisoned you and save again. Keep going till you save or die. If Neutralise Poison is used on you before you reach 0 HP the poison is stopped.
Slow poisons do their damage in intervals longer than a round, e.g. 1 turn, 1 hour, 1 day.
Delayed poisons have a time before the first damage is applied.