download the word file https://docs.google.com/document/d/1i_Tdbi-mCSjYdn73Qw64AAgJXDqyZJFv/edit?usp=sharing&ouid=116188176803554642399&rtpof=true&sd=true

Converting Red’s White Box to Fantastic Medieval Campaigns (FMC) Sandbox and Dungeon Set up for FMC You will need an Outdoor Map – Good Place to get one https://www.reddit.com/r/osr/comments/14b22oj/outdoor_survival_map_for_hexcrawl/

Also Note - Greg Gillespie’s Megadungeons are set to the Outdoor Survival Map.

For Outdoor See FMC Page 134

Part One – Char Creation

This is a game of Adventure, Hacking, Slashing, and Casting Spells in a Dungeon that is actively trying to kill you. It is alive and does not like you. Get rich and Retire in Wealth if you survive that is. Recommended for Levels 1-14.

I suggest using 4d4+2 instead of 3d6 down the line - feel free to experiment.

Additional Encumbrance Weights and Cost Rope - 70 10’ Pole 100 1 torch 30 mallet & stakes (3) 80 Lantern 70 Iron Spikes (12) 100 bunch of garlic 30 wolfsbane 50 belladonna 20 small mirror 40 standard ration 130 iron rations 110 Leather Boots cost 12 weight 90 Leather Shoes cost 5 weight 70 Bag of 100 marbles cost 1 weight 130 Pouch of Pipe Weed cost 4 weight 70 *10 good smokes Halfling Smoking Pipe with Cleaning Tools Cost 22 weight 60 *Never proven in a court of law that these tools are thieves tools - Never Ever! Crowbar cost 3 weight 140 Cloak cost 8 weight 90 Lock Picks with Leather Case cost 18 weight 30 *must be purchase from another thief or guild Small Metal File cost 2 weight 20 Drafting Set with Brass Compass, Protractor, Triangle, and Ruler – Comes in Leather Case Cost 10 weight 90 2 Drafting Pencils cost 1 weight 10 Ink Quill Pen and Brass Ink Pot cost 3 weight 30 Artist Sketch Pad with 20 pages cost 4 weight 40 Leather Bound Accountants Ledger cost 7 weight 50 Graph Paper Notepad with 75pages cost 3 weight 30 Leather Bound Journal with Locking Clasp & Key 60 pages cost 15 weight 50 Tin Finger Paint Palette with assorted colored paint cost 4 weight 40 Small Fine Artist Paint Brush cost 2 weight 10 Box of Colored Chalk cost 1 weight 30 Pail of Paint (usually red other colors cost extra) cost 3 weight 200 Large Paintbrush cost 2 weight 100 Large Wooden Bucket cost 1 weight 250 Box of Carpenter Nails cost 1 weight 110 Box of Roofing Tacks / Nails cost 1 weight 110 Carpenters Hammer cost 5 weight 130 Glass Jar of Wood Working All Purpose Glue cost 2 weight 90 Other Misc Equipment weight 80

SUNDRY refers to any item in the inventory. HERBS is a generic term for any of three: Wolfsbane, Belladonna or Garlic. Best to have a variety of gear to exhaust.

I’m nice and I don’t count read magic as a spell – just the character must have the ability to cast 1 first level spell or prayer to read magic.

Mages and Elves may learn new spells from scrolls. This counts as using the scroll. Must have ability to cast the level of the spell to add to spell book. **Takes one whole night to add the spell to the spell book. ***Must be done at night under the light of the moon and stars. ***The special ink requires moon & starlight to work. Most Mages do this at the top of their towers to insure the purest moon & starlight. Elves climb to the top of their trees of course.

Elves may have Dagger, Sword, or Mace in one hand & shield the other to cast spells. Elves do not require hand gestures to cast spells. ******Elves may not cast spells in armor heavier than Elven Chain. ***Elves may wear Elven Chain, Leather, and hold a shield to cast spells.

***Cleric must have the holy symbol in hand to turn the undead. Words must be spoken and the holy symbol brandished about as if casting a spell.

****All Natural Healing and Recovery of Spells / Prayers must be done topside. Is not possible down inside the dungeon.

Halflings can Hide, Move Silently, Detect Trap, and Remove Trap on a 1-2 roll d6 – also gain +1 with sling, +2 to AC in combat against Human Size Opponents, against Giant Size Opponents gain +3 to AC. Halfling Movement Pg 62 as Pixie on Ground Movement equals 9 -Armor Restriction to Leather. Max Encumbrance 1200 Coins. ***Halfling may move full movement and fire Sling.

  • fredzBXGameOP
    link
    fedilink
    English
    arrow-up
    1
    ·
    1 year ago

    4th Consignment Potions (2d8) • 100 Potion Heal (D6 recovery HPs) • 200 Potion Speed (two for one actions in any battle) • 300 Potion Invisibility (escape a battle) • 250 Potion Strength (double damage or +1000 coins if used at end to reach home) • 250 Potion Hot Flash, restores a spell to memory • 1000 Potion Protection (+1, +3 saves) • 400 Potion of Spider Climb – climb as a spider for 2d20 rounds. • 700 Potion of Thievery – Detect Trap, Pick Pocket, and Pick Lock 1-4 d6 – duration 3d20 rounds • 800 Potion of Polymorph turn into animal / monster of choice for 2d20 Turns • 100 Potion Silver Oil (coats party weapons to help defeat undead) • 150 Potion of Transformation, changes a D4 gear to some other desired object • 300 Potion of Alteration, changes a weapon or armor pile into a pile of gear, 1 per Mob or sacrificed party accouterments • 1000 Full Restoration, brings HPs back to max • 3000 Luck Potion, mimics any other potion per desire • 600 Potion Hype, drink and gain ability to cast a single spell 1-3rd Level or Cleric Prayer 1-2nd Level

    Weird Potions (subject to availability; in this style play many of rules might never prove useful)

    5th Consignment Oddball Magic Weapons (d30) • 10,000 Arrow of Slaying Demons and Dragons, usable once (~3% per per adventure becomes inert prior to use) • 1000 Bow or Crossbow +1 (~5% per adventure useless until mended) • 700 Dagger +1, +2 vs Orclings (~5% per adventure broken until mended, even if unbloodied during quest) • 2500 Dagger +2 (~5% per adventure shattered until mended) • 1800 Mace +1 (~5% per adventure shattered until mended) • 5000 Mace +2 (~5% per adventure shattered until mended) • 8000 Blessed Mace +2, creates Holy Water after any battle (~10% per adventure shattered until mended) • 20,000 Mace +3 (~5% per adventure shattered until mended) • 45,000 Mace of Disruption (~5% per adventure shattered until mended) • 60,000 Imp War Hammer +3, throw & return, dwarf only, 2D6 dam (~10% per adventure disappears and lost) • 80,000 Sylvan Sword +3, Magic Save Throw Immunity, elf only (~10% per adventure disappears and lost) • 12,000 Wand of Cold, 6D6 once per adventure, Undead Immune (~8% accumulating per use becomes inert) • 8000 Wand of Fear, escape battle as group, once per adventure, ~3% accumulating per use becomes inert) • 15,000 Wand of Flames, 2D6 to all enemies in any battle of adventure (~3% per use becomes inert) • 20,000 Wand of Lightning, 4D6 to all enemies in any battle of adventure (~2% accumulating per use becomes inert) • 10,000 Speak & Spell Tablet - Mitigation 2d6 Sundry - speaks and translates any language (~4% per use becomes inert) • 12,000 Wand of Paralyzation, D4 uses per adventure, (~15% becomes inert after any use) • 8000 Wand of Magic Mitigation, D4 uses per adventure, (~2% accumulating per use becomes inert) • 5,000 Wand of Need, conjures Sundry, D4 uses per adventure, (~3% accumulating per use becomes inert) • 10,000 Snakebite Staff, 3D6 one victim per battle of adventure (~5% accumulating per use becomes inert) • 30,000 Staff of Gods, restore all Spells / Prayers as if starting the adventure, fully rested (~10% accumulating per use becomes inert)  • 19,000 Staff of Commanding (take REWARD w/o fight once per adventure, (~10% accumulating per use becomes inert) • 4000 Staff of Healing (D6 restoration per OBSTACLE of adventure, (~7% accumulating per use becomes inert) • 40,000 Staff of Pros, combines all the Wand abilities (2d12 Uses Only) • 100,000 Staff of Vizier, mimics any other Staff  (2d12 Uses Only) • 25,000 Rod of Iron, blocks damage in a round up to 4D6 damage (3D6 uses only) • 35,000 Rod of Blind Theft, take REWARD w/o fight (D4 +1 uses only) • 15,000 Rod of Cancellation, acts as any Magic Mitigation (4D6 uses only) • 21,000 Rod of Mighty Nobles, bestows Speed and Strength (3D8 uses only) • 24000 Rod of Resurrection (D4+1 uses only) • Note: Wands MU only, Staff MU or CL, Rods All

    6th Consignment Magic Rings (2d12) Special Note on Rings, they might turn evil per rules on Sword Ego, which grows once per adventure by a point. Even if traded to another player, ego remains. Also, Seer will put a ring on layaway. Pay only 2D8 x 100 for 2D4 adventures. Miss payment and item lost. Care to risk or outright buy? • 10,000 Ring Fire Resistance (~3% accumulating per use becomes inert) • 10,000 Ring Invisibility (~2% accumulating per use becomes inert) • 10,000 Ring Many Desires, acts as any other Magic Item (D4 times) • 10,000 Ring Protection, +1, +3 AC if MU (~5% per battle used becomes inert at end) • 10,000 Ring Protection +2, +5 AC if MU (~10% per battle used becomes inert at end) • 10,000 Ring Protection +3, +9 AC if MU (~15% per battle used becomes inert at end) • 10,000 Ring Regeneration, D6 gained per Dungeon OBSTACLE event (2d4+1 Uses Only) • 10,000 Ring Meteors, 5D6 once per adventure (1d4 Uses Only) • 10,000 Ring Spell Storing, D4 any level must specify, roll each Adventure at start (~9% per adventure becomes inert at end) • 10,000 Ring Magic Save Immunity (~3% accumulating per use becomes inert) • 10,000 Ring Breath Save Immunity (~4% accumulating per use becomes inert) • 10,000 Ring Curse Save Immunity (4d6+1 Uses Only) • 10,000 Ring Paralyzation Immunity (~2% accumulating per use becomes inert) • 10,000 Ring Poison Immunity (~2% accumulating per use becomes inert) • 10,000 Ring Vision Beyond Door (2d6+1 Uses Only) • 10,000 Ring of Mana, restores D4 random spells instantly (1d4+1 Uses Only) • 10,000 Ring of Vigor, increases carry by 400 coin or five gear (~2% accumulating per use becomes inert) • 10,000 Ring of Fealty, lowers any hireling desertion or death test to zero (~2% accumulating per test applied becomes inert) • 10,000 Ring of Justice, lowers any potential loss in the Home stash to zero (~3% accumulating per test becomes inert) • 12,000 Ring of Undead Turning - Mitigate 3d4 Sundry to Turn Undead as Level 6 Cleric (~5% accumulating per use becomes inert) • 17,000 Ring of Fairy - take 1 HP of Damage and gain Loyal Fairy Servant for d4 task (~5% accumulating per use becomes inert) • 20,000 Ring of Thievery - Pick a lock, Hide, Move Silently, or Pick a Pocket on 1-4 on D6 roll (~8% per adventure becomes inert at end) • 30,000 Ring of Banking - take d4 Damage and Teleport all Treasure to your Fortress - must have empty storage room (~8% accumulating per use becomes inert)

    Note: Morgan’s Rule applies to only one ring per hand at a time; takes a round in battle to change out from pocket. Rings seek to be worn; any ring in-pocket at end of adventure ~5% lost on way home. No magic ring may ever be left unattended in a fortress (home) stash.

    Miscellaneous Magic Items (2d12) • 250 Decanter Endless Aqua (near limitless water, ~2% accumulating per OBSTACLE use becomes inert) • 300 Bowl of infinite Stew (near limitless rations, ~3% accumulating per OBSTACLE use becomes inert) • 400 Fairy Queen’s Goblet, near limitless Wine (~1% accumulating per OBSTACLE use becomes inert) • 450 Exxon’s Spigot, near limitless Oil (~2% accumulating per OBSTACLE use becomes inert) • 600 Wizard’s Hat, no armor value but produces Sundry (~1% accumulating per OBSTACLE use becomes inert) • 900 Pious Skullcap, restores D4 Cleric Prayers after any battle (~1% accumulating per Battle use becomes inert) • 500 Gnome King’s Sneaky Mallet, no encumbrance, usable to hammer or converts one-time only to Pole, Rope, Torch, Stake or Spike (comes w/ no damage whittle knife attachment) • 1000 Delver Handbook (usable once, intrinsically powered to allow you to change all your gear into something else, total number remains the same) • 1500 Crystal Ball (automatically discover first D4 Secret Passages and hallway Traps per adventure, ~5% accumulating per use becomes inert) • 35,000 Mirror of Time Travel, set-state at start of adventure, should owner or any hireling of his die, the fallen spawns back at home safe (~20% accumulating per use becomes inert) • 300 Skeleton Key, open any chest (~17% accumulating per use becomes inert) • 100 Magic Rope (useful once per adventure but returns at end to pack, ~2% accumulating per battle use becomes inert) • 175 Magic Vase (useful once per adventure to grow any HERB, ~3% accumulating per battle use becomes inert) • 75 Duracel Magic Lantern (useful once per adventure to cover Torch, smell the irony, ~2% accumulating per battle use becomes inert) • 25 Seer’s Magic Pole (useful once per adventure as pole, and returns at end to pack, ~1% accumulating per battle use becomes inert) • 300 Magic Guard Dog, completely prevents first Wagon loss per adventure (~2% accumulating per use becomes inert) • 1450 Pay Master’s Coin Changer Sack, convert 500 base coin to gold (~1% accumulating per use becomes inert) • 3500 Halfling Queen’s Gloves - activate to erase fully an obstacle in the underworld (~4% accumulating per use becomes inert) • 1000 Buckner’s Give a Penny/Take a Penny, automatically pays the fee to restore gear to self and hirelings (1d4+1 Uses Only) • 7000 Lucky Canary - Use to Detect Trap / Mitigate Trap (D4+1 uses only) - comes with cage • 5000 Clockwork Automaton, treated as no morale hireling, retainer or home guard (~2% accumulating per adventure becomes inert) • 1200 Bracelet of Gizmo, 1-3 d6 chance to Pick Locks & Remove Trap for the very lucky (~2% accumulating per use becomes inert) • 3500 Cross of Piety, on 1-2 d6 that anytime a Cleric uses a spell, their prayers are restored at the end of the combat. Thus the Cleric might gain the ability to cast many times beyond normal limits (1d4+2 Uses Only)

    Note: Constantly expanding list as game develops.

    • fredzBXGameOP
      link
      fedilink
      English
      arrow-up
      1
      ·
      1 year ago

      made some corrections here and to the download MSWord File