Sunday, October 31, 2010

OSR News From The Underdark Gazette - Sunday, October 31, 2010

Swords & Wizardry Releases from Frog God Games

Fane of the Fallen by William Christenson and Matt Finch. Art by Rick Sardina. Frog God Games. Available in Print for $32.99 (the print version comes with the PDF) and in PDF for $20.99. RPGNOW gives the PDF page count as 140. The Frog God site gives an "estimated page count" of 170.
"All is not as it seems when a large scale orc raid preys upon the city of Brookmere. PCs are sent to parlay with the orcs believed to be responsible, and after many exciting battles and investigation, the characters learn of the masterminds behind the attack, a faction of murderous elves bent on the destruction of the kingdom. Can the characters penetrate the foreboding Harwood Forest and defeat the denizens of Castle Novgorod? Or will they succumb to the fallen elves and their depraved succubus goddess?
"Fane of the Fallen™is a d20 adventure of epic proportions, designed to take characters from 13th-level to 18th-level. Fane of the Fallen™ introduces the Kingdom of Myrridon, a mini-campaign of grand scale, and the fallen elves, a new race of murderous beings seduced by evil.
"Uncover the dark secrets of the fallen elves, and confront them and the demonic forces they consort with in dozens of unique and exciting dungeons.
"Fight 17 new creatures, and discover 14 new magical items making their debut in this adventure.
"Save the kingdom from evil forces and be hailed as a hero in the songs of bards for ages to come."
A conversion from the Pathfinder product, which is why the blurb still states it's a d20 adventure. I've also heard that in Matt Finch's conversion, the Fallen Elves have been replaced by
something else.

Splinters of Faith Part 1: It Started With a Chicken and Part 2: Burning Desires  by Gary Schotter and Jeff Harkness. Art by Rick Sardinha. Available in PDF for $4.99 each (part 1 here and part 2 here.) Available in Print for $8.99 each and the print version comes with the PDF. RPGNOW gives the page count as 22 for both parts 1 and 2. The Publishers site lists the page counts as 20 - 40 for each installment in the series.

Splinters of Faith Part 1 Swords and Wizardry Edition
"Ancient Evil Awakens
"In a long-buried tomb, a grave robber restores a death-cult leader to life, and his cloud of evil spreads across the land. Left behind are the broken Scepter of Faiths and a litany of shrines to restore the weapon. But the evil one and his minions wait to destroy any who try...
"Temples of faith, bastions of evil
"Splinters of Faith™ is a collection of 10 adventures for characters of levels 1 to 15 that can be played individually or as part of an epic campaign to restore the Scepter of Faiths. Adventure in 10 fully detailed temples such as the Shield Basilica of Muir or the dwarven city of Anvil Plunge, and conquer the nightmarish Nether Sepulcher to restore the balance of good.
"Ten complete adventures for low- to high-level characters, usable separately or as a massive linked campaign.
"Eighteen unique temples (10 fully detailed) ready to drop into any campaign world.
"New monsters and magic items to discover, and ideas for further adventures."
According to the publishers site, there will be 10 installments released in the series.

New Releases   
Re-Energizers by Jeff Sparks. Faster Monkey Games. Black Blade Publishing. Now available in Print for $11.99. The PDF is also now available from Black Blade for $4.50. The Print & PDF bundle costs $14.99.
"In the mutated post-apocalypse, a man with a laser gun can win an argument. A man with two killer attack robots, though, can rule a whole town––and that’s just what Boss Jarvis does, dominating the little fortified settlement called Xitnine. When Jarvis needs someone to fetch new batteries for his mechanical henchmen, his jaded eye falls on the strangers in town… and that’s you. It sounds like a decent job, so long as you ignore the rumors of swarming mutant beasts, robots gone berserk, and deadly fields of radiation.
"RE-ENERGIZERS is a compact adventure module for beginning characters in a post-apocalyptic roleplaying game such as Mutant Future™.
"Written by Jeff "Bighara" Sparks
"16 pages, saddle-stitched $11.99 USD"
Free Stuff!

Joe Bloch of Greyhawk Grognard has another Adventures Dark & Deep preview for us. The Mountebank.

ze bulette of Dungeons & Digressions has a fillable PDF Equipment List.


Christopher of A Rust Monster Ate My Sword has another version of his Dark World Campaign Map available for download.

Oltekos posted a link to his Holmes House Rules Supplement PDF at the bottom of this Original D&D Discussion Forum thread. 4 pages.

Media Releases

I Hit It With My Axe: Episode 33: The Dogs of War.

Echoes from the Geek Cave - Episode 10: Overlooked Rules.

Reviews from Around the Blogosphere

Pookie from Reviews from R'lyeh has a review of The Inn of Lost Heroes.

James Maliszewski of Grognardia has a review up of The Inn of Lost Heroes.


Tenkar of Tenkar's Tavern has some more Tunnels & Trolls reviews.

Alexis of The Tao of D&D  recounts his running of Death Frost Doom.

Visit The Society of Torch, Pole & Rope for Part III of Michael Curtis' review of the WotC Gamma World game.

Cyclopeatron plays the Dungeon Crawl Classics RPG from Goodman Games.

In Other News

Al of Beyond the Black Gate is wrapping up work on his soon to be released Warriors of the Red Planet, for which Al has started a blog!

Shane Mangus of Swords Against the Outer Dark has posted a faq for his upcoming Sword & Sanity Labyrinth Lord supplement.

Head over to Brave Halfling Publishing, where The Village of Larm is on sale for $6.95.

What I'm Pimping This Week

B/X Companion by Jonathan Becker. Running Beagle Games. $27.99, shipping included (US & Canada.) 64 pages.


"The B/X Companion: a doorway to higher level gaming!                             
"The B/X Companion is a fantasy adventure game designed to supplement existing old school RPGs, especially those basic and expert games of Gygax and Arneson as edited by Moldvay, Cook, and Marsh. The game is not designed to stand alone, but is intended to add to existing games, providing the tools for high level adventures, including mighty spells and magic items and opponents fierce enough to challenge even the strongest warlord or wizard. 64 pages make the game a handy reference at any Old School gaming table, including extended combat and save matrices, rules for unarmed and mass combat, ideas on expanding your game universe and cosmology, as well as information on how to rule your dominion. These rules are NOT a retro-clone of any existing game, but rather a re-imagining of a supplement that never was, designed to complete earlier rule sets and provide a springboard to even greater adventure! Here there be adventure!"


Thanks to Mr. Becker, and Gamer ADD, I'm now wanting to run a B/X/C campaign.  Awesome Book! Don't miss it!


About the News

"Unless otherwise noted, all links to products and files are to the individual authors sites, pertinent posts, or sales pages. I don’t link directly to files, unless that is the only link available. The OSR News is produced as a service to the community and is entirely a non-commercial endeavor on my part. I have received no remuneration for advertising, reviewing or reporting on any of the items appearing herein. Please feel free to send me information on any new releases, events, or other items of interest, which you would like to see mentioned.
"As always, the What I’m Pimping This Week section of the OSR News and its accompanying blog widget, feature products which I have purchased, or in the case of this weeks item, which I received a reviewer copy of (or items which are available for free download) and wish to support. No one has asked me to spotlight their material in this section and I have received no payment of any kind for doing so."

Wednesday, October 27, 2010

Update on my Father's Health

Thank you to everyone who's asked after my father and expressed concern and well wishes, over the past few weeks. I wanted to let you guys know about the current state of affairs.

We had high hopes about the surgery, which was scheduled for yesterday. After the doctor's were able to work around the blockage, caused by the pancreatic cancer, my dad dramatically improved. He's been physically healthier and more alert mentally, than I've seen him in months.

Sadly, as the procedure began yesterday, the surgeons initial incision precipitated a heart attack, shutting the surgery down. Things could have been much worse. As Dr. Christein said, if the heart attack had happened in the middle of the procedure, it would have been all over.

My father is doing well and is out of SICU. He'll probably get to come home Saturday. Heart Attacks seem to be regarded as fairly routine, nowadays. Surgery is now off the table and we will most likely be proceeding with Radiation treatments.

Sunday, October 24, 2010

OSR News From The Underdark Gazette - Saturday, October 24, 2010

Lamentations of the Flame Princess News

Last week, James Raggi announced that Lamentations of the Flame Princess would be publishing Isle of the Unknown and Carcosa by Geoffrey McKinney. Two days later, more publishing news was released and we learned that Zach Sabbath had aligned himself with LotFP, with the upcoming release of his Vornheim City Kit.

I think it's fantastic that Mr. Raggi is following up his recent successes by working with these two talented designers. 2011 is shaping up to be another big year for LotFP and that thought makes me smile!

Congratulations to James, Geoffrey and Zach! And if you're not familiar with Zach's design work and wondering why this news is so bloody awesome, check out his map draft from the upcoming Vornheim release.


New Releases

Objects Below the Shattered Moon - Volume 2 by Joseph Browning. Art by David Esbri and Joan Guardiet. Expeditious Retreat Press. 7 pages. Available in PDF for $3.00.

"After the cracking of the moon and before the rise of Atlantis the world was a place strange to the thoughts of honest men. The death throes of science amid the birth of magic sculpted new generations of conquerors who strode the lands forging civilizations of steel, sinew, and sorcery from the decrepit hulks of the ones that fell before. Tyrannical wizards, amoral super-scientists, charismatic catalysts, and multifarious mutants battled for wealth, power, and honor. It was ten thousand years of barbarity; ten thousand years spent in the shadowy shells of past glories, hiding from horrible creatures that scratched and skittered for blood; ten thousand years of tyranny and injustice, ten thousand years of Sorcery & Super Science!
"This short PDF provides a harried GM with 1 new sorcerous artifact, 6 miscellaneous items, 1 new robot, 1 new vehicle, and 66 lesser miscellaneous items suitable for various power levels and certain to bring additional life to the world under the shattered moon.
"Don't forget to pick up the Sorcery & Super Science! Core Rules, Creatures Below the Shattered Moon Volume 1 and Volume 2, and Objects Below the Shattered Moon Volume 1, as well as download The House of Blue Men, a free adventure featuring quickstart rules. Drop by our Sorcery & Super Science Blog for additional Sorcery & Super Science goodness!"

Free Downloads

How's Joseph Bloch coming on Adventures Dark & Deep? Check out the Savant class, here. While you're there, he's got a neatened up version of his City of Greyhawk Maps for you as well.

Speaking of maps, Rob Conley of Bat in the Attic has a map of Oakwatch Keep you might can use.

ckutalik of Hill Cantons hipped us to some free Tekumel Paper Minis.

Some links here, to captainjack's Traveller version of OD&D.


Media Releases

I Hit It With My Axe: Episode 32: Once More Things Go Awry. I'm behind on the show and I think I got off by a week, on the last News post. Don't miss Episode 31: Embarrassed Both By And For The Gnolls.

Save or Die Podcast # 9: All things were!

The Save or Die Podcast: Side Adventure # 2

Reviews from around the blogosphere

Pookie of Reviews from R'lyeh has a review up of Lamentations of the Flame Princess: Weird Fantasy Role-playing.

I meant to mention Tenkar's Tunnels & Trolls review last week (honest, Tenkar!) but forgot. It's just as well as he's added several more posts to the series.

Methuslah of Tales from the Dusty Vault has a review of Jeff Rients' The Miscellaneum of Cinder.

James Maliszewski of Grogardia reviews Blood Moon Rising. And Oubliette # 4.


My own review of Blood Moon Rising is here.

Jason Vey of The Wasted Lands has a review of the B/X Companion.

Michael Curtis of The Society of Torch, Pole and Rope has a review of the new WotC Gamma World. And part II, here.

Alexis of The Tao of D&D has a review up of the LotFP release The Grinding Gear.

In Other News

JB has the 2nd Printing of the B/X Companion in stock, so if you were waiting for this, now's the time to order! And yes, the cover looks even more awesome on the physical product!

What I'm Pimping This Week

Blood Moon Rising by Peter C. Spahn. Art by David Griffin. Small Niche Games. Available in PDF for $4.95. 32 pages.
"Garanton is a village like any other, except for five days out of the year when it hosts the Feast of St. Garan. During this time, fighters from abroad come to join in the revelry, mingle with other adventurers, and win fame and fortune fighting in the daily games. But all is not well in Garanton this year. Cruel orcs prowl the forest, dark wizards cast webs of treachery and deceit, and bat-winged demons fill the moonlit sky. Does your party have what it takes to ward off this evil before it consumes the entire town?
"Blood Moon Rising is a Labyrinth LordTM adventure that is easily converted to other editions of the world's most popular fantasy roleplaying game. Designed for 3-6 characters of 1st through 3rd level, the adventure is set in and around the village of Garanton and involves a mixture of wilderness, dungeon, and urban encounters. Use your archetypical frontier village for more than just a rest stop between forays into the wild. Come enjoy the Feast of St. Garan today!"
 My own review is here. If you've been following the News, you've seen several others, over the past few weeks. Again, Kudos to Peter on a fine release.

About the News

"Unless otherwise noted, all links to products and files are to the individual authors sites, pertinent posts, or sales pages. I don’t link directly to files, unless that is the only link available. The OSR News is produced as a service to the community and is entirely a non-commercial endeavor on my part. I have received no remuneration for advertising, reviewing or reporting on any of the items appearing herein. Please feel free to send me information on any new releases, events, or other items of interest, which you would like to see mentioned.
"As always, the What I’m Pimping This Week section of the OSR News and its accompanying blog widget, feature products which I have purchased, or in the case of this weeks item, which I received a reviewer copy of (or items which are available for free download) and wish to support. No one has asked me to spotlight their material in this section and I have received no payment of any kind for doing so."

Wednesday, October 20, 2010

The Fifteen Games Thing

Allright, the first 15 that come to mind, that will always stick with me:

1. AD&D. My first gaming love, as it were.

2. Yar's Revenge for the Atari 2600. My first video console love. Don't know why, but I loved this game and always think fondly of my hours spent playing.

3. Risk. My AD&D buddies also introduced me to Risk. Give me Africa and Australia and I'll conquer the world, starting with Europe!

4. Talislanta. I didn't get to play it much, but it was my first introduction to RPG's beyond AD&D.

5. Call of Cthulhu. The first RPG, other than AD&D, which I played at any length. I really enjoy Chaosium's d100 system.

6. Talisman! God, I love that game. We must have played it 3 times a week for about a year. My friend had the game and all the supplements. Many years later, I tracked down a copy on ebay and dropped $70 to get a 2nd edition copy. Then I downloaded a bunch of fan made cards from the internet and spent another year playing.

7. Cribbage. Hah! Haven't seen this listed yet. My favorite traditional card game.

8. Arcanum: Of Steamworks and Magic Obscura. One of the few CRPG's, I enjoyed enough to actually finish. Any game that let's you loot the dead down to their underwear, has the kind of stimulationist approach I'm looking for in a CRPG.

9. Chrysalis - an old Nintendo RPG which was cool. Mixed some science fiction into the fantasy as well.

10. Warcraft II - Never played WOW, but Warcraft II was hella fun!

11. Swords & Wizardry - I haven't played it much, but it helped me re-frame a lot of my ideas about D&D.

12. Lego Star Wars - One of my sons favorite games. He's now moved on to Lego Harry Potter, but experiencing my son discovering Star Wars, rekindled my own love for that Universe. He moved on to the toys and movies, but the Lego game is the touchstone through which he experiences Star Wars, not the movies. :)

13. Fighting Fantasy - The Warlock of Firetop Mountain. This was such a cool idea. I couldn't stand the TSR Endless Quest books, but throw in some simple character gen and dice and I was all set!

14. The Lone Wolf Series - Hell yeah! Railroady as all hell, of course, but now I get a solo campaign! And I didn't have to use the lame paper chart in the back, because I had actual d10's!

15. Grass - This is one hell of a fun card game, especially when you're 18 and Stoned.

Tuesday, October 19, 2010

Reviews: Blood Moon Rising by Peter C. Spahn

This review is late (sorry Peter, it's been a hell of a month.) The author sent me a complimentary copy to review, so here we go!
Blood Moon Rising by Peter C. Spahn. Art by David Griffin. Small Niche Games. Available in PDF for $4.95.  32 pages.
"Garanton is a village like any other, except for five days out of the year when it hosts the Feast of St. Garan. During this time, fighters from abroad come to join in the revelry, mingle with other adventurers, and win fame and fortune fighting in the daily games. But all is not well in Garanton this year. Cruel orcs prowl the forest, dark wizards cast webs of treachery and deceit, and bat-winged demons fill the moonlit sky. Does your party have what it takes to ward off this evil before it consumes the entire town?
"Blood Moon Rising is a Labyrinth LordTM adventure that is easily converted to other editions of the world's most popular fantasy roleplaying game. Designed for 3-6 characters of 1st through 3rd level, the adventure is set in and around the village of Garanton and involves a mixture of wilderness, dungeon, and urban encounters. Use your archetypical frontier village for more than just a rest stop between forays into the wild. Come enjoy the Feast of St. Garan today!"
When I sat down down to read Blood Moon Rising, I wasn't really in the mood to read anything. I mention this, because within a few pages, Mr. Spahn had sucked me in and I was thoroughly enjoying myself. A singular accomplishment, as I'm very stubborn when it comes to being in a funk! But, as I read our author's depiction of the details of the Feast of St. Garan, its history, present day circumstances and current timeline, The DM was enticed to ignore his bad mood and get down to business! So, I quickly found myself dealing with a module that was both fun to read and got my DM juices flowing. That puts Blood Moon Rising into the recommend category, right there!

The action takes place in the village of Garanton and its surrounding area. It's the Feast of St. Garan, a five-day festival in honor of a local hero. Travelers, entertainers, vendors and all sorts of folk attend the Festival, including Fighters, seeking the blessing of the Saint. Of course, things aren't all as they seem and past events are coming back to haunt the happy little village and it's festival.

The module opens with the backstory and history of St. Garan, then gives an overview of the village and the area where the action will unfold. From there, the module gives a Timeline of the Festival. Both the planned festivities, like Parades and Honor Games, as well as other events, like murder and slaughtered cows. There's quite a bit going on, with plenty to see, do and experience. The five-day festival is quite eventful and I've barely scratched the surface, so as not to give away the whole module. True to Old School philosophy, the module presents the NPC's, events, locations and situations simply as they are, leaving it up to the Players to decide what to do about it!

There are also some random encounters and events for the Labyrinth Lord to throw in, as he sees fit. From there, encounters and adventuring sites outside the village are detailed and the characters may soon find themselves local heroes, or soon-to-be forgotten victims of the horrors which lay behind the history of St. Garan and his Feast. This is followed by a section on major NPC's and groups, such as a rival adventuring party which might be used to cause the PC's some consternation. Lastly, an appendix with new magic items and monsters, completes the module.

Blood Moon Rising packs a lot of detail into its 32 pages (34 with the covers) and the Labyrinth Lord will find everything he needs to bring The Festival to life and keep his players busy and entertained! From competing in the Honor Games, to forging friendships or rivalries. They'll probably find themselves sucked into what's going on behind the scenes, possibly unraveling forgotten secrets and putting an end to an ancient evil. There are a lot of little events and details, that can come into play, helping to bring the village, festival and NPC's to life.

Details on the village itself are kind of sparse and some of the locations on the area map aren't precisely indicated. The DM automatically filled in these details as he read, but someone new to running a game might fret a little. A time or two, an event or NPC were introduced in such a way as to raise some questions, until they were returned to and fully explicated in another section.

The text is two-column, clear and legible and an easy, well flowing read. I noticed no typos. The maps and interior art are a little smudgy, an artifact, I presume, of the software used to make the PDF.

The module advertises that it's a mix of Urban, Wilderness and Dungeon encounters, but I should probably mention that the Dungeons are two small areas, so don't expect a Dungeon Crawl.

Blood Moon Rising provides a well orchestrated Event for your PC's to attend and one which they should find quite memorable. It would serve as a great campaign kick-off, for a larger party at least. One encounter in particular will be rather hairy for 1st level characters.

Kudos to Mr. Spahn, for a well-made, thoroughly enjoyable adventure!

Monday, October 18, 2010

Ability Score Tables - From the Retro-Golem

My father goes in for surgery on October 26th, his birthday. He's decided to be amused by that. Between helping him through this time and the upcoming holidays, I'm once again looking at a delay in regular gaming, pushing things back to January at the earliest. All these delays have served to kick my Gamer ADD into hyper drive. Right now, I'm pretty much spending my me time in keeping myself occupied. I might still just go ahead and run AD&D (AD&D always beckons) or maybe LL, but I also have a few versions of the Retro-Golem done.

One of the main reasons for that little exercise is for my own edification. Delving into all the D&D lore at my disposal and studying how everything comes together has been quite an illuminating exercise. I've pretty much changed everything I had written up the last time I posted something from the document. I'll no doubt keep messing around with it in my spare time and hopefully, once I actually get the chance to play, I'll know what I want to do.

I like the idea of Ability Score bonuses starting at lower numbers and not being quite so inflated. For the direction I'm going, I also like the B/X bonuses of 13 - 15 = +1, 16 - 17 = +2 and 18 =  +3. The following is kind of an experiment in dialing things back a notch and going in a slightly different direction.

The following is Open Game Content.

Ability Score Tables

Strength

Strength represents physical power and determines bonuses or penalties to your To Hit and Damage in melee, chance to open stuck doors and adjustments to your encumbrance, as shown in the table below.

Table 1: Strength

Score
To Hit Modifier
Damage Bonus
Open Dungeon Doors
Encumbrance Adjustment
3 - 4
-3
-3
-4
-45 lbs
  5 – 6
-2
-2
-2
-25 lbs
7 - 8
-1
-1
-1
-10 lbs
9 - 12
  0
  0
0
0
13 - 14
+1
+1
+1
+25 lbs
15 – 16
+1
+2
+2
+50 lbs
17
+2
+2
+3
+75 lbs
18
+2
+3
+4
+100 lbs

(I'm not sure about the Encumbrance Thing. I need to do some more research, there.)

Dexterity

Dexterity represents agility and coordination. It modifies attacks made with missile weapons, Initiative and your Armor Class.

Table 2: Dexterity

Score
AC Adj.
Missile Att. Adj.
Reaction Adj.
3 - 4
 -2
-3
+3
5 - 6
-1
-2
+2
7 - 8
 0
 0
+1
9 - 12
 0
 0
  0
13 – 14
 +0*
 0
-1
15 – 16
 +1*
+1
-2
17 - 18
 +2*
+2
-3
*Signifies that a Character who does not wear metal armor, may add an additional +1 bonus to his AC.
Constitution


Constitution represents overall health and modifies a Characters Hit Points.


Table 3: Constitution

Score
Hit Point Modifier (Per Hit Die)*
3 – 4
 -2
5 – 6
 -1
7 – 8
  0
9 - 12
  0
13 – 14
+1
15 - 16
 +1*
17 - 18
 +2*
*Signifies that a Fighting-man (and only a Fighting-man) may add an additional +1 bonus per Hit Die. Constitution Modifiers to Hit Points no longer apply to any Class, after a Character has reached Name Level and stops rolling for Hit Points.
(Fighter sub-classes don't get the additional bonus, as I'm putting in a few things to give the plain old Fighter some advantages unique to that class.)

Intelligence

Intelligence represents IQ, reasoning abilities and education. It determines the number of extra languages you can learn, the chance for a Magic-user to be able to learn a given spell and the highest level spell a Magic-user can cast. Magic-users with an Intelligence of 16 or higher can memorize an additional First Level Spell.

Table 4: Intelligence

Score
Max. Add Lang.
% To Know Spell
Highest Level Magic-user Spell Useable
3–7
0
-
None
8
1
-
         None
9
1
40%
5th
10
2
50%
5th
11
2
50%
6th
12
3
50%
6th
13
3
70%
7th
14
4
70%
7th
15
4
75%
8th
16
5
75%
8th
17
5
85%
9th
18
6
90%
9th

Wisdom

Wisdom represents common sense, intuition and willpower. It can modify Saving Throws against mental attacks. Clerics and Druids with a high Wisdom are granted bonus spells. A Cleric or Druid with a low Wisdom has a chance of spell failure. A Wisdom of 12 will cause a 5% chance of the spell failing, with an additional 5% chance for each point the Cleric’s Wisdom score is below 12. A Cleric or Druid must have a minimum Wisdom of 9 to cast spells.

Table 5: Wisdom


Score
Mental Attack Saving Throw Adjustment
Bonus Spells
3 – 4
-2

5 - 6
-1

7 – 8
 0

9 – 12
 0 

13 – 14
+1 
1 First Level Spell
15 - 16
+1
2 First Lvl and 1 Second Lvl Spell
17 - 18
+2
2 First Lvl, 1 Second and 1 Third


Charisma

Charisma represents personal magnetism, physical beauty and leadership ability. It will modify the Reaction when a character interacts with NPC’s (non-player characters) and Monsters. Characters with a high Charisma score can have more Henchmen.

Table 6: Charisma

Score
Reaction Adjustment
Max. Hirelings
3 – 4
-30%
1
5 – 6
-20%
3
7 – 8
-10%
3
 9 – 12
0
5
13 –14
+10%
6
15 – 16
+20%
7
17 - 18
+30%
10