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ERRATA, CLARIFICATIONS AND RULINGS FOR RAMPAGE AMID THE RUINS (Second Edition)

Book 1: Hacklords

  • Surprise Attacks: if a target is blinded (and does normally see to fight) any attack made against it is considered a surprise attack.
  • Vision: mortals with Dark Vision can see 60' when it is night or in unlit indoor conditions, generally without any color perception. Mortals with “sun-sensitive” vision can see 90' when it is night or in unlit indoor conditions, but suffer -1 on rolls in actual sunlight.

Book 2: Spells and Skills

MAJOR RULE CHANGE: Fighter Trainings

All fighter trainings that call for an ability score check under the “Roll” description entry, will now instead use a Skill Roll identical to the Jack Skills. Fighters get skill rolls on the same schedule as Jacks as follows:

  • Fighter Levels 1-4: 1d6
  • Fighter Levels 5-8: 1d8
  • Fighter Levels 9-12: 1d10
  • Fighter Levels 13-16: 1d12
  • Fighter Levels 17+: 1d20

A roll of 3+ on the die is needed for success.

Regular Errata

  • All Spells: clarification–unless it says otherwise, you must have line of sight to the target of a spell.
  • Read Minds (MU spell lvl 2): The target says “anyone” within the range, this means any one person at a time. You must know the person is there and where he is, and must pay attention to that one person to read his surface thoughts. The spell does not act as a scanning spell to detect thoughts of hidden or invisible people and cannot penetrate doors or walls.
  • Camp Master (Jack Skill): a successful skill check when making camp will protect the camp from all attacks/infestations of all size T or VT creatures from the Bugs Chapter of Book 5.
  • Secret Door Expert (Jack Skill) description is all messed up. It should be as follows: A skilled Jack after a turn of searching of a 20' section of wall or a single chest, bookcase, desk etc., will discover a secret door or hidden compartment on a regular skill roll. Any other character will only so discover such a secret door on a roll of 6 on 1d6.

Book 3: Stuff:

  • Cling Fire, the price of Cling Fire should be 75gp each.
  • Trade Goods: use the Trade Goods Table in the Cornucopia rather than the one on Book 3.
  • Beverages: use the bulk liquids table in the Cornucopia instead of common beverages in Book 3.
  • Special Armor: Book 3, p8, the Class-Code “C” means Cleric-Militants on this table.
  • Barding: Armor for horses, costs twice the price of the standard armor for mortals for the same protection. Horses may not use shields or bucklers. Heavy Armor Barding (scale or better) reduces the speed of the horse by 5'
  • Casks: a cask of rations or beverages is “big” for people carrying them, but for strapping to a mule or pack horse, count each as 10 items.
  • Building Construction: buildings take 1 day per 100gp of purchase price to build. Doubling the price reduces the time to 75% of normal build time. Wooden Buildings require a group of around 20 peasants to do the work. Stone buildings need 10 trained masons (Occupation: Mason– jack skill) and 20 laborers/peasants. Half of construction costs go to materials, half to labor. In cities and thickly settled areas, usually around cities and towns, one can abstractly hire a building company and not worry about numbers of workers, but out in the frontier and wilderness, one must account for who is doing the work. Multiple gangs of workers can build separate buildings simultaneously, but adding multiple gangs to a single building is reflected in the “Doubling the Price reduces the time to 75%” rule above. A character who is setting up a vassal village, needs only to pay for the materials for the dwellings of the inhabitants, and basic tools if they are destitute, the peasants provide the labor to build their own dwellings. If villages are founded under the Freehold rules the new settlers will build their own basic dwellings and some small businesses on their own without contribution by the liege lord.

Buildings: Wooden Towers: Wooden Towers

Stockade Tower A, 400gp, 10 siege ponts, 10 occupants, 2 levels, 15'x15'

Watch Tower B, 100gp, 5 siege points, 0 occupants, 20'x20', open, 55' tall

Timber Tower C, 800gp, 15 siege points, 15 occupants, 3 levels, 20×20', plus cellar and cramped attic.

Timber Keep D, 8000gp, 25 siege points, 100 occupants, 3 levels, 30×50, plus cellar and roof battlement

errata.txt · Last modified: 2023/12/04 19:25 by dave