The Cursed Vagabonds (3.5e Quest)/The Rules

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The Rules[edit]

This game functions fundamentally different than most typical D&D games. As such, there are some special rules detailed below. Other than these, DMs can run their game however they want (as however works for their group).

  • Skills: Cross-class skills only cost 1 point (as normal skills), but max out the same as before.
  • Feat Selection: Characters still get 1 feat for being first level. However, feats gained by black tallies cannot have the requirement of "first level only".
  • Bogeys: To add a little variety and character, players should roll on the The Bogey Chart. Just use the first 3 lists for boons, bogeys and flavors, skipping the gear section entirely. You might want to skip this with your group if the DM allows flaws and traits already, since they can be redundant.
  • Dying: Character death occurs at −2 hp. See Coping With Death for details.
  • Leveling Up: There is no level gain. This is a sort of Mock E1-styled game, but for the players only. For the first 5 black tallies a cursed vagabond earns, he gains a feat for which he qualifies. Every 10 tallies afterwards, he may choose an additional feat. If he dies and goes below a threshold, he loses access to his chosen feat.
  • Resting: In a timed situation under stress, skipping rest is a risky tactical choice. Staying awake for longer than 16 hours (or 20 hours for elves and other races that only need 4 hours of rest) incurs a −1 penalty to all attacks, saves skills and ability checks. Every additional 24 hours, the penalty increases by 1 until the character rests. Use this instead of fatigue and exhaustion for resting. Dying also counts as a full rest.
  • Equipment: Players are allowed to purchase equipment beforehand with their starting allotment of coinage. See Starting Gear for details.

Creating a Vagabond[edit]

There's only a few options to pick, so making a vagabond should be pretty fast.

Choosing Ability Scores[edit]

These vagabonds are not the elite bred from a line of ancient kings (you could say your character was, but that won't make him any beefier). They're deficient and pathetic. In some cases, they're lowlier than the typical commoners that have been the butt of many "killed by a housecat" jokes over the years. This time though, it's the vagabond's chance to strike back.

There are three options for determining the ability scores of your vagabond. It is advisable that whatever system is chosen that all players adhere to the same method.

Oldschool Suffering Roll: With this method, each player rolls 3d6 for each ability score and assigns them in order as he rolls them from Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. Characters rolled under this method may be nearly unplayable, but the surprise is part of the charm I suppose.

High Drop Roll: With this method, each player rolls 4d6 and drops the highest number from each set to calculate his ability scores, assigning them how he chooses.

Commoner Array: With this method, players may assign their ability scores how they choose from the following array of numbers: 11, 11, 11, 10, 10, 10. That feeling you got from looking at those numbers? Welcome to being a commoner.

Roll Your Bogeys[edit]

Now would be a good time for player and DM to work together and roll on the boon, bogey and flavor charts in The Bogey Chart.

If your vagabond rolls any bogey that would drop an ability score below 3, re-roll your bogey.

The Vagabonds Are Commoners[edit]

You don't get to choose your class. You're a commoner. However, we're making a couple concessions to improve the flow of the game.

  • As a first level character, you get that wonderful maximum hp from your 1d4 HD. Though, you don't get any class bonus to your base attack bonus or saving throws at first level.
  • You're also illiterate.
  • You do get skill points (2 + Int modifier, ×4 at 1st level).
  • Your class skills are now:
Balance (Dex)
Bluff (Cha)
Climb (Str)
Handle Animal (Cha)
Heal (Wis)
Hide (Dex)
Jump (Str)
Listen (Wis)
Move Silently (Dex)
Ride (Dex)
Spot (Wis)
Swim (Str)
Use Rope (Dex)
  • You're proficient with one simple weapon of your choice. There are a couple weapons on the list that are free, which is nice.

Starting Gear[edit]

As a vagabond, you're poor.

  • You get a free set of peasant's clothes, though they are rather worn and soiled. It's unlikely you'll be able to sell them for much.
  • You get 1d4 copper pieces. If you don't feel like rolling, you can take 2 coppers instead. You're gonna need them to pay the boatman anyhow.
  • If you really want to start out with a bindle (a cloth rag to hold stuff tied to the end of a stick that's slung over the shoulder for travel), that's fine too. It's a stick and a rag. Enjoy.


Choosing a Race[edit]

This should be fairly easy. Since you're limited to 1st level, you can't pick anything with HD or level adjustment. This is basically the one option that gives your cursed vagabond some variety over his compet… er, friends. However, you can't choose any race for your vagabond that would lower any of his ability scores below 3 after racial adjustments. Your DM will likely also put some other stipulations on race choice, so be sure to ask.

SRD ECL 1 Races[edit]

Homebrew ECL 1 Races[edit]

Leveling Up With Feats[edit]

Since you won't be leveling up in the traditional sense (simply earning feats based on your tally total), you don't have to worry about that. However, to keep game flow going, it is advised to make a list of feats you'd like beforehand.

Coping With Death[edit]

So, your cursed vagabond dropped to −2 hp and died. It happens. Don't feel too bad about it and move along on that karmic wheel and see what's up next… oh, it's the same vagabond again. Well, at least your clothes will come with you.

Upon character death, a cursed vagabond's body vanishes along with his clothing, leaving behind any other gear. The slain vagabond rises again 1d4 hours later (by default, a DM may change this), materializing in a random available location within 100 feet of where he died. Ügar desires to watch you compete, so get back out there and do your thing.

Closing Notes For Players[edit]

If at any time you're not enjoying yourself in this game, or notice another player experiencing boredom or frustration, speak up and work with the DM to alleviate this problem.

Lastly, remember that we're all gathered around the table to have fun, so don't break the gentleman's agreement.