shifty louts

Arduin Arcade Flailsnails Conversion Guide

armsmen

A quick conversion guide for those wishing to bring other characters from other games into the Howling Tower.

Health Points

As determined by Race + Class + CON.

If your character’s race isn’t on the list below, assume a character starts with 14HP.

hitpointstable

Mana Points

For Magikal Casting, I opt for Arduin-style Mana Points instead of the Vancian-style casting.

Magic-types and Cleric-types start with INT+5 mana points, with +3 for every level they are beyond Level 1.

Astrology Signs instead of Stat Modifiers

Instead of stat modifiers, I use Astrology Signs, taken from Idraluna.

Roll a d12 to generate a sun sign and a moon sign for your character, recording the associated perks.

One can use their own personal birth month to determine sun and moon signs as well

dZodiac Sun Sign Moon Sign
1. β™ˆοΈŽ +10% Fighter XP +1 initiative
2. β™‰οΈŽ +2 HP +250 coin-weight carry capacity
3. β™ŠοΈŽ +1 reaction rolls Can switch between classes (as Elf)
4. β™‹οΈŽ +1 save vs. Breath Attacks Dead at -3 HP
5. β™ŒοΈŽ +2 hireling morale +1 followers
6. β™οΈŽ ID trick construction (as Dwarf) +1 open doors
7. β™ŽοΈŽ +1 turn undead +2 saves vs. Spells
8. β™οΈŽ +1 melee damage +2 saves vs. Poison
9. β™οΈŽ +1 ranged attacks +2 saves vs. Wands
10. β™‘οΈŽ +5% XP +2 saves vs. Petrification
11. β™’οΈŽ +10% Mage XP +10% Cleric XP
12. β™“οΈŽ +1 surprise +1 saves vs. Petrification

Variable Weapon Damage

Kept the same (usually). Just check! If not, reference the table below

Weapon Damage Notes
Battle Axe 1d8 1d10 if two-handed
Hand Axe 1d6
Bardiche 1d10 Two-handed only
Double dice damage when charging while mounted
4-in-6 chance to dismount a mounted opponent on a to-hit of 19 or 20
Halberd 1d10 Two-handed only
Double dice damage when charging while mounted
4-in-6 chance to dismount mounted opponent on a hit of 19 or 20
Pole Axe 1d8 Two-handed only
-2 to hit in cramped conditions
Can fight in the back rank
Light Crossbow 1d6+1 ROF: 1/1
60’/120’/180’
Heavy Crossbow 1d6+2 ROF: 1/2
80’/160’/240’
Long Bow 1d6 ROF: 3/2
70’/140’/210’
Short Bow 1d6 ROF: 3/2
50’/100’/150’
Composite Bow 1d6 ROF: 3/2
50’/100’/150’
Mace 1d8 1d10 if two-handed
Morningstar 1d8 1d10 if two-handed
+1 to hit vs plate
Dagger 1d4 1d4+1 vs unarmored or chain
+1 to hit vs unarmored or chain
Flail 1d6 +1 to hit vs unarmored or chain
Ignores the AC provided by a shield
Javelin 1d6 20’/50’/80’
Lance 1d8 1d10 if mounted
Double dice damage when charging while mounted
Spear 1d6 1d8 if two-handed
+1 AC vs Melee if two-handed
Can fight in the back rank
Double dice damage when set to expect a charge
Claymore 1d12 Two-handed only
Can halfsword for 1d10 in cramped conditions
Pike 1d8 Two-handed only
Can fight in the back rank
Double dice damage when set to expect a mounted charge
Sword 1d6

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