Arduin Arcade Flailsnails Conversion Guide

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 characterβs race isnβt on the list below, assume a character starts with 14HP.

- Warrior Types get an additional +5 HP
- Clerics & Holy Types receive an additional +3 HP
- Magic-User Types receive an additional +1 HP
- For every HD, increase HP by +1
- For every 1 point below or above 12 CON, decrease or increase HP by 1
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. βοΈ | +10% Fighter XP | +1 initiative |
| 2. βοΈ | +2 HP | +250 coin-weight carry capacity |
| 3. βοΈ | +1 reaction rolls | Can switch between classes (as Elf) |
| 4. βοΈ | +1 save vs. Breath Attacks | Dead at -3 HP |
| 5. βοΈ | +2 hireling morale | +1 followers |
| 6. βοΈ | ID trick construction (as Dwarf) | +1 open doors |
| 7. βοΈ | +1 turn undead | +2 saves vs. Spells |
| 8. βοΈ | +1 melee damage | +2 saves vs. Poison |
| 9. βοΈ | +1 ranged attacks | +2 saves vs. Wands |
| 10. βοΈ | +5% XP | +2 saves vs. Petrification |
| 11. βοΈ | +10% Mage XP | +10% Cleric XP |
| 12. βοΈ | +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 60β/120β/180β |
| Heavy Crossbow | 1d6+2 | ROF: 1/2 80β/160β/240β |
| Long Bow | 1d6 | ROF: 3/2 70β/140β/210β |
| Short Bow | 1d6 | ROF: 3/2 50β/100β/150β |
| Composite Bow | 1d6 | ROF: 3/2 50β/100β/150β |
| 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 | 20β/50β/80β |
| 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 |