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SEVEN VOYAGES

OF ZYLARTHEN

ALTERNATE
ENCUMBRANCE
RULES
1 June 2014

PUBLISHED BY

CAMPION & CLITHEROW


CHICAGO, IL 60607

INTRODUCTION:
The following are slightly revised from the encumbrance rules and related encumbrance values included in the electronic and print editions of SEVEN VOYAGES of
ZYLARTHEN, available from 12-23-13 to 5-25-14. They are listed as alternate,
among other things because some might prefer the original versions. However
they will be included as the official rules going forward.
The main changes and points are:
1. Reducing the permitted number of units carried from 40 to 25. This makes
things more symmetrical in that each encumbrance step is now 5 (as opposed to 5, 5, 10, 10 and 10.)
2. The attack/defense penalties on Super-Heavy encumbrance (Base Move: 3) have
been eliminated. Thus the maximum encumbrance that one can have without suffering a penalty on combat is really only being reduced by 5 (from 30 to 25). In addition, there is an option to carry up to 10 more units without being able to attack or
defend (perhaps holding a sack over ones shoulder with both hands).
3. The intention behind changing the shape of the encumbrance steps was NOT
to further limit what people can really carry. Rather, in part the assumption is
that each encumbrance unit now represents on average a bit more weight.
Many items still have an encumbrance of 1, and thus the result will be to make
them slightly heavier. However, some of the already heavy items have in turn
had their encumbrance units reduced. Big weapons generally had their encumbrance reduced from 5 to 3 or from 4 to 2. This also applies to the shield. It
follows that there are now only 3 weapon encumbrance categories instead of 4,
thus making things a bit simpler. In addition, the encumbrance of Plate Armor
goes from 10 to 8, Mail from 8 to 6 and that annoyingly heavy sledge hammer
from 6 to 3, among other things. Groups of items adding up to 1 encumbrance
unit now generally contain more items (and thus their prices have been modified in a few cases). It should be noted that the only item that gains encumbrance on the new list is the crossbow.
4. Rules limiting the number of big items or weapons one may carry have been
changed in conformity with the new assignments. I think the results are a bit
simpler, clearer and more intuitive. These rules now only apply to weapons, not
to the more general category of items. You can now carry 12 shovels if you
damn well want.
5. Partly in line with the above changes, but also for other reasons, I have revised
the rules for Food and Water requirements in the wilderness.
6. Each set of new text below will include a reference as to what it replaces. As
always, I welcome feedback and criticism. Honestly, I put a great deal of
thought into the original scheme and so I think its pretty good. (I wouldnt have
published ZYLARTHEN otherwise.) Its just that I think this alternate scheme
is a bit better.
Oakes Spalding

ENCUMBRANCE (Vol. 1, p. 19):


Characters will have a desire to take sufficient equipment and supplies with
them on their adventures. As well, they will want to be outfitted in the best possible
armor and carry the most effective weapons, including spares (subject to their
class restrictions, of course). However, there is a limit to what can be carried.
The encumbrance mechanic of SEVEN VOYAGES of ZYLARTHEN keeps track
of how many encumbrance units (henceforth designated ), representing 2-10
pounds of weight, are worn or carried. The majority of weapons, armor components, tools and other like pieces of equipment will have an encumbrance of .
Light or easily carried objects will have no encumbrance. This category includes
normal worn clothing (not heavy clothing or armor) and small non-bulky items of a
pound or less. In some cases, groups of these itemssix torches, twelve iron
spikes, twenty-four arrows, etc.may be treated as having en encumbrance of .
A few weapons, armor components or tools will be so heavy or unwieldy that they
will have an encumbrance of , , or in a few cases even greater.
Additional Considerations:
No more than three weapons or carried combat items (including bucklers, sets of
javelins or units of missile ammunition) with an exact encumbrance of may be
carried without penalty. Additional such weapons will count as triple weight.
No more than two weapons or carried combat items with an exact encumbrance
of may be carried without penalty. Additional such items will count as triple
weight.
No more than one weapon or carried combat item (including a shield) with an
exact encumbrance of may be carried without penalty. Additional such items
will count as triple weight.
Encumbrance has these effects:
Encumbrance
Unencumbered
Light
Medium
Heavy
Super-Heavy

# Units
0-5 *
6-10 **
11-15
16-20
21-25
26+

Base Move
13
12
9
6
3
Prohibited***

May only carry individual items with a maximum encumbrance of . Otherwise, encumbrance will be light or medium. A character wishing to move quietly, climb a nearly vertical wall or engage in any other similar delicate task is
usually advised to be unencumbered.

**

May only carry individual items with a maximum encumbrance of . Otherwise, encumbrance will be medium.

*** At the referees discretion, up to 10 additional units may be carried, but both
hands will be occupied and the character will be unable to attack or defend.
Thieves may carry up to 500 coins for free (generally, each set of 100 coins has
an encumbrance of ). However, they may still not go above the overall maximum
of 25 units, counting all carried coins.

BASIC EQUIPMENT COSTS (in Silver Pieces) (Vol. 1, p. 22):


Item
Dagger
Axe
Mace
Sword

Cost

Item

Cost

10 Pole

12 Iron Spikes

Sledge Hammer

10

Shovel

Hammer

15

Crowbar

Battle Axe

15

Hammer & Nails, 1 lb.

Long Sword

40

Glue, pint

Staff

Brushes & Paint, quart

Morning Star

Lantern

6 Flasks of Oil

6 Torches

Spear
Pole Arm

10

6
10

Lance

3 Uses of Deadly Nightshade

10

Sling

Silver Holy Symbol

25

Wolf Bane (blessed), bunch

10

Bow
Crossbow

10

3 Javelins

3 Wooden Stakes & Mallet

24 Arrows or Quarrels

Vial of Holy Water

Case, Quire of Paper, Reeds & Ink

12 Sling Bullets
Silver Dagger

200

Garlic (blessed), bud

5
1
25

Thieves Pick & Tools

Silver Tipped Arrow or Quarrel

20

Surgical Tools & Supplies

Leather Armor

25

Chalk

8
30

500
1

Mail

200

Fine Clothing

Plate Armor

500

Steel Mirror

100
15

Buckler

Pair of Dice

Shield

Deck of Cards

Helmet

10

Whistle

Mule

30

Hourglass

1
10

Light Horse

200

Water/Wine Skin

Warhorse

500

Good Wine, quart

Barding (Horse Armor)

1000

Feed, 1 animal/1 day

Leather Back Pack

Large Sack

Small Sack

50 of Hemp Rope

200 of Silk Rope


Iron Hook

200
5

Standard Rations, 1 person/1 week 7


Iron Rations, 1 person/1 week
Free at Start:
Magic book (for Magic-Users)
Standard Clothing
Whetstone, Olive Oil & Rag
Personal Effects (brush or comb,
cup, spoon, string and tinderbox)

15

BASIC EQUIPMENT ENCUMBRANCE (Vol. 1, p. 23):


Item

Encumbrance

Item

Dagger

10 Pole

Axe

12 Iron Spikes

Mace

Sledge Hammer

Shovel

Sword

Hammer
Battle Axe **

Long Sword *

Staff **
Morning Star **
Spear *

Hammer & Nails, 1 lb.

Glue, pint

6 Flasks of Oil

6 Torches

Bow **

3 Uses of Deadly Nightshade


Silver Holy Symbol
Wolf Bane (blessed), bunch

Crossbow **

1-3 Javelins

3 Wooden Stakes & Mallet

24 Arrows or Quarrels

Vial of Holy Water

12 Sling Bullets

Case, Quire of Paper, Reeds & Ink

Silver Dagger

Thieves Pick & Tools

Silver Tipped Arrow or Quarrel

Chalk
Fine Clothing (carried)

Steel Mirror

Pair of Dice

Mail
Plate Armor

Garlic (blessed), bud

Surgical Tools & Supplies

Leather Armor

Crowbar

Lantern

Sling **

Brushes & Paint, quart

Lance

Pole Arm **

Encumbrance

Shield
Helmet
Buckler

Deck of Cards

Whistle

Mule

Hourglass

Light Horse

Empty Water/Wine Skin

Warhorse

Full Water/Wine Skin, 1 person/1 day

Standard Rations, 1 person/ 1 week

Barding

Feed, 1 animal/1 day

Iron Rations, 1 person/ 1 week

Leather Back Pack (holds 10 )


Large Sack (holds 15 )

Free at Start:

Small Sack (holds 5 )

Magic book (for Magic-Users)

50 of Hemp Rope

Standard Clothing

200 of Silk Rope

Whetstone, Olive Oil & Rag

Iron Hook

Personal Effects (brush or comb,


cup, spoon, string and tinderbox)

Vol. 1, p. 24:
Animal Transport: Mules, camels and horses come with complete tack and saddlebags. The relevant statistics are listed below (a man, without arms, armor or
equipment, etc., counts as 30 units):
Horse
Mule

Price

Carry Capacity
Hit Dice

Attacks

Armor
Class

Move

30

40

2+1

Nil

12

Draft Horse

50

60

2+1

Nil

12

Camel

150

50

Nil

15

Light Horse

200

40

Nil

24

Warhorse, Medium

500

60

2+1

18

Warhorse, Heavy

1000

75

3+3

Hooves or
bite (1 die)

7
7

12

Only mules may be taken into a dungeon, and even that may be problematic.
Camels have been known to go for two weeks without water or food.
Helmets: These are included in the price and encumbrance of Mail and Plate Armor.
Vol. 2, p. 24:
EAGLES: These potentially helpful giant birds can carry up to 50 units of encumbrance and still fly at half speed.
Vol. 3, p. 39:
Enchanted mail will have an encumbrance of whereas magical plate armor will
have an encumbrance of .
Vol. 3, p. 49:
Bowl of Commanding Water Elementals: This is a large, fragile bowl made of
semi-precious materials (encumbrance: ). It will take as many as 10 minutes to
unpack, set up and fill with water (encumbrance of required water: ). A Water
Elemental may then be summoned. Magic-Users only.

Brazier of Commanding Fire Elementals: It will take as many as 10 minutes to


unpack, prepare and kindle this item (encumbrance, including required charcoal:
). A Fire Elemental may then be summoned. Magic-Users only.

Censer of Controlling Air Elementals: It will take as many as 10 minutes to unpack and prepare this item (encumbrance including required incense: ). An Air
Elemental may then be summoned. Magic-Users only.

Vol. 3, p. 51
Drums of Panic: Each of these large kettledrums has an encumbrance of
and thus, a set of two may only be carried comfortably by a horse or
the equivalent. When struck, all creatures of fewer than 5 hit dice, and all noncarnivorous animals within a range of 120 will flee in panic. More powerful creatures may also flee but are entitled to a saving throw versus magic.
Vol. 3, p. 55:
Jug of Alchemy: This jug may be used to pour out one chosen ordinary liquid up
to seven times in in a day (a different liquid may be chosen each day). Maximum
amounts per pouring are as follows:
Liquid
Water
Beer
Wine
Oil
Acid
Hot Tea
Poison

Volume #/Containers
10 Gallons
10 Gallons
5 Gallons
2 Gallons
1 Gallon
1 Quart
1 Quart

10 Skins
10 Skins
5 Skins
18 Flasks
9 Flasks
3 Flasks
3 Flasks

Encumbrance

Vol. 3, pp. 56-57:


Mattock of the Titans: This gigantic wooden hammer will destroy a normal door
in 1 turn or a locked or magically held door, heavy gate or portcullis in 1-3 turns. It
is too large and unwieldy to be used in combat. It has encumbrance.
Fighting-Men only.
Vol. 3, p. 60:
Stone of Controlling Earth Elementals: It will take as many as ten minutes to
unpack and prepare this item (encumbrance: ). An Earth Elemental may then
be summoned. Magic-Users only.
Vol. 4, p. 19:
Food and Water: Ideally, the party will carry rations and water for man-types and if
necessary, horses. However, it can often successfully travel without them. Horses
should be able to fend for themselves in many terrain types, though the referee may
decide to impose a movement penalty, depending on the circumstances. It is assumed that most adventurers have adequate skill at foraging and hunting in the
wilderness. Thus, in most terrain types, they may survive without carried food and
water. However, overland movement will be at half-speed if the party is not carrying
food. In Desert terrain, dungeons and similar environments, characters without food
will gain in virtual encumbrance at the end of each day, and characters without water will gain in virtual encumbrance at the end of each day.
A successful adversity check will reduce these to and , respectively.
Virtual encumbrance will be added to actual encumbrance to compute movement
rates. When virtual encumbrance reaches 35, the character will die.

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