The main things I'm not sure of: I counted Invis+Growth as 1 special ability (*) and I raised the treasure per company from D to the next hoarder type, H. My reasoning is the Duergar are tougher than Dwarves and there are fewer straight up NPCs carrying magic items. Thoughts?
I've been itching to use Duergar in ACKs, but I've only ever experienced them in 4th or 3.5 edition. Does anyone know where they were originally published in a format I could easily convert to ACKs? Alternatively, if someone has already done so, that would be super cool too.
Weather conditions permitting, galleys also make better warships because they are more maneuverable, turning quicker and more precisely. In clam wind conditions they are also faster. This the other reason galley type gunboats were used in the Med during the Napoleanic era.
The numbers are reasonably accurate. The small sailing vessel is in most cases the more efficient mercantile vessel. The exceptions are where wind conditions are unfavorable adding significant time to journeys (the more food and water you have to carry the less cargo you can move) or when you have a steady supply of cheap slaves and you dont really care how many of them die so you dont bother to carry a lot of extra food and water. Marines on galleys will often be more important for reducing dissent among the rowers than protecting the ship from attack. (In earth historical conditions, campaign worlds will of course vary :) )
I already have Vornheim, which i may adapt pieces of, but most of it is a little too wacky for my ACKs campaign.
1) How often do you roll for wind conditions? I've been sticking to once per day for ease, but i'm not sure that's entirely accurate
2) rolls 9-12 call for the wind to be in the "prevailing direction". My worldbuilding chops aren't quite up to snuff yet, so what are some easy ways to come up with prevailing wind direction using only a map that vaguely hints at climate (deserts are reddish brown, plains are light green, forests are dark green, mountains are gray with white peaks)?
Would you, in your campaign, allow a dwarven machinist (who is a master of his craft) build his own journeymen and apprentices to create some kind of mad gadget helper workshop? This would allow them to essentially pocket all the gp worth of goods produced without having to pay them, but at a high initial up-front cost to design and build them, especially if apprentice and journeyman skill were each treated as a special ability.
This isn't directly supported by rules as written, which fairly precisely defines what a special ability can permit in automatons, but it doesn't seem like it would break the game so long as the cost of creating them was somewhere in the realm of buying a slave with the appropriate proficiencies, albeit building an automaton comes with a little less moral baggage.
I'm ready to introduce new monsters into ACKs, but I have no idea what products are compatible. Can anyone offer me some pointers on either original D&D products or 3rd party stuff that is fairly friendly with ACKs? As I understand it, I'll almost assuredly have to translate AC, but as long as most of the other stuff works I'm open to it.
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