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List the PCs and their henchmen here. A la the Grim Fist, I will allow henches of henches. Use the below as an example. Instead of just saying "player character whatever," of course, it should be a link to their sheet. The below is provided purely as an example. Each character name should be followed by the following information Class Level, AC: X HP: Y, and a primary physical attack if you want to list it. So, it would look like Bob the Barbaric, Fighter 2, AC: 15 HP: 9/9 | List the PCs and their henchmen here. A la the Grim Fist, I will allow henches of henches. Use the below as an example. Instead of just saying "player character whatever," of course, it should be a link to their sheet. The below is provided purely as an example. Each character name should be followed by the following information Class Level, AC: X HP: Y, and a primary physical attack if you want to list it. So, it would look like Bob the Barbaric, Fighter 2, AC: 15 HP: 9/9 | ||
− | *[[Golle the Gregarious]] | + | *[[Golle the Gregarious]] Elf 3 | AC 5 | HP 6/9 | Sword 8+; 1d6+2/1d8+2 |
**[[Casper, monkey familiar]] Capuchin monkey | AC | HP 5/5 | 10+; 1d2 | **[[Casper, monkey familiar]] Capuchin monkey | AC | HP 5/5 | 10+; 1d2 | ||
− | **[[Climent]] Magic-user | + | **[[Climent]] Magic-user 2 | AC 1 | HP 4/4 | Dagger 10+; 1d4 | Dagger 9+; 1d4 (thrown) | '''+1 Initiative''' |
− | **[[Eryn]] Blade-dancer | + | **[[Eryn]] Blade-dancer 2 | AC 6 | HP 11/12 | Swords 9+; 1d6 | '''+3 Initiative''' |
− | **[[Wila]] Explorer | + | **[[Wila]] Explorer 1 | AC 5 | HP 6/6 | Spear 8+; 1d6+3/1d8+3 | Crossbow 8+; 1d8+1 | '''+2 Initiative''' |
− | **[[Rugu the Lawful]] Fighter | + | **[[Rugu the Lawful]] Fighter 2 | AC 5 | HP 6/8 | Halberd 8+; 1d10+2 | '''-1 Initiative''' |
− | *[[Savia the Savant]] Wonderworker | + | *[[Savia the Savant]] Wonderworker 2 | AC 1 | HP: 8/8 | Dagger 10+; 1d4 | Crossbow 9+; 1d8 | '''+1 Initiative''' |
− | **[[Happ]] Fighter | + | **[[Happ]] Fighter 0 | AC 6 | HP 5/5 | Morning Star 10+; 1d10+1 | Crossbow 11+; 1d8 |
− | **[[Shirou]] Assassin | + | **[[Shirou]] Assassin 1 | AC 2 | HP 1/1 | Two-Handed Sword 9+; 1d10+2 | Crossbow 10+; 1d8+1 |
*[[Dwimmermount Blank Sheet]] | *[[Dwimmermount Blank Sheet]] | ||
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*[[Donmar the Daedal Hand of Tyche]], Cleric 3, AC: 6, HP: 12/12, Morning Star 9+, 1d10; Sling 9+, 1d4; '''no Initiative mod''' | *[[Donmar the Daedal Hand of Tyche]], Cleric 3, AC: 6, HP: 12/12, Morning Star 9+, 1d10; Sling 9+, 1d4; '''no Initiative mod''' | ||
*[[Oloigri the Dwarf]], Dwarven Vaultguard 2, AC: 5, HP 9/16, Sword 8+, 1d6+2/1d8+2; '''No Initiative Modifier; +1 bonus to surprise rolls underground''' | *[[Oloigri the Dwarf]], Dwarven Vaultguard 2, AC: 5, HP 9/16, Sword 8+, 1d6+2/1d8+2; '''No Initiative Modifier; +1 bonus to surprise rolls underground''' | ||
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== Encumbrance Ape == | == Encumbrance Ape == | ||
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*Golle the Gregarious | *Golle the Gregarious | ||
− | **Gear: | + | **Gear: 9 5/6 stone |
− | **Treasure: | + | **Treasure: |
**Total Encumbrance: 9 5/6 Movement Rate: 60/20/60 | **Total Encumbrance: 9 5/6 Movement Rate: 60/20/60 | ||
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*Eryn the Bladedancer | *Eryn the Bladedancer | ||
− | **Gear: | + | **Gear: 4 5/6 stone |
− | **Treasure: | + | **Treasure: |
**Total: 4 5/6 stone, Movement Rate: 120/40/120 | **Total: 4 5/6 stone, Movement Rate: 120/40/120 | ||
*Wila the Explorer | *Wila the Explorer | ||
− | **Gear: | + | **Gear: 10 stone |
− | **Treasure: | + | **Treasure: |
**Total: 10 stone, Movement Rate: 60/20/60 | **Total: 10 stone, Movement Rate: 60/20/60 | ||
*Rugu the Lawful Fighter | *Rugu the Lawful Fighter | ||
− | **Gear: | + | **Gear: 9 4/6 stone |
− | **Treasure: | + | **Treasure: |
**Total Encumbrance: 9 4/6 stone, Movement Rate: 60/20/60 | **Total Encumbrance: 9 4/6 stone, Movement Rate: 60/20/60 | ||
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*Shirou the Assassin | *Shirou the Assassin | ||
− | **Gear: | + | **Gear: 4 4/6 stone |
− | **Treasure: 1 | + | **Treasure: 1/6 stone (200 sp) |
− | **Total Encumbrance: 4 | + | **Total Encumbrance: 4 5/6 stone, Movement Rate: 120/40/120 |
=== Lost in the Dark === | === Lost in the Dark === | ||
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**Total Encumbrance: 8 3/6 stone Movement Rate: 60/20/60 | **Total Encumbrance: 8 3/6 stone Movement Rate: 60/20/60 | ||
− | == | + | === Secret Stash in Orc Lair === |
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− | + | *http://forum.rpg.net/showthread.php?743228-Dwimmermount-If-Trouble-Was-Money&p=18860616#post18860616 | |
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== Mounts == | == Mounts == | ||
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**Rugu the Lawful: Medium Riding Horse | **Rugu the Lawful: Medium Riding Horse | ||
*Savia the Savant: Medium Draft Horse | *Savia the Savant: Medium Draft Horse | ||
− | **Shirou the Assassin: | + | **Shirou the Assassin: Medium Riding Horse |
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==Standard Orders and Routines== | ==Standard Orders and Routines== | ||
===Dungeon Marching Order=== | ===Dungeon Marching Order=== | ||
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*Golle | Eryn | *Golle | Eryn | ||
*Rugu | Wila | *Rugu | Wila | ||
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===Light=== | ===Light=== | ||
− | + | Climent - Lantern (lit on Day 2, [http://forum.rpg.net/showthread.php?743228-Dwimmermount-If-Trouble-Was-Money&p=18856819#post18856819 Turn 1]) | |
===Spells Cast on Current Delve=== | ===Spells Cast on Current Delve=== | ||
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1st level M-U spells (2/2) | 1st level M-U spells (2/2) | ||
− | [ | + | [ ] [ ] |
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Detect Magic (1/1) | Detect Magic (1/1) | ||
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[ ] | [ ] | ||
− | 1st level Cleric spells ( | + | 1st level Cleric spells (1/1) |
− | + | [ ] | |
Lay on Hands (1/1) | Lay on Hands (1/1) | ||
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*[[Dwimmermount Level 2]] | *[[Dwimmermount Level 2]] | ||
*[http://wiki.rpg.net/images/3/34/Sully_Dwimmer_Level_2_map.jpg Sully's Dwimmer lvl 2 map] | *[http://wiki.rpg.net/images/3/34/Sully_Dwimmer_Level_2_map.jpg Sully's Dwimmer lvl 2 map] | ||
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== NPCs == | == NPCs == | ||
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== Setting Lore == | == Setting Lore == | ||
Geopolitics, trade modifiers, and other information goes here. Please note that this campaign will largely be about discovery. I will give you bits and pieces of information as we go on, and it will be up to you to record it and take advantage of it. I think we'll go ahead and separate this by region. | Geopolitics, trade modifiers, and other information goes here. Please note that this campaign will largely be about discovery. I will give you bits and pieces of information as we go on, and it will be up to you to record it and take advantage of it. I think we'll go ahead and separate this by region. | ||
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=== Muntburg === | === Muntburg === | ||
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*Map: http://i213.photobucket.com/albums/cc177/WyzardWhately/Muntburg_zps3f7feb86.jpg | *Map: http://i213.photobucket.com/albums/cc177/WyzardWhately/Muntburg_zps3f7feb86.jpg | ||
*Location 1, '''Main Gate:''' Muntburg’s main gate is accessible only by a drawbridge, which is usually kept up. The gatehouse is made from great granite blocks and stands 20 feet tall. It is further protected by a portcullis. Four crossbowmen keep watch atop the gatehouse, while two men-at-arms greet travelers from behind the portcullis. Unfamiliar visitors must announce their names and intentions, which one of the men-at-arms will relay to their corporal, below, for his decision about whether the newcomers are to be allowed inside. | *Location 1, '''Main Gate:''' Muntburg’s main gate is accessible only by a drawbridge, which is usually kept up. The gatehouse is made from great granite blocks and stands 20 feet tall. It is further protected by a portcullis. Four crossbowmen keep watch atop the gatehouse, while two men-at-arms greet travelers from behind the portcullis. Unfamiliar visitors must announce their names and intentions, which one of the men-at-arms will relay to their corporal, below, for his decision about whether the newcomers are to be allowed inside. | ||
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*Location 13, '''The Green Dragon Inn''': Maintained by a middle-aged man named Asce and his wife, Doree, this inn has four private rooms and a common room with enough space for a dozen. Both Asce and Doree are normal Men. | *Location 13, '''The Green Dragon Inn''': Maintained by a middle-aged man named Asce and his wife, Doree, this inn has four private rooms and a common room with enough space for a dozen. Both Asce and Doree are normal Men. | ||
*Location 14, '''Flask and Scroll Tavern''': Run by Macyot and his family (wife, two sons, and a daughter), the Flask and Scroll Tavern is open day and night and is usually bustling with activity. Both travelers and regular residents of Muntburg come here for good food and drink, as well as to socialize and swap stories. At any given time, there are 1d6+2 patrons (mostly guardsmen or men-at-arms) in the tavern; there is a 25% chance that some more important named NPC is present. | *Location 14, '''Flask and Scroll Tavern''': Run by Macyot and his family (wife, two sons, and a daughter), the Flask and Scroll Tavern is open day and night and is usually bustling with activity. Both travelers and regular residents of Muntburg come here for good food and drink, as well as to socialize and swap stories. At any given time, there are 1d6+2 patrons (mostly guardsmen or men-at-arms) in the tavern; there is a 25% chance that some more important named NPC is present. | ||
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== Setting History == | == Setting History == | ||
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=== Era 2: ??? === | === Era 2: ??? === | ||
− | === Era 3: | + | === Era 3: ??? === |
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=== Era 4: The Thulians === | === Era 4: The Thulians === | ||
=== Era 5: The Turmaxians === | === Era 5: The Turmaxians === | ||
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=== Era 6: The City-States === | === Era 6: The City-States === | ||
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=== Era 7: Present Day === | === Era 7: Present Day === | ||
− | == | + | === Links === |
− | * | + | *Important post about Turmax: http://forum.rpg.net/showthread.php?743228-Dwimmermount-If-Trouble-Was-Money&p=18782668#post18782668 |
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== House Rules == | == House Rules == | ||
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=== Encumbrance === | === Encumbrance === | ||
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=== Languages === | === Languages === | ||
− | + | *The following are available languages: | |
− | The following are available languages: | + | **Common: You all speak this. It is descended from Low Thulian. There is some regional variation, but people of different dialects can generally make themselves understood. |
− | + | **Low Thulian: A form of Thulian used by the lower classes and conquered people of the Thulian empire. It was rarely written down. | |
− | *Common: | + | **High Thulian: An elegant and highly-inflected language spoken by the literate classes of the Thulian Empire. It was spoken by aristocrats and scholars, and is still the language of the Great Church. |
− | + | **Ancient Thulian: The rather more barbaric mother tongue that predated the establishment of the Empire. Many of the earliest holy texts are written in it. | |
− | + | **Beastial: Spoken by gnolls, orcs, lizardmen, et cetera. | |
− | + | **Elven: the liquid, lilting tongue of the elves. | |
− | *Low Thulian: A | + | **Dwarven: A workmanlike language of curt words with a highly regular and efficient grammar. |
− | *High Thulian: An elegant | + | **The fast and guttural language of goblins bears no resemblance to any other language on Telluria, including beastial. Goblin's strange, transpositional grammar is difficult for even sages to learn, although the dumbest goblin masters it easily. Goblins insist that theirs is the only native language on Telluria. |
− | *Ancient Thulian: The | + | **Sages theorize that there may be a Precursor language underlying the similarities between Ancient Thulian, Dwarven, and Elven, perhaps the tongue spoken by the Great Ancients. If so, no one known to man speaks it. The secrets of this language must lay sealed away deep in the earth. |
− | + | **Giant, Draconic, Fey (spoken by pixies, nixies, dryads, et cetera), Elemental (spoken by djinn, efreets, elementals, et cetera), Infernal (spoken by demons and devils), and so forth are also available, but note that a LOT of humanoid languages are subsumed into Beastman dialects. | |
− | *Beastial: Spoken by gnolls, orcs, lizardmen, et cetera. | ||
− | *Elven: the liquid, lilting tongue of the elves. | ||
− | *Dwarven: A workmanlike language of curt words with a highly regular and efficient grammar. | ||
− | *The fast and guttural language of goblins bears no resemblance to any other language on Telluria, including beastial. Goblin's strange, transpositional grammar is difficult for even sages to learn, although the dumbest goblin masters it easily. Goblins insist that theirs is the only native language on Telluria. | ||
− | *Sages theorize that there may be a Precursor language underlying the similarities between Ancient Thulian, Dwarven, and Elven, perhaps the tongue spoken by the Great Ancients. If so, no one known to man speaks it. The secrets of this language must lay sealed away deep in the earth. | ||
− | *Giant, Draconic, Fey (spoken by pixies, nixies, dryads, et cetera), Elemental (spoken by djinn, efreets, elementals, et cetera), Infernal (spoken by demons and devils), and so forth are also available, but note that a LOT of humanoid languages are subsumed into Beastman dialects. | ||
=== Henchmen & Hirelings === | === Henchmen & Hirelings === | ||
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*Items of Special Treasure which match types of trade goods WILL use the trade modifiers to determine the price available. The net result of this is that you have to make a choice between maximizing your gains from treasure sales, and staying in Muntburg so that you can get the good stuff before rival parties of adventurers do. | *Items of Special Treasure which match types of trade goods WILL use the trade modifiers to determine the price available. The net result of this is that you have to make a choice between maximizing your gains from treasure sales, and staying in Muntburg so that you can get the good stuff before rival parties of adventurers do. | ||
*Yes, I seriously am going to have the dungeon change over time, including having levels cleaned out by your rivals. Move fast. | *Yes, I seriously am going to have the dungeon change over time, including having levels cleaned out by your rivals. Move fast. | ||
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=== Lifestyle Costs === | === Lifestyle Costs === | ||
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**[http://forum.rpg.net/showthread.php?743230-Dwimmermount-If-Trouble-Was-Money OOC Volume I] | **[http://forum.rpg.net/showthread.php?743230-Dwimmermount-If-Trouble-Was-Money OOC Volume I] | ||
**[http://forum.rpg.net/showthread.php?743230-Dwimmermount-If-Trouble-Was-Money&p=18742167#post18742167 Morale House Rules] | **[http://forum.rpg.net/showthread.php?743230-Dwimmermount-If-Trouble-Was-Money&p=18742167#post18742167 Morale House Rules] | ||
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== NPC/Timeline Links == | == NPC/Timeline Links == | ||
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*[http://forum.rpg.net/showthread.php?743228-Dwimmermount-If-Trouble-Was-Money&p=18645136#post18645136 The PCs first meet Ramses] and give him the phalange. This is on Day 19, so the item will be identified on the 5th day of Month 2. | *[http://forum.rpg.net/showthread.php?743228-Dwimmermount-If-Trouble-Was-Money&p=18645136#post18645136 The PCs first meet Ramses] and give him the phalange. This is on Day 19, so the item will be identified on the 5th day of Month 2. | ||
*[http://forum.rpg.net/showthread.php?743228-Dwimmermount-If-Trouble-Was-Money&p=18755954#post18755954 The adventurers meet Bertelemy,] of the merchant's council. | *[http://forum.rpg.net/showthread.php?743228-Dwimmermount-If-Trouble-Was-Money&p=18755954#post18755954 The adventurers meet Bertelemy,] of the merchant's council. | ||
*[http://forum.rpg.net/showthread.php?743228-Dwimmermount-If-Trouble-Was-Money&p=18769502#post18769502 The party meets with Ramses] a second time, and turns over yet more magical items. Two rings, and a wand. This is on days 23 and 24. | *[http://forum.rpg.net/showthread.php?743228-Dwimmermount-If-Trouble-Was-Money&p=18769502#post18769502 The party meets with Ramses] a second time, and turns over yet more magical items. Two rings, and a wand. This is on days 23 and 24. | ||
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