Editing Dwimmermount: If Trouble Was Money

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**[[Eryn]] Blade-dancer 4 | AC 6 | HP 17/18 | Swords 9+; 1d6 | '''+3 Initiative'''
 
**[[Eryn]] Blade-dancer 4 | AC 6 | HP 17/18 | Swords 9+; 1d6 | '''+3 Initiative'''
 
**[[Wila]] Explorer 3 | AC 5 | HP 15/15 | Spear 8+; 1d6+4/1d8+4 | Crossbow 8+; 1d8+2 | '''+2 Initiative/+1 bonus to avoid surprise (from Alertness)'''
 
**[[Wila]] Explorer 3 | AC 5 | HP 15/15 | Spear 8+; 1d6+4/1d8+4 | Crossbow 8+; 1d8+2 | '''+2 Initiative/+1 bonus to avoid surprise (from Alertness)'''
**[[Rugu the Lawful]] Fighter 4 | AC 5 | HP 19/19 | Halberd 8+; 1d10+2 | '''No initiative Modifier/+1 bonus to avoid surprise (from Combat Reflexes)'''
+
**[[Rugu the Lawful]] Fighter 3 | AC 5 | HP 10/10 | Halberd 8+; 1d10+2 | '''No initiative Modifier/+1 bonus to avoid surprise (from Combat Reflexes)'''
*[[Savia the Savant]] Wonderworker 4 | AC 3 | HP: 14/14 | Dagger 10+; 1d4 | Crossbow 9+; 1d8 | '''+1 Initiative'''
+
*[[Savia the Savant]] Wonderworker 3 | AC 3 | HP: 13/13 | Dagger 10+; 1d4 | Crossbow 9+; 1d8 | '''+1 Initiative'''
**[[Happ]] Fighter 3 | AC 6 | HP 7/7 | Morning Star 9+; 1d10+3 | Crossbow 10+; 1d8+2
+
**[[Happ]] Fighter 2 | AC 6 | HP 6/6 | Morning Star 9+; 1d10+2 | Crossbow 10+; 1d8+1
 
**[[Shirou]] Assassin 3 | AC 2 | HP 10/10 | Mace 8+; 1d6+3 | Crossbow 9+; 1d8+2
 
**[[Shirou]] Assassin 3 | AC 2 | HP 10/10 | Mace 8+; 1d6+3 | Crossbow 9+; 1d8+2
  
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'''Yet to be distributed'''
 
'''Yet to be distributed'''
*Areonite ring (to be ID'd)
+
*Three items of poison sacs from beetles
*Magic dagger (to be ID'd)
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*One stone of carcass scavenger tentacles (405 gp)
 +
*Metal pages with strange writing
 +
*Magic 'straight-bladed Thulian sword of adamantine steel' (carried by Eryn)
 +
*Areonite ring
 +
*Amulet
 +
*20 silver spikes (1,000 gp)
 +
*Chest with alchemical tools (125 gp)
 +
*Scroll (''Protection from Evil'' and ''Web'')
 +
*500 sp
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*Magic dagger (carried by Savia)
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*Three potions
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*7,500 sp
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*A piece of turquoise (25 gp)
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*A wrought-silver statuette of a dragon (400 gp)
 +
*Three weird masks made of steel and leaded glass (190 gp apiece)
 +
*[http://forum.rpg.net/showthread.php?743228-Dwimmermount-If-Trouble-Was-Money&p=18867758#post18867758 Jeweled collar (from a gnoll) worth 600 gp]
 +
*Citrine (100 gp)
  
 
'''Group treasure'''
 
'''Group treasure'''
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**1st - Charm Person, Choking Grip, Detect Magic, Sleep
 
**1st - Charm Person, Choking Grip, Detect Magic, Sleep
 
**2nd - Mirror Image, Stinking Cloud, Web
 
**2nd - Mirror Image, Stinking Cloud, Web
*Chest with alchemical tools (125 gp)
 
*Amulet
 
*Metal pages with instructions on how to use the Pool of Life
 
  
 
== Experience Awarded ==
 
== Experience Awarded ==
 
*[http://forum.rpg.net/showthread.php?743230-Dwimmermount-If-Trouble-Was-Money&p=18944696#post18944696 Clearing the Mill] (183/548/183)
 
*[http://forum.rpg.net/showthread.php?743230-Dwimmermount-If-Trouble-Was-Money&p=18944696#post18944696 Clearing the Mill] (183/548/183)
*[http://forum.rpg.net/showthread.php?743230-Dwimmermount-If-Trouble-Was-Money&p=19089770#post19089770 Level 2 South delve - Monster XP only]  (2,000/1,000)
 
*[http://forum.rpg.net/showthread.php?743230-Dwimmermount-If-Trouble-Was-Money&p=19105125#post19105125 Level 2 South delve - Treasure XP] (2,400/1,200)
 
  
 
== Mounts ==
 
== Mounts ==
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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: A widespread language descended from Low Thulian. In the years following the collapse of the Empire, Common came to be used as a trade and diplomatic language between the various
+
**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.
city-states and nations that arose from the empire’s ashes. Common shows much local variation in orthography and vocabulary, so there is a 1 in 6 chance that a speaker of one dialect may either
+
**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.
misunderstand the speaker of another or fail to convey his own meaning, if the speaker has not familiarized himself with the new dialect beforehand. Nevertheless, knowledge of any dialect of
+
**Beastial: Spoken by gnolls, orcs, lizardmen, et cetera.
Common is usually sufficient to get by in all but the most remote or far-flung regions previously governed by the Thulian Empire (and in many regions outside it).
+
**Elven: the liquid, lilting tongue of the elves.
*Low Thulian: A largely unwritten, non-standard form of Thulian spoken by the lower classes and conquered subject peoples of the Thulian Empire. Its grammar is considerably simpler than High Thulian, and its vocabulary includes many foreign words.
+
**Dwarven: A workmanlike language of curt words with a highly regular and efficient grammar.  
*High Thulian: An elegant, highly-inflected language with a rich native vocabulary and literature, High Thulian was the language of the literary class during the Thulian Empire. It is spoken by aristocrats and scholars in the City-States, and preserved in the liturgy of the Great Church.
+
**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 ancestor of High Thulian, Ancient Thulian has a relatively small vocabulary but an exceptionally complex grammar. Spoken by the Thulian barbarians who conquered the Eld, it
+
**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.
is today the preserve of sages and the Great Church, whose earliest holy books are scribed in it.
+
**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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