Difference between revisions of "Dwimmermount: If Trouble Was Money"

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(Setting Lore)
(Setting History)
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== Setting History ==
 
== Setting History ==
List ancient secrets here
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List ancient secrets 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.
  
 
== House Rules ==
 
== House Rules ==

Revision as of 10:55, 29 November 2014

Placeholder here.


The Heroes

List the PCs and their henchmen here. Ala 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

  • Player Character 1
    • Henchman 1A
    • Henchman 1B
      • Henchman 1B(1)
      • Henchman 1B(2)
  • Player Character 2
    • Henchman 2A
      • Henchman 2A(1)
    • Henchman 2B
      • Henchman 2B(1)
  • Blank Sheet

Encumbrance Ape

I'm going to require PCs and henchmen to keep a generally updated encumbrance total. If you have a magic-user with a bare handful of items, then we can let it slide for a while, presuming that his encumbrance is well less than what would slow him down. Doughty warriors with arms and armor, though, should probably keep it updated. As per prior games, you should have your character's gear calculated on their own sheet. In this section, we track what treasure they have picked up. Note that in ACKS, the weight given to coinage is extremely generous. Note house rules below.

Maps

NPCs

List important NPCs here


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.

Setting History

List ancient secrets 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.

House Rules

Encumbrance

  • For weight purposes, a gem is equivalent to a coin unless I tell you otherwise.
  • If you have purchased a purse, it may contain up to 50 coins/gems without further encumbering you.
  • If you carry more coins or gems than this, then each 200 coins or portion thereof counts as one "thing."
  • However, up to a thousand can be counted as 1 stone. This basically means that the sixth parcel of up to 200 doesn't weigh any more than the fifth. That's fine, it works out reasonably well.
  • If items of Jewelry are worn openly they do not count for encumbrance. However, others will certainly notice your ostentatious display of wealth. Otherwise, the rule that very small single items do not count for encumbrance 'does not' apply to Jewelry treasure. Even a single jeweled ring counts as an item unless you wear it.

Available Skills

  • PCs are going to receive more than the standard allotment of skills. I haven't decided how many yet.
  • There are different eras of history that one may specialize in. I'll specify what those are as we continue.
  • Henchmen receive the normal allotment of skills. However, if they are promoted to PC status, they will gain more over time until they catch up to how many a PC would have.

Henchmen & Hirelings

  • Henchmen go into dungeons and demand a share of treasure. Hirelings do not go into dungeons, and require only a daily wage. For now, assume this stuff is by-the-book ACKS.
  • In both cases, morale and other factors might improve if the PC provides the hireling with additional considerations, such as purchasing them equipment.

XP & Treasure

  • Please note that sold items of treasure give you XP 'according to how much you actually get for them.' If you get ripped off, that's XP you're losing. This is specifically intended to be a consideration in Muntburg, because the prices you get in Muntburg will not be very good.
  • 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 Dwimmermount 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.