Dwimmermount: If Trouble Was Money

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The Heroes

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 Elven Spellsword 4 | AC 5 | HP 10/10 | Sword 8+; 1d6+2/1d8+2
    • Casper, monkey familiar Capuchin monkey | AC | HP 5/5 | 10+; 1d2
    • Climent Magic-user 4 | AC 1 | HP 10/10 | Dagger 9+; 1d4 | Dagger 8+; 1d4 (thrown) | +1 Initiative
    • Eryn Blade-dancer 4 | AC 6 | HP 18/18 | 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)
    • 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 3 | AC 3 | HP: 13/13 | Dagger 10+; 1d4 | Crossbow 9+; 1d8 | +1 Initiative
    • 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

Lost in the Dark

  • Cygon the Cyanope Fighter 3, AC: 8, HP 9/13, Warhammer 9+, 1d6+2/1d8+2; No Initiative Modifier

Deceased

  • 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

Mercenaries

Golle's Guardians

  • Four light infantry
  • Two slingers
  • One heavy infantry
  • One crossbowman
  • Two bowmen
  • One longbowman
  • One light cavalry

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.

  • Golle the Gregarious
    • Gear: 9 5/6 stone
    • Treasure:
    • Total Encumbrance: 9 5/6 Movement Rate: 60/20/60
  • Climent the Sorcerer
    • Gear: 4 4/6 stone
    • Treasure: 3/6 stone (Two potions and 200 sp)
    • Total Encumbrance: 5 1/6 stone, Movement Rate: 90/30/90
  • Eryn the Bladedancer
    • Gear: 4 5/6 stone
    • Treasure:
    • Total: 4 5/6 stone, Movement Rate: 120/40/120
  • Wila the Explorer
    • Gear: 10 stone
    • Treasure:
    • Total: 10 stone, Movement Rate: 60/20/60
  • Rugu the Lawful Fighter
    • Gear: 9 4/6 stone
    • Treasure:
    • Total Encumbrance: 9 4/6 stone, Movement Rate: 60/20/60
  • Savia the Wonderworker
    • Gear: 6 stone
    • Treasure: 4/6 stone (200 sp, Rod), Viridian Spellbook, potion
    • Total Encumbrance: 6 4/6 stone, Movement Rate: 90/30/90
  • Happ the Fighter
    • Gear: 10 stone
    • Treasure:
    • Total Encumbrance: 10 stone, Movement Rate: 60/20/60
  • Shirou the Assassin
    • Gear: 2 5/6 stone
    • Treasure:
    • Total Encumbrance: 2 5/6 stone, Movement Rate: 120/40/120

Lost in the Dark

  • Cygon the Cyanope
    • Gear: 8 2/6ths stone
    • Treasure: "an odd, cylindrical wineskin with a strange diagram, stained with ink, tooled into its leather [IC post 132]."
    • Total Encumbrance: 8 3/6 stone Movement Rate: 60/20/60

Treasure

Yet to be distributed

  • 7,500 sp
  • A piece of turquoise (25 gp)
  • A wrought-silver statuette of a dragon (400 gp)
  • Three weird masks made of steel and leaded glass (190 gp apiece)
  • Jeweled collar (from a gnoll) worth 600 gp
  • Citrine (100 gp)

Group treasure

  • Varazes' spellbook
    • 1st - Charm Person, Choking Grip, Detect Magic, Sleep
    • 2nd - Mirror Image, Stinking Cloud, Web

Experience Awarded

Mounts

  • Golle the Gregarious: Medium Warhorse
    • Climent: Medium Riding Horse
    • Eryn: Medium Riding Horse
    • Wila: Medium Riding Horse
    • Rugu the Lawful: Medium Riding Horse
  • Savia the Savant: Medium Draft Horse
    • Shirou the Assassin: Donkey
    • Happ the Fighter: none

Standard Orders and Routines

Dungeon Marching Order

  • Eryn | Golle
  • Wila | Rugu
  • Savia | Happ
  • Shirou

Savia holding lantern

When Climent comes back

  • Golle | Eryn
  • Rugu | Wila
  • Climent | Savia
  • Happ | Shirou

Light

Climent - Lantern ()

Spells Cast on Current Delve

Savia

1st level M-U spells (2/2)

[ ] [ ]

2nd level M-U spells (1/1)

[ ]

Detect Magic (1/1)

[ ]

1st level Cleric spells (2/2)

[ ] [ ]

Lay on Hands (1/1)

[ ]

Golle

1st level M-U spells (2/2)

[ ] [ ]

Cure Light Wounds (1/1)

Maps

Put maps here, or at least links to them. I think you guys both know how to draw maps with Google Drawings. If a PC has some kind of mapping proficiency, I'm much more likely to correct errors.

NPCs

List important NPCs here

  • Ramses is introduced 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. I think we'll go ahead and separate this by region.

Muntburg

Muntburg.jpg

  • THE FORTIFIED TOWN OF MUNTBURG (meaning “mountain castle” in a now-obscure local language) was built during Thulian times to guard the trade route through the Wintertops, at the other end of which lay Winterburg (2206). Of relatively minor importance in those days, Muntburg has grown considerably since the fall of the Empire. Now under the authority of the City-State of Adamas (2415), Muntburg still guards the trade route (which is considerably less active than it once was), but its primary purpose is to keep an eye on Dwimmermount and the adventurers and cultists that are drawn to the ancient citadel.
  • Domain Population: 100 urban families; 625 peasant families.
  • Market Class V
  • 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 5, Temple of Typhon. It is inhabited by the curate Louys Herint, and his two acolytes. He is capable of spellcasting, but charges a steep price for it. He is also considered a martinet and a boor. CLW for 100 gp.
  • Location 10, Dwarf gemsmith, by the name of Delster
  • Location 11, Chapel of Tyche. More well-regarded is Emelisse, who operates the rather smaller chapel of Tyche. She is merely a Priestess, but what spells she does command she gives freely to any who make even a modest donation.
  • 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 23, Visiting Noble Mage, Renting the three apartments next to Location 6. Name is Colette. Guarded by Sergeant Brost.
  • Location 23, Typhon's Fists, Renting the two apartments to the SE of Location 14.
  • Location 23, Savia's apartment, next to the Temple of Typhon (#5)
  • Location 23, Shirou and Happ's apartment, next to the Chapel of Tyche (#11)

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. The following are historical eras that you can fill in the details of as we go.

Era 0: ???

Era 1: ???

Era 2: ???

Era 3: ???

Era 4: The Thulians

Era 5: The Turmaxians

Era 6: The City-States

Era 7: Present Day

Links

House Rules

Spell Scribing

  • Scribing a spell into your books for the first time is only 500gp x spell level, rather than 1k.
  • Switching spells in and out of your repertoire once you have them costs only time, not money.

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.
  • One day of food counts as one thing. Seven days of food counts as one stone.

Available Skills

  • PCs (not henchmen), after notable successes, may additional General proficiencies as a reward. The maximum number of these that they may have is one for each even level reached.
  • 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.
  • Available knowledge skills (beyond the highly generic "history," which will tell you little of value) include:
    • Knowledge: Ancient Lore. This is the most ancient. It is not currently commonly available.
    • Knowledge: Eld Lore. This is also very ancient. It is not currently commonly available.
    • Knowledge: Thulian Lore. This is commonly available.
    • Knowledge: Termaxian Lore. This is the more recent history, and is commonly available.
  • Note that these skills come in levels! Most can be bought up to three times, like the Healing proficiency.

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.
    • 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.
    • 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 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 coins, gems, and jewelry which you return to civilization grant XP if you make it to safety with them still in your possession.
  • Items of special treasure such as art or commodities grant XP when sold, as do magic items if they are sold without being used.
  • 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.

Banking and Money Transport

  • You can change GP into gems and jewelry for a 5% surcharge. So, buying a 100gp gem costs 5gp, or a 1,000gp gem costs 1050gp. This is something you pay at the time of purchase.
  • You can also get bank notes, which are bearer paper. The available denominations are:
    • 1,000
    • 2,500
    • 5,000
    • 10,000
  • Both are most likely to be available in larger communities. You're going to have trouble making major transactions in Muntburg, although Adamas can accommodate large purchases of gems and plenty of movement in bank notes.
  • Bank notes need to be kept in a scroll case, which counts as a Thing, but you can fit a fairly large quantity of them in one case.
  • Also, they are not totally risk free, in that sufficient reversals of fortune among the merchant houses could result in the money being lost. On the other hand, there's no fee.

Lifestyle Costs

The following are guidelines and not fully instituted. For example, it turns out none of us give a shit about stabling animals.

  • A character's monthly lifestyle cost is equal to the amount for a "Henchman Monthly Fee" for a character of their Hit Die. See page 51, ACKS.
    • For a first level character, this includes the shelter and food necessary to keep body and soul together.
    • At second level, the character may ignore the cost for reasonable amounts of consumable items (Arrows, torches, flasks of oil, rations.)
    • At third level, the character may ignore the cost of stabling a riding animal.
    • At fourth, a riding animal and one or two additional pack animals.
    • At fifth, the character's expenditures will likely be noticed anywhere that he stays very long, unless the community is so wealthy as to make this unremarkable. He is probably renting a townhouse and hiring a few personal servants wherever he stays, rather than staying in a boarding house like some common wanderer.
    • At sixth, ignore costs for passage on ships, etc. The character is assumed to have appropriate clothing and frequently buying more clothes. Ignore the cost of basically anything a peasant might own. If he loses his horse, he can get another. If he wants to throw a feast for a village, he can probably do it.
    • At seventh, the character may be assumed to have a small bodyguard of hireling mercenaries, even apart from his henchmen.
    • At eighth, the character can make reasonable consultations with sages, purchase clerical healing, and hire crews for ships (for example) without further expense. So long as he already has a ship, mind you.
    • At ninth, the character's troops that come due to reaching Name level need not be paid wages beyond what is covered by their lifestyle.
    • At tenth, the character should really not be paying much attention to how much any mundane good costs, short of hiring an army or building a fortress.
    • At eleventh and above, most problems that can be solved by throwing money at them are effectively no longer an issue.

Rounding

When amounts must be halved (or thirded, whatever) round any fraction up to one, and otherwise round up or down in the PCs' favor.

Combat

  • SSBS: A named character who is using a shield will have their shield break upon taking a hit that would reduce them to 0HP or below. This negates the hit. Magical shields instead lose one magical "plus."

Monster Parts

http://forum.rpg.net/showthread.php?743230-Dwimmermount-If-Trouble-Was-Money&p=18830812#post18830812

Important Links

NPC/Timeline Links