Difference between revisions of "Iron Age of Imladril"

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== Campsite Duty Shifts ==
 
== Campsite Duty Shifts ==
*Watch 1: Thuar, Ytra, Horith.
+
*Watch 1: Four hours of Thuar.
*Watch 2: Odo, Verharg, Philnes.
+
*Watch 2: Four hours of all four of the goons at once.
 +
*Watch 3: Four hours of Odo.
  
 
== Current Treasure Accumulated ==
 
== Current Treasure Accumulated ==

Revision as of 11:20, 17 December 2014

A sequel campaign to the Companions of Imladril, refereed by Julius Sleazer.


VikingShip.jpg

Adventurers

Hirelings

  • Each has been gifted with a single platinum coin, in addition to their pay.
  • Philnes the Spiritual: a shopkeeper's assistant until recently, working at a general store. In terms of physical condition, he seems neither scrawny nor strong. His mien is nondescript, his tonsorial choices quotidian, and his sartorial selections unremarkable. Philnes declares that he wishes to follow the path of the gods, and asks leave to join the adventurers, claiming to be greatly impressed by Odo's gift of true healing.
    • A large sack holding fourteen man-days of iron rations. He also bears a stout oaken barrel stave that might, in a pinch, serve as an improvised club.
    • Bugbear mace (50 cn)
    • Javelin
    • Leather armor + shield
    • Vellum with prayers on it. a jar of ink, a few quill pens, some loose paper, a large sack.
  • Horith the Searcher: While not as brawny as Nuu, Horith seems hale and hearty. He gives an impression of straightforwardness, and is given over to talk of various petty feats of athleticism and outdoorsmanship which are likely impressive in the context of isolated village life. He admits to being an apple picker, but apparently derived much of his sustenance and income via hunting.
    • a backpack, a waterskin, seven man-days of non-preserved rations, a tinderbox, a hand-sized steel mirror, and fifty feet of rope.
    • A shortbow, two quivers of arrows, and one silver arrow.
    • A spear, and a dagger.
  • Verharg Fika: He is lean and long-fingered. A thick shock of hair and a thin, patchy beard partially conceal roving eyes and a mustelid mouth. His demeanor is watchful, mercurial, and confident; he appears decisive and independent. Verharg Fika is evasive about his previous manner of employment.
    • Sword. A large sack: fourteen man-days of non-preserved food, largely consisting of jerkies, gorp, cram, and the like, several heavy woolen cloaks and at least one thick woolen blanket.
    • Crossbow, and 30 bolts.
    • One dagger
    • Handaxe
    • a small hammer, and two dozen iron spikes, a small sack, a handful of wooden dice
  • Ytra the Verbose: a woman of about twenty-five winters called Ytra the Verbose. She is accounted to be the bastard daughter of a witch and a roving nomad. She is dark-haired and of cruel deportment. She declares a willingness to fight if given arms, and begs leave to join the adventuring company; she claims that in a dream, she has seen the final fall of Bear Hollow.
    • A heavy pack. It appears to be stuffed with a variety of objects, some rectangular in shape, others short and cylindrical. She has on a new sash, from which depends a waterskin.
    • Two daggers.
    • Shortsword
    • Javelin
    • A book on herbs and hedge-witchery (75gp value), and a sprig of wolfsbane, fine linen bandages, a small sack.

Mounts

  • Thuar's Riding Horse: Tack & Saddle
  • Odo's Riding Horse: Tack & Saddle
  • Mule: Pack saddles
    • 120 arrows.
    • A small purse containing: thirty-six gold coins, one silver coin, fifty-four copper pieces.
    • A whetstone, an empty lantern, a grappling hook, medium-large clay jar containing what appears to be perfumed oil (45 gp), a few bars of soap, a pumice stone, a few spare cloaks.

Current Dungeon Marching Order

  • Thuar, Odo
  • Horith, Ytra
  • Verharg, Philnes

Campsite Duty Shifts

  • Watch 1: Four hours of Thuar.
  • Watch 2: Four hours of all four of the goons at once.
  • Watch 3: Four hours of Odo.

Current Treasure Accumulated

NPCs

Maps

Rumors and Notes

Setting Information

House Rules

  • New and important math change: People who have been paying attention in this game, and particularly those who've played in prior campaigns of mine, know that I award full XP for the GPV of gems, but don't let people sell them for full retail. Speaking as someone who has (IRL, not in D&D) sold off valuable property in order to pay rent or bills during the course of recession, let me tell you that this is realistic. You aren't going to get full retail when you sell of valuable goods.
    • Henceforth, however, if a random map, or a roll on a book chart, yields a gem with, say, 1000 GPV, I'll a) award 1000 XP, of course and b) assume that the adventurers can freely barter with the gem or sell it off for 1000 GP. In other words, "1000 GPV" is the value to an adventurer of the gem. Please feel free to assume, of course, that a reputable jeweler will be able to charge more for it at his establishment.
    • Characters using coins to buy gems still take the 10% hit. They're trading off a little value for a lot of, well, valuable portability. They're also buying the gems at inflated retail prices. There's no hit converting gems back to coins.
    • For other stuff, like jewelry or precious works of art, assume that what I posted above holds true from here on out. If I say it's worth 200 GP, that's what it's worth to an adventurer. Feel free to trade it for 200 GP worth of armor or camels or whatever. Like I said, I also want to reduce math. Also, I want to reduce inadvertently penalizing adventurers who are venturing into the benighted bowels of the earth and coming forth with fistfuls of gems and neckfuls of glittering necklaces, because that's what adventurers should be doing---stacking gems like dons and bosses.
  • Cost of Living Expenses:
  1. Each PC must spend 100 GP per month per level. Thus, a 5th-level character must spend 500 GP monthly.
  2. Each PC must pay 100 GP per month per level of retainer, in addition to all treasure shares and promised salaries.
  • Normal rations are sold in 'blister packs', containing 1 weeks worth of rations. The rations spoil one week after opening, but unopened packages keep indefinitely.

Encumbrance & Equipment


Thread References

Companions of Imladril

Iron Age of Imladril

Zombie Hordes of Imladril