Editing Dwellers in Dark Dungeons
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*Name, Class, Level, HP, AC, Initiative, Main Weapon Attack Bonus and Damage | *Name, Class, Level, HP, AC, Initiative, Main Weapon Attack Bonus and Damage | ||
− | *[[DDD_Jacques|Jacques]], Thief | + | *[[DDD_Jacques|Jacques]], Thief 3, 21/21 HP, AC 12, Init 0, MW Longsword +6 for 1d8+3, Longbow +2 for 1d8+2 |
− | *[[DDD_MIshka|Mishka]], Fighter 3, 20/20 HP, AC 14, Init -1, Two-handed sword + | + | *[[DDD_MIshka|Mishka]], Fighter 3, 20/20 HP, AC 14, Init -1, Two-handed sword +4 for 1d10+3, Spear +3 for 1d6+4, Shortbow +0 for 1d6+1 |
*[[DDD_Everiat|Everiat Grim]], Thief 4, 16/16 HP, AC 12, Init +0, Handaxe +4 to hit for 1d6 melee and thrown | *[[DDD_Everiat|Everiat Grim]], Thief 4, 16/16 HP, AC 12, Init +0, Handaxe +4 to hit for 1d6 melee and thrown | ||
− | + | *[[DDD_Malgrim|Malgrim]], Cleric 3, 9/9 HP, AC 16, Init 0, Longsword +2, 1d8+1, Light Crossbow +2 1d6 | |
− | *[[DDD_Malgrim|Malgrim]], Cleric | + | *[[Nyssa the Enchantress]] Magic-user 2, 14/14 HP, AC 11, Init +1, Dagger +1, 1d4, Dagger (thrown) +2, 1d4 |
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− | *[[Nyssa the Enchantress]] Magic-user | ||
**[[Brugar]], Halfling, / HP, AC , Init , weapon | **[[Brugar]], Halfling, / HP, AC , Init , weapon | ||
*[[Dwellers Blank Character Sheet]] | *[[Dwellers Blank Character Sheet]] | ||
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==Marching Order== | ==Marching Order== | ||
− | + | Konrad | Mishka | |
Malgrim | Jacques | Malgrim | Jacques | ||
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Nyssa | Burger | Nyssa | Burger | ||
− | Everiat | | + | Everiat | Cyr |
==Maps== | ==Maps== | ||
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====Party Treasury Funds==== | ====Party Treasury Funds==== | ||
− | + | one 5000 gp gem + two 500 gp gems, for distribution when we are able to split them | |
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{| class="wikitable" | {| class="wikitable" | ||
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| Malgrim's Horse || Saddle, Bridle, 2 x saddle bags || ? / ? / ? / ? || ? || ? / ? / ? / ? || ? || | | Malgrim's Horse || Saddle, Bridle, 2 x saddle bags || ? / ? / ? / ? || ? || ? / ? / ? / ? || ? || | ||
|- | |- | ||
− | | | + | | ??? || ? || ? / ? / ? / ? || ? || ? / ? / ? / ? || ? || |
|- | |- | ||
| ??? || ? || ? / ? / ? / ? || ? || ? / ? / ? / ? || ? || | | ??? || ? || ? / ? / ? / ? || ? || ? / ? / ? / ? || ? || | ||
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==House Rules== | ==House Rules== | ||
*A backpack can hold 12 stowed items, a large sack 6 and a small sack 2. | *A backpack can hold 12 stowed items, a large sack 6 and a small sack 2. | ||
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*Magic Item Creation: I've been noodling around with magical item creation rules, and the crux of the matter is that any item to be enchanted has to be "masterwork". Like, you can't just go to the village blacksmith, or even just a normal weaponsmith, and commission a sword to be enchanted. Creating an item worthy of being enchanted (and this refers just to the skill required) is done at a one step difficulty. So, someone who is Proficient at blacksmithing needs to roll a 20+, someone who is Skilled needs to roll a 15+, and someone who is an Expert needs to roll a 10+. So, if you want to commission a magical item you go to a dude like Berle, or one of the other two weaponsmiths I named. | *Magic Item Creation: I've been noodling around with magical item creation rules, and the crux of the matter is that any item to be enchanted has to be "masterwork". Like, you can't just go to the village blacksmith, or even just a normal weaponsmith, and commission a sword to be enchanted. Creating an item worthy of being enchanted (and this refers just to the skill required) is done at a one step difficulty. So, someone who is Proficient at blacksmithing needs to roll a 20+, someone who is Skilled needs to roll a 15+, and someone who is an Expert needs to roll a 10+. So, if you want to commission a magical item you go to a dude like Berle, or one of the other two weaponsmiths I named. | ||
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==XP Awards== | ==XP Awards== | ||
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**The city of Zizdul, situated at the mouth of the River Sarn, has apparently finally fallen. It had been in decline for decades prior to the last downswing into Chaos, and though a small core of the city survived, merchants who ply the route south report that with the opening of trade routes this spring that the city has been sacked and razed by unknown forces. | **The city of Zizdul, situated at the mouth of the River Sarn, has apparently finally fallen. It had been in decline for decades prior to the last downswing into Chaos, and though a small core of the city survived, merchants who ply the route south report that with the opening of trade routes this spring that the city has been sacked and razed by unknown forces. | ||
**There have been troubles with brigands and bandits to the south of Rhea's Ford, roaming the broad swathe of hills and grasslands and making sorties north into civilized lands. There are some overland trade routes, chiefly to the kingdoms of Kesig and Zared, and merchants are grumbling that they're losing an inordinate amount of gold and goods to the bandits. | **There have been troubles with brigands and bandits to the south of Rhea's Ford, roaming the broad swathe of hills and grasslands and making sorties north into civilized lands. There are some overland trade routes, chiefly to the kingdoms of Kesig and Zared, and merchants are grumbling that they're losing an inordinate amount of gold and goods to the bandits. | ||
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==Towns== | ==Towns== | ||
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===Windglade=== | ===Windglade=== | ||
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The village is small, containing two dozen or so wooden buildings built in and around the trees. The adventurers notice that many of the structures are multi-level, climbing up the tree trunks in much the same way as an ambitious child's tree fort might. Several of the upper levels seem to be connected by rope bridges spanning some twenty or thirty feet above the ground. There are also a number of hammocks strung between trees or buildings -- about a dozen -- half of which seem occupied by owl-folk of both genders, all seemingly in some sort of semi-conscious state. Large-eyed, owl-like faces peer down at the adventurers from windows and walkways. | The village is small, containing two dozen or so wooden buildings built in and around the trees. The adventurers notice that many of the structures are multi-level, climbing up the tree trunks in much the same way as an ambitious child's tree fort might. Several of the upper levels seem to be connected by rope bridges spanning some twenty or thirty feet above the ground. There are also a number of hammocks strung between trees or buildings -- about a dozen -- half of which seem occupied by owl-folk of both genders, all seemingly in some sort of semi-conscious state. Large-eyed, owl-like faces peer down at the adventurers from windows and walkways. | ||
*Thalion, warrior | *Thalion, warrior |