Editing Dwimmermount: If Trouble Was Money
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 5: | Line 5: | ||
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 | 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]] | + | *[[Golle the Gregarious]] Elf 2 | AC 5 | HP 9/9 | Sword 8+; 1d6+2/1d8+2 |
**[[Casper, monkey familiar]] Capuchin monkey | AC | HP 5/5 | 10+; 1d2 | **[[Casper, monkey familiar]] Capuchin monkey | AC | HP 5/5 | 10+; 1d2 | ||
− | **[[Climent]] Magic-user | + | **[[Climent]] Magic-user 1 | AC 1 | HP 4/4 | Dagger 10+; 1d4 | Dagger 9+; 1d4 (thrown) | '''+1 Initiative''' |
− | **[[Eryn]] Blade-dancer | + | **[[Eryn]] Blade-dancer 2 | AC 6 | HP 11/12 | Swords 9+; 1d6 | '''+3 Initiative''' |
− | **[[Wila]] Explorer | + | **[[Wila]] Explorer 1 | AC 5 | HP 6/6 | Spear 8+; 1d6+3/1d8+3 | Crossbow 8+; 1d8+1 | '''+2 Initiative''' |
− | **[[Rugu the Lawful]] Fighter | + | **[[Rugu the Lawful]] Fighter 2 | AC 5 | HP 8/8 | Halberd 8+; 1d10+2 | '''-1 Initiative''' |
− | *[[Savia the Savant]] Wonderworker | + | *[[Savia the Savant]] Wonderworker 2 | AC 1 | HP: 8/8 | Dagger 10+; 1d4 | Crossbow 9+; 1d8 | '''+1 Initiative''' |
− | **[[Happ]] Fighter | + | **[[Happ]] Fighter 0 | AC 6 | HP 5/5 | Morning Star 10+; 1d10+1 | Crossbow 11+; 1d8 |
− | **[[Shirou]] Assassin | + | **[[Shirou]] Assassin 1 | AC 2 | HP 1/1 | Two-Handed Sword 9+; 1d10+2 | Crossbow 10+; 1d8+1 |
*[[Dwimmermount Blank Sheet]] | *[[Dwimmermount Blank Sheet]] | ||
Line 25: | Line 25: | ||
*[[Donmar the Daedal Hand of Tyche]], Cleric 3, AC: 6, HP: 12/12, Morning Star 9+, 1d10; Sling 9+, 1d4; '''no Initiative mod''' | *[[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''' | *[[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''' | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== Encumbrance Ape == | == Encumbrance Ape == | ||
Line 40: | Line 30: | ||
*Golle the Gregarious | *Golle the Gregarious | ||
− | **Gear: | + | **Gear: 9 5/6 stone |
− | **Treasure: | + | **Treasure: |
**Total Encumbrance: 9 5/6 Movement Rate: 60/20/60 | **Total Encumbrance: 9 5/6 Movement Rate: 60/20/60 | ||
*Climent the Sorcerer | *Climent the Sorcerer | ||
− | **Gear: | + | **Gear: |
− | **Treasure: | + | **Treasure: Two potions |
− | **Total Encumbrance: | + | **Total Encumbrance: |
*Eryn the Bladedancer | *Eryn the Bladedancer | ||
− | **Gear: | + | **Gear: |
− | **Treasure: | + | **Treasure: |
− | **Total: | + | **Total: |
*Wila the Explorer | *Wila the Explorer | ||
− | **Gear: | + | **Gear: |
− | **Treasure: | + | **Treasure: |
− | **Total: | + | **Total: |
− | *Rugu the Lawful | + | *Rugu the Lawful |
− | **Gear: | + | **Gear: |
− | **Treasure: | + | **Treasure: |
− | |||
*Savia the Wonderworker | *Savia the Wonderworker | ||
− | **Gear: 6 stone | + | **Gear: 2 4/6 stone |
− | **Treasure: | + | **Treasure: |
− | **Total Encumbrance: | + | **Total Encumbrance: 2 4/6 stone, Movement Rate: 120/40/120 |
*Happ the Fighter | *Happ the Fighter | ||
− | **Gear: | + | **Gear: 9 4/6 stone |
**Treasure: | **Treasure: | ||
− | **Total Encumbrance: | + | **Total Encumbrance: 9 4/6 stone, Movement Rate: 60/20/60 |
*Shirou the Assassin | *Shirou the Assassin | ||
− | **Gear: | + | **Gear: 4 5/6 items |
− | **Treasure: | + | **Treasure: |
− | **Total Encumbrance: 4 | + | **Total Encumbrance: 4 5/6 stone, Movement Rate: 120/40/120 |
=== Lost in the Dark === | === Lost in the Dark === | ||
Line 85: | Line 74: | ||
**Treasure: "an odd, cylindrical wineskin with a strange diagram, stained with ink, tooled into its leather [IC post 132]." | **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 | **Total Encumbrance: 8 3/6 stone Movement Rate: 60/20/60 | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== Mounts == | == Mounts == | ||
Line 110: | Line 80: | ||
**Eryn: Medium Riding Horse | **Eryn: Medium Riding Horse | ||
**Wila: Medium Riding Horse | **Wila: Medium Riding Horse | ||
+ | *Donmar the Cleric: Medium Draft Horse | ||
+ | **Oloigri the Dwarf: Medium Riding Horse | ||
**Rugu the Lawful: Medium Riding Horse | **Rugu the Lawful: Medium Riding Horse | ||
− | |||
− | |||
− | |||
==Standard Orders and Routines== | ==Standard Orders and Routines== | ||
===Dungeon Marching Order=== | ===Dungeon Marching Order=== | ||
− | * | + | *Donmar | Oloigri |
− | * | + | *Rugu | Golle |
− | + | *Climent (with lantern) | |
− | * | + | *Eryn | Wila |
− | |||
− | |||
− | |||
− | |||
− | * | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== Maps == | == Maps == | ||
Line 169: | Line 96: | ||
*Dwimmermount Level 1: https://docs.google.com/drawings/d/11bBbZlD5zT65Ry3gZ6XbiVWVpinyy9W0GS9IH1Jw4ig/edit | *Dwimmermount Level 1: https://docs.google.com/drawings/d/11bBbZlD5zT65Ry3gZ6XbiVWVpinyy9W0GS9IH1Jw4ig/edit | ||
*[[From the Wineskin]] | *[[From the Wineskin]] | ||
− | |||
− | |||
− | |||
== NPCs == | == NPCs == | ||
Line 179: | Line 103: | ||
== Setting Lore == | == 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. | 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 === | ||
Line 190: | Line 111: | ||
*Map: http://i213.photobucket.com/albums/cc177/WyzardWhately/Muntburg_zps3f7feb86.jpg | *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 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 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 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 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. | ||
− | |||
− | |||
− | |||
− | |||
== Setting History == | == Setting History == | ||
Line 209: | Line 123: | ||
=== Era 2: ??? === | === Era 2: ??? === | ||
− | === Era 3: | + | === Era 3: ??? === |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
=== Era 4: The Thulians === | === Era 4: The Thulians === | ||
=== Era 5: The Turmaxians === | === Era 5: The Turmaxians === | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
=== Era 6: The City-States === | === Era 6: The City-States === | ||
Line 259: | Line 133: | ||
=== Era 7: Present Day === | === Era 7: Present Day === | ||
− | == | + | === Links === |
− | * | + | *Important post about Turmax: http://forum.rpg.net/showthread.php?743228-Dwimmermount-If-Trouble-Was-Money&p=18782668#post18782668 |
− | |||
− | |||
− | |||
− | |||
== House Rules == | == House Rules == | ||
− | |||
− | |||
− | |||
− | |||
=== Encumbrance === | === Encumbrance === | ||
Line 288: | Line 154: | ||
**Knowledge: Thulian Lore. This is commonly available. | **Knowledge: Thulian Lore. This is commonly available. | ||
**Knowledge: Termaxian Lore. This is the more recent history, and is commonly available. | **Knowledge: Termaxian Lore. This is the more recent history, and is commonly available. | ||
− | |||
=== 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: | + | **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. | |
− | *Low Thulian: A | + | **Dwarven: A workmanlike language of curt words with a highly regular and efficient grammar. |
− | *High Thulian: An elegant | + | **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 | + | **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. | |
− | *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 === | ||
Line 318: | Line 177: | ||
*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. | *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. | *Yes, I seriously am going to have the dungeon change over time, including having levels cleaned out by your rivals. Move fast. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
=== Lifestyle Costs === | === Lifestyle Costs === | ||
Line 350: | Line 198: | ||
=== Combat === | === 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." | *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." | ||
− | |||
− | |||
− | |||
− | |||
== Important Links == | == Important Links == | ||
Line 361: | Line 205: | ||
**[http://forum.rpg.net/showthread.php?743228-Dwimmermount-If-Trouble-Was-Money IC Volume I] | **[http://forum.rpg.net/showthread.php?743228-Dwimmermount-If-Trouble-Was-Money IC Volume I] | ||
**[http://forum.rpg.net/showthread.php?743230-Dwimmermount-If-Trouble-Was-Money OOC Volume I] | **[http://forum.rpg.net/showthread.php?743230-Dwimmermount-If-Trouble-Was-Money OOC Volume I] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== NPC/Timeline Links == | == NPC/Timeline Links == | ||
− | |||
*[http://forum.rpg.net/showthread.php?743228-Dwimmermount-If-Trouble-Was-Money&p=18645136#post18645136 The PCs first meet Ramses] and give him the phalange. This is on Day 19, so the item will be identified on the 5th day of Month 2. | *[http://forum.rpg.net/showthread.php?743228-Dwimmermount-If-Trouble-Was-Money&p=18645136#post18645136 The PCs first meet Ramses] and give him the phalange. This is on Day 19, so the item will be identified on the 5th day of Month 2. | ||
*[http://forum.rpg.net/showthread.php?743228-Dwimmermount-If-Trouble-Was-Money&p=18755954#post18755954 The adventurers meet Bertelemy,] of the merchant's council. | *[http://forum.rpg.net/showthread.php?743228-Dwimmermount-If-Trouble-Was-Money&p=18755954#post18755954 The adventurers meet Bertelemy,] of the merchant's council. | ||
*[http://forum.rpg.net/showthread.php?743228-Dwimmermount-If-Trouble-Was-Money&p=18769502#post18769502 The party meets with Ramses] a second time, and turns over yet more magical items. Two rings, and a wand. This is on days 23 and 24. | *[http://forum.rpg.net/showthread.php?743228-Dwimmermount-If-Trouble-Was-Money&p=18769502#post18769502 The party meets with Ramses] a second time, and turns over yet more magical items. Two rings, and a wand. This is on days 23 and 24. | ||
− | |||
− |