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== Introduction ==
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== PCs ==
This is the main page for my infamous campaign...but it is not quite as-labeled.  For quite some time I ran an OD&D game on the RPG.net play-by-post forums.  However, the campaign has evolved to run under The Fantasy Trip, another charmingly retro RPG from way back when.
 
  
[[file:castor-dungeon.jpg]]
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==='''Burig''' ===
 +
*Played by Asen G
 +
*Neutral Human Fighting Man
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*STR 14 (5% bonus XP) INT 12 WIS 5 (unreasonable, impulsive, and what else?) CON 10 DEX 13 (+1 missile adjustment) CHA 4 (-2 loyalty, -2 Reaction, Maximum number of Henchman 1)
 +
*Languages: Common, Moon Tongue and Thracian
 +
*HP 7 max/1 currently
 +
*AC 2 (3 without the shield)
 +
*XP 24, 32, 56, 851, 871, new dungeon raid 894
  
== The Slayers ==
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'''Equipment'''
Here you can find character record sheets for all of the currently active PCs. <br/>[[The Wyzard Runs TFT: The Adventurers]]
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Warhammer,
<br/>
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Dagger,
And here are the PCs for the Platemail subcampaign: [[The_Slayers_II]].
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Halberd,
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Javelin,
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Plate Armour,
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Helmet,
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Shield,
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200' Rope,
 +
10' Pole,
 +
24 Iron Spikes,
 +
leather backpack,
 +
2 waterskins,
 +
11 torches,
 +
3 flasks of oil,
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3 stakes & mallet,
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1 quart wine,
 +
lantern,
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steel mirror,
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bunch of wolfsbane,
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garlic bud,
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2 wk iron rations
 +
 +
2 GP, 52, 809, 759, 675, 45 GP+3 gems worth 100, 200 and 300 GP each.
 +
 
 +
==='''Gworg the Unwise'''===
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*Played by Julius Sleazer
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*Neutral Human Fighting Man
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*STR 12 INT 10 WIS 5 CON 11 DEX 9 CHA 5
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*HP 4
 +
*AC 6
 +
*XP 870
 +
'''Equipment'''
 +
Leather Armor,
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Shield,
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Helmet,
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One-Handed Sword,
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Short Bow,
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20 Arrows,
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2 Silver-Tipped Arrows,
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Dagger,
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Two Weeks of Iron Rations,
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Leather Backpack,
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Waterskin (x1),
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50' Rope,
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7 Torch(es),
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6 Flasks of Oil,
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5 bunches of Wolfsbane,
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1 Wooden Holy Symbol,
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1 Vial of Holy Water,
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2 garlic buds
 +
 
 +
247 gp
 +
 
 +
'''Mount Information'''
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1 Medium Warhorse,1 Saddle, 2 Weeks of Feed for Warhorse
 +
 
 +
==='''Korg'''===
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*Played by Ashikaider
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*Neutral Human Fighting Man
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*STR 14 (5% bonus XP) INT 7 WIS 5 CON 10 DEX 4 (-1 missile adjustment) CHA 13 (+1 loyalty)
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*HP 5
 +
*AC 3
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'''Equipment'''
 +
Big 2-handed axe, Plate Mail, Helmet,
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Draft Horse,
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Saddle Bags,
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50' Rope,
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10' Pole,
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12 Iron Spikes,
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3 Large Sacks,
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Leather Backpack,
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Waterskin,
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6 weeks  Rations,
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6 weeks horse feed,
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6 bottles lamp oil,
 +
90 GP left,
 +
*XP 218
 +
19+8+23+
 +
* GP
 +
 
 +
==='''Randall'''===
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*Played by radiant song
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*Neutral Human Fighting Man
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*Level 1
 +
*STR 17 (+10% XP) INT 14 WIS 5 CON 18 (+1 HP) DEX 13 (+1 missile adjustment) CHA 8
 +
*HP: 5
 +
*AC: 3 (2 with shield)
 +
*XP: 216
 +
 
 +
*Languages: Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.
 +
 
 +
'''Equipment:'''
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*Plate mail, shield, helmet
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*Axe, short bow, arrows (19), silver-tipped arrows (4), sling, sling bullets (19)
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*Leather backpack, waterskin, large sack, torches (6), oil flasks (2)
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*Quarts of wine (4), iron rations (7 days), normal rations (7 days)
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*Bedroll, good quality inkstone, ordinary quills (2), paper (3 sheets)
 +
 
 +
*Remaining gold: 9.9 gp
 +
 
 +
==='''Corvus'''===
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*Played by Kacie
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*Human Fighting Woman
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*Str 14 (+5 %XP) Int 12 Wis 7 Con 10 Dex 10 Chr 5
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*HP:3
 +
*AC:2
 +
 
 +
'''Languages:''' Primalingua, Reptilian
 +
 
 +
'''Equipment:'''
 +
*Chain Mail,
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*Long Sword,
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*Shield,
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*Helmet,
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*Light Crossbow & quarrel of 30 bolts,
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*50' Rope,
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*12 Iron Spikes,
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*leather backpack,
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*waterskin,
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*6 torches,
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*lantern,
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*flask of oil,
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*1 quart wine,
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*1 wk iron rations,
 +
*1 wk normal rations
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*Plate Armor,
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*lamp,
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*7 oil flasks,
 +
*bedroll
 +
 
 +
Remaining gold: 757 - 50 - other things
 +
 
 +
Exp: 833
 +
 
 +
+1 100xp token
 +
 
 +
==='''Frederik, the Friendly'''===
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*Played by Nick the Nevermet
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*Lawful Human Magic-User
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*Strength: 12 Intelligence: 12 Wisdom: 9 Constitution: 10 Dexterity: 8 Charisma: 13 (+1 loyalty modifier)
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*HP:1
 +
*AC:9
 +
*XP total: 1,850 (Next Level: 2,500)
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*Languages: Common, Goblin, Thracian
 +
'''Equipment:'''
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* 4 daggers
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* Mule (named "Pregib"), Wagon, Saddle, saddlebags, 50' rope, 12 iron spikes, 2 small sacks, 1 large sack
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* waterskin, Iron Rations, 3 weeks
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* 11 torches, Lantern, 10 flasks of oil
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* 1 quart of wine
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* 1 quart waterskin
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* Pearl
 +
* Remaining GP: 1,473
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* 1st Level Spells Known: Magic Missile, Shield, Sleep, Light, Hold Portal (Sleep memorized but used for the day)
 +
 
 +
==='''Ganch of Pine'''===
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*Played by TrogdorTheBurninator
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*Neutral Human Fighting Man
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*Strength: 11 Intelligence: 9 Wisdom: 7 Constitution: 11 Dexterity: 15 Charisma: 12
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*HP:6
 +
*AC:5, 4 with shield
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*XP: 498 plus 1 100 XP token
 +
'''Equipment:'''Short Bow,
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Spear,
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Axe,
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18 Arrows,
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2 Silver-Tipped Arrows,
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Leather Armor,
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Chain Armor,
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Helmet,
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Shield,
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Two weeks normal rations,
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Quart of wine,
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6 torches,
 +
waterskin,
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large sack,
 +
Remaining GP: 180
 +
Trophies: 1 ogre tooth, 1 skeleton bone, 1 beastman shark tooth, 1 goblin shaman shinie
 +
 
 +
==='''Ivan''' ===
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*Neutral Human Magic-User, played by Hellzon
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*Str 8 Int 13 Wis 9 Con 8 Dex 12 Cha 11 (5% XP bonus)
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*Languages: Common, Draconic, Reptilian, Old Amaranthian
 +
*Spells known (Prepared spells marked with asterisks):
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**Read Magic, Read Languages, Protection from Evil, Shield*, Magic Missile
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*HP 5, AC 9
 +
*XP 23 (sacrificial room), ...
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'''Equipment'''
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*Quarterstaff, 3 daggers
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*Leather backpack
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**50' Rope, 10' Pole, 2 Waterskins, 2 wk iron rations, 6 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud, Vial of holy water
 +
**15 GP
 +
 
 +
==='''Sarlinha, the Silver Owl'''===
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*Played by Andrensath
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* Human Cleric Level 1
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* Deity: She Who Lives In Darkness
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* STR 9, INT 9, WIS 13, CON 12, DEX 12, CHA 12
 +
* XP: 1,741
 +
* XP to level up: ?
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* HP: 4
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* AC: 2
 +
* '''Equipment:''' Light horse, Saddle, Saddlebags, Backpack, Flint & tinder, Bedroll, Waterskin, 5 torches, Chain armour, Helmet, Shield, One-handed weapon (mace), Wooden holy symbol, 4 wks trail rations, 50' rope, Plate armour, 2 horse-weeks horse feed
 +
* Remaining GP: 1,126
 +
 
 +
 
 +
====Hirelings====
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*Spurk the Torchbearer
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*Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7
 +
*HP 2
 +
*AC 9
 +
*Equipment: 2wks iron rations
 +
 
 +
 
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==='''Paulus Landorn'''===
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*Played by Urlang K'Naboth
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* Neutral Human Cleric Level 1
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* Disciple of Forst the Sexton
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*A tall slight, Blond, Cheerfull man, Paulus is nonetheless a fervent believer, who holds Forst's hatred of the undead first amongst his principles.
 +
* STR 7, INT 10, WIS 14(+5%XP?), CON 11, DEX 8(-1Missile?), CHA 13 (+1 loyalty modifier)
 +
* XP: 22(Goblins)
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* XP to level up: ?
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* HP: 6
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* AC: 2  (Plate,3, Shield,2.)
 +
* '''Equipment:'''
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*Plate, Helm, Shield
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*Mace, 2H Mace (Iron Spade)
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*Holy Symbol, Lead Bell. (5gp?)
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*Bedroll, 1 Weeks Rations, Backpack, waterskin, 12 Spikes, Large sack.
 +
*'''Encumbrance excluding money - 400cn:'''
 +
*Money in Hand: 10 Silver pieces.
 +
 
 +
== Communally used Possessions ==
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(Put individual owning them in brackets)
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*3 Carts (2xSarlinha, 1xGworg)
 +
*6 Draft horses (5xSarlinha, 1xGworg)
 +
*12wks feed (10xSarlinha, 2xGworg)
 +
 
 +
== Outstanding Plot Hooks ==
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A list of treasure maps, legends, rumors, vendettas, and similar that have yet to be pursued.
 +
 
 +
*There are rumors of a city across the mountains to the North. Supposedly some merchants on charter recently made it back - only two of the band survived the journey, with a single wagon of goods, and they have been cloistered with their house since then. So, nothing firm can be obtained. But it is said in the rumor-dens that this metropolis is much larger and more prosperous than even Veya, an ancient and decadent people inhabit it. There is also a great netherworld beneath the city, full of treasures and fell creatures. You cannot properly find a name, as even the existence of this city is considered somewhat mythical. All that is known is that to reach it, you must go through the bear mountains and travel North.
 +
 
 +
*Captain Hollis the mercenary is offering 150 gp each to escort a caravan going south and protect it from beast-men, but it leaves in a week, which may mean the party might still be in the field when Hollis' offer expires.
 +
 
 +
== Unassigned Loot ==
 +
This is loot that doesn't yet "belong" to a PC, or has not yet been identified.  It should nonetheless be noted who is carrying any given item, in case they fall into a pit or are devoured.  Any item not listed on a particular character's sheet or indicating whom is carrying it may be judged lost.
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 +
Ebony and silver scroll case worth 50 gp - with Professor Randall
 +
 
 +
Pearl, worth ~100 gp - with Frederik
 +
 
 +
Large gem (Big Shiny Topaz) worth ~1000 gp - from right eyesocket of leering face in wall of ghoul chamber - with Gworg
 +
 
 +
52 gp from the goblin's temple room - with Gworg
 +
 
 +
== NPCs ==
 +
The players may wish to make note of important or interesting NPCs
  
 
== Maps ==
 
== Maps ==
From time to time, the players may map wilderness or dungeon areas.  Links to maps and descriptions of those areas should be placed here. <br/>[[The Wyzard's Maps]]
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From time to time, the players may map wilderness or dungeon areas.  Links to maps and descriptions of those areas should be placed here.
 +
 
 +
* Map showing location of standing stones:
 +
** Carried by the Professor, found at the burnt out inn in the boney hands of the ex-propriator
 +
** It describes a path through the hills and forests off to the Northeast. While the cartographer was slightly vague about the precise terrain through which one might travel, it does contain enough information about distances and landmarks so as to be useful. Assuming it is accurate rather than fictitious. The path terminates at what appears to be a hill topped with a ring of standing stones.
 +
 
 +
** In the same hand as the various notes on the route to take to get there, there is some description of the destination. The writing is in the common tongue, anyone with at least close to typical intelligence can read it.
  
== Languages ==
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** "Here rests the crypt-complex which is the last remnant of the People of the Weeping Wood. The tomb of their chieftain Renf the Red-Handed is said to be somewhere within, and to still contain his burial treasures. Those who delved to recover them have returned empty-handed, if at all."
  
Every PC knows the common tongue as their native language. Below I will list some possible languages; ask if you have other nominations.
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[[File:Labyrinth_of_Renf.jpg]]
  
*Goblin (Works with any of the goblinoid races)
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== Locations ==
*Fey (For fairy and forest type creatures)
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Notes on unmapped areas such as cities, &c.
*Draconic (The tongue of dragons - 15 IQ Minimum.  Comprehension of the written form requires the Apprentice talent.)
 
*Giantish
 
*Old Amaranthian (Dead language, was spoken in a widespread sorcerous empire)
 
*Thracian (Originally Spoken by a widely-traveled group of seafaring kingdoms. Still spoken in some isolated colonies.)
 
*Elven
 
*Dwarven (The written form can only be understood by PCs with the Mathematics talent in addition to literacy)
 
*Primalingua (Spoken most frequently by angels, demons, and other powerful spirits. Useful in incantations, ambitious players may use Latin to indicate it in IC posts.  Cost as a dead language, minimum IQ 12, Hieroglyphics required in addition to literacy to understand written form)
 
*Elemental (the various elemental types speak slightly different dialects, but this will allow communication - the PC should pick which dialect they have greatest familiarity with)
 
*The Moon Tongue (The common speech of the lands across the great ocean)
 
*Reptilian (Language of the degenerate lizardfolk. They had an advanced and powerful civilization in the mists of history, but the tribes still living can no longer even read the writing on the walls of the great ziggurats their ancestors raised.  The written form is incomprehensible to humans, but PCs with the Hieroglyphics skill and proficiency with the spoken form might be able to extract some meaning.)
 
*Necrosian, being the common language of the dead.  Not considered a dead language.
 
  
== The Style Guide ==
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== House Rules & Other Behind-the-Curtain Matters ==
 +
To the extent that the players are informed, this information will go here.
  
[[The Campaign's Style Guide]] is a page subject to further modification and clarificationI absolutely encourage players to bring up any issue related to the game's style either in the OOC thread, or with me personally via PMThese guidelines are designed to make the game fun, comfortable for the players, dramatic, and fast-movingIf the game is failing in any of those respects, I encourage you to bring it to my attentionObviously, we've all been playing the game together long enough that we should all be on roughly the same pageThis is more a codification of things I've already been encouraging rather than a completely new creation.
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*Hit Points: Unlike future editions of the game, all of a PC's hit dice will be re-rolled at each level, with the new total being taken if it is higher than the previous total.
 +
*Hit Points, 2: As an act of entirely undeserved mercy, this game will allow PCs to survive being reduced to 0 HP at the option of the player.  If one is reduced to 0 HP, one is semiconscious and proneFurther activity is likely to prove fatal, and 1d6 days of convalescence above and beyond the normal time required for healing will be necessary to restore the PC to health and well-being.  At the player's option, the PC can simply lack the will to live and expire normally.  A wound-curing spell will return the stricken PC to 1 HP, rather than having its normal effect.
 +
*Modifiers in Combat: As an act of simplification, situations which give a clear advantage to one party or another in combat, which that party is able and inclined to take advantage of, will generally give a +2 or -2 to-hit or to AC, as appropriate.  Attacking from behind (or while invisible, etc.) against an opponent who is completely unaware will grant a +4.
 +
*Weapon Damage: As written in book 1, all weapons do 1d6.  In order to prevent odd results from this (such as everyone packing daggers due to their inexpense) I have modified this somewhat.  Poor-quality weapons are less expensive, but have some drawback.  Examples: Quarterstaves cannot be used one-handed, daggers and slings do only 1d4 damage.  Large, two-handed weapons are slightly more expensive and require both hands.  However, for a hit with these weapons I will roll 2d6 damage and take the better of the two results.
 +
*Combat Modifiers & Weapon Damage, Continued: Each weapon has situations in which it is better or poorly suitedIn those situations, the +2 or -2 modifier referred to above will apply.  It is suggested that in these circumstances (facing a charging enemy with a readied spear, grappling with a dagger or short sword, fighting a wooden enemy with an axe) the player make some note of how they think their weapon will give an advantage, either in the form of an IC statement of intent, or in an OOC spoiler-block, etc.  This is not the same as a "stunt bonus" and no particular artfulness is required in the description.  This is about how the PC takes advantage of terrain or the attributes of their enemy to use their weapon to its best effectIn extreme cases, the weapon damage might be modified as well.
 +
*Tokens: From time to time and as I feel it is justified, I will distribute to players "tokens," which are worth some amount of XP or may be traded in for a reroll of one die.  These will take the place of story or other awards, or awards for exceptional OOC contributions.  The player may spend them to gain XP during any portion of downtime.  They may be saved between PCs or given to NPC cohorts for XPTheir XP value is NOT changed by exceptional characteristics.
 +
*Cost of living: Each month, each PC must pay 1% of their XP total in cost of living type expenses.  The amount spent will be indicative of the PC's lifestyle, with larger amounts indicating greater use of prostitutes or gigolos, wine, narcotics or hallucinogens, gambling, opulent luxury, and similar debauched pursuits.  (The assumption is that sword and sorcery heroes run through money like water; if your PC is of a particularly ascetic disposition, we may assume the funds are expended in some other way.)  Depending on the amount spent, I may waive the cost of trivial expenditures such as rations and torches.  A PC may always spend more than is required in order to live at a higher grade of profligacyCost of Living expenses can effectively cease once a PC's stronghold is established, for any period during which they are in residence.
 +
*How to apply your Experience Points for monsters, coinage, gems and jewelry: Keep a running total during the adventure of experience for monsters slain.  Each individual award will be rounded up if there is any fractional remainder.  When the PCs achieve the relative safety of a town or city, and have an '''opportunity''' to make a sale of their loot (whether it is sold or retained), then treasure shall be assigned by the party to individual PCs.  This is a matter entirely separate to whom might be tasked with carrying the treasure out of the dungeon and back to town.  At that time, each PC will take the total they have gained from monster-slaying, add it to the monetary value of their assigned portion of the treasure, and apply any bonus or penalty due to their prime requisite.  This is the time when the experience points actually accrue, and PCs may level.
  
== An Introduction to The Fantasy Trip ==
+
===On magic items, sale and experience value===
 +
The sale of magical items is fraught with peril.  Their value and specialization means that one cannot simply go into a shop and start haggling; a buyer must first be obtained.  Once the word goes out that an item of power is for sale, the possibility of thievery (or assassination pursuant to thievery) must be addressed; many desperate individuals will crave such a valuable object. By extension, flashing around magical items in any circumstance is probably unwise.  The other option is rare and unusual markets where neutrality is enforced by entities of substantial supernatural power. 
 +
<br/>
 +
In any event, while the price obtained (via barter or outright sale) will always be variable, no XP is gained for the sale of a magic item, nor for its "value" as such.  Instead, each month at the time of paying their upkeep costs, the PC owning and using a magical item will receive bonus XP dependent on the power of items in their continuous possession.  Magic arms and armor will grant 100 XP per plus, rings and other continually worn items will grant a similar award in proportion to their potency.  Potions and scrolls will grant XP only once, to the user of the item.  Items giving a variable plus (such as a +1 sword that is +3 against trolls) will give the greater value after any month in which the specially designated creature is fought with the weapon.
 +
<br/>
 +
A PC can gain this award only once per item type per month - one weapon, armor, ring, etc.  Wondrous items of a particular non-personal function (such as a bag of holding) do not grant XP, but are of course quite useful in their own right. 
 +
<br/>
 +
Magical swords are thoroughly distinct from other magical weapons.  They will almost invariably have special powers and attributes, are likely to be intelligent or possess an alignment, and their basic bonus applies only to-hit, and not to damage.  While an enchanted hammer may aid immeasurably in the workaday battering down of foes, even the least of magical swords brings some peril along with power.
  
The Fantasy Trip is an early rpg/tactical combat gameIt was designed in large part by Steve Jackson, and illustrates many core concepts that would later become the foundation for GURPSIt is, however, much less complex and more focused than GURPS.<br/>
+
===Encumbrance===
 +
Because I disdain bookkeeping of all types in my gameplay, we are going to use an even more simplified version of the system given in the books.  I will include encumbrance adjustments due to strengthIf, looking over your sheet, it is reasonable to suspect that you have no issues with encumbrance, do not bother calculating itThe only time it should matter is if I note that a PC is ridiculously overburdened, and in the context of '''how much treasure a character may bear.'''  Treasure is frequently quite heavy!
 
<br/>
 
<br/>
In very general terms, a character in The Fantasy Trip is defined by three statistics, some number of Talents (and possibly spells), and the equipment they carry.  The three attributes are Strength, Dexterity, and IQ. Almost everything you can attempt in the game is controlled by rolling some number of six-sided dice (usually 3) and attempting to get under one of your attribute scores.
+
Encumbrance is measured in coins, and it affects your movement rate.  The basic movement rates are as follows:
 +
*An unarmored character, or one in leather armor, moves at twelve scale inches per round.
 +
*A character in chain mail armor moves at ten scale inches per round
 +
*A character in plate armor moves at eight scale inches per round.
 
<br/>
 
<br/>
*Strength represents your physical power and toughness.  You can take an amount of damage up to your Strength before being defeated (and possibly killed) in combat.  It also controls how much you can carry without being encumbered and what weapons you can wield properly.  Further, it measures the maximum amount of Exhaustion you can take, which is very important for those who wish to cast spells.
+
Other than this, do not calculate your armor into encumbrance.  It is already reflected in your base movement rateNow, add together your other items carried.
*Dexterity is used to determine in what order you act, and is also rolled against to hit in combat or cast spells successfully.  Armor and other factors can Adjust your DX, usually downward.  This is known as your Adjusted DexterityWhenever something calls for your DX, you use your current adjusted figure.  Keep a high Adjusted Dexterity is very important!  Without it, you will not successfully attack or cast spells.
 
*IQ is a measure of your character's intellect, willpower, and ability to effectively master social situations.  It also controls what Talents and Spells you have access to, since all Talents and Spells have a minimum IQ to learn. 
 
*Talents and Spells are purchased with Talent Points.  A starting PC will have Talent Points equal to their IQ+2.  They can purchase talents that let them use weapons, have advanced skills, or gain the ability to learn spells.  Every Talent has a minimum IQ, a cost in Talent Points, and may have prerequisites.
 
*Spells are purchased like Talents, except that they all cost only one Talent Point apiece.  A character must gain access to a spell through a talent, and they can then learn it.  A character casts a spell they know by declaring the action, rolling under their AdjDX on 3d6, and then spending the Strength Cost in Exhaustion (this doesn't affect carrying capacity or other Strength-based matters in any, other than potentially making the character unconscious.)  A character who fails the spellcasting roll still expends 1 Exhaustion.  A character cannot spend more Exhaustion on a spell than it would take to reduce them to 0 Strength, including however much damage they have taken.
 
*Weapons have a minimum Strength to use, and usually do damage in proportion to how much strength it takes to wield them.  Armor lets you resist a certain amount of damage from each hit, but adjust DX downward in compensation.
 
 
<br/>
 
<br/>
Characters gain XP as they adventureXP can be used to purchase attribute points and talent pointsXP should generally be spent during downtime.
+
*A small weapon such as a dagger or dart constitutes 20 coins.
 +
*A normal hand weapon such as a sword, axe, mace, up to 3 javelins, a bow with arrows, a crossbow with bolts, etc. constitutes 50 coins.
 +
*A two-handed weapon constitutes 100 coins.
 +
*A helmet is 50 coins, a shield is 100.
 +
*A spellbook is 50 coins.
 +
*Add in 100 coins to represent your pack of equipment - rations, torches, waterskins, ropes, door spikes, etc.  If I consider your miscellaneous equipment genuinely excessive, I'll add to this on an ad hoc basis.
 +
*A coin is 1 coin, a gem is 1 coin unless specified otherwise.
 +
*An item of jewelry will normally be 20 coins
 +
<br/>
 +
Add together all of your carried itemsCarrying 1000 coins or more will halve your movement rate.  A character with 2000 or more coins will be moving very slowly indeed, fighting at penalty, and subject to any other penalties that strike me as amusing.
 +
<br/>
 +
However, characters may also have an adjustment due to strength.  A character with a low strength will ADD coins to his encumbrance, to represent the fact that it takes less real weight to penalize himA character with a high strength will SUBTRACT coins from his encumbrance, representing the amount of weight his musculature can bear as though it were nothing.
 +
*3 or 4 strength must add 100
 +
*5 or 6 strength must add 50
 +
*7 through 9 strength takes no modification
 +
*10 through 12 may subtract 50
 +
*13 through 15 may subtract 100
 +
*16 may subtract 150
 +
*17 may subtract 300
 +
*18 may subtract 500
  
== Current House Rules ==
+
== Equipment/Price list ==
 +
=== Melee weapons ===
 +
*Dagger or Quarterstaff* 5 GP
 +
*Normal one-handed weapon (spear, mace, axe, sword etc.) 10
 +
*Big two-handed weapon (unavailable to dwarves) 15
 +
=== Ranged weapons ===
 +
*Short Bow 25
 +
*Long Bow 40
 +
*Composite Bow 50
 +
*Light Crossbow 15
 +
*Heavy Crossbow 25
 +
*20 Arrows 10
 +
*30 Quarrels 10
 +
*1 Silver-Tipped arrow 5
 +
=== Conveyances and packbeasts ===
 +
*Mule 20
 +
*Draft Horse 30
 +
*Light Horse 40
 +
*Medium Warhorse 100
 +
*Saddle 25
 +
*Saddle Bags 10
 +
*Cart 100
 +
*Raft 40
 +
*Small Boat 100
 +
*1wk feed 7
  
This section is also subject to modification and clarification.  I'm going to start out using less than the entire body of rules, and may introduce them slowly over time.  In some cases I will be simplifying, disallowing, or otherwise expanding on the RAW.  I will generally put notice in the OOC thread before instituting any substantial change.
+
=== Armour ===
 +
*Leather Armor 15
 +
*Chain Armor 30
 +
*Plate Armor 50
 +
*Helmet 10
 +
*Shield 10
 +
=== Other ===
 +
*bedroll 5
 +
*50' Rope 1
 +
*10' Pole 1
 +
*12 Iron Spikes 1
 +
*small sack 1
 +
*large sack 2
 +
*leather backpack 5
 +
*waterskin 1
 +
*6 torches 1
 +
*lantern 10
 +
*flask of oil 2
 +
*3 stakes & mallet
 +
*steel mirror 5
 +
*silver mirror 15
 +
*wooden holy symbol 2
 +
*silver holy symbol 25
 +
*vial of holy water 25
 +
*bunch of wolfsbane or belladonna 10
 +
*garlic bud 5
 +
*1 quart wine 1
 +
*1 wk iron rations 15
 +
*1 wk normal rations 5
  
*Characters become unconscious at 0 Strength, and can go negative to an amount equal to their Strength divided by three, rounding down.  So, a character with twelve strength can go to -4.  This does not generally apply to NPCs.
+
== Languages ==
*A character's Exhaustion effectively adds to his current damage to determine whether he is unconscious.  A spellcaster cannot "overcast" and take himself to negative strength.  Exhaustion can't kill you, but it can sure get you killed.
 
*At the current time, we are not using Grievous wounds or any other special damage effects, weapon damage types, or similar.
 
*There is something like a system for critical hits and misses in the book.  Ignore critical miss type effects.  A double damage result adds a D6 to your damage roll, a triple damage result adds 2d6 to your damage roll.
 
*A character's monthly upkeep cost equals 1 gold crown for each 100 XP it would cost for them to buy an attribute point.  In the case of PCs at the current time, this is 2 Gold Crowns per month.
 
*For ease of reference, the monetary system is as follows: One Gold Crown (c) is 20 silver shillings (s.)  One silver shilling is 12 copper pence (p.)  One pence is worth four farthings (f.)  A gold crown is a really substantial amount of money.  Many people in the setting might never have two of these to rub together, or even a single one.  A shilling is a pretty good amount of money.  A few silver shillings would be a quite a bit of money to most people.  Copper pence are normal pocket money, what you'd use to pay for meals and drinks and basic services.  If you need really serious money, you can carry around a gold Mark (worth six crowns) or jewels (prices as per page 15 of In The Labyrinth.)
 
*We will be maintaining the use of tokens.  I will, from time to time, hand these out to the players.  One token may be spent to force a reroll of any die roll in the game, but the new result must be taken (unless you want to keep spending tokens.)  Two tokens may be spent to gain a Talent Point.  Four may be spent to gain an attribute point.  This may only be done during the normal times for spending XP, e.g., downtime.
 
  
== New and Modified Talents ==
+
Every PC knows the common tongue. For each point of Intelligence above ten, they may know one additional language. Below I will list some possible languages; ask if you have other nominations.
  
 +
*Goblin (Works with any of the goblinoid races)
 +
*Fey (For fairy and forest type creatures)
 +
*Draconic (The tongue of dragons - 13 Int minimum to achieve fluency)
 +
*Giantish
 +
*Old Amaranthian (Dead language, was spoken in a widespread sorcerous empire)
 +
*Thracian (A mostly dead language, spoken by a widely-traveled group of seafaring kingdoms. Still spoken in some isolated colonies.)
 +
*Elven
 +
*Dwarven
 +
*Primalingua (Spoken most frequently by angels, demons, and other powerful spirits. Useful in incantations, ambitious players may use Latin to indicate it in IC posts)
 +
*Elemental (the various elemental types speak slightly different dialects, but this will allow communication - the PC should pick which dialect they have greatest familiarity with)
 +
*The Moon Tongue (The common speech of the lands across the great ocean)
 +
*Reptilian (Language of the degenerate lizardfolk. They had an advanced and powerful civilization in the mists of history, but the tribes still living can no longer even read the writing on the walls of the great ziggurats their ancestors raised.)
 +
*Necrosian, being the common language of the dead.
  
 
== Setting Essays ==
 
== Setting Essays ==
Line 70: Line 418:
 
[[The_Wyzard_Setting_Essays|I want to read the essays]].
 
[[The_Wyzard_Setting_Essays|I want to read the essays]].
  
== Items of Historical Interest ==
+
== Missing, Retired or Dead PCs ==
  
Here are maintained an archive of material from the earlier incarnation of the game, when it was being run under OD&D rules.
+
==='''Karame''' ===
 +
*Played by Dorsai
 +
*Neutral Human Fighting Woman
 +
*Str 11 Int 5 Wis 13 Con 8 Dex 14 (+1 Missile Adjustment) Cha 13 (+1 loyalty base)
 +
*HP 4
 +
*AC 7
 +
'''Equipment'''
 +
Large Sack,
 +
Water Skin,
 +
Normal Rations (7),
 +
Rope,
 +
Torches (6),
 +
Steel Mirror,
 +
Leather Armor,
 +
Light Crossbow,
 +
Quarrels (29),
 +
Dagger,
 +
Club,
 +
10 GP
  
*Here can be found the original character sheets: [[The Wyzard Runs OD&D: The Slayers]]
+
==='''Caleb Thistledown'''===
*[[Missing, Retired, or Dead PCs]]
+
*Played by Craftzero
*[[Campaign Miscellanea]]
+
*Lawful Human Magic-User
*[[OD&D Rules Material]]
+
*STR 12 INT 11 WIS 10 CON 10 DEX 11 CHA 11
*[[The_Wyzard_Gworgs_Giants|Gworg's Giants]]
+
*HP 1
*A collection of oddments and citations from the various game threads: [[The Wyzardly Encyclopedia]]
+
*AC 9
 +
*XP 29
 +
'''Equipment'''
 +
Quarterstaff,
 +
Large Sack,
 +
50' Rope,
 +
Waterskins 2,
 +
Lantern,
 +
Flask of Oil 3,
 +
Normal Rations 2 weeks,
 +
Holy Water 1,
 +
GP 89
 +
*First-Level Spells Known: Hold Portal, Read Magic, Protection from Evil, Light, Charm Person, Magic Missile
 +
*Memorized: Charm Person
  
== Links to the game-related threads ==
+
==='''Simon, the Sailor (deceased)''' ===
*[http://forum.rpg.net/showthread.php?goto=newpost&t=555603 IC IV]
+
*Played by Hellzon
*[http://forum.rpg.net/showthread.php?goto=newpost&t=546246 IC III]
+
*Neutral Human Fighting Man
*[http://forum.rpg.net/showthread.php?goto=newpost&t=535594 IC II]
+
*Str 10 Int 10 Wis 9 Con 11 Dex 10 Cha 8
*[http://forum.rpg.net/showthread.php?goto=newpost&t=519816 IC]
+
*HP 2
*[http://forum.rpg.net/showthread.php?goto=newpost&t=558518 OOC IV]
+
*AC 4
*[http://forum.rpg.net/showthread.php?goto=newpost&t=547688 OOC III]
+
*XP 19 (random beastmen)
*[http://forum.rpg.net/showthread.php?goto=newpost&t=537072 OOC II]
+
'''Equipment'''
*[http://forum.rpg.net/showthread.php?goto=newpost&t=519809 OOC]
+
*Mace, Chain armor, Shield
*[http://forum.rpg.net/showthread.php?goto=newpost&t=519601 Recruitment]
+
*Leather backpack
*[http://forum.rpg.net/showthread.php?goto=newpost&t=531009 AP]
+
**Small sack, 2 Waterskins, 6 Torches, 1 Wk iron rations, 10' Pole, Steel mirror
 +
**GP: 0

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