Editing Dwellers in Dark Dungeons

Jump to: navigation, search

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 14: Line 14:
 
*[[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
 
**San Earoy, Fighter 2, 7/7 HP, AC 14, Init +2, Longbow +5 for 1d8+1, shortsword +2 for 1d6+1
 
**San Earoy, Fighter 2, 7/7 HP, AC 14, Init +2, Longbow +5 for 1d8+1, shortsword +2 for 1d6+1
*[[DDD_Malgrim|Malgrim]], Cleric 4, 10/10 HP, AC 16, Init 0, Longsword +2, 1d8+1, Light Crossbow +2 1d6
+
*[[DDD_Malgrim|Malgrim]], Cleric 3, 9/9 HP, AC 16, Init 0, Longsword +2, 1d8+1, Light Crossbow +2 1d6
**[[Sary the Red]], Human HP 10/10, AC, Init -1, Spear + for 1d6+ , Longsword + 1d8+ , Longbow + 1d8+
+
*[[Nyssa the Enchantress]] Magic-user 2, 14/14 HP, AC 11, Init +1, Dagger +1, 1d4, Dagger (thrown) +2, 1d4
*[[Nyssa the Enchantress]] Magic-user 3, 15/15 HP, AC 11, Init +1, Dagger +1, 1d4, Dagger (thrown) +2, 1d4
 
 
**[[Brugar]], Halfling, / HP, AC , Init , weapon  
 
**[[Brugar]], Halfling, / HP, AC , Init , weapon  
 
*[[Dwellers Blank Character Sheet]]
 
*[[Dwellers Blank Character Sheet]]
Line 25: Line 24:
  
 
==Marching Order==
 
==Marching Order==
Sary the Red | Mishka
+
Konrad | Mishka
  
 
Malgrim | Jacques
 
Malgrim | Jacques
Line 31: Line 30:
 
Nyssa | Burger
 
Nyssa | Burger
  
Everiat | San Earoy
+
Everiat | Cyr
  
 
==Maps==
 
==Maps==
Line 43: Line 42:
  
 
====Party Treasury Funds====
 
====Party Treasury Funds====
*one 5000 gp gem + two 500 gp gems, for distribution when we are able to split them
+
one 5000 gp gem + two 500 gp gems + one 200 gp sapphire, for distribution when we are able to split them
*500 gp in Charter funds
 
  
  
Line 71: Line 69:
 
| Malgrim's Horse    || Saddle, Bridle, 2 x saddle bags  ||  ? / ? / ? / ?  || ? ||  ? / ? / ? / ?  || ? ||
 
| Malgrim's Horse    || Saddle, Bridle, 2 x saddle bags  ||  ? / ? / ? / ?  || ? ||  ? / ? / ? / ?  || ? ||
 
|-
 
|-
| Everiat's Horse      || ?  ||  ? / ? / ? / ?  || ? ||  ? / ? / ? / ?  || ? ||
+
| ???          || ?  ||  ? / ? / ? / ?  || ? ||  ? / ? / ? / ?  || ? ||
 
|-
 
|-
 
| ???  || ?  ||  ? / ? / ? / ?  || ? ||  ? / ? / ? / ?  || ? ||
 
| ???  || ?  ||  ? / ? / ? / ?  || ? ||  ? / ? / ? / ?  || ? ||
Line 86: Line 84:
 
*[https://forum.rpg.net/showthread.php?822974-OOC-Dwellers-in-Dark-Dungeons&p=21910366#post21910366 Skills System], [https://forum.rpg.net/showthread.php?822974-OOC-Dwellers-in-Dark-Dungeons&p=21929993#post21929993 Skills & Background], [https://forum.rpg.net/showthread.php?822974-OOC-Dwellers-in-Dark-Dungeons&p=21930169&highlight=Trickery#post21930169 Revision?], [https://forum.rpg.net/showthread.php?822974-OOC-Dwellers-in-Dark-Dungeons&p=21931351&highlight=Trickery#post21931351 Levels of Proficiency]
 
*[https://forum.rpg.net/showthread.php?822974-OOC-Dwellers-in-Dark-Dungeons&p=21910366#post21910366 Skills System], [https://forum.rpg.net/showthread.php?822974-OOC-Dwellers-in-Dark-Dungeons&p=21929993#post21929993 Skills & Background], [https://forum.rpg.net/showthread.php?822974-OOC-Dwellers-in-Dark-Dungeons&p=21930169&highlight=Trickery#post21930169 Revision?], [https://forum.rpg.net/showthread.php?822974-OOC-Dwellers-in-Dark-Dungeons&p=21931351&highlight=Trickery#post21931351 Levels of Proficiency]
 
*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.
 
====[https://forum.rpg.net/showthread.php?822974-OOC-Dwellers-in-Dark-Dungeons&p=22132608#post22132608 Spellbooks in Absalom]====
 
  
 
==XP Awards==
 
==XP Awards==
Line 118: Line 114:
 
**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.
 
*[https://forum.rpg.net/showthread.php?822973-IC-Dwellers-in-Dark-Dungeons&p=22128360#post22128360 Post 1556 IC]
 
**Jack hears tell that several vagrants and vagabonds have disappeared during the night from the back alleys where they sleep. There are whispers in Junction's underbelly of a red-eyed killer that stalks the street, claiming the poor and addled as its victims.
 
**The village of Hob, to the south, is still seeking champions to aid them in their fight against the gnolls. A scion of their noble family, one Lemond de Chelles, has come north to Junction seeking aid.
 
**The Lord Mayor of Junction is seeking adventurers willing to explore the northern regions of the Sarn, to see what might lie to the north of value.
 
  
 
==Towns==
 
==Towns==
Line 200: Line 191:
  
 
===Windglade===
 
===Windglade===
Hex 41.23<br>
 
 
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

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)