Difference between revisions of "Midnight: Southies SWAG & BOOTY"

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==EQUIPMENT & MATERIALS GATHERED==
 
As the group moves along it's way they begin to pick up and collect things of necessity and of convenience. This is a list for all things they have aquired. <br> Once items have been claimed by an individual they will be removed from this list. All items are considered *medium* unless noted otherwise.
 
<table border="1">
 
<tr align="center">
 
<td colspan="5" width="100%"> '''SOUTHERN SWAG LIST'''</td>
 
</tr>
 
<tr align="center">
 
      <th width="6%"> Food </th>
 
      <th width="6%"> Raw Materials</th>
 
      <th width="6%"> Finished Goods</th>
 
      <th width="6%"> Contraband </th>
 
      <th width="6%"> Baubles</th>
 
</tr>
 
<tr align="center">
 
      <td> [100 meals] Non-Trail Rations <br>  [1] Charm <br> [1] Charm    </td>
 
      <td> [6] Herbs <br>  [1] Charm <br> [1] Charm    </td>
 
      <td> [1] Plates <br>  [1] Charm <br> [1] Charm    </td>
 
      <td> [1] Vardatch ('''L''') <br>  [1] Charm <br> [1] Charm    </td>
 
      <td> [1] Charm <br> [1] Charm  </td>
 
</tr>
 
</table>
 
  
 
+
*  [[FOUND in the Crystal Keep of the Fortress Wall, a lair of the Blood Taker Idring of House Gyrn]]
==Books, Tomes, Scrolls, and Arcane Items Found in SHADOWWALL==
+
* [[FOUND on the fields of the Battle Landing of the Green March]]
===SCROLLS===
+
* [[FOUND in Vrolk's Laboratory, The Obsidian Spire]]
* Level 0 - Cure Minor Wounds  (scroll) [9 copies]
+
* [[FOUND at ShadowWall]]
* Level 2 - Disguise Ally (scroll,  Midnight pg 134)  [10 copies]
 
* Level 2 - Silver Blood (scroll,  Midnight pg 137)
 
* Level 3 - Speak with Fell  (scroll, Sorcery & Shadow pg 39)
 
 
 
===SPELL BOOKS===
 
'''The Grimoire of Bile by Umann-Ul'''  ''(spellbook)''
 
* Level 0
 
** Ghost Sound
 
** Read Magic
 
* Level 1
 
** Assist  (Sorcery & Shadow pg 29)
 
** Deep Breath
 
** Detect Astirax  (Midnight pg 134)
 
** Far Whisper  (Midnight pg 135)
 
** Obscuring Mist
 
* Level 3
 
** Dispel Magic
 
** Tongues
 
* Level 4
 
** Remove Curse
 
 
 
 
 
'''The Cyclopædia of Vrolk the Vile'''  ''(spellbook)''
 
* Level 0
 
** Disrupt Undead
 
** Read Magic
 
** Touch of Fatigue
 
* Level 1
 
** Cause Fear
 
** Command Undead
 
** Ghoul Touch
 
* Level 2
 
** command undead
 
** Decomposition
 
** Fell Forbiddance  (Sorcery & Shadow pg 33)
 
** Ray of Weakness
 
** Shroud of Undeath
 
** Withering Speech  (Sorcery & Shadow pg 39)
 
* Level 3
 
** Blood Boil  (Sorcery & Shadow pg 32)
 
** Dispel Magic
 
** Halt Undead
 
** Tongues
 
** Vampiric Touch
 
* Level 4
 
** Animate Dead
 
** Bestow Curse
 
** Crushing Dispair
 
** Cause Critical Wounds (as cure reversed)
 
* Level 5
 
** Blight
 
** Nightmare
 
** Nexus Fuel  (Midnight pg 136)
 
* Level 7
 
** Insanity
 
* Level 8
 
** Horrid Wilting
 
** Trap the Soul
 
 
 
===ARCANE ITEMS===
 
'''Runic Dice'''  <br> (roll 3d20 to determine quanity) <br> This set of polyhedrons was found in the cupboard at ShadowWall.  The runes seem to read notations concerning spices, herbs and health.  Made of odd porous stone these dice can be put into food and in a pinch could be used as food themselves (one meal ration), beyond the spell description. <br> (runic record, single use, use-activated  - spell:  as Stone Soup - Midnight pg 138)
 
 
 
 
 
'''Echo's Splinter''' ''(wooden staff)''<br> Found chain locked in a crate in the attic of ShadowWall, within a silk slipcase fitted bag... This impossibly hard wood staff is some 4" is diameter and a full 6.5' long.  It is nearly straight with a slight crook in the top 1' of the staff.  It weighs approximately 25lbs.  The staff holds a series of runes on it, etched into the wood by dark magic and fire - as if burned into the wood against it's will.  While the runes can be felt and seen slightly - only pathwalkers can deepen the scares enough to read and use...  (runic record; multiple use, energy-activated) <br> The spells Kyuad are able to make out at this point are:
 
* Level 0
 
** Arcane Mark
 
** Dancing Lights
 
** Detect Magic
 
** Read Magic
 
* Level 1
 
** Detect Secret Doors
 
** Shield
 
** Unseen Servant
 
* Level 2
 
** Continual Flame
 
** Knock
 
** Shatter
 
 
 
===BOOKS===
 
* History of Herbs, by Yszer Oralum
 
* The Darkfast Curses of Kazak-Dur
 
* The Life of Belela Maranmir the III, by Olafper Damarpad
 
* The Codex on the Dworg Culture, by Buzarthak the Grey
 
* History of Horseback Warfare
 
* The Life of Hadraped Venla the Unwashed, by Selcir of Kyràthé
 
* Lexicon on Sewing, by Porcho
 
* Travels of Sayela Alorplen
 
* History of Warfare, by General Kamael
 
* The Life of Larpon the Great, by Dammar
 
* The Compendium on Time - the life of Aryth, by Vrolk
 
* The Life of Crisran of Záyírà
 
* The Compendium of Northern March Blood Temples, by Care the Grey
 
* Tome of Southern Cults
 
* Tales on Brewing
 
* Journeys of Futhaatr the IV
 
* The Tome on the Sundering
 
* The Grimoire of Illusionism, by Monibald the Younger
 
* History of the Sarcosan, by Saypad Cormer the Learned
 
* The Life of Ysusara Hesfor, by Ysus the Magnificent
 
* Tarassar of Kyràthé's Tome on Astrology
 
* Writings on Dancing, by Tarasdua Venlum the III
 
* The Life of Werurr Hagallor, by Kyraplen the Learned
 
* Tales of Artifacts and Relics, 1st Age
 
* Theory of Ancient Empires from Across the Sea
 
* Cyclopædia on Erotic Poetry
 
  
  

Latest revision as of 22:58, 1 April 2008

Value Points and Regional Worth

Instead of gold pieces as the monetary standard, we use value points (vp). One vp is equivalent to a week's worth of poor-to-common food for one person. Unlike gold pieces, value points are subject to a multiplier determined by regional worth.
The Midnight campaign setting uses worth when calculating an object's availability and therefore trade value. Highly available items have little worth. Conversely, difficult to find items and dangerous or rare services have high worthto those who desire them.

TYPES OF GOODS
All goods are separated into one of five categories, each of which may have a different woth in any given region.

Baubles: These include coins, gems, jewelry, and other objects of art that have no practical use and therefore little worth.

Food: This category includes fressh water, fodder for animals, and anything that will keep a family fed; meat is usually traded "on the hoof" so it doesn't have to be carried or kept fresh.

Raw Materials: Ore, wood, hemp, wool, hides, furs, and anything else that must be processed before it becomes a finished good or is an essential ingredient to some finished product. Beasts of burden are considered raw materials as well. Unskilled labor generally has the same multiplier as raw materials in any given region.

Finished Goods: Metal tools, berrels, spun cloth, simple watercraft or carts, rope, leatherwork, or anything else the production of which is either skill-intensive, labor-intensive, or requires specialized equipment. It is assumed that virtually anyone has learned simple sewing, carving, construction, and food preparation skills simply in order to survive, so the results of such activities are not considered finished goods. This category includes padded, leather, and hide armor, as well as all simple weapons other than crossbows, maces, and morningstars. Skilled labor generally has the same worth as finished goods in any given region.

Contraband: This is a catchall category that includes anything banned, most noticably weapons, armor, charms, and books or scrolls. Contraband also includes any items used by orcs, legates, and collaborators, but illegal for citizens to possess, like trained war mounts or watercraft that carry more than a handful of passengers. This category nominally includes magic as well, although anything but a one-use item or an item low on charges would be nearly priceless. On the other hand, possessing such an item can end up having a heavy price.




REGIONAL WORTH[edit]

The following table displays common regional worths assigned to the five types of goods. These worths are suggestions only; the Dm may vary these multipliers based on the buyer's or seller's circumstances, and an item's price can quickly increase or decrease if either party so much as imagines that he hears the sound of an orc's hobnailed boot.

Note that the values on the table are for non-collaborators. Contraband items are much easier to come by for orcs and legates, who always trade for such items as if they had multipliers of x1 as long as they have an appropriate supply source. Likewise, collaborators may gain the same benefit depending on their ranks and the item desired; gnomes, for instance, are able to trade for large sailing vessels and other items they need to provide the transport of goods for the dark armies, but are still prohibited from possessing weapons. Traitor princes and their personal guards, on the other hand, can acquire weapons as easily as orcs, and often ones of a much finer quality.

Also, common sense may dictate that specific items may vary from the regional norm. While raw materials are in high demand in Erethor, for instance, wood is there in plenty, and so should have a lower multiplier. Where obvious exceptions exist, they are noted in parentheses.


REGIONAL WORTH TABLE[edit]

Region Food Raw Materials Finished Goods Contraband Baubles
Northern Erenland x3 x3 x3 x2 no value
Central Erenland x1 x1 x2 x2 x1/50
Southern Erenland x1 x2 x1 x2 x1/10
Veradeen x2 x1 (ore x2) x3 x2 no value
Caraheen x1/2 x2 (wood x1/10) (ore x3) x2 x1 x1/100
Aruun/Miraleen x1/2 x2 (wood x1/2) x3 x2 no value
Kaladruns x4 x2 (ore x1/10) x1/2 x1/2 no value
White Desert/Asmadar x3 x3 x3 x2 no value




Midnight: North & South Portal