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==Player Characters==
 
==Player Characters==
 
Name | Class | Level | HP | AC | Initiative | Main Weapon | Attack Bonus | Damage
 
Name | Class | Level | HP | AC | Initiative | Main Weapon | Attack Bonus | Damage
*[[Hasan al-Naqit]] | Cleric | Level 4 | HP: 20/20 | AC: 1 | Initiative: +2 | Scimitar | To hit +2 | Damage 1d8+2 | Sling | To hit +1 | Damage 1d4 | Ammo: d10
+
*[[Hasan al-Naqit]] | Cleric | Level 3 | HP: 10/10 | AC: 1 | Initiative: +1 | Mace | Attack Bonus +2 | Damage 1d6+2
*[[Guan Zi]] | Fighter | Level 3 | HP: 14/19 | AC: 5 | Initiative +0 | Axe | Attack Bonus +3 | Damage 1d8+4
+
*[[Ninbanda Shubnalu]] | Vowed | Level 3 | HP: 12/12 | AC: 4 | Initiative: +1 | Short Sword | Attack Bonus +2/+4 vs dragons | Damage 1d6+3/1d6+5 vs dragons
*[[Eahal San]] | Kuan Amelatu | Level 3 | HP: 15/15 | AC: 3 | Intiative +1 |
+
*[[Guan Zi]] | Fighter | Level 3 | HP: 19/19 | AC: | Initiative +0 | | Attack Bonus | Damage  
 
+
*[[RT Blank Character Sheet]]
Henchpersons
 
*[[Aiguo Lei (Guo)]] | Thief | Level 1 | HP: 4/4 | AC: 6 | Initiative: +1 | Long Bow | To hit +2 | Damage 1d8 | Ammo: d20 | Longsword | To hit +2 | Damage 1d8+2
 
*[[Tancred Kruger]] | | Level 0 | HP: ?/? | AC: 5 | Initiative: +1 | Short bow | To hit +1 | Damage 1d6 | Spear | To hit +1 | Damage 1d6+1
 
*[[Dagma Frey]] | | Level 0 | HP: ?/? | AC: 6 | Initiative: +0 | Sling | To hit +0 | Damage 1d4 | Spear | To hit +0 | Damage 1d6
 
*[[Song Bai]] | Magic-user 1 | HP: 4/4 | AC: 9 | Initiative: +0 | Sling | To hit +0 |Damage 1d4
 
*[[Ali Asam]] | Cleric 2 | HP: 11/11 | AC: 4 | Initiative: +0 | Mace | To hit +0 |Damage 1d6
 
 
 
Lost in the Dark
 
*[[Tsung Loi]] | Magic-User | Level 3 | HP: 6/6 | AC: 8 | Intiative +1 | To Hit -1 | To Dam -1
 
*[[Naric]] | Elf | Level 3 | HP: 8/10 | AC: 5 | Intiative +1 | To Hit +1 | To Dam 0
 
*[[Ninbanda Shubnalu]] | Vowed | Level 3 | HP: 7/12 | AC: 3 | Initiative: +1 | Short Sword | Attack Bonus +2/+4 vs dragons | Damage 1d6+2/1d6+4 vs dragons
 
 
 
==Treasure and Party Funds==
 
*Box from mage's chamber with sword hilt
 
*Mage's wand
 
*Mage's dagger
 
*Shou Chieftain's sword
 
*Letter of credit from White Diamond 900 Koku
 
*Letter of credit from Daimyo 2,250 Koku
 
 
 
==Encumbrance Ape==
 
*Hasan
 
**Gear:              76
 
**Treasure:
 
**Total Encumbrance: 76
 
**Movement:          T: 60 E: 20 R: 60
 
 
 
*Guan Zi
 
**Gear: 77
 
**Treasure: Wand, Jeweled dagger from mage, locked box from mage's chamber
 
**Total Encumbrance: 
 
**Movement:  T: 30 E: 10 R: 30
 
 
 
*Eahal
 
**Gear:
 
**Treasure: Two books
 
**Total Encumbrance:
 
**Movement:
 
 
 
*Tancred
 
**Gear: 74
 
**Treasure:
 
**Total Encumbrance: 77
 
**Movement:  T: 60 E: 20 R: 60
 
 
 
*Dagma
 
**Gear: 75
 
**Treasure:
 
**Total Encumbrance: 78
 
**Movement:  T: 60 E: 20 R: 60
 
 
 
*Ali
 
**Gear: 60
 
**Treasure:
 
**Total Encumbrance: 60
 
**Movement:  T: 60 E: 20 R: 60
 
 
 
==Experience Point Awards==
 
*[https://forum.rpg.net/showthread.php?830892-Taming-the-Westmark&p=21987870#post21987870 Shou Raiding Party] (OOC 23)
 
*[https://forum.rpg.net/showthread.php?830892-Taming-the-Westmark&p=22078788#post22078788 Mage and shou] (OOC 117)
 
*[https://forum.rpg.net/showthread.php?830892-Taming-the-Westmark&p=22100756#post22100756 Shou slavedrivers] (OOC 138)
 
*[https://forum.rpg.net/showthread.php?830892-Taming-the-Westmark&p=22132670#post22132670 Selling the spellbook and notebook] (OOC 175)
 
*[https://forum.rpg.net/showthread.php?830892-Taming-the-Westmark&p=22137165#post22137165 Trade Goods - Herbs] (OOC 176)
 
*[https://forum.rpg.net/showthread.php?830892-Taming-the-Westmark&p=22144626#post22144626 Rare Books] (OOC 184)
 
 
 
==Mounts==
 
*Āṣifah (Hasan al-Naqit) | War horse | Speed 120' (40') | 400 lbs capacity, 401-800 lbs at half speed
 
*Kuài fēng (Guan Zi) | War Horse | Speed 120' (40') | 400 lbs capacity, 401-800 lbs at half speed
 
*(Eahal San) | Riding Horse | Speed 240' (80') | 300 lbs capacity, 301-600 lbs at half speed
 
 
 
==Marching Order==
 
Single File
 
*Guan
 
*Eahal
 
*Hasan
 
 
 
 
 
Two by two
 
*Guan | Eahal
 
*Hasan
 
  
 
==House Rules==
 
==House Rules==
===Standard of Living costs===
 
At the beginning of each month, each PC must pay a Cost of Living fee based on their level.  This covers normal food and drink, lodging, common spell components, and ammo replenishment.
 
 
*1st level 20 gp
 
*2nd level 60 gp
 
*3rd level 150 gp
 
*4th level 300 gp
 
*5th level 600 gp
 
*6th level 1,000 gp
 
*7th level 1,500 gp
 
*8th level 5,000 gp
 
*9th level 10,000 gp
 
 
===Reputation===
 
*High Line Trading Concern - Rescued caravan from Shou raiders (IC 15)
 
*Shining White Diamond Trading Company - Rescued traders from Shou slavery, returned them to Machida (IC 216)
 
*Machida farmers - Rescued farmers from Shou slavery, returned them to Machida (IC 216)
 
 
===Calendar===
 
A year on this planet is 365 days. There are 12 months of 30 days each, plus five festival/trade fair/religious feast days at the beginning of the 3rd, 5th, 7th, 9th, and 11th months.
 
 
===Languages===
 
Imperial is the language of Xian and is the most common language spoken in the Westmark. All traders speak Imperial, even if they have a different native tongue.
 
 
Other languages include:
 
*Dwarvish
 
*Eirengarder
 
*Elvish
 
*Eshkanti
 
*Gadaali
 
*Kobold
 
*Kueh
 
*Lizardfolk
 
*Ogrish
 
*Shou (bugbears, goblins, orcs, and hobgoblins are all tribes of Shou)
 
*Skandr
 
 
There is one dead language (that you know of):
 
*Old Ektau - known only as a written language of whichever ancient people lived on the Isles before the Celestial Empire relocated there
 
 
===Coinage===
 
Most modern coinage in the Westmark is minted by Xian
 
*The copper “stalk” is the smallest coin of exchange, named for the rice shoot crudely stamped on one face, the other being embossed with the name and year of the current Mandarin.
 
*The silver “wheel” is stamped with the Wheel of Rebirth on one side, and the image of the current Mandarin and his regnant year on the other.
 
*The gold “koku” is a coin carefully marked with a basket of rice on one side and an intricate pattern on the other.  The tools used to fashion these coins leave a milled, ridged edge around its rim. Should a clipper try to shave the edges, the milling will be worn down. When it is no longer possible to tell one ridge from the next, the coin is no longer valid as currency, and must be turned in to the Xianese treasury to be re-minted.
 
*1 gold koku = 10 silver wheels = 100 copper stalks
 
 
 
===Encumbrance===
 
===Encumbrance===
 
We're using the optional rules on p 44 of the LL rulebook.   
 
We're using the optional rules on p 44 of the LL rulebook.   
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*All spellcasting PCs choose their starting spells as per the LL rulebook.  The LL will then randomly chose one 1st and one 2nd level spell to add to their spellbook
 
*All spellcasting PCs choose their starting spells as per the LL rulebook.  The LL will then randomly chose one 1st and one 2nd level spell to add to their spellbook
 
*All PCs get maximum HP at 1st level.  The LL will then re-roll HP for each level gained.  If the roll is less than the previous total, the PC instead gains 1 HP
 
*All PCs get maximum HP at 1st level.  The LL will then re-roll HP for each level gained.  If the roll is less than the previous total, the PC instead gains 1 HP
 
===Missile Use===
 
*Consider the common D&D dice: d4, d6, d8, d10, d12, and d20. For any collection of missiles, round up to the nearest die. For example, if you have 13 arrows, you would roll a d20. Every time you use one or more missiles in combat, roll the respective die at the end of combat. If you roll under half, drop to the next lowest die. When you hit a d4 and roll a 1 or 2, you're out of missiles.
 
 
*Seems a bit unfair to have 20 arrows, fire one, roll under, and drop to a d12 so we'll say you have to roll under twice with a d20 to drop to d12.
 
 
*"Roll under" means you roll one of the lower half of numbers on the die.
 
**d4 = 1-2
 
**d6 = 1-3
 
**d8 = 1-4
 
**d10 = 1-5
 
**d12 = 1-6
 
**d20 = 1-10
 
 
*Note that your monthly cost of living fee covers missiles so you can always refill your total by visiting any merchant who sells them, or if you find some in the wilderness.
 
  
 
==Skills==
 
==Skills==
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''Merchant Prince(ss)''
 
''Merchant Prince(ss)''
 
*After spending a Skill point, the PC gains one of the following skills:
 
*After spending a Skill point, the PC gains one of the following skills:
**Discounter - Gains 5% discount when buying items.  Can estimate the value of gems, jewelry, and other luxury items.
+
**Discounter - Gains 5% discount when buying items.
 
**Under the Table - Can bribe NPC to gain additional reaction check.  Larger bribes will grant bonuses to new throw (DM’s discretion).
 
**Under the Table - Can bribe NPC to gain additional reaction check.  Larger bribes will grant bonuses to new throw (DM’s discretion).
**Venturer - Can treat a Market as one Class higher for purposes of determining what’s for sale.  Can estimate the value of trade goods.
+
**Venturer - Can treat a Market as one Class higher for purposes of determining what’s for sale.
  
 
''Smooth Operator''
 
''Smooth Operator''
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===Class Specific Skills===
 
===Class Specific Skills===
Each PC can take one Class Skill every other level, beginning at 2nd level.  Elves can choose from either the Fighter or Magic-User list.  Dwarves and Vowed choose from the Fighter list.  Halflings choose from either the Fighter or Thief lists.  Kuan Amelatu choose from either the Fighter or Mage lists.
+
Each PC can take one Class Skill every other level, beginning at 2nd level.  Elves can choose from either the Fighter or Magic-User list.  Dwarves choose from the Fighter list.  Halflings choose from either the Fighter or Thief lists.
  
'''Fighter'''
+
''Fighter''
*''Berserker Rage'' - +2 to attack, +2 penalty to AC.  Immune to fear.  Must continue to fight until all enemies have fled the battlefield
+
*Berserker Rage - +2 to attack, +2 penalty to AC.  Immune to fear.  Must continue to fight until all enemies have fled the battlefield
*''Combat Maneuvers'' - Gain access to special maneuvers.  Size of opponent may warrant additional penalties on rolls
+
*Combat Maneuvers - Gain access to special maneuvers.  Size of opponent may warrant additional penalties on rolls
 
**Disarm - make an attack roll at -2 to hit.  If successful, opponent is disarmed
 
**Disarm - make an attack roll at -2 to hit.  If successful, opponent is disarmed
 
**Force Back - make an attack roll at -2 to hit.  If successful, opponent is pushed 1d6+4 feet back.  Colliding with wall or obstacle means opponent is prone
 
**Force Back - make an attack roll at -2 to hit.  If successful, opponent is pushed 1d6+4 feet back.  Colliding with wall or obstacle means opponent is prone
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**Overrun - make an attack roll at -2 to hit.  If successful, may move past opponent without suffering a retreat penalty
 
**Overrun - make an attack roll at -2 to hit.  If successful, may move past opponent without suffering a retreat penalty
 
**Sunder - make an attack roll at -4 to hit. If successful, opponent makes save vs Paralysis.  If failed, opponent's weapon or shield is sundered.  Magic weapons and shields cannot be sundered unless the PCs weapon is also magical and has a higher bonus
 
**Sunder - make an attack roll at -4 to hit. If successful, opponent makes save vs Paralysis.  If failed, opponent's weapon or shield is sundered.  Magic weapons and shields cannot be sundered unless the PCs weapon is also magical and has a higher bonus
*''Fencer'' - The player may apply his DEX bonus to melee attacks instead of STR
+
*Fighting Style -
*''Fighting Style'' - Gain a bonus related to the favored style.  Even if this skill is taken multiple times, only one style can be used at any given time.
+
*Favored Enemy
**Polearm - +1 to initiative
+
*Fencer
**One-handed weapon - +1 to hit
+
*Weapon Specialization
**Two-handed weapon - +1 to damage
+
 
**Ranged weapon - +1 to hit
+
''Cleric''
**Weapon and shield - +1 to AC
+
*Divine Blessing
*''Shou Slayer'' - the PC's training gives him a +1 to hit against all Shou
+
*Divine Health
*''Weapon Specialization'' - If a player chooses to specialize in a certain type of weapon, all attack rolls that are natural 20s cause double damage. Weapon types include: polearms, axes, swords & daggers, blunt weapons, ranged weapons
+
*Laying of Hands
 +
*Secrets of the Faith
 +
*Sensing Evil
 +
*Weapon Training
  
'''Cleric'''
+
''Thief''
*''Divine Blessing'' - +2 to all saves
+
*Arcane Dabbling
*''Divine Health'' - immune to all forms of disease
+
*Cat Burglary
*''Laying of Hands'' - once per day, the PC can cure 2 hp of damage per experience level
+
*Disguise
*''Secrets of the Faith'' - the PC can cast spells not normally available to them (e.g. Makerite Theurgy spells)
+
*Eavesdropping
*''Sensing Evil'' - The PC gains the ability to Detect Evil, as the spell.  Each attempt takes one turn
+
*Lockpicking
*''Weapon Training'' - The PC can choose one weapon type not normally available to clerics and become proficient in its use
+
*Skulking
  
'''Thief'''
+
''Mage''
*''Arcane Dabbling'' - The PC can attempt to use magic items normally limited to mages
+
*Elementalism
**At level 1, the PC can attempt to read magic scrolls with a 50% chance of success
+
*Familiar
**At level 5, the PC can attempt to read scrolls or use wands with a 70% chance of success
+
*Magic Item Sage
**At level 9, the PC can attempt to use all mage-specific magic items with an 85% chance of success
+
*Mystic Aura
*''Cat Burglary'' - The PC can attempt to balance on thin ledges or tight ropes with a successful Climb Walls roll.  At level 5, makes Climb Walls rolls with Advantage
+
*Prestidigitation
*''Disguise'' - The PC can change their appearance and manners to assume the identity of another person.  50% chance of success at level 1, 70% at level 5, 85% at level 9
+
*Spell Mastery
*''Eavesdropping'' - +1 to Hear Noise rolls
 
*''Lockpicking'' - The PC has extra lockpicking training
 
**At level 1, the PC can make a second attempt at picking the same lock
 
**At level 5, the PC gains +15% to Pick Locks rolls
 
**At level 9, the PC gains Advantage when picking locks
 
*''Skulking'' - The PC has extra Hide in Shadows and Move Silently training
 
**At level 1, the PC gains +15% to Hide in Shadows and Move Silently rolls
 
**At level 5, the PC knows when a Hide in Shadows roll has failed
 
**At level 9, the PC knows when a Move Silently roll has failed
 
'''Mage'''
 
*''Cantrip'' - Gain the ability to cast cantrips from [http://5e.d20srd.org/srd/spellLists/wizardSpells.htm this list].  Note that all damage rolls are house ruled to be d4
 
*''Combat Casting'' - If the caster is successfully attacked before casting a spell:
 
**At level 1, has a 25% chance of not losing the spell from memory
 
**At level 5, has a 35% chance of not losing the spell from memory
 
**At level 9, has a 50% chance of not losing the spell from memory
 
*''Elementalism'' - The PC specializes in spells of a certain element (air, earth, fire, water)
 
**At level 1, spells using this element do +1 damage per die and impose a -2 saving throw penalty on the target
 
**At level 5, the PC’s Magic Missiles can be considered to be of this element
 
**At level 9, elementals summoned from this element gain +1 hp per Hit Die
 
*''Familiar'' - The PC gains a familiar, as per [https://5thsrd.org/spellcasting/spells/find_familiar/ this spell].  If the familiar dies, the PC cannot summon another one for one month.  It takes one turn to summon a new Familiar.
 
*''Magic Item Sage'' - The PC has knowledge of magic items and magical research
 
**At level 1, can identify common magic items 50% of the time
 
**At level 5, can identify common magic items 70% of the time
 
**At level 9, can identify common magic items 85% of the time, reduces chance of failure when creating magic items to 10%
 
*''Mystic Aura'' - +2 to reaction rolls if casting magic
 

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