The Wyzard Runs OD&D

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The Players

Here, list those persons playing the game, along with how many tokens they have gained and how many they have spent.

  • Asen_G: 4/3 100 XP Tokens
  • Andrensath: 3/0 100 XP Tokens (Inactive)
  • Trogdor The Burninator: 1/1 100 XP Tokens
  • Kacie: 1/ 100 XP Tokens
  • Nick the Nevermet: 1/0 100 XP Tokens
  • Hellzon: 2/1 100 XP Tokens
  • Urlang K'Naboth: 2/1 100 XP Tokens
  • Julius Sleazer: 1 XP token spent on a re-roll; 1 100-XP token remaining.
  • radiant song: 2/1 100 XP Tokens
  • Ashikaider: 1/0 100 XP Tokens
  • Celeste: No Tokens.
  • The Wyzard: The Referee. Has ALL the tokens.

The Slayers

Please move character sheets to the following area: The Wyzard Runs OD&D: The Slayers

Burig

  • Played by Asen G
  • Swordsman, a.k.a. "The Bull-Headed", Neutral Human Fighting Man
  • STR 15 (+10% bonus XP) INT 12 WIS 5 (unreasonable, impulsive, and what else?) CON 10 DEX 13 (+1 missile adjustment) CHA 5 (-2 loyalty, -2 Reaction, Maximum number of Henchman 1?)
  • Languages: Common, Moon Tongue and Thracian
  • HP 14 max/ 11
  • AC 2 (3 without the shield)
  • XP 4300

Equipment Warhammer, Dagger, Silver Dagger, Halberd, 3 Javelins, Plate Armour, Helmet, Shield, 200, 190' Rope /only 50', 40' carried, (10' used to bound the savage), 10' Pole, 24 Iron Spikes /12 carried, leather backpack /that's where he carries the stuff, 2 waterskins, 10 torches, 2,1 flasks of oil /0 left behind, 3,2 vials of holy water/0 left behind, 3 stakes & mallet, 1 quart wine /left behind, lantern /left behind, steel mirror, bunch of wolfsbane, garlic bud, 2 wk iron rations. Rapier (note: only wear it in towns, when the halberd is not with him, or when closer quarters are expected, which would make the halberd cumbersome)

60 GP + 4 gems worth 100, 200, 300, and 400 GP, respectively.

Gworg the Unwise

  • Played by Julius Sleazer
  • Neutral Human Fighting Man
  • STR 13 (Raised from 12 at 2nd level; 5% bonus on earned XP) INT 10 WIS 5 CON 11 DEX 9 CHA 5
  • HP 8 (Current 2/8)
  • AC 6
  • XP 3638

Equipment Leather Armor, Shield, Helmet, One-Handed Sword, Rapier, Short Bow, 20 Arrows, 2 Silver-Tipped Arrows, Dagger, Silver Dagger, Two Weeks of Iron Rations, Leather Backpack, Waterskin (x1), 50' Rope, 7 Torch(es), 4 Flask(s) of Oil, 15 bunches of Wolfsbane, 1 Wooden Holy Symbol, 1 Silver Holy Symbol, 4 Vial(s) of Holy Water, 22 garlic buds, 1 Silver Mirror

37 gp

Encumbrance

Current Encumbrance: 1021 cn - 50 due to 12 STR = 971 cn total ENC (100% normal movement rate)

Mount Information 1 Medium Warhorse, 1 Saddle, 2 Weeks of Feed for Warhorse

Korg

  • Played by Ashikaider
  • Neutral Human Fighting Man
  • STR 14 (5% bonus XP) INT 7 WIS 5 CON 11 DEX 4 (-1 missile adjustment) CHA 13 (+1 loyalty)
  • HP 9 (Currently 4)
  • AC 3

Equipment Big 2-handed axe, Plate Mail, Helmet, Draft Horse "Dar", Saddle Bags, 50' Rope, 10' Pole, 12 Iron Spikes, 3 Large Sacks, Leather Backpack, Waterskin, 3 weeks Rations, 2 weeks iron rations, 5 weeks horse feed, 0 bottles lamp oil, Saddle,67 GP + 1500 GP in 100 GP gemstones left, owlbear trophy necklace, 2 horse blankets, horse brush and curry comb,

  • Encumbrance (not including money)

373 cn

  • XP 3540
  • GP

Randall

  • Played by radiant song
  • Neutral Human Fighting Man
  • Level 2
  • STR 17 (+10% XP), INT 14, WIS 6 (raised from 5), CON 18 (+1 HP), DEX 13 (+1 missile adjustment), CHA 8
  • HP: 13 (currently 5)
  • AC: 3 (2 with shield)
  • XP: 3598 (After Battle of the Owlbear's Head) + 0
  • Languages: Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.

Equipment:

  • Plate mail, shield, helmet
  • Axe, dagger, short bow, arrows (20), silver-tipped arrows (10), sling, sling bullets (16), silver dagger
  • Leather backpack, waterskin, large sack, torches (6), oil flasks (6), holy water (3 vials), silver mirror, rope 50 feet,
  • Quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1)
  • Bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf's Tomb)
  • Ebony and silver scroll case given by dead man, two eyes of Nalgnashnee, owlbear claw
  • Lockpicks, Midnight Doubloon
  • Healing potion (acts like CLW; heals 1d6+1 HP at the rate of 1 HP per minute).


  • Kept in a party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (2), arrows (40), torches (6)


  • Remaining funds: Seven 100 gp gems, one 50-gp gem, two 20-gp gems, and 11.6 gold
  • Current encumbrance: Nominally 570 coins, but reduced to 270 due to high Strength.

Corvus

  • Played by Kacie
  • Human Fighting Woman
  • Str 15 (+10 %XP) Int 12 Wis 7 Con 10 Dex 10 Chr 5
  • HP:8
  • AC:2

Level 2; Str +1, HP 3 -> 8

Exp: 1654 +200 for Owlbear = 1854. +(1907*(1.05) = 2002) = 3856. +75 (+7.5) +100 token = 4038.

Languages: Primalingua, Reptilian

Equipment:

  • Medium Warhorse
  • Plate Armor,
  • Long Sword,
  • Shield,
  • Helmet,
  • Light Crossbow & quarrel of 50 bolts,
  • Saddle & 2 saddlebags
  • 50' Rope,
  • 10' pole,
  • 12 Iron Spikes,
  • 3 spikes & 1 mallot
  • wolfsbane
  • leather backpack,
  • waterskin,
  • 3 torches,
  • lantern,
  • flasks of oil (7),
  • 5 quart wine,
  • 2 wk iron rations,
  • 2 wk normal rations
  • bedroll
  • silver mirror

Treasure

  • fine astrolabe, worth 500gp (and 25gp transaction cost)
  • silk veil (30gp)
  • 2 gems of 500gp

Remaining gold as of 9-15-10: 300 gp

Gold received on (10-17-10): 1293

Warhorse, and instruction on using astrolab: 250gp , cost of living 40gp, saddle & 2 saddlebags 45gp

Purchase of 2 500gp gem: -1050 gp (11-6-10)

Total: 208 gp

Frederik, the Friendly

  • Played by Nick the Nevermet
  • Lawful Human Magic-User
  • Strength: 12 Intelligence: 13 Wisdom: 9 Constitution: 10 Dexterity: 8 Charisma: 13 (+1 loyalty modifier)
  • HP:7
  • AC:9
  • XP total: 3,217
  • Languages: Common, Goblin, Thracian

Equipment:

  • 4 daggers
  • Mule (named "Pregib"), Wagon, Saddle, saddlebags, 50' rope, 12 iron spikes, 2 small sacks, 1 large sack
  • waterskin, Iron Rations, 3 weeks
  • 11 torches, Lantern, 10 flasks of oil
  • 1 quart of wine
  • 1 quart waterskin
  • Pearl
  • Remaining GP: 2,472
  • 1st Level Spells Known: Magic Missile, Shield, Sleep, Light, Hold Portal (Sleep memorized but used for the day)

Ganch of Pine

  • Played by TrogdorTheBurninator
  • Neutral Human Fighting Man
  • Level 2
  • Strength: 11 Intelligence: 10 Wisdom: 7 Constitution: 11 Dexterity: 15 Charisma: 12
  • Languages known: Common, Goblin
  • HP:1
  • AC:6 (two-weapon fighting)
  • XP: 3536, 1 token

Equipment:Short Bow, Throwing Spear, Spear, Axe, 25 Arrows, 4 Silver-Tipped Arrows, Leather Armor, Plate Armor (carried on cart or some such), Helmet, Spiked Shield, 6 torches, Bullseye lantern, 4 flasks lantern oil, Coil of brass wire, Two weeks iron rations, Quart of wine, waterskin, large sack, Remaining GP: Eight 100 GP gems, One 50 GP gem, One 20 GP gem, 42 gold coins Encumbrance: 502 cn

Ivan

  • 2:nd level Neutral Human Seer, played by Hellzon
  • Str 8 Int 14 Wis 9 Con 8 Dex 12 Cha 11 (5% XP bonus)
  • Languages: Common, Draconic, Reptilian, Old Amaranthian, Thracian
  • Spells known (Prepared spells marked with asterisks):
    • Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile. 2 slots, space for 8 spells.
  • HP 3/6, AC 9, XP 3022 + 75 (hydra) + 79 (Guild war, includes loot)

Equipment

  • 5 daggers, 40 darts
  • Leather backpack
    • 5 flasks of oil, 4 vials of holy water
    • 50' Rope, 10' Pole, 2 Waterskins, bedroll, 11 days iron rations, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud, 1 copy of the Guild Vault map
    • Spellbook, in a laquered ironwood case with brass fittings and leather seal
    • 70 GP, 13 gems worth 100 gp each
  • Weight: 200+145+100+50+83=578 coins

Paulus Landorn

  • Played by Urlang K'Naboth
  • Neutral Human Cleric Level 3
  • Disciple of Forst the Sexton
  • 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 11, WIS 15(+10%XP), CON 11, DEX 8(-1Missile), CHA 13 (+1 loyalty modifier)
  • XP: 3398 (in town)
  • MAX HP: 9 Current HP:9
  • AC: 2 (Plate,3, Shield,2.) (in City, AC 6)
  • Languages; Necrosian
  • Equipment:Dungeon & Wilderness
  • Plate, Helm, Heater Shield
  • Mace, 2H Iron Spade
  • Holy Symbol, Lead Bell. (5gp)
  • leather case of 50 Caltrops
  • Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 12 Spikes, Large sack,
  • Medium Warhorse, Saddle.
  • Equipment:City
  • Mail shirt, Secrete(Steel Skull cap)
  • Iron shod Short staff. (5'6")
  • Holy Symbol, Lead Bell. (5gp)
  • Satchel, 30' 1/4" line, Whistle, Wax Tablet & Stylus, roll of soft cloth. 50gp
  • Alms purse, 30sp
  • Valuables
  • Quartermasters Coffer
  • 2 eyes of Nalgnashnee
  • 2x 50gp gems
  • Encumbrance excluding money - Dungeon, 854cn:
  • Encumbrance excluding money - City, 130cn:
  • Money in Hand: 510gp
  • Goods in the Cart
  • 6 Wks Iron Rations, 6 days very good Normal rations, 12 days normal Rations
  • 40 Arrows
  • Cask of Beer.
  • Spells in mind
  • -Detect Evil
  • -Cure Light Wounds
  • Retainers (100gp/month each)
  • equipment in the Inn
  • Plate, Shield, Helm, Longspear, Falchion, Dagger
  • Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 1 Torches, tinderbox, Hammer & 6 torch prickets, Large sack,
  • Chain, Buckler, Helm, Longbow, Sword, Maul. 20 Arrows, leather case of 50 Caltrops
  • Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 2 Torches, tinderbox, 50' Rope,

Spurk the Torchbearer

  • Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7
  • HP 2
  • AC 7 (leather armor)
  • Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, broom, 14 GP

Amroce the Thief

  • Second Level Fighting Man
  • 2000 XP
  • Str 7 Int 12 Wis 5 Con 13 Dex 17 Cha 15
  • HP 3
  • AC 7
  • Languages: Common, Thracian
  • Equipment: Rapier, Main-Gauche, Lockpicks, 3 Torches, Flint & Steel, Blackface, 30' Silk Rope & Grappling Hook
  • Treasure: 10 GP, 25 Silver, The Map

Megara

  • Lawful Human Cleric, played by Celeste
  • Str 14 Int 10 Wis 13 Con 8 Dex 9 Cha 11
  • Level: 1, XP: 952
  • Languages: Common
  • HP: 4 -- Currently 2
  • AC: 2

Equipment

  • Mace
  • Staff
  • Sling Staff
  • 20 bullets, 1d4
  • Plate armor
  • Helmet
  • Shield
  • Medium warhorse, saddle, saddlebags, 2 wks feed
  • Leather backpack
    • Wooden holy symbol, 1 Waterskin, 7 days normal rations, 6 Torches, 10 flasks of oil, wolfsbane, garlic, 1 copy of Veya Vault map
    • 753 GP - 500 GP to QM = 253 GP - 35 GP (oil, other supplies) = 218 GP - 145 (horse & supplies) = 73 GP
  • Weight: TBD

Esme

  • Chaotic Human Magic-User, played by richlayers
  • Str 6 Int 17 Wis 12 Con 11 Dex 7 Cha 9 (10% XP bonus)
  • Languages: Common, Goblin, Fey, Draconic, Giantish, Elven, Primalingua, Elemental
  • Spells known (Prepared spells marked with asterisks):

Detect Magic, Protection from Evil, Light, *Charm Person, Sleep, Shield, Ventriloquism

  • HP 3, AC 9,

Equipment

  • 2 daggers
  • Leather backpack
    • 50' Rope, 1 Waterskin, 1 week rations, 6 Torches
    • silver mirror
    • 10 sheet of parchment, high-quality quill, inkstone
    • Spellbook
  • 47 GP
  • Weight:

Marching Order

Column

  • 1st Rank: Gworg Paulus Ganch
  • 2nd Rank: Korg Brodie Burig
  • 3rd Rank: Frederik* Spurk* Ivan*
  • 4th Rank: Randall Corvus Carlos

Line

  • 1st Rank: Korg Gworg Paulus Ganch Burig
  • 2nd Rank: Randall Frederik* Brodie Ivan* Carlos
  • 3rd Rank: Spurk* Corvus


Communally used Possessions

(Put individual owning them in brackets)

  • 3 Carts
  • 6 Draft horses
  • 12wks feed

Cart 1

  • Two Wood Axes, Pickaxe, Mattock, 2 Spades, Saw, 2 Hatchets
  • Sledgehammer, Crowbar, 5' wrecking bar,
  • Single block & Single with Hook, Double block
  • 6 ring pitons, Lumphammer
  • Grapnel
  • 10' Pole, Steel mirror
  • 63 Torches
  • Large Tent

Cart 2

  • 6xCases of 50 Caltrops
  • box of 100zbarbs for short stakes
  • 80 Darts
  • Lead Mallet
  • 12 Hatchets
  • 6 Crossbows
  • 90 Bolts
  • Armourers Kit
  • Large Tent
  • 100 Arrows
  • 20 Firearrows. (Extra long, 8”Metal Shaft behind point, with a pouch of Pitch, Charcoal, Oil, tow and Saltpetre stitched around the shaft)(5gp ea.)
  • 20 Silver Arrows
  • 20 Silver Slingbullets

Cart 3

  • Field Kitchen
  • Surgeons Kit
  • 40 Oil Flasks
  • 20 Vials Holy Water
  • 20L Cask of oil
  • Large Tent
  • 6 Shovels
  • 4 Mattocks
  • 20 Weeks Standard Rations
  • 20 Weeks Iron Rations

Quartermaster's Fund

Small Iron Coffer Carried by Paulus containing, Gems, 0x1000gp 0x500gp 2x100gp 8x50gp Coin 105gp Ledger, Ink, Quills & penknife Pounce. Deeds to the Owlbears Head Deeds to Mansion.

  • total, 705
  • dues in credit , Ganch 700, Corvus 1000.

Hirelings

Room and board for hirelings is usually 5 GP per week, this covers rations in the wilderness or inexpensive inns while in town. Other arrangements may from time to time be necessary.

  • Mercenaries: 10 GP per week plus room and board, for guard duty or similar. Delving negotiable.
  • Barfolomew, leader of a lance of Mercenary footmen.

Teamsters: 5 GP per week plus room and board.

  • Leggs, A teamster, savaged by a Ghûl, but healed by Sarlinha.
  • Scoffer, His Taciturn Co-worker.


Lest_we_Forget

Outstanding Plot Hooks

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 was offering 150 gp each to escort a caravan going south and protect it from beast-men, but he has now left. Maybe we should keep an eye out for when/if he comes back/is killed.
  • The Duchy of Karnak lays some distance East of the crossroads where your band of adventurers met. It consists of a large town around a castle, where the duke resides, and a number of outlying towns, villages, thorps, and hamlets. The people in the villages close to the tomb of Renf have been sorely afflicted by a lycanthrope. The Duke was an axe-wielding terror upon the battlefield in his youth, and made a widow of many women. However, he has grown grossly fat upon having gained a stronghold and servants, and is in no condition to pursue a bloodthirsty monster through the moors and forests of his realm, and he has lost too many men-at-arms in attempts to slay it. He has offered a "great reward" to any who can kill the beast, but has refused to disclose the nature of that reward. He fears that thieves might make off with it if there was widespread knowledge of what is in his possession. While this is certain to unsettle potential slayers from attempting the quest, the Duke is known to be a man of his word. If he says that he has a great reward, it is the opinion of the local wags that it must be great indeed.
  • Tragus the Green, a locally famed Knight-Errant, set off into the wilds hunting for a fabled (and possibly enchanted) beast known as Gwydian's Carp. It is said to reside in a lake near the Weeping Wood, and to have devoured hapless victims without number. He traveled with an entourage of some size, and was not without arms, armor, and treasure to fund his expedition. If he and his band have truly fallen, their wealth may yet be where they left it.
  • Burig also uncovered that there are various kinds of demons that exist. Some are physical beings that can be slain by steel or other means. Others are insubstantial and usually locked outside the physical world, and in order to affect the world in a meaningful way they must take over some physical body, in the way that water fills a bottle or air fills your lungs. The process can take some time and represents a great effort for the possessing demon, and having been so long denied the world of the senses, they are usually fairly mad and likely to engage in whatever debauchery they can manage for as long as they can manage.

Because they have spent time drifting outside the bounds of time and space, they often know things which could not normally be known.

Killing them permanently represents a tricky proposition.

Unassigned Loot

Large Horned Skull. (Minotaur?)- Tap room of the Owlbears Head

Various bottles & Jars of Alchemical powders, Unknown value. Back room of the Head.

Owlbear Skin and Head, Mounted. Owlbears head Common room

One horned Minotaurs head,Mounted, Commonroom

Two Jewelled Masks of the Thieves Guild of Veya. Carried by Gworg


Unaccrued XP

Here, keep track of the total amount of XP gained from slaying monsters on an adventure. Each time monsters are defeated, the referee will give an amount of XP equal to the value of the monsters divided by the number of PCs in the party. That amount shall be recorded here. When the PCs once more reach the safety of a town, each character will add that amount to the GP value of treasure they receive, and apply their prime requisite bonus, if any. That amount of XP will then be added to their sheet.

XP now assigned. Awaiting new additions here.

Award XP

(This is immediate XP, unmodified by stats)

Record of XP

(For the lazy or curious. This is exp for gold & general monster slaying, separate from Award XP.)

2nd trip to Renf's Tomb: ("killed" Nalagrashee-whatshisname) ~1500 for non power-leveled fighters as total. (Poor recordkeeping.)

3rd trip to Renf's Tomb: Owlbear & Minotaur. 1907 for everyone, except (Megara & Esme: 752 XP, Paulus & Frederik: 1374).

New rule goes into effect: no splitting party exp & gold any way other than equal shares. (10-17-10)

Town adventures: Hydra and Guild attack, 75 exp (11-1-10)

NPCs

The players may wish to make note of important or interesting NPCs


  • Laman Gallowhaunt, a dealer in antiques and student of history. He knows of a number of sages and collectors who might pay handsomely for interesting finds. He is particularly keen to help sell the bas relief of Renf the Red-Handed, and offers to charge a mere 10% as commission.



  • Mr Candy, someone the party probably needs to kill soon.

Impressive Kills

  • Nalgrashee-whatshisname
  • Owlbear
  • Minotaur, lieutenant of the Horned One
  • A small, 3-headed hydra.

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.

  • 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.
    • "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."

At the time of writing, a map of the second level of Renf the Red-Handed's tomb is kept mostly updated at https://docs.google.com/present/edit?id=0ASQnX6V3cOYRZGY1cXBqY18xY2dyNHczZm0&hl=en&authkey=CKLg3oIG

Renf Lvl 2.jpg

Renf Level 1.jpg

Wyzard Land.jpg

Street Map Near the Owlbear's Head

OwlbearsStreet.jpg

http://i213.photobucket.com/albums/cc177/WyzardWhately/OwlbearsHead.jpg

Thieves' Guild Vault Map

TheVault.jpg

Map of the Duchy of Karnak

Karnak.png

http://i213.photobucket.com/albums/cc177/WyzardWhately/Karnak.png

Locations

Notes on unmapped areas such as cities, &c.


  • Within Veya
  • The Stone Flagon, a den of vice and villainy which is said to have no equal within a hundred miles. Its proprietors took over a small, crumbling riverside fortress which once belonged to some fallen aristocratic family. They have since partitioned it off into what must be half a hundred purveyors of liquor, intoxicants, the flesh-trade, games of chance, some discrete slavers, and quite likely a few practitioners of the Art. For anyone who dares to enter its thief-infested halls, The Stone Flagon is as good a place as any to ask after strange and unusual services.

House Rules & Other Behind-the-Curtain Matters

To the extent that the players are informed, this information will go here.

  • 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 prone. Further 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.
  • In OD&D you regain 1 HP every two days. Except if you are at zero, then getting back to 1 takes 1d6+1 days. Source of ruling: http://forum.rpg.net/showpost.php?p=13052774&postcount=556
  • 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 inexpensiveness.) 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.
  • Two-Weapon Fighting: This is generally treated identically to a two-handed weapon. The user rolls two damage dice and takes the better of the two. However, a fighting man only, if dressed in Leather Armor or no armor, may get the benefit of both a second weapon and a shield when fighting two weapons. That is, they can fight Florentine style, and get a +1 to their AC along with taking the better of two damage dice.
  • Combat Modifiers & Weapon Damage, Continued: Each weapon has situations in which it is better or poorly suited. In 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 effect. In 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 XP. Their 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 profligacy. Cost 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.
  • Each time a PC gains an experience level, they may add one point to any attribute of their choice. The only limitations are that they may not increase the same attribute twice in a row, nor may they increase one past 18. Adding a point of Intelligence immediately grants the character so doing fluency in an additional language, although Draconic still requires a base INT of 13 to achieve proficiency.
  • Adding an additional spell to one's spellbook, other than those gained at leveling up, costs 100 GP per level of the spell.
  • A note on terminology: Hirelings are persons, perhaps with some special skill, who are hired for a fairly specific task. They are paid for a period, and are usually not willing to take any great risks. Henchmen are a grade above. Henchmen demand higher pay, but are willing to at least pretend to some personal loyalty to the PCs. Henchmen generally will go into the dungeon with PCs if need be. The highest grade of NPC is a Cohort. Cohorts are loyal, willing to adventure, are members of some PC class and are capable of gaining XP and levels. They must always be sworn to a specific PC. A player who loses their character may activate one of their Cohorts as a new PC, so channeling treasure into a Cohort can be a valuable insurance policy against starting over at Level One.

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.
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.
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.
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.

Experience Totals

Classes need the following XP totals to gain levels.

Fighting Men

  • Veteran: 0
  • Warrior: 2000
  • Swordsman: 4000
  • Hero: 8000
  • Swashbuckler: 16000

Magic Users

  • Medium: 0
  • Seer: 2500
  • Conjurer: 5000
  • Theurgist: 10000
  • Thaumaturgist: 20000

Clerics

  • Acolyte: 0
  • Adept: 1500
  • Village Priest: 3000
  • Vicar: 6000
  • Curate: 12000

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 strength. If, looking over your sheet, it is reasonable to suspect that you have no issues with encumbrance, do not bother calculating it. The 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!
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.


Other than this, do not calculate your armor into encumbrance. It is already reflected in your base movement rate. Now, add together your other items carried.

  • A small weapon such as a dagger constitutes 20 coins.
  • A flask of oil is 25 coins, a vial of holy water 5.
  • A normal hand weapon such as a sword, axe, mace, up to 3 javelins, a bow with arrows, a crossbow with bolts, a score of darts 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


Add together all of your carried items. Carrying 1000 coins or more will your movement rate by 25%. A character with 2000 or more coins will be at half speed. A character exceeding 3000 coins will have penalties as I see fit.
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 him. A 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

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
  • Silver Dagger 50

Ranged weapons

  • Short Bow 25
  • Long Bow 40
  • Composite Bow 50
  • Light Crossbow 15
  • Heavy Crossbow 25
  • 20 Arrows or Darts 10
  • 30 Quarrels 10
  • 1 Silver-Tipped arrow 5
  • 1 Silver Sling Bullet 5
  • 1 Silver Staff-Sling Bullet 7

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 5

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
  • 1 sheet of paper/parchment 3 sp
  • 1 sheet of vellum 1 gp
  • common quill 1 sp
  • high-quality quill 5 gp
  • vial of good ink 2 gp
  • inkstone 5 gp
  • inkstick 1 gp
  • gem or ring, 5% markup

Languages

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

Here will be posted the occasional essay that I write about the setting. If it seems piecemeal, that's intentional. I don't want to define too much.

I want to read the essays.

Gworg's Giants

Gworg the Unwise has deemed it advisable to have a contingent of soldiery following him about. Their descriptions are here.


Interview with the Goblin

Esme has little difficulty keeping Shomlie disguised as a particularly hideous and deformed child, one so unruly as to need to be kept on a leash. While it is very difficult to prevent him from sneaking out in the night (he likes to construct clever traps from oddments, so as to more easily devour the local alleycats and city rats), he is exceedingly willing to please his new Mistress by answering all questions put to him. In fact, Esme gets the sense that Goblins are beings naturally suited to mental subjugation by the psionic powers of the Flesh Hive, which makes Shomlie much more completely in thrall of the Charm spell than would be a member of any race with more individual identity.

1. What do the goblins know about us? What do they think about us?

"Goblins know someone is killing us! Not much about who...goblins who see the deathmakers not coming back so often..."

2. What are the goblins planning to do about us?

"We makes the traps. Lots of traps being made. Mother makes stronger brothers to fight. We also try and help the other creatures of the underlands, we hope someone bigger and stronger fights them. Shomlie sees he was wrong now."

3. Where are they getting the walking skeletons? Do they arise on their own or are they created?

"They come from deeper into the underlands. The Horned One makes them, so it is said. He and his chosen ones command them."

4. Who rules the goblins? Where is the ruler located? Who protects him?

"Goblins serve the Mother. She makes us, and unmakes us, and rules us through our hearts. All Goblins know their Mother, and she gives us purpose. She is past the Two Lakes, and through the Mushroom Forest. Very hard to reach, for you. They not let past anyone without the Horned One saying 'let this one pass.' Goblins have permission, Mother got it for us."

5. If the ruler is not the Hive Mother, where is the Hive Mother? What protects her? Does she bite? Is she dangerous?

"Mother is very dangerous. She has all the goblins in the underland to protect her. She is very strong, very great."

6. Tell us about the Horned One. What does he look like? What is his relationship to the goblin ruler and the Hive Mother? Is he allied to either, or subordinate, or their enemy?

"Goblin ruler IS the Hive Mother. None of us have ever seen the Horned One. He lives deep down. Bigger monsters are like his eyes and hands. He reaches up through the tunnels."

7. Where is the goblins' treasure?

"I know not. We have shamans who serve Mother directly. They take the treasures. Every goblin gets a few golds for themselves, as birthday present. But all the treasure we get goes to the Shamans, or gets stolen by the Horned One."

8. What traps have the goblins laid for us?

"It has been a while...I don't really know what they might have built. Is new plan...There are tripwires. Rockfalls. Oiled Chutes, false floors, broken glass and iron spikes. Very bad."

9. Tell us about the Worm. How big is it? Does it control the goblins or do the goblins merely fear it? What are its weaknesses?

"Worm is not smart. Worm does not control anything. It just eats people when it can sneak up on them. It is big. Big as four or five mans. Its weaknesses are being chopped up with sharp things, and being stupid. Goblins stay away, but we taste bad anyway."

10. How many goblins are left? How many new goblins are made each day by the Mother?

"I am not being able to count so high...Usually only a few new goblins each day, if we need a lot. Less if we don't need more. We feed Mother much! Goblin traps are clever, we are catching all the animals.

Missing, Retired or Dead PCs

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

Caleb Thistledown

  • Played by Craftzero
  • Lawful Human Magic-User
  • STR 12 INT 11 WIS 10 CON 10 DEX 11 CHA 11
  • HP 1
  • 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

Simon, the Sailor (deceased)

  • Played by Hellzon
  • Neutral Human Fighting Man
  • Str 10 Int 10 Wis 9 Con 11 Dex 10 Cha 8
  • HP 2
  • AC 4
  • XP 19 (random beastmen)

Equipment

    • GP: 0

Sarlinha, the Silver Owl (inactive)

  • Played by Andrensath
  • Human Cleric Level 1
  • Deity: She Who Lives In Darkness
  • STR 9, INT 9, WIS 13, CON 12, DEX 12, CHA 12
  • XP: 1,741
  • XP to level up: ?
  • HP: 4
  • 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