Difference between revisions of "Wilderlands of High Fantasy"

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(Coinage in the City State)
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'''Value/Material/Name'''
 
'''Value/Material/Name'''
 +
 
1 pp Platinum Sovereign a.k.a. Klips
 
1 pp Platinum Sovereign a.k.a. Klips
 +
 
1 gp Gold Crown a.k.a. Viziers or
 
1 gp Gold Crown a.k.a. Viziers or
 
Cronies
 
Cronies
 +
 
1 ep Electrum Noble a.k.a. Half-Crown
 
1 ep Electrum Noble a.k.a. Half-Crown
 +
 
1 sp Silver Guilder a.k.a. Cardinals
 
1 sp Silver Guilder a.k.a. Cardinals
 +
 
1 cp Copper Penny a.k.a. Common
 
1 cp Copper Penny a.k.a. Common
 +
 
1 bp Bronce Farthing a.k.a. Bit
 
1 bp Bronce Farthing a.k.a. Bit
 +
  
 
'''Exchange rate'''
 
'''Exchange rate'''
 +
 
4 bp = 1 cp
 
4 bp = 1 cp
 
40 bp = 10 cp = 1 sp
 
40 bp = 10 cp = 1 sp

Revision as of 12:21, 13 March 2012

A game of B/X D&D, run by ZenDog.

Wilderlands-cover.png


Characters

Player Characters of High Fantasy
Geoph the Tall, Fighter, Player Nalyd
Jaheel, Fighter, Player MonsterMash
Mira, Daughter of Odin, Cleric, Player andreww
Vozon the Vulgar, Thief, Player: Julius Sleazer
Don Eduardo de Castilla, Elf, Player Baron Greystone
Grogton, Fighter, Player gmkeros
Zula, Fighter Player Willow

Coinage in the City State

Value/Material/Name

1 pp Platinum Sovereign a.k.a. Klips

1 gp Gold Crown a.k.a. Viziers or Cronies

1 ep Electrum Noble a.k.a. Half-Crown

1 sp Silver Guilder a.k.a. Cardinals

1 cp Copper Penny a.k.a. Common

1 bp Bronce Farthing a.k.a. Bit


Exchange rate

4 bp = 1 cp 40 bp = 10 cp = 1 sp 200 bp = 50 cp = 5 sp = 1 ep 400 bp = 100 cp = 10 sp = 2 ep = 1 gp 4,000 bp = 1,000 cp = 100 sp = 20 ep = 10 gp = 1 pp

Beasts of Burden & Hirelings

Maps

Important Notes & Adventure Hooks

Recurring NPCs

House Rules

Chargen House Rules

Everyone starts with MAX HP by Class.

MUs start with Read Magic, Read Languages, and Detect Magic and 1 1st lvl spell of their choice, plus 1 per +1 from INT bonus randomly chosen spells. All other spell have to be found in game. They can use a Quarterstaff: Cost: 2gp WT: 30 Dam: 1d4. MU's also have (at-will) Cantrips.

MU Cantrips

Ghost Sound With a wink, you create an illusory sound that emanates from somewhere close by.

Light With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space. Duration 5 mins.

Mage Hand You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish. Max 20lbs.

Prestidigitation You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink.

Thieves can add up all their %skill and rearrange as they wish.

Clerics can Bind Wounds for 1d4 HP (once per injury) and start with 1 Bless scroll. Plus the gods are on their side.

Fighters start with an unquestionably loyal man-at-arms Sidekick: AC:7 HD:1; HP: 8; AT: 1; Dam: 1d6; Morale: 10; Gear: Leather Armour, Spear, Backpac, 7 days rations. Every time a fighter kills a foe he gets a free attack. He also gets attacks x lvl against foes with 1HD (or lower). Fighters can also specialise.


Fighter Specialisation

Specialist Fighters get a bonus in the specialisation, but a -1 to hit pen when not fighting in their preferred style. Versatile (standard fighters get no pens or bonus, but can use any combo of weapons and armour).

Guard Big man with a bigger weapon. +1 dam when using 2H weapons.

Soldier Front rank defensive fighter. Additional +1 AC with Shield.

Duellist A dual wielding finesse fighter. +1 to hit.

Skirmisher A devil with close range thrown weapons. +1 dam for thrown missile.

Archer Expert marksman. +1 to hit with slings, bows, and crossbows.

Demi-Humans may specialise as follows: Dwarf - Archer (crossbow) or Soldier; Elf - Duellist or Archer (Bow); Halfling - Skirmisher or Archer.

Languages

As well as the usaul D&D racial languages (elf, kobold, Gnoll, etc.) there is . . .

Orichalan which is Draconic, Altanian (barbarian) Antilliian (trade language of the city of Antil and one of three langauges that form Common), Avalonian (people of Valon), Demonic, Dorin (Desert people) Duneal (human version of Elvish), Ghinoran (regional) Gishmesh (tribes) Karakhan (god given glyhps) Skandik ( viking/dwarf) Thrabian (one of the three languages that form common), Tlalic (magical language requires knowledge of the Tula language) Viridian ( another basis of Common and used in Viridistan) High Viridian (elite buggers)

There are also some ancient languages (natch) . . . Ancient Antillian, Ancient Draconic, Old Viridian, Elder Tongue (aliens) Kelnoran (complex dead lang) Logii (greek) Markrab (alien pictographs)


HP Houserule

0HP = Defeat not death. What defeat means depends on who is doing the defeating. Getting defeated by the City Watch just means an opportunity for a jailbreak (or bribery). Getting defeated by a fall from the city walls means time for a new character. This goes for the party too. You decide the fate of any enemies you defeat. When foes are bestial or there's no doubting they want you dead I might roll on a death and dismemberment table for characters that fall below 0HP. Of course death doesn't necessarily mean a new character depending on your standing with various temples and deities, well that and the state of the corpse.


Alignment and Religion

In this Wilderlands campaign there are lots of gods. Lots of monotheisms, pantheisms, polytheisms, cults, and petty gods everywhere you look. All of them are more or less equal in power, but their sphere of influence in the Wilderlands depends on where, how and by how many people they are worshipped. A god or gods, worshipped with daily prayer in many cities, and kingdoms will have a lot of influence. A monkey god worshiped in one rural village will only have influence in that village. A god of a cult with just a few sects may have a greater reach than expected due to the vile sacrifices carried out by its worshippers. A long forgotten diety with a single moss covered shrine might be nothing more than laughter on the wind.

The different gods want different things from their worshippers. Lawful gods want obedience, and single minded worship, devotion and adherence to strict rules. In return they offer safety and security. The Chaotic gods think of mortals and their world as playthings, they like to fuck with (often literally) mortals for shits and giggles. In return for worship they offer excitement (although read the small print excitement is sometimes fatal) along with the promise of riches and glory. Neutral gods gift to their worshippers is freedom from divine interference. Worship they offer protection from the outrages of the other gods.

God War Some of the lawful gods have started gaming the system so to speak. They aim to have their followers goose-step roughshod over all the other religions creating more and more worldly influence for themselves. The Neutral gods find this offensive and oppose them. The gods of Chaos enjoy turning into giant swans to impregnate mortal maidens (or handsome youths because gods can do that shit), or going on three month benders with kings and pirates. They also enjoy pouring oil on the little bonfire the forces of Law and Neutrality have started.

For any class other than Clerics choosing an alignment means to some extent or other you're down with one of the factions agendas. How devout you're towards specific god/gods is up to you roleplay-wise, but if you choose an alignment you best at least pay in-game lip service to one of the religions.

If your not interested in any of that Unaligned is an option. For Clerics Unaligned isn't an option. Pick a god, or Pantheon, or host of gods to worship. You can make up your own, pick a D&D god, gods from the real world and mythology, or ask me to cook something up. If you play a Cleric expect to actively pursue a divine agenda. Some Magic Items, Miracles, Spells, etc. will only work for certain Alignments, or even religions, so their is a mechanical aspect. There are no Alignment Languages, but on a Wis ability check you might get a feel for someones vibe.


Retainers

Henchmen Henchmen are NPC followers of the individual characters. They have to be found, recruited in game, etc. They are usually the same class as the PC and always a lower level (normally 2 levels lower). They have stats, and levels, and all the usual class abilities you’d expect. They get a ½ share in treasure and XP and will follow the players on adventures, into dungeons, etc.

None of you have any henchmen yet. You’ll be able to gain Henchmen in game provided you want them of course.

Hirelings These are men hired to accompany you on adventures. They don’t have levels, or gain XP. Chr determines how many hirelings a character can engage at a time, and what their morale is. How they are treated will also affect morale. Players are responsible for feeding hirelings and providing any equipment beyond the basics they need for their trade. You can start the game with as many of these as Chr and purse allow. Payment is always in advance.

Torchbearer: Lights the way. Players must provide light source. Normally adventurous peasant youths. Non Combatants: AC: 9 HD:1/2 HP:3. 2sp a Week. Gear: matches

Porter: Carries gear, and treasure. Hardy peasant men used to toiling and hard work. Non Combatants: AC: 9 HD: 1-1 HP:4. 5sp a week. Gear: Packs, bags, Carry straps, poles, etc.

Mule Handler: If you have mules and don’t hire one of these you’ll be moving very slowly through the wilderness. Non Combatants: AC: 9 HD:1/2 HP:3. 8sp a week. Gear: carrot and stick

Orcfodder: Peasants armed with little more than their pitchfork and desperation. AC:9, HD: 1-1, HP: 6, Att: Pitchfork 1d6-1. 1gp a week. Gear: Pitchfork and good luck charm.

Spearmen: These men have a little experience serving in the local militia, town guards, or as bandits. AC: 8, HD:1, HP:8,Att: Spear 1d6. 2gp a month. Gear: Spear, Shield, gaming dice.

Skirmishers: Versatile tribal warriors. AC:8, HD: 1, HP: 6, Att: Javelin 1d4 or short sword 1d6. 3gp a month. 3gp a month. Gear: 3 javelins, short sword, shield, carved animal totem.

Sellswords: Warriors who know their business. AC:6 HD:1+1, HP: 9 Att: Sword 1d8. 5gp a week. Gear: Sword, shield, Leather armour, will and letter home.

Bowmen: Eagle eyed missile specialists. AC:7, HD: 1+1, HP: 7, Att: Arrow, or dagger 1d6/1d4. 7gp a week. Gear: Leather, Short bow, 40 arrows, dagger, lucky eagle feather.

It’s down to the players to upgrade hirelings gear and provide food on top of the wages. A hireling that survives an adventure or two might make a good prospect as a Henchman.

Specialists and Mercs Specialists are skilled professionals such as alchemists, sages, assassins, or spies, etc. that as a lord you might hire on a permanent basis as one of your hirelings, or as adventurers you might hire for a one off job. The availability of the different types of specialists varies.

Mercenaries can be hired in any number, no matter what your charisma, as long as you have the purse. They will accompany the party for double their listed pay (A wilderness trek is definitely hazardous duty) but won’t follow the party on any mad adventures in ruined castles, or subterranean cavern complexes. Not unless a very generous bonus is offered. They will of course guard the camp, and pack animals, defend the party from attack in the wilderness and fight in any battles the party find themselves in. If the money runs out so do they.

Prices for Mercs and Specialists can be found in the X/LL rulebooks.