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thirdkingdom
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Standards

#1 Post by thirdkingdom »

I'd like to use this thread to track stuff that will not change, or at least infrequently, such as marching/night watch orders, standard of living costs, etc.

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Alethan
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Re: Standards

#2 Post by Alethan »

Night Watch

1) Mursley
2) Rhys
3) Thurgan
4) Aquar
5) Severi

** The adventurers always use a campfire when camping outdoors (unless otherwise stated).

** The spyglass and goggles are made available to each night shift (unless otherwise stated).

** The adventurers are assumed to be wearing armor while on night watch and not to be wearing armor while sleeping. Note that it takes 1 minute (6 rounds) to hastily don chain mail and 2 minutes (12 rounds) to hastily don plate mail. Those who choose to sleep in their armor take the following penalties:

A character who sleeps in medium or heavy armor is automatically fatigued the next day. He or she takes a -1 penalty to hit rolls, damage rolls, and AC (as well as any other checks related to Strength and Dexterity), and natural healing does not occur overnight. Additionally, spellcasters cannot prepare new spells if fatigued. Sleeping in light armor does not cause fatigue. The fatigue continues with each passing day until a full night of unarmored sleep is achieved. (For these purposes, chain mail and plate mail would be considered medium and heavy armor, respectively, while leather armor would be considered light armor.)
Last edited by frobozz on Wed Jan 29, 2014 3:28 pm, edited 8 times in total.
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Alethan
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Re: Standards

#3 Post by Alethan »

Standard Operating Procedures

Dungeon Movement

PC speed in unexplored areas of dungeon: 60 feet per turn (every 10 minutes)
[*] Includes mapping of area and use of automatic detection skills (such as dwarven Stonelore) when within 20' of detectable features

PC speed in previously explored areas of dungeon: 20 feet per round (every 10 seconds)
[*] No additional skills included at this movement rate

Searching For Traps: 1 Turn (10 minutes) per 10x10 square area
[*] Success: based on rolling under the Find Traps percentage of a Thief/Mystic

Searching For Secret Doors: 1 Turn (10 minutes) per 10x10 square area
[*] Success: 5-6 on 1d6 (elves), 6 on 1d6 (all other PCs)

Roll For Wandering Monsters: Every 2 Turns

Dungeon Doors

Rhys listens for noise (1 on 1d6).
Rhys searches the door for traps and also determines whether or not it is stuck or locked.
PCs line up in Marching Order.
If door opens normally: Thordin or Innana opens the door.
If door is stuck/locked/barred: Bregalad or Lanny uses physical force to open the door (Strength: 15).

Stuck doors: Require Strength check to force open
Locked doors: Require Strength check (minus 4) to force open
Barred doors: Require Strength check (minus 8) to force open
Magically locked doors: Cannot be forced open

Note: A failed first attempt at forcing open a door will alert any creatures on the other side and prevent them from being surprised.
Last edited by frobozz on Tue Dec 24, 2013 6:01 am, edited 9 times in total.
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Re: Standards

#4 Post by Alethan »

Languages

Rhys (Int 7)_____________________Common (Thyatian), Orc
Severi (Int 13)____________________Common (Thyatian), Elven, Draconic
Thurgan (Int 7)___________________Common (Thyatian), Dwarvish
Tev Meren (Int 8)__________________Common (Thyatian), Daro
Quint Kacie (Int 17)________________Common (Thyatian), Traladaran, Elvish, Halfling
Vanco Basou (Int 15)_______________Common (Thyatian), ???
Last edited by frobozz on Tue Jan 14, 2014 1:28 pm, edited 3 times in total.
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Re: Standards

#5 Post by frobozz »

Spells Known

Drudsa's Spellbook
Level 0 - Anatomics, Catfall, Dampen, Enrich, Exterminate, Gallop, Gather, Knot, Know Direction, Werelight
Level 1 - Analyze, Charm Person, Magic Missile, Read Magic, Sleep, Ventriloquism
Level 2 - Continual Light, Invisibility, Mirror Image

Drudsa currently studying: ?

Bregalad's Spellbook
Level 1 - Analyze, Birdsong/Birdcall, Light, Magic Missile, Read Magic, Sleep
Level 2 - Invisibility, Mirror Image

Bregalad currently studying: ?

Lanny's Spellbook
Level 1 - Birdsong/Birdcall, Leap, Magic Missile, Read Magic, Sleep, Ventriloquism
Level 2 - Invisibility, Mirror Image

Lanny currently studying: ?

Gan the Lonesome's Spellbook (Drudsa)
Level 1 - Analyze, Magic Missile, Ventriloquism
Level 2 - Continual Light, Invisibility, Mirror Image
Level 3 - Protection From Normal Missiles

Maeve's Spellbook (Drudsa)
Level 0 - Catfall, Clean, Gallop, Mend, Weathertell
Level 1 - Leap, Rainbow Attack

Scrolls
Level 1 - Shield (Drudsa)
Last edited by frobozz on Sat Mar 29, 2014 12:33 am, edited 14 times in total.
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Re: Standards

#6 Post by Atlictoatl »

Standards for party consisting of Severi, Rhys, Thurgan, Tev, Quint, Vanco, Bruno, and Semele

Marching order

5' width

Thurgan
Tev
Rhys
Severi
Quint*
Semele*
Vanco
Bruno

10' width:

Thurgan | Tev
Rhys | Severi
Quint* | Semele*
Vanco | Bruno

* Quint and Semele hold torches/lanterns
Rhys is close to the front in case we need stealthy scouting

In battle:

Thurgan and Tev will form a front line, generally trying to form a shield wall to protect back ranks.

Searching/exploring indoors:

One of either Rhys or Severi will take point, accompanied by either Thurgan (if desirous of demi-human nightvision) or Tev.

Protecting party members:

As much as possible, the entire party tries to protect Quint and Semele from harm.

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