Discussion (out of character thread)
Re: Discussion (out of character thread)
For the record Bofur's equipment is assumed to be among the goods recovered. I'm not going to penalize the party for that.
This means Gilmer's gear can be repurposed, I believe you are down 2 spears and a shield lost in the fighting.
This means Gilmer's gear can be repurposed, I believe you are down 2 spears and a shield lost in the fighting.
- GreyWolfVT
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Re: Discussion (out of character thread)
That does make sense to me. 

“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Discussion (out of character thread)
A note on magic items.
Arrows and bolts are not common but also not super rare. You can expect to find them and most places have a few on hand in case enemies immune to normal missiles show up (dragons especially). They are worth a shilling each for light quarrels and short arrows, double for the heavier types.
Weapons and armor have a Base Cost of around £20 which is the minimum amount of resources to make them for those who can. Their 'typical' sale value is twice that, though it can be hard to find a buyer who can actually pay it. Selling one can easily take years.
Gurav's offer is £25 (it's weight) plus some RP related bonuses. You could refuse and sell it for more. Eventually. Most human lords however won't be interested since its a footman's shield. You can't use it while mounted without incredible strength.
Arrows and bolts are not common but also not super rare. You can expect to find them and most places have a few on hand in case enemies immune to normal missiles show up (dragons especially). They are worth a shilling each for light quarrels and short arrows, double for the heavier types.
Weapons and armor have a Base Cost of around £20 which is the minimum amount of resources to make them for those who can. Their 'typical' sale value is twice that, though it can be hard to find a buyer who can actually pay it. Selling one can easily take years.
Gurav's offer is £25 (it's weight) plus some RP related bonuses. You could refuse and sell it for more. Eventually. Most human lords however won't be interested since its a footman's shield. You can't use it while mounted without incredible strength.
Re: Discussion (out of character thread)
So, IC we have a significant reason to return to civilization; to refit the party, and perhaps recruit a little. OOC we have a significant reason to return to civilization, we can probably level up almost everyone!
I know it will take time for the very wounded to be able to safely move. If we had carts, and now that we have the maps, we could move everyone, and the treasure. Of course, that means any encounter would put is severely at risk, since many of our front line fighters are not able to participate.
Ji-ho will talk about the treasure, and splitting things up. It's easy to see that he's trying to be fair to everyone who has a share, but to also help the hill dwarves get back on their feet. Like Si-woo, he has no idea how to deal with the potions.
Is there a pipe to be had? Ji-ho needs to sample some of that pipeweed.
I know it will take time for the very wounded to be able to safely move. If we had carts, and now that we have the maps, we could move everyone, and the treasure. Of course, that means any encounter would put is severely at risk, since many of our front line fighters are not able to participate.
Ji-ho will talk about the treasure, and splitting things up. It's easy to see that he's trying to be fair to everyone who has a share, but to also help the hill dwarves get back on their feet. Like Si-woo, he has no idea how to deal with the potions.
Is there a pipe to be had? Ji-ho needs to sample some of that pipeweed.

Re: Discussion (out of character thread)
Since we have a new PC I want to put this to a vote:
Does he start at 0xp or does he start where the party is?
He will have starting gear regardless in this case.
Does he start at 0xp or does he start where the party is?
He will have starting gear regardless in this case.
Clearly the halfling has one at least, plus the dwarves who were transporting it probably as well. One of said dwarves is a woodworker so he can fashion you up something as well.
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Re: Discussion (out of character thread)
I vote whatever works for the GM 

“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Discussion (out of character thread)
I've always played that new PCs just appen to be even level with the party ...
Neil Gaiman: "I started imagining a world in which we replaced the phrase 'politically correct' wherever we could with 'treating other people with respect', and it made me smile."..."I know what you’re thinking now. You’re thinking 'Oh my god, that’s treating other people with respect gone mad!'"
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Re: Discussion (out of character thread)
It stinks to be a beginning character when everyone else is several levels above. Point of note, this is just for the sheild:
I think a Hill Dwarf that signs on will have a hard time justifying a lot of cash, but I don't see the party as being so tight fisted that said dwarf will have to worry about cash. Everyone who can level up will, from the treasure, the battle, and the shield income. No idea on the potions, but if the hill dwarves are as deterimined as the rest of their kin, we can help them reestablish and they can help with future plans.
Code: Select all
One share is 1200.0 cash and 0.0 xp.
ji-ho gets 1200.0 in coin and 0.0 in XP.
siwoo gets 600.0 in coin and 0.0 in XP.
rolton gets 600.0 in coin and 0.0 in XP.
drotik gets 600.0 in coin and 0.0 in XP.
hemia gets 600.0 in coin and 0.0 in XP.
morphin gets 300.0 in coin and 0.0 in XP.
barnaby gets 1200.0 in coin and 0.0 in XP.
sengrim gets 600.0 in coin and 0.0 in XP.
dramm gets 300.0 in coin and 0.0 in XP.
gurav gets 0.0 in coin and 0.0 in XP.
borav gets 0.0 in coin and 0.0 in XP.
hodlar gets 0.0 in coin and 0.0 in XP.
korev gets 0.0 in coin and 0.0 in XP.
Began with 6000 in coin and 0 xp, gave out 6000.0 coin and 0.0 xp.
Re: Discussion (out of character thread)
The vote is in.
Bofur just happens to be at the same level as the other PCs, approximately 1500xp.
The rules on training are up in the doc, if you wish to do so you can spend 5 weeks and 500p to level. Once everyone is healed up that is. And you will have to pay your henchmen for all this time so that will nickel and dime you a bit. In general they will match your expenditures on their behalf and no more, but they gain half XP so it washes out.
Gurav will invite Bofur and his henchmen to train with him, ie he will cover the costs for awhile to make the lack of cash on hand a non-issue for the new PC. He will also pay upkeep on henchmen.
0 level NPCs don't level up or earn XP like PCs do. That's basically all just gone until they get to Level 1. When this happens is entirely DM fiat. However, in this case once the PCs hit Level 2 I will advance them thusly:
For Jing Ji-ho
Si-woo automatically becomes Fighter 1 due to the Leader feat. Also because of this, as your primary henchman you have control over his finances.
Rolton, Drotik and Hemia all require Ji-ho to spend 500p each (they match with their own funds but henchmen get half xp, etc) and they will advance to level 1. Rolton and Drotik Fighter 1, Hemia Cleric (or Paladin) 1
Morphin upgrades to Heavy Infantry. If you absolutely want him to become a Fighter 1 it will cost 1000p.
For Barnaby
Dramm knocked it out of the park and would be like Morphin but for that. 500p makes him Fighter1.
Sengrim will cost you 500p to train with the others. He becomes Explorer or Burglar 1, your choice.
For Bofur
His henchmen are Dwarves so they are generally already level 1, more or less. They will stay there.
Bofur just happens to be at the same level as the other PCs, approximately 1500xp.
The rules on training are up in the doc, if you wish to do so you can spend 5 weeks and 500p to level. Once everyone is healed up that is. And you will have to pay your henchmen for all this time so that will nickel and dime you a bit. In general they will match your expenditures on their behalf and no more, but they gain half XP so it washes out.
Gurav will invite Bofur and his henchmen to train with him, ie he will cover the costs for awhile to make the lack of cash on hand a non-issue for the new PC. He will also pay upkeep on henchmen.
0 level NPCs don't level up or earn XP like PCs do. That's basically all just gone until they get to Level 1. When this happens is entirely DM fiat. However, in this case once the PCs hit Level 2 I will advance them thusly:
For Jing Ji-ho
Si-woo automatically becomes Fighter 1 due to the Leader feat. Also because of this, as your primary henchman you have control over his finances.
Rolton, Drotik and Hemia all require Ji-ho to spend 500p each (they match with their own funds but henchmen get half xp, etc) and they will advance to level 1. Rolton and Drotik Fighter 1, Hemia Cleric (or Paladin) 1
Morphin upgrades to Heavy Infantry. If you absolutely want him to become a Fighter 1 it will cost 1000p.
For Barnaby
Dramm knocked it out of the park and would be like Morphin but for that. 500p makes him Fighter1.
Sengrim will cost you 500p to train with the others. He becomes Explorer or Burglar 1, your choice.
For Bofur
His henchmen are Dwarves so they are generally already level 1, more or less. They will stay there.
Make sure you check the your private forum. I made a new thread for you that is relevant to the current topics.
Re: Discussion (out of character thread)
Not sure what Sengrim will do with his cut, but Barnaby and Dramm together plan to spend 500 p to make Dramm a 1st level Fighter.Leitz wrote: ↑Fri Oct 20, 2023 1:05 am If my math is correct, here are the cash and XP gotten. The cash only counts the coin and gems! It does not cover magic items or the supplies and tools that were found. scarik, correct me if I'm wrong, but the XP is just for monsters, right? So a share of XP would be 1164 (cash) plus 355 for kills?
Code: Select all
One share is 1164.0 cash and 355.0 xp.P. barnaby gets 1164.0 in coin and 355.0 in XP. dramm gets 291.0 in coin and 88.75 in XP.
Neil Gaiman: "I started imagining a world in which we replaced the phrase 'politically correct' wherever we could with 'treating other people with respect', and it made me smile."..."I know what you’re thinking now. You’re thinking 'Oh my god, that’s treating other people with respect gone mad!'"
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Re: Discussion (out of character thread)
Maybe could you add a "Loot" thread under the forum? Easier to keep track of stuff that way, plus we could update the thread as we sell / buy stuff.
Neil Gaiman: "I started imagining a world in which we replaced the phrase 'politically correct' wherever we could with 'treating other people with respect', and it made me smile."..."I know what you’re thinking now. You’re thinking 'Oh my god, that’s treating other people with respect gone mad!'"
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Re: Discussion (out of character thread)
Besides being mildly ill now, I'll be read-only this weekend. If you need anything from me, please let me know soonest.
Re: Discussion (out of character thread)
I just need to work out some details then I'll post about the healing timelines.
I am also in talks to add a mage PC.
I am also in talks to add a mage PC.
Ok thanks for the heads up.
Re: Discussion (out of character thread)
What the heck is "Bardic Magic" ? Where can I find a spell list ?
Neil Gaiman: "I started imagining a world in which we replaced the phrase 'politically correct' wherever we could with 'treating other people with respect', and it made me smile."..."I know what you’re thinking now. You’re thinking 'Oh my god, that’s treating other people with respect gone mad!'"
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- GreyWolfVT
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Re: Discussion (out of character thread)
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Discussion (out of character thread)
I'm adding spell lists to the rules document. They are mostly taken from various Basic D&D sources. Notable exception is Cantrip taken from AD&D2e. Formatting descriptions will take a bit.
Bardic magic is partway between Divine and Arcane magics. You begin play with 3 first level spells mastered and gain more when you gain a spell die or take a Bardic Lore ability to get more.
First Level Spells
Cantrip
Command Word
Cure Wounds
Detect Magic
Fellowship
Illusory Force
Light
Protection from Evil
Purify Food and Water
Resist Elements
Sleep
Ventriloquism
Re: Discussion (out of character thread)
I am going to update the roster. Since everyone is still alive and wise enough to spend money on training I'll make those changes.
Leitz: Ji-ho and Si-woo have a feat choice to make. Let me know if you want to advance any of the others. I believe we were not sure. Rolton I will adjust based on what we discussed for his plans.
tibbius: Barnaby gains a feat as well. Bards can spend those on Lores. Dramm becomes fighter 1 (he is taking Toughness as his feat) and Sengrim will become an Explorer (aka a ranger)
GreyWolfVT: You will begin at level 2 and your henchdwarves are level 1. All of them have to take Dwarven Racial Abilities as their level 1 feat/secret/thing. Bofur gets to pick a new feat at level 2
Leitz: Ji-ho and Si-woo have a feat choice to make. Let me know if you want to advance any of the others. I believe we were not sure. Rolton I will adjust based on what we discussed for his plans.
tibbius: Barnaby gains a feat as well. Bards can spend those on Lores. Dramm becomes fighter 1 (he is taking Toughness as his feat) and Sengrim will become an Explorer (aka a ranger)
GreyWolfVT: You will begin at level 2 and your henchdwarves are level 1. All of them have to take Dwarven Racial Abilities as their level 1 feat/secret/thing. Bofur gets to pick a new feat at level 2
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Re: Discussion (out of character thread)
Alright. This is a different list than the whole profession bit correct?
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Discussion (out of character thread)
Rolled an interesting encounter for you all.
The feats are in the Rules Doc, but here's your options:
Mundane Feats
Puissance: Choose Melee or Ranged. You get +1 to Hit with that sort of weapon. You may choose this feat twice to gain the benefit to both categories.
Prowess: Choose Melee or Ranged. Enemies get -1 to Hit you with that sort of weapon. You may choose this feat twice to gain the benefit to both categories.
Toughness: You gain +1hp and +1 to Injury Saves.
Endurance: Increase the number of hours before you must rest for 1 Turn by +1. You also gain +1 to Saves when making a Forced March or to avoid Exposure.
Lucky: You gain +1 on all Saves.
Leader: You may have +1 more Henchman than normal. Increase the Loyalty and Morale of your Henchmen and Followers by +1.
Skill: You gain another skill. You may take this feat as often as you like for a different skill each time. Note it as Skilled(name of Skill).
Berserker: You may enter a battle rage that lasts 1 Turn and grants you +1 to all hit rolls and +1 temp hp. When the rage ends you are Fatigued.
Beast friend: You may have beasts as Henchmen. You get +1 to Reaction Rolls with beasts.
Strider: You gain +1 to your movement rate and overland rate.
Racial Abilities: Non-Humans have this ability at level 1 instead of a Feat or other ability. See below.
Mounted Warrior: You may have a single mount as a Henchman. You get +1 to Reaction Rolls and Skill Rolls to control mounts. Your mount gains +1 to all Saves.
Ability Score: Improve one of your ability scores by +1. You may choose this feat up to 6 times but only once per ability.
Yes. I have added your henchmen to the Roster.GreyWolfVT wrote: ↑Wed Oct 25, 2023 10:57 pm Alright. This is a different list than the whole profession bit correct?
The feats are in the Rules Doc, but here's your options:
Mundane Feats
Puissance: Choose Melee or Ranged. You get +1 to Hit with that sort of weapon. You may choose this feat twice to gain the benefit to both categories.
Prowess: Choose Melee or Ranged. Enemies get -1 to Hit you with that sort of weapon. You may choose this feat twice to gain the benefit to both categories.
Toughness: You gain +1hp and +1 to Injury Saves.
Endurance: Increase the number of hours before you must rest for 1 Turn by +1. You also gain +1 to Saves when making a Forced March or to avoid Exposure.
Lucky: You gain +1 on all Saves.
Leader: You may have +1 more Henchman than normal. Increase the Loyalty and Morale of your Henchmen and Followers by +1.
Skill: You gain another skill. You may take this feat as often as you like for a different skill each time. Note it as Skilled(name of Skill).
Berserker: You may enter a battle rage that lasts 1 Turn and grants you +1 to all hit rolls and +1 temp hp. When the rage ends you are Fatigued.
Beast friend: You may have beasts as Henchmen. You get +1 to Reaction Rolls with beasts.
Strider: You gain +1 to your movement rate and overland rate.
Racial Abilities: Non-Humans have this ability at level 1 instead of a Feat or other ability. See below.
Mounted Warrior: You may have a single mount as a Henchman. You get +1 to Reaction Rolls and Skill Rolls to control mounts. Your mount gains +1 to all Saves.
Ability Score: Improve one of your ability scores by +1. You may choose this feat up to 6 times but only once per ability.