From cf9afc8a23dda1288ee44d5c1a64471b592cbcd5 Mon Sep 17 00:00:00 2001 From: Zachary Vance Date: Wed, 27 Jan 2021 04:57:24 -0800 Subject: [PATCH] magic items table --- aldenmarsh/build.md | 22 ++++++++++++++++------ aldenmarsh/house_rules.md | 16 ++++++++-------- aldenmarsh/magic_items.md | 12 ++++++++++++ 3 files changed, 36 insertions(+), 14 deletions(-) create mode 100644 aldenmarsh/magic_items.md diff --git a/aldenmarsh/build.md b/aldenmarsh/build.md index b2133ca..8ec6f33 100644 --- a/aldenmarsh/build.md +++ b/aldenmarsh/build.md @@ -7,23 +7,33 @@ 1. Take the standard array: 15, 14, 13, 12, 10, 8 1. Use standard point buy (27 points) 1. Allowed **classes and races** definitely include everything in the books listed below. For anything else, ask! - - The Player's Handbook. You may use "variant human" if you want. Wild magic sorcerers will find surge effects at the DM's discretion. + - The Player's Handbook. You may use "variant human" if you want. - Volo's Guide to Monsters - Xanathar's Guide to Everything - Tasha's Cauldon of Everything 1. If you want to tweak your **background** or make a custom background, the answer is yes for anything in the standard "custom background" options, ask me if you want to do anything else -1. **Languages**. All PCs get Aldish (the language of Aldenmarsh) for free, in addition to Common. +1. **Languages**. All PCs get Aldish (the language of Aldenmarsh) for free, in addition to Common. Exotic languages like Celestial are allowed. 1. **Skill proficiencies**. "Intelligence (Noble Education)" is a homebrew skill available to characters who are nobility and may have been educated in Aldenmarsh or around the Magic Sea. It's basically like a classical education--good for fiting in with nobility or sounding educated, but not directly useful for anything. To take it, replace any one skill proficiency you have. 1. Starting **equipment**. You can choose any of the following methods. 1. Take the suggested gear for your class and background 2. Roll for gold as given in the player's handbook. 3. Take the [average roll](average_gold.md) for your class as given in the player's handbook. 1. Write a **character bio**. Include - - Why your character is adventuring at all, and why they're adventuring with the party in particular. What is their goal for the next week/month/year? + - Why your character is adventuring at all, and why they're adventuring with the party in particular. What is their goal for the next week? The next three months? - What do they look like physically? - What is their personality like? - - What's their backstory. At least a paragraph, can me more. + - What's their backstory? - What people or organizations might they have ties with? Are the ties good (allies), bad (enemies), or neutral? - - Whether they are an Aldish citizen. You can choose to have been born in Aldenmarsh, have gotten citizenship later (rare), be here on a special visa that allows travel (rare, explain why), be here on a normal visa that requires you to sleep in the foreign quarter of Canyonport, or be here illegally and travelling freely. Keep in mind that "exotic" races (ones not in the PHB) are probably foreign, and will probably attract attention. - - If you are an Aldish citizen, write down your god, and whether you go to the Church of Baneth--the default to the second should be yes. If you are a foreigner, write down the god you worship--agnostic is fine but take a look through the list, don't just pick agnostic because you're lazy. Allowed gods are mentioned in the [House Rules](house_rules.md). + - Citizenship status. Keep in mind that "exotic" races (ones not in the PHB) are probably foreign, and will probably attract attention. You can choose to be: + - An Aldish citizen born in Aldenmarsh + - Have gotten citizenship later (rare) + - Be here on a special visa that allows travel (rare, explain why) + - Be here on a normal visa, This requires you to sleep in the foreign quarter of Canyonport, effectively prohibiting leaving the city legally + - Be here illegally, but travelling freely anyway. + - Your god, and whether you attend the Church of Baneth. Aldenmarsh is a theocracy with mandatory church attendance for citizens. Going to church doesn't mean you worship Baneth or even like him. + - If you are an Aldish citizen, you almost certainly go to the Church of Baneth. You might like Baneth, worship another god, or be agnostic. + - Many-to-most Aldish citizens worship Baneth + - The allowed gods are Baneth, the Greyhawk gods, and the non-human gods. They are found at the back of your player's handbook in an appendix. + - Agnostic (no god) is fine as a deliberate choice, but don't pick it as a default because you didn't look through options. + - Clerics, paladins etc can't be agnostic. If you're a cleric or paladin, talk to the DM for a little extra help with your background and how you'll be treated. 1. After your first play session, I also recommend making a backup character in case your PC dies. This doesn't have to be in roll20, but I'm happy to give you a sheet if you want one. diff --git a/aldenmarsh/house_rules.md b/aldenmarsh/house_rules.md index 44bbf60..029b0ce 100644 --- a/aldenmarsh/house_rules.md +++ b/aldenmarsh/house_rules.md @@ -1,23 +1,23 @@ # House Rules -- See [Character Creation](build.md) rules for allowed classes and races. +- See [Character Creation](build.md) rules for allowed classes, races, and gods. - Mostly we're using rules as written, nothing too crazy. -- Gods: "Greyhawk" and "Nonhuman" gods listed in the back of the Player's Handbook. Plus [Baneth](baneth.md). - Leveling is XP-based, not milestones. The DM will track it for the group. Generally XP is awarded for achieving goals the DM or party thinks are important, and most of it will not be for combat. -- Leveling up is in-between sessions. You can roll your increased HP immediately for level 2 and 3 without waiting until the end of the session. -- If the party is using one approach, they make one roll (assisting a player is still allowed of course). The entire party wouldn't roll separate perception checks to look for a secret door. +- Leveling up is in-between sessions, to avoid a long interruption. You can roll your increased HP immediately for level 2 and 3 without waiting until the end of the session. +- If the party is using one approach, they make one roll (assisting a player is still allowed of course). The entire party wouldn't roll separate perception checks to look for a secret door. If some players are in a library, but one is researching history and another is researching military tactics, they would make separate rolls. - Resting is harder during travel. - While adventuring in a city, the party will get a short rest for an hour break, and a long rest for sleeping overnight. - While travelling overland, the party will get nothing for an hour break, a short rest camping overnight, and a long rest for an extended break at an inn in a city. Normally one encounter a day would be the max while travelling, so this is to make things more interesting. - Generally players are expected to track their own HP, rations, torches, encumbrance, etc. +- Magic effects may sometimes interact unexpectedly, for example drinking two potions at once, or casting levitate while on a flying broom. +- The wild magic sorcerer's surge table is boringly short for a core mechanic, so the DM will make up an effect or use a 10,000 effect web table. - We ARE using the optional feat rule. - We ARE allowing multiclassing. - We ARE NOT using the optional flanking rule. - We ARE NOT using the optional cleave rule. - We ARE NOT using inspiration, healing surges, or hero points. - Magic Items - - We ARE allowing players to craft their own magic items, including scrolls. Ask the DM for any special requirements, though. - - In Canyonport, PCs can buy level 0 scrolls (250sp), level 1 scrolls (500sp), healing and climbing potions (500sp), +1 armor (3000sp), +1 weapons and +1 ammo (3000sp). Other uncommon items may also be available. + - Magic items are not automatically identified after a rest. Players will need to study any found items in-game. Some will be easy to figure out, and some will be more difficult or require an Identify spell. + - We ARE allowing players to craft their own magic items, including scrolls. Ask the DM to approve the item, and whether there are any special requirements beyond sp/gp costs. + - In Canyonport, PCs [can buy common and some uncommon magic items](magic_items.md). - Selling magic items or buying rarer magic items will be difficult--even though Canyonport is the biggest metropolis around and a trading port, magic items are just rare! - Some wands recharge, and other don't. Player-created wands do not recharge. - - Magic items are not automatically identified after a rest. Players will need to study any found items in-game. Some will be easy to figure out, and some will be more difficult or require an Identify spell. - - Magic effects may sometimes interact unexpectedly, for example drinking two potions at once, or casting levitate while on a flying broom. diff --git a/aldenmarsh/magic_items.md b/aldenmarsh/magic_items.md new file mode 100644 index 0000000..3255372 --- /dev/null +++ b/aldenmarsh/magic_items.md @@ -0,0 +1,12 @@ +# Magic Item Pricelist +## Canyonport + +- Level 0 scrolls (250sp) +- Level 1 scrolls (500sp) +- Level 2 scrolls (1000sp) +- Healing potion (500sp) +- Climbing potions (500sp) +- +1 armor (3000sp extra) +- +1 melee and ranged weapons (3000sp extra) +- +1 ammo (2000sp extra) +- Other uncommon magic items may also be available. -- 2.47.3