Neuwold Urban Campaign

Game Master Rostam

A journey into the darker side of a city
Combat Map

Languages:

Taldan is the 'Common' trade tongue, pretty much everyone uses it, therefore we use English.
Azlanti ==> Latin
Varisian ==> Spanish
Chelaxian ==> Italian
Garundi ==> Hebrew
Keleshite ==> Arabic
Hallit ==> Russian
Mwangi (Polyglot, I guess?) ==> Sesotho
Mwangi-related ==> Igbo
Shoanti ==> German
Ulfen ==> Norwegian
Vudrani ==> Punjabi
Osiriani ==> Amharic
Skald ==> Icelandic

Tien (Tian-Shu, Lung Wa)==> Chinese Traditional
Dan (Tian-Dan, Xa Hoi) ==> Myanmar
Dtang (Tian-Dtang, Dtang Ma) ==> Vietnamese
Hon-La (Tian-La, Hongal) ==> Mongolian
Hwan (Tian-Hwan, Hwanggot) ==> Korean
Minatan (Tian-Sing, Minata) ==> Indonesian
Minkaian (Tian-Min, Minkai) ==> Japanese

Druidic ==> Welsh

Elvish ==> Bengali
Dwarves ==> Ukranian
Gnomes ==> Armenian
Halfling ==> Greek
Draconic ==> Macedonian

Orc ==> Czech
Goblin ==> Estonian
Gnoll ==> Kyrgyz
Giant ==> Yiddish
Ettin ==> Haitian Creole

Lizardfolk (or some reptilian race) ==> Telugu.

Sylvan ==> Gujarati
First Speech ==> Persian
Terran ==> Maori
Ignan ==> Nepali
Auran ==> Uzbek
Aquan ==> Lao
Aklo ==> Basque
Orvian ==> Malagasy

Celestial ==> Scots Gaelic
Abyssal ==> Yoruba
Daemonic ==> Marathi
Infernal ==> Javanese
Protean ==> Esperanto

Guild Politics:

Here are The Enlisted's relationships with other criminal organizations, as well as the main reason for the non-neutral ones.

The Enlisted

“Allies” – Iron Watchers

Good Neutral – Dark Side Smugglers, Blades Before Dawn

Neutral – Isle Smugglers, Free Striders, Gold Association, Eastern Commission, Crimson Legion, Dwarven Carta, Magi imperium

Bad Neutral – Elvish Shogunate, Jade Commission, Dust Guard

Feuding – Ivory Brotherhood, Chrome Plague

Points of contention with organizations you have bad relationships with:

Ivory Brotherhood – Fighting over the Wall Market district, also they dislike the Enlisteds acceptance of non-humans/halflings into their ranks

Chrome Plague – Due to alliance with Ivory Brotherhood

Elvish Shogunate and Jade Commission – You refuse to bend the knee to the elves

Dust Guard – They are fighting over the Dust Market with Blades Before Dawn, its nothing personal

Points of reason for why you have good relationships with these organizations:

Iron Watchers – The Enlisted keep the city at bay while they collect the protection fees. They have agreed to spring for discounted items for you as compensation

Dark Side Smugglers – You keep transport taxes low in return for low shipping/receiving taxes for yourselves

Blades Before Dawn – They were losing ground to the Dust Guard, but offered you a half cut in their conquests if you small amounts of aid and keep the peace between the two of you.


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Hey Vreni. How did you get low light vision as a human? Just wondering if I've missed an alternate class feature/racial trait I should be building with.


Bump for the above question to Vreni and here's the details on influencing various shop keeps and others:

For shop keeps, inn proprietors, and others who run an establishment, the primary source of influence is business and favors. As you spend money and do favors for them your Favour with them will increase. Each individual will have a different amount of money required to increase their Favour towards you, which will be given in the list I make for this. If you help the person out I will convert you aid into a gold equivalent value to track it. As your Favour increases you will get discounts on goods, be able to ask for special orders, and request favors and information in return.

For people who do not primarily interact with you via a business transaction, favors, good deeds, and showing an interest in their lives and well being will earn you Favour with them.

I will put a list on NPCs and your level of Favour with them in the campaign tab in a spoiler.

For example, here is what Thom Markum's entry would look like.

Thom Markum Proprietor of the Beggar's Choice, odd and ends store.
-----Requires 500 gp per point of Favour. Currently 0/500. Next reward is a 2% discount on bought goods.

If people have any questions or specific types of people they want to find to interact with let me know.


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

I can't remember where I got low light vision... I feel like it was a slayer thing but I'll look into it. Can I still barter with Thom or is the favour system pretty strict?


You can barter, but I also made the Favour system to incentiveze paying full price for things as you will get to the next level of favour faster.

I will also note that on magical items there's not much room for bartering. Basically think of it this way -

1 - Cleric spent 25 gp and 1 day to make a CLW potion. They sell it to someone for 30-35 gp.

2 - The second person sells it to people like Thom for 40-45 gp.

3 - Thom then needs to sell it to people like you for 45 - 50 gp to make a living.

On mundane goods there's more room for bartering due to lower crafting costs, but on magical goods its pretty slim.

I am going to add a rule to the Favour system that you will take a penalty on the amount of Favour earned equal to the amount of money saved, shop keeps tend to not like being undercut. It won't be enforced on this transaction but on future ones.

So here's the two scenarios now.

1 - Player buys a potion worth 50 gp, earn 50 gp in Favour.

2 - Player haggles on a potion worth 50 gp, buys it for 40 gp. The difference is 10 gp. The player earns 30 gp of Favour.


Just a heads up, from August 16th to 23rd I will be in the process of getting married and honey mooning so I may not running much. You guys know this already though.


Gonna start up again on monday, since Vreni is still not home


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

Does it cost an action to change weapons?


For you it would cost a move action at the moment, but it doesn't provoke an AoO.

If you have BaB +1 or higher you can draw a weapon as a free action along with movement like a 5 foot step.

It is also a move action to sheathe a weapon so I suggest dropping one if you don't have a free hand instead of sheathing it.


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

can I attempt to push him off the roof without provoking oop or losing that hit point?


It wouldn't provoke an AoO but it would make you lose the hitpoint. But, since we are using my wiki for house rules, if you were to beat the DC to stabilize by 4 you would remain conscious as disabled.

Basically, if you make the bullrush attempt you will go to -1 hp. If you make a DC 11 fort save you stabilize (not super useful here) if you make a DC 15 Fort save you remain conscious but disabled still.


Slayer Sniper/Human/1| HP 12/12| AC 16 | T 13 | FF 13 | Fort |Reflex +4| Will +2| Init +5| Perc +5

Can we discuss the possible plan of just getting some paint and doing some religious graffiti on the opponent's hideout and then letting hell knights deal with things for us? Smurf


Discuss whatever you want... I would suggest using the Facebook Messenger group, it'll be faster.


Here's the Gestalt rules:

Building A Gestalt Character
To make a 1st-level gestalt character, choose two standard classes. (You can also choose any of the variant classes, though you can’t combine two versions of the same class.) Build your character according to the following guidelines.

Hit Dice
Choose the larger Hit Die. A monk/sorcerer would use d8 as her Hit Die and have 8 hit points (plus Constitution modifier) at 1st level, for example.

Base Attack Bonus
Choose the better progression from the two classes.

Base Saving Throw Bonuses
For each save bonus, choose the better progression from the two classes. For example, a 1st-level gestalt fighter/wizard would have base saving throw bonuses of Fortitude +2, Reflex +0, Will +2—taking the good Fortitude save from the fighter class and the good Will save from the wizard class.

Class Skills
Take the number of skill points gained per level from whichever class grants more skill points, and consider any skill on either class list as a class skill for the gestalt character. For example, a gestalt barbarian/bard would gain skill points per level equal to 6 + Int modifier (and have four times this amount at 1st level), arid can purchase skills from both the barbarian and bard lists as class skills.

Class Features
A gestalt character gains the class features of both classes. A 1st-level gestalt rogue/cleric, for example, gets sneak attack +1d6, trapfinding, 1st-level cleric spells, and the ability to turn or rebuke undead. Class- and ability-based restrictions (such as arcane spell failure chance and a druid’s prohibition on wearing metal armor) apply normally to a gestalt character, no matter what the other class is.

A gestalt character follows a similar procedure when he attains 2nd and subsequent levels. Each time he gains a new level, he chooses two classes, takes the best aspects of each, and applies them to his characteristics. A few caveats apply, however.

Class features that two classes share (such as uncanny dodge) accrue at the rate of the faster class.
Gestalt characters with more than one spellcasting class keep track of their spells per day separately.
A gestalt character can’t combine two prestige classes at any level, although it’s okay to combine a prestige class and a regular class. Prestige classes that are essentially class combinations-such as the arcane trickster, mystic theurge, and eldritch knight-should be prohibited if you’re using gestalt classes, because they unduly complicate the game balance of what’s already a high-powered variant. Because it’s possible for gestalt characters to qualify for prestige classes earlier than normal, the game master is entirely justified in toughening the prerequisites of a prestige class so it’s available only after 5th level, even for gestalt characters.

***

I will also allow you to rebuild your characters with a 25 point buy to get the stats you will need to make Gestalt characters. All my normal house rules on the wiki apply.


Urban Ranger/Wizard /Human/1| HP 8/11| AC 16 | T 14 | FF 12 | Fort +2|Reflex +6| Will +5| Init +6| Perc +6

I forgot for a moment where to go to edit characters lol


Urban Ranger/Wizard /Human/1| HP 8/11| AC 16 | T 14 | FF 12 | Fort +2|Reflex +6| Will +5| Init +6| Perc +6

Alright, I am ready.


Missed this before - you ignore arcane spell chance failure for any armor type you are proficient in at level 1


Urban Ranger/Wizard /Human/1| HP 8/11| AC 16 | T 14 | FF 12 | Fort +2|Reflex +6| Will +5| Init +6| Perc +6

Now I am actually ready. Though not confident in spell choice, but fuggit, it will be fun, and eventually I will try to steal more spellbooks.


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

I think I am good too.


Okay, time to reinvigorate the game.

Could you both check your skills. Leviathyn already knows some of his are off. Vreni, I was mainly wondering how your perception is +3 (1 rank + 1 wis mod is all I can see affecting it).

I will be starting you back at the safe house. Leviathyn was there helping you and has been a part of the team for a a few days already, so no awkward introduction. He was introduced to the team at teh same time Ravyn was.

Makhan, Ravyn and Eva are going to be reassigned elsewhere. I will get the gameplay post up today, but figured this would be a helpful explanation as to what going on.


Urban Ranger/Wizard /Human/1| HP 8/11| AC 16 | T 14 | FF 12 | Fort +2|Reflex +6| Will +5| Init +6| Perc +6

Perception isn't a class skill for her getting the +3 trained bonus? Or am I forgetting something as it is late.


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

Oh sorry I think I must've added the +1 from my studied target.


Good catch Leviathyn. It should be +5 not +2 Vreni.


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

Do I need to role a knowledge check of some kind to try and figure out what the deal is with this statue?


Sorry didn't notice this until now, I need to check this thread more. Generally if you want to know something try a knowledge roll. If its the wrong one I will just grab the right one and use the roll you made.

If you want to know about the magical properties of something you will pretty much always need to cast detect magic and then make a spellcraft check.

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