JSL Runelords - Campaign Primer


Play-by-Post Discussion

Dark Archive

I am creating this as a separate thread for all of the notes and house rules that we generate over the life of the campaign. I do not see this as a thread that will grow very long (it will be added to and may have to be *bumped* now and again, though). In order to keep this thread "clean" and manageable, please refrain from posting comments here--reserve those for the discussion thread that we already have for that purpose.

Dark Archive

CHARACTER GENERATION/LEVEL-UP

Ability Scores:
32 point-buy system as per DMG p.169 (High-Powered Campaign)

Classes and Races:
Any available from an “official” WoTC 3.5 Sourcebook (Core, Unearthed Arcana, “Completes” books, etc.) or Paizo Pathfinder Campaign information with DM permission.

Flaws:
Flaws (from Unearthed Arcana) are an available option to PCs.

Hit Points:
"Rolled" hit points: maximum at first level; your die roll or 1/2 the maximum die roll at each level thereafter.

Starting Equipment:
Max gp as per PHB for first level characters; consult DM for characters starting at a higher level. See more about gear availability in “Sandpoint on 500gp a day” section, below.

Masterwork Weapons and Armor Cost:
Masterwork weapons cost 10x the price of mundane weapons.
Masterwork armor and shields cost 5x the price of mundane armor and shields.

Craft Points:
A Character has 2 craft points at first level and gains 2xCL craft points each level. Craft points accumulate from level-to-level so that at second level, a character who has not spent any craft points has 6 craft points (2x1=2, plus 2x2=4) and 12 craft points at 3rd, etc. See the section on craft points, below, for their uses.

Rise of the Runelords Player's Guide:
All additional feats, equipment, and background information is available for PC use from this guide.

Dark Archive

CRAFT POINTS/ITEM CREATION

Note: These house rules (including the sections following this one) were copied, largely unedited, straight from JSL's posts on the discussion thread.

Item Creation:
The idea is to make everyone somewhat responsible for equipping their charcter so that the bad guys can do evil bad guy things instead of having to haul around a bunch of crap for you to take from their cold dead corpses. Also, it will neatly answer the question "why does Sandpoint need us when they could just hire that magic item shop guy to kill all the goblins?"

Craft Points: Each character gets a number of Craft Points at each level equal to two times their level. Craft points can accumulate (i.e., carry over) from one level to the next.

Creating Items w/o feats - You can spend your craft points to make items as follows:
1) You can not create an item of a level higher than your character.
2) You must know and be able to cast any prerequisite spells (applies to items that duplicate spell effects).
3) Creating permanent (always on) magical items other than arms and armor requires the permanency spell.
4) You can create magic arms or armor only if your BAB is at least 2x the item's bonus.
5) All items you create must be at the lowest possible caster level.
6) You pay one-half of the item's market value for materials and a number of Craft Points equal to the item's level.
7) Once you use all of your craft points, you cannot create additional items until you gain more.
8) Items can be improved. Determine the cost (in gold) of the improved item and subtract the cost of the existing item. Use the difference to determine the Item Level of the improvement. For example, improving a +1 weapon to +2 costs 6,000 gp or is Item Level 10.

Creating Items w/ feats:
If you have the relevant item creation feat, items costs (in materials and Craft Points) are reduced by 50%.

You can continue to create items after you exhaust your Craft Points, but you must either use materials equal to the item's market value or use a combination of materials and XP as given in the Core Rules.

Sample Item Levels (this is basically from the magic item compendium)
1st-level scroll: item level 1/2
2nd-level scroll: item level 2
1st-level potion: item level 1
2nd-level potion: item level 2
0-level wand: item level 2
1st-level wand: item level 3
+1 armor: item level 4
+1 weapon: item level 6

Some minor changes for the fighter types:
Masterwork weapons cost 10x the price of mundane weapons
Masterwork armor and shields cost 5x the price of mundane armor and shields
Weapons and armor do not have to be +1 to receive additional enchantment. (i.e., you could have a mwk. bane weapon)

I would like to have an option for Craft Points to be spent on ability score/saving throw increases or bonus feats as well. Ability score bonuses are easy to do - they cost the same as weapon bonuses and save bonuses cost the same as armor bonuses.

Feats are harder since there are so many options and weird interactions. Since the fighter types really don't have any use for craft points until they are 4th level, I'd like to give them something to do that costs fewer craft points. However, I don't want to make it so a 20th level fighter can suddenly buy 8 new feats, so a fixed cost solution seems inadequate. One idea is that you can get a (maximum of one) bonus feat when you gain a level if you immediately spend a number of Craft points equal to your new level. In this way, you would be spending about half of your Craft Points. You have to meet all other prerequisites for the feat chosen and pay a price in gold based on your character level for training costs (basically this cost would be the same as the material cost to create an item of the appropriate level; e.g., from 50gp at 1st level up to 45K at 20th).

Notes:

I think this is a fine idea, so long as it isn't abused. If resources are pooled to create items for the common good, like wands of clw, that is fair. Though I'm not sure how this would work if some people have the relevant feats and others do not. Perhaps only the feat holder's "share" of the cost is reduced so others still pay full share.

The pricing structure is not completely linear so if you want to combine a level 2 item with a level 6 item, (like a +1 sword that does shocking grasp 1/day at CL 1), I will have to determine the cost because it probably won't be 8.

The basic idea for Item Levels is directly from the Magic Item Compendium. Therein, they state that a PC of a given level should have approximately two items of each level up to his character level. So at 2nd level, you would have 2 2nd-level items and 2 1st-level items. Thus the craft points equal 2x character level. So you are basically making the magic items that I would otherwise have to hand out. It neatly solves two problems: 1) you get what you want; 2) I don't have to worry about the incongruities created by having you find or buy it.

However, there are some pitfalls. For example, a sixth level item is substantially more powerful than 2 third level items. Also, since armor isn't represented at all until 4th level and weapons don't show up until 6th level, the fighter types are going to build up a reserve of craft points moreso than the other classes. Thus the option to take feats instead.

More Notes:

I have it all worked out using the SRD cost formulations with a few minor simplifications. Basically I use the price formulae from the DMG and look up the corresponding item level in the MIC.

Scrolls and potions are cheaper than other items. A ninth level scroll is about a ninth level item (though you couldn't make one until you were 17th level, of course). However, put one 9th level spell in a staff (at 1 charge/use) and you're looking at a 21st level item right off the bat!
For uses/day items (up to 5 uses) I use 360gp x CL x spell level x daily uses. For permanent items, I use 2000gp x CL x spell level + the XP cost of making the thing permanent (usually 500xp x spell level).

For uses per day items, the costs are basically as follows:
1st level (CL 1) 1/day: 2nd level item
1st level (CL 1) 2/day: 3rd level item
1st level (CL 1) 3/day: 4th level item

EDIT: I would like to just go up to three for uses per day and have five uses per day equal once per encounter. At a certain point, keeping track of daily uses is a nuisance. However, I'm not convinced that once/encounter is equal to <some # of> uses per day. It really comes down to resource managment and play style, so there may be no clear equivalency. However, if you have an item that works once per encounter, I bet you will find a way to use it once per encounter. But if it is once per day, (or even 3/day) you will always be second guessing whether you should use it now or not. In that sense, the per encounter item may get used more.

The 2nd level spell items are generally 4th level and above, so they would not be relevant until after Burnt Offerings.

Note that I think permanent items should be very rare and special. Therefore, all the always functioning boosters like XXX of YYY + ZZZ are basically history. If you find a permanent magical item, it will be something worth having, not just some random stat booster.

Note that you can also use your craft/training reserve to "buy" ability score/AC/and save increases, though - same cost as a weapon for abilties or AC bonus and same cost as armor for save bonuses.

For arms and armor, I use 2000 x bonus squared (arms) and 1000 x bonus squared (armor). So you can get "permanent" weapons and armor without the permanency spell. In fact, these items may not be magical at all, as you pointed out, they might just by really really good mundane stuff made from special materials or something.

I also like the idea of not requiring a weapon to be +1 to get other bonuses. It makes something as simple as a flaming sword a 12th level item. But if I can add the flame without the +1, I can do it at sixth level. Without this change, every sixth level mook will have a +1 weapon, which is boring. At least my way there is some variety! (note that the mundane flaming sword will not overcome DR /magic)

Dark Archive

Sandpoint on 500gp a day (a shopping guide for adventurers):

Mundane gear: Anything listed in the PHB, including masterwork versions thereof is pretty readily available. The market tends to drive prices down and you have good trade material (the expensive glass goodies), so take a 25% discount on all mundane gear. Also note that I think the costs for masterwork items are kind of silly, so use this instead: mwk weapons are 10x normal cost; masterwork armor/shields are 5x normal cost. If this produces something you think is anomalous, let me know and we'll sort it out. I think it is pretty reasonable for items with base cost less than 75 gp, but it fails with some of the more exotic/expensive weapons and heavier armors.

Potions of cure light wounds: As far as magic items go, these are the most readily available. Salome and Naelah can buy them at cost (25 gp) to a maximum of four each (8 total). The rest of you can buy up to 2 each at regular cost (50 gp). So if the party chooses to max out on clw, you can get a total of 8 + 8 = 16 potions between the 6 of you for a total cost of 600 gp.

Scrolls: Low end scrolls can be obtained fairly readily at the Sandpoint market; however, supply is limited. The spell casters can each find one scroll of a second level spell and up to two scrolls of first level spells. In order to reflect limited availability of the second level scrolls, make a list of three spells and roll a d3 on Invisible Castle. That is the scroll you can buy (you don't have to, though). You can pick one first level scroll from the SRD spell list; but use this method to determine the other if you want two. (2nd level scrolls are at CL 3, DC 13, and cost 150 gp; 1st level scrolls are at CL 1, DC 11, and cost 50 gp).

Potions: Potions of first and second level spells are uncommon, but they can be had. Divine potions are somewhat more common as befits the greater number of useful divine spells that can be made into potions. You can buy a second level divine potion and up to two first level arcane or divine potions. Follow the same method given above for scrolls to determine which potions you can find. (2nd level potions are at CL 3 and cost 300 gp; 1st level potions are at CL 1 and cost 50 gp). Note this applies to oils, etc, too. Costs are based on Cleric and Wizard item creators so if it is a Paladin only spell has an unusual cost component, use the DMG to sort out the cost.

Wondrous Items:Wondrous items with cost up to about 400 gp are routinely available, though again supply is limited. If there is a particular item in the MIC or other source you are looking for, ask me. But in general, you can find items that have a once daily use of a 1st level divine or arcane spell at CL 1 for about 350 gp each. Follow the procedure given above for determining if you can find your first choice of item.

Smart shoppers: Any time you have to roll the d3 to determine if you find what you want, you can attempt a DC 20 Gather Information check. Success allows you to roll twice and take the roll of your choice.

Creating items or getting training: The downtime is a great chance to make that pesky hard-to-find item or hook up with a tutor for a private lesson. I have finalized my rules for this. You each have 6 Craft/Training Points, which you should track on your character sheets.

In general you can afford to create first level potions (cost of 1 point + 25 gp) or scrolls (cost 1/2 point +12 gp). Also, you can afford to purchase skill training up to a +1 bonus (cost 1 point + 50 gp). If you have a relevant item creation feat, you can halve the gp portion of the cost (but not the point portion of the cost). You can also create items at above the default minimum caster level. Note: I think the skill training is probably worth it, since it applies to cross-class skills as well and I know there are a few characters out there who seemingly want to be a little more diverse in their skill sets.

Dark Archive

TURNING UNDEAD

I prefer the Turning Undead damages them approach from the Complete Divine. Following the PHB approach, turned undead run away. This seems overly clumsy as in a dungeon setting the undead likely cannot completely escape, so the PCs have to chop through them anyway. However, the Complete Divine does not cover modifiers to turning or greater turning, so here is my approach.

Turn undead is a standard action which causes 1d6/cleric level in positive energy damage to all undead within 30 feet. Affected undead may make a Will save DC 10 + 1/2 Cleric Level + Cha bonus + Turn Undead modifiers to take half damage. Turn undead modifiers are modifiers to the Turn Check (the d20 roll) in the SRD parlance. Turn resistance provides a bonus to the undead's save.

Greater turning inflicts twice as much damage (i.e., full damage on a successful save and 2x damage on a failed save).

Rebuke/Command undead also work differently, but since none in the party have that ability, it doesn't matter.

Please note the following tactical difference. In the SRD method turned undead flee from the cleric and do not attack the party. This potentially allows the party to escape an undead encouter without being attacked. The Complete Divine method damages undead, but does not cause them to flee or prevent them from attacking the party.

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NEW FEATS

Divine Training (General)
Requirements: Wis 11+; worshiper of a god or higher power; alignment within one step of deity's alignment.
Benefit: You gain the ability to prepare and cast a limited number of divine spells from your chosen deity's domains. You can prepare a number of spells per day equal to your Wisdom modifier (plus bonus spells for high Wisdom). The maximum spell level you can cast is equal to your character level divided by three (round down). Your caster level is equal to your character level. You can choose your prepared spells from any of your deity's domains (you do not choose two domains as a Cleric). You do not gain Turn Undead, Aura, or other Cleric abilities except you can spontaneously cast cure or inflict spells as for a Cleric of your alignment.

Divine Calling (General)
Requirements: Cha 13+; Minimum Class Level 3; Worshiper of a god or higher power; Alignment within one step of deity's alignment; Epiphany (see below)
Benefit: After having a religious or spiritual epiphany, you gain the ability to spontaneously cast a limited number of divine spells from any of your chosen deity's domains. The epiphany can take the form of a dream, a visitation by a of messenger of the deity, or any other appropriate encounter or event as determined by the Dungeon Master.
You can cast a number of spells per day equal to your Charisma modifier (but you get NO bonus spells for high Charisma, however). The maximum spell level you can cast increases by one for every three class levels beyond 3rd (so you can cast 2nd level spells at 6th level, 3rd level spells at 9th, 4th level spells at 12th, etc.). Your caster level is equal to your character level. You can choose to cast spells from any of your deity's domains (you do not choose two domains as a Cleric). You do not gain Turn Undead, Aura, Spontaneous Casting of Cure or Inflict Spells or any other Cleric abilities.

You could even have a "minor divine calling" as written and then an "improved divine calling" with a 6th level min./15+ CHA. that then allows the bonus spells for a high charisma. I don't know. Compare it to a Ranger's spellcasting ability and see what happens.

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NEW SPELL

Resize Arms and Armor
Transmutation
Level: Cleric 2, Wizard 2
Components: V, S, M
Casting Time: 8 hours
Range: Touch
Targets: Unattended arms and armor touched (up to 5 lbs per caster level)
Duration: Permanent
Saving Throw: None (harmless)
Spell Resistance: No
Casting this spell causes the items touched to grow or shrink enough to accommodate creatures one size category larger or smaller than they were created for. It affects any number of items so long as the total weight (before casting) is less than or equal to 5 pounds per caster level.
Material component: This spell requires material components with a cost equal to 10% of the cost of enchantment bonuses on the affected items (if any) plus the full cost differential for special materials used in the items’ construction (minimum 25 gp per item). Note that items sized for small and medium creatures typically have the same base cost. Items sized for large creatures cost twice as much as items sized for medium creatures.

Misc. Notes from DT:

The total weight of the chain shirt, two dogslicers, and arrows is roughly 15 lbs. So a third level caster is required.

The material component cost is 2000/10 x 2/50 = 8 gp for the 2 arrows plus 25 gp for each item (the two arrows count as one item). Thus 108 gp.

You can buy a scroll for 25 gp x 2 x 3 = 150 gp and have Slidell cast the spell. Alternately, you can have someone cast it for you for 10 x 2 x 3 = 60 gp. In either case, you still owe the 108 gp for the material components.

Dark Archive

SELLING LOOT:

The developers both at WotC and at Paizo have clearly intended that every sizable town has a near infinite market to buy crap that PCs aquire and have no use for. Conveniently, once it is sold off to some nameless faceless NPC, that unwanted +2 axe of Wounding and Good Outsider Bane never ends up in the hands of anyone evil.

Frankly, I don't think that makes a ton of sense. On the other hand, I don't see that the PCs should have to cart around a pile of crap that they don't want just because either no one else wants it either or they are wisely unwilling to unload it onto the open market.

That said, Sandpoint has a weekly market that attracts buyers and sellers from all over the area, including some from as far away as Magnamar or Riddleport.

I think to have some element of fun and RP that doesn't bog us down too much, but still lets you unload this junk, I propose the following:

Seller makes a Gather Information check to find a willing buyer. The buyer is willing to pay 50% + (GI check - 20) x 5% of the item's "base price" [Max = 80%]. Others can aid this check with one of their own, granting a +2 bonus for each successful DC 15 GI check.

If the sale price exceeds Sandpoint's transaction limit of 800gp, you find a buyer, but they are out of town - you are working through an agent - and you have to wait until they are in town to consumate the deal.

Similarly, the developers seem to assume that the PCs can buy anything under the sun (costing less than 800 gp). Anything listed in the PHB (or mwk versions thereof) is available subject to that price limit. However, anything not listed in the PHB, such as *all magic items* is a little trickier. There is not an infinite supply of potions and wands in the town. Otherwise, they would be unfazed by a goblin raid.

Therefore, finding a willing seller for such an item requires a Gather Information check with a DC = 30 - (800 - price)/25. Again, someone can aid with a DC 15 check. Failure may not indicate that the item is unavailable, only that it is not available at the desired price. For every 5% over base price you are willing to pay, you can take a +2 circumstance bonus on the GI check. You can apply this *after* making the roll. For every 5 points by which you exceed the required DC, you get a 5% discount.

So let's say you want a potion of cure moderate wounds (300 gp). The base DC is 30 - 500/25 = 10. But let's say you blow the roll and get an 8. You find a potion, but the seller wants a 5% premium, or 315 gp, for it.

Once you have found the item, you can RP to further negotiate price, if you want.

I'm trying to give enough info here that you can at least start the transaction without needing me just to see if what you want can be found. I'm also - again in a 4E vein - playing with ways to handle non-combat encounters using skills and having rewards for success and failure. I'm also trying to avoid the awkward situation that came up in another PbP campaign where the party promptly pooled resources and bought 2 or 3 wands of clw. If the town had those wands just lying around, why wasn't someone using them? And why are they selling them - they might need them in the future?

Dark Archive

Campaign Timeline:

The story starts on the first day of Autumn in the year 4708 AR (Absalom Reckoning)...

Day 1--Moonday, Rova 1st (pages 1-8)
The adventure starts at the Swallowtail Festival. Goblins attack and our heroes come to the rescue of the town and Aldern Foxglove! They overhear the news of the grave robbery.

Day 2--Toilday, Rova 2nd (pages 8-10)
The heroes are rewarded for their bravery and have dinner with Foxglove before gathering and more properly introducing themselves and vowing to investigate the threat to Sandpoint.

Day 3--Wealday, Rova 3rd (pages 10-12)
The party investigates the open grave at the cathedral and are observed by Salome. They meet Hannah and then the town council, which requests that they stay in town to aid it in case of another attack. They provide the party with gifts, but Naelah refuses and leaves.

Day 4--Oathday, Rova 4th (pages 12-20)
Ameiko had been kidnapped and the party, now joined by Salome, investigates at the Glassworks and the tunnels underneath. They rescue Naelah and Ameiko and first encounter Wrathspawn.

Day 5--Fireday, Rova 5th (pages 20-22)
The party readies itself during Market Day in Sandpoint for further adventure and assists Ameiko at the glassworks.

Day 6--Starday, Rova 6th (pages 22-23)
The party is hired by the town to clear the tunnels and invited to a funeral the next day. Naelah departs(?)

Day 7--Sunday, Rova 7th (page 23)
The party attends Lojinku's funeral and dines with Ameiko. Corran leaves the party.

Day 8--Moonday, Rova 8th (page 23-37)
The party heads into the tunnels, discovers Thassilonian Ruins and a shrine of Lamasthu. After clearing out wrathspawn and undead, the party falls-back and meets Zieke. He joins them as the party encounters a Quasit and her Wrathspawn minions guarding a Runewell. Though the party destroys the Runewell, they are forced to retreat before the Quasit can be dispatched.

Day 9--Toilday, Rova 9th (page 37-47)
The party heals, plans, and re-equips. They re-enter the tunnels at night and dispatch the Quasit. They cleans the shrine of Lamashtu, but not before the shrine temporarily turns Vesh against them.

Day 10--Wealday, Rova 10th (page 47-)
The party emerges from the tunnels in the morning having defeated the evil underneath Sandpoint.

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