Weapon Power & Pricing

Warning: this post contains math.

At the beginning of my campaign, the PCs get an opportunity to go shopping for equipment and supplies they will need for their first adventure. I’ve been populating  the starting city of Saragnor with interesting shops, and I was having difficulty pricing a lot of the unique items. Somehow, my frustration grew and morphed into this big chart full of terrifying numbers. Check it out.

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Update

Summer classes started a couple weeks ago, and I’ve been incredibly busy. Between working, studying, sleeping, and just generally staying alive, I haven’t had time to post. I AM still thinking, writing, and working on Felmoorish matters, but the going is a bit slow.

I have good news, however. The dwarves and half-dwarves are coming very soon. I also have some campaign mechanics to post about (a reputation system, and an item-pricing system for the DM.) All that should be up before the end of the week. Finally, I’ve been working hard to populate Saragnor – which will be a kind of home base for the adventurers in this campaign – with NPCs and interesting stores to shop at, but that’s a little farther off.

 

DM References & Cheat Sheets

I’m gearing up to DM (first time) with a group of friends so I’m reading over the rules again and looking for cheat sheets. I ordered a DM screen, and I think maybe I’ll tape them to the inside of it.

The conditions were one thing I wanted to have on hand. 5E’s conditions are a little bit messy, and there’s a lot of different kinds of information involved, so it’s not an easy thing to design a single chart to help a DM quickly find the relevant bits. I ended up making my own, but this guy did a great job, (Thanks R. Donoghue!) I just completely ripped off his chart’s organization. Also, his blog pointed me at game-icons.net, which is just amazing.

I also found this interactive quick-reference guide. It’s fantastic, but I don’t really want to have a laptop open on the table while I’m DMing. It covers a lot more than just conditions, and I might adapt some of it for myself later.

my charts under the jump. Here’s a link to the google doc

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Vision and Light

The Ramaki PC race has some mechanics that are dependent on light levels, so I’ve been reading up on the rules surrounding vision and light. Someone has made some really great charts that cover all of it. When I finally start getting ready to actually DM, I’ll definitely have a copy of these in my binder.

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The Edda of Armod: Part 2

Continued from The Edda of Armod: Part 1

At that time the Creator also spoke all these words: “See I have drawn a shroud across the planes, and set between us the tragic sea, that no pure spirits may cross into the west, that in their crossing, they should be clothed with a body of flesh, each according to its nature. In the new age that is coming, and has already come, spirit and spirit shall not converse face to face, but from a distance, as if through a fog and a loud wind. Until the time I will appoint, near the coming of the end of all things these things will be so.” And it was so.

This is the first recorded articulation of what most scholars call “the law of the material plane.” It is the presumptive reason for the transformation undergone by planestrange races like the Ramaki, but also explains the presence of diverse monsters and otherwise inexplicable beings found throughout Felmoorish history and legend.

Now the whole of mankind assembled at a place they had called Frenyot, on the shores of Felmoor to choose a new leader from among themselves, for Omad had been cursed and shunned the company of men, choosing instead to wander the wastelands of the far north. He lived like the wild beasts of the the world, driven mad by the many signs of mourning wrought on the earth. It was decided then, that Harad should be the leader of men, for he and his brother Hurol were the mightiest of all men there assembled. There on the plains of Freynot, Harad established the first city of men, making himself the king, and named it Maragnor, saying, “it is the first of many.” So it came to pass that Maragnor grew in splendor. As they still say:
Men grow secure in guarded towers,
forgetful of first destiny,
and spire-spirits discern proud hearts
in Maragnor,
in Frenyot of broken Felmoor

To bring a warning, that a nation might be delivered out of Maragnor, Kohma and Gohma in the shape of a wolf and a lion came to Frenyot. “The spirit who hides his name,” they said, “banished from Garagnok,  is coming upon you, and brings destruction with him.” 14 families gave ear to their warning and followed them East beyond the Bay that is called the place of bones. When they had traveled a great distance away from Frenyot, Komai reached down into the earth, took hold of its deep parts, and cast them towards the sky, saying, “these teeth will protect and hide you from evil,” and that is what those mountains are called still.  Then Akkad and the 14 families founded Saragnor, saying “It is the second of many.”

Kohma and Gohma are not very well understood. They disappear from the histories and legends after their intervention at Maragnor. Some believe they were men, or a kind of metaphor for real events. Certainly the ruins of old Maragnor are real enough, and there is evidence enough that Saragnor was founded by refugees from Maragnor prior to its sudden destruction. Many believe Kohma and Gohma were shug-wights; spirits who have partially resisted the law of the material plane. Legends depict them as large talking animals, able to appear and disappear at will – an ability they lose as they age, eventually becoming fully corporeal fel-wights.