Welcome to the Guild Wars!

Post/Author/DateTimePost
#1

masters_of_the_house

Jul 22, 2007 23:30:52
Welcome, ladies and gentlemen, to the guild house. Here you will find a set of games dedicated to interaction between sets of guilds, each in turn dedicated to their own belief system, race, or other such thing. Here in the land of Tyrannor there is much strife. For years now war has raged across the lands, claiming the lives of many a brave warrior or dread villain. The memories of those who have passed drive on newcomers, both good and evil alike, who seek to claim their place amongst the remembered dead.

The guilds battle one another for supremacy over the land and the city of Tyrannor, a place where all the guilds and peoples of the land come together. Their goal is the throne of Tyrannor itself, from which they will hold dominance over all the other guilds as well as a mystical force. This mystical force of power is held deep within Tyrannor proper, hidden away within the fortress that belongs to the ruler. This force has brought many creatures and peoples from many different lands and worlds here to Tyrannor, in an attempt to claim it for themselves.

You now step into a world full of possibilities. While there are enemies all around you, the truly skilled will find friends amongst them. Work alongside your guilds, fight beside your allies and forge armies that will stand the test of time and mettle. Enter the world of Tyrannor... do you have what it takes to make it to the top?


Tyrannor itself is located in the outlands on top of the great spire. The spire, obviously rather large in size, houses all the known land and perhaps more beyond the mist wall. Magic is un-effected on top of the spire, perhaps due to the source which errupts from beneath the ground, and perhaps the spire itself. Many different lands lead to Tyrannor, portals from Faerun, Ebberon, and other worlds have been noted. The world of Tyrannor is quite diverse as a result, so be ready to see some things unusual to your worlds....

The Guild Wars are a level 15 dungeons and dragons game. Characters outside of this level are allowed to participate in roleplay. However, non-statted characters or characters statted above ECL 15 can have no effect on statted game-play. They may roleplay but they should be treated as characters that are not flagged for PvP with the added restriction that they can grant nothing to lower level players unless cleared with the GMs first.

Finally... WE ARE OFFICIALLY IN OPEN PLAY!
#2

masters_of_the_house

Jul 22, 2007 23:32:56
PVP
Player versus Player (PvP) combat and actions will be monitored under a flag system to allow for both those players who wish to take part in such combats and those that do not. The idea behind this is based in part on an honor system, though it has measures in place to prevent shady dealings with the flagging and unflagging of characters.

Flagging Your Character
To flag your character for PvP you must be inside your guild house or Tyrannor proper itself (the guild district). This action can be taken anytime you are in your guildhouse and currently un-flagged in status.

Un-Flagging Your Character
You may Un-Flag your character for PvP at your guild hall only. You may take this action anytime you are inside of your guildhouse and in a flagged status. However you may not un-flag yourself if you are currently effected by any 'special conditions' of flagging.

Special Conditions
-You have recently attacked another player or guild house.
-You have recently stolen from another player or guild house.
-You have taken part in an attack against another guild that is still going on
-You have just attempted to influence someone's attitude with diplomacy/Intimidate and failed
-You have recently failed an infiltration attempt of a guild.
-Your guild house is under attack by an opposing guild.*
-You have recently buffed or trapped an area with magic or cast a damaging spell that is still in effect. **

All of the above conditions apply for up to a week depending on severity of the situations.
*In this situation all characters in the guild house may immediately flag themselves for PvP. Those who are not flagged may not do so for that combat. A day or two's notice will be given before combat begins for those players to flag their characters. When the last character that is flagged is killed, subdued, or surrenders, the guild house falls, regardless of how many unflagged players are left.
**This lasts as long as the spell is in effect and ends a number of days after the spell has been set off or dispelled.

PvP Actions
The following actions may only be taken by a character who is flagged for player versus player combat.
-Attacking another player
-Casting a spell that damages or has any harmful effect on another player
-Casting a buff on another player
-Stealing
-Sneaking/Hiding in an enemy guild
-Guild infiltration
-Use of skills to influence attitudes
-The planting of any harmful device

As with most rules, questionable use of the flagging system may bring about adjustments in the future. A rule of thumb in this situation is that if it seems like it might be abuse, it probably is abuse.
#3

masters_of_the_house

Jul 23, 2007 8:57:46
Character Creation

There shouldn’t be any surprises here; this is a restatement of rules from previous incarnations of the Guild House. You are allowed three (3) active characters at any one time, and none of them may be members of the same guild. They will be ECL 15.

What “Effective Character Level” (ECL) means:
1. First, choose a race. Find the stats marked “HD” (Hit Dice) and “LA” (Level Adjustment) for that race. All suggested races in the PHB have 1 HD and LA +0, so they require no special gymnastics here. Example 1: A Merfolk has 1HD and LA +1. Example 2: An Ogre has 4HD and LA +2.
2. Add the HD and the LA together, unless the HD is 1. HD is not the same as hit points. It is the number of dice rolled to generate hit points. Example 1: Merfolk = +1. Example 2: Ogre = +6.
3. Subtract this number from the ECL allowed, which is 15 for this game. The resulting number is the allowed number of class levels for this race. Example 1: Merfolk = (15-1) = 14 allowed class levels. Example 2: Ogre = (15-6) = 9 allowed class levels.
4. Do not roll racial HD to generate hit points if the HD = 1 (such as for merfolk, humans, half-orcs, etc.). Roll hit points only for class levels. On the other hand, be sure to roll hit points for characters with HD > 1. An Ogre would receive 4d8 + 4 X CON hit points in addition to the hit points from the nine class levels.

Players may use one of two methods for character stat generation:
1. 32 point buy, as detailed on page 169 in the 3.5 Dungeon Master's Guide, or page 20 in the 3.0 Dungeon Master's Guide, reprinted here:

8: 0 points

9: 1 point

10: 2 points

11: 3 points

12: 4 points

13: 5 points

14: 6 points

15: 8 points

16: 10 points

17: 13 points

18: 16 points

or

2. Roll 5d6 six times, discard the two lowest dice each time. Arrange as desired.
You may reroll or use point-buy only in the event that your ability modifiers don't total at least +2 or if you don't have at least one score of 15 or better.
Please roll your dice at the Invisible Castle Die Roller, under the character name "The Guild House". In the "Notes" section, please type the name of your character, followed by "Stat Generation".
Results not under the name "The Guild House" will not be accepted.

Characters start with 112,500 experience points, which translates to ECL 15, with 7,500 experience points leftover.

Characters start with 200,000 gold pieces, and cannot purchase any single starting item greater in value than 100,000 gp. If you want to purchase an item that is over 100,000 gp you must buy it in-game.

Characters may use two methods for hit point generation. In both methods, the first hit dice is treated as if the maximum were rolled:
1. Fixed Hit Points, as detailed on page 198 of the 3.5 Dungeon Master's Guide, reprinted here:


Hit Die/Even/Odd

d4 2 3

d6 3 4

d8 4 5

d10 5 6

d12 6 7

2. Players may roll hit points normally. Please roll your dice at the Invisible Castle Die Roller, under the character name "The Guild House". In the "Notes" field, please type the name of your character, followed by "Starting Hit Points". When your character levels up, please do the same, replacing "Starting Hit Points" with "Level X Hit Points", where "X" is the level you've just gained.

All Wizards of the Coast material is allowed for use in the creation of characters.
The exceptions to this rule are the magizines Dungeon and Dragon. These and other d20 products, including homebrew material and material from companies other than Wizards of the Coast, may be allowed, but a request must be registered with the GMs by posting in the Approval Thread or sending a PM to Masters of the House. Material may or may not be approved, and may not be used until it has been approved.
#4

masters_of_the_house

Jul 23, 2007 9:05:25
Example Character Sheets
Show
This is the "Character Sheet Template". In order to fill out your character sheet, right click on the "Quote" button at the bottom right of this post. Then, simply replace all the blank spots (represented by "?"s, "Feat Name", "Skill Name", and the like), and then click the "Submit Reply" button, and your character is posted!

These QUOTE blocks are here to help you understand what the various fields are for, and to give you some technical assistance in certain areas that diverge from normal D&D play. For your convenience, these QUOTE blocks will not appear when you go to fill this template out. So, it might be helpful to keep this post open, and open a new window to fill this template out. That way, you can fill your character sheet out, and read these helpful QUOTE blocks along the way -- without having to use the bothersome "Back" button on your browser!

So, let's get started! First, fill out the fields below. It's pretty basic information, and needs no further explanation.

Character Name
Gender and Race
Class(es) and Level(s)
Alignment
Deity, if appropriate

Height, Weight, Age
Hair color, Eye color, Skin color


Next, generate your ability scores, using either of the two methods available to you (see the above post).

Str ?? (+?) (?? points if appropriate, +? racial, +? levels, +? item, etc)
Dex ?? (+?) (?? points if appropriate, +? racial, +? levels, +? item, etc)
Con ?? (+?) (?? points if appropriate, +? racial, +? levels, +? item, etc)
Int ?? (+?) (?? points if appropriate, +? racial, +? levels, +? item, etc)
Wis ?? (+?) (?? points if appropriate, +? racial, +? levels, +? item, etc)
Cha ?? (+?) (?? points if appropriate, +? racial, +? levels, +? item, etc)


Next, fill out the following information. Most of it should be fairly straightforward. Use one of the two methods available to you to generate your hit points (again, see the above post). Your speed will probably be the field you fill out last, after everything else, since you've got to pick equipment before you know how much weight you're carrying, and thus what your load is.

Hit Points: ?? (fixed/rolled)
AC: ??, Touch: ??, Flatfooted: ??
Initiative: +?
BAB: +?, Grapple: +?
Speed: ?? feet (base ??, light/medium/heavy load [?? of ?? lbs], light/medium/heavy armor)

Calculate your saving throws, as normal, filling out the fields, as requested. Replace the word "class" with a class that your character has levels in, and replace the associated "?" with the base save for that class. If you have multiple classes, list each base save separately under a different "class" entry, as shown in the template below. Any miscellaneous bonuses should be listed under "special" -- replacing "special" with the source of the bonus.

Saves
  • Fort: +? (+? class, +? class, +? con, +? feat, +? special, etc)
  • Ref: +? (+? class, +? class, +? dex, +? feat, +? special, etc)
  • Will: +? (+? class, +? class, +? wis, +? feat, +? special, etc)


This is where you put down your attacks. Even though the template only has one ranged and one melee, you should duplicate the template if you have more attack forms than that. You might do so if you plan to fight with multiple weapons often (having one line for single weapon fighting, and another line for multiple weapon fighting), a secondary natural attack, a backup melee or ranged weapon, etc.

Attacks
  • +?/+?/+? melee, weapon, ?d?+?, ??-??/x?
  • +?/+?/+? ranged, weapon, ?d?+?, ??-??/x?, ?' range


Post all of the information above, in the requested fields. Use your Intelligence modifier at ECL 15 to calculate skill points even if you've increased it since first level. Remember, enhancement bonuses to Intelligence (like that granted by a Headband of Intellect) do not increase the number of skill points you receive.

Skills
  • Skill Name +? (? ranks, +? ability, +? racial, +? synergy, +? item, +? feat, +? misc)
  • Skill Name +? (? ranks, +? ability, +? racial, +? synergy, +? item, +? feat, +? misc)
  • Listen +? (? ranks, +? wis, +? racial, +? synergy, +? item, +? feat, +? misc)
  • Spot +? (? ranks, +? wis, +? racial, +? synergy, +? item, +? feat, +? misc)
  • Speaks Common, Racial, etc. (? ranks in Speak Language)
  • Armor Check Penalty: -? (-? armor, -? shield)


Here, list the feats you've acquired, what level you acquired them, and what their source is (in that order). Use the below template as a guideline for various sources. Note that in the case of class based feats, please replace "Class" with the name of the class, and the associated "?" with the level of that class that you acquired the feat at.

Feats
  • Feat Name (Level 1 - Race)
  • Feat Name (Level ? - Class ?)
  • Feat Name (Level 1 - Character)
  • Feat Name (Level 3 - Character)


List all of your racial abilities here... nice and simple!

Racial Traits
  • Size
  • Ability Modifiers
  • Base Speed
  • Skill Bonuses
  • Miscellaneous, etc
  • Favored Class


Here's where you put all of your special abilities, along with what class you gained the ability from. If you have some special ability from a source other than a class, list it here as well, but replace the "(Class ?)" entry with the appropriate source.

Special Abilities
  • Special Ability Name (Class ?)
  • Special Abilitiy Name (Class ?), etc


Here's where you list your caster level for any spellcasting classes you happen to possess. Replace the "Class Name" with the name of the spellcasting class.

The template provides space for two classes that cast spells -- if you have more or less, you should add or subtract lines to this section. If your character has no classes that cast spells, you should delete this section.

Caster Levels:
  • CL ?? "Class Name"
  • CL ?? "Class Name", etc


If one of your spellcasting classes prepares spells, here's where you list how many spells per day you receive, and what spells you have prepared. Replace "Class Name" with the name of the class that prepares the spells. Replace "Spell Name" with the name of the spell being prepared, and replace the "?" with the number of spells of that name being prepared if more than one. If you're preparing a domain spell in your domain slot, put a "D" inside of the parenthesis. If the spell is one of your Wizard bonus spells for school specialty, put an "S" inside of the parenthesis.

If you have more than one spellcasting class that prepares spells, you should copy this section, and paste it immediately after the original, filling it out separately for each casting class. If you don't have any classes that prepare spells, you should delete this section.

"Class Name" Spells Prepared
  • Cantrips: ?/day, Spell Name (?), Spell Name (?), Spell Name (?)
  • 1st Level: ?/day, Spell Name (?), Spell Name (?), etc
  • 2nd Level: ?/day, Spell Name (?), Spell Name (?), etc
  • 3rd Level: ?/day, Spell Name (?), Spell Name (?), etc
  • 4th Level: ?/day, Spell Name (?), Spell Name (?), etc
  • 5th Level: ?/day, Spell Name (?), Spell Name (?), etc
  • 6th Level: ?/day, Spell Name (?), Spell Name (?), etc
  • 7th Level: ?/day, Spell Name (?), Spell Name (?), etc
  • 8th Level: ?/day, Spell Name (?), Spell Name (?), etc
  • 9th Level: ?/day, Spell Name (?), Spell Name (?), etc


If one of your casting classes casts spontaneous spells, this is where you list the number of spells per day that you can cast, and what spells you know.

If you have more than one spellcasting class that casts spontaneous spells, you should copy this section, and paste it immediately after the original, filling it out separately for each casting class. If you don't have any classes that cast spontaneous spells, you should delete this section.

"Class Name" Spells Cast per Day and Spells Known
  • Cantrips: ?/day, Spell Name, Spell Name, etc
  • 1st Level: ?/day, Spell Name, Spell Name, etc
  • 2nd Level: ?/day, Spell Name, Spell Name, etc
  • 3rd Level: ?/day, Spell Name, Spell Name, etc
  • 4th Level: ?/day, Spell Name, Spell Name, etc
  • 5th Level: ?/day, Spell Name, Spell Name, etc
  • 6th Level: ?/day, Spell Name, Spell Name, etc
  • 7th Level: ?/day, Spell Name, Spell Name, etc
  • 8th Level: ?/day, Spell Name, Spell Name, etc
  • 9th Level: ?/day, Spell Name, Spell Name, etc


Here's where you list your manifester level for any psionic power manifesting classes you happen to possess. Replace the "Class Name" with the name of the manifester class.

The template provides space for two classes that manifest powers -- if you have more or less, you should add or subtract lines to this section. If your character has no classes that manifest powers, you should delete this section.

Manifester Levels:
  • ML ?? "Class Name"
  • ML ?? "Class Name", etc


If your character has psionic power points, put in how many power points your character has, along with the source of those power points. Replace ?? with how many total power points your character has per day. Replace any "x" with how many power points your character receives from source associated with "x". Replace the word "class" with the name of the class your character is gaining power points from. Replace any "y" with your character's level in that class. Replace any "z" with you character's ability score that is tied to that class’s bonus power points.

For example, a 5th level half-giant psychic warrior 2 / psion 3 / with an Intelligence of 18, Wisdom of 14, and the Psionic Talent feat would put "24 Power Points per day (+1 Psychic Warrior 2, +2 for Wisdom of 14, +11 Psion 3, +6 for ability of 18, +2 Psionic Talent, +2 Half Giant)".

If your character doesn't have any power points, you should delete this section.

Power Points per Day:: ?? Power Points per day (+x class y, +x for ability of z, +x class y, +x for ability of z, +x feat, +x race, +x misc)

If one of your classes manifests psionic powers, this is where you list powers that your character knows as a member of that class.

If you have more than one class that manifests powers, you should copy this section, and paste it immediately after the original, filling it out separately for each manifesting class. If you don't have any classes that manifest powers, you should delete this section.

"Class Name" Powers Known
  • 1st Level: Power Name, Power Name, etc
  • 2nd Level: Power Name, Power Name, etc
  • 3rd Level: Power Name, Power Name, etc
  • 4th Level: Power Name, Power Name, etc
  • 5th Level: Power Name, Power Name, etc
  • 6th Level: Power Name, Power Name, etc
  • 7th Level: Power Name, Power Name, etc
  • 8th Level: Power Name, Power Name, etc
  • 9th Level: Power Name, Power Name, etc


This is where you list what equipment your character carries on him or her (or it?), along with the weight of that equipment.

Equipment
  • Melee Weapon (weight)
  • Ranged Weapon (weight)
    • Ammunition Type I (weight)
    • Ammunition Type II, etc (weight)

  • Armor (weight)
  • Shield (weight)
  • Outfit (weight)
  • Storage Item (weight)
    • Stowed Item (weight)
    • Stowed Item (weight)
    • Spellbook(s), if applicable (weight)
      • Cantrips
        • Spell Name (½ page)
        • Spell Name (½ page), etc

      • Level 1
        • Spell Name (1 page)
        • Spell Name (1 page), etc

      • Level 2
        • Spell Name (2 pages)
        • Spell Name (2 pages), etc

      • Level 3
        • Spell Name (3 pages)
        • Spell Name (3 pages), etc

      • Level 4
        • Spell Name (4 pages)
        • Spell Name (4 pages), etc

      • Level 5
        • Spell Name (5 pages)
        • Spell Name (5 pages), etc

      • Level 6
        • Spell Name (6 pages)
        • Spell Name (6 pages), etc

      • Level 7
        • Spell Name (7 pages)
        • Spell Name (7 pages), etc

      • Level 8
        • Spell Name (8 pages)
        • Spell Name (8 pages), etc

      • Level 9
        • Spell Name (9 pages)
        • Spell Name (9 pages), etc

      • Blank Pages: ??

  • Miscellaneous Item (weight)
  • Miscellaneous Item (weight), etc
  • ?? Platinum Pieces, ?? Gold Pieces, ?? Silver Pieces, ?? Copper Pieces (weight [1 lb/50 coins])



Items Bought
Show
  • Item Name (price bought at)
  • Item Name (price bought at)
  • Item Name (price bought at), etc
  • [OVERLINE]Total Value of Bought Items[/OVERLINE]
#5

masters_of_the_house

Jul 23, 2007 14:01:30
Guild Funding Rules

Every guild starts with 50,000 gold in cash. Every guild also starts with one resource, which can be whatever it wants (such as mining, a dockyard, an orchard, skilled teachers, etc.). If 1,000 gold is invested in the resource every month, it will yield 4,000 gold at the end of the month. A month in game-time will be considered equal to a month in real-time.

Important notice: A MEMBER of the guild, whose character is currently at the location of the guild, must make a post every month updating the treasury amount, for the accumulation of gold to occur. This includes the opening of the guild's budget. A resource must be declared in order to open the budget. It is highly recommended that a current budget be kept in the first post of every Guild thread.

Additional, mobile resources (you can plant a new orchard or build a school, but you can’t bury valuable rock for mining) may be purchased for 20,000 gold at any point. This second (or third, etc.) resource is treated exactly as the first.

A guild may make a different deal, agreeable to both parties of PCs, if they wish to sell some of their resources to PCs. Otherwise, the price is fixed, and NPCs are the presumed customers. Guilds may also levy fees on their members, subject to GM approval. For example, Conscientia charges for classes, the Seafarers may start charging for dock space.

Individual characters may start businesses (whose particular stats will be approved by GMs), according to the rules in the DMGII, and may keep or contribute gold as they wish.
#6

masters_of_the_house

Jul 23, 2007 14:11:02
Building Strongholds

The Stronghold Builder’s Guidebook has excellent rules for the construction of strongholds, and for the most part you’ll be using those to build your stronghold. But, because we’ve adopted many rules that differ from the assumptions of the Stronghold Builder’s Guidebook, the following minor conversions are necessary, to bring those rules into line with our rules. Additionally, there is enough information here that an individual without the Stronghold Builder's Guidebook should be able to construct a stronghold.


[b]Component Name Stone and Wood Gold Pieces Prerequisites [/b]<br /> <br /> Alchemical Laboratory, Basic 1 ton 100 gp - Alchemical Laboratory, Basic Provides any character using it a +2 circumstance bonus on Alchemy checks. <br /> Alchemical Laboratory, Fancy 1 ton 2,400 gp Alchemist (1) - Fancy Provides any character using it a +4 circumstance bonus on Alchemy checks. <br /> Armory, Basic 1 ton 100 gp - Armory, Basic Holds equipment for 25 soldiers. <br /> Armory, Fancy 1 ton 1,400 gp - Armory, Fancy Holds equipment for 25 soldiers. <br /> Auditorium, Fancy 1 ton 1,400 gp - Auditorium, Fancy Provides any character using it a +2 circumstance bonus on Perform checks, can hold up to 30 people. <br /> Auditorium, Luxury 1 ton 9,400 gp - Auditorium, Luxury Provides any character using it a +4 circumstance bonus on Perform checks, can hold up to 30 people. <br /> Barbican 1 ton 400 gp Guards (2) - Barbican Guards an entrance, by use of murder holes, arrow slits, funnels for burning oil, etc. <br /> Barracks 1 ton 100 gp - Barracks Houses ten individuals, usually soldiers. <br /> Bath, Basic ½ ton 100 gp - Bath, Basic No statistical information. <br /> Bath, Fancy 1 ton 1,400 gp - Bath, Fancy No statistical information. <br /> Bath, Luxury 2 tons 8,800 gp Servant (1), Valet (1) - Bath, Luxury No statistical information. <br /> Bedroom Suite, Basic 1 ton 200 gp - Bedroom Suite, Basic A master bedroom, houses 1-2 people in one room. <br /> Bedroom Suite, Fancy 1 ton 4,400 gp - Bedroom Suite, Fancy A master bedroom, houses 1-2 people in one room. <br /> Bedroom Suite, Luxury 2 tons 23,800 gp Valet (1) - Bedroom Suite, Luxury A master bedroom, houses 1-2 people in one room. <br /> Bedroom, Basic ½ ton 100 gp - Bedroom, Basic A bedroom, can house 1-2 people. <br /> Bedroom, Fancy ½ ton 1,700 gp - Bedroom, Fancy A bedroom, can house 1-2 people. <br /> Bedroom, Luxury 1 ton 9,400 gp Valet (1) - Bedroom, Luxury A bedroom, can house 1-2 people. <br /> Chapel, Basic 1 ton 400 gp - Chapel, Basic Can hold up to 40 people. <br /> Chapel, Fancy 2 tons 4,800 gp Acolyte (1) - Chapel, Fancy Can hold up to 60 people. <br /> Chapel, Luxury 2 tons 23,800 gp Acolyte (2) - Chapel, Luxury Can hold up to 60 people. <br /> Common Area, Basic 1 ton 100 gp - Common Area, Basic No statistical information. <br /> Common Area, Fancy 1 ton 2,400 gp - Common Area, Fancy No statistical information. <br /> Courtyard, Basic 1 ton 100 gp - Courtyard, Basic No statistical information. <br /> Courtyard, Fancy 1 ton 2,400 gp - Courtyard, Fancy No statistical information. <br /> Courtyard, Luxury 1 ton 14,400 gp - Courtyard, Luxury No statistical information. <br /> Dining Hall, Basic 2 tons 800 gp Kitchen - Dining Hall, Basic Seats 30 people comfortably. <br /> Dining Hall, Fancy 2 tons 10,800 gp Kitchen, Servant (1) - Dining Hall, Fancy Seats 30 people comfortably. <br /> Dining Hall, Luxury 2 tons 48,800 gp Luxury Kitchen, Servants (2) - Dining Hall, Luxury Seats 30 people comfortably. <br /> Dock, Basic 1 ton 100 gp Laborers (2) - Dock, Basic Allows small and medium ships to dock. <br /> Dock, Extended 2 tons 1,800 gp Laborers (4) - Dock, Extended Allows any ship to dock. <br /> Dock, Extended Dry 2 tons 13,800 gp Laborers (6) - Dock, Extended Dry Allows any ship to dock, and allows the construction of ships larger than small and medium. <br /> Gatehouse ½ ton 700 gp - Gatehouse Includes a gate and drawbridge, if appropriate. <br /> Guard Post ½ ton 100 gp - Guard Post If placed in a wall, includes free arrow slits. <br /> Kitchen, Basic 1 ton 1,400 gp - Kitchen, Basic Can prepare meals for up to 15 people. <br /> Kitchen, Fancy 1 ton 11,400 gp Cooks (2) - Kitchen, Fancy Can prepare meals for up to 30 people. <br /> Kitchen, Luxury 2 tons 48,800 gp Cooks (6) - Kitchen, Luxury Can prepare meals for up to 100 people. <br /> Labyrinth 1 ton 100 - Labyrinth A maze like area. <br /> Library, Basic 1 ton 2,100 gp - Library, Basic Provides any character using it a +2 circumstance bonus on any two Knowledge checks (which two are chosen by the owner of the library at the time of construction). <br /> Library, Fancy 1 ton 5,400 gp - Library, Fancy Provides any character using it a +2 circumstance bonus on any three Knowledge checks (which three are chosen by the owner of the library at the time of construction). <br /> Library, Luxury 2 tons 19,800 gp Librarian (1) - Library, Luxury Provides any character using it a +2 circumstance bonus on any six Knowledge checks (which six are chosen by the owner of the library at the time of construction). <br /> Magical Laboratory, Basic 1 ton 100 gp - Magical Laboratory, Basic Provides any character using it a +2 circumstance bonus on Spellcraft checks to see if a new spell is viable. <br /> Magical Laboratory, Fancy 1 ton 2,400 gp Apprentice (1) - Magical Laboratory, Fancy Provides any character using it a +4 circumstance bonus on Spellcraft checks to see if a new spell is viable. <br /> Prison Cell ½ ton 200 gp Guard (1) - Prison Cell Holds up to six prisoners communally, or three prisoners separately. <br /> Servants&#8217; Quarters 1 ton 100 gp - Servants&#8217; Quarters Holds up to six individuals, usually servants, in small rooms. <br /> Shop, Basic 1 ton 100 gp Clerk (1) - Shop, Basic No statistical information. <br /> Shop, Fancy 1 ton 3,400 gp Clerk (2) - Shop, Fancy No statistical information. <br /> Shop, Luxury 1 ton 15,400 gp Clerk (2), Guards (2) - Shop, Luxury No statistical information. <br /> Smithy, Basic 1 ton 100 gp Smith (1) - Smithy, Basic Allows the use of any Craft (armorsmithing, blacksmithing, and weaponsmithing checks). <br /> Smithy, Fancy 1 ton 1,400 gp Smith (1) - Smithy, Fancy Allows the use of any Craft (armorsmithing, blacksmithing, and weaponsmithing checks), and provides any character using it a +2 circumstance bonus on those checks. <br /> Stable, Basic 1 ton 400 gp Groom (1) - Stable, Basic Can house up to six large creatures. <br /> Stable, Fancy 1 ton 2,400 gp Groom (1) - Stable, Fancy Can house up to six large creatures. <br /> Stable, Luxury 1 ton 8,400 gp Groom (2) - Stable, Luxury Can house up to six large creatures. <br /> Storage, Basic 1 ton 100 gp - Storage, Basic Contains 2,000 cubic feet of storage space. <br /> Storage, Fancy 1 ton 400 gp - Storage, Fancy Contains 3,000 cubic feet of storage space. <br /> Storage, Luxury 1 ton 2,400 gp Clerk (1) - Storage, Luxury Contains 3,000 cubic feet of storage space. <br /> Study/Office, Basic ½ ton 100 gp - Study/Office, Basic No statistical information. <br /> Study/Office, Fancy 1 ton 1,900 gp - Study/Office, Fancy No statistical information. <br /> Study/Office, Luxury 1.5 tons 14,250 Clerk (1) - Study/Office, Luxury No statistical information. <br /> Tavern, Basic 1 ton 300 gp Servants (2) - Tavern, Basic Can seat up to 20 people. <br /> Tavern, Fancy 1 ton 3,400 gp Servants (3) - Tavern, Fancy Can seat up to 20 people. <br /> Tavern, Luxury 1 ton 19,400 gp Servants (4) - Tavern, Luxury Can seat up to 20 people. <br /> Throne Room, Basic 1 ton 1,400 gp Servants (2) - Throne Room, Basic Holds up to 20 people. <br /> Throne Room, Fancy 1 ton 11,400 gp Servants (4) - Throne Room, Fancy Holds up to 20 people, provides a +2 circumstance bonus to Diplomacy checks made by the owner, ruling noble, guildmaster, etc. <br /> Throne Room, Luxury 1 ton 79,400 gp Servants (6) - Throne Room, Luxury Holds up to 30 people, provides a +4 circumstance bonus to Diplomacy checks made by the owner, ruling noble, guildmaster, etc. <br /> Torture Chamber 1 ton 2,400 gp Torturer (1), Guard (1) - Torture Chamber Provides a +2 circumstance bonus to Intimidate checks made by a torturer, allows Intimidate retries every hour against restrained foes. <br /> Training Area, Combat 1 ton 400 gp - Training Area, Combat No statistical information. <br /> Training Area, Rogue 1 ton 1,400 gp - Training Area, Rogue No statistical information. <br /> Trophy Hall, Basic 1 ton 400 gp - Trophy Hall, Basic No statistical information. <br /> Trophy Hall, Fancy 1 ton 5,400 gp Guard (1) - Trophy Hall, Fancy No statistical information. <br /> Workplace, Basic 1 ton 100 gp - Workplace, Basic Allows the use of a single craft skill, designated by the owner of the establishment at the time of construction. <br /> Workplace, Fancy 1 ton 1,400 gp &#8211;Workplace, Fancy Allows the use of a single craft skill, designated by the owner of the establishment at the time of construction, and provides any user a +2 circumstance bonus on such checks.
#7

masters_of_the_house

Jul 23, 2007 16:15:24
Character Death

People who wish to keep their dead PCs at rest may bury them (and items, if desired) in the consecrated ground at the Halls of Refuge. Otherwise, they may be subject to necromantic effects.

The method of death of a PC determines the likelihood and amount of item destruction. Not only is this realistic, but it also helps maintain a wealth balance among PCs.

The destruction chance is the odds that, upon a PC’s death, some of their possessions are destroyed.

The first number is percent chance, second is amount. The percentiles in the bulk of the table represent the actual amount of items destroyed.

For example, if a PC dies by a fireball, then there is assured that 40% of their possessions will be destroyed, and there is a 25% chance that all of their possessions will be destroyed.


[b]Cause of Death Destruction Chance[/b] <br /> <br /> 25% 50% 75% 100%<br /> <br /> Acid 100% 80% 60% 40%<br /> Bludgeoning 100% 75% 50% 25%<br /> Cold 100% 75% 50% 25%<br /> Disease 20% 15% 5% 0%<br /> Drowning 75% 50% 25% 0%<br /> Electricity 100% 75% 50% 25%<br /> Fire 100% 80% 60% 40%<br /> Old Age 0% - - - <br /> Piercing 40% 30% 10% 0%<br /> Poison 20% 15% 5% 0%<br /> Slashing 90% 50% 10% 0%<br /> Sonic 100% 80% 60% 40%<br /> Spell, Nonphysical* 100% 50% 25% 0%
#8

masters_of_the_house

Jul 23, 2007 20:50:44
Walking/Casual Speeds

Tactical Movement Speed Miles per Hour (mph) Hexes per day (hpd)<br /> <br /> 20 ft 2.3 .6<br /> <br /> 30 ft 3.4 1.0<br /> <br /> 40 ft 4.5 1.3<br /> <br /> 50 ft 5.6 1.6<br /> <br /> 60 ft 6.7 2.0<br /> <br /> 70 ft 7.8 2.3<br /> <br /> 90 ft 10.0 3.0
#9

masters_of_the_house

Aug 06, 2007 16:57:25
Time

In-Game Time is equivalent to Real-Life time for purposes of budgeting and travel.

In-Game Time is flexible as regards conversations, role-playing, etc. For example, one character could promise to be back at her Guild Hall 'by tonight' to meet a partner, spend three Real-Life days talking to another character on the road, and still make it back 'in time' to keep her promise.

Unreasonable amounts of time between posting may revoke this 'flexible-time' privilege in some circumstances.