29.10.23

F is for Frequently Asked Questions

 This article is primarily aimed at my players as it references locations and lore not covered on this blog so far. I will elaborate on the specifics of my world on a later point. 

1. What is the Ability scores generation method?

Rolling 4d6, record the highest 3 scores and assign them in order from strength to charisma. You may swap 2 stats with each other.

2. How are death and dying handled?

When a character reaches 0 Hitpoints, they fall unconscious and bleed for -1hp per round until death at -10 Hp or someone stabilizes them.

3. What about raising the dead?

A priest of sufficient level may cast “raise dead” for a relatively steep fee if they body is brought to them in time. Usually, they will not raise characters of the opposite alignment (A cleric serving a god of law will only raise characters of the law and neutral alignments)

4 .How are replacement PCs handled?

If the player has a backup, they can switch to that character at the first available opportunity. This backup does not need to be a PC, it could be a henchmen or hireling. If no backup is available immediately, rolling a new character and introducing them the next session would be required.

5. Initiative: individual, group, or something else?

Mostly group initiative, depending on situation it might be phased as well.

6. Are there critical hits and fumbles? How do they work?

Yes, to both. Critical hits = a natural attack roll of 18/19/20 that exceeds the AC of the target by 5 or more, rolls double damage dice. Fumble = roll of natural 1 means that you miss your attack.

7. Do I get any benefits for wearing a helmet?

Yes, not wearing a helmet appropriate to you armour means that you incur a penalty to AC.

8. Can I hurt my friends if I fire into melee or do something similarly silly?

Yes of course.

8. Will we need to run from some encounters, or will we be able to kill everything?

Unkillable Creatures don’t exist, that does not mean YOU can kill them. If in doubt: run!

9. Level-draining monsters: yes, or no?

Haha YES!

10. Are there going to be cases where a failed save results in PC death?

Yes, some effects kill you if you fail your save.

11. How strictly are encumbrance & resources tracked?

Pretty strictly. They are integral for the dungeoncrawl gameplay loop.

12. What’s required when my PC gains a level? Training? Do I get new spells automatically?

A character needs at least a weeks’ worth of training to get the benefits from levelling up. Spells gained because of the level up are learned automatically during this time.

14. Can it happen in the middle of an adventure, or do I have to wait for down time?

You need to be in a safe location (a camp or town) and have at least a week of downtime.

14. What do I get experience for?

Acquiring treasure in the dungeon and taking it to a safe location. Killing monsters. Class specific actions, like casting useful spells as a wizard. Having really smart ideas that save the party.

15. How are traps located? Description, dice rolling, or some combination?

If a player suspects a trap, they might interrogate the fiction. Otherwise, thief-skills etc. are an option.

16. Are retainers encouraged and how does morale work?

Retainers are based. All hired NPCs have a morale score and if a situation arises where it might break, it is tested with a morale roll (2d10), if that is equal or higher than their morale score, they break.

17. How do I identify magic items?

Using the item, consulting a sage for research or casting identify.

18. Can I buy magic items? Oh, come on: how about just potions?

Haha. You might be able to buy potions from alchemists for an exorbitant amount of money.

19. Can I create magic items? When and how?

High-level spellcasters are able to create magic items. The process and the needed spells depend on the desired items.

20.  What about splitting the party?

Sure, why not.

21. What is the deal with my cleric's religion?

Depends on the religion. You can read more about it in the “Greater & Lesser Gods” Article which will be published after I finish it. 

22. Where can we go to buy standard equipment?

Most settlements of at least “village” size provide access to most or all of the standard equipment list.

23. Where can we go to get plate-mail custom fitted for this monster I just befriended?

Depending on the monster you might need to find a chaos-aligned smith.

24. Who is the mightiest wizard in the land?

Depends on the specific kingdom, but the court-mages are probably a safe bet. 

25. Who is the greatest warrior in the land?

Very good question. 

26. Who is the richest person in the land?

With no central banking that is hard to pin down, but one of the nobles or kings is probably a save bet. It might even be one of the belobogian merchant guilds that sprung up over the last century. 

27. Where can we go to get some magical healing?

Most settlements have a temple where priests provide magical healing.

28. Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy,  polymorph, alignment change, death, undeath?

Poison, disease, curse, lycanthropy, polymorph, and death will most likely be curable by a high-level priest in a bigger settlement. Level drain and Undeath are not usually curable short of a wish spell. Forced alignment change might be curable by a priest on a case by case basis.

29. Is there a magic guild my MU belongs to or that I can join in order to get more spells?

The mages of Czernobog get pressed into service if discovered. In countries further south this is not a concern, but most mages learn from a high-lever wizard not a guild. It might be necessary to seek them out to get more spells.

 30. Where can I find an alchemist, sage, or other expert NPC?

Alchemists are almost exclusively found in big towns and cities. Sages might be found outside all types of settlement as long as there is something of interest to study. The other expert hirelings can be found in big towns and cities.

31. Where can I hire mercenaries?

Most larger settlements and trading posts have mercenary halls. Trawling the inns and alehouses of a settlement might be another approach.

32. Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?

Czernobog presses all the mages it can find into service, and only approved wizard are allowed to operate independently. This is not the case in the kingdoms further south.

It is also usually forbidden to carry weapons beyond a dagger or knife or wear armour in settlements.

33. Which way to the nearest tavern?

Finding the main street of the settlement you are currently in should usually lead you to the local alehouse or tavern.

34. What monsters are terrorizing the countryside sufficiently that if I kill them, I will become famous?

The borderlands usually deal with regular raids from goblins, gnolls or swinelings. Even hobgoblins are not uncommon near hilly or mountainous terrain. Wiping put a tribe of these creatures, will surely put you on the map.

35. Are there any wars brewing I could go fight?

Czernobog is hiring all manner of mercenaries to fight in their spring campaign.

36. How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?

Temples of Corva often contain arenas where worshippers and even outsiders are able to spill blood for the goddess. The southern countries Dazbog, Morana and Devana have a rich tradition of gladiatorial combat, especially near the southern coast of Moranth.

37. Are there any secret societies with sinister agendas I could join and/or fight?

Trick Question 😊

39.What is there to eat around here?

Ale and gruel are available in basically every settlement.

40. Any legendary lost treasures I could be looking for?

Searching for ruins of the lost Makosh Imperium might be your best bet.

41. Where is the nearest dragon or other monster with Type H treasure?

Try penetrating deep into the wilderness to find out.

 

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