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Add homerules as content category

master
Josh Gordon 3 years ago
parent
commit
bb93cb0d21
  1. 17
      Characters/Gruss.txt
  2. 14
      Items/fractal_sponge.txt
  3. 7
      Rules/archive_spells.txt
  4. 16
      Rules/construction.txt
  5. 18
      Rules/downtime.txt
  6. 7
      Rules/log_inspiration.txt
  7. 12
      Rules/tame_wilderness.txt
  8. 9
      Rules/teleport_nerf.txt
  9. 14
      Rules/travel_rules.txt
  10. 1
      app/routes.py
  11. 58
      app/templates/campaign_info.html
  12. 1
      app/templates/index.html
  13. 4
      app/templates/marches.html

17
Characters/Gruss.txt

@ -4,7 +4,7 @@ Gruss Montaigne
Align: Chaotic Good
Race: Halfing
Class: Gloom-Stalker Ranger 11
Class: Gloom-Stalker Ranger 13
Str: 7 (-2)
Dex: 20 (16 base, +2 race, +2 increase) (+5)
@ -13,10 +13,10 @@ Int: 8 (-1)
Wis: 14 (12 base, +2 increase) (+2)
Cha: 5 (-3)
HP: 88/92 (12/12d10 hit die)
HP: 98/98 (13/13d10 hit die)
AC: 17 (10 base, +5 dex, +2 armor)
Proficiency: +4
Saves: Wis (+7), Dex (+10), Int (+4)
Proficiency: +5
Saves: Wis (+8), Dex (+11), Int (+5)
Skills: Perception, Nature, Survival
Languages: Common, Halfling, Draconic
@ -38,15 +38,16 @@ Attacks:
Speed: 25
Spells: max [4,3,3] DC = 14
Known 7: used [2,3,2]
Spells: max [4,3,3,1] DC = 14
Known 8: used [4,3,3,1]
1 Hunter's Mark
1 Fog Cloud
2 Spike Growth
2 Rope Trick
2 Healing Spirit
3 Water Walk
3 Fear
3 Protection From Energy
4 Greater Invisibility
Inventory:
305 gold
@ -56,7 +57,7 @@ Studded leather armor
+2 Oathbow
Longbow
Explorer's pack
60 dragonslayer arrows
55 dragonslayer arrows
18 arrows
Potion of Healing x10 (2d4+2 hp)
Alchemist's Fire

14
Items/fractal_sponge.txt

@ -0,0 +1,14 @@
Fractal Sponge
--------------
Rarity: Rare
Aura: Transmutation
A fractal sponge is an object slightly larger than your hand that has the structure of a Menger Cube, and can absorb arbitrary volumes of water.
When submerged, a fractal sponge absorbs one gallon of water per round, or about an hour and a half to absorb a 5ft cube of water. This does not affect the weight of the sponge.
The water is inaccessible once inside the sponge; it is permanently dry.
The sponge can absorb any liquid, however things such as lava and acid will damage the sponge as normal.
The sponge has 5 HP and 12 AC.
If destroyed, the sponge folds in on itself and dissapears from existence.

7
Rules/archive_spells.txt

@ -0,0 +1,7 @@
Archive Spells
--------------
Campaigns: West Marches
Any spells on this website are not available to the players until discovered in the world, unless stated otherwise.
Spells on this website that are modifications to canon spells (such as the Time Stop variant here) are available as normal in their modified form, and do not exist as they do in canon.

16
Rules/construction.txt

@ -0,0 +1,16 @@
Construction
------------
Campaigns: West Marches
Construction can be ordered by the party and will progress during downtime. There are five types of construction.
Military - Has a sphere of influence and a combat rating. Within the radius travelable in the specific time, the military will prevent encounters that give less xp than its combat rating. If all encounters for an area are prevented, the area is made Safe. Can be constructed anywhere; see the military construction table in the campaign info document.
Settlement - Civilizes an area and will provide the players with supplies and lodging. Can be built within a military sphere of influence in a Safe area. A settlement costs 10000 gold to build and takes 3 days + travel time to set up. See the settlement construction table in the campaign info document for upgrades.
Road - Reduces travel time and connects settlements to civilization. Can be built at 1/10th travel speed for 20 gold per mile in any Safe area.
Bridge - Can be built in a Safe area. See the bridge construction table in the campaign info document.
Custom - Build a something. Talk to the DM about it.

18
Rules/downtime.txt

@ -0,0 +1,18 @@
Downtime
--------
Campaigns: West Marches
When time advances and a character is not on a mission, they can participate in a downtime activity. Downtime activities are as follows:
Work - You gain 2d8 times proficiency gold for each day worked.
Study Trade - You gain proficiency in a tool for every two weeks of downtime. You can learn up to your int mod number of tools this way.
Study Language - You learn a language in an amount of time dependent on the language acquisition table in the campaign info document. You can learn up to your int mod number of languages this way.
Craft Item - You use tools you are proficient in to create an item. This takes (the item's price divided by 50) days, and costs half the price. Magic items cannot be obtained this way.
Train - You practice your fighting to gain xp. You gain (xp to get from your level to next level)/20 xp per day, up to a maximum per downtime session of the xp gained in the last excursion by the party.
Custom - Do whatever. Talk to the DM about it.

7
Rules/log_inspiration.txt

@ -0,0 +1,7 @@
Log Inspiration
---------------
Campaigns: West Marches
After each session, each player will write up a log (~1 paragraph, can be longer) detailing what their character did/discovered on the mission.
Once the log is written and on this website, said player will have one inspiration to use on their next mission.

12
Rules/tame_wilderness.txt

@ -0,0 +1,12 @@
Tame Wilderness
---------------
Campaigns: West Marches
Areas of the map exist in one of three states.
Wild - The default state. Random encounters occur, and the area is unfit for civilized presence.
Safe - Large scale conflicts have been resolved, and a military presence has been established.
Civilized - A settlement has been founded and a road constructed leading back to civilization.

9
Rules/teleport_nerf.txt

@ -0,0 +1,9 @@
Teleport Travel Nerf
--------------------
Campaigns: West Marches
Teleportation can only target permanent teleport circles that you know the code to.
Short range teleportation (dimension door, misty step, etc) is unaffected by this rule.
Gate can be used to teleport anywhere.

14
Rules/travel_rules.txt

@ -0,0 +1,14 @@
Travel Rules
------------
Campaigns: West Marches
Every location on the map has an (x,y) coordinate. Travel time is computed using the relevant travel time table in the campaign info document. The distance metric used is euclidean distance, for those who will ask.
For every day traveled, each character will need food and water. If these are not acquired, one exhaustion level is gained.
If the party is traveling slowly, they can either forage or move stealthily.
When foraging, have a player with the highest survival skill make a check against the foraging dc table in the campaign info document. If the check passes, they find enough food and water for 1d6 + proficiency people. If the check passes by 5 or more, they take 6 for the d6 roll.
When moving stealthily, have each player make a stealth check, and use the median value against any perception check on the party as they travel.

1
app/routes.py

@ -155,6 +155,7 @@ bucket_route('places', 'Places')
bucket_route('characters', 'Characters')
bucket_route('spells', 'Spells')
bucket_route('feats', 'Feats')
bucket_route('rules', 'Rules')
@app.route("/monsters")
def render_monsters():

58
app/templates/campaign_info.html

@ -46,35 +46,7 @@ What's most important to keep in mind is that if anyone can do this, it's you.
</ul>
<p>If all areas are civilized and the mystery is solved, you will have beaten the campaign. This is unlikely to occur.</p>
<h2>Rules</h2>
<p>The following rules exist on top of Dungeons and Dragons 5th edition</p>
<ul>
<li><p>Players start at level one, and level up by earning xp</p>
<ul>
<li><p>xp is earned per session, and is evenly distributed among the present players</p></li>
<li><p>There are more ways to get xp than killing things. XP is earned by solving problems; it just so happens that "oh crap that thing is trying to kill us" is a very common problem.</p></li>
<li><p>xp can be gained during downtime, see the <a href="#dtimeActions">downtime actions</a> rule</p></li>
</ul>
</li>
<li><p>All damage except for afflictions with a specified duration (disease, curse, death, etc.) is healed upon staying in a civilized area for a week.</p></li>
<li><p>Teleportation and other such means of instant travel can start from anywhere but can only target a permanent teleportation circle.</p>
<p>A Gate is required to teleport into the wilderness.</p>
<p>Short range teleportation such as misty step and dimension door are unaffected by this rule.</p>
</li>
<li><p>Any spells on this website are not available to the players until discovered in the world unless stated otherwise.</p>
<p>Spells written here override official spells, however said spell would be available without needing to be discovered because it was already mentioned in the PHB (example, our version of time stop).</p>
</li>
<li><p>After each session, each player will write up a log (~1 paragraph, can be longer) detailing what their character did/discovered on the mission.</p>
<p>Once the log is written, said player will have one inspiration to use next mission.</p>
</li>
<li><p>Every location on the map has an (x,y) coordinate, and travel time is computed using the <a href="#travel">travel time</a> table. (Distance metric is L2 for the two people who will ask)</p>
<p>For every day traveled, each player will need food and water. If these are not acquired, one exhaustion level is gained.</p>
<p>If travelling slowly, the party can either forage or move stealthily<p>
<ul>
<li><p>If the party chooses to forage, have a player with the highest survival skill make a check against the <a href="#forTable">foraging dc</a> table. If the check passes, they find enough food and water for 1d6+proficiency people. If the check passes by 5 or more, enough food and water is found for 6+proficency people.<p></li>
<li><p>If the party chooses to move stealthily, have each player make a stealth check, and use the average value against any perception check on the party as they travel.</p></li>
</ul>
</li>
<li><p>A game session will be structured in five parts:</p>
<ol>
<li><p><strong>Planning</strong>: A group of 4-6 players agree on a mission and find a time with the DM to run it</p></li>
@ -85,36 +57,6 @@ What's most important to keep in mind is that if anyone can do this, it's you.
</ol>
<p>Planning will take place electronically, however the rest of the parts will be in person.</p>
</li>
<li><p>When time advances and the character is not going on the mission, they can participate in a downtime activity</p>
<p>Time advances when players set out on a mission, when all players agree to wait, and one in game day per day.</p>
<p>Downtime actions allowed are as follows:</p>
<ul id="dtimeActions">
<li><p><strong>Work</strong>: You gain 2d8 times your proficiency bonus gold for each day worked</p></li><!-- This might need balancing -->
<li><p><strong>Study Trade</strong>: You gain proficiency in a tool for every two weeks of downtime. You can learn up to your int mod number of tools this way.</p></li>
<li><p><strong>Study Language</strong>: You learn a language in an amount of time dependent on the language acquisition table. You can learn up to your int mod number of languages this way.</p></li>
<li><p><strong>Craft Item</strong>: You use tools you are proficient in to create an item. This takes (the item's price divided by 50) days, and costs half the price. Magic items cannot be obtained this way.</p></li>
<li><p><strong>Train</strong>: You practice your fighting to gain xp. You gain (xp to get from your level to next level)/20 xp per day, up to a maximum per downtime session of the xp gained in the last excursion by the party.</p></li>
<li><p><strong>Custom</strong>: Do whatever. Talk it over with the DM.</p></li>
</ul>
<p>Remember, downtime lets you accumulate resources, but it also gives your enemies time to act. There are forces at work in this world you have not even discovered yet.</p>
</li>
<li><p>Areas of the map will exist in one of three states:</p>
<ul>
<li><p><strong>Wild</strong>: The start state. Random encounters occur, and the area is unfit for civilized presence.</p></li>
<li><p><strong>Safe</strong>: Large scale conflicts have been resolved, and a military presence has been established.</p></li>
<li><p><strong>Civilized</strong>: A settlement has been founded and a road constructed leading back to civilization.</p></li>
</ul>
<p>All areas start off Wild except for Santa Ignucia, which is Civilized.</p>
</li>
<li><p>Construction can be ordered by the party and will progress during downtime. There are five types of construction:</p>
<ul>
<li><p><strong>Military</strong>: Has a sphere of influence and a combat rating. Within the radius travelable in the specific time, the military will prevent encounters that give less xp than its combat rating. If all encounters for an area are prevented, the area is made Safe. Can be constructed anywhere; see the <a href="#milCon">military construction</a> table.<p></li>
<li><p><strong>Settlement</strong>: Civilizes an area and will provide the players with supplies and lodging. Can be built within a military sphere of influence in a Safe area. A settlement costs 10000 gold to build and takes 3 days + travel time to set up. See the <a href="#setCon">settlement construction</a> table for upgrades.<p></li>
<li><p><strong>Road</strong>: Reduces travel time and connects settlements to civilization. Can be built at 1/10th travel speed for 20 gold per mile in any Safe area.<p></li>
<li><p><strong>Bridge</strong>: Can be built in a Safe area. See the <a href="#bridgeCon">bridge construction</a> table.<p></li>
<li><p><strong>Custom</strong>: Build a something. Talk to the DM about it.<p></li>
</ul>
</li>
</ul>
<h2>Tables</h2>

1
app/templates/index.html

@ -20,6 +20,7 @@
<li><a href="/spells">Spells</a></li>
<li><a href="/feats">Feats</a></li>
<li><a href="/monsters">Monsters</a></li>
<li><a href="/rules">Rules</a></li>
</ul>
</nav>

4
app/templates/marches.html

@ -6,8 +6,8 @@
<li><a href="marches/worlds/{{w}}">{{w}}</a></li>
{% endfor %}
</ul>
<h2><a href="/marches/campaign_info">Rules For The Campaign</a></h2>
<h2><a href="/marches/philosophy">Design Philosophy</a></h2>
<h2><a href="/marches/campaign_info">How the campaign will be run</a></h2>
<h2><a href="/marches/philosophy">Design philosophy</a></h2>
<h2>How to join</h2>
<p>There are four ways to join COSI West Marches.</p>
<ol>

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