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To Do List

CAMPAIGN ARCHITECTURE: in order of priority needed before we play

  1. Overland Travel Map with Regions, generic wilderness encounters
  2. 2 Atlantean Ruin Sites (Harrisburg and Gettysburg?) one for each of us
  3. Player HQ site
  4. Jorvikshire and Jorvikburg
  5. Kingston (at least outline of services etc)
  • Let's start deciding and declaring some sections to be “Finished”. For Example, the Character generation section is nearly finished. We just need to clean up the special features deck a little, and then when we are done, I can create the physical Background and Special Features decks in the physical world. Also, I could then edit the material into a Character Creation and Advancement booklet.

Yes! I'm sure we'll keep tweaking as we playtest, but we are certainly have the bulk of things ready to publish. –AHS

  • Should I start removing Monster Stats from the wiki? I wanted to put in things like the element Spirits for you to see and comment. But leaving the people and natural beasts, should I start taking out the rest of mine?

Maybe I just HIDE those entries from the non-admins? Would that be easier? That way, you could still reference the wiki for your monsters AND my monsters. –AHSGood Answer

  • Henchman & Retainer Cards - I really like your “Class X” system for henchmen. Do we need cards for retainers, or can we roll on a table to generate a quirk and feature and just paste it on to the generic stats on the fly? We do need henchman cards, generated from the abandoned stats from character generation. Got an idea for retainer cards, have basic stats on cards, as you say, leave the rest blank with space to hand write the name,expert skills, nationality and quirks in. Mass print cards, fill in extra details by hand during free time when mood strikes. PERFECT -AHS
  • Economics–structure of income, disposal of artifacts, to balance equipment and xp Dave
    • We should balance the GP values of all the magic items and crafting items.
    • Let's spruce up our treasure notecard box. We need to throw away any Krondor-specific loot.
    • There should be a secret loot value table with values only available to PCs who have particular proficiencies

Design Notes

  • How are magical items from the loot deck identified? How is any loot identified? Do we just give players an opportunity to muse on what they THINK it is and make a series of rolls? Maybe we give values that certain PCs who just have certain skills & lores think they can get for a thing, while offering a “base value” for any PC who just wants to put it on the street? For example:

Atlantean Platinum Hipster Nose-Ring

  • BASE VALUE: 1gp
  • Appraisal: 5gp
  • Lore (Artifacts) : 20gp - Same design as those worn by the abomination-keepers in Atlantean hieroglyphics
  • Lore (Geography): 10gp - Semi-precious stones found only in the new world
  • Lore (History): The iconography on these match those on an obelisk found to the SouthWest in the caves of a river. There is an impenetrable stone door that also matches this iconography there. Perhaps this opens that door? This is the concept of Treasure tells a story from Western Marches play! –AHS
  • Alchemy: Stones may be crushed to create a dose of Shimmering Sand at no cost

Completed Items

  • Make a random prophecy table for prophetic spells
  • Special Features - I think we need a few more special features deck entries. Particularly because PCs will be drawing those four times over the course of their adventuring career! Do you mind if I add some more? Let's reunite the weird deck and the special features, perhaps rewriting anything that might only be appropriate at character generation. –AHS
  • Magic Books - Let's make an array of blasphemous tomes and Atlantean monstrosities!
  • Wilderness Travel Rules - I'll take a shot at this. I've already got it started anyway.
  • Clean up the Read Aura section. I've got this –AHS
  • Monsters - A few brainstorming sessions for a baseline of regulars we share, then solo development for our own special brands of evil.
    • We need to formalize stat blocks. - Done. Thanks, Dave.
  • We really need to sort out the skills and or proficiencies. It seems all over the place right now. * Thanks for pulling together a full list. Next, we need to go back through all the cards and class stuff and make sure it all makes sense.
  • I should run through the equipment book and convert it to the new system, and then we can both go through the draft - Dave
  • Random backgrounds and heritages - Andrew
  • Magical traditions and custom spells for those traditions - Andrew
  • We will need a number of name generators to cover all the heritages, at least one per language.–DIBS Dave Looks good!
  • Array of common Atlantean artifacts, a tropes that would surround uncommon ones. REALLY MUST START ON THIS!!! Most treasure in Atlantean Ruins can't be coins!!!!
  • clear division: what magic items can be made/found among “modern” folk, what are only from Olden Times (Bow of Hercules?) what are only Atlantean.

* CRAFTING: need to think about crafting, especially of magic items. Currently, I have a scheme where “Herbal Concoctions” including some limited healing items can be crafted by those with Herbalism skill. And, thinking about what you've said about proficiencies, I've placed “Create Scroll”, “Create Potion” and “Create Magic Item” on the list of proficiencies. * Are you sure that Alchemy, Brewing, and Poisoner shouldn't be a proficiency, too? Right now ANYONE can try to create these items by the rules, and if they have an Alchemy Workshop their disadvantage becomes a straight roll - AHSmaybe you're right about Alchemy, but I don't have a problem with anyone trying Brewing and Poisoning, I mean, everybody does IRL * Something quick and dirty for mundane items too. Perhaps the old “half the retail cost in materials” 1 day per 5gp of retail price? Sounds good, 5e really dwells WAY TOO LONG on this * Let's knock out some magic items folks can build next - AHS * CORRUPTION!!!! Need a system of supernatural corruption for messing with Evil Magic and Atlantean things. Acquire points of corruption somehow on a 3-18 scale, different effects as Corruption exceeds CHA, INT and WIS * Here's a similar house ruled system of stress and madness, but it handles insanity more than corruption. * How do we get rid of corruption? Maybe “recovery” is a downtime activity for mind as well as body? * So there is one effect for Corruption > CHA, one for Corruption > INT, and one for Corruption > WIS? * I suppose corruption > all three is character “death” in that they become an NPC. * I think one effect of Corruption > CHA is that the PC might corrupt other PCs in the party * There should be spells and skills to help manage corruption! * One of the features of the Occultist archetype should be that they can withstand more corruption than the average bear. Maybe they can use their INT for all three * Atlantean monsters should inflict corruption * Obviously, Confession and Penance from Holy Mother Church is the best remedy for Corruption * 5e Madness Rules

  • I'll need to clean up this wiki. If I mark something with a strikethrough it means that I'll get rid of it in the final draft.
to_do.1580237434.txt.gz · Last modified: 2020/01/28 18:50 by dave