D&D General JMISBEST's questions. Most of them about campaign ideas that either he or A GM he knows has and wants to know what people think

Starglim

Explorer
Out of 503 adults in the domain, 92 are clerics compared to 180 people working for the lord (who grows the food?) I think it will be important to know whom they're clerics of.
 

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JMISBEST

Explorer
Hey, no matter where they got inspiration from. They still turned it into a neat story. I've never heard of Imagine Magazine...guess I should look it up. :)

Thanks for sharing!
I'll see if I can download it and send you the download, can't guarantee I'll succeed because it will have to be a free download
 

JMISBEST

Explorer
Out of 503 adults in the domain, 92 are clerics compared to 180 people working for the lord (who grows the food?) I think it will be important to know whom they're clerics of.
I can't remember what god they follow but given the fact that we recovered a magic item that was highly valued by the followers of The Goddess of Life due to the fact that it had both powerful healing abilities and powerful curing abilities that Hanyka had stolen and in doing so destroyed A Temple of The Goddess I assume that their Clerics of The Goddess of Life that were returning the favour

Returning the favour also explains why theirs more Clerics in the domain normal(roughly 11% of the population is Clerics rather then the roughly 10% of the population that is normally Clerics)

Them being Clerics of The Goddess of Life also explains why they aren't trained in fighting but they are trained in self defence
 

Reef

Hero
I'll see if I can download it and send you the download, can't guarantee I'll succeed because it will have to be a free download
It's ok, don't trouble yourself. To be honest, I'll probably get more mileage out of your story of your adventures than any official module. I appreciate the offer though.

Like I said, it was just a neat idea I may use for inspiration when trying to come up with a low level adventure.
 

JMISBEST

Explorer
It's ok, don't trouble yourself. To be honest, I'll probably get more mileage out of your story of your adventures than any official module. I appreciate the offer though.

Like I said, it was just a neat idea I may use for inspiration when trying to come up with a low level adventure.
What do you think of the fact that even though I can't remember what god the Clerics in my characters domain follow but given the fact that the group recovered a magic item that was highly valued by the followers of The Goddess of Life due to the fact that it had both powerful healing abilities and powerful curing abilities that Hanyka had stolen and in doing so destroyed A Temple of The Goddess that I assume that their Clerics of The Goddess of Life that were returning the favour

Returning the favour also explains why theirs more Clerics in the domain normal(roughly 11% of the population is Clerics rather then the roughly 10% of the population that is normally Clerics)

Them being Clerics of The Goddess of Life also explains why they aren't trained in fighting but they are trained in self defence
 

Reef

Hero
What do you think of the fact that even though I can't remember what god the Clerics in my characters domain follow but given the fact that the group recovered a magic item that was highly valued by the followers of The Goddess of Life due to the fact that it had both powerful healing abilities and powerful curing abilities that Hanyka had stolen and in doing so destroyed A Temple of The Goddess that I assume that their Clerics of The Goddess of Life that were returning the favour

Returning the favour also explains why theirs more Clerics in the domain normal(roughly 11% of the population is Clerics rather then the roughly 10% of the population that is normally Clerics)

Them being Clerics of The Goddess of Life also explains why they aren't trained in fighting but they are trained in self defence
Well, it's as good an explanation as any. Where is this "10% of the population is normally clerics" number coming from? That seems insanely high for any population. If every population had 1 in 10 people being a spell-using cleric, that would mean massive things for the health, and economy of the domain, even if they're mostly level 1.
 

JMISBEST

Explorer
Well, it's as good an explanation as any. Where is this "10% of the population is normally clerics" number coming from? That seems insanely high for any population. If every population had 1 in 10 people being a spell-using cleric, that would mean massive things for the health, and economy of the domain, even if they're mostly level 1.
I'm not sure where the 10% of the population is normally clerics comes from, it something The GM came up with, I would guess that since the domains in a very remote area and was founded less then a decade before my character earned it that the 10% of the population being Clerics is because since the domain is less then 10 years old and is in a very remote area it has more Clerics then normal is a precaution against possible the unknown dangers that could arise from the domain being in a part of the country that has only recently been colonized that is on the very edge of civilized lands
 

891 civilians with 26 servants and 66 soldiers seems like a lot of the payroll - about 10%. I guess it’s possible, but if the population is say 40% working age adults, it’s 25% of the farming community not farming. And I assume all the specialists are extra?

For my economic modeling for the 2 domains in my D&D campaign (3.5e, but not relevant to this discussion), I assumed:
  • income per civilian based on AD&D 1e PHB, so a few sp per month
  • income from tariffs on trade flows into the kingdom
  • income from specific investments like a pub
  • half the tax income (which all of the tariff income and half the resident income) goes to overlord
  • any servants and soldiers and specialists and gear needs to be paid, plus any new construction.
  • Repairs, food, etc. are considered paid for by resident fees (what the lord gets is after that)
  • Obligations to the overlord include furnishing a certain number of troops and knights on request for 3 months or the duration of a war, maintaining roads and fortifications, supporting the church, supporting the sheriff, putting up the circuit judge, deciding non-felony cases yourself, and caring for the indigent.

Works out to the PC going “land rich, cash poor” unless they manage carefully and avoid extravagance, which feels about right to me and my players.
 

I've never heard of Imagine Magazine...guess I should look it up. :)
It was a British gaming magazine in the 1980’s. I bought one issue of it from Noble Knight. Interesting time capsule, like this issue has movie reviews by Neil Gaiman (I assume before he was famous).
 

JMISBEST

Explorer
I've just found my notes on my 1st adventure conqueror king campaign

We all started with King Tier characters, meaning all our characters where between Level 10 and level 14, had 620,000 experance and we had
815,000 Gold Coins or the equivalent with which to equip them

Here's a look at the stuff that all 5 Pcs started with in my 1st ever Adventurer Conqueror King Character that only members of their class can start with

Of the 815,000 Gold Coins or the equivalent that they have with which to acquire their initial stuff they each spend roughly between 536,000 and 544,000 Gold Coins on the following

Both of The Fighters

They both started with The Title of Regular Viscount that rules A Large Viscount that has 3 Vassals, 2 of them are very senior Barons, 1's a very Senior Baroness and they all rule A Massive Barony and the Vassals were 1 7th level Dex 17 Thief, 1 7th level Wis 17/Int 13 Cleric and 1 7th level Str 18 Fighter

The Magic User

A Massive Wizards tower that contains a massive experimental lab, a very large potions lab, a fairly large alchemists lab, a decent sized Greenhouse that provides rare Herbs, plants, flowers, fungus and seeds for his experiments and A Small Magic School that holds 30 Students that are all 0 level Mages and 4 pupils that are all 2nd level Mages

Beneath it is A 6 floor dungeon with the following in it

The mage has come to a deal with the monsters. The deal being every 3rd month each group gives them a few members of their tribe for his experiments and he leaves them alone and protects them from heroes, adventurers and do-gooders

On Floor 1 is A Tribe of 69 Kobloids that have 1 Hit Dice halved, rounded up if needed

On Floor 2 is A Tribe of 116 Goblins that all have 1 Hit Dice

On Floor 3 is A Tribe of 63 Orcs that all have 1 Hit Dice

On Floor 4 is A Tribe of 32 Bugbears that all have 3 Hit Dice

On Floor 5 is A group of 7 Ogres that all have 4 Hit Dice lead by A Cyclops that has 6 Hit Dice

On Floor 6 is A 10 Old White Dragon that has 6 Hit Dice

The Cleric

A very large temple that has 3 small and 2 tiny lesser temples and 3 shrines that are subordinate to it

The Thief
A very large Thieves Guild that has 3 small and 2 very small Thieves Guild and 3 small bands of Outlaws that are subordinate to
 

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