Ecology

Character Origin Stories

Each player generates their origin story when they generate their character. Each option the player selects links them to a particular conflict.

  • Race
    • Dwarf (vs. Giants)
    • Elf (vs. Fey)
    • Halfling (vs. Undead)
    • Human (vs. Dragons)
    • Half-Orc (vs. People)
  • Alignment (choose two un-opposed)
    • Lawful (vs. Chaotic)
    • Chaotic (vs. Lawful)
    • Good (vs. Evil)
    • Evil (vs. Good)
    • Unaligned
  • Organization
    • The Church of the Gods (vs. Undead)
      • Clerics (abjuration, healing)
      • Paladins (crusading, protecting)
    • The Cloaks and Daggers (vs. People)
      • Thieves (stealth, mobility)
      • Assassins (deceit, death)
    • The Akademy (vs. Giants)
      • Wizards (evocation, runes)
      • Bards (enchantment, illusion)
      • Warlocks (necromancy, summoning)
    • The Wild Grove (vs. Fey)
      • Druids (plants, animals)
      • Rangers (archery, skirmishing)
      • Barbarians (power, transformation)
    • The Dragon's Monestary (vs. Dragons)
      • Fighters (equipment, fighting styles)
      • Monk (unarmed, ki)
      • Psychic (divination, telekinesis)
      • Sorcerer (elementalism, dragon-magic)

Hometown: Thorpe

4/20 adults
2/10 males; 2/10 females
2/12 unaligned; 2/8 (1 each): LN, CN, 1 - NG, NE, LG, CG, LE, 1- CE
(6 kids, 2 elders)
1 forge
1 shops
0 inns

Sites

Sofiya's Forge

Sofiya's Forge is run by the dwarf Sofiya Toma.

Full-Sized Goods

Full-Sized Goods is run by the halfling Carmelo Joz.

NPC's

Sofiya Toma

Young dwarf woman. Unaligned. Runs the forge in town. Dating Lantz Donat, who is several years her senior. Affiliated with the Allied Armies

Appearance: Long, light brown hair. Short, and voluptuous. Small ears, brown skin. Wears a lot of yellow.

Personality: Nervous, but realistic. She is always looking for a challenge.

Story: Sofiya makes metal tools for Thorpe, but also makes weapons and armor for the Allied Armies who patrol the region. Her connection is through Lantz, whom she thinks of as something of a hero.

Lantz Donat

Old dwarf man. Unaligned. Dating Sofiya Toma, who is several years his junior. It's kind of a may-december thing. Affiliated with the Allied Armies — he was once part of them before he injured his arm.

Appearance: Coffee-colored hair, with a long beard and a full mustache. Tall, brown-skinned, and masculine, with small ears. Wears yellow and blue.

Personality: Very friendly. Fast talker. Likes to throw things out before he gets new things.

Story: Lantz fought in the Allied Armies until an orc injured his arm. It never quite healed right, so he retired to the sleepy village of Thorpe to serve as the recruiter and contact for the Allied Armies. He's got a good eye for young talent…as seen with his interest in Sofiya Toma, the town's smith.

Carmelo Joz

Older halfling man. Chaotic Evil. Married to Laverna Joz, and constantly verbally abuses her to make himself feel better. Very insulting.

Appearance: Poised and slick. Large black eyes, and cream-blonde hair. Looks quite young for his age, and has long-fingered hands. Dresses well.

Personality: Fearless and haughty. Condescending. Rather forward-thinking.

Story: Married Larverna Joz out of a feeling of being able to manipulate her and abuse her and have her not retaliate, and so far, so good. Runs Full-Sized Goods, and never misses an opportunity to call his wife grossly obese because of it. Highly unscrupulous merchant who will sell whatever he can get away with, and acquires his stuff without much double-checking. Only does what's necessary to avoid the hassle of the town guard.

Laverna Joz

Middle-aged halfling woman. Neutral Good. Married to Carmelo Joz. Long-suffering, but loyal to him — "I figure better me than some other poor girl. I deserve it, anyway."

Appearance: Large grey eyes. Curly, jet-black hair. Rather tall for a halfling, and quite voluptuous. Cream-colored skin, large feet, and a big forehead. Favors flattering clothes of blue and green.

Personality: Over-spends out of a sense of generosity. Likes poetry. Believes that patience is what must be practiced. Feels very guilty about most things she does.

Story: Laverna is the long-suffering wife of Carmelo, who is quite a cad. She's always felt partially to blame for all of his trials from spending too much money (she's clearly not), and takes his verbal abuse like he's doing her a favor. Remarkably cheerful for all that, though she does spend a LOT on unnecessary things.

Base Assumptions

Equipment Categories

Food

Supply Pouch (1 Day) 5 gp A belt pouch containing 1 day's worth of water, trail rations, a tinderbox, and a needle, thread, and some fabric to make equipment repairs.
Daily Meal (Poor/Common/Good) 1 sp/ 3 sp/ 5 sp A robust dinner with drinks.

Basic subsistence isn't a big problem for most PC's. In the wilderness, they can get along with rations and water, and in civilization, ordering basic meals takes care of your dietary needs for the day. Rations consist of dried meat (suitable for boiling back into a broth), nuts, fruits, jerky, bread, cheese, and other items that preserve well. Meals rely on bread, vegetables (such as turnips and onions), and water, with chicken, ale, and carrots for common meals, and pastries, beef, peas, and wine for good meals.

A character with the Cooking proficiency can provide rations and meals as long as they have raw ingredients (1/2 the cost of a normal meal) and their tool pack. They can also make Superior Meals that may have a variety of effects.

Superior Meals in Thorpe

Meal Special Ingredient Recipe Effect (until next long rest)
Grilled Steak Beef
(awarded from cattle or buffalo)
10 gp / DC 12 +1d6 temp hp
Muscle Milk Cow's Milk
(harvested from buffalo or cattle)
10 gp / DC 12 +1 to Strength checks
Thorpe Cheese Cow's Milk
(harvested from buffalo or cattle)
15 gp / DC 14 +2 to Wisdom checks

Special Ingredients in Thorpe

Beef Awarded from cattle or buffalo. Common - 1 sp A choice cut of beef.
Cow's Milk Harvested from cattle or buffalo. Common - 1 sp A smooth bottle of cold milk.

Tools

Tool Pack 40 gp A pack containing all the essential tools for a night's sleep and your proficiencies.

Most tools are abstracted into a general tool pack. Your character carries one of these, and it includes a tent, a bedroll, a blanket, a change of clothes, an area map, 50 feet of rope, and a few tools (a hammer, a crowbar, a hatchet, a saw, a knife, a shovel, etc). It also contains any tools you need to perform your proficiencies (such as pots and pans for someone with the Cooking proficiency).

Armor

Light Armor 10 gp +2 AC Armor you can move easily in.
Heavy Armor 25 gp +5 AC, -2 on Dex checks Armor that is difficult to move in.
Shield 7 gp +1 AC, +1 on saving throws A shield that provides some cover.

Armor comes in three basic flavors: light armor (leather, studded leather, padded armor, chain mail), heavy armor (hide armor, scale mail), and sheilds (wooden, metal, bucklers). For light and heavy armor, the details aren't terribly important. Scale mail, ring mail, hide armor, turtle-shell armor, bamboo armor, bone armor, leather armor, wood shield, leather shield, bronze shield, whatever you make it and in whatever design, it provides general protection. Using any armor effectively requires some proficiency, but any Armor proficiency generally lets you use whichever category you want (do you stick to light protection and ultimate mobility, or do you opt for heavy protection and restricted mobility?).

A character with the Smithing proficiency or the Weaving proficiency can make any kind of armor during an extended rest, with the right workshop (a forge or a loom). There also exist Superior Armors that might require some investment from a true craftsman (someone with the Smithing or Weaving proficiency). Superior armors require a special ingredient, a specific recipe, access to the right workshop, and a proficiency check.

Superior Armors of Thorpe

Armor Armor Type Special Ingredient Recipe Special
Benevolent Cowhide Light Cowhide 10 gp / DC 12 (Weaving) When you restore an ally's HP, they gain +1 HP

Special Ingredients

Cowhide Awarded from cattle or buffalo. Common - 1 sp A supple stretch of cattle leather.

Weapons

Light Melee Weapon 5 gp 1d6 damage (melee) or 1d4 damage (ranged) A light, easily-used weapon.
One-Handed Melee Weapon 10 gp 1d8 damage (melee) A basic kind of weapon.
Two-Handed Melee Weapon 25 gp 1d10 damage (melee) A large kind of weapon.
Projectile Weapon 20 gp 1d8 damage (ranged) A projectile-firing weapon.

Weapons come in three basic flavors: light, one-handed, and two-handed. Light weapons can be swung quickly, and can be thrown or used in tandem. One-handed weapons are too heavy to throw or use with another weapon, but can be wielded in one hand easily, leaving the other free for defense. Two-handed weapons are big and require two hands to use. If you're proficient in a class of weapon, you're proficient in all three varieties of the weapon (though not every weapon class has all three varieties)

Some weapons are projectile weapons. All projectile weapons take two hands to use, but are ranged.

If you have proficiency in a class of weapons, that class of weapons may have a special attack you can activate.

A character with the proper proficiency (Woodworking, Smithing, or even Weaving) can make a weapon during an extended rest, with access to the proper workshop (a workshop, forge, or loom). There also exist Superior Weapons that might require some investment from a true craftsman (someone with the Woodworking, Smithing or Weaving proficiency). Superior weapons require a special ingredient, a specific recipe, access to the right workshop, and a proficiency check.

Superior Weapons of Thorpe

Weapon Weapon Type Special Ingredient Recipe Special
Bullhorn Spear Two-Handed Bull's Horn 10 gp / DC 12 (Woodworking) When you hit an enemy with this weapon as part of a charge, you push them out of melee with you.

Special Ingredients

Bull's Horn Awarded from cattle or buffalo. Uncommon - 5 sp The thick, sharp horn of a bull.

Encounters

The "home base" of the party is in Temperate Civilized Plains — it is a typical farming village. To this we add "level 1 dungeon" creatures that dwell in the tunnels beneath the plains. According to 1e MM2, this gives them the following creatures that are Common:

  • Humanoids
    • Bandits
    • Merchants (friendly)
    • Patrols (friendly)
    • Hill Dwarf (friendly)
    • Mountain Dwarf (friendly)
    • Goblin
    • Orc
  • Big Animals (neutral)
    • Monstrous Stag Beetle: Attracted to growing grasses, they become nuisances on farms in short order, even devouring livestock.
    • Monstrous Fire Beetle (underground): Nocturnal insects with glowing glands, the creatures eat continuously. Their glands can be used as a light source, for a time.
    • Monstrous Centipede
    • Jackal
    • Monstrous Spider
    • Dire Rat
    • Giant Toad
    • Vulture
    • Wolf
    • Wild Boar
    • Buffalo
    • Wild Cattle
  • Domesticated Animals
    • Cattle
  • Little Animals (neutral)
    • Domestic Cat
    • Toy Dog
    • Domestic Foul (duck, chicken)
    • Falcon
    • Rat
    • Raven
    • Squirrel
    • Bat (underground)
  • Giants
    • Ogre
  • Hazards
    • Shrieker (underground)
    • Throat Leech (underground)

Major Peoples

These are the human lands, and humans are uniquely gifted at domestication. Other races have certain things they've domesticated, but humans have turned it into an engine for prominence, and are the best at it, especially amongst their major breeds of animals. Here on the plains, human farms stretch for miles, and horses, camel, and cattle make up the bulk of the beasts, with wolves and boars in occasional woodlands, and monstrous vermin lurking in caves or along riversides.

Major Dangers

The threats here include goblins, orcs, bandits, ogres, and the occasional hostile or wild animal or vermin (though these are rare).

Resources

The Temperate Civilized Plains offers an abundance of animal and plant products. Grains such as corn and wheat are produced and harvested en masse, using animal labor to help. Fruits, vegetables, nuts, beans, and root plants all find fertile purchase here, too. The animals themselves are mostly horses, camels, and cattle, leading to a great export of trained animals and animal by-products such as leather and beef. There isn't much in the way of mineral wealth in these zones (leading them to trade with neighboring mountain zones), and clay and grass is more abundant than wood, but food production is relatively easy.

Nearby Regions

The plains move from damp, swampy, coastal regions to drier, desert regions, and abut large forests (to the north and east) and tall mountains (to the west) as well.

Neoproficiencies

These are modeled after feats and 4e powers.

Cooking

Craft * Wisdom
For your action during an extended rest, you can make food for the party. To prepare a meal, you need at least a Tool Pack and some raw ingredients. You can make food for as many creatures as you desire, as long as you have the raw ingredients.

Raw ingredients for a daily meal for one person costs 1/2 the price of a normal daily meal: 5 cp for poor (bread crust, baked turnips, onions, and water for broth and drinking), 2 sp for common (bread, poultry, carrots, and ale), 3 sp for good (soft bread, beef, peas, wine, and pastries), and 3 sp for trail rations (dried meat suitable for boiling, dried fruits, jerky, nuts). Ingredients can also be gathered with a Cooking check for your action during a short rest if you're in an area where you can hunt and gather wild food (the DC will vary depending on how easy hunting and gathering is in the area and the quality of meal you're able to make may not be great).

If you have a Tool Pack, it is considered to have various items necessary for cooking in the field — pots, pans, tinder, an axe for chopping firewood, utensils, spices for preservation and flavor, and other assorted cooking implements.

If you have access to a kitchen (ie: you are in a town or other location with workshops), you can make food for free, and can also make superior meals. Creating a superior meal requires a special ingredient, a specific recipe, and a proficiency check.

Superior Meals: If you have the right ingredients, know the recipe, and can access a kitchen, you can make a Superior Meal during an extended rest with a proficiency check. A superior meal is a masterwork of culinary skill, and imparts an effect on the characters who ingest it until their next extended rest, usually by giving them temporary HP when they start off the day.

Smithing

Craft * Constitution
As your action during an extended rest you can create a suit of armor or a weapon or some other item out of metal. You must have access to a forge (ie: in civilization), and the raw ingredients to make the item.

Raw ingredients for an item cost 1/2 the price of that item: 4 gp for a shield, 5 gp for light armor, and 13 gp for heavy armor. For weapons, the prices are 3 gp for a light weapon, 5 gp for a one-handed weapon, 13 gp for a two-handed weapon, and 10 gp for a projectile weapon. Other items have similar costs for raw materials. If you're in an area with raw ore, you might be able to gather enough with a Smithing check made as an action during a short rest (the DC will vary with how high-quality the ore is in the area, and there might be a limit on the size of the equipment you can make).

If you have a Tool Pack, it is considered to have various items for repairing and mining ore in the field: a mining pick, a stone oven to liquefy metal, a shovel, a hammer, an anvil stone, metal oil, and other basic implements. This isn't enough to make items without a forge, but it can be used to repair broken items on the fly.

If you have access to a forge, you can make make basic items, and can also try to make superior items during an extended rest with a proficiency check. Creating a superior item requires a special ingredient, a specific recipe, and a proficiency check.

Superior Items: If you have the right ingredients, know the recipe, and can access a forge, you can make a Superior Item during an extended rest with a proficiency check. A superior item is a masterwork of metalcraft, and imparts an effect on the characters who use it.

Weaving

Craft * Dexterity
As your action during an extended rest you can create a suit of armor, set of clothing, a weapon, or some other item out of cloth. You must have access to a loom (ie: in civilization), and the raw ingredients to make the item.

Raw ingredients for an item cost 1/2 the price of that item: 4 gp for a shield, 5 gp for light armor, and 13 gp for heavy armor. Other items have similar costs for raw materials. If you're in an area with raw fiber (such as woolly animals or wild fibrous grasses), you might be able to gather enough with a Weaving check made as an action during a short rest (the DC will vary with how high-quality the fiber is in the area, and there might be a limit on the size of the equipment you can make with what you gather).

If you have a Tool Pack, it is considered to have various items for repairing and harvesting fiber in the field: a pair of shears, a needle, and awl, thread, swatches of leather and fabric, a knife, a spool for winding thread, and other basic implements. This isn't enough to make items without a workshop, but it can be used to repair broken items on the fly.

If you have access to a loom, you can make make basic items, and can also try to make superior items during an extended rest with a proficiency check. Creating a superior item requires a special ingredient, a specific recipe, and a proficiency check.

Superior Items: If you have the right ingredients, know the recipe, and can access a loom, you can make a Superior Item during an extended rest with a proficiency check. A superior item is a masterwork of textile wizardry, and imparts an effect on the characters who use it.

Woodworking

Craft * Wisdom
As your action during an extended rest you can create an item out of wood. You must have access to a workshop (ie: in civilization), and the raw ingredients to make the item.

Raw ingredients for an item cost 1/2 the price of that item: 4 gp for a shield, for instance. Other items have similar costs for raw materials. If you're in an area with raw lumber (such as a forest full of young trees), you might be able to gather enough with a Woodworking check made as an action during a short rest (the DC will vary with how high-quality the wood is in the area, and there might be a limit on the size of the equipment you can make with what you gather).

If you have a Tool Pack, it is considered to have various items for repairing and harvesting wood in the field: a whittling knife, a borer, a handsaw, a hatchet, sandpaper, and other basic materials. This isn't enough to make items without a workshop, but it can be used to repair broken items on the fly.

If you have access to a workshop, you can make make basic items, and can also try to make superior items during an extended rest with a proficiency check. Creating a superior item requires a special ingredient, a specific recipe, and a proficiency check.

Superior Items: If you have the right ingredients, know the recipe, and can access a workshop, you can make a Superior Item during an extended rest with a proficiency check. A superior item is a masterwork of woodworking skill, and imparts an effect on the characters who use it.

Weapon Proficiency

Combat * Strength or Dexterity
The basic level of proficiency allows you to simply employ the class of weapon effectively in combat. For instance, Weapon Proficiency (Spears) allows you to use spears of all sizes effectively.

When using the weapon, you use the ability score it is linked to when you roll damage.

Axes Strength Melee Handaxe, Battleaxe, Greataxe
Swords Strength Melee Dagger, Shortsword, Longsword
Hammers Strength Melee Throwing Hammer, Warhammer, Maul
Bows Dexterity Ranged Fire Arrows, Poisoned Arrows, Serrated Arrows
Slings Dexterity Ranged Rocks, Gluepot, Alchemist's Fire
Spears Dexterity Melee Javelin, Shortspear, Longspear

Weapon Mastery

Combat * Strength or Dexterity
Further levels of proficiency can be gained, and these open up new abilities when using the particular class of weapon that you have mastered.

Axes Cleave An enemy adjacent to the enemy you hit takes STRMOD damage.
Swords Dueling An enemy with no other enemies adjacent to it takes STRMOD extra damage when you hit it.
Hammers Knockdown When you hit an enemy by 5 or more, they fall prone.
Bows Crippling Shot When you hit an enemy by 5 or more, they become slowed.
Slings Concussion When you hit an enemy by 5 or more, they fall prone.
Spears Bristled Defense When you take the defensive action and are attacked, you deal STRMOD damage.

Armor Proficiency

Combat * Constitution
The basic level of proficiency allows you to simply employ armor and shields effectively in combat. When you gain armor proficiency, you can use all armor and shields.

Armor Mastery 

Combat * Constitution
Further levels of proficiency can be gained, and this opens up new abilities when using a given suit of armor:

Shields Protect When an ally next to you is hit, make the attacker re-roll.
Light Armor Mobility When you are hit by an enemy, you can move up to DEXMOD squares.
Heavy Armor Rampart When you are hit by an enemy, you gain a Resist against their attacks equal to CONMOD until the end of your next turn.