20 Questions from Jeff Rients

Jeff Rients has a great 20 questions for DnDish games. Answers for my Guild of Dungeoneers game:

  1. What is the deal with my cleric’s religion?
    Why are you asking me? It’s your character, innit?
  2. Where can we go to buy standard equipment?
    Mitylene is a pretty big city. Everything you need should be fairly easy to find.
  3. Where can we go to get platemail custom fitted for this monster I just befriended?
    Mitylene is a pretty big city. Everything you need should be fairly easy to find.
  4. Who is the mightiest wizard in the land?
    Issed of Jade Tower has a big tower and a towering reputation.
  5. Who is the greatest warrior in the land?
    Notas Unscarred, the captain of the royal guard is reputed to be undefeated in single combat.
  6. Who is the richest person in the land?
    Esskini 3rd, the Queen of Mitylene is pretty well off, but Enecha the Golden has a lot of fingers in a lot of pies, so it’s hard to tell.
  7. Where can we go to get some magical healing?
    All but the most humble of hamlets tend to have a cleric capable of at least minor healing.
  8. Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath?
    Mitylene is your best bet.
  9. Is there a magic guild my MU belongs to or that I can join in order to get more spells?
    There are several wizardly guilds and lodges in Mitylene. The most prestigious one is the Jade Lodge, and you’re not a member. Let’s say you belong to the Order of Hidden Hands or the Lodge of Radiant Moon. Take your pick.
  10. Where can I find an alchemist, sage or other expert NPC?
    In Mitylene.
  11. Where can I hire mercenaries?
    In Mitylene. Though if you’re hiring a lot of them, someone might ask questions. If you’re willing to take on adventurous farmhands… those you can find pretty much anywhere.
  12. Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?
    Many laws of Mitylene are more often honored in breach than otherwise. You’re not liable to be hassled for going about armed for the most part, but you might have to bribe some guards occasionally, and if someone with enough pull takes a dislike to you they might be able to cause real trouble.
  13. Which way to the nearest tavern?
    On your left. Sign of Leopard’s Head.
  14. What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
    If you go after monsters terrorizing the countryside you become dead. Still, the jungles to the south are full of all manners of beasts, but they don’t come out so much. You’ve heard rumours of trouble on the mines to the west: no-one knows what manner of beast it might be, but people are going missing there.
  15. Are there any wars brewing I could go fight?
    Probably. But you’re not here to fight wars, are you? You’re here to get rich by plundering the vaults of ancient Thracia. War is a sucker’s game.
  16. How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
    Yes. The glorious arenas have pretty badass champions, though. Smaller prize fights might be easier on the mortal coil.
  17. Are there any secret societies with sinister agendas I could join and/or fight?
    Are you serious? This is Mitylene we’re talking about. They practically wrote the book on both.
  18. What is there to eat around here?
    There’s spicy food, really spicy food, and AARGHOMYGOD spicy food. And iron rations. Possibly some northern expats are running places where you can get something bland as well. Nobody trusts the northerners because of the food they eat. You don’t get it.
  19. Any legendary lost treasures I could be looking for?
    I mentioned the Lost City of Thracia? You have a map. Go!
  20. Where is the nearest dragon or other monster with Type H treasure?
    A great dragon is sometimes sighted in the mountains beyond the southern jungle. Smaller ones are known to nest in the jungle as well.

20 Questions from Brendan

Brendan of Untimately has a bunch of good questions.

  1. Ability scores generation method?
    3d6 in order, but you get to roll multiple sets. Details here.
  2. How are death and dying handled?
    Using slightly tweaked ACKS Mortal Wounds rules.
  3. What about raising the dead?
    If you belong to the church of the cleric that’s raising you: 500gp. If you’re a stranger it’ll cost more. If your reputation is shitty enough, a whole lot more — or they might just straight up refuse. ACKS Tampering with Mortality rules are in use, so you might not come back quite right.
  4. How are replacement PCs handled?
    As efficiently as possible. Henchmen can be promoted. Strangers can be met on the road. Re-inforcements picked up in town. Meta-game rule is that new characters are accepted initially. If they subsequently make themselves unwelcome, that’s on them.
  5. Initiative: individual, group, or something else?
    Individual, but groups of undifferentiated NPCs/monsters might all just get a single roll.
  6. Are there critical hits and fumbles? How do they work?
    1 always fails. 20 always succeeds. If you have Weapon Focus, 20 is double damage. There’s also cleaving — and it doesn’t require a proficiency.
  7. Do I get any benefits for wearing a helmet?
    You don’t get a hole in your head. If you don’t wear a helmet as part of an armor that should have one, your AC is one worse.
  8. Can I hurt my friends if I fire into melee or do something similarly silly?
    Yes, unless you have the Precise Shooting proficiency. Details here.
  9. Will we need to run from some encounters, or will we be able to kill everything?
    You don’t have to run. You can stay to fight and die. It’s up to you.
  10. Level-draining monsters: yes or no?
  11. Are there going to be cases where a failed save results in PC death?
  12. How strictly are encumbrance & resources tracked?
    Strictly. Though ACKS encumbrance rules are fairly lax, really. You count stones: one big item is one stone, six smaller items are one stone, 1000 coins are one stone.
  13. What’s required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time?
    XP is given out when you reach safety, so you never gain a level in the middle of action. No training. Spellcasters mostly get spells automatically — at least on lower levels.
  14. What do I get experience for?
    Treasure and monsters. Primarily treasure. Dungeon stocking has 4:1 ratio in gold/monster XP.
  15. How are traps located? Description, dice rolling, or some combination?
    If you do something that would reveal the trap, you find it. You can also roll.
  16. Are retainers encouraged and how does morale work?
    Henchmen are a big part of the game. Morale and loyalty rules are in use.
  17. How do I identify magic items?
    There are proficiencies that allow that. In town you can show your stuff to a sage. A 9th level mage can research a magic item. There’s also always trial and error.
  18. Can I buy magic items? Oh, come on: how about just potions?
    Yes. Even minor potions are pretty expensive, though, and availability is not guaranteed at all.
  19. Can I create magic items? When and how?
    Starting from 5th level. RAW.
  20. What about splitting the party?
    If you want to.