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02:37, 20th April 2024 (GMT+0)

Wayfarer's Inn in the Netherworld Plane - A Quick Reference.

Posted by The ChroniclerFor group public
The Chronicler
GM, 6975 posts
Knowledge is the key...
Seek the key...
Sun 26 Apr 2020
at 10:31
  • msg #1

The Wayfarer's Inn & Netherworld Plane Quick Reference

The Wayfarer's Inn is the launching and returning point for all adventurers in this special nexus that ties all the universes together.

This game finds players starting in a unique game sphere where time in effect stands still and the character enters a state of limbo when they enter the Wayfarer’s Inn. During this state of limbo, characters are able to perform down time activities.

Characters are at liberty to do absolutely anything they want to do in this sphere of limbo from chatting and trading with other players, engaging other players in games of chance, studying other player’s spell books, shopping, crafting, and most importantly finding adventure. One doesn’t even have to leave the sphere if they choose not to do so, for such character’s may want to spend their time gambling, crafting items for other players to buy, or peddling wares to other players. If you rise from peasant to ruler it’ll be because of the actions you took to get there. Again, you may do as you please, and develop your character as you see fit. So, the first thing one must consider is what character one will want to play.

Character selection should not be dependent on what you think others will need for a party, but should be based more on what character you truly want to play personally. With so many classes, prestige classes, and professions to choose from, the choice of a character class or profession seems daunting, but in your heart of hearts, isn’t there that one class you’ve been dying to try?

Once the GM approves your character class, race selection, and approves the final character sheet, you may enter the inn and usurp your destiny.

Welcome to limbo. Welcome to The Netherworld Plane Campaign.

Once a player embarks on an adventure, being it solo or in a group, a separate group will be established for them. The player(s) will be given access to this group and removed from the group containing the Wayfarer's Inn. The player(s) will lose access to the Wayfarer's Inn group until they return from their adventure or express their intentions of returning to the Inn. Players can journey back to the inn at any time by retracing their steps back to their point of exit from the shrouded mists. Upon return, players can enjoy a brief downtime before returning to the adventure, or they can even quit the adventure altogether. If they choose to quit, they can do so without incurring any penalties whatsoever. In fact, earned experience will be calculated, and the player can do whatever they would like from there. This is especially handy for players who need to take some time off without being kicked from the game. When you come back from your break, you pick up right where you left off. Don’t like the party you’re in or the adventure itself? Then tactfully roleplay your exit and return to the inn. Parties that have player’s roleplay their departure will have to decide to continue, or return to recruit new help. Another thing to keep in mind is that recruiting help doesn’t mean you have to recruit another player. If you have the money to spend, you can hire NPC’s.

The Chronicler's Game Rules apply to this game and can be found in the notices section of the main menu.

I will give experience at the end of each encounter, or in cases where I deem experience has been earned through other roleplaying methods. Experience can be given at any time. If I forget to give experience after an encounter, please remind me to do so.

What I'd like everyone to do, only if you want me to consider working in something particular for your character, is to put in your "PLOT HOOKS I WOULD LIKE TO SEE USED BASED ON THIS CHARACTER" section anything you'd like me to consider specifically to include in my game plots that might pertain to your character. An example would be a rival that is trying to cause you grief, or you're trying to find a long lost family heirloom, or you've designs to become a ruler of a nation, take over the general store here at the inn or even run it out of business so you can start your own store. I'll consider anything within reason.
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This message was last edited by the GM at 10:37, Sun 26 Apr 2020.
Message Board Postings
Sun 26 Apr 2020
at 10:39
  • msg #2

Message Board Postings

The following is a list of all posted notes on the Wayfarer's Inn message board.

Message 1: Ooo ye of stalwart hearts and mind I beseech thee to consider our plea. We desire to hire a leader who will form a group of bold adventurers that will help rid us of a most undead nuisance. Please ask the Keeper for more information. (Level 1 Adventure)

Message 2: Paying best prices for herbs and such at the Apothecary.

Message 3: A copper nub to the one who layz to rest that yaller egg suckin dog whats been stealin me eggs! See Nester outs back nar the henhawc.

Message 4: Payin good gold fer dead goblins! Signed Sir Niglund. P.S. Ask ole Keeper bout it.

Message 5: Sir Malcolm of Old Fort is NOW HIRING A MERCENARY UNIT LEADER for front point scouting missions. Inquirers should petition the Keeper for details. (Level 1 Adventure)

Message 6: Top coin for fresh venison, bear meat, rabbit, squirrel, and any other edible varments. See Blaze with your kill to haggle a price.

Message 7: The Wayfarer's Inn is hiring entertainment of all varieties. Seek an audition with Fleur the Rose.

Message 8: BEWARE !!! of the traveling gypsy Halfling known as Peddler whose selling fake elixirs, and magic potions. A bounty of 50 gold will be issued for information that leads to the arrest of this con artist.

Message 9: The Viscount of the lands of which Hommlet is governed has called upon their Lord to investigate strange happening about the village. Bandits have begun to ride the roads again not frequently, but to some effect and the Viscount desires to hire a band of mercenaries to investigate. Ask at the Village of Hommlet's Inn of the Welcome Wench. See the Keeper for directions. (This is a Level 1 to 20 and beyond epic campaign. Do not apply if you don't plan on dedicating a long time to this game. Min 4 characters to start.)

Message 10: Available: Priestess of Pelor and an experienced healer. Contact at her office, Room 4, at the inn.

Message 11: Warrior, Master Armorsmith, and budding Engineer for hire. Inquire at forges.
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This message was last edited by the GM at 11:23, Wed 03 Jan.
Wayfarer's Inn Staff and Shops
Sun 26 Apr 2020
at 10:40
  • msg #3

Wayfarer's Inn Staff and Shops

The following is a list of the staff and shops available at the Wayfarer's Inn.

STAFF


The Keeper is the Head Innkeeper who answers to no other name.

Blaze - Assistant Innkeeper & Booking Agent for bets.
Fleur the Rose - Blaze's wife and Head of the Serving Staff
Yana - Daughter of Blaze and Fleur the Rose. She preforms duties as a server.
Jarrod - Son of Blaze and Fleur the Rose. Jarrod does whatever is asked of him from splitting wood, helping in the stables or washing dishes.

There are 20 humans that are the serving staff and maids. 15 are woman, and 5 are male.

Mon, Wed, Sun - Alenna, Luranna, Quest, Pearl, Opal, Willowdine, Naomi, Harold, David, and Lawrence.

Tues, Thur, Sat - Klaire, Diva, Gisella, Helen, Belline, Foxy, Jora, Xerra, Walter, and Billy.

All Serving Staff work on Friday


There are 7 bouncers, and 3 bookies. Like the serving staff, the bouncers and bookies work days are divided similarly.

Grunger B. Gumpsha, Nuella Gumpsha, and Timothy Wainwright (Bookies)

John Smith, Cora Rhubard, George Killrat, Sam Stonelifter, Lim Jorns, Dale of the Dale, Francis Zolgert (7 Bouncers)

Wayfarer's Inn Stable - Wynn Dixie and  his young daughter Isobel Dixie.

Wayfarer's Inn Cook is Harold on Mon, Wed and Belline is the cook on Tue, Thur. Both work Fri, Sat, and Sun.


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SHOPS and SERVICES


Pickpockets General Goods

Wayfarer's Inn Stable

Blacksmith Joe's

Weapons and Armor All types and sizes

Archers - All things shot, thrown or slung.

Will the Surgeon

Butcher, Baker, but no Candlestick Makers

Apothecary

The Magical Shoppe

The Transport Shop - Transportation Purveyor


On weekends (Real Life Weekends),there is a Farmers Market held in the yard of the inn. It is much more than a farmers market however, and boasts peddlers and purveyors willing to buy and sell unique items found anywhere.

The Keeper will hold excess money for players, and no matter where a player is in the universe, if there is a need for the money, he'll get it to them instantly and without charge.

There is a Chapel Hall in the East Wing that offers many small prayer and meditation rooms. There is also a large non-denominational chapel for player character priests to hold services.

Between two crossroads is a non-dimensional grove of trees commonly used by rangers and druids who do not like to reside within the inn. It is also used by hunters and trappers to supply the inn with meats and fish. Some claim that the grove borders the ocean allowing fisherman to provide the inn with both freshwater and saltwater catches.

There are other areas not yet found and explored that lie between the lonely roads that lead off from the old inn, and tales of newly discovered areas come to the ears of patrons all the time.
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This message was last edited by the GM at 12:38, Thu 07 May 2020.
Games of Chance and Rules to Play
Sun 26 Apr 2020
at 10:40
  • msg #4

Games of Chance and Rules to Play

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Games:

The games of chance are monitored by the staff to ensure that they remain safe, and to prevent cheaters from taking an unfair advantage. It is a well known fact that magic is used to determine if someone is trying to use something that will give them an unjust benefit. Get caught trying to use bracers of strength or a potion of luck to enhance your chances to win will get you fined. If you get caught, the fine is 10 gold. Those who refuse to pay the fine could find themselves banned from participating in all betting events or even worse.


ARM WRESTLING – VIPER or SCORPION DEATH WRESTLE


                                                    x
                                               x         x
                                          x                   x
                                      x                          x
                                  x                                  x
                              x                                          x
                          x--------------------------------------x



D20+STR – Lowest roller’s arm is brought down 1 tier (x).

Natural 20 roll wins the roller a 2 tier (2 x’s) advantage against opponent.

Natural 1 roll loses the roller 2 tiers (2 x’s) against his opponent.

The bet is between the wrestlers, with bet raises as agreed upon by both. Bets can occur on each roll between the wrestlers if both agree to the bet.

House bets are conducted by the bookie for that event with top bet limit being 20 gold. Bets cannot be raised after the event starts. House payout is double the placed bet for those who bet on the winner.

Individual bets between guests are allowed with no limit to the bet amounts.

Participation in viper and scorpion wrestle is at the characters own risk. The poisons from these matches can cause a character to be sick to the point of death from 1d6 days.


DART THROW – DAGGER THROW & ARCHERY


D20+DEX. Target DC is 15 and it’s the best of 5 missiles. Tie starts all over with the best of 5 till someone wins.

Natural 20 is a dead center hit.

Natural 1 means there is a 10% chance you hit your opponent for 1/2 damage.

The bet is between the throwers only, with bet raises as agreed upon by both. Bets can occur on each roll between the throwers if both agree to the bet.

Multiple players to a maximum of 5 are allowed. If there isn't a winner in the first round because of a tie or multiple ties, the players with the highest tie number will play a tie-breaker round. This round is played using a single throw until there is a winner. (EX: If three players hit four out of five, and 2 players hit 3 out of 5, the lower tie loses, and the 3 players with the highest tie go to the next round, and so forth until there is a winner.)

The House doesn't conduct bets on this game.

Individual bets between guests are allowed with no limit to the bet amounts.



DICE


Serpent Eyes

2D4 are used.

Snake eyes wins automatically unless there is a tie or multiple tie.
Highest double wins if there are no snake eyes, or unless there is a tie of that double or multiple tie of that double.

Tied players re-roll until there is a clear winner.

Multiple players to a maximum of 5 are allowed. If there isn’t a winner in the first round because of a tie or multiple ties, the players with the highest tie number will play a tie-breaker round. This round is played until there is a winner. (EX: If three players roll doubles, regardless of number, and 2 players roll snake eyes, the players who rolled snake eyes will continue, and the 3 players with the doubles will lose.)

The first bet is between the dice players only. Further bets can occur on a tie roll between the players if all agree to the bet again.

The House doesn’t conduct bets on this game.

Individual bets between guests are allowed with no limit to the bet amounts.




PIT FIGHTS

From time to time the inn conducts matches between noted personalities who excel in brawn, or weapon finesse. These matches draw quite a crowd. Sometimes even guests wish to get involved and show their prowess by asking the inn to sponsor a match between them and a noted personality or even a dangerous creature. More oft than naught, guests will outright challenge another guest. Most know of how the management frowns upon unsanctioned brawls and personal fights in the inn, so these challenges are kept respectable by having the inn sanction the fight. If both parties agree to such an encounter, the inn will sanction the fight the same as any other event.

Unlike other events that the inn sponsors, these events are not heavily restricted. A challenger is allowed to bring the best they have to the table, including magic. The only rule is that the inn isn’t damaged in any way during the bout.

Most events of this nature are held outside, since they draw large crowds, but some are held indoors in the pit fight area.




*These games are just games I have used in the past, and I welcome any other games you would like to donate to this list. Short and easy games only please.
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This message was last updated by the GM at 10:40, Sun 26 Apr 2020.
Menu at the Wayfarer's Inn
Sun 26 Apr 2020
at 10:41
  • msg #5

Menu at the Wayfarer's Inn

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                                                                     BILL OF FARE

WINE and SPIRITS


House Ale, Mead, Lager, and Red or White House Wine  1 SP.

Bitter Black - This hearty stout is one of the inn's major exports. This stout is jet black with a heavy head of foam and a kick like a mule. 2 SP

Dragon's Breath Beer - A strong fiery brew that is best consumed with our dark rye bread and death cheese. 5 SP

Golden Sands Brew - This light lager is very easy on the taste buds with a faint hint of orange. 4 SP

Bite the North Wind Brew - Living up to its name, this dark amber liquid has a harsh but not unpleasant aftertaste (Revered by Northmen as "the bite of the north wind" that is, for many, an acquired taste. 1 SP

Black Bart - This hefty stout is as black as ink and nearly as thick. Possessed of a sweet flavor and a frothy head, this halfling brew is nothing to smirk at. 1 GP

Old One Eye - The kegs of this brew are stamped with a stylized Cyclop's skull. This molten colored lager with its hot aftertaste makes this drink a one-of-a-kind lager that will surely make you cross-eyed or stand you on your head. 5 SP

Desert Runs Dry - This fine red wine is very dry and is served at cellar temperature to best exhibit its woodsy undertones and slightly berry-like taste. 4 SP

Sunbeam Dark - This is heavy, sweet, and burning wine. It's a very dark hue, almost black, and very high in its alcoholic content. 3 SP

Clarry -  A blend of table wines sweetened with honey and spices. 5 SP

Evermead - This Elven mead is the one which all other meads are judged. A sip is reputed to taste of the higher planes themselves. Aged for a hundred years and a day, very few kegs of this mead ever reach non-elven lands. 25 GP

Fire Wine - This thick, dark, almost black wine is named for the fire it creates in ones belly. Fire wine is extremely strong and spicy. It is reputed to have medicinal properties. 5 SP


FOOD


House stew, a 1/2 loaf wheat or rye bread, and a slice of pie or a piece of cake. 3 SP

Healthy serving of meat, cheese, a 1/2 loaf wheat or rye bread, and a slice of pie or a piece of cake. 5 SP (All types of meat, fish, and seafood are available at your request.)

Brick Cheese - What is a glass of wine without the taste of cheese. We offer every variety of cheese available for consumption, and maybe some that are not. Just name your vice, and we shall have it served to you. 3 SP

Platter of Spicy Potatoes - 2 CP

Cold Meats Platter - This platter is served with lettuce or endive and sauces for dipping. 2 SP

Soup of the Day - Usually fish of some kind but on some occasions plain vegetable. 2 CP

Hot Meat Pies - Mixed meat and vegetables stuffed into a dough pastry and baked to perfection. 2 CP

Pease Porridge - 1 CP

Sausages and Sauce - Mild, Spicy, or Fire-breathing hot. 5 CP

Beans and Meat - 1 CP


DESSERTS


Cream Tarts - 3 CP

Cake of the Day - 4 CP

Pie of the Day - 4 CP

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Buy - Sell - Trade
Sun 26 Apr 2020
at 11:33
  • msg #6

Buy - Sell - Trade

*
The Economy (Updated 01/01/2024)

The economy today is at +5% the base rate. So, NPCs will charge 5% more for goods bought from them and players will get 1/2 the adjusted rate when they sell items to NPC vendors.  Deals between PCs are not tied to this rate, and you can negotiate as hard as you want to - good negotiating could get you an RP Experience award.

The base cost of items will be at the prices listed in the various WotC published sourcebooks, and I’ll allow prices that are recommended in The Great Net Equipment List at http://members.tripod.com/lord_eadric/netequip.html.

This will be the only thing I’ll do with the economy in the game, though the economy could be affected by players buying and selling amongst themselves. Shrewd players could buy and sell to make a profit, and of course a player can try to charge anything they want for things they’ve crafted, gained as treasure, or bought from another player. Selling to NPC vendors will only get you the going economy rate, but you might try selling the item to another player for a profit above that which an NPC vendor would give for it, and etc…


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This message was last edited by the GM at 11:25, Wed 03 Jan.
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