Renown and Terror
A guide to the special mechanics of Renown and Terror used in this module.
Renown
Renown is a mechanic that is used in this module to represent the player character’s status and where they have invested their attentions in the town while here. This mechanic is applicable in other campaigns as well.
Renown Application
This renown mechanic can be used in one of 3 ways:
- Power Gamer Method - Players are made aware of the renown and are given the liberty to spend it on whichever shopkeeper they wish. They may also be made aware of what effects will be granted for each renown unlock. The narrator can then Narrate a brief explanation on how they ingratiate themselves with the shopkeeper.
- Balanced Method - Players are made aware of renown, but not the potential rewards. Player’s characters must have positive interactions with a shopkeeper or owner in order to access their property or merchandise. The Narrator then spends the renown on the shopkeeper or property owner the players had the most positive interactions with between encounters.
- Role-player Method - Players are not made aware of the renown mechanic or the potential rewards. Instead, the narrator records and spends their renown on whatever renown reward they deem fitting for which characters the player’s characters have interacted with or aided.
Renown Progression
After the initial attack the city goes into lockdown. While there are many shops in the city, most of the stores and businesses that would normally be opened are currently closed due to the crises brought on by the Melding.
However, they might make an exception and open their businesses to people working hard to protect the city.
The player's renown can be used to “unlock” the various businesses in town. The table below can be used as a reference for the renown cost, the owners and their personalities and the benefits of doing business with that establishment.
Rewarding Roleplay and Good Behavior
As the Narrator you may choose to award players additional Renown towards certain establishments listed as reward for good roleplay or actions taken. You may also choose to have player’s characters lose renown if they act particularly poorly or brutish towards individuals in the city.
Renown Rewards Table
Renown Cost | Unlocks | Character(s) | Personalities | Effects |
---|---|---|---|---|
1 | General Store | Heliga & Cranklin Fiddlesticks | Warm, Friendly, Polite | Grants player’s characters access to the general store item list. |
1 | Tavern | Jenadine Longstride | Confident, Knowledgeable, Charming | Grants player’s characters access to the tavern store item and services list. PCs can pay to stay the night at the Tavern(25 Silver) and acquire a Hot Meal, which grants the Satisfying Nourishment Food Effects for the next 8 hours(-CON Modifier). |
1 | Warehouse | Terrence Bittlewit | Absent-Minded, Materialistic, Scatterbrained | Allows player’s characters to intermittently acquire random common items. |
1 | Loan House | Dernard Nubbins | Materialistic, Greedy, Entrepreneur | Allows PCs to take out high interest, short term loans of up to 500 Silver. 10% of the entire loan’s value is accrued as interest per day that the loan remains unpaid in full(with interest). |
3 | Training Yard | General Kants | Formal, Militaristic, Honorable, Loyal | Grants player’s characters additional XP between encounters. |
3 | Fletcher | Horace & Ginene Whitefeather | Industrious, Quiet, Shy | Grants PCs access to the fletcher item list. |
3 | Blacksmith | Trudy & Gorthum Goodhammer | Boisterous, Outspoken, Jovial | Grants PCs access to the blacksmith item list and will repair player armor free of charge between encounters. |
5 | Bookshop | Walter Wright | Shy, Studious, Passionate, Ambitious | Allows PCs to purchase new Maneuvers and Spells in the form of Training Manuals. Each Training Manual Costs 330 Silver x the Tier of Spell or Maneuver. |
5 | Potion Shop | Maxine Miracles | Industrious, Materialistic, Eccentric | Grants PCs access to the potion shop item list. |
5 | Enchanter | Bilton Buffington | Know-It-All, Haughty, Professional | Grants PCs access to the enchanter’s item list. |
5 | Portaland Militia | Jonz Donnitz | Boisterous, Outspoken, Opinionated, Brave | Grants PCs a contingent of 2 level 1 Militias to go with them on their Hunts. If they are defeated they are not replaced. |
7 | Archers League | Cavala Taut | Quiet, Reserved, Anxious, Impatient | Grants players a contingent of 2 level 1 Archers to go with them on their Hunts. If they are defeated they are not replaced. |
7 | Berserkers Bar | Groff Fargin | High Energy, Temperamental, Easily Agitated | Grants players a contingent of 2 level 1 Berserkers to go with them on their Hunts. If they are defeated they are not replaced. |
7 | Milk Bar | Harriet Lugjug | Kind, Patient, Friendly, Personable | Grants players 1 Serving of Magic Milk per Day. Magic Milk: When consumed it instantly grants the drinker +2 to the ARP (Stamina. Might, Brainstorms, ets.) of their choice. You can exceed your maximum in an ARP field with this effect but your maximum is not increased by it. |
7 | Cartographer | Kelvin Scribe | Studious, Shy, Reserved, Knowledgeable | Grants PCs access to Battlemaps, prior to engaging in a Hunt on them. |
10 | Dark Market | Hush | Secretive, Shy, Reserved | Grants PCs access to the dark market item list. |
10 | Bath House | Bella Dorra | Compassionate, Friendly, Gossip | Grants PCs a rapid recovery bonus between encounters. |
10 | Siege Workshop | Einzwell Mudrum | Absent-Minded, Eccentric, Passionate | Grants PCs access to the siege workshop item list. |
10 | Guard Post | Torrel Belladonna | Strict, Official, Uptight, Honorable | Grants PCs a contingent of three level 2 Town Guards to go with them on their Hunts. If they are defeated they are not replaced. |
15 | Royal Guard | Lady Heralda | Flirtatious, Posh, Gossip | Grants PCs a single level 5 Royal Guard to go with them on their Hunts. If they are defeated they are not replaced. |
15 | Royal Library | Archduke Verdinand | Wealthy, Prideful, Polite, Professional | Grant’s PCs access to Bestiaries that grants them +5 to their Knowledge Skill Rolls made to learn about the creatures they hunt. |
15 | Royal Tea House | Princess Aidda | Posh, Comedic, Well Spoken, Polite | Grant’s PCs access to the Royal Tea House, which when visited for at least 1 hour, allows them to regain 1d6+2 Points in an ARP (Stamina, Might, Brainstorms, Etc.) of their choice. |
20 | Enchanted Item Vault | Prince Argyle | Posh, Haughty, Well Spoken, Polite | Grants PCs access to a short list of enchanted items, of which they may each acquire one. |
20 | Bank Vault | Cavel Shilling | Materialistic, Professional, Industrious | Grants PCs access to additional funds between encounters. |
20 | Town Hall | Reagent Thinemoore | Absent-Minded, Eccentric, Friendly, Polite | Grants players an official badge of office that allows the PCs to potentially Defeat the Raiders, Bandits or Highwaymen without engaging in combat. |
20 | Royal Armory | Pribian Star | Haughty, Formal, Honorable, Materialistic | Grants PCs access to the royal armory item list. |
Item Lists
These lists of items can be accessed once players have gained access to their respective shops or custodians.
General Store
The General Store sells Feudal Age Food and Drink, Toolkits, Equipment, Supplies and common clothing and light armors.
Tavern
The Tavern sells Feudal Age Food and Drink, Rooms, Mounts.
Fletcher
The Fletcher sells Feudal Age Common and Uncommon Ranged Weapons(except black powder weapons).
Blacksmith
The Blacksmith sells Feudal Age Common and Uncommon Melee Weapons, as well as Medium and Heavy Armor and shields of all types.
Potion Shop
The Potion Shop sells a selection of Feudal Age Potions(except poisons).
Enchanter
The Enchanter grants access to the Enchanted Items list.
Dark Market
The Dark Market sells Feudal Age Assassins Tools, Poisons, Black Powder Weapons.
Siege Workshop
The Siege Workshop allows access to Feudal Age Siege weapons such as a Ballista, Catapult or Trebuchet to aid you in battle from a distance.
Royal Armory
The Royal Armory grants access to a list of Feudal Age Rare Melee and Ranged Weapons and Armor.
Specials
These specials are granted when gaining access to certain renown rewards.
Warehouse Special
There are a number of abandoned or seized storage crates within the warehouse. The owner has offered to allow the saviors of the town to open 1 crate per day, so long as they take whatever they find inside with them.
Effect: Roll 1d10 to determine the items found within the storage crate.
Roll | Reward |
---|---|
1 | Case of Bread ( +1 Stamina for the next Hour) |
2 | Case of Wine ( +1 Might and Stamina for the next Hour) |
3 | Case of Brandy ( +2 Might for the next Hour) |
4 | Roast Beast |
5 | Feast (+2 to Attack & Damage Rolls for the next Hour) |
6 | Enchanted Projectile Shipment (+4 Damage on Ranged Attack Rolls for the next Hour) |
7 | Shield Shipment (Each player character may acquire a Common or Uncommon light shield from the Feudal Age Buyer’s Guide) |
8 | Mana Powder (+2 Mana / Brainstorms for the next Hour) |
9 | Black Powder Keg (can be detonated via an Action or Burn Damage to deal 10d10 Kinetic Damage in 3 Meter Blast centered on the keg. Creatures in the blast area can roll a Dexterity or Strength Saving Throw to attempt to reduce the damage taken to half. The DC is 14) |
10 | Resurrection Potion (Acquire 1 Resurrection Potion from the Feudal Age Buyer’s Guide) |
Training Yard Special
With these training grounds you can practice your moves and abilities.
Effect: Gain .75 XP After each Encounter.
Bath House Special
The bath house offers spa services along with their heated and scented communal tubs. The owner has kindly offered their remaining services, free of charge, to the saviors of the town until the crisis is over.
Effect: Regenerate HP and Attribute Resource Points at Double the Rate for each hour spent Resting at the Bath House.
Bank Vault Special
There are a number of safety deposit boxes that have been seized over the years but have yet to be opened. The value of these individual boxes is not estimated to be high and therefore Mr. Shilling has graciously offered to allow the saviors of the town to open 1 deposit box per day and keep whatever they find within.
Effect: Once per day you may open a seized deposit box. Roll 1d10 to determine the amount of money/valuables found within.
Roll | Reward |
---|---|
1 | 20 Silver |
2 | 40 Silver |
3 | 60 Silver |
4 | 80 Silver |
5 | 100 Silver |
6 | 120 Silver |
7 | 150 Silver |
8 | 200 Silver |
9 | 250 Silver |
10 | 400 Silver |
Terror
If the PCs are unable to defeat one of the creature types threatening the city and are forced to retreat, or they choose not to fight the creatures, the local terror level will increase by 2 per level of the attacking creature(s). Once the Terror reaches a certain point, businesses will begin closing their doors for good as their operators take everything and attempt to flee. Use the Table below as a reference.
Terror Table
Terror Level | Effects |
---|---|
0 | None |
10 | Renown cost 1 Businesses close |
20 | Renown cost 3 Businesses close |
30 | Renown cost 5 Businesses close |
40 | Renown cost 7 Businesses close |
50 | Renown cost 10 Businesses close |
60 | Renown cost 15 Businesses close |
70 | Renown cost 20 Businesses close |
Running Scared
Should the PC choose to ignore the call to action, inform them that they don’t HAVE to do this. They could flee from this place and attempt to make it on their own. However, they would most likely be caught facing one of these creatures on their own and surely perish; As not all the creatures pouring out of these portals head to the city.
Also, what kind of story would that be if all the heroes left when things got tough?
If any players still choose to run you can either narrate how they perished while running for their lives or run a small encounter that was not used for the module and have the monsters swiftly dispatch them while they are alone and without backup.