Jarviskjir Dungeon Master Guide
In this guide you will find an ever changing list of homebrewed rules forged by the great old one Oli. They are designed to be used with the setting of his creation, Jarviskjir, a Dungeons and Dragons fantasy world that is on the edge of a new era.
|Simple Melee Weapons|
|Simple Ranged Weapons|
|Boomerang||10 gp||1d6 bludgeoning||1 lb||Finesse, light, thrown (range 20/60), returning|
|Martial Melee Weapons|
|Spiked Chain||20 gp||2d4 slashing||8 lb||Finesse, reach (10ft)|
|Arming Blade / Dueling Dagger||20 gp||1d4 slashing||3 lb||Finesse, light, versitile (1d6)|
|Tachi / Light Greatsword||100 gp||1d10 slashing||8 lb||Heavy, versitile (2d6)|
|Martial Ranged Weapons|
|Chakram||50 gp||1d8 slashing||1 lb||Finesse, light, thrown (range 20/60), returning|
|Firepowder Pistol||200 gp||1d8 fire||3 lb||Ammunition (Range30/90), loading, nonmagical,|
|Firepowder Blunderbus||300 gp||1d12 fire||8 lb||Ammunition (Range120/400), loading, nonmagical,|
|Firepowder Revolver||500 gp||1d6 fire||3 lb||Ammunition (Range30/90), loading, reload (5), nonmagical,|
|Firepowder (5)||1 gp|
|Gnomish Blast Pistol||500 gp||1d6 force||3 lb||(Range 60), loading|
|Fey Caster||1000 gp||1d10 force||6 lb||(Range 100/400), loading|
Weapons with the Returning property have a chance to return when thrown. After the attack with the weapon you make another attack roll to determine if your character can catch the returning weapon. This is a DC 10 check if your earlier attack hit, or a DC 15 check if your earlier attack missed.
Unless the weapon has been enchanted, the damage dealt by this weapon counts as non-magical for the purposes of beating enemy resistances, despite its elemental damage type.
A reload weapon can fire X amount of shots before requiring being loaded.
Firepowder is a strange new alchemical material created by a secret process by the Dwarves of Clan Flamechurl. It's a black powder with a red magical sheen. Firepowder weapons require Firepowder, and metal ball bearings, to fire. When buying Firepowder it comes with relevant ball bearings.
Gnomish Blast Pistol
These Gnomish constructs are unreliable at best, dangerous at worst. These pistols fire erratic blasts of raw energy by harnessing a crackling energy crystal. This brand new technology in typical gnomish fashion is tested on the battlefield. So far gnome artificers claim it to be highly effective, with a slight chance of spontaneous explosion.
This weapon is a loading weapon, although it requires no ammo. After each shot the crystal must be manually vented to stop it from overheating. A second shot can be fired without reloading if the user wishes, with a 10% chance of the gun exploding dealing 2d10 force damage in a 5ft radius.
Fey Casters are crossbow like weapons crafted by mad fey weaponsmiths. Condensed within their wooden frames are whispered words of great magical power that can be harnessed in bolts of fey magnificence. When the triggers are pulled in the correct order a Fey Caster sends out a streak of energy that can fell most foes, accompanied with a string of beautiful noise almost like a lute strum. While this is a loading weapon it requires no ammo. On the side of the Caster is a handcrank that must be repeatedly spun to reload the weapon effectively. As most Fey, their power greatly chances depending on the crafter and which court they belong to. Some Fey Casters may deal other damage types such as radiant, poison or cold.
Materials & Craft
Velhiem Quicksilver is a rare magic infused metal that spends most of its time in a near liquid form in underground pools. Experiments on this material were taking place thousands of years ago, and the material is only now being truly mastered by the Moon Elves of Velhiem. The metal has an almost chrome appearance, but could easily be mistaken for silver or sometimes mithril depending on the forging. The material is light and easy to move and armour made of Velhiem Quicksilver fits to the body near perfectly. Weapons made of Velhiem Quicksilver always have the Finesse property. When wearing armour made of Velhiem Quicksilver whenever your character rolls a natural 20 they can immediately move up to 10 along the ground in a direction of their choice. Weapons made of Velhiem Quicksilver cost 10 times more, and Armour made of Velhiem Quicksilver cost 15 times more.
Moon Elf Jewelcraft
A suit of armour or a weapon created using Moon Elf Jewelcraft is enchanted in a peculiar way. The weapon or armour must be made of Velhiem Quicksilver for this enchanting process to take place. When a command word is uttered the item can turn from their natural state into either a necklace, bracelet or hairpiece. This J jewellery is almost always extravagant. To activate Moon Elf Jewelcraft takes a standard action, where the jewellery flows like possessed water before solidifying into a quicksilver shape.
Bronzewood is a strong magic infused fey wood that can be forged into armour and weapons as strong as metal. These weapons almost look like metal to the untrained eye but have the distinct knotted patterns of wood along them. These weapons are hard to create given only to the nobles of House Egast and as gifts from the house. Weapons and Armour are immune to the weaknesses metal weapons have such as Heat Metal spells, and enemy abilities that lower Armour Class or weapon effectiveness.
Breachstone is a deep grey and purple stone that can be mined from the dangerous region known as The Breach. No one knows what caused The Breach, the strange otherworldly properties are starting to be researched by scientists world over. In the breach, many Breachers use unrefined Breachstone in their tribal garb and to make soaring spears. While it is stone, it can be forged like a metal by skilled blacksmith. Refined Breachstone floats like the islands flying above The Breach, and while it is hard to use in battle its strange floating powers has its uses. It is hard to move, the stone wanting to float of its own accord unless magically bolted down.
Armour made of it gives advantage on any checks or saving throughs attempting to move the wearer against their will. The armour can also be removed as a standard action, stepping out of it and the armour standing behind you floating. The armour will wait in place for you to return where it can be donned as a standard action. Weapons made of Breachstone can float where they are placed and any weapon counts as thrown with a range of (20/60) unless it had a range longer than tat beforehand. After being thrown they float beside the foe. Armour made of breachstone are 5 times more expensive, weapons are 10 times more expensive.
Via Arcanatech using the Brightwood Principle, Airships are starting to take to the skies or Jarviskjir. With Airships come more Gnomish Landships, and other boats on the sea. Here are rules for piloting any vehicle in Jarviskjir, but focused on the newly invented Airships.
Flying an Airship
Airships are large mechanical constructs that are a beautiful mixture of arcanatech and traditional shipbuilding. They are kept afloat by the Brightwood Principle. Cores of a rare material called Breachstone keep the ships afloat. Small ships have one core but larger ones have even more. While the cores keep the ship floating in the air it is sails and wind and propellers that move the ship to their destination. While Airships are commonly slow, they fly as the crow does cutting over mountains like they were simple waves.
Every member of the crew has a duty. Whether the crew is NPC controlled or the Party Members, is up to the ship and the situation. Small Airships only need a crew of 3-4 or even smaller, where as largest ships have crews of hundreds. NPC characters for crews are ran by the DM. When multiple NPCs are working the same duty, such as a large group of riggers tending the sails, only one roll is needed for all of them.
Every ship has a speed in miles per hour. The DM uses the arcane magic of mathematics to count how many days are needed for their intended journey. This can be a rough number but should be recorded. Then, every member of the crew does their Duty, rolling a roll of the relevant skill against the set DC. They do this for each week they spend in the air, or less if the ship is only going a short distance. Then the week is roleplayed and events take place, and then the travelling continues with more rolls.
The regular DC for their Duty is a 15. This is assuming average weather and environment, as these are still difficult jobs. When flying in perfect weather the DC is 10. When flying in hazardous weather the DC is 20. Passing the DC means you fly as normal. Getting 5 over the DC means you cut a day off of your travel. Getting 10 over your DC cuts 2 days. Getting 5 under the DC means you gain an extra day of travel. Getting 10 under the DC means you gain 2 extra days of travel. Each Duty is connected to a statistic. These Duties can be learned and trained by other crewmembers which can give proficiency. Not every ship has the same Duties and some Duties are unessencial.
|Captaining||Charisma||Captains command the ship. On small ships this is combined with piloting but on most ships it is a Duty of its own. Their duty represents the charisma needed to bark orders at the rest of the crew.|
|Piloting||Dexterity||Flying a ship is very difficult. Airships have a great deal of heavy levers, buttons and wheels to work. On smaller ships this is either combined with Captaining or Engineering.|
|Navigating||Wisdom||Navigators require a map of the world to do their duty. Navigators lead the ship and help the pilot to fly the ship where they need to go. Their duty represents the unconventional wisdom to aim the ship around airflows and storms.|
|Rigging||Strength||Airships usually have a sail or heavy propellers or even occasionally ores. However the ship works, strong people are always needed to lug around parts and cargo and twist knots that are as thick as most humans.|
|Engineering||Intelligence||The Brightwood Principle is not a simple one. The Brightwood Cores that keep the ship afloat are kept in delicate stasis. Beyond this the rest of the ship is mechanical, and Engineers are constantly fixing the ship on the go.|
|Cooking||Constitution||A crew doesn't work well on an empty stomach! A good chef can make a lot out of a little, giving the crew good moral to keep them working.|
Crew cost 2gp per day for a skilled hireling, a captain or engineer, or 2 silver for simple crew like riggers. Ships can have passengers who will pay either 5 sp up to 2 gold per day for their travel. Even PCs must spend 2gp per day representing tools and food.
Ships have their own statistics, much like creatures. They have an AC, and Hull Strength which is essentially HP. All vehicles naturally have resistance against all damage coming from characters or monsters, other than spells of 2nd level or higher. When in a ship is damaged it costs a day and 20 gp to repair each HP when docked in a Airberth.
Ship combat is far slower than other combat. Each turn in ship combat represents 2 minutes of time. Each ship in a combat rolls their own initiative score, using either the Charisma stat of their Captain, or modifiers related to their engine, as a modifier. Despite this, each member of a ships crew has different jobs they can do in combat.
Ships have a standard action and a movement action, and then PC crew members may make their own Crew Actions on top of this. Enemy ships may have any number of these ‘Officer’s giving extra, specific actions. Usually, the player who is the Pilot or the Captain controls the ship as a whole, taking tips from the rest of the crew.
Ships are assumed to always be in motion, be this the flow of the sea or air, or the command of the captain. Each turn a ship moves 1d4 spaces in the direction they are facing. [For ease, when it comes to Airships complicated 3D combat is simplied to enemies being On Level, or either being Higher or Lower than the target.]
On a movement action, a ship can turn either 45 or 90 degrees, (Yes this means ships can move diagonally, even though I don’t use this in standard combat).
A ship can choose to move 1d6 further in the direction they are facing.
An airship can lift or fall as their movement action. As 3d combat is simplified, this means either going up, or down. If you are on level with a target and decide to lift, you are above them. If you are on level with a target and decide to fall, you are below them.
As a movement action you may weigh anchor, firmly rooting your ship in place. Your ship now is immovable until you raise anchor, which is also a movement action. Airships can still Weigh Anchor, rigging themselves in place.
Ships have their own weapons that can fire upon enemy vessels, or monsters. Ships often have cannons, although some have large ballistae or magical weaponry. The placement of a ships cannons is important, as cannons can only fire in a 45 degree arc from their placement, unless that cannon is able to rotate. Most ships have cannons on their broadsides, although some have cannons mounted to their front or back. For the ship to fire atleast one crew member must be working the cannons. To fire the weapons on the ship, the attack roll uses the crews Dex modifier. A crew member can gain proficiency manning a ships weapons, with appropriate training.
To ram an enemy ship, you roll 1d4 and move that distance the direction you are facing. If you strike the enemy ship, you automatically hit, although the enemy pilot rolls a DEX save, taking half damage if they roll below your ramming threshold. Your ramming threshold is 10 + your pilots Dex modifier. The damage of ramming equals your Pilots Dex score modifier, +1d10, multiplied by 10. When a ship rams into another, both ships are essentially pinned together, statistically the same as Weighing Anchor and then may board eachother.
When two ships are within base contact of one another, or have just rammed them, you may board the enemy ship. Boarding temporarily pauses combat while both ships fight man to man. If PC’s are on the ship, as per Ds choice, this may become standardised combat.
A ship may dash just like any other, the rigging crew of the ship making a roll with a 1d6 + their strength modifier and moving that many spaces.
Each Crew member of the ship that is a PC may take a Crew Action per turn. The party member controlling the ship, either the Pilot or Captain, may not make actions. You may switch who is in control of the ship during combat.
Captain. Whenever any roll must be made, Captains orders is an action that allows that roll to gain their charisma modifier as a bonus on the roll.
Pilot and Navigator. The Ship gains +2 to AC for the rest of the turn.
Any crew member on the ship with access to magic may take their Crew Action to cast an appropriate spell.
Any crew member on the ship may fire their own weapons if they are within range. These attacks are weak against enemy ships, as every ship has resistance to them.
Engineer and Rigger. The engineer may attempt to fix the ship fixing Hull Points, rolling a number of D10 equal to their Intelligence Modifier. The Rigger may attempt to do the same using their Strength Modifier. If the ship has max HP, then it creates Temp HP.
Travelling through the wilds of nature works similarly to Duties on a Ship. Up to 2 members of the party can Navigate, rolling a Survival Wisdom Roll or Nature Intelligence Roll. The DC depends on the biome and weather.
Getting 5 over the DC means you cut a day off of your travel. Getting 10 over your DC cuts 2 days. Getting 5 under the DC means you gain an extra day of travel. Getting 10 under the DC means you gain 2 extra days of travel.
Travel Terrain DC
Travel Weather DC
|Clear / Sunny||-1|
|Rain / Wind / Snow||+1|
|Storm / Blizzard||+2|