I am often inspired visually for d&d, and this campaign was no exception. I first conceived of the setting when Magic the Gathering began releasing art previews for its newest "Block," the Innistrad Cycle. I'm no Magic player, but I keep an eye on the cards as the art is often excellent.
Innistrad is a particularly inspired set, and you can tell in the quality of the art. I suspect that the artists really dug the dark, gothic horror setting. After marveling at the images, I began to wonder how they could translate into a D&D game.
Obviously Ravenloft is the archetypal d&d as horror setting. I enjoy Ravenloft to a degree, but I feel that it preserves too many standard d&d-isms to truly embrace the theme. I didn't want to run the same game of Kill-the-Orcs, so I decided to avoid a straight game of Ravenloft (or the setting itself without major changes).
If I wasn't going to run Ravenloft, I still needed a rule-set for the campaign. One of the things that bugged me about the previous game were the Castles & Crusades rules we used. I was initially very excited to buy these books, but after seeing the game in play for 9 months, I have to say I'm no longer a fan. I cannot ever see myself choosing C&C over 1E in the future. For this game, I didn't want a complicated system, so I skipped 1E and went back to Basic. B/X is darn simple and perfect for modding to fit the genre.
After Innistrad and Ravenloft, the next big sources of inspiration were REH's Solomon Kane, the movies Van Helsing and Brotherhood of the Wolf, and Warhammer 40k's Inquisition. I decided that I wanted the characters to play warrior-monk inquisitors, wielding miraculous powers (modified cleric spells) and even black magic (wizard spells) if they were willing to risk corruption.
I planned to include gunpowder weapons from the start, so it made since to move the time-frame from medieval to post-Renaissance. Makes a lot more sense for gothic horror anyway. Most published "haunted house" adventures have also felt oddly out of sync with the medieval era to me.
I really like the random chaos mutations of Warhammer Role playing, so I worked those in as penalties for becoming corrupted. Corruption is a mechanic based on d20 Call of Cthulhu's handling of sanity. Rough yes, but working so far.
That's about as far as I got before the game was set to commence. I managed to type up a summary and put it in a pdf for the players, with the caveat that things were going to have to be adjusted during play. I wasn't interested in going with entirely original adventures (due to constraints on my free-time) so I pulled out Clerics Challenge II.
This little-known module featured a low-powered, undead themed murder mystery. After reading and running it, I'm not even sure it was designed for D&D. It doesn't feature a single demi-human/humanoid! No mythical monsters, no evil wizards either. Strange for a D&D module, but perfect for what I wanted.
So that's how I set the stage... tomorrow I'll post the character creation rules and talk about how the first couple sessions went.
Chaz
A Brand New Game
Here's the list of game possibilities I presented my players after the conclusion of our long-running, Ruins of Adventure using Castles & Crusades. SPOILER - #4 emerged victorious. I was happy to run any of these, but I must admit I was a little bummed that Carcosa didn't come out on top. Next time.
New Game Possibilities:
1.) Direct Sequel: D&D game set in the Forgotten Realms, following the extended exploits of the Phantastic Phlan Phorce Phour. Would be a high level game featuring legendary locations, iconic monsters, and mass combat!
2.) Space!!!:Military science fiction using D&D rules as a base. Navigate the tumultuous politics of the Tenebrous Nebula sub-sector. Space marines, xenomorphs, star-fighters,and ancient alien ruins. Inspiration: Traveler, Starcraft, Mass Effect, etc.
3.) Sandal& Sorcery: A bronze-age fantasy of gritty heroism set in a mythic antediluvian civilization. Would start in the arena of an ancient and oppressive empire. Inspiration: Kull of Atlantis, Sinbad and the Golden Voyage, Dark Sun Setting, Hyperborean Age,etc.
4.)Gunpowder & Witchcraft: Play a witch-hunter in a land overrun by supernatural horror. Gothic, Germanic setting, age of reason era technology.Vampires, Werewolves, Ghosts, and Demons likely antagonists. Inspiration:Solomon Kane, Ravenloft Setting, Van Helsing, etc.
5.) Gonzo Game: Planetary adventure mixed with Call of Cthulhu. Play a cyborg/mutant/wizard, ride dinosaurs into battle, wield ray guns, and fight against the minions of the Great Old Ones. Inspiration: John Carter of Mars, Den (of Heavy Metal), Cadillacs and Dinosaurs, etc.
After #4 came out as the definitive winner, I decided to write up a Campaign Pitch to get the players in the right head set to make characters. This is what I came up with (borrows heavily from MTG's Innistrad, which served(serves) as primary inspiration):
New Campaign: Shadows over Vysehrad
In the land of Vysehrad, no one questions the existence of evil. Since the beginning, man has battled against the forces of darkness. Packs of werewolves emerge like the tide, drawn out by the moon, their humanity washed away by animal rage. Ancient vampire families bare their fangs at the scent of human blood. Hordes of the walking dead lurch across the foggy moors, driven by a hunger for the living. Surgically created abominations twitch to life in alchemists' laboratories. Geists haunt the huddled human towns and terrify travelers along the dark crossways in between. From Vysehard's deepest chasms, powerful demons and impish devils plot humanity's downfall, their influence spreading into all echelons of human society.
Still, there are those who are willing to stand against the night. Members of an ancient and sacred order, dedicated to the preservation of life and the banishment of evil. Armed with intimate knowledge of your foe’s weaknesses, holy relics, and miraculous powers of faith, you venture into the haunted places of the world. You are a brother of the Ordo Ex-Malificarum, and now is the time of the inquisition!
Synopsis: As a Witch-hunter, you will hunt and kill Vampires, Werewolves, Demons and more!
System: Modified D&D (See Rules)
Genre: Gothic Horror, Dark Fantasy, Pulp Adventure
Inspiration: Innistrad Block, Averoigne Cycle, Dracula, Van Helsing, Brotherhood of the Wolf, Dark Heresy, World of Darkness
Things to Know Before Play:
This journey will be the first time you’ve left the outpost at Ravensroost since you came here to be trained as a boy. Now you are a Noviate, a brother in training. In order to be considered for full initiation, you must complete one last task – assist your aging mentor, Furan Leopold, to complete his final circuit as a Prelate. If you succeed, Furan will join the ranks of the Perfecti before he dies, and you will become a brother of the Ordo Ex-Malificarum.
The first stop on Leopold’s circuit is Barluex, the seat of Videns Parish. Usually a quaint and peaceful village, word has reached you of a brutal murder, taking place just days after the famous Vintner’s Fest…
New Game Possibilities:
1.) Direct Sequel: D&D game set in the Forgotten Realms, following the extended exploits of the Phantastic Phlan Phorce Phour. Would be a high level game featuring legendary locations, iconic monsters, and mass combat!
2.) Space!!!:Military science fiction using D&D rules as a base. Navigate the tumultuous politics of the Tenebrous Nebula sub-sector. Space marines, xenomorphs, star-fighters,and ancient alien ruins. Inspiration: Traveler, Starcraft, Mass Effect, etc.
3.) Sandal& Sorcery: A bronze-age fantasy of gritty heroism set in a mythic antediluvian civilization. Would start in the arena of an ancient and oppressive empire. Inspiration: Kull of Atlantis, Sinbad and the Golden Voyage, Dark Sun Setting, Hyperborean Age,etc.
4.)Gunpowder & Witchcraft: Play a witch-hunter in a land overrun by supernatural horror. Gothic, Germanic setting, age of reason era technology.Vampires, Werewolves, Ghosts, and Demons likely antagonists. Inspiration:Solomon Kane, Ravenloft Setting, Van Helsing, etc.
5.) Gonzo Game: Planetary adventure mixed with Call of Cthulhu. Play a cyborg/mutant/wizard, ride dinosaurs into battle, wield ray guns, and fight against the minions of the Great Old Ones. Inspiration: John Carter of Mars, Den (of Heavy Metal), Cadillacs and Dinosaurs, etc.
After #4 came out as the definitive winner, I decided to write up a Campaign Pitch to get the players in the right head set to make characters. This is what I came up with (borrows heavily from MTG's Innistrad, which served(serves) as primary inspiration):
New Campaign: Shadows over Vysehrad
In the land of Vysehrad, no one questions the existence of evil. Since the beginning, man has battled against the forces of darkness. Packs of werewolves emerge like the tide, drawn out by the moon, their humanity washed away by animal rage. Ancient vampire families bare their fangs at the scent of human blood. Hordes of the walking dead lurch across the foggy moors, driven by a hunger for the living. Surgically created abominations twitch to life in alchemists' laboratories. Geists haunt the huddled human towns and terrify travelers along the dark crossways in between. From Vysehard's deepest chasms, powerful demons and impish devils plot humanity's downfall, their influence spreading into all echelons of human society.
Still, there are those who are willing to stand against the night. Members of an ancient and sacred order, dedicated to the preservation of life and the banishment of evil. Armed with intimate knowledge of your foe’s weaknesses, holy relics, and miraculous powers of faith, you venture into the haunted places of the world. You are a brother of the Ordo Ex-Malificarum, and now is the time of the inquisition!
Synopsis: As a Witch-hunter, you will hunt and kill Vampires, Werewolves, Demons and more!
System: Modified D&D (See Rules)
Genre: Gothic Horror, Dark Fantasy, Pulp Adventure
Inspiration: Innistrad Block, Averoigne Cycle, Dracula, Van Helsing, Brotherhood of the Wolf, Dark Heresy, World of Darkness
Things to Know Before Play:
This journey will be the first time you’ve left the outpost at Ravensroost since you came here to be trained as a boy. Now you are a Noviate, a brother in training. In order to be considered for full initiation, you must complete one last task – assist your aging mentor, Furan Leopold, to complete his final circuit as a Prelate. If you succeed, Furan will join the ranks of the Perfecti before he dies, and you will become a brother of the Ordo Ex-Malificarum.
The first stop on Leopold’s circuit is Barluex, the seat of Videns Parish. Usually a quaint and peaceful village, word has reached you of a brutal murder, taking place just days after the famous Vintner’s Fest…
I Fumbled My Blogging Roll!
When I started this blog, I had only the best intentions. That kinda fell apart (along with my face to face B/X game) but I've decided to give it a second go round.
After a couple months searching on Meetup and Dragonsfoot, I still couldn't get an in person game off the ground. So I decided to try Skype. I grew up playing D&D with the same folks, middle school through high school, and even though it had been years, several agreed to give a Skype game a shot.
So since November 2011, we have played dungeons & dragons on Tuesday nights for about 2.5 hours. Despite some issues with the medium, I have to declare it an overwhelming success. The timing is right, the camaraderie is high, and I'm getting to DM the type of games that I enjoy. I couldn't be happier.
Initially I ran my 4 players through a heavily modified "Ruins of Adventure." I've loved that module ever since I played the old Gold Box game on DOS. The majority of that game is recounted on this thread on Dragonsfoot: http://www.dragonsfoot.org/forums/viewtopic.php?f=26&t=52496. That game fell apart for a couple of reasons (probably a post in itself) but the group was ready to try something else a week later.
I put together a list of things I wanted to try and had each player rate them in order of preference. Choices included Carcosa meets Dino-riders, Gunpowder & Witches, Mythic Bronze Age, Traveler-esque D&D in Space, and a more traditional D&D game using 1E or B/X. Gunpowder & Witches edged out Carcosa in the final tally.
We are now six or seven weeks into our new game and it's been going well. I did a lot of modding up front, and we are currently running off a rough draft based on Basic / Lamentations of the Flame Princess. I want to start my new blog go round with a run down of the rules and setting of this current campaign. From time to time, I will also go into the 9-months spent in Phlan, the highs and lows of gaming on Skype, my IRL 1E game as a player, and my thoughts on some of the OSR products I've enjoyed.
Chaz
After a couple months searching on Meetup and Dragonsfoot, I still couldn't get an in person game off the ground. So I decided to try Skype. I grew up playing D&D with the same folks, middle school through high school, and even though it had been years, several agreed to give a Skype game a shot.
So since November 2011, we have played dungeons & dragons on Tuesday nights for about 2.5 hours. Despite some issues with the medium, I have to declare it an overwhelming success. The timing is right, the camaraderie is high, and I'm getting to DM the type of games that I enjoy. I couldn't be happier.
Initially I ran my 4 players through a heavily modified "Ruins of Adventure." I've loved that module ever since I played the old Gold Box game on DOS. The majority of that game is recounted on this thread on Dragonsfoot: http://www.dragonsfoot.org/forums/viewtopic.php?f=26&t=52496. That game fell apart for a couple of reasons (probably a post in itself) but the group was ready to try something else a week later.
I put together a list of things I wanted to try and had each player rate them in order of preference. Choices included Carcosa meets Dino-riders, Gunpowder & Witches, Mythic Bronze Age, Traveler-esque D&D in Space, and a more traditional D&D game using 1E or B/X. Gunpowder & Witches edged out Carcosa in the final tally.
We are now six or seven weeks into our new game and it's been going well. I did a lot of modding up front, and we are currently running off a rough draft based on Basic / Lamentations of the Flame Princess. I want to start my new blog go round with a run down of the rules and setting of this current campaign. From time to time, I will also go into the 9-months spent in Phlan, the highs and lows of gaming on Skype, my IRL 1E game as a player, and my thoughts on some of the OSR products I've enjoyed.
Chaz
City Adventures
Here's a list of hooks for a city or town setting. Kinda like a rumor table, except with more direct hooks. Enjoy!
1.) Bloodmoon: Local cattle are found dead, slain by some terrible beast. The townsfolk relate that the killings only occur under the light of the full-moon, and they suspect that one of their own is a were-creature. A women and her daughter are accused, and the mob calls for their deaths. The town guard currently protects the women, but with the mob growing bolder by the day, they will soon be overrun. A local priest approaches the adventurers - can they resolve the situation without bloodshed?
2.) The Heretic: A fat, successful merchant is quite popular in town. He throws lavish parties, makes loans, and gives free food to the poor. All he asks for in return, is homage to his strange god. The church is concerned that this man is leading folk away from the church - and they also desire the merchant’s wealth and holdings. This man must have his reputation is ruined, and more importantly, his property seized...
3.) The Beggar: A filthy beggar plies his craft in the marketplace. One day, the party receives a note with a royal seal - it is from the beggar and he wants to meet! The mystery deepens when the beggar relates that he is the bastard son of the royal heir, putting him in line for the crown. All he has to prove his claim is a royal signet ring. Will the adventurers help this man claim his birthright?
4.) Gentle Giant: A massive stone giant is held in captivity, forced to perform heavy labor. One day the giant reaches out to the party, telling them his sad tale. According to the giant, he is forced to toil so that his wife may live. The poor giantess is held in the dungeons of the Duke’s keep. The giant seeks assistance to free his wife, and he offers a map to a potent lost treasure.
5.) Free Labor: Someone or something is stealing corpses from the city’s churchyard. The investigation points out of town, and they need someone to investigate. Following the trail, the party reaches a distant logging camp - manned by lumberjack zombies! The desperate camp-boss needs the free labor to keep costs down, and he won’t let his secret get out.
6.) Bandit Bride: The church is in an uproar! Bandits have ransacked an important caravan, and the Prophetess is kidnapped and held for ransom. Though the authorities are on the case, the church has offered a substantial reward for anyone that bring the girl home safe. Unfortunately, the Prophetess has fallen in love with the dashing bandit chief and has no plans to come home...
7.) Precious Cargo: A desperate merchant needs his precious cargo returned at any cost. His wagon was attacked by ogres in the nearby hills, and he barely escaped alive. What seems an easy task gets complicated when the party learns that the cargo is a live nymph, bound for the slave dens.
8.) Dark Army: A drunken magician’s apprentice tells a strange tale: until recently, he assisted his evil master to find a legendary army of poly-morphed warriors. In the legend, the army slumbers in the form of trees, awaiting their master’s signal. Only the sound of a certain magic whistle can wake them. The apprentice believes his master a fool, and in spite he has stolen the whistle! Perhaps he’ll part with it for the right price...
9.) Rage: Something terrible has happened in one of the town’s parks. A tree suddenly awoke, revealing itself as a treant, and then attacked! No one knows what caused this calamity, but the treant must be reasoned with or put down. In order to save the noble creature, the party must act quickly for the watch is already massing.
10.) Guild War: Someone is knocking off local guild thieves, and the bodies are piling up down at the docks. The remaining thieves each suspect the others, and are holed up in their hideouts preparing for war. There is one witness - a young thief was there when his master died, and he claims a shadowy creature did the deed. He offers his master’s stash if someone can stop the assassinations before the guild tears itself apart.
11.) Worm Food: One night in the bazaar, the party is approached by a strange old man. He has only one item for sale: a jar of faintly glowing worms. The old man claims the worms come from deep underground and that they have unique magical properties. If a worm is placed in the ear of a sleeping man, when that person awakes, they will follow any command given by the last person who touched the worm. All he wants in return is a ticket out of town...
12.) Women Spurned: A tearful young women has a big problem; her betrothed broke off the engagement. She claims that he has been acting strangely ever since he returned from his latest exhibition, and she is worried for him. What she does not know is that the young man was slain and replaced with a changeling, and that a nest of the vile beasts now infests his family’s barn.
13.) Bugged Out: The great stone mill has a terrible bug infestation. The miller was working to exterminate them himself until he spied giant centipedes coming up through holes in the cellar. The miller needs a sharp sword to clear out the old stone foundations, foundations with strange carvings and irregular angles...
14.) The Mirror: An old landlady keeps hearing strange noises in the attic of her tenement. She went to look and spied blood - blood and the corpses of hundreds of pigeons! Afraid to return, the old lady wants a strong warrior to root out what ever pest resides there. There is no monster in the attic, however. Just a strange old mirror with a trail of blood and feathers leading to it...
15.) Watery Grave: Young, healthy men are being found dead - drowned in the river. The town cannot account for this tragedy, but a little boy has an interesting story. He said that while fishing, he saw a women arise from the water and lure a man into the water. The women then drowned the poor man. No one believes the boy’s story, but the deaths continue.
16.) The Witches: A terrified baker has an outlandish tale. He awoke one night and his wife was gone. Following her outside, he trailed her to the old stones on the hill outside of town. There with other masked women, she summoned a hideous demon from a bubbling cauldron! The baker fled for his life, and is afraid to return home. He desperately wants someone to confront his lady wife.
17.) The Gardener: A humble gardener is making a splash at court. It is said that the beauty of his flowers is unsurpassed, and his bouquets are the envy of every noble lady. Other, stranger rumors, talk of fevered dreams and hallucinations after touching the mysterious plants. A local thief is assembling operatives to enter the gardener’s grounds and steal his secrets.
18.) River Pirates: A merchant (or thief) has knowledge of an immanent river raid. The merchant wants the river pirates crushed to protect his own ships, but he also wants the cargo of his rival. He will pay handsomely if the party will run off the bandits, and bring him the cargo secretly. Oddly, the only cargo aboard the ship, is a stallion with mysterious markings...
19.) Desperate Father: A father grieves for the death of his beloved daughter. He tells any that will listen, that while he was a priest he handled a sacred relic - a relic with the power to restore the dead to life. The man begged the church to use its magic, but in spite they refused, as his punishment for his leaving their order. The man is mad with grief, and will share knowledge of the church’s defenses to any who will assist him.
20.) Young Fool: A foppish young noble is looking for “experienced beast-tamers.” If the party passes his tests of loyalty, he explains his quandary. Whilst hunting in the woods, he came upon a strange cave. Inside was the carcass of a long dead dragon. Among the considerable treasure, he discovered a single dragon egg! Unfortunately the egg has hatched, and the youth needs help to transport the rambunctious dragon to his family’s country estate. If the party helps him, he will lead them to the dragon’s cave.
1.) Bloodmoon: Local cattle are found dead, slain by some terrible beast. The townsfolk relate that the killings only occur under the light of the full-moon, and they suspect that one of their own is a were-creature. A women and her daughter are accused, and the mob calls for their deaths. The town guard currently protects the women, but with the mob growing bolder by the day, they will soon be overrun. A local priest approaches the adventurers - can they resolve the situation without bloodshed?
2.) The Heretic: A fat, successful merchant is quite popular in town. He throws lavish parties, makes loans, and gives free food to the poor. All he asks for in return, is homage to his strange god. The church is concerned that this man is leading folk away from the church - and they also desire the merchant’s wealth and holdings. This man must have his reputation is ruined, and more importantly, his property seized...
3.) The Beggar: A filthy beggar plies his craft in the marketplace. One day, the party receives a note with a royal seal - it is from the beggar and he wants to meet! The mystery deepens when the beggar relates that he is the bastard son of the royal heir, putting him in line for the crown. All he has to prove his claim is a royal signet ring. Will the adventurers help this man claim his birthright?
4.) Gentle Giant: A massive stone giant is held in captivity, forced to perform heavy labor. One day the giant reaches out to the party, telling them his sad tale. According to the giant, he is forced to toil so that his wife may live. The poor giantess is held in the dungeons of the Duke’s keep. The giant seeks assistance to free his wife, and he offers a map to a potent lost treasure.
5.) Free Labor: Someone or something is stealing corpses from the city’s churchyard. The investigation points out of town, and they need someone to investigate. Following the trail, the party reaches a distant logging camp - manned by lumberjack zombies! The desperate camp-boss needs the free labor to keep costs down, and he won’t let his secret get out.
6.) Bandit Bride: The church is in an uproar! Bandits have ransacked an important caravan, and the Prophetess is kidnapped and held for ransom. Though the authorities are on the case, the church has offered a substantial reward for anyone that bring the girl home safe. Unfortunately, the Prophetess has fallen in love with the dashing bandit chief and has no plans to come home...
7.) Precious Cargo: A desperate merchant needs his precious cargo returned at any cost. His wagon was attacked by ogres in the nearby hills, and he barely escaped alive. What seems an easy task gets complicated when the party learns that the cargo is a live nymph, bound for the slave dens.
8.) Dark Army: A drunken magician’s apprentice tells a strange tale: until recently, he assisted his evil master to find a legendary army of poly-morphed warriors. In the legend, the army slumbers in the form of trees, awaiting their master’s signal. Only the sound of a certain magic whistle can wake them. The apprentice believes his master a fool, and in spite he has stolen the whistle! Perhaps he’ll part with it for the right price...
9.) Rage: Something terrible has happened in one of the town’s parks. A tree suddenly awoke, revealing itself as a treant, and then attacked! No one knows what caused this calamity, but the treant must be reasoned with or put down. In order to save the noble creature, the party must act quickly for the watch is already massing.
10.) Guild War: Someone is knocking off local guild thieves, and the bodies are piling up down at the docks. The remaining thieves each suspect the others, and are holed up in their hideouts preparing for war. There is one witness - a young thief was there when his master died, and he claims a shadowy creature did the deed. He offers his master’s stash if someone can stop the assassinations before the guild tears itself apart.
11.) Worm Food: One night in the bazaar, the party is approached by a strange old man. He has only one item for sale: a jar of faintly glowing worms. The old man claims the worms come from deep underground and that they have unique magical properties. If a worm is placed in the ear of a sleeping man, when that person awakes, they will follow any command given by the last person who touched the worm. All he wants in return is a ticket out of town...
12.) Women Spurned: A tearful young women has a big problem; her betrothed broke off the engagement. She claims that he has been acting strangely ever since he returned from his latest exhibition, and she is worried for him. What she does not know is that the young man was slain and replaced with a changeling, and that a nest of the vile beasts now infests his family’s barn.
13.) Bugged Out: The great stone mill has a terrible bug infestation. The miller was working to exterminate them himself until he spied giant centipedes coming up through holes in the cellar. The miller needs a sharp sword to clear out the old stone foundations, foundations with strange carvings and irregular angles...
14.) The Mirror: An old landlady keeps hearing strange noises in the attic of her tenement. She went to look and spied blood - blood and the corpses of hundreds of pigeons! Afraid to return, the old lady wants a strong warrior to root out what ever pest resides there. There is no monster in the attic, however. Just a strange old mirror with a trail of blood and feathers leading to it...
15.) Watery Grave: Young, healthy men are being found dead - drowned in the river. The town cannot account for this tragedy, but a little boy has an interesting story. He said that while fishing, he saw a women arise from the water and lure a man into the water. The women then drowned the poor man. No one believes the boy’s story, but the deaths continue.
16.) The Witches: A terrified baker has an outlandish tale. He awoke one night and his wife was gone. Following her outside, he trailed her to the old stones on the hill outside of town. There with other masked women, she summoned a hideous demon from a bubbling cauldron! The baker fled for his life, and is afraid to return home. He desperately wants someone to confront his lady wife.
17.) The Gardener: A humble gardener is making a splash at court. It is said that the beauty of his flowers is unsurpassed, and his bouquets are the envy of every noble lady. Other, stranger rumors, talk of fevered dreams and hallucinations after touching the mysterious plants. A local thief is assembling operatives to enter the gardener’s grounds and steal his secrets.
18.) River Pirates: A merchant (or thief) has knowledge of an immanent river raid. The merchant wants the river pirates crushed to protect his own ships, but he also wants the cargo of his rival. He will pay handsomely if the party will run off the bandits, and bring him the cargo secretly. Oddly, the only cargo aboard the ship, is a stallion with mysterious markings...
19.) Desperate Father: A father grieves for the death of his beloved daughter. He tells any that will listen, that while he was a priest he handled a sacred relic - a relic with the power to restore the dead to life. The man begged the church to use its magic, but in spite they refused, as his punishment for his leaving their order. The man is mad with grief, and will share knowledge of the church’s defenses to any who will assist him.
20.) Young Fool: A foppish young noble is looking for “experienced beast-tamers.” If the party passes his tests of loyalty, he explains his quandary. Whilst hunting in the woods, he came upon a strange cave. Inside was the carcass of a long dead dragon. Among the considerable treasure, he discovered a single dragon egg! Unfortunately the egg has hatched, and the youth needs help to transport the rambunctious dragon to his family’s country estate. If the party helps him, he will lead them to the dragon’s cave.
The Orcs of Terra Nova
The Orcs! Orcs are savage and verminous humanoids, commonly found in cold or mountainous regions. Aggressive and territorial, Orcs possess amazing fecundity and are able to quickly overrun large areas. The only check on their numbers is their natural aversion for warmth and sunlight, and their culture of violence.
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| Felldrax the Half Orc |
Appearance: Orcs resemble primitive, porcine humanoids, with thick rubbery skin and bristle-like hair. Orcs are slope-headed and snouted, with underdeveloped eyes and boar’s tusks. They are stooped and bow legged, with long muscular arms.
Society: Orcs form small tribes, lead by a single dominant Orc and his lieutenants - often assisted by a handful of mystics or shamans. Tribal groups are chaotic and unstable, and few persist for any significant length of time. Orcs consider all other life forms to be inferior, and especially despise Elves and Dwarves. Though they speak the tongue of Goblins, they are not friendly with goblinoids, and frequently war with them. Orcs do accept the company of Ogres and evil humans.
Religion: Orcs are superstitious and cowardly, and they rely on shamans or witch doctors to guide them in spiritual matters. Many Orc mythologies claim that their race is descended from Pa Kur, the human deity of war. Even more popular than the Blood God, is Gor Gromar, a unique Orcish deity of gluttony, wrath, and cannibalism.
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| Gor Gromar |
Breeds: Orc breeds or sub-species include human/orc hybrids (Half Orcs), orc/ogre hybrids (Ogrillons), and Deep Orcs (Orogs). Breeds are generally looked on with derision by pure Orcs, even though they are often hardier and more intelligent.
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| Orge Fist Tribe |
An Invocation
DM: “I am the Dungeon Master; the final authority of this universe I have created. Only I know the perilous course which you are about to take. Danger lies behind every corner, and death can come at any time. But great treasures await those who are cunning, powerful, or lucky enough to reach it. Do you accept these risks and take up the quest?”
PLAYER: “I am Character Name, Class level or title, and/of Deed Name/Patronym etc. I will take up the quest.”
DM: “Then close your eyes, open your mind, and I’ll transport you to another realm.”
Possible Adventure Paths
I've been thinking about the Basic Game a lot lately, and I've decided to offer my players a chance to vote on the next episode. Normally, these things should be much more fluid, developing naturally in-game. However, when you have a game that meets only four times each year, its nice to be able to cut straight to the parts we all enjoy. It also helps to have ample time to design scenarios that can be completed in just a single session. So with that in mind, I've developed the following three hooks, which will be voted on next session. Each is inspired by a particular module or set of modules.
The Castle - Darius Magnus of Magnus & Sons is organizing an exhibition to Old Castle Crymere, seven miles east of Parousia. The Dwarves recently acquired the deed, but found the castle infested with monsters. The word in local taverns is that they are paying large sums for “Qualified Eviction Personnel.” Other, darker, rumors suggest that the castle is haunted by the ghost of Garcon “the Lion” Crymere. (Castle Caldwell / Ghost of Lion Castle Mashup)
The Wedding - Iwai the Elf needs someone to transport an expensive gift to the wedding of the Elf-King’s daughter. According to Iwai, the maiden is preparing to marry “the Spirit of the Mountain,” an event of supreme importance to the elves. For his gift to reach the celebration in time, someone must travel up the Chlorothon River, then travel overland through the dangerous Neverwood forest.
(Rahasia with a touch of No Dignity in Death: the Three Brides)
The Investigation - Late one night you are approached by a hooded figure. He identifies himself as Sir Glenbarren, royal spy-master and advisor to the Queen! Glenbarren needs capable and tight-lipped agents to investigate rumors that the Sanctum of Sorcery (the kingdom’s highest magical academy) has fallen to unknown forces. The mission requires the upmost discretion, but the potential reward is a favor from the Queen herself. The Sanctum of Sorcery lies many days travel to the west, in the Steppes of Nyros. (This one is using Elwyn's Sanctuary as a base, but will be quite different.)
I've talked to just one player who seemed to lean strongly toward the first option. If they go that route, I may follow that up with a Night's Dark Terror adaptation for the campaign's finale!!!
Chaz
Cinematic Duels
Dueling
A cinematic clash between two master swordsmen deserves... well more than standard D&D combat can provide. In literature and the movies, victory depends on guts, tactics, and luck - not aggregate character level. The following “dueling rules” are designed to make single combats more interactive, balanced, and satisfyingly dramatic. They be reserved for moments of appropriate dramatic tension, and then only for Fighters who are within four levels of each other. This work was largely informed by the Iajutsu rules from Oriental Adventures and is predictably deadly. Alternatively, these rules could be used for non-lethal contests, like boxing.
Cinematic Duels
Phase 1: Size em Up
Phase 2: Spar
Phase 3: Strike
Phase 1: Size em Up
A.) Each character may make an Intelligence or Wisdom Check to reveal a single fact about their opponent (Hit Die, Hit Points, Class, Strength, etc.)
B.) If the duel continues, each character chooses an Ability score against which to make their checks, and then rolls initiative.
Phase 2: Spar
A.) The character with initiative must choose one of three actions - Spar, Pass, or Strike.
B.) Sparing characters roll 1d6 each round and total the result. A cumulative d6 is added for every round after the first (2d6, 3d6, 4d6, 5d6 etc.) When a character’s total score exceeds their chosen ability, they are “bust” and the duel proceeds to Phase 3.
C.) Characters may choose to “pass” giving the active turn to the other character. When both characters “pass,” proceed to Phase 3.
D.) Characters who call for a Strike immediately suffer their opponent’s “blow.” If they survive, they may deal their opponent a “blow.”
Phase 3: Strike!
A.) When a duel enters phase 3, each character delivers a “blow” to the other for 1 damage die per total score accumulated during the Spar phase. Bust players must suffer their opponent’s blow before they deal their damage. Players who call for a strike, suffer their opponent’s blow first as well. If both players chose to pass, the blows are simultaneous. If both characters survive, they may continue the duel, resolve combat as normal, or yield.
A cinematic clash between two master swordsmen deserves... well more than standard D&D combat can provide. In literature and the movies, victory depends on guts, tactics, and luck - not aggregate character level. The following “dueling rules” are designed to make single combats more interactive, balanced, and satisfyingly dramatic. They be reserved for moments of appropriate dramatic tension, and then only for Fighters who are within four levels of each other. This work was largely informed by the Iajutsu rules from Oriental Adventures and is predictably deadly. Alternatively, these rules could be used for non-lethal contests, like boxing.
Cinematic Duels
Phase 1: Size em Up
Phase 2: Spar
Phase 3: Strike
Phase 1: Size em Up
A.) Each character may make an Intelligence or Wisdom Check to reveal a single fact about their opponent (Hit Die, Hit Points, Class, Strength, etc.)
B.) If the duel continues, each character chooses an Ability score against which to make their checks, and then rolls initiative.
Phase 2: Spar
A.) The character with initiative must choose one of three actions - Spar, Pass, or Strike.
B.) Sparing characters roll 1d6 each round and total the result. A cumulative d6 is added for every round after the first (2d6, 3d6, 4d6, 5d6 etc.) When a character’s total score exceeds their chosen ability, they are “bust” and the duel proceeds to Phase 3.
C.) Characters may choose to “pass” giving the active turn to the other character. When both characters “pass,” proceed to Phase 3.
D.) Characters who call for a Strike immediately suffer their opponent’s “blow.” If they survive, they may deal their opponent a “blow.”
Phase 3: Strike!
A.) When a duel enters phase 3, each character delivers a “blow” to the other for 1 damage die per total score accumulated during the Spar phase. Bust players must suffer their opponent’s blow before they deal their damage. Players who call for a strike, suffer their opponent’s blow first as well. If both players chose to pass, the blows are simultaneous. If both characters survive, they may continue the duel, resolve combat as normal, or yield.
Setting Spotlight: Neverwood Forest
Neverwood Forest (Naneth’tur)
Forming Corvinium's eastern border is the vast and primordial Neverwood. Stretching for hundreds of unmapped miles, the great forest is home to all manner of rare flora and fauna - especially demihumans and monsters. Due to the great danger, humans prefer the outskirts but when necessary to traverse the wood itself, they take the "River Road;" the winding Chlorothon River.
The river naturally divides the woods into three domains - west, south, and east. The western wood is thick with Goblins warrens, Bugbears dens, and Monstrous Spiders. The south is home to perpetually feuding Centaurs and Satyrs, and the far eastern mountains are home to tribes of fierce Elves and their allies. The trading camp of Forks lies in the middle of all three, and is frequented by all manner of strange creatures.
Places of Interest:
The Enclave (Hidden City)
When their empire collapsed in the north, scattered bands of elves came to dwell in the forest. Chief among these were the followers of Imblin, a mystic and prophet. Under Imblin, three tribes traveled to the mountains of the eastern wood and made their home in a deep secluded valley. The city in that valley is known simply as the Enclave, and it is ruled by Imblin's son, Feadral Elf-King. Feadral may well be the oldest living elf in the forest, and to the tribes, his hall Moonglow is sacred ground. Enclave elves spend time honing thier skills, especially warfare and survival skills. Every adult belongs to one of three competing sects - the magically minded Bone Dancers, the stealthy Ghost Faces, and the martial Glade Wardens.
Eadropol (Temple Complex)
After the Enclave was founded, Imblin and his fellow priests went into the mountains. In an alpine boulder field, they built a temple to the forgotten gods of the elves. Though it is removed from the Enclave, the priests here are highly regarded and their counsel sought on important or spiritual matters. The high priest, called the Oracle, is said to possess the power to summon the spirit of Imblin himself. Rumors persist that great treasures from the lost elven empire lie within Eadropol's secret vaults.
Forks
A creaking river town, Forks is the center of trade within the Neverwood. It is maintained by the bandit lord, Prince Skreed.
Sancre-Tor
Sacred mountain of the elves, and tallest peak of the Three Sisters. The temple Eadropol lies high on its western face.
The Three Sisters
A trio of jagged peaks in the far eastern expanse of the forest. They can be used for navigation if one can get above the trees.
Forming Corvinium's eastern border is the vast and primordial Neverwood. Stretching for hundreds of unmapped miles, the great forest is home to all manner of rare flora and fauna - especially demihumans and monsters. Due to the great danger, humans prefer the outskirts but when necessary to traverse the wood itself, they take the "River Road;" the winding Chlorothon River.
The river naturally divides the woods into three domains - west, south, and east. The western wood is thick with Goblins warrens, Bugbears dens, and Monstrous Spiders. The south is home to perpetually feuding Centaurs and Satyrs, and the far eastern mountains are home to tribes of fierce Elves and their allies. The trading camp of Forks lies in the middle of all three, and is frequented by all manner of strange creatures.
Places of Interest:
The Enclave (Hidden City)
When their empire collapsed in the north, scattered bands of elves came to dwell in the forest. Chief among these were the followers of Imblin, a mystic and prophet. Under Imblin, three tribes traveled to the mountains of the eastern wood and made their home in a deep secluded valley. The city in that valley is known simply as the Enclave, and it is ruled by Imblin's son, Feadral Elf-King. Feadral may well be the oldest living elf in the forest, and to the tribes, his hall Moonglow is sacred ground. Enclave elves spend time honing thier skills, especially warfare and survival skills. Every adult belongs to one of three competing sects - the magically minded Bone Dancers, the stealthy Ghost Faces, and the martial Glade Wardens.
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| Feadral Elf-King's Coat of Arms |
After the Enclave was founded, Imblin and his fellow priests went into the mountains. In an alpine boulder field, they built a temple to the forgotten gods of the elves. Though it is removed from the Enclave, the priests here are highly regarded and their counsel sought on important or spiritual matters. The high priest, called the Oracle, is said to possess the power to summon the spirit of Imblin himself. Rumors persist that great treasures from the lost elven empire lie within Eadropol's secret vaults.
Forks
A creaking river town, Forks is the center of trade within the Neverwood. It is maintained by the bandit lord, Prince Skreed.
Sancre-Tor
Sacred mountain of the elves, and tallest peak of the Three Sisters. The temple Eadropol lies high on its western face.
The Three Sisters
A trio of jagged peaks in the far eastern expanse of the forest. They can be used for navigation if one can get above the trees.
Setting Spotlight: Parousia
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| Parousia and the Rivenmark |
Second greatest city in the Kingdom of Corvinium, Parousia is a large, walled city perched atop a hill overlooking the Rïme River. The city houses some 8,000 year round residents, and swells to nearly 12,000 at the height of the summer market season. The city is ruled by Duke Gaspar Cavinato, a skillful politician and favored cousin of Queen Matilda. The Duke’s court is home to many figures of note, including the wealthy Baron Bernard Laklundy, Matron Mother Lucinda de’Martelli, merchant prince Albrecht Magnus, and the dragon-slayer Sir Vincent Argo. Life at court is complicated and treacherous, and the great families of Parousia are constantly falling in and out of favor.
Most of Parousia’s population is employed in the lumber or textile industry, with a smaller but significant number involved in mercantile and trade. This combination of manufacturing and industry creates a large, well educated middle class not seen anywhere else in the kingdom. The city is of great strategic importance, guarding the eastern border and bolstering both the northern and southern fronts. With a fortnight’s notice, the Lords of Parousia can muster 1,500 Knights and three times as many conscripts.
Law and order is maintained by three hundred professional watchmen, a contingent of Immaculates, and the duke’s own retainers and household. The King’s Law is the standard, though special attention is paid to crossbows and magic-use, both of which are patently illegal. Notable landmarks include Pavillon’s Theater, the Legendarium, the War College, the Dragon’s Eye Tavern, and the Supremus Solium. Lesser known but quite popular locally, are the Lusty Wench Tavern, the Whisper Room, and the Calvert Club. It is a widely known “secret” that a black market and smuggling ring operates from within the city’s river front.
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| Parousia and Environs |
Places of Interest:
The Ducal Palace (Cavinato Keep)
Duke Cavinato’s personal castle is a sprawling, baroque affair, containing an armory, dungeon, and a mint. The keep is not open to the public, though the Duke holds frequent parties and soirees. It is rumored that the keep’s dungeons hold important political prisoners.
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| Cavinato Coat of Arms |
Timber
About seven miles east of the city, Timber is a semi-permanent settlement on the outskirts of the Elfheart Forest. Timber houses nearly 1,000 people, most of whom are loggers. The camp has a rough and tumble reputation.
The River Front (Dirt Town)
About 250 people live amongst the shipyards and warehouses on the river front. Called Dirt Town by the locals, it is known for criminal activity and squalor. The stinking pub Fish Belly seems to be the center of the community.
The Rookery
A older and undesirable slum on the cities north side, the Rookery houses poorer travelers, foreigners, and demihumans. The Rookery is infamous for its itinerant population of Elves, called Ragmen. The Ragmen adopt a childlike demeanor and attitude, and live largely at state expense. They are frequently the target of racism and persecution.
Pavillon’s Theater (the Pavillon)
A point of pride for the city’s residents, the Pavillon hosts a variety of entertaining spectacles, including operas, comedies, and circuses. The theater-master is Raphael Scuvasso, a flamboyant man and favorite of the Duchess.
Office of the Marshal (Lion’s Head)
The office of the Marshal houses the city watch, as well as confiscated weapons and dangerous prisoners. Don Pascal, the Lord Marshal, is a grizzled veteran of the Troll Wars, and trusted agent of the Duke.
Legendarium
The Legendarium is a true marvel of technology. Here lies the kingdom’s only printing press and book bindery. It is owned and operated by the secretive Falco family.
War Collage
The War College of Parousia is the kingdom’s primary university. Young nobility typically spend a year or more here, studying with the college’s Maesters - all of whom are Sajustine Monks. The students here can be quite mischievous, and pranks and petty crime are common.
Dragon’s Eye Tavern
One of the oldest and most storied businesses in the city, the Dragon Eye is popular with tourists and pilgrims. The proprietors claim a variety of famous clients, and historical significance. The hero Sir Vincent Argo makes frequent appearances (for a price.) It is rumored that Argo is in financial ruin.
Supremus Solium
A great cathedral and center for the worship of Melodia. The Supremus Solium is the most sacred temple in all of Corvinium and the site of royal weddings and coronations. The Matron Mother is a powerful figure at court, and a frequent critic of the Queen.
The Lusty Wench Tavern
Located in the Rookery, the Lusty Wench Tavern is a melting pot for the city’s stratified society. Here adventurous nobles rub elbows with fishermen, farmers, and foreigners. Almost everyone has a story or two about the Lusty Wench.
The Whisper Room
Operated by the Verite Society, the Whisper Room is one part shrine and two parts brothel. The Mistress is One Eyed Belle, rumored mistress of the Duke himself. Access to the Whisper Room requires the nomination of a current patron and a substantial donation to the society.
The Calvert Club
The Calvert Club is a prestigious and staid gentlemen’s club, where the wealthy and highborn congregate. It is frequented by some of the most powerful men in the city, and much business is conducted in its private salons. In some circles, it is rumored that the Club houses a Black Lodge of the Brotherhood.
The Hall of the Immaculates
This monastery is the home to the local order of Immaculates. The Immaculates here support the town watch as special investigators into matters spiritual and supernatural. The Archon of the order is Mathias Russ, or Mathias the Red. Though integrated into the justiciary, the order is currently out of favor with the Duke.
Magnus and Sons
A large and immensely profitable merchant company, Magnus and Sons’ headquarters is in the merchant quarter of Parousia. The company is noteworthy as one of the few successful demihuman enterprises. The elderly dwarf Albrecht Magnus is an indispensable ally of Corvinium, and regularly loans money to the royal treasury. There is some backlash directed at the successful dwarf, but Magnus has been careful to ensure his position.
Setting Spotlight: The Kraag!
The Shield-Break & the Kraag
The bleak lands of the north have harbored outcastes and monsters since the time of the elves. Little will grow in the sulphurous soil, save twisted trees and poison brambles. Only the hardiest of creatures can survive here, and most of those lair underground. Scattered clans of humanoid monsters and evil humans form a loose khanate, ruled over by six powerful warlords. The Dark Six or Nadnarga, each claim their own domain or Helotry, with the region’s only true city considered neutral ground. Helgazad is a massive iron and stone citadel, rising ominously over the Orcgate pass. It is a natural staging point for southern raids, and is notorious for its gladiatorial arenas and slave markets. Though it has been many years since a true invasion, the shadow of the Kraag looms large over Corvinium.
Capital: Helgazad
Climate: Cold, dry, and windy - highly unsuited to growing crops
Inhabitants: Evil Humanoids, Dwarves, Humans, and Orcs,
Resources: Iron Ore, Rare Minerals, Slave Labor, and Stone
Ruler(s): The Dark Six
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| Nazzarin of the Dark Six |
Places of Interest:
Fire Mountain (Kaz’Ritzag)
A great peak and dormant volcano, Kaz’Ritzag was once sacred to dwarves and giants. It is rumored that the fire drake Shog’gaash dwells in or around the mountain.
Helgazad (Fort Doom)
Built high on the slopes of Fire Mountain, the ascent to the city is riddled with volcanic chasms and bristling barbicans. It is said that the building of the citadel claimed the lives of a million elf slaves. Beneath the city’s iron streets and towers, are countless dungeons reaching all the way to the mountain’s molten heart. It is here in the pits that Helgazad’s vast army of slaves toils to extract iron and gold from hard granite. The lord of the city is Nazzarin one of the Nadnarga and an undead sorcerer of great power. It is Nazzarin’s duty to keep Helgazad a neutral city open to all creatures of the Kraag. Nazzarin’s will is enforced by legions of evil men, orcs, worgs, and demon-blooded Malpheggi.
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| Nazzarin's Coat of Arms |
The Orcgate (Okrog)
The principle pass through the Ramparts of Heaven, the Orcgate is occupied by the forces of Helgazad and is nearly as fortified as the city itself.
The Ramparts of Heaven
A great northern mountain range that separates the Southlands from the Kraag. It is impossible to cross, save for a few passes, and is teeming with giants, ogres, and orcs.
The Shield-break
The Shield-break is an area of rocky badlands and shaley hills. It forms the approach to the Orcgate Pass and is contested by the knights of Margaron and the slavers of Helgazad. The land is wild, lawless, and dangerous.
“Okja nart’Taag” (Obey or Die)
Simple Encumbrance
In my mind, resource management and careful tracking of encumbrance are important features of Oldschool D&D. However, Basic's coin weight system is a poor way to track encumbrance for all but the most mathematical of players. To keep encumbrance in the game, but simplify it enough for people who have been drinking, I adapted (ported almost exactly) James Raggi's LOTFP encumbrance point system. It reminds me of "Diablo" style encumbrance, where inventory is a matter of slots. What I think works the best about this system is that players can simply add found items to their list as you go along, simultaneously tracking encumbrance. Well done, James. I have included the document version I made for players. Enjoy!
The Fall of House Patrof
The Fall of House Patrof: When last we discussed house Patrof, we explored the early promise and later decline of the Patrof heirs. The Dowager Queen was determined that none of her evil offspring succeed her on the throne, though she could not bring herself to arrange their deaths. Instead she turned to the Sanctum of Sorcery, and the great wizard Dædolon the Magnificent. Taking pity on the queen’s predicament, Dædolon crafted a magical prison of outside of space and time.
In this dream-scape, Dædolon and the Queen believed that her children might reflect on their evil, and mend their ways. If just one could be redeemed, then the line of Patrof could continue. With the Queen’s blessing, Dædolon set his plan in motion.
Each of the nine was lured to the family’s ancestral estate, under the pretense that an heir would be named. When all nine had gathered, Dædolon’s spell triggered, and the nine, their retainers, and the estate itself was transported to the hidden dimension.
The Queen assured the court that her children were well - in seclusion at foreign courts or universities. In time they were forgotten. 10 years passed with no word nor sign of the imprisoned princes.
*Spoiler*
The dreamlike solace of Dædolon’s prison has become a twisted nightmare. Rather than reflect on their evil, each of the nine has only become more decadent, insane, and depraved. Some no longer remember the world they left behind, while others chaff at their captivity and long to return to the world to spread misery and terror.
In this dream-scape, Dædolon and the Queen believed that her children might reflect on their evil, and mend their ways. If just one could be redeemed, then the line of Patrof could continue. With the Queen’s blessing, Dædolon set his plan in motion.
Each of the nine was lured to the family’s ancestral estate, under the pretense that an heir would be named. When all nine had gathered, Dædolon’s spell triggered, and the nine, their retainers, and the estate itself was transported to the hidden dimension.
The Queen assured the court that her children were well - in seclusion at foreign courts or universities. In time they were forgotten. 10 years passed with no word nor sign of the imprisoned princes.
*Spoiler*
The dreamlike solace of Dædolon’s prison has become a twisted nightmare. Rather than reflect on their evil, each of the nine has only become more decadent, insane, and depraved. Some no longer remember the world they left behind, while others chaff at their captivity and long to return to the world to spread misery and terror.
Character Portrait #3: Schmidty
Schmidty
Cleric (Level 2)
17 Strength (+2 bonus on Hit rolls, damage rolls, and opening doors)
15 Intelligence
15 Wisdom (Bonus Spell)
15 Dexterity (+ 1 bonus to missile fire Hit rolls, - 1 Armor Class bonus, +1 Initiative)
15 Constitution (+ 1 bonus to hit point rolls)
14 Charisma (+1 Reaction Adjustment)
Armor Class: -1 (includes Dexterity, Greathelm, Plate Mail, and Shield)
Hit Points: 7 (includes Constitution adjustment)
Money: 140 Gold Pieces
XP: 2,704
Equipment:
Backpack
Flail
Holy Symbol (Lightning Bolt)
Iron Rations (2)
Iron Spikes (4)
Lantern
Large Sack
Mirror
Oil Flask
Rope (50')
Sword
Tinder Box
Torch (6)
Wineskin
Background: Due to his experience and charisma, Schmidty is a natural leader. The Elf, Salvine is his old comrade, and Lumberjack is his nephew. No one knows how Schmidty lost his eye, or what other disfigurements his ninja hood conceals.
Cleric (Level 2)
17 Strength (+2 bonus on Hit rolls, damage rolls, and opening doors)
15 Intelligence
15 Wisdom (Bonus Spell)
15 Dexterity (+ 1 bonus to missile fire Hit rolls, - 1 Armor Class bonus, +1 Initiative)
15 Constitution (+ 1 bonus to hit point rolls)
14 Charisma (+1 Reaction Adjustment)
Armor Class: -1 (includes Dexterity, Greathelm, Plate Mail, and Shield)
Hit Points: 7 (includes Constitution adjustment)
Money: 140 Gold Pieces
XP: 2,704
Equipment:
Backpack
Flail
Holy Symbol (Lightning Bolt)
Iron Rations (2)
Iron Spikes (4)
Lantern
Large Sack
Mirror
Oil Flask
Rope (50')
Sword
Tinder Box
Torch (6)
Wineskin
Background: Due to his experience and charisma, Schmidty is a natural leader. The Elf, Salvine is his old comrade, and Lumberjack is his nephew. No one knows how Schmidty lost his eye, or what other disfigurements his ninja hood conceals.
Character Portrait #2: Salvine
Salvine
Elf (Level 1)
16 Strength (+2 bonus on Hit rolls, damage rolls, and opening doors)
15 Intelligence (Bonus Spell)
12 Wisdom
18 Dexterity (+ 3 bonus to missile fire Hit rolls, - 3 Armor Class bonus, +2 Initiative)
16 Constitution (+ 2 bonus to hit point rolls)
11 Charisma
Armor Class: 0 (includes Dexterity, Chain Mail, and Shield)
Hit Points: 8 (includes Constitution adjustment)
Money: 130 Gold Pieces
XP: 2,804
Equipment:
Arrows (14)
Backpack
Crowbar
Grappling Hook
Iron Rations (7)
Iron Spikes (4)
Longbow
Riding Horse
Rope (50')
Spear
Sword
Tinder Box
Torch (4)
Wineskin
Background: The Elf Salvine was worked as a caravan guard with the Cleric, Schmidty. Perhaps that is why he agreed to remove the curse placed upon Schmidty's nephew Lumberjack. Salvine is famous for his golden locks.
Elf (Level 1)
16 Strength (+2 bonus on Hit rolls, damage rolls, and opening doors)
15 Intelligence (Bonus Spell)
12 Wisdom
18 Dexterity (+ 3 bonus to missile fire Hit rolls, - 3 Armor Class bonus, +2 Initiative)
16 Constitution (+ 2 bonus to hit point rolls)
11 Charisma
Armor Class: 0 (includes Dexterity, Chain Mail, and Shield)
Hit Points: 8 (includes Constitution adjustment)
Money: 130 Gold Pieces
XP: 2,804
Equipment:
Arrows (14)
Backpack
Crowbar
Grappling Hook
Iron Rations (7)
Iron Spikes (4)
Longbow
Riding Horse
Rope (50')
Spear
Sword
Tinder Box
Torch (4)
Wineskin
Background: The Elf Salvine was worked as a caravan guard with the Cleric, Schmidty. Perhaps that is why he agreed to remove the curse placed upon Schmidty's nephew Lumberjack. Salvine is famous for his golden locks.
Character Portrait #1: Lumberjack
Lumberjack
Fighter (Level 2)
16 Strength (+2 bonus on Hit rolls, damage rolls, and opening doors)
11 Intelligence
12 Wisdom
16 Dexterity (+ 2 bonus to missile fire Hit rolls, - 2 Armor Class bonus, +1 Initiative)
17 Constitution (+ 1 bonus to hit point rolls)
13 Charisma (+1 Reaction Adjustment)
Armor Class: -2 (includes Dexterity, Greathelm, Plate Mail, and Shield)
Hit Points: 10 (includes Constitution adjustment)
Money: 110 Gold Pieces
XP: 2,833
Equipment:
Arrows (18)
Backpack
Dagger
Iron Rations (4)
Iron Spikes (4)
Lance
Rope (50')
Tinder Box
Torch (4)
Shortbow
Small Sack
Sword
Wineskin
Background: All that is currently known of the warrior called Lumberjack, is that he is the nephew of the Cleric, Schmidty, and that he was once cured of a terrible curse by the Elf, Salvine.
Fighter (Level 2)
16 Strength (+2 bonus on Hit rolls, damage rolls, and opening doors)
11 Intelligence
12 Wisdom
16 Dexterity (+ 2 bonus to missile fire Hit rolls, - 2 Armor Class bonus, +1 Initiative)
17 Constitution (+ 1 bonus to hit point rolls)
13 Charisma (+1 Reaction Adjustment)
Armor Class: -2 (includes Dexterity, Greathelm, Plate Mail, and Shield)
Hit Points: 10 (includes Constitution adjustment)
Money: 110 Gold Pieces
XP: 2,833
Equipment:
Arrows (18)
Backpack
Dagger
Iron Rations (4)
Iron Spikes (4)
Lance
Rope (50')
Tinder Box
Torch (4)
Shortbow
Small Sack
Sword
Wineskin
Background: All that is currently known of the warrior called Lumberjack, is that he is the nephew of the Cleric, Schmidty, and that he was once cured of a terrible curse by the Elf, Salvine.
Basic Game House Rules Revisited
After much thought and a few discussions with players, the following changes will be implemented as permanent House Rule changes (with a 2/3rds majority vote of course!)
Initiative - Will remain 1d10 + Dexterity Modifier + Weapon Speed, with highest going first. (I know, I'm surprised, I thought this was the clunkiest of systems yet the players refused to simplify it.)
Cleave - Will be an exclusive class ability of Fighters.
Detect/Read Magic - This was not made clear in the first draft of the House Rules, but both Detect Magic and Read Magic are class abilities of MU's and Elves, rather than spells. Read Magic functions all the time, and Detect Magic is 10' per CL in a single direction, requiring a turn of concentration. Clerics are still required to cast Detect Magic as a spell.
*Edit* After some more thought and taking the lower than expected armor class values into account, I will be instituting the following additional house rule - Gang Up
Gang Up - Characters targeted by multiple melee attacks in a single round, suffer a cumulitive +1 penalty to AC for each attack beyond the third (4 = +1, 5 = +2, 6 = +3 etc.)
So that's all for now folks. - Chaz
Initiative - Will remain 1d10 + Dexterity Modifier + Weapon Speed, with highest going first. (I know, I'm surprised, I thought this was the clunkiest of systems yet the players refused to simplify it.)
Cleave - Will be an exclusive class ability of Fighters.
Detect/Read Magic - This was not made clear in the first draft of the House Rules, but both Detect Magic and Read Magic are class abilities of MU's and Elves, rather than spells. Read Magic functions all the time, and Detect Magic is 10' per CL in a single direction, requiring a turn of concentration. Clerics are still required to cast Detect Magic as a spell.
*Edit* After some more thought and taking the lower than expected armor class values into account, I will be instituting the following additional house rule - Gang Up
Gang Up - Characters targeted by multiple melee attacks in a single round, suffer a cumulitive +1 penalty to AC for each attack beyond the third (4 = +1, 5 = +2, 6 = +3 etc.)
So that's all for now folks. - Chaz
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