**Spoilers** JG's TBoR: The Holding of Harvest **Spoilers**
The Sunless Citadel
Bring Him Back Alive
Night of the Straw Men
Bring Him Back Alive
Night of the Straw Men
Last Game: Monday, January 19th, 2:30 PM (side treck for Fafnir and Rolf)
Next Game: TBD
Note: This game is closed to new players at this time. Myself and most of the players are long time "Old School" gamers who were late converting to the D&D 3.5 (July, 2003) rules in 2006. As such, our experience is behind the power curve for more regular gamers. However, your interest and comments are welcomed.
I would like to thank the fine Judges that have inspired me and that I have liberally borrowed from - SgtHulka, Ilsasorne & Damien the Bloodfeaster (members of this community).
I would also like to acknowledge the companies and organizations that have contributed to this genre of role playing games - Judges Guild, Necromancer Games, Wizards of the Coast, Invisible Castle, The Hypertext d20 SRD, The Tangled Web - Profiler and especially Orcus for making these boards possible.
This is a D&D 3.5 campaign based in Judges Guild's Wilderlands of High Fantasy (as updated to D20 by Necromancer Games) with a heavy dose of my own home brew ideas. The campaign will initially start on Campaign Map Five: City State of the Invincible Overlord and the Roglaroon. The party theme is based on the Skandik peoples, whose kingdom is clustered around their capitol at Ossary on the Pagan Coast (East coast of the upper Padizan Peninsula). The Skandiks are loosely based on early Dark Age Vikings, but with a much higher degree of arcane magic and organized religion (Norse mythology of course).
The campaign's time line follows Balozkinar's Corrected Commoners Calendar
This game is site-based; that is monsters, brigands, cultists and slavers are placed in their lairs completely independent of story. As a result, the world will be run in this particular game as a character-driven campaign. The characters decide what they will do, where they will go, and how they will challenge themselves (with subtle nudges and hints from the Judge). If you stumble upon a Hydras lair before you are ready, or if you trip an alarm while robbing a noble, there is no over arching story line to protect you there is no meta-gaming reason that your enemies will not act with the utmost cruelty. Challenge ratings may well be above the characters abilities. He who fights and runs away, lives to fight another day. Major encounters will be provided through modified published adventures. Spoiler warnings for each adventure will be posted at the top of this thread.
Approved Sources (subject to update as new material becomes available):
WotC's Player's Handbook I & II, Spell Compendium, Dungeon Master's Guide I & II, Rules Compendium, Heroes of Battle, Deities & Demigods (sans the D&D standard pantheon), Stormwrack, Frostburn, Sandstorm, Arms & Equipment Guide (3.0), Stonghold Builders Guidebook (3.0); Avalanch Press' Viking Age, Noble Steeds (3.0); Bastion Press' Arms & Armor (3.0); Judges Guilds' Unknown Gods (OD&D); Kenzer's Goods and Gear; Monkey God's Forst & Fur; and Necromancer's Player's Guide to the Wilderlands.
The following may be allowable subject to discussion and approval - WotC's Races of Stone, Unearthed Arcana, Cityscape, Dungeonscape, Complete Adventurer, Complete Arcane, Complete Champion, Complete Divine, Complete Mage, Complete Scoundrel, Complete Warrior, Miniatures Handbook; Bastion Press' Alchemy & Herbalists, Pale Designs - A Poisoner's Handbook; Green Ronin's Advanced Player's Manual, Advanced Gamemaster's Guide, Handbooks for The Unholy Warrior, The Noble, The Cavalier, The Avatar; S&S' Advanced Player's Guide, Relics & Rituals; Tricky Owlbear's Behind the Spells Compendium; Troll Lord Games' Winter Runes, and Necromancer's Eldritch Sorcery.
Sorry - no psionics. It does not interest me (and Fortinbras said so ). Also, no oriental classes, PRCs or equipment, as it does not fit with the flavor of this campaign.
Monster/Trap Resources - WotC's Monster Manual I - V, Fiend Folio, Fiendish Codex I Hordes of the Abyss, Fiendish Codex II Tyrants of the Nine Hells, Drow of the Underdark, Book of Challenges (3.0); Bastion Press' Fairies; Necromancer's Tome of Horrors I (rev. 3.5), II & III, The Wurst of Grimtooths Traps; Legends & Lairs' Traps & Treachery I & II; and S&S' Creature Collection I (rev. 3.5), II & III. Monsters may be augmented from ideas taken from Goodman's Complete series, Green Ronin's Races of Renown series, and Mongoose's Slayer series. Random encounters may be generated from Necromancer's Mother of all Encounter Tables and Expeditious Retreat Press' Monster Geographica series.
Source Books - A variety of publishers books for environments and especialy sea based adventures will be used. Content will be available to players as necessary.
Treasure Resources - may be generated from WotC's Magic Item Compendium; Necromancer's Mother of all Treasure Tables and Tome of Artifacts; and Tabletop Adventures' Mystic Writings.
Ability Scores: You may initially roll your Stats on Invisible Castle so that I can verify the rolls. In order to roll your stats, hit "Roll Stats" on the menu, and then "Roll the dice and assign to Stats". Use your "Character Name" to make it simple for me to verify your roll. Under "Note" write "Pagan Coast Ability Scores". You may roll again if your scores are low enough to qualify for rerolling (PHB page 8 ) . Alternatively, you may use the 32 Point Buy method.
Hit Points: Characters start with maximum hit points at first level. Upon reaching 2nd level characters must decide if they want to roll for hit points or use the "fixed hit points" system (DMG p.198 ). The selected method must be used for the duration of the game. Rolls for hit points must be linked through Invisible Castle. A Hero Point may be spent to re-roll hit points.
Experience Points: I will not be using the slower experience table from The Player's Guide to the Wilderlands.
Character Class: You may choose any class from the approved sources (except oriental classes) and the Player's Guide to the Wilderlands classes are being reserved for NPCs. Prestige classes must be discussed and approved in advance. I am open to suggestions, but reserve the right to determine how any particular prestige class would be relevant to this campaign.
Character Race: In addition to the core rules, you may choose any Race from pages 16-26 of the Player's Guide to the Wilderlands. Note that Altanians must take "Track" as their human bonus feat, Amazons must take "Amazon Blood" as their human bonus feat, and Avalonians must take "Cantrips" as their human bonus feat. None of those three races gain the human advantage of extra skill points. Furthermore, Altanians, Amazons and Avalonians will all count as "human" for the purpose of Bane weapons, Foe Hatred, and Favored Enemies.
Skills: Skandiks automatically gain Swim and Profession: Sailor as class skills regardless of class chosen. Characters must take at least one skill point in Profession: Sailor (in keeping with a Skandik theme). Spell casters are exempt, but may do so if they like. Skandiks receive a +2 racial bonus to swim checks. Languages - Characters (other than Barbarians) are literate (as I consider them to be above average people). It is not necessary to take a literacy skill. However, I am using the other language rules in the Players Guide to the Wilderlands. Common is the Alryan language shared by the city state cultures that trade across the Winedark Sea and Sea of Five Winds.
Link to New Diplomacy Skill House Rule
Link to New Raise Dead House Rule
Gaining Levels: Characters need not spend time and/or money to gain a level in a Class they already possess. However, if they hope to gain a level in a Class they don't yet possess (including a Prestige Class), they must find a mentor/tutor and train. Training requires the Character to spend a number of weeks with the mentor/tutor equal to the experience points required to gain the new level divided by one-thousand.
Example: Rolf Skull-Splitter has accumulated 3,001 experience points and therefore qualifies for third level. His first two levels are in Barbarian, so if he decides to take a third level in Barbarian he may do so immediately. He has noticed that the ladies don't like big, ugly barbarians, however. They are much more impressed by Bards. So in his ongoing quest to find a wife, he decides to take up the lute. In order to gain a level as a Bard, he must spend 3 weeks (3,001 divided by 1,000) training under a Bard's tutelage. He, has, however, been adventuring with the Bard Fafnir Orrsen for two weeks, so he only requires one more week to learn his new Class. During that time, he still receives experience points normally, but he doesn't actually gain a level until he's satisfied the time requirement.
Starting Gold and Equipment: Characters will have maximum starting gold for their Class as if they were a first-level character and may purchase starting equipment from the approved sources.
Hereditary Magic Items: Using Tables 7-1 through 7-18, Tables 7-20 through 7-24, and Tables 7-26 and 7-27 in the Dungeon Master's Guide, roll a single random minor magic item for your character. Use Invisible Castle again, under your character name, so that your rolls can be verified. Note that, if you so desire, you can roll your item first, before rolling your stats and determining your character class. You may NOT sell this item for starting gold.
Deities: Characters may choose a deity from The Player's Guide to the Wilderlands, Unknown Gods or from the Olympian, Pharaonic, or Asgardian pantheons of Deities & Demigods. Other deities are by Judges approval. Clerics may not be dedicated to a cause or source of divine power, as described on pages 30 and 32 of the Player's Handbook. Characters who choose Skandik (Asgardian) deities may opt to take a roll on the Gift table, but must abide by the result.
1 - Bad Luck (-1 on all saving throws)
2 - Blood Feud (you or your family is involved in a feud with an NPC family)
3 - Family Outlawed (Your father and all his kin have been declared outlaws by the king)
4 - Ugly (-2 charisma)
5-12 - No Gift
13 - Courage (+1 save against all fear-based attacks)
14 - Good Luck (+1 on all saving throws)
15 - Handsome (+1 charisma)
16 - Inheritance (a small farm stead (base of operations) or knaar (small merchant ship))
17 - Rune Lore (you will start with knowledge of two magical runes (a special magic known to Skandiks))
18 - Second Sight (an unbidden ability to partially see the future or know things as adjudicated by the Judge and the ability to see the invisible)
19 - Seer (may use a divination spell once per day)
20 - Title (you are the son/daughter of a noble and may get certain favors granted at the Judges discretion)
Hero Points: Rather than giving the characters experience point bonuses for role-playing and achieving personal goals, I will be awarding "Hero Points". Hero points can represent anything from a rogue's nine lives, to a cleric's divine favor, to a mage's magical charm, to a warrior's sixth sense, or anything that the player's can imagine in between. The game effect of a hero point is it can be used to re-roll any one die roll. The outcome of the re-roll stands even if less favorable than the original roll. Each character begins with one hero point. Use it wisely. These points will be infrequently granted.
Random Wilderness Encounters: Random Wilderness Encounters will be generated using custom encounter tables that I am designing for each named area of the campaign map. The maximum EL of an encounter will not exceed by more than two the EL of the terrain currently occupied. Once the players' Average Party Level is 6 or higher, this method of generating encounters will change. In this case, creatures will be added to weak encounters in order to raise the Encounter Level to, at minimum, the terrain's EL minus 2. When using published adventure modules, the methodology for generating random encounters will default to the methodology outlined in the published adventure module.
Encounters Exceptions: Characters are subject to random encounters in City Streets, in the Wilderness, and in a Dungeon (or similar location). They are not subject to random encounters in an inn, tavern, patrons home, or in a building that they managed to purchase or conquer. That being said, not all inns/taverns are safe. Just because there are no random encounters does not mean there are not keyed encounters or trouble to be found. When you find a safe place to stay, have money to pay for it or conquered it, and tell me that you would like a certain amount of "down" time, I will ignore street encounters for as much time as you specify, so long as the character(s) keep a low profile. This may be useful for healing, training, crafting items or other such research. In such instances we can simply fast-forward the game to the pre-determined time, and characters can remove the resources required to pay for such actions.
Selling gems, jewelry, art and magical items:
1) First the buyer and seller make opposed Appraisal checks. Multiply the difference by 10 and this is the percentage, negative or positive, that is the "initial bid" for the item, with a minimum of 10% and a maximum of 100%.
2) Once this bid is made, the seller makes a Bluff check versus the buyer's Sense Motive check. The difference is the base percentage the seller is able to haggle the price up or down from the initial bid.
Example: Fafnir is trying to sell a gem worth 100 gold pieces. He rolls a 15 Appraisal and the buyer rolls a 17. The result is a -2, so buyer makes an initial bid of 80 gold pieces. Fafnir tries to haggle the buyer, claiming that he's selling the item for a poor widow who is destitute and requires at least 110 gold pieces for the item; he begs the buyer to show some charity and compassion. Fafnir rolls a 20 on his bluff check. The buyer rolls a 15 on his sense motive check. However, the buyer is chaotic evil and couldn't care less about a poor widow, so the Judge gives a +2 role-playing circumstance modifier on his sense motive check, for a total of 17. The net result is 3% added to the initial bid of 80 gold pieces. The most Fafnir can sell the gem for is 82 gold pieces and 4 silver pieces.
Mundane items may be sold at 50% of the PHB/AEG value. Trade goods (commodities) may be sold at 100% of the PHB value.
Consolidated Party Treasure List:
Gems, Jewelry & Uncommon Valuables:
Arms & Armor:
Identified Magic Items:
80 gp credit at the Ol'Boar Inn in Fireside
Inn stay (per day): good 2 gp, common 5 sp, poor 2 sp
Meals (per day): good 5 sp, common 3 sp, poor 1 sp
(I have charged 6 characters, 8 days at the good rate - current balance shown above.)
Map to a place called the Abode of Apes
Letter of Credit from the merchant Marcaeus 500 gp (payable to the bearer in any city of the Roglaras or Altania)
Treasure secured in the Sunless Citadel:
2,849 gp, 296 sp, 2 cp
blue sapphire 800 gp
small silver figurine of an eye 3 gp
4 small jade figurines of dragons @ 15 gp
5 tiny sapphires @ 5 gp
6 peridot gems carved in likeness of dragons @ 10 gp
3 gems @ 300 gp
jade dragon figurine 20 gp
2 bracelets (dragon priest - stylized silver dragons) @ 15 gp
silver flask of dwarven make, filled with goblin liqueur 50 gp
crystal goblet 5 gp
24 fine pieces of silverware @ 1 gp
case w/dwarven scroll artifact 100 gp (additional value in knowledge if obtained)
2 onyx gems @ 30 gp
saphire mineral concentration @ 20 gp
2 sapphires @ 50 gp
4 gems @ 20 gp
Azangund (Night Caller) a magic whistle (see post for details).
Sharwyn's spell book: 0 - all; 1 - cause fear, charm person, color spray, magic missile, mirror image, sleep & summon monster I
A mostly unscathed tome of dragon lore written in Draconic (150 gp; a character fluent in Draconic can use it to add a +1 bonus to all Knowledge checks dealing with dragons).
Tome written in Druidic (150 gp; a character fluent in Druidic can add +1 to all Knowledge checks dealing with nature).
Tome titled, in Draconic, Treasures of the Fire Lords