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Alright ya little sh*ts (I mean that in the most affectionate way of course), it's time to begin.

Sit
down, buckle up, and prepare to read.

TL;DR-By reading this you agree to all changes I (the DM) make to the rulebook prior to the
game, and that I reserve the right to change any rules as the game continues, so long as a
discussion is had and I give at least one session as warning. But for real, read this.

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Table of Contents
I. Introduction
II. Rule Changes and Explanation
III. Setting and Exposition
IV. Character Creation-Advice and Restrictions
V. Concluding
VI. Recommended Resources
VII. Addendums
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I. Introduction

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Hello there! I am ridiculously excited to start this Campaign, as it's going to hopefully be one of
the most fun experiences with DnD you've ever had, but before we begin there is just one thing I
need you to understand, and to help you, I am going to tell you a short story. Once upon a time,
when I was in my early DMing days, one of my players came forward to me and showed me a
link discussing the various alignments of DM's, and what that means to the campaign (Link at
the bottom). Shortly after, he chastised me as an "evil" DM for making a quest giver unkillable,
giving little choice during the early sessions for the sake of learning, and expecting them to
exhibit characteristics of their alignment. Suffice to say I was pissed. I did learn something
however. Everyone who is going to play this campaign needs to understand from the outset that
my primary goal is to create a fun and engaging world for everyone to play in that will give them
meaningful choices and exhilarating action. Sometimes, I'm going to have to steer you to get to
some of those choices. Other times, certain quest givers will receive some divine intervention to
prevent you from offing them. Know that this is due to the fact that I am building a Skyrim, or a
Fallout, not a random world to muck around in. Also be aware that, while I am not itching to do
it, I have no qualms with offing a character. The threat in this world is real, and the story will
benefit from acknowledgment of that threat. Don't call me out as a bully for happening to kill
your favorite rouge. It's nothing personal. Help me help you enjoy the story, and I promise we
will all have a blast.
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II. Rule Changes and Explanations


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A preface to this. I LOVE the rulebooks. If a rule isn't mentioned here and your curious about it,
mention it to me, and if I overlooked it, it will be changed. Otherwise, assume that if it isn't
mentioned here we will be following the rulebook. I suggest looking at the posts mentioned in VI
to see some commonly overlooked, but followed, rules.

Out of Game Related-


If you are talking about something out of game, your hand needs to be on your forehead. This is
due to the fact that roleplay will always be happening, exception being the moments your hand
is on your forehead. This reinforces that you should always be in character.

If you have a question or counterargument about a decision I make during the game, please
wait until after the session to discuss with me. I'm happy to talk with you, but want to keep the
flow of the game moving.

Regarding this page-All of our sessions will be scheduled using the events tab (hopefully). As
such, feel free to use this forum page to chat with other members of the group, with one caveat.
Discussion must be related to the game in some aspect. Discussion over numbers and
mechanics or story and roleplay is totally fine, but must be related to the game. I'm super happy
you went to a totally rad concert last night, but I don't want it cluttering up here.

Regarding our schedule-I'm shooting for monthly games. At this point in time, I still need to
explore options for where we can host the game, so if your house is open please let me know
ASAP so we can work something out. If needed, we can rotate from house to house each
month to prevent stress and chaos. Because of my timing and curfew, games are going to odds
are be a little bit earlier than what you may have experienced before (Noon to 2 as opposed to 6
to 8). If this doesn't work for you, TELL ME. If you are going to be absent, I need to know two
weeks in advance, so as to plan around and discuss with you the actions of your character in
the time of your absence. Be aware that if needed, someone will have to cover RPing your
character.

Regarding technology-Keep it from being a distraction unless parents or Emergencies are


involved. We may be trying to use devices as a part of combat, but we will have to see how that
evolves.

Hero Points-You will start with 0 and earn a max of 4 per session. They function identically to
how you're used to , but will be given out during session for good attentiveness, focus, and
overall niceness. Cool moments and RP stuff will give out XP.

Regarding Snacks-Everyone but host should bring something, if they can afford it. Those should
be there at the start of the session. If we break in the mid and want to get more, that's fine as
well.
Regarding Breaks-There will be at least one quick break halfway through the session that will
allow for restocking snacks, quick rest, and some light chatting for non game related. These
should be no longer than 40ish minutes. The goal is to recharge for the next half of the session.

In Game Related-
XP Progression: Slow

Gold Progression: Curving, will get substantially higher as you continue to level up.

Regarding currency-Only gold, silver and copper pieces will be used. However, each silver
piece represents 1/10 of a gold piece, and each copper piece represents 1/100 of a gold piece
so all prices and inventory will be represented in gold pieces as such: XX.xx. If you happen to
be reading a rulebook and it mentions platinums, they are is 10 gold each.

Regarding Roleplaying- You should almost always be in character, unless foreheading. That
includes during attacks, during social checks, and anything in between. Narration will be
required at some point, but keep it short and sweet. If you can, try to hint at the check you are
making in your RP (e.g. Perception check "I'll check for traps *rolls dice*), as it will make
everything a little smoother and more fun. Regarding spellcasting, I recommend those of you
playing a wizard start coming up with a language for your favorite spells, like Latin. Good RP will
be rewarded with some small XP bonuses.

Regarding Combat- Visual Combat all the way. I recommend you read Chapter 8 of the core
rule book in some form and become very well known in those rules. A couple key ones I want to
point out for all of you are:
-Using all attacks given by base attack (e.g your 10/5) is a full round action
-Activating a magic weapon is a standard action
-You may only make one attack of opportunity per turn, without the Combat Reflexes feat
-Dying only occurs when you reach a negative hit point value equal to your constitution.
-Do note, I am disregarding the optional massive damage rule.
-You are flat-footed (Lose Dex to AC) on the first round of combat before you act.

Regarding Magic-Pretty much what you already know, except that you can't do both magic and
attack in the same turn (they're both standard actions) and that you don't have to make a
concentration check unless you are actively being distracted.

Regarding Ability Scores- Im giving you arrays

Regarding Downtime System-The Downtime System will be in this campaign in it's rulebook
extent. Read more about that from the link at the bottom
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If you made it this far, thank you. While it may not seem like it now, this is all super important
stuff. Please understand that by participating in this campaign, you agree to all the rule changes
I just made, and given proper time and discussion, agree to any changes I make in the future.
Now time for the fun bit
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III. Setting and Exposition

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(Map is posted)
Welcome, to the Land of Althan, home to a smattering of races and people of all walks of life.
The country is a temperate one, with forest abound, broken by a smattering of plains and
swamps. The Karthain Wastes is the only desert, far to the Southeast, and the Iruvian
Highlands exist high in the northeast. There are five primary kingdoms in the land, Nimrothell
Haven, a place of safety for the half orcs born throughout the land, Ithlon, the home of the
Elvish, a mostly quiet and secluded race who keep to themselves, the Port Town of Galeah, a
bustling city containing anyone imaginable, from Dwarven nobles to gnomish merchants, Eriast,
known by all as creations haven, it houses any and all who come to them, shielding them from
danger, and finally Kalgrum, the Kingdom under the mountain, a largely dwarven and human
city. Between these kingdoms lies many small, independent settlements, among bandit camps
and monster dens. The 5 Kingdoms have been at peace since the dawn of time, banding
together to face greater dangers than they would represent to each other, and this mutuality has
continued into the current age.

However, the peace came to an end. A young man, Aeger Zarabu, through charm, duplicity,
and dark magics took over the Kindgom of Kalgrum, enslaving it's people to sate his own
necromantic tastes. Afraid for all of the realm, Galeah began preparations for war. This is where
you enter. Whether for glory, for survival, for love, for the good of all, you have each chosen to
enlist in the Galean Army. Assigned to division 177, you meet each other and prepare to
engage in the final battle at Lortela Plains. It is here our story begins.

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IV. Character Creation-Advice and Restrictions

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Now that you know what you're getting into, it's time to get right to the best part, making your
characters. There is really primarily one restriction to creation of your character, the alignment.
Some of you may cry foul, I know, but I've seen from experience that throwing in radically
different alignments is just difficult to play a group around, because fighting ends up splitting the
party, and splitting the party makes everyone's life a little worse, so I hope you all understand.
AT this point, however, I remind you of the perceived vs stated alignment I brought up earlier,
and have to inform you that at the outset, both must be any non evil alignment, neither can they
be chaotic neutral (I find they are just as difficult to have in a party as evil. Sorry again.). Don't
think it's all doom and gloom though! Because I don't want to restrict gameplay from you guys,
any class with morality requirements of evil will be renamed and have the requirement removed
(Assassin Jumps to mind). As well, if you decide through natural playing you want to tell a story
of being corrupted and joining the bad guys, that's totally fine. You will, however need to write a
new character, as I will be taking control of the old one. Otherwise, here are the rules for
building your character:

Start at level 2
Pick Two traits, must be from differing categories.
Point Buy Method-High Fantasy. This is mostly to give balanced and totally not ridiculous
characters, that will be gods at early levels.
Backstory needs to be fully written and given to me at the start of the game, no changing mid
game without a compelling reason
Gunslingers are allowed! Some flavor text will occur explaining them, but they're totally chill

Advice:
If you're experienced with the game, try a class or archetype you've never done before, do
something new!
I preemptively apologize if I mess up your characters gender. Its guaranteed to happen at least
once, odds are more than once.
Only share your backstory with me, and instead reveal your backstory to everyone else through
in game dialogue, hints dropped and actions taken. It's more fun that way.

That's all I've got for this bit. Almost done guys!
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V. Conclusion

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Now that we're almost here, I want to bring everyone's attention to a subject of paramount
importance. I am trying to make the world as real as I can. Part of that means there's going to
be some dark stuff in the world. Intolerance, racism, sexism, things like that. What I need
everyone to know is that any of what you see is by know means a reflection of who I am, rather,
an effort on my part as a writer to breathe a more believable and realistic universe into
existence.

Also, if you happen to be new, don't be overwhelmed! It all gets easier as you go. Enjoy the
ride!

I'm super excited to get this campaign underway, and can't wait to see the shenanigans in store
for us. Check below for some resources covering all things.
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VI. Recommended Resources

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D20 PFSRD- A collection of all first party paizo rules and eveyrthing. Super great! Beware
though, that you aren't looking at something third party! Link:
http://www.d20pfsrd.com/

The article the guy showed me about DMing:


http://dungeonsmaster.com/2009/02/what-alignment-is-your-dungeon-master/

Several Articles from the Blog Improved Initiative coming. All of them are super great

Building an Effective RPG Character: taking10.blogspot.com/2014/10/how-to-build-effective-rpg-


character.html

Rules Players Keep forgetting (5 sets of 5)


http://taking10.blogspot.com/2014/06/playing-by-book-some-pathfinder-rules.html
http://taking10.blogspot.com/2014/09/more-rules-pathfinder-players-keep.html
http://taking10.blogspot.com/2014/11/even-more-rules-pathfinder-players-keep.html
http://taking10.blogspot.com/2015/01/still-more-rules-pathfinder-players.html
http://taking10.blogspot.com/2015/11/5-more-rules-pathfinder-players-keep.html

Positivity at the Table:


http://taking10.blogspot.com/2015/08/how-to-keep-positive-attitude-at-table.html

Roleplaying During Combat (One of my Favorites): http://taking10.blogspot.com/2015/03/how-


to-roleplay-during-combat.html

Different Types of Party Members (I'm guilty of one of these...):


http://taking10.blogspot.com/2013/10/there-is-no-i-in-party.html

Turning Stats to Story:


http://taking10.blogspot.com/2013/12/dungeon-master-alchemy-turning-stats.html

Avoid the Dangers of "I'm just playing my character" (My all time fav):
http://taking10.blogspot.com/2015/06/the-dangers-of-phrase-im-just-playing.html

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VII. Addendums

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Additions to this section will be dated

1/1/2016:
Mental Skill Checks (Perception, Sense Motive, Linguistics to determine a forgery, and
Knowledge) will be rolled blind. This means that I will roll them, add your modifier, and then tell
you what you notice. You wont know the accuracy of this based on the number of your skill
check

Each player will receive a spiral at the first session, this will be used for personal notes as well
as other bits and pieces for game playability.

All players will need to submit their character sheets to me. I will digitize them, and maintain an
updated copy to reconcile with the player and use to determine successes or failures of hits and
certain skill checks.

Crafting/Items-
Crafting, in all of its beauty, will be receiving some significant overhauls from the rules as
we know them. While the same at its core, there will be expansions to the system. Notably, all
enemies will have on them various materials of crafting. When looting enemy bodies, on top of
weapons you may find, anything I would deem unusable by the party, armor for goblins, specific
racial tools, items sundered or otherwise mostly destroyed, will instead be converted to a
respective material, steel, leather, wood, that will then have a gold value assigned to it (They
also may be carrying these items on them in some amounts). This gold value will then aid in the
construction of this weapon, reducing the price of the construction of the weapon. On top of the
materials found directly as loot, any and all non magical items will be able to be smelted down
by blacksmiths, or characters with training in crafting, to its respective material at a value of 50-
75% of the books listing, based on the quality of the weapon. In regards using the materials,
establishing acquiring of crafted goods is being redefined. Purchasing the weapon directly from
a vendor will result in instant acquisition of the item, at a price higher than that of the books
listing. This is due to the desire of said traders to turn a profit, and the adjustment from the base
value will vary by the class and morality of the trader. These prices are modifiable through
haggling, occurring through roleplay and diplomacy checks. A second option for acquiring
crafted items is through directly purchasing from the supplier, blacksmith, leatherworker,
fletcher, etc. Through a crafter, you will pay only base price, but the item will take time to
complete, determined by the complexity (overall price) of the item. As professionals, they will be
able to do it with relative ease, and do not require any skill checks. The final option is for a
member of the party to craft the item. From here, regular crafting rules apply. The cost to
produce is one third (one half for magical items) of the listed value, time is based on cost, and
relevant skill checks will be made to determine the progress made. However, time restraints will
be changed on the fly as the need arises based on the dc of the check and the complexity of the
item. Be aware that while the second and third option will still be priced through gold, this price
can be cheapened, or fully paid for, by material collected. Purchase through blacksmith can be
reduced by 95%, and self crafting paid in full through relevant crafting materials. Magic Item
Creation works the same as it does in the rules, with creation requiring spells and feats and the
like. However, half of the creation price can be paid for in crafting materials.
In addition to the changes above, the craft skill is receiving streamlining in its breakdown. As of
now, the craft system is based on the type of item being created, split into Alchemy, Weapons,
Armor and Traps, among others such as jewelry not on the d20 page. Instead, the crafting
mechanic is going to be organized by style of crafting, following these categories:
Metalsmithing, Leatherworking, Alchemy, Fletching/Woodworking,Sewing(Creation of Robes
and Clothes) and Cooking. You may take multiple versions of the skills for different methods of
crafting, and methods will determine where they are used. Metalsmithing is used in the creation
of Melee Weapons (Except wooden weapons) and medium and heavy armor, traps and
wondrous items taking the form of metal jewelry, rings, amulets, etc. Leatherworking will be
used for the creation of light armor and wondrous items made from non metal, belts, caps,
bracers, etc. Alchemy will be largely unchanged, mostly used for the creation of alchemical
substances. Fletching/Woodworking will be used for the creation of ranged weaponry, including
crossbows, bolts and arrows, as well as wooden weapons such as the Quarterstaff. Sewing will
be used for the creation of all cloth based wear, including sashes and wizards robes (See
Robes Addendum). Cooking will be used in the creation of foods, it replaces the
Profession(cook) skill (See separate Addendum).

To round out the changes to the crafting item system, a new item type is being added, known as
essences. These will sometimes drop from enemies, and will serve as upgraded for weapons.
They will function as enhancements to weapons that can be added to already completed
weapons, and add the functionality of the associated trait. For example, an Essence of Flame
will add the Flaming quality to a weapon, an Essence of +1 Armor, will change Scale Mail to +1
Scale Mail. These exist to prevent Final Fantasy style gameplay of ditching weapons for better
ones, instead creating legendary weapons of untold power that are deeply connected to the
player. Infusing weapons with Essences is free, but restrictions apply to what Essences can be
applied on a piece of equipment, with some not being able to be applied if others already are
(Ex: A weapon with the Flaming Quality cannot have a Essence of Shock added to it). A table
breaking down the types of Essences and their restrictions and costs is available here. They
can also be crafted through the same way that they would be added to a weapon, through the
prerequisite spells and associated cost, requiring the Craft Magic Arms and Armor feat and the
appropriate check.

Shopping-
Shopping is lame. There, I said it. One of the largest problems of shopping in a tabletop
RPG is that it is a one on one interaction between a single character and the DM, leaving
everyone else bored. However, due to haggling possible and other variables, it is sometimes a
necessity. As such, in order to streamline the process, a system will be put into place. Players
will submit a buy/sell list to me (Known as Selection), at which point I will assigning prices for all
relevant items (Billing), and return this to the player. If the player does not desire to adjust any
prices, they may then choose what parts of the bill they wish to purchase, and deduct the gold
for the items. (Checkout I). If they wish to secure cheaper buys or higher sells, they may engage
in that following Checkout I (Haggling). After haggling, they may decide to complete parts or all
of the transaction, and will proceed to deduction of gold (Checkout II). That is the extent of time
spent in the market.
Clothing-
A simple buff to clothing making all enchantments added to them 25% cheaper.
Designed so spellcasters have a slightly easier time armoring up.

Cooking-
A new extension of the Profession (Cook) Skill, cooking has been moved to the Craft
Skill. Those trained in the skill can cook various qualities of food at differing check DCs, each
quality tier of which will provide different bonuses to various attributes. A table is attached here

https://drive.google.com/drive/folders/0B0DJ8GsLL3VbcHNnNUpZaVlHY00?usp=sharing

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