Difference between revisions of "Rise of the Runelords"

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==Rules==
 
==Rules==
 
* All rules from the [[4E|4E chapter]] here on Hastur apply, except those that are specifically noted as highly optional - check those with the DM.
 
* All rules from the [[4E|4E chapter]] here on Hastur apply, except those that are specifically noted as highly optional - check those with the DM.
* [[Superior weapons (4E)|Superior Weapons]] are generally available, but make much more sense for particular cultures.
+
* [[Superior weapons (4E)|Superior Weapons]] are generally available, but make much more sense for particular cultures. [[Firearms (4E)|Firearms]] exist, but are rare and powder is very expensive (1 gp per shot).
  
 
==External Links==
 
==External Links==
 
[http://rustydragon.blogspot.com/2008_07_01_archive.html|Rusty Dragon Bog - Rise of the Runelords conversion]
 
[http://rustydragon.blogspot.com/2008_07_01_archive.html|Rusty Dragon Bog - Rise of the Runelords conversion]

Revision as of 13:49, 13 November 2008

4ED&D 4E
4th Edition Dungeons & Dragons

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Greyhawk for 4E

Planned to start in Perrenland in the North-West part of central Greyhawk, Rise of the Runelords is expected to be a quick-leveling heroic campaign.

Region

The campaign starts in Perrenland, in the township of Sandpoint. Most characters are assumed to be native.

Characters

Characters are built on 25 points or by a semi-random method.

  • Roll a set of nine attribute scores. For each score, roll 4d6 and discard the lowest.
  • You have 20 points to spend. Decide which of the rolled attributes you want to use, and which you want to discard. For each of the rolled attributes that you keep, you get one extra attribute point to spend. This results in characters built on 20 to 26 ability points.
  • Spend any remaining points until you have 6 attribute scores in total.
  • At any time, you can do a 25-point buy instead of taking the rolls.

Humans, Halflings, and Half-Elves have variant rules. Dragonborn are not in play. Gnomes are in play.

Common Races: Dwarves, Eladrin, Gnomes, Humans (Common, Minor, Flan, Oerdian, and Rhenne).

Rare Races: Thieflings, Humans (Olman or foreigeneers). These will attract attention and possibly ire.

Rules

  • All rules from the 4E chapter here on Hastur apply, except those that are specifically noted as highly optional - check those with the DM.
  • Superior Weapons are generally available, but make much more sense for particular cultures. Firearms exist, but are rare and powder is very expensive (1 gp per shot).

External Links

Dragon Bog - Rise of the Runelords conversion