Difference between revisions of "Rise of the Runelords"
m (→Characters: Added subheaders to improve readability. Spelling.) |
m (→Character creation: linky) |
||
Line 15: | Line 15: | ||
*Spend any remaining points until you have 6 attribute scores in total. | *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. | *At any time, you can do a 25-point buy instead of taking the rolls. | ||
+ | |||
+ | * [[Alternate Attribute Costs (4E)|Alternate Attribute Costs]] | ||
=== Races === | === Races === |
Revision as of 18:59, 25 November 2008
4th Edition Dungeons & Dragons |
Error: Image is invalid or non-existent. |
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 canton of Hugelrote and township of Sandpoint. Characters are assumed to be native.
Characters
Character creation
Characters are built on 25 point or 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 (i.e., buy), 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.
Races
Humans, Aeries, Briaurs, Halflings, Half-Elves, Lizardfolk, and Satyrs have variant rules. Dragonborn are not in play. Gnomes are in play. You can play a half-orc using the stats of a Monster manual orc.
Common Races: Dwarves, Eladrin, Gnomes, Humans (Common, Minor, Flan, Oerdian, and Rhenne).
Prejudiced Races: Half-orc, Human (Olman or foreigeners), Lizardfolk, Tiefling. These races are rare in the area and will attract attention and possibly ire.
Available classes
All classes from the Player's handbook are available. Somewhat more cumbersome are the Artificer, Barbarian, and Bard classes only available as previews; these require special arrangements at this time. The Swordmage from Forgotten Realms Player's Guide is rare but available; the Scarlett brotherhood and the Eladrin cities from the feywild are the sources of this lore, and it can also be a result of magical experimentation in the common culture.
All classes start with any four skills, in addition to possible fixed bonus skills. Class skills are only used for multiclassing.
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).