Difference between revisions of "Rise of the Runelords"

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==Characters==
 
==Characters==
 
=== Character creation ===
 
=== Character creation ===
Characters are built on 25 point or a semi-random method.
+
Characters are built on 25 point or a semi-random method.  
*Roll a set of 12 attribute scores. For each score, roll 4d6 and discard the lowest.
+
*Roll a set of 12 attribute scores.  
*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.
+
**For each score, roll 4d6 and discard the lowest.
*Spend any remaining points until you have 6 attribute scores in total.
+
**The first roll of 8 or lower becomes 8. Subsequent rolls of 10 or lower become 10.
 +
* You have 25 points to spend. if you manage to use all your rolled attributes, you instead get 26 points to spend.
 
*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.
  

Revision as of 09:33, 26 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 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 12 attribute scores.
    • For each score, roll 4d6 and discard the lowest.
    • The first roll of 8 or lower becomes 8. Subsequent rolls of 10 or lower become 10.
  • You have 25 points to spend. if you manage to use all your rolled attributes, you instead get 26 points to spend.
  • 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).

External Links