Difference between revisions of "Rise of the Runelords"

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* [[Sessions (Runelords)|Sessions]]
 
* [[Sessions (Runelords)|Sessions]]
 
* [[Nell's diary]]
 
* [[Nell's diary]]
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* [[Rise of the Runelords DM notes]]
  
 
== Player information ==
 
== Player information ==

Revision as of 11:11, 3 June 2009

Rise of the RunelordsRise of the Runelords
Rise of the Runelords

Rise of the Runelords is an adaptation of the Pathfinder adventure path for 4th edition Dungeons & Dragons. It is expected to be a quick-leveling heroic campaign.

Campaign

The campaign starts in Perrenland, in the canton of Hugelrote and township of Sandpoint. Characters are assumed to be native.

Player information

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 6 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).
  • Greyhawk rules on goods and markets apply in full, effectively deflating the currency. Common people are much more wealthy than in many fantasy worlds.

See also

Semi-External Links

External links