Difference between revisions of "Rise of the Runelords"

From Action
Jump to navigation Jump to search
m (→‎Perrenland: Polish)
m (Removed links to deleted pages.)
 
(52 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{4E}}
+
{{Rise of the Runelords}}
 
{{tocright}}
 
{{tocright}}
{{Greyhawk 4E}}
+
<!-- Content -->
 +
[[Rise of the Runelords]] is an adaptation of the Pathfinder adventure path for {{4EDD}}. It is expected to be a quick-leveling heroic campaign.
  
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.
+
== Campaign ==
 +
The campaign starts in [[Perrenland (Greyhawk 4E)|Perrenland]], in the canton of Hugelrote and township of [[Sandpoint]]. Characters are assumed to be native.
  
==Characters==
+
* [[Characters (Runelords)|Characters]]
Characters are built on 25 points or by a semi-random method. 
+
* [[Locations (Runelords)|Locations]]
*Roll a set of nine attribute scores. For each score, roll 4d6 and discard the lowest.
+
* [[Drawings (Runelords)|Drawings]]
*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.
+
* [[Nell's diary]]
*Spend any remaining points until you have 6 attribute scores in total.
+
* [[Family Secrets|Nell's play]]
*At any time, you can do a 25-point buy instead of taking the rolls.
+
* [[Sessions (Runelords)|Sessions]]
 +
* [[Rise of the Runelords DM notes]]
  
[[Humans (Greyhawk 4E)|Humans]], [[Halflings (Greyhawk 4E)|Halflings]], and [[Half-Elf (Greyhawk 4E)|Half-Elves]] have variant rules. '''Dragonborn''' are not in play. '''Gnomes''' are in play.
+
== Player information ==
  
==Perrenland==
+
=== Character creation ===
 
+
Characters are built on 25 point or a semi-random method.
|[[Image:Perrenland_Map.png|250px]]
+
*Roll a set of 12 attribute scores.  
 
+
**For each score, roll 4d6 and discard the lowest.
Perrenland is a small republic at a crossroads between three cultures; the Oerdians in Nyrond, the Baklunish to the north and west, and the nonhuman empire of Iuz to the east. With a history of fierce resistance to invaders, the Perrin first resisted Oerdian nobles, then the armies of Igliw the witch-queen. Independent since a long time now, the recent Greyhawk Wars saw Perrenland neutral, but sending mercenaries to the enemies of Iuz.
+
**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.
===People===
+
*At any time, you can do a 25-point buy instead of taking the rolls.
  
A cosmopolitan nation where nationalities and races mix freely, Perrenland is very much a part of the common trade culture centered in Greyhawk city. Trade flows three ways; down the river towards Nyr Dyv and Greyhawk, to the south east Baklunish, and to Wold Nomad markets on the north shore of Lake Quag.
+
=== Races ===
 +
[[Humans (Greyhawk 4E)|Humans]],
 +
[[Aerie (4E)|Aeries]],
 +
[[Briaur (4E)|Briaurs]],
 +
[[Halflings (Greyhawk 4E)|Halflings]],  
 +
[[Half-Elf (Greyhawk 4E)|Half-Elves]],
 +
[[Half-Orc (Greyhawk 4E)|Half-Orcs]],
 +
[[Lizardfolk (Greyhawk 4E)|Lizardfolk]], and  
 +
[[Satyr (Greyhawk 4E)|Satyrs]]
 +
have variant rules. '''Dragonborn''' are not in play.  
  
The common tongue is universally recognized as the language of diplomacy and commerce. Still, different groups speak different languages and have different cultures. The language and people can vary wildly from one valley to the next. Oerdians, Flan, Baklunish, and even Suel groups lead their separate lives in remote valleys, along with dwarves, gnomes, and halflings as well as small tribes of humanoids. Rhenne have started appearing outside Perren cities in the last century, and are made welcome because they are clearly not invaders. Overall, the Perenn are friendly towards outsiders as long as they come in small groups not bend on conquest.  
+
'''Common Races''':
 +
Dwarves,
 +
Eladrin,  
 +
Gnomes,
 +
[[Humans (Greyhawk 4E)|Humans]] (Common, Minor, Flan, Oerdian, and Rhenne).
  
===Religion===
+
'''Prejudiced  Races:''' [[Half-Orc (Greyhawk 4E)|Half-Orc]],
Like most common culture countries, the churches of Perrenland have few mythological ties to each other, being rather a pragmatic collection of gods with useful domains. Animism is also widespread, and worship of spirits and fey is respected under the auspices of Beory, except perhaps by the most devout Cuthbertians.
+
Human ([[Olman (Greyhawk 4E)|Olman]] or [[Foreigners (Greyhawk 4E)#Foreigners|foreigeners]]),
 +
[[Lizardfolk (Greyhawk 4E)|Lizardfolk]],
 +
Tiefling.  
 +
These races are rare in the area and will attract attention and possibly ire.
  
'''[[Pelor (Greyhawk 4E)|Pelor]]''': The sun is universally honored, and no less so in Perrenland. The church is cosmopolitan, which makes it suspect in the eyes of some Perrin, but the benefits it brings are hard to argue with.  
+
=== 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.
  
'''St. Cuthbert''': According to Perrin myth, the saint himself was here and preached; some say the majority of his exploits happened in Perrenland, while others point out that his values are so obviously Perrin that he would not have had to bash so many heads had he been from here. Either way, the church is fiercely independent from other churches of St. Cuthbert and stands as a beacon for Perrin independence. St. Cuthbert is an exarch of [[Moradin (Greyhawk 4E)|Moradin]].
+
All classes start with any four skills, in addition to possible fixed bonus skills. Class skills are only used for multiclassing.
  
'''[[Beory (Greyhawk 4E)|Beory]]''': The worship of the great mother is still widespread in the remote parts of the country, tough her claim to supremacy is not recognized. She is seen as the all-mother and the center of life, but is quite a distant goddess. In many cases, those claiming to worship her are actually spirit- or ancestor-worshipers.
+
===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.
 +
* Certain feats are [[Banned Feats (4E)|banned]].
 +
* 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). Double Weapons are not available.
 +
* The economy is very simplified, with all buy and sell prices set at 100%.
 +
* Resurrection is not used. Players instead have fate points. After dying, a cost equal to that of Raise Dead is levied to recover your fate point.
  
'''Allitur''': The Flan god of propriety and peaceful dealings, Allitur embodies the nation's need for unity against outside enemies, cooperation, and peace. He is the official protector of the cantonal council. Allitur is an avatar of [[Yondalla (Greyhawk 4E)|Yondalla]].
+
== See also ==
  
'''Berei''': The first mortal queen among the Flan, Berei is known as the bride of the wilds, the mother of the Flan (and by extension all humans), and the bringer of riches from nature. Her cult embraces the worship of her husband, [[Kord (Greyhawk 4E)|Obad-Hai]] as the first king and great hunter. She is an exarch of [[Beory (Greyhawk 4E)|Beory]].
+
* {{4EDD}}
 +
* [[Greyhawk (4E)|Greyhawk]]
  
'''Ulaa''': As the goddess of riches found in hills and mountains, Ulaa is popular with miners, prospectors, and dwarves, but also with the many mountain farmers and herdsmen. She is an avatar of [[Beory (Greyhawk 4E)|Beory]].
+
=== Semi-External Links ===
 +
* [http://spreadsheets.google.com/ccc?key=pFPxU5mFdkdosj7oIXCSQGw&inv=cramer.carl%40gmail.com&t=6403903721482137265 Loot page]
  
'''Zilchus''': An invading Oerdian god, Zilchus is well-regarded because he brings wealth trough trade and crafts. Popular in the lowlands and cities. Zilchus is an exarch of [[Yondalla (Greyhawk 4E)|Yondalla]].
+
==External links==
 +
* [http://rustydragon.blogspot.com/2008_07_01_archive.html Rusty Dragon Blog - Rise of the Runelords conversion]
 +
* [http://perrenland.rpga-apac.com/main.php| Living Greyhawk Perrenland]
 +
<!-- Navbox -->
 +
{{Rise of the Runelords navbox}}
 +
<!-- Categories -->
 +
[[Category:Rise of the Runelords]]
 +
[[Category:Campaigns]]

Latest revision as of 13:58, 8 June 2013

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, Half-Orcs, Lizardfolk, and Satyrs have variant rules. Dragonborn are not in play.

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.
  • Certain feats are banned.
  • 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). Double Weapons are not available.
  • The economy is very simplified, with all buy and sell prices set at 100%.
  • Resurrection is not used. Players instead have fate points. After dying, a cost equal to that of Raise Dead is levied to recover your fate point.

See also

Semi-External Links

External links