Difference between revisions of "Rise of the Runelords"

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{{4E}}
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{{Rise of the Runelords}}
{{Greyhawk 4E}}
 
 
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[[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.
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== Campaign ==
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The campaign starts in [[Perrenland (Greyhawk 4E)|Perrenland]], in the canton of Hugelrote and township of [[Sandpoint]]. Characters are assumed to be native.
  
==Region==
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* [[Characters (Runelords)|Characters]]
The campaign starts in [[Perrenland (Greyhawk 4E)|Perrenland]], in the canton of Hugelrote and township of Sandpoint. Characters are assumed to be native.
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* [[Locations (Runelords)|Locations]]
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* [[Drawings (Runelords)|Drawings]]
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* [[Nell's diary]]
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* [[Family Secrets|Nell's play]]
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* [[Sessions (Runelords)|Sessions]]
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* [[Rise of the Runelords DM notes]]
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== Player information ==
  
==Characters==
 
 
=== Character creation ===
 
=== Character creation ===
Characters are built on 25 point or a semi-random method.
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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.
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*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.
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**For each score, roll 4d6 and discard the lowest.
*Spend any remaining points until you have 6 attribute scores in total.
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**The first roll of 8 or lower becomes 8. Subsequent rolls of 10 or lower become 10.
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* 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.
 
*At any time, you can do a 25-point buy instead of taking the rolls.
  
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[[Halflings (Greyhawk 4E)|Halflings]],  
 
[[Halflings (Greyhawk 4E)|Halflings]],  
 
[[Half-Elf (Greyhawk 4E)|Half-Elves]],  
 
[[Half-Elf (Greyhawk 4E)|Half-Elves]],  
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[[Half-Orc (Greyhawk 4E)|Half-Orcs]],
 
[[Lizardfolk (Greyhawk 4E)|Lizardfolk]], and  
 
[[Lizardfolk (Greyhawk 4E)|Lizardfolk]], and  
 
[[Satyr (Greyhawk 4E)|Satyrs]]  
 
[[Satyr (Greyhawk 4E)|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.
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have variant rules. '''Dragonborn''' are not in play.  
  
 
'''Common Races''':  
 
'''Common Races''':  
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[[Humans (Greyhawk 4E)|Humans]] (Common, Minor, Flan, Oerdian, and Rhenne).
 
[[Humans (Greyhawk 4E)|Humans]] (Common, Minor, Flan, Oerdian, and Rhenne).
  
'''Prejudiced  Races:''' Half-orc,
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'''Prejudiced  Races:''' [[Half-Orc (Greyhawk 4E)|Half-Orc]],
 
Human ([[Olman (Greyhawk 4E)|Olman]] or [[Foreigners (Greyhawk 4E)#Foreigners|foreigeners]]),
 
Human ([[Olman (Greyhawk 4E)|Olman]] or [[Foreigners (Greyhawk 4E)#Foreigners|foreigeners]]),
 
[[Lizardfolk (Greyhawk 4E)|Lizardfolk]],
 
[[Lizardfolk (Greyhawk 4E)|Lizardfolk]],
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All classes start with any four skills, in addition to possible fixed bonus skills. Class skills are only used for multiclassing.
 
All classes start with any four skills, in addition to possible fixed bonus skills. Class skills are only used for multiclassing.
  
==Rules==
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===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. [[Firearms (4E)|Firearms]] exist, but are rare and powder is very expensive (1 gp per shot).
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* Certain feats are [[Banned Feats (4E)|banned]].
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* 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.
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* The economy is very simplified, with all buy and sell prices set at 100%.
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* 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.
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== See also ==
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* {{4EDD}}
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* [[Greyhawk (4E)|Greyhawk]]
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=== Semi-External Links ===
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* [http://spreadsheets.google.com/ccc?key=pFPxU5mFdkdosj7oIXCSQGw&inv=cramer.carl%40gmail.com&t=6403903721482137265 Loot page]
  
==External Links==
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==External links==
* [http://rustydragon.blogspot.com/2008_07_01_archive.html|Rusty Dragon Bog - Rise of the Runelords conversion]
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* [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]
 
* [http://perrenland.rpga-apac.com/main.php| Living Greyhawk Perrenland]
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{{Rise of the Runelords navbox}}
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<!-- Categories -->
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[[Category:Rise of the Runelords]]
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[[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