Difference between revisions of "Rise of the Runelords"

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* [[Characters (Runelords)|Characters]]
 
* [[Characters (Runelords)|Characters]]
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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]]
 
* [[Sessions (Runelords)|Sessions]]
 
* [[Sessions (Runelords)|Sessions]]
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* [[Rise of the Runelords DM notes]]
  
 
== Player information ==
 
== Player information ==
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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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===Rules===
 
===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]].
* [[Goods & Markets (Greyhawk 4E)|Greyhawk rules on goods and markets]] apply in full, effectively deflating the currency. Common people are much more wealthy than in many fantasy worlds.
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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.
 +
* 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 ==
 
== See also ==

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