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World History
The adventure begins in Aram, our home-grown campaign world with
gods based on previous player characters. The campaign is in some
ways a continuation of
Timescape,
a recently completed campaign. The PCs from that game are now NPCs
in the world.
The game begins in the year 640 C.E. Recent history in Aram has
been quite chaotic. From 600-625 was a period known as the Little
Wars, when the many small countries and city-states across the
continent were constantly battling for territory. There were no
ideals, principles, or even clear goals to these wars; they did not
end until a small group of heroes, Kiv the Graven, Mil the
Necromancer, Gallegos the Littoran, and Ki-Laren the Giant, took in
upon themselves to depose the major belligerents and unify the world
under their rule.
Unfortunately, all was not well after the wars ended. Mil began
an ambitious program to rebuild the crumbled cities and towns using
undead labor, which horrified the populace as well as his allies.
Cracking down in his region with brutal repression of the (in his
opinion) ignorant rabble, Mil took over the Western magical province
of Xathor, the Fifth Confederacy of barbarians and dwarves to the
north, and the Wildlands in the south and west, declaring this
entire area the New Kingdom of Xathor, and ruling it with an iron
hand. The only holdout to the complete rule of Mil in the west is
the city-state of Belde. Kiv and Gallegos, after futile attempts to
depose Mil, fled and retired into obscurity. Ki took control of the
multiracial Geyser Peninsula to the south, the Giant Coast to the
east, and the Central Plains of halfling and kobold farming tribes.
Leading an army of giants and halflings, he has held back the tide
of Mil's control, and declared this area the Free Kingdoms.
At the start of the campaign, the past ten years have been known
as the Silent War. Mil's minions have built a magical wall that
crosses the center of the continent, permanently dividing the two
kingdoms and only allowing passage of trading caravans through one
well-guarded gate. Life in the Free Kingdom is relatively peaceful,
and the PCs are all residents of the small farming village of
Santorium Void near the city of Giant Coast, in the northeast
portion of the continent. |
Basic Rules
The game will be using D&D 3.5E rules (PH, DMG, Spell Compendium)
+ Arcana Unearthed. Other rules/rulebooks may be approved on a
case-by-case basis. Also, no psionics without specific DM approval.
Where there is a conflict between the AU and the D&D3.5 rules, the
D&D rules take precedence.
Rules Variants
Critical Hits & Misses
The chaos of combat often results in unintentional consequences.
If you roll a natural 1 on an attack, you make a second attack roll
(just like confirming a critical hit), if you miss again you are
required to roll on the DM's critical miss table, which can result
in actions such as injuring a companion or breaking your weapon.
(Magic items get a save though: reflex DC (10 + attacker's attack
bonus + item enhancement) for owner.) Critical hits result in a roll
on a similar critical hit table, which may increase the effect or
cause unusual events to occur.
Instant Kills
If a natural 20 is rolled, and then another natural 20 to confirm
the critical, an instant-kill is threatened. Repeat the attack roll
one more time, and if it hits, the target is instantly slain, no
matter his form. No creature, construct, undead or god is immune to
this cruel twist of fate.
Quirks, Flaws, and Character Death
I like quirks and flaws. Usually they cause trouble in RPGs
because you get to trade these off for character skills, and
everyone games the system. (Has anyone ever played a NON-colorblind
char in the D&D 2e Players Option rules???) So here's how I'd like
to do it.
- At first level, everyone has one minor and one major flaw.
- If you are ever "killed" (according to the game rules), you
will eventually recover, since heroes never die. But you will come
back with a new flaw. If your body was tended within 1 minute of
your death, it will be a minor flaw. Otherwise it will be a major
flaw.
Feel free to invent quirks and flaws of your own for your
character and suggest them to me. Here are some starting ones that
you can use if you wish.
Minor flaws:
- Color Blind: An old favorite. Expect lots of
color-coded control panels in your way if you choose this one.
- Minor Enemy: Some annoying creature, such as a mean rat
at the tavern or a low-level thug in the thieves' guild, really
hates you.
- Missing finger: This gives an inherent -1 to DEX, and
there is some stuff you can't do that will be exactly what you
need at some point.
- Allergies: Some common object makes you sneeze
continually, giving a -1 to all die rolls while it is nearby. Even
a Potion of Claritin doesn't help.
- Clumsy: You trip a lot, and your chance of a critical
miss in battle is doubled. As is your chance of being beaten
senseless by annoyed companions.
- Minor Phobia: You are scared of something, and when it
is around, you get a -1 to all die rolls, and really want to get
away from it.
Major Flaws:
- Jinxed: Everyone, whether friend, enemy, or inanimate
trap, within twenty feet of you has double the normal chance of a
critical miss or a critical failure on skill checks. This includes
you. It also stacks, so if multiple members of a party are jinxed
you are really screwed.
- Unlucky: You get -1 to all die rolls, no matter what
the cause. Unless, of course, the goal is to roll low, in which
case you get a +1.
- Major Enemy: Some powerful creature, such as a
governor, demigod, or red dragon, really hates you.
- Missing Limb: Obviously this impacts your life in many
ways.
- Major Phobia: You are really scared of something. When
it is around, you must make a WILL save, DC 20 + CR, or are only
allowed actions are ones that get you far away from it.
- Complete Mental Block: Some kind of creature or object
is totally invisible to you, even if it is in the process of
bashing your head in.
- Homicidal Rage: Whenever you get into battle for any
reason (i.e., if initiative rolls ever occur), you must make a
WILL save, DC 20 (+1 for each point of damage you have taken
before your first action), or you will not stop until you have
killed something or destroyed an object worth 100gp times your
current level. If your allies try to parley, surrender, warn you
the cavern are about to explode and you need to flee, you just
don't care. The only cure for your rage is being knocked
unconscious, whether by friends or by enemies.
Player-Contributed Rules Variants
- Runeblade class: created by Gigz. Like the AU
Mageblade, except that instead of gaining spells, the special
abilities are replaced with those of the Runethane, Password is
gained at lv7, and Medium armor proficiency is automatic. This
class does not gain the Runethane's spell access either.
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General Rules
In general, we will be using D&D 3.5e + Arcana Unearthed rules.
Primarily this means the Players's Handbook, DMG, and Spell
Compendium, and the Arcana Unearthed rulebook. Elements of other
books/supplements such as spells, items, and prestige classes may be
used on a case-by-case basis, with specific approval from the DM.
Note that for consistency between PH and AU characters, every non-AU
char gets an additional ceremonial (if named) or general/talent (if
unnamed) feat when created. Truenames exist in general as in the AU
rules.
Creating the Characters
Character History
Before you get bogged down in stats, try to come up with a char
history. As mentioned on the main page, at the start you are a
resident of the small farming village of Maize. This is a
multiracial area, so any PH or AU race is available. The Kobold race
is also available for PCs if you want. You should be able to answer
the following questions for your character:
- What do you do for a living, day-to-day? Were you born here,
or did you move here for some reason?
- Why did you acquire an adventuring class, despite being a
resident of a small farming town?
- Who are the major NPCs in your character's history? (Both
friends and enemies.) What did you do to/with them? You should
specify at least one ally and one enemy by name.
- What does your char plan to be doing in 10 years?
Stats
- Classes, races, spells, feats, and items from the Players'
Handbook, DM Guide, Spell Compendium, and Arcana Unearthed are
automatically allowed. Rules from other sources may be used, but
must be pre-approved by the DM, and are subject to DM editing.
(For example, as we have seen in recent campaigns, Warmages with
Mercurial Greatswords can be a bit unbalanced!)
- Due to their generally weaker spell selection, spellcasters
from AU classes (Greenbond, Runethane, Mageblade, Witch, Magister)
gain spells and spell slots as if one level higher.
- At lv1, you have 35 stat buying points. You gain an additional
point every level, replacing the 4-level ability increase rule.
- You also start out with one Hero point. Use it wisely!
- Max starting gold and hit points for all lv1 chars.
- You can assume any items that you can afford at 1st level are
available for purchase (including magic items.)
- Flaws do not exist as in the Unearthed Arcana rules-- instead,
see the rules in the Game Mechanics section. You must choose a
major and a minor starting flaw at 1st level.
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Wizards
Game Rules & FAQs
Rules Question of the Week
What’s the DC for saving against a spell cast
from a wand or scroll? How do you determine the
Intelligence, Wisdom, or Charisma modifier for the
character who made the item, or is it the character
who uses the item that determines the save DC?
The ability score of the item maker or item user
is irrelevant. The saving throw DC for any spell
effect generated from an item is 10 + 1.5 times the
spell level, rounded down. | | |
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Arcana Unearthed |
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Feat of the Week
Opportunist - Once per round you may make an Attack
of Opportunity against a foe struck by an ally in
melee combat.
Spell of the Week
Transfer Wounds (1st Level) - Heals 1d10 points
of damage +1 per level and the caster takes half
that amount in subdual damage. | | |
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Help Wanted |
Hate the rules as written? Are they preventing you from
having a prosperous adventuring career. Look here for more
mundane options. | |
.gif) |
 |
Long forgotten amulet of Lordly
Intuition now up for auction in Geyser. Better bring a
Bag of Holding full of platinum if you expect to take
this little beauty home. | |
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Artifact
of the Week
The
venerable Deck of Many Things. Looking much like a
regular pack of cards is typically found in a
leather pouch or a wooden case. Entire parties
have been known to disappear after finding this
item. |
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