World of Feägurth
Campaign Outline
- CAMPAIGN NOTES
- Campaign
- following the Advanced Dungeons & Dragon 2nd Edition rules
- most experience with this version
- all books are available digitally on the web
- prefer customizible player characters
- 4-8 player characters more or less
- moderate magic (at first)
- high fantasy (versus high realism)
- Players will receive experience points for:
- role playing their characters (be specific in battles please)
- use of class skills
- use of race skills
- original ideas & problem solving
- money gotten (1xp/50d)
- proficiency use
- psionic use
- other game contributions
- experience will be normally be given as "On-The-Job" advancement (with exceptions)
- PCs discussing information their characters don't know will be
penalized
- Player's Handbook & Rule Supplement books are the only books allowed in the
gaming session (unless DM approved)
- core books
Player's Handbook
Tome of Magic
Arms And Equipment Guide
Player's Option-Combat and Tactics
Player's Option-Skills and Powers
Player's Option-Spells and Magic
Psionics Handbook
- race handbooks
Complete Dwarves Handbook
Complete Elves Handbook
Complete Gnomes and Halflings Handbook
Complete Humanoids Handbook
- class handbooks
Complete Bards Handbook
Complete Druids Handbook
Complete Fighters Handbook
Complete Necromancers Handbook
Complete Paladins Handbook
Complete Priests Handbook
Priests Spell Compendium Vol 1
Priests Spell Compendium Vol 2
Priests Spell Compendium Vol 3
Complete Rangers Handbook
Complete Shamans Handbook
Complete Thiefs Handbook
Complete Wizards Handbook
Wizards Spell Compendium Vol1
Wizards Spell Compendium Vol2
Wizards Spell Compendium Vol3
Wizards Spell Compendium Vol4
- NOT every section of every handbook is going to be allowed/used necessarily (check with DM)
- Heavy stress on CREATIVITY
- PCs may design own class kits (DM's discretion)
- PCs may design own non-weapon proficiencies (DM's discretion)
- mages/priests may design original specialist classes and spell schools
- Character History
- PCs will be asked to create personal history
up to current age & start of game
- xp will be awarded for effort
- No
MONTY HAULism will be tolerated. Players who insist on
this type of play will be dealt with heavily.
- The DM is reasonable, BUT it is his world and what he says goes.
- CHARACTERS
- Ability Scores
- all scores will be 8 initially
- 36 points will be added as desired by the PC
- all scores must meet racial minimums & maximums
- racial modifiers may be applied
- fighter percentile strength will be rolled by the DM (best of 3 rolls) and
may be modified +10% per one point used
- no scores over 19 (unless DM given)
- no "burning" allowed
- Charisma- Max Henchmen will be allies that do not necessarily stay with the party
- Alignments Allowed
- any alignment may be chosen
- Good alignments are always preferable
- Armor Class
- chainmail & shield will be the maximum allowed initially
- mages may wear padded armor or none (without penalty)
- Classes Allowed
- all standard classes are allowed
- kits are allowed (with restrictions)
- successful magic or psionics require a check
- nonstandard combinations require DM approval
- mages
- receive detect magic, read magic, & 5 1st level spells
(known without having to roll a % chance to know)
- spell casters are expected to have the necessary spell components
- specialist mages are common (except necromancers which are outlawed)
- generalist mages are very rare at best (and often suffer hardships, such as finding spells)
- use a spell fatigue system (spell points)
- spell rolls can be modified (pre-roll)
- priests (major recognized dieties)
- Agrik- god of
war, destruction and fire
(requires non-prof: Herbalism, & Religion, free: Dancing)
- Halea- goddess of pleasure,
hedonism, flattery, bargains, & lust
(requires non-prof: Herbalism, & Religion, free: Dancing)
- Ilvir- god of individuality,
mutability, and change
(requires non-prof: Herbalism, & Religion, free: PCs choice 1 slot)
- Larani- goddess of chivalry,
honor, justice, protection, and bravery
(requires non-prof: Set Snares, & Religion, free: Blind Fighting)
- Morgath- god of chaos,
evil, undead, and vengeance
(requires non-prof: Herbalism, & Religion, free: Dancing)
- Naveh- god of nightmares,
darkness, thieves, and assassins
(requires non-prof: Herbalism, & Religion, free: Dancing)
- Peoni- goddess of healing,
marriage, mercy, & curative magic
(requires non-prof: Herbalism, & Religion, free: Healing)
- Sarajin- god of battlelust,
fearlessness, bravado, and "sport" of war
(requires non-prof: Herbalism, & Religion, free: Dancing)
- Save-K'nor- god of
guidance, knowledge, education, legends, & information
(requires non-prof: Direction Sense, & Religion, free: Ancient History)
- Siem- god of outdoors, illusion,
dwarves, and elves
(requires non-prof: Herbalism, & Religion, free: Dancing)
- use a spell fatigue system (spell points)
- spell rolls can be modified (pre-roll)
- psionicists
- straight classes allowed
- all normal multi-class cominations are allowed up to a 3 class maximum
- all non-psionicist PCs can elect to have a random (DM determined) 'wild talent'
- Encumbrance
- PCs must know how much is carried & where
- PCs must know their STR weight allowance
- will not be strictly adhered to, but will be used
- Gold- initial starting
- warriors- 175 gp
- wizards- 40 gp
- rogues- 100 gp
- priests- 160 gp
- psionicists- 60 gp
- multi-class PCs will take the single best amount of all their classes
(no one should have more than 175 gp)
- Hitpoints- initial starting
- maximum hitpoints at first level per class
- divide hitpoints by the number of classes
- add CON bonus (if any)
- Levels
- new level skills will be gained immediately upon receiving enough xp (as OJT)
- multi-class characters will keep one xp total representing all classes
- when 1 class reaches a new level roll appropriate HD
- add CON bonus (if any)
- divide by the number of classes
- numbers will be rounded up for the quicker advancing class and rounded
down for the slower
- Proficiencies, Non-weapon
- not allowed- astrology, charioteering, mountaineering, navigation,
riding airborne, & seamanship
- free for all- reading/writing, Melderynese, & etiquette
- also available- alertness, bargain, boating, bribery, Psionic Detection,
Sign Language, & Somatic Concealment (from the thief & castle supplements and
Dark Sun rules)
- extra language slots may be used for extra non-weapon or weapon prof. slots
- categories outside character class cost 1 additional slot
- Proficiencies, Weapon
- blades longer than shortswords are not allowed unless PC belongs to the
City Guard (PCs option)
- speed factors will be used
- Psionicists
- ability requirements: CON: 11; INT: 12; WIS: 15
- alignments allowed: non-chaotic
- THAC0: as per thief
- weapons allowed: small bows & crossbows, daggers, hand axes,
horseman's mace or pick, scimitar, short sword, & war hammer
- armor allowed: padded, studded leather, leather, or hide
- proficiencies
- weapon: 2 init; 1/5 levels; -4 penalty
- non-weapon: 3 initial; 1/3 levels
- non-weapon proficiency list
- gem cutting cost 2 DEX -2
- harness subconscious cost 2 WIS -1 (rec)
- hypnosis cost 1 CHA -2
- rejuvenation cost 1 WIS -1 (rec)
- meditative focus cost 1 WIS +1 (rec)
- musical instrument cost 1 DEX -1
- reading/writing cost 0 INT +1 (free)
- religion cost 1 WIS +0
- PSP (psionic strength points)
- calculation: 1st level 20 PSP + 2 PSP per point of WIS over 15
- add ability factor (INT + WIS + CON)/3 per level after 1st
- points are recovered per turn for psionicists and per hour for wild talents
- initial defense mode is mind blank
- all psionic powers are to be approved by the DM
- Races Allowed
- any normally allowed are found in the campaign
- demi-humans in small numbers
- human, half-elven, & elf make up the majority
- racial limits will be observed
- NEW MELDERYN
- Topography
- mountain plateau - approx. 600 mi x 400 mi oval
- mostly flatlands with hilly regions
- surrounded by un-descendible cliffs
- few have tried to descend
- no one is known to have ever returned
- some natural barrier (buffer zone) exists that does not allow people to
approach closer than 100 yards to the cliffs (does not apply in Cherifar)
- Weather
- temperature is between 55 & 75 degrees most of the year
- rarely rains, hails, snows, etc.
- crops are irrigated from the rivers
- always a light breeze
- Hardly Ever See
- clouds in the sky (always see them below ground level at the cliff's edges)
- dragons or giants (heard legends of)
- large flying predators
- East end of the Plateau
- dense forest & hills
- no New Melderyni settlements
- humanoid monsters (some in large bands)
- Middle of the Plateau
- some dense forest, mostly light forest
- some New Melderyni settlements &
towns
- Lake Serenity - largest lake on the plateau
- West end of the Plateau
- low rolling hills, sparse forest, farmlands
- many small New Melderyni towns and cities
- Capital City of Cherifar
- City of Cherifar
- pop. 98,000 (1/3 are demi-human)
- on the far western edge of the plateau
- very few NPCs above 8th level
- Clock Tower of Genin
- one of the oldest buildings in Cherifar
- named after Genin (a mage) who routed a humanoid army
- establishes the 24 hour day cycle
- Caer Cherifar
- oldest building
- Queen Atrina's residence (current monarch)
- walled palace with outer walls circling Cherifar
- approx. 5 floors high
- castle is set on the largest hill in the west
- Populous
- generally of good alignments
- view psionicists as sages, rogues as scouts, mages as advisors,
priests as doctors, and warriors as protectors
- Legends
- every 360 days, a 5 day festival is held to celebrate New Melderyn's
survival & Genin's deliverance
- mage Genin saved the city and the Clock Tower was renamed in his honor
- mind eaters were destroyed decades ago, but there are those who doubt
- people saved from an evil ruler and transported by a powerful mage to New Melderyn
- Prince Azure III rode out to destroy the humanoid army and never returned
- seventy-five years ago the plateau suddenly received it's first night, few
remember when it happened or why
- a mad Odivshe terrorised the plate and may still
exist
- Money
- runs on the silver standard, if you want to find the price using the
Player's Handbook, convert any gold cost to silver and that is the price in drams
- 1 gold Crown is worth approximately 320 drams (silver)
- HOUSE RULES
- If you do happen to get a Wish, the following apply:
- Vague wishes will be interpreted the same way.
- One wish will provide one result.
- Magic items/money/experience generally cannot be gotten.
- Unconsciousness results at "0" hit points, and death at "-10"
- New optional hindrances from the Skills and Powers books will be used.
- Players found cheating will be dealt with harshly by the fates.
- Player character races are not the only ones with the capacity to be able to advance in classes.