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You're free to make characters as you please. We will start at level 3. I will expect backstories that are somewhat fleshed out if you want character arcs built into the campaign. Everyone will need to come up with a reason to visit Arcadius at the start of the game. Certain characters may receive additional benefits from submitting backstories early.

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Great Swords are no longer produced or used in this world. So unless you find one by other means you cannot acquire one even through initial equipment acquisition.

 

There are some additional weapon choices though:

Simple:

Scythe - 6lbs Cost: 1 sp, 1d8 Slashing, Reach, Two-handed

Martial:

Arbalest - 25lbs Cost: 75gp, Super Heavy Crossbow, 2d10 Piercing, Ammunition, (150/600), Heavy, Loading, Two-Handed, Windlass (Requires two actions to reload) YOU CANNOT START WITH THIS ITEM

Bastard Sword -  3lbs Cost: 4gp, 1d8 Slashing, Finesse, Versatility

Mattock - 10 lbs Cost: 5gp, 2d6 Piercing, Heavy, Two-handed

Great Spear - 9 lbs Cost: 1gp, 1d12 Piercing, Heavy, Reach, Two-Handed.

Shields:

Great Shield - 35lbs +4 to AC, Cost: 40sp, Disadvantage on Stealth Checks, Requires 13 STR to use.

 

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NO MAGICAL CLASSES FULL CASTERS OR HALF CASTERS WILL BE ALLOWED THIS INCLUDES MONK, KI IS MAGIC

Classes from the Adventures in Middle Earth OGL book will be allowed (link: https://drive.google.com/open?id=1d7kPbr1amWi7xGOJabqK0sxWpIgnYVUR)

Other allowed classes are:

Pugilist

Resourceful Ranger

 

 

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Entity list

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Resting:

It will not be possible to take long rests while on the road. Thus exhaustion will be a bigger mechanic in play for the campaign. There are things that can be done with mitigate exhaustion. Short rests on the road will take 8 hours, and if they are taken consistetly, you can stave of one level of exhaustion per two days. Additionally creative ways by the characters to ward off exhaustions will also be considered. Hints as to what I have in mind will be given in the campaign if people come up with poop ideas.

Stopping in towns and staying at inn can provide long rests while will clear all levels of exhaustion.

Sanctuaries which are places that characters are welcome, wanted, and protected will provide extra benefits after having rested there. Providing the Well-Rested benefit.

Well-Rested: You are immune to exhaustion for 3 days of travel time, as it might come from not taking long rests. Characters will also receive temporary hit points that don't expire over time from this at my discresion depending on level, and relations with persons at the Sanctuary.

 

Currency: For the purposes of this game, if you start with x Gold Pieces, change that to x Silver Pieces. Gold = 100 Silver. Silver is the most commonly used piece of currency for day to day use.

 

Weapon and Armor Maintenance: Weapons, armor, clothing, etc will all need to be maintained. Multiple combats without mending items may result in their destruction. Tool Proficiencies are probably going to be a good thing.

 

Hit Points

Hit points are not health points, hit points represent skills or luck, the number of times you can deflect or dodge near fatal hits before becoming inflicted with a grievous wound. So if you're reduced to 1 hit point in a fight, you aren't coming out wounded beyond scrapes and bruises.

Characters who receive a grievous wound will need to take downtime equal to two weeks in order to clear the wound. They are still able to fight and travel, but will take penalties from the Lingering Injuries table. https://worldbuilderblog.files.wordpress.com/2015/07/lingering-injuries.pdf Note in large part unless something utterly fucks you up you won't lose limbs. Without magic it will be impossible to regenerate body parts so losing a limb is a serious consequence, thus it will be a rarer occurance, a 1% change on a d100.

 

Languages

There aren't many languages in the world. So ignore bonus languages granted by backgrounds unless you talk to me first, you only speak common. Unless you are Calian, in which case you can speak some Goblin.

 

Magic

While there is magic in this world, it has been outlawed in civilized places for nearly 1000 years. Those thought to be practicing magic are typically burned at the stake.

As such, magical classes are not allowed and feats that grant magic are not allowed.

There may be chances to learn minor magics throughout the campaign.

Skills

The Arcana skill will be replaced by the Traditions skill. An Intelligence (Traditions) check measures your ability to recall the proper courtesies and etiquette expected by the various cultures, along with some of their stories about their people and their respective histories. An Intelligence (Traditions) ability check is used whenever you wish to gain an audience with someone of influence.

Feats

I will be handing out feats like candy depending on the deeds of the characters. Players who have handed in characters early might receive a bonus feat. Note that I will not be handing out the OP OP feats like Lucky, Sentinel, Polearm Master, etc. It will be more of the typically overlooked feats like Actor, Skulker, Diplomat, etc. So prepare your anus for the number of feats you might have.

 

Player Power Level

The intent is that the players are quite the step above the average rabble, so don't be surprised if a lot of potential combats are easy. Though there are elite fighting forces that you should be weary of so don't get cocky.

 

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