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08/29/03 12:20:01 PM
redchin@sonic.net

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Campaign Summary
For the Players | New Home Rules

Campaign Summary

I've entitled our campaign , "The Defenders of Greyhawk" (until the players think differently).

It unfolds as the characters find themselves in Greatwall, in the province of Furyondy.  Iuz the Old wages war on Furyondy's northern border, and the players are hired to escort a caravan to Willip, a large city in eastern Furyondy.  Rumor has it that Iuzian orcs are flooding the hillsides... Yep!  The rumors are true.  A special agent from Furyondy's military has commissioned the players to infiltrate an enemy base and destroy the enemy, reputed to be orcs.  The heroes are successful in vanquishing the orcs, and continue on to the large city of Willip.  After buying items and resupplying, they head back to Greatwall, where Captain Gillmore awaits their arrival.

Their arrival in Greatwall coincides with a terrorist plot to blow up the city with fireballs.  The players must think quickly to find all seven fireball crystals before they explode.  After their gainful search, they realize it was only a plan to break out Sergeant Krayquer, a known traitor who may be allied to the Scarlet Brotherhood.  A dark elf was seen rescuing Krayquer from the prison, which, reputation has it, had never had a breakout, until now...

Characters follow rumors of a buried Citadel somewhere along the Old Road, a place where no sun shines.  Goblin activity in the area, and ongoing battles between orcs and elves make for a tough journey to the Citadel.  The Citadel contains many surprises.  The characters live, discovering two new companions (prisoners), one of which who dies.

The scene shifts as two new characters join the story - Kwog and Sirius.  In Northern Furyondy, along the shores of Lake Whyestil, a party confronts the remaining denizens of a ruined temple dedicated to Phaulkon.

As the temple is cleaned out, a few priests go about reestablishing it.  The heroes return to Greatwall.

Meanwhile, the Count's proclamation of no-tax adventuring stirs activity in the new adventurer's guild.  However, the lines are long.  While waiting, a dwarf sells them a map to a keep which he plans to sell.  Both groups buy a map, and are led to the keep, finding one another.  They find it inhabited by monstrous humanoids (goblins, ogres, etc.)  Uniting, they try to take the keep by force, and are beaten back with strong resistance.  As they plan for a more strategic assault, a messenger arrives telling them they are urgently needed at the request of Count Jakartai.

The Count and his Warmaster, a frail, chicken-like old woman, gives word of an important official, the Warcaptain Sir Jalahandar, who was ambushed and kidnapped by forces of Iuz.  He has critical defense information that Iuz could use to invade Furyondy (weak points, locations of forces).  The PCs undergo a startling transformation - into ORCS - so they can infiltrate  a key capital city, Izlen, and rescue the Warcaptain.  They are teleported away from the city to a dangerous border zone, just east of Lake Whyestil, far north beyond the former razing line, even beyond the Sunless Citadel.  Arriving in a former manor, they spread out and search...

For The Players

Think you might want to play?  Download the Player Prospectus (.PDF file).  You'll need Acrobat Reader.

* Ongoing questions to ask yourself

Why do you adventure?
What are your character aspirations/ambitions?
METAGAME QUESTION: What path of prestige classes are you considering (if any), and how are you planning to meet the requirements?

PLAYER TASKS:

* I'd like to continue to delegate out the following responsibilities to the players:  

  1. "G3" - Gold & Glory Guy - Keeps list of A) Monsters defeated; B) problems overcome; C) Treasure gained
  2. Journalist - keeps track of campaign details, handouts, takes notes, records important facts.
  3. Mapper - creates maps of dungeons, when necessary; keeps possession of maps the party owns.
  4. Chronicler  - knows what time, day, month, year of the campaign, and has good notes on WHEN things happened.

Roles 3+4 can be combined, if necessary.  Also, be thinking about taking skill points to boost these abilities.  For example, skill points in Knowledge-cartography, High Int Score for recall checks, etc.  This keeps these jobs more "In-game" than outside, as your characters become good at these specialized tasks.

* I've made some cardstock handouts which list all the choices that players can take during their turns.  It will cover move actions, partial actions, initiative choices, etc.  I hope this speeds up play and allows players to "see" all their character can do during a combat round.

* Please check the Trailhead page for a link to combat tips and an explanation of attacks of opportunity.

New Home Rules

* HIT POINTS

1)  You may opt to take half your HD+1hp when you reach a new level.  (A fighter would get .5 x d10 (5)+1 for a total of 6.)

OR 

2) Roll your HD.  If you don't like the result, you may roll again, but *must* take the second result.

* EXPERIENCE POINT AWARDS

XP falls into a few categories:
Roleplaying Monsters Class awards Story Awards Miscellaneous
An award based on keeping yourself "in-character", (including sacrifice of game advantages)  and avoiding metagame thinking Total XP value of monsters defeated or overcome divided by # of players who faced them Based on timely and thoughtful usage of your class' special abilities (barbarian rage, paladin detect evil, spellcasting, etc.) A Bonus award based on completion of certain story components.  Ex. Rescue the princess, clear out the temple of evil, etc. Other things you think your character should get XP for:  Clever ideas which save self, party, bringing exotic salsa for the DM, etc.

* LEVEL ADVANCEMENT

Hit Points are gained automatically when reaching the XP total necessary for a new level.  All other abilities
Characters moving from 1st to 2nd level need only a day of reflection and practice in the same class to raise the level.  Characters switching character classes need one additional day.

Thereafter, level advancement follows this chart:

Level advanced TO Time needed for training and reflection Materials Fee* Special Requirements?
3rd - 5th 1 week .5 Level x 10 gp None
6th - 9th 1 week + 1day per level .5 Level x 25 gp  Must have a teacher or resource who can tutor or provide training.
10th - 14th 1 week +1 day per level .5 Level x 50 gp Must have a teacher or resource who can tutor or provide training.
15th - 20th 1 month 500 +200 per level gp None

* The Materials Fee pays for the resources necessary to assist in the development of the character.  It represents a personal investment made on the part of the character to improve his effectiveness over the course of a campaign- for example:

Barbarian - new clothing, repairs to fighting gear, new weapons 
Bard - new clothing, instrument cleanings, repairs to fighting gear
Cleric - donations to the church, repairs to the fighting gear
Druid - food and costs incurred to train animal companions, repairs to equipment
Wizard - beakers and vials and stuff used for acquiring new spell, repairs, replacements

The Materials Fee must be spent before acquiring new level abilities.  The character can purchase repairs or upgrades on existing equipment using the fee.  In the case of character class switching, this fee represents the acquisition of necessary new equipment related to the particular class.  

* LEVEL ADVANCEMENT AND CHARACTER DEATH

FYI - Dungeon (the magazine) editors, and designers of the game promote the following general guidelines - a character should have *roughly* 13 encounters of varying encounter levels (monster CRs, plus trap CRs, problem solving and puzzle CRs, qualify as encounters - call them "scenes/chapters" if you will, in a play/novel), before advancing a level.  Of these, the classic villain climactic encounter should be at or above the total party level.  The overall chance of a character dying (using their suggestions) per level is 50% (seems high, right?)  How does Kwog defy the odds? : )

* CHARACTER DEATH


Your options after an untimely (and aren't they all untimely?) character death are as follows:

1) Resurrect / Raise

2) Hire a taxidermist ( I kid you not, a young woman, trying to honor her grandmother's dying wishes not to be cremated or buried inquired about this possibility) : )
3) Bury and say blessings
(In the latter case, the player can start with a new character, at roughly one half-level lower than original character).   I encourage the creation of a pair of backup characters - the world of Greyhawk becomes a more dangerous place beyond 4th level or so.  And let's just say that brave adventurers are needed for future quests (the squeamish need not apply...)