- Intro -
The messenger found you with surprisingly little trouble. A soft tap on your shoulder, a quiet 'excuse me', a crumpled piece of paper stuffed into your hand. Before you can even look up they're already retreating, almost out of earshot in an instant.
The note in your hand is thick,high quality, almost like you'd use for the page of a spellbook. At first the words seem to swim before your eyes, trying to convince your brain that they mean nothing of importance, trying to suggest that you should look away and not bother reading the note. Perseverance eventually forces the words to solidify, to stay in once place on the paper. It's a summons, no, not quite, an invitation. The letter requests (most humbly) your presence in the city of Alaghon, in the land of Turmish. Once there you are to seek out an inn by the name of the Crimson Star, where you will be contacted shortly after your arrival.
The remainder of the missive mostly deals with the usual trappings meant to woo an adventurer, promises of wealth, fame and magical items, brief notes on how to go about getting from your current location to the city of Alaghon, and even a promise to help cover traveling expenses. (As if on cue, after reading that last bit several gold coins slide out from under the paper into your palm from seemingly nowhere.)
A few thoughts about your current agenda will bring about the startling conclusion that you seem to be free of all obligations at the moment. All upcoming events and appointments having been conveniently postponed or canceled in the last few weeks.
The final lines of the note request that if you wish to partake in this venture that you simply tear off the lower-left corner of this page and toss it in the nearest open body of water before noon tomorrow.
The note is signed with a single, calligraphic S.
- Campaign -
This as yet unnamed campaign will be based loosely in the forgotten realms setting. I will be using the FR soursebooks as a basis for general geography, political climat and setting, however I reserve the right to butcher and ralign any of the components to better fir the adventure, I appologize if I get some of it 'wrong', but I'm just using the setting as a starting point for the tale we shall weave together.
- Character Creation -
Please note that for character creation, you need to use the dice roller at Irony(.com) Games to generate rolls. Send a copy to both yourself and Gar for record keeping.
Stats are rolled as follows:
4d6 seven times.
Discard the lowest die from each roll, and the lowest overall roll.
Final rolls may be assigned in whatever order you wish.
You may reroll all seven sets (no individual rerolls), but each reroll costs the character 25% of their starting funds.
Starting gold is 300gp Plus one single magical item passed down from someone close to your character. This item is subject to GMs approval and can be worth no more than 2500gp.
- A Special Note on Character Classes -
This campaign takes place in an old world. Generations of Heroes and villains have walked this land from hither to yon. So many Heroes fill it's past that even the most heroic of deeds have been blurred under the weight of innumerable other heroic deeds. In this world heroic bloodlines have run strong and true and flourished. You belong to one of these bloodlines, this confers upon you abilities beyond that of the average mortal being.
At each level, including the first, you may choose two character classes to level up in. This process is similar to multiclassing except that you gain the benefit of both character classes at each level. If the two classes have similar abilities that overlap (such as Hit Dice, attack progression, saves, and class features common to both classes), you choose the better aspect. This is elaborated on below.
Hit Dice: Choose the larger Hit Die, and add your constitution bonus only once.
Base Attack Bonus: Choose the better increase for each level, typically this will just be choosing between +1 or +0.
Base saving throw bonus: For each saving throw bonus choose the better bonus from the two classes. I.E. A 1st level fighter/wizard would have a base saving throw bonus of Fort+2, Reflex +0, Will +2 -Taking the good Fort Bonus from the Fighter and the good Will Bonus from the wizard.
Class Skills: Take the higher bonus, and consider all class skills from both classes as class skills. Add your Int Bonus only once.
Note: As a special addition each character is awarded 2 skillpoints each level which MUST be spent on a Craft skill or Profession skill.
Class Abilities: You gain the class abilities of both classes each level, a first level cleric/rogue can turn undead and sneak attack for +1d6. If taking two classes with the same ability (such as sneak attack or arcane spellcasting) your character advances at the rate of the faster progression. The exception to this is Prestige classes, for stacking class abilities add one half your levels in the prestige class for determining spellcasting level, sneak attack damage, favored enemy bonus, etc.
Prestige classes: You may only advance in one Prestige class each level, your other class must be a 'core' character class. If you have access to the 'savage species' manual you may take a racial class at first level, this counts as your current prestige class, you may not take another prestige class or take two 'core' classes at the same level till you are finished the progression of your racial class. All Racial classes are prestige classes are subject to the approval of the GM.
Please note that you are not alone in the world with this ability, many of the NPCs you meet will be as powerful as you are, if not more.
Also of note, this champaign may prove problematic for overly pious or overly lawful characters. Such characters are not restricted, but they may find their morals in conflict with the party's current assignment.
"Hindsight Check"
In any given situtation where the character needs a commonly-available item worth less than 50gp but forgot to explicitly state that they purchased said item the character will be allowed to make a Wisdom check to see if indeed their character had the forsight to purchase the item in advance. The DC for the check is (GP Value of the item/2)+(Days since last shopping trip x 5). The GM may increase the DC if the item would not normally be used in the general situation. For example, you'd be very justrified in buying holy water to bring to a graveyard, but you'd be much less likely to need any when traveling to the palace of a lawful good prince. Also note that your character always takes 20 on this check, after all, hindsight is 20/20.
'Defensive roll' d20 + (AC - 10)
At certain times, in small combat against similarly matched opponents, the GM may ask for a Defensive Roll each round. The result of this roll is your AC for that current round(subject to any normal modifiers.)