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Knight in Exile - Anemlia's Reign; The Campaign
Topic Started: May 8 2009, 03:42 AM (338 Views)
Shana
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“And so the weak fall and the strong rise. At last, the time of aged idealism and compassion has ended.” - Anemlia, at the steps to the throne of Erodela

Hey guys,

For those of you who have played the first session of the Knight in Exile Campaign, I first want to thank you for doing so. Creating a campaign based off of the events of before the book is something I am looking forward to. This thread will be used to describe how my game works as well as where the players will go for weekly updates. Experience, however, will not be posted here due to the DM respecting the privacy his players. Below is a FAQ about how the campaign runs, I will update as questions are asked or as things change or are added.

Introduction

"Eternal life, is a curse, not a blessing." - Reynul

Welcome to Indriul, a land broken by the past mistakes of the Herald Era. Upon the lands of this great continent are the kingdoms of Erodela, Yerlan, Dulmain, Certun, and Sennite. Beyond them, lying in the frozen wasteland, is the Frozen North, a place cursed with everlasting winter.

This campaign is a character-driven, free-roleplay style game. This means that the characters are the ones that lead the game, doing whatever they want and how they want. There will be quests the characters can play out, a vast land they can explore, and an abundance of things to do. You as the character must seek it, there are no limitations.

Magic

Magic, sorcery, witchcraft, is an unpopular skill in Indriul. Since the ending of the Herald Era, magic has been shunned upon by all commoners. Those who practice magic openly have fled to the Frozen North while those who practice it in secrecy have yet to be revealed. Players can play classes that use magic, but it is highly recommended that they use their abilities with discretion.

Iconic Characters

Nearly every major NPC you meet is an influential character in the story. You will be able to interact with them as you see fit and as you want. You will encounter these characters on many different levels, many different times, and in many different places.

Experience and Character Development

In this campaign, you can gain experience in several different ways. Roleplay, Combat, Quest, and Performance.

Roleplay: Playing your character, interacting with NPCs, interacting with other players. Staying true to your character.

Combat: Fighting creatures and bad guys, the basic type of experience.

Quest: You gain experience by accepting quests and by completing them. The amount you get by accepting is usually small while completing is larger and will receive a bonus based on your performance for the quest.

Performance (Non-Combat XP): Not everyone is a fighter, and not every situation requires fighting. Performance awards experience based on the character's overall impact and influence in the session.

Code of Conduct for Players

Because this world has factions, just like most other DnD games, there will be player characters that might have different opinions or be on opposing sides. This means that players can easily turn on each other at nearly any time. Players will not bicker or complain if a player takes advantage, attacks, or even kills another player. It is, unfortunately, the reality of this world. These situations are entirely up to the players to decide and the DM will not punish/involve himself in this type of affair. The DM however will step in if it is slowing down the progression of the game or if the players are getting out of hand.

Bottom line, be respectful to the other players and how they play, even if it is to your detriment. It is a roleplay and is supposed to be fun.


Criticals and Fumbles

In this game, I willl be using the Critical Rolls and Fumbles table. The table gives a different edge to combat and allows a more unique experience. For example, a character rolls a natural twenty and confirms the critical. The DM will roll a percentile dice and selection the appropriate option on the Critical Hit table. The critical will either remain as it normally should be, receive added damage, cripple the opponent, or even instantly kill.

On the other hand, the Fumbles table (those who roll a natural 1) has the same thing happen to them if they confirm the fumble. To confirm the fumble in this game, you have to roll again and if you do not beat your AC on that roll, you fumbled and the DM will roll a percentile dice and go according to the chart. A fumble can be anything from hitting yourself, falling prone, rolling your ankle, falling into someone, or even falling on your own weapon.

Both the Critical and Fumble rules will apply to PCs AND NPCs, meaning even the opponents you will be fighting are subject to it.

Update
Fumbles will be rolled as they normally should be. Meaning that if you roll a Natural 1, you have to roll your AC or higher to avoid fumbling. The house rule was reversed to increase difficulty but I ran a few simulations and noticed that it made it TOO hard, especially since Maptools tends to like being evil. Therefore, the original house rule is removed and the standard rule now applies.

Languages:

There are only three languages in Indriul. Common (Erodela/Yerlan), Certanian, and Heraldan.

That's all for now.
 
Shana
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Professional Pyro
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Rules Update

1 Minute Rule
To speed up combat I am enforcing the "1 Minute Rule". This means once it is your turn, you have 1 minute to acknowledge it and make the appropriate action. However, if you need more time to think, you only have up to three minutes to do so. The 1 Minute Rule is merely to catch if one of the players is available to make their turn or not. If you do not act or respond within that minute then the DM will do your turn for you.

1 Minute not enough? You have 3 minutes per turn ONCE you've acknowledged in some manner that you are not AFK and IF you need it, however at the end of those 3 minutes I will take over your character. Plan your moves ahead of time to help increase the flow and pace of the game.

Activities
Also, I will remind the players that this is a Player-Driven game. Don't just sit around and expect things to happen. You are rewarded experience based on Quests and Performance as well as Fighting and Role-play. Get out there and explore, otherwise nothing interesting will happen.

In addition, for characters confused with actions they can or cannot take, post what your character "tries" to do. For example:

"Arret tries to open the door." or "Arret opens the door." The DM says the door is locked or the DM will say it opens. Don't ASSUME you can't do something like say using a long blade in a forest. If you can't absolutely do something, the DM will say so.

Checks, checks, and more checks

Not everything requires checks in this game. Some more simple actions I will decide requires no check and will allow you to essentially 'take a 20 on it'. I will let you know if your action requires a check or not.

Questions

Please limit the questions you ask the DM regarding character actions. As stated above, just attempt to perform the action. The ONLY time you should ask the DM questions related to your character's actions and the like is if it is a life or death matter and you want to seek guidance to make sure you do not make a bad decision. The DM can only focus on so many things at a time and flooding him with twenty questions will slow the pace of the game.


Decision-Making

Last game was a perfect example of what happens when a character takes too long to decide something. I don't expect every player to know exactly what to do and when to do it, after all we all need to have time to think. However, that time is also limited and if the player takes too long to decide on an action, the DM will give a warning that they need to decide quickly. If they do not act within 2-3 minutes of said warning, the DM will go on without the character's decision.

For example: A character is confronted on a path by approaching soldiers. The character isn't sure if they should hide, fight, or run. The DM waits a few minutes to let them decide and then ushers a warning. The character then decides it would be smarter to hide and does so.

A character thinks they saw someone run into an alleyway that they recognize. They decide to think about whether or not they want to follow the person or not or try to quickly gather their comrades to begin the pursuit. The DM warns the character a few minutes later that they need to make a decision. The character doesn't reply or does not decide. The NPC they were considering to chase automatically gets away.
 
Shana
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Professional Pyro
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Character Creation

I probably should have made this a while ago since so far I have no current up-to-date document referencing the current restrictions in character creation for the campaign. Below is a quick outline as well as a small guide to the world of Indriul to allow the players to begin creating their characters.

Race: Humans Only. There are only humans in Indriul. The human race is unchanged and all racial stats and feats still apply.

Class:Originally, there was a lot of restricted classes but now most, if not all classes, are open. When choosing a class, consult with me first to ensure I accept your choice prior to making your character. Being the newbie DM that I am, I don't understand a lot of classes and will be slow at some points because I won't know what a certain ability or spell does and will have to look it up to verify.

For those of you who are currently playing in the game and wanted to be a certain class and I denied it, you CAN change your class by remaking the same character. For now, I will allow that, but please let me know first.

Current Class Restrictions: All Psionic-based classes

Ability Scores This is a high-powered game and the player will use the 32 point buy system. The 32 point buy system works like this:

All characters start out with all ability scores at level 8 if they are not considered to be at an immature age (check Age in PHB). As you spend points to increase your ability score, the cost will get higher depending on the modifier of the rising stat. For example: To go from 8 to 14 costs 1 point per score, so altogether it costs 7 points. Now a stat of 14 gives a modifier of +2, to raise that stat further it will cost 2 points, so to get from 14-16 it will cost 4 points. At 16 the modifier now changes to 3 and so does the number of points required to spend on each stat score. Excetra, exectra...

Starting Packages: You start off with either 100 gold if you are level one or whatever you would normally start out with according to the DMG Page 199 if creating a character past level 1.

Use that gold and the PHB or Item Compendium or whatever legitimate supplement to buy your character's items. However, as of current you CANNOT purchase any magical items unless I allow you to do so. Anything non-magical however is alright. The reason behind this is simply RP oriented. Your character starting off will likely not be able to access such items unless your history allows it or if your character is a high enough level for me to consider it, which will also vary on where the rest of the party is in the campaign.

Extra Skills

Indriul has a unique history and offers a unique skill in this world:

K. Heraldan: You are adept at knowing the mysteries of Indriul during the time of the age known as the Herald Era.
DC
10: You know simple knowledge about the subject
20: You know basic knowledge about the subject as well as a few more details the normal NPC wouldn't know.
30: You have extensive knowledge about the subject and a lot more details than most NPCs would know.

Description

Please, please, write out the description of your character. While it is not exactly a necessary requirement, this campaign is based a lot on story and roleplay so character development is important as well as fun. As far as description goes, be natural with what your character looks like.

Equipment

Starting equipment must be within price range of what your character's starting gold is and MUST be nonmagical unless allowed otherwise by the DM.

Hit points
Starting character's first Hit Die is automatically maxed+your Con Modifier. After Level 1, the DM will either roll your health or you can use the Fixed Hit Points table in the DMG Page 198

Character's History and Origin

In Indriul there are five kingdoms. The Kingdom of Erodela, Yerlan, Dulmain, Certun, and Sennite. There is also the region north of Yerlan known as the Frozen North where it is said all the spellcasters were banished to after the end of the Herald War. Below is a list of the kingdoms along with the basic history. The players can select whichever kingdom intrigues them the most and then can ask the DM for more information regarding said kingdom.

Erodela:
History: One of the largest and most powerful nations, Erodela was once a pinnacle of society, ruled by the kind and compassionate King Sorin and his knights of the House of Eight. However, King Sorin was tricked by his young and beautiful advisor and Court Tactian Anemlia, a sorceress from the Frozen North, one who he had accepted into his court with the intention of breaking down the barrier between the rest of Indriul and the Frozen North. Anemlia killed King Sorin and claimed the throne for himself. After a time of anarchy, Anemlia was able to convince the populace that Queen Eleran and Sir Elric, one of the last surviving members of the House of Eight, had performed a coup against the king. Now, that Anemlia controls Erodela, she has finally amassed her newly replenished armies and is determined to continue the late King Sorin's ambition of reuniting the lands of Indriul under one banner, not with diplomacy, but with conquest!

Symbol: Erodela's symbol during King Sorin's days is a sword with an olive vine coiled around it.

Anemlia's symbol is a sword with a snake coiled around it.

Basic Ideas for Character Creation
Players from Erodela can either be a loyal subject to Anemlia, or could be zealots of the late and rightful king and seek to start or join a rebellion against the wicked tyrant.

Yerlan
History: Rumored to be the first nation to be formed after the end of the Herald War, Yerlan is a large nation that lies just north of Erodela beyond a chain of mountains that has become known as the Yerlan Barrier. It's current ruler, King Aralandar, is distraught with the news of King Sorin's death and is beginning to fortify his defenses against possible attacks from the oath-breaking sorceress. With the barrier separating the two powerful nations, the only way between one another is a break within the mountains known as The Bridge, which is heavily defended by the Yerlan fortress Hailguard.

Symbol: Yerlan's symbol is a representation of the sky and of their god Semos. The symbol is a large circle at the top that represents the sun followed by two wavy ovals or "wings" that represent clouds, three straight lines below that represent wind and a curved line at the bottom that represents the earth.

Basic Ideas for Character Creation
Players from Yerlan can be spies send to Erodela.

Certun
History: : A once nomadic tribe known as the Wardiraga, the Sun Keepers, Certun is now a kingdom just west of the Buckler Mountains and the Raganori Desert. For years Certun has had shaky relations with its northern neighbor, Dulmain, but only recently did they go to war with them after one of their villages was demolished by invading Dulmainian forces. Certun is ruled by an oligarchy, the Five Chieftains of Raga, descendants of the last pure blooded chiefs of the Wardiraga.

Unique Characteristics: Most citizens born in Certun have almond skin, their ancestors originating from a hostile desert climate.

Symbol: The symbol of Certun is tribute to the Sun God Raga, a colored orb with small lines to represent the sun with a large, glaring eye in the center.

Basic Ideas for Character Creation
Players from Certun can create a variant class known as the Certanian Monk which uses the Monk class but with a few modifications. Certanian Monks are known as masters of the Raga-Manus or Hand of the Sun.


Dulmain
History: Smaller than Erodela, this kingdom is ruled by Lord Barlamin. Dulmain is currently under attack by both fronts, Certun and Erodela. Anemlia, the flame-haired witch who rules Erodela, has declared all-out war against the nation. Because of this, Dulmain has been fighting a losing battle and Barlamin, in his most desperate hour, needs all the help he can get if Dulmain is to remain standing.

Symbol: Dulmain's symbol is the mark of a bear's paw split down the center. It represents a time during the early days of the settlers when they had difficulty with the local bears. It was revered that men of great strength killed the bears and were greatly respected amongst their neighbors. Bear in itself is an icon of strength, so a bear claw split down the center indicated a Bear Killer, which meant greater strength.

Basic Ideas for Character Creation:
A player could be a loyal soldier of Dulmain, eager to join the fight against the tyrannical Anemlia and the vile barbarians from the South.

Sennite
History: A collection of lands run by a multitude, Sennite fashions as a collective republic rather than an independent nation. It has no one true ruler and no one true army as each lord communicates and trades with one another. It is generally a free man's land with little law because there isn't a large enough body to enforce law between the territories in Sennite.

Symbol: Symbols vary depending on which part of the republic the character is from.

Basic Ideas for Character Creation:
A player from Sennite could be an upcoming merchant seeking to make profit with the neighboring kingdoms. They could also be a thief by profession and seek out new towns to conduct their "business" at. Also, a player from Sennite could be an adventurer who seeks to learn more of the world around them, tired of living in such a small but complex society.

The Frozen North
History: Few know how the Frozen North came into being but most theorize it was the aftermath of the Herald War. At the northern borders of Yerlan lies the Gray Border, the crossing into a land of everlasting winter. It is said that after the Herald War ended, the people of Indriul were angry with magic and banished its practice. Those who still choose to practice it either went into hiding or fled into the Frozen North where none dared pursue them. It is said there is salvation within the icy lands of the North, but only those from there know if that is true or not.

Basic Idea for Character Creation:
A player can be a spellcaster from that area that has decided to descend into the southern lands of Indriul for their own gains.


This is all just basic history and ideas for character creation. You, as the player, can make whatever you want. You only require to be from one of these regions, as far as what role your character plays, that is all up to you. The possibilities are limited only by your imagination.
 
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