Latest Updates:  07/20/2010


MAGIC ITEMS:

Some additional info on the special magic items most of you have found.  Note that no one else besides the original “finder” has attempted to use any of the items.  But note, each of you that found one feels as if the item somehow belongs to you – either that you once owned it (perhaps as a child), or that it belongs to your people or tribe, or that it is (or was) a distant family heirloom of some sort.  As such, each of you is extremely reluctant to give up your item (please roleplay this).

Mavin’s Empowering Experience: 

Just a couple of additional notes on what happened to Mavin once the fight with the White Dragon broke out.  Indeed her headband began to glow and it felt warm across her forehead.  Point of clarification – the glowing (sunlight effect) was actually a Sunlight Spell that Mavin cast (quicken cast – but she had no control over it) on the headband itself.  She felt a friendly and familiar presence with her the moment she became able to manifest the powers you saw (advanced spellcasting, etc.).  Once the effects subsided, the presence was no longer felt.  No one has any idea what it was or what caused it.  Beyond this, Mavin now has a knowledge of what the headband normally does – it seems to be a protective device (i.e. while worn it functions as a Periapt of Proof Against Poison, DMG p263).  (Headband is a simple-looking beaded headband (in the style of Wolf Nomads), with image of an eagle with outstretched wings.)   

Jenna’s Boots: 

Set of pale green hard leather boots, slim and elegant, with perfectly smooth soles.  So far all she knows is that the Boots seem to function as Boots of Tracklessness (Magic Item Compendium page 79) – she leaves no discernable tracks (i.e. Pass Without Trace spell) when walking on most surfaces.  The boots have one additional power but to find out what it is will require an Identify spell.   

Jim’s Wooden Stick: 

The 2’ long wooden stick Copan found is actually not hollow – it has a small indentation on one end, and a small round protrusion (about half inch diameter) on the other end.  Copan is able to determine (thru some trial and error that the user of the stick can cast Barkskin once per day (at the level of the user – duration is 10 minutes per user level), on self or on a creature touched. 

Marcen’s Mask: 

A carved ebony wood mask which covers the chin, mouth, and nose (has nostril slits) of the wearer, and ties back behind the head with a golden-weaved chain.  So far all he knows is that the Mask functions as a Mask of Sweet Air (Magic Item Compendium page 116), enabling him to be able to breathe under almost any adverse condition (such as poisoned air, Cloudkill/Stinking Cloud, toxic fumes, etc.).    

Pox’s Recorder: 

Masterworked small musical instrument made from ebony wood.  So far all he knows is that the Recorder functions as Pipes of Sounding (DMG p264).  That Recorder can pipe in all sorts of sounds at a distance, so you could (or should?) be using it as a frequent source of distraction against enemies you encounter.  (Though using it for that would mean you have to play the recorder, which means you wouldn’t be able to join in the fights…)    

Zuka’s Mace: 

Macelike scepter with an ornate head fashioned of gold filigree mounted on a thick copper shaft.  I made an error when I said that it didn’t detect as magic – in fact, it does.  In this case Zuka would have an intuition of what the device does.  It functions as a +3 heavy mace in Zuka’s hands.  If wielded by someone else, you suspect it would function a lower ability. 

Mathius

His item is a minor "Bag of Tricks"; a pouch that can summon a small animal once per month.  Additionally, as Mathius was dying in game 6, the pouch's magical ability kicked in.  It gives one casting of "Foresight" as an 18th level caster.

Rayson: 

Gained a "staff of surprise".  

 

D&D 3.5 Campaign Introduction Material

 

1.0  Background Information

 

This game will be utilizing all features of the 3.5 version of the D&D rules.  While I do not personally possess all the supporting books, I am allowing use of all official 3.5 D&D publications.  (A masterlist of those books is attached to the end of this document.  Let me know if you have any questions.) 

 

As with many other D&D games we have played, your group will be the standard “mixed bag” of character classes, races, and alignments.  While I place no major restrictions on many of the game elements, we all expect the group to work together.  Further, if anyone has any questions or special requests with regard to your character background, or simply need some helpful suggestions, please feel free to email me (aventrue@ca.rr.com) anytime.

 

I reserve the right to modify any of the rules contained herein.

 

 

2.0  Current Situation

 

2.1    Where you are now

 

As stated in prior communications the adventures will originate within or around the Perrenland region of the world – essentially the same region your previous group of characters started.  However, your futures – and the areas to which you journey – will diverge significantly from your group of high level characters.

 

2.2    How you got there

 

This will be tricky.  I will figure out your group pre-background once you have all submitted drafts of your characters and character backgrounds.  That information is essential in order to get everyone together.  I say this because your particular group will be coming from a very diverse set of cultures, races, and classes, so as such it would be impossible to say you’ve all “grown up knowing each other” or something equally simplistic.

 

2.3    Your Future

 

Plan on your first adventure being an underground or outdoor situation…

 

 

3.0  Character Roles and Creation Details

 

3.1  Character Basics

 

Each player is to create one new character using the 3.5 edition D&D rulebooks.

 

Ability Scores are completed as follows (c.f. DMG v.3.5, p169).  All ability scores start at base 8.  Using 32 points adjust your ability scores based upon the chart below.  For ability scores of 14 or lower, you buy additional points on a 1-for-1 basis.  For ability scores higher than 14, it costs more (see the table below).  Note that there will be additional opportunities to raise your ability scores.

 

Ability        Point                     Ability        Point

Score           Cost                      Score           Cost

9                      1                                  14                    6

10                    2                                  15                    8

11                    3                                  16                    10

12                    4                                  17                    13

13                    5                                  18                    16

 

 

3.1.1        Race

 

Any standard race is allowable.  Preferred races include:  human, half-elf, elf, dwarf, gnome, halfling, and half-orc.  If you have a desire for a special race, please speak with me about it prior to the first game.  Make your character’s age between 16 and 30 (or equivalent, depending on race).

 

3.1.2        Class and Alignment

 

Players may choose any standard class as listed in Player’s Handbook, or within the approved 3.5 supplementary books.  All characters have the options of choosing specialty and prestige classes (once they satisfy the requirement criteria) later as they gain more experience.  Most prestige classes will be available, though there may be a few restrictions.  When the time comes, please discuss with me prior to selecting any prestige class for your character.

 

You may select any alignment: good, evil or neutral.  However, the only caveat is that your group is of such combination that it is able to work effectively together. 

 

3.1.3        Level

 

All new characters will start at 1st level with 700 experience points.  Anyone that has the ability to craft scrolls (or equivalent) may expend some of these points to do so before the game begins, also noting that such crafting also requires cash.  Prior to the first game, there will be a “pre game” (done mostly via email) in which your group will all come together for the first time.  By the end of the pre game, you will all gain an additional 500 experience points – which will put each of you at 1200 exp pts and 2nd level before the first game.  You will then progress in levels normally from that point.  (Note that anyone expending more than 200 exp pts for crafting items at the start of the game runs the risk of not achieving 2nd level by the start time.) 

 

Upon reaching 2nd level, anyone wishing to multi-class may do so immediately without need for special training or expense, observing the standard experience point restrictions for non-favored classes.  (Rules regarding multi-classing can be found in the Players Handbook pp 59-60).

 

Experience will be awarded in the standard way, same amount to each player that remains for at least half of a game session.  Level advancement will take place immediately upon achieving the necessary experience points needed for that level – training cost and time rules will not be used. 

 

3.1.4        Starting Wealth and Equipment

 

Characters will each start with 100 gold.  There are opportunities to gain additional starting funds, but those are detailed in the bonus points allocation section of this handout. 

 

You must use this starting money to purchase any and all equipment listed on your character (sheet), except the most basic clothing.  All equipment listed in the Players Handbook as well as the Arms & Equipment Guide is available for immediate purchase.  Should you have sufficient funds, minor magic items (such as potions) as found in the DMG are also available for immediate purchase, standard book cost.  If anyone has a particular desire for some type of specialty item not found in standard books, please discuss with me prior to purchasing that item.

 

3.1.5        Spells and Spellcasters

 

For those that select Sorceror or Wizard as character classes, please observe the standard rules for familiars and spellbooks, as well as starting spells.  For Wizards, you can add three new spells to your spellbook per level after 1st level (rather than the standard two per level as detailed in the PH).  There will be an additional opportunity to add additional spell(s) to your spellbook prior to the first game. 

 

3.1.6        Character Death and Rejuvination

 

As we all know, death in the D&D realm is always a possibility.  There will be resurrection opportunities, but they will generally be costly both in terms of cash as well as services, quests, or promises.  If you instead choose to create a new (replacement) character, you may do so.  Replacement characters begin the game at a level equal to the lowest character level currently active in the game.  (For example, if your group had three 5th level characters and two characters midway between 4th and 5th level, a replacement character would start at the beginning of 4th level.)

 

3.1.7        Special Bonuses

 

Once you have finished creating your character drafts, there will be bonus points that you may then allocate to your character.  This is in part to add some additional distinctiveness to each character.  Each character will be awarded the same number of bonus points to allocate.  The point allocation chart follows below. 

 

Starting Bonus Points  =  105

 

You may spend your total bonus points (BPs) as follows, and may select particular bonuses more than once, subject to some limits.  Unused points may not be used later (and you can’t go over 105!)

 

Bonus                                                                                      Cost     Limit

 

+25 gold pieces (starting money)                                                       5       no limit

+1 Reputation point (see Character Starting Variants handout)         10       max of +2 points

+1 Skill Point/Rank (any applicable Skill)                                      15       limit of +4 per Skill

+1 1st level Spell (for Wizard’s Spellbook or Sorceror memory)         20       no limit

+1 to starting Hit Points                                                          20       limit of +2

+1 to Ability (any – even same one twice; may raise an 18 to a 19)   50       limit of +2

Minor Magic Trinket (see below)                                              75       one only

+1 bonus Feat (any applicable)                                                   100      one only

 

Magic Trinkets:  Choose one from the following list.  These are items given to you by your family, friends, village, or whatever.  You may create whatever design for the item you see fit, but if possible design it appropriate for your character background and culture (possibilities include magic feather, ring, small medallion, belt buckle, earring, hair clip, cap or hat, brooch, pterodactyl, etc.)  Each trinket has a maximum resale value of 250 gold.

 

 

3.1.8        Hit Points

 

All characters start the game with maximum hit points (plus Con bonus, if any) for their initial starting class.  Thereafter, characters will gain hit points per level using the following chart (based on hit dice).  Add in Con bonus per level, if any, as usual.

 

HD Type                     Number of HP/level

D4                                           3

D6                                           5

D8                                           6

D10                                         8

D12                                         10

 

 

4.0  House Rules

 

Dodge feat adds +1 to the character’s armor class without having to assign it to a specific opponent.  The bonus is still lost if the character is caught flat-footed.

 

Potions can take many different forms and can be used to add flavor to the campaign.  For example, a potion of Jump may take the form of a grasshopper leg instead of a liquid elixir.  Special potion forms are decided upon creation of the potion.

 

Temporary Hit Points are “bonus” points that are taken off first when a character is hurt.  The published rules state you can die after you lose your temporary hit points.  This is no longer the case.  In the case of the Barbarian Rage ability, you only get a number of temporary hit points for each Barbarian class level – not the total character levels in the case of a multi-classed character. 

 

4.1 Rules Variations

 

There is a separate handout (Character Starting Variants) which lists certain rules variations which will be applicable.  Those variations are found in Unearthed Arcana.

 

5.0  Approved Game Books

 

Arms and Equipment Guide (AEG)

Book of Exalted Deeds (BED)

Book of Vile Darkness (BVD)

Complete Adventurer (CAdv)

Complete Arcane (CArc)

Complete Champion (CC)

Complete Divine (CD)       

Complete Mage (CM)        

Complete Psionic (CP)      

Complete Scoundrel (CS)  

Complete Warrior (CW)

Deities & Demigods (DD)

Draconomicon (Dr)

Dragon Magic (DM)

Dungeon Masters Guide (DMG)

Dungeon Survival Guide (DSG)

Dungeonscape (DS)

Epic Level Handbook (ELH)

Exemplars of Evil (EE)

Expanded Psionics Handbook (EPH)

Fiend Folio (FF)

Fiendish Codex I and II (FC1 and FC2)

Frostburn (FB)

Heroes of Battle (HB)

Heroes of Horror (HH)

Libris Mortis (LM)  (one of my personal favorites)

Lords of Madness (LoM)

Magic Item Compendium (MIC)

Magic of Incarnum (MoI)

Miniatures Handbook (MH)

Monster Manuals I thru V (MM)

Planar Handbook (PLH)  (replaces Manual of the Planes)

Player's Handbook 1 and 2 (PH)

Races of Destiny (RoD)

Races of Stone (RoS)

Races of the Dragon (RotD)

Races of the Wild (RotW)

Rules Compendium (RC)  (a good book for everyone to have)

Sandstorm (Snd)

Savage Species (SS)

Spell Compendium (SC)

Stormwrack (SW)

Stronghold Builders Guidebook (SBG)

Tome of Battle (ToB)

Tome of Magic (ToM)

Unearthed Arcana (UA)

Weapons of Legacy (WoL)

Wizzle the Fizzle (WtF)