Low magic setting the beginning [Archive] - Wizards Community

Post/Author/DateTimePost
Yayhya

04-04-07, 09:23 AM
A friend and i are working on a minimalist low-magic campaign, so far we have some back story but that needs to be worked on so here is the list of allowed books, races and classes so far.

The “Basics” Campaign


Campaign Restrictions:

DM Books
DMG
DMG 2? I haven’t really looked through it yet
MM 1-2
EPH*
Arms and Equipment guide**
Magic of Incarnum*

* Extreme cases i.e. The PCs get out of line and you need to smack them good and hard.
** Only parts, by this I mean the good bits.

Allowed Resources [for Players]:
The Players Handbook
The Players Handbook II
Complete Adventurer
Complete Scoundrel
Complete Warrior
AEG Mercenaries

Homebrew:
Races of War
The Tome of Fiends
The Tome of Necromancy
The Dungeonomicon
Otto the Bugbear’s Rewrites.

Races
All Core
Though playing a half-orc might be a bit problematic
From AEG Mercenaries
Aradan
Ashemi
Dralloks
Lahryk
Makall

Other http://boards1.wizards.com/wotc_archive/index.php/t-429636
Zzithranians (swarm/hivemind being see your thread on hive mind)


RoW: Races of War. OtB: Otto the Bugbear’s Rewrites.
Classes:
RoW Assassin *****
OtB Barbarian ***
RoW Barbarian ***
OtB Fighter ***
RoW Fighter ***
OtB Hexblade **
RoW Jester
OtB Knight ***
RoW Knight***
RoW Monk
OtB Paladin
OtB Ranger
OtB Rogue
RoW Samurai
OtB Swashbuckler
RoW Thief-Acrobat
Bard *
Fire Mage * / **
Ranger
Rogue
Scout
Warlock **
Guerilla ****
Hunter ****
Legionnaire ****
Mercenary Ranger ****
Nomad ****
Scout ****
Guardian **/****
Myrmidon **/****

* NEED STATS
** Might have to much magic
*** Are these all that different? Do we “need’ both?
**** From AEG Mercenaries
***** if we use this than we’ll have to do away with the New School, Dimesional Rip, Death By Plane, abilities they are just too magical.


HELP . . . any advice would be good . . . also feel free to suggest races, classes, feats, ideas and books note we're going to be strict with the allowed books.
Yayhya

04-04-07, 09:06 PM
see below
Yayhya

04-04-07, 09:11 PM
FEY
“The Fey, fear them not for there brawn but for their trickery and lies, they take many forms, each using different powers to trick you but mark my word each is a tricky little devil, you’d best have nothing to do with them.”
-Dal Thut explore and scholar-


When the elves came to this realm from there land, the fair realm, the realm of Fey. Some other denizens of that place managed to come though. When the elves in their vanity tried to open a door to that realm, they doomed us all, they created the Orcs, but in the same way more of the Fey came through. The Fey are rare thankfully but they are powerful enough that should you cross one be warned. The Fey are warded off by the following items:
Cold iron (or steel)

Should a Fay try to enter an area with cold iron present they must make a will save dc 20 to do so failure means they can not enter the area. Any Fey touching any item made of cold iron must make a Will save dc 25 or take 2d6 points of damage. If a fey were to ingest cold iron they would then take 5d6 damage per round that the item is in side of them.

The Fey Abilities

Category Age Str Dex Con Int Wis Cha
One 0-199 10 10 12 14 16 16
Two 200-299 10 11 12 14 16 16
Three 300-399 10 12 13 14 17 17
Four 400-499 11 12 13 15 17 17
Five 500-599 11 13 14 15 18 18
Six 600-699 12 13 14 15 18 18
Seven 700-799 12 14 15 16 19 19
Eight 800-899 13 14 15 16 19 19
Nine 900-999 13 15 16 16 20 20
Ten 1000+ 14 15 16 17 20 20




The Fey Saves and BAB

Category Age BAB Fort Refl Will
One 0-199 years +0 +0 +0 +2
Two 200-299 years +0 +0 +0 +2
Three 300-399 years +1 +0 +0 +4
Four 400-499 years +1 +2 +2 +4
Five 500-599 years +2 +2 +2 +6
Six 600-699 years +2 +2 +2 +6
Seven 700-799 years +3 +4 +4 +8
Eight 800-899 years +3 +4 +4 +8
Nine 900-999 years +4 +6 +6 +10
Ten 1000 +years +4 +6 +6 +10




Powers of the Fey:

Category Age # of Powers HD AC CR
One 0-199 1 1D8 +5 ?
Two 200-299 1 2D8 +6 ?
Three 300-399 2 3D8 +7 ?
Four 400-499 2 4D8 +8 ?
Five 500-599 3 5D8 +9 ?
Six 600-699 3 6D8 +10 ?
Seven 700-799 4 7D8 +11 ?
Eight 800-899 4 8D8 +12 ?
Nine 900-999 5 9D8 +13 ?
Ten 1000+ 5 10D8 +14 ?




All fey share a few powers in common but beyond that they each have their own powers.
- All Fey can not be seen by mortals unless they wish to be, thought they can not interact with the Physical world in this form they can not be harmed in this form though they still can not enter or touch Cold iron
- All Fey have the ability to take any form they wish thought their “natural” form is that of a small twisted humanoid being with skin of bark and red eyes.
- All Fey can fly up to a height of 30ft with perfect maneuverability.
- All Fey can cast up to second level druid spells, or cleric spells.
- All Fey can see perfectly in lowlights conditions.
- All fey have a claw and bite attack both deal 1D8 points of damage.

Other powers of the Fey

- Energy resistance 10 (One type)
- Luck 1/week A Fey with this power may bestow upon its self or another willing target a +4 to all saves and skill checks for a 24-hour period.
- Evil Eye: Will DC 15 + ½ the Fey’s hit Die (Round down), failure means the target gets –4 to all saves, attacks, or skill checks for the next 24 hours.
- Suggestive glance: Will DC 15 + ½ the Fey’s hit Die (Round down), failure means the target will do a task for the Fey aas long as it doesn’t conflict with the Targets nature (a Fey could not command a good being to slaughter innocent townsfolk).
- Water Home: The fey may breath underwater, and gins a swim speed of 30ft.
- Tree Home: The Fey gains a climb speed of 40ft.
- Earth Home: The Fey gins a burrowing speed of 10Ft and tremorsense 15ft.
- Night Haunt: The Fey gains darkvision 160ft.
- Hunter: The Fey gains the sent ability.
- Slasher: The Fey’s claw damage increases to 2D8.
- Biter: The Fey’s bite damage increases to 2D8.
- Poison: The Fey’s bite or claws now deliver a poison
- Stealthy: The Fey gets +4 to hid and move silently.
- Rage: The Fey can rage as a first level Barbarian.
- Feat: The Fey may choose one feat for which the meet the perquisites.
Fey Venom: Injury
Initial damage 1d2 Str
Secondary damage 1d2 Str
Fort DC 15
Yayhya

04-04-07, 09:40 PM
Orcs

Orcs are the same as the normal orcs but add the following:

2D8+2 HP
+6 con, +4 Str, -2 Int, Wis, Cha
Feats: Improved toughness, Endurance, Power Attack
+4 to saves Vs poison and disease
1d6 bite attack
Regeneration 2 Vs normal weapons
CR 4

Other than that this is the write up for Orcs that we have sorry for grammar or spelling issues it was done at 4 in the morning on a friends lap top
with a beer in hand.


Notes on the Orcish people

Orcs are every bit as ugly and foul-tempered as wild boars, but only half as smart. -An old dwarf joke-

Notes on the appearance of Orcs
* Canine teeth
* Snout instead of nose. ( a bit pig like ; not exaggerating large )
* Height wise the range from 5 feet 8 inches to 6 feet 8 inches.
* They have broad shoulders almost 2 and a half feet to 3 feet across the shoulders.
* They weigh from 240 to 400 pounds most of the weight is muscle and bone
* Their skulls are much thicker than humans measuring nearly half an Inch thick in some places.
* Their skin can be dark green, black, dark gray, gray-brown.
* Their blood is black or very dark blue.
* Their tongue is black.
* They have nothing white in their eyes as humans have -- it's dark brown or black instead.
* Their skin is thick as half an elephant’s hide on some areas of their body. They get bulges or a thicker skin on the place of skin where they were wounded. The bulges don't get away like human scar tissue does.
* They can stand much more pain as humans and can also fight on a broken or heavily injured hand or leg.
* They can touch their knees without bowing as humans do.
* Their jaws are strong and they can bite through bones like dogs.
* Their lips have the same color as their skin.

Orc Physiology
An Orcs constitution is legendary. They are very sturdy and capable of performing acts of strength and stamina that few others can achieve. One noted ability that most Orcs share is the ability to eat of drink nearly anything on the planet and derive sustenance from it without it adversely effecting them, unless the material is inherently poisonous. This even extends to such things as mild poison and spoiled food.
Male orcs generally don't get very old. Sixty percent of all males die before they’re 25 birthday, in wars or internal fights for leadership. Only five percent of them get older than sixty years and these are mostly shamans.
Ninety percent of all female orcs get older than 150 years. They generally become fertile at eight or nine years old, and infertile by eighty-five. They feel pleasure by having sex between the above mentioned ages, this causes a lust to rape, on the same level as that found in male orcs, it is this that causes many older female Orcs, to join raiding party’s.
The older they get they more they sadistic they become. Their experience and wisdom grows as well with age and this gives them prestige in the orc tribes. Although they are treated like slaves in their young years, they receive respect and better food as they are age. The old female orcs also keep the old tradition, lore, and legends of the tribe. Nevertheless they are forced to work like slaves until they die. Though in every tribe there are a hand full usually between 15 and 150 that become full-fledged warriors.
When orc-women's pregnancy's last six months at which time they bare between two and four young. At first the newly born Orcs drink milk from there mother but with in a few months they move on to drinking blood and later they can eat some meat and vegetables and later they can eat bread and all what human can eat.
Orc children grow at a much faster rate then the other races. A child is nearly full grown by their tenth year. But most Orcs die of other causes before they achieve old age, so one is quite sure what an Orcs life span realy is. The average life span of an Orc is around 45 years. It is usually at this point that their reflexes begin to slow and they are killed in battle, or some natural event they could not avoid. Few Orcs live into what could be called old age, but a few have been known to live well into their seventies.
The male orc leaders give the female orcs little food and when they give them food, it's more of the kind they disdain, and it's nearly the same as the food they give to their slaves.
Orcs are not abusive with their offspring and spend time teaching them what they need to know. When they are old enough and have learned enough to be good as servants, (that's around the age of four), they treat them as rough as they do full-grown orcs.
Despite the Orcs nature for combat, they are by nature very hearty and do not become ill very easily. I believe that this is due to the nature of there living condition, constantly being exposed to such filth that they live in much make them stronger, for any who are weak would most certainly die.

Cultural Habits of the Orcs
The orcs live from raids, plundering, hunting and from the products of slaves. They make slaves of humans and other races and let them produce grain, beets fruits, bread and other necessary things e.g. swords, alcohol, etc. They generally use the grain, beets, fruits to feed pigs and more seldom cows (orcs prefer pork), their slaves, female orcs and their offspring. The sweet fruits, beets, and grain are also needed for producing alcohol.
It is important to note that the tribal shaman is often clean, though his body is covered in ritual scars and tattoos. He wears furs that are kept clean, as well as any number of trinkets as and amulets, talismans and the like and is, depending on the size of the tribe, surrounded by two to eight warriors.

Orcs and combat
Orcs live for combat, their entire culture revolves around it, any new born who is sickly or weak is raised for food, or sacrificed upon birth. The only exception is those born of a shaman they are after birth given to the shamans to care for. At age 5 all children begin what is called Ur A Geth (bloody rain) for then next two years all orcs from the ages of 5 to 7 are trained in the art of war and killing by the warriors of there clan. After this they are trained buy the warriors of there tribe for two more years, and then by the warriors of there hoard for two more years. At this point they are eleven. They then return to there tribe and must under go the Zaakk Gud Vem (naming ritual) here they cut there palms and pledge them selves to there clan, tribe and hoard, the then grasp a heated sword by the glowing blade with there palms to seal the cuts. Then the high shaman gives them there battle name and they are sent out into the world to kill five none orcs and return with there skulls as proof. They are then considered a full adult orc. From this point on the train most every day in the skills of war, and join any raiding party that is assembled.
While Orcs may use bows, crossbows and the like, some even have a fairly high degree of skill with them, though in man cases they are better in melee fighting or in a fight man-to-man or orc-to-orc. Orcs also enjoy this much more as it tends to be more violent and in their minds more honorable, as well as leading to a greater chance for an orc to loot his slain enemies.
Orcs will use just about anything that can be used as a weapon, as such. They do how ever prefer real weapons to improvised ones and, take fairly good care of them, the keep the blade sharp and rust free rubbing them with the fat of there slain foes.
Generally their swords, axes and knives are made of iron. If there is not enough iron available, they use other metals or use bones or horns for making their spears. If all types of metal are scares then they use maces, stone axes, stones, if all else fails tree branches as clubs.
Orcs are not above the use of poison, or disease. They have been known to use catapults to launch dead cows, which have been stuffed with the organs of those who have died of disease, into a town or city they are attacking in hopes of infecting those inside with the disease.

The Orcs tribe
The orcs are divided into hoards, of which only two remain the rest have been destroyed and their members slain. Each hoard is then divided into tribes, 5-6 tribes per hoard. The leader of the Hoards I know as the war master, but he consults the council of elders made up of the four oldest shamans, the three oldest female orcs, the two greatest warriors. Generally each tribe has one main chief, who is called the tribe leader, and three “sub-chiefs” called viceroys rule over a clan. This chief governs the other orcs with an iron fist. An orc clan usually has 250 to 5,000 male orcs. A tribe has 500-10,000 orcs and a hoard anywhere from 2,500 and above, in the first days of orcs it is said that the hoards was easily 5 million strong, and it is only through magic that they were held at bay. Any tribe that is smaller dies out or merges with another tribe. Any tribe who is larger generally splits. There are many times fierce fights break out between them for tribal leadership.
Nearly around one third of an orc tribe are slaves and female orcs. Female orcs ensure that the slaves don't escape. As a reward the slaves must do much harder work than the female orcs. Generally dead slaves are eaten by the orcs. Some tribes breed humans orc offspring by rapping captured human women. They then keep these women as their and rape them often to ensure a large half-orc population to use as soldiers for the tribe. The number of half-orc warriors it has is the best way to measure an orc tribe’s power.
The Orcish societal ladder is such
- War master
- Council of Elders
- Shamans
- All females above the age of 120
- The oldest fit male warriors
- The Za Goon (Bloody blades) Orc barbarian elite.
- Female orcs over the age of 100
- Warriors
- Female orcs over the age of 80
- Male orcs
- Female orcs
- Young
- Slaves
Note that half orcs are allowed into any position, though they generally are warriors, or Za Goon.
There are two Orc hoards left, one resides in the swamps that border the deserts in the south of the land, they live on boats and floating towns, each. The other hoard resides in cave dwellings carved in to the great mountains at the edge of the desert, the mountains that seal the way to the south, the way to the south remains shut. They were driven here after the Cataclysm, by the armies of men and dwarves, hoping to stem the harm done by the Cataclysm.
Both hoards scratch out a merger living in their respective lands, so from time to tie they get it into their head to mount a raid. They assemble there warriors often numbering in the tens of thousands and under the cover of darkness cross the desert into the swamps and from there up into the fertile planes that we civilized beings call home. From here the begin to pillage, plunder, rape murder and burn all they can find caring off with tem great amounts of our wealth. They brining it home with them, they then for a few more years remain pacified in there land, until times get hard again and they once more attack us.
Yayhya

04-04-07, 10:27 PM
Lycanthropes
“Any man that can take the form of an animal is be nature more animalistic than a normal man, this is not to say evil thought they are driven by more primal needs and desires. In combat they fight harder and longer than any normal man could. Fear them, flee from then and if you a can kill them for they will certainly kill you if they smell your fear. ”
-Dal Thut explore and scholar-

- The DC to resist the infection is raised to 20
- All Lycanthropes have three forms the first is fully human, second hybrid and third fully animal.
- In their fully human and animal forms they can not be detected as a Lycanthropes.
- Each Lycanthropes has its own unique trigger for a “shift” but all share the following triggers:
Full Moon
New Moon
Intense Pain (taking 10 points or more of damage)
Tasting Fresh Blood
- All Lycanthropes must eat their weight in fresh meat every two weeks.
- All Lycanthropes have fast healing 5 but only in hybrid form, if they are reduced to half hit points in any form the immediately turn in to their hybrid form.

- All Lycanthropes gain rage 3/day as a first level barbarian.
- All Lycanthropes have lowlight and darkvision 200ft.
- All Lycanthropes have a bite and claw attack see below.
- All Lycanthropes can only be medium sized.

Rank BAB FORT REFL WILL HD AC Number of Powers
1 2 2 2 0 2D10 4 2
2 4 4 4 0 3D10 6 3
3 6 6 6 2 4D10 8 4
4 8 8 8 4 5D10 10 5
5 10 10 10 6 6D10 12 6
Attacks: Claw 1D10 Bite 1D6

Lycanthropes Powers:

Stalker: +10 to hide and move silently.
Mind of the Man: In hybrid from a Lycanthrope can use all feats and skills it can in it's normal form.
Mind of the Beast: The Lycanthrope can rage 3/day as a first level barbarian.
Feat: The Lycanthrope gains a feat it meets the prerequisites of.
Claws of steel: claw damage ingresses to 2D10
Wall Running: A Lycanthrope that is running (must have the run feat) can move at its twice its slandered speed along any vertical surface. though it must end the round on a horizontal surface or fall and land prone.
Sprinter: +10 to speed.
Thick hide: +2 AC
Howl: All creatures that fail a Will save DC 10 +1/2 Lycanthrope HD suffer -2 to all attacks and saves for 1D4+1 rounds.

(more latter)
GoriceXII

04-05-07, 06:32 AM
It all generally looks good--I have a similar monster list for my somewhat low magic campaign. I like the inclusion of the Fey--I also kind of fancy the idea of the elves as descendants of a Tuatha de Dannan type of race.

You can also add certain monsters as odd rarities created or summoned or as remnants of a forgotten age too when it fits the bill for an adventure.
Aktariel

04-05-07, 11:36 PM
I am going to tell you a story of our land, a great and terrible tale of possibilities that were and are and have never come to pass.

In the beginning was the First Age. This was the Age of Men, and Magic, for Sword and Sorcery reigned supreme, and the elves had not yet come from their far Faerie plane, nor had the dwarves crawled out of their mountain homes. This was a simpler Age, a time of contentment, when the foundations were laid for what came after - magic and swordplay were developed, and men learned how to kill, and to kill one another. This Age, like any age, had it's heroes: men from a time so distant only their names and scant few of their deeds remain. Mages such as Mordenkainen [tm], and Leomund [tm]. Swordmasters such as Tiger, and Al-Thuzad.

But this age passed, as all such ages do. The elves arrived, bringing their own magic, their own swordplay. The dwarves arose, bringing new and better weapons. Other races, from over hill and under stone, though still few, arrived as well. This was the Second Age, the Age of Expansion. Men learned to kill mortals other than themselves, and to take pleasure in it. The elves settled in, and began slaughtering each other over whose responsibility the transit to this horrid plane had been. Near the end of the Second Age, the Ways to the East, and the North, and the South opened, bringing ever more races, and ideas, and possibilities.

This led to the Third Age, The Golden Age as some named it. It was a time of infinite possibilities. Anyone could become anything: a poor farmers son could become the mightiest Archmage in all the land, or even just win that pretty girl down the road. Words like psionics and incarnum and even the occasional whisper of Truenaming and Pact-making could be heard. Crystal castles were raised. The Temple of Nine Swords arose, and ushered in a great era of swordplay. The Druidic Council of the Nine was formed, and an Empire or five built up and laid to rest.

But this Age came to an end, as all such Ages do. The elves, tired of this far flung land, sought once more the comfort of their faerie home. A great Gate was planned, to link this plane permanently to theirs. But a great disater befell them. The Gate, in stabilizing, drained far more magic from the land than the elves had planned, and in the taking, warped. When the great experiment was over, the Gate was no more. But for the seventy-seven days that the portal existed, a new race poured through. Elves, corrupted by the Gate’s dark energy, passed through to our world, and in so doing, were changed into fell beasts, perversions of their former selves. They became...

...Orcs.

In this great Cataclysm, the Ways were sundered, shutting each region off from the others as in Ages past. Psionic energy and Incarnum ceased to be available in the West, though perhaps they still remain in their respective lands. Magic itself, once the staple of the land, ceased to flow as freely as it once did. No longer do mighty mages call forth the wrath of the Heavens, or conjure the fiends of Hell. This is a much less complicated age, the Fourth Age, the Age of Simplicity as some name it. Once again a good sword and trusty companions are all that remain for a man to depend upon, and whatever prayers the gods may answer....

Go forth, young Adventurer, and seek your Fortune in these fair and beloved lands. Trust few, and ware the orcs...

Some campaign flavor.


The "True Orcks" [Or, The PC's Main Enemies]

- Medium Size
- Base Speed 30 ft
- +4 Str, +6 Con, -2 Int, -2 Wis, -2 Cha
- Bonus Feats: Diehard and Endurance
- +4 racial bonus on saving throws against all diseases and poisons.
- immunity to all ingested poisons [and any diseases they might catch as a result of ingesting something]
- Regeneration 5 – fire, sonic, and electricity deal normal damage to orcs.
- Natural armor +3
- Darkvision 60 ft
- proficient with all simple and two martial weapons
- treats all orcish weapons as martial [IE the orcish double axe is a martial rather than exotic weapon for a true orc, and some are even proficient in its use.]
- Daylight Sensitivity: While in brightly lit surroundings (such as a daylight spell), an Orc suffers the dazzled condition and is thus at a -1 penalty to attack rolls and precision-based skill checks.
- Automatic Languages: Orc, Common
- Bonus Languages: Dwarvish, Elvish, Giant, Gnoll, Goblin, Sylvan, Undercommon.


The Classes

Barbarian*
OtB Barbarian
Bard
Duskblade*
OtB Fighter
Fighter*
Fire Mage
Hexblade*
OtB Hexblade
RoW Jester#
Knight*
OtB Knight
RoW Knight#
Monk*
RoW Monk#
Ninja
Paladin*
OtB Paladin
Ranger
OtB Ranger
Rogue
OtB Rogue
Samurai**
Swashbuckler*
OtB Swashbuckler
Warlock

*Note: It is perfectly acceptable to play these classes. But they suck compared to either of their revised compatriots. So don’t.

** Note: This class really sucks. So don’t play it. Or we shoot you. But you can. If you want to commit suicide. In and out of game.

#Note: Pending DM Approval
Yayhya

04-06-07, 11:24 AM
Nice to see you here man . . . thanks for the addition.
Fixed some formatting errors, more to come latter today.
Aktariel

04-07-07, 03:57 AM
Looks like we need to talk, for starters... Where did this lycanthrope/Fey bit come from? Are they PC or NPC races?

And the other thing that we have to nail down is the classes. My vision of this is kind of gritty, hardcore hack, slash, and burn DnD. What's yours?


Edit: Perhaps, if we really want to play low magic, we should grab a copy of Iron Heroes, if for no other reason than to get ideas. Or even use it. *shrugs* I'm thinking we need face time on this one either way, though.
Yayhya

04-07-07, 08:02 AM
Right gritty is what i was sort of going for. The lycanthrope/Fey bit was just an idea i wanted feed back on but it was instead of having one Fey that is static sort of making it into a prestige class monster . . . more options more levels of difficulty if you don't want them then we can trash them also go over the monster list and take what you don't want off or add, sort of based on how some of the monsters in Ravenloft are done. Yeah face time to work on this would be great.
Aktariel

04-07-07, 08:31 AM
Updated Monster List [Because the MM II sucks a**]

MM
Animated objects (relics of ages past)
Assassin Vine
Bugbear
Centaur
Dire Animals
Dwarves
Elves
Ghost
Giant (all from the MM)
Giant animals
Gnoll
Gnome
Goblin
Golem (relics of ages past)*
Grimlock
Haflings
Hobgoblin
Kobold
Kraken (rare)^
Kuo-Toa
Lizardfolk
Lycanthrope
Merfolk
Minotaur
Ogre
Orc
Roc
Sahuagin
Shield Guardian (relics of ages past)
Swarms (minus hellwasp swarms)
Treant
Troglodytes
Troll
Worg

ALL Animals from MM Chapter 2
ALL Vermin from MM Chapter 3

MM2
Dire Animals
Legendary Animals
Razor Boar
Runic Guardian (relics of ages past)*
Yak Folk

TEMPLATES
Half-Golem (relics of ages past)
Monster of Legend
Titanic
War Beast


* Sigh. If you must.
^ Why? Are we going to be on boats at all? This is a land campaign.


Removed: Dinosaurs [whihc don't belong in DnD], Raggamoffyns, Spirit of the Land [too f**king powerful, and casts spells like you wouldn't believe], Gargoyle, and all of the Elementals I could find [because there's no summoning magic...]
Yayhya

04-07-07, 06:41 PM
Updated monsters

MM
Animated objects (relics of ages past)
Assassin Vine
Bugbear
Centaur
Dire Animals
Dwarves
Elves
Ghost
Giant (all from the MM)
Giant animals
Gnoll
Gnome
Goblin
Golem (one or two if the DM needs to use them for an adventure)
Grimlock
Haflings
Hobgoblin
Kobold
Kuo-Toa
Lizardfolk
Lycanthrope
Merfolk
Minotaur
Ogre
Orc
Roc
Sahuagin
Shield Guardian (one or two if the DM needs to use them for an adventure)
Swarms (minus hellwasp swarms)
Treant
Troglodytes
Troll
Worg

ALL Animals from MM Chapter 2
ALL Vermin from MM Chapter 3

MM2
Dire Animals
Legendary Animals
Razor Boar
Runic Guardian (one or two if the DM needs to use them for an adventure)
Yak Folk

TEMPLATES
Monster of Legend (no spells)
Titanic
War Beast

this look better?
Yayhya

04-09-07, 07:11 PM
Personally i am against the jester as a class but this is just me . . .feel free to argue for it.

my only other question then, about the classes at least, is where is this fire mage from, and what level of magic are we allowing.
Yayhya

04-09-07, 07:23 PM
Items:

Everything with a magical bonus above 2 (+3 sword, +2 flaming sword . . . you get the idea, also any major magic items and all relics, and artifacts.) is out right prohibited.

medium magical items are pending DM approval though it'll only be a few . . . minor magical items will also be revised.

A +1 sword would be a great find.

but to keep the game fun and interesting there shall be multiple levels of craftsmanships.

Normal: The stats given in the PHB
Masterwork: +1 to attack or damage but not both. +1 ac or -1 armor check penalty. (+500 GP)
Superior: +1 to both but the item weighs 10lbs more. (+1000GP)
Near Magical: +1 to both and item wights the same. (+2000GP)
Magical: weapons deal an extra 1D4 damage and armor has -2 to the armor check penalty. (5 times the cost)

note magical weapons should be rare each one has a story, a name and a history . . . maybe the former owner is looking for it and willing to kill to regain it. . .


Most Alchemy items work as normal but they are double the standard price, 3 times in sme cases
Yayhya

04-09-07, 07:39 PM
Notes on the Orcish people

Orcs are every bit as ugly and foul-tempered as wild boars, but only half as smart. -An old dwarf joke-

Notes on the appearance of Orcs
* Canine teeth
* Snout instead of nose. (a bit pig like ; not exaggerating large )
* Height wise the range from 5 feet 8 inches to 6 feet 8 inches.
* They have broad shoulders almost 2 and a half feet to 3 feet across the shoulders.
* They weigh from 240 to 400 pounds most of the weight is muscle and bone
* Their skulls are much thicker than humans measuring nearly half an Inch thick in some places.
* Their skin can be dark green, black, dark gray, gray-brown.
* Their blood is black or very dark blue.
* Their tongue is black.
* They have nothing white in their eyes as humans have – it's dark brown or black instead.
* Their skin is thick as half an elephant’s hide on some areas of their body. They get bulges or a thicker skin on the place of skin where they were wounded. The bulges don't get away like human scar tissue does.
* They can stand much more pain as humans and can also fight on a broken or heavily injured hand or leg.
* They can touch their knees without bowing as humans do.
* Their jaws are strong and they can bite through bones like dogs.
* Their lips have the same color as their skin.

Orc Physiology
An Orcs constitution is legendary. They are very sturdy and capable of performing acts of strength and stamina that few others can achieve. One noted ability that most Orcs share is the ability to eat of drink nearly anything on the planet and derive sustenance from it without it adversely effecting them, unless the material is inherently poisonous. This even extends to such things as mild poison and spoiled food. No Orc has ever been known to starve to death due to their own actions.
Male orcs generally don't get very old. Sixty percent of all males die before they’re 25 birthday, in wars or internal fights for leadership. Only five percent of them get older than sixty years and these are mostly shamans.
Ninety percent of all female orcs get older than 150 years. They generally get fertile at eight or nine years old, and infertile by eighty-five.
The older they get the greater their sadistic natures become as well as their experience and wisdom and this gives them prestige in the orc tribes. Although they are treated like slaves while the are young, as they age they receive more respect and better food, this is because the male orcs often ask for there advice sine they have lived much longer than them. The old female orcs also keep the old tradition, lore, and legends of the tribe. Nevertheless they are forced to work like slaves until they die. Though in every tribe there are a hand full of female warriors usually between 15 and 150, these females have the same life span as a normal male.
Orc-women’s pregnancy lasts six months at the end of which they give birth to between two and four young, for three or five months after birth the young orcs drink there mouths milk. After this time the young can drink blood and later they move on to eating meat and vegetables and later about any thing they can cram into their filthy mouths.
Orc children grow at a much faster rate then the other races. A child is nearly full grown by their tenth year. The average life span of an male orc is around 45 years, while females can live in to their early hundreds, this is probably due t the males role as warriors and almost constant warring. It is usually at this point that their reflexes begin to slow and they are killed in battle, or some natural event they could not avoid. Few male Orcs live into what could be called old age, but a few have been known to live well into their seventies.
The male orc leaders give the female orcs little food and when they give them food, it's more of the kind they disdain, and it's nearly the same as the food they give to their slaves.
Orcs are not abusive with their offspring and spend time teaching them what they need to know. When they are old enough and have learnt enough to be good as servants, (that's around the age of four), they treat them as rough as they do full-grown orcs.
Despite the Orcs nature for combat, they are by nature very hearty and do not become ill very easily. I believe that this is due to the nature of there living condition, constantly being exposed to such filth that they live in much make them stronger, for any who are weak would most certainly die.

Cultural Habits of the Orcs
The orcs live from raids, plundering, hunting and from the products of slaves. They make slaves of humans and other races and let them produce grain, beets fruits, bread and other necessary things e.g. swords, alcohol, etc. They generally use the grain, beets, fruits to feed pigs and more seldom cows (orcs prefer pork), their slaves, female orcs and their offspring. The sweet fruits, beets, and grain are also needed for producing alcohol.
It is important to note that the tribal shaman is often clean, though his body is covered in ritual scars and tattoos. He wears furs that are kept clean, as well as any number of trinkets as and amulets, talismans and the like and is, depending on the size of the tribe, surrounded by two to eight warriors.

Orcs and combat
Orcs live for combat, their entire culture revolves around it, any new born who is sickly or weak is raised for food, or sacrificed upon birth. The only exception is those born of a shaman they are after birth given to the shamans to care for. At age 5 all children begin what is called Ur A Geth (bloody rain) for then next two years all orcs from the ages of 5 to 7 are trained in the art of war and killing by the warriors of there clan. After this they are trained buy the warriors of there tribe for two more years, and then by the warriors of there hoard for two more years. At this point they are eleven. They then return to there tribe and must under go the Zaakk Gud Vem (naming ritual) here they cut there palms and pledge them selves to there clan, tribe and hoard, the then grasp a heated sword by the glowing blade with there palms to seal the cuts. Then the high shaman gives them their battle name and they are sent out into the world to kill five none orcs and return with there skulls as proof. They are then considered a full adult orc. From this point on the train most every day in the skills of war, and join any raiding party that is assembled.
While Orcs may use bows, crossbows and the like, some even have a fairly high degree of skill with them, though in man cases they are better in melee fighting or in a fight man-to-man or orc-to-orc. Orcs also enjoy this much more as it tends to be more violent and in their minds more honorable, as well as leading to a greater chance for an orc to loot his slain enemies.
Orcs will use just about anything that can be used as a weapon, as such. They do how ever prefer real weapons to improvised ones and, take fairly good care of them, the keep the blade sharp and rust free rubbing them with the fat of there slain foes.
Generally their swords, axes and knives are made of iron. If there is not enough iron available, they use other metals or use bones or horns for making their spears. If all types of metal are scares then they use maces, stone axes, stones, if all else fails tree branches as clubs.
Orcs are not above the use of poison, or disease. They have been known to use catapults to launch dead cows, which have been stuffed with the organs of those who have died of disease, into a town or city they are attacking in hopes of infecting those inside with the disease.

The Orcs tribe
The orcs are divided into hoards, of which only two remain the rest have been destroyed and their members slain. Each hoard is then divided into tribes, 5-6 tribes per hoard. The leader of the Hoards I know as the war master, but he consults the council of elders made up of the four oldest shamans, the three oldest female orcs, the two greatest warriors. Generally each tribe has one main chief, who is called the tribe leader, and three “sub-chiefs” called viceroys rule over a clan. This chief governs the other orcs with an iron fist. An orc clan usually has 250 to 5,000 male orcs. A tribe has 500-10,000 orcs and a hoard anywhere from 2,500 and above, in the first days of orcs it is said that the hoards was easily 5 million strong, and it is only through magic that they were held at bay. Any tribe that is smaller dies out or merges with another tribe. Any tribe who is larger generally splits. There are many times fierce fights break out between them for tribal leadership.
Nearly around one third of an orc tribe are slaves and female orcs. Female orcs ensure that the slaves don't escape. As a reward the slaves must do much harder work than the female orcs. Generally dead slaves are eaten by the orcs. Some tribes breed humans orc offspring by rapping captured human women. They then keep these women as their and rape them often to ensure a large half-orc population to use as soldiers for the tribe. The number of half-orc warriors it has is the best way to measure an orc tribe’s power.
The Orcish societal ladder is such
- War master
- Council of Elders
- Shamans
- All females above the age of 120
- The oldest fit male warriors
- The Za Goon (Bloody blades) Orc barbarian elite.
- Female orcs over the age of 100
- Warriors
- Female orcs over the age of 80
- Male orcs
- Female orcs
- Young
- Slaves
Note that half orcs are allowed into any position, though they generally are warriors, or Za Goon.

There are two Orc hoards left, one resides in the swamps that border the deserts in the south of the land, they live on boats and floating towns, each. The other hoard resides in cave dwellings carved in to the great mountains at the edge of the desert, the mountains that seal the way to the south, the way to the south remains shut. They were driven here after the Cataclysm, by the armies of men and dwarves, hoping to stem the harm done by the Cataclysm.
Both hoards scratch out a merger living in their respective lands, so from time to tie they get it into their head to mount a raid. They assemble there warriors often numbering in the tens of thousands and under the cover of darkness cross the desert into the swamps and from there up into the fertile planes that we civilized beings call home. From here the begin to pillage, plunder, rape murder and burn all they can find caring off with tem great amounts of our wealth. They brining it home with them, they then for a few more years remain pacified in there land, until times get hard again and they once more attack us.
Aktariel

04-11-07, 12:48 AM
I have suggested playing Iron Heroes, but my impression of Iron Heroes was that is was pretty complicated, yes.

So, with that and the fact of the ever increasing amount of homebrew we're piling on, I offer this revised class list:

Barbarian
Bard
Crusader
Fighter
Hexblade
Knight
Monk
Ninja
Paladin
Ranger
Rogue
Samurai
Scout
Swashbuckler
Swordsage
Warblade
Warlock

That's all the nonmagic classes [except bard, hexblade, and warlock] from PHB, PHB II, Com War, Com Adv, Com Scoun, and Tome of Battle [which I don't think will break the game]. Did I miss any? [I don't have my books with me.... *scowls*]. Plus, if we feel like we could play something from AEG Mercs, though IIRC, the full classes are kinda s**t.

EDIT: I feel as though we could let players play Bards and Hexblades and Warlocks without breaking the game overmuch, and the "dark magic" feel of Hex and War fit right in... I am concerned about power levels, and not sure that Bard fits the flavor. Or are we going for straight up simple hack and slash ala "take no prisoners, kill the women and children, burn the village, and who needs magic anyway, look where it got us..." sort of thing? Perhaps on a case by case basis. We do need someone to forge magical swords, after all...

Did I miss any?


Revised class list, all WotC material. This I think will work well.
Aktariel

04-13-07, 09:57 AM
270 views and no help? Urra... Comments please? I know it is a lot to wade through, though.

Oh yeah. Consider this a :banghead:

[:bump: in a bad mood]
Yayhya

04-13-07, 01:46 PM
Yeah bad moods . . . report cards . . . f--k A. . . oh well it doesn't show my real inteligance.
But come on people please PEACH. . . im begging you . . .
Hochiu

04-13-07, 01:58 PM
I have suggested playing Iron Heroes, but my impression of Iron Heroes was that is was pretty complicated, yes.

Iron Heroes isn't complicated. Iron Heroes just plain sucks.
Aktariel

04-13-07, 02:25 PM
Iron Heroes isn't complicated. Iron Heroes just plain sucks.

Since I don't have a copy, I can't refute you.

I'm not looking for Iron Heroes reviews, however. I'm looking for comments and suggestions and "That's just plaing f**king stupid" points about the campaign setting.
Aktariel

04-16-07, 10:34 AM
*twitches* Still no love?


:bump:
Yayhya

04-16-07, 10:50 AM
NO i think they see our black hearts and tremble . . . . yeah must be that . . . damn what do we need to do to get some feedback . . . i know well change the heading to um lets see yeah free striper tickets here. Yeah I'm working on some more stuff I'll post it soon
Aktariel

04-27-07, 12:36 PM
Linkage: here (http://boards1.wizards.com/showthread.php?t=834090)

It links to a thread about a 5th level low-magic campaign. What a surprise.

I think we've got a problem. We're trying to do two things at once. We're trying to have a low-magic campaign, and a "back to core" campaign.

I'm not sure we have the experience, balls, or players to pull it off. Or at least not both.

At this point [maybe because it's 0230 in the morning], I think we need to drop one or the other, and the low magic is much easier to drop. We don't have to do massive rewrites or anything. We just... do some creative ignoring and administer the smackdown to anyone who wants to be a munchkin, a sorceror or a wizard. [Myself excluded, of course... :P :D]


Or, we could go no-magic simple and spend a day trying to explain Iron Heroes to everybody and just play that. But I'm kinda not in favor.


So what it looks like at this point is: we need to reevaluate and rethink.

Ideas?
Zuj

04-27-07, 03:16 PM
I guess I can offer my opinion if you want it:

This does not seem like a "back to core" campaign in the slightest. I'm not sure what kind of DnD you are used to, but with such an extensive list of what's allowed/ not allowed and other modifications to magic, it isn't really traditional DnD, if that is what you were going for.

I've always been partial to low magic games; I think they are quite a lot of fun. Have you considered using Tome of Magic as a substitute for the core magic classes? This might make things interesting without having 9th level magic thrown around.
Aktariel

04-27-07, 08:37 PM
Alright... perhaps a "Simple" campaign would be a better moniker? Though perhaps still misleading...

We've played games that used every sourcebook. I kid you not. Crazy ComDiv/LibMort Cleric builds, insanely complicated gish builds, the works.

And we're tired of it. And starting over with some newbie players. So we thought we'd cut out some of the complicated stuff. Like magic.

The other stuff is optional filler and as soon as the OP comes round it's most likely going to go, except for the orcks bit.

Thanks for the ToM suggestion, though. I've never really looked all that hard at it but it seems like it might work well.... we'll see.

It's just... another book?
Aktariel

04-28-07, 07:11 AM
At the risk of sounding like John Kerry [more waffles than a house of pancakes...],

Oriental Adventures?

I've got both OA and the Rokugan Campaign Setting [and the Mahasarpa Campaign Setting, come to think, but it's kinda s**t.], and they're both... Well, I find them really good.

And they're fairly simple, and it's easy to do low-magic [or at least tone down the primary casters]. But see my above post as to why low magic might be kinda hard to do: for the newbs and firsties, low-magic can be really hard and complicated. Of course, so can regular magic, so I guess we just have to make a choice.

Players Handbook, Oriental Adventures, Rokugan Campaign Setting, and Sword and Fist? Good old classic 3.0 Oriental DnD?

Or slap me for changing ideas so many times but d**mit we need to get started on this or it will be utterly mutated from it's original idea.

Or in other words, I don't care what we play as long as we just f**king play something, soon.


By the way, Yayhya, if you haven't already, I suggest you subscribe to this thread and make both our lives easier. [I won't have to come looking for you with sharp things in my hands and evil intent in my head when you don't reply.]
Yayhya

04-30-07, 04:16 PM
yeah i subscribed . . . now we hope i have time and I'd love to fight you with sharp pointed metal things . . . i get my Black Belt may 6th man.

Anyways yeah i think the back to basics might be simpler and possibly more fun unless we have a good group then we could pull of the low magic idea.
Astron the Wizard

04-30-07, 04:45 PM
You know, I've never understood, yet envied you people that could write that ******* much. I can't say I'm a real expert on these things, (I'm more of a player than a DM, but still enjoy all these creations) so the most I can really do is offer my support. If you need more of a "grunt worker" type person, feel free to send me a PM. I come by these forums maybe 3 times a week or so.
Falln

04-30-07, 04:57 PM
I once created a non-magic campaign back in 2nd edition.

There were knights, warriors, peasant hero's, blacksmiths, guides, thieves, bards (without spells), clerics (who did normal healing), druids, rangers, ...

It was more like europe in the dark ages.

wizards were most of the time alchemist or illusionists. magic was fake or only science.

faith was a way of living. it granted morale bonusses but no spells.

Monsters didn't exist that much. And if they existed then the peassants feared them. The same with witches, warlocks and necromancers.

...


It's fun and something complete different.
Yayhya

04-30-07, 05:02 PM
hmmm. . . . i like that idea dark ages setting sounds good to me.
koe

05-02-07, 09:31 PM
My recommendation would be to start smaller than you are currently.

Cut your world down to a single country or three and flesh those out. Pick a handful of PC classes that folks from those countries take and then start from there.

Make up a couple adventures, even if you don't run them, in that area to play arround with your theme and see if your happy with it.

If you are and you feel like the small area is alive then look to the next country out. Maybe an adventure written that would take the PCs there.

Looking at your stuff right now I see a lot of patches of color but I don't see enough of the details to have a real opinion on the world.