Overview
About This Game
Game System
Detailed Description
The Halloo
In Ragged Hollow, as in most towns and villages in the region, the Halloo is that period of freedom and insouciance that separates youth from maturity. When the time comes, young men and women take up their walking sticks and set out from a few weeks to a full year. They walk along the roads and trails and stop at inns or camp in the meadows. They earn the money they need to keep going by doing odd jobs for farmers and craftsmen. This is a fondly remembered time, during which strong friendships are made with strangers and other hallooers. They then return home to the life their parents led before them. “All too soon the Halloo ends and the youth is over”.
Character Creation
- Roll 4d6 drop the lowest. Assign in any order
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Race-is-class or Race and Class; either is fine
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If you even want to reflavor a race-is-class as another race that's fine
- example: Elf is a Magus and Infravision is "Magus-sight"
- No Drow
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If you even want to reflavor a race-is-class as another race that's fine
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Carcass Crawler - any of the new classes/races with these exceptions.
- CC#1 No Hephaestans; Combat Talents allowed
- CC#2 No Phase Elfs; Item-Based Encumbrance and Quick Equipment used
- CC#3 No Dragonborns nor Tieflings; Items for the expanded equipment list are available.
- Max hit points at first level
- Starting Money use Quick Equipment rules from CC#2
- No bonus XP for Prime Requisite Modifiers to XP
- A "Hook" will be randomly assigned to each PC
- No alignment languages
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Deities that we know about so far
- Halcyon/Freya (Lawful) - Fertility, Death and Rebirth, Procreation, the Harvest, Battle
- Jamboor (Neutrality) - Angel of Knowledge, Magic, and Death; He Who Hears the Secrets of the Dead
- Solanus (Lawful) - Angel of the Sun and Healing
- Da-Jin (Chaos) - Lord of Death, Lord of the Burning Skull
- Rel (Neutrality) - Patron Saint of thieves; associated with thievery, banditry, swindling, gambling, deception, backstabbing, ale, beer, luck, and gems and gold gained by means stealthy and nefarious.
- Gideon/Vanitthu (Lawful) - angel of the Steadfast Guard, The Gatekeeper; Justice and Law are his portfolios.
- others - feel free to make up your own or pull from another setting. Halcyon is from the adventure; Jamboor thru Da-Jin are from The Lost City of Barakus, Rel is from Astonishing Swordsmen and Sorcerers of Hyperborea.
- Inform me of a nightmare your character has had, or still does.
- If using the "Adjust Ability Scores" option, you may only subtract from an ability score once.
Hit Point Recovery - Roll a "hit die" for a complete night of sleep instead of the 1d3 for a full day of complete rest.
Death and Dying (from Hyperborea)
When a person, animal, or monster is reduced to 0 hp or less, death transpires as follows:
- Beasts/Humanoids/Monsters: Dead at 0 hp
- Common (0th level) NPCs: Dead at −3 hp
- PCs/NPCs: Dead at −10 hp
Upon being reduced to 0 hp or less, the following guidelines apply to PCs and NPCs:
- 0 hp: The character is unconscious. Spirits (brandy, gin, rum, whiskey, etc.) can revive one to consciousness, allowing him or her to talk and move slowly, but fighting or casting spells is not possible.
- −1 to −3 hp: The character is seriously injured, though relatively stable. −4 to −9 hp: The character is in critical condition and suffers convulsions and/or blood loss at a rate of 1 hp per round, unless properly stabilized by an ally (e.g., binding wounds, resuscitation, sorcerous healing).
- −10 hp: The character is dead, though the referee might allow a dying hero to open their eyes and utter a brief, final sentence before passing.
- What's new in this game