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About This Game

DCC campaign set in my homebrew world. OD&D / OSR feel.

Game System

Dungeon Crawl Classics



Detailed Description

Welcome to this Dungeon Crawl Classics campaign set in my homebrew world!

If you are new to DCC, the system is considered to be an OSR RPG. OSR stands for Old School Revival. These RPGs are modelled on the earliest RPGs to appear in the late 70s and early 80s, such as Basic D&D and the like. This game will be ideal for you if you love classic fantasy vibes. My homebrew world has a low-magic, slightly grimdark feel. The peoples of Farveld are humans, dwarves (heimfolk), orcs (grakthal) and the rarely encountered Callenthi. There are also less well-known peoples such as the Urshthal who are like human/bear hybrids.

If you are after something a bit more fantastical, then you probably want to a join a game utilizing another of my favourite systems: 5e D&D. I run a lot of 5e, but for this game I wanted to go back to my gaming roots. Come join me if you want to experience a bit of old-school RPGing!

The application process is as follows: Create a character. For backstory, give me a reason as to why they are in the bustling fishing town of Rishuuwhvind, which is where the story will begin. Rishuuwhvind sits on the shores of Anchlochfarr, a huge inland sea in the Realm of Farveld. Perhaps your character was born there. Or perhaps they are just passing through. Check out the Character Creation Thread on the menu bar for all the information you need on available classes and character creation.

I'm looking for 5-6 players. I look forward to gaming with you!

  1. What's new in this game
  2. Ah, so I read it right, ha. The book made it sound like it was a 1d30 straight up, lol. Rolls Thieves' Tools as equipment, a Mercenary occupation, +1 in Agility and Intelligence. Just don't ask them to fight. :P
  3. Yes that's right, you roll d30 and add your Luck modifier to get your "Lucky Roll", or Augur as you call it. I like the sound of your Unarmed Thief!
  4. Haha, I may have not've been clear myself! When we roll the 1d30 do we add the modifier to determine the Sign? Trying to figure out if I rolled a 2 or 0 (1). Unnamed Thief's combat prowess hangs in the balance XD
  5. Hey guys, sorry for the lack of comms, I'm actually travelling at the moment and am only on internet periodically. Really chuffed to see all the applications, I think we can have a cool campaign here! I'm still taking applications right up until the end date (July 30th). From that point I'll choose the party and we'll get started!
  6. Yes you do add your Luck modifier to that Savine!
  7. Hi there, Any space for another PC? I'm interested in playing a level 1 Wizard w. a patron. I have the core book (plus quite a few others) but haven't been able to play a game of DCC in years and years; would love to get in on this.
  8. Information Name: Title: Occupation: Vagrant Class: Dwarf Alignment: Speed: 20ft Level: 1 XP: Attributes Strength 14 +1 Melee Attack: +d3+1 Melee Damage: +d3+1 Agility 8 -1 Ref Save: +0 Ranged Attack: +d3-1 Ranged Damage: +d3-1 Stamina 14 +1 Fort Save: +2 Personality 11 0 Will Save: +1 Luck 12 0 Lucky Roll: Spear, Fort Save Intelligence 13 +1 Languages: Common, Heimfolk, Grakthal Gear Weapons Armor Equipment Treasure Club (1d4) Padded (+1 AC, Fumble d8) Begging Bowl 1 gp, 8 sp, 5 cp Spear (1d8) Shield (+1 AC, -1 Check Penalty) Backpack Javelin (3) (1d6) Waterskin Rations (5 days) Rope, 50' Crowbar Flint & Steel Dwarf Abilities Infravision A dwarf can see in the dark up to 60’. Underground skills When underground, dwarves receive a bonus to detect traps, slanting passages, shifting walls, and other new construction equal to their class level. Additionally, a dwarf can smell gold and gems. A dwarf can tell the direction of a strong concentration of gold or gems within 100’. Smaller concentrations, down to a single coin, can still be smelled but require concentration and have scent ranges as low as 40’ (for a single coin or gem). Lucky Weapon Add Luck modifier to attack rolls with one specific type of weapon chosen at level 1: Spear Mighty Deeds of Arms Prior to any attack roll, a warrior can declare a Mighty Deed of Arms, or for short, a Deed. This Deed is a dramatic combat maneuver within the scope of the current combat. For example, a warrior may try to disarm an enemy with his next attack, or trip the opponent, or smash him backward to open access to a nearby corridor. The Deed does not increase damage but could have some other combat effect: pushing back an enemy, tripping or entangling him, temporarily blinding him, and so on. The warrior’s deed die determines the Deed’s success. This is the same die used for the warrior’s attack and damage modifier each round. If the deed die is a 3 or higher, and the attack lands (e.g., the total attack roll exceeds the target’s AC), the Deed succeeds. If the deed die is a 2 or less, or the overall attack fails, the Deed fails as well. Shield Bash (d14) When fighting with a shield, a dwarf always gains a shield bash as a second attack. This shield bash uses a d14 to hit (instead of a d20). The dwarf adds his deed die to this number, as with all attacks, and can attempt Mighty Deeds of Arms involving the shield as well as his weapon. The shield bash does 1d3 damage. Dwarves with multiple action dice (levels 5+) still receive only one shield bash each round. Background TBC
  9. Quick question the Augur roll, is that affected by our Luck modifier or is it just a d30 roll? I may have misread the Character Creation thread a bit, ha.
  10. If you had room, I’ll throw my hat in too. I have the stuff for MCC but haven’t tried DCC much. hope y’all are doing well!
  11. Information Name: Title: Bravo Occupation: Mercenary Class: Thief Alignment: Lawful Speed: 30ft Level: 1 XP: Attributes Strength 13 +1 HP: 4/4 Melee Attack: -1 Melee Damage: 0 Agility 14 +1 Ref Save: +2 Ranged Attack: -1 Ranged Damage: 0 Stamina 10 +0 Fort Save: +1 AC: 11 Personality 12 +0 Will Save: +0 Luck 5 -2 Lucky Roll: Harsh Winter, All Attack Rolls Intelligence 13 +1 Languages: Common, Thieves' Cant, x Thief Skills Backstab +1 The most successful thieves kill without their victims ever being aware of the threat. When attacking a target from behind or when the target is otherwise unaware, the thief receives the indicated attack bonus to his attack roll. In addition, if he hits, the thief automatically achieves a critical hit, rolling on the crit table as per his level (see page 37). Typically, backstabs are combined with checks to sneak silently or hide in shadows, such that a thief attacks with surprise and is able to backstab. Certain weapons are particularly effective with backstab attempts and do additional damage, as noted in the equipment list. Backstab attempts can only be made against creatures with clear anatomical vulnerabilities. Sneak silently +2 A thief never makes an opposed check to sneak silently; that is, the check is never made against the target’s attempt to listen. The thief rolls against a hard DC, as noted below, and success means the thief did indeed sneak silently. With the exception of demi-gods and extraordinary magic, the thief’s movement cannot be heard. This skill is often used to sneak up on unsuspecting guards and make a backstab attempt. The base DC for moving across stone surfaces is DC 10. Cushioned surfaces, such as grass or carpet are DC 5; moderately noisy surfaces, such as creaking wooden boards are DC 15; and extremely noisy surfaces, like crackling leaves, still water, or crunchy gravel are DC 20. Hide in shadows +4 A successful hide in shadows check means the thief cannot be seen. As with sneaking silently, this check is never opposed, and is often used before a backstab attempt. The thief can at - tempt to hide in broad daylight should he be so bold! The base DC for sneaking down a hallway with moderate cover (chairs, bookcases, crevasses, nooks and crannies, alcoves, etc.) is DC 10. Hiding at night or in a shaded or dimly lit area is DC 5; hid - ing under a full moon is DC 10; hiding in daylight but in a dark shadow or behind a solid object is DC 15; and hiding in broad daylight with minimal ob - struction is DC 20. Pick pocket +2 The thief surreptitiously takes an object off a target’s person. This skill also includes other feats of legerdemain such as card tricks, minor mag - ic tricks, and so on. Stealing from an unaware target with a loose pocket and an unsecured coin pouch is DC 5; picking the pocket of a target that is actively watching and monitoring his or her belongings is DC 20; and the varying degrees of watchfulness in between define other check thresholds. Climb sheer surfaces +4 As one would expect. DC 20 is a perfectly smooth surface with no visible hand - holds. A normal stone wall is DC 10. Pick lock +2 A mundane lock is DC 10. An extremely well crafted lock is DC 20. Some locks of legend - ary manufacture and notable difficult are DC 25 or higher. Find trap +4 A large, bulky trap is DC 10. This would include traps like a pit in the floor, a spring-loaded axe, or a dropped portcullis. More subtle traps are DC 15, DC 20, or even higher. A natural 1 on a disable trap check triggers the trap. Disable trap +4 A large, bulky trap is DC 10. This would include traps like a pit in the floor, a spring-loaded axe, or a dropped portcullis. More subtle traps are DC 15, DC 20, or even higher. A natural 1 on a disable trap check triggers the trap. Forge document +1 The DC varies with the complexity and originality of the source document, ranging from DC 5 to DC 20 Disguise self +0 The degree of change determines the DC. The thief can transform himself to resemble someone of the same basic race and physical dimensions with a DC 5 check. Changing significant facial features requires a DC 10 check. Changing physical traits, like mannerisms and height, requires a DC 15 check. Fooling someone close to the target (such as a parent or spouse) requires a minimum DC 20 check. Read languages +1 Interpreting simple meaning requires a DC 15 check. Interpreting anything more detailed is DC 20. Handle poison +0 Any time a thief uses poison he must make a DC 10 safety check. On a failure, he accidentally poisons himself! This check is made each time poison is applied to a blade or other surface. Additionally, on a natural 1 on any attack roll with a poisoned blade, the thief automatically poisons himself, in addition to any fumble results. Cast spell from scroll +1 (d10) Provided a spell is written on a scroll, a thief can attempt to read the scroll and cast the magical spell. The spell check DC is as standard, but the thief rolls the indicated type of die to attempt to beat that DC. The thief does not apply Personality modifiers to his roll, nor may he attempt spellburn. Gear Weapons Armor Equipment Treasure Longsword (1d8) Hide Armor (+3 AC, -3 Check Fumble d12) 20 gp, 2 sp, 8 cp Thief Abilities Thieves' Cant Thieves speak a secret language called the cant known only to members of their class. This is a spoken language with no written alphabet. Teaching the cant to a non-thief is punishable by death. Certain double-entendre phrases in Common have an alternate meaning in the cant and are used by thieves to identify their brethren covertly. Thieving Skills A thief learns certain skills that aid his illicit pursuits. A thief can pick locks, find and disable traps, sneak silently, hide in shadows, climb sheer surfaces, forge documents, pick pockets, handle poison, and read languages. The thief’s alignment determines his interests, and those interests determine his rate of advancement in the various thieving skills. The thief receives a bonus to his skills based on level and alignment, as shown on table 1-9. To use a thief skill, the player rolls d20 and adds his modifier. He must beat a DC assigned to the task at hand. An easy task is DC 5, while an extremely difficult task is DC 20 – for example, picking an extraordinarily well crafted lock, or picking the pocket of an alert guard. In some cases, the judge may make the roll for the character, and the result will not be known until some trigger event occurs (e.g., a forged document may not be truly tested until presented to the king’s commissary). A thief needs tools to pick locks, find and disable traps, climb sheer surfaces, forge documents, and handle poisons. A 1st-level thief must purchase a set of thieves’ tools that allows him to use these skills. Luck and Wits Thieves survive on their luck and their wits, and the most successful thieves live a life of fortune on guts and intuition. A thief gains additional bonuses when expending Luck, as follows. First, the thief rolls a luck die when he expends Luck. The luck die is indicated on Table 1-7: Thief. For each point of Luck expended, he rolls one die and applies that modifier to his roll. For example, a 2nd-level thief who burns 2 points of Luck adds +2d4 to a d20 roll. Second, unlike other classes, the thief recovers lost Luck to a limited extent. The thief’s Luck score is restored each night by a number of points equal to his level. This process cannot take his Luck score past its natural maximum. For example, a 1st-level thief with starting Luck score of 11 attempts to disable a trap and fails by 2 on his check. He burns 2 points of Luck to add 2d3 to his result, allowing him to succeed. His Luck is now 9. Because the thief is 1st level, his Luck score will be restored by 1 point on the following morning, bringing it back up to 10. Then, 1 additional point will be restored on the following morning, bringing it back to 11. The thief’s Luck score cannot increase past 11. Action Dice (d3) A thief uses his action dice for any normal activity, including attacks and skill checks. Background TBC
  12. It's certainly been a minute since a DCC game showed up!
  13. Ranger (John Carr) Str 10 Agl 14 (+1) Sta 10 Per 12 Int 7 Lck 7 Combat Path - Archer: Archers suffer no penalty to missile fire at medium range, and only receive a -2 modifier at long range. They ignore the 50% chance to hit an ally when firing into melee. Wilderness Skills: A long life in the wilderness trains rangers to survive in hostile environments. Rangers receive a bonus to these skills checks equal to ranger level plus ability score modifier. Climb (Agility): Rangers can climb natural slopes, steep hillsides, and trees. A tall tree with few low branches is DC 10; a very steep cliff is DC 20. Natural Traps (Agility): Rangers can detect, neutralize, and build simple natural traps. A large, bulky trap is DC 10 (pit in the ground covered by brush or simple snares). More subtle traps are DC 15, 20, or even higher. A natural 1 on such checks triggers the trap. Sneak and Hide (Agility): Rangers are very good at stealth in natural environments, able to sneak silently and hide in natural cover. This can be used in the same manner as a thief’s abilities. Strider (Agility): Rangers can travel without leaving tracks or being hampered by difficult terrain. Familiar terrain is DC 10; if not familiar with the terrain or environment the DC is 15. Survival (Personality): This skill allows the ranger to find shelter and sustenance (food, water), to start fire, to find direction and to give some local knowledge (geography, animal, plants). The ranger can follow tracks of any creature, identify them and tell the number. DC 10 is for familiar terrain, DC 15 if the ranger is not alone (between 2 and 8 people) and DC 20 if not familiar with the terrain or environment or if there are more than 8 people. Favored Enemy: When attacking the favored enemy, the ranger’s action die is improved by one step. The ranger also gains a critical threat range of 19-20 on a d20, increasing to 21-24 on a d24. In addition, the ranger uses an improved crit die and crit table versus the favored enemy. Healing Herbs: Rangers have the ability to heal wounds using natural herbs and saps, which they often carry with them. Using this ability takes 1 turn and functions as the cleric’s Lay on Hands ability per the “Adjacent” column for all targets. If a ranger rolls a natural 1 when healing, they have inadvertently poisoned the patient. The target of the healing must make a Fortitude save versus DC 20 minus the ranger’s level. If the save is successful, the patient only temporarily loses one point of Stamina. If the save fails, the unfortunate soul permanently loses 1d6 Stamina. Lucki: Struck By Lightning -2 Reflex saves Background Elven Navigator: Bow, Spyglass
  14. Hey there! Awesome, I'm excited to have you on board! Myth Weavers is easy to pick up. You can type and reply in a post, that is kind of all you need for now. I can show you the rest. If you want to teach yourself how to use it, you can create your own game, keep it private, and just experiment with making dice rolls, trying different text formats and the like. You can find everything you need in "User Guides" on the Myth Weavers home page. For now, if you could go ahead and create a level 1 character that would be great. Check out the "Character Creation Threads" topic in the menu bar of this game. In there is the process for creating a level 1 character. Go "Start New Topic" and put the details of your character in there. I wouldn't even mind if you did a physical character sheet and just attached an image of that. The game is advertised until July 30th. Hopefully by then we will have enough players and we can get started with the game!
  15. man I love those funnels lol. Do we roll to see what we were at level 0 before becoming level 1? I will work on a PC just trying to get all the info I need first. Nevermind upon further reading I found my answer thanks.
  16. Hi! I'm really excited to play a DCC game. I love this system, but I never get to play. I've never used mythweaver though, I don't really know how it works.
  17. We will discuss the DCC rules in game as required, but for new players eager to familiarize themselves with the system, the Quick Start Rules PDF is attached below. Please feel free to ask any questions regarding DCC rules in this thread.
  18. OVERVIEW OF THE KNOWN FARVELDAN PANTHEON CALLANTHAL (PAGAN) DEITIES Many humans, especially Farveldans, worship Callenthi gods as they view Callanthal society as primitive. Also Callenthi ruled as emperors for so many years, and made their gods the default deities in cities and the like. Pagan humans, Callanthal, rural folk, as well as those who live in the outer islands, and coastal Farveldians, worship various localised animal spirits, variations on the deities listed below. These are some of the most common ones, although the names may vary according to place. All these animal spirits are True Neutral. KVELD: The wolf spirit of the plains. HRIMA: The bear spirit of the earth / world. HEIDIR: The hawk spirit of the sky. KHERN: The deer (stag) spirit of the woods. OVATR: The kraken spirit of the ocean TALLAENI: Mischief-making pagan spirits who sometimes take on a humanoid or shapeshifting form. Also various spooky monsters who represent evil-doing or vengeance. The pagan traditions are full of superstition. SOLAEL / ALUNI: Solaell is the sun god and is akin to Solios, but is not worshipped as universally as the Callenthi worship it. The moon (Aluni) is worshipped as his consort, but generally by farmers hoping for good crops. They are more like agricultural gods, where the main pagan gods are directly connected to the land, sky and ocean. CALLENTHI DEITIES Solios (LG): The Sun God of Justice, Light, Sanctity. Beloved by paladins. The Farveldan church is largely structured around worship of Solios. Anya: Goddess of Nature, Compassion and Children (A deep and sacred, and somewhat secret Callenthi God). (LG) Brilena: Goddess of Courage, Victory and of the Hunt. (CG) Vutara: Goddess of Good Luck. (TN) Orarus: God of knowledge, foreknowledge and bright planar magic. (LN) Mihaldir: God of War (TN) Xarafax, The Ashen Duke: Lord of the Emberlings, Bringer of Chaos. He who wanders the planes (CE) Bakari Mara: Goddess of the Undead, Death, Night (her realm is known as Kathargis, a plane of hell. "Mother of all who rise again" (LE) The cult of Xarafaxi is in the shadows, but apparently still strong within Farveld. It is emerging that the Warlord kings of central Farveld worshipped her. Ykhor: God of Deceit and Cunning (NE) Callister: Goddess of Magic, Arcane Lore, Knowledge (NG). HEIMFOLK DEITIES Issneldi: God of blacksmiths (NG) Orrosi: Goddess of rocks, gems and minerals (TN) Hammerdal: God of war and weapons (TN) Lubdana: God of love and family (LG) Gethra: Goddess of Nature and Fertility (LG) Esla: Goddess of Justice and Mountains. Also known as Rarsammi, Sibling of Winter (LG) GRAKTHAL DEITIES Grak: Hidden God of the Moon / soul of the Grakthal (TN) Grokkus: Demonic brother of Grak, a trickster and shapeshifter, who possesses the souls of Grakthal and corrupts their hearts to do wicked deeds. Frequently used as an excuse by Grakthal (CE). Kurdan: God of War and Vengeance (CN) Xukki: Goddess of Chaos, Mayhem and Bloodshed (CE) URSHTHAL DEITIES Urda: Elemental Lord of Stone (TN) Issha: Elemental Princess of Wind (TN) Krizki: Elemental Lord of Lightning and Fire (TN) Latasha: Elemental Princess of Water. (TN)
  19. I have run quite a few 0-level funnel games recently, so for this game I am keen to just start my players at Level 1. Below is the method for creating a level 1 character. CHARACTER CREATION ABILITY SCORES A character is defined in broad terms by six ability scores. For character creation, roll 3d6 for each ability score listed below in the order of Strength, Agility, Stamina, Personality, Intelligence, and Luck. In DCC RPG character creation, you always roll 3d6, and you always roll and apply the scores in that same order. After you have your ability scores, you can then make a decision about what class you want to play, based on the outcome of your scores. Low ability scores may have some sort of story-based reason behind them. For example, low Strength or Agility could be the result of some accident your character suffered. Your character’s score of 3-18 includes a modifier, as shown on table 1-1. This modifier applies to select rolls as described below. The ability scores are probably close in form and function to other RPGs you have played, with the exception of Luck, as described below. LUCK After rolling 3d6 to determine a player’s Luck score, roll on table 1-2 to determine which roll is affected by the character’s Luck modifier. Add your character’s luck modifier to this roll. Note that the lucky roll modifier does not change over time as the character’s Luck changes. For example, if a character’s Luck modifier is +1 and his lucky roll is spell checks, he receives a +1 modifier to all spell checks henceforth. This modifier does not change if his Luck score changes. The character’s Luck modifier affects other rolls in the game: critical hits, fumbles, corruption, and select other rolls, as described henceforth. In addition, Luck modifies a different element of play for each character class, as described in the class descriptions. Characters can burn off Luck to survive life-or-death situations. Any character can permanently burn Luck to give a one-time bonus to a roll. For example, you could burn 6 points of Luck to get a +6 modifier on a roll, but your Luck score is now 6 points lower. Characters can make Luck checks to attempt feats that succeed based on Luck alone. The judge will provide the specifics of any attempt, but the attempt is usually resolved by rolling equal to or less than the character’s Luck score on 1d20. For all characters, Luck may be restored over the course of their adventures, and this restoration process is loosely linked to the character’s alignment. Characters that act against their alignment may find themselves suddenly unlucky. Those who swear an oath to a patron of their newly desired alignment may find the change easier. Thieves and halflings have a particular affinity with luck. These classes renew their Luck score at a defined rate, as discussed in their class descriptions. SAVING THROWS The DCC RPG uses three saving throws: Fortitude, Reflex, and Willpower. To make a saving throw, a character rolls 1d20, adds his modifier(s), and compares the result to a target number (DC). If the result is equal to or greater than the DC, the save is made. If not, dire effects may ensue. Fortitude represents resistance to physical threats, such as poisons, gasses, acids, and stunning damage. A character’s Stamina modifier influences his Fort save. Reflex represents resistance to reaction-based threats, such as ducking a swinging axe trap, leaping aside as a doorway collapses, and twisting away from a dragon’s flaming breath. A character’s Agility modifier influences his Ref save. Willpower represents resistance to mind-influencing threats, such as spells that charm or control, psychic effects that cause sleep or hypnosis, and mental domination. A character’s Personality modifier influences his Will save. All 0-level characters start with a base modifier of +0 to all saving throws, which is subsequently influenced by their ability modifiers. As characters gain class levels, their saving throws increase. LANGUAGES All characters know the Common tongue. For each point of Intelligence modifier, a character knows one additional language associated with the circumstances of his upbringing. These additional languages are established at 0-level. Dwarves (Heimfolk) , Grakthal and Urshthal automatically know their racial languages as well. Upon advancing to 1st level, a character may learn additional languages. Thieves learn a secret language called cant. Demi-humans learn one additional language. Wizards learn one additional language per point of Int modifier. Wizards may know magical languages and the animal tongues. 0 LEVEL All characters start at 0 level. Most will die in a dungeon, alone and unknown. The few who survive eventually choose a class in which to advance. All 0-level characters start with the following: • 1d4 hit points, modified by Stamina • 5d12 copper pieces • 0 XP • One randomly determined piece of equipment (see table 3-4 in the Equipment pdf, attached below) • One randomly determined occupation • Based on the occupation: • Possession of one weapon and training in its use • Possession of some trade goods • A +0 modifier to attack rolls and all saving throws; note that 0-level characters use a crit die of 1d4 on crit table I. As the character earns experience points, his XP total advances. When his XP total reaches 10, he may choose a class. OCCUPATION Your character once toiled away at mundane tasks, and his family and peers still do. Whether alongside his family or apprenticed to a master, a character’s former occupation provides a set of skills. These skills may be useful to a character only as a fallback when he emerges crippled from the dungeon, but they are useful nonetheless. These skills also include training in a rudimentary weapon of some kind. Roll d% on table 1-3 to determine a character’s background. Unless noted otherwise, a character is human. Note that a character’s occupation need not be determined randomly. If a player has a strong sense of the character’s background, he should feel free to use it. Starting trained weapon and trade goods can be determined thematically with the judge’s approval. Demi-humans at level 0: Characters whose 0-level result includes a demi-human race must advance in class as that demi-human. For example, a dwarven miner levels up as a dwarf. 0-level demi-humans are able to utilize select racial traits as follows: dwarves have infravision and a base speed of 20’. 0-level demi-humans speak Common plus their racial language, with additional languages gained as they level up. Just as all characters gain improved abilities and, sometimes, additional languages when they reach level 1, demihuman characters polish their natural talents through adventuring. GM NOTE: If you get a "halfling" or "elven" result, you can choose to replace that with heimfolk (dwarven), grakthal or human. WEAPON TRAINING All 0-level characters are trained in the one weapon they possess from their former occupation. If a 0-level character handles multiple weapons over his career, he is considered trained in the last weapon he fought with. At 1st level, a character gains training in additional weapons, based on the class he chooses. Generally, using a weapon without training imposes an attack penalty. However, this penalty is waived for 0-level characters. It is assumed that their naturally poor combat abilities reflect equal incompetence with the martial use of all weapons. (Not to mention that in playtests, applying the attack penalty increases the 0-level death rate to absurd proportions.) TRADE GOODS Novice adventurers typically hail from mundane backgrounds. The economics of a feudal setting involve more barter than coinage. The typical farmer or woodcutter may sustain his family for years of trade without ever setting eye on a metal coin. All 0-level characters start with trade goods of some kind, as indicated on table 1-3. These may be useful in the dungeon or may provide a starting point for trading up to a better status in life. In addition to their trade goods, each 0-level character starts with one randomly determined piece of adventuring equipment. Roll 1d24 on table 3-4 (page 73) for each character. You will discover that 0-level characters individually possess almost no useful equipment. Begin play with a properly-sized party (at least 15 PCs), and you will quickly learn what “wealth by attrition” means and how it applies to low-level play. ALIGNMENT In the beginning, there was the Void, where the Old Ones dreamed. In their dreams were Law and Chaos, inherent forces of unity and entropy. Through endless opposition these forces of unity and entropy elected champions who became gods, who in turn formed planes of existence that reflected their principles. On one such plane resides your trivial existence, tiny next to the vastness of Aéreth, even tinier next to the vastness of the cosmos. But you are connected back to the greater universe and the endless struggle by a fundamental choice: do you back the forces of Law or the forces of Chaos? Alignment is a choice of values. In its simplest form it determines behavior. In higher forms it determines allegiance to a cosmic force. Characters choose an alignment at 0 level, and this choice determines their options for the rest of their lives. Alignment functions on many levels, but there are two primary extremes: lawful and chaotic, with the balance of neutrality between. A character chooses one of these three alignments at 0 level. Lawful characters believe fundamentally in unity and prioritize the values of mankind: order, authority, loyalty, and charity. They support organized institutions and “do what is right.” They have a moral conscience that points them toward the appropriate action. Fundamentally, lawful characters choose the path of mankind over the path of supernatural dominance. At higher levels, lawful characters find themselves interacting with celestials, angels, demi-gods, and powerful Lords of Law. In mundane life, there are many shades of lawful behavior, and not all lawful characters agree on the same course of action at any time; though they invariably unite when mankind is threatened by outside forces. Chaotic characters believe fundamentally in entropy and seek constantly to undermine or rule those around them. They are willing to disrupt the natural order of things – including established governments, guilds, and relationships – if they see a material benefit in doing so. They are open to agreements with supernatural powers, even if such agreements risk the primacy of man by allowing strange beings into the material plane. Fundamentally, chaotic characters choose the path of greatest personal power and success over any greater principle. At higher levels, chaotic characters find themselves aligned with demons and devils, sinister monsters, extraplanar creatures, and the supernatural Chaos Lords. In mundane life, chaotic behavior covers a wide spectrum of chicanery, subterfuge, aggression, and power politics, and chaotic characters are always looking for an advantage over their peers. Neutral characters have not taken a stand between Law and Chaos. Neutrality is the balance of nature, the timelessness of eternity, and the nothingness of space. It can also reflect the neutrality of those who came before Law and Chaos: the Old Ones, the great Cthulhu, and the empty Void, and the emptiness of the time before gods. Neutrality between Law and Chaos can reflect a measured morality – balancing costs and benefits, without strong principles one way or the other. It can also reflect ambivalence or indifference. Fundamentally, neutral characters make choices based not on loyalty, values, or self-advantage, but by evaluating each and every opportunity that comes along. At higher levels, neutral characters find themselves aligned with elementals, extraplanar un-dead, and astral and ethereal beings. The eternal struggle between Law and Chaos is real. Gods and demons battle on other planes for superiority, and the actions of man give those entities power. Make your choice carefully, for it will become increasingly important as you become more powerful. CHOOSING A CLASS What man calls free will is but the options remaining after destiny and the gods have made their plays. If your character survives to 1st level, you can choose a class. Your free will is constrained by the fatalism of the dice; pick a class that suits your randomly determined strengths and weaknesses. The following terminology is introduced in the class descriptions: Hit points: Each class uses a certain die to determine hit points. Note that all characters receive 1d4 hit points at 0 level, and their class hit points are in addition to the 1d4 hit points from 0 level. For example, a cleric has 1d8 hit points per level, so a 1st-level cleric actually rolls 1d4+1d8 to determine hit points. When that cleric achieves 2nd level, the player rolls another 1d8 hit points and adds it to the prior total. Weapon training: Each class is trained in a certain list of weapons. Characters use their normal class action die when attacking with these weapons. When using other weapons, they roll a lower die (according to the dice chain). Action dice: Action dice are used to make attacks, cast spells, and use skills. The most common use of an action die is to attack; most characters roll 1d20 for their attack rolls because they have a 1d20 action die. As characters advance in level, they may gain additional action dice. Typically, these start as additional dice of lower facings (i.e., a d14 instead of d20) to reflect that the character’s secondary attacks are not as effective as his primary attacks. Character classes with spellcasting ability, or specialized skill uses, may be able to use action dice to cast additional spells or use additional skills rather than make attacks, as described in the class descriptions. Title: Titles are included for characters of levels one through five. These titles reflect the most common terms for characters of that power level. In some cases, these titles are tied to formal orders; in other cases, they are generic terms. Formal orders (such as those noted in the thief and warrior descriptions) may have different titles. Characters of 6th level and above are extremely rare, so much so that no generic titles exist. Players are encouraged to develop their own titles for such levels using Appendix T for inspiration as needed. Once you have created your character and advanced them to level 1, check out the equipment pdf below for rules on starting gold, and kit them out so they are ready for adventuring! The attached PDFs contain the core classes, and equipment so you can equip your Level 1 character. If you are interested in playing a class not included in the core classes, check the root post on this forum (Character Creation Threads) for a list of all available classes.
  20. OVERVIEW OF THE REALM OF FARVELD WELCOME ADVENTURERS TO THE REALM OF FARVELD AN ANCIENT LAND STEEPED IN HISTORY EMPERORS AND IMMORTALS... This land has seen many changes and cataclysms We are in the year 5344 EC And the Realm is healing after the events of the Grim Epoch When collosal monsters known as Riffthera razed whole towns and wreaked utter devastation on these lands Thankfully, those things are now a memory, albeit a recent one Life has returned more or less to normal... This world is known as Gormshagghal, the blue world. The realm we are centred on is the centre of the known world, Farveld. It is surrounded by smaller principalities of itself, such as Farveldia, as well as the islands of Starkvald, Dagnvald, Krukvald and others. The island of Harrbyorg has recently ceded from the realm. The distant Ingveld is steeped in mystery and is said to be home to an academy of powerful wizards. To the north are the cold, winter-bound nations of Isshvold, Olvitra, Thrombyorg and Kurakut. To the south is the Shorestril, the southern wastes, where pagan tribes live life as it was once lived in Farveld before Callenthi built cities and introduced advanced civilization. To the west are the Grakthal lands, the Deorvold. Beyond the horizon... who knows what other lands are to be found?
  21. BREAKPOINT RULE MESSAGE DELETION GM reserves the right to delete messages from In-game and Lore threads, just to keep things tidy. However, messages in character creation threads and general chat will never be deleted.
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