Thursday, May 28, 2015

Cleft Plateau Encounters

Ayrie of the Ancients (2 hours, 18-20/20, d12+d8)

2. Cloud giant
3. Stone giant
4. Troll
5. Manticore
6. Peryton
7. Harpy
8. Giant goat
9. Aarakocra
10. Blood hawk
11. Goat
12. Stirge
13. Pteranadon
14. Orc
15. Hippogriff
16. Saber-toothed tiger
17. Basilisk
18. Ettin
19. Cyclops
20.Young silver dragon

Great Arbordark (1 hour, 17-20/20, d12+d8)

2. Treant
3. Yuan-ti abomination
4. Unicorn
5. Weretiger
6. Green hag
7. Ogre
8. Bugbear
9. Black bear
10. Giant bat
11. Tribal warrior
12. Pixie
13. Worg
14. Dryad
15. Will-o-wisp
16. Werewolf
17. Banshee
18. Drider
19. Tyrannosaurus Rex
20. Guardian naga

Howling Tors (4 hours, 18-20/20, d12+d8)

2. Stone giant
3. Troll
4. Green hag
5. Peryton
6. Ogre
7. Giant eagle
8. Orc
9. Giant wolf spider
10. Blood hawk
11. Goat
12. Stirge
13. Winged kobold
14. Giant goat
15. Brown bear
16. Harpy
17. Griffon
18. Manticore
19. Ettin
20. Wyvern

Old Barrowbriar (3 hours, 18-20/20, d12+d8)

2. Drider
3. Wereboar
4. Displacer beast
5. Awakened tree
6. Giant boar
7. Goblin boss
8. Satyr
9. Goblin
10. Flying snake
11. Owl
12. Twig blight
13. Needle blight
14. Vine blight
15. Brown bear
16. Dryad
17. Grick
18. Owlbear
19. Banshee
20. Werebear

The Verdant (6 hours, 17-20/20, d12+d8)

2. Shambling mound
3. Couatl
4. Green hag
5. Swarm of poisonous snakes
6. Giant toad
7. Swarm of insects
8. Giant lizard
9. Bullywug
10. Poisonous snake
11. Awakened shrub
12. Stirge
13. Giant frog
14. Lizardfolk
15. Crocodile
16. Yuan-ti pureblood
17. Giant constrictor snake
18. Yuan-ti malison
19. Wereboar
20. Giant crocodile

Whipwater Plain (8 hours, 18-20/20, d12+d8)

2. Triceratops
3. Manticore
4. Ankheg
5. Giant hyena
6. Scarecrow
7. Giant wasp
8. Axe beak
9. Leopard
10. Hyena
11. Jackal
12. Giant weasel
13. Giant poisonous snake
14. Jackalwere
15. Orc
16. Giant vulture
17. Allosaurus
18. Rhinoceros
19. Ankylosaurus
20. Elephant

Monday, May 25, 2015

Renown

Ten-Tribes

The Ten-Tribes are a loosely affiliated, racially diverse band of settlements which inhabit the Cleft Plateau. Earn Renown by completing quests for individual NPCs, or when you're ready, participate in one of the dangerous Long Hunts beneath the plateau. Word of deeds and exploits spreads between the ten communities via traders, hunters, travelers and explorers on a consistent basis, so you can be sure your Renown will apply in each of the locales within days. Or your notoriety...

Motto: "May the Gods protect you, and the Ten guide you."

Beliefs: The limitations of the Ten-Tribes are only what each man and woman fear to bring to the table. Honor your ancestors, honor the Gods, and have your brothers' and sisters' backs on the Hunt, as they shall have yours. This Land shall yield to the worthy.

1 Brush-Dog: Receive a 10% discount when bartering in one Cleft Plateau community of your choice (note this on your character sheet).
3 Ten-Ward: Receive a 10% discount when bartering in any Cleft Plateau community.
10 Ten-Keeper: Stay within any of the Cleft Plateau communities free of charge and obligation, by the grace of its chieftain and elders. Should the leader of a Long Hunt fall, you would be asked to take his or her position.
25 Fire-Carrier: Attract 1 follower of 1st level. Receive a 25% discount when bartering in any Cleft Plateau community. You have the ear of all Cleft Plateau chieftains and elders in times of duress. You can call and lead a Long Hunt.
50 God-Spear: Attract 1d4+1 followers of 1st-3rd level. Receive a 33% discount when bartering in any Cleft Plateau community. Should there be a vacant leadership position in one of the Ten-Tribes villages, you would be asked to take up the mantle.

Goals: The goals of most inhabitants of the Ten-Tribes are the same as their beliefs. Prosper and protect one another as family, and carve out a Savage Land that you may thrive.

Typical Quests: Escort people or goods from one community to the next. Drive away dangerous predators and those wicked humanoid clans competing with the Ten-Tribes for game and other resources. Participate in the Long Hunt for restorative herbs and other scarce necessities beyond the Plateau.

Wasp Riders

This Renown functions specifically with the citizens and Wasp Riders of The Nest, and will stack with any benefits accrued through Ten-Tribes Renown.

Motto: "Gather, children of the mushrooms, beneath our silent and vigilant wings."

Beliefs: A small, isolated and oft alienated community even with the context of the Ten-Tribes, The Nest fiercely protects and offers refuge to all gnomekind on the Plateau. While others are welcome and often employed in the village, the gnomes' trust is hard-earned. Earn it, and they will honor you loyally with whatever services they can provide.

1 Nestling: Receive a complimentary honey pot or candle fixture from the Grand Waxworks.
3 Waxbrother or Waxsister: Receive an additional 10% discount when shopping at the Grand Waxworks (your Ten-Tribes Renown bonus also applies).

10 Third Wasp: Claim a vacant Mushroom living space at the Cluster, usually good for 4-6 Small sized characters or 2-3 Medium sized.
25 Second Wasp: You are given an honorary war wasp mount and a seat on all Wasp Rider community decisions and scouting missions.
50 First Wasp: The current Chief of The Nest cedes his governance to you, and you gain all the benefits of the Wasp Riders' militia and the treetop manor in which the Chief resides.

Goals: The goals of the Wasp Riders are to scout and protect the citizens of the Nest at all costs, even if it involves migration away from The Nest itself.

Typical Quests: Unless a character is actually joining the Wasp Riders for a patrol, the usual tasks that can gain Renown are to protect the Nest in their absence, or gather rare reagents or items for locals like the Waxmeister or the Seer.

Faiths

Duthar 'The Hunter'
Neutral God
Domain: War
Symbol: Ring of spears pointed inward at a drop of blood.
Followers: Barbarians, clerics, half-orcs, rangers, fighters.

The name of Duthar is invoked as a blessing upon forages, scavengers and hunts, in particular the Long Hunt, in which the Fire-Carrier lights the ten torches at the mouth of the Cleft, in order to warn the wicked denizens of the Great Arbordark that such a Hunt is underway. Sacrifices of fresh killed game and enemies are often burned to 'The Hunter' in order to keep him during those times between Long Hunts.

Eqemis 'The Sun'
Lawful Good God
Domains: Light, Life
Symbol: Eagle ablaze with arrows crossed in its talons.
Followers: Clerics, halflings, humans, monks, paladins.

Without His radiance, the crops could not grow, the animals could not feast, and the people of the Ten-Tribes could not subsist off of the bounties of Ydum. On most days, he fertilizes the goddess and keeps the Tribes fed, and thus is also seen as a patron of birth and Rebirth. Marriage and birth ceremonies are often dual tributes to Eqemis and Ydum, the Lovers of the Ten-Tribes' pantheon. He is also a source of Order among the Tribes, which is enforced by devotees like paladins and monks who have taken it upon themselves to shelter the people from the great dangers of the world. 

Nuqlo 'The River'
Lawful Neutral God
Domain: Tempest
Symbol: Scale with fish on one side and human skull on the other.
Followers: Clerics, halflings, humans, monks.

He is seen as a god of commerce in addition to rivers, storms and legendary far-off seas. Offerings are made to Nuqlo at the commencement of rafting journeys on the Whipwater, or tradesmen who make paths along it; or by fishermen who ply the Bone Lake and Moonmirror. It is forbidden to fish directly from the God's Tears out of respect for the life-giving waters He pours onto the plateau from the enigmatic Ayrie of the Ancients. When dissatisfied, he is said to pound the plateau with torrents of violent wind and water. 

Qytia 'The Moon'
Chaotic Good Goddess
Domains: Knowledge, Life
Symbol: Owl's head with moon reflected in both eyes.
Followers: Bards, clerics, sorcerers, warlocks, wizards, wood elves.

She is the revealer of secrets not seen by day, legends and magics which are not known to the common populace. Thus she is the natural patron of wizards and other magic users who twist the very laws of the Earth to their benefits. Offerings of rare fruits and gems are given to her that she might grant wishes and favors upon the populace, or lore-seekers, and blue-white spectral fires are burned nightly in each of the Ten-Tribes communities for her protection, since she is considered the only Goddess who can see the dangers that surround them when Eqemis has set.

Ydum 'The Earth'
Neutral Good Goddess
Domain: Nature, Life
Symbol: Stone hand with a flower sprouting from open palm.
Followers: Dragonborn, clerics, druids, dwarves, forest gnomes, rangers, wood elves.

Often celebrated as a 'package deal' with her Lover, Eqemis, Ydum is nonetheless an incredibly important goddess and the patron of the local elves, gnomes, and a devoted circle of druids. Offerings are made before each Harvest season and her Blessing is sought for every new crop the Ten-Tribes plant, she is also consulted when the Ten-Tribes face dangers from on or beyond the Cleft Plateau, for her eyes and ears are many, be they plant or beast.

Yra 'The Raven'
Chaotic Neutral Goddess
Domains: Trickery
Symbol: Three-faced raven head, each with different expressions.
Followers: Bards, clerics, druids, halflings, rogues.

The sister of Ydum, she is jealous and so plays tricks upon the Earth goddess, her lover, and all those who follow them. Because of her nature, she is often considered the herald of the dead, carrying their spirits off and announcing them to the Afterlife; though she is not an official death deity, she is the closest the Ten-Tribes have. Her followers are generally rogues, thieves and other outsiders who do not fall in line with the majority of the tribesmen and women, and while a band of clerics or other devotees is generally tolerated in a Ten-Tribes community, it is rarely trusted.

House Rules

House Rules
 
Attendance: We try to do our best to accommodate the schedules of all regular players, but real life very often and understandably gets in the way. If a game is already booked, and 1-2 players have to drop out for that session due to unforeseen circumstances or emergencies, we will still run the game, provided there are at least 3-4 players (over half the normal roster). 

Dinos & Dragons: In this setting, dragons and dinosaurs share a slightly closer relationship than merely giant reptile status. Thus, spells, items and effect which specifically affect dragons will also affect dinosaurs, and if there is anything which specifically effects dinosaurs (not beasts as a whole), it will also function against dragons. In addition, while they retain the same lineage and breath weapons, dragonborn do often resemble their dinosaur kin more than their dragon ancestors. 

Inspiration: Players will cast hidden ballots at the end of each session to determine which TWO of their fellows was most deserving of an Inspiration award for the following game. You can only ever have one Inspiration, so if a PC already has one unspent, they will be removed from contention. The DM will cast a tie-breaking vote if necessary, and then pick a THIRD player to award Inspiration.

Materials: In order to better fit the primeval nature of the setting, steel weapons and paper spellbooks have been banned in favor of cruder materials. Iron and bronze are extremely scarce and restricted to certain cultures which hoard them relentlessly, while wizards have learned to scribe their magics on stone slates and wooden flip-books bound with vine and other agents. The most common weapons and items will be made of wood, bone, or stone, which makes them brittle and breakable (in terms of weapons, on rolls or disadvantage rolls of a natural 1), and slightly less effective (certain suits of armor grant 1 AC rating). Some equipment is simply not available, or uses other materials than the versions found in the Player's Handbook. These are all listed in the Character Generation section. When official 5th edition rules on primitive weapons and equipment are revealed, I will most likely update the system to align with them.
 
Fumbling: If you're not wielding a breakable primitive weapon, a result of natural 1 results in a fumble rather than a break. Make a Dex check (DC 10) to retain hold on the weapon.

5th Edition Variants

Player's Handbook
Customizing Ability Scores (PHB.13): Yes.
Variant Human Traits (PHB.31): Yes, if you want.
Variant Backgrounds (PHB.129-14): Yes, if you want.
Equipment Sizes (PHB.144): No, within reason.
Multiclassing (PHB.163): Yes, absolutely.
Feats (PHB.165): Yes, absolutely.
Skills With Different Abilities (PHB.175): Yes, if it makes sense.
Encumbrance (PHB.176): No, use the simpler system.
Playing on a Grid (PHB.192): Yes, we are playing on a square grid.

Dungeon Master's Guide
Renown (DMG.22): Yes, we are using it.
NPC Loyalty (DMG.93): Yes, I'm using it.
Villainous Class Options (DMG.96-97): Yes, I might use them.
More Difficult Magic Item Identification (DMG.136): Yes.
Mixing Potions (DMG.140): Yes.
Scroll Mishaps (DMG.140): Yes.
Wands That Don't Recharge (DMG.141): No, they do not recharge.
Only Players Award Inspiration (DMG.241): No, I will reward it.
Flanking (DMG.251): Yes, flankers gain advantage.
Diagonals (DMG.252): Yes, we'll continue to adjust for diagonal movement.
Facing (DMG.252): No.
Session-Based Advancement (DMG.261): No, we are returning to XP.
Proficiency Dice (DMG.263): No.
Skill Variants (DMG.263-4): No.
Hero Dice (DMG.264): No.
Honor and Sanity (DMG.265): No, but I might institute Sanity at a later date.
Fear and Horror (DMG.266): No.
Healing Variants (DMG.266-67): No.
Firearms and Explosives (DMG.267-68): Very unlikely.
Alien Technology (DMG.268): Very unlikely. Or is it?
Plot Points (DMG.269): No.
Initiative Variants (DMG.270-1): No.
Action Options (DMG.271-272): Climb Onto a Bigger Creature, Disarm, Overrun, Shove Aside and Tumble are all a 'Yes'. Mark is a 'No'.
Hitting Cover (DMG.272): No.
Cleaving Through Creatures (DMG.272): Yes.
Injuries (DMG.272): No.
Massive Damage (DMG.273): No.
Morale (DMG.273): No.
Spell Points (DMG.288): No.

Character Generation

Ability Scores: Player characters will use the 'Customizing Ability Scores' variant from pg. 13 of the Player's Handbook, a 27-point buy system which will grant a range of 8-15 in each ability BEFORE racial adjustments. PCs automatically begin with an 8 in each ability, and must pay the following to raise it: 1 pt (9), 2 pts (10), 3 pts (11), 4 pts (12), 5 pts (13), 7 pts (14), 9 pts (15). Then adjust or customize your scores further dependent on race.

Races: The following races are permitted from the Player's Handbook: hill dwarf, mountain dwarf, wood elf, human, lightfoot halfling, stout halfling, green dragonborn, forest gnome, half-elf, and half-orc. Certain core races, like the rock gnome, are thematically inappropriate for the campaign setting, while other omissions like the high elf, dark elf, and tiefling might become 'unlocked' in time, along with other optional races. When that happens, they will appear here.

Classes: The following classes and their respective specializations in parentheses are permitted from the Player's Handbook and Xanathar's Guide to Everything:

Barbarian (Primal Paths: Ancestral Guardian, Berserker, Storm Herald, Totem Warrior, Zealot)
Bard (Colleges: Glamour, Lore, Valor, Swords, Whispers)
Cleric (Domains: any except Forge)
Druid (Circles: Dreams, Land, Moon, Shepherd)
Fighter (Martial Archetypes: Battle Master, Cavalier, Champion)
Monk (Ways: Drunken Master, Four Elements, Kensei, Open Hand, Sun Soul)
Paladin (Oaths: Ancients, Conquest, Devotion, Redemption, Vengeance)
Ranger (Archetypes: Beast Master, Hunter, Monster Slayer)
Rogue (Archetypes: Assassin, Inquisitive, Mastermind, Scout, Thief)
Sorcerer (Origins: Divine Soul, Draconic Bloodline, Shadow Magic, Storm Sorcery, Wild Magic)
Warlock (Pacts: Archfey, Fiend, Hexblade)
Wizard (Traditions: Any)

Other specializations are simply not yet unlocked within this campaign, and may become available later, or don't fit the flavor and theme of this particular campaign. Please note that wizard's spell books have been replaced by tablets at the cost of a higher encumbrance, and that the weapons, armor and equipment for certain classes will be limited to that of setting-appropriate materials, to be explained in the House Rules section and below.

Spells: Any spells from the Player's Handbook or Xanathar's Guide to Everything are legal in the campaign.

Backgrounds: The following backgrounds from the Player's Handbook are permissible: acolyte, charlatan, criminal, entertainer, folk hero, guild artisan, hermit, outlander, sage, and soldier. The noble, sailor and urchin backgrounds are not appropriate for the campaign at this time, but might be 'unlocked' in the future, along with others from future sourcebooks and other materials.

Naming Conventions: Bear in mind the savage setting when deciding how to name your character. Most families of the Ten-Tribes do without surnames, but it is not common for an individual to be referred to by his line... 'Son of...' or 'Daughter of...', etc. Make sure names convey an appropriately primeval balance of vowels to consonants, in the great tradition of this pulp sword & sorcery style. Avoid medieval or Renaissance fantasy tropes. Good examples: Kull, Tarzan, Ka-Zar, Shanna, Zabu and Conan. Bad examples: Mephidius the Magnificent, Coppercloak Whistlewand.

Alignments: The Ten-Tribes represent small pockets of crude, developing civilization in a world of savagery. Slavery, subjugation, cannibalism, and genocide are not concepts foreign to the more ruthless peoples and creatures who populate the region. The Ten-Tribes are dim, flickering lights blowing in the breeze of a greater darkness. As such, only non-evil alignments are permitted, there will be enough problems to face without creating too many more of your own. 

Religion: Although anything resembling a proper clerical order is sparse and scattered at best, the people of Ten-Tribes worship a primitive pantheon in which concepts such as the Sun, Moon, Rivers, Earth and Nature are embodied as divinities. Learn more about them over on the Faiths post.

Equipment: Due to the primitive nature of the setting, certain weapons and equipment are barred for the simple reason that they haven't been invented yet, or are extremely uncommon and restricted to more advanced civilizations that the PCs have yet to come across.

1) Most weapons are made of bone, wood and/or stone material by default, and will break on a natural roll (or disadvantage roll) of 1, but never on a 1 during a roll with advantage, unless both dice come up with a natural 1. Otherwise, they function normally as described in the Player's Handbook.
2) Stone weapons weigh an additional 50% of their normal encumbrance. 
3) The following weapons are banned entirely at this time: hand, heavy and light crossbows, rapier, glaive and halberd.
4) The following armors are banned entirely at this time: chain shirt, breastplate, half plate, chain mail and plate. Wooden shields are in ready supply. Suits of scale mail, ring mail and splint mail substitute bone, wood and bronze strips and fasteners in place of metals, and each suit weights 5 lbs less than its listing in the Players Handbook, at the cost of 1 point of Armor Class. Thus, scale and ring mail suits grant a 13 AC, and split mail grants a 16 AC. Other materials may become available with time. Dexterity allowances remain normal.
5) The following adventuring gear is banned at this time: acid (vial), alchemist's fire (flask), crossbow bolts and case, ball bearings, barrel, bell, book, bottle (glass), case (map or scroll), chain (10 feet), chest, fine clothes, flask or tankard, hourglass, ink, ink pen, lamp, lantern (hooded or bullseye), lock, magnifying glass, steel mirror, paper, parchment, silk robes, merchant's scale, signet ring, spyglass, vial.
6) The following gear has its physical properties altered: caltrops (wood, bone or stone), crowbar (stone), grappling hook (wood, bone or stone), manacles (wood or bone), miner's pick (stone), piton (stone), shovel (bone or stone), iron spikes (stone spikes). Any rolls regarding these tools are rolled at a -1 penalty, and on any natural roll (or disadvantage roll) of 1, they break.
7) Spells are inscribed on tablets of wood and stone, the former of which weigh 6 lbs and can hold up to 20 spells (as opposed to 100), the latter weighing 1/2 lb per spell tablet.
8) The following musical Tool kits are banned at this time: alchemist's supplies, calligrapher's supplies, cartographer's tools, glassblower's tools, jeweler's tools, navigator's tools, tinker's tools, painter's supplies. The remaining, available Tool kits have properties reflecting the primitive materials in the setting.
9) The following musical instruments are banned at this time: bagpipes, dulcimer, flute, shawm, lute, and viol. Drums, pan flutes, bone horns and primitive lutes are the available options.
10) The mounts and other animals from the Player's Handbook are currently unavailable, though other pack beasts will be presented in the setting. Thus, most tack, harness and drawn vehicles are likewise unavailable, with the exception of drawn sleds. No waterborne vehicles larger than a row boat or canoe are available either.

Feats: Most of the feats from the Player's Handbook are in fact available should a character wish to take one in place of an Ability Score Improvement. The one exception is the Crossbow Expert. You can also take the Racial Feats available in Xanathar's Guide to Everything, provided the races are available in the setting.

Starting Level: At the beginning of the campaign, PCs will begin at 1st level. Thereafter, they will begin at 1 level below the party average (the 'Inhabitants' sidebar on the blog will keep a record of this). We will be returning to an XP reward system, rather than an attendance system, so try not to fall behind too far. If such a thing happens due to unforeseen and emergency circumstances, the DM will offer a slight XP adjustment in future games so that you can partially catch up.

Multiclassing: You may multiclass, provided you meet the prerequisites, have exposure to someone of the new class from whom you could have learned, and follow the other instructions in the Player's Handbook.

Wealth: The people of the Ten-Tribes do not possess a system for currency beyond that of barter. For starting Equipment, roll by you starting class (PHB pg. 143), and then spend all the starting cash as a 'proxy' on permissible goods from the Player's Handbook. Discard any spare coins you have left over. From here on out, until such a time as you encounter a civilization with actual currency, you will acquire goods and items through trade, exploration and other means of acquisition. Characters who start at a higher level will receive an adjusted package proportionate to the table on page 38 of the Dungeon Master's Guide, though currency must be spent on goods, equipment and magical items.

Renown: We will be using a system for Renown like the one implied in the Dungeon Master's Guide. By performing tasks and adventures for various institutions and cultures within the setting, PCs will gain various perks over time, dependent on their rank. But be warned, gaining Renown in some areas might gain one a negative reaction elsewhere. The Ten-Tribes culture is the sole starting source of Renown, and the ranks and benefits are listed over on the Renown post.