Campaign Information and some rules

Religion, Alignment and classes

- Every character must have a primary deity he worships above all others. The deities that I am allowing for this are: Corean, Madriel, Tanil, Hedrada; and the demi-gods Erias (god of dreams), Goran (god of dwarves), Hwyrdd – NG characters only (god of Halflings), Nemorga – NG characters only (god of the dead), Syhana (goddess of good fey and rain). I’ll include a list of deities, their domains and portfolios.

- All characters must be aligned as a cleric of their chosen deity.

- The alignments allowed are: Any good and lawful neutral.

- Races: All races in the PHB are allowed, including the Charduni dwarves, jungle gnomes and Forsaken elves of Termana (though even these characters will need to worship one of the listed deities). Keep in mind that the Scarredlands campaign world has racial characteristics for each race that differ slightly from that listed in the PHB – for instance Halflings receive a +2 to hit with slings or thrown weapons rather than the +1 listed in the PHB, and a dwarf receives a small number of spells that they can cast innately, similar to a gnome’s starting spell capabilities. And each non-human race has two classes to choose from when determining their favored class.

- When the campaign starts your characters will be slaves, so there’s no need for starting money or equipment and even some class features will not be available.

o Sorcerers, wizards or bards (if they take the feat that allows them to summon a familiar) with the ability to bond a familiar will not start the campaign with one. You will get your familiar while still 1st level; this is a temporary draw back only intended to add flavor. More familiar options will be opened when the time comes to summon one.

o I will still allow barbarians to have their illiteracy at 1st level. Not even the wicked slavers of Dunahnae can take that away from you.


- Statistics: You will be rolling for stats, stats will be a bit weaker than normal. We’ll be rolling together at the table, 3d6 re-roll any 1’s; roll six stats.
This will probably yield some stats that are not exceptional or overwhelming. If anyone rolls stats that have nothing higher than a 14, then I will allow them to bump their highest stat to a 15. I am opting for lower stats to make things simpler for me and more challenging for you, also, this campaign is likely to have more magic than most I run so you will make up for low stats in that way.


- The Leadership feat:
o Cohorts will receive no more than a half a share of party gold as suggested in the DMG. Cohorts are followers; they are subservient to a particular leader, not equal to him, and thusly, do not draw equal share of treasure. Cohorts are aware of this; they have chosen to become a follower of a particular character and will accept following that chosen character for reasons and ideals that go beyond money and treasure (it’s up to you and I to figure out exactly why). Having said that, it is unlikely that a cohort of even a good alignment will follow loyally while being fully excluded from treasure.

Prestige Classes

- I am very picky about which prestige classes I’ll allow into my game. So if you come to me with a Prestige class you’d like to play, be prepared for rejection.
- As I do with spells, I’m using the core books as the measure for prestige classes found in other source books. If a spell found in another book seems more powerful than PHB spells of the same level, then I consider the spell over-powered and will usually disallow it. If Prestige classes seem more powerful than those found in the DMG then I’ll probably disallow them or trim down their power.

- Something to keep in mind when thinking about a prestige class or thinking about whether I’ll allow the prestige class you want to take, these quotes come directly from the DMG II:
- “Ideally, the choice of gaining a level in a character’s primary class or taking a prestige class should be a tough decision.” In other words, if the prestige class you’re looking at is so good that you’d have to be a fool to take a level in your primary class over a level in that prestige class, then I probably won’t allow it.
- “If a player has a tough time deciding whether her character should take another level of class-x from the Player’s Handbook or should start taking levels of your prestige class, then it’s probably balanced correctly.”

o I’m still more than happy to let people invent and craft their own prestige classes. Obviously I’ll be working with you on that and will have final say on what is or isn’t allowed, but if there’s some sort of character concept you want to play and can’t find anything that fits it, then by all means, let’s do your own.

o Regardless of prestige class requirements I will not allow a character to get a prestige class before 6th level.


- If you’re playing a spell caster then read up on the magic section of the PHB as I plan on using some of the over-looked rules they have there. Here are some things you should be aware of if you choose to play a caster.

- Arcane spell caster:

o Arcane Casting in the Scarredlands: The by-product of arcane casting is not just the spell itself but also heat energy from the caster. The reasons as to why is widely debated, I’ll just list the game mechanics for now.

 Wearing armor causes the heat to become intolerable very quickly, so arcane spell failure chances for wearing armor are twice those listed in the PHB. (One reason why SL casters often wear flimsy and revealing bikini-type clothing as their “casting clothes.”)

 The caster is considered to have the benefits of a Resist Elements (cold) spell every round she casts. The level of resistance is 1 per the level of the spell just cast, and that heat remains from the time she casts a spell until her first action in the next round.

 For example. If Neha, a sorceress, casts a 6th level Mass Suggestion spell, she would have cold resistance 6 until the end of her turn the following round. Augmenting the spell with metamagic feats that raises the level of the spell also raises the amount of cold resistance, but items or objects that add metamagic feats without raising the spell’s level (like metamagic rods) are assumed to siphon the added heat themselves, so the cold resistance will be at the original level of the spell.

o Rest: Arcane casters need their eight hours, nothing new about that, but keep in mind that this rest needs to be uninterrupted, the caster must refrain from “movement, combat, spell casting, skill use, or any other fairly demanding physical or mental task during the rest period… each interruption adds 1 hour to the total amount of time she has to rest to clear her mind.” (PHB pg. 178)

o Recent casting limit/rest interruptions: “When she prepares spells for the coming day, all the spells she has cast within the last 8 hours count against her daily limit.” So if your camp is attacked by wolves during the night and the wizard launches two magic missiles she will have to get one extra hour of rest (for having her rest interrupted) and she would have two first level spell slots unavailable in the morning when she would have normally sat down to memorize her spells (a 1 hour process). This rule applies for sorcerers and bards also – spells cast within the last eight hours count against their daily number of spells for the following day.

o Preparation Environment: Wizards, bards and sorcerers must have enough peace, quiet and comfort to concentrate on preparing spells. Some things that will ruin that: Inclement weather, or any damage or failed saving throw that befalls the wizard during prep-time. It’s a good idea to have some sort of shelter in case bad weather rolls in.

o Regardless of how many times an arcane caster rests for 8 hours in a day, he can still never memorize more than his daily allotment of spells for the given day. The daily allotment is the number listed on the class’s spell chart.

o Spell selection and preparation: A wizard can choose to leave some of her spell slots empty at the time that she memorizes the bulk of her spells. These empty slots can be filled at a later time but require a minimum of 15 minutes of study under good conditions. The time can be altered if more than a few spells are being memorized at this later time. A sorcerer or bard requires only 15 minutes of concentration to fill their allotted spell slots for the day.

o Spell Slots: A spellcaster always has the option to fill a higher level spell slot with a lower level spell.

o Arcane Magical writings: Another person’s magical writings (spellbooks/scrolls) remain incomprehensible to even the most powerful wizard until she takes time to study and decipher it. To decipher an arcane writing the character must make a spellcraft check (DC 20 + spell level). If the skill check fails the character can not attempt to decipher that spell until the next day. Read magic automatically deciphers a spell. If the person who wrote the spell is on hand then deciphering is also automatic.

o Scribing into spell book, spells copied from another spellbook or scroll: First step is to decipher the magical writing. Next, she must spend a day studying the spell. At the end of the day she makes a spellcraft check DC 15 + spell level. If the check succeeds then the wizard understands the spell and can copy it in her book. If the check fails then the wizard cannot learn that spell until she gains another rank in spellcraft.

o Writing a new spell into a book: The process takes 24 hours regardless of spell level. Materials and cost: Materials cost 100 gp per page. A spell takes up one page of the spell book per spell level (1 page for a 0 level spell).

- Divine casters:

o Time of day: A divine spellcaster chooses what time of day he regains his spells, but does not require a period of rest before being able to pray for these spells. “If some event prevents a character from praying at the proper time, he must do so as soon as possible. If the character does not stop to pray for spells at the first opportunity, he must wait until the next day to prepare spells.” (PHB pg. 179)

o Spell selection and preparation: The time required to prepare spells is the same as a wizard (1 hour), and also requires a peaceful environment. Like wizards, a divine caster does not need to fill all of his spell slots at once, he may opt to memorize empty spots later in the day, though he cannot re-fill empty slots from spells he has already cast that day.

o Spell slots: A divine caster can fill a higher level spell slot with a lower level spell. If it is a domain spell slot then he must fill it with a lower level domain spell.

o Recent casting limits: “As with arcane spells, at the time of preparation, any spells cast within the previous eight hours count against the number of spells that can be prepared.” (PHB pg. 180)

o For Scarredlands deities they do not list a time when clerics ( and druids, paladins or rangers) can pray for spells, so I will allow player character clerics to choose for themselves what time of day/night their clerics regain spells, unless they seem un-realistic, for example I can’t see a cleric of Madriel re-gaining spells at midnight.

Saving Throws:

- If a creature rolls a natural one on its saving throw against a spell’s effect (and similar types of affects), an exposed item is harmed (PHB pg. 177). I’ll be enforcing this now, so if you fail a saving throw with a natural one I need to know, it could harm your gear. The same applies to the bad guys of course.

Campaign Information and some rules

The Eighteen Blades of Vode Nulan WiHa05