Showing posts with label noble houses. Show all posts
Showing posts with label noble houses. Show all posts
Thursday, September 24, 2015
Uncle Old Mountain
Monday, April 21, 2014
Incomplete elven campaign setup.
Some notes for a LOTFP elven campaign where all the players play elves.
Basic premise:
Since we have only one character class (elf) we need something to have more character variety.
The Lost Citadels:
Basic premise:
- The world was dying and the elves walled themselves in mighty magical citadels (kind of like the caerns in Earthdawn).
- Centuries passed and the world changed.
- The citadels lost contact witch each others.
- Older elves are falling into a eternal sleep (instead of going west to retire from the world).
- The players characters are the first elves to ventures outside their citadel.
- Their goal is to find the other elven citadels to establish contact with them.
- The lost citadels have become adventuring locations and dangerous dungeons to explore.
- The world renewed itself and is now mainly covered by a endless forest.
- Monsters and beasts have changed.
- Great beasts play the role of dragons.
- Humans are the new orcs and menace the emerging races.
- Halflings are slaves owned by humans.
- Dwarfs turned bad before vanishing.
- New races emerges to replace the old ones.
Since we have only one character class (elf) we need something to have more character variety.
- Each character is from a randomly rolled noble house.
- Each character receive a background that determine their starting skills and gear.
- Characters gain 1 skill point at level 3, 5, 7 and 9.
- Roll a level one spell for your house. Your house is build around this spell, the other houses can't roll, choose or learn this spell (but characters can learn it from a scroll from a adventure).
- Roll a signature weapon or armor for your house. You start with a elven quality item of this type.
- Roll a specialty skill for your house. You start with +1 in this skill.
- Roll a random type of hireling for your house. Your can easily hire above average hirelings of this type.
- Roll a random patron animal for your house. You can speak the language of your patron animal and you receive a 1 point bonus for your reaction tests with them.
- Roll a random attribute for your house. House members roll 4d6 (take 3 best) to determine this attribute. (not sure about this one)
- Roll a random background (stuff like ranger, shield maiden, healer, etc), each background give +1 in one skill and determine your starting gear.
- This replace rolling starting money and shopping for starting equipment.
- When you create a replacement character you may choose to come from a already established house or to create a new house. (So dying bring the opportunity of creating a new house).
- The songs skill start at 2 (1 +1 for being a elf).
- Songs work like a lore skill. Elves can sing songs to remember ancient lore about things.
- Elven songs are elaborate living things, you can learn something different each time you sing a song.
- Songs are about unique locations, events, characters, monsters, items and deity.
- On a success you know a song about a subject. You now get +1 to your skill each time you sing that song.
- Songs can also be discovered and learned (like spell scrolls).
- Each character start with two random songs, one related to their house, one related to their background.
- The healing skill start at 2 (1 +1 for being a elf).
- You can use your healing skill in the turn after a battle to heal a character. (you get -1 if your are trying to heal yourself).
- On a successful test heal 1 hp if you have no healing gear, d3 if you have bandages, d4 if you have elven bandages, d6 if you have healing herbs and d8 if you have a healing potion.
- On a failed test remove two step from your healing die. (d8>d6>d4>d3>1>0)
- Bandages, herbs and potions can be buy at the characters's citadel. (herbs and potions are quite expensive).
- A second skill test can be made at the end of the day if the character rest for a day (in addition of any natural healing).
- Earn XP for bringing back lost treasures of the old world.
- Earn XP for bringing lore about the new world.
- Earn XP for learning new songs.
- Earn XP for defeating monsters as usual.
The Lost Citadels:
- The group start with a map with the location their citadel and 3 other citadels.
- The map depict the ancient world, so everything have changed. It can be fun to create contrast or link between the ancient names and what the group encounter.
- Each citadel is randomly generated with random tables.
- Roll on the First elven inhabitant table.
- Roll on the Something weird happened table.
- Roll on the Who survived table (and check how they changed).
- Ron on the Who or what moved in table.
- Check if something weirder happened.
- Check if someone still survived this new event (and check how they changed).
- Reroll on the Who or what moved in table.
- Create treasures for each group that inhabited the citadel.
- Place clues towards new citadels and new adventuring locations.
- Winter: ivory, meditation, beautiful magic automatons.
- Spring: green, spreading, dryad creatures, great beasts.
- Summer: yellow, madness, insects & flowers.
- Automn: red, mourning, undead, cardinal birds.
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