The Gates of Darkness (recruiting)

Dharuhk Svahre

First Post
I'm planning on running a campaign focusing around adventurers who travel across a land stricken with darkness. I'm using 3.5 d&d as the base for the rules, as well as adding in some special rules of my own in order to make the adventurers better empowered compared to the commoners and mooks of the land, no matter how high level they might be.

One major aspect for the campaign is taking out the commonplace event of death. In this system you have to try really hard to kill somebody, and it is just as difficult to be killed yourself. This will allow PCs more confidence in combat, allow fallen PCs to get back up during a fight, and makes situations such as being captured easier on both the PCs and the DM.

The Campaign:
There is a land of darkness, forfited by civilized folk, and ruled by utter chaos. Deep within its depths are said to be the most sinister evils imagionable, and the greastest treasures unimagionable. Tales of this dark land have been told for generations, its dark gate sitting open and taunting those who pass by to step inside and damn their exhistances.
Most wisely turn a blind eye, but recently the dark shroud surrounding the gate has expanded its reach beyond the canyon it lies and into the forest surrounding it. Corrupting it into a malicious swamp that attacks all who venture though, except those traveling towards the gate. Such adventurers have always been tempted into the reaches, most never to return. But now that the gate brings peril to those who once stood outside its reach, those numbers have multiplied by those who would protect there homes and loved ones.
Will they be able to spurn the darkness, and make their heroic return home burdened with success and more riches than they can carry? Or be forgotten as simply more victims to the tainted gates that haunt the realm?

Character Creation:
-Looking for 4 active PCs, would like people to post every 1-2 days to keep things moving.
-Characters will be level 10
-Sources allowed will be Core/Completes, anything not those books can be asked for and I will say yes or no.
-Standard starting gold for PCs. Anybody with crafting skills may craft items for themselves, but doing so for other party members must be done in game. (Note: This campaign will include lots of downtime and travel time, so crafting will be viable. I do not however use the item creation chart. Anything crafted will need to be a premade item.
-In order to make it easier on me, I would ask for page numbers and the book names for any feats, items, spells, ect, not found in core d&d.
-Character stats will be rolled at 4d6 reroll ones take the highest. Roll 7 times, use the 6 highest results. Then you can choose whether to use your rolls or a 36 point buy system.
-Much of this campaign is based off of interaction and circumstances, so feel free to invest in social skills and other non-combat skills. I do not however use the standard chart on NPC attitudes. All social skills and rolls will be based off of roleplaying for bonuses and opposed rolls.

Rules: 3.5 D&D mixed with homebrew
Special Rules:
1. There are 2 levels of people in the world. PCs/NPCs, and normal people.

2. There is no healing magic/special abilities/effects. In addition, there is no ability drain/damage/effects, and all PCs/NPCs gain regeneration equal to there HD.

3. Nobody dies at -10 hp, nor if they hit 0 con. Normal people heal at the same rate as per normal D&D, PCs/NPCs have their regen. Any person who reaches 0 con is unconcious until they heal to 1 con.

4. The only way a person can die is to be executed outside of combat when there is nobody around trying to resist it. Even shouting can prevent an execution, though pinned/helpless characters cannot intervene.

5. Coup de Grace in combat does not kill somebody, it instead reduces them to 0 con. In addition the time required to perform a Coup de Grace is a full round, with the Coup de Grace occuring on the start of your next turn. If you become distracted in any way while performing the action, either by being attacked, being forced to make a save, or by some element of your surroundings, you will automatically fail the Coup de Grace.

6. Any death effects, or abilities which might as well result in death such a stoneskin, instead only make the target who failed the save act as if they were at 0 con. PCs/NPCs get to make further saving throws on each following round. Anytime they succeed, they may act normally on their turn, though the effect does not end until they make 3 saves in a row. Anybody who fails 3 saves in a row is reduced to 0 con and the effect ends.A character who spends a full round action making a healing check can allow somebody under such an effect a free saving throw, as well as giving them a bonus equal to 1/5 there check rounded down to the saves they make against it as long as they continue to give the that person care uninterupted care. Normal characters may only be granted further saves via the healing skill, or they will continue to act as if at 0 con indefinatly.

7. All PCs/NPCs will gain the ability to make a 'push', allowing them to exert effort to improve what they are doing, and resulting in con damage. In addition, all pcs gain a fatigue score. The rules are as follows.

Push: You may decide to make a push at the beginning of your turn. No actions may be made before this decision. If you decide to make a push, you automatically take 1 point of fatigue and 2 con damage for each effect you decide to use. Any number of effects can be used at once. Then you make a will or fort save, the PCs/NPCs choice, at a dc equal to 2x your current fatigue + 1/2 the amount of con damage you have (rounded up)+10. If you succeed the effect happens, if you fail you take double fatigue instead. Fatigue is healed at the rate of 1 for each round you do not use a push.
Effects of a push:
1. Gain HP equal to your current max (determined after you take the con damage from the push)
2. Gain a bonus on a caster level check equal to your HD for one round.
3. You gain a bonus to attack equal to your HD for 1 round
4. You gain a bonus to AC equal to your HD for 1 round
5. You gain a bonus to damage equal to your HD for 1 round
6. You gain a bonus to any skill one skill check equal to your HD for one round
7. Double your speed for one round
8. Ignore cover or conceilment for one round
9. Ignore any 1 status effect for 1 round. This can include effects such as stunned or dazed or unconcious, as well as more circumstancial things like being prone or helpless, and lastly the effects of dying if you are at -hp, allowing you to act normally until the start of your next round. This does not remove the effect of being prone.
*Note* if you continue to push every turn you are under these effects, you will not be affected by them until you fail to do so, in which case the effect returns at the start of the first turn you decided not to push or failed to do so. For effects imposed on characters by their surroundings, such as being made helpless by ropes or chains, negating the effect does not free you from them, you simply discover a way to move temperarily unimpeded by them. If the chains or rope are secured to something you can't move, such as a wall, where you can move is still limited, but you can perform any other kind of action you wish, such as attacking, casting a spell, ect.
 
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airwalkrr

Adventurer
Seems complicated.

I would be interested in the plot, but not really interested in putting a lot of time into making a 10th level character for pbp.
 

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