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[Masque of the Red Death] Unearthing Fear
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<blockquote data-quote="Andrew D. Gable" data-source="post: 1950854" data-attributes="member: 4144"><p>I've decided to run another Victorian-era horror campaign, as <em>Resurrection City</em> is doing quite well. And since <span style="color: Red">Masque of the Red Death</span> is out and I dig that, that's what it'll be. <em>Unearthing Fear</em>, then, is going to be a loose anthology of scenarios: two ones that, though independent, have thematic links and such, and one considerably longer one. All three will deal with archaeology, expeditions, and sometimes the aftermath thereof.</p><p></p><p>Players from <em>Resurrection City</em>, or anyone who's been looking at that thread: we might run across some names you'll recognize. I'll have to have them in slightly different roles (for certain NPCs) so as not to give away spoilers, however. Still, it'll be fun to maybe run across Inspector Diggory, Baron Walsingham or Dr. Hewitt and see what they're up to in their post-campaign retirement.</p><p></p><p>Now onto the nitty-gritty character creation stuff. You'll be starting at level 5, 28-point buy. Having at least one level in explorer, particularly if you're any type of adept or mystic, is somewhat recommended, but by no means necessary. Money is as the standard for your class, times five. Number of players will be anywhere from 2-4. If you have the Masque book, cool. If you don't, cool, I can help you out with feats and skills and classes and such. Here's the classes, just FYI (and yes, you can be the main class: i.e. you can be an adept, not necessarily a subclass):</p><p></p><p><strong>Adept</strong> (A)</p><p>Charlatan</p><p>Metaphysician</p><p>Occultist</p><p></p><p><strong>Athlete</strong> (D)</p><p>Explorer</p><p>Soldier</p><p></p><p><strong>Intellectual</strong> (A)</p><p>Parson</p><p>Physician</p><p>Scholar</p><p></p><p><strong>Mystic</strong> (C)</p><p>Medium</p><p>Shaman</p><p>Spiritualist</p><p></p><p><strong>Sleuth</strong> (B)</p><p>Criminal</p><p>Dandy</p><p>Journalist</p><p></p><p><strong>Tradesman</strong> (B)</p><p>Mechanic</p><p>Performer</p><p></p><p>Plus there's the advanced classes, but we'll worry about them later. For now, here's my house rules on certain things:</p><p></p><ul> <li data-xf-list-type="ul"> Psychics -- are allowed. Although the psychic I'll allow is just someone of a regular class with the Wild Talent feat and thereby one of the psychic skills as in Green Ronin's <em>Psychic's Handbook</em>. Let me know if you choose to go this route.</li> <li data-xf-list-type="ul"> Mystics -- one of the big problems in the book. I'm using the errata which states that in addition to the All domain, they get one other domain reflective of their philosophy.</li> <li data-xf-list-type="ul"> I'm using the flat-rate XP variant from <em>Unearthed Arcana</em>.</li> <li data-xf-list-type="ul"> I'm also using the class defense system from <em>Unearthed Arcana</em>, and the column you should consult is given with the parent class above. </li> <li data-xf-list-type="ul"> I'm substituting the Call of Cthulhu spells for the regular DnD ones given in Masque. I'll post new spell lists in a bit.</li> </ul><p></p><p>Let me know if I forgot any vitals, which I most likely did. The year is 1899, just FYI.</p></blockquote><p></p>
[QUOTE="Andrew D. Gable, post: 1950854, member: 4144"] I've decided to run another Victorian-era horror campaign, as [I]Resurrection City[/I] is doing quite well. And since [COLOR=Red]Masque of the Red Death[/COLOR] is out and I dig that, that's what it'll be. [I]Unearthing Fear[/I], then, is going to be a loose anthology of scenarios: two ones that, though independent, have thematic links and such, and one considerably longer one. All three will deal with archaeology, expeditions, and sometimes the aftermath thereof. Players from [I]Resurrection City[/I], or anyone who's been looking at that thread: we might run across some names you'll recognize. I'll have to have them in slightly different roles (for certain NPCs) so as not to give away spoilers, however. Still, it'll be fun to maybe run across Inspector Diggory, Baron Walsingham or Dr. Hewitt and see what they're up to in their post-campaign retirement. Now onto the nitty-gritty character creation stuff. You'll be starting at level 5, 28-point buy. Having at least one level in explorer, particularly if you're any type of adept or mystic, is somewhat recommended, but by no means necessary. Money is as the standard for your class, times five. Number of players will be anywhere from 2-4. If you have the Masque book, cool. If you don't, cool, I can help you out with feats and skills and classes and such. Here's the classes, just FYI (and yes, you can be the main class: i.e. you can be an adept, not necessarily a subclass): [B]Adept[/B] (A) Charlatan Metaphysician Occultist [B]Athlete[/B] (D) Explorer Soldier [B]Intellectual[/B] (A) Parson Physician Scholar [B]Mystic[/B] (C) Medium Shaman Spiritualist [B]Sleuth[/B] (B) Criminal Dandy Journalist [B]Tradesman[/B] (B) Mechanic Performer Plus there's the advanced classes, but we'll worry about them later. For now, here's my house rules on certain things: [list][*] Psychics -- are allowed. Although the psychic I'll allow is just someone of a regular class with the Wild Talent feat and thereby one of the psychic skills as in Green Ronin's [I]Psychic's Handbook[/I]. Let me know if you choose to go this route. [*] Mystics -- one of the big problems in the book. I'm using the errata which states that in addition to the All domain, they get one other domain reflective of their philosophy. [*] I'm using the flat-rate XP variant from [I]Unearthed Arcana[/I]. [*] I'm also using the class defense system from [I]Unearthed Arcana[/I], and the column you should consult is given with the parent class above. [*] I'm substituting the Call of Cthulhu spells for the regular DnD ones given in Masque. I'll post new spell lists in a bit.[/list] Let me know if I forgot any vitals, which I most likely did. The year is 1899, just FYI. [/QUOTE]
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