Before I begin to elaborate on the details of this journey still unfolding, I will let everyone know what the deal is. This game is run on an engine know as 3.M, its 3.5 with the stat adjustments from 4th ed (dwarf = +2 con/wis, etc…). A character rolls 5D6 for stats (no dropping the lowest stuff) and each character bears a star sign which adds to one stat; so our characters stats are ranging from 5 to 34, except for strength because there is no star sign to enhance strength. The humanoid/civilized races of the realm consist of Dwarves, Gnomes, Humans, High Elves, Orcs, and Wood Elves, with Humans and Wood Elves as the most populous races at the time; all are available for characters to play with the exception of Orcs for the time being.
Most classes are available for pcs, so long as it’s in some tangible form for me to glance at every now and then. Alignments are not required unless the characters are clerics. There is no limit to the number of skill ranks based on level, so a 1st level Barbarian could spend all his ranks on tumble or survival. Both the aforementioned are also true for Monsters and npcs, which gives a little insight as to the challenge that pcs have in surviving; on top of the fact that just about every monster has at least one class level. There are no favored classes or multiclass experience penalties. Players also start with maximum currency for there class, and pretty much whatever they need out of the Player’s Handbook on top of their money (which is silver in this campaign). All hit dice are increased by one dice type, so a wizard rolls a D6 and a barbarian rolls a D20 (yes, a D20); all monsters hit dice experience the same increase.
The campaign setting is a medieval society mixed with my twisted sense of humor, dowsed in mysticism, sorcery, and mayhem.
In the broader view of things, the world that our players are akin to is one that is immense, land masses are divided by vast oceans, which are unforgiving and erratic. The last 1000 years have been an age of discovery (or rediscovery), wars have come and gone, cites ruined and rebuilt, plagues have come and gone, and those whose lineage has survived the ages are proud and industrious, for the most part. Technology is a mixture of engineering and magic, engineering made mostly available by the Gnomes and Dwarves, and magic made available by the High Elves, with contributions from various other sources here and there. Human societies are “melting pots” where all races intermingle and share their “culture”; most of the other races do not allow outsiders establish a residence within their cities.
Transportation is a big issue, teleportation magic has been long lost, flight magic is limited and very subject to “turbulence”, and so it is the seas, horses or boots that get most people around; unless of course you’re rich and/or resourceful enough to own a gyrocopter or an airship.
As a whole, people are mostly either educated or intuitive enough to get by. Adventures, however, are a cut above the rest; the average peasant isn’t the one rolling 5D6 for stats.
I am big on making people keep track of food and water, and making people buy new shoes; in the adventure that is about to be described, the characters have already had to replace shoes twice (except for those with magic shoes).
On a smaller scale, this campaign takes place is a small kingdom, it’s a continent shaped kinda like a horseshoe, with a number of small islands in its vicinity. The castle and capital of the kingdom rest on the largest of the outlying islands; dead smack in the middle of the horseshoe, with an enormous bridge that leads to the west side, for the east side is covered in mountains. This small kingdom is a center for trade, and its king and kings before him are regarded as just and fair. This small kingdom is also at the end of a war, to which its victory is owed to players of another campaign; these adventures will be taking place approximately a year after the $*** hit the fan.
Other details will arise, and hopefully questions will be asked so I can elaborate further without boring you any longer. I hope that those playing and those who have played my campaign will post there thoughts as well.
I will be writing the journal of a ships crew, from the perspective of its non player crew as they see the players sail across their known world. The crew has seen things that they never thought they’d see, many have come and gone, some died, some just left, but they all called themselves the crew of a ship called Beach Justice…………that’s right, Beach Justice, and this crews journal might just give you a taste of it.
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Day 1
Bugger…where to begin? I’m no good at this writing stuff, and now these blokes have the fancy idea of writin’ a journal-- after the bard dies; bloody hell. Well, me name is Tin, and I’ve been assigned to write this journal; I suppose its betta than washing the deck, until me hands get tired. Me and the crew been at this gig for twenty days now. We found this fancy looking book in the new captains quarters, after looking it over we figured it’d be perfect for the job seeing as how its fancy and all that. We was only parked outside Teomura for about an hour before the boat transformed before our very eyes, and then these big stones floated up along side the boat. I am sure the captain will know what’s up...when he gets back.
The crew thinks I should write down the day since we got the journal, but I only take orders from the boson or the captain…which is why I’m writin’ what day it is since we got the journal…wait a minute, bloody sheep lovin..stupid ink won’t erase.
Anyway, this is our first day with a journal since we got our new ship; too bad the captain ain’t here to enjoy it, been in that bloody castle all night, can’t be that comfortable. We figured they’d be back by now, good thing we have plenty to eat and a few weapons, those big buzzards don’t look too friendly.
Day 2
Pretty much the same as yesterday, Captain still ain’t back, me and some folks thought ‘bout going to see if they was alright, but that jungle looks like its got some pretty big bugs in it, maybe some snakes, so we’re sitting put for the time being. Tried me hand at some fishing, me buddy got a bigger one than I did, but I’ll show ‘um some other time. The buzzards finally flew away. I know that the last time we came to this place that they was only in there for a few hours, wonder if they found some big loot or if they’re dead?
I just don’t get it, we been sailing for days, we stop and check out this island castle, Teomura; we been checking it out, bloody captain goes inside, takes his guards and now the crew is standing on a new boat. What gives?! I’ve heard of some crazy stuff, but hell. Then, one of me mates tells me that this Teomura is supposed to be some ancient magic castle made by Smurfs, chaos gnomes. As if the average gnome wasn’t crazy enough!! I did hear a rumor once that gnomes was good for the economy...what’s a economy?
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Next time, an encounter with a Shark Ranger named Dopey Dick (favored enemy: Humans).
Stay tuned....
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Most classes are available for pcs, so long as it’s in some tangible form for me to glance at every now and then. Alignments are not required unless the characters are clerics. There is no limit to the number of skill ranks based on level, so a 1st level Barbarian could spend all his ranks on tumble or survival. Both the aforementioned are also true for Monsters and npcs, which gives a little insight as to the challenge that pcs have in surviving; on top of the fact that just about every monster has at least one class level. There are no favored classes or multiclass experience penalties. Players also start with maximum currency for there class, and pretty much whatever they need out of the Player’s Handbook on top of their money (which is silver in this campaign). All hit dice are increased by one dice type, so a wizard rolls a D6 and a barbarian rolls a D20 (yes, a D20); all monsters hit dice experience the same increase.
The campaign setting is a medieval society mixed with my twisted sense of humor, dowsed in mysticism, sorcery, and mayhem.
In the broader view of things, the world that our players are akin to is one that is immense, land masses are divided by vast oceans, which are unforgiving and erratic. The last 1000 years have been an age of discovery (or rediscovery), wars have come and gone, cites ruined and rebuilt, plagues have come and gone, and those whose lineage has survived the ages are proud and industrious, for the most part. Technology is a mixture of engineering and magic, engineering made mostly available by the Gnomes and Dwarves, and magic made available by the High Elves, with contributions from various other sources here and there. Human societies are “melting pots” where all races intermingle and share their “culture”; most of the other races do not allow outsiders establish a residence within their cities.
Transportation is a big issue, teleportation magic has been long lost, flight magic is limited and very subject to “turbulence”, and so it is the seas, horses or boots that get most people around; unless of course you’re rich and/or resourceful enough to own a gyrocopter or an airship.
As a whole, people are mostly either educated or intuitive enough to get by. Adventures, however, are a cut above the rest; the average peasant isn’t the one rolling 5D6 for stats.
I am big on making people keep track of food and water, and making people buy new shoes; in the adventure that is about to be described, the characters have already had to replace shoes twice (except for those with magic shoes).
On a smaller scale, this campaign takes place is a small kingdom, it’s a continent shaped kinda like a horseshoe, with a number of small islands in its vicinity. The castle and capital of the kingdom rest on the largest of the outlying islands; dead smack in the middle of the horseshoe, with an enormous bridge that leads to the west side, for the east side is covered in mountains. This small kingdom is a center for trade, and its king and kings before him are regarded as just and fair. This small kingdom is also at the end of a war, to which its victory is owed to players of another campaign; these adventures will be taking place approximately a year after the $*** hit the fan.
Other details will arise, and hopefully questions will be asked so I can elaborate further without boring you any longer. I hope that those playing and those who have played my campaign will post there thoughts as well.
I will be writing the journal of a ships crew, from the perspective of its non player crew as they see the players sail across their known world. The crew has seen things that they never thought they’d see, many have come and gone, some died, some just left, but they all called themselves the crew of a ship called Beach Justice…………that’s right, Beach Justice, and this crews journal might just give you a taste of it.
************************************************************************
Day 1
Bugger…where to begin? I’m no good at this writing stuff, and now these blokes have the fancy idea of writin’ a journal-- after the bard dies; bloody hell. Well, me name is Tin, and I’ve been assigned to write this journal; I suppose its betta than washing the deck, until me hands get tired. Me and the crew been at this gig for twenty days now. We found this fancy looking book in the new captains quarters, after looking it over we figured it’d be perfect for the job seeing as how its fancy and all that. We was only parked outside Teomura for about an hour before the boat transformed before our very eyes, and then these big stones floated up along side the boat. I am sure the captain will know what’s up...when he gets back.
The crew thinks I should write down the day since we got the journal, but I only take orders from the boson or the captain…which is why I’m writin’ what day it is since we got the journal…wait a minute, bloody sheep lovin..stupid ink won’t erase.
Anyway, this is our first day with a journal since we got our new ship; too bad the captain ain’t here to enjoy it, been in that bloody castle all night, can’t be that comfortable. We figured they’d be back by now, good thing we have plenty to eat and a few weapons, those big buzzards don’t look too friendly.
Day 2
Pretty much the same as yesterday, Captain still ain’t back, me and some folks thought ‘bout going to see if they was alright, but that jungle looks like its got some pretty big bugs in it, maybe some snakes, so we’re sitting put for the time being. Tried me hand at some fishing, me buddy got a bigger one than I did, but I’ll show ‘um some other time. The buzzards finally flew away. I know that the last time we came to this place that they was only in there for a few hours, wonder if they found some big loot or if they’re dead?
I just don’t get it, we been sailing for days, we stop and check out this island castle, Teomura; we been checking it out, bloody captain goes inside, takes his guards and now the crew is standing on a new boat. What gives?! I’ve heard of some crazy stuff, but hell. Then, one of me mates tells me that this Teomura is supposed to be some ancient magic castle made by Smurfs, chaos gnomes. As if the average gnome wasn’t crazy enough!! I did hear a rumor once that gnomes was good for the economy...what’s a economy?
**************************************************************
[FONT="]
Next time, an encounter with a Shark Ranger named Dopey Dick (favored enemy: Humans).
Stay tuned....
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