A poet travels from village to village. At the light of fire, he tells tales of ancient wars, brave heroes and cruel deeds. His fingers dance over the strings of the lyre to bring out enchanting tunes, and his the songs that leave his lips will forever be etched in the memories of his audience. He travels through northern Consaber in the dying remnants of the late summer, staying at alehouses and inns where people flock around him.
But his tunes attract people other than farmers and artisans too; soon armed men are seen in the villages he's passed. They ask, threatens, and bribes the inhabitants to make them tell everything they know about the troubadour and where he's heading.
You have been employed by an organization to find this man, and find out why he's being hunted. Either you are members of the organization, or you are merely mercenaries hired by them. In the second case, you don't know much about your employers, except that the man who hired you looked both rich and powerful.
This is a low-magic adventure/campaign I'm about to start. It takes place in a half-homebrew version of a swedish RPG setting called Mundana, a medium fantasy but low magic world. Magic exists though uncommon, but wizards aren't very likely to adventure, as it is more of an academic pursuit and since using magic when stressed is very dangerous. Mages are extremely powerful, but more in terms of political power than spellcasting.
Setting: Mundana, as mentioned. Especially in the kingdom of Consaber.
Rule system: D&D 3.5 with Grim'n'Gritty Revised.
Technology level: Late medieval; about the same as D&D.
Starting level: 2, allowing for multiclass.
Allowed classes: Barbarian, fighter, monk, ranger*, rogue, scout, swashbuckler. No multiclassing penalties at all.
*No spells version from Complete Warrior
Allowed resources: Most things from WotC, as long as it keeps away from spellcasting or too supernatural. If you want something from a 3rd-party, just ask. I'm not very strict.
Attributes: Array, choose one of these:
15, 14, 13, 12, 11, 10
16, 15, 14, 12, 10, 8
Other home rules:
No alignments.
No critical hit effects as they are described in G'n'GR. I will simply decide a critical effect when a critical hit takes place (they do in the same way as G'n'GR, that is most often when you beat the defense roll by 10 or more).
Languages: There is no "common" language, each country has it's own language. However, the most common in the region this takes place is sabrian, the main language in Consaber. Also, literacy isn't free. One skill rank - understand and talk the language. Two ranks - literacy. And Speak Language is simply an intelligence based skill, instead of intelligence giving bonus languages. Much simpler.
E6. Max level is 6, after that you spend 5000 xp to get a bonus feat.
Flat Sneak Attack: Sneak attack adds +2 damage per normal 1d6 SA damage.
Alternate Saves Progression: Base saves equal half character level, +2 if any of the characters classes has it as a good save.
Game World and Character Thread
But his tunes attract people other than farmers and artisans too; soon armed men are seen in the villages he's passed. They ask, threatens, and bribes the inhabitants to make them tell everything they know about the troubadour and where he's heading.
You have been employed by an organization to find this man, and find out why he's being hunted. Either you are members of the organization, or you are merely mercenaries hired by them. In the second case, you don't know much about your employers, except that the man who hired you looked both rich and powerful.
This is a low-magic adventure/campaign I'm about to start. It takes place in a half-homebrew version of a swedish RPG setting called Mundana, a medium fantasy but low magic world. Magic exists though uncommon, but wizards aren't very likely to adventure, as it is more of an academic pursuit and since using magic when stressed is very dangerous. Mages are extremely powerful, but more in terms of political power than spellcasting.
Setting: Mundana, as mentioned. Especially in the kingdom of Consaber.
Rule system: D&D 3.5 with Grim'n'Gritty Revised.
Technology level: Late medieval; about the same as D&D.
Starting level: 2, allowing for multiclass.
Allowed classes: Barbarian, fighter, monk, ranger*, rogue, scout, swashbuckler. No multiclassing penalties at all.
*No spells version from Complete Warrior
Allowed resources: Most things from WotC, as long as it keeps away from spellcasting or too supernatural. If you want something from a 3rd-party, just ask. I'm not very strict.
Attributes: Array, choose one of these:
15, 14, 13, 12, 11, 10
16, 15, 14, 12, 10, 8
Other home rules:
No alignments.
No critical hit effects as they are described in G'n'GR. I will simply decide a critical effect when a critical hit takes place (they do in the same way as G'n'GR, that is most often when you beat the defense roll by 10 or more).
Languages: There is no "common" language, each country has it's own language. However, the most common in the region this takes place is sabrian, the main language in Consaber. Also, literacy isn't free. One skill rank - understand and talk the language. Two ranks - literacy. And Speak Language is simply an intelligence based skill, instead of intelligence giving bonus languages. Much simpler.
E6. Max level is 6, after that you spend 5000 xp to get a bonus feat.
Flat Sneak Attack: Sneak attack adds +2 damage per normal 1d6 SA damage.
Alternate Saves Progression: Base saves equal half character level, +2 if any of the characters classes has it as a good save.
Game World and Character Thread
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