Archive for The Northern Shore

Northern Shore Update

Posted in Uncategorized with tags , on March 7, 2012 by reignofjotuns

So, obviously, it’s past the 1st. There doesn’t really seem to be an excess of interest in a play-by-post. It will probably just be postponed until somebody responds- bummer.

Northern Shore House Rules

Posted in Uncategorized with tags , , , on February 21, 2012 by reignofjotuns

Stats

Roll 3d6, in order, to generate scores.

The scores are not changed- instead, characters add the portions of their other scores which are above 9. Fighters use WIS 3-for-1, INT 2-for-1. Clerics use INT 2-for-1, STR 3-for-1. Magic-users use WIS 2-for-1. So, for example, a Fighter with STR 14, WIS 10, INT 15. His strength is 14, which would normally mean +5% experience, but he has an INT of 15. 15 means 6 points over 9. He uses INT on a 2-for-1 basis, so he treats his strength score as 3 points higher for experience purposes, giving him +10% instead. His scores are completely unchanged, as is his combat ability. he simply treats part of his INT as extra STR.

Prime requisite for fighters = STR + (WIS – 9) / 3 + (INT – 9) / 2. Read through that again and make sure you’ve got it.

Starting Gold

3d6 x 5, rather than x 10.

Classes

No weapon restrictions.

Backstabbing is usable by any character, rather than being exclusive to the thief class.

No class-based restrictions on hirelings.

Fighters do not have special options like paladin and avenger when they get to 9th level

Clerics do not have the option of becoming druids at 9th level. Instead, they choose at first level which spell list to cast from. Casting druid spells does not necessarily come with roleplaying restrictions.

Mystics not allowed.

Thieves are used as a base for any specially skilled adventurer. A player might substitute ‘tracking’ for ‘climb walls’ and ‘hunting’ for ‘open locks’ to play a ranger, for example. They may wear any armor, and have d6 hit dice.

Equipment

all weapons deal 1d6. Two-handed weapons deal 1d8. In certain situations, a weapon may deal double damage, such as a long weapon set against a charging beast, a long weapon used from horseback, or any weapon when catching an enemy unawares (backstabbing).

Experience

1 xp per gold piece won. 1 xp per gold piece spent on frivolous items.

Magic

Spell research typically requires no expenditure of gold pieces, just the necessary components.

‘anything goes’ magic is reachable, and usable by anybody, not just spellcasters. It is hard to get, though.

Other

Weapon Mastery not used.

General Skills not used.

Monsters

Reading through the monsters section will punish you. Revenant undead (vampire, draug, druj, wight, ghoul…) are all statted uniquely. Trolls do not necessarily regenerate, and if so, their weakness is not necessarily fire. Dragons are unique, not just cookie-cutter fire-breathing lizards. Words like ‘Hobgoblin’ do not refer to specific species, but are general terms.

The Northern Shore

Posted in Uncategorized with tags on February 21, 2012 by reignofjotuns

I’ve decided to start DMing a ConstantCon game. I’ll be running it play-by-post on Google+, so I can prepare for it faster than it can be explored. I can test out certain ideas for the Beetledome, and hopefully start writing it faster once I’ve got the taste of DMing in my mouth again. Here’s the flavor portion:

The northernmost peninsula of the land, heavily forested, filled with marsh and bitter winters- a land of giants and wild beasts- unconquered, until the rise of the great nation of Thephysus.

Several of the Thephysian nobles, driven by rumors of wealth unimaginable, wonders unseen, and even a way to heaven at the northernmost tip, gathered their men and their money, sold their castles, and departed for the untamed land. Many of them survived, had castles built, carved roads through the wilderness, and wealth was indeed found- but in the end, the landscape was as untameable as the trolls it birthed, and the trolls’ presence as constant as the forests. A mere ten years after the settling began, castle Porphos was sacked- no word was ever heard from the more distant nobles. Four years afterward, the empire collapsed. Some said their expeditions northward had angered god- others said financial ruin.

A century later, the land is known as Bonemark, a fitting name- but again, men attempt to settle it. A small town, built around a logging camp, has been founded just inside the Bonemark- and yet more brave fools come to try to find wealth, glory, and the northern coast…

…So, West Marches, but north, and play-by-post.

This campaign heavily draws upon folklore- the vampires obsessively count grains of salt, and torment their victims by lurking on their roofs and throwing rocks; The trolls get smaller and covered in moss and lichens as they age, until they die and become gnarled old trees; The goblins hide in corners and chitter madly at you. The Magic-User and Cleric classes represent those with inborn talent, but the most powerful magic is usable by anybody with the stomach for it (Carcosa-style magic, but more focused on raising blizzards, obscuring trails, and other witchy activities than conjuring and binding demons).

Characters will start at level 1, or level 1/4 of highest level party member’s. I’m going to start play on the 1st of March.