Swords of Kos Fantasy Campaign Setting Encounters Free Sample

Total Page:16

File Type:pdf, Size:1020Kb

Swords of Kos Fantasy Campaign Setting Encounters Free Sample Swords of Kos Fantasy Campaign Setting Encounters Free Sample Sample file By Michael O. Varhola, Brenda Cass, William T. Thrasher, and the Skirmisher Game Development Group Swords of Kos of FantasyKos FantasyCampaign SettingCampaign Setting Encounters Free Sample By Michael O. Varhola, Brenda Cass, William T. Thrasher, and the Skirmisher Game Development Group Skirmisher Publishing LLC 499 Mystic Parkway Spring Branch, TX 78070 http://skirmisher.com http://d-Infinity.net [email protected] Artists Amanda Kahl (pp. 6, 8), William T. Thrasher (pp. 1, 5, 7, 9, 13), Francesca Baerald (p. 4) Editor/Layout & Design Michael O. Varhola Contents of this publication Copyright 20 by Skirmisher Publishing LLC, all rights reserved. Sample21 file First Publication: August 2016 . ; revised February 2021 2 Introduction elcome to the world of Kos and to Encounters, the fourth volume of the Swords of Kos Fantasy Campaign Setting! This book contains 17 system-free encounter tables for general and specific areas on the island of Kos and the lands surrounding it. All of them can be used either individually orW in conjunction with each another, and within the context of the Kos campaign setting or as part of any other milieu. A number of things have led to the creation and the After the release of that book a number of people ultimate publication of this campaign setting. expressed an interest in writing their own stories In 2002, Skirmisher Publishing was formed as a set on or around the island of Kos and this led to the licensed publisher of what were at that time known creation of Swords of Kos: Hekaton, an anthology of as d20 products and “Kos” was adopted as the offi- tales written by 11 authors. What unifies these sto- cial playtest setting for the role-playing game mate- ries beyond their venue is that they are all set dur- rials created by the members of its game develop- ing the 100-year anniversary, the Hekatontaetirída, ment group. It was initially, in fact, known as the of the Great Cataclysm that transformed the world “Thera Fantasy Campaign Setting,” after the island of Kos. 90 miles southwest of Kos that exploded and caused What became apparent during the editing and the Great Cataclysm that occurred many years be- compilation of Hekaton was the need to ensure that fore the current era of the setting. That world-shat- the various stories were compatible with one an- tering disaster, which transformed the mundane other and that the details of one did not conflict with world into a magical one, took place 50 years before those of another or with previously published mate- in our earliest sessions but we eventually extended rials. One of the means of dealing with this need for it to a full century, as this seemed like a much more compatibility was the creation of a number of docu- reasonable period for the world to have evolved into ments containing information about Kos Island, its its current form. capital city, the lands surrounding it, and the world Our only concern with the world of Kos for the overall. It quickly became apparent to the authors first several years we used it was to ensure it was a and editors of these documents that they were, in viable and interesting “traditional fantasy campaign fact, creating a de facto fantasy campaign setting for setting,” as Dungeons & Dragons creator Gary Gygax the somewhat more than 50 people who were in- used to say. In the decade since the first adventure vited to participate in the shared world project. was played in the Kos setting, however, we ex- Given the level of labor required to accomplish panded, developed, and refined the campaign set- this task, it made sense to take it to the next level, ting far beyond what we ever expected to and cre- illustrate and lay it all out initially in the form of ated a vast amount of custom material for it. When multiple thematic volumes and then a single con- we realized that it had become something worthy of solidated work, and make it available to a larger publication in and of itself we began considering audience. This book is thus also the “Bible” of the the viability of doing so. Swords of Kos Shared-World Fantasy Fiction Project. Then, with the launch of the Swords of Kos Shared-World Fantasy Fiction Project, we discov- ered that we had an increasing need for a consoli- dated fantasy campaign setting and decided that the time was right for us to move ahead with it. A Shared-World Fantasy Fiction Project In 2012, Skirmisher published author Michael O. Varhola’s Swords of Kos: Necropolis, a swords-and- sorcery novel about a trio of adventurers and their Sampleexperiences in a sprawling cemetery located in the file hills outside of Kos City. 3 Swords of Kos Fantasy Campaign Setting den subterranean realms. Set a century after that A Fantasy Campaign Setting calamity, the Kos campaign setting thus contains all One of the assumptions made by the authors of this the diverse elements of traditional fantasy milieux book is that travelling and adventuring in a fantasy and presents them in a manner intended to be fresh world should be a fascinating experience for char- and unexpected for the players of games and read- acters — just as visits to actual places are quite of- ers of stories set in it. ten fascinating, interesting, or enjoyable for people That background stated, the Kos fantasy cam- in our own world — and we have endeavored to paign setting and all the material presented in this design the places that appear in this book with this book are intended to be most useful to storytellers idea in mind. and players involved with games set in what we fre- The premise behind the Kos milieu is that the quently refer to as a “traditional ancient, medieval, real-world Minoan culture of the eastern Mediterra- or fantasy campaign setting” — a phrase that can nean persisted for about 2,000 years beyond its his- mean somewhat different things to different people torical demise around 1700 B.C. and came to domi- but is probably fairly clear to most readers. Much, nate the region and large parts of the three contigu- most, or all of this book might still be eminently ous continents. Its fate was only deferred, however, useful to storytellers with less traditional campaign and when the capital volcano-island of Thera ex- settings, of course, depending on their individual ploded with unprecedented force, not only was the natures. culture centered on it shattered, races and creatures With that traditional campaign setting in mind only vaguely remembered by humanity were awak- as the standard for which to create game materials, ened from their ancient slumbers and driven out of this series’ primary goal is to develop a core milieu, their remote forests, trackless mountains, and hid- which we recommend be — to as great an extent as feasible — both as familiar as possible to the play- ers and compatible with the default game universe of the game in question. This nation, or the lands immediately surrounding it, are presumed to be the origin of most player characters. In the Kos cam- paign setting, for example, the core milieu is based to a large extent on the relatively familiar history, culture, and mythology of Classical Greece. The reason for this emphasis on familiarity is fairly simple: Effectively stepping into the role of the inhabitants of even a relatively familiar, quasi- medieval, or ancient culture or describing their ex- periences is challenging enough as it is. The more storytellers and players have to also integrate the motives, mores, and ethos of alien cultures into their actions — or initially learn custom rules that diverge from the default ones associated with the game sys- tem being used — the tougher it will be to get into character and get immersed in the fun of a game or story. Both in some of the descriptions of specific places and in a number of the adventure hooks, how- ever, there are references to peripheral areas out- side of the core campaign area to which PCs might adventure, travel, or explore. These “foreign land” settings are based on progressively less familiar and more exotic historical, fantasy, and non-human cul- tures (e.g., quasi-Egyptian Aegyptos, Goblinoid-con- Sampletrolled regions of the nearby mainlandfile Tetrarchy of Anatolia). 4 Encounters Unfortunately, in many campaigns the commu- geon Master” or “Game Master” in this volume and nities that characters visit and the cities, towns, and have opted for the more neutral and comprehensive other places within them are often little more than “storyteller.” vague background elements that are not developed In that the setting was used as the playtest back- as much as they could be. It is possible, however, drop for games using the OGL/d20, Pathfinder, “Ba- for such places to be given greater detail and added sic” Dungeons & Dragons and Labyrinth Lord dimensions. Storytellers willing and able to do so retroclone, and Advanced Dungeons & Dragons rules, can greatly expand the enjoyment of the game be- of course, it is an ideal setting for them. It is also an yond what can be accomplished in a dungeon and extremely accessible venue for rules systems that do lead to an even more satisfying experience for them- not have compelling milieux associated with them, selves and their players or readers. and as of this writing the developers of a number And that is the intent behind this book. We hope have expressed interest in affiliating their games with you find it both useful and enjoyable! And, if you do, the setting (e.g., the Swords of Infinity system cre- we also hope you will pass on some of that useful- ated by game developer Brendan Cass).
Recommended publications
  • SILVER AGE SENTINELS (D20)
    Talking Up Our Products With the weekly influx of new roleplaying titles, it’s almost impossible to keep track of every product in every RPG line in the adventure games industry. To help you organize our titles and to aid customers in finding information about their favorite products, we’ve designed a set of point-of-purchase dividers. These hard-plastic cards are much like the category dividers often used in music stores, but they’re specially designed as a marketing tool for hobby stores. Each card features the name of one of our RPG lines printed prominently at the top, and goes on to give basic information on the mechanics and setting of the game, special features that distinguish it from other RPGs, and the most popular and useful supplements available. The dividers promote the sale of backlist items as well as new products, since they help customers identify the titles they need most and remind buyers to keep them in stock. Our dividers can be placed in many ways. These are just a few of the ideas we’ve come up with: •A divider can be placed inside the front cover or behind the newest release in a line if the book is displayed full-face on a tilted backboard or book prop. Since the cards 1 are 11 /2 inches tall, the line’s title will be visible within or in back of the book. When a customer picks the RPG up to page through it, the informational text is uncovered. The card also works as a restocking reminder when the book sells.
    [Show full text]
  • Mythic: Dynamic Role-Playing
    TM Create dynamic role-playing adventures without preparation For use as a stand-alone game or as a supplement for other systems TM Adventure Generator Role Playing System by Tom Pigeon Published by Word Mill Publishing Credits “To help, to continually help and share, that is the sum of all knowledge; that is the meaning of art.” Eleonora Duse The author extends his heartfelt thanks to those friendly souls who helped make this book come true. Without contributors, playtesters, friends, helpful advice, guidance and criticism, there would be no Mythic. ARTISTS MORAL SUPPORT RyK Productions My wife, Jennifer, who believes all things are possible. To contact RyK, you can send email to [email protected], or visit Also, my daughter Ally, just because she’s so darn cute. their webpage at www.ryk.nl RyK Productions is responsible for artwork on pages: 12, 16, TECHNICAL SUPPORT 28, 37, 64, 70, 77, 87, 89, 95, 96, 97, 99, & 119 Apple, for making such an insanely great computer. Karl Nordman OTHER FORMS OF SUPPORT To contact Karl, send email to [email protected]. View Word Mill Publishing, my daytime job. his work on the web at www.angelfire.com/art/xxtremelygraphic/ Karl North is responsible for artwork on pages: 8, 19, 32, 34, 41, 47, 50, 57, 60 PRINTING W RDS Printing in Ontario, California. Thanks to Bob for his W guidance and for investing in technology that allows for the production of digital print-on-demand products. Word Mill Publishing 5005 LaMart Dr. #204 • Riverside, CA 92507 PLAYTESTERS [email protected] • www.mythic.wordpr.com A host of online and real-time gamers whose names are lost Mythic © Copyright 2003 by Tom Pigeon and Word Mill Publishing.
    [Show full text]
  • Living Forgotten Realms Campaign Guide Explains How to Beyond
    LIVING FORGOTTEN REALMS® CAMPAIGN GUIDE Version 2.5: August 4, 2011 (Next Update: January 2012) For a list of changes made from v2.0 of this document, please visit this thread on the LFR Community Forum. What is Living Forgotten Realms? Campaign Setting and Structure Living Forgotten Realms (LFR for short) is a worldwide Living The Living Forgotten Realms campaign is based on the setting Campaign that uses the 4th Edition DUNGEONS & DRAGONS® details found in the 4th Edition Forgotten Realms Campaign rules and the FORGOTTEN REALMS® campaign setting. Players Guide. Faerûn is constantly evolving. Game products from create characters using the core D&D rules and the Wizards of the Coast (such as the Neverwinter Campaign guidelines in this document, and can then play those Guide) offer new information about the world. New characters in any LFR adventure, anywhere in the world. As FORGOTTEN REALMS content appears regularly on D&D you play adventures, your character earns experience points, Insider. LFR adventures sometimes refer to events and gold, and magic items which stay with you from game to characters from the many fiction novels set in the Realms. game. There are dozens of new adventures to play each year! Most importantly, LFR characters themselves can and do change the world through their actions and decisions! How to Use This Guide Living Forgotten Realms adventures span the vastness of Faerûn's surface, the Underdark beneath, and the planes The Living Forgotten Realms Campaign Guide explains how to beyond. Your character might explore the jungles of Chult in create and advance characters.
    [Show full text]
  • The Iron Empire Campaign Setting
    The Iron Empire Campaign Setting The Iron Empire Campaign setting is a homebrew setting for Dungeons and Dragons 5e focusing on the central land- mass of Helloran, the home of the Iron Empire. Over time, the campaign setting will be expanded to include other Imperial Territories as well as other non-aligned, and even hostile factions and locations within this world. The Central Premise of the Iron Empire is that Helloran is ruled by the Iron Emperor and the Imperial Senate. The Iron Emperor has been, historically and exclusively, the Dwarven High King and the current Dwarven High King is Randor the Venerable, currently in his 70th year of Rule. 1 Contents Page 1 The Iron Empire Campaign Setting, Introduction Page 2 Contents Page 3 The Dwarven Conquest, The Imperial Senate Iron Law & Tribal Law Page 4 The Races, Dwarves, Elves, Humans, Halflings, Gnomes Page 5 Dragonborn, Tieflings & Aasimars, Ors & Half Orcs Page 7 Places of Interest/Note, Helloran Page 8 Greyhalme and Dwarven Ancestral Lands Page 9 Tomb of the Dwarven Kings Pae 10 Ashgrave, Arcanorum Page 11 The Isle of Tears Page 12 The Isle of Sorrows Page 13 The Kingdom of Kyltear Page 14 The Greensea Confederation Page 15 Goldspire Have Page 16 Stormvault Page 17 The Cauldron Page 18 The Sashelian Archipelago Page 19 Titan’s Stair and Harridan’s Eyrie Page 20 The Mariner Fens Page 21 The Darkwood Page 22 The Divines 2 as the Senate is made up of Tribal Representatives, but also The Dwarven Conquest representatives of organisations with Royal Charter such as Royal Marines and the Royal Archaeological Society both of whom report to the Dwarven High King Theoretically Once, Helloran was a land of Elves, Dwarves, Humans, this gives the Dwarven High King more influence on the Gnomes and Halflings.
    [Show full text]
  • Grim Hunt, a Campaign Setting for Dungeon World. Powered by the Apocalypse Games Often Prioritise, and Make Tools
    Welcome to Grim Hunt, a campaign setting for Dungeon World. Powered by the Apocalypse games often prioritise, and make tools available for, collective story creation shared by the GM and players, balancing the power of “story definition” among everyone involved in the game. Thus pre-game preparation is reduced, because the game strongly reinforces improvised creation based on the guidelines and GM- specific principles it provides. For this reason, it may seem strange to create reference material, in this case a whole campaign setting, for a game that strongly emphasises emergent story creation in a collaborative form. But reinforcing these concepts was exactly our goal when developing Grim Hunt. This adventure, which starts your campaign, provides ways to entangle the PCs in questions and fronts for GMs who still have doubts about how to proceed. We came up with a “sandbox” approach, in which there are numerous possibilities for how events may unfold and a timeline in which several events will occur and bring about disastrous consequences if not contained. The Grim Hunt series will contain four adventures, taking the PCs into dire circumstances in order to confront a dangerous spy, who carries strategic information vital to the royal court. In this first book you’ll find the main Fronts that will develop as adventures and can be used in your campaign on a continuing basis. SampleOnce you have a firm grasp of how the collaborative file creative process works and it excites you (and that’s definitely what we expect to happen), the other adventures will be entirely optional: you'll have all the tools you need to keep on creating with your own gaming group and playing to see what happens.
    [Show full text]
  • Guide to Making a Campaign Bible” by DM Rob and DM Matt of Dungeon Master of None
    What is a “Campaign Bible?” A campaign bible is a document that a Dungeon Master creates for her players to introduce them to the basics of a campaign and/or a homebrew world. It gives general information about the history, geography, and society of your fictional world. It should have everything a player needs to create and connect a new character to your campaign. The bible can also be a selling point to convince reluctant players to join or make sure that everyone is on the same page regarding the tone and style of the game. In short, your campaign bible is all the information about your world and your adventure that players need to know (with spoilers and secrets removed, of course). When TV writers and directors create a new series, they often have a “show bible” -- this document not only helps keep everyone on the same page, but serves as a sort of mission statement, establishing tone, theme, and the direction of the show, often serving as a selling point to producers and investors. This is also a good way to think about your campaign bible. Keep in mind that your campaign bible doesn’t need everything in listed below! The DM may also want to keep a “DM’s copy” of the campaign bible with secret information relating to the various places and powers discussed. Before you begin List your inspirations! ● What movies or books inspired this game? ● Is there a theme or tone you want the game to focus on? ● Is the game character-focused or more plot-focused? Light-hearted or serious? Think about the goals of a campaign bible! ● Convey the tone or themes of your campaign to your players.
    [Show full text]
  • The D6 System Is © Copyright West End Games 1 INTRODUCTION 5
    INTRODUCTION 5 What is a Role-playing Game 5 Rules for the game 5 Rolling dice 5 The D6 game system in a nutshell 5 Campaign settings 6 Glossary 7 BASIC GAME MECHANICS 9 Dice Codes 9 Dice Codes Math 9 Additions 9 Subtractions 9 Multiplications 9 Average 9 Rolling the Dice 9 Unopposed rolls 10 Opposed rolls 10 Hidden difficulty 10 Hidden rolls 10 Bonus and Penalties 10 A little bit of statistics 11 [Optional] The Wild Die 11 Wild 6 11 Wild 1 11 [Optional] Fumble – « All 1 » 12 [Optional] High MS – High MF 12 Skill Points (or Character Points) 12 Fate Points 12 General Mechanics 12 Dice Codes Modifiers 12 The Fate Points Rationale 12 Multiple Actions 13 Round per round sequence 13 Other types of resolution 13 Order of Resolution 13 CHARACTER CREATION 14 Character Concept 14 « Pre-rolled » characters 14 « Roughly estimated » characters 14 The character sheet 14 Character’s Name 14 Species 14 Height, Weight and physical description 14 The D6 System is © copyright West End Games 1 Background 14 Motivation 14 Relationships with other characters 15 Attributes 15 Skills 15 Move 18 Merits and Flaws 18 [Optional] Appearance 18 [Optional] Social Status 18 [Optional] Wealth 18 Wounds / Localized Wounds / Health penalties 18 Fate Points 18 Character Points 18 Veteran Points 18 Creation Points 18 Selecting a Template 19 Fleshing out the Template 19 Name, Physical description, Background, Motivation, Quirks 19 Relationships with other characters 19 Species 20 Appearance, Move, Social Status, Wealth 20 Attributes 20 Skills 20 Specialization 20 Advanced
    [Show full text]
  • GARY Gygaxl@L Co-Creator Ofthe DUNGEONS & Dragonwgame
    [k/ PLAYING MASTERY PLAYING I MASTERY IGARY GYGAXl@l Co-Creator ofthe DUNGEONS & DRAGONWGame A PERIGEE BOOK Perigee Books are published by The Putnam Publishing Group 200 Madison Avenue New York. NY 10016 DUNGEONS & DRAGONS and ADVANCED DUNGEONS AND DRAGONS are federally registered trademarks of TSR, Inc. Use of TSR’s trademarks and the contents of this book have not been authorized by TSR, Inc. Copyright Q 1987 by Gary Gygax All rights reserved. This book, or parts thereof, may not be reproduced in any form without permission. Published simultaneously in Canada by General Publishing Co., Limited, Toronto LIBRARY OF COSGRESS CATALOGING-IN-PUBLIC.4TION DATA Gygax, Gary. Role playing mastery. 1. Fantasy games. 2. Role playing. I. Title. GV1469.2.G94 1987 794 87-2415 ISBN O-399-51293-4 Book design by The Sarabande Press Printed in the United States of America 1 2 3 4 5 6 7 8 9 10 This work is dedicated to the players of the DUNGEONS 6 DRAGONS@ and ADVANCED DUNGEONS & DRAGONS@ games, and all other role- playing game enthusiasts who have brought so much to this new form of gaming. Live long and prosper! Acknowledgments The names of most of the games referred to in this work are federally registered trademarks and are the property of ei- ther the game publisher or a third party who has granted to the game publisher the right to manufacture a game using the name. The references to game titles in this book, with or without trademark labels, do not constitute a challenge by the publisher or the author to the ownership of the title in question.
    [Show full text]
  • Campaign Standards Version 4.0 February 13, 2008
    Campaign Standards Version 4.0 February 13, 2008 Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, and Peter Adkison. This WIZARD OF THE COAST® game product contains no Open Game Content. This work may be reproduced for personal use or in its entirety for use at RPGA-sanctioned events. To learn more about the Open Gaming License and the d20 SYSTEM® License, please visit www.wizards.com/d20. This product use material from the v.3.5 revision. This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.wizards.com/rpga. DUNGEONS & DRAGONS, D&D, D&D REWARDS, D&D CAMPAIGNS, DUNGEON MASTER, EBERRON, DM’S MARK, XEN’DRIK EXPEDITIONS, COVENANT OF LIGHT, HERALD-LEVEL, RPGA, d20, d20 SYSTEM, WIZARDS OF THE COAST, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual and their respective logos are trademarks owned by Wizards of the Coast, Inc., in the US and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
    [Show full text]
  • Five Strands of Fictionality the Institutional Construction of Contemporary American Writing
    FIVE STRAND S O F FICTIONALITY Five Strands of Fictionality The Institutional Construction of Contemporary American Writing DA N I E L P U N DAY T H E O HIO STATE UNIVER S I T Y P R E SS | C OL U MB US Copyright © 2010 by The Ohio State University. All rights reserved. Library of Congress Cataloging-in-Publication Data Punday, Daniel. Five strands of fictionality : the institutional construction of contemporary American fiction / Daniel Punday. p. cm. Includes bibliographical references and index. ISBN-13: 978-0-8142-1114-4 (cloth : alk. paper) ISBN-10: 0-8142-1114-3 (cloth : alk. paper) ISBN-13: 978-0-8142-9212-9 (cd-rom) 1. American fiction—History and criticism—Theory, etc. 2. Postmodernism (Literature)—United States. 3. Fiction—History and criticism. 4. Barth, John, 1930– —Criticism and interpretation. I. Title. PS374.P64P86 2010 813'.5409—dc22 2009021042 This book comes in the following editions: Cloth (ISBN 978-0-8142-1114-4) CD-ROM (ISBN 978-0-8142-9212-9) Cover design by Jason Moore Text design by Juliet Williams Type set in Adobe Minion Pro Printed by Thomson-Shore, Inc. The paper used in this publication meets the minimum requirements of the American National Stan- dard for Information Sciences—Permanence of Paper for Printed Library Materials. ANSI Z39.48-1992. 9 8 7 6 5 4 3 2 1 C ONTENTS Acknowledgments vii INTRODUCTION Fictionality Today 1 CHAPTER 1 Myth and the Institutional Construction of Postmodernism in The Friday Book 31 CHAPTER 2 Folk Culture, the Archive, and the Work of the Imaginary 59 CHAPTER 3 Fiction, Fraud, and Fakes 87 CHAPTER 4 Style and Symptom in Postmodern Science Fiction 125 CHAPTER 5 Role-Playing Games, Possible World Theory, and the Fictionality of Assemblage 151 CHAPTER 6 Institutional Sutures in Electronic Writing 177 CONCLUSION Fictionality in the Public Sphere 207 Works Cited 219 Index 233 A CKNO W LEDGMENT S A book like this, which covers so much ground and draws from so many sources, clearly can only be written by someone lucky enough to have the guidance and help of many people.
    [Show full text]
  • A Table Guide to the Table
    College of Liberal Arts and Sciences Senior Honors Project May 1, 2019 Conor Johnson, advised by Dr. Susan Yager A Table Guide to the Table Introduction Dungeons & Dragons is a table-top role-playing game where players assume the role of a character in a fictional world and go on adventures. One person acts as the Dungeon Master who runs the game, adjudicates the rules, and plays the monsters and non-player characters. An important part of a Dungeon & Dragons game is the campaign (game) setting. The campaign setting informs the Dungeon Master and the players about the necessary details to play a Dungeons & Dragons game. This includes the different playable races, major world events, countries, religions, and many other things. “A Table Guide to the Table” is the campaign setting I created for running my Dungeons & Dragons game. The objective of “A Table Guide to the Table” is to provide a campaign setting for new Dungeon Masters and/or players in which to start playing Dungeons & Dragons. “A Table Guide to the Table” contains information about the different regions of the world; the people, organizations, and religions; and new rules for character creation in 5th Edition Dungeons & Dragons. Objectives • Create a logical and consistent guide to a new Dungeon & Dragon’s setting. This includes providing enough for a Dungeon Master to begin running a campaign in the world. • Add new character and class options to provide players new and unique choices to create a fun character to play in the world. • Investigate interesting sociological issues such as politics or religion in a high fantasy world.
    [Show full text]
  • Fleshing out Curse of Strahd: Player P
    FleshingFleshingFleshing OutOutOut CurseCurseCurse ofofof Strahd:Strahd:Strahd: PlayerPlayerPlayer PrimerPrimerPrimer his character chronicler was designed to inspire the creation of player characters with depth and verisimilitude. Since the publication of The Explorer’s Guide to Wildemount in 3 March 2020, a couple different player primers have been published to help players integrate The Planes of Existence .............................................3 Ttheir characters into campaign settings. Most notably, we've seen the Heroic Chronicle: Sword Coast and 4 the North, which helps integrate characters generally into the Sword Coast, and the Player Primer: Icewind Dale, which Using This Primer ............................................................4 helps develop characters specifically for the Icewind Dale: Rime of the Frostmaiden adventure module. Backstory ................................................................................5 This primer was designed specifically for the Curse of Hometown ...................................................................................5 Strahd campaign, to similarly assist in the character creation Family ...........................................................................................5 process. It reflects ideas and tables found in the previously Fateful Relations ........................................................................7 mentioned work, but all rewritten to better suit the Ravenloft setting. Personality ............................................................................8
    [Show full text]