View Full Version : Campaigns / Adventures Forgotten Realms - STRICT RULES

01-06-2010, 11:09 AM
Ok The Campaing Idea returns: Ive Began the modifying but it's still only half way done.

Feedbacks are welcome, also will i find players for this???

First) The system is Pathfinder, this means all core classes must be from pathfinder. Prestige classes from forgotten realms, however, can be presented to the dm, and if accepted converted by the dm to pathfinder.

Second) Spells and feats too can only be drawn from Pathfinder/Forgotten realms material. However forgotten realms stuff might still require approval (very likely to be approved).

Third) This campaign is for 2-3 characters. And hardcore style'd! This means low fantasy ability scores on creation. However, there are further ways to improve your attributes than tomes/magic items (Like training under a master, or just through continued practice of it).
The group will however end up encountering other adventurers that can join them(all NPCS).

This of course means, wizards should be aware finding spell scrolls to scribe will be pretty hard or costly. Yet being a wizard by itself, grants huge status to the person.

Fifth) This also means Sorcerer is a forbidden class, since the weave is very hard to control usually only those with not only natural talent but also much study can tap into it. Not that sorcerers doesn't exist it's just much too rare, and usually with many side effects associated. (Madness for instance)

Sixth) Magic item creation feats exist just the same, however to create a magic item is much more costly (not just gold wise) than normally portrayed by the rules. This means many might involve rare reagents or some defined actions, that to find/accomplish might be a quest in itself.

Seventh) As magic is rarer, so are extremely magical monsters. Meaning thugs, kobolds, gnolls, etc... make for the bulk of the enemies one might commonly run into. While a lich, is something of fables and very few have ever been sighted.

Eighth) 18+ for the freedom to portray the darker side of fantasy, which might reflect more how a real medieval war happened. Plus to be able to curse as much as I want when interpreting a npc.

9th) There are no alignments, just as no person in the real world can be so easily classified. Instead I will track your overall actions, and thus deem more or less what your character is. This, of course, means paladins should be overall good (something hard on these times); however even a paladin is not perfect and might sometimes slip from his path.

This slip translates as a minor punishment from his deity in the form of denial of one of his powers, for a period of time. (Usually nothing too bad)
However, a huge slip will in turn be a huge penalty.

10th) Differences between genders; as a general rule (might vary on some races). Males have +1 strength/-1 charisma or +1 dexterity/-1 charisma, females have in trade +1 wisdom/-1 constitution or +1 intelligence/-1 constitution.

Explanation: Males usually are demanded more in terms of physical labor since an early age, in trade they are also less likely to be trusted/liked than a female due to stereotypes. Females usually are more perceptive and have more opportunities to pursue intellectual acumen than men, but are not as used to a rough life as males.

11th) To travel between planes, is extremely hard and requires rituals of extreme power to be performed, usually by many wizards.
All spells of huge power, usually require a certain source of power besides the weave to control it's potential. This translate to sacrifices of a sort, or magical items. (Usually the best font is directly related to the type of wizard in question).
Necromancy -> Life sacrifices
Diviner -> Fortune (The caster draws heavy unluckiness, the amount of times reflects the ritual used; usually manifesting itself on bad times)
Conjurer -> Deals with entities
Enchanter -> "Belief" (Uses will power of crowds to fuel the ritual, the crowd must be charmed/willing)
Evoker -> Raw Weave (Might cause random effects, sometimes dangerous)
Transmutation -> Magic Item (Destroys it in the process)
Obs: Any wizard can use any of these sources, but usually draw best effects from the one of his specialty.

12th) Races available will be all ECL+0 races (non-monstrous) of Forgotten Realms, except they will be pathfinderized. Notice tho besides, written bonuses racial prejudice is huge. This means a half-orc will most of the time find himself hated and feared; just for being who he is. Even an elf in human cities may be treated dubiously. These relations between races basically reflect the population of the town, this means the more a race is present in said town the more warm it’s habitants are towards it.

13th) Paladins can only follow deities of the triad, each one greatly affecting the code of conduct of the paladin. Tyr being not a choice since his paladins consist of an order that do not adventure, instead just battle agents of evil for his cause.

Torm -> The law is the ultimate truth for the paladin. He must abide by law, as well as enforce it on others at all costs. The laws he follow are written on a codex he has:
[] Do not be the first to raise his sword, except in the case of someone breaking these laws.
[] Do not lie or steal what’s not rightfully yours
[] Do not exploit the less fortunate than you (this means taking rewards as well)
[] Be of servitude to the clerics of Helm of higher ranking than you
[] Follow the rules of the place you’re in if there is a temple of Helm in there

Ilmater -> The results do not have value, if for them you have not sacrificed much. Paladins of Ilmater must always put persons, with no ill intent, well-being ahead of their own. Also they must distribute amongst the poor half of all the money they get adventuring. And cannot let someone be oppressed in their front.

14th) Starting hitpoints equal to max + constitution bonus. Afterwards the increase is of ½ the max dice roll + 1 + constitution bonus.

15th) Clerics/druids act in behalf of their deity, this means their behaviour must represent their deity. Druids must choose deities related to nature, while clerics cannot choose those. In a sense, druids are the clerics of nature deities in this world. Any sort of falling from grace also leads to punishments in the form of denials of power (temporarily or until atoned.

The campaign is set in a darker Forgotten Realms, where the weave has been really unstable since Mystril died and Netherese felt. Now only the most skillful dare tap into it's potential and even those, must find suitable guidance as mentors become scarcer. In particular, during the Time of Troubles many of those potential mentors found their end, as their own prowess could not handle the burst that befell the weave and led to their powers consuming themselves.
The gods, not perfect themselves, have for much time given their main attention to their own petty vanities. For neglecting their mortal faithful, Ao eventually stepped in; leading to the Time of Troubles. Only since then, most deities realized they are only powerful because of their followers. In turn the mortals realized that if they could not trust their own deities to care for them, they had to fend for themselves at whatever the cost. What ended leading to huge warfare between nations over the years, that is, until the Time of Troubles. When for the first time there was some peace reigning, peace out of mutual empathy for the disasters that took place worldwide. This however, does not stop people from not trusting who used to be for centuries their enemies.
Even though this is one of the most peaceful times that have been seen for centuries, war is still ever present in some parts of the world. In particular, within those nations that worships deities that enjoy warfare (the times of troubles seen to have renewed/strengthened their faith).
More important, though, is to know that the Time of Troubles, left a huge scar across the land. Not one visible like a crevasse. But the destruction that was left can still be seen by the huge amount of beggars, bandits, and people scrounging to survive that inhabit the cities. Preying on the despair, many corrupt and selfish, but powerful, men saw the opportunity to seize official positions in the best of nations.

The Beginning:
After character creation, I shall choose a starting location for this adventure. From there you shall create a background that credibly explains the reason you are there, including where you’re from.
The next step is I will design a short module that will make all the adventurers meet, if they are brothers or something like that, then it will just be an introduction to the world. After that the players will take charge, this means they will do what they want and I will keep improvising/going from there.
So to just go hunting for treasures in dangerous lands, lands that the sane dare not tread upon. Or to deal with political intrigues; to perhaps yourself become king. All is in your hands.

The Way to Play it:
The way this is meant to be played is to be intelligent, do what is within your scope. Find ways to better yourself, because in this world you’re just an average guy. But with time that average guy might rise to become someone worth of defying the gods themselves…

Changes to Deities:

Azuth – Struggles desperately since the Times of Trouble to attune the weave with the new Mystra. The Favored, his creations, have become insane due to their relation with the weave; and pose one of the main problems his church faces.

Helm – Currently enjoys a very strong following, with plenty cults of him.

Ilmater – Current worshipers are mostly by the oppressed, being cults of him quite rare.

Kossuth – An embodiment of a natural aspect, he does not care for mortal or divine affairs.

Lathander – His influence is severely weakened, as few still fully believe in the values he offers.

Mielikki – Deemed very highly for her proactivity into fighting for her believes, her cult has been growing stronger. This is particularly among women, and more so in those of the elven race.

Mystra – Always busy tending to the weave and controlling it’s powerful nature, Mystra does not care for human affairs. She sees good and evil, as two sides of the same old game and prefer to remain neutral. Widely revered by wizards for she is, who makes their spells possible.

Selune and Shar – Created by Ao, to be his companion, Selune and Shar we’re the same and one; a perfect creation. A single person, whose name has long been lost, that loved Ao deeply in return. But centuries passed, and this person began to feel sad; for as much time as she had to be with him. Ao was always busy and had little time for her. Still she kept a façade, not wanting to distraught the men she loved. As time passed, her wounds grew deeper and deeper; still she did not let the front she put fall. Just like her feelings she began to be two sides of the same coin; one side loved Ao too much and the other resented. One day after he had been away for too long, in a fit of jealousy, she attempted to destroy a recent creation Ao was really proud of; Toril. He sensed her actions and easily thwarted her plans. But in this he realized what he had caused to her; in order to set her free of him and punish her at the same time he exiled her to the same place she tried to destroy. Not as herself anymore, but each side of her as someone; thus Shar and Selune we’re born. (At least that’s how the bards portray this tale)

Sune – Is flighty and vain herself, she care for humans but only as long as their serve her desires and whims. She and her cults do not welcome ugliness, in any form.

01-06-2010, 11:26 AM
I am assuming this thread is for feedback, yes?

I am curious. Could a player, if he so pleased, play a sorcerer, but have some sort of madness associated with it? I remember some stuff on madness/insanity/etc... in divine sourcebooks and in the return to the temple of elemental evil adventure. Also, palladium's sourcebooks (like heroes unlimited) has interesting stuff on madness/insanity.

In general, maybe the madness is established (like being good for paladin is established) but deviation from madness is punished by taking away access to spells/powers.

Just a thought. Might be a fun way to play a character, and challenging.

A possible suggestion also, (because we played a similar sort of campaign with low magic) is to look into something from 1st editions dieties and demigods: Melnibonéan Mythos.

Here, chaotic alignments were the norm, and lawful types (paladins) were sort of illegal/underground type of things. Magic wise, magic was super rare, but each magic item housed a magical soul. Maybe a flametongue housed a fire elemental, or a cloak of invisibility housed a nymph, or whatever.

01-06-2010, 11:45 AM
This is for feedback yes, I'm creating this campaign on what I think would make for a challenging experience. Involving something that seems rarer in games; failure. Nowadays usually everyone completes every mission they come across, here I'm looking for something that will cause people to say. "Damn, we're in a bad spot here. We might as well pack up and tell the Baron we could not do as he demanded / or create a lie about it"

As such I welcome any "constructive" input, even opinions.

Sorcerers cannot be PC due to the following reasons. 1) The side effects that derive from their innate taping into the weave, are not minor. The madness I mentioned is like a complete madness. 2) Sorcerers do not control their spells well. This means a Firebrand would likely target all his allies too.

I've taken a look at that material you mentioned, but I'd like to maintain FR pantheon. Reworking most of the gods to fit the idea, that they too are flawed. Except Ao, who would be in fact the only superior being.