#1 Frigid's Tabletop Campaign World
Posted: Wed May 11, 2011 2:47 am
I'm posting this as I realize all my players not only know about this board but have accounts here. When that fact finally sunk in it hit me... Why chase them with this information when I can simply make them run to it?
Read well guys, because if you ignore this stuff, I'll make sure it stabs you in the face. I'm a dick like that.
Player's Campaign Guide:
The Crunchy Boring Part
If you are reading this, you are player in Frigid's campaign, set in the Old Kingdom. We will be starting at 3rd level, and any class in the core book or Players Handbook II is acceptable. You may use feats from the Complete books. As for races, you may be any core race, Teiflings or Assimar. Any templates or other races must be cleared by the GM, before your first session with the character. If you just show up with uncleared character, you can't play. We will have a number of houserules mainly in the realm of skills and insanity.
Character Requirements: You must be of good alignment and from either the Old Kingdom, Imperialium, the barbarian tribes or somewhere in Ben's Islands. Since you are 3rd level you start with 2700 gold, you may buy whatever you can afford.
XP: Bonus XP will be given out for good background and having NPCs who are related or know your character. Your character must give a crap about them for them to count. Enemies are awesome and will get more XP if statted out well enough to be dangerous. Having in character goals is good to and you will get in game XP for attempting to achieve those goals (as long as youd do it in a believable manner). You may trade Bonus XP for gold on a 1:1 ratio, it must be spent before the game starts. I must have this stuff in my inbox or in my hand (or both, both is really awesome and may convince the GM you're worth keeping alive... the character I mean) before the character's first appearance.
Character Sheet: The GM (me) needs to have a copy of your character sheet. I'll ask for updated copies from time to time. If I don't have them, your character is sick and can't come out to play.
Insanity Rules: Here we go. You have an insanity score, it is your wisdom times 5. Whenever you see something really disturbing or crazy (a major demon, vampire feeding pit, various acts against all that is good and right, CT's bathroom, your standard Brittney spears concert, etc) your benevolent (HA!) GM will have you roll 2d10, you must declare which one is the 10 before rolling. If you roll equal to or under your sanity score, your character chokes it down and keeps going like the well trained killing machine he or she tells everyone at the bar they are. If you fail...
First off you lose 10 sanity points. They do not regenerate, you will need to seek mental help to get them back (for a reasonable donation a number of temples can help!). Second off you will notice a jenga tower standing there waiting for you. You will have to make a successful pull from the tower to avoid an insanity. If the tower falls, you lose your next turn and gain an insanity. Insanities are decided and handed out by the GM, secretly. As such while suggestions from the players and the peanut gallery are welcome do not expect to ever see a list of insanities for Frigid's game. You may not poke or prod the tower, if you touch a piece, that's the piece you're working with. You may not get help from others and the GM is allowed to whistle and jeer.
Now you may be asking, what if I have the poor taste to let my sanity score fall to zero? Well your character goes bat shit insane. Your GM will kindly provide you with new notes on how your character views the world (your fellow party members won't like it, but given what I know of y'all, you might!) and if you aren't quite hitting it right, the GM will take over and your character will be an NPC until he or she gets the tender professional shock treatment they deserve... I mean care they need! Yes... Because shock treatment and lobotomies would be wrong! *shifty eyes* Moving along.
An additional quirk, with the GM's permission you may take a tower pull for an automatic success at any task. If the tower falls, it is a mind blowing failure that will put everyone with you at risk... And you lose your next action. Enjoy!
Skills:
Skills are listed with the skills they replaced in ( ), classes are listed for new skills only. If no classes are listed, everyone has it has a class skill. Again only the new classes have their classes listed. If the skill does not have classes listed, refer to the book.
Atletics (Climb, Swim, Ride) Barbarian, Druid, Figther, Monk, Ranger, Rogue
Acrobatics (Balance, Jump, Tumble) Bard, Monk, Ranger, Rogue
Appraise
Bluff
Craft
Decipher Script
Diplomacy
Disable Device
Disguise
Escape Artist
Handle Animal
Heal
Intimidate
Knowledge skills
Languages
Perception (spot, listen)
Perform
Profession
Sense Motive
Spellcraft
Stealth (Hide, Move Silently) Barbarian, Bard, Druid, Fighter, Monk, Ranger, Rogue
Survival
Open Lock
Use Magic Device
Use Rope
Pushups: If I am talking as GM, you shouldn't be. If you're derailing the game or just being annoying I'll give you a choice, lose XP and money or do pushups. You'll learn or grow strong.
Players Campaign Guide
The Fluffy part you won't read
An Brief History of the Old Kingdom: The Old Kingdom is the oldest human state on the planet. The founder, the semi-mythical King Rama united a group of feuding tribes and with the help of his half elf sorceress wife Sita made alliances with the Elf Princes that allowed him to forge a united nation. Rama and Sita today are both worshipped as gods. The Old Kingdom has survived and slowly expanded for thousands of years.
57 Years ago the Good King Uther had twins. The Elder, Garath was a knight and paladin, the younger Rions was a scholar. On their 17th birthday (the legal age of adulthood) Rions announced a desire to travel the world and learn. With the sad blessings of his family and small group of retainers he left. Rions did not tour the islands or go south into the other human lands had many had thought however. He went north over the Griffin Rampart Mountains, into the lands of monsters and villains.
There he tracked down magicians and learned their secrets, plundered weird pre-human ruins for unspeakable knowledge and made vile pacts with powers that were against all life. He would slip into the Old Kingdom in secret gathering followers and teaching apprentices among the younger sons and daughters of the nobility On his 27th birthday, he struck.
His Father had died that year of a strange wasting disease that many today blame on him. His brother Garath was to be crowned king on midnight on their birthday. It never happened. Rion leading an army of monsters and summoned demons stormed the Capital and murdered everyone at the coronation The leading nobles, the smartest magic users, the most faithful clerics and strongest warriors were wiped out as their defences were down. On a heap of twisted bodies made up of his own family, Rion crowned himself King. The Kingdom exploded into rebellion as the news leaked out.
However, without a clear leader or center the rebellion was fractured and disjointed. As for the forces of “the crownâ€
Read well guys, because if you ignore this stuff, I'll make sure it stabs you in the face. I'm a dick like that.
Player's Campaign Guide:
The Crunchy Boring Part
If you are reading this, you are player in Frigid's campaign, set in the Old Kingdom. We will be starting at 3rd level, and any class in the core book or Players Handbook II is acceptable. You may use feats from the Complete books. As for races, you may be any core race, Teiflings or Assimar. Any templates or other races must be cleared by the GM, before your first session with the character. If you just show up with uncleared character, you can't play. We will have a number of houserules mainly in the realm of skills and insanity.
Character Requirements: You must be of good alignment and from either the Old Kingdom, Imperialium, the barbarian tribes or somewhere in Ben's Islands. Since you are 3rd level you start with 2700 gold, you may buy whatever you can afford.
XP: Bonus XP will be given out for good background and having NPCs who are related or know your character. Your character must give a crap about them for them to count. Enemies are awesome and will get more XP if statted out well enough to be dangerous. Having in character goals is good to and you will get in game XP for attempting to achieve those goals (as long as youd do it in a believable manner). You may trade Bonus XP for gold on a 1:1 ratio, it must be spent before the game starts. I must have this stuff in my inbox or in my hand (or both, both is really awesome and may convince the GM you're worth keeping alive... the character I mean) before the character's first appearance.
Character Sheet: The GM (me) needs to have a copy of your character sheet. I'll ask for updated copies from time to time. If I don't have them, your character is sick and can't come out to play.
Insanity Rules: Here we go. You have an insanity score, it is your wisdom times 5. Whenever you see something really disturbing or crazy (a major demon, vampire feeding pit, various acts against all that is good and right, CT's bathroom, your standard Brittney spears concert, etc) your benevolent (HA!) GM will have you roll 2d10, you must declare which one is the 10 before rolling. If you roll equal to or under your sanity score, your character chokes it down and keeps going like the well trained killing machine he or she tells everyone at the bar they are. If you fail...
First off you lose 10 sanity points. They do not regenerate, you will need to seek mental help to get them back (for a reasonable donation a number of temples can help!). Second off you will notice a jenga tower standing there waiting for you. You will have to make a successful pull from the tower to avoid an insanity. If the tower falls, you lose your next turn and gain an insanity. Insanities are decided and handed out by the GM, secretly. As such while suggestions from the players and the peanut gallery are welcome do not expect to ever see a list of insanities for Frigid's game. You may not poke or prod the tower, if you touch a piece, that's the piece you're working with. You may not get help from others and the GM is allowed to whistle and jeer.
Now you may be asking, what if I have the poor taste to let my sanity score fall to zero? Well your character goes bat shit insane. Your GM will kindly provide you with new notes on how your character views the world (your fellow party members won't like it, but given what I know of y'all, you might!) and if you aren't quite hitting it right, the GM will take over and your character will be an NPC until he or she gets the tender professional shock treatment they deserve... I mean care they need! Yes... Because shock treatment and lobotomies would be wrong! *shifty eyes* Moving along.
An additional quirk, with the GM's permission you may take a tower pull for an automatic success at any task. If the tower falls, it is a mind blowing failure that will put everyone with you at risk... And you lose your next action. Enjoy!
Skills:
Skills are listed with the skills they replaced in ( ), classes are listed for new skills only. If no classes are listed, everyone has it has a class skill. Again only the new classes have their classes listed. If the skill does not have classes listed, refer to the book.
Atletics (Climb, Swim, Ride) Barbarian, Druid, Figther, Monk, Ranger, Rogue
Acrobatics (Balance, Jump, Tumble) Bard, Monk, Ranger, Rogue
Appraise
Bluff
Craft
Decipher Script
Diplomacy
Disable Device
Disguise
Escape Artist
Handle Animal
Heal
Intimidate
Knowledge skills
Languages
Perception (spot, listen)
Perform
Profession
Sense Motive
Spellcraft
Stealth (Hide, Move Silently) Barbarian, Bard, Druid, Fighter, Monk, Ranger, Rogue
Survival
Open Lock
Use Magic Device
Use Rope
Pushups: If I am talking as GM, you shouldn't be. If you're derailing the game or just being annoying I'll give you a choice, lose XP and money or do pushups. You'll learn or grow strong.
Players Campaign Guide
The Fluffy part you won't read
An Brief History of the Old Kingdom: The Old Kingdom is the oldest human state on the planet. The founder, the semi-mythical King Rama united a group of feuding tribes and with the help of his half elf sorceress wife Sita made alliances with the Elf Princes that allowed him to forge a united nation. Rama and Sita today are both worshipped as gods. The Old Kingdom has survived and slowly expanded for thousands of years.
57 Years ago the Good King Uther had twins. The Elder, Garath was a knight and paladin, the younger Rions was a scholar. On their 17th birthday (the legal age of adulthood) Rions announced a desire to travel the world and learn. With the sad blessings of his family and small group of retainers he left. Rions did not tour the islands or go south into the other human lands had many had thought however. He went north over the Griffin Rampart Mountains, into the lands of monsters and villains.
There he tracked down magicians and learned their secrets, plundered weird pre-human ruins for unspeakable knowledge and made vile pacts with powers that were against all life. He would slip into the Old Kingdom in secret gathering followers and teaching apprentices among the younger sons and daughters of the nobility On his 27th birthday, he struck.
His Father had died that year of a strange wasting disease that many today blame on him. His brother Garath was to be crowned king on midnight on their birthday. It never happened. Rion leading an army of monsters and summoned demons stormed the Capital and murdered everyone at the coronation The leading nobles, the smartest magic users, the most faithful clerics and strongest warriors were wiped out as their defences were down. On a heap of twisted bodies made up of his own family, Rion crowned himself King. The Kingdom exploded into rebellion as the news leaked out.
However, without a clear leader or center the rebellion was fractured and disjointed. As for the forces of “the crownâ€