SilverLeaf167
2010-07-14, 05:14 AM
So, I just discovered the concept of campaign journals, and decided to try and make one myself. This is my first completely self-made campaign and I am not that experienced of a DM, so just post constructive criticism if something looks stupid. I'll appreciate any good tips.
The Characters
Regel the Dwarven Barbarian (CN). Was originally a human, but we did a swap thingy. High strength and constitution, but low intelligence and charisma. Carries a dwarven waraxe and a morningstar. Johan's brother IRL, 9 years old.
Sheet (http://www.myth-weavers.com/sheetview.php?sheetid=224135)
Johan the Human Rogue (CN). Kidnapped by ninjas as a baby, but escaped later and reunited with his little brother, Fred. Sometimes kind of annoying (see first session). A skill monkey who uses a light crossbow, dual daggers and a rapier. Regel's brother IRL.
Sheet (http://www.myth-weavers.com/sheetview.php?sheetid=224131)
Aramil the Elven Wizard (N). A mysterious, quiet elf, apparently authistic. Hasn't done much anything so far. Specialized in Evocation, barred Necromancy and Illusion. His player has a tendency for reading instead of concentrating on the game. Carries a quarterstaff and a longbow.
Sheet (http://www.myth-weavers.com/sheetview.php?sheetid=220414)
Feyralon the Elven Druid (LN). A DMPC who participated only on the first session. His animal companion is an alsatian riding dog. Tries to avoid combat. Growls at people he doesn't like. Wields a scimitar and a longbow.
Sheet (http://www.myth-weavers.com/sheetview.php?sheetid=220408)
The World
Ringland, despite it's name, is shaped like a disk. The disk has two large continents, Hearth and Hairiku, and multiple smaller islands. The name Ringland comes from the humongous ring ("Overring") that goes around the disk, directly above when viewed from the middle of the disk.
On the opposite inner sides of the disk are the Sun and the Moon, and because of this a tropical zone is located under the ring. As the Moon glows its own light, all nights are full Moons, making lycanthropes more dangerous. Months and years are only counted as time, not something orbiting around something. For a mysterious reason, once per year the disk stops, leaving the Moon on the sky for approximately a month. This period of time is called the Longmoon, and during it a massive celebration called the Shadow Festival goes on around the world. Lycanthropes stay in their feral state for this full time.
Races
Large cities are mostly inhabited by humans and gnomes. Halflings keep the farms around the cities, elfs live in the forests and dwarves have secluded themselves in the mountains. Half-orcs are rare, but some are encountered in human societies near orcs. Some other humanoid races of lesser population may sometimes be encountered.
Subraces
Hill/Road Gnomes
Most gnomes are members of either of these two subraces:
Hill Gnomes are the wizard/alchemist/mechanic kind of gnome. They prefer living in a single place, researching new technology and magic in peace. Most societies want them to live slightly outside the community, as the constant explosions are sort of disturbing to some people.
+2 Intelligence, +2 Wisdom, -2 Strength, favored class Wizard
Road Gnomes are usually traveling merchants and bards, rarely staying in one place for a long time and greatly appreciating a change of routine or environment. Like other gnomes, they have an innate gift for magic, but invoke it through bardic music rather than musty spellbooks and incantations.
+2 Charisma, +2 Wisdom, -2 Strength, favored class Bard
Technology
Most of the world uses the basic technology setting for D&D. However, gnomes have discovered some steam, clockwork and air pressure technology, along with basic explosives, which are used both for weapons and for supplementary utilities.
Houserules
To speed up progression, ability points are given every three levels (3, 6, 9 etc.)
I always forget to split up EXP between the players, so it isn't split at all.
Writing level-granted spells into a spellbook doesn't have a cost.
The Characters
Regel the Dwarven Barbarian (CN). Was originally a human, but we did a swap thingy. High strength and constitution, but low intelligence and charisma. Carries a dwarven waraxe and a morningstar. Johan's brother IRL, 9 years old.
Sheet (http://www.myth-weavers.com/sheetview.php?sheetid=224135)
Johan the Human Rogue (CN). Kidnapped by ninjas as a baby, but escaped later and reunited with his little brother, Fred. Sometimes kind of annoying (see first session). A skill monkey who uses a light crossbow, dual daggers and a rapier. Regel's brother IRL.
Sheet (http://www.myth-weavers.com/sheetview.php?sheetid=224131)
Aramil the Elven Wizard (N). A mysterious, quiet elf, apparently authistic. Hasn't done much anything so far. Specialized in Evocation, barred Necromancy and Illusion. His player has a tendency for reading instead of concentrating on the game. Carries a quarterstaff and a longbow.
Sheet (http://www.myth-weavers.com/sheetview.php?sheetid=220414)
Feyralon the Elven Druid (LN). A DMPC who participated only on the first session. His animal companion is an alsatian riding dog. Tries to avoid combat. Growls at people he doesn't like. Wields a scimitar and a longbow.
Sheet (http://www.myth-weavers.com/sheetview.php?sheetid=220408)
The World
Ringland, despite it's name, is shaped like a disk. The disk has two large continents, Hearth and Hairiku, and multiple smaller islands. The name Ringland comes from the humongous ring ("Overring") that goes around the disk, directly above when viewed from the middle of the disk.
On the opposite inner sides of the disk are the Sun and the Moon, and because of this a tropical zone is located under the ring. As the Moon glows its own light, all nights are full Moons, making lycanthropes more dangerous. Months and years are only counted as time, not something orbiting around something. For a mysterious reason, once per year the disk stops, leaving the Moon on the sky for approximately a month. This period of time is called the Longmoon, and during it a massive celebration called the Shadow Festival goes on around the world. Lycanthropes stay in their feral state for this full time.
Races
Large cities are mostly inhabited by humans and gnomes. Halflings keep the farms around the cities, elfs live in the forests and dwarves have secluded themselves in the mountains. Half-orcs are rare, but some are encountered in human societies near orcs. Some other humanoid races of lesser population may sometimes be encountered.
Subraces
Hill/Road Gnomes
Most gnomes are members of either of these two subraces:
Hill Gnomes are the wizard/alchemist/mechanic kind of gnome. They prefer living in a single place, researching new technology and magic in peace. Most societies want them to live slightly outside the community, as the constant explosions are sort of disturbing to some people.
+2 Intelligence, +2 Wisdom, -2 Strength, favored class Wizard
Road Gnomes are usually traveling merchants and bards, rarely staying in one place for a long time and greatly appreciating a change of routine or environment. Like other gnomes, they have an innate gift for magic, but invoke it through bardic music rather than musty spellbooks and incantations.
+2 Charisma, +2 Wisdom, -2 Strength, favored class Bard
Technology
Most of the world uses the basic technology setting for D&D. However, gnomes have discovered some steam, clockwork and air pressure technology, along with basic explosives, which are used both for weapons and for supplementary utilities.
Houserules
To speed up progression, ability points are given every three levels (3, 6, 9 etc.)
I always forget to split up EXP between the players, so it isn't split at all.
Writing level-granted spells into a spellbook doesn't have a cost.