Rules:Labyrinth

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Rules



4th Edition Dungeons and Dragons™

Character Generation

Standard PHB generation rules.

Method One: Use this Array, apply the numbers where you want them.
16, 14, 13, 12, 11, 10.

Method Two: Start with the following numbers 10 10 10 10 10 8
Do a 22 point buy-
9 = (1) 14 = 5
10 = (2) 15 = 7
11 = 1 16 = 9
12 = 2 17 = 12
13 = 3 18 = 16

Then add Racial bonus(es).


Origin


You can pick from one of two basic origins: your character is either a Native of Respite or a "Refugee" in the city. Natives and Refugees can be of any race or class.

Natives have grown up in the shadow of the city and have Local† as a trained ability. Natives of Respite typically have a strong sense of pride and loyalty, and stoic resolve. They've survived countless attacks from hideous monsters every year since they were born. They have always been surrounded by military, and taught from an early age that everyone has a responsibility to defend the city and contribute to its safety. That is not to say that every Native fits in and approved of the city's rules and ways of survival. Some people would prefer to move out of the sanctuary, to other realms. Others would like to open the doors and ports to trade and commerce.

Local Training†: You get the +2 unnamed bonus on any skill or ability check relating to knowledge of the local area, its denizens, or geography. This also applies to 'nature' checks for knowing what to eat, how to move about in the rubble and ruins, and 'streetwise' checks for dealing in Respite and the City itself. They also get a +2 bonus to appraise checks for goods in Respite (whether buying or selling).

Refugees are all sailors de-conscripted from ships that crashed nearby, were abandoned in the Ghost Yards, or tried to make land at Respite. Refugees have the traveler† ability. Respite does not trade with distant ports or allow its people to travel by boats for fishing or other purposes. All boats that land, or try to land at Respite are captured and destroyed. The sailors and passengers are frequently welcomed with a lavish party (and seduced if possible). Afterwards, when they discover their situation, they are invited to stay and serve a brief (1 year) service as laborers, and concubines (to help keep the gene pool clean), for the city, after which they apply to become citizens with all normal privileges. The alternative is to leave the city by land, and face almost certain death. Refugees can harbor deep seated resentment for the trickery and mistreatment, or find themselves switching loyalty to the city. They are often highly admired and sought after as spouses and friends, so many find themselves preferring their lives in Respite to those on the sea. There are few people who travel by sea (there is no major sea commerce, so the sailors brought in as refugees are typically fishermen, whalers or the like without strong ties to the distant lands. Of course, there are a few of those too, blown off course, or part of explorations from other lands, but they are a rarer breed.

Traveler Training†: You can sail a ship and manage other shipboard tasks (rope use, climbing rigging, etc.) and are a trained swimmer. You get a +2 unnamed bonus for nature checks dealing with the sea. Travelers get +2 unnamed bonuses to Diplomacy checks when encountering strangers, and appraising goods and coin for use in the world (outside Respite). Travelers also get two free languages apart from the Common tongue.

†Abilities may be changed to reflect unknown (as of now) 4E rules.

Background Skills

In addition to the bonuses from their Origins, characters are assumed to have certain skills and knowledge appropriate to their backgrounds. The details of these are left to the discretion of the player (and approval of the DM.). These become role-playing/character development prods, if the player can explain (reasonably well) the character possessing a useful skill, ability, or possession of a bit of knowledge, he or she can have it. The player should note the relevant history on their character sheet that explains it. That information may be used later by the DM for story purposes or even cause small penalties.

ex. The party is wandering the maze-like ruins of the Five Hives when they are attacked by swarms of Fire Bats. They need to seek cover under water. One of the players says - "I remember sneaking out to this area as a kid, we knew of an outlet to the old sewer system with a fresh water pool. I lead the party quickly in that direction."

-The DM agrees. -The player writes "snuck out and played in the sewers of Five Hives as a kid"

In a later adventure the party is exploring the sewers. The DM announces that the same player finds it familiar, this is the same sewer he was exploring with his friend when 'something' grabbed his friend by the ankle, pulled it into the darkness and he was never heard from again. The character begins the next combat encounter shaken until he makes a saving throw.

The hope is that people flesh out characters with this, and not try to abuse the system. The DM will arbitrate when and how useful such background is, and once established, background is 'fixed in time.' So if you decide it would be useful to have apprenticed as a stone mason, you can't retcon back and say you apprenticed as a jeweler.

New Rituals

Avandra's Chaotic Retreat
Divine Ritual
Level 1
Category: Exploration
Time - 10 minutes*
Duration - 1 hour
Cost - 10 gold
Market Price = 50 gold
Key Skill - Religion
Avandra empowers those participants (the ritualist plus up to 5 people touched (10 at Paragon, 20 at Epic levels) in the ritual enhanced ability to escape danger. If all the person does is move in a round (including running/climbing/swimming/double moves etc..) they get +1 speed, +1 to Athletics and Acrobatics checks, and +2 Defenses versus opportunity attacks caused by their movement. The effect ends after one hour or when the character performs a standard action (rather than a move action).
Special: The time to perform the ritual may be reduced to two rounds, however doing so costs the ritualist a Healing Surge.


Blood Telling
Arcane Ritual
Level 1
Category: Divination
Time - 10 minutes
Duration - Instant
Cost - 10 gold (+ One Healing Surge)
Market Price = 50 gold
Key Skill - Arcana

By bathing oneself (and anyone else aiding in the ritual) in the blood of a creature(s) recently killed, scribing the mystic symbols, and intoning mystic words, one is able to learn something about the fallen creature(s). Make an Arcana check against the Creature(s) Willpower. The check must be made after the creature's death and before two short rests. The information might be somewhat cryptic depending on the creature and situation, and the question must be decided at the time the ritual is begun. This ritual cannot be used on creatures without blood, or the undead.

Arcana Check

  • Failed by more than 5 (No information & lose one Healing Surge)
  • Failed (No information)
  • Succeeded (Learn one bit of general information & lose one Healing Surge)
  • Succeeded by 5 (Learn one bit of specific information & lose one Healing Surge, or one bit of general information without losing one Healing Surge )
  • Succeeded by 10 (Learn one bit of obscure information & lose one Healing Surge, or one bit of specific information without losing a Healing Surge).
  • Succeeded by 15 (Learn one bit of obscure information without losing one Healing Surge).

Special: A person aiding in the ritual can lose the healing surge instead.
Special: A person trying to aid the ritual who fails, loses a healing surge as well.






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