Shadow's Gate Campaign notes

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Dumok the DM

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Nov 27, 2010, 5:39:53 PM11/27/10
to Avellos OldSchoolADnD Campaign
Shadow’s Deep Campaign Notes:

Shadow’s Deep will be Mainly played in AD&D second edition with some
First Edition stuff.

Character Creation:
Ability Scores: Roll 5d6 drop the lowest 2 die.


Characters will be made using the Player’s Option books (Skills and
Powers, Combat and Tactics, Magic and Spells (When I get that book)
for things like proficiencies and Character Classes. While using the
PHB is permitted for the character’s inaugural game, the character
will be switched over to the Player’s Option format the next session.

Races:
Dwarves: All except Gray and Deep
Elves: all except Sea Elves
Dark Elves: Dark Elves: Note: In this Campaign The Dark Elves are a
Mutant strain of Elf and are seen as "Diseased" or "Cursed". They are
also refered to as "Svart" Elves not Drow Although I won't be nit-
Picky about it. Also Not all Dark Elves worship Lloth, but some do.

Gnomes: Forest and Rock
Halflings:
Half-elves
Half-Orcs
Half-Ogres
Humans

Permitted Humanoid Characters:
Centaurs
Flind
Gnoll
Goblin
Hobgoblin
Kobold
Minotaur No these are NOT Dragon-Lance Minotaurs
Mongrel-Man
Ogre
Orc
Satyr
SwanMay


Keep in Mind that they will still be regarded as “Monsters” until they
demonstrate that they are “Civilized’.

Racial Naming Schemes:
Centaurs/ Satyrs: These tend to use greek naming schemes.

Hobgoblin Characters usually have a Proper name (That is given at
birth) and a Suffix that is given once they reach the age of maturity.
Such as “Moguru the Violent” “Hargluth the Bloody-handed” “Kursgig the
Fister”; you get the Idea.

Goblins/Kobolds: Do not add suffixes to their names unless they have
done something exceptionally brave (Not bloody likely).

Orcs/Orogs: Add the Prefix “Kho” to their names Like “Kho-Bal”; ”Kho-
Lurga”

Half-Orcs Can only use the “Kho” Prefix if they are members of the
Orcish tribes.

Flind: Males Add the Prefix “Kha” like “Kha-Feder”

Gnolls: Tend to take Descriptive names Like “White nose” “Red Mane” or
something about a physical characteristic.

Character Classes
Fighters/Rangers/Paladins: Use Player’s Option However, Rangers and
Paladins Must declare which deity they serve at the Start of Play.

Military Ranks:
Warrior Level Rank Command Us Equiv. Elven Army
01-03 Soldier Fuck-All Private Glint
04-06 Squad Leader 5 Soldiers Corporal Shard
07-09 Troop Leader 2 Squads Sergeant Commander
10-12 Company Leader 10 Troops 2nd Lt. Triangle Leader
13-15 Band Leader 2 Companies 1st Lt. Marshal
16-18 Group Leader 2 Bands Colonel Battle Marshal
19-21 Tour Master 6 Groups General Morian
22-24 Strategist 4 Tours Field Marshal K’el
25-27 War Lord 10 Armies Commander in Chief High Lord

Groupings of Command
Grouping Personnel Elves Personnel
Squad 5 Pair 2 Glints
Troop 10 Hex 6 (3 pair)
Company 100 Prism 12 (2 hexes)
Band 200 Gem 48 (4 Prisms)
Group 400 Triangle 144 (3 Gems)
Tour 2,400 Diamond 1152 (8 Triangles)
Army 9,600 Crystal 6,912 (6 Diamonds)

A Normal Squad usually consists of:
2 Fighters
1 Trap Specialist
1 Mage (or specialist wizard)
1 Cleric

With Elves the Formation is a little different:
2 Fighters
2 Mages
1 Cleric
1 Trap Specialist


Priests: Priest characters are able to use the clerical spells within
their God’s spheres as they need them. They don’t need to memorize
spells but they must act in accordance to their Deities wishes.
Priests must be within one step away from their Deity’s Alignment.
Pantheons:
Baatezu Pantheon (1rst edition Named Devils)
Celtic Pantheon (Druids and Druidic Characters-Deities and Demi-Gods
description, Legends and Lore Abilities for priests.)
Finnish Pantheon (Deities and Demigods)
Modron Pantheon (1rst Edition Monster Manual 2-Player Characters will
be worshippers of Primus, the One and the Prime)
Non-Human Deities (Deities and Demigods)
Norse Pantheon (Legends and Lore)
T’Naarii Pantheon (1rst edition Named Demons)

Religious Ranks:
Priest Level Spell Level Title (Aseir) Druidic Others
01-02 01 Acolyte Aspirant Acolyte
03-04 02 Adept Ovate Adept
05-06 03 Priest(ess) Initiate Priest(ess)
07-08 04 Curate Ollave Curate
09-10 05 Bishop Druid Prefect
11-13 06* Arch-Bishop Arch-Druid Patri/Matriarch
14-20 07** High-Priest(ess) Great Druid High-Priest(ess)

Wizards;
Again follow the Player’s option guidelines. However, there is a
change to the attaining of Spells.
Spells: For Shadow’s deep, Wizards don’t get a spell book but rather
they learn their spells instead of Memorizing. The number of spells a
wizard starts play with is four spells, determined by the DM.
Instead of Spells per day: Wizards will use spell points determined
in the following manner:
Mage INT x Mage Lvl / 4 if Int is 8 or less,
/ 3 if INT is 9-12
/2 If Int is 13 or better
The Cost of Spells is equal to their level to cast.

Specialist mages: Gain an Extra learned spell provided it is within
their specialized School. They still have to learn it but with a 10%
bonus.


Wizards also follow the following grade/ system based on their level:
Wizard Spell Level Title Trim Color on a Black Robe
01-02 01 Apprentice Yellow
03-04 02 Initiate Grey
05-06 03 Senior Green
07-08 04 Graduate Blue
09-11 05 Journeyman Brown
12-13 06 Professor Purple
14-15 07 Dean Red
16-17 08 Magus Silver
18-20 09 Arch-Magus Gold

The Academy Ranks will be applied to Wizards (Of All Kinds) and to
Bards. In the case of Multi-Classed Characters, the Highest Arcane
Spell the individual can cast will determine his rank in the academy
and the title he receives.

There are three known Arch-Magus they are referred to as the “Masters”
Their identities are kept a closely guarded secret.

Academic Etiquette: Under-Classmen Refer to Upper-classmen by their
rank or by the term “Sorcerer Sir”.

Magus and Arch magus are often referred to as “Majestic Sir” or
“Majestic One”.

Naming: Formal: When first introducing themselves, Wizards will use
the following ritual:

Title/Given Name/ Color/: For example: I am Professor Merlyn of the
Purple.

During informal Occasions: It is usually considered polite to use a
Title/Given Name scheme
Good Evening, Professor Merlyn
During extremely Formal Occassions: It is considered polite to use the
following:
Title/Given Name/ Family name/ Place of Origin/
Professor Merlyn Emrys By way of Camelot.
Rogues:
Thieves: No change Use Player’s Option: Skills and Powers.
Bards: Spell casting bards Function as wizards but they do not gain
the amount of spells at first level, they start acquiring spells at
second (One Spell).

Traits and Disadvantages: Located in Player’s Option: Skills and
Powers pp. 92-93, 104-111
These are just things to tweak the character and/or give extra
character points. These must be taken when making the character.

Weapon Proficiency:
Specialization: Fighters and some other classes may take weapon
specialization if they buy it as part of their character’s Class
abilities.
Fighting Styles: May be purchased at the Character Creation
Weapon mastery: Can only be purchased by fighter types who have
achieved a certain Level.
Fighters Level 5
Multi-classed Level 6
Ranger/Paladin Level 7


Languages
These are the Current Modern Day Languages in the campaign:
D&D Campaign
Common English

Dwarvish Duw (Pronounced Deyoo)
Hill Duw-Thalden
Mtn Duw-Mordin
Deep Duw-Derro
Grey Duw-Gar

Elvish Maldanii
Grey Tahg-Maldanii
High Fana-Maldanii
Wood Grugagh-Maldanii
Dark Dro-Maldanii

Halfling Haelfin

Gnome Neblin
Rock Tor-Neblin
Forest Vif Neblin
Deep Svirf-Neblin

Goblin Gazahk
Hobgoblin Har-gazahk
Bugbear Bu-gazahk
Norker Nor-Gazahk
Kobold Ko-gazahk

Orcish Morgo
Morog Orog
Mogrillok Ogrillion

Ogre Orgalt
Minotaurs Min-Orgalt
Centaurs San-Orgalt

Liard Folk Ssis’lek
Bullywogs Bu’ lek

Gnoll Nollock
Flind Flannock


(Keep in Mind These Are separate Dialects, You will need to make the
appropriate language Check to follow along.)

Social Status:
Different Cultures within the realm had differing views on what is
most important, while some would value artisans and Intelligence, some
cultures favor a more Militaristic view on what is important. Here are
the Standings of things in terms of their social class.
Social Status: Shadow’s Gate Elves Dwarves Goblinoids
Upper Council Families Nobility Nobility Warriors
Upper Middle Guild Families Wardens Artisans Crafters
Lower Middle Peasants/Freemen Free-Elves Free-Dwarf Peasants
Lower Slaves/Serfs Peasants Clanless Slaves

Social Status Aeval Flind Abun-Sudh Northmen
Upper Priests Warriors Mages Warriors
Upper-Middle Nobility Priests Clergy Artisans/Shamans
Lower-Middle Peasant Crafters Servants Clansmen (Barbarians)
Lower Serf Slaves Slaves Outcasts


Campaign Dating System:
The Dating System used in the campaign is loosely based on Three 28
day Lunar Months Per Season with a 7 day period Each Season (Marked in
Red) for the Solstices/Equinoxes for a Total of 91 Days for Each
Season.

The Seasons are (Strangely Enough) Spring, Summer, Autumn, Winter with
the new year starting at the First Day of Spring and ending on the
last day of Winter.

So the Dates are written as so Spring 25 4097. Some do try to shorten
it by writing: 1 25 4097.

Seasonal Calendar
1 2 3 4 5 6 7
8 9 10 11 12 13 14
15 16 17 18 19 20 21
22 23 24 25 26 27 28
29 30 31 32 33 34 35
36 37 38 39 40 41 42
43 44 45 46 47 48 49
50 51 52 53 54 55 56
57 58 59 60 61 62 63
64 65 66 67 68 69 70
71 72 73 74 75 76 77
78 79 80 81 82 83 84
85 86 87 88 89 90 91

Dumok the DM

unread,
Nov 27, 2010, 5:50:04 PM11/27/10
to Avellos OldSchoolADnD Campaign
I am posting a page for the campaign notes
And these will be updated ass time goes on.
https://docs.google.com/document/pub?id=17TeynwAP5I7sGqFIeauARfCqnQicwR0ige8up4yrzdA
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