Updated Shadow's Deep Campaign Notes

1 view
Skip to first unread message

Dumok the DM

unread,
Dec 17, 2010, 12:06:28 AM12/17/10
to Avellos OldSchoolADnD Campaign
I updated some details about the campaign including some details about
different Human "Sub-Races".
I also wrote a list of the NPC Leaders of Shadow's Gate. (I'll post
a separate Page of that as well.)

https://docs.google.com/document/pub?id=17TeynwAP5I7sGqFIeauARfCqnQicwR0ige8up4yrzdA
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: Keep in mind that Dwarves are
pretty Rare in my world, they mostly keep to themselves and will not
do well in an extremely mixed party, Especially if Goblinoids and
Orcs are involved.

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: Humans are broken down into Six Main Cultures in the current
campaign scope; (Ie these are the Human tribes the PC’s would know
about)
North Lander: You typical White Anglo-Saxon generic fantasy
character. They have Nordic features and come in two main flavors
“Civilized” and “Barbaric’. Like the Orcs and Goblinoids, they have
a long standing Martial tradition thus may start with +1 to-hit with
two weapons of the players choice, or with +2 to hit on ONE weapon of
the player’s choice.
They tend to Worship the Norse Gods, or the Finish Pantheon
or both.

Xicano: a typical Aztec native with hints of Mexican thrown
in. they are long time allies of the Elves who taught them how to
locate secret doors as an elf would. They tend to worship the gods of
the Aztecs.

Morden: Similar to the Northlanders but a lot paler, and
tend to resemble the welsh and british Life on their island has given
them a better sense of balance than most giving them +1 to their
balance score.

Konstantians: Swarthy, Robust and Quick of Mind, the
Konstantians are similar to the ancient Greeks and Romans. Being quick
learners, they get a bonus to their experience.

Khemeti: Dark skinned and tough, the Khemeti are similar to
our ancient Egyptians, the harsh conditions of their land have given
them a +1 bonus to their hit points each level.

Huo-Ren: Living further north than the Northlanders, the
Huo Ren (People of Fire) are similar to our Chinese civilization.
Having survived years battling the Fire-Newts, they have a +2 bonus to
their Armor Class if un-armored, +1 if they wear armor worse than AC
8. This has no effect if the armor they wear is better than AC 8


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: Are determined with the following formula
Level +Loyalty Bonus (Cha) + the following
Social Rank Bonus
Upper Class +2
Upper Middle +1
Lower Middle +0
Lower Class -1

Lawful +1
Good +1
Evil -1
Chaotic -1

+1 for Leadership ability
+1 For Supervisor ability
+1 for Followers.

Result 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 Ldr. 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, with the following formula with
Spell Points:
Priests Wis * Priest Level / 4 if Wis is 8 or less
/3 is Wis = 9-12
/2 if Wis = 13+
Cost is equal to the Spell’s level.

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:
Aztec
Baatezu Pantheon (1rst edition Named Devils)
Celtic Pantheon (Druids and Druidic Characters-Deities and Demi-Gods
description, Legends and Lore Abilities for priests.)
Chinese
Finnish Pantheon (Deities and Demigods)
Greek
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
Gothi Initiate
Priest(ess)
07-08 04 Gothi-
Fuhrer Ollave Curate
09-10 05 Hof-
Gothi Druid Prefect
11-13 06*
Allsherjargoði Arch-Druid Patri/Matriarch
14-20 07** High-
Gothi 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 Bard Spell Level
Title Trim Color on a Black Robe

01-02 02-03 01
Apprentice Yellow
03-04 04-06
02 Initiate Grey
05-06 07-09
03 Senior Green
07-08 10-12
04 Graduate Blue
09-11 13-15
05 Journeyman Brown
12-13 16-20
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

Human
North-Lander English (With a slightly German Flavor)
Xicano Spanglish
Morden English (British or welsh Accent)
Konstantian English (With an italian or greek accent)
Khemetic English (Arabic accent)
Huo-Ren (Fire-people) Xiāofáng shàng de jiǎnghuà (The Speech of Fire)
(Chinese)

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: Northmen *(Civilized)
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 Khemet Northmen
(Barbaric)
Upper Priests
Warriors Mages Warriors
Upper-Middle Nobility
Priests Clergy Artisans/
Shamans
Lower-Middle Peasant Crafters
Servants Clansmen (Barbarians)
Lower Serf
Slaves Slaves Outcasts

*This Includes the Konstantians
# The Xicanos Follow a similar scheme
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


Shadow’s Gate: Facts and Figures
Ruler: Mayor Cedric Shadheim
Government: Mayoral “Republic”
Population: 600
Alignment: Neutral

Race:
Base Human: 180
North-Lander: 75 (Anglo-Saxon)
Xicanos: 45 (Mexican/Aztec)
Morden: 30 (Welsh)
Konstantian: 15 (Greco-Roman)
Khemeti: 15 (Egyptian/North African)
Huo-Ren: 7 (Chinese/Asian)
Half-Elves: 30
Half-Orcs: 30
Half-Ogres: 30
Mongrel Men: 30
Kobolds: 30
Goblins: 60
Hobgoblins: 30
High Elves: 60
Grey Elves: 30
Wood Elves: 18
Dark Elves: 12
Others: This includes the following with no real ability to break it
down:
Halflings, Gnomes, Dwarves, Satyrs, Ogres, Centaurs, Minotaurs and
Swanmays. They are considered transient populations: 60

Break Down by Occupation:
(This will include Major NPC’s)
Military:
Troop leaders: 3
Arunga the Vigilant (Hobgoblin Female) Infantry 10 Squads
Rhett Twyfel-Bane (Human Male) Calvary 6 squads, Infantry 4
squads
Merryn Ferridell (Grey Elf Male) Tactical Officer (4
squads) Infantry 6 (Squads)

Infantry
Squad-Leaders: 20
Soldiers: 100
Calvary:
Squad-Leaders: 6
Soldiers: 30
Tactical:
Squad-Leaders: 4
Soldiers: 20

Civilian:
Masters: 4
Erdain Jarlsen (Human Male)-Merchant guild
Rogloth the Patient (Hobgoblin Male) Bureaucrats
Gulrith (Goblin Female) Laborers
Reliana White-Moon (High-Elf Female) Artisans

Merchants:
Skilled: 4
Apprentices: 20
Bureaucrats:
Skilled: 12
Apprentices: 60
Laborers:
Skilled: 16
Apprentices: 80
Artisans:
Skilled: 8
Apprentice: 40

Academics:
Seniors: 1
Allyllon Caerdarrig of the Green (High-Elf Male)

Mages:
Initiates: 5
Apprentices: 25
Specialist Mages:
Initiates: 3
Apprentices: 15
Bards:
Initiates: 2
Apprentices: 10

Religious
Priest: 1 (Level 5-6)
Lady Ambrose of shadow’s Deep (Illmatar)

Clerics:
Adepts (L 3-4): 3
Deiter Remendall(Church of the Aseir)
Worog the Cunning (Church of the Earth:
Maglubiyet, Kurtulmak)
Ambrose Of Shadow’s Deep (Church of
Ukko)
Acolytes (Level 1-2): 15
Druids:
Ovates (Levels 3-4): 2
Kielli Ni Donnall (Dianchect)
Seamus Og Hanrahan (Oghma)
Aspirants (Levels 1-2): 10
Paladins:
Squad-Leaders: 3
Franz Jorgesen (Tyr)
Kurt Remendall (Heimdall)
Greta Turgelsdotter (Ukko)
Soldiers: 15
Rangers:
Squad-Leaders: 2
Tralaine Rainstorm (Half Elf Male)
Evlandir Mordanellotha (Grey Elf Female)
Soldiers: 10

Criminals:
Senior: 1
Red Reginald (Human Male)
Thieves:
Initiates: 5
Kithlian Cat-Step (Wood Elf Female)
Bleargh (Goblin Male)
Normog the Ravager (Hobgoblin Male)
Mervin of the Quick Step (Human Male)
Apprentices: 25
Mercenaries:
Initiates: 3
Revlia Storm-Bow (High-Elf Female)
Black Alice (Dark-Elf Female)
Torg Malicesen (Human male)
Apprentices: 15
Spies:
Initiates: 2
Unknown
Unknown
Apprentices: 10

Scum:
Master: 1
Kelvirin Hortonsen (Mongrel-Man)
Beggars:
Skilled: 3
Club foot Sally (Human female)
Timar the Wretched (Mongrel Man)
Blane Long-fellow (Half elf Male)
Apprentices: 15
Prostitutes:
Skilled: 2
Morgana Ni Gora (Human female)
Lady Namara (Grey Elf Female)
Apprentices: 10
Vagrants:
Skilled: 3
Wither (Human Male)
Skunk mane (Goblin)
Apprentices: 15
Wanderers:
Skilled: 2
Orvin the Singer (Half elf Male)
Prynn the Quilted (Human Male)
Apprentices: 10


Reply all
Reply to author
Forward
0 new messages