World of Greyhawk Campaign  

Guidelines

Character Creation

Character stats should be determined as follows. Roll 4d6 and drop the lowest die. Once you have six scores, you get the choice of either adding 1 to any single score, or re-roll a single score. Arrange the resulting six scores as you desire.

New characters will be brought in at the midway point of the level right below the party average. Use the NPC gear value table in the DMG to determine the approximate value of the character’s starting equipment and money.

All new characters must have Corellon Larethian as their patron deity. However, they can be of any DM approved race. Religion is based more upon following the beliefs and teachings of a deity as opposed to the race of the majority of its worshippers.

All players get to choose one item their character owns that is special to them in some way. All such items are considered masterwork in quality. Why the item is special can be specified by the player, or left up to the DMs discretion at the player’s choice.

A detailed background is required before the character can be introduced into the game. The more detail the better. All backgrounds, including the character’s special item, will come up in the storyline of the campaign at some point.

All characters require DM approval before being used in the game. This includes any items, etc. you may equip your character with. Additionally, as characters develop throughout the course of the game, any major changes (new classes, including prestige classes, etc.) must be DM approved as well.

House Rules

Paladins do not have to be good in alignment, although they do have to lawful. Therefore, lawful good, lawful neutral, and lawful evil are all acceptable alignments for paladins. Additionally, paladins do not necessarily have to follow the generic code of conduct outlined in the PHB. However, they must have some code by which they strictly adhere to. If this code is going to vary greatly from that described in the PHB, the player must outline their version of the paladin's code before they begin using the character in the campaign.

Magic items with command word activation can be activated as a free action as opposed to a standard action it normally takes for a use activated item. However, should the command word activation require anything more than just having the character speaking the command, it is considered an use activated item, and does require a standard action to activate.

A roll of a natural 1 does not constitute a fumble, or critical failure, except when rolled for saving throws, in which case a natural 1 is always a failure. Conversely, a roll of a natural 20 constitutes an automatic success regardless of context. For example, a natural 20 on an attack roll automatically hits regardless of the opponent's AC, while a natural 20 on a skill check, ability check, or saving throw is also an automatic success.

Animal companions for druids and rangers are treated as familiars in terms of abilities gained by their owner. Thus the animals are treated as magical beasts, they share a telepathic link with their owner, and grant abilities based upon their owner's level just as a familiar does. Should their owner dismiss them, they revert to a normal animal and lose all gained abilities from that point on. Death of an animal companion results in a loss of XP and abilities just like that of a familiar, including the druid or ranger not being able to obtain another animal companion for a year and a day.

Wizards attempting to learn new spells can use down-time each night toward those needed to achieve this. Each night a wizard gets 4 hours of downtime to apply towards those used to learn the new spell if they are an elf. All other races only get 2 hours a night to use in this way. This may vary depending upon the circumstances, but in general a wizard should be able to dedicate that much time to learning a new spell each night in camp. This time cannot be used for creating magic items, scribing scrolls, scribing spells into a spellbook, etc. It can only be used to learn a new spell. Additionally, the following modifiers are used on the Spellcraft check to learn the spell. +2 for each additional wizard involved in the study of the new spell. +1 if any of those additional wizards actually know the spell the character is attempting to learn. +2 if any of those additional wizards happen to specialize in the school the spell is from. Therefore, if you are studying the sleep spell with one other wizard who knows the spell, but doesn't specialize in the enchantment school, you would receive a total of +3 on the Spellcraft check used to learn the spell.

Acceptable Source Materials

The following publications are used to provide material for this campaign (abbreviations used for each listed in parenthesis). Players can use any of these for resource material for their characters*.

Living Greyhawk Gazetteer (LGG) - Wizards of the Coast
The Player’s Handbook (PHB) - Wizards of the Coast
Monster Manual (MM) - Wizards of the Coast
Monster Manual II (MM2) - Wizards of the Coast
The Dungeon Masters’ Guide (DMG) - Wizards of the Coast
Tome and Blood (TaB) - Wizards of the Coast
Sword and Fist (SaF) - Wizards of the Coast
Song and Silence (SaS) - Wizards of the Coast
Master of the Wild (MotW) - Wizards of the Coast
Defenders of the Faith (DotF) - Wizards of the Coast
Monsters of Faerun (MoF) - Wizards of the Coast
Skreyn’s Register: The Bonds of Magic (SR) - Malhavoc Press / Sword & Sorcery
Creature Collection (CC) - Sword & Sorcery
Creature Collection II (CC2) - Sword & Sorcery
Deities and Demigods (DaD) - Wizards of the Coast
Book of Vile Darkness (BoVD) - Wizards of the Coast
Relics & Rituals (R&R) - Sword & Sorcery
Manual of the Planes (MotP) - Wizards of the Coast
Requiem for a God (RfaG) - Malhavoc Press / Sword & Sorcery
Book of Eldritch Might (BoEM) - Malhavoc Press / Sword & Sorcery
Book of Eldritch Might II: Songs & Souls of Power (BoEM2) - Malhavoc Press / Sword & Sorcery
Book of Eldritch Might III: The Nexus (BoEM3) - Malhavoc Press / Sword & Sorcery
Book of Hallowed Might (BoHM) - Malhavoc Press / Sword & Sorcery
Fiend Folio (FF) - Wizards of the Coast
Bestiary of Loerem (BoL) - Sovereign Press
Arms & Equipment Guide (AEG) - Wizards of the Coast

*: This includes, but is not limited to, classes, prestige classes, spells, skills, feats, equipment, monsters, & magic items (DM approval required).

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Main - Back to main page/menu.

Classes - Standard and prestige classes allowed in the campaign.

Spell Lists - Spell lists for almost every class.

Skills - Find out which skills are available.

Feats - Complete list of feats.


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