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Do
this four times to generate four sets of stats or four characters.
2. Swaps: For each set of abilities thus rolled, you may swap a single pair of stats, ie. STR and
CHA.
3. Class: choose one of these sets of scores to develop into your first character. NOTE: record
the remaining sets as they will be your pool of replacement characters! The following classes and
archetypes are available in this limited campaign:
4. Race: choose one of the following races and adjust stats accordingly:
5. Skills, Backgrounds and Starting Gold: Generate these as normal/purchase starting equipment
out of rolled gold.
6. Bonds, Ideals, Flaws, and Trinkets: Ignore this pussy shit.
7. Hit Points: At first level you may choose to take the average result if you roll less than average.
You must roll hit points at all other levels, Suckas!
8. Death and Dying: When making a death save, roll a single d20 modified by Con. If you fail you
are dead, game over.
9. Wandering Monsters and Long Rests: When you choose to take a long rest outside of a
safezone (town), you are subject to wandering monster checks. Wilderness: 1 in 6 chance.
Dungeon: 2 in 6 chance. These tables can generate tough encounters so watch out.
10. Turn Undead: Each time you attempt to turn undead, the wisdom save DC needed to avoid the
effect is reduced by 1. This effect is cumulative and resets after a long rest.
11. XP for Gold: Gold may be exchanged for experience points at a 1-1 ratio, in town only.
Experience awarded for encountering monsters (but not necessarily defeating them) is 10% the
normal amount.
12. Active Perception Checks: When in the presence of a hidden trap or concealed object, the DM
may call for an active perception check rather than applying the passive bonus.
*Addendum: This campaign will make use of the Wizard and Cleric Spells from the Elemental Evil
Players Companion, as well as the rules for Feats from the PHB.
DM CHAS