Dark Ages

Game Master Stormchaser

-THIS CAMPAIGN HAS BEEN CONVERTED TO DND 5E AND PORTED TO ROLL20-

The year is 598 AD - the final years of the 6th Century and the start of the Augustinian Mission. These are the post-Roman British Isles. A melting pot of cultures and religions. An ever changing land of danger and opportunity.


The year is 598 AD - the final years of the 6th Century and the start of the Augustinian Mission. These are the post-Roman British Isles. A melting pot of cultures and religions. An ever changing land of danger and opportunity.

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This is a homebrew campaign based on a tweaked combination of Pathfinder and Epic 6 rules.

== House Rules ==

Character Generation and Levelling:

PCs are to be built using the elite array: 15, 14, 13, 12, 10, 8.

Average hit die and starting gold values are to be used.

The use of non-human races is possible, but limited by the setting and should be discussed with the GM.

PCs receive two traits and a story feat upon creation. A bonus feat will be awarded by the GM based on character concept.

Traditional levelling extends up to and not beyond Level 5.

After level 5 and on occasion between levels, feats will be awarded to mark smaller incremental stages of development. New feats may be discussed with the GM in order to obtain otherwise unattainable higher level class features.

Alternative Rules Systems:

Automatic Bonus Progression
Background Skills
Wounds and Vigour (Critical hits deal critical damage to vigour normally and deal an additional amount of damage equal to the crit multiplier directly to wounds.)

Cost of Living
An adventurer's primary source of income is treasure, and his primary purchases are tools and items he needs to continue adventuring—spell components, weapons, magic items, potions, and the like. Yet what about things like food? Rent? Taxes? Bribes? Idle purchases?

You can certainly handle these minor expenditures in detail during play, but tracking every time a PC pays for a room, buys water, or pays a gate tax can swiftly become obnoxious and tiresome. If you're not really into tracking these minor costs of living, you can choose to simply ignore these small payments. A more realistic and easier-to-use method is to have PCs pay a recurring cost of living tax. At the start of every game month, a PC must pay an amount of gold equal to the lifestyle bracket he wishes to live in—if he can't afford his desired bracket, he drops down to the first one he can afford.

Destitute (0 gp/month): The PC is homeless and lives in the wilderness or on the streets. A destitute character must track every purchase, and may need to resort to Survival checks or theft to feed himself.

Poor (3 gp/month): The PC lives in common rooms of taverns, with his parents, or in some other communal situation—this is the lifestyle of most untrained laborers and commoners. He need not track purchases of meals or taxes that cost 1 sp or less.

Average (10 gp/month): The PC lives in his own apartment, small house, or similar location—this is the lifestyle of most trained or skilled experts or warriors. He can secure any nonmagical item worth 1 gp or less from his home in 1d10 minutes, and need not track purchases of common meals or taxes that cost 1 gp or less.

Wealthy (100 gp/month): The PC has a sizable home or a nice suite of rooms in a fine inn. He can secure any nonmagical item worth 5 gp or less from his belongings in his home in 1d10 minutes, and need only track purchases of meals or taxes in excess of 10 gp.

Extravagant (1,000 gp/month): The PC lives in a mansion, castle, or other extravagant home—he might even own the building in question. This is the lifestyle of most aristocrats. He can secure any nonmagical item worth 25 gp or less from his belongings in his home in 1d10 minutes. He need only track purchases of meals or taxes in excess of 100 gp.

Pets
Whenever the group moves to a new phase in the adventure, somebody has to ask "What is [pet] doing?" Failure to do this means that the pet wanders off and upon realising, a d20 must be rolled to determine what random event has happened.

1 - The worst thing possible at that moment
2 - Eat something nearby (could be just found, stolen or even poisonous)
3 - Run off ahead (if any traps are ahead then roll to avoid)
4 - Looking for affection (PC or NPC)
5 - Barks loudly (nearby creatures are alerted)
6 - Finds somewhere to urinate
7 - Bites someone (can roll random target but I only made him bite someone nearby who he didn't like)
8 - Fetch an item with no value
9 - Perform a trick (works as a performance check and can distract)
10 - Runs around the area knocking things over (has to be grabbed by someone)
11 - Buries something (can be an unsecured inventory item or an item found/stolen nearby)
12 - Fetch something of low value
13 - Run away from everyone (avoids creatures if he can)
14 - Lick a stranger (works as a persuade check to win someone over)
15 - Find the nearest source of a drink (does not need to be water)
16 - Find some treasure (could lead to a guarded treasure)
17 - Hasn't gone anywhere, he is being well behaved
18 - Growls at somebody (works as an intimidate check)
19 - Finds a plot hook (or successfully persuades/intimidates an NPC to get next hook)
20 - Best possible event at that moment

Hit Location Table for Wounds
3 = Eyes
4 = Head
5-6 = Hand
7-8 = Arm
9-12 = Torso
13-14 = Leg
15-16 = Foot
17 = Neck
18 = Vital Organ in Torso

Skill, Feat, Class and Spell Adjustments:

Intimidate DC Modifiers
Target is helpless or completely at your mercy: -5 DC
Target is clearly outnumbered or disadvantaged: flat DC
Target is evenly matched with you: +5 DC
You are clearly outnumbered or disadvantaged: +10 DC
You are helpless or completely at the target's mercy: +15 DC

Feats
Weapon Finesse is free to all characters.
All characters must take Intimidating Prowess for free.
Unchained rogues receive their first finesse weapon at level 1.
Combat Expertise as a prerequisite for most manoeuvre feats is waived.

New Feats
Gain your level in ranks in one skill. With each future level gained, you gain an additional rank in this skill.

Spells
Summon Nature's Ally has a duration of 1 Round + 1 Round/Level, but the summon arrives besides the caster.

Languages:

The default pathfinder language "common" does not exist in our historical setting. Players are proficient in one language group, plus a number of additional language groups equal to their intelligence modifier. They are fluent in one language within this group, but can understand and make themselves understood in the others.

Brittonic Languages use Welsh
Welsh
Cumbric
Cornish
Breton
Pictish

Anglo-Saxon Languages use English
Kentish
Mercian
Northumbrian
West Saxon

Goidelic Languages
Irish
Scottish Gaelic
Manx

Germanic Languages
Norse use Norwegian
Frankish
Gothic
Vandalic
Burgundian

Latin Languages
Vulgar Latin
High Latin

Gods:

Andraste/Victoria
Celtic/Hellenic Goddess
Sacred Weapon: Spear
Domains: Glory, Protection, Strength, War

Freya/Venus/Aphrodite
Norse/Hellenic Goddess
Sacred Weapon: Javelin
Domains: Charm, Community, Death, War

Misc Rule Changes:

A ranged attack into melee that would have hit without the -4 penalty, hits another combatant.

Spears may be wielded one handed on horseback.