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Rules, Playstyle and Philsophy

1454764989

Edited 1470599176
Stephen D
Elite
Marketplace Creator
The Maladon Campaign is based off of games like 'West Marches by Ben Robbins (and popularized by ItmeJP on Twitch). I am on +0 GMT/UTC and games will usually be at evenings or weekends, but there is no set game time. Games will typically last 3-5 hours. Only on weekends can longer sessions be contemplated. West Marches games are Open Game Tables; which means that there is a big player pool. Players form groups to adventure on the forum, post where they want to explore, and beg the GM to run a session. Sessions will take place as often as possible and not necessarily at set times. Note however I have a  busy real life and so there will be limits. Get your group together and propose an expedition. Exploration is a valid goal in the absence of any other. Conceits of the Game Groups must start and end the session in some 'safe environment'. Initially there is only one; The City of Haven, because you have not found any others. Players can establish safe bases of operation to push further into the wilderness, but this must be done 'in game' and resources either provided or begged from your faction; typically as a  'downtime action' (see later|). Tents and caves are not valid safe zones; the safe zone must be fortified or well hidden and constantly manned. Groups are not static; I hope members will mix freely; this is the reason for the 'back to home base rule' to avoid situations where players want to play but have characters 'stuck in an adventure somewhere' and we can't get the original group back together to 'finish' the adventure. Hence any groups who do not return to base by session end will be automatically returned there by a rescue party from their faction and will lose renown in the process. This will be an unusual Roll20 game because I am running the same exact campaign face to face and some players (in Birmingham UK) will be both on and off-line participants. I am hoping that groups will become rivals and your actions in game will affect the other party. If I post a mission and the online group completes it, the offline group may not know and might set out only to discover that the reward has already been collected. Zones of Danger Maladon is a persistent environment that uses the idea of 'zones of danger' that often correspond to the prevailing magical aura (see setting info). Maladon does NOT scale for your character. If you walk into an area with an aura of 9, don't be surprised to meet Dragons and other terrible creatures, who will kill you if you act against their interests. Before you wander into a dangerous area, you will be given various warnings through the DM's descriptions (tracks, spoor, rumors) but if you ignore these warning signs, YOU WILL DIE! This is a game that will be run with NO fudging. The 'dice shall fall where they may' and clever players will survive whilst poor, reckless players will die. Players are advised to plan ahead and act cautiously until they are sure of their ground. Prepare lines good lines of retreat and be ready to run if over-matched. Any mage or magic user can sense the power of an aura with a DC15 Arcana check and an action. Elves, Dragonborn and Tieflings also have an in-built ability to sense auras; but for them it's a straight DC12 wisdom check. The stronger the aura, the easier it is to sense. Another way to sense the power of an aura is with a laen glass; this is a crystal flask that is nearly unbreakable and filled with a strange fluid. The fluid glows when you enter a magical aura and the colour also tells someone experienced the nature of the aura (since some auras are divine etc). The laen glasses on Maladon are almost all Sithi artifacts found during the Great War. If you have enough renown you can beg one from your faction or you can buy one for 50 gp. Exploration is a big part of the game; as are politics and religions. More XP will be allocated for roleplaying, exploration and cleverness than for killing monsters. Monsters that are bargained, intimidated or tricked will grant the same experience as those that are killed. How the Game is Run behind the Curtain Maladon is not 'balanced' like normal D&D. The encounters are set at a certain CR that has nothing to do with the level of the party exploring an area. I set the CR when I first post the mission on the job board without knowing who will go on the mission nor when they will go. One of the 'behind the scenes' rules for Maladon is that I never make an encounter easier just because a bunch of 1st levellers take it on. That is the essence of West Marches. The encounter difficultly is set in stone and though I don't do much advance prep before someone decides to go on an adventure, I have a shorthand to tell me about difficulty that I don't just alter on a whim. Let me show you an example 'stat block' for a mission for Maladon: --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Lord Rufus of the Black Lions hearby offers a reward of 100 gp for any willing to go to Gatesgarth and investigate rumours of Lord Gategarth’s disppearance (job dated 1st Havis 984) The tomb of an ancient Vampire is sited under Gatesgarth Tower. The Vampire's body is ash but the spirit lingers. On the festival of Sorth 983, the Lord of Gatesgarth sleep-walks and opens the hidden crypt under the infuence of a siren spell cast by the Vampire spirit. Life energy is drawn from him. Each full moon the spirit summons him and draws off more life force. The Vampire starts off very weak but by the 1st of Havis 984, the spirit possesses Lord Gatesgarth and he becomes a Vampire spawn and vanishes. PCs invesigating may find the tomb; any spawn will be present in the tomb in the daytime. At night they will be prowling Gatesgarth. Start Date: (1st Havis 984) Starting Difficulty: CR 2 (1 modified Vampire Spawn: see notes). Progression: Each month after the start date (1st Havis 984) roll 1d6: on a 1-3 the CR of the Lord increases by 1; on a 4 the number of CR 1 spawn increases by 1d4, on a 4 the CR of one spawn increases by 1, on a 6 there is no change. Progression Cap: Vampire Lord progression cap is CR 13; Spawn progression cap is CR 5. Maximum number of spawn is equal to 3d6. The spawn cannot grow to higher level than the Lord-1. Encounter Tables: Modify encounter tables in Bonewood/Gatesgarth; add 5% chance of Vampire encounter per month this threat is left unchecked to a maximum of 20%. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- The whole of Maladon is set up like this. Why have I done it this way? Because I want the game to be 'impartial! I don't want to decide as a DM that 'tonight it's time to kill some characters'. If I don't do this kind of prep before the mission is discussed, then there's a chance that knowledge of who is going on the mission will start to sway me into being lenient or harsh. This method takes the 'burden' of running the world out of my hands and the thing basically runs itself. It is a powerful GMIng technique that I developed years ago and have been refining ever since. I have simplified the example above to make a point, but you hopefully get the idea. For further discussion on this 'behind the curtain' type of mechanics see here. House Rules: The following Rules are changed from standard 5th edition D&D: 1) Flanking now grants a +2 bonus to both combatants without spending an action. You need to be opposite your flanking partner for the bonus to apply. The aid bonus stacks with this flanking bonus. 2) Half XP for killing or interacting with monsters. 3) Extra XP for roleplaying, exploration, completing missions  and forming alliances. 4) Social interaction is handled as follows; all NPCs/monsters have a starting disposition that is a function of your (players') race/class and standing in the area or organization that the NPC or monster is a part of, and there is also a component that is determined by your Charisma. How they treat you is also based upon your past actions in the form of Fellowship and Renown . Fellowship is awarded to players and can be 'spent' to gain favours from individuals. Renown works the same way for organizations or factions. The way that actions affect NPCs/monster is complex; e.g. if you are too nice to an NPC orc, it will lower his respect for you, since orcs respect strength and posturing. 5) Most PCs do not spend all of their time adventuring because of the needs of the colony. Time passes quickly in Maladon; based on the Campaign Calendar here . Game time is tracked constantly and death from old age is a possibility before the campaign ends. 6) An important interaction is with the factions ; the most obvious are the Ten Companies, though you cannot formally join as a 'Freeman' of any of the Companies until your Renown is at least 5 with that faction. Before that you are just an associate. Whilst an associate you are  not barred from working for or rising in standing with other Companies; but once you join one Company as a Freeman you are tied to them and your Renown with the other Companies is frozen at its current level. The point of joining factions is that certain benefits are only available to Freeman. Other factions do exist but must be unlocked through exploring Haven and elsewhere, In order to gain access to certain goods, services and equipment, you need to rise in standing with your faction. Your standing is measured by your Renown for that faction. Renown rises when you complete tasks, donate money or interact with Company Sargeants and The Captain. It also rises if you find resources for your Company, such a mines, minerals, plants, dungeons and locations that can be fortified or settled safely,  It drops when you fail to return to Haven at the end of each session (since the Company sends out someone to find you and bring you back to Haven, and this wastes resources). Renown is also lost by failing missions or bringing your Company trouble or making them enemies. If you complete a mission that is in the interests of one Company but discomforts another you can both gain Renown for one faction and lose it for another. 7) The game uses the concept of virtual rolls as championed by Ben Robbins. The concept is simple and is designed to stop the following happening; the players come up with a brilliant speech to convince a monster to leave an area. The speech is wonderfully crafted and convincing. The DM asks for a diplomacy check and a 1 comes up........and so the whole thing fails and falls flat. This not only penalizes creative play, it also turns the game into mindless dice rolling. The virtual roll system works as follows; the player tells the DM what they will do in detail. If it's a speech, they speak in character, if setting camp, the player describes setting the fire deeply into the ground with an air tunnel at a 45 degree angle so that the the chimney effect makes the fire smokeless and virtually impossible to see. The DM then assigns a number to activity the player just described, from 1-20, based on how good the description or roleplaying was. That number becomes the virtual d20 roll the player applies to their check. Players then add ability mods, proficiency bonus etc to this and the DM compares the total to the DC to determine success. The differences is, no roll is ever made. This mechanic is primarily for social situations but can be used anywhere except in combat (though I will even allow combat exceptions for clever play). If a player actively role-plays in a social situation they will be awarded a minimum of 10 on the check. Active roleplaying is speaking in character. 8) This game will use active role-playing as it's preferred mode. As DM I will not say 'the NPC says......' I will use a voice and actually say what is said to you in character. I expect and encourage players to do the same. 9) At the end of every session, PCs are automatically returned to the safe zone in Haven (unless they have been captured) if they have not returned by themselves. This return mechanism is in the form of a 'rescue' by the Rising Sun patrols and causes a loss of renown to every party member that affects prices, access to services and advancement within their Company. 10) At the end of every session, one player must write a brief expedition log and post it in the campaign forum. This log should note important places or locations discovered. PCs earn NO XP and receive no payment for missions until this is done. 11) At 4th, 8th and 12th levels, the only option is to train attributes. Feats cannnot be gained from levelling up in Maladon; instead they are purchased by a homebrew 'XP spend' mechanism detailed below. Learning a Feat requires 1 Maladonian month of training and you must find someone who knows the feat to train you (see here for a list of trainers). You must also expend XP equal to 0.5 x (minimum XP for next level - minimum XP for current level). This XP is 'lost' and does not contribute to gaining levels. You cannot spend XP such that you would lose a level. You can adventure in the middle of training but days on adventure are lost and do not count towards the month of training. See here for a list of new feats (note that only one's marked 'active' are currently allowed).
1454778172

Edited 1472831723
Stephen D
Elite
Marketplace Creator
The Ten Companies The reconquest of Haven and Maladon ordered by Emperor Octavin is founded on the formation of the Ten Companies; each ruled by a Noble Lord of the Empire, at least in theory. The Emperor hereby requires the formation of Ten good and worshipful Companies; and said Companies are given leave to enter the former Fortress of Haven and to make it their own. They are further required to fortify and make good said City, such that the Isle of Maladon, that is a rightful protectorate of his Majesty by right of Conquest, shall hence-forth be occupied by his subjects and not by those foul enemies of the Empire known as the Sithi. The Captains of the Ten Companies shall survey the Isle of Maladon to learn of it's fullest extents and shall map it's surface in order that his Majesty shall know the extent of his domains. They shall also gather any such treasures as they find in his Majesty's dominion and shall cede one half of them to the Imperial Treasury; the other half portion shall be disposed of as each Captain sees fit. The Ten Companies are: The Iron Fist Brigade The Iron Fist brigade recruits only Knights and Nobles and does not open up to Full Membership unless one has noble blood, is human, and can maintain an expensive lifestyle. Failure to main the required lifestyle results in immediate expulsion.The Iron Fists do accept Associates who do not fulfil these requirements.  Yet this Company are not a bunch of drunken nobles like the Brotherhood of the Rose; they go in for serious fighting. Full Membership of the Iron Fists grants instant and unlimited access to the upper city and the citadel. The Iron Fists currently hold primacy in the City of Haven and seem to be the force keeping the fragile alliances that the City requires alive. They are the most politically active of all the Ten Companies. The Fists force associates to join as full members at a renown of 8; it is not possible to gain more renown as an associate.The Iron Fists are based in the White Tower and their leader is the current Seneschal of Haven; Garek Lindon. Associate Membership of the Iron Fists Associates must have noble blood of any race (or pretend to have it via forged letters of patent, appropriate dress and fawning servants) OR have the Knightly background (including Paladins; or pretend to have) OR must agree to pay a yearly stipend of 500 gp (first year payable up front). Most members are martial classes. Associate Benefits are all based upon Renown: (3; title Associate) Access to the Upper City whilst accompanied by a Full Member or a single pass to enter and leave unaccompanied (4; title Associate) Loan of a Riding Horse or Warhorse (5; title Squire) Loans of up to 500 gp at 50% interest per year (6; title Squire) Access to buy Masterwork Grade Weapons and Armour (7; title Squire) Access to Accommodation for rent in the Upper City (8; title Knight) Loans of up to 650 gp at 30% interest per year --------------------------------------------------------------------------------------------------------------------------- Full Membership Benefits (9; title Knight) Free Access to learn the Feat Great Weapon Master (takes 4 Maladonian months to learn). (10; title Knight-errant) Free Access to the Upper City; (13: title Knight-errant) Loans of up to 1000 gp at 20% interest per year (15; title Knight-Banneret) Audience with the Seneschal and access to special missions (17; title Knight-Banneret) Loans of up to 5000 gp at 10% interest (20; title Knight-Banneret) Access to Buy Property in the Upper City (30; title Knight-Marshal) Membership of the Privy Council of Haven (50; title Lord-Marshal) Leadership of the Iron Fists and Seneschal of Haven The Company of the Rising Sun The 'Suns are a mainly religious Company who hate the Sithi and have come back to Maladon ensure that the entire race is wiped out. Many are members of the Brotherhood of Light, a cult from Valmar that preaches racial purity of humans and worships the Valmari God Sol, who is a personification of their first King. They are fairly fanatical to the point that it's rumored that the Emperor granted them a charter to get them out of the Imperial City. They do however, offer healing to the sick without fear or favour and are the major source of healing magic in the city. They accept only humans as full members and their base is in the Temple of Light. Their leader is the charismatic and charming Tancred of Valmar, who welcomes any to the fold (except Elves) as Associates to 'fight the good fight'.They can be joined in Lower town by contacting the Templars in the Lodge of Light. Note that this Company have a bad reputation in Haven for double-dealing and playing political games. As a result, they are not trusted by most common folk. Associate Membership of the Rising Sun To qualify for membership, an associate must be of any martial class of any race but Elves.They must donate 1/10th of all treasure they earn to the Brotherhood of Light and must report all information learned about Sithi to the Templars immediately. Associates must have noble blood of any race except Elves OR have the Knightly background (including Paladins) OR be a Cleric of Sol. Most members are martial or divine classes. Full membership can be gained by achieving a Renown of 8 and applying to the Temple of Light; though postulants should be aware of the political game that must be played in order to be invited.The 'Suns force associates to join as full members at a renown of 8; it is not possible to gain more renown than 8 as an associate. Associate Benefits are all based upon Renown: (3; title Associate) Access to the Upper City whilst accompanied by a Full Member or a single pass to enter and leave unaccompanied (4; title Associate) Loan of a Riding Horse (5; title Postulant) Free access to holy water (6; title Postulant)) Access to buy Masterwork Grade Weapons and Armour (7; title Postulant)) Access healing potions at 30% of normal cost (8; title Templar) Loan of Warhorse --------------------------------------------------------------------------------------------------------------------------- Full Membership Benefits (9; title Templar) Free Access to the Upper City (10; title Templar) Free Accommodation in the Temple of Light (13: title Knight) Cure Disease or Remove Curse cast free of charge (14: title Knight) Free access to the Feat War Caster or Shield Master (takes 4 Maladonian months to learn) (15; title Knight) Audience with the Seneschal and access to special missions (17; title Knight-Templar) Command of the Lodge of Light in the lower City (20; title Knight-Templar) Access to Buy Property in the Upper City (25; title Knight-Marshal) Membership of the Privy Council of Haven (35; title Lord-Templar) Leadership of the Rising Sun The Brotherhood of the Rose This 'Company' is little more than a group of idle and foolish third and fourth sons and daughters of Noble Families from the Empire. it is a closed Company and few can join it from outside (although characters with the Noble background can apply at character generation ). Members are all human, extremely rude and haughty and go around Haven holding drunken parties and revels whilst sending home lurid tales of their fictitious 'adventures' back to the Empire. No one takes them seriously except vinters and bawdy-house owners. Occasionally they will go on a hunting trip; but take so many retainers that they travel as a virtual army. They can be useful as sources of coin; since many lend money at reasonable rates. Friendship with one of this Company grants access to the very best of what Haven has to offer; including passes into the Upper City and possibly even an audience with the Senechal of Haven Castle.Since they are all inveterate gamblers, it is not so hard to make their acquaintance and is it with some of the other nobles. There are no associate members of this company; only full members can enter and only at character generation. Membership of the Rose Benefits are all based upon Renown: (0; title Wastrel) Access to the Upper City whilst accompanied by a Full Member or a single pass to enter and leave unaccompanied (2; title Wastrel) Loan of a Riding Horse or Warhorse (5; title Wastrel) Loans of up to 500 gp at 50% interest per year (6; title Reveller) Access to the Linguist feat for free (4 Maladonian months to learn) (7; title Reveller) Access to Accommodation for rent in the Upper City (8; title Reveller) Loans of up to 650 gp at 30% interest per year (9; title Reveller) Free Access to learn the Feat Defensive Duelist (takes 4 Maladonian months to learn). (10; title Dilettante) Free Access to the Upper City; (13: title Dilettante) Loans of up to 1000 gp at 20% interest per year (15; title Dilettante) Audience with the Seneschal (17; title Master of Revels) Loans of up to 5000 gp at 10% interest (20; title Lord of Dice) Access to Buy Property in the Upper City (25; title Lord Bawdy) Membership of the Privy Council of Haven (30; title The Lord Arithmos) Leadership of the Rose The White Horse Brigade The White Horse Brigade are the strangest of the Companies. They are based in the White Horse Inn; on the very southern-most tip of Haven Isle, and all are scholars, mages and other members of Arcane and Magical sects. Since Magic is limited on Haven Isle, they also boast a secret tower where most of them carry out their experiments; but the location of 'White Horse Tower' is a closely guarded secret. The White Horse Brigade boast the only library in the lower town of Haven and protect it with their lives; though paid access is possible for 5 gp per day of study. The Horses accept only magic-users as members without restriction on race and class; specifically, members must be able to cast a first level spell to qualify for membership and they do not allow associate membership; as they have too many secrets to guard. Although they are effectively a Mages Guild, there are no really high level members; since powerful Wizards would be unlikely to fall foul of the Empire so easily. Their leader is Ablard Grainger; a wizard more concerned with his own arcane studies than the governance of his cabal. Indeed, the Horses have no member on the privy council though they are often called in to advise. Membership of the White Horses Benefits are all based upon Renown: (0; title Acolyte) Free food and Accommodation at the White Horse Inn (2; title Acolyte) Access to the Common Library of Lore at the White Horse Inn (includes all first levels spells in the PHB). (5; title Acolyte) Gain the spell Find Familiar as a Ritual for free (6; title Mage) Access to the Linguist feat for free (4 Maladonian months to learn) (7; title Mage) Access to free accommodation at the Tower of the White Horse (8; title Mage) Learn the feats Light Armour Training and 2 weapon profs for free ((takes 4 Maladonian months to learn) (9; title Magister) Free Access to learn the Feat Magical Initiate  (takes 4 Maladonian months to learn). (10; title Magister) Laboratory Access at the Tower of the White Horse (13: title Magister) Gain the Feat Ritual Caster as a Free Feat (takes 4 Maladonian months to learn) (15; title Magister) Access to the Restricted Library at the Tower of the White Horse (17; title High Lord) Access to the Oracle (20; title High Lord) Access to the Trove of Magic in the Tower of the White Horse (30; title High Magister) Leadership of the White Horses (40; title Chancellor) Membership of the Privy Council of Haven The Company of the Blue Sash (the 'Sashes') The Sashes are a rough but honest crew who seek to earn their pay fairly. They are a poor company and have few resources for helping members or building up new locations. Their only plentiful resource is labour; as they are one of the larger Companies. They have a reputation for toughness and getting the job done. They are meritocratic and nobles will get no favor and may even find that their birth means they are looked down upon. The Sashes invite anyone, no matter their race, sex or station to join their ranks who is willing to work and is not afraid of a fight but won't kill unless it's necessary. Their Captain is Lord Darvin of Pellinore but he leaves the day to day running of the Company to Bruno and Adolfo; his two rumbustious Sargent-at-arms. The Sashes' Chapter-house is sited in the Tipsy Mermaid Taverna. Sadly, the Sashes have little political power in Haven and are often overlooked by the Noble Companies. They currently have no voice on the privy council of Haven, despite the fact they are one of the most active of the Ten in actual exploration of Maladon. Because they meet people off of the boats and offer free food and lodging in exchange for labouring around Haven, repairing the streets and buildings, they are often the first 'port of call' for most newcomers to Haven. Many later move on. The Sashes require anyone with a Renown of 9 to join their ranks as a Full member. It is not possible to join the Sashes as a full member until asked and only full members can gain Renown higher than 9 with the Sashes. Associate Membership of the Blue Sashes Associates can be of any race or class though most members are martial classes. Associate Benefits are all based upon Renown: (0; title Associate) Access to the Tipsy Mermaid Taverna with full board and lodging. (3; title Associate) Loan of a Riding Horse (5; title Blade) Loan of a Laen Glass (for detecting magical auras) (6; title Blade) Loan of any standard medium armour or simple weapon (7; title Blade) Free training in any simple or martial weapon (takes 4 Maladonian months to learn 1 weapon) (8; title Corporal) Free Light armour training (takes 4 Maladonian months to learn) (9; title Corporal) Access to buy Masterwork Grade Weapons and Armour --------------------------------------------------------------------------------------------------------------------------- Full Membership Benefits: (10; title Sergeant) Loan of Warhorse (13: title Sergeant) Free training in medium armour (takes 4 Maladonian Months to learn; must have light armour prof) (15; title Lieutenant) Writ to form a permanent war-band and establish you own base of operations in Haven (16; title Lieutenant) Free Access to learn the feats Tavern Brawler or Tough or Martial Adept (takes 4 Maladonian months to learn) (17; title Lieutenant) Free Heavy Armour training (takes 4 Maladonian months to learn; must have medium armour prof) (20; title Lieutenant) Free Access to the Upper City. (25; title Castellan) Command of Castle Dorn (30; title Captain) Leadership of the Blue Sashes (40; title Captain) Seat on the Privy Council of Haven The Company of the Black Lion (the 'Lions') The Company of the Black Lion are rivals of the Blue Sashes and the Badgers; and they are also classed as a poor Company. The Lions are based out of the Black Lion Inn on the Street of Blades. Their Captain is Rufus Red-beard; a famous but exiled former general of the Imperial Army. The Lions gather recruits from any martial class and have no preference for race. They dislike subterfuge and so Rogues are not welcome, though many Rangers call the Lion home because of Lord Rufus' emphasis on proper scouting. The Lions rebuilt Gatesgarth and Lord Gatesgarth is one of their Lieutenants. Taxes from this village are an important source of revenue for the Lions and the recent troubles with Goblins have hit them hard. The Lions are politically active but currently have no seat on the privy council. The Lions require anyone with a Renown of 9 to join their ranks as a Full member. It is not possible to join the Lions as a full member until asked. It is not possible to gain a Renown greater than 9 as an associate. Associate Membership of the Lions Associates can be of any race, but only Rangers, Barbarians, Paladins, Clerics, and Fighters can apply for associate membership. Associate Benefits are all based upon Renown: (2; title Associate) Access to the Black Lion Inn  with full board and lodging. (3; title Associate) Loan of any standard medium armour or martial weapon (5; title Blade) Loan of a Laen Glass (for detecting magical auras) (6; title Blade) Loan of a Riding Horse or Fishing Boat (7; title Blade) Free training in any martial weapon (takes 4 Maladonian months to learn 1 weapon) (8; title Corporal) Free training in the Sailing Skill (takes 4 Maladonian months to learn) (9; title Corporal) Access to buy Masterwork Grade Weapons and Armour --------------------------------------------------------------------------------------------------------------------------- Full Membership Benefits: (10; title Sergeant) Free training in Heavy armour or shield proficiency (takes 4 Maladonian months to learn) (13: title Sergeant) Free training in the weapon smithing, stealth or armour smithing skills (takes 4 Maladonian months to learn) (15; title Lieutenant) Feat access to learn the Feat Heavy Armour Master or Sentinel or Observant  (Takes 4 Maladonian Months to learn). (17; title Lieutenant) Loan of the Black Lion; a war-cog with a full complement of sailors (20; title Lieutenant) Free Access to the Upper City. (25; title Castellan) Command of Gatesgarth and Title 'Lord Gatesgarth' (30; title Captain) Leadership of the Black Lions (40; title Captain) Seat on the Privy Council of Haven The Company of the Scarlet Blade The Scarlet Blades are now a 'former Company' and have been declared outlaws, though rumour suggests that they still run all the illegal rackets in the City from afar. They attract scum and criminals of all stripes and are lead by Lord Mardok who is said to have been a pirate for all that he has noble blood. The Blades enjoy ambushes and have been known to attack members of other Companies and hence were expelled by the Seneschal. They murder and kill wantonly and some say they force their members through horrific initiation rituals.. There is a bounty offered for capturing or killing a member of this Company by the Seneschal of Haven. One can only join the Blades by having a Fellowship of 15 with someone who is already a member; as their outlaw status means that they are very distrustful. And first you have to find them........ Membership of the Scarlett Blades is open to any race or class but members MUST be evil . Membership is not exclusive (indeed members are encouraged to keep their affiliation secret and join other Companies and report back). Benefits are all based upon Renown: (2; title Filtch) Access to a 'safe-house' in Haven with full board and lodging. (3; title Filtch) Loan of any standard medium armour or martial weapon (5; title Cutpurse) Loan of a Laen Glass (for detecting magical auras) (6; title Cutpurse) Access to a Fence for selling stolen goods (7; title Curpurse) Free training in any martial weapon (takes 4 Maladonian months to learn 1 weapon) (8; title Footpad) Free training in Poisoners' Kit (takes 4 Maladonian months to learn) (9; title Footpad) Access to buy Masterwork Grade Weapons and Armour (10; title Footpad) Free training in the Crossbow Expert feat (tales 4 Maladonian months to learn) (13: title Assassin) Free Access to the Upper City by Forgery or the Secret Tunnels (15; title Assassin) Free access to learn the Sentinel or Observant feats  (Takes 4 Maladonian Months to learn). (17; title Assassin) Free training in the Keen Mind feat  (takes 4 Maladonian months to learn) (20; title Night-blade) Gain the Mark of Murder; a sign of favor. Gain the Magical Initiate Feat for free (25; title Sword Lord) Command of The Fortress of the Burning Blade (30; title The Lord Raven) Leadership of the Scarlett Blades The Company of the Black and White Banner (the 'Badgers') The Badgers are one if the three so called 'poor Companies' that also include the Sashes and the Lions. They are one of the most active Companies in exploration of Maladon and are rumored to have established a number of holds in various locations across Maladon; including Hunters' Inn and the Fortress of the The Rock on an island to the south of Maladon. The Badgers welcome humans, Elves, and Gnomes as members mostly and prefer classes that are comfortable in wilderness settings. Many Badgers were former Imperial Army scouts and they also boast a large number of Kullish barbarians amongst their ranks. The Badgers are lead by Lord Ersin de Vere; a disgraced Noble who was tried for treason but escaped punishment due to his political connections. Whilst in Haven, members of this Company frequent the Black Tower Inn in the Street of Three Fishes. Despite being a poor Company, the Badgers have somehow managed to retain a seat on the Privy council; possibly because they seem to be involved in lots of mining in the Red River valley and may no longer be quite as poor as they were a year ago. Associate Membership of the Badgers; associates can be of any race EXCEPT orcs, but only Rangers, Barbarians, Paladins, Clerics, Fighters and Rogues can apply for associate membership. Full membership is by invitation only once Renown reaches 7 and only full members can gain Renown scores higher than 7 in this Company. Associate Benefits are all based upon Renown: (2; title Associate) Access to Hunters' Inn with full board and lodging free. (3; title Associate)Loan of a Riding Horse or Fishing Boat (5; title Blade) Loan of a Laen Glass (for detecting magical auras) (6; title Blade) Loan of any standard medium armour or martial weapon (7; title Blade) Free training in any martial weapon (takes 4 Maladonian months to learn 1 weapon) --------------------------------------------------------------------------------------------------------------------------- Full Membership Benefits: (8; title Corporal) Free training in the Stealth or Survival Skill (takes 4 Maladonian months to learn each) (9; title Corporal) Access to buy Masterwork Grade Weapons and Armour (10; title Sergeant) Free Access to learn the Alert or Observant Feat (takes 4 Maladonian months to learn) (13: title Sergeant) Command of Hunters Inn (15; title Lieutenant) Feat access to learn the Sharp Shooter feat (takes 4 Maladonian months to learn) (17; title Lieutenant) Command of the ship Black Wing (20; title Lieutenant) Free Access to the Upper City. (25; title Castellan) Command of the Fortress of the Rock (35; title Captain) Leadership of the Badgers The Red Dragon Brigade The Red Dragon Brigade arose from the Worshipful Order of the Knights of Calenn; a mendicant order of Knights who ensure the safety of travelers in the Empire and beyond. The Knights of Calenn are often of poor birth and have little time for nobles and their frippery. They are the champions of the commoners and this probably explains their exile here, for they often displease the great and the good. The Red Dragons are so named because of their Home base in the Red Dragon Inn close to South-ferry in Haven. They are lead by Mallory de Toyne, who renounced his noble up-bringing for a life of poverty and service. Currently the Dragons patrol the Red River Valley and bring swift justice to bandits and other scum; though the emphasis is on justice and not on retribution. The Dragons accept only Good aligned martial characters as full members but will embrace those of any race. Any race or class can join as associates provided they are also Good (there is a magical test to ensure this). Associates are asked to join to become full members at a Renown of 7 and only full members can gain Renown scores higher than 7. Associate Benefits are all based upon Renown: (2; title Associate) Access to The Red Dragon Inn with full board and lodging free. (3; title Associate) Access to Animal Handling skill (takes 4 Maladonian months to learn) (5; title Warden) Loan of a Laen Glass (for detecting magical auras) (6; title Warden) Loan of any standard medium armour or martial weapon (7; title Warden) Free training in any martial weapon (takes 4 Maladonian months to learn 1 weapon) --------------------------------------------------------------------------------------------------------------------------- Full Membership Benefits: (8; title Protector) Gif t of personal War Horse. (9; title Protector) Access to buy Masterwork Grade Weapons and Armour (10; title Guardian) Free Access to learn the Mounted Combatant or Martial Adept feats (takes 4 Maladonian months to learn) (13; title Guardian) Develops Lay on Hands ability as a Paladin of 1st level or increases Paladin level for Lay on hands by 1. (15; title Guardian) Feat access to learn the Medium Armour Master (takes 4 Maladonian months to learn) (17; title Knight-warden) Gain the durable feat for free (no training required) (20; title Knight-warden) Free Access to the Upper City. (25; title Knight Marshal) Command of The Red Redoubt (35; title The Lord Warden) Leadership of the Red Dragon Brigade The Fellowship of the Unicorn The Unicorns meet at the Unicorn Inn in Westgate. Their leader is Jared Northcrow; a Waysider from the edges of the Empire; but their structure is much looser than most Companies and they have no seat on the privy council.. The Unicorns favor hunters and those who love nature; they boast a few Druids from the forests of the Sondar amongst their number and many Elves, Gnomes and Halflings. They tend to seek exploration and knowledge for the most part. Rangers, Cleric of nature, Barbarians, Warlocks with the Archfey pact and Paladins who intend to take the Oath of the Ancients are all welcomed as full members. Others may join as Associates.The Unicorns encourage members to become full members at a Renown of 7; it is not possible to progress further in this Company without full membership nor gain more Renown. Associate Benefits are all based upon Renown: (2; title Wanderer) Access to The Unicorn Inn with full board and lodging free. (3; title Wanderer) Access to Animal Handling skill (takes 4 Maladonian months to learn) (5; title Explorer) Loan of a Laen Glass (for detecting magical auras) (6; title Explorer) Training in Survival or Stealth skills (takes 4 Maladonian months to learn) (7; title Explorer) Free training in any martial weapon (takes 4 Maladonian months to learn 1 weapon) --------------------------------------------------------------------------------------------------------------------------- Full Membership Benefits: (8; title Ranger) Gift of personal War Horse. (9; title Ranger) Access to buy Masterwork Grade Weapons and Armour (10; title Ranger) Feat access to learn the Medium Armour Master (takes 4 Maladonian months to learn) (13; title Waysider) Gains a spirit guide as the Find Familar spell and the ability to recall it as a 1 hour ritual with no component cost (15; title Waysider) Feat Access; Martial Adept Feat (takes 4 Maladonian Months to learn). (17; title Waysider) Gain the durable feat for free (no training required) (20; title Lord Oak) Gain Magical Initiate Feat for free (no training) (25; title Lord Yew) Command of Falling Water Redoubt (35; title The Lord) Leadership of the Unicorns
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Stephen D
Elite
Marketplace Creator
Rules Governing Membership of The Ten Companies: 1) The Articles of Association mean that you can be an associate member of as many Companies as you like. 2) The same Articles mean that you can only join ONE Company as a full member ; though you can still retain your associate status and gain Renown with other Companies up to the maximum allowed for associates according to their rules. 3) The Scarlet Blades are an exception to the 'One Company' rule but note that everyone else in the game is authorized to kill you if you are discovered as a member of this outlawed group. 4) 'Free Feats' that are gained as a result of joining a Company take time to learn and take up feat slots as normal. they are only free in the sense that no money nor XP need be exchanged. 5) If someone is forcibly ejected from a Company they may not join another as a Full Member.
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Stephen Dove said: ... I have decided to do the following; leave the rules for death saves as they are but make them in secret. I will also use tactics to allow monsters and NPCs a better chance to win; but this will depend upon their intelligence, training and motivations. Note that animals are very dangerous for downed characters because they will rend an unconscious creature just because they are hungry...... ... Stephen Dove said: Since so many are now delving into getting animal companions of various sorts, I thought I'd clarfy a few things: Familiars All familiars with an intelligence less than 8 now have an intelligence of 8, can speak one language the caster speaks and can speak this language aloud, though not necesarily very well or understandably. If you buy a Familiar Ring from the White Horses or Unicorns and your familiar dies, you must return to their chapterhouse to have it resummoned, though it will be the same creature and will remember its past service and how it died. Familiars die at 0 HP and do not get death saving throws. The Telepathic link and the ability to see through your familiar's sense do not work in an aura of less than 2. In addition, you can only see what your familiar sees on the VTT when you are looking through its sense. In future, no familar with 'have sight' as a token unless you are using an action to look through it's senses. Animal Companions These are mundane animals that have to be trained for a particular purpose. It costs XP to train an animal to do 'tricks' representing orders you can give them that they will obey under conditions of stress. An animal can only learn a number of tricks equal to it's Int rating (so Int of 2 equals 2 tricks). Tricks are things like attack, fetch, stay etc. They must be one word orders and cannot be complicated in any way. Every time a PC orders it's animal companion, they must make a DC7 handle animal check as a Bonus action. An animal companion can be taught more tricks but each extra trick costs double the XP to learn and this stacks; so a creature with Int 2 that needs to learn 4 tricks, the first two cost normal XP but the third costs double and the fourth quadruple. The normal XP cost to learn a trick is as follows: Your Level     XP cost to learn one trick 1                         25 2                         25 3                         50 4                         150 5                         315 6                         625 7                         750 8                         915 9                         1165 10                       1333 11                       1750 12                       1250 13                       1665 14                        1665 Animal companions do get death saving throws and do not automatically die at 0 HP; the same rules apply to them as to player characters.
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Edited 1461250442
Some of the houserules: Combat: Flaking gives you +2 to attack RP: Lucky: As lucky is too strong for regular use in between sessions (=advantage on all rp rolls) the following changes are done: The lucky feat gives one luck point between two session and one every Maladonian month. The points granted by the months do not stack. That means the maximum of these luck points outside sessions is two (having the one from the month and one from between sessions). These luck points cannot be carried over into a session, your luck points in a session are always maximum 3. However: If you used a luck point in an RP at the same Maladonian day as a session starts/ends, they are subtracted from the total. Example: You get an between sessions luck point. You use it in an RP that happens.On the same Maladon day also is a session. Since you used one of your 3 luck points of that day, even though you used it in RP out of session, you will have only 2 luck points left for that day.
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Edited 1464871756
Stephen D
Elite
Marketplace Creator
Note that the rules about feats have changed; I have posted it here, the 'free feats' from the Companies do not cost XP but and do add to the standard progression. You also now have a dedicated trainer and don't need to pay any gold. Normally a trainer will charge a serious amount of money and/or demand a quest or some aid for feat training. In addition, you must always obey the rule that you can't have more feats than level/2 rounded up. The only exception so far is the human first level feat, which does not count and is truly 'free'.
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Stephen D
Elite
Marketplace Creator
@Syvil No; the rules for Lucky inside sessions are unchanged. These new rules tell you what you can do with lucky in downtime between adventures.
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Stephen D
Elite
Marketplace Creator
House rules for healing; we are now using the rules for lingering injuries.
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Edited 1469440528
Falling damage If you fall 10 feet the normal rules for falling damage apply: you take 1d6 of bludgeoning damage for 10 feet. Should you fall more than 10 feet, you will take 6 bludgeoning damage for each 10 feet you are falling, i.e. the maximum of the roll will be taken. This resembles more realism since a fall from 30 feet would kill most people whereas with the standard rules you might end up only loosing 3hp. E.g. a character gets pushed off a 33 feet cliff, the character takes d6+2*6 damage. Note: this also applies to enemies that "drop" on you e.g. the Piercer (they still take half damage in accord with the MM) Edit: updated/clarified, thx clarence.