Campaign rules & information

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Dry
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Campaign rules & information

Postby Dry » Jul 21st, '16, 15:11

  • There will be no XP-per-thing. We will use a level checkpoints system.
  • D20 rolls are RAW, i.e. there are no critical success or failures on skill checks.
    e.g. If something is DC5 and you roll a 1, but have +7 in that skill, your total of 8 will still pass the skill check.
    Attack rolls will still have crits, and auto-miss on 1's, but there won't be any critical fumbles where you kill your friend by accident.
  • We will not be using flanking.
  • As per RAW you cannot attempt to hide while hostile creatures can see you, unless you have something which lets you bypass that.
  • Never ask to make a skill check. Describe your intention and what action you wish to take to achieve it, and I will let you know if you need to roll anything.
  • Encumberance won't be strictly looked at, but you will need to be able to give a reasonable account of how your character is carrying what you say they are.
  • Food/drink consumption won't be strictly monitored, assuming you have some kind of travel provisions pack in your inventory.
  • Improvised weapons deal d3+str damage unless specified otherwise.
  • Feats are allowed in place of ability score increases (and for variant humans).
  • Sheathing/drawing/pickingup a single weapon falls under your free object interaction per turn.
  • V/S/M spellcasting requirements will be enforced.
    i.e. If your hands are full you'll need to drop something to cast spells with S/M components unless you have something which lets you bypass that.

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Dry
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Re: Campaign rules & information

Postby Dry » Aug 1st, '16, 07:43

The nation of Katan

Population: approx. 3 million, ~60% humans, other races are found in various proportions.

Geography: A fairly small country surrounded by mountains in most directions. Largely covered in forest. Temperate, continental climate. Like Switzerland.

Primary exports: Marble - 3 types from different quarries (white in the north, green in the east and red in the southwest), and lumber. Both are exported in raw form as well as crafted into various items by local artisans.
Primary imports: steel and other metals, exotic foods, pelts and fabrics.

Ruler and basic history: Katan is a relatively young country, only dating back a couple hundred years. The current ruler is King Olaf, nearly 30 years on the throne, nearly 50 years old. Much loved by the general populace, he has brought Katan into its most prosperous period in generations. By diverting tax money to funding libraries, colleges and temples, the general health and education levels have gone up drastically. Katan has vast natural resources, and anyone wishing a permit to make use of them must agree to hire anyone able&willing to work; this combined with the high quality of Katan education, and very harsh stance on crime, has resulted in minimal unemployment and a generally high standard of living for all citizens. This is further reinforced by strong trade links to neighbouring states, as well as the Wanderers. There is also an ongoing program of turning felled woodland into farmland, rather than replanting trees, so that Katan will be more independent with regards to food production.

Crime: Katan has 3 cardinal crimes, all of which are punished in the same way.
- Dishonesty, in affairs of business and state.
- Theft, and destruction of property without compensation.
- Violence, and the threat of violence, against an unwilling party.
Crimes are punished on a 2 strike system: a brand for the first offense, death for the second.
Branded members of society are treated no worse than anyone else; it is acknowledged that everyone might make a cardinal mistake once. Moving past it is a sign of strength.
The above only applies to adults; children are consigned to temples for education in the values of Katan; this is highly effective.
As a result, Katan is perhaps the only nation on the continent without resident thieves or assassins guilds.

Citizenship: All citizens of Katan are marked with a sigil of citizenship. When a child reaches adulthood (aged 15, regardless of race) they are given a choice: either take the citizen’s mark, or the mark of a Wanderer. Those who wish to leave Katan’s borders, to travel the world, either for trade, or seeking adventure, or because they dislike the structure of Katan’s society, are marked as Wanderers and given travelling provisions. Wanderers of Katan are generally respected across the continent, often sought out as solvers of problems, as a result of the high quality of education and training they will have received. Wanderers may return freely to Katan at any time, though only in passing; they may never take permanent residence there.

Visitors to Katan receive a temporary sigil which denotes them as visitors. It is made with a special magical ink which cannot be removed except by the border guards. The laws are explained to them upon entry and they agree to follow them, including all consequences.

Anyone found without one of the three sigils (citizen, wanderer, visitor) is assumed to be a spy or criminal, and breaking the law against Dishonesty. They are treated accordingly.

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Re: Campaign rules & information

Postby Dry » Aug 1st, '16, 07:45

A note on the structure of Katan's protectorate forces, which are divided into three branches.

Code: Select all

          civilian ------------------
             |                        \
     squire/apprentice                |
     /             \                  |
 guard            corporal            |
   |                 |            specialist
sheriff           sergeant
   |                 |
inquirer         lieutenant
                     |
                 commander
                     |
         captain of the royal guard

Those wishing to make a career of it will start off as a squire or apprentice, usually in the guards barracks or similar.
Once they have developed their skills and shown off their aptitude, they are offered a position as a guard. Most will spend the majority of their lives here. After serving for at least ten years as a guard, they are candidates for promotion to the position of sheriff, who oversee guard detachments, usually working alongside a town's mayor to ensure everything functions smoothly. After a few years buried in bureaucracy, some decide they want to return to the field - typically this is done at the rank of inquirer, specialist investigators who help solve difficult crimes.

However, not everyone takes this path. Some, after completing their apprenticeship, are instead invited to join the military-proper. This is reserved for the individuals who show exceptional skills, be they martial or magical in nature. Not all accept, as it is a much more demanding lifestyle than simply being a guard. The military rank structure is fairly straightforward, with those of lower rank being answerable to those above them. Captain Highmark directly oversees the military branch.

On occasion however, the military requires the unique talents of those whose lives led them to other careers - in such cases, they are granted the title of specialist, and tasked with duties the regular military cannot tackle for various reasons, most often logistical ones. The title is largely an honourific, though it is well respected throughout as only those with extraordinary abilities are bestowed it - no two specialists are ever quite alike.


Katan's guards number approximately twelve thousand; their responsibilities range from civil lawkeeping to border patrols. The military is much smaller, only about a thousand strong, but their increased capabilities more than make up the difference. The number of active specialists is unknown, though rumours have it somewhere a little under a hundred.

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Re: Campaign rules & information

Postby Dry » Aug 1st, '16, 07:52

The nation of Katan was founded 263 years ago.

Katan was up until then just mostly untouched wilderness; it was mostly forest in between mountains, and druidy woodelf types lived there - and on the foothills of the mountains from the northeast to the south, were nomadic goliath tribes. Unlike the wood elves however, the goliaths were happy to integrate into Katan society and have some more stability in their life - they were given fair deals to mining permits (something they hadn't indulged in in the past) and many joined the guards or military.

The main trade routes all go through a dwarven kingdom on Katan's west border; it's the most easily accessible direction, as mountains make travel difficult anywhere else, necessitating much smaller caravans to navigate their passes.

The dwarven kingdom west is named Stel. You suspect this is where the Common name of the metal steel derives from, as they certainly manufacture a lot of it in Stel. To the north and south are both primarily human lands (Acelon and Morikova, which has a large sea coast) with various other races interspersed. Northeast is a small elven city-state named Helix, established as a research outpost for Ortheiad to the south, across the sea. East the mountains stretch for quite some way, with noone besides a few goliath tribes really living there - rumour has it that dragons are to be found around those peaks.

Stel is a fairly large, sprawling country; they often fight creatures from the underdark as a result of their deep mining activities. Soldiers are always welcomed here. To the west they are trying to expand into lands occupied by orcs, and there is plenty of conflict there.

Morikova's military forces are largely naval, and focus on repelling pirates in the sea and keeping maritime trade routes secure etc.

Acelon only keeps a token military, as north of them is frozen tundra, East the mountains expand (though they do station soldiers there to repel any ...creatures... coming from the peaks in search of easy prey) and south and west their neighbours (Katan and Stel, respectively) are friendly. Though some of Stel's fighting with the orcs has led to them having to reinforce their northwest border too in recent years.

Katan's borders are warded so that at least the guards would know if someone crossed, even if they might not necessarily respond to it if it's someone permitted to be in Katan e.g. a wanderer. The actual border in more... civilised parts, is a bit more heavily reinforced. It has been this way since the nation was established. It's not so much an ongoing spell, as runes inlaid in small obelisks covered in runes every dozen km or so along the borders, such that any passage between them is noticed. Low maintenance but relatively effective at what it does. Though bearing in mind these are national defense systems put in place by mages powerful enough to cover the whole border of a nation. i.e. they're not going to be trivial to just destroy or disable. The specifics of their functionality isn't taught to schoolchildren. It's more like "and we have these things to keep us safe so you can sleep easy at night!" kinda lessons. They aren't easy to destroy - physical attacks have been shown to have zero effect.

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Re: Campaign rules & information

Postby Dry » Aug 4th, '16, 07:07

This is how DM inspiration dice will work in this campaign:

  • Inspiration dice are a d<Level>, e.g. if you are level 8, they are a d8.
  • Inspiration dice are single use; once spent they are gone.
  • You are granted 1 inspiration dice on completion of a long rest if you did not already have one, i.e. they do not accumulate if unused.
  • To use your inspiration dice, roll it and add it to the total of any other dice roll you make, before or after seeing the initial roll.
  • You must add the inspiration dice to the total before the DM evaluates the result of your roll.
  • If added to an attack's damage, the inspiration dice takes the same damage type as the attack, and is not doubled on a critical hit.

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Re: Campaign rules & information

Postby Dry » Aug 24th, '16, 15:12

Adding a house rule on the use of scrolls:

As per the DMG, if the scroll is of a higher level than you can normally cast spells, you must succeed a DC 10 + scroll level arcana check to successfully cast the spell. Otherwise the casting fails and the scroll is destroyed whether or not you succeed to cast the spell. This remains unchanged.

Unlike the DMG, any character can cast any class's spell from a scroll, rather than requiring the spell to be on your class's spell list, provided that the scroll is written in a language they can read. If the spell is not on your class's spell list, you must pass the same arcana check as above, even if you have spell slots of the level of the scroll.

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Re: Campaign rules & information

Postby Dry » Sep 18th, '16, 14:49

Totally forgot to add this earlier.
If you know any cantrips, upon levelling up, you may change one of those cantrips to another which meets the same original selection requirements, except the following, which you may not change:
  • cantrips from racial features
  • cantrips which are fixed specific ones granted by a class feature, e.g. Light for a light domain cleric cannot be changed

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Re: Campaign rules & information

Postby Dry » Sep 23rd, '16, 15:31

Following on from the discussion regarding insight and those poor innocent NPCs being assumed by the cruel adventurers to be constantly lying, I've thought a lot on the matter and discussed it with a bunch of other DMs and taken on a lot of opinions, because this topic is especially difficult in a pbp setting.

In the end, this is how it's going to be done:

- I will roll for the NPCs vs your passive insights
- I will try to make it obvious if they fail
- You may ask to roll insight once per social encounter if you feel something is amiss.

If you strongly disagree with it being done this way, please let me know your proposals for a better system which also doesn't involve a billion dicerolls.

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Re: Campaign rules & information

Postby lhx » Sep 23rd, '16, 15:48

Dry wrote:Following on from the discussion regarding insight and those poor innocent NPCs being assumed by the cruel adventurers to be constantly lying, I've thought a lot on the matter and discussed it with a bunch of other DMs and taken on a lot of opinions, because this topic is especially difficult in a pbp setting.

In the end, this is how it's going to be done:

- I will roll for the NPCs vs your passive insights
- I will try to make it obvious if they fail
- You may ask to roll insight once per social encounter if you feel something is amiss.

If you strongly disagree with it being done this way, please let me know your proposals for a better system which also doesn't involve a billion dicerolls.


Sounds good to me. :) Rang is pretty laid back.
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Re: Campaign rules & information

Postby shortsinsnow » Sep 26th, '16, 06:34

Brottor is under the impression that most people would not lie to a priest, and thus does not tend to read between the lines as it were, lest it were somewhat obvious. He wouldn't accept the sky was green just because somebody told him so, but he might believe that they believe it
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Re: Campaign rules & information

Postby Dry » Sep 28th, '16, 12:41

Map of Marble city, including places visited so far (don't expect me to add every little location in future though):

Image

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Re: Campaign rules & information

Postby Dry » Oct 27th, '16, 08:08

Overlworld map!
Capital cities are named, (Morikova has two, yes...)
Main routes are marked.

Yes I know if you compare against the "real world" then the scale is kinda really wierd. Deal with it :)

Image

A few notes on the map:
- Stel is no more or less verdant than the surrounding lands, I just left it brownish-green to distinguish visually more easily.
- The green blob to the northeast of Katan is mostly goliath-controlled mountain foothills and valleys.
- The abyss is a large trench of extreme depth, into which both the South and Unpassable seas feed into, and that's what keeps them separate. Nobody's really sure where it leads, why it's there, or what keeps the sea levels constant when water is perpetually falling into a pit.

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Re: Campaign rules & information

Postby Namaphry » Oct 28th, '16, 18:57

The map doesn't quite seem to match the description, since it says Acelon is north of Katan and east of Stel, and also says Helix is Northeast... seems like an odd place to put a colony, I assumed there was a connected sea to the northeast, too. Oh, well!

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Re: Campaign rules & information

Postby Dry » Nov 3rd, '16, 01:41

Sorry, the other country positions were written relative to Stel, not Katan. Re-reading that now, I can see why that would be a bit confusing, the wording wasn't entirely explicitly clear there, sorry.

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Re: Campaign rules & information

Postby Dry » Nov 25th, '16, 18:32

minor houseruling, because I thought the game already worked this way anyway:
  • healing potions may be drunk as a bonus action, rather than taking a full action to drink. using one on someone else will still require an action.

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Re: Campaign rules & information

Postby Dry » Jun 9th, '17, 15:09

Reworked the inspiration dice system. TL;DR you get 1 per long rest and they don't stack.

The reason for this is basically, I haven't been awarding them nearly as regularly as I'd like, because while they're meant to reward really good RP etc, you guys have been awesome at playing your characters consistently, and excellently in general, and so it's been very hard to pick out anything exceptional because you're being routinely exceptional. So I figured I may as well change how they're awarded so you can have them more consistently to match the outstanding level of play, and also to prevent them stacking up to ridiculous quantities and being used all in one confrontation :)

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Re: Campaign rules & information

Postby lhx » Jun 9th, '17, 15:15

I like that. Good idea.
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Re: Campaign rules & information

Postby shortsinsnow » Jun 12th, '17, 06:07

Works for me. Just to clarify, you are giving us a 1d(our level in die #) during a long rest, and it's use it or lose it? Or they add up over time into a pool like we have now? The stacking terms is what confuses me. Like, no stacking up in combat or use, or no stacking in terms of keeping them? I wouldn't mind maybe pooling them, but you can only use one, but then you can't use another one until a short rest? I dunno, just thinking aloud
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Re: Campaign rules & information

Postby Dry » Jun 12th, '17, 11:23

Sorry, I can see how it was confusing. Reworded it, should be zero ambiguity now.


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