Adventure 1 – A Lady walks into a bar…

This is the brief adventure I set up to introduce all the PCs to each other. It worked out surprisingly well, for once the players used their heads when encountering the bizarre situation with the goblins and actually listened to them rather than run with the old trope, Born Evil. It also gives the new DM a couple NPCs that can be used as recurring characters (Lady Tamilla and Lord Skeethiz) as well as a ready-made recurring villain in the Lord-Mayor of London, Angus Culvert. So without further ado here is a barebones set up for you…

Adventure One: A Lady walks into a bar…

The players meet for the first time in the Foreign Quarter of London either at the Lusty Griffin Inn or just before arriving there. While getting to know each other at a table in the common room a hooded figure walks purposefully over and takes a seat with you a few minutes before a city watch detail enters (10 1st level fighters wearing studded leather armour and bucklers, armed with Long Swords. 2 of these will be stationed outside the main door and 2 more just inside the main door.) and 6 of them will start asking the bartender (Arnulf Tuttle) about the whereabouts of the figure seated with the heroes. When Tuttle points them in the her direction they will attempt to arrest her for kidnapping and the players for aiding and abetting a known criminal (a wanted poster was up in the City Square and on the Mayor’s Palace Gate, 2 places which the players obviously haven’t visited yet). The players have a choice, either go with the guards and end the adventure and most likely their lives or fight their way out of there. This mysterious woman is Lady Tamilla Culvert (3rd level Aristocrat, STR 7, DEX 13, CON 12, INT 16, WIS 6, CHA 17), the wife of the Lord Mayor of London and she has sat down in the hopes that you can help her find her kidnapped baby boy before she is captured and burnt at the stake as a witch. She insists that the players go to the Goblin Lord and try to reason with him first, since no one was killed or hurt when they kidnapped her son and she hopes she can make a deal.

NOTE: Unbeknownst to the players her baby boy was fathered by the Goblin Lord Skeethiz, while he was under the effect of a illusion (Change Self) that made him appear to be Lord Mayor Angus Culvert. Her troubles started when her son was born and it became apparent that she had consorted with demons (i.e. humanoids). She will tell the players that her son was kidnapped by Skeethiz but she will fail to mention that he is the boy’s father. And when she goes to reason with him she will actually be going to ask for sanctuary as a means to escape her husband and to be near to her son. She knows that Skeethiz loves her and she hopes that with her religious knowledge and through her teachings she can bring him and his people around to the side of Light (surprisingly this tribe already tends to True Neutral due to the affect Lady Tamilla has already had on Lord Skeethiz’s heart).

Sewer Notes
The grate that seals off the cistern the players must enter can be lifted with a DC 20 strength check (a rope can be attached and the players can combine their Strength bonuses together by tugging on the rope together). There is a big padlock on the underside of the grate that is holding it in place (DC25 pick locks due to location relative to the players). If it somehow is unlocked then no Strength check is required.
A nest of 18 Dire Rats (5 hps each) are nest near the base of the ladder and will attack as the first player reaches the floor. Their nest will look like a simple pile of refuse and wood (a player may make a DC20 Spot check to notice the dire rats camouflaged among the garbage, this is performed halfway down the ladder secretly by the DM).
A DC15 Search check on the nest after the rats are defeated will reveal 14 GP, 7 SP and a silver-edged Seax in a rat-chewed leather scabbard. This search will take 5 minutes done quietly or 2 minutes noisily.

Goblin Lord Skeethiz’s Tribe
3 groups of 21 goblins each (5 hps each)
7 goblin watchers near entrance to sewers. If the players take more than 2 rounds to kill the Dire Rats or Search the nest noisily then they will be alerted. They will use Move Silent to get within Javelin and then through 4 and then 2 immediately afterwards, they will target the leading 1 or 2 players. The remaining Goblin will ring the bell alarm if the players engage the watch-goblins in melee combat. 2 rounds after the bell is rung the southern group will arrive 14 at a time per round. The Lady Culvert will plead with the heroes to try to get a peaceful resolution and if that doesn’t work for 3 rounds then she will toss her hood back and step forward. This will cause the goblins to cease fighting and retreat carefully out of melee range.
Lord Skeethiz’s Inner Circle consists of 4 3rd level Rogue sergeants (12 hps each), 10 Goblins (6 hps each), and Lord Skeethiz himself (4th level Illusionist, prohibited schools are Necromancy and Conjuration, Str 8, Dex 18, Con 14, Int 16, Wis 10, Cha 8, 16 hps, True Neutral, Spells Per Day: 4 – 0th level Message, Ray of Frost, Daze x2, 4+1 1st level Sleep, Charm Person, Color Spray x2, Magic Missile, 3+1 2nd level Mirror Image, Invisibility, Scorching Ray, Touch of Idiocy, Bat Familiar. Fort Save +3, Ref Save +5, Will Save +4, Wielding a masterwork dagger and wearing a Ring of Change Self Once/Day)
70 non-combatant children and 10 elder non-combatants as their caretakers.

If the heroes kill no more than the initial watch-goblins then Lord Skeethiz will declare himself in their debt for bringing his lady love to him and he will pledge to come to their aid if they ever require it, he will also give them a Claymore +1, +2 vs. Hobgoblins (it is no use to him or his tribe at their size), he will also give them his Ring of Change Self since he doesn’t need it anymore (awwwww).

The Magic Earth Campaign Part 16 – Aquatic Encounters

Irish Sea (Aquatic)
CR ½
Merfolk
Animal – Porpoise
CR 1
Ghoul, Lacedon
Sprite, Nixie
Animal – Squid
CR 2
Kuo-Toa
Triton
CR 3
Ogre, Merrow
MM2
Dragon, Topaz – Wyrmling
CR 4
Gargoyle
Hag, Sea
Sea Cat
MM2
Dragon, Topaz – Very Young
CR 6
MM2
Dragon, Topaz – Young
CR 7
Ghost, 5th level Human Fighter
Animal – Whale, Cachalot
CR 9
Dire Shark
Dragon Turtle
Animal – Squid, Giant
MM2
Dragon, Topaz – Juvenile
CR 12
Kraken
MM2
Dragon, Topaz – Young Adult
CR 14
MM2
Dragon, Topaz – Adult
CR 17
MM2
Dragon, Topaz – Mature Adult
CR 19
MM2
Dragon, Topaz – Old
Cr 20
MM2
Dragon, Topaz – Very Old
CR 22
MM2
Dragon, Topaz – Ancient
CR 23
MM2
Dragon, Topaz – Wyrm
Cr 25
MM2
Dragon, Topaz – Great Wyrm

English Channel (Aquatic)
CR ½
Merfolk
Animal – Porpoise
CR 1
Ghoul, Lacedon
Animal – Squid
CR 2
Devil, Imp
Triton
CR 3
Ogre, Merrow
MM2
Devil, Advespu
Dragon, Topaz – Wyrmling
CR 4
Gargoyle
Hag, Sea
Sea Cat
MM2
Dragon, Topaz – Very Young
CR 6
MM2
Dragon, Topaz – Young
CR 7
Ghost, 5th level Human Fighter
Animal – Whale, Cachalot
MM2
Devil, Amnizu
CR 8
Devil, Erinyes
CR 9
Dire Shark
Dragon Turtle
Animal – Squid, Giant
MM2
Devil, Malebranche
Dragon, Topaz – Juvenile
CR 11
Devil, Barbed
CR 12
MM2
Dragon, Topaz – Young Adult
CR 14
Angel, Astral Deva
MM2
Dragon, Topaz – Adult
CR 16
Angel, Planetar
Devil, Horned
CR 17
MM2
Dragon, Topaz – Mature Adult
CR 19
MM2
Dragon, Topaz – Old
CR 20
Devil, Pit Fiend
MM2
Dragon, Topaz – Very Old
CR 22
MM2
Dragon, Topaz – Ancient
CR 23
Angel, Solar
MM2
Dragon, Topaz – Wyrm
Cr 25
MM2
Dragon, Topaz – Great Wyrm

North Sea (Aquatic)
CR ½
Merfolk
CR 1
Animal – Shark, Medium
CR 2
Triton
Animal – Shark, Large
CR 3
Ogre, Merrow
Tojanida, Juvenile
MM2
Dragon, Topaz – Wyrmling
CR 4
Hag, Sea
Animal – Shark, Huge
MM2
Dragon, Topaz – Very Young
CR 5
Tojanida, Adult
Troll, Scrag
Animal – Whale, Orca
CR 6
MM2
Dragon, Topaz – Young
CR 9
Dire Shark
Tojanida, Elder
MM2
Dragon, Topaz – Juvenile
CR 12
Kraken
MM2
Dragon, Topaz – Young Adult
Elemental Weird – Water
CR 14
MM2
Dragon, Topaz – Adult
CR 17
MM2
Dragon, Topaz – Mature Adult
CR 19
MM2
Dragon, Topaz – Old
Cr 20
MM2
Dragon, Topaz – Very Old
CR 22
MM2
Dragon, Topaz – Ancient
CR 23
MM2
Dragon, Topaz – Wyrm
Cr 25
MM2
Dragon, Topaz – Great Wyrm

The Magic Earth Campaign Part 15 – Cymru Encounters

Hills of Cymru
CR ¼
Animal – Weasel
CR 1/3
Dire Rat
CR ½
Gnome, 1st level Warrior
Hobgoblin
Animal – Eagle
CR 1
Devil, Lemure
Ghoul
MM2
Felldrake, Crested
CR 2
Devil, Imp
Dire Weasel
Hippogriff
MM2
Abeil, Vassal
Dire Hawk
Felldrake, Spitting
CR 3
Dragon, Bronze – Wyrmling
Ghast
Hell Hound
Ogre
Wight
MM2
Devil, Advespu
Felldrake, Horned
CR 4
Displacer Beast
Gargoyle
Griffon
CR 5
Devil, Bearded
Dragon, Bronze – Very Young
Wraith
CR 6
Devil, Chain
Wyvern
MM2
Abeil, Vassal
CR 7
Bulette
Devil, Hellcat
Dragon, Bronze – Young
Ghost, 5th level Human Fighter
Giant, Hill
Ogre, 4th level Barbarian
MM2
Devil, Amnizu
Dire Elk
CR 8
Athach
Devil, Erinyes
CR 9
Devil, Bone
Dragon, Bronze – Juvenile
CR 11
Devil, Barbed
Lycanthrope, Hill Giant Dire Wereboar
Wraith, Dread
MM2
Devil, Malebranche
CR 12
Displacer Beast Pack Lord
Dragon, Bronze – Young Adult
CR 13
Devil, Ice
CR 14
Angel, Astral Deva
CR 15
Dragon, Bronze – Adult
CR 16
Angel, Planetar
Devil, Horned
CR 17
Dragon, Bronze – Mature Adult
MM2
Banshee
CR19
Dragon, Bronze – Old
CR 20
Devil, Pit Fiend
Dragon, Bronze – Very Old
Tarrasque
CR 22
Dragon, Bronze – Ancient
CR 23
Angel, Solar
Dragon, Bronze – Wyrm
CR 25
Dragon, Bronze – Great Wyrm

Forests of Cymru
CR 1/6
Animal – Raven
CR ¼
Kobold
Vermin – Spider, Tiny
CR 1/3
Dire Rat
Animal – Hawk
CR ½
Elf, 1st level Warrior
Gnome, 1st level Warrior
Animal – Badger
Vermin – Spider, Small
CR 1
Devil, Lemure
Ghoul
Pseudodragon
Sprite, Grig
Animal – Wolf
Vermin – Spider, Medium
MM2
Felldrake, Crested
CR 2
Devil, Imp
Dire Badger
Animal – Bear, Black
– Boar
Vermin – Spider, Large
MM2
Dire Hawk
Felldrake, Spitting
CR 3
Assassin Vine
Dire Wolf
Dragon, Green – Wyrmling
Dryad
Ghast
Hell Hound
Lycanthrope, Werewolf
Owl, Giant
Pegasus
Unicorn
Wight
Vermin – Giant Praying Mantis
– Giant Wasp
MM2
Devil, Advespu
Dire Toad
Felldrake, Horned
CR 4
Aranea
Dire Boar
Dragon, Green – Very Young
Gargoyle
Lycanthrope, Wereboar
Owlbear
Satyr (with pipes)
Sprite, Pixie
Vermin – Giant Stag Beetle
CR 5
Devil, Bearded
Dragon, Green – Young
Wraith
Vermin – Spider, Huge
CR 6
Devil, Chain
Tendriculos
CR 7
Devil, Hellcat
Ghost, 5th level Human Fighter
Nymph
MM2
Devil, Amnizu
Dire Elk
CR 8
Devil, Erinyes
Dragon, Green – Juvenile
Treant
Vermin – Spider, Gargantuan
CR 9
Devil, Bone
MM2
Devil, Malebranche
CR 11
Devil, Barbed
Dragon, Green – Young Adult
Wraith, Dread
Vermin – Spider, Colossal
CR 13
Devil, Ice
Dragon, Green – Adult
CR 14
Angel, Astral Deva
Lycanthrope, Werewolf Lord
CR 16
Angel, Planetar
Devil, Horned
Dragon, Green – Mature Adult
CR 17
MM2
Banshee
CR 18
Dragon, Green – Old
CR 19
Dragon, Green – Very Old
CR 20
Devil, Pit Fiend
Tarrasque
CR 21
Dragon, Green – Ancient
CR 22
Dragon, Green – Wyrm
CR 23
Angel, Solar
CR 24
Dragon, Green – Great Wyrm

Vales of Cymru
CR ¼
Animal – Cat
– Pony
CR 1/3
Dire Rat
Goblin
Animal – Dog
CR 1
Devil, Lemure
Ghoul
Animal – Horse
Vermin – Giant Ant, Worker
– Giant Bee
MM2
Felldrake, Crested
CR 2
Blink Dog
Devil, Imp
Worg
Vermin – Giant Ant, Soldier
MM2
Abeil, Vassal
Dire Hawk
Felldrake, Spitting
CR 3
Cockatrice
Ghast
Hell Hound
Wight
MM2
Devil, Advespu
Felldrake, Horned
CR 4
Gargoyle
MM2
Dire Horse
CR 5
Devil, Bearded
Wraith
CR 6
Devil, Chain
MM2
Abeil, Vassal
CR 7
Devil, Hellcat
Ghost, 5th level Human Fighter
MM2
Devil, Amnizu
CR 8
Devil, Erinyes
CR 9
Devil, Bone
MM2
Devil, Malebranche
CR 11
Devil, Barbed
Wraith, Dread
CR 13
Devil, Ice
Lich, 11th level Human Wizard
CR 14
Angel, Astral Deva
CR 16
Angel, Planetar
Devil, Horned
CR 17
MM2
Banshee
CR 20
Devil, Pit Fiend
Tarrasque
CR 23
Angel, Solar

Marshland of Cymru
CR 1/10
Animal – Toad
CR 1/3
Dire Rat
CR ½
Stirge
CR 1
Devil, Lemure
Ghoul
MM2
Felldrake, Crested
CR 2
Devil, Imp
CR 3
Allip
Dragon, Black – Wyrmling
Ghast
Hell Hound
Wight
MM2
Devil, Advespu
Dire Toad
Felldrake, Horned
CR 4
Dragon, Black – Very Young
Gargoyle
CR 5
Devil, Bearded
Dragon, Black – Young
Hag, Green
Ooze, Ochre Jelly
Wraith
CR 6
Devil, Chain
Shambling Mound
Will-o’-wisp
MM2
Catoblepas
CR 7
Chuul
Devil, Hellcat
Dragon, Black – Juvenile
Ghost, 5th level Human Fighter
Medusa
MM2
Darktentacles
Devil, Amnizu
CR 8
Devil, Erinyes
Gray Render
CR 9
Devil, Bone
Dragon, Black – Young Adult
MM2
Devil, Malebranche
CR 11
Devil, Barbed
Dragon, Black – Adult
Wraith, Dread
MM2
Crimson Death
CR 13
Devil, Ice
CR 14
Angel, Astral Deva
Dragon, Black – Mature Adult
CR 16
Angel, Planetar
Devil, Horned
Dragon, Black – Old
CR 17
MM2
Banshee
CR 18
Dragon, Black – Very Old
CR 19
Dragon, Black – Ancient
CR 20
Devil, Pit Fiend
Dragon, Black – Wyrm
Tarrasque
CR 22
Dragon, Black – Great Wyrm
CR 23
Angel, Solar

The Magic Earth Campaign Part 14 – England Encounters 2

Plains of England
CR ¼
Animal – Cat
– Pony
CR 1/3
Dire Rat
Goblin
Animal – Dog
CR 1
Devil, Lemure
Ghoul
Animal – Horse
Vermin – Giant Ant, Worker
– Giant Bee
MM2
Felldrake, Crested
CR 2
Devil, Imp
Lycanthrope, Wererat
Vargouille
Worg
Vermin – Giant Ant, Soldier
MM2
Dire Hawk
Felldrake, Spitting
CR 3
Cockatrice
Ghast
Hell Hound
Wight
MM2
Boggle
Devil, Advespu
Felldrake, Horned
CR 4
Gargoyle
MM2
Dire Horse
CR 5
Devil, Bearded
Wraith
CR 6
Devil, Chain
CR 7
Devil, Hellcat
Ghost, 5th level Human Fighter
MM2
Devil, Amnizu
CR 8
Devil, Erinyes
CR 9
Devil, Bone
MM2
Devil, Malebranche
CR 11
Devil, Barbed
Wraith, Dread
CR 13
Devil, Ice
Lich, 11th level Human Wizard
CR 14
Angel, Astral Deva
CR 16
Angel, Planetar
Devil, Horned
CR 17
MM2
Deathbringer
Effigy
CR 19
MM2
Corpse Gatherer
Famine Spirit
CR 20
Devil, Pit Fiend
Tarrasque
CR 23
Angel, Solar
CR 28
MM2
Fiendwurm

Fens & Marshes of England
CR 1/10
Animal – Toad
CR 1/3
Dire Rat
CR ½
Stirge
CR 1
Devil, Lemure
Ghoul
MM2
Felldrake, Crested
CR 2
Devil, Imp
Lycanthrope, Wererat
Vargouille
CR 3
Allip
Dragon, Black – Wyrmling
Ghast
Hell Hound
Wight
MM2
Boggle
Devil, Advespu
Dire Toad
Felldrake, Horned
CR 4
Dragon, Black – Very Young
Gargoyle
CR 5
Devil, Bearded
Dragon, Black – Young
Hag, Green
Manticore
Ooze, Ochre Jelly
Wraith
CR 6
Devil, Chain
Shambling Mound
Will-o’-wisp
MM2
Catoblepas
CR 7
Chuul
Devil, Hellcat
Dragon, Black – Juvenile
Ghost, 5th level Human Fighter
Medusa
MM2
Darktentacles
Devil, Amnizu
CR 8
Devil, Erinyes
Gray Render
CR 9
Devil, Bone
Dragon, Black – Young Adult
MM2
Devil, Malebranche
CR 11
Devil, Barbed
Dragon, Black – Adult
Wraith, Dread
MM2
Crimson Death
CR 13
Devil, Ice
CR 14
Angel, Astral Deva
Dragon, Black – Mature Adult
CR 16
Angel, Planetar
Devil, Horned
Dragon, Black – Old
CR 17
MM2
Deathbringer
Effigy
CR 18
Dragon, Black – Very Old
CR19
Dragon, Black – Ancient
MM2
Corpse Gatherer
Famine Spirit
CR 20
Devil, Pit Fiend
Dragon, Black – Wyrm
Tarrasque
CR 22
Dragon, Black – Great Wyrm
CR 23
Angel, Solar

The Magic Earth Campaign Part 13 – England Encounters 1

Hills of England
CR ¼
Animal – Weasel
CR 1/3
Dire Rat
CR ½
Hobgoblin
CR 1
Devil, Lemure
Ghoul
MM2
Felldrake, Crested
CR 2
Devil, Imp
Dire Weasel
Hippogriff
Lycanthrope, Wererat
Vargouille
MM2
Dire Hawk
Felldrake, Spitting
CR 3
Dragon, Bronze – Wyrmling
Ghast
Hell Hound
Ogre
Wight
MM2
Boggle
Devil, Advespu
Felldrake, Horned
CR 4
Displacer Beast
Gargoyle
Griffon
CR 5
Devil, Bearded
Dragon, Bronze – Very Young
Wraith
CR 6
Devil, Chain
Wyvern
CR 7
Bulette
Devil, Hellcat
Dragon, Bronze – Young
Ghost, 5th level Human Fighter
Giant, Hill
Ogre, 4th level Barbarian
MM2
Devil, Amnizu
Dire Elk
CR 8
Athach
Devil, Erinyes
CR 9
Devil, Bone
Dragon, Bronze – Juvenile
MM2
Devil, Malebranche
CR 11
Devil, Barbed
Lycanthrope, Hill Giant Dire Wereboar
Wraith, Dread
CR 12
Displacer Beast Pack Lord
Dragon, Bronze – Young Adult
CR 13
Devil, Ice
CR 14
Angel, Astral Deva
CR 15
Dragon, Bronze – Adult
CR 16
Angel, Planetar
Devil, Horned
CR 17
Dragon, Bronze – Mature Adult
MM2
Deathbringer
Effigy
CR 19
Dragon, Bronze – Old
MM2
Corpse Gatherer
CR 20
Devil, Pit Fiend
Dragon, Bronze – Very Old
Tarrasque
CR 22
Dragon, Bronze – Ancient
CR 23
Angel, Solar
Dragon, Bronze – Wyrm
CR 25
Dragon, Bronze – Great Wyrm

Forests of England
CR 1/6
Animal – Raven
CR ¼
Kobold
Animal – Owl
Vermin – Spider, Tiny
CR 1/3
Dire Rat
Animal – Hawk
CR ½
Animal – Badger
Vermin – Spider, Small
CR 1
Devil, Lemure
Ghoul
Pseudodragon
Animal – Wolf
Vermin – Spider, Medium
MM2
Felldrake, Crested
CR 2
Devil, Imp
Dire Badger
Lycanthrope, Wererat
Satyr (without pipes)
Vargouille
Animal – Bear, Black
– Boar
Vermin – Spider, Large
MM2
Dire Hawk
Felldrake, Spitting
CR 3
Assassin Vine
Dire Wolf
Dragon, Green – Wyrmling
Ghast
Hell Hound
Lycanthrope, Werewolf
Owl, Giant
Unicorn
Wight
Vermin – Giant Praying Mantis
– Giant Wasp
MM2
Boggle
Devil, Advespu
Dire Toad
Felldrake, Horned
CR 4
Aranea
Dire Boar
Dragon, Green – Very Young
Gargoyle
Lycanthrope, Wereboar
Owlbear
Vermin – Giant Stag Beetle
CR 5
Devil, Bearded
Dragon, Green – Young
Wraith
Vermin – Spider, Huge
CR 6
Devil, Chain
Tendriculos
CR 7
Devil, Hellcat
Ghost, 5th level Human Fighter
MM2
Devil, Amnizu
Dire Elk
CR 8
Devil, Erinyes
Dragon, Green – Juvenile
Treant
Vermin – Spider, Gargantuan
CR 9
Devil, Bone
MM2
Devil, Malebranche
CR 11
Devil, Barbed
Dragon, Green – Young Adult
Wraith, Dread
Vermin – Spider, Colossal
CR 13
Devil, Ice
Dragon, Green – Adult
CR 14
Angel, Astral Deva
Lycanthrope, Werewolf Lord
CR 17
MM2
Deathbringer
Effigy
CR 16
Angel, Planetar
Devil, Horned
Dragon, Green – Mature Adult
CR 18
Dragon, Green – Old
CR 19
Dragon, Green – Very Old
MM2
Corpse Gatherer
Famine Spirit
CR 20
Devil, Pit Fiend
Tarrasque
CR 21
Dragon, Green – Ancient
CR 22
Dragon, Green – Wyrm
CR 23
Angel, Solar
CR 24
Dragon, Green – Great Wyrm

D20 Modern Horror Teaser

I am still feverishly working on the rules and so far its going great but there is a lot to detail, so to give some idea of where I am headed with it, here is the Class list and what I feel is a MUST in any horror RPG.

1.0 Classes

1.1 Meta-class Breakdown
Warrior (D10 for hit points)
War Veteran
– Air Force
– Navy
– Army
Ex-Cop
Ex-Con
– Hitman
– Gang Member
– Outlaw Biker
– Eco-terrorist
Survivalist
Scholar (D4)
Field Researcher
– Archaeologist / Anthropologist
– Geologist / Palaeontologist
– Biologist / Naturalist
– Medical Examiner / Coroner
– Parapsychologist / Cryptozoologist
Scientist
– Astronomer
– Physicist
– Historian
– Psychologist
– Geneticist
– Chemist
– Cryptologist / Symbologist
Occultist
Ex-Doctor
– Surgeon
– Psychiatrist
Rogue (D8)
Investigator
– Private Detective
– Journalist / Blogger
Ex-Con
– Juvenile Delinquent
– Burglar
– Wheelman
– Black Bloc
Hacker
Entertainer
– Musician
– Actor
– Stand-Up Comic
– Stage Magician

Holy Man (D6)
Catholic Priest
Rabbi
Buddhist Monk
Druid / Wiccan Priestess
Ex-Cult Member
Psychic (D6)
Physical Psychic
Mentalist
Autodidact
Victim (D6?)

1.7 Victim Meta-Class Abilities
YOU WILL DIE. On the plus side you get the spectacular death scene, the famous last words, the epic send-off. This is truly a meta-class, the player is playing the class and not the individual. The simple rule of thumb is that any Victim that starts a Tale will die by the end of it, thus anyone playing a Victim will be playing at least 2 characters during the course of multi-session Tales. If by some miracle a Victim survives the end of a Tale then the DM may choose to have the player roll a new Victim for the next Tale if it is better suited for the story he wants to tell. Inspirations: Hudson from Aliens, that bald criminal from Splinter, Dr. Flyte from the novel Phantoms, Lawrence Fishburne in Event Horizon, etc etc etc.

PRIME REQUISITES – The initial stat rolls a player makes are kept for the length of the campaign, those numbers may be placed in whatever order the player wishes from Victim to Victim (for example Victim A has STR16, CON14, DEX15, INT12, WIS12, CHA15 then when he dies the player gives Victim B STR14, CON12, DEX12, INT15, WIS15, CHA16). Other than this there are no pre-requisites for a Victim character.

PROTAGONIST ALIGNMENT – Any since if you are Evil then at least the other Protagonists know they made a little bit of headway through your death. If you are Good then you get to be the tragic sacrifice in whatever form it may take. Neutrals tend to be the innocent faceless bystanders of Horror fiction.

PSYCHOLOGICAL DISORDER – Only the Sane are Victims.

CLASS SKILLS – All.
Skill Points at 1st Level: (5 + Int modifier) x 4
Skill Points at Each Additional Level: (5 + Int modifier)

FEATS – Victims begin with 2 Feats from this list at 1st level and then a new Feat every level. Victims have access to all Feats.

CLASS FEATURES – XP Transfer: Even though Victims die over and over their experience is a constant. In this way the player keeps up level wise with the rest of the Protagonists (for example if Victim A is Level 4 at death then Victim B will start at Level 4).
Hit Die Increase: The base hit die for Victims is D6, for each Feat used the Victim goes up one hit die type (1 – D8, 2- D10, 3 – D12). D12 is the maximum hit die type for Victims.
Save Table Increase: The base save table may be increased for Fortitude, Reflex and Will by one level for each feat (for example 1 feat will increase Fortitude from Poor to Good, 2 feats will increase any 2 of the 3 from Poor to Good and 3 Feats will increase all 3 types to Good).
Base Attack Increase: For 1 Feat the Attack Bonus can be increased from Poor to Average and for 2 Feats it can be increased to Good.

SAVE TABLES (PHB3.5 PG.22) – Fortitude (Poor), Reflex (Poor), Will (Poor)

BASE ATTACK BONUS (PHB3.5 PG.22) – Poor

STARTING EQUIPMENT: Wealth Bonus of (Level x 2) + (Highest Stat Modifier x 2). The only limit to equipment is that the Victim must have the Skill or Feat to use the item (plus DM approval of course).

ADDENDUM: At Level 10 (or any time after) a player may choose to convert a Victim into a recurring character. Be warned though, if you die all progress is lost and a new Level 1 Protagonist must be rolled up. From that point on the Protagonist is known as a Survivor.

The Magic Earth Campaign Part 12 – Eriu Encounters 3

Fields and Vales of Eriu
CR ¼
Animal – Cat
– Pony
CR 1/3
Dire Rat
Goblin
Animal – Dog
CR 1
Animal – Horse
Vermin – Giant Ant, Worker
Vermin – Giant Bee
MM2
Felldrake, Crested
CR 2
Blink Dog
Worg
Animal – Giant Ant, Soldier
MM2
Abeil, Vassal
Dire Hawk
Felldrake, Spitting
CR 3
Allip
Cockatrice
Wight
MM2
Felldrake, Horned
CR 4
MM2
Dire Horse
CR 5
MM2
Dire Snake
CR 6
MM2
Abeil, Vassal
CR 17
MM2
Banshee
CR 20
Tarrasque

Marshlands of Eriu
CR 1/10
Animal – Toad
CR 1/3
Dire Rat
Animal – Snake, Tiny Viper
CR ½
Animal – Snake, Small Viper
CR 1
Animal – Snake, Medium Viper
MM2
Felldrake, Crested
CR 2
Animal – Snake, Large Viper
CR 3
Allip
Wight
Animal – Snake, Huge Viper
MM2
Dire Toad
Felldrake, Horned
CR 4
Hydra, 5-headed
CR 5
Hag, Green
Hydra, 6-headed
Ooze, Ochre Jelly
MM2
Dire Snake
CR 6
Hydra, 7-headed
Shambling Mound
Will-o’-wisp
MM2
Catoblepas
CR 7
Chuul
Hydra, 8-headed
MM2
Darktentacles
CR 8
Gray Render
Hydra, 9-headed
CR 9
Hydra, 10-headed
CR 10
Hydra, 11-headed
CR 11
Hydra, 12-headed
MM2
Crimson Death
CR 17
MM2
Banshee
CR 20
Tarrasque