CampaignDocument

Campaign Document

Below are the House Rules for the Jade Regent Campaign:

  1. All items added or removed from this document are open for discussion.
  2. The game is currently set up for 7 players.
  3. Cards (we love cards, yes we do)
    • Players will be provided with Adventure Gear cards for equipment and Item cards for treasure whenever possible.
      • Plot Twist Cards will be used in this campaign. Plot Twist Cards are fun, cool and useful. A player does not have to take a Plot Twist Card if they don’t want to.
      • A Plot Twist Card will be awarded to a character upon gaining a level (including 1st level). The player can use this card any time at their discretion, but each player may use no more than one Plot Twist Card per Encounter.
      • A Plot Twist Card can be awarded any time at the discretion of the GM.
    • Critical Hit Deck
      • Whenever a player confirms a critical hit, that player gets the option of taking whatever multiplier their attack confers OR they may choose to draw a card from the Critical Hit Deck and follow the result appropriate to the weapon’s damage type (bludgeoning, piercing, or slashing). For magical attacks, use the magic entry. For weapons with critical multipliers of x3, the player may draw two cards and chooses which effect to use (x4 weapons draw three cards). The player must take the card’s result unless it cannot be applied, in which case the player rolls multiplied damage normally.
    • Condition Cards
      • Players will be provided with a Condition Card to explain a condition (Stunned, Dazed, Paralyzed, etc.) when they get hit with one. You can find more info about them here.
  4. Character creation method
    • The Jade Regent Campaign will use the High Fantasy 20 point purchase as per page 15 of the Core Rulebook.
    • Starting gold for 1st level character creation is:
      | Class | Starting Wealth | Average |
      | Barbarian | 3d6 x 10 gp | 105 gp |
      | Bard | 3d6 x 10 gp | 105 gp |
      | Cleric | 4d6 x 10 gp | 140 gp |
      | Druid | 2d6 x 10 gp | 70 gp |
      | Fighter | 5d6 x 10 gp | 175 gp |
      | Monk | 1d6 x 10 gp | 35 gp |
      | Paladin | 5d6 x 10 gp | 175 gp |
      | Ranger | 5d6 x 10 gp | 175 gp |
      | Rogue | 4d6 x 10 gp | 140 gp |
      | Sorcerer | 2d6 x 10 gp | 70 gp |
      | Wizard | 2d6 x 10 gp | 70 gp |
      | Alchemist | 3d6 x 10 gp | 105 gp |
      | Cavalier | 5d6 x 10 gp | 175 gp |
      | Oracle | 3d6 x 10 gp | 105 gp |
      | Summoner | 2d6 x 10 gp | 70 gp |
      | Witch | 3d6 x 10 gp | 105 gp |
      | Magus | 4d6 x 10 gp | 140 gp |
      | Gunslinger | 5d6 x 10 gp | 175 gp |
      | Ninja | 4d6 x 10 gp | 140 gp |
      | Samurai | 3d6 x 10 gp | 105 gp |
    • Starting characters gain base Hit Points equal to their full Hit Die for their class.
  5. Character leveling
    • Whenever a character gains a level beyond 1st they have a choice: they can automatically gain Hit Points equal to 1/2 their Hit Die rounded down, plus 1 OR the player may choose to roll the character’s Hit Die, re-rolling 1s or 2s. If they’re unhappy with the result, they have the option to roll one more time, but they have to keep whatever they roll, even if it’s less than what they rolled previously.
  6. Character death
    • If a character is killed and unwiling/unable to be raised, a replacement character will be introduced in a story consistent way as soon as possible. The replacement character will:
      • Begin play with total character levels equal to the average party level.
      • Have a starting experience point total equal to exactly the amount needed for that level on the medium advancement track as per Table 3-1 in the Core Rulebook.
      • Have a starting amount of gold pieces to spend equal to the average gear value of the remaining party members.
  7. Healing consumables
    • Healing consumables have two options: they can be calculated for each die at 1/2 rounded down, plus 1 with any other static bonuses added on after that. IE: A CL1 potion of cure light wounds would restore 1d8+1 or 6 hp OR the person drinking the potion can choose to roll like they normally would.
  8. Treasure splitting
    • It is up to the players to decide how to split treasure. It’s assumed that gear appropriate for a specific class will be made available to them (need vs. greed).
  9. Game play schedule
    • The Jade Regent campaign is currently proposed to start in April.
    • We hope to meet every three weeks (or as close to that as possible), on Sundays from 4:00-9:30.
  10. Game play session
    • Each session will contain a recap of the previous session.
    • Session recaps will be posted via the Adventure Log feature of Obsidian Portal.

CampaignDocument

The Jade Regent Adventure Path gamera_spinning