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		<title><![CDATA[EN World D&D / RPG News - Plots & Places]]></title>
		<link>http://www.enworld.org/forum</link>
		<description>Post your PCs and NPCs for others to reference and enjoy. This is also an alternate location for long-term campaign and plot development.  These can be system neutral or relate to any game or system.</description>
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		<lastBuildDate>Fri, 20 Nov 2009 23:40:07 GMT</lastBuildDate>
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			<title><![CDATA[EN World D&D / RPG News - Plots & Places]]></title>
			<link>http://www.enworld.org/forum</link>
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			<title><![CDATA[Assassin's Creed as a D&D campaign]]></title>
			<link>http://www.enworld.org/forum/plots-places/268194-assassins-creed-d-d-campaign.html</link>
			<pubDate>Wed, 18 Nov 2009 23:58:41 GMT</pubDate>
			<description><![CDATA[So AC2 just came out.  Picked it up for 2 reasons.  1 - I like the game, 2 - I've been to Venice and seeing it in a game is pretty cool.  I can say I stood on that exact spot in the game. 
 
I've been thinking since the first game that part of the story would be great for a D&amp;D campaign.   
 
The...]]></description>
			<content:encoded><![CDATA[<div>So AC2 just came out.  Picked it up for 2 reasons.  1 - I like the game, 2 - I've been to Venice and seeing it in a game is pretty cool.  I can say I stood on that exact spot in the game.<br />
<br />
I've been thinking since the first game that part of the story would be great for a D&amp;D campaign.  <br />
<br />
The templars could be replaced with a secretive group within the church of Bahamut making for a perfect story for any Avenger character or NPC.  The assassins, not sure yet.<br />
<br />
But the premise would be that the PCs would spot an assassin in the first adventure.  Perhaps they are hired by the church of Bahamut to bring the perpatrator to justice.  After all, Bahamut is good, assassins are bad.<br />
<br />
For a time, the PCs are always playing catch-up.  Assassins happen and it looks like innocent murder with the church providing cover ups and red herrings to fool the PCs.  Eventually, details begin to emerge.  Each victim had his vices, much like the Creed targets, though maybe not as blatant.  <br />
<br />
As the campaign progresses, they discover the 2 secret societies, one wanting to control the population, the church of Bahamut (much like the Kingpriest from Dragonlance), the other wanting to protect the freedoms of individuals.  By the end of the Heroic tier, the PCs have an understanding of the 2 societies and having supported the church up to this point now have to make a major decision.  Support the church, who publicly is good and just, but privately has become to big for its britches or switch to the assassins side and have a blow to their reputation since they now support the &quot;villainous&quot; side in the publics opinion.<br />
<br />
The Paragon tier could escalate things, with both sides trying to gain an advantage over the other side.  All the while, the PCs need to keep everything on the hush hush as neither side wants this war to be public knowledge.<br />
<br />
In the epic tier things escalate, the church of Bahamut, sees a way for a full victory and the PCs must stop them before its too late (much like the game).<br />
<br />
These ideas could easily spin into a lot of different areas.  Does the higher ups in the church know of the secret organization?  If not, once they find out, what do they do about it?  If so, has this been thier plan all along?<br />
<br />
With proper NPC details, this could be a fantastic campaign that is rich with interesting decision points, deep plot, difficult decisions and amzaing set piece encounters and even NPCs with powerful monologues.<br />
<br />
What do you think?  Would that be something that would interest you?</div>

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			<category domain="http://www.enworld.org/forum/plots-places/"><![CDATA[Plots & Places]]></category>
			<dc:creator>Markn</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/plots-places/268194-assassins-creed-d-d-campaign.html</guid>
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			<title><![CDATA[Canterbury Tales Rogues' Gallery]]></title>
			<link>http://www.enworld.org/forum/plots-places/268038-canterbury-tales-rogues-gallery.html</link>
			<pubDate>Sun, 15 Nov 2009 23:04:28 GMT</pubDate>
			<description>Please post your completed character sheets for the game here, and expect to do your own maintenance of such.</description>
			<content:encoded><![CDATA[<div>Please post your completed character sheets for the game here, and expect to do your own maintenance of such.</div>

]]></content:encoded>
			<category domain="http://www.enworld.org/forum/plots-places/"><![CDATA[Plots & Places]]></category>
			<dc:creator>Deuce Traveler</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/plots-places/268038-canterbury-tales-rogues-gallery.html</guid>
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			<title>the accord- rogues gallery</title>
			<link>http://www.enworld.org/forum/plots-places/267929-accord-rogues-gallery.html</link>
			<pubDate>Fri, 13 Nov 2009 03:10:51 GMT</pubDate>
			<description>this is the rogues gallery for my accordlands gestalt game. 
  
the rp thread-http://www.enworld.org/forum/playing-game/267920-accord.html#post4996853</description>
			<content:encoded><![CDATA[<div>this is the rogues gallery for my accordlands gestalt game.<br />
 <br />
the rp thread-http://www.enworld.org/forum/playing-game/267920-accord.html#post4996853</div>

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			<category domain="http://www.enworld.org/forum/plots-places/"><![CDATA[Plots & Places]]></category>
			<dc:creator>Kisuke_Kurosaki</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/plots-places/267929-accord-rogues-gallery.html</guid>
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			<title>critique my city</title>
			<link>http://www.enworld.org/forum/plots-places/267924-critique-my-city.html</link>
			<pubDate>Fri, 13 Nov 2009 02:19:06 GMT</pubDate>
			<description><![CDATA[oakspire 
 
history 
Oakspire has for the past 1600 years been the last large settlement of the dwarves on the material plane. originally a mining settlement on the peak of mount simariil named after the its original inhabitant a gold dragon. soon after simariil's dissaperence the dwarves moved in...]]></description>
			<content:encoded><![CDATA[<div><font size="5"><u>oakspire</u></font><br />
<br />
<u>history</u><br />
Oakspire has for the past 1600 years been the last large settlement of the dwarves on the material plane. originally a mining settlement on the peak of mount simariil named after the its original inhabitant a gold dragon. soon after simariil's dissaperence the dwarves moved in to mine for emeralds and large deposits of mythril in bedded into the center of the mountain. after several generations of dwarf inhabitants mining the mountian had devolpoed a massive crater at the peak of the mountian; with connecting tunnles leading even deeper in to the mountian. some rumors  said the tunnles lead to the underdark.  these rumors were cemented as fact when in 162 a drow raiding party poured from their own tunnles and caused massive damage to the settlement. the drow were eventully repeled back to the underdark. for 3 years the mining settlements progress was put into a standstill due to the fear of a second attack. at this point a group of surviving eladrin whom in years  past had experienced a caticlysmic event them left them sepperated and exsiled from their former eladrin brothers. banished by their former home they found refuge with the dwarves after they pledged their support to the dwarves in fighting the drow. for 30 years the newly named elves and dwarves fought the drow in a vicious war when at long lastthey had repeled the drow from their former settlement. in celibration the elves planted a seed they had brought back with them from the fey wild and planted it into the heart of the mountian. by the year 1298(current year) the seed has formed into a massive tree that envelopes the crater with the roots pouring into the tunnles of the mountian. dwarven homes and bussinesses are sprawled in the walls of the crater while the elven population resides in homes hanging from the branches of the great tree. the tree itself has taken on the properties of the mountain with its bark as strong as mythril and every fall emerald leaves from the tree fall in the crater. the emerald leaves have been used prominently in the craftsmenship collectively by both races in art weapons and armor. <br />
<br />
<u>population</u><br />
dwarf 4,500<br />
elven 3,000<br />
other &gt;200<br />
<br />
---------------------------------------------------------------------------------------------<br />
<br />
this is the first city i have designed in my current world building project. so tell me what you guys think.<br />
 some good areas were i would like input on are the following. <br />
<br />
-what would you as a player like to know more about this city while exploring it?<br />
<br />
-ideas of on elaborating on current history.<br />
<br />
-general criticism.</div>

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			<category domain="http://www.enworld.org/forum/plots-places/"><![CDATA[Plots & Places]]></category>
			<dc:creator>lexoanvil</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/plots-places/267924-critique-my-city.html</guid>
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			<title>Adventure in Sigil?</title>
			<link>http://www.enworld.org/forum/plots-places/267913-adventure-sigil.html</link>
			<pubDate>Thu, 12 Nov 2009 21:29:34 GMT</pubDate>
			<description><![CDATA[I DM a 4e group that is on the brink of reaching Paragon status. So far, they haven't done any planar adventures and I and looking to rectify that. I'm planning on having my players thrown (quite literally) into Sigil, and then have to struggle to get back to the Material Plane, where all the...]]></description>
			<content:encoded><![CDATA[<div>I DM a <acronym title="D&D 4th Edition">4e</acronym> group that is on the brink of reaching Paragon status. So far, they haven't done any planar adventures and I and looking to rectify that. I'm planning on having my players thrown (quite literally) into Sigil, and then have to struggle to get back to the Material Plane, where all the action is happening. The only catch (and currently where I'm at a dead end for ideas) is setting up an adventure that starts and ends in Sigil, and revolves around the players trying to get back home.<br />
<br />
I would love for the players to stumble upon Sigil during some crisis. My first idea is that there's a new plague of sorts that's got the Lady of Pain blocking all portals to the city, causing riots to break out due to fear for starvation. This has the bonus of immediately affecting the players, since the portals are blocked, yet they managed to use a portal to arrive in there. What if someone saw them enter, and informed a more powerful being? My idea here is that Estavan, the head of the Planar Trade Consortium, learns of their arrival and asks them how they entered, and hires them to figure out what's going on (more specifically, he wants them to find a working portal, regardless of whether they solve the plague mystery).<br />
<br />
This is where I start drawing blanks. What plague is running rampant in Sigil? The players have to first find out what it is, perhaps where the ingredients originated, taking them to the source, which leads them to the manufacturer, and then to the mastermind of it all. I would love for Mephistopheles to ultimately be behind the plague, since he's the BBEG in my campaign. The Archdevil is trying to overthrow Asmodeus by harvesting souls on the Material Plane to create an army. Perhaps this plague was meant to drive Cagers to the Material Plane for harvesting (250 thousand creatures is pretty tempting). However, I think that idea is fairly shallow and not worthy of one of the most prominent schemers in existence. <br />
<br />
The only problem with my purposed idea is that blocking off all portals will mean I can't send the players to the Shadowfell or Feywild (as I had thought that ingredients for the plague/cure might be located there). Is there a clever way around this, or have I plotted myself into a corner?<br />
<br />
Would anyone like to help me fill in the blanks? I'd really love to make this adventure be a memorable one.</div>

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			<category domain="http://www.enworld.org/forum/plots-places/"><![CDATA[Plots & Places]]></category>
			<dc:creator>Saagael</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/plots-places/267913-adventure-sigil.html</guid>
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			<title><![CDATA[[Pathfinder] The Pleasure Prison of the B'thuvian Demon Whore]]></title>
			<link>http://www.enworld.org/forum/plots-places/267903-pathfinder-pleasure-prison-bthuvian-demon-whore.html</link>
			<pubDate>Thu, 12 Nov 2009 19:05:43 GMT</pubDate>
			<description>Please make individual posts containing Pathfinder-based characters. 
 
Rhun -- human shield bash fighter 
Shayuri -- gnome sorceress 
rangerjohn -- elf druidess 
Tailspinner -- human cleric of Sarenrae</description>
			<content:encoded><![CDATA[<div>Please make individual posts containing Pathfinder-based characters.<br />
<br />
Rhun -- human shield bash fighter<br />
Shayuri -- gnome sorceress<br />
rangerjohn -- elf druidess<br />
Tailspinner -- human cleric of Sarenrae</div>

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			<category domain="http://www.enworld.org/forum/plots-places/"><![CDATA[Plots & Places]]></category>
			<dc:creator>CanadienneBacon</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/plots-places/267903-pathfinder-pleasure-prison-bthuvian-demon-whore.html</guid>
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			<title>Into the Sewers</title>
			<link>http://www.enworld.org/forum/plots-places/267901-into-sewers.html</link>
			<pubDate>Thu, 12 Nov 2009 18:11:23 GMT</pubDate>
			<description><![CDATA[I'm planning an adventure for the PCs to 'clear out' the sewers.  But, I want it to be a little more than simply clearing it out.  Anyway, let me briefly explain the encounters I came up with, how I'm tying them together, and a couple of other things and then what I'm asking for help with. 
 
This...]]></description>
			<content:encoded><![CDATA[<div>I'm planning an adventure for the PCs to 'clear out' the sewers.  But, I want it to be a little more than simply clearing it out.  Anyway, let me briefly explain the encounters I came up with, how I'm tying them together, and a couple of other things and then what I'm asking for help with.<br />
<br />
This 'dungeon' is three main areas:<br />
<br />
1. Bullywug lair.  An abandoned house leads into the main lair (a hole was dug down and a ladder installed).  The lair is filled halfway with water and an underwater passage leads to a nest.  A path then leads to the main sewer system.  There four possible encounters here: house (definite), lair (definite, and quite hard given that it will be partially in water), nest (not likely to occur because they'll have to find the underwater passage and then be motivated to check it out, maybe I'll have someone flee), and then just outside in the sewers.<br />
<br />
2. Temple.  Further down the sewer system, they will find a boarded up passage that leads to a carved out cavern and then a full-on underground, evil-guy, hidden temple.  I can't recall the deity off hand, but it's the one that likes torture and jails.  There's also a rivulet from the temple to the sewer system that spews acidic poison.  The PCs could follow this it will require a lot of squeezing.  If they fail to go through the boards (despite the stench of death behind it), they might be motivated to find out the source of acid.  The high priest's chambers is the one adjoining room to the temple with an intact, locked door.  That room leads up to a secret door in another house.  This one is lived in by an innocent family who has no idea what's underneath.  Will the heroes believe them?  The encounters here will be undead and one fungus, and some acidic rats (minor tweaks).<br />
<br />
3. Drake lair. The sewers have a retention area where the drakes will lair.  A bunch of different drakes will be here, including some custom drakes (I love the monster builder).<br />
<br />
It's my proposition that the drakes and bullywugs get along.  The encounter at the abandoned house will contain one drake, which will flee at the first opportunity.  When/if the heroes pursue they will not find the drake in the following encounter areas and therefore will hopefully be persuaded to continue adventuring into the sewers.  That seems a little thin, however, and I'd appreciate any other ideas.<br />
<br />
The temple is purely an additional encounter area for flavor.  Not everything needs to be tied together and I like the flavor aspect of this.  I've not used such a thing before, so it interests me.  However, I can also use it to tie into some machinations above ground.  Does anyone know about this temple and is searching for it?  Any other ideas on how this thing could be used from a plot perspective?<br />
<br />
I want an NPC in this.  So, I was thinking of a 'sewer caretaker' that may even be hired by the town.  But, wouldn't he know about these areas?  If so, what is his connection and why hasn't he reported it?  Maybe he's a wererat and they are aligned with the others?  If he doesn't know about it, why not?  I can't think it would really be that recent.  I was thinking maybe having him meet the heroes once they are in the sewer system, maybe after the final battle in the bullywug lair.  &quot;Hey, I heard something and came running...&quot;  Then, he could follow them as far as the drakes, perhaps not choosing to follow them into the temple area, and then perhaps reveal some plotting (he's a friend of the drakes).  If I do that, I'll have to stat him up, so what race/class/whatever should he be?  She?<br />
<br />
The heroes will get involved in this because a &quot;big frog&quot; and a &quot;small dragon&quot; were seen in town and then investigation (by the guard) revealed that there have been several pets missing over the last couple of weeks and possibly a missing person or two (maybe the caretaker brings victims down there).  However, the guards are outmatched by the frogs and drakes and several lie dead (including maybe one of the frogs).  The heroes, who hopefully have just handling the runaway wagon caper, will be paid to help and given a major quest to remove the frog/drake menace from the sewers.  Maybe one of the missing people is still a captive in the drake's lair?<br />
<br />
PS. I can post the monster stats and scan in the rooms if anyone is interested.  This intended for 1st level characters and would get them up to 2nd if fully completed (together with the runaway wagon encounter).</div>

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			<category domain="http://www.enworld.org/forum/plots-places/"><![CDATA[Plots & Places]]></category>
			<dc:creator>Infiniti2000</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/plots-places/267901-into-sewers.html</guid>
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			<title>Crossing into the Shadowfel</title>
			<link>http://www.enworld.org/forum/plots-places/267861-crossing-into-shadowfel.html</link>
			<pubDate>Wed, 11 Nov 2009 23:14:14 GMT</pubDate>
			<description><![CDATA[So I've got DMs block.... 
For the life of me, I'm stuck on the next leg of my adventure. So I'm hoping maybe you guys can help get the creative juices flowing.  
 
My players are in a desert world. They have crossed over into the Feywild, because they have found out that the veil between the...]]></description>
			<content:encoded><![CDATA[<div>So I've got DMs block....<br />
For the life of me, I'm stuck on the next leg of my adventure. So I'm hoping maybe you guys can help get the creative juices flowing. <br />
<br />
My players are in a desert world. They have crossed over into the Feywild, because they have found out that the veil between the feywild and shadowfell has cracked/broken, and all sorts of natiesthat aren't supposed to be here, are. <br />
They have learned of the location of the problem. A town where 100 years ago a explosion of magical power opened a rift and let all sorts of chaos beasties in. they have been given three canopic jars which hold the spirts of very powerful mages, who can seal the rift, as long as the party can keep them safe.<br />
<br />
And...that's what I've got. <br />
<br />
I've got my adventures set up to get them to the town, which is a small port town on the river. I'm thinking of maybe having the jars stolen or broken, or what I'd like to do is somehow have the characters step over to the shadowfel. <br />
<br />
Eventually, I want this all to tie in to the creature behind all of this being a nasty dracolich hidden at the lost city, south of the caracters. <br />
<br />
I know this is pretty rambling, but like I said, I'm just beating my head aginst the wall for ideas. Any suggestions, ideas or anything would be really awesome!</div>

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			<category domain="http://www.enworld.org/forum/plots-places/"><![CDATA[Plots & Places]]></category>
			<dc:creator>Ambershanks</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/plots-places/267861-crossing-into-shadowfel.html</guid>
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			<title><![CDATA[Broad Arrow Jack presents Crypt of the Everflame [Rogues Gallery]]]></title>
			<link>http://www.enworld.org/forum/plots-places/267804-broad-arrow-jack-presents-crypt-everflame-rogues-gallery.html</link>
			<pubDate>Tue, 10 Nov 2009 20:40:15 GMT</pubDate>
			<description><![CDATA[Players, please post your sheets here. I'm not too picky about the format, so long as things are organized and readable. 
  
Thanks! 
  
PLAYERS 
Fenris as Corus Varan, Male Human Cleric of Sarenrae 
Rhun as Anundr Valkrsson, Male Human Barbarian 
rangerjohn as Elandril, Male Elven Evoker...]]></description>
			<content:encoded><![CDATA[<div>Players, please post your sheets here. I'm not too picky about the format, so long as things are organized and readable.<br />
 <br />
Thanks!<br />
 <br />
<u>PLAYERS</u><br />
Fenris as Corus Varan, Male Human Cleric of Sarenrae<br />
Rhun as Anundr Valkrsson, Male Human Barbarian<br />
rangerjohn as Elandril, Male Elven Evoker<br />
ethandrew as Seddon Brusk, Male Human Fighter<br />
Queenie as Mariana Silvers, Female Human Rogue</div>

]]></content:encoded>
			<category domain="http://www.enworld.org/forum/plots-places/"><![CDATA[Plots & Places]]></category>
			<dc:creator>Broad Arrow Jack</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/plots-places/267804-broad-arrow-jack-presents-crypt-everflame-rogues-gallery.html</guid>
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			<title>Ideas needed for undercity places</title>
			<link>http://www.enworld.org/forum/plots-places/267696-ideas-needed-undercity-places.html</link>
			<pubDate>Sun, 08 Nov 2009 17:51:32 GMT</pubDate>
			<description>I have my group coming back to the city and have an idea for some yuan-ti to steal something from the local lord, most likely his child to convert.  I was planing to use the Dungeon Delve level 6 with yuan-ti for a bit of underground dungeon off the sewer lines but thought there could be more to...</description>
			<content:encoded><![CDATA[<div>I have my group coming back to the city and have an idea for some yuan-ti to steal something from the local lord, most likely his child to convert.  I was planing to use the Dungeon Delve level 6 with yuan-ti for a bit of underground dungeon off the sewer lines but thought there could be more to this undercity.<br />
<br />
I am looking for a few ideas to use in place of basic sewers and secret catacombs.  A few thoughts I had was a large area where many sewer lines meet, I was thinking 'Seven Points' like in the gangs of new york movie where thieves and assassins battle for this crossroads.  <br />
<br />
Some other ideas include a cave temple like in the 2nd Indiana Jones movie where the PC's can spy on the ritual as a bit of foreshadow before the fight or so they can see the child taken further into the caves.  Another idea includes a whirlpool where most of the sewer lines meet and plunge 100feet into a lake located in a great cave, maybe an island with somethging on it.  I was also thinking of some sort of portal that would take the pc's to the yuan-ti island with a medusa of some sorts.  I was thinking that the 'stone island' portal idea could bridge the heroic to paragon tiers.<br />
<br />
As always, any new or expanded ideas are welcome.</div>

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			<category domain="http://www.enworld.org/forum/plots-places/"><![CDATA[Plots & Places]]></category>
			<dc:creator>aco175</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/plots-places/267696-ideas-needed-undercity-places.html</guid>
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			<title>3.5 Homebrew</title>
			<link>http://www.enworld.org/forum/plots-places/267690-3-5-homebrew.html</link>
			<pubDate>Sun, 08 Nov 2009 15:31:20 GMT</pubDate>
			<description><![CDATA[Random ideas. 
 
Hit Points Rejigged 
The idea is a variant wound/vitality system which can accommodate different styles, and to reorganize the various conditions effects to make them more interesting and germane to play. Also, to fold in the massive damage mechanic &#8211; which always struck me as an...]]></description>
			<content:encoded><![CDATA[<div>Random ideas.<br />
<br />
<b>Hit Points Rejigged</b><br />
The idea is a variant wound/vitality system which can accommodate different styles, and to reorganize the various conditions effects to make them more interesting and germane to play. Also, to fold in the massive damage mechanic &#8211; which always struck me as an ugly beast &#8211; and make it more relevant. <br />
I have probably poached ideas from any number of sources, and not credited anyone: it all blurs together, after a while. If an idea is yours, then thanks. I've tried to make the case as brief but as logically as possible. The range where characters were simply unconscious (-1 to &#8211;9 hit points) has essentially been enlarged, with more possibilities added. Characters are much more robust; the rules are conceived to support canny players with no divine casters.<br />
<br />
*<br />
<br />
<br />
<b>RECOVERY ASSUMPTION</b><br />
<i>Rally</i>, <i>rest</i> and <i>convalescence</i> are arbitrary and convenient periods of time which are flexible enough to respond to plot needs or to be hand-waved for convenience. <br />
<br />
<b>Rally</b><br />
A <i>rally</i> is a short period of time, typically between encounters, where characters have an opportunity to catch their breath, regroup and refocus. Often, a rally period can be subsumed within another period of time if other nonstrenuous activities (casual searching, looting corpses, sharpening weapons etc.) are taking place; otherwise, a rally period should never be longer than a few minutes. After rallying, a character's full hit points return, unless he is <i>wounded</i>. <br />
<br />
<b>Rest</b><br />
A <i>rest</i> period is sufficient length of time to recoup major strategic resources such as daily abilities and spell slots. A rest may be overnight, but it may be at other times and for a shorter period if circumstances warrant and the referee permits. A rest period is also sufficient time for enemies to make strategic preparations of their own. After a rest period, the effects of normal fatigue and exhaustion end; fatigue or exhaustion associated with unhealed wounds, however, remains.<br />
<br />
<b>Convalescence</b><br />
<i>Convalescence</i> is an extended period of time &#8211; days, weeks or even months &#8211; during which a character may heal wound damage and ability damage. The tenor of the campaign will dictate the exact length of the convalescence; if healing magic is widely available, convalescence is generally either brief or unneccessary. <br />
<br />
<br />
<b>INJURY</b><br />
Hit points recover quickly and wounds recover slowly unless healed with magic. When your hit points run out, you need to withdraw from the front line.<br />
<br />
<b>Hit Points</b><br />
Hit points are an 'ablative' resource: they do not represent physical wounds so much as skill, luck, divine favour and the ability to shrug off pain. If you have suffered hit point damage, you recover your full hit points when you <i>rally</i>. <br />
You gain hit points normally according to your hit die; at 1st level, you receive maximum hit points and you also gain an additional number of hit points equal to your Constitution score. Nonlethal damage affects your hit points no differently than lethal damage.<br />
<br />
<b>Wounds</b><br />
<i>Wounds</i> represent real physical damage, and their range is smaller than hit points. Wound damage does not heal except with convalescence or magic.<br />
You have a total number of wounds equal to your Level + your Constitution score. <br />
Only when your hit points are reduced below 0 do you begin to take damage to your wounds: any extra damage from the attack which reduced your hit points to 0 is transferred to your wounds. Damage from subsequent attacks is also applied directly to your wounds until you have had an opportunity to rally. <br />
If you receive nonlethal damage sufficient to otherwise reduce your wounds to 1, you are <i>staggered</i>; if you suffer nonlethal damage equal to or greater than your total hit points + wounds you become <i>unconscious</i>. Nonlethal damage is automatically recovered after rallying.<br />
Hit points are always reduced to 0 before wound damage is sustained; there is no way to 'bypass' hit points and deliver damage straight to wounds.<br />
<br />
<b>Wounded Condition</b><br />
If you suffer damage to your wounds you gain the <i>wounded</i> condition in addition to any other effects. If you are wounded, you cannot regain your maximum hit points when you rally. Depending upon how badly you are wounded, you may also suffer additional effects:<ul><li>If reduced to fewer than 50% of your wounds you are <i>fatigued</i>. You can neither run nor charge, and take a -2 penalty to Strength and Dexterity.</li>
<li>If reduced to fewer than 25% of your wounds you are <i>exhausted</i>. You move at half speed and take a -6 penalty to Strength and Dexterity.</li>
<li>If you are reduced to 1 wound you are <i>disabled</i>. You may take only a single move action each round, and you move at half speed.</li>
<li>A character reduced to 0 wounds is <i>dead</i></li>
</ul>The conditions associated with wound damage last as long your wounds remain in that range. <br />
<br />
<b>Hit Point Recovery for Wounded Charcters</b><br />
Characters who are <i>wounded</i> may recover only some of their hit points after they rally. <ul><li>Any character who suffers the <i>wounded</i> condition cannot regain more than 75% of his normal maximum hit points for as long as the wounded condition persists.</li>
<li>A character who is also <i>fatigued</i> by his wounds has his maximum hit points reduced to 50% of normal</li>
<li>Characters who are <i>exhausted</i> have their maximum hit points reduced to 25% of normal.</li>
<li>Characters who are rendered <i>disabled</i> or <i>unconscious</i> through wound damage cannot regain hit points until that condition ends</li>
</ul><br />
<br />
<b>DEATH?</b><br />
Massive damage doesn't necessarily kill you. <br />
<br />
<b>Massive Damage</b><br />
If you sustain damage from a single attack which is sufficient to reduce you to fewer than half of your remaining wounds you must make a Fort save (DC 10 + the number of wounds you lost) or suffer the effects of <i>massive damage</i>. Massive damage represents a single traumatic event severe enough to cause shock, disability, unconsciousness or death. A character with few or no hit points ('out of luck') is at much higher risk of suffering massive damage from an attack, and should get out of harm's way until he can rally.<br />
<br />
<b>Effects of Massive Damage</b><br />
When you suffer massive damage you gain the <i>dying</i> condition and you are automatically <i>staggered</i> for 1d4 rounds: you may take a single move action or standard action each round, but not both; nor may you take full round actions. <br />
When you suffer massive damage, you may also enter <i>shock</i>: this effect is dynamic and is adjudicated on a round-by-round basis.<br />
<br />
<i><b>Dying</b></i><br />
Dying characters automatically lose 1 wound per round until some action is taken to stabilize them or they die. Dying characters may be either conscious or unconscious.<br />
If you are dying, a successful Heal check (DC 15) made as a full round action stabilizes you, and you stop losing wounds. Any curative magic immediately stabilizes you. Without healing, three consecutive stabilization checks (Con check, DC10) are required from the dying character in order to stabilize; otherwise, a successful check means that wound damage for that round only is negated.<br />
If a dying character reaches 1 wound, he becomes <i>disabled</i>. Disabled characters may take only a single move action each round, and move at half speed. <br />
A character who reaches 0 wounds is <i>dead</i>.<br />
<br />
<b><i>Shock</i></b> <br />
On the round when you suffer massive damage, you must make a Fortitude saving throw (DC 15). If you fail, you are <i>stunned</i>, and may not act. If you succeed, you may act but remain <i>staggered</i>. <br />
If you fail the initial saving throw, you must repeat it every round on your turn. If you succeed, the <i>stunned</i> condition ends, but you remain <i>staggered</i> for 1d4 rounds afterwards. For each additional round that you are dying and continue to lose wounds, the Save DC to end the <i>stunned</i> condition increases by +1. If you fail three consecutive saving throws, you collapse altogether and become <i>unconscious</i>. <br />
A character rendered unconscious by shock can attempt to regain consciousness &#8211; and the <i>stunned</i> condition &#8211; every round by means of a Fortitude save against the same DC.<br />
<br />
<br />
<br />
<br />
<br />
<b>Spins</b><br />
<br />
<i><b>Classic:</b></i> Healing magic applies normally to wounds and hit points; wounds are cured first. <br />
<i><b>Meaner:</b></i> Healing magic heals hit points normally; alternatively, 1 wound per spell level may be healed.<br />
<i><b>Risky Raiding:</b></i> There is no healing available. Characters regain 1 lost wound each time they rest. Characters use their wits and rally whenever possible.<br />
<i><b>Generational Campaign:</b></i> Characters regain 1 lost wound per week of convalescence provided that they succeed at a DC 10 Constitution check; long-term care grants a +2 circumstance modifier to the check. Characters who roll a natural '1' on the check worsen, and lose a further 1d4 wounds. Healing magic is generally unavailable.<br />
<i><b>Swords and Sorcery:</b></i> Characters do not gain bonus hit points at 1st level and do not apply their Constitution modifier to their Hit Dice: Constitution still modifies saves and checks, and it determines wounds normally. Wounds recover at the rate of 1 for every full day of convalescence; long-term care doubles the rate. Healing magic is unusual or expensive.<br />
<i><b>Heroic:</b></i> Mooks and normals receive only wounds, not hit points. Only heroes and villains receive hit points.<br />
<i><b>Grim:</b> </i>Characters receive no hit points, only wounds, like mooks and normals. Characters receive a defense bonus equal to half their BAB; treat this as a dodge bonus. Armor confers damage reduction equal to 1+ half its AC bonus. Watch out for <i>fireballs</i>. Good luck.<br />
<b><i>Die Hard:</i></b> You can rally as a full round action.<br />
<br />
*</div>

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			<category domain="http://www.enworld.org/forum/plots-places/"><![CDATA[Plots & Places]]></category>
			<dc:creator>Sepulchrave II</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/plots-places/267690-3-5-homebrew.html</guid>
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		<item>
			<title><![CDATA[[INFO THREAD] Rhun's Greyhawk Campaign - OMEGA]]></title>
			<link>http://www.enworld.org/forum/plots-places/267665-info-thread-rhuns-greyhawk-campaign-omega.html</link>
			<pubDate>Sat, 07 Nov 2009 23:11:47 GMT</pubDate>
			<description><![CDATA[This is the info thread for my OMEGA group's Greyhawk Campaign PbP game. I know it is late in coming, since the game is going on 3.5+ years here at EN World, but I've recently realized that I can't remember everything that has gone on before in the game. Thus, important things such as people,...]]></description>
			<content:encoded><![CDATA[<div>This is the info thread for my OMEGA group's Greyhawk Campaign <acronym title="Play by Post">PbP</acronym> game. I know it is late in coming, since the game is going on 3.5+ years here at EN World, but I've recently realized that I can't remember everything that has gone on before in the game. Thus, important things such as people, places, etc. will be posted here for reference.<br />
<br />
It may take some time to get everything I want posted here, but at least this will be a start to better organization. :D<br />
<br />
I'd appreciate if nobody else would post in this thread. If you have questions, concerns or advice, please post it in the <a href="http://www.enworld.org/forum/talking-talk/257704-rhuns-greyhawk-omega-ooc-thread-toee-new.html" target="_blank">OMEGA GAME OOC THREAD</a>. Thanks.</div>

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			<category domain="http://www.enworld.org/forum/plots-places/"><![CDATA[Plots & Places]]></category>
			<dc:creator>Rhun</dc:creator>
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			<title><![CDATA[Idea for Nentir Vale/ Nerath campaign based aroung Hambly's Darwath series]]></title>
			<link>http://www.enworld.org/forum/plots-places/267613-idea-nentir-vale-nerath-campaign-based-aroung-hamblys-darwath-series.html</link>
			<pubDate>Fri, 06 Nov 2009 18:03:32 GMT</pubDate>
			<description><![CDATA[HI guys! 
 
I'm going to be starting a 4e campaign as soon as my 3.5 campaign finishes. I am planning to do the H1 to H3 series to learn the ropes then switch to my own plot lines. 
 
Now, I have decided to adopt the default POL campaign setting using the Nentir Vale. To add my own twist to the...]]></description>
			<content:encoded><![CDATA[<div>HI guys!<br />
<br />
I'm going to be starting a <acronym title="D&D 4th Edition">4e</acronym> campaign as soon as my 3.5 campaign finishes. I am planning to do the H1 to H3 series to learn the ropes then switch to my own plot lines.<br />
<br />
Now, I have decided to adopt the default POL campaign setting using the Nentir Vale. To add my own twist to the back story, I have decided to use Barbara Hambly's Darwath books as a backdrop. Specifically, Nerath did not fall because of the gnolls but because of the Dark.<br />
<br />
For those who have not read the books, the essential storyline is this: the Dark, amoeba like creature that can kill with a touch, have been relegated to legend since their last invasion 3000 years before. In the novels, they have come back, simultaneously invading the entire kingdom of Darwath. No human magic can touch them and no one can communicate with them. Eventually, a solution is found and they go away.<br />
<br />
In my campaign, the date is 100 years after the second invasion. The novels only have humans, so in my campaign the Dark can 'eat' any humanoid. The invasion by Dark inflicted massive casualties to all humanoids, in the range of 50-60% within the initial first year and another 10% within the next 3-4 years to ALL humanoids.<br />
<br />
Needless to say, with those kinds of casualties and the collapse of civilization that followed, Nerath ceased to be. However, as in the Novel, the last King knew it was coming and took precautions. As such, the survivors of the capital area of Nerath (Gae in the books) are better off than most and, 100 years later, are trying to re-establish the kingdom. The kings have good ones since the invasion and the planned expansion of the new kingdom is through cooperation.<br />
<br />
Now, the PCs will be acting as scouts/escorts for the local city states as they negotiate with the new Kingdom.<br />
<br />
I am wondering: does anyone have any suggestions as to plot twists, opponents, complications et al? Who would be interested in the failure of the treaty or who would benefits? How would the local politics within the Nentir Vale.<br />
<br />
I'm still at the brainstorming stage, so any suggestion is welcome.</div>

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			<category domain="http://www.enworld.org/forum/plots-places/"><![CDATA[Plots & Places]]></category>
			<dc:creator>seregil</dc:creator>
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			<title><![CDATA[IG's "The Witchlight Strand" [Character Records]]]></title>
			<link>http://www.enworld.org/forum/plots-places/267550-igs-witchlight-strand-character-records.html</link>
			<pubDate>Thu, 05 Nov 2009 03:53:06 GMT</pubDate>
			<description>Attach a current PDF or an approved statblock, please.  Or both... 
 
 
-IG</description>
			<content:encoded><![CDATA[<div>Attach a current PDF or an approved statblock, please.  Or both...<br />
<br />
<br />
-IG</div>

]]></content:encoded>
			<category domain="http://www.enworld.org/forum/plots-places/"><![CDATA[Plots & Places]]></category>
			<dc:creator>industrygothica</dc:creator>
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			<title><![CDATA[[4e] Dark Water Campaign (in The Last Lands) [MY PLAYERS SKIP]]]></title>
			<link>http://www.enworld.org/forum/plots-places/267464-d-d-4th-edition-dark-water-campaign-last-lands-my-players-skip.html</link>
			<pubDate>Tue, 03 Nov 2009 06:34:29 GMT</pubDate>
			<description><![CDATA[Before I begin, let me get something out of the way really quick... 
 
BRAD/SPENCER/AARON/DUSTIN 
PLEASE DON'T READ THIS THREAD 
 
...ahem ...okay. 
 
What is this thread? 
 
This thread will be used to share my campaign development process as it happens. I will state goals, share my thoughts and...]]></description>
			<content:encoded><![CDATA[<div>Before I begin, let me get something out of the way really quick...<br />
<br />
<b><font color="Red"><font size="5">BRAD/SPENCER/AARON/DUSTIN<br />
PLEASE DON'T READ THIS THREAD</font></font></b><br />
<br />
...ahem ...okay.<br />
<br />
<font color="Lime"><b>What is this thread?</b></font><br />
<br />
This thread will be used to share my campaign development process as it happens. I will state goals, share my thoughts and think out loud about where my campaign may head, how and why, for better or worse.<br />
<br />
<font color="Lime"><b>Why?</b></font><br />
<br />
Primarily for fun - but also to have something to look back at as the campaign progresses. I have a blog/site for the campaign but it all consists of 'for the players' style information. This is the behind the scenes view and something to give myself (and later, the players) an idea of what I was going for, where it went right and where it went wrong and hopefully can help me make future campaigns better.<br />
<br />
<font color="Lime"><b>Dark Water? Last Lands?</b></font><br />
<br />
Dark Water is simply the name of the campaign I am currently running that takes place in the Last Lands, a setting I am developing from the 'bottom, up' as we progress in the campaign. Of course there was initial work put into the setting, but once it got to a point where we could get started, we jumped on in. At the time of this post, we have only played 2 games of the Dark Water campaign, so we are just getting started!<br />
<br />
<font color="Lime"><b>What else?</b></font><br />
<br />
If you like something, hate something or have a question, please feel free to post it here!<br />
<br />
<br />
*UPDATE*<br />
<br />
Here are some links that are related to the campaign...<br />
<br />
-- <a href="http://lastlands.com/category/summaries-dark-water/" target="_blank">Dark Water Campaign Session Summaries</a><br />
<br />
-- <a href="http://lastlands.com/dark-water-npcs/" target="_blank">Dark Water Campaign NPC's</a></div>

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			<dc:creator>weem</dc:creator>
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