Princes of the Apocalypse Campaign Player Information
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Descripción: Variant introduction campaign information for the D&D 5th Edition Campaign "Princes of the Apocaly...
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PRINCES OF THE APOCALYPSE Player Campaign Information v1.0.1 – 04.20.15
Table Of Contents Basic Campaign Information.....................................................................................................................2 Character Creation.....................................................................................................................................3 Races..........................................................................................................................................................5 Adventure hooks........................................................................................................................................9 Factions....................................................................................................................................................11 Religion in the Realms.............................................................................................................................13
Basic Campaign Information “Princes of the Apocalypse” will be held weekly on Sundays at 12pm pacific time, starting May 10th, 2015. Sessions are expected to run from 3-4 hours. (Most will probably be around 3, but please allow for a bit of extra time, if needed). The game will be DM'd by Clinton (Xavian) and the party will consist of Amy (Blaize), David (Manfred), George (Angel), Jenny (JennyLynn), Seth (FullAuto) and Shaun (Copper). The game will be played on Roll20.net and will use Skype for voice chat. If you do not yet have an account on Roll20.net, please sign up for one. (It's free!)
Character Creation All characters will begin at level 1. Advancement to level 3 will happen rapidly and then proceed at a slower pace. The following options are available to you at character creation. Races: All player races and subraces from the D&D Basic Rules, and the Player's Handbook (5th ed.) are allowed for play. In addition, players may choose to play one of the Plantouched races (Air Genasi, Earth Genasi, Fire Genasi, or Water Genasi), a deep gnome, or a goliath as outlined in the Elemental Evil Player's Companion. Aarakocra are not allowed as a player race in this campaign. Notes on the various races as they figure into the land of Faerun can be found later in this document. Classes: All classes from the D&D Basic Rules and the Player's Handbook (5th ed.) are allowed for play. Multi-classing is also allowed. The full list is as follows: •
Barbarian (Path of the Berserker, Path of the Totem Warrior)
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Bard (College of Lore, College of Valor)
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Cleric (All domains except Death, see Deities later in this document)
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Druid (Circle of the Land, Circle of the Moon)
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Fighter (Champion, Battle Master, Eldritch Knight)
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Monk (Way of the Open Hand, Way of the Shadow, Way of the Four Elements)
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Paladin (Oath of Devotion, Oath of the Ancients, Oath of Vengeance)
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Ranger (Hunter, Beast Master)
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Rogue (Thief, Assassin, Arcane Trickster)
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Sorcerer (Draconic Bloodline, Wild Magic)
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Warlock (Pact of the Archfey, Pact of the Fiend, Pact of the Great Old One)
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Wizard (Schools of Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation)
Alignment: All alignments except for Chaotic Evil will be allowed. If you desire to play an evil character, please ensure that it is a character who is able to work with others of clashing ideals in order to deal with a far more significant threat. Feats: Feats are allowed. The human variant may start with one feat. All characters may choose one feat in lieu of Ability Score improvement at any level their class or classes grant them an Ability Score improvement. Equipment: At the time of character creation, any unwanted equipment may be sold for 50% of its listed value, and the money may be used to purchase other equipment.
Races Setting-specific information about the races as they pertain to Faerun follows:
Dwarf Sub-races for Dwarfs in the Forgotten Realms are Gold Dwarfs and Shield Dwarfs. Gold Dwarfs use the same traits as the Hill Dwarf. They are commonly found in the southern part of Faerûn. They have a darker skin than their northern kin, deeply tanned to dark brown. They wear their black to dark brown hair llong, and have hazel or brown eyes (green eyes are considered lucky). Their attention to detail makes them some of the finest craftsmen, and they are known to be shrewd traders. Gold dwarfs commonly hail from the gold dwarf settlement Earthheart in the East Rift, the smoking mountains in the empire of Unther, and the Giant's Run Mountains west of the Vilhon Reach. A Gold dwarf in t his campaign will be a long way from home. Shield Dwarfs use the same traits as the Mountain Dwarf. Far more common than Gold Dwarfs in the north, they are fierce and stubborn, knowing constant hardship. While they do not produce works as detailed and beautiful as their cousins to the south, they take pride in the crafting of their arms and armor, making some of the finest weapons in the land. They stand about half a foot taller than Gold Dwarfs, with lighter skin. Their hair ranged from blond to brown, with red being common. Blue and hazel eyes are predominant. Shield Dwarfs can be found in Citadel Adbar, Mithril Hall, Mirabar and several other locations in the North.
Elf Subraces for elves in the Forgotten Realms are Moon Elves, Sun Elves and Dark Elves (Drow). Moon Elves , also known as Teu-tel-quessir in their own language, or as silver elves are the most common of all the elven subraces. More tolerant of humans than other eladrin, the Teu-Tel-Quessir are tall, close to humans in height, but more slender and beautiful. Moon elf skin is pale, often with an icy blue hue. Moon elf hair is commonly black, blue, or silvery white, although human-like colors are heard of as well, though very rare. Moon elf eyes, like those of other elves, are very commonly green, although some are blue as well. All exhibit a characteristic best described as golden flecks speckled through the iris. Of all the elven races, moon elves are the most impulsive, with a strong distaste for complacency or isolation. Moon elves long to be on the road, traveling and exploring the untamed wilderness that lies between cities and nations. Moon elves can be found most commonly in the Dalelands, Northwest Faerûn, or the Western Heartlands. In the past few decades, many have also taken refuge in the cities of Baldur's Gate and Waterdeep.
Sun Elves , also sometimes known as gold elves, sometimes as high elves due to their stereotypically elitist ways, and Ar-tel-quessir in their own language are historically rare in Faerûn due to the Retreat, in which the majority abandoned the continent for Evermeet, although many have returned to the mainland. Haughty and arrogant, sun elves typically feel themselves superior to most other races, including moon elves and drow. Sun elves are close to the height of humans, have bronze-colored skin and hair most often of copper, golden blond, and black, with red more uncommon but heard of. Sun elves typically have green eyes, though golden ones are also common, often with a liquid appearance, and silver, black, hazel, or copper hues are not unknown. Small communities of sun elves can be found in the high forest, the Neverwinter Woods, and in the cities of Silverymoon, Baldur's Gate, Neverwinter and Waterdeep. Dark Elves, also known as the Drow ore shorter than the other races of elves. Drow have obsidian-colored skin and silver or white hair. Drow eyes are commonly red, and more rarely paler shades of blue, lilac, pink or silver. Green eyes in a drow are a sign of surface elven blood. Most drow come from the the Underdark. Drow cities and outposts include Menzoberranzan, Chad Nassad, Maerimydra, and Ust Natha. A band of mercenary drow known as the Bregen D'aerthe, outcasts from their homes, have also found homes on the surface in the cities of Luskan and Neverwinter. Drow characters will be allowed in this campaign but no worshippers of Lolth will be allowed. Drow rangers that closely mirror Drizzt Do'urden are also discouraged.
Human Humans are divided in the Forgotten Realms into many distinct groups. If you are playing a human, choose one of the following ethnicities: Calishite, Chondathan, Damaran, Illuskan, Mulan, Rashemi, Shou , Tethyrian, or Turami. Information for each is listed on pages 30-31 of the Player's Handbook. Tethyrian, Illuskan and Damaran are the most common ethnicities of human in the region. Populous human settlements in the vicinity include Amn, Baldur's Gate, Candlekeep, Luskan, Neverwinter, Silverymoon, and Ten Towns. The frozen north is also home to many barbarian tribes of humans such as the Bear Tribe, and the Elk Tribe.
Dragonborn Dragonborn do not have a long history in Faerûn. Their kingdom was found in Forgotten Abeir until a collapse in magic interposed the geography of their world with that of Faerûn. Considered outsiders by most, Dragonborn now must learn to adapt to this new world they have found themselves in. They are most commonly found in their City-bastions in their capital of Tymanther, but they have spread in small numbers across the continent so can be found nearly anywhere on the surfa
Genasi The Planetouched have never been a populous people. They inspire curiosity wherever they go. Many are drawn to live near the elements that are in their bloodlines. Air Genasi may live high on mountains, Fire Genasi in especially warm regions such as desserts, and Water Genasi near the coasts while Earth Genasi may feel most comfortable underground. Some settle in large human cities, while others eschew them.
Goliath Strong and enduring as the rock of the mountains where they reside, goliaths live mostly in the littleknown ranges of eastern Faerûn—the Thesk Mountains, the Mountains of Copper, the Sunrise Mountains, and even the bitterly cold Icerim Mountains. The lands around these ranges have always been lightly populated by other races, and few people have ever met a Goliath. Goliaths who wander far from home soon find that their great size and talent for combat opens up a world of possibilities among the smaller races of Faerûn. A small number of goliath sellswords can be found as far away as the Sword Coast.
Gnome Gnomes, known also as the Forgotten Folk, are somewhat rare in Faerûn. Small communities exist in the Western Heartlands, Elturgard, and along the coast of the Shining Sea. Deep Gnomes hail from the Underdark in mining communities, where they avoid the Drow who use the svirfneblin as slaves.
Half-elf Most half-elves have grown up with humans or elves. Refer to their entries for homelands.
Halfling Most halfling homelands are now uninhabitable, and halflings are now commonly found wherever humans are found, with the most sizable halfling population found in the city of Amn.
Half-Orc Combining the strength and hardiness of orcs with the cunning and ambition of humans, half-orcs are a tough breed indeed. Half-orcs arose long ago when fierce and violent tribes of humans wandered into lands where orc tribes dwelled, or vice versa. To this day people who display “orcish” traits occasionally surface in lands such as Vaasa or the North, and orcs of less bestial appearance and unusual cunning appear in various orc tribes. True half-orc communities are quite rare, but in lands where orc blood runs thick, people with half-orc characteristics may comprise a significant minority of the population. The Kingdom of Many-Arrows is home to many full-blooded orcs in the region, while other isolated tribes, such as the Iceshield tribe, remain a threat to people in the North.
Tiefling Plagued by a dark and sinister heritage, tieflings walk through the shadows of their race’s past, savoring the darkness or trying to escape it. Tieflings are scattered throughout Faerûn, littered geographically in a reminder of distant times when devils and demons exerted an active influence over the lands. As a race, tieflings have prospered despite prejudice and preconceived notions of their evil nature. They have arisen from obscurity and darkness to become active participants in the affairs of Faerûn. With the fall of Mulhorand, the disintegration of Unther, and the transformation of Thay into a land where the dead walk, many tieflings have been forced to search out new homes. Although some have turned to their former dark practices, others have learned to enjoy the freedom and morality of their new homelands.
Adventure Hooks Adventure hooks are a way to give your character a stronger connection to the storyline in the campaign. Each adventure hook will lead to opportunities and information in the campaign that are uniquely yours, and you will be rewarded for pursuing your chosen goal. The following adventure hooks are listed below, but the information for each is purposefully vague so as to not spoil information. When you have chosen your adventure hook, the DM will provide you with the full information for your chosen hook.
Best Served Cold – A run-in with a cruel minstrel has you seeking revenge. Dangerous Information – You overheard bandits planning a raid and intend to stop them. Dangerous Secret – You've been tasked with infiltrating a circle of druids. Dark Omens – The signs and portents are clear: Terrible disaster is drawing nearer every day. Feathergale Rebel – You've been sent to retrieve a Waterdhavian noble. The Fugitive – You're on the trail of a ruthless murderer. Hired Hand – Some kindly homesteaders you worked for in the past have gone missing. You seek to rescue them. Madman at Haunted Keep – Unsavory sorts have settled one of the abandoned keeps in the area, and you know a secret way in. The Mud Sorcerer – A cruel sorcerer robbed you and killed innocents. You're going to make sure it doesn't happen again. Ominous Dream – You've had visions of a dangerous villain who must be stopped.
Recover the Sword – You apprenticed with a blacksmith who was murdered, her beautiful sword stolen. Rescue Your People – People important to you have been abducted and must be freed. Seeking Revenge – Cultists burned your home or razed an innocent village. You have sworn an oath to stop them. Settle a Score – Marauders robbed your friends or family and left you for dead. Now it's time to even the score.
Shatterkeel's Trail – You're on the trail of the man who destroyed your ship and killed dozens of sailors. Standing Offer – You served as guide for a group of pilgrims traveling to an isolated monastery. Something seemed off about them. Strange Map – An ancient map has come into your possession. Suspicious Fellow – You have your suspicions about a knight and intend to investigate. Undercover- You've been tasked with breaking up a smuggling and piracy ring. Walked Away – You were recruited into a dangerous cult, but left. This cult needs to be stopped.
Factions Five factions are available for play in this campaign. Faction membership can lead to new sources of information and favors and opportunities for advancement within your faction. However, you will also be expected to take on jobs that further the goals of your faction. You may start the campaign already a member of one of these factions, or you may join a faction through roleplay during the campaign. Joining a faction is optional and players who do not belong to a faction will not be penalized.
The Harpers The Harpers is a scattered network of spellcasters and spies who advocate equality and covertly oppose the abuse of power
The Lord's Alliance The Lord's Alliance is a loose coalition of established political powers concerned with mutual security and prosperity.
The Order of the Gauntlet The Order of the Gauntlet is composed of faithful and vigilant seekers of justice who protect others from the depredations of evildoers.
The Emerald Enclave The Emerald Enclave is a widespread group of wilderness survivalists who preserve the natural order while rooting out unnatural threats.
The Zhentarim The Zhentarim Is an unscrupulous, shadowy network that seeks to expand its power and influence throughout Faerun.
For more information about these factions including their goals, philosophies and member traits and insignia, see the Faction Guide on pages 17-20 of the D&D Adventurer's League Player's Guide v2.0.
Religion In The Realms Most settled folk in the realms are polytheistic. While many may have one deity that is close to their beliefs in ideology that they consider to be their true divine patron, few ignore the other gods completely. A fisherman in a small village may make a habit of offering a tithe at the temple of Umberlee, to placate the bitch queen of the deep lest his boat be lost at sea or smashed against the rocks. He might then whisper a prayer to Tymora for good luck, and stop by a shrine of Waukeen on his way to market in hopes that the goddess of wealth and trade will bless him this day.
Active deities in the Forgotten Realms can be found on the next page.
Deity
Alignment Suggested Domains
Symbol
Auril, goddess of winter
NE
Nature, Tempest
Six-pointed snowflake
Azuth, god of wizards
LN
Knowledge
Left hand pointing upward, outlined in fire
Bane, god of tyranny
LE
War
Upright black right hand, thumb and fingers together
Beshaba, goddess of misfortune
CE
Trickery
Black antlers
Bhaal, god of murder
NE
Death
Skull surrounded by ring of blood droplets
Chauntea, goddess of agriculture
NG
Life
Sheaf of grain or a blooming rose over grain
Cyric, god of lies
CE
Trickery
White jaw-less skull on black or purple sunburst
Deneir, god of writing
NG
Knowledge
Lit candle above an open eye
Eldath, goddess of peace
NG
Life, Nature
Waterfall plunging into still pool
Gond, god of craft
N
Knowledge
Toothed cog with four spokes
Helm, god of protection
LN
Life, Light
Staring eye on upright left gauntlet
Ilmater, god of endurance
LG
Life
Hands bound at the wrist with red cord
Kelemvor, god of the dead
LN
Death
Upright skeletal arm holding balanced scales
Lathander, god of birth and renewal
NG
Life, Light
Road traveling into a sunrise
Leira, goddess of illusion
CN
Trickery
Point-down triangle containing a swirl of mist
Llirra, goddess of joy
CG
Life
Triangle of three six-pointed stars
Loviatar, goddess of pain
LE
Death
Nine-tailed barbed scourge
Malar, god of the hunt
CE
Nature
Clawed paw
Mask, god of thieves
CN
Trickery
Black mask
Mielikki, goddess of forests
NG
Nature
Unicorn's head
Milil, god of poetry and song
NG
Light
Five-stringed harp made of leaves
Myrkul, god of death
NE
Death
White human skull
Mystra, goddess of magic
NG
Knowledge
Circle of seven stars encircling a single star
Oghma, god of knowledge
N
Knowledge
Blank scroll
Savras, god of divination and fate
LN
Knowledge
Crystal ball containing many kinds of eyes
Selune, goddess of the moon
CG
Knowledge, Life
Pair of eyes surrounded by seven stars
Shar, goddess of darkness and loss
NE
Death, Trickery
Black disk encircled with a border
Silvanus, god of wild nature
N
Nature
Oak leaf
Sune, goddess of love and beauty
CG
Life, Light
Face of a beautiful red-haired woman
Talona, goddess of disease and poison
CE
Death
Three teardrops on a triangle
Talos, god of storms
CE
Tempest
Three lightning bolts radiating from a central point
Tempus, god of war
N
War
Upright flaming sword
Torm, god of courage and self-sacrifice
LG
War
White right gauntlet
Tymora, goddess of good fortune
CG
Trickery
Face-up coin
Tyr, god of justice
LG
War
Balanced scales resting on a warhammer
Umberlee, goddess of the sea
CE
Tempest
Wave curling left and right
Waukeen, goddess of trade
N
Knowledge, Trickery Upright coin with Waukeen's profile facing left
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