Sep 10, 2024 2:41 am
Main Points
•Adventure in Gothic fantasy fog-laden Mitteleurope. Hints of Castlevania, Grimm’s fairytales but mostly Hammer gothic horror. Enemies are witches, werewolves and vampires rather than goblins and dragons. Characters are vampire hunters, priests, hard-bitten mercs and werewolf-wise foresters.
•D&D 5e levels 1-7.
•Regular posts, every other day. Some house rules to keep things going
•Setting is a fantasy alt version of a tiny Mittel European state with some indirect references to far off cities like Berlin, Frankfurt or Roma.
•It’s a zero to hero adventure where characters start off as youthful prodigies, setting off from their hamlet, burgh or neck of the forest. Then develop into significant local presences. The characters’ mission is to help their old Count deal with local menaces such as lesser vampires, ghouls and a witches’ coven. Gradually they realise that the little Dukedom is beset with more serious threats and an ancient evil!
•Character Lineages are humans, halblings (a small fantasy concession), demi-werewolves, (perhaps also Grimm’s style dwarves?).
•Black Powder. To support a Hammer type setting, we’ll include black powder weapons (using the Age of Flintlock rules). Bows and crossbows are still used alongside these weapons. They can be wielded by any class.
-Pistol, three actions reload*, 1d10 piercing damage, range 30/120, costs 70 kreutzers
-Musket, four actions reload*, 2d6 piercing damage, range 100/400, costs 250 kreutzers
*Shooter can roll sleight each round as a free action to perform one of these reload actions
•Armor. We’ll replace standard armor with more setting appropriate gear:
-Gothic setting light armor: +2 (stout jerkin, strong boots, hat or hood, good cloak or equivalent; costs 10 kreuzers )
-Gothic setting medium armor: +4 (adding studded leather, heavy cloak, sturdy belts/girdle, or equivalent, costs 30 kreuzers)
-Gothic setting heavy armor: +6 (adding helmet, cuirass, leather gauntlets, or equivalent, costs 70 kreuzers)
•Adventure in Gothic fantasy fog-laden Mitteleurope. Hints of Castlevania, Grimm’s fairytales but mostly Hammer gothic horror. Enemies are witches, werewolves and vampires rather than goblins and dragons. Characters are vampire hunters, priests, hard-bitten mercs and werewolf-wise foresters.
•D&D 5e levels 1-7.
•Regular posts, every other day. Some house rules to keep things going
•Setting is a fantasy alt version of a tiny Mittel European state with some indirect references to far off cities like Berlin, Frankfurt or Roma.
•It’s a zero to hero adventure where characters start off as youthful prodigies, setting off from their hamlet, burgh or neck of the forest. Then develop into significant local presences. The characters’ mission is to help their old Count deal with local menaces such as lesser vampires, ghouls and a witches’ coven. Gradually they realise that the little Dukedom is beset with more serious threats and an ancient evil!
•Character Lineages are humans, halblings (a small fantasy concession), demi-werewolves, (perhaps also Grimm’s style dwarves?).
•Black Powder. To support a Hammer type setting, we’ll include black powder weapons (using the Age of Flintlock rules). Bows and crossbows are still used alongside these weapons. They can be wielded by any class.
-Pistol, three actions reload*, 1d10 piercing damage, range 30/120, costs 70 kreutzers
-Musket, four actions reload*, 2d6 piercing damage, range 100/400, costs 250 kreutzers
*Shooter can roll sleight each round as a free action to perform one of these reload actions
•Armor. We’ll replace standard armor with more setting appropriate gear:
-Gothic setting light armor: +2 (stout jerkin, strong boots, hat or hood, good cloak or equivalent; costs 10 kreuzers )
-Gothic setting medium armor: +4 (adding studded leather, heavy cloak, sturdy belts/girdle, or equivalent, costs 30 kreuzers)
-Gothic setting heavy armor: +6 (adding helmet, cuirass, leather gauntlets, or equivalent, costs 70 kreuzers)
Last edited September 10, 2024 4:35 pm