Whitebox Sandbox Sword &Sorcery [ EDIT ]

This game has been retired! That means it's no longer being run.
This will be a White Box:Fantastic Medieval Adventure Game campaign with some house rules.

The base game is available free at Drivethrurpg (affiliate link for this site http://rpg.drivethrustuff.com/browse.php?affiliate_id=739399).


It is a version of the Swords and Wizardry White Box, a minimalist, rules-light reorganization of Original D&D.

The game will take the form of a hex crawl across a world shattered by magical catastrophe, filled with bizarre artifacts and mutant creatures. Walled cities are safe havens, barring political chaos and invasions by hostile nonhumans. The land is dotted with forgotten dungeons, monster lairs, and the castles of powerful individuals trying to reclaim the wilderness - perhaps the future of your own character.

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Roll a 1st level character as per Whitebox FMAG base rules. Races available are humans (any class including thief) and elves (elf race as class only). Elves are alien minded fey knights and you should consider this when deciding to play one. Trying to keep a sword and sorcery feel, not Tolkein, so halflings and dwarves are not available.

Fighters may trade In 2:1 or Wis 3:1 to increase Str. Clerics can exchange Str 3:1 and Int 2:1 to boost Wis. Similarly, Magic Users trade Wis 2:1 for Int.

If you play a fighter you get +1 damage with all weapons and your base hit bonus is one higher than in the book. If your Str is 15+ you get an additional +1 to damage. As fighters level we will be incorporating several special abilities from Chainmail left out of OD&D.

If you play a magic user or elf, ask me for your starting spell. We will be using a different arcane magic system (from the book Wonder and Wickedness) to keep magic strange and threatening.

Use this encumbrance system when kitting out your character, based on Strength and Dexterity: http://goblinpunch.blogspot.com/2013/11/armor-and-inventory.html

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