Rock Hammer Hold

A private D&D Campaign for the LOD set in the Silver Marches of the Forgotten Realms.
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 Rule of Three Campaign - Rules & Overlook

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Sam the DM

Number of posts : 953
Age : 49
Registration date : 2007-05-19

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Name: Almighty DM
Level: Infinite
Race/Class: Very

PostSubject: Rule of Three Campaign - Rules & Overlook   Fri Dec 24, 2010 12:44 pm

The Rule of Three campaign takes place about 100 years after the conclusion of the Mercenary campaign, placing it at the start of the 4th edition setting of the Forgotten Realms world. The year now, is 1479 DR.

The Premise of Three

Each player will have three characters. Two of them will be adventurers and of those two, one will be higher level than the other, perhaps five levels difference. Thus, the low level group would not start adventuring until the high level group reached 5th level or so. The third character will be an official of some sort in Rock Hammer; such as the mayor or constable*, etc. This last character would be a non-adventuring type. The non-adventuring type could be a good source of information, both to the party in the form of quest givers, as well as being knowledgeable people to go to gather information.

*Ideas for the non-adventuring character would include, but it not limited to: mayor, scholar, in charge of the Arcane Academy, high priest at a temple, commissioner in charge of police/guard, merchants, ambassadors, leader of a guild (fighters, wizards, thieves, merchants, and laborers), owner of an inn, town recruiter of NPCs.

The player’s three characters will all be related to each other somehow. Not necessarily by blood, but they will all be tightly connected. You could have an older brother in the higher level group, a younger sister in the lower level group, and their uncle is the captain of the guard in Rock Hammer. Other possibilities include siblings, schoolmates, students, friends, cousins, etc.

Ideally each player would select two different types of classes to play for the sake of variety. The neat part behind this would be that all loot won by either of the parties, could go to an appropriate person in one of the groups. For example, Geoff’s fighter might keep an eye out for arcane magic for his other wizard character. Between the two groups we should have a lot of classes covered.

Both adventuring groups are free to pursue any endeavor that they want to. Perhaps at times the two groups are fighting the same enemy at the same time. A good example of how the three characters work together in this campaign is say the high priest (the non-adventuring character) of the temple of Helm in Rock Hammer learns that a temple in a nearby town is being attacked by goblins. The priest tells the low level character about this and his group goes out to the town to battle the goblins. While they are there, they learn that the goblin attacks are part of a bigger plan made by ogres. The low level character tells the high level character and his group goes out to battle the ogres.

At some point I’ll have a questionnaire for the PCs: what is your full name, who are your parents and what did they do, what is your social class, who are your friends, who are your rivals, who do you hate (maybe not a name but a description of a person) where did you grow up, how long have you lived here, how does A know B and B knows C, vice versa


If you choose to play a descendant of a PC from the Mercenary campaign (whether the Mercenary PC was yours or not), then great benefits await you! You will begin your adventuring career with a larger stipend of money (500 gp instead of the typical 100 gp start) to equip yourself. A family heirloom (a low-level magic item determined by the DM) also awaits you. As does a family specific care package (something like a couple of magical potions, also determined by the DM). On a role-playing aspect, playing a descendant also provides you with social bonuses. (i.e. you have an “in” with the fighter’s guild, or a 10% discount with the weapon smith).

Experience Points

I want to put more of an emphasis on “role playing” rather than “roll-playing). All experience points from combat are cut in half. However, you now have the opportunity to gain experience points from non-combat things. The DM will keep track of these things, and you’ll gain X amount of experience points every time you:

• Make a glorious war cry before an attack
• Make a funny joke at the table
• Healing/Reviving someone else
• Come up with a great idea
• Forgoing a magic item (i.e. one magic item in loot, one person gets it, everyone else gets a little XP for forgoing)
• Adventure specific bonus
• Made a new ally/trainer
• Having a quick turn in combat
• Running the Board (Blaine)
• Recording and uploading our video/audio (Geoff)


Triumphs are like achievements, specifically ones that you have to do something a number of times to unlock, like 100 kills with assault rifles. These are sheets that each PC will have and will keep track of, as in:

• Minions killed
• Skirmishers killed
• Brutes killed
• Artillery killed
• Controller killed
• Lurker killed
• Soldier killed
• Solo killed (for purposes of keeping track of all these kills, I made it whoever drops the creature with the last hit, so as not to micro manage who did the most damage)
• Successful Nature Checks (Acrobatics, Arcana, Athletics, Bluff, Diplomacy, Dungeoneering, Endurance, Heal, History, Insight, Intimidate, Nature, Perception, Religion, Stealth, Streetwise, Thievery)
• Natural “20’s”
• Natural “20’s” on Roy’s die
• First Strike (first hit in an encounter)
• Skill Challenge success/overall successes (victory)
• Dropped your own marked/cursed/quarry target
• Class specific things (hit with Eldritch Blast)
• Race specific things (hit with elven accuracy)
• Healed someone else
• Got hit with a critical
• Defeat “X” amount of undead, spiders, goblins, etc

Triumph Markers

As you start to accumulate these triumphs you will eventually hit Triumph Markers. I think the first Triumph Marker for minions killed is 10 and the one after that is at 25. For each Triumph Marker you gain a title as your reputation spreads throughout the lands. Triumph titles include:

• Whispered
• Recognized
• Known
• Famed
• Fabled
• Illustrious
• Famous
• Great
• Heroic
• Iconic
• Legend
• God-like

For example, as you hit the fourth Triumph Marker for minions killed, your title is “Famed Slayer of Minions”

Triumph Marker Rewards

Not only do you get a cool, new title, you get a reward. Rewards are specific to each different Triumph. An example of one might be for Kills (Undead), you might get to reroll damage versus an undead once per session.

Adventuring Group Triumphs

As an adventuring group you will gain Triumphs as well, these will include things like:

• All major quests completed
• All minor quests completed
• Tactical encounter with no one dropping
• Tactical encounter with no 2nd Wind by anyone
• Successful skill challenges
• Tactical encounter under five round
• Defeat named bosses

Leveling Up

PCs will need to train for new abilities and powers when they level up (you can thank Roy for this idea). Down time needed to gain powers will vary depending on that trainer, the magnitude of powers gained, and a bit of randomness. Until a PC can get proper training, the PC will still immediately gain hit points, bonuses to defense ratings based on level, attack rolls based on levels, and skill points based on level, but not new at-wills, encounters, dailys, utilities, or feats until properly trained.

Immediate Payouts

Gold is paid out to each PC while still in the room standing over the bodies. For example: The PCs (6 of them) gain treasure of +1 long sword, a wand of fire, and 600 gp. The 600 gp is immediately divided up (everyone gets 100 gp). No one wants the wand of fire so it is sold at 90% value (unused, or 50% if used) and that is worth 900 gp (divided up is 150 gp each). Geoff takes the +1 long sword so everyone else gets the “You take it, I insist” XP bonus. Doing it this way eliminates the question of “how much money do I have”, when was the last time we got paid, nonsense.

Legacy Weapons

Lou had a great idea about treasure drops, specifically magical items. Instead of random or wish list stuff, each boss drops a magic shard that can be infused with the PCs current weapon/armor to make it magical. It would be tied in to what type of boss you defeated, so if it was a frost giant he would drop a shard that would give your sword bonus cold damage or if you put it on your armor maybe it would be resist 5 cold damage. Pretty much, the weapon you start with will be the weapon you end the campaign with.
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