History of the Alliance (Britannia)

This history serves as background for the Fairhaven campaign that started 2/22/2014. Important NPCs are highlighted in green and important terms are highlighted in blue. This document can also be found in the Encyclopedia section.

History of the Alliance (Britannia)

Rules Update 13.12.18

Added 3 subjects to the Rules Compendium PDF under the RULES heading.

-Added Bloodied table and definition.

-Added final Botch Table.

-Added final Critical Hit Table.

Rules Update 13.4.3

Changes:

Combat Styles

–Brawler Style now reduces weapon speed by 2 and standardizes the increases in damage from fists/feet.

–One Handed Style now reduces the weapon speed by 2, instead of 3. (Balances this against Brawler Style).

–Double Weapon Style weapon speed is reduced for a Quarterstaff as indicated in the 2nd edition rules (Combat and Tactics).

New:

Blindness & Proficiencies in Rules gives the penalties for being blind and the effects of Blindfighting Nonweapon Proficiency on blindness and the new Blind Warrior proficiency.

Rules Update 13.3.3

Changes:

Concentration Nonweapon Proficiency: According to 2nd edition rules, if a caster is damaged while casting, he loses the spell. Period. In accordance with that, Concentration now allows a Constitution check to avoid losing the spell, whenever you are damaged while casting.

New:

One-Handed Casting Nonweapon Proficiency: This allows a caster to cast with one hand, but take a -2 penalty to the casting check. This is the same bonus/penalty as the Elven Bladesinger special ability (2nd edition).

Rules Update 13.2.13

Almost everything has had a few tweaks here and there, but a few bigger things have changed and are described below:

-Tumbling Attack is now a Nonweapon Proficiency instead of a Metamartial.

-Added “Agile” Armor Power which reduces Armor Encumbrance equal to the Enhancement bonus.

-Altered requirements for some Metamartials.

-Altered a few of the Casting Check penalties for some Metamagics.

-Added Critical Actions to the Rules Compendium. These give alternate consequences to a critical hit instead of double damage. These are completely optional and can be used any time you make a critical hit with a weapon or spell.

-Added a more complete map of Southern Gallia that includes the Watchtower in the west (AQ-69), the Elven Occupied areas (AW-65, etc.), and the Torr’Esani occupied region in the east (BI-59, etc.).

***Please see related pages for more details. These descriptions are just a summary.***

Rules Update 12.2.22

Grappling

Str/Dex opposed roll

Size Modifier: Tiny -8, Small -4, Large: +4, Huge +8, Gargantuan +16

Number of Grapplers: One roll on each side. +2 per assisting grappler that succeeds on regular check.

 

Grapples per round:

Fighters: 2/round

Everyone else: 1/round


Grappling Condition:

No threatened squares

Surprise penalty

No Movement (except with check)

 

Grappling Actions – Requires opposed grapple check

Damage: natural or small weapons only. -4 for attacker.

Casting: Must have no Somatic component and 0 casting time. -1 per spell level for attacker.

Draw a small weapon.

Escape from a Grapple.

Move up to half full. (Taking all grapplers with you)

Pin Opponent

Use opponent’s small weapon: -4 for attacker. (Don’t gain possession of weapon)


Pinned Condition:

No threatened squares

Surprise penalty to AC

-4 to AC to those not pinning you.

 

Pinned Actions – Requires opposed grapple check

Escape pin

 

Pinning Condition:

No threatened squares

Surprise penalty to AC

 

Pinning Actions – Requires opposed grapple check

Damage: natural or small weapons only. -4 for attacker.

Move up to half full. (Taking all grapplers with you)

Use opponent’s small weapon: -4 for attacker. (Don’t gain possession of weapon)

Prevent opponent from speaking (No check needed)

Disarm opponent.

Cannot Cast, Draw a weapon, Pin another, or Escape another’s pin while pinning someone.

Rules Update 11.10.2

Clarified Mounted Combat rules:

Mounted Melee

–Gain +1 to attack when fighting man-sized unmounted opponents.

–Gain +2 to first attack if charging on horseback (Double damage with certain weapons)

–Do not lose any attacks for movement.

–If moving “through” an enemy, they do not get an Attack of Opportunity if they move aside and you get a max of 2 attacks on a target as you move past them (up to your normal limit).

Mounted Archery

–Gain +1 to attack when fighting man-sized unmounted opponents.

–Have all attacks if shooting while mount is stopped.

–Lose 1 attack if shooting while mount is moving (presumably because it takes a bit longer to take attacks –DM)

–Penalty of -2 to attacks while moving up to half rate, -4 while moving beyond half. (Again, no penalty if stopped)

Cavalry Training nonweapon proficiency

–Less checks when doing mounted maneuvers (No check when damaged for less than 50hp in 1 attack)

–Mount/Dismount as swift action.

–Reduces Missile attack penalties while moving by 2. (so no penalty up to half rate, and -2 beyond)

Sidescene: They Were Coming

They were coming.

The young Drow knelt behind an overturned stone slab that was once a table. It was just a few hours ago that laughter filled his ears as he and his friends drank bitters and played dice games. Now he could only hear his heart pounding so fast and loud he was afraid the enemy would hear it.

He rechecked his crossbow as they had taught him in war camp. It was cocked and ready. The string hard and tight, ready for battle, expectant. Even in times of peace a cocked crossbow made him nervous. Not for the warnings his weapon master gave him about accidental firings, but because it made the crossbow seem anxious for battle, hungry for blood—something he never was.

He swallowed hard and closed his eyes. He mouthed a silent prayer to Lolth, the spider queen goddess of the Drow. Months ago word leaked out that her priestesses were no longer receiving spells. Lolth had abandoned her children. The Drow, who had always been the dominant power in the Underdark, panicked. Major cities fell into chaos and ruin. Thousands starved as clan rivalries became open warfare. Some brave Drow headed for the surface, hoping the Overlight would bring a new chance at life for them.

But still the young Drow prayed. It was all he had. The enemy had made it past the outer post and into the enclave. Warriors far better than he had already been killed defending their small community. It was up to him and his two brothers in arms to stop them from getting into the shrine. Lolth may have abandoned them, but the Matron Mother hadn’t and he would give his life…. His life. Oh goddess. If Lolth was gone and he was to die this day, where would his soul go?

Some had given up on the traditional Drow pantheon. They believed that with Lolth gone, oblivion was all that awaited a dying Drow who held true to them.They flocked to the worship of Eilistraee, a Drow goddess of redemption that still worked within the Elven pantheon. They preached peace between all Elven folk, so that Drow could live long full lives instead of dying in some raid or battle before they even reached their third century. Normally that would be a great heresy, but many were drawn to its message of hope. The young Drow had never really thought too much about the other gods before now, but he was suddenly wishing he had. Perhaps things would be different.

The young Drow let out a long slow breath he hadn’t realized he was holding. Things weren’t different, though. He was here now and the enemy was coming. He was afraid of the battle he was about to fight, afraid of dying, and afraid of oblivion. But he had to be strong. Strong for the Matron Mother. Strong for his brothers. He always thought he was the weakest of them because of his fears. But maybe some of them were afraid too. Maybe all of them were. Maybe that’s what it means to be Drow. To be strong in the face of fear, to attack that which makes you afraid, and to be the thing that makes other races afraid of the dark.

He heard the bootfalls of the enemy. He could smell their rotting flesh. And he was—expectant, ready for battle. He finally understood. This is why he was here, why all Drow were here. This moment. Right now. He looked down at his crossbow. This thing he once feared was now his brother, his twin. It was hungry, ready for release, ready to fulfill its destiny as an instrument of war. He understood—everything.

He was still looking at his crossbow when the arrow came that sent him to oblivion.

Rules Update 11.8.24

Gameplay:

–Most social encounters will now involve CHARISMA CHECKS. Good roleplaying will give bonuses, but success of the ability check will be the deciding factor.

Proficiencies:

–Armor Class bonuses now increase as you add WEAPON PROFICIENCY slots to it.

–TAUNT (Metamartial: 1 slot): [Melee Only] Demoralize a single opponent with your wit. During combat, make a Charisma check at the beginning of each round. If you succeed, the target is Bloodied toward you until the beginning of your next action. You may continue your taunting as long as you continue to succeed in the check each round. If the target has Taunt, the check becomes an opposed Charisma check.

–SOOTHING WORD (Nonweapon 1 or 2 slots): When healing by spell or the Healing proficiency, add your Charisma Reaction Adjustment to the HP healed.

Sidescene: The Missive

To: High Father Angus Quinn, Purifier

–Office of the Hunters, Church of the Radiant Cross, Iberia, Europa

From: Commander Grant Pell, Hunter

–Office of the Hunters, Church of Golden Glory, Southport, Pantheon

High Father,

We have confirmed the presence of the Shadowfell plague on Pantheon. It appears to be moving very slowly as it did in the beginning of the outbreak in Europa months ago. Hopefully now that we know what to expect, we can stop this before it gets too far. There are reports of the plague in Southport, Tantras, and Sumeria. We don’t know if this is a coordinated attack or simply coincidental timing, but we aren’t taking any chances. I have dispatched Hunters across Pantheon to watch and report, but we are spread pretty thin.

The Council has issued alerts to all authorities to watch for outbreaks and all graves from the last six months are being opened and the bodies burned. They are attempting to use Woundhealer, but it can’t be enough to help everyone. They seem to be doing the right thing, but we can’t lose sight of the fact that they have a vampire and two demons on the Council. I can only hope that whatever dark forces they might answer to, they are enemies of the Raven Queen as well.

Even in a best case scenario, many lives will be lost. The best we can hope for is that we stop the Raven Queen from gaining a foothold on Pantheon. More reports to follow. Good luck and God bless, Sir.

–Commander Grant Pell, Hunter