Professional Documents
Culture Documents
The Shield uses D&D Essentials rules: Dungeon Masters Kit, Monster
Vault, Rules Compendium, Heroes of the Fallen Lands, and (supplemental)
Heroes of the Forgotten Kingdoms. Other supplements may be used at
the DMs discretion.
The Shield is an evil campaign.
the city of Westgate.
Dragonborn, Tiefling
Core Classes:
Warpriest (Cleric), Knight, Slayer (Fighter), Thief
(Rogue), Mage (Wizard)
Expanded Classes (supplemental):
Executioner (Assassin),
(Paladin) (Unaligned only), Hunter, Scout (Ranger)
Sentinel
(Druid),
Cavalier
Hexblade (Warlock)
Generating Ability Scores: For an old-school experience, use Method III: Rolling Scores
(described on page 78 of the DDE Rules Compendium).
Roll four 6-sided dice (4d6) and add up the highest three numbers. Do that six times,
and then assign the numbers to the characters six ability scores. Then apply racial
ability bonuses.
These Optional Rules create a grittier play experience:
Daily Powers: Regardless of how many daily powers a character knows, he or she can use
only one per day at the heroic tier, two per day at the paragon tier, and three per day
at the epic tier. Whenever the group reaches a milestone, each character can use one
additional daily power that day.
Action Points: Your character starts with 1 action point. No more than once per encounter,
you can spend an action point to take an extra action (see page 286), use certain feats,
or use paragon path powers.
When you spend an action point, its gone, but you can gain more in two ways: after
reaching two milestones or by taking an extended rest. After you take an extended rest,
you lose any action points you havent spent, but you start fresh with 1 action point.
Cursed Items:
Cursed magic items were a mainstay of old-school D&D, much to Dungeon
Masters' delight and players' occasional frustration. Use the rules for cursed items
from Mordenkainens Magnificent Emporium.
Currency: In addition to copper, silver and gold coins, there are other unusual metals
used in exchange. Most of these come from failed currencies. As such, they are viewed
with skepticism by many honest folk. Principal among these coins are the electrum and
platinum pieces. These coins are rarely circulated, and most are hidden away in ancient
treasure hoards.
Cooperative Game
Dungeons & Dragons is a cooperative game. Player characters work best when they work
together, and most D&D encounters are built around this assumption. That one or more of
the heroes are evil doesn't change this fact or alter your responsibility to your
teammates. You might not like the people you work with, but if you expect them to watch
your back, you had better watch theirs. Nothing dictates that evil characters are unable
work within an adventuring group. They can contribute to the group dynamic as their role
demands.
To ensure the group remains together, it's critical that you shield your companions from
whatever wickedness you intend. In sum, you must avoid stealing from, maiming, exploiting,
and murdering the other members of your party. One way to keep everyone in check is to
make sure you have a strong reason for being together in the first place. You might serve
a more powerful master, follow the same god, be from the same homeland, or pursue a
common goal, such as wiping out all orcs, elves, or dragons. If everyone can agree to a
party-binding element from the outset and can create a plausible explanation for
maintaining this truce, your group should find success.
Be Considerate
Playing an evil adventurer gives you a chance to explore the dark side: to be the ruthless
killer, to steal without regard for the victim, to dabble in dark magic, and to bargain
with terrible powers. Although such options and other, more dreadful actions are possible,
always consider the feelings of other players at the table. Avoid offending other players
by exploring taboo subjects. Many people play D&D as an escape from real world problems
and ugly truths. Games that focus too much on the sinister have limited appeal for many
garners.
Before play begins, talk with the Dungeon Master and the other players to determine what
events they want to avoid and what subjects they'd rather not explore. Respect these
limits and don't test them. Doing so ensures the game remains fun for everyone involved.
Motivation
One key difference between evil adventurers and their good or unaligned counterparts is
their motivations for adventuring. Evil characters aren't likely to risk their lives to
help the innocent and are not going to help those in need without compensation. Traditional
adventure hooks might not work, so you will have to find other ways to draw players into
the story.
Greed: The reward for performing a service must outweigh its risks. Even then, evil
adventurers are likely to take more than they were offered. For example, they might rob
their employers or claim their reward without completing their task. Adventurers are also
apt to dicker over their fees, so you should set the payment low and allow players to
haggle for a higher price. Do not, however, give characters the full reward up front.
They should claim their prize when they complete the mission and can prove it.
Also, be ready for adventurers to double-cross their employers. Don't be surprised when
characters return from a mission and then sack the town they just saved. You should never
quash players when they are roleplaying. If you leave a situation open for their
exploitation, let them do it to the best of their ability-even if doing so upsets your
plans. Instead, think about the consequences of the characters' actions, and adapt the
story to accommodate them.
Revenge: Even though the promise of reward can drive an evil party, revenge is a far
stronger motivator. Evil characters are less likely to forgive slights or let a defeat
go unpunished, as is evidenced when they plot against each other. Don't be afraid to
harass characters during their adventures to draw them deeper into the plot. Be aggressive
with your villains. Have them send goons and monsters after the adventurers. It won't
take long for players to turn their attention to the source of their troubles and devote
every resource toward destroying their foes.
Power: Evil adventurers crave power. Adventuring gives them a chance to gain levels and
find magic items and other booty. The promise of personal power can draw a party into an
adventure, but it can also turn its members against each other when they squabble about
who gets what.
Hinting at great rewards and vast power should be sufficient to lure adventurers into
accepting a mission. When it's time for characters to acquire magic items, give prizes
out in groups to avoid conflict about ownership. Alternatively, you can offer specialized
rewards, such as divine boons, legendary boons, and grandmaster training, to particular
characters.
[The Book of Vile Darkness (a supplement for 4e) has more advice along this same line.]
Three (or Four) Important Things to Know about the Shield Campaign
1. Low Level. The Shield campaign focuses on providing challenges the adventurers can face
and overcome during the heroic tier. Think of it as a street level campaign.
2. Intrigue. Everyone wants something: the characters, normal folk, secret cults, rebels,
mercenaries, invaders, assassins, conquerors, looters, would-be kings. The Shield campaign
presents many organizations and non-player characters with a multitude of plans. The PCs
can interact with all these groups, discovering secret ploys, allying with some, making
enemies of others, and playing them against one another or taking them all on. Allies can
become enemies and enemies can become friends; it's up to the players to decide. Again,
with a street level focus.
3. Old-School. At least in which races and classes are available. The races and classes
seen in AD&D are most appropriate, while those seen in 3e and 4e are less so.
So, no
dragonborn, tieflings, or warlocks.
Other old-school bits include rolling 4d6 for ability scores, cursed items, and even
electrum and platinum pieces.
4. Prime Directive. In our home games, we all agreed upon this house rule: Alignment is
how you treat people outside your party. Regardless of your alignment, you will get along
with fellow party members and will not allow that portion of your character sheet to
interfere with the continuance of the story.
= = =
Sentries/Guards/Militia: The most common form of defense a community will have is men and
women trained to defend the public. From a hamlet, where a few residents act as sentries
and volunteer defenders, to a large city with several guard forces, these people will be
the first to combat whatever problems arise. There should be a base of 1 guard per 150
residents, with a minimum of 3 guards. If the community is on peaceful terms with its
neighbors and has no known enemies, there will be 1 guard per 200 residents, with a minimum
of 3 guards. If, however, the community is on uneasy terms with its neighbors, or has unrest
within its own boundaries, there will be 1 guard per 100 residents, with a minimum of 5
guards.
Communities with less than 5,000 residents are not likely to have an army (militia), unless
the community has known enemies or feels threatened. In an army, there should be a base of
25 soldiers per 1,000 residents. This number will double, triple, or quadruple, depending
on the severity of the threat posed against the community. A standing army is responsible
for patrolling a communitys boundaries and the surrounding lands.
Religion
No Single Deity:
Most people revere more than one deity, praying to different gods at
different times. Commoners in a small town might visit a temple that has three altars, where
they pray to Bahamut for protection, Pelor for fertile crops, and Moradin to aid their skill
at crafting. Clerics and paladins more often serve a single deity, championing that gods
particular cause in the world. Other adventurers range across the spectrum, from paying lip
service to the whole pantheon, to fervently serving a single god, to ignoring the gods
entirely as they pursue their own divine ascension.
Thats not to say that everyone worships every god. A truly good person has little use for
Lolth; a law-abiding town-dweller might never have heard of Gruumsh. Rather, every community
and individual has a collection of deities to whom they devote their reverence. They
occasionally offer a prayer to another god, if circumstances warrantonly a fool goes to
sea without invoking Melora, and a village that doesnt normally venerate Bane might offer
him prayers over a makeshift altar if suddenly forced to warbut their personal pantheon
receives the overwhelming bulk of their attention.
A communitys collection of deities shapes how they see each individual god. A community
beset by the dangers of the surrounding wilderness, and includes Bane and Erathis among
their deities, likely views Bane as more of a stabilizing influence, and less actively evil,
than a tyrannical city-state whose power-hungry leaders worship Asmodeus alongside the Black
Hand.
No Universal Churches:
Just as most points of light settings presumes individual
communities are rarely linked into large kingdoms, so too are the worlds religions made up
of autonomous sects, without monolithic governing entities. There are no churches, in the
sense of Union-wide theological authorities that oversee all practitioners of a given faith.
Thus, a temple or sect of the Raven Queen in one community is differentat least in the
details, and frequently in major practicesfrom any other. It also means that followers of
the Raven Queen arent necessarily in agreement on religious matters. Its possible for two
or more Raven Queen worshipers to prove competitors, or even downright enemies.
The deities are described in the Players Handbook (pages 20-22) and in the Dungeon Masters
Guide (pages 162-163).
The
Roll of Years is a system by which each year has its own personal name.
People
refer to births, deaths, weddings, and other events by the name of the year. Children learn
the order of the years from bards songs, artistic designs in the great temples, and the
teachings of their elders.
The naming of a year is not random, nor does it necessarily commemorate any great event or
occurrence. Many centuries ago the Lost Sage wrote out thousands of years and named them
in the Great Library. Its a rare year that doesnt see some event that seems clearly
connected with its name (at least in retrospect), and most folks view the Lost Sages name
as mysterious portents of the years ahead.
Each month is named after one of the eleven deities in the Players Handbook and also
Asmodeus from the Dungeon Masters Guide.
Asmodeus is the only deity whose name is used in the calendar
that is not good or unaligned. A silver-tongued devil, Asmodeus
is revered by many ambitious and powerful people (a few of whom
were involved in the creation of the calendar). As a result,
the deitys name is as widely recognized and accepted as any
others.
The influence Asmodeus exerts is deceptive; many
people see a god of rulership rather than a dominating tyrant.
The real world Gregorian calendar is an equivalent. October
has 31 days for instance, so the equivalent month also has 31
days.
The months can be named as desired (it makes no
difference). For instance, October (commonly associated with
Halloween) might be known as Asmodeus; July (commonly the
warmest month) might be known as Pelor. Its entirely up the
DM and players which month gets named what.
Day and Night: A day is 24 hours long. Seven days comprise a week: Godsday, Moonday,
Waterday, Earthday, Starday, Sunday, Freeday. Godsday is commonly associated with worship,
and Freeday with rest. The remaining days are considered "work days."