Expectations in Ardunor | World Anvil
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Expectations

GM is an Impartial Referee

  As the GM of this campaign, I will be acting much more like the rules of the game, rather than a storyteller. That isn't to say that it will be the players against the GM. It simply means that I will rule based on the way the dice fall. I will do most rolls out in the open, and I will not be fudging any dice. If a monster crits three times in a row, that's what happens, even if it means a player dies.  

Death and Dismemberment will be a Constant Threat

  The wilderness is inherently dangerous. The simple fact of being in the wilderness means death could be around any corner. Combat will be deadly. If a character goes unconscious, and a monster is smart enough, they may very well attack that person further and permanently remove them from the picture. Scars, lost limbs, and other nasty effects are also high probabilities.   Being unprepared for an adventure is a sure fire way to get yourself killed. Learn everything that you can before charging into a den full of monsters, scout the area as much as possible, and if things seem like they're going badly, it's always okay to flee so you may fight another day.   As a general rule of thumb, the further you travel from Herford, the more dangerous it gets. The first 24 miles extending around the city are relatively safe (which is to say, still extremely dangerous, but heroic adventurers should be able to handle themselves). Beyond that it gets progressively more and more deadly. Plan accordingly. The same thing can be said about deep caverns or ruins. The further down you go, the more lethal the monsters and traps are.  

Primary Themes of the Campaign

 

Exploration

  The idea of a wilderness crawl like this lends itself well to exploration. It is very possible to simply pick a random spot on the map and head in that direction, and, along the way, you might discover some new locations to explore. The wilderness is chock full of monster dens where they've horded their loot, ancient ruins of long fallen empires with vaults filled with their forgotten wealth, or you might even find a peaceful soul or two out there, willing to help you with your journey.   Keep your eyes peeled, and be encouraged to step off the beaten path.  

Treasure Hunting

  Obviously this depends on your character's exact goals, but one of the primary motivations for exploring the wilds of the Edge of the World is treasure. There is hordes upon hordes of treasure lost in these lands, and it's up to you to claim it as your own.   Your character's wealth in this campaign can be used for several different things:   You can make your character more powerful by...
  • Buying magic items
  • Paying for specialized training, or
  • Researching spells
  You can also improve Herford, using your gold to...
  • Construct new buildings
  • Add to the defenses of the city
  • Bring in new shopkeepers, artisans, guards, etc, or
  • Upgrading the existing businesses in the city
  We'll be using the Strongholds and Followers 5th edition supplement. Check out the Upgrading Herford page for additional info.   And the final theme is...  

Survival

  In order to spend your wealth, first you must survive. As mentioned above, death is always possible. In addition to that, while navigating the wilderness of the Edge, it will be much more imperative to keep track of your provisions and carrying capacity. We'll be using a different set of rules for carrying capacity that I will cover once we start playing the game (it's very similar to the Diablo video games inventory system).   You will only be able to bring so many rations with you when you begin your journey into the wilds. Player characters will need to spend time foraging to keep their supplies high. If nobody in an adventuring party has any wilderness survival experience, it might be a good idea to hire a tracker...

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