Age of Worms
This campaign is a D&D 3.5e run through of the Age of Worms campaign setting. Rules for this campaign are as follows
Allowable Materials – only materials within the SRD or within approved published Wizards sources are allowed as part of this campaign.
Classes and Races – All Wizards published D&D 3.5e materials are allowed. 3.0 materials are not allowed. Monster races are allowed with LA, however, LA buyoffs are not allowed.
Creating a character – New characters enter the game at the same level as the lowest level player in the party. Starting gold is determined by Table 5-1 on page 135 of the DMG. This gold can be used to purchase any items, however the gold value of any one item cannot exceed 40% of the total gold.
Rule Variants and House Rules
Critical misses – a roll of 1 on any check or attack roll always fails.
Multi-Crit – if a natural 20 is rolled for both an attack roll and for the critical hit confirmation, a multi-crit is threatened. To confirm the multi-crit, make another attack roll. If this attack roll also hits, then the critical damage multiplier is squared. This benefit only applies to player characters.
Striking Cover – If a target which would normally have been hit is missed to cover from an object, the attack instead hits the object providing cover.
If cover is instead granted by a character or creature and the attack roll exceeds the AC of the covering creature, the covering creature takes the damage for the intended target.
If the covering creature has a Dexterity and/or Dodge bonus to AC and this bonus keeps the covering creature from being hit, then the covering creature can choose to dodge the attack, thus negating any cover the original target had from the covering creature
If the covering character chooses not to dodge the attack, they are struck by the attack, but may use their flat footed AC to determine if the attack deals damage.
Spell Roll – Usually, the DC for a saving throw is static (10+Spell Level+Mod) while the saving throw of characters effected by a spell is variable (1d20+Mod). This variant rules reverses this relationship so that the resist DC is variable and is determined by the players dice roll (1d20+Spell Level + Mod) and the monsters saving throw is static (10+Saving Throw Bonus).
For spells that effect multiple targets, that player may choose to roll once for all targets or separately for each target, but the player must declare which choice they are making prior to the roll (default is rolling once).
Essentially, this allows casters to “roll to hit” with their spells against static defenses of monsters, rather than having the monsters roll saves, thereby shifting the dice rolling from the DM to the players.
Favored by the Gods – Every player begins each day with one “fate” token. Additional fate tokens are earned after every two combats, but a player may never have more than one fate token at a time and fate tokens cannot be transferred to another player. Fate tokens can be redeemed for the following:
- Allow for a re-roll of any failed skill, combat roll, or saving throw the player has made. You cannot re-roll a natural 1.
- If an enemy scores a critical hit against you, you may use your fate token to treat the hit as a normal hit.
Chapter 01 – The Whispering Cairn
Chapter 02 – The Three Faces of Evil
Chapter 03 – Encounter at Blackwall Keep