While we're waiting for the forum to open up, here's a little background:
SettingThe Moonshaes are a group of island kingdoms a few hundred miles off the coast of Faerûn in the Forgotten Realms. Celtic Britain serves as the primary inspiration. The Ffolk live in the southern islands, where they farm, fish, hunt and trade. They revere the Goddess, aka the Earthmother (N), whose priests are druids, not clerics.
Northlanders from the mainland, based on the Vikings, came later, settling the northern islands and raiding the Ffolk settlements. They revere several deities: Auril, the Frostmaiden (NE), Tempus, the Lord of Battles (CN), and Umberlee, the Bitch Queen (CE).
Both groups can be found on the central islands, where things get interesting.
AdventureTreasure Hunt was published before the release of the Forgotten Realms setting. While it was written with a Mediterranean-type climate in mind, its placement in the Moonshaes moves it to a colder climate, similar to that of the Orkney and Shetland Islands in the northern UK. So, if the DM hands you a player's map written on a palm leaf, just roll with it. Deal?
It's a short adventure, taking place over the course of two days.
0-level characters (rules paraphrased from the module)Your characters are normal men and women (human or otherwise) with normal occupations and of no particular convictions, who are thrust into a dangerous situation. They'll need to use their wits, and try things they've never done before if they hope to survive. Characters start with:
6 hp (plus or minus constitution modifier)
neutral alignment
knowledge of the common tongue and their racial tongue if applicable
-500 XP
one skill on the secondary skills table (p. 21 AEC)
Characters earn XP after each encounter.
They can try any non-magical special ability available to standard character classes. On the first attempt, it will be at 10% below a 1st-level character's chance, on the second attempt at 5% below, and on the third attempt they do it with the same chance as a 1st level character.
As characters interact with their environment and each other, I will make notes of their behaviors with respect to class and alignment. For example, trying to use a magic wand gives you a plus in the magic-user column, while trying to heal a fellow character gives you a plus in the cleric column. Trying to murder one of your fellows gives you a plus in the evil column, etc. Using a sword--more than once--rules out becoming a magic-user, etc. In this particular adventure, multi-classing is not an option.
As your character nears 0 XP, I will make a recommendation via private message, based on my observations, of a suitable class and alignment. If there's disagreement, we'll discuss it and work something out if necessary. Otherwise, your character takes up the recommended class and alignment upon reaching 0 XP, with all applicable abilities, savings throws, and hit dice. Roll for hit points, but ignore the roll if it's less than your current hp. MU's and thieves don't roll. Your character will learn his or her new alignment language, but not until after the adventure is over.
Any questions?
Edited to remove reference to weapon proficiency.
Last edited by tumblingdice on Mon Jan 20, 2014 1:02 pm, edited 1 time in total.
Get thee to the dungeon. Get thee to the dungeon forthwith. Pass not the barbican. Amass not 200 GP.