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Morrowind DnD 3.5 - penwatch.net

Character Creation

Created Saturday 10 May 2014
Modified 2014-05-18

The story begins...

As the campaign begins, it is the year 3E 427, Emperor Uriel Septim VII rules Tamriel, and you are all prisoners of the Imperial Guard.

You have been transported from the Imperial City prison, first by carriage, and now by boat, to the island of Vvardenfell in the far away province of Morrowind.

The Emperor's reasons for ordering your transportation are un-known, even to your guards.

Character creation

  1. Pick a race.
  2. Pick a birth sign.
  3. Pick a crime (part of your character background.)
  4. Abilities: 32 point buy.
  5. No flaws. No traits.
  6. Age category: In addition to normal effects, middle-aged characters gain one bonus feat, old characters gain another bonus feat (total two bonus feats) and venerable characters gain a further bonus feat (total three bonus feats ). I look forwards to seeing a collection of venerable dark elves born under the Mage sign, with six feats at level 1...
  7. Class: Classes must be fluff-appropriate for the setting. Talk to me about your character concept (including which PrC's you plan to take) and we will re-fluff as necessary.

Characters with religious persuasions (clerics, paladins, etc.) should seek DM guidance to select domains matching the worship of a given god or daedra lord.

Starting GP and Equipment

You begin as prisoners with effectively zero possessions. You have the commoner's outfit you are wearing and nothing else.

As part of your release, you will be issued a selection of weapons and armour. If you had a spellbook or divine focus before you were arrested, it will be returned to you.

You will be given a disbursal of 25gp to spend as you wish. You are advised to keep a small amount on hand to pay for food, lodging, and general sundries.

As prisoners, you begin with no possessions except a commoner's outfit.

You may prepare a list of equipment valued up to 20 GP, to buy once you have the opportunity. The 'inventory list' for the starting shop will be posted later, so you can make up your sttarting equipment purchase ahead of time.

XP and Reward

XP: Levelling in this game will be slower than usual. As in Tim's Thursday game, I want to keep you low level for a while, so you can scum around, have challenging fights with mudcrabs and giant rats, and run away from mostly harmless ghosts.

Shopping: Shopkeepers may be assumed to have all common supplies on hand, but pre-rolled inventories for unusual or magic items. Magic items not on the shopkeeper's list will have to be crafted, either by you or by an enchanter.

Loot: The majority of your phat loot, including the majority of your major magic items, will come from adventuring. Note that creatures and hostile NPC's will also have pre-rolled loot, and they will use it against you in combat.

Revision Log

2014-06-13
Revise starting equipment.




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