CLASH OF THE TITANS

DRAFT.  

Will be finalised after Oriental Adventures Campaign is complete.

 


At the dawn of time, war between gods and titans left the landscape of Thylea forever changed. Thousands of years later, the first mortals arrived, carried by ship and dragon.

The Dragonlords were the champions who overthrew the Titans 500 years ago and forged the Oath of Peace. But the power of the Oath has waned, and now the Titans seek vengeance.

You are one of the heroes called by prophecy to end the conflict once and for all. Poets will sing of your deeds for centuries to come … If you survive.


Greco-Roman Science Fantasy Campaign

Politics: Low
Roleplaying: Low-Medium
ChallengeHardcore
Weirdness: High (greek gods + laser guns)
Magic: Low/Average.
Level: 1 to 10 (see Hardcore Rules Section)
Preparation: Watch Clash of the Titans (watch both if you can, but the 1980s preferably, but the 2010 one is fine too – all PG) and Jason and the Argonauts (rated G) to get into the right frame of mind. For the PG movies get your parents permission before watching (non-adults of course). If you really want something suitable for my campaign watch Ulysse 31 – a 1981 anime – basically Ulysse’s in space.


VITAL INFO

  • Kick-Off: TBD and then two weeks thereafter.
  • Character Abilities. Use the old school method – roll 4d6 and drop the lowest then assign the rolls to ability scores.  You can not re-roll individual ability scores but you can re-roll the whole set.
  • Races. Humans only but each human has a bloodline that effectively makes each human unique – see link. Alternatively, you can pick a standard human from the PHB and take a supernatural gift instead. Mythic Earth options OK also (see below).
  • Classes. Anything from the player’s handbook is OK. However, I strongly recommend you take one of the setting archetypes which are appropriately mythic  (see below in blue). Anyone who does take a setting specific class (ones in blue) will get custom feats as the campaign progresses. Mythic Earth options OK also (see below).
  • Epic Destiny. You each have an epic path.  You can either pick one from the Player Guide (pg. 21 – 25) or I will randomly hand them out at the first session. This impacts what happens in the campaign. It includes new spells and custom character sheets.
  • Currency. Drachma = gp. Ticker ₯.
  • Boons & Banes. In Clash of the Titans, this is known as Piety, it functions as normal but has the following additional effects:
    • Piety will influence the power of some magic items, in particular artefacts or items related to the powers of Thylea.
    • Piety will affect the “Call on Ancestor” ability. In Thylea this is “Libation for the Gods“.
    • Piety will also provide the following additional benefits:
      • 3 Piety – You can cast any cleric spell of level 1 or lower.
      • 10 Piety – You can cast any cleric spell of level 3 or lower.
      • 25 Piety – You can cast any cleric spell of level 3 or lower with double and maximised effects.
      • 50 Piety – You can increase an ability score by 2 and also increase your maximum for that score by 2.
  • Location. The continent of Thylea – another super-continent located on Earth but not the same continent that Jade Regent and previous campaigns took place – same world, different continent.  Thylea is an analogue of Greece but is not Greece.
  • Magic Items.  Fill in your Wishlist here.
  • Death. There is no raise dead type magic in this campaign.  Dead characters will need to escape from Hades to return to life. This will be either solo-adventures or complex skill checks to get out.  I will also be introducing a Dark Souls type Bonfire system which will cost money.  More details during the game.
  • Primer. To understand the setting at a minimum you should read the 1-page primer on pg. 57 “Thylea World Primer”. Though feel free to read the whole player primer if you like – link.  Some key information:
    • Iron/Steel was historically rare so items are made from a bronze-like metal – though it’s as hard as steel.
    • Thylean society is relatively more advanced than other regions of Mythic Earth and all kinds of arcana are more common here. You have access to a type of arcana called sclopētum (firearms).  You can buy anything on this list and this list so long as you have the ₯ – if no price is listed assume 1,000 ₯. At first level, you may also trade your martial weapon proficiency for firearm proficiency.
    • Biomechanical wildlife is common on the continent of Thylea.  This is actually the main source of “bronze” used by the natives and probably one of the reasons why magical items (technology) is so common here – that and the constant warfare with the native monsters of the continent.
    • Being a classical hero Fame is important to you and will influence events and actions (pg. 21).
    • New background – Athlete.

CAMPAIGN SPECIFIC CLASS OPTIONS

  • Barbarian
    •  Herculean Path.
  • Soundweaver (Bard)
    •  College of Epic Poetry.
    • College of Eloquence (DND Beyond, if it doesn’t work let me know will grant access).
  • Lightbinder (Cleric)
    •  Prophecy Domain.
  • Grovekeeper (Druid)
    •  Circle of Sacrifice.
  • Fighter
    •  Hoplite Soldier.
  • Kinetic (Monk)
    •  Way of the Shield.  Monk’s in Thylea use technology to manipulate gravity as opposed to ki.  Mechanically its the same effect. Inspiration is here if you want more info.
  • Paladin
  • Ranger
    •  Amazonian (female only).
  • Slayer (Rogue)
    •  The Odyssean.
  • Sorcerer
    •  Demigod Origin.
  • Warlock/Witch
    •  Patron: The Fates.
  • Wizard
    •  Academy Philosopher.

All blue archetypes can be found in the Player Guide everything else is linked.  An appropriately themed character sheet can be found on pg. 61-63.

MYTHIC EARTH CLASS OPTIONS

MYTHIC EARTH OTHER SETTING SPECIFIC CHANGES

These options are always available in my campaign setting:

HARDCORE MODE

To keep the game feeling heroic (and challenging the whole campaign) the following rules will be in play.

  • Max level is 10. This is to avoid the silliness of high-level play and keep the math simple. Beyond that, you can only progress through equipment, knowledge, and acquiring magic via quests, discovery, and story paths. This keeps the math clean, imposes a natural conclusion to a campaign, and avoids the super-hero effect high-level play becomes.
  • Leveling up will use classic XP progression – different classes progress at different speeds.
  • You roll for hit points every level, CON does not affect it. You can use Piety as normal to regain hit points, and any kind of non-magical medical aid allows you to roll 1 Hit Die without expending it.
  • Skills are now binary – you either skilled or unskilled.  If skilled you roll a d20 + proficiency + attribute bonus.  On any unskilled roll, you just use a straight d20.
  • Whenever you take more than 10 hit points of damage in a single hit you become injured. While injured you lose DEX bonus to AC and no roll gains the benefit of your Ability Scores. You lose the injured condition whenever you take a long rest or are magically healed for more than 10 hit points.
  • You die if reduced to -10 HP, you are untreated for 3 rounds (you bleed out) or you fail a death saving throw.
  • Spell slots are removed. Whenever a spellcasting class gains a level, you may choose to gain 3 spells of your current level or lower. These are always cast at their native level (no higher-level versions). No change to cantrips. For example, at level 1 you know 3 first level spells.
    • Divine spellcasters (clerics, druids and paladins) can memorise your level +2 of any known spell of your level or lower.
    • Arcane spellcasters (everyone else) can memorise your level x2 from your known spells.
  • By default, all DCs are 10 unless otherwise specified by the DM.

 

 

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