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The game is set in the Forgotten Realms world, basing the players around Raven’s Bluff. I will include locations from Freeport, City Books, and so on in the city and throw various adventure locations around the area ignoring some of the established material. For simplicity the campaign begins in 1360 shortly after the time of troubles ended. I won’t use much of anything from the timeline, but will establish roughly where in time the campaign is set.

The main adventurer’s bar is The Screaming Mime where adventurers are welcomed with open arms and never gouged for their perceived successes. Since the place is well known by adventurers and patrons alike it is a good place to seek work as well as be in the company of other adventuring folk, which provides a certain security since attacking large numbers of adventurers isn’t wise. I added some additional material for characters looking for bargains to visit various businesses.

(d%) Racial Demographics of Raven’s Bluff
(01-37) Human: 37%
(38-47) Halfling: 10%
(48-52) Elf: 5%
(53-72) Dwarf: 20%
(73-90) Gnome: 18%
(91-97) Half-Elf: 7%
(98-99) Half-Orc: 2%
(100) Other: 1%

No rules have been set in place, but I did mention some options when it comes to Treasure divisions.

I am making significant changes to saves and proficiency checks; all will be based on attribute rolls (A d20 roll attempting to roll below the attribute). Since characters will have an average ability score of 15 this gives an overall success rate of 75%. In cases where there is a class or racial ability tied to the check I will assign a bonus or just assume the check automatically succeeds (A dwarf with a high CON score always makes his save vs. poison, although in some cases that doesn’t ensure survival). These alternate rules are incorporated into the rules for Mining and Smelting.

Even though characters will begin at 1st level they will never be lick-spittle gob-snot characters. The low hit points will suck, but a character only needs to survive one session to advance and they will be perfectly competent at most tasks.

Thief Skills: If anyone can make a check then what use are thief skills? For Thieves, Bards, and Rangers treat attribute as 1 higher per 10% in each skill (this may push the total over 20 meaning they only have a chance to fail if a penalty is being imposed). Some things will still be exclusive to the thief (and Bard) such as climbing sheer surfaces and reading languages they don’t know.


See also; new Combat sequence link.

A concept of 4th edition the Bloodied state occurs when half a character’s hit points have been lost. All attributes and movement are treated as half (a 10 becomes 5, an 18 becomes 9, but round fractions up). This can be devastating to both combat and non-combat stats representing the character is bloody and beaten. (Characters pick up scars every time they are bloodied, but these don’t alter stats in the long run).

At 0 hit points the character is dying (loses 1 hp per round until they reach a negative count equal to their base constitution score at which point they die unless they are treated before then – A Wisdom check with a healing kit or any healing spell). A character cannot act in any way at 0 or fewer hit points.

A character who has a negative hit point total of their constitution score has died. If their body is recovered they may be able to be resurrected, but there is no guarantee. A cleric of high enough level must be willing to attempt the resurrection and the deity they serve must consider the character worthy of raising. If a character cannot be saved the player must make a new character.

Raven’s Bluff (0% Exchange on Gems, Coins, Art)
2 Days to Burrowbluff
7 Days to Dragon Falls (via Highbank Forrest and Dark Hollow)
There are adventures set in Raven’s Bluff, but I have no current plans to use them. Raven’s Bluff represents the safe harbor for the players where they can get the best rates on good and top dollar for loot brought back. Characters don’t have to pay for lodging or basic meals in Raven’s Bluff, it is assumed they have family and can work for lodging and meals while home.

Burrowbluff (No goods exchange due to size)
2 Days to Raven’s Bluff
3 Days to Sarbreenar (via Elvenblood Pass)
6 Days to Portsoy
Burrowbluff is too small to support the services required by most adventurers, but it is a stepping off point for adventure as they have need for the type of help adventurer’s can offer.

Dragon Falls (10% Exchange on Gems, Coins, Art)
7 Days to Raven’s Bluff (via Dark Hollow and Highbank Forrest)
2.5 Days to Hidden Hollow
Dragon Falls is a keep that acts as a waypoint for the road through Glorming Pass and as such attracts adventurers seeking a safe place to stay on their way to face the orcs and other dangers in the nearby mountains.

Hidden Hollow (10% Exchange on Gems, Coins, Art)
2.5 Days to Dragon Falls
11 Days to Haspur (via Glorming Pass, Sevenecho, and Maerstar)
Located at the base of Glorming Pass the village of Hidden Hollow offers more services than Dragon Falls, but has armor and weapon restrictions making it feel less welcoming to many adventurers, especially since weapons must be left locked in town hall and not just out of sight.

Portsoy (No Exchange possible)
6 Days to Burrowbluff
Portsoy is a small village without much to offer adventurers other than the fact that rumors are spreading about some evil befalling the village.

Sarbreenar (5% Exchange on Gems, Coins, Art)
3 Days to Burrowbluff (via Elvenblood Pass)
Outside Raven’s Bluff itself Sarbreenar is probably the most adventurer friendly town in the area (A meal, drink, and night of lodging at the Hungry Halfling is only 5 sp as a package deal). The exchange rates are low and many services are available, although some minor prejudices exist (the local smith doesn’t make armor for elves).

Assume villages not mentioned have only standard rate inns, can’t exchange currency, and any mundane goods are 150% while adventuring gear if available at all is 200%. These generic attributes can be changed if a DM decides to use the village for an adventure.

Random Weather


D10 Roll Summer/Desert Fall/Spring Winter/Mountain
1 110 degrees 90 degrees 70 degrees
2-3 90 degrees 70 degrees 50 degrees
4-7 70 degrees 50 degrees 30 degrees
8-9 50 degrees 30 degrees 10 degrees
10 30 degrees 10 degrees -10 degrees


D10 Roll Summer/Desert Fall/Spring Winter/Mountain
1 Heavy Fog/Haze/Dust Heavy Fog/Haze/Dust Heavy Fog/Haze/Dust
2-3 Light Fog/Haze/Dust Light Fog/Haze/Dust Light Fog/Haze/Dust
4-7 Clear Clear Clear
8-9 Clear Light Rain/Snow Light Rain/Snow
10 Downpour/Hail Downpour/Hail/Blizzard Downpour/Freezing Rain/Blizzard


D10 Any
1-7 Calm
8-9 Strong Wind
10 Gale Force Wind

Weather Effects

Clear: No penalties or limits
Rain: Vision limited to 400 yards.
Light Snow: Vision limited to 100 yards.
Downpour: Vision limited to 100 yards, 1/2 movement rates.
Blizzard: Vision limited to 1d10x10 feet, 1/2 movement rates.
Hail: Vision limited to 1d10x10 feet, 1/2 movement rates, 1d4-2 damage/round (lasts 2d20 rounds). – Roll again for hail to see what rest of day is.
Light Fog/dust/haze: Vision limited to 2d4x10 yards
Heavy Fog/dust/haze: Vision limited to 1d6x10 feet, 1/2 movement rates.

Calm: No penalties
Strong Wind: Treat ranges as 1 more (-2 at short, -5 medium, no long range)
Gale Force Wind: Treat ranges as 2 more (-5 at short, no medium or long), 1/2 movement rates.

Random Encounters

Each DM can handle these in their own way. My method is 1 in 10 chance 4 times a day (1-6 am, 7-12 am, 1-6 pm, and 7-12 pm). In populated areas there is a 1 in 3 chance each of a monster, animal, or traveler encounter. In wilderness areas it is 50% each of monster or animal.


1d12 Monster Number
1 Kobolds 4d6
2 Hobgoblins 2d6
3 Troglodytes 2d6
4 Gnolls 2d6
5 Ogres 1d8
6 Trolls 1d6
7-9 Orcs 3d6
10-11 Goblins 4d6
12 Exotic Monster Special

Exotic monster can be anything the DM thinks would be fun, or roll twice and have them working together or fighting.


D6 Type Number
1 Herd (Cattle/Bison/Oxen/Sheep/Horse/Goat) 4d6
2-3 Game (Rabbit/Pig/Deer/Boar) 2d10
4-5 Valuable (Beaver/Ermine/Mink/Fox/Racoon) 1d10
6 Threatening (Badger/Wolverine/Skunk) 1d6


D6 Type Number
1 Pilgrims 2d20
2 Farmers 2d6
3 Merchants 2d6
4 Soldiers 2d6
5 Adventurers 2d4
6 Tradesmen 2d6

Race of Travelers

1-3 Human
4 Halfling
5-6 Dwarf
7-8 Gnome
9 Elf/Half-Elf
10 Mixed Group roll twice

Travelers may have mounts and/or vehicles. Farmers and Merchants have a 50% chance of having goods to sell. Tradesmen are generally traveling to find work or have been hired in a new town. Adventurers are generally mixed races of 1d4 level while others tend to be 0 level.