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Preamble

elcome to New Gallo campaign. New Gallo has been specifically designed as an Old School Hack and Slay Dungeon Bash, to be played when there is a random set of players with nothing else better to do. To make things simple D&D 3ed is used as the Role-playing system.

Background

The 7th Duke of Gallo in the Old World used to have a province across the ocean called New Gallo. There were lots of Gold & Silver mines in New Gallo and this made the 7th Duke rich. Then there was a long war in the Old World about succession in one of the many Kingdoms and all contact with the remote province was lost.

It is now many years later and the 9th Duke has fallen on hard time and basically wants his Grand Father's rich province back to reinstate the family's position in the Realm. Three ships were sent with new colonists several months ago to re-establish the settlement and open up the mines. This was followed by a supply ship, which also contained the adventures.

The Duke hires the adventurers as firstly mercenaries to protect the colony from whatever destroyed the last colony, and secondly to investigate and deal with whatever it was. Each adventurer is paid a small retainer of 1 Noble per day to act as a guard in their downtime. They are also provided with a rough bed in a general barracks and food to eat for free. To get paid any other money the characters must produce a map of the lands and places as they discover them. This map is handed to the next set of adventurers in the next session for them to expand on.

When the new colonists got there they find that there was no sign of the old colony apart from the remains of a burnt village.

New Gallo is on the edge of a vast jungle, which covers a large mountain range. Imagine eastern South America as the Conquerors saw it and you are in the right ballpark.

The player characters all report to the New Gallo Governor for pay and new assignments. At the end of each session all characters are assumed to have either died in the Jungle or are back at the colony.

Note for a character to get paid the group must present a log and map to the Governor. All bullion and artefacts found are the property of the 9th Duke; theft of his property will result in summary execution for banditry. The level of pay and whether this includes any discovered artefacts or relics is up to the good grace of the Governor, and will be based on the renowned of the character and the quality of the reports produced.

Character Creation

The system is standard D&D 3rd Edition. Character's are created using the 4d6 method, and re-rolls are allowed until you have at least one Attribute roll of 16, no character can have two attribute rolls of 17 or more.

There may be no Evil based alignment characters.

Magic Using class are not advisable as they are unlikely to have been hired by the Duke, plus all training and research facilities are up to 6 months away in Gallo.

The characters may not know any Draconic, Abyssal, Infernal or Aquan Languages (This is because such creatures are mythical in the Old World).

There are no limitations on Characters Races from the standard ones in the Players Handbook.

To start playing all you need is some 1st level characters preferably of a Fighter Type or Rogue.

Player Character Rules Information

This campaign is supposed to be a fun and quick knock about, there will be some Role-playing but it will be limited in nature.

Any character that becomes Evil in anyway, by character action or magical effect will become a non-player character and will be used by the referee against the party.

Anyone playing a Magic User must know his or her spells before the game starts. Looking though books to figure out a spell may be taken as how long your character takes to cast a spell and that your character is really looking it up as well. Magic is a dangerous thing in this Universe, if the Referee has to go searching through a book to figure out details of your characters spell then there is a very high chance of a random cosmic effect causing a spell backfire or something else really bad to happen.

All events, location, traps, monsters and are only cannon if and only if, someone returns from that days exploring. Otherwise the referee reserves the right to change everything discovered that session. IE the characters went into the Jungle and no one knows what happened to them or where they went. These lost characters might be found by other adventures, alive or dead.

Money

New Gallo uses a slightly different monetary system to make gold even more valuable than it is in standard D&D 3rd Edition. In the Old World there is so little gold that it is used more like a gemstone, with silver being the most valuable commonly seen metal, and even that is normally not very pure.

New Gallo Currency Unit Description Abbr D&D 3rd Edition New Gallo Crown Large silver 1” silver coin C 10PP C1 = N100 Noble Small silver coin 2/3” N 1GP N1 = P100 Penny Small copper coin ½” P 1CP P1 = N1/100

The Calendar

The date system uses a simplified Julian system.

    1 week = 7 days
    1 month = 4 weeks = 28 days
    1 year = 12 months = 48 weeks = 336 days

With standard seasons:

    1 season = 3 months

    Spring = months 3-5
    Summer = months 6-8
    Autumn = months 9-11
    Winter = months 12-2

The Moon cycle is based on a standard 28-day cycle, which coincides logical with the month.

Day Week 1 2 3 4 5 6 7 1

2

3

4

The Year is really Year Zero. This is because after the formation of the new peace in the Old World all calendars where reset to mark the New Beginning in hope that the there would be no more war.

The Campaign Date is the number of days since the first PCs adventured in the Jungle.

The PCs arrived in NewGallo two months after the first wave and the first exploration was one week later.

Religions of the Old World

The old world had two major faiths which most people follow. These religions both believe that the ancient gods mother Fate and father Luck are the progenitors of the gods of both Religions. The majority of the population are mostly followers of both religions, with some that are dedicated to one or the other.

The first (unnamed) religion is made up of a pantheon of gods worshiped by the populous as required in there day to day life. Each Cleric follows a specific god in the pantheon. People pray for help from Fate and Luck put do not follow them as such. Each Cleric character should select two Domains and create the child god the follow. All cleric of this faith must be of a Good Alignment but parishioners and gods part of the pantheon can be of any.

In other Gallic, Fate and Luck and all the other gods are play down. The Clerics follow the one major god that they say has taken over the ruling of heaven. Clerics get a choice of Domains from a set which (may be has something to do with angels & saints?). Gallic is a sect of the other religion that has grown to become a full-blown separate religion. All cleric of this faith must be of Lawful Alignment.

Although both Religions are fighting for the same flock, they are peaceful towards each other.

Magic and Magic Items

The Old World is a Magically poor world; hence the starting state of the NewGallo colony is the same. In the Old World there are a few High Level Wizards that act as advisers to nobles and the like. They do not create magic items. Normally they would train an apprentice to take over their role.

There are many Low Level Wizards etc. that act as 'Witches', 'Shamans' and 'Alchemists' for the general populous. These also do not make magic items except for simple potions and charms. Any other magic items that exist are relics or family heirlooms, and the methods of production of magic items has been general forgotten or was never known by the Old World's Wizards.

This means that the Wizard will make no magic items, as he would think it was beneath him. The Alchemists etc. does not know how make them but if a way could be found he would like to know.

The magic items that are for sale are in fact ancient relics and now cost 100 times more the default D&D 3ed price. Any ancient relics found and not declared to the Governor will be treated as theft of the Duke's property, in the standard way. Magic items found else where are liable for an import tax.


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Last edited December 2, 2002 1:10 am by DaveF (diff)
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