[Home]NewGalloRefereeRules

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Referee Section

Shared World Meta Rules

o run an adventure as part of New Gallo:

    1. You have to agree to stand by the current rules for any adventure you run. Any character that run in a non compliant adventure either do not gain their rewards (exps or treasure) or are no longer NG compatible characters.
    2. Any session that does not have an OffDET? report did not happen. It is the job of the referee to make sure such information is collected and sent to me for the official database.
    3. Any adventure that changes the state of a location or NPC should be cleared with the 'owner' first. DaveF owns specifically Tilzotal Zanbe and Christina. Tilzotal Zanbe many not be used in a way that will limit his access to Christiana or the Guards. Christiana may not have events that destroy it as location for other referees.
    4. No adventure can run that will change the feeling of the game, the general background or impacts the rest of the colony without the General agreement of the rest of the referees.

Referee Campaign Notes

New Gallo is meant to be a quick and light role-playing background with no complex over-arching plots, which would limit referees creative juices. But so that it can be a shared world it is important that we all play by some rules or will quickly become a different world for each game session.

So that characters can move from one referee to another it is important that as a referee you do not allow a large number of master quality, magic items and relics etc. to be available. The best way for this to happen is for there to be almost none found in the adventures at all. Also remember that they are the Duke's property and it is theft by the Explorers to keep them. Hence they must all be bought at exorbitant rates from the village's only Craftsmen, Alchemist, Wizard and Cleric. If it makes sense for an NPC to have a magic item make sure the party really to have to expend every last effort in acquiring it and they make a really good case for keeping it.

Travelling in the Jungle

The Jungle is such a dangerous and mysterious location that all the colonists are really out of place in it. Make it frightening and scary, often. Rub in the problems, make it hard to travel anywhere, remember that even now in the modern day people still get lost and die in the real world jungles all the time.

As an area becomes more travelled, the danger from wandering wild animals, monsters and accidents drops off. Firstly because the animals are killed, leave the area and secondly because major hazards are removed or solved. For example, if there is a mudslide along the path, explorers will next time will find a safer route up the hillside and over time a path will be laid down.

As a rough guild each Hex of Jungle is 1/3 of a mile, and has a Danger Factor for how likely there is to an Encounter or Incident in it. The following table will give you some idea of the chances, in specific types of Hexes.

Jungle Hex Types Type Description Danger Factor Travel Miles/Hr? Hex/Hr? Road After considerable work 0 1 2/3 5 Path After 20 Journeys and work 1 1 1/3 4 Track After 5 journeys 2 1 3 Trail Following a previous cut Trail 4 2/3 2 Virgin Unspoilt jungle 6 1/3 1

The following modifier should also be applied:

Hex Danger Factor Modifiers Description Modifier Large Predator in Hex -1 No one used +1 (per day until max for Jungle Hex type) Dead body left lying around +1 (for the next three days) Large Colony of animals +4 (but the encounter will be most likely the colony animal)

For each month a Hex is untrammelled it moves down one of the Hex type table, until it become a Trail and it stays a Trail for another 6 months before becoming Virgin Jungle again. Except for special cases the Jungle will never have a DF greater than 10.

Jungle Locations

Once a Hex has a location placed in it, the Hex is owned by that referee. Unless the referee makes the Location Open then that Location cannot be interfered with unless the Owning Referee agrees. An Owning Referee can leave standing orders for that specific Hex e.g. until the Giant Ant Colony is destroyed then the most likely encounter is Giant Ants. There is assumed to be an unlimited supply of these wandering creatures until the task is achieved or the Owner ends the Order.

Special NPC

A Referee can designate an NPC, Creature, or Monster as a Special NPC. As with a Hex, without making it Open, this NPC may not be interfered with. This NPC many be heard or seen in the distance but without the Owner's permission it may not be encountered. E.g. there is a T-Rex currently in the 4 by 4 Hexes on the right side of the River it is an Owned NPC. This means that this area also have a -1 encounter chance on top of the recently travelled factors. Also the T-Rex might be heard roaring in the distance but it cannot be hunted, killed or encountered without its owner’s permission.

Treasure

The temples, palaces and tombs of the Grey Elves are over endowed with unbelievable amounts of precious Metals and Stones; effectively there is no limit to this stuff. But even the mega-rich do not gild their servant's quarters. The Governor will normally pay a finders fee of approximately 1/20th the value of anything valuable found, rounded a bit in his favour.

Commodity Costs Commodity (1Ib) Paid for Worth Copper P5 S15 Iron S1 N3 Silver N1 N30 Gold N4 N130

The wall will be littered in the high status parts with Golden Wall Plates.

Gold Wall Plates Description Size Density Weight Paid for Worth Gigantic 30"by40"by1/2" 2/3 400Ib N1,200 N24,000 Huge 20"by24"by1/2" 2/3 160Ib N600 N12,000 Very Large 10"by12"by1" 2/3 80Ib N300 N6,000 Large 7"by8"by1" 2/3 36Ib N150 N3,000 Small 6"by6"by1/2" 2/3 12Ib N50 N1,000 Tiny 3"by3"by1/2" 2/3 3Ib N12 N400

There are also lots of Gemstones, Crystals, Flowers and Herds some of them with powers after processing.

Gemstone Size Size Value Modifier Tiny

Small Normal Large Huge

Gemstone Types

Type (example) Base Worth Hematite N10 Onyx N50 Pearl N100 Topaz N500 Sapphire N1,000 Diamond N5,000

The Grey Elven Lords

The Grey Elves ruled this land for hundreds of centuries from there underground palaces before the humans in the old world formed their kingdoms. They have the arrogance of expecting to be in charge and always been right. Even now after their fall they expect all to do what they say with out question. All Grey Elves was well as the standard Abilities of all Elves have a special ability of Charm Person at anyone that looks at them and the illusion of Change Self as often as they like per day, (Will DC20). Elves including Grey Elves are not immune to these powers, it is a sign of great trust amongst the Grey Elves to suppress this Ability even from there own family members. Most of the low rank Grey Elves are at least Neutral or Lawful and not Evil as such, but some of the high rank where totally insane with their years of complete power and had no problems with killing all there servants at a whim.

Tilzotal Zambe

Tilzotal Zambe, the Grey Elven Lord, freed from his 80-year incarceration in Tilzotal Hall is a little mad. He is a 12th Level Sourcer, 8th Level Fighter and someone not to treat without some respect. His two main preoccupations are, firstly the recovery of his family from whom ever has them and secondly revenge against those that destroyed his house. This includes some of the other Grey Elven Lords that he views must have help to kill his Uncle and start the revolution of his servant Lizardmen. He is quite happy to help the Old Worlders as he see this as using the tools that brought him down against his foes. Hence he can be used as a simple way to get the Adventurers involved in any plot. Assume that he knows more than he is saying and pulling strings inside and outside the colony.

The Other Tribes of Lizardmen


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Last edited December 2, 2002 1:13 am by DaveF (diff)
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