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- >>>OVERVIEW
- The mist of magic; it has been there even before any of us were born, it has been there before we could start recording our history. It might even already there during the world's creation, spawning and diminishing as if having its own will.
- All we know is that touching it will destroy our mind, turning us into mere beasts. sometimes even followed by physical mutations.
- our fear of it has separated us from our kin. limiting our contact and resources.
- For a long time, all we could do is traverse the locations and paths untouched by the fog.
- but now, we could do more. with the recent invention by the United Government's national research facility, we now can predict the movement, the fading and spawning of the fog.
- several groups has used the device, all of them returned with good news (well, some died, but those were more feral-related than i-touched-the-fog-related). bringing stories about the world outside. about how the civilizations out there share the same deities as us, about the ruins of ancient civilizations, about exotic and wierd world.
- And now, its your time to witness the world outside.
- >>>THE CART
- The Coalition of Acolytes, Researcher, and Trader, [The CART] is a group of acolytes, merchants, and academics banded together for an expedition to the world outside, led by a council consisting of representative of each organizations.
- we've managed to procure two of the research insitute's Fog Forecast Device, and is currently looking for able bodyguards to guard us against The attack of beasts, ferals, and fiends during our travel. we will be the first group to venture to the area [west] of our United Government, as the fog there opens up for the first time since the discovery of the forecasting device.
- we will travel for a year before retracing our path to reach the United Government.
- Brave men and women of any kin are welcomed as long as you are ready to put your lives on the line (and keep a low profile, if you're thieflings or half-orcs). of course, we made sure that no one will stab us in the back. we will screen your intentions, with both mundane and magical means, to make sure that none of you (and us) are joining up to rob us or start a world domination.
- we'll cover your living expenses during the advent, even during the stops, when you are free to do as you wish (within the limit of our agreement)
- >>>AGREEMENT
- Welcome to the CART, your home and family for the following year. We are truly grateful that you took the offer to protect the CART. Do not worry, as per our agreement, we will have your living expenses covered, and here's your end of the deal
- • follow us until the end of our trip
- • protect the CART during its travel
- • not soil our reputation (this includes looting, and also includes fighting among yourselves)
- Of course, as promised, you will be given the rest of your payment after we returned to the United Government.
- During our travel, we might make several stops if we manage to find some cilivizations. You are free to do as you wish during this period. But do remember to finish any business you make with the locals before we depart; the CART will not wait for you.
- === [Background] ===
- >>>THE FOG
- the fog is a condensed wild magic, so thick that they are visible as a multicolored fog, spawning in certain points in the world, penetrating any physical barrier and magical, forming a wall that separates civilizations. Touching the fog will cause any creature to lose their mind to madness, or in case of plants, gain one and lose it to madness.
- Its well known that menkin has greater resistance to the fog than any other creatures and are able to keep their mind for a few seconds, while others will be affected simply by being in close proximity to the fog or even having a small dose transferred by another creature that has been infected, slowly corroding them over a few days. though the same cannot be said about menkin's derivatives like undeads and were-kins. while they are able to stay sane for a seemingly long time, they have the noose around their neck and could lose their mind without any notice, even if they are far away from the fog.
- the spots where the fog might spawn are well documented and civilizations are made in safe places, away from these spots. the fog spawns and fades seemingly at random, but with the recent invention of the research center, it is possible to predict the spawning and fading, enabling menkin of the United Government explore the world to greater extent.
- ~~~ (How is the sky; do they blocked by the [mist]? And what do they look like? Can a DM uses [mist] to trap PCs / events etc? Is it possible to suddenly appearing [mist] at a settlement? How tall is the [mist]? If it is tall and not transparent, how can light pass through the sky?)
- >>> Kameradian Populace's United Government
- The Kameradian Populace's United Government is built on a wide-spreading terrain of plains and hills, with a few forests and mountains inbetween, with a huge body of water to their east, separated by the great bay.
- Back before the union, each terrain were dominated by certain races, with humans controling most of the plains, the elves controling the forests, and the dwarves controling the mountains. dragonborns lived in small tribe, halflings travelling around each settlements, and gnomes lived under the hills, occasionally travels or settles in the community of other races.
- After a rencent event, triggered by each races' scarcity of certain commodity, along with growing population and lack of land, the technology of the United Government undergoes rapid development.
- ~~~ (this paragraph is unclear, and might be unnecessary)
- >>>THE UNION (and liberation? better use single terminology to prevent confusion)
- The Union is a recent event which occured around one century ago, pioneered by humans to ease the trading of commodities and expertises between the 'Children of Elza'. during the event, the various races of the United Government put away their differences and joined each others to build one whole society. Upon the Union, several races were granted rights and were considered equal, despite their background. these races is now known as menkins.
- ~~~ (so who are 'Children of Elza'?)
- though it should be noted that while the harmony between the races aren't unique nor new, the Union grants 'liberation' towards certain races, namely thieflings and half orcs. Thus, while they are treated as any menkin in the [United Government] and the venturers, do not expect the same treatment from the locals of the world outside.
- and as such, the following are considered menkin, and has their rights protected:
- HUMANS: The conqueror and explorer. they are, by far, the most commonly found race in the United Government. adapting to various trends and cultures, there are more variety to human than there is to menkin.
- ELVES: The elegant folk, (the sassies, as they are called by the dwarf) among the first to join the alliance, the centuries-old elves are often known by their calm and elegant demeanor
- [Drows do not exist in this setting.]
- DWARVES: The rough and dirty, often found near mines and volcanoes, the dwarves are the best smiths in the United Government. they are known for their brash and rough demeanor and their love of coins
- GNOMES: The obsessive midgets, these small beings are the United Government's main source of technological advancement. though not the friendliest of bunch, once their topic of interest is brought up, expect them to endlessly talk.
- HALFLING: The fun midgets. calling taverns and other meetup places as their natural habitat, the ever so energetic halflings never fails to brighten up the mood of the United Government.
- HALF-ELF: The child of human and elves, offering a little bit of both. while not as friendly and adaptable as humans, they are far more elegant, though not as elegant as elves. they are often found in settlements where both human and elves lives
- THIEFLINGS: The recently liberated spawn of menkin and demons. they were feared for their cunning. back before the liberation, the thieflings are often associated with demon worship, they are often scorned by others for having a blasphemous bloodline
- HALF-ORCS: The recently liberated spawn of menkin and orcs. they were feared for their short fuse. back before the liberation, half-orcs had no society, as they are often being left for dead by their parents, exiled, and die before they could find a partner. with the liberation, they are still small in numbers, but they survive.
- DRAGONBORN: The mighty child of dragons. despite their intimidating appearance, they are among the most loyal of menkin. before the Union, they grant their loyalty only to their tribe, but as it asimilates, they grant it to whomever managed to gain their trust.
- >>>DEITIES
- In case some of you are atheists who lives under a rock ever since you were born.
- Odea [Trickery, Tempest, Life]
- The Goddess of Camaraderie, the governor of fate and encounters. Her followers believe that to live is to have fun and companionship is the key to happiness. The worshipping of odea includes throwing a festival or banquet, gathering a large group of people to cherish her blessings. Odea's followers are often open minded and will accept anyone's company, seeking Odea's blessing of joy and harmony.
- Symbol: A Harp
- Favored weapon: Whip
- Elza [Nature, Life, Knowledge]
- The goddess of fertility, the mother of nature. It is believed that she blessed and gave birth to plants, beasts, and menkin, and wasting a single life of these is an insult to her; One should only kill if he has a purpose. every tree that is killed should be turned into buildings and parchments, every beasts killed should be beheaded and served as a meal. the exception to this rule are those tainted by the fog, as they are already beyond hope.
- Symbol: An apple
- Favored weapon: bow
- Igor [Knowledge, Arcana, Nature]
- The father of magic and keeper of records. Igor is believed to holds every knowledge and inovations of menkin, even from beyond the fog, distributing the knowledge at the pace managable to each civilizations. His followers thrives to prove themselves ready through their innovations and knowledge, integrating study and archeology to his worship.
- Symbol: A Simply-Drawn Book
- Favored weapon: A Book
- Atha [War, Tempest, Light]
- The judge. Atha has a hand in every judgement made by menkin, guiding them to a fair and just path, though his voice might be obsecured by one's subjectivity. seeking justice and objectivity, Atha's worshipper often band together, as they believe that this is the right way to pass a judgement. Once the judgement is passed, they will be bold and fearless in conducting it.
- Symbol: A sword with scales as guard
- Favored weapon: Sword
- Levi [Tempest, Trickery, Light]
- The patron deity of the tormented. Levi preaches that every menkin are equal, everyone has an equal chance, they just need to look out for it. He aids those with obstacles to overcome, tipping the odds to one's favor. Levi is not worshipped in a traditional sense as he see himself as nothing but "a man with a little more power," but for those needing his help, he will gladly lend a hand.
- Symbol: A green-eyed badger.
- Favored weapon: Dagger
- Amon [Light, Life, Knowledge]
- God of commerce and wealth. Amon controls the distribution of wealth across menkin. more than simple instruments of joy, wealth is a responsibilty, as those who holds them are obliged to use them for the betterment of the world. inability to manage one's wealth will turn them into poison that corrupts. Merchants and Industrial workers often seek amon's blessing in both wealth and the ability to control them.
- Symbol: a pile of coins
- Favored weapon: Mace
- Cypher [Tempest, Light, Life]
- The upholder of order. Cypher preaches that every man has a place in the society, that there is nothing a leader can do without a loyal follower. that being said, cypher's followers mainly consist of leaders and nobles, seeking his wisdom to lead their organization efficiently.
- Symbol: A lion wearing a crown
- Favored weapon: Rapier
- >>>CLASSES
- We categorized our mercenaries and bodyguards under few categories for easier catergorizing, these are the categories:
- Barbarian: Primal warriors who harnessed their emotions to explode their internal magic.
- >> Battlerager: Practitioners of dwarven art of turning into murderball of spikes and pain.
- Bard: Artists who controls the magic in the air through improvised chants and music.
- Cleric: Devout followers of one of the seven deities. they act as their deity's hand to channel a portion of their divine powers.
- Druid: Preservers of nature who spent their life understanding and controlling the magic contained within the earth.
- Fighters: Combatants who rely on their experience and training to stand on the battlefield.
- >> Purple Dragon Knight: Fighters who are no stranger to organized group, using their leadership to show the path to victory
- Monk: Martial artists who are trained to channel and control their internal magic
- >> Way of the long death: Blasphemous monks obssesed with death. no, we don't hire these guys. [UNAVAILABLE TO PCs]
- Paladin: Knights who have sworn their loyalty to one of the seven deities, calling upon their aid in the time of need
- Ranger: Hunters who makes use of their skills, combining them with earthern magic.
- Rogue: Pragmatists who use their cunning, skills, and anything they can find to gain advantages to reach their goal.
- Sorcerer: Those whose blood are infused with great amount of magic, allowing them to channel magic seemingly at whim.
- Warlock: Pact holders who are bound to an extraordinary being. there are cases where they are bound by the pact unwillingly, by bloodline, for example.
- Wizard: Those who makes use of time-tested method of harnessing magic, improving them through study and research.
- >> Bladesingers: practioner of the elven art of bladesinging, a martial art combining magic and swordplay.
- ===== [CRUNCH] =====
- >>>THE CAMPAIGN
- The campaign will focus on the PC's activities during the CART's [stops]. during the CART's travel the PCs are always mobile and engaged, you dont even have time to interact and know each other.
- During the [stops], the PCs could be hired by the members of the CART or the locals who obtained their contact through a member of the CART.
- The PCs are given different accommodations during the stops, no two PCs lives in the same inn, with thieflings and half-orcs usually living in less-than-comfortable environment. The representative of each organization within the CART knows the location of each PC's accommodation.
- Should a PC joins midway through the campaign, they do not obtain any [Free Time] prior to their first session. they are considered to have joined the CART from the United Government, but have yet to meet any of the PCs and have yet to do anything during their free time.
- >>>MAGIC ITEMS
- It is said that there are times when the magical fog solidifies, creating solid materials that, when used under the right condition, will grant beneficial effects. we call these solidified magics [Cores] of [Magic Items].
- Altough there has been no reports of people going mad by owning the magic items, It is near impossible to find people who will willingly buy a solidified mind breaker, so if we managed to find one of these cores, we'll hand it to you.
- To craft Magic Item, there are at least 3 (three) kinds things to prepare: [Core], [Material], and [Chassis]
- CORES:
- Obtained by [Acquisition]: a [PC] must spend 5 days worth of free time and declare the number of spent accolade to the [CA], he will then roll a d20, modified by +[Accolades spent]
- DC: <1000gp: 24
- <2000gp: 28
- <3000gp: 32
- <4000gp: 36
- etc.
- [Accolades represents NPCs' willingness to help you find the cores; you can obtain up to one accolade per session, and the accolade cannot be traded.]
- you can also spend ALL of your accolade to [Help] another PC finding the magic item core. spend your accolade and add both of your spent accolade to calculate the total modifier.
- MATERIAL:
- There are three kinds of [Material]: Natural Resource, Divine Rune, and Magical Relic.
- Obtained by [Free Time: Gathering]: The extra materials required to activate the core. The number of [Material] you obtain in 1 (one) day will be equal to the number of ranks in the associated skill
- Natural Resource: Nature
- Divine Runes: Religion
- Magical Relic: Arcana
- CHASSIS/HOUSING: (to avoid housing as in ‘accommodation’ ambiguity)
- Obtained by [Free Time: Crafting] or buying: The item that will hold the power of the [Core] these items often require masterful craftsmanship, and has it price way above the price of normal items of similar use. follow the price in (reasonable magic item price)
- >>>POISON
- You can buy any poison from the DMG, treat poison crafting like any other crafting, using poisoner's kit. Inhaled poison last for a turn and covers 5ft square per dose, Contact and Injury poison are spent the moment it hits (Attack roll > target's AC) a target.
- >>>FREE TIME
- You will have some free time between our travels, during the [Stops]. If you have no idea what to do but want to be a little bit more productive than a caravan potato, here’s some suggested activity:
- • [Session]: Help the locals or fellow CART member.
- • [Skills]: Use your [Skills] to gain some money (gain up to 1*ranks sp per day)
- • [Gathering]: Gather some Materials for magic items (refer to [magic items])
- • [Crafting]: Craft or upgrade items [up to (100*Ranks)sp BASE price per day, could be doubled with the expertise class feature], crafting material costs 20% its base price
- [While there might be epic stories and battles during the venturer's travel, the campaign will focus on the activities during the CART's stops]
- >>>PLAYER'S GUIDELINE
- 1) Respect the setting, other players, and DMs of the campaign.
- 2) Have fun, but remember that everyone else wants to have fun too.
- 3) Avoid ruining everyone's game by debating a rule for an hour during the game; save the debate for later.
- 4) The same goes for fluff-related debates.
- 5) Have fun.
- 6) Respect the setting, other players, and DMs of the campaign.
- >>>CHARACTER CREATION GUIDELINE:
- 1) A PLAYER may have 1 (one) PC at a time.
- 2) Use the PLAYERS' HANDBOOK and SWORD COAST ADVENTURE GUIDE for classes, races (,spells, and equipments?); Use the fluff of the campaign instead of the fluff of from both books.
- 3) Your class of choice does not give you items.
- 4) PLAYER CHARACTER starts at level 1 (one).
- 5) PLAYER CHARACTER gains a Feat at level 1 (one).
- 6) We are implementing the Rank system: http://puu.sh/oTKu9/a0d1f49246.png
- 7) Several adjustments has been made to the [human] race:
- a) Variant Humans does not exist.
- b) Humans gain an extra proficiency in a tool, a skill, OR a weapon.
- c) Humans gain an extra +1 to their charisma ability score.
- 8) Use the [Background] given in the campaign instead of the PHB.
- 9) PLAYER CHARACTER must have no relation whatsoever with any PCs and NPCs at the background story; PC met and knew any PC/NPC after they met in a session.
- 10) Submit PLAYER CHARACTER’s background story and CLEAR motivations to the character sheet.
- 11) PLAYER CHARACTER has a budget of 300gp (or 3,000sp) to be spent; remaining budget will remain as the PC's wealth. [Crafting] cannot be used.
- 12) PLAYER CHARACTER will gain a level at the end of each session, up to the Region's level cap. IF a PLAYER CHARACTER has a lower level than the previous region's level cap, they will obtain a level at the end of each battle.
- >>>NOTES ON WIZARD, RITUAL CASTER, WARLOCK, AND ANY OTHER WAY TO LEARN SPELLS
- You cannot learn spells from NPCs, You can only learn them from fellow PCs and Leveling up or taking feats or class features.
- >>>ECONOMY
- The main currency used by the locals are [Silver Pieces], worth 0.1 [Gold Pieces].
- A wealthy member of society MAY use [Gold Pieces]
- You are discouraged to loot equipment and other useful items
- You can sell items at 10% of its base price.
- >>>BACKGROUNDS
- Freelancer: Being one among many, a travel to the world outside isn't your usual job. that said, you know you have the skills necessary.
- pick two: [Persuasion, Deception, Insight, Stealth]
- [One tool of your choice, one language of your choice]
- [Average Man: once per long rest, you can change the result of an ability check, an attack roll, or a saving throw to 8]
- ~~~ (so any roll is possible? like, DM's rolls etc? and the skill set is tremendously still overkill; deception, insight, stealth... expect shenanigans here that might ruin the campaign for real and for good. Luckily now Odea thinks on others, unlike on previous draft where Odea only thinks about themselves and encourages followers to disregard rules and guides and etc.)
- Freelancers who follow Odea gain an extra Rank per level.
- Noble: A leader by blood, your parents lead a community or organization, and you were trained to step in their shoes after their departure.
- pick two: [Persuasion, History, Insight, Intimidation]
- [One tool of your choice, one language of your choice]
- [Efficient management: add +1 to your acquisition rolls]
- ~~~ (Acquisition roll, with possible bonus of 10~50, which will only happen around 2~3 per person for the whole campaign? a bit unfair, especially compared to Freelancer {hello Freelancer Halfling Diviner with Lucky feat}, Militant {hello Rogue Expertise on Initiative with Alert feat}, or Scoundrel {by now, a PC may be outside the session and still granting advantage to any checks of all allies, every single milisecond} )
- Nobles who follow Cypher gain an extra Rank per level.
- Militant: Warriors who are well acquinted with battles and dangers, having survived many to feed yourself.
- pick two: [History, Athletics, Intimidation, Insight]
- [one language of your choice, Smith's tools]
- [Battle Ready: you may give Ranks to your initiative, you are considered proficient in initiative]
- Militants who follows Atha gain an extra Rank per level
- Outlander: Survivors of the wild, you are used to live in small communities, surviving on what the nature grants you.
- pick two: [Nature, Athletics, Survival, Perception]
- [sylvan language, Woodcarver's tools]
- [Efficient Gatherer: gain +1 resources during searches]
- Outlanders who follows Elza gain an extra Rank per level
- Scholar: Academics by profession or hobby, You've spent a good chunk of your life gathering theoritical knowledge.
- pick two: [Arcana, Nature, Religion, History]
- [Two languages of your choice]
- [Sure Knowledge: Automatically succeed on knowledge check regarding a type of enemy(demon, beasts, abberant, etc)]
- Scholars who follows Igor gain an extra Rank per level
- Scoundrel: People of the gutter, you might not have the money, but you are well loaded with skills and wits to survive.
- pick two: [Stealth, Deception, Sleight of hand, Insight]
- [Thief's cant or a language of your choice, thieves' tools]
- [Underworld Wits: you may give your allies tips on stealth, deception, insight, and slieght of hand, granting them advantage]
- ~~~ { so-- effectively, everyone advantage on those rolls, regardless the PC's location, or even whether the PC is in the session or not; since there is no clear description on how, how long, distance, what action, limitation, etc. }
- Scoundrels who follows Levi gain an extra Rank per level
- Acolyte: Devout follower of certain deity, whether or not you are blessed with powers of cleric and paladins is irrelevant.
- pick two: [Religion, Persuasion, History, Medicine]
- [Celestial language, Herbalism kit]
- [Steadfast Devotion: Once per short rest, you may reroll the result of wis(save) against charm or fear effect]
- ~~~ { meanwhile Freelancer simply take that 8 and possibly succeed; for any d20 rolls }
- Acolytes who follow one of the seven deity gain an extra Rank per level
- Artisan: Capable crafters who have honed their craft; how and whether or not you will use them will be up to you.
- Pick two: [Persuasion, Investigation, Insight, sleight of han]
- [two tools of your choice]
- [Quick Crafter: +1 Rank for the purpose of crafting]
- Craftsmen who follow Amon gain an extra Rank per level
- >>>DUNGEON MASTERING GUIDELINE
- 0) Carefully read and understand the rules of both DnD 5th Edition and the campaign
- 0b) DM for fun, but don't forget that everyone wants to have fun too.
- 1) Respect the setting, the players, and other DMs of the campaign
- 2) Keep everything blurred and local.
- 4) The PCs are the heroes of the story.
- 5) Do not belittle PC's abilities.
- 6) Do not steal or use other dm's properties.
- 7) A DM may only have one organization in the CART, consisting of no more than 40 people.
- ~~~ (40-- not too many?)
- 8) Keep the inter-organization relation blurred.
- ~~~ (intra-organization is OK?)
- 9) Read and understand the rules and the guides.
- 10) Respect the setting, the players, and other DMs of the campaign
- 11) Keep everything blurred and local.
- 12) Have fun.
- >>>SESSION RULES
- 1) Keep everything blurred and local.
- 2) Respect the setting, other DMs, and Players.
- 3) A DM must never use their pc during their session.
- 4) Each session MAY reward the PCs up to 100sp (10gp). Reminder on monetary equivalence: 10gp = Rp 1.500.000,-/$100,-.
- 5) Each session MAY reward each PC up to 1 Accolade.
- 6) The reward may be point (5) only, point (6) only, both points, or none.
- 7) For a session to yield reward, it must span at least five days. This includes travel time, the session itself, recuperation, or PCs doing nothing significant for the remaining day(s)
- 8) A session Begins and Ends with the PCs in their accomodations.
- 9) Do not leave anything or cause any event that will affect other DMs.
- ~~~ (point 8 and 9 might be troublesome, especially if these accommodations are not clear; in example, make it clear that the PCs move from one inn to another at CART's whim; thus impossible for even current DM or any PC to know their previous/next stay; just for their current stay. Any meet-ups can be held at public places/neutral inns/taverns.)
- 10) Keep the influences of your NPCs in check; avoid creating an overly influental NPCs
- 11) Characters at a PC’s background story are exclusively limited to the PC (and CGM) only.
- 12) A DM must never use their PC during their session.
- 13) AVOID drag out a session. Complete session in a few hours, or, UNDER AN UNFORTUNATE CONDITION and by CGM permission, several days.
- 14) A session can be retconned with the agreement of players involved and the CGM.
- 15) Level of NPC is limited to the maximum level of the previous [Region] (or level 1 at the first region).
- >>>SPELL BAN LIST
- Animate Dead
- Augury
- Awaken
- Commune
- Contact Other Plane
- Conjure Elementals
- Conjure Fey
- Create Undead
- Creation
- Divination
- Fabricate
- Find the Path
- Legend Lore
- Locate Creature
- Locate Object
- Magic Jar
- Modify Memory
- Move Earth
- Passwall
- Phantom Steed
- Planar Ally
- Planar Binding
- Plant Growth
- Sending
- Speak with Animals
- Speak with Dead
- Speak with Plants
- Teleportation Circle
- Transport via Plants
- ~~~ (What about Conjure Animals, and especially the Illusion shenanigans?)
- >>>SPELL HOUSERULES
- Programmed image, Magic mouth:
- Duration is 72 hours or until dispelled
- Polymorph:
- Creatures transformed [TO] is limited to [CR equal to or lower than Spell Level]
- Goodberry:
- nourishment effect is mere illusion
- >>>MAGIC ITEM BANLIST
- Amulet of Planes
- Bag of Beans
- Bead of Force
- Belt of Giant Strengths
- Candle of Invocation
- Crystal Ball
- Cubic Gate
- Decanter of Endless Water
- Efreeti Bottle
- Figurines of Wondrous Power
- Helm of Telepathy
- Helm of Teleportations
- Horn of Valhalla
- Iron Flask
- MANUALS and TOMES
- Mirror of Life Trapping
- Nolzur's Marvelous Pigments
- Philter of Love
- Quaal's Feather Token
- Ring of Animal Influence
- Ring of X-Ray Vision
- Sending Stones
- Some Staffs (cannot cast non-existent/banned spells)
- Wand of Polymorph
- Wand of Wonder
- Any items of legendary rarity
- >>>MAGIC ITEM CHANGES:
- Duration limited:
- Deck of Illusion (72 Hours)
- Bead of Force (1 Minute)
- Items produced (and its effects) are gone after 24 hours
- Alchemy jug
- Bag of Tricks
- No additional items
- Robe of Useful Items
- ======================== ADDITIONALS =========================
- 1. No House Rules on Wounds etc?
- 2. No House Rules on writing new spells (2 hours per level?)
- 3. No [ten movies/songs/artworks] to represent some feels/atmospheres?
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