Clan of the Bitter Rose
This page is dedicated to the D&D group Clan of the Bitter Rose. The group purged the city of Freeport from a mysterious cult, had defeated a crazed druid in his demented grove, and is now embarking on their greatest challenge yet... Return to the Temple of Elemental Evil.
Updated 10/05/07 Adventure journal (final session is posted!)
Last update: 10/21/05
* XP to next level takes into account existing XP debt and the 50/50 rule
||XP (XP debt)
||XP to next level*
|Eloen (level 14)
need to level up
|Magnus (level 15)
||Cleric 14, of Moradin
need to level up
|Semaj (level 15)
Cleric 1, of Mielikki
Deepwood Sniper 2
need to level up
|Olvgakk (Henchman, level 14)
||Cleric 14, of Moradin
|Farrus (NPC, level 13)
|Kwog (NPC, level 13)
Temple Raider 5
The Death-toll (Total: 41)
Semaj, by the First's Symbol of Death
Olvgakk, Slain Alive by the Third
Farrus, Flame Struck by the First
Hylie, Destroyed by the First
Kwog, Slain Alive by the Third
Semaj, Destroyed by the First (but True Resurrected by Olvgakk's scroll)
Semaj, by the doomdreamer Tychon
Magnus, Olvgakk, Hylie and Farrus, by the Half-Dragon T-Rexes guarding the inner fane
Eloen, by Dugart's Phantasmal Killer in the recovered temple
Semaj and Grunhilda, annihilated by Tharizdun in the black cyst (Semaj restored through divine intervention, a wish, and the Amulet of Mielikki)
Eloen, by a slay living greater glyph of warding placed by Hedrack
Semaj, Imprisoned by Hedrack and then killed
Olvgakk, by Hedrack in melee
Eloen, Disintegrated by Hedrack
Grunhilda, slain by Hedrack's Slay Living
Magnus, by Hedrack's Destruction
Grunhilda, by Naquent's Phantasmal Killer
Grunhilda, in the Chamber of Dark Elementalism
Kwog and Zorn (Henchman), by Chymon of the fire door
Eloen, by Chymon of the fire door
Magnus, at the hands of a huge water elemental commanded by Kelashein of the Water Temple
Olvgakk (Henchman) and Zorn (Henchman), drowned at a clever dwarven trap
Kwog and Zorn (Henchman), at the hands of Tessimon of the Fire Temple
Haikum and Mudo'owne (Henchman), at the hands of Fachish of the Air Temple
Semaj and Tenaris Glimmerdawn (Henchman), at the hands of the hill giant Rau
Kwog and Magnus, at the hands of the fiend D'Gran and the hill giant Vech
Connor, at the hands of Mereclar and the Crater Ridge Mines main (western) entrance forces
Jozanislav, at the hands of the hobgoblin band in the old temple ruins outside of Nulb
Semaj, Eloen, and Vivian, at the hands of Master Dunrat and the cult in Hommlet
Kwog (Wished back into existence through the Deck of Many Things)
Wade, the Outcast
Connor tel Guldhandt of Daerlun
Vivian De Kazinonayagi
- Background of Hommlet and the Temple of Elemental Evil
- Continuous: Maps of the explored portion of the Crater Ridge Mines
- Letter to Belak, the crazed Druid in the Sunless Citadel
- Conversation between Captain Elmo and Cannonness Y'Dey, during the first night at the inn
- Ballad of Emridy Meadows, sung by Redithidoor, the bard at the inn of the welcome wench in Hommlet
- Letter found on the body of Master Thaque in Utreshimon's lair
- Moth-eaten scroll found on the body of Gren, cleric of the darkeye, in the moathouse dungeon
- A verse relating to the history of the temple, uncovered by Cannoness Y'Dey
- The Journal of Geynor Ton
- Note found on the body of Festrath, the mad cleric, at the moathouse obelisk room
- Letter found on the body of Karlune Fries, the miller of Hommlet
- Letter found on the body of Master Dunrat, the cult's chief in Hommlet
- Old document with an insane rant provided by Lawrence in Nulb, who claimed he was Lareth the Beautiful
- Research note sent to the party while in Rastor by Canoness Y'Dey
- Letter found in the room of Terrenygit, the Troglodyte priest guarding the western entrance to the crater ridge mines
- Letter found on the body of Mereclar, commander of the westeran entrance complex forces
- Worm-eaten book found in a room near the western entrance
- Haikum's story, as related to Semaj and Wade on a trip to Verbobonc
- Note found on the body of Uskatoth, the chief cleric of the Earth temple
- Letter found in a small coffer in Uskatoth's room near the Earth temple
- Bloody note found on the body of a mysterious stranger murdered inside the group's house in Rastor (first letter from a friend)
- Book found in the wizard's quarters near the fire bridge
- Second letter from a friend
- First set of documents found in Fachish's chamber at the air temple
- Second set of documents found in Fachish's chamber at the air temple
- Third set of documents found in Fachish's chamber at the air temple
- Books found in the air temple's library
- Hedrack's letter to fachish
- A story of dwarven gratitude
- Eloen's Invitation to join The Order of Bronze
- Hedrack's letter to Tessimon
- Eeridik's research notes (first set)
- Eeridik's research notes (second set)
- Eeridik's research notes (third set)
- Map found on dead body of dwarf in the tunnels near the Eastern Bridge Complex
- Third letter from a friend, confirming it is Varachan
- Notes on the corruption of prince Thrommel
- Full Detail Map of Hommlet
- Hommlet immediate environment
- Overland campaign map
- Menu at the inn of the welcome wench in Hommlet
- Moathouse sketch provided by Cannoness Y'Dey
- Earth Key, found on the bodies of Uskatoth and Snearak of the Earth temple
- Greater Earth Key, created temporarily (for ten minutes) by pressing together two Earth keys
- Air Key, found on the body of Choranth of the Air temple
- The Hammersphere
- Fire Key, found on the body of Tessimon of the Fire temple
Additional Player Contributions
- D&D 3rd edition System Reference Document (SRD) - the complete 3rd edition rules from Wizards of the Coast
- Gamestoppers, a series of articles showcasing the D&D 3rd edition comabt & magic system
Classes & Races
Feats & Skills
- Toughness feat - modified from the PHB. Toughness still adds 3HP. In addition, the first Toughness taken allows rerolling HP when gaining a new level. If a reroll is taken, the second roll must be kept. Additional Toughness feats do not provide further rerolls; instead, the increase the amount of HP gained - 6HP for the second, 9HP for the third, etc.
- Great Cleave feat - Great Cleave allows you to continue to cleave until unsuccessful in dropping an opponent, for a single attack in a given round. Great Cleave works for any attack in a round, including Attacks of Opportunity, and may be combined with any other feat such as Combat Reflexes.
- Monster Knowledge Skills - a new set of knowledge skills
- Sorcerer Skills - Sorcerers have Bluff instead of Spellcraft as a class skill
- Learning new skills - when levelling up, characters can add points to any skill they already know, as well as any "every man" skill. However, if they wish to learn a new skill that requires special training, they must find a mentor to teach them that skill, pay their fee and spend the time required (per DM judgement). This includes learning new languages.
- Tumble - Similar to 3.5ed. Normal tumble is at half-speed. A check must be made for each opponent being tumbled past or through (base DC's are still 15 for past and 25 for through). Each opp adds +2 to the DC roll, and there are additional terrain modifiers. Tumbling at full speed is at -10 to the roll.
Weapons & Combat
- Ranged weapon ammunition - it is assumed that characters always carry enough arrows, sling stones and similar standard ammunition. A "restocking fee" will be charged by the DM on a regular basis during city visits to replenish lost ammunition. This rule only applies to standard ammunition!
- Flanking - once a flanking situation has been established, all characters who are attacking the flanked character are considered flanking, regardless of their position.
- Fighting in water - -2 on attack and damage rolls, and all damage from slashing/blunt/claw/tail is then further reduced by half.
- Too much thought in combat - The DM will skip a character's combat round if the player is not ready with an action within a reasonable time frame (usually less than 30 seconds) once their round arrives.
- Identify spell - in case of an item with charges or similar effects (wand, staff, brooch of shielding), Identify will also reveal the number of charges (absorption points etc.) present
- Harm & Heal - as per 3.5ed. Both spells work for 10HP per caster level up to a maximum of 150, will save for half. Harm cannot reduce below 1HP.
- Writing spells into spellbooks - The following rules replace the 3rd edition rules related to writing new spells into spellbooks (from research, copying from scrolls etc.):
- Page Count - Each spells occupies a total of 1 page + 1 page/level (for example, a cantrip occupies 1 page, a 1st level spell occupies 2 pages, a 5th level spell occupies 6 pages)
- Time - 1 day for cantrips and 1st level spells; 2 days for spells of 2nd level or higher
- Cost - 100GP per page (as per normal rules; however, note that due to the reduce page count, spells above 1st level will cost significantly less to write in a spellbook)
- Character Death - Several rules are in effect regarding character death and total party kill (TPK):
It is important to remember that characters can and will still die, and that TPK is possible; however, these house rules above are designed to eliminate non-sensical deaths. Any "fibbing" resulting from these rules will be done secretly by the DM and will not be communicated to the players.
- Characters played well and "in character" will not die solely due to a series of bad die rolls. This rule is designed to encourage role playing and thinking on one's feet, as well as dramatic combat.
- TPK will not happen even if die rolls indicate otherwise, unless the party exhibits "gross negligence" (per DM judgement). For clarity's sake, "gross negligence" does include taking on foes that are far superior to the party, and a resulting TPK will not be altered. Thus, this rule is not intended to encourage "head against the wall" hack-n-slash behavior; instead, it is in effect to ensure that a well-played party is not completely eliminated due to a series of disastrous die rolls.
- Any death effect allows at least one saving throw, regardless of whether one is indicated in the effect's description. This rule does not apply to non-death effects.
- Character Death (the primary rule) - A character can only be brought back from the dead, regardless of the means utilized to do so, a number of time equal to their initial Constitution score minus 1. Even direct divine intervention cannot increase this limit.
- Character Death (effects) - A character that dies and is raised does not lose a level as per the standard 3rd edition rules. Instead, the following procedure takes place:
- The character's relative position within its current level is calculated as a percentage of the amount of experience needed to advance between the current and next level. Example: A fourth level character with 9,000XP will be considered to be at 75%: 9,000 is 75% of the way between 6,000 (needed for level 4) and 10,000 (needed for level 5).
- Using the percentage number from step 1, the relative XP number beteen the current level and previous level is calculated. Example: for the above character, the 75% point between the current (4) and previous (3) level would be 75% of the way between 3,000 and 6,000, or 5,250.
- The character immediately loses all XP accumulated in the current level. Example: the above character would now drop from 9,000XP to 6,000XP.
- The character incurs an "XP debt" equal to the additional amount between the number from step 2 to the new current number from step 3. Eample: the above character would incur an "XP debt" of 750 (6,000 minus 5,250).
- The XP debt is repaid at a 50/50 ratio until it is fully paid. Example: the above character gains 500 XP, increasing XP from 6,000 to 6,250 while reducing the XP debt from 750 to 500.
- The formula:
- Assume CXP = Current XP
- Assume CL = Current level minimum XP required
- Assume NL = Next level minimum XP required
- Assume PL = Previous level minimum XP required
- XP Debt = (1-(CXP-CL)/(NL-CL))*(CL-PL)
- note: in all cases, the final XP debt figures will be rounded down to the nearest ten
- Negotiations - standard and masterwork items may be sold for 50% of their value. When negotiating to sell a non-standard item, a successful diplomacy check (DC 15+1/1000GP value) allows a percentage bonus to sale price equal to charisma score (for example, a character with 17 CHA will receive 67% of market value on a successful check)
- Special duty XP awards - additional XP awards will be given for each session for being the mapper (when mapping occurs). Also, journals written and submitted by any player (and published on this site) for any session qualify for an identical award. The following table summarizes XP awards based on character level at the beginning of the session for the first nine levels:
- Special DM awards - special awards of XP, ability points, wealth or items will be given by the DM for any effort that the DM deems greatly benefits the group. Ideas must be coordinated with the DM in advance. Examples: sketching portraits for all party members based on character descriptions; painting everyone's character miniature (requires that players provide miniatures for painting).
- Missing sessions - missing a session results in a 10% XP penalty for the character whose player is missing; the deducted XP is then redistributed between the characters whose players participate in the session.
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