I am looking to create a homebrew campaign basically where the PCs are in prehistoric times. The way my mind works, isnt very chronological and is pretty scattered which results in a massively extra amount of time needed to create something. I am hopefully looking for someone who actually knows what the heck they are doing or at least somewhat. I would strongly prefer a campaign that someone already built. No real length requirment, just one that has really any kind of story and progression. Either that or looking for someone to give me pointers on not only creating my first homebrew campaign, but also being a DM for the first time! I am looking for something like this: https://index.rpg.net/display-entry.phtml?mainid=3984&editionid=8539 The classes being basically different kinds of cavemen like smart, stealthy, strong cavemen/women seems super cool and also looking for dinosaurs to be a major component!
Welcome to the wonderful world of DMing, if it is your first time I'd say not to worry to much about a full setting to start of with just make some general notes that fit in with a Dinosaur heavy/prehistoric/stone age setting such as:
Barbarians are the main fighters due to the more prehistoric/tribalistic setting
Clerics and Paladins do not exist as religion has not been formalised, Druids and Rangers fill those roles being more akin to Shamans/Witch Doctors.
Wizards do not exist as there is no written language, Sorcerers and Warlocks exist and represent Primordial "gods" of creation which have infused certain people with power. You may also go down the line that Warlocks are the forerunners of Clerics as they create cults to venerate and worship the primordial's (this maybe slightly contentious depending on the players you have).
Bards are rare as most people don't have time for entertainment but those that do exist could be seen as storytellers/oral historians/Wise women etc.
Monks do not exist as there is no martial arts/monastic traditions.
Rogues do not get thieves tools or thieves cant as there are no mechanical locks or thieves guild, you could interpret the thieves cant as a regional language but anyone heard speaking it is distrusted as people know those people are untrustworthy.
Backgrounds: limited to only sailor (fishermen), soldier (tribe champion), urchin (those that grew up outside of a tribe), outlander or hermit (those that choose to live outside of a tribe) as others require some form of organisation or hierarchy, there maybe no family traditions that could constitute nobility or large settlements to allow for criminals to rise as most that would steal from their neighbours would be cast out or killed in revenge etc.
Language only common with a few regional dialects but everyone can understand each other.
Races only human, other races exist as storiess and myth.
Armour: Only leather and hide armour exists as blacksmithing has not evolved enough to make scale/chain/plate armour. You could have Wood Armour (AC16, no dex bonus and disadvantage on stealth unless in a forest setting).
Weapons: only simple weapons, bows, nets and marital weapons of the bludgeoning type again as blacksmithing has not evolved to the point where steel can be made into martial weapons so most use flint daggers, bone clubs and flint arrow heads and things like crossbows have not been invented due to the mechanical nature of them.
First adventure: Players represent a group that have been tasked with going on a hunt to kill a dinosaur that is threatening the tribes camp/settlement. The characters may be members of the tribe or maybe wanderers seeking aid or wanting to join and this is a test for them.
Subsequent adventurers: They scout of the local forests to track down other hunters that have gone missing and find ruins in a sink hole, the ruins are nothing like they have seen before, this maybe an old Dwarven ruin and they discover an old armoury of weapons and armour. After exploring they find evidence that Dwarves used to exist, maybe a ghost who tells them of a downfall of a previous civilisation, a God War that annihilated all races and reduced humanity to small roaming tribes. You can then evolve the story in what ever way the players decide to take it.
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That sounds like a fun campaign. You can easily create some interesting classes to support the format. Maybe have a dino taming feat for some dino's for traveling and if there isn't a "city" maybe the players could create one where other cavemen join the tribe. Lots of cool concepts the try I might do this in a one shot just to play around with it.
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-Sol
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I am looking to create a homebrew campaign basically where the PCs are in prehistoric times. The way my mind works, isnt very chronological and is pretty scattered which results in a massively extra amount of time needed to create something. I am hopefully looking for someone who actually knows what the heck they are doing or at least somewhat. I would strongly prefer a campaign that someone already built. No real length requirment, just one that has really any kind of story and progression. Either that or looking for someone to give me pointers on not only creating my first homebrew campaign, but also being a DM for the first time! I am looking for something like this: https://index.rpg.net/display-entry.phtml?mainid=3984&editionid=8539 The classes being basically different kinds of cavemen like smart, stealthy, strong cavemen/women seems super cool and also looking for dinosaurs to be a major component!
Welcome to the wonderful world of DMing, if it is your first time I'd say not to worry to much about a full setting to start of with just make some general notes that fit in with a Dinosaur heavy/prehistoric/stone age setting such as:
Barbarians are the main fighters due to the more prehistoric/tribalistic setting
Clerics and Paladins do not exist as religion has not been formalised, Druids and Rangers fill those roles being more akin to Shamans/Witch Doctors.
Wizards do not exist as there is no written language, Sorcerers and Warlocks exist and represent Primordial "gods" of creation which have infused certain people with power. You may also go down the line that Warlocks are the forerunners of Clerics as they create cults to venerate and worship the primordial's (this maybe slightly contentious depending on the players you have).
Bards are rare as most people don't have time for entertainment but those that do exist could be seen as storytellers/oral historians/Wise women etc.
Monks do not exist as there is no martial arts/monastic traditions.
Rogues do not get thieves tools or thieves cant as there are no mechanical locks or thieves guild, you could interpret the thieves cant as a regional language but anyone heard speaking it is distrusted as people know those people are untrustworthy.
Backgrounds: limited to only sailor (fishermen), soldier (tribe champion), urchin (those that grew up outside of a tribe), outlander or hermit (those that choose to live outside of a tribe) as others require some form of organisation or hierarchy, there maybe no family traditions that could constitute nobility or large settlements to allow for criminals to rise as most that would steal from their neighbours would be cast out or killed in revenge etc.
Language only common with a few regional dialects but everyone can understand each other.
Races only human, other races exist as storiess and myth.
Armour: Only leather and hide armour exists as blacksmithing has not evolved enough to make scale/chain/plate armour. You could have Wood Armour (AC16, no dex bonus and disadvantage on stealth unless in a forest setting).
Weapons: only simple weapons, bows, nets and marital weapons of the bludgeoning type again as blacksmithing has not evolved to the point where steel can be made into martial weapons so most use flint daggers, bone clubs and flint arrow heads and things like crossbows have not been invented due to the mechanical nature of them.
First adventure: Players represent a group that have been tasked with going on a hunt to kill a dinosaur that is threatening the tribes camp/settlement. The characters may be members of the tribe or maybe wanderers seeking aid or wanting to join and this is a test for them.
Subsequent adventurers: They scout of the local forests to track down other hunters that have gone missing and find ruins in a sink hole, the ruins are nothing like they have seen before, this maybe an old Dwarven ruin and they discover an old armoury of weapons and armour. After exploring they find evidence that Dwarves used to exist, maybe a ghost who tells them of a downfall of a previous civilisation, a God War that annihilated all races and reduced humanity to small roaming tribes. You can then evolve the story in what ever way the players decide to take it.
That sounds like a fun campaign. You can easily create some interesting classes to support the format. Maybe have a dino taming feat for some dino's for traveling and if there isn't a "city" maybe the players could create one where other cavemen join the tribe. Lots of cool concepts the try I might do this in a one shot just to play around with it.
-Sol