Darklands» Blinding Are Its Mysteries

High-level adventuring on the world of Irra.

Contents

Adventure reference

Meta

Other

Character creation

Level: 16th / 17th (depending on number of players).

Starting wealth: 260,000 gp / 340,000 gp (depending on number of players) (see note about equipment, below).

Ability score generation: From the 6×6 matrix below, you may select a set of 6 ability scores by reading in a straight line anywhere on the matrix, whether that be reading a row forwards or backwards, reading a column up or down, or either diagonal backwards or forwards. You must use the scores in that set in order (Str Dex Con Int Wis Cha).

15 10 13 12 15 17
14 16 13 17 12 13
15 15 16 17  9 12
17 13 17 14 17 15
12 12 11  9 15 12
16 14 13 12  9 16

Allowed materials

Allowed races

See here for a list of allowed races, excluding dwarves and elves (half-elves are permitted). (These are just the standard core races, but with racial attributes adjusted. Note that a small handful of the rules on that page aren’t quite compatible with the Beyond Ragnarok system; adjustment/analogues are usually obvious, but if something’s unclear, let me know. Also, ignore the bits about racial class variants.)

Allowed classes

Base classes:

Prestige classes:

Gods & domains (for clerics)

All cleric characters must belong to a church or similar organized faith. (This has less to do with following the commands / precepts of a given deity, and rather more to do with the cleric’s being associated with a clerical hierarchy—being able to call on the resources of his church, in accordance with his station, and relying on the cooperation of the faithful, while also being expected to act more or less in line with the church’s teachings, and defer, when necessary, to superiors in the hierarchy.)

The following deities have enough presence in the setting to have churches or organized faiths. Also listed below are domains available for clerics of that faith. (Domains are from the Player’s Handbook, unless linked or noted otherwise.)

(Note on “alignment” of deities: ignore any alignment specified for gods, here or in any other sources. The deity’s teachings/beliefs/etc., and the philosophy and attitudes of the deity’s mortal servants, determines what sort of characters may appropriately follow that deity.)

A final note, for character-background purposes: worship of Pelor is overwhelmingly the most numerous, popular, and influential organized faith. Worship of the other deities listed here is mostly associated with small holy orders, monasteries, or minor local or provincial churches.

Allowed feats

All the feats listed on the Feats Index, with the following caveats/exceptions:

Allowed spells

Everything on the Spell Lists that’s not a “rare spell” is freely available. Likewise see the Spell Lists page for rare spell availability rules.

Note that casting Evil spells is frowned upon by most of the faiths listed above.

Skills

See the Skills page for info on skills.

Additionally, all characters get free skill points, equal to character level × [1 + (1 per 2 points of Int bonus)]; these may only be spent on Knowledge skills (and still follow class vs. cross-class skill rules).

Skills that are more likely than usual to be of use in this adventure are:

(The usual lineup of always-relevant skills such as Spot, Listen, etc., remain as relevant as always.)

Skills not likely to be of use in this adventure are:

New Knowledge area: imperial politics

This Knowledge area covers:

Skill synergy for new skills

The following synergy bonuses are in effect:

Equipment

Everything in the Dungeon Master’s Guide is allowed, with the following exceptions:

The following things are also allowed:

to be completed…

Note: No single item you select may be worth more than 75,000 gp (except a weapon, which may be worth up to 120,000 gp).

Rules summary

A rundown of how the Beyond Ragnarok rules differ from D&D 3.5.

General

Classes

Gods & domains

Spells & magic

Combat

Skills

Monsters

Equipment

Miscellaneous