OOC: Chronicles of Vieiliria
Posted: Mon Jun 10, 2013 3:03 pm
Ladies and gentlemen, this is the OOC thread for the Chronicles of Vieiliria campaign.
Vieiliria is a large island domain, lost in the mists that has no known reliable mistway to the Core. Few know anything about it although the vistani tribes seem to be aware of the existance of this land and how to reach it.
One by one, the Players should add the description of their characters and whatever else they want their fellow players to know.
Party Knowledge
Some clarifications
- It's supposed to be fun.
- Unless you prefer otherwise, I would keep most battles fast and story-focused; a few rolls from you, a couple of messages in OOC or PMs of what you plan to do etc. Climatic battles or battles where there's something at stake... those we can play normaly.
- Do not expect the story to tell itself by itself.
"Gobl the Goblin smiles inward as he reaches for the solid white-gray pebble on the garden. With a deepening smile showing yellowing teeth, the goblin pulls back his hand and puts all his body behind the throw, that carries the stone to the wooden shutters and crashes through the thin, elegant material. As curses rise from inside, Gobl turns and runs away laughing, making sure he steps on the flowers in his way out."
is IMO better for the story than:
"Gobl the Goblin breaks the window with a stone and runs away"
- The NPCs may be lying, misinformed or plain wrong. That the knowledgable guy tells you "raddish increase the possibility that you'll be attacked by foul magics" doesn't mean it's true. That the whole village is convinced that the lonely woman in the hut at the outskirts is a witch, doesn't mean it's true.
- That people go pale when you mention the abandoned mill, where nothing grows near it and refuse to talk about it etc, doesn't mean you have to go investigate.
There are lots of threats in the land that your characters can't handle.
Before you step into something that could be dangerous be sure that you learn what you can about it. (Keeping in mind it could perhaps be wrong info)
- It's supposed to be fun.
House rules:
Action Points: Your characters start with 6 AP. You can spend an AP to:
- stabilize immediately instead of dying if you drop to negative hp
- add an 1d6 to an important d20 roll, like a skill check or attack roll, or save. This should be declared after the d20 is rolled but before the result (success or failure) is determined. I.e. you roll the d20, are not happy with the result, add 1d6 to it by spending an AP.
- Regain the spell points of a spell you just cast
Spell Points: I use a slightly modified spell point system from Unearthed Arcana
RMR: The Realm Magic Rating of Vieiliria is ... unknown to your characters but it exists.
Bravery: Fighters gain the bravery feat at first level, gaining +4 bonus vs fear checks (not supernatural mind affecting fear saves though)
Magic Item creation: From scrolls to powerful items, you need the recipy and components to make them. I may ask for spellcraft/arcana/religion checks before I allow you to make anything.
I assume that when you aquire an item creation feat, you learn a couple of such recipies, rituals and necessary incantations.
Vieiliria is a large island domain, lost in the mists that has no known reliable mistway to the Core. Few know anything about it although the vistani tribes seem to be aware of the existance of this land and how to reach it.
One by one, the Players should add the description of their characters and whatever else they want their fellow players to know.
Party Knowledge
Some clarifications
- It's supposed to be fun.
- Unless you prefer otherwise, I would keep most battles fast and story-focused; a few rolls from you, a couple of messages in OOC or PMs of what you plan to do etc. Climatic battles or battles where there's something at stake... those we can play normaly.
- Do not expect the story to tell itself by itself.
"Gobl the Goblin smiles inward as he reaches for the solid white-gray pebble on the garden. With a deepening smile showing yellowing teeth, the goblin pulls back his hand and puts all his body behind the throw, that carries the stone to the wooden shutters and crashes through the thin, elegant material. As curses rise from inside, Gobl turns and runs away laughing, making sure he steps on the flowers in his way out."
is IMO better for the story than:
"Gobl the Goblin breaks the window with a stone and runs away"
- The NPCs may be lying, misinformed or plain wrong. That the knowledgable guy tells you "raddish increase the possibility that you'll be attacked by foul magics" doesn't mean it's true. That the whole village is convinced that the lonely woman in the hut at the outskirts is a witch, doesn't mean it's true.
- That people go pale when you mention the abandoned mill, where nothing grows near it and refuse to talk about it etc, doesn't mean you have to go investigate.
There are lots of threats in the land that your characters can't handle.
Before you step into something that could be dangerous be sure that you learn what you can about it. (Keeping in mind it could perhaps be wrong info)
- It's supposed to be fun.
House rules:
Action Points: Your characters start with 6 AP. You can spend an AP to:
- stabilize immediately instead of dying if you drop to negative hp
- add an 1d6 to an important d20 roll, like a skill check or attack roll, or save. This should be declared after the d20 is rolled but before the result (success or failure) is determined. I.e. you roll the d20, are not happy with the result, add 1d6 to it by spending an AP.
- Regain the spell points of a spell you just cast
Spell Points: I use a slightly modified spell point system from Unearthed Arcana
RMR: The Realm Magic Rating of Vieiliria is ... unknown to your characters but it exists.
Bravery: Fighters gain the bravery feat at first level, gaining +4 bonus vs fear checks (not supernatural mind affecting fear saves though)
Magic Item creation: From scrolls to powerful items, you need the recipy and components to make them. I may ask for spellcraft/arcana/religion checks before I allow you to make anything.
I assume that when you aquire an item creation feat, you learn a couple of such recipies, rituals and necessary incantations.