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Messages - DM_Graham

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For New Players / Character Creation Rules
« on: July 03, 2018, 04:44:42 pm »
Point buy? 3d6?

Steps to create a character, class options

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For New Players / General Race Lore
« on: July 03, 2018, 04:41:05 pm »
This post contains lore that is well known and available to all. This is a brief overview of each PC species available, once you create a character, you may receive additional lore that would likely only be known by members of your species. Use the available lore to brainstorm ideas for your character and learn about the world

PUT IN THE RACIAL BONUSES OF EACH RACE

Dragonborn
Dragonborn are an arcane species created strictly through the work of a wizard. Discovered ~x years ago, the process of creating a dragonborn is scarcely known. Throughout the world, dragonborn number in a handful, likely under 100. Hovering around seven feet tall in stature, dragonborn are usually created as elite martial forces for those who can afford them, often serving as royal guard or other kinds of special forces. How long they live, common personality traits and beliefs, ideas for players.

Dwarves
Monotheistic, adventurous, confident, meticulous,

Elves
Odd, alien, removed, fierce

Half-Elves
Rare, magical

Hobbits

Humans

Orks

Tieflings
Fire realm, haughty, entitled, keen, sharp

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For New Players / How the game works
« on: March 17, 2018, 04:48:00 pm »
Welcome to the town of Albridge! A West Marches style campaign.

This is not going to be a traditional game of Dungeons and Dragons. This post will explain how a West Marches game is different, and what you can expect as a player.

A west marches style of game is a completely player driven experience. Your group of players exists in this town, and this town is surrounded by wilderness. This wilderness is populated with a variety of dungeons, villains, storylines, and treasure, but it will not be just placed in front of you. You as a player will take the initiative in any adventures YOU want to go on.

Think of your character's motivations, perhaps to look for a lost sibling, or stop some rampaging goblins, or a sibling kidnapped by goblins. On your last adventure you went on to support a friend's endeavor, you got a clue that there were goblins making camp at an old ruin, and loose directions to said ruin. You would then make a POST in the TAVERN forum where you will call the other adventurer's in town to join you to raid this goblin camp. Some may join you for their own motivations, some maybe just for the experience, loot, and gold. Either way, you will have formed a party of adventurers.

Once you have a party, you will make a post on the '[OOC] Adventure Logistics' board where you will schedule a time to run your session with a DM. Then, when the time comes, you and your party will set out on your adventure. Once complete, you will return to town, and, if you choose, make a post in the tavern page describing what happened on your adventure, and sharing any important details. Also maybe updating your collective map (which I recommend you have) with any landmarks or locations you found.

While in town you can post in 'The Town' to have conversations/interactions with any NPCs to discuss anything that happened on your adventure, or to sell goods.

The game will be played in Fourth Edition Dungeons and Dragons, and sessions will take place on the website roll20.net. If you've never played Fourth Edition before, don't worry! It's a fairly simple edition once you understand how to look at it, and much of the rules will be explained during character creation.

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For New Players / World Introduction
« on: March 17, 2018, 04:24:08 pm »
Roughly four hundred and fifty years ago, the land of Eytas was scattered and divided. Feudal lords vied for power. In this unruly land, monsters and brigands thrived, so the common people were protected by clerics of Pelor, Kord, Ioun, and other gods of the old pantheon. These clergy members would lead adventuring groups to stay the wilds from running too rampant, and they were celebrated.

Then a powerful group arose, dedicated to bring order to the land. They began to unify lordships and peoples, creating a Commonwealth. Their lands grew and so did their ideals, rule based on virtue. They began to drive out the monsters, devils, and chaos. They forced chaos and evil further and further west. In the unified regions, the people began to forget of their protectors, the old pantheon, and began to celebrate these new leaders, dubbing them The Eight Saints. They began to ascend, and fought the Old Pantheon for their spot in the divine plane, from which they could defend their Commonwealth in ways greater than ever before. After the long War of Order, the Old Gods were forced to the world, Ordun. They and monsters alike were pushed west into the Vargenwode, an enchanted elven forest.

And so the commonwealth drew their borders and constructed barriers to keep out forces of chaos. The western border lies a week’s travel over rocky field from the Vargenwode. Not partaking in the capital punishment, serious crimes are punished with exile from the Commonwealth. This campaign takes place in a town called Albridge, long outside the border of the Commonwealth, near the edge of the Vargenwode proper. This town is one of the last areas of civilization in this ignored spec of land, surrounded by untamed wilderness and adventure.

Albridge sits with a population of roughly 50 permanent residents, some exiles, some who have left by choice, but there is life beyond the commonwealth. Dwarves in search of new mountains to call home, the elves that inhabit the Wode, and merchants trading with the outside world make up a few examples of the kinds of people you can find.

Albridge has long been home to adventurers coming and going. From Albridge you will set out with groups of adventurers to explore the Vargenwode and other surrounding areas in search of adventure, gold, glory, or any other motivation you may have.

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