RolePlay onLine RPoL Logo

, welcome to To Be a Hero

15:33, 26th April 2024 (GMT+0)

Campaign Information.

Posted by Man in BlackFor group 0
Man in Black
GM, 1 post
Mon 11 Sep 2017
at 09:12
  • msg #1

Campaign Information

The Korinn Archipelago

Your character is from the Korinn Archipelago, a peaceful trading and fishing area, a string of islands extending far out into the western sea. The Archipelago contains hundreds of islands, some enormous, some too small to see on the map. And you do have a map, which the Dungeon Master will give you; not that you need it, you know the waters by heart.  The area, which was sparsely inhabited in times past, was settled about a hundred years ago by colonists from far to the south. They were led by a great seaman named Viledel.  Viledel, never the subtlest of men, made as his base one of the westernmost of the Islands, in the area most thickly prowled by pirates and corsairs, and began his campaign of smashing piracy wherever he found it. His followers set up settlements and quickly spread further and further west, into the larger islands closer to civilized nations. Viledel, who was known as the Sea King throughout his life, died 60 years ago when a pirate raid crushed his island defenses and overran his home. Since then, the archipelago has had no central government, but has broken into a hundred petty island nations. Most islands and cities get along quite well, knowing the advantages to be gained through peaceful trade.

Piracy has increased in the last 60 years, concentrated in the westernmost of the chains islands, but pirates no longer rule the seas.  They prey upon the merchants like parasites instead of sharks. However, the further west you sail, the greater the risk is of running into pirate ships, and some particularly bold buccaneers sail deep into civilized eastern areas for the rich pickings there.  Your character is from the Archipelago, from whichever island you choose, a worker in whichever profession you rolled or decided upon.
Man in Black
GM, 2 posts
Tue 12 Sep 2017
at 10:14
  • msg #2

Character Creation/ Applications

Books Available: PHB, Unearthed Arcana, Wilderness and Dungeoneer's Guides

Attributes: 4d6 high 3, distribute how you like.

Race: any non-evil

Class: none!

Alignment: Neutral

HP: 4 + Con bonus

Weapon Prof: Club, Dagger, Dart, or Quarterstaff

Non-Weapon Prof: Choose one.

Languages: Common plus racial language (if non-human)

Equipment: None!

Background:  Nothing too elaborate.  You are commoners, after all.  As little or as much as you like.

What happens in this adventure and how you deal with it will shape your characters.  There are special circumstances involved here that can make unique characters that don't exactly adhere to normal rules.  Think about what direction you want to take your character and act accordingly.  I plan on running adventures past this one so you can carry on with your character.
This message was last edited by the GM at 06:28, Sat 16 Sept 2017.
Man in Black
GM, 8 posts
Wed 13 Sep 2017
at 11:40
  • msg #3

Character Creation/ Applications

So the question came up in regards to your neutral alignment...

So you're neutral as in you're pretty much a blank slate that has yet to show any real conviction towards any alignment.  Your actions while in dire straits will determine your alignment.  It's part of the adventure, is what I'm getting at.  Act how you feel your character will act, and your alignment will show accordingly.
Man in Black
GM, 9 posts
Thu 14 Sep 2017
at 04:02
  • msg #4

Character Creation/ Applications

SECONDARY SKILLS TABLE

Armorer
Bowyer/fletcher
Farmer/gardener
Fisher (netting)
Forester
Gambler
Hunter/fisher (hook and line)
Husbandman (animal husbandry)
Jeweler/lapidary
Leather worker/tanner
Limner/painter
Mason/carpenter
Miner
Navigator (fresh or salt water)
Sailor (fresh or salt)
Shipwright (boats or ships)
Tailor/weaver
Teamster/freighter
Trader/barterer
Trapper/furrier
Woodworker/cabinetmaker
Man in Black
GM, 16 posts
Fri 15 Sep 2017
at 09:46
  • msg #5

Character Creation/ Applications

Acceptable non-weapon proficiencies:

Animal Handling
Animal Lore
Boating
Fishing
Healing
Plant Lore
Riding
Rope Use
Swimming
Weather Sense
Lam Durus
player, 2 posts
Fri 15 Sep 2017
at 15:22
  • msg #6

Character Creation/ Applications

How about agriculture?
Daniv Jensen
player, 9 posts
Fri 15 Sep 2017
at 15:41
  • msg #7

Character Creation/ Applications

Agriculture is under Farmer/Gardener.
Can't forget:
Brewer
Cook
Distiller
Tavernkeeper
Vintner
Lam Durus
player, 3 posts
Fri 15 Sep 2017
at 19:07
  • msg #8

Character Creation/ Applications

I was talking about the NWP, as listed in the manual.
Man in Black
GM, 19 posts
Sat 16 Sep 2017
at 06:34
  • msg #9

Character Creation/ Applications

Plant Lore is probably your best bet.


I added in direction for languages.  You get common.  And if demi-human, that language.
Man in Black
GM, 24 posts
Mon 18 Sep 2017
at 09:56
  • msg #10

Character Creation/ Applications

Saving Throws
Paralyzation, Poison, or Death Magic: 16
Petrification or Polymorph: 17
Rod, Staff, or Wand: 18
Breath Weapon: 19
Spell: 20
Sign In