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01:20, 3rd May 2024 (GMT+0)

Introduction, Rules, and Game World.

Posted by Generic Game HostFor group 0
Generic Game Host
GM, 2 posts
I am not the storyteller
I am the stage builder
Sat 22 Jan 2022
at 16:03
  • msg #1

Introduction, Rules, and Game World

The game takes place entirely on this island-like continent which I created with the help of a random map generator. The plot, as you were able to tell by the title, is so generic and simple that it feels like taking a break from more thought-out adventures out there. It goes like this: There is an evil dragon living up in Wyrm Castle planning to conquer the world. You must stop this threat as soon as possible.

This game is consequently finite ... it ends once the threat has been averted. Apart from this very central mission, you are free to go and do whatever you want. It's essentially a sandbox game where you set your own path, making sure that one day it will be your name appearing in the history books. The main task of the Game Masters consists of creating NPCs (that may or may not be relevant to anything at all), throwing random events and scenes at players (that may or may not connect to any larger purpose), and generally feeding you with a myriad of incentives to do stuff.

There can be up to eight GMs in this game, me included, each of them increasing the number of possible players by 2.5. That is, if we can get more than eight, that wouldn't be anything to complain about. The more GMs there are versus players, the less work and responsibility there is for each of them. All GMs take care of all players. This way, we can take over for each other whenever the need arises and there will always be someone there to keep the players busy. In order to remove potential confusion, we GMs will have our own private chat where we exchange ideas and conspire against the players together.



Posting Pace: at least 5 to 6 times per week (please announce time of absence in advance)

Break Time: no posting required during February, April, June, August, October, and December

Post Content: no rules here, not even prose is required if you're not in the mood, but make it readable (as for you GMs, you don't have to be storytellers, you could just present everything in bullet points so long as you still include all the required information; I promise that this doesn't harm immersion)

Participation Reward: you gain 10 EXP for every time that you react to a post made by a GM within 12 hours, or 5 EXP if you make it within 24 hours

Starting Level: 1 (also, everyone gets a starting feat and variant humans get a second starting feat)

Replacement: if your character dies and there are new players waiting to get in, you will be replaced if the current player limit (up to 20) has been reached

Early Bird:
after posting something, a GM must check whether a colleague beat them to it; that is unfortunate timing as the late bird must now delete their post



Now we shall explore the locations on the map linked in the first paragraph. Beyond what I establish in this thread, the GMs have the authority to add anything they deem appropriate. The players will not be sent to a specific location; they can each decide for themselves where their character should start their journey, and apart from the Wyrm Castle and the mystery desert location, anything is valid. You'll have to either recruit NPCs or find the other players to form a party.

Wyrm Castle: The final dungeon with the final boss inside. You might hear rumors about it, but since nobody who ever made it there came back alive (or dead 'cuz no one ever came back at all), these rumors are pretty much worthless. Someone by the name of Kutharg (an orc captain) claims to have approached this place by ship, but allegedly a storm forced him to retreat. He reports the sight of a castle which is why this place is called the Wyrm Castle to begin with.

???: There are sometimes abandoned camps of adventurers found here, but never the adventurers themselves ...

Phepho:

Obiff: A town mostly inhabited by dwarves, built into the side of a mountain. Two clans - the Goldbranchs and the Hammercloaks - have been vying for political power for so long that they eventually devised a bizarre system for making political decisions: Whenever two dwarves from the "Council of the Golden Hammer" disagree on something (which is pretty much guaranteed), they publicly brawl with each other. The winner gets to make the final decision and it cannot be overturned. Noteworthy is also the sleeping Behir in the cellar of the stronghold which, legend says, is omniscient and used to trade the life of a child for the answer to a single question.

Pang:

Dol Dol: A quaint little place for changelings, filled with ruffians and noble hearts alike. In this culture where appearance is seen as a personal choice, those who are too pretty are viewed as vain and conceited. This came in handy a few decades ago when the "Hideous Horde" - a group of self-conscious bandits made up of half-orcs, shifters, and other folks - fended off some rival bandits who tried to get into the way of their plundering. Mistaking the horde as genuine heroes, the village thanked them dearly and the bandits felt so appreciated that they decided to stay definitively as its new guardians.

Candorra:

Himarra:

Ghallan:

Vevu:

Wielenstein:

Mianonn:

Elebast:

Kehlk: Although the kenku can only imitate sounds they've heard and never create them on their own, that didn't stop them from learning how to talk normally. All it took was the founding of language schools where individual words are passed down over generations to reconstruct the varied vocabulary of other races. And since they can also duplicate any craftsmanship without flaw, the kenku of Kehlk decided that they should really lean into their strengths. Nowadays, the town consists almost entirely of schools and libraries where even other surrounding towns send their pupils to learn from the best. Or at least the copies of the best, technically.

Sho:
This message was last edited by the GM at 16:06, Sun 23 Jan 2022.
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