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Cold Truths (part 2: Honor among thieves)
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<blockquote data-quote="mps42" data-source="post: 2213928" data-attributes="member: 9571"><p>Greetings and well met. While Cold Truths (part 1: The missing Duke) is still going on and spots will go first to current players, I wanted to set the expectation that there IS more to the story and the show WILL go on. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Players guide:</p><p>For this game, here are the basics that I feel a new player would need to know. If you need info that is not here, let me know and I will do my best to provide it.</p><p></p><p>* Every character needs to be created using a 28 point-buy as described in the 3rd ed DMG starting at level 1, full HP.</p><p>* For this adventure, absolutely NO Elven, Half-Elven, Half-Orc or Dwarven characters will be accepted. There are standing game-world reasons for this.</p><p>* Every character sheet should include:</p><p> A character guideline or concept;</p><p> A basic phyical description and;</p><p> A brief bio or history. Think of what this person might tell you in the first 5 to 10 minutes of conversation... If you WANT to fully detail the characters background and "life story", go ahead but please do so separately from the main character sheet.</p><p>* For the time being, I am using the Mundane calendar. I have not taken the time or effort yet to create a custom calendar for this world.</p><p>* Sources: 3e core +Tome and Blood. Anything else I would need specs sent to me.</p><p>* DM will handle all dice rolls and, unless specifically requested, they will not be provided to the players.</p><p></p><p>*********************************************************</p><p></p><p>What I expect from a player:</p><p>* Don't "abandon" your character. If you don't feel you can finish the adventure, I understand. Life happens. Let me know BEFOREHAND, if possible, and I'll try to get someone else to take over the character.</p><p>* Help "keep the magic going". By this I mean try to avoid Metagame thinking. Use what your character knows and has, if they don' t know something or don't have something and WANT to know it or have it, use your character's knowlege to figure out how to get what it is you want and roleplay it. Ask questions (in or out of character as needed), look around you, etc. This person (your character) is suposed to be a living, breathing person. Treat them as such.</p><p></p><p>What I expect players to expect from ME:</p><p>* I will do everything I can to give you all the information, tools and support you need.</p><p>* I will be as fair as possible when rolling dice, however I reserve the right to "fudge" either for or <em>against</em> the players if I deem it situation appropriate.</p><p>* I will do everything I can to help you "keep the magic going" Including giving good, atmospheric descriptions, keeping "in character" and maintaing this site.</p><p></p><p>*******************************************************</p><p>Races:</p><p> Dwarves and Elves have disowned the Humans. So, that leaves Humans, Halflings and Gnomes as playable races. At least for now...</p><p></p><p>Humans</p><p> Humans exist virtually anywhere there is usable land, living in cities and towns or on individual farms. Humans are the jack-of-all-trades-and-master-of-none that you would expect. Former Messarians hate the former Ovamarians and, quite predictably, the reverse is just as true.</p><p></p><p>Halflings</p><p> Halflings, too, exist virtually anywhere there is usable land. Living in cities alongside the Humans and the equal to their larger companions in every profession but those where physical strenth is a requirement. Most of the Halfling population lived in the inlands and, therefore will side with former Messarians in arguments. There are a few scatteres Halfling-only villages, but they don't usually last long since the ocupants usually long for some exitement.</p><p></p><p>Gnomes</p><p> Gnomes tend stay away from Humans and keep to themselves. They were particualrly hit hard by the war since the land now known as The Blood Plains was once their homeland. Gnomes tend to be a bit bitter about the war and any adults will rail on about "those blasted giants" and how they "destroyed our home." However, the younger gnomes, as with most races, don't see what all the fuss was about since theres now lots of homes to be had for cheap. As long as you don't mind the smell.</p><p></p><p>********************************************************</p><p></p><p>* House Rules *</p><p></p><p>Short term care:</p><p> Healing magic is available but rare and expensive in this setting. Providing short term care means spending ten minutes cleaning & sewing up wounds, applying poultices and so on.</p><p> After each combat in which a creature was wounded, up to one character may give them short-term care <strong>If they (the injured creature) still have at least 1 hp</strong>. If the DC 15 Heal check is successful, the patient regains 1 hp per character level + Con modifier in hit points, minimum 1 hp.</p><p> In calm and suitable conditions a character may 'take 10' on the heal roll. A character may also 'take 20' on the heal roll, taking 200 minutes.</p><p></p><p>Plot Points:</p><p> I always wondered how to deal with situations that I thought merited experience points but weren't covered by any of the existing rules. So, I've decide to use Plot Points. These are given typically for creative play, ideas and such and build at a rate of 2 Plot Points to 1 regular experience point.</p><p> Example 1: A character surprises a baddie and dispathes him in "normal" combat. This would result in straight experience points.</p><p> Example 2: A character is surprised and does not have his "real" weapon available, he improvises one and proceeds to subdue or kill the baddie. This situation would result in not only experience points, but plot points as well for improvising the weapon and using it effectively.</p><p> Example 3: A group of adventurers is delving in an abandoned crypt and set off a pit trap. There is not enough of a ledge to walk across and they cannot find a way to close the trap or a way around it. One of the characters comes up with the idea of using the wooden sarcophogas lids as a makshift bridge and the group proceed to figure out a plausible way to make it workable. This would result in Plot points exclusivly, for the idea, figuring out a way to make it work and the teamwork needed to execute the idea.</p><p></p><p>*************************************************************</p><p></p><p> So, with that in mind, I am looking for interest in part 2, which will start shortly after part 1 concludes. If you are interested, reply here. I am NOT looking for Character ideas, just a "hey, Sounds cool" sorta thing.</p></blockquote><p></p>
[QUOTE="mps42, post: 2213928, member: 9571"] Greetings and well met. While Cold Truths (part 1: The missing Duke) is still going on and spots will go first to current players, I wanted to set the expectation that there IS more to the story and the show WILL go on. :) Players guide: For this game, here are the basics that I feel a new player would need to know. If you need info that is not here, let me know and I will do my best to provide it. * Every character needs to be created using a 28 point-buy as described in the 3rd ed DMG starting at level 1, full HP. * For this adventure, absolutely NO Elven, Half-Elven, Half-Orc or Dwarven characters will be accepted. There are standing game-world reasons for this. * Every character sheet should include: A character guideline or concept; A basic phyical description and; A brief bio or history. Think of what this person might tell you in the first 5 to 10 minutes of conversation... If you WANT to fully detail the characters background and "life story", go ahead but please do so separately from the main character sheet. * For the time being, I am using the Mundane calendar. I have not taken the time or effort yet to create a custom calendar for this world. * Sources: 3e core +Tome and Blood. Anything else I would need specs sent to me. * DM will handle all dice rolls and, unless specifically requested, they will not be provided to the players. ********************************************************* What I expect from a player: * Don't "abandon" your character. If you don't feel you can finish the adventure, I understand. Life happens. Let me know BEFOREHAND, if possible, and I'll try to get someone else to take over the character. * Help "keep the magic going". By this I mean try to avoid Metagame thinking. Use what your character knows and has, if they don' t know something or don't have something and WANT to know it or have it, use your character's knowlege to figure out how to get what it is you want and roleplay it. Ask questions (in or out of character as needed), look around you, etc. This person (your character) is suposed to be a living, breathing person. Treat them as such. What I expect players to expect from ME: * I will do everything I can to give you all the information, tools and support you need. * I will be as fair as possible when rolling dice, however I reserve the right to "fudge" either for or [I]against[/I] the players if I deem it situation appropriate. * I will do everything I can to help you "keep the magic going" Including giving good, atmospheric descriptions, keeping "in character" and maintaing this site. ******************************************************* Races: Dwarves and Elves have disowned the Humans. So, that leaves Humans, Halflings and Gnomes as playable races. At least for now... Humans Humans exist virtually anywhere there is usable land, living in cities and towns or on individual farms. Humans are the jack-of-all-trades-and-master-of-none that you would expect. Former Messarians hate the former Ovamarians and, quite predictably, the reverse is just as true. Halflings Halflings, too, exist virtually anywhere there is usable land. Living in cities alongside the Humans and the equal to their larger companions in every profession but those where physical strenth is a requirement. Most of the Halfling population lived in the inlands and, therefore will side with former Messarians in arguments. There are a few scatteres Halfling-only villages, but they don't usually last long since the ocupants usually long for some exitement. Gnomes Gnomes tend stay away from Humans and keep to themselves. They were particualrly hit hard by the war since the land now known as The Blood Plains was once their homeland. Gnomes tend to be a bit bitter about the war and any adults will rail on about "those blasted giants" and how they "destroyed our home." However, the younger gnomes, as with most races, don't see what all the fuss was about since theres now lots of homes to be had for cheap. As long as you don't mind the smell. ******************************************************** * House Rules * Short term care: Healing magic is available but rare and expensive in this setting. Providing short term care means spending ten minutes cleaning & sewing up wounds, applying poultices and so on. After each combat in which a creature was wounded, up to one character may give them short-term care [B]If they (the injured creature) still have at least 1 hp[/B]. If the DC 15 Heal check is successful, the patient regains 1 hp per character level + Con modifier in hit points, minimum 1 hp. In calm and suitable conditions a character may 'take 10' on the heal roll. A character may also 'take 20' on the heal roll, taking 200 minutes. Plot Points: I always wondered how to deal with situations that I thought merited experience points but weren't covered by any of the existing rules. So, I've decide to use Plot Points. These are given typically for creative play, ideas and such and build at a rate of 2 Plot Points to 1 regular experience point. Example 1: A character surprises a baddie and dispathes him in "normal" combat. This would result in straight experience points. Example 2: A character is surprised and does not have his "real" weapon available, he improvises one and proceeds to subdue or kill the baddie. This situation would result in not only experience points, but plot points as well for improvising the weapon and using it effectively. Example 3: A group of adventurers is delving in an abandoned crypt and set off a pit trap. There is not enough of a ledge to walk across and they cannot find a way to close the trap or a way around it. One of the characters comes up with the idea of using the wooden sarcophogas lids as a makshift bridge and the group proceed to figure out a plausible way to make it workable. This would result in Plot points exclusivly, for the idea, figuring out a way to make it work and the teamwork needed to execute the idea. ************************************************************* So, with that in mind, I am looking for interest in part 2, which will start shortly after part 1 concludes. If you are interested, reply here. I am NOT looking for Character ideas, just a "hey, Sounds cool" sorta thing. [/QUOTE]
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