Darklone
Registered User
Sigged!Charwoman Gene said:Hello, you seem greedy and prone to violence, want to go camping together for the rest of our lives?
Sigged!Charwoman Gene said:Hello, you seem greedy and prone to violence, want to go camping together for the rest of our lives?
Remind the other players that although it's very nice for them to roleplay their characters' suspicions of strangers, if they don't accept your new character you won't get to play.OfRiceAndHen said:Ok, some details that'll help:
The group travels the world in a flying ship (however, countries are really separated from each other)
One group member is from 130ish years in the past, so no real friend or relative tie there
Another is a mysterious elf who has become a friend of the cleric (shadowdancer with a cleric of a sun god?)
The cleric worships the god of sun/travel/light (most likely candidate of being a friend of his)
The gnome (time-distressed person) is the most distrusting of the bunch, but they're all pretty much paranoid. We're currently traveling to the Island of Time in order to see if it's possible for the gnome to go back to his own time (also, a previous character went missing and they have evidence that he went back in time and died, so they're hoping to catch him before he dies).
The campaign has become very convoluted. I was hoping instead of a specific way to go about it, instead to just glean general tricks that more experienced players have discovered over the years.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.