"...And though the capital still sends no word of the plague that has struck it we assure you that they still fight on! We all must do our part in this time of plight... we must all pull together against the challenges of this untamed land in the name of Ambierence. My sons- my daughters... it is here, in Hirrus Village we will make a stand against the undead. It is here, we will prevail over evil..."
You listen to the knights words as his cohorts stand silently and politely nodding at his speech. The speech gets you thinking of what you can do to aid in this time of need. As people begin to disperse from the small villages square you do the same... Walking randomly through the village you barely know you don't have any place in mind to travel to. Quite quickly, you stumble upon a Gnome who is recruiting people to work as a militia force for the village. It is a way to help out these people in this dark time... perhaps this can work out..
Rules:
1. Level 1 start
2. Most races are allowed, ask me about specific races and I'll tell you whether or not they're ok.
3. Character sheet's should be prepared like they are in the Creating a Character thread on the main forum.
4. RP your character realistically... if your a DnD whiz in real life but your character has 12 intelligence odds are he won't know everything. Wisdom also is a big thing. Wisdom is basically willpower, common sense, perception, and intuition. I also believe it's a form of life experience, one who has lived life to the fullest would be wiser than one who spent their whole life in a single town and didn't change things up much.
5. Fighting is not the only option, you CAN run, and you CAN try manipulating the surrounded terrain and objects in some situations. Not every single encounter has to be Slashing and Hacking away at enemies.
6. Need to post daily, if you do not post in 3 days you will be removed. This excludes any reasoning before hand, such as a surgery or a funeral or the like. Every 2 days of no posting you will receive a warning... after 10 days of inactivity you will be removed from the campaign as if it were 3 consecutive days of inactivity.
7. Starting Gold: 6d10x2 +10 ((HARDCORE MATH. NO EXCEPTIONS))
-Bravery. Willingly sacrificing yourself will result in extra EXP for you.
-Creativity. Being creative will net you extra EXP.
-Staying in Character/role playing. Role playing and keeping the DnD experience alive will get you some EXP, not much, but some.
-Certain Successful Checks. Certain skill rolls may earn you extra EXP if they're successful.
Karma/Alignment
-Your actions will be noted by the divine (That's Me).
-For every action perform their is a neutral, a good, or an evil outcome.
-If you're lawful good and continue doing evil your alignment will change. This affects every character, and every alignment, even evil to good, good to neutral, neutral to evil, and so on.
-If you seem to follow a trend with your decisions your alignment may not change at all, in which case you're doing a fantastic job staying in character.
The Graveyard:
Here the fallen spirits of heroes rest...
You listen to the knights words as his cohorts stand silently and politely nodding at his speech. The speech gets you thinking of what you can do to aid in this time of need. As people begin to disperse from the small villages square you do the same... Walking randomly through the village you barely know you don't have any place in mind to travel to. Quite quickly, you stumble upon a Gnome who is recruiting people to work as a militia force for the village. It is a way to help out these people in this dark time... perhaps this can work out..
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Rules:
1. Level 1 start
2. Most races are allowed, ask me about specific races and I'll tell you whether or not they're ok.
3. Character sheet's should be prepared like they are in the Creating a Character thread on the main forum.
4. RP your character realistically... if your a DnD whiz in real life but your character has 12 intelligence odds are he won't know everything. Wisdom also is a big thing. Wisdom is basically willpower, common sense, perception, and intuition. I also believe it's a form of life experience, one who has lived life to the fullest would be wiser than one who spent their whole life in a single town and didn't change things up much.
5. Fighting is not the only option, you CAN run, and you CAN try manipulating the surrounded terrain and objects in some situations. Not every single encounter has to be Slashing and Hacking away at enemies.
6. Need to post daily, if you do not post in 3 days you will be removed. This excludes any reasoning before hand, such as a surgery or a funeral or the like. Every 2 days of no posting you will receive a warning... after 10 days of inactivity you will be removed from the campaign as if it were 3 consecutive days of inactivity.
Warnings:
SI_L_EXE (1 Day)
Jake Hellstorm (6 Days)
BytByt (4 Days)
SI_L_EXE (1 Day)
Jake Hellstorm (6 Days)
BytByt (4 Days)
7. Starting Gold: 6d10x2 +10 ((HARDCORE MATH. NO EXCEPTIONS))
Bonus EXP is rewarded for:
-Bravery. Willingly sacrificing yourself will result in extra EXP for you.
-Creativity. Being creative will net you extra EXP.
-Staying in Character/role playing. Role playing and keeping the DnD experience alive will get you some EXP, not much, but some.
-Certain Successful Checks. Certain skill rolls may earn you extra EXP if they're successful.
Karma/Alignment
-Your actions will be noted by the divine (That's Me).
-For every action perform their is a neutral, a good, or an evil outcome.
-If you're lawful good and continue doing evil your alignment will change. This affects every character, and every alignment, even evil to good, good to neutral, neutral to evil, and so on.
-If you seem to follow a trend with your decisions your alignment may not change at all, in which case you're doing a fantastic job staying in character.
The Graveyard:
Here the fallen spirits of heroes rest...
