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![]() Hey everyone. In the Fourth Era, while the Dovahkiin was saving Tamriel from consumption by Alduin the World-Eater in Skyrim, another crisis was brewing, far to the south. During the Accession Wars, in which the Argonian people waged retributive race war against the Dunmer of Morrowind, there was great upheaval and discord among the Dark Elf lands that had been ransacked by the Saxhleel. In these times of chaos, many places of power that had been built up by Telvanni and other wizards were scattered. It came to the attention of the Tribal Overcouncil, made up of chieftains from the various Argonian tribes, that an Elder Scroll was discovered in the southern lands of Morrowind. The Shadowscales are an elite group of the best that the tribes of Argonia has to offer, born under the sign of the Shadow and chosen for especially difficult tasks, and they (you) have been summoned to retrieve this artifact and bring it to the Overcouncil for safekeeping. Otherwise, a Dark Elf could recover it, and who knows what kind of damage they could do! Honestly kind of open-minded about what system to use. I'm most comfortable/familiar with Dungeon World, which is the best one in my opinion; I'm also open to 5E rules, or maybe even pathfinder. The one thing I'll make clear is that I hate getting bogged down in trivial shit and rules minutiae. Whatever system we decide on, that's going to be a constant. More details questions can be discussed in this thread. Any interest in a mostly-Argonian campaign? There'll be dungeon crawls, RP, combat, traps, and puzzles. Starting at level 3 or 4 depending on the system we use. ![]()
![]() Hi all, name's Plume. I'm a DM. Dungeon World is a simple system that takes no time at all to learn. There is an online Wiki that has all the information you'll need to get started. This is a revenge campaign against a party of 5 powerful, well-equipped, high-level adventurers that destroyed your village, stole your loot, killed your guardian beasts, and scattered your tribe to the four winds. Your mission, should you choose to accept it:
This is a Monstrous Campaign but out of character, as a DM, I will not be allowing PvP or physical backstabbing. Tricks, deceit, and pranks between party members are OK. When the party is fully formed, the majority race for players will determine what the majority race of the tribe you were part of was, which will also determine your starting environment to a certain degree. I highly encourage a party comprised mostly of the same race or category, but I won't force anyone. Here are your race options: Horde Races:
Bugbear Gnoll Hobgoblin Orc Lizardman Troglodyte Sneaky Swarmer Races:
Goblin Kobold Ratkin Towering Brute Races:
Ettin Ogre Troll Giant Minotaur Lycanthropes:
Were-: bear, boar, fox, snake, spider, panther, tiger, or wolf. No Drow. They don't play well with others. No Undead characters either. They are just motivated by hunger. Character creation:
1. Choose a Class:
Look over the character classes and choose one that interests you. To start with, everyone chooses a different class; there aren’t two wizards. If two people want the same class, talk it over like adults and compromise. 2. Choose a Race:
In Dungeon World, your race grants you a unique Move that is determined by your class. Since the classes on the wiki are all Adventurer Races and not Monstrous Races, we will be using a Dungeon World Supplement called Number Appearing (Link) for racial moves. Ask me if you have any specific questions. 3. Choose a Name:
Choose your character’s name from the list. 4. Choose Look:
Your look is your physical appearance. Choose one item from each list. Since this is an online campaign and we have the internet as a resource, I recommend finding an online reference picture. It's not mandatory to do so, however. 5. Choose Stats:
Assign these scores to your stats: 16, 15, 13, 12, 9, 8. Start by looking over the basic moves and the starting moves for your class. Pick out the move that interests you the most: something you’ll be doing a lot, or something that you excel at. Put a 16 in the stat for that move. Look over the list again and pick out the next most important move to your character, maybe something that supports your first choice. Put your 15 in the stat for that move. Repeat this process for your remaining scores: 13, 12, 9, 8. 6. Figure Out Modifiers:
Next you need to figure out the modifiers for your stats. The modifiers are what you use when a move says +DEX or +CHA. If you’re using the standard character sheets the modifiers are already listed with each score. Score Modifier
7. Set Maximum HP:
Your maximum HP is equal to your class’s base HP+Constitution score. You start with your maximum HP. 8. Choose Starting Moves:
The front side of each character sheet lists the starting moves. Some classes, like the fighter, have choices to make as part of one of their moves. Make these choices now. The wizard will need to choose spells for their spellbook. Both the cleric and the wizard will need to choose which spells they have prepared to start with. 9. Choose Alignment:
Your alignment is a few words that describe your character’s moral outlook. Each class may only start with certain alignments. Choose your alignment—in play, it’ll give your character certain actions that can earn you additional XP. 10. Choose Gear:
Each class has choices to make for starting gear. Keep your load in mind—it limits how much you can easily carry. Make sure to total up your armor and note it on your character sheet. 11. Introduce Your Character:
Now that you know who your character is, it’s time to introduce them to everyone else. Wait until everyone’s finished choosing their name. Then go around the table; when it’s your turn, share your look, class and anything else pertinent about your character. You can share your alignment now or keep it a secret if you prefer. This is also the time for the GM to ask questions. The GM’s questions should help establish the relationships between characters (“What do you think about that?”) and draw the group into the adventure (“Does that mean you’ve met Grundloch before?”). The GM should listen to everything in the description and ask about anything that stands out. Establish where they’re from, who they are, how they came together, or anything else that seems relevant or interesting. 12. Choose Bonds: Once everyone has described their characters you can choose your bonds. You must fill in one bond but it’s in your best interest to fill in more. For each blank fill in the name of one character. You can use the same character for more than one statement. Take some time to discuss the bonds and let the GM ask questions about them as they come up. You’ll want to go back and forth and make sure everyone is happy and comfortable with how the bonds have come out. Leave space to discover what each one might mean in play, too: don’t pre-determine everything at the start. Once everyone’s filled in their bonds read them out to the group. When a move has you roll+Bond you’ll count the number of bonds you have with the character in question and add that to the roll. |