Please make sure you have read, and understand the following rules prior to play.
** Special death and dying rules apply **
If you reach 0 HP you will be knocked out. While knocked out you will bleed HP until you reach -10 HP when you will die.
When knocked out, there is a chance that they will recover, and come to.
Dead characters will re-spawn in the afterlife, in the Fuge plane of existence.
** Exploring **
Try to stay together. If you need to split party, please message a DM and tell them what you wish to do. This is a limitation imposed to make the game flow more freely, as a split party makes the game much harder for the DM to control.
** Resting **
Role-play resting. Do not click the 'rest' button until the DM tells you time has passed. Resting normally takes eight hours.
** Time **
Passage of time in this game is 20 mins real time = 1 hour game time. Players may pass time loitering by agreeing in character, then telling a DM of their intention.
** Difficulty **
Not all fights can be won. Where possible 'consider' the difficulty of an NPC or enemy by 'examining' them, and choose your fights carefully where you can.
This campaign features combat situations that cannot be won with brawn alone... Choose your fights carefully.
When using the dice bag to make use of your character's skills and attributes, the difficulty (DC) of the task is decided by the DM, to reflect the difficulty of what your character is trying to do. Here's some difficulty class (DC) examples (taken from 3rd ed. DM guide)
<i>-10 Hear the sound of pitched battle
0 Track 10 hill giants over a muddy field
5 Hear a conversation on the other side of a door
10 Tie a firm knot
15 Stabilise a dying friend
20 Notice an invisible creature nearby
30 Hurriedly climb a slick brick wall</i>
Also, the degree to which you succeed in a task depends on how much over the target DC your character rolls. I use the critical success and failure rule variant.
Roll a natural 1 Critical failure
DC or above Success
DC +10 or above Greater success
DC +20 or above Perfect success
Roll a natural 20 Critical success</i>
** Familiars **
No familiars are allowed in this module, as they will un-balance the game difficulty.
** Other game notes **
Try to think out of the box. Attempt to do things the engine does not cater for using emotes. e.g. *dives in water and attempts to swim across*
Try to be creative in your role play! Use your ingenuity! e.g. *Wraps cloth around the table leg to make a torch*
Use the OOC prefix for out of character chat.. only use this when necessary
Use those character skills! you will be provided with an emote wand and dice bag at the start of the game.
Do not run unless it is 'In Character' to do so (e.g. when you are in combat, running for help, etc.)
« Last Edit: Oct 15, 2008, 6:01pm by FallenAngel »
FL-4: Isle Demise « Result #3 on Aug 26, 2008, 11:45am »
During a terrible storm at sea the imperial galley on which you are a passenger gets drawn too close to the volcanic isle known only as "Demise". Impaled and wrecked by the sharp rocks the great ship is splintered and lost to the waves.
A few hardy and perhaps lucky people managed to avoid a death in the waves and by holding on to drift wood were washed ashore on the rocky shore of the small island.
You are one of these and it will be up to your skill and Pion to find out if what awaits you on Isle Demise is preferable to a watery grave.