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Dragons of Stormwreck Isle

Dragons of Stormwreck Isle

Join as heroes who escape the mundanity of daily life, seeking solace, adventure, and perhaps redemption on the mysterious Dragon’s Rest, nestled on Stormwreck Isle. Aboard the cargo vessel, The Salty Swallow, departing from the bustling Neverwinter port, this motley crew of adventurers sets sail to a land whispered of in tales and songs. Each character carries their own burden, a past they wish to leave behind, and hopes to fulfill dreams yet realized.
But what awaits on Stormwreck Isle? Treasure? Wisdom? Danger?

Players : 5
When : Bi-weekly on Saturday 22:00 BST+2
Where : Discord + Foundry

First Test of Quests Form

Average Playing Level:

mid level

Minimum Amount of Players:

4

Maximum Amount of Players:

6

Sign up Deadline:

31/01/2025

Start Date Time:

31/01/2025 12:00 pm

Duration:

Timezone:

GMT -05:00 United States (Eastern Time)

Character Creation Rules

Character Creation Rules

1. Choose a Character Concept

Describe who your character is: their personality, goals, and role in the story. Some examples:

  • A charming rogue who steals for justice
  • A battle-hardened knight seeking redemption
  • A curious scholar uncovering ancient secrets

2. Select a Race/Species

Pick a race/species for your character. Each race/species provides unique traits and abilities. Examples:

  • Human: Versatile and adaptive (+1 to any attribute)
  • Elf: Keen senses and agility (+2 Dexterity, Darkvision)
  • Dwarf: Resilient and sturdy (+2 Constitution, resistance to poison)
  • Orc: Strong and fearless (+2 Strength, +1 Constitution, Intimidating Presence)

3. Choose a Class

Classes determine your character’s abilities, skills, and role in the group. Examples:

  • Fighter: Martial expert skilled in combat
  • Wizard: Master of arcane spells and knowledge
  • Cleric: Divine healer and protector
  • Rogue: Sneaky and resourceful, skilled in stealth and trickery

4. Distribute Ability Points

Assign points to your character’s six core abilities:

  • Strength: Physical power and endurance
  • Dexterity: Agility and reflexes
  • Constitution: Stamina and health
  • Intelligence: Knowledge and reasoning
  • Wisdom: Perception and intuition
  • Charisma: Persuasion and social skills

Standard Point Allocation: Assign 15, 14, 13, 12, 10, and 8 to these abilities, then adjust based on racial bonuses.


5. Select Skills

Choose a number of skills based on your class and background. Examples:

  • Athletics, Acrobatics, Stealth (physical skills)
  • Arcana, History, Nature (knowledge skills)
  • Persuasion, Insight, Deception (social skills)

6. Pick Equipment

Start with basic gear provided by your class and background. Examples:

  • Weapons: Sword, bow, staff, dagger
  • Armor: Leather, chainmail, robes
  • Tools: Thieves’ tools, alchemy kit, artisan tools

7. Define Personality Traits

Write a few details about your character’s:

  • Personality Traits (e.g., brave, selfish, witty)
  • Ideals (e.g., loyalty, freedom, power)
  • Flaws (e.g., quick temper, overly trusting)

House Rules

House Rules

1. Rule of Cool

If a player suggests an action that’s creative and exciting, the Game Master (GM) may allow it, even if it bends the rules slightly. However, it must still roll successfully.


2. Critical Success and Failure

  • Rolling a natural 20 (on a 20-sided die) means an automatic success, often with spectacular results.
  • Rolling a natural 1 means an automatic failure, often with humorous or disastrous consequences.

3. Session Length

Each session lasts 3-4 hours with a break halfway through.


4. Player Cooperation

Players should work together to resolve conflicts and avoid disrupting the game for others. Intra-party conflict is allowed as long as it enhances the story.


5. Flexible Roleplay

Not everyone is comfortable roleplaying in the same way. Players may describe their actions instead of acting them out. For example:

  • Player 1: “I try to persuade the guard to let us in.”
  • GM: “Roll a Charisma (Persuasion) check.”

6. Meta-Gaming Restrictions

Players should not use knowledge their characters wouldn’t have. Example:

  • If only one character finds a hidden clue, others should not act as if they know about it unless informed in-game.

7. Downtime Actions

Between sessions, players may declare downtime actions such as crafting, gathering information, or building relationships. These will be resolved at the start of the next session.


8. Homebrew Additions

The GM may introduce custom rules, items, or abilities as long as they are balanced and agreed upon by the group.