Session 0 Notes

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Game time: Sundays, 1pm-6pm. 3 Sundays a month.

using Discord + Roll20

Pitch
Concept - Scholar Adventuring group helping people around East Breland and the
Mournlands. Fighting Monsters, Exploring unknown places, Solving mysteries.
Aims - To Fill the characters' lives with Adventure, Action, and Intrigue
- To descend into the rabbit hole of conspiracies and mysteries surrounding East
Breland. one Plot twist after another.
- To risk your lives venturing to the hostile environment of the Mournlands,
uncovering secrets and danger, then trying to live to tell the tale.
Tone - Pulp Noir. Over the top action, Mysterious plots, Survival, Moral choices
Subject Matter - may tackle themes of War, Loss, Moral ambiguity, Trauma, Betrayal

Social Contract
1. Have fun. At the end of the day, this is a game with no winners or losers. As long as everyone in
the table, the players and the DM, had fun, then it's a win for everyone
2. Share the spotlight. Keep in mind this is a co-operative game, and no one player is more
important than the other.
3. Be on time. Everyone in the table are here to have fun, that includes the DM. And the DM and
everyone else present can’t have as much fun if there are less to no players in game. Side note: The
game must go on. As long as there are 2 or more players present, the session continues. On the
off-chance that only one player shows up, we might do a one-on-one session.
4. Be understanding to other players’ playstyles. Let other players play how they want to play.
Even if they make mistakes, let them make mistakes. And if it is really necessary, talk to them in-
character instead of telling them they're playing it wrong.
5. As much as possible stay focused on the session. listen attentively, avoid browsing social media
and doing background activity, so the DM doesn’t have to slow down the game for everyone by
getting you caught up on the game.
6. Avoid talking over each other. If you notice you talked over someone or someone is talking over
you, work with each other as fast as possible to resolve who talks first.
7. Keep out-of-topic discussion out of voice chat. So we can further avoid talking over each other.
8. Avoid talking over or interrupting the DM while he’s currently in the middle of descriptions.
Interrupting NPC dialogue is fine, tho they might not like being interrupted
9. Keep in mind the current tone or situation. if the tone is light or funny, feel free to be funny,
Keep the over-joking to a minimum. If the tone is more serious or dramatic, think twice if it might
break the immersion. I want you guys to have a good time but stay in character and stay in the
moment.
10. We are Rolplaying gamers, not actors or writers. You don’t have to act or come up with clever
dialogue to enjoy the game. Simple descriptions of what you’re doing is more than enough.
11. Give DM TLDR of rules and spell reading. I will avoid reading text and rules as much as I can for
a better flow of the game.

Safety Tools
Sometimes games have content or situations where a player or GM may feel stressed out,
unsafe, or otherwise not having fun. Safety tools are a way for players and GMs to communicate
and check-in before, during, and after a game in order to make sure everyone is still having fun, and
to provide the right support when needed

In our game, safety tools can be found in your Player Tools which is located on the top left corner of
your screen when you click your token.
⭐- Card Give Compliments
AFK - Card Away from Keyboard
E! - Card “I want to be involved” (whether in dialogue
conversation, in planning, or general discussion
O? - Card Check to see if everyone is ok with the current
content
X- Card I’m uncomfortable or I want to move forward
from this content
O- Card Response to the O? card. I’m okay with the
content
N- Card The content could make me uncomfortable

Gameplay
1. Take Notes. Bonus EXP will be awarded before every session every time the players recall the
previous session with accuracy.
2. Game will start at Level 3. expect the campaign to end on or before level 10. Don't plan your
builds to level 15 - 20 as that is very unlikely
3. Everyone gets the same amount of EXP. It’s like a mix of EXP and Milestone levelling
4. DM will mostly roll dice behind the screen for simplicity. But you have my word that I will not
fudge
5. players can use dice, but if you are, we are trusting your word not to fudge/cheat.
6. Combat will be a mix of tactical and theater of the mind with minis.
7. Avoid meta-gaming. Create a boundary between the character and the player. The choices,
knowledge, emotions, and mistakes your character makes does not and should not reflect the
player's own choices, knowledge, emotions, and mistakes. However this rule can be ignored to
favor fun and rule-of-cool rather than realism.
8. It’s okay not to have a backstory for your character, but your character must have a reason to
be an adventurer. Even if youre not making a backstory, Please think about why and how your
character became the class that they are right now? And what is your characters' goals and
priorities? this is for your 2 reasons:
a) To solve indecision. Often times, decision paralysis grinds the game to a halt. So to help
you with deciding, think about your character's motivation/ideals. Think about what your
character would do rather than what you should do, so we avoid decision paralysis.
b) To know where your character takes the story. Often times, when your character knows
what they want to do, the story tends to write themselves. The DM is in charge of world
and the problems and challenges around it, but the story is up to the players.

Character Creation
Your characters are a group of Scholarly Adventurers from Morgrave University. Where most
adventurers are more concerned with simple minded hacking and slashing, and collecting rewards;
and most scholars are less inclined to leave the safety of universities and wealth; your group
specializes on the best of both fields. More daring than the snobs in University, and more educated
than the fools in Adventuring guilds.
You are commissioned by The Thousand Yard Stare, a House Medani Guild of watchmen patrolling
the borders between the Mournlands and East Breland and protecting the West half of the
continent as a whole from the horrors that come out of the Dead-Grey Mists.

1. Decide on your class, race, and background, and give a brief summary of your character concept.
Check out Scholar character Roles for some inspiration for how your character became part of the
group.
2. Some character concepts may be very hard to fit into Eberron (a Dragonborn Noble in the main
continent, for example, is VERY unlikely in Eberron), but that doesnt mean you can’t use them.
Work with the DM to see how we can make your character fit in the world.
3. ROLL FOR STATS. DC Roll method.
4. Answer the questions from the Backstory Template Below. Fill up the CLASS, GOALS, IDEALS, and
BONDS. Flaws and Traits is optional, you can fill that in later as you get to know your character
more.

5. If you’re planning to write your own backstory, consider thinking about these:
a) For nearly a century, a war has waged between the Five Nations of Khorvaire, ending only
2 years ago. What did you do during the Last War?
b) 4 years ago, a mysterious explosive force destroyed the entire nation of Cyre and killing
millions. Where was your character when the day of Mourning happened? How did the
Mourning affect you?
c) Did you have any regrets? Or do you have any debts? (you can roll on the table below)
d) Who are characters (NPC) you have interesting relationships with, if any? (Friends, Family,
Contacts, Rivals, Enemies) (Preferable no more that 3 characters)

6. Choose a bond with at least 1 character


HOMEBREW CHARACTER CREATION RULES
INT grants additional proficiencies:
You can spend your INT modifier as points to gain additional proficiencies. (ex: an INT mod of +4
gives me 4 points)
For 1 point of INT, you can take a proficiency in a tool, language, or a Scholar skill.
For 2 points of INT, you can take an additional skill proficiency, or proficiency to any of the
Homebrew skills.

Languages in Eberron:

Homebrew skills:
 Culture (INT) - if you have an option to choose insight, religion, or history as part of your skill
proficiencies, you may choose culture as part of your skill proficiency options. additionally, if
you are making a Rogue, this is added to your skill proficiency options.
 Science (INT) - if you have an option to choose Arcana, Medicine, or Nature as part of your skill
proficiencies, you may choose Science as part of your skill proficiency options. additionally, if
you are making a Wizard, this is added to your skill proficiency options.
 Engineering (INT) - if you have an option to choose Arcana, Perception, or Investigation as part
of your skill proficiencies, you may choose Engineering as part of your skill proficiency options.
additionally, if you are making an Artificer, this is added to your skill proficiency options.
 Artistry (WIS) - if you have an option to choose Performance, Insight, or History as part of your
skill proficiencies, you may choose Artistry as part of your skill proficiency options. additionally,
if you are making a Bard, this is added to your skill proficiency options.

Scholar Skills:
These skills represent the specific fields that your character has invested time and resources in to
learning. You must be proficient in the prerequisite skill before taking any of these Scholar skills.
The bonus to these skills is equal to your INT modifier + twice your proficiency bonus.

 Arcana Scholar Skills: Divination, Necromancy, Enchantment, Transmutation, Abjuration,


Evocation, Conjuration, Illusion
 Nature Scholar Skills: Anatomy, Zoology, Botany, Ecology, Herbalism
 Science Scholar Skills: Chemistry, Geography, Earth Science, Physics, Mathematics
 History Scholar Skills: Choose a Race or Nation.
 Culture Scholar Skills: Choose a Race, or Nation. Usually your home, or a community you spent
most of your time with.
 Religion Scholar Skills: Choose any beliefs, usually one you follow; Sovereign Hosts (most
prominent), The Dark Six, Church of the Silver Flame, The Blood of Vol, Path of Light (Kalahstar
Religion), The Undying Court (Aerenal Elf Religion)

HOMEBREW RULES YOU SHOULD KNOW


We will be using some homebrew rules for the campaign. You don’t need to know all of them yet,
but here are the rules you should know.

1. Supplies. You can invest gold pieces to Supplies. Supplies gives the player an opportunity to buy
an item even if the player is far far away from the nearest store. The catch is, the player must spend
3 times as much as the base price to do so, and you cannot combine supplies with other players.
For instance, a potion of healing is 50 gp. When using supplies, the cost would be 150 gp worth of
supplies. Supplies will also replace rations in our game, so if you gain rations in character creation,
convert them to gold
2. pre-session initiative, and after every combat. Roll Initiative at the beginning of the session and
after every major combat of the session. You can also choose to hold off your turn and combine
turns with other players.
3. partial successes, massive hits. Partial success gives players who miss an attack an opportunity
to hit instead, but giving the enemy (or the environment) to attack back [AC-10]. Massive hit gives
bonus damage dice if the roll is more than AC+10. Critical hits (nat 20s), Max Damage+normal roll.
4. Saving Throws can be replaced with skills but with a disadvantage if the skill is a different ability.
5. Levelling up requires downtime. You will need to spend downtime to level up, 1 week for every
level you’re leveling up to. Half of those downtime you can spend doing anything you want, while
the other half you spend training, this is to signify that you spend half the day training and having
free time for the rest of the day. (ex. Levelling up to lv 4 requires 4 weeks of downtime, for 2 weeks
I can research or carouse around town)
6. DC rest system. To regain hitpoints during a Long rest, players must spend hit dice much like a
short rest, but they gain an extra amount equal to half their hit dice pool that they can spend to
regain HP or add to their current hit die pool. Resting requires supplies (1gp). can only long rest
once per 24 hrs.

-----good luck, have fun----


May The Silver Flame guide you
May the Sovereign Hosts Inspire you
And may your Blood grant you Divinity

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