This brief one-shot adventure is for level 3 characters. I would like to invite players interested in collaborative exploration themes and who are able to post at least once a day.
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Nearly half a century ago, Mount Hotenow (the nearby volcano that perpetually heats the river flowing through the city) violently erupted, destroying much of Neverwinter, killing thousands, and leaving in its wake a great, gaping chasm that split the city. Neverwinter was in ruins, and external influences sought to exert control over the city. Many folk fought to stem all these dangers, and eventually, a measure of peace fell over Neverwinter.
Leadership in Neverwinter falls to Dagult Neverember, lord protector of the city—and your employer. The city lacks a formal militia, so Lord Neverember often hires mercenaries and adventurers such as yourselves to keep the city secure.
A sinister cult has crept into the city’s bowels, and the characters must infiltrate the cult’s hideout and root out its members before harm befalls the city
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Characters in this adventure begin at 3rd level. Your character’s ability scores are generated using one of two methods: Standard Array (15, 14, 13, 12, 10, 8) or the Point Buy System (PHB p. 13).
Your character’s class and background determine equipment and gold; you don’t roll for starting wealth. For this campaign, you can select character options from the Player’s Handbook and any other resource book published by Wizards of the Coast. If you want to use a different resource, please discuss it with your DM.
Your character is a brave adventurer serving in fellowship with your companions to restore the towns and villages of the Sword Coast to their former glory.
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Since our game is online, below are safety tools we’ll have in place while we play. Let your DM know if you have a different tool you would prefer to use. The TTRPG Safety Toolkit contains other tools that may better fit your needs.
**Open Door Policy** An open door policy means that a player may leave a game at any time, for any reason, and will not be judged for doing so. There is no social pressure to stay at a table. Ideally, they should tell the DM if they decide to leave, but it’s okay if they cannot. Usually, the game can continue if a player departs—we’ll distribute their clues, keep playing, and invite that player to debrief when the game ends. Sometimes, the game needs to stop, and that’s okay. People are more important than the game.
**Lines and Veils** Lines and Veils are tools to establish and handle boundaries in games. If invited to participate, your DM will ask for your Lines and Veils in private message.
A Line is a hard limit on content that players or event hosts don’t want to engage in. Defining something as a Line means that the content will not appear in play.
A Veil is a “pan away” or a “fade to black” moment. This is content that the players or event host are okay with including in the game, but don’t want to spotlight. Defining something as a Veil means that the content will only occur “off-screen” or without graphic detail.
As an example, a player might have a phobia of spiders and call for a Line or a Veil on them in the game. A Line on spiders would mean we should see no spiders, cobwebs, or anything with a spidery appearance. A Veil on spiders would mean we might stumble through cobwebs, but we shouldn’t describe the legs, many eyes, or fangs of the spider living in there.
**Luxton Technique** With the *Luxton Technique*, when a participant comes across triggering content in play, they can choose to discuss it with the other people at the table. The participant is given complete control over that content, expressed as a need or want for how play will continue. This can include in-game directions for plot and characters, as well as out-of-game needs such as breaks. After the need and wants are expressed, everyone continues play to accommodate the requests.
**X-card** *X-card* is You may use the X-card to remove any piece of content from the game. Since PbP plays over text posts, you may send an (X) to the thread to signify you want something removed from the game, or (X: content) to specify what it is you need removed. The player who introduced the content should delete their message (if possible), and the game may continue. No one may challenge a decision to (X) a piece of content. If someone uses an (X) and it isn’t clear what needs to be removed, the DM should ask them to specify out of character (in parentheses).
This brief one-shot adventure is for level 3 characters. I would like to invite players interested in collaborative exploration themes and who are able to post at least once a day.
--------------
Nearly half a century ago, Mount Hotenow (the nearby volcano that perpetually heats the river flowing through the city) violently erupted, destroying much of Neverwinter, killing thousands, and leaving in its wake a great, gaping chasm that split the city. Neverwinter was in ruins, and external influences sought to exert control over the city. Many folk fought to stem all these dangers, and eventually, a measure of peace fell over Neverwinter.
Leadership in Neverwinter falls to Dagult Neverember, lord protector of the city—and your employer. The city lacks a formal militia, so Lord Neverember often hires mercenaries and adventurers such as yourselves to keep the city secure.
A sinister cult has crept into the city’s bowels, and the characters must infiltrate the cult’s hideout and root out its members before harm befalls the city
--------
Characters in this adventure begin at 3rd level. Your character’s ability scores are generated using one of two methods: Standard Array (15, 14, 13, 12, 10, 8) or the Point Buy System (PHB p. 13).
Your character’s class and background determine equipment and gold; you don’t roll for starting wealth.
For this campaign, you can select character options from the Player’s Handbook and any other resource book published by Wizards of the Coast. If you want to use a different resource, please discuss it with your DM.
Your character is a brave adventurer serving in fellowship with your companions to restore the towns and villages of the Sword Coast to their former glory.
--------
Since our game is online, below are safety tools we’ll have in place while we play. Let your DM know if you have a different tool you would prefer to use. The TTRPG Safety Toolkit contains other tools that may better fit your needs.
**Open Door Policy**
An open door policy means that a player may leave a game at any time, for any reason, and will not be judged for doing so. There is no social pressure to stay at a table. Ideally, they should tell the DM if they decide to leave, but it’s okay if they cannot. Usually, the game can continue if a player departs—we’ll distribute their clues, keep playing, and invite that player to debrief when the game ends. Sometimes, the game needs to stop, and that’s okay. People are more important than the game.
More information on Open Door policies can be found at: http://leavingmundania.com/2014/02/27/primer-safety-in-roleplaying-games/
**Lines and Veils**
Lines and Veils are tools to establish and handle boundaries in games. If invited to participate, your DM will ask for your Lines and Veils in private message.
A Line is a hard limit on content that players or event hosts don’t want to engage in. Defining something as a Line means that the content will not appear in play.
A Veil is a “pan away” or a “fade to black” moment. This is content that the players or event host are okay with including in the game, but don’t want to spotlight. Defining something as a Veil means that the content will only occur “off-screen” or without graphic detail.
As an example, a player might have a phobia of spiders and call for a Line or a Veil on them in the game. A Line on spiders would mean we should see no spiders, cobwebs, or anything with a spidery appearance. A Veil on spiders would mean we might stumble through cobwebs, but we shouldn’t describe the legs, many eyes, or fangs of the spider living in there.
Lines and Veils were developed by members of the indie game community. More information can be found at: https://rpg.stackexchange.com/questions/30906/what-do-the-terms-lines-and-veils-mean
**Luxton Technique**
With the *Luxton Technique*, when a participant comes across triggering content in play, they can choose to discuss it with the other people at the table. The participant is given complete control over that content, expressed as a need or want for how play will continue. This can include in-game directions for plot and characters, as well as out-of-game needs such as breaks. After the need and wants are expressed, everyone continues play to accommodate the requests.
The Luxton Technique was originally written by P.H. Lee and reposted by Beau Jágr Sheldon
http://briebeau.com/thoughty/the-luxton-technique-by-p-h-lee/
**X-card**
*X-card* is You may use the X-card to remove any piece of content from the game. Since PbP plays over text posts, you may send an (X) to the thread to signify you want something removed from the game, or (X: content) to specify what it is you need removed. The player who introduced the content should delete their message (if possible), and the game may continue. No one may challenge a decision to (X) a piece of content. If someone uses an (X) and it isn’t clear what needs to be removed, the DM should ask them to specify out of character (in parentheses).
The X card was designed by John Stavropoulos http://tinyurl.com/x-card-rpg
https://startplaying.games/gm/paulm