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[TS] Troubled Seas Overview

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Solus

object oriented
Staff member
Admin
Retired Owner
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Troubled Seas Overview

The main theme bringing the Troubled Seas Arc together is the idea of a dangerous threat within it. The threat can vary, depending on the location sailed and the player/party. Some events may not link together, while others may coincide. There’s always a bigger world out within the seas and players will have some ability to explore the more vibrant aspects of it.

New Update 6/27/2022:
The Troubled Seas Events will occasionally return.
Those hosting Sea Events can post them here.
These include Spelunking, Navy, Sea battles, etc.​

The pacing for the events in this Arc will be less world-encompassing and is more focused on creating storylines that involve players in parties to gain experiences. The objective is to expand the creative branches a DM can work with - the elements of the event - while still aligning with the party’s goal for adventure. This is why sign-ups will not have a specific goal asked that the party members are looking for.

Player DMs can contact the manager if they’d like to host their own events for specific groups, relating to the prompt settings, only if it expands outside the norm of regular events. This can be done through a Support Ticket, Conversation or a Discord Ticket in order to discuss details. Minor Questions can be asked through discord, forums, and other methods.

The settings within the Arc are the following:


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[ Crimson Waters ]


The southern seas are ravaged by a rising group of pirates affiliated and aligned in one thing: conquering the waters of the Eastern Kingdom. Fishermen at the docks murmur of red and black sails stalking them near smaller villages. Waters begin to rise and fall in violent waves in their presence. Soon word spreads to the major hubs of Southern Altera of cargo missing, kidnappings, enticing riots and sunken ships. Their subtle growing threat looms ever closer.



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[ Unfathomable Deep ]


Untouched by the crimson waters of a pirate brigand, the Eastern Ocean is not shy of its own turmoil. Sea beasts lurk within its depths. Fortresses and villages filled with unknown wonders turn to ruin out at sea. Islands are mapped and on return voyages.. end up nowhere to be found. Many who wander too long become lost or mad. Few make it out without scars.
 
Last edited:

Solus

object oriented
Staff member
Admin
Retired Owner
(Necessary adjustment after an event)

Homebrew swimming underwater/drowning Rule, For those without water breathing:

We use a round system if everyone’s moving at once.
Players will have 4 rounds on average to swim underwater, so long as they're able to swim and nothing impedes them. Sailors get 5 rounds.
If you’re hit or hurt underwater, you lose a round as you lose a portion of air.
If you run out of rounds and are still below, you’ll start to suffocate. You cannot move in this state, nor make any action yourself. Another would have to help you.
You will roll for fortitude to survive with a set # of rounds (determined by DM, but no greater than half the round underwater), before being drowned.
 
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