Welcome to the Emerald Forest in Salona Kingdom | World Anvil
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Welcome to the Emerald Forest

Lore

Personal

Your characters have responded to a flyer to guard and settle a new trading town in the Emerald Forrest near the coast of the Lavarian Sea. The Count Donatel wishes to settle this town to establish better trading relations with the Merfolk of the Molkano Kingdom, a desperately needed alliance. However, the Emerald Forrest is extremely dangerous, with monsters, traps, and strange happenings. Are you sure you want to go?  

World

This takes place in the Kingdom of Salona; a relatively new kingdom that broke away from the Lavarian Empire 40 years ago (older folks still call the region the old name: Lichten). They are mostly humans and human hybrids who speak common, and their king is Vlastimil the Kraken Killer. The Kingdom desperately needs more trading relations with other nations to establish itself as an independent power. They have managed to negotiate trade with the merfolk, and a new trading town near the Emerald Forest would be extremely helpful. However, the Emerald Forest is much older, and hides evidence of an ancient civilization with a forgotten god, as well as dangerous flora and fauna unknown to the general public. No one sane would go there.    

Characters

  • Improved Standard Array for ability scores
  • 5th level characters
  • Human/human hybrid races
  • Relations with at least one other PC, and one NPC

Potential House Rules

Combo Initiatives

Characters who have their turns going back to back may take their turns together to create combo moves, ie tackling an enemy together or one player casting a spell while the other does a malee attack. Additionally, a player may choose to hold their turn until later in order to create a combo move.  

Long Rests

Long rests must be taken in safe locations like houses, towns, or caravans to recieve the full effects. Otherwise they count as short rests.  

Panic Action

Before a combat encounter, players may write down a "panic action". If they are found to be taking long time on their turn, their character will panic and use the panic action. The player is free to change this action after use.  

Coyote Time

  When falling from a height of more than 10 ft, PCs have one turn to react to their situation.  

Crit Max Attack

When rolling a natural 20 on an attack roll, the PC will deal the max damage they could have inflicted on the dice.  

Bonus Action Health Potion

When drinking Health Potions as an action, they will recieve the maxium hp (10). However, PCs have the option of drinking health potions as a bonus action, in which case they will recieve 2d4+2 health.  

Luck Points

The DM may award Luck Points for good RP or game play, and Players may keep as many Luck Points as they get. Luck Points may be used to influence the outcome of rolls. They may use luck points to increase or decrease a roll equal to the amount of luck points used (ie 3 luck points is +3) for their own roll. If influencing the DM's or another player's roll, they much use twice as many luck points (ie 6 luck points for +-3 points)

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