Each of you, for your own reasons…be it to seek out greater glory, to seek riches, to spread the glory of your deity, to prove your worth as the greatest adventurer of all time; had set out from home to seek adventure. Or so you thought…but each of you found yourselves confronted by similar black robed figures whose mere presence froze you in place, then WHACK! All was dark, as your last sight was the black robed figure sapping you on the back of the head.
That was until; you awoke in this dark cold, semi-damp room. You are not bound by chains or ropes, and the room is faintly lit by what your brief experiences have taught you to be faerie fire or some form there of, along the top edges of the room. The only occupants of this dank room are you (the players) and a female human that appears to be in her mid 20s.
There appears to be a single black metallic door, but it has no real visible hinges and upon closer inspection it seems as if it slides into the walls themselves.
You have none of your equipment, save for the clothes on your back. Though while it would seem you have your clothing in tact, the young woman in room does not share the same comfort. She is wearing little more than what could be described as tattered rags, though she seems to be taking it in stride.
This is the introduction scenario from my latest Dungeons and Dragons 3.5 campaign. It places a random group of 1st level adventurers together with an unknown woman, in a flight and fight situation. But now the question is can this group first and foremost work together, and will their "forced" bonds of companionship hold if they manage to escape?
I have plans if there is enough interest to take the group immediately into the campaign itself.House Rules - Character Creation
House Rules - Rule Variants
- All players begin with 300gp
- All warriors types begin with a masterwork weapon of their choice and if necessary the exotic weapon proficiency for the weapon
- All wizards begin with a dragonhide bound spellbook with a leather slipcase and either Spell Focus (any one school) or Spellcasting Prodigy (see Player's Guide to Faerun)
- All sorcerers may select 2 additional spells known; these may be of ANY level. But must be chosen before the start of the game.
- Bards may opt for a masterwork instrument and skill focus(perform) or the warrior's masterwork weapon option
- Rogues may opt for a masterwork thieves tool set and skill focus(disable device) or skill focus(open lock); or they may take the warrior's masterwork weapon option
- Bards and rogues that opt for the masterwork weapon option (and that select a weapon for which they need a proficiency for receive that proficiency for free; this also applies to the exotic weapon proficiency feat which normally requires a base attack bonus of +1, that requirement is ignored only for purposes of their free weapon/feat)
- The Duskblade class is not allowed
- The Bladesinger prestige class is not allowed
- Characters may be created with higher ECLs (such as drow, minotaurs, or tieflings), please ask me for details
- Bladesingers have been changed to standard character class, ask me for details (elf only, in keeping with old 2nd edition traditions)
- Critical hits - When a natural 20 threat is followed by a natural 20 confirm, the player may roll a d20 again. If the result is a natural 20 the defender dies. This rule is always subject to the DM's final ruling, and will never be invoked during fights of special significance. But it does stand against the players as well.
- Critical hits part 2 - Upon scoring a critical hit, the DM will roll a d20 and consult the critical hit chart. The defender will then suffer the penalty listed, or the attacker may potentially gain a small bonus till the next round.
- Critical fumbles - when a natural 1 is rolled, the attack must roll his attack again. If the resulting attack roll would miss again, the DM will roll a d20 and consult the critical fumbles chart. The player then suffers said penalty.
If I forgot anything, I'll edit this post or you can always ask me.
Optimally I'm looking for at least four players, larger groups are fine with me but I'm going to hold off from starting the game unless I have four committed players.
WARNING!!! Spoiler! --- Only for those wanting to know more about the actual campaign now ---- WARNING!!!! Spoiler!When Darkness Falls
, begins with the players having just escaped from the prison. The young woman takes them to an adventuring academy, and there they will spend some time, while in the meantime a mysterious couple begin running an adventuring contest. Word reaches the academy of this contest, and several graduating classes are never heard from again. This starts to worry the academy who has a long standing reputation for being fairly well known, not that the recently graduated students were all that experienced...but still the situation doesn't set well with the academy's headmaster. With your graduation drawing closer, you are pulled aside and told the truth behind the academy.
The academy was founded by an adventuring guild known only as the Travelers. This guild has secretly protected the multi-verse, throughout the ages. And now with darkness settling on Toril, they are stepping in. "Whether or not, the Harpers or the like are aware of what is going on is beside the point... this we cannot ignore. Toril it seems, just happens to be the battleground for now."