So digging threw some of my old Campaigns I found one that might work. I do intend to play in your game Sarat. It's been too long since I got to play a game and I'm not gonna pass up that. I just caught the Dming Bug again.
I made this one back just out of High-school so it's almost ten years old. but the maps are going to have to be redone with my software.
Story for my campaign
In the fortress town of Dew Mountain's drop locals are fearful of leaving their homes at night late night wanders have begun to vanish. most have been wayfarer and merchants this hasn't effected trade as the city is on a main trade route. Your all fairly established adventurers in the fortress for your own reasons. be it the rumors of the vanishings or just passing threw. Will you leave the town as it is or take part in the goings on?
All core races/subraces are allowed but you need to give me a reason for the more odd ones (drow for example)
Psionics use the Psionics handbook only no exception's (and I will only allow the playing of ONE if you prove with a first character of another class)
Characters are established lightly meaning 16,000 EXP this put most players at 5th level save the mages who are fairly close to leveling up and one minor magical item (nothing with pluses higher then +2)
Kits are approved on a case by case situation.
sarats roll method has been one I use with a few changes 4D6 7 times, Drop the lowest. re-rolls 1's Once (if you get them again tough luck) one set Arrange to taste; no min maxing stats. (you get a 6 and a 18, you keep the 6 and the 18)
the more detail about your character the better. Obviously I haven't got a set land for this game. so making it up on the fly will earn you some extra credit. For example the village you grew up in will be added in the world map if you play a wizard your master tower will be somewhere in the world and the wizard themselves an NPC not likely to be used but he or she will be there.
Common spell components are assumed to be on hand, any items with a one time or high price must be purchased and kept track of.
Spells must be memorized to fill slots. However The amount of time will only be 2 rounds per spell level to speed up morning preparations. Once a spell is cast you must rest 8 hours to memorize a spell to fill the slot.
Starting spells are 1d20 in spell levels.
Priests Need not memorize spells but they must have knowledge of the spell to cast it. for this reason you will have a list of spells you may cast from your spheres (I leave the starting spells for you to request.)
Gain one special skill when using Daggers and only daggers they may duel wield with no penalty. With any other weapon normal rules apply.
May specialize in as many weapons they wish however they can only go above specialization with one weapon. No broad group proficiencies.
Players option and class book NWP's are allowed if you read them closely they have a Slot cost as well as a CP cost. as are traits and the Combat and tactics special talents.
One thing I did like about 3.5 was the introduction of the increase in Ability scores however since 2ND ed has such a limits stat system players may increase one stat by 1 every 6Th level. Any stat increase is Retroactive (if your Con stat is increased and you gain another Hit point due to it add it as if it was like that from the beginning. Race limits in stats may be exceeded at double the cost (an elf with a 19 Dex must reach level 12 to increase their Dex to 20)
use this site to record your character and send me the link in a private message Leave out your magical item from the sheet and you can request. http://www.myth-weavers.com/forumhome.php