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Posted: Wed Apr 11, 2007 1:41 pm
Table of contents
1. Rules 2. Characters & Players 3. Known Restrictions 4. Bribes 5. Setting & Background 6. Minimum Posting 7. House Rules 8. Action Point Usage! 9. Unusual Power Sources (Incarnum, Pact, Shadow, True Name, etc.) 10. Reserved 11. Reserved 12. Reserved 13. Reserved 14. Reserved
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Posted: Wed Apr 11, 2007 1:45 pm
The Rules: Obey the ToS No Meta-Gaming No Cheating No Spamming Please Stay In Character DM's Rule is Final
If I'm not familiar with a race/power/spell/feat/item/class I will ask for source and page number. If not provided it will be disallowed! ALL characters and races/powers/spells/feats/items/classes are subject to DM approval!!
Please include a small description and character background with your sheet not much just a paragraph or two. So I can get a feel for your character. smile
Restrictions on Alignment: True Neutral and Chaotic Neutral are NOT PLAYABLE, the first because it's almost impossible to do, and the second because I've had bad experiences with people abusing it. (Execptions are allowed if you can convince Me other wise)
Race restrictions: none, any playable race is selectable provided it's within the allowed ECL (level adjust + character level + racial hit dice) (and approved)
Starting ECL: 1, thats right level one characters(can change with bribes), I want this to be as epic as possible by the end you all should be about level 20
All characters start with 300 gold for gear regardless of ECL more start up gold can be had through bribes(see next post). Can't spend more than 3000 gp on any one item, and only minor wondrous items can be purchased. (yep that means no bags of holding! bwahaha)
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Posted: Wed Apr 11, 2007 1:46 pm
Characters and PlayersNahuelLevel 1 Half-Elf Monk played by thinkinghurts42 CorinLevel 1 Human Paladin played by Narsyssa Sir Jade SilvaniusLevel 1 Human Paladin played by arononkorr DestinyLevel 1 Sharakim Barbarian played by druid_spirit_invoker BaneLevel 1 Tiefling Rouge played by Dire Joker Mile DesideroLevel 1 Human Binder played by DimitriFate (not active yet) Crae FlashLevel 1 Rilkan Binder played by Bigmageusa (not active yet)
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Posted: Wed Apr 11, 2007 1:52 pm
Know Restrictions These Restrictions can be changed if you can either provide a good case for the restriction to be allowed, or a really good backstory for it.
Warmage Class Warlock Class Hexblade Class Ninja Class DuskBlade Class
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Posted: Wed Apr 11, 2007 1:57 pm
Bribes!!
I like Narsyssa's idea of bribes so I'm stealling it
exclaim +1 to allowed ECL arrow 1500 (limit of ECL 5)
exclaim Feat arrow 500 (limit of 3 extra)
exclaim +1000 to start up gold arrow 250 (limit of an extra +3000)
the prices and limits are steep I know but it's to keep the game from getting to unbalanced.
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Posted: Wed Apr 11, 2007 2:27 pm
Setting and Background
Set in Eberron, the player group has been assembled to guard an archaeological dig site on Xen'drix a small quake caused by a nearby volcano ruined the dig but revealed a hidden path up the mountain, perhaps it will reveal some information on the strange activity of an inactive volcano...
OOC Dungeon Background: Long long ago soon after the Three Dragons of Kyber, Eberron, and Siberys, formed the world, Soon after the Age of Demons, the primitive and proto-gods of the world had their celestials carve an holy prison, a place to trap and keep some of the worst evils of the time imprisoned for all eternity. The celestials carved out an inactive volcano and much of the earth below it, forming a prison to keep the Kyberspawn in the very depths of Kyber itself. Crafted long before even the first dwarf ever took to stonework, a masterpiece of art and engineering. But the earth does not sit still even for gods, and a quake cracked the dungeon. Two titans from the fledgling Empire of Giants took an eternal guard to help keep the horrors of the dungeon from the world. The crack filled with lava allowing heat, light, and life. Derro and others burrowed inside and settled as the celestials and inevitables fought off horrors that raged against the walls of their great cells. The last 100 years or so unknown to the world the dungeon has seen more activity than ever. Strange dreams sweep across the land of great ancient evil bursting forth, the dragons grumble as strange ripples appear in the Prophesy. Great epic adventure is afoot are you willing to meet the challenge?
Friendly DM Advice: Most of the time will be spent in a dungeon of some sort or another, so prepare for a long haul. Towns and shops will be rare so don't worry about spending all or most of your starting gold. Because you will be in a dungeon most of the time with few towns or shops Wizards and Druids will have a tough time. Druids because the walls and floors are mostly stone so their spells which need natural earth/ground or plants will be hampered. Wizards because they will only be able to scribe new spells from scrolls and spellbooks found. I'm not trying to discourage these classes just a warning that they will have it rough at first, so no one thinks I'm picking on them. There is plenty of misc gear and extra weapons and armor to be found in the dungeon itself so don't feel like you need to horde every item you come across. I'll also be keeping an eye on weight for encumbrences. Other than that have fun, be creative with your characters and enjoy. Advice edit: item creation feats will be hard to do as well there will be chances, but often not the materials. The main use would be to enhance or repair equipment you have or found.
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Posted: Wed Apr 11, 2007 2:28 pm
Minimum Posts to Play.
Sorry guys I know not everyone hasn't got the time to post everyday, but this dungeon is massive, really massive, it is supposed to take a year or more to play in normal r/t way with everyone at a table for 6 to 8 hours. I'm going to have start a minimum post rule, or it will never go anywhere and this way things can keep moving. Once a day or more is great, once a week and I'll be happy, but I have to have you posting at least once a month. Less than once a month give or take a few days and I'll have to boot out the current character. I won't start enforcing this until July 14th, 2007. That way everyone has a at least a month to see the rule. I may have to increase the minimum for battles but until that becomes a problem I won't worry about it. If you have any questions, complaints or concerns please PM Me. I can be reasoned with, if you have reasons for not being about to post let Me know.
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Posted: Wed Apr 11, 2007 2:29 pm
House Rules!
Sorry this section is late in coming, I'm so used to them it's hard to recognize them sometimes. This will get updated as I go along and discover that a rule I use isn't a real cannon rule.
1. You can ATTEMPT anything, really anything, if you have so crazy it may just work idea or plan of action pm Me, I'll see if it is actually possible and give you the proper rolls for it. Actually doing it is another story but you can also give it a try.
2. Alignment, there are a few things that are to black and white about D&D alignment system for Me. If you have a question about it ask, but for example I allow Paladins to be Lawful whatever there god's alignment is, instead of just always Lawful Good, this seems more realistic to Me.
3. Luck Rolls, I allow once per game a Luck Roll, if you need something ungodly amazing (but still physically feesible) to happen you can declare the one use of a Luck Roll. A straight unmodifiable 1D20, if it is a Natural 20 then Luck is with you and what you asked for happens, if you roll a natural 1 however... lets just say don't roll a 1. Anything else nothing happens.
4. Rogues or characters with sneak attacks, if you are stalking someone in the shadows, and the first attack is flat footed, you do not suffer the normal concealment penalties for that one attack, after that they know you are there and can use the shadows too. This only works if the Stabbie is unaware of your presence, and can be caught flat footed in dim lighting conditions. "Rouges do it in the dark" after all.
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Posted: Wed Apr 11, 2007 2:31 pm
Action Points!
A quick crash course in action points, what are they? and how are they used?
Each level the characters have a specific number of Action Points, these points can be used to help a;ter a D20 roll or expand your abilities in dramatic situations. When you spend an Action Point you must roll a D6 before you do a regular D20 roll, that result is then added to the result of the normal D20 roll. This can be done for any D20 roll, attack, skills, or even saves. There is no way to regain Action Points, and they do not carry over between levels so you must spend them wisely each level. There are several other ways to use Action Points as well.
1: A character may spend 2 Action Points to use a limited class feature if they have already expended all daily use of that feature: bardic music, smite evil, rage, stunning fist, turn or rebuke undead, wild shape. This only gives back one use of theses features for immediate use. If you are in doubt if a class feature can be restored PM the GM about it first.
2: If your character is bleeding to death due to HP being below 0 but greater than -10 you may spend 1 Action Point to instantly stablize, you do not regain conciousness but you do not risk bleeding to death unless another source does more damage to you.
3: An artificer may spend an Action Point to hasten one of the daily infusions. This allows you to imbue an infusion in only 1 round regardless of what the usual imbuing time is.
There are also several Feats you can take that allow for even more options in the use of Action Points, if you wish to know what they are please PM the GM if, enough people want to know I will post he list and brief description in this post.
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Posted: Wed Apr 11, 2007 2:33 pm
Unusual Power Sources (Incarnum, Pact, Shadow, True Name, etc.)
This will cover any house rules, or views of nonstandard magic or powers/abilities.(I consider anything from the core books, complete series, Eberron specific books, or Compendiums to be standard things that players can fairly easily get a hold of.)
So Pact magic has come up the most, in general most religions of Eberron will despise and hate Pact Magic users. Pact magic is very rare and guarded since all the major religions have one issue or another with it. So anyone who plans on using it or taking Pact Magic Classes you better be careful in using and restoring your powers. In general classes like the Binder will start of knowing only 3 vestiges and will have to find at about more through either other Pact Magic users, or adventuring/find forgotten tomes of lore about them.
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Posted: Wed Apr 11, 2007 2:34 pm
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Posted: Wed Apr 11, 2007 2:36 pm
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Posted: Wed Apr 11, 2007 2:39 pm
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Posted: Wed Apr 11, 2007 2:47 pm
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Posted: Wed Apr 11, 2007 2:48 pm
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