- Dictuum Mortuum
Zounds: that's 14 people for 8 slots. Sigh. 14 good applications already, and the app period is still open. This is the part I hate the most, actually, knowing I'll have to reject some people. Anyway, if I missed you or if you have questions, shoot me a PM.
This is a re-formation of a game I started over on DnDOG. That campaign pooped out, three players stopped posting altogether. It's all prepped, so why not try and run it again? Plus which, it's a GREAT adventure.The Boring Synopsis, Upfront:Game
: 3.5 ed, non-published campaign worldAdventure
: Primarily "The Grey Citadel" by Necromancer Games with some additions and elaborations. If you've played/run/read this module, please disclose that as part of your application.Sources
: Almost everything. I've got almost all the books, and have friends who can loan me ones I don't have. See below for the list of exclusions.Characters
: 4 or 5 adventurers, starting at 5th level, see below for details.Adventure type
: Urban detective work, dungeoneering. Likely a 40-60 mix of the two. Possibility for wilderness adventure, but it's unlikely.Deadliness level
: High. This isn't an adventure for the "run in and kill everything" crowd, you'll get flanked and killed. I'm not out to kill you, but poor tactics and poor planning will lead to a TPK.Posting Expectations
: 1/day, weekends off. Grammar, spelling, punctuation and paragraphs are a must. I'm in the eastern timezone.Introduction
The dwarf looks over the party and grins. "Welcome to Dun Eamon, City of Mists! Ye can see where we got that name right out, can't ye?" Looking over the city, you can certainly see why it is so named. The sun is a mere dot in the sky, obscured by the mists, which seem to be a somewhat permanent fixture, judging by the green mossy growths on most of the city's granite stone buildings.
The dwarf speaks again, "Ye don't even need tae ask, friends, the mist never really goes away. Owin' tae the waterfall upstream thar, and tha other one downstream o' us, we're in a cloud all tha time. Ye'll want tae watch yer step until ye get the hang o' things around here, tha cobbles get a mite slippery. But other than that, Dun Eamon is a lovely little town. We've got artisans and crafters whose work in metal is known the world around, and traders of all sorts passin' through here, either to buy our wares, or to buy goods from those such as yersel', adventuers who pass over tha river to tha wild side and go gallivantin' about in tha less civilized lands." He winks and places his finger next to his nose.
"Once ye get settled in, ye'll want tae present yersel' tae tha constabulary. We keep a pretty close eye on folk in this town, lotta folk runnin' around with swords and tha like, it's best to know who's where at tha least, ye kennit?"
Thanking the ferryman for his time and information, the party heads into Dun Eamon to find a scene of wild celebration just inside the city gates....More Details
The adventure will take a party of 4 from level 5 to level 8 or 9, give or take. There are a number of optional side-adventures I've got semi-prepared, and some good followup potential as well, if the group gels and wants to continue past the end of the module.
In the adventure, you'll be asked to investigate a series of mysterious occurrences, track down the various culprits, and eventually do some old-fashioned justice bringing. Probably with swords. Social skills and combat skills are a must. Wilderness survival isn't likely to be necessary.
Character creation rules:
- All setting-specific sources are disallowed by default (but can be brought in on a case-by-case basis)
- Neither BoVD nor BoED are allowed for PCs, but might show up a little here and there on NPCs.
- Dragon and Dungeon sources disallowed by default.
- Some Unearthed Arcana rules used:
- Craft Points
- Most alternate class features, except for domain wizards and spell points
- No gestalt
- Up to two flaws and one trait per character
- No LA buyoff rules. You can start with LA if you want, but you've got to keep it for the campaign.
- All other sources allowed by default- Core, Completes, ToB, ToM, Races of Whatever, MIC, Psionics. Races, classes, etc. Go for it.
- No evil characters, and for that matter, no CN characters either (unless you convince me that your CN character can play well with others). This will be a team effort, and I'm not interested in mediating PvP encounters (that's for my other campaign).
- 32 point buy attributes, per the normal DMG rules.
- 9000 g starting gold, no more than 50% on one item.
- Hit points - Max at level 1, roll each level, rerolling 1s.
: Since I'm new to the site, I figure some information about my DMing philosophy is in order.
I'm willing to allow most character builds into the game. That means there is room for some really powerful characters, although I reserve the right to veto stuff out of hand. I'll do my best to warn people beforehand if they're going a direction I'll need to pull a rule-0 on, and if you try to make sure I'm not surprised by anything, it should be fine. This isn't a "jump the DM" game. On the other hand, I'm willing to use Rule-0 when necessary. Some doors may be plot-locked, impervious to your adamantine light mace and open lock skill of nine thousand. Not many, but they exist.
Furthermore, what I'm most concerned about is table balance - making sure each party member is at roughly the same power level. Otherwise I end up tuning encounters that are lethal to half the party and a cakewalk to the other half. But as long as the party is reasonable, I'm able to tweak and tune the encounters to be roughly the right level of challenge for all involved. I'll also hold to a gentleman's agreement with certain abusable tactics. For example, I won't go sundering your sword with every other attack as long as you do the same. If you start casting shatter on my NPC cleric's holy symbol, be prepared to face the same tactics.
I intend the game to be pretty nitpicky on details. Archers will have to count arrows, if you go into the depths, you'll need a torch (and food and water and bedrolls, etc). All the details that I normally skip over in tabletop play seem eminently trackable in PbP, where we're operating under different constraints. So pay attention to your encumbrance.
I use a balance between descriptive text and tactical maps in combat situations. When things are complex, such as multiple foes and terrain, I'll use maps. I'll post a graphic of the map so you can see it, and we'll talk in coordinate terms. I'll keep those combats minimized at first, at least until we can get a handle on the rhythm of the game, I don't want to spend a month adjudicating the first four rounds of our first combat.
The game has a wiki associated with it, it will be expected that you use it to post up-to-date versions of your character sheet, and anything else pertinent to your character. Links to other sites are fine, I just want to be able to have one single place for info about your stuff, rather than having to comb through a bunch of different posts and threads.
Finally, I'm serious about the posting rules. The IC-game thread needs to be well-formed. No fifteen-line posts with no punctuation, no lolling, etc. The OOC discussion thread is fine whatever way you want it, but the actual game thread needs spelling and grammar.To Apply
First, read this whole post. Second, post a character concept and thumbnail backstory in the thread. You don't need the full 5-level progression at this point, you could just say something like "Half-orc Barbarian 2 / Rogue 3, probably progressing in Barbarian unless the party needs a trapfinder" for the character concept. I'll be reading the backstory both to learn about your character and to learn about your writing. If you want to post a complete character, that's fine with me as well. Either way, if you make the initial cut, I'll ask you to post a fully-formed character.
The campaign will start with all the characters already in an adventuring band of some sort, arriving in Dun Eamon seeking fame and fortune. I don't want to waste a month fiddling around with pulling everyone together, this seems easier. So work that into your story.
Bonus Points go to whomever manages to name the adventuring party. Every group needs a name, be it the Band of the Red Hand, Knights of the Dinner Table, or what have you. Everyone should suggest a name (serious or funny is up to you, but if it's funny it still has to be IC), and the name that gets the most votes gets a prize: a bonus feat at character creation. Whee!