Tuesday, September 21, 2004

The setup

This is a record of the adventures that our D&D group (3.5E) will have while in The World's Largest Dungeon (henceforth known as WLD). It is more of a record of the group's adventures both in and out of character.

First our group:
Sean

Me. I've been playing D&D in all of its incarnations for 2 decades. I'll be running this well-created monstrosity. As for my DM’ing style, I’m a “screw with the players' heads” type of DM. I’m likely to start off a fight with having everyone roll a Will save, let them role, and then say “I was just messing with ya.” And yes my eyes are open.
My quote: "Every successful group needs at least one asshole. And I'm your man."

Dale

Oldest of our group in real and D&D years. Odds are good that he'll have a heart attack before we finish this thing... He loves to play "boom" wizards... much to everyone's chagrin. A quote from a previous DM “It took me three years of therapy to heal the scars from the last time Dale played a wizard.”
Dale's Quote: "Are you happy?" (While DM'ing and roleplaying a fairydragon.)

Justin

The youngest of our group. He's still trying to figure out which class suits him the best. He has a lot of potential to be an intelligent role-player, if we can just keep the munchkin inside of him contained.
Justin's quote: "I hate you." (To me, the DM!)

Brian

He's our experimenter player. He has a lot of potentially good ideas. It will be interesting to see if he tries to recreate his barbarian/bard character.
Brian's quote: "Ok, hurry up. I need to get home soon."

Aaron

One of our newest players. So far he seems like he can play just about anything that the party needs. Get this, his wife actually wants him to get out of the house once a week to play.
Aaron's quote: "Hey my wife actually wants me to play D&D."

Joe

He’s only been playing D&D for a couple of months. He’s definitely a role-player. I think it’s because he likes to talk…a lot…almost as much as the DM does.
Joe's quote: Still nothing quotable from Joe. Maybe if I got him to take his pills...

Jeff

Our newest player. That's about all I have for him for the moment.
Jeff's quote: Too new to the group to get a good quote.

The Hook:
The PC’s were part of a large group of adventurer’s who had raided an orc encampment near the Dalelands. The group was so full of their own glory that they were doomed to fail. The poorly planned assault was a nightmare. Of the dozen men and women that embarked on this adventure, only half remained after a mere 5 minutes.

But a few of the adventurer’s were able to escape the slaughter. And after a week of drowning their sorrow they realized that they had a lot to learn. Vowing to never let themselves be thought this lesson again, they searched for someone that could educate them on their path to glory. And little did they know that teacher was searching for them as well.

The sage Caldera (an anagram of Alderac) had led the life of an adventurer before settling down into his current life of research. In his studies he learned of a prison that was meant to keep all manners of evils hidden away from the eyes of mortals. He had also learned that this prison was slowly losing its powers to keep its prisoners inside its walls. From the tales he had heard, many had already escaped, and many more were trying. Caldera took it upon himself to find some brave adventurers to solve this problem. Why adventurer’s? Because truly good adventurer’s always make it out alive.

As if fate had intervened, the adventurers and Alderac crossed paths with one another. He would train them and they would fix his nasty prison problem.

For a year Caldera tought them everything he could from his adventuring days. It was a year long boot camp. He tore them down and rebuilt them into a group of dungeon clearing machines. He only hopes that when he sends them out tomorrow they had learned enough...

Character creation:
- Everyone will be creating their initial characters at the same time. This is to allow everyone to plan their characters out together to cover any group weaknesses and so on.
- Characters will be created using the standard point-buy system. Each will have 28 points to spend.
- Druids are banned. They get hosed anyway, so no biggy.
- Only the following books are allowed: 3.5 Player’s Handbook, 3.5 Dungeon Master’s Guide (for prestige classes), the Forgotten Realms Campaign Settings, Forgotten Realms Magic of Faerun, Forgotten Realms Faiths and Pantheons, and the Book of Exalted Deeds.
- Some races, classes, feats, etc. may not be allowed. Not because the DM does not like them, because the nature of the WLD makes them unusable. Example: Vow of Poverty from the Book of Exalted Deeds.
- For the sake of playability, wizards will be allowed to utilize their 2 gained spells per level if they've been able to study arcane tomes within a reasonable period of time gaining the level. If that is not possible, the unused spells are saved until the wizard finds suitable tomes to study. To place spells from scrolls into their spellbooks however, the standard rules apply.
- A list of important & relevant skills has been given to the players.
- Any skills that cannot be used untrained they will have to be trained in.
- Tracking works for short distances. For long distances the “spooky” aspects of the WLD may severely inhibit tracking.
- All alignments are allowed. But the nature of the game requires a good aligned outlook.
- The players have been notified that there will be little to no natural light in most parts of the dungeon.
- The Forgotten Realms feat "Spellcasting Prodigy" is only usable by dwarves and half-orc wizards.

General rules and such:
- Experience will be given based off of Encounter Level instead of Challenge Level.
- Experience will be based off of individual character level. This is to boost those who lag behind for whatever reasons.
- Only 2 ways to leave the WLD. One is easy, the other is hard.
- Extradimensional travel and its ilk into the WLD is okily dokily. Leaving via such methods will fail. There are some additional nasty side-effects as a result.
- Using a "Take 20" will cause the DM to do one of two things. #1 - A random encounter roll. #2 - Traps become much more dangerous.
- Food will be consumed at a rate of 1 day is sufficient for 1 week (Forgotten Realms tenday week). Water will still be a 1:1 ratio.
- The DM will attempt only read ahead enough to stay ahead of the group's travels.
- Because you can't leave the WLD, if a player cannot make a game either the DM will play the PC or another player will run the PC. That PC will only get 1/2 xp.
- If a player's PC bites the big one, the player may make a new character with an ECL one level less either than that character or the lowest level PC in the group (whichever is higher).
- So long as a rogue keeps his Appraisal skill maxed out, except for a few special circumstances, no roles are necessary and appraisal will be automatic.
- If a caster investigates a magic item for an hour, he can identify it if his spellcraft skill is high enough. The DC is 30 + the minimum caster level of the highest spell on the item. The player will automatically be assuming a "Take 20" on this. If this process is interrupted it must be started again. There may be modifiers to this check.

BBR