Dungeon Delver's Unite

 
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Old Mar 18 '12, 2:04pm
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MadHatter MadHatter is offline
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Join Date: Dec 2009
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Dungeon Delver's Unite

Wastelander Adventures - Forum
Dungeons & Dragons 3.5e - Farland 3.5e
Ad Closes: Apr 8 '12
Estimated Members Requested: 6

Guild CrunchWastelander Guild
A guild of intrepid adventurers and dedicaded dungeon delvers, tomb robbers, trap specialist, Underground Rangers, and Fighters wishing to test their mettle flock to this guild. The guild is an established guild along the Cargarian Empire and is backed by the Emperor himself. The guild's main purpose is to explore and document uncharted caverns and then report back to the guild once the area has been documented and mapped. Why trust a rumor, or some lousy adventuring party with pretend locksmiths and trap specialist when you can hire the Wasteland Dungeon Delvers to do it for you? Lost a stolen heirloom, or your daughter has been kidnapped and brought to the goblin's lair? No problem we can get back within a week. We even have clerics of Pelor, and other religions to help us on our missions. Each member of the guild has been trained for at least a month on practice dungeons, and other secret Wastelander training methods before they're sent out on real missions. While Rogues tend to be the most common class suited to this type of work, many other classes with the exception of Barbarians, Bards, Druids, and Paladins often find themselves seeking employment with the guild. The guild does reward characters with any and all magic items they find in the dungeons they explore, but the characters do have to give 50% of all coin back to the guild. This is the reason why the guild has no annual payment, upkeep or equipment rental. You need to requisition a new item for a mission, go ahead and get it.


Game Info:
This game is going to be a D&D 3.5 game based in my own made up world called Islania. Map will be scanned into the game later on, but for now is not important. For all intense and purposes this functions like the world of Greyhawk, but it is instead my world. So when coming up with character backstories feel free to drop Greyhawk city names or make up your own.

Banned Classes:
Because of the nature of this game, and the fact that it is 85% Dungeon Crawls, please do not apply with the following classes. Bard, Druid, Monk, and Paladin

Allowed Books/Sources:
Allowed ResourcesThis setting takes place in my own world, that is loosely based around Greyhawk. I wish to get an old classic dungeon exploring feel to the game, and want to keep the classes simple. For this reason the following books are allowed. Players Handbook 1, Dungeon Master's Guide, Cityscape, Dungeonscape, D20Srd if you run it by me first.

DO NOT ask to use any book from a campaign setting like Eberron, or Faerun, cause they will be rejected and I will not respond to the question. No book of exalted deeds, vile darkness, dungeon magazines or anything other then the 4 books I listed.


Character Creation


Note for Application
I am not going to tell you how to apply and what kind of character fluff you should have. Know that I am looking for characters with personalities, abilities and flaws. These are normal people, who became adventures and have spent their whole life trying to get into the Wastelander's Guild. So somewhere in your application I want a couple sentances to a paragraph about why you joined the WG and what you expect to get out of it. I will except getting stinking “Scrooge McDuck” rich as an execuse.

Now I will except up to 6 people in this campaign max. Which means I will only except 2 people of the same class. I am look for diversity and the ideal dungeon crawl group of people. So while a party of 6 Rogues would look cool on paper and be swell for bypassing traps, it would end up getting you a TPK 7 times out of 10. The following is my ideal party lineup.

Ideal Character Roster1-Cleric
1-Fighter
1-Rogue
1-Wizard
1-Barbarian
1-Sorcerer


I do not need to see a character sheet for a completed application. It is a bonus however and if comes down between you and someone else with a character sheet, then they will have a slight edge. However it is not required. After everyone is accepted into the game you will have 2 days to get your characters ready and then game will start. If everyone is ready and I approve their sheet, we will start sooner.

Final note. I don't want any in party fighting. So no evil alignments, and if your going to be C-N, play it smart. Do not use it as an excuse to play Chaotic-Stupid, or have a Knights of The Dinner Table Hackmaster character in a D&D game. All of your characters have been training together the last month and have became fast friends. Your supposed to work together as a team and get rich, level, or die trying as a team. I don't know want to see anyone hurling some one down the stairs, or checking for traps and then lie about it, so the person walks through and gets impaled.

CampaignFirst Mission



FAQ and Notes


UPDATE UPDATE UPDATE
PDF of the Homebrew Character Class has been attached. Look in the character creation section.
House Rules and Tools of the Trade Forum has been updated. You want to pay attention to these threads as they pertain to character creation and once you're excepted, to game play and posting.

Game Description:

Guild CrunchWastelander Guild
A guild of intrepid adventurers and dedicaded dungeon delvers, tomb robbers, trap specialist, Underground Rangers, and Fighters wishing to test their mettle flock to this guild. The guild is an established guild along the Cargarian Empire and is backed by the Emperor himself. The guild's main purpose is to explore and document uncharted caverns and then report back to the guild once the area has been documented and mapped. Why trust a rumor, or some lousy adventuring party with pretend locksmiths and trap specialist when you can hire the Wasteland Dungeon Delvers to do it for you? Lost a stolen heirloom, or your daughter has been kidnapped and brought to the goblin's lair? No problem we can get back within a week. We even have clerics of Pelor, and other religions to help us on our missions. Each member of the guild has been trained for at least a month on practice dungeons, and other secret Wastelander training methods before they're sent out on real missions. While Rogues tend to be the most common class suited to this type of work, many other classes with the exception of Barbarians, Bards, Druids, and Paladins often find themselves seeking employment with the guild. The guild does reward characters with any and all magic items they find in the dungeons they explore, but the characters do have to give 50% of all coin back to the guild. This is the reason why the guild has no annual payment, upkeep or equipment rental. You need to requisition a new item for a mission, go ahead and get it.

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UPDATE: I am a CDL Driver now. So I am only partially active.

Last edited by MadHatter; Mar 20 '12 at 6:23pm..
I just have a couple questions about classes. First, is ranger on the list of banned classes? Second, I can understand why you wouldn't want a druid or a monk in a dungeon crawl but I'm not so sure I get the restriction on bards. Is it because they make too much noise? Third, are factotums an option? You've got Dungeonscape as a listed source but you make no mention of them anywhere while all other classes from the listed books (except ranger as noted above) are mentioned at least once. I'm assuming the answer to Factotum will be no seeing as they are about as far from "classic" as one can get without being an Incarnate.

All that being said, I love gestalt and am very interested
another smiley face just for good luck
:D

im guessing no bards cause their all 'i have to make a song about this! Guys just wait a sec! Guys? Huh their gone' *is attacked by monsters

Okay I new I forgot something when I posted this ad! Stupid Brain.

EDIT: Magius Ninja'd me like a Boss
Side Edit Note: Shane Like's Magius comment on Bards.

No Factotum's or any other classes besides the classes in the Player's handbook. I am merely using Dungeonscape as a guide for skills, feats and equipment because I only have it on pdf and am not too familiar with the book in real life. Brushing up on it though. Sorry I didn't make Factotum clear.

As for your questions on why bards are not allowed in the setting. Bards don't make sense for this kind of adventure. I bard leads a life of carefree adventure, with song and dance. This game focuses on the Dungeon crawl aspect of D&D and then heightens it to a SAW the Movie style level of creepy. A bard would not fit in the setting, as well as never get a chance to play her music or perform, except when doing spells in combat. Also it is hard to be a bard who dances and get into a combat in a 10x10 hallway full of caltrops and cast perform based spells. I have nothing against Bards, it is just not a class that offers anything you need for this style of game.

So no necromancer|Dirge Singer then, eh? I kid, I kid.

How do you feel about variant class features presented in other books? I'm not talking about the crazy, outlandish things from Dragon Magic. Specifically, how to you feel about a Battle Sorcerer from Complete Arcane? And what about the variants presented on the SRD itself? Are those available for consideration?

I need to go get some sleep now as I have been up all night and into the morning. However I just posted the attachment for the Wastelander Guild Dungeon Delver class. I am using this game to playtest out my new class to see how well it works with basic classes. So no class variants as of right now. At some point in the future maybe.

I am trying to keep this old school, with a new fat free topping of new school. Now good luck and apply apply apply!

At least I am trying to but can't export excel file to the game and the last 4 hours have been wasted work on this class info.
-Shane

UPDATE
http://www.myth-weavers.com/showthre...70#post5392870
This is where you can go to find Variant House rules for my world and game.

Hm... I can surmise there will be no allowance for Homebrew Classes then, right?




 

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