I've stocked it with the basics, but am interested in what else you all think needs to be in there. If you have suggestions for category division, or for more books, games, or other items in the Myth-Weavers Shop, post them in THIS thread!!
One of the parties has lost a few players and I am recruiting a replacement to breath some new life into the game.
DM: I've been on Myth-Weavers for almost two years without any long unexplained absences. I've played D&D since the early 80s and have DMed all four editions. The Desert of Desolation was always one of my favorites from 1st edition, originally written my Tracy & Laura Hickman I am adapting the 2nd edition version edited by John Wheeler for my tabletop game and thought running here will help me keep on task.
Setting:This is a 3.5 Forgotten Realms adventure. Players will begin in Cormyr near Tilverton. The year is roughly 1374, Bane has returned, Cyric is quite mad, Kelemvor now judges the dead and Mystra is secure in her control of the weave. Due to the closing of several portals the elves have established a foothold in Myth Drannor and Shar has suffered a temporary defeat in Sembia, though their capital city is lost. Shades control Anauroch, and Thay is currently at war while Szass Tam makes a bid for power.
Applications: Instructions are in the various threads
Roll stats here
Post characters here
Posting Rate: I am looking for people that can post daily during the week, weekends maybe once. Even though I am old and married I also have a life and understand that RL happens. Just please don't let it happen to much because I don't need another game that dies. That being said, if a player becomes a problem I will replace him. I will also try to move along combat so that people aren't stuck waiting four days for their turn.
There is a knack to flying. The knack lies in learning how to throw yourself at the ground and miss. - Douglas Adams
By skill monkey are you talking someone who can disable traps and open locks or are other options available? I'm looking at Sandstorm and at the Ranger class specifically, they're still kinda skill monkeys but not the Rogue variety...
Mmmkay then, well depending on my rolls (looking for a high Int, Wis & Dex) I'm thinking of a Ranger using the Trap Expert to drop Track and gain Trapfinding (no Open Lock but gain Disable Device) and using the Sandstorm changes. A sort of wilderness guide who specializes in roaming the waists nobody else wants to travel through. That is, of course, assuming that that's okay with you? =]
Edit: Okay so maybe not, I'm not going to curse ANYONE with a skill monkey who is oblivious to anything or anything around him and is more likely to blow everyone up than disable a trap.
I've never played one myself and would like see how well they really work so go ahead and apply with a Factotum and I'll take a look.
Trap Expert/Ranger is also okay.
A little bit on the setting,
The primary residents of the desert that the players have encountered are Raurindi Nomads that follow the older Mulhorandi religion(Osiris, Isis, our Egyptian mythos) and primarily roam the desert ensuring that no one desecrates any of the ruins/temples still around. There are caravans that cross the desert from the north to the south for trade. The only settlement in the desert that is not Raurindi is the Oasis of the White Palm.
The party is from other parts of the Realms and by accident they were transported to this area where they have been given the task to recover a great magic item in order to stop a great evil. They traveled into the desert with a caravan and are currently leaving the caravan to travel to the site of the first of the Star Gems of Martek that they need to recover.