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Old Mar 18 '12, 2:04pm
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Join Date: Dec 2009
Location: Oxford ME
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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 can see why not Druid (too powerful for most dungeon crawls, might break verisimilitude when they summon a dinosaur to replace their lost/released animal companion, while still in the middle of a dungeon, which their class abilities say they can do), or Monk (too weak) or Paladin (causes tension between players), but Bard? Bards can make excellent dungeon delvers... The trick is not to see them as jacks of all trades, but rather as characters that could focus in one particular primary aspect of the character -- spellcasting, melee, party buffs, enemy debuffs, etc. What is your reasoning for not allowing Bard?

Well I'm interested.
Do you have any restrictions or allowances on races?

That's why =p

Quote:
Originally Posted by MadHatter View Post
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.

Well... I think that a combat monster bard wouldn't have those issues.

Perform (Oratory). You are a grizzled Sergeant who orders people about in combat, who has studied the weaknesses and strengths of various types of creatures (you have the creature knowledges and maybe knowledge devotion), and tactics (you have good Knowledge History). You don't care about carefree adventure, song, dance, or any of that crap. You care about exploiting the weaknesses of the enemy and the strength of your forces to achieve overwhelming victory. Also, you are using your bardsong While attacking enemies in combat. There is nothing in the rules that says, if you are doing orate/dance/whistle/sing/poetry/comedy/heckling/etc. that you can't also make attacks while doing it.

So it's more: Round 1: Standard Action: Start Bardsong. Move action: Close with enemy
Round 2: Full attack action: Attack the enemy. Free action: maintain bardsong.

Kurinitus-
Thanks for answering for me and no I am sorry there is no homebrewed class except for the pdf under character creation you have up top here in the game ad. The class is pretty powerful for what this game takes place in. I am going to bed but will be sometime in the next day or so to answer any questions. Just spent 6 hours updating and editing the rules here. Feel free to check out the forum as well for the House Rule Variants.

Noel94-
Everything is in the ad about races, but I will answer it again here. Core PHB races only, no ifs ands or buts.

Gavin-
My reason for bards not being in it are purely social and character flavor wise. I already pointed it out back in the beginning but I want to reiterate a point here. A bard would not join the Wastelander's guild because they have no desire to explore and catalouge dungeons. If a bard was in a party and went through a dungeon crawl that is one thing. But it certainly does not want to spend it's whole life doing it.

Gavin a ranger can do all those things. Minus bardsong of course.
-Shane

Thanks

I just think that the Bard is a broad enough class that he might not actually have any of the flavor that you think of. The carefree crap is just PHB fluff nonsense. The bard is actually, when you look at the numbers without thinking of the traveling minstrel thing, someone who is a Leader of Men, with incredibly powerful buffing abilities, debuffs and spellcasting, and is a capable combatant. And a Ranger is really not about Leadership... they don't have any of the mechanics for it, unless you use a homebrew Ranger variant.

http://brilliantgameologists.com/boa...p?topic=3065.0

The bard has all of the necessary bits for leadership. Int, Charisma, Knowledge Skills to make correct decisions, healing, buffs, appropriate class abilities that can give Morale bonuses, charm magic. All the stuff that WotC thinks is leadership.

"Gavin-
My reason for bards not being in it are purely social and character flavor wise. I already pointed it out back in the beginning but I want to reiterate a point here. A bard would not join the Wastelander's guild because they have no desire to explore and catalouge dungeons. If a bard was in a party and went through a dungeon crawl that is one thing. But it certainly does not want to spend it's whole life doing it. "

"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."

I am saying that I reject your flavor that you have to follow the stereotype of your class. Any Bard of mine would not call himself a Bard. He would not act like that. Hell, he would be Lawful if you allowed it (the idea that music or performance is always chaotic is BS...) He would call himself an Officer, or maybe a Soldier, or maybe a Centurion or Decanus, depending on how many people he commanded. He would not play music or perform in public or dance. He would be a grizzled military veteran who kills people, and keeps his men alive. He would join the dungeon delving thing because after he left the Army, drinking away his pension was the only thing left to him, and he needed the thrill of combat again, and people under him to be responsible for, or he would end up dead in an alley somewhere. He would be gritty.

Your missing the concept of the guild. The leadership feat will also be banned. Not one of your characters is a leader or above the rest. Your a team working together. Each one expendable for the ultimate rush, high, loot or thrill of the adventure. A bard is Troubadoure plain and simple, they're not soldiers, or murdering Generals.

I am sorry if this upsets you but you don't have to fight everything in the setting tooth and nail Gavin. *Chuckles* I have the class set in my mind that makes the best ideal dungeon crawl team and that is what I am rolling with. I applaud your effort for attempting to persuade me and you pointed out invaluable defense in your argument of why you think a Bard is awesome. I agree with you, Bards is a really good class. I just don't think it fits my setting, that I created in my vision.

Your characters also don't command anyone but themselves.
-Shane

::Sigh:: I meant in charge of the adventuring party, through the natural method of being a qualified person and stepping up to lead the group (which, if characters object, can be a source of interesting roleplay... I didn't mean actually having the Leadership feat, or formal command, or anything like that. Besides, all the Leadership feat does is give you NPCs who follow you that you don't have to formally pay). But okay, No Bard...


You are quite locked into the default flavor, of class as job as lifestyle as way of life as in game construct, aren't you? Will you be enforcing that (and alignment requirements for classes, and other similar and related concepts) for all classes? I ask because I generally see classes as simply collections of abilities that you can use to make a particular character concept which is in your head work... which was the major source of my objection.




 

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