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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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Last edited by MadHatter; Mar 20 '12 at 6:23pm..
Well I haven't seen much Ranger love from the DM nor any apps for a Ranger .. and the starting gear isn't one I'd pick for a TWF Ranger, but he is still 1st level ... so I'll toss my hat in for this one. Everything sounds great about the game, well thought out in the mechanics department and I love the idea of being from a Guild set out with basic equipment


It's sort of funny... my first two dungeon delving concepts are bard and paladin...

Without bard there's no knowledge monkey to wax poetic about the details behind all the various dungeon histories and features and items... a Wizard has all the knowledges but not enough skill points... even with the gestalt...

And I always want to play a Simon Belmont/Indiana Jones styled Paladin in leathers as an undead-killing, relic-recovering specialist.

I'm sure I can come up with something else, though...

This looks to be potential for a great deal of fun. Color me interested. Now off to the forums.




 

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