Quest for Power - Myth-Weavers


Quest for Power

 
  #1  
Old Jan 8 '19, 2:15pm
Jeeper Jeeper is offline
Elder Dragon
 
Join Date: Oct 2018
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Quest for Power

Quest for Power - Forum
Dungeons & Dragons 3.5e

Quest for Power

Part One: Rise of the Akhac'tal


"Welcome to the Bright Star Adventuring Company! I can find you the opportunities you seek. I can support you. I can protect you. If I may say so, you look like you could use a little protecting. It's a dangerous world out there!"

"For a small fee, you become my agents. You can go forth with the assurance you will be paid. You keep all the treasure you find. My man will accompany you to make sure you are well treated."


Being a fresh, new adventurer out to make his/her fortune, mark, or way in the world, this sounds like as good a place to start as any. Having a sponsor and some experienced help may make the difference between success and... well, we don't really have to go there, do we?

Character Creation Rules: here.

Game options not your cup of tea? That's ok. Pop over to my World-building brainstorm thread here and tell everyone about your favorite city, organization, BBEG, or suggestion to flesh out one of the three nations. Thanks in advance! I will be using the best elements to add to the world and lore for this game.

Of course, I will incorporate elements used in creating the characters I choose to play as well.

Game Description:

A land in a delicate balance of power. A land shared by three nations: one ruled by Good, one by Evil, the last neutral. Good and Evil never to ally, and Neutral caught between the other two.

Now a chaotic new force rises to upset the delicate balance these nations share.

Who rules these lands? How does the balance stay true? How does it affect life within these nations? You can help decide in this role-playing/roll-playing/world-building game.

This campaign encompasses all manner of types of environments, from wilderness, to dungeon, to city. Adventurers will witness and partake in the struggle for power to preserve or dominate the lands around them.

The first part of this campaign has the heroes accompanying a trade caravan south to the Wild Lands as employees of the Bright Star Adventuring Company. While a measure of trade exists with the goblins of Dhuugaan, and it is quite profitable, no foray into such lands is without some danger. That is where Bright Star and the adventurers enter.


Last edited by Jeeper; Jan 8 '19 at 2:24pm..
I've had some interest, but I'm looking for more.

Would anyone be more interested if I began the adventure with player characters of level 2 instead of 1?

What additional sources would make it more appealing?

A little higher starting level is always more appealing. Fighting goblins for the millionth time as a experienced DnD guy just doesn't have much spice to it.


Quote:
Originally Posted by Jeeper View Post
I've had some interest, but I'm looking for more.

Would anyone be more interested if I began the adventure with player characters of level 2 instead of 1?

What additional sources would make it more appealing?
I rarely break for less than level 3. 5-9 is "the sweet spot". Starting from 1 is great in tabletop.

Quote:
Originally Posted by TheRoot View Post
Fighting goblins for the millionth time as a experienced DnD guy just doesn't have much spice to it.
Nobody said the PC's would be fighting goblins... (he said sheepishly)

Goblins are only appropriate for zero level characters.
1st level? Barbarian lizardmen all day long.







 

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