What's on your mind?
+ Log in or register to post
Results 61 to 70 of 135
Thread: DT's The Undiscovered Frontier
Monday, 22nd August, 2011, 01:41 PM #1
Guide (Lvl 11)
- Join Date
- Aug 2005
- Hampton, VA
ø Ignore Deuce Traveler
DT's The Undiscovered Frontier
You awaken in pain, coughing fluids out of your lungs while writhing on the damp, wet floor of a cave, naked and cold. You blink painfully in the little light that penetrates the cave from the outside. Your squinting eyes and straining ears detect other coughing and naked bodies around you, in the same vulnerable and frightened state that you are in. You stand on wobbling legs, wondering why you feel so weak and why it takes you a moment to get used to feeling your muscles once more. The cave has several standing containers, and you count the other humanoids among you and realize that all of you must have fallen out of the containers. As a group you stumble towards the cave entrance, partly for the sun's warmth and partly to find out where you are. As the gaggle of you walk out, a horrific scene greets you. The sand-covered land you stand upon and the humid air you breath are painfully hot, and yet you see no sun in the bright, mist-covered sky. All around you is blasted wasteland, with the broken bodies of two destroyed and dead armies laying in front of you. The bodies near the cave you walked out of are predominantly human, while the opposing force was a strange combination of anthromorphic monstrosities ranging from werewolves to serpent men. It is evident that the outnumbered humans died protecting you, unleashing cataclysmic magic that wiped out both forces. But you also realize that you are lost in confusion. Except for a first and last name that comes unbidden to your lips and the knowledge of martial skills and powerful magic, you have no idea who you or the dead around you are.
I have a crazy idea for a campaign. I plan for it to be fast-paced and action packed. Here are my thoughts:
1.) All DnD 3.5E books are allowed.
2.) All characters will be of a race with a level adjustment of +1. So you will be an aasimar, tiefling, bariaur, melphling, shadowshyft, etc. If you insist on playing a character of level adjustment 0, you can but you will be augmented with an additional +2 to any ability score to compensate. All characters must be bipedal and humanoid.
3.) All characters will start with five character levels. This will be in addition to the +1 level adjustment.
4.) Base attribute scores will be the following divided however the character wants: 18, 17, 16, 15, 14, 13. This does not include the +1 to attributes gained at 4th level, which should be added after the attributes are distributed.
5.) Any character class will be allowed although I would like a party where everyone could cast spells or at least use magical devices. Magic will be plentiful.
6.) Spellcasters requiring spellbooks will start the adventure writing down spells on whatever material they can find from stone tablets to loose pieces of paper. At the start of the adventure, they have their beginning spells which they jot down from memory.
7.) Equipment will be normal and mundane and calculated as if each character had only 100 gp. There will be no currency remaining. The characters starts out with mundane equipment stripped from the sun-baked dead armies. They will depend initially upon their own powers and skills. They will start finding magical equipment very quickly, however. There will be a fast curve from having barely nothing to having rather powerful items.
The characters' home is a place called Vaerdun, which has been destroyed. Very few civilizations and people have survived the brief and very violent conflict, so the characters will be struggling to survive in a dying land while also finding out who they are and what has happened. Because of that, equipment is in a poor state of repair. A suit of armor will actually be several pieces of mismatched armor brought together. An axe may very well be a metal stick tied to a thin sheet of triangular-shaped metal. Think Mad Max: Beyond the Thunderdome meets DnD. Because knowledge has sharply dropped, magical abilities will be very important. The start of the campaign will not have many locks and traps for rogues to test themselves against, but I may change that later.
Last edited by Deuce Traveler; Monday, 22nd August, 2011 at 06:53 PM.My Involvement:
By Deuce Traveler in forum Playing the GameReplies: 746Last Post: Sunday, 14th July, 2013, 11:18 PM
By Deuce Traveler in forum Character Builds & OptimizationReplies: 10Last Post: Friday, 23rd September, 2011, 04:59 AM
By steamsorceror in forum General RPG DiscussionReplies: 0Last Post: Saturday, 12th March, 2011, 09:11 PM
By Ashrem Bayle in forum General RPG DiscussionReplies: 0Last Post: Monday, 7th April, 2003, 09:21 PM
By Phanboy in forum General RPG DiscussionReplies: 8Last Post: Thursday, 24th January, 2002, 09:09 AM