Here's the "catalog entry" for a one shot I will be running in a few weeks:
"No School Like the Old School"
aka "The Transmuter's Terrible Tower"
System: D&D 3.5
Players: 6
Time: Saturday noon to GoD time
Fluff: For two generations, the transmuter Darvath
Drakart terrorized the people of White Vale from his
tower on the slopes of the White Mountain. When his
vile experiments created montrous abominations of
natural animals, however, the druidic Order of Eight
shook the very foundations of the White Mountain and
burried the tower under an avalanche forever. Or so
everyone thought. One hundred years later, a second
(natural?) tremor has exposed the top of the Terrible
Tower. The Order of Eight has promised to destroy the
tower completely. Your band of foolhardy treasure
seekers has decided to explore the tower in search of
lost wealth and artifacts before the opportunity is
lost.
Crunch: 5th level, core rules/srd D&D 3.5 characters
with standard equipment,28 point buy, and 3/4 max hit
points (round up). Bring one if you like, otherwise
pregens will be provided. Note that wizards must
purchase scrolls to add spells to their spellbooks
above and beyond the starting spells and those gained
from level advancement. Please post any additional
questions, but *no* feats, classes, etc... from
outside the core/srd will be allowed (and no psionics
or UA variants).
I am looking for ideas on how to design the dungeon, what to fill it with, how long to make it, etc... Any of you grognards out there -- or any fans of relentless but rewarding play -- who can help, I'd be much obliged.
"No School Like the Old School"
aka "The Transmuter's Terrible Tower"
System: D&D 3.5
Players: 6
Time: Saturday noon to GoD time
Fluff: For two generations, the transmuter Darvath
Drakart terrorized the people of White Vale from his
tower on the slopes of the White Mountain. When his
vile experiments created montrous abominations of
natural animals, however, the druidic Order of Eight
shook the very foundations of the White Mountain and
burried the tower under an avalanche forever. Or so
everyone thought. One hundred years later, a second
(natural?) tremor has exposed the top of the Terrible
Tower. The Order of Eight has promised to destroy the
tower completely. Your band of foolhardy treasure
seekers has decided to explore the tower in search of
lost wealth and artifacts before the opportunity is
lost.
Crunch: 5th level, core rules/srd D&D 3.5 characters
with standard equipment,28 point buy, and 3/4 max hit
points (round up). Bring one if you like, otherwise
pregens will be provided. Note that wizards must
purchase scrolls to add spells to their spellbooks
above and beyond the starting spells and those gained
from level advancement. Please post any additional
questions, but *no* feats, classes, etc... from
outside the core/srd will be allowed (and no psionics
or UA variants).
I am looking for ideas on how to design the dungeon, what to fill it with, how long to make it, etc... Any of you grognards out there -- or any fans of relentless but rewarding play -- who can help, I'd be much obliged.