Mission Title: Recover the Jewel
Brief description of the Mission: A rare jewel is hidden somewhere in the dungeon of Thrik. Find it.
Rule System to be used: 3.5 with modifications:
The core races lose their current ability score adjustments. Instead, all races may choose one ability score to gain a +2. Additionally, they may choose a second ability score to gain a +2 at the expense of a -2 to a third ability score.
Rather than a feat at 1st level and one at every third level, all characters receive a racial feat every level. Additionally, fighters receive bonus fighter feats every level. This overrides the standard rules for both racial feats and fighter feats. Animal companions also receive feats every level.
Validation Frequency: Minimum 2x/week, although 3x/week is preferred.
Minimum/Maximum Number of Players requested: Minimum players: 3
Maximum players: 5
Source Books Allowed/Denied: Nearly all 3.5 books are allowed. Third party books will be reviewed. If something seems possibly broken, ask before using it. I reserve the right to deny anything that I think would be inappropriate, so asking first is always a good option.
Classes and Races Allowed/Denied: Any class/race is acceptable. No gestalt.
Starting Level for the Champions: Starting ECL: 1 (that means races with 1 racial HD and +0 level adjustment are acceptable. I reject Skip Williams' rule saying that non-humanoids must keep their racial HD).
How to Generate Attributes: 25 point buy
Starting Equipment/Wealth: Ask me once your character is complete aside from equipment. Special awards to creative characters.
End Conditions: TPK or the Jewel is found
Notes about this Mission: While combat may be encountered, I am not using maps at all. Additionally, combat will NOT be round-by-round. If this offends your delicate sensibilities, then don't attempt to partake of this mission. Combat will be free-form. To keep my work to a minimum, combat is on your shoulders. The more descriptive you become in how you deal with combat situations, the better combat goes. What does this mean? It means that we are writing a story together. It is a collaborative effort to create the most interesting story possible. I don't want questions, "What does the room look like? What features are there that can be taken advantage of?" If I don't provide features to be taken advantage of, they don't exist. Anything I do mention can be used as creatively as you are capable. It falls to me to ensure you have the tools to be creative. It falls to you to use that to your maximal advantage. Combat should be fast. Here is an example:
I hope this example is useful in seeing what I expect. I will give you all the information. It is your job to make sure it is interesting in the end. Challenge yourself. If you die, no worries. It is just a story.Example wrote:DM: The party enters a room 20' x 30' x 15' containing five stone pillars, four of the pillars reside surrounding the fifth, which is in the center of the room. One of the four pillars has fallen, and stone debris is strewn about the room. The wall to the right side of this chamber is slightly porous, and a high pitched noise emits from that direction. As the party makes their way towards the door on the opposite side of the room, a black substance begins oozing from the wall. Only, as the group watches, they realize that it is not a substance. It is thousands upon thousands of centipedes! As the vermin mass together, they begin moving towards the party with mindless hunger.
Rules:Character 1 (ranger): My character has Knowledge: Nature. I roll it: Knowledge: Nature (1d20+12=21). I share with the party, “It is a swarm of centipedes. They cannot be harmed by weapons.” I run into the room, pull out my flask of oil, and spread it over the creatures. Next, I dump Alchemist's fire all over them. Attack roll with Alchemist's Fire; Fire damage (Alchemist's fire); Fire damage (oil) (1d20+10=24, 1d6=1, 1d6=2). Fort save (1d20+9=23, 1d20+9=23, 1d20+9=13, 1d20+9=24, 1d20+9=26, 1d20+9=25)
- Movement through the room requires some care, as the debris causes tripping hazards. Running and charging requires a balance check DC 10 to avoid falling.
- Halfway through the room, the fallen pillar provides a challenge. You must succeed on a Jump DC 10 to leap over the pillar. Small characters add 5 to that DC. You can instead take your time climbing over it, but that requires a standard action.
- One character in the party has Knowledge: Nature, which is needed to identify the swarm traits. Here is what the party knows:
A failed check means that the party knows nothing about this creature. A very high success reveals all lesser information. Roll two fort saves for each round you expect to be damaged by the centipedes (for poison and distraction). DC 13 for each.
- DC 14: Reveals all Vermin traits.
- DC 19: Reveals all Swarm traits
- DC 24: Reveals information about its Poison: Injury, Fortitude DC 13, initial and secondary damage 1d4 Dex. The save DC is Constitution-based.
- DC 29: Reveals all information about the centipede swarm
- The door at the end of the room is locked and trapped. The lock requires a DC 20 to open. The trap requires a DC 28 to search and a DC 28 to disable.
Character 2 (rogue): Since they cannot be harmed by weapons, I ignore them, and jump over the pillar in the center of the room, heading over to the door. I begin unlocking it. Jump; Open Lock; Search; Disable Device (1d20+4=20, 1d20+14=16, 1d20+13=21, 1d20+14=20) I jump the pillar without any trouble, but I don't notice the trap. As I notice the centipedes are actually causing harm to my allies, I double time my work on the lock: Open Lock (1d20+14=34) My second attempt is a success, and I open the door, triggering the trap that I did not find.
Character 3 (fighter): I aid in the tossing of oil and alchemist's fire upon these bugs. Attack; Damage; Damage (1d20+11=15, 1d6=1, 1d6=5) After doing that, I attempt to roll the pillar over the bugs, crushing them. Fort save (1d20+9=17, 1d20+9=12, 1d20+9=22, 1d20+9=18, 1d20+9=18, 1d20+9=26)
DM: The battle goes quite well for the characters. Character 1 takes 2 rounds of damage from the centipedes (18 damage) and makes both fort saves vs. poison. Character 3 takes 2 rounds of damage from them, as well (9 damage), but fails the save versus poison (2 Dex damage) Damage (2d6=9, 2d6=9, 2d6=5, 2d6=4, 2d6=4, 2d6=5) Dex damage (1d4=2) The centipedes swarm over the two fighters. Fortunately, both characters are still under the effects of the Protection from Fire spell and take no additional damage. The centipedes, however, are completely destroyed, especially with the added tactic of the centipede smasher courtesy of the fallen pillar. Character 2, however, was not so lucky as he opened the door at the end of the room causing a massive explosion from a fireball (DC 14 reflex). Damage for failure: Damage (8d6=36) Fortunately, Character 1 and Character 3 are behind pillars and receive a +2 cover bonus to reflex saves.
Character 1: Reflex (1d20+9=25) (so I take 18 damage)
Character 2: Reflex (1d20+12=22) (evasion, so I take no damage)
Character 3: Reflex (1d20+12=22) (so I take 18 damage)
DM: Somehow, the rogue manages to evade the fireball trap, but with the other two party members seriously injured, perhaps some time must be spent recovering before continuing...