Tomb of Haggemoth 3.5 D&D Wednesdays Recruiting
Tomb of Haggemoth
Game will likely start sometime between 2:00 PM and 8:00 PM EST on Wednesday. Time to be decided later. Will be recruiting on the Blackstar server on OpenRPG on Wednesdays during this time as well. Please drop by if you can.
The Hook
All of you have received a letter sent to you by a Bard named Zenatos. He writes of an amazing opportunity that he assures will not disappoint. You are hesitant as you have first hand experience with one or more of Zenatos's infamous expeditions which have either failed with few survivors or completely wasted your time. However, you feel no rancor for the scatty old coot and figure it won't hurt to go see him and maybe, just maybe, this time he's on to something wondrous.
The Adventure Itself
Search for a tomb that may or may not exist in an adventure that makes the journey more fun than the destination. The destination is pretty fun too. The Tomb of Haggemoth is an adventure published under the d20 open game license by Robert Kendzie. It will last multiple sessions. The tone is not exactly serious, though I could make it serious if I wanted. I don't.
Characters
Characters are level 3. Standard character generation(4d6 ability scores subtract lowest, max hp on first level, ect.) Standard first level gold amount + 1,500 extra. Cite Sourcebooks
You don't need a character background, but I'd like one if you've got the time. Thinking about what your last encounter with Zenatos was like would be nice as well.
Restrictions:
Clerics cannot be devoted to an idea and still cast spells or turn undead, but I'll allow any deity. If you make it up, just make a decent description on your character sheet.
Players that want to play a dwarven arcane spellcaster MUST have a particularly spectacular concept before I will even consider allowing it.
There are no other restrictions on characters, though I ask that you send me a sheet beforehand. If it's too bizarre or overpowered I may not allow it.
This is in 3.5 edition of D&D, however, I will switch over to Pathfinder if enough people prefer it. The only difference is that I have to rework the adventure to the different power level.
Setting
I'm setting this in a personal setting called the Moaning Drink. The world consists mostly of islands and a few continents smaller than Australia. Coastal living is significantly more common than usual. In fact, if your character can't swim and/or hasn't been on a boat before, it would be surprising. Aquatic subraces are somewhat more common. Characters likely are used to chartering ships to move to and fro.
Arcane magic tends to to be feared. Just keep in mind that if you practice magic openly, you will be watched. If you become too much of a problem, someone may want you to be "dealt with". On the opposite side of the coin, mages sometimes get a significant bonus to intimidate for just existing. Dwarves consider arcane magic to be best left alone and often times will exile mages. Thus most Dwarven made magic items are Divine in nature.
If you want any other information on the setting, just ask. I might have something very specific for your character. I could also just send a pdf of general information, if you want.
House rules
I use a critical miss and hit chart. I know a lot of people dislike these as they think they are cruel, but I assure you that mine are tried and tested and tend to cause just about as much death as the game tends to give out anyway.
Spellcraft rolls are required to cast spells. Failure means that you might lose control of the spell. Consequences are anything from strange effects on your spell to completely different results to penalties. Critical success makes the spell significantly more effective. Divine spells tend to have less bizarre consequences.
Contact
You can always PM me on this forum(probably a better idea), however, you can also e-mail me at
ElSingingBush@yahoo.com.