Wandering Monsters (D&D 3.5 Campaign)

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Revision as of 06:15, 1 November 2011 by 173.19.176.52 (talk) (House rules)
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Setting

After eons of conflict,


History

It has been years since the Great Battle where the forces of good destroyed the entire army of darkness, and the Face Of Milspec was shattered when the Necklace of Five Parts was cast into the pit of Badab'om. You are the last few scattered remains of an army so vast that its campfires darkened the skies. Now you reduced to a rag tag team of mercenaries trying to survive in world filled with humans. Humans honed by generation of conflict into killing machines that want you and your kind dead. But over time, you and your team began to become pragamatic, and learned to live amoung the humans in an uneasy truce. Some even tried to settle down and resume their lives as farmers and cobblers before being drafted in Milspec's Hordem wit varing degrees of success. The hardcore amoung you called this "going soft." By those who did not "go soft" soon "got dead." It turns out humans are not nearly as soft as they look.

The Combine

People, places and objects of note

People

Places

Objects

Gameplay

Running The Game

This is a shared universe so to speak and we have no one specific GM.

Players will take turns GMing letting everyone get a chance at playing their characters.

House rules

Definition of monster

A monster is defined as anything that caused normal humans to run away shrieking,
"Ahhh! Monster! Run away!"

Equipement House Rules. Because high powered magic items can over a campaign, and some monsters are incapable or limitied in magic items, I've decide dto keep a tight reign on magic items.

Everyone can have one item that provides up to +5 total in stat boosts and up to +5 in AC and Save bonus and one magical weapon either +5 or +4/3 with special abilities.
They also get one misselanous useful item and two marginally useful items. 
To buy more requires a level sacrfice.
If someone want to forgo magic equipement they get a +3/4 Level bonus.
GM always has final veto


I am not sure this actually clarifies anything but this is my thought process

To put it in persepctive, and this is not a perfect analogy, that it means characters should be able to have a 50% change of defeating a young (10d12) red dragon single handedly, and conversely that means they would also have a 50% of getting defeated. 
Remeber an increase of one level gives BAB bonus of +1 and +2 to various saves and one minor special ability/spell.
One AC level is similar to +1 BAB
+2 BAB is abut worth one major special ability/spell.


Size

but be willing to go with Huge if you can justify a way, by ability/spell/item, how you fit in a house or tight squeeze dungeon, I am good with it.
"Hey Fritz, any idea how did this ancient red dragon ended up in 10x10 room a mile underground?"

Alighnment and Tone

"It's fun to be "evil" if you're constantly making a mockery of the concept."-Rolzup
It seems that just about everyone is on the same wavelenght here. I am leaning toward a "Dark and Witty" and "Mocking Evil" but a combination of the "post LOTR" background and being recruited by a political mastermind. 
There are plenty of ideas at TV tropes for "evil but not nessecarially compent" vein to keep the game going for decades, and provide moments of seriousness as well.
I was going to suggest the oft mentioned "Blackadder" for evil and slapsticky and add in "House, MD" for darkly witty. (They seem an odd pair but then I remembered that Hugh Laurie played several roles in Blackadder.)
Other examples "Tales from the Crypt" "Monsters" (not to be confused with "The Munsters")  and one of my favorites and a holloween classic "Arsenic and Old Lace"
"Nooo, Not the Melbourne method! Two hours! And when it was over, what? The fellow in Melbourne was just as dead as the fellow in South Bend!"


"Don't worry about the paladin, boss. I tied him up to a rope and Fritz hung him over a pit with filled spikes. Then we left him alone with a candle to burn through the rope. NO WAY he could get out of that alive"

Players

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