The Librarian's Tombtldr: 3.5e, lots of spell scrolls, no primary casters, roll20The musty smell of the labyrinthine Tomb fills the air, as your ragtag band of adventurers stumble into the next room. Like all the ones before it, it is paved floor to ceiling with carefully hewn, polished and mortared slabs of some smooth, pale blue rock. Following a rumor that the Librarian's Tomb had an endless bounty of magic scrolls, if only you were brave enough to take them as your own, you four have entered the Tomb some days ago. You quickly discovered, though, that the Librarian of ages past has ensured that not anyone can rob her Tomb: the exit magically sealed itself as you entered. Running low on supplies, your only hope is to survive the various monsters that infest the Tomb, acquire valuable scrolls, and to find the central exit.
An affluent future awaits you... if you live, that is.
Rules and stuffThe inspiration for this game came from my love of spells, mostly. I downloaded a database of most major spells from the various sourcebooks and wrote a script that generates random ones picked from them. Many of the rooms of the Tomb are home to piles and piles of magical scrolls, ranging from
Prestidigation, Five Uses, to
Dimension Door, all the way up to
Mass Invisibility. There are also divine scrolls, and sometimes even scrolls that aren't even for magic, per se (
Fiendish Quickening, anyone?). Unfortunately, none of you thought to bring a proper mage or cleric along with you. That means that
Use Magic Device may often be the only way to actually use those spell scrolls.
Some basic rules:
D&D 3.5eLv 5 startNo primary spellcasters: Wizards, clerics, druids, whatever! None of you are full spellcasters.
28 point buy:
helpful calculatorFormat: Either irc or roll20. It will be a short adventure. Not entirely sure about the time yet. Currently thinking of one of Sun/Sat, starting sometime between 5pm or 9pm China time. Please post time suggestions!
Characters: Not first come first serve.
Other rules:
+1 Feat at level 1.
+1 skill point per level.
Feats every odd level.
Constructs and undead will not be immune to crits, most of the time.
Here's a sample of ten random spell scrolls:
name : Blood Sirocco
school : evocation
classes : druid - 6
: archivist - 6
desc : Wind bowls over foes and draws away their blood.
---------
name : Heatstroke
school : transmutation
classes : druid - 3
: archivist - 3
desc : Subject creature takes nonlethal damage and becomes fatigued.
---------
name : Orb of Sound, Lesser
school : conjuration
classes : warmage - 1
: sor/wiz - 1
desc : Ranged touch, 1d6 or more sonic damage.
---------
name : Etherealness
school : transmutation
classes : shugenja - 9
: Portal - 7
: beguiler - 9
: Portal (alt) - 7
: archivist - 9
: sor/wiz - 9
: wu jen - 9
: cleric - 9
: apostle of peace - 9
desc : Travel to Ethereal Plane with companions.
---------
name : Power Word Deafen
school : enchantment
classes : sor/wiz - 3
desc : Deafens one creature with 100 hp or less.
---------
name : Miser's Envy
school : enchantment
classes : bard - 2
: sor/wiz - 3
desc : Subject jealously covets nearby object.
---------
name : Dancing Web
school : evocation
classes : sor/wiz - 4
: druid - 5
: archivist - 5
: cleric - 5
desc : 1d6 points/level of nonlethal damage and if save fails, evil creatures are entangled (half speed, -2 att, -4 Dex, Concentration DC 15 + level).
---------
name : Touch of the Pharaoh
school : necromancy
classes : archivist - 5
: cleric - 5
desc : Afflicts a creature with mummy rot.
---------
name : Allegro
school : transmutation
classes : bard - 3
desc : You and your allies gain +30 ft. speed for 1 minute/level.
---------
name : Field Of Icy Razors
school : evocation
classes : sor/wiz - 8
desc : Creatures in area take normal and cold damage, might be slowed.
---------
(To be entirely honest, I am not confident that I will be able to run a game well ;-;)