Hello my friends, why don't you join me and sit down? I have a tale to tell of the five legendary heroes.
It all began one day when...
I have decided to start up my own Dnd game. The game will be set in the world of Eberron (don't worry if you do not have the book) with one major change, because I do not like the planescape of Eberron we will be replacing them with the generic Dnd Planes with Dal Quor and Xoriat still in because they play a major role in history. Another smaller change will be that until recently it was imposable to travel to other planes unless they were coterminous, and even then only the more powerful magics worked. After the last war a chink in reality appeared, mages are still trying to find out why, and it became possible to travel between the planes even when they were not coterminous. Ancient gates to other planes from the the age of giants and the age of monsters are now working again and their secrets are for the taking.
The game starts in the year 998YK. Although the last war is over, the 13 “civilized” regions of Khorvaire are still in flux and each is vying for an advantage over it's neighbors and the great dragon-marked houses are each trying to gain economic control. In addition with the opening of the planes for travel there has been a great upsurge in interest in ancient artifacts form civilizations gone by. This is where the players come in, they have been hired as special forces for a expedition to Xen'drik. Although the main goal is to find a way gate to another plane that they can sell the location of, the company that hired you is also interested in any knowledge and artifacts. The boats leave in the morning.
The game will run at 11pm UCT on Sunday, starting next week most likely. Unless that works absolutely rubbish for everybody, then I will find a better time.
Starting level: 6
Point buy: 32
Starting wealth: 13000 and you start with identification papers, traveling papers, and letters of marque.
Hit points: Max at first, average thereafter.
Books you may use: You may use the players hand book and the SRD(Not the variant rules), I also have:
Eberron campaign setting
Races of the Dragon
Draconomicon
Frostburn
Players handbook two
Book of exalted deeds
Stormwrack
Complete scoundrel, arcana, adventure, divine, warrior
Tomb of battle
Exemplars of evil
Libris Mortis
Heroes of horror
Monster manual
Dungeon Masters guide
Tomb of magic
Fiend folio
Sand Storm
Planar handbook
Psionics
Magic of incarnum
races of stone
And some others that are missing, wait one sec as I beat them out of my brother.
We will also be using action points.
On Action PointsYou may spend one action point to improve the result of one d20 roll. You roll 1d6 and add that to the result of your d20. You must do it before I say what happens because of the roll. You may also spend 2 action points to gain another use of: Bardic music, rage, smite evil, turn undead, or wild shape. You may also spend one action point to stabilize if you are dieing.
You can use stuff from those books but you have to ask me, I also have unearthed arcana which I will look and see but I don't think we will be using much. If you want something from a book I do not have ask me and PM me it and I will tell you if it is okay.
Back story: The campaign starts in Sharn in the kingdom of Breland, you know the other players, other then those two restriction feel free to make what ever kind of back story you want.
I will accept five players based on party balance, flavor, and fun.
Any questions? I know I missed something.
The heros:
Glacius, the Half-Dragon Half-Human SorcererUlf Bjornson, Human BarbarianArman Woyan The Wise, Human Cleric/Fighter.Rorakar the Hunter, Grippli RangerSergeant Merrian Skye, Human Bard/Rogue/Fighter