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View Full Version : D&D 3.x Other Location, Location, Location. Using your homebrew.



lynx502
2018-02-07, 03:59 AM
For over a year, I've been collecting homebrew monsters, items, and spells, most of which came from this site. I created a world with 10 planes, using these creatures. We finally started the campaign. I thought you'd like to know what happened.

Background. This is a 3.5 high magic campaign. The group consists of 5 players and 1 DM. All are highly experienced. We started at level 3. They were required to choose a class/race they have never played before, and never seen played before with a mental flaw, any alignment. The campaign, although with a specific ending, was designed to be sandbox.

I will post, in novel style, what we did the first week. If there is interest, I will continue to post each session. Either way, thank you homebrewers for your contributions.

Lynx.

P.S. because of R/L we don't always play every week :smallfrown:

lynx502
2018-02-07, 04:00 AM
LOCATION, LOCATION, LOCATION
Session 1, Day 1

Our adventurers awaken in stone cavern. It is obviously been created as it is absolutely square in shape. The four figures, we are soon to learn are: Raz'el Daz'le, a shapeshifter fighter, Gabriel, a half-breed vampire bloodkin, Silm-Dar, a lizardfok druid, and Dak, a githyanki psion. (But wait, where is our fifth adventurer? Alas he is late to the party and will somehow join us soon.)

Our "heros" (which I will use from now on because it's easier then adventurers), awaken one at a time. First is the lizardfolk, Silm-dar. He sees that the others are as naked as he usually is and all their possessions are scattered around. On his left shoulder is a new tattoo of a circle with arrow attached pointing out. All except githyanki have the same tattoo. His is a circle with the arrows pointing in. Oh well, the githyanki are different.

Silm-dar starts to collect his own gear and money. Money being the most important. As he does this, in quick secession, Dak and Raz'el Daz'le awaken. They also begin to collect their gear. Strangly none of them feel the need to introduce themselves even though none have met before.

Gabriel, who must have been hit harder than the others, finally awakens, to collect his possessions. However, although all of his gear and clothing are untouched, his gold appears to be missing. (Dak decided its rightful place was in his pocket. The other two saw this but saw no reason to inform Gabriel.)

Silm-Dar makes his way over to the only obvioius exit: 3 doors on one wall. Above the doors is the numeral 1 and each door has a symbol on it. They are each of two interlocking triangles. Slim-dar chooses the one on the left, opens it and passes through.

The other three, having finally finished picking up their possessions proceed to the door. One that is sensitive, notices that they give off a strong magical pressence. First, one of them, Gabriel possibily, tries the door on the right. It will not open. The middle door is then tried. No matter what they try, it will not open.

It is decided to close the original door. Maybe that is keeping the other doors from opening. However, there is no change. The other two doors will not open. It is finally decided to follow the shapechanger through the third door.

Once passed through the door, they find themselves in another cavern. This one appears more natural, except for the 4 tunnels, one in each of ordinal directions. As they examine their new surroundings, they find 3 things. Raz'el Daz'le is already headed toward one of the tunnels. there are tiny crabs and scorpions all around, [gray snappers http://www.giantitp.com/forums/showthread.php?109632-Gray-Snapper-(creature)-EE-9 and canopy scorpion, http://www.giantitp.com/forums/showthread.php?43971-Creature-Mmmm-fruit ] and the doors are no where to be seen.

Still without introducing themselves, the 7 ft. tall lizardfolk, Silm-Dar takes off for the tunnel opposite of Raz'el Daz'le. The other two decide to follow the big guy. After shifting into a medium version of the crabs, Raz'el Daz'le follows the tunnel until it opens up upon a forest area. The other three follow their tunnel until it opens upon grassland. We will see what these three do (as Raz'el Daz'le has to leave for R/L. What will he do by himself? Will he ever see the others again? Can the DM figure out how to get this disperate group back together again? And what about the missing member of our play group? How will the DM catch him up? And who is he, anyway? Tune in next week for possible answers and probably more questions.)

Back in the grasslands, there is an occassional tree and more of those tiny crabs and scorpions. Gabriel decides to throw a dart into one of the crabs. It dies quickly. These are of no consequence to our heros. He retrieves his precious dart, and succures the crab. It may be good eating later.

A humanoid appears from behind a tree and waves at out heros. One ignores and starts to pass by, but another waves back. "I am Trolka." Trolka is a Crabman, with a distinctive crab-like head, 2 bulky arms that end in claws, a second set of human-like arms and splayed legs.

With a bit of reluctance, our heroes finally introduce themselves to Trolka, and in doing so, introduce themselves to each other. He offers his services to guide them to the nearest settlement. No one takes him up on his offer and he is aggrieved.

Within minutes 4 large crab creatures appear. [blood-burning crab. http://www.giantitp.com/forums/showthread.php?47057-Putting-Salt-on-the-Wounds-MitP ] Our heros immediately react. Using psionic energy, rays of emfeblement, fire, darts, plant entanglement and good old simple sharp weapons, they are able to repulse the crab's attempts at using thier claws and breath weapon of salt.

When the crabs are dispatched, their attention turns back to Trolka, who offers little resistance. He is quickly tied up by Silm-dar and Gabriel quickly searches him for treasure. He finds 12gp, a single coin in a vest pocket, http://www.giantitp.com/forums/showsinglepost.php?p=4285996&postcount=100 , a pointed cap http://www.giantitp.com/forums/showsinglepost.php?p=4276899&postcount=6 , a single red glove http://www.giantitp.com/forums/showthread.php?10052-Magic-Items-Items-of-Intellect , a pair of black gloves http://www.giantitp.com/forums/showsinglepost.php?p=17295767&postcount=823 , a diamond ring http://www.giantitp.com/forums/showsinglepost.php?p=4305774&postcount=4, and ring with a star engraved http://www.giantitp.com/forums/showsinglepost.php?p=7336083&postcount=160.

Gabriel, being the adventerous sort, decides to try several of the items. He puts on the red glove, and finds it useful for combat as it adds a small amount of fire damage to any grapple. The black gloves however, give no clue as to thier purpose. The star engraved glove shoots up a bright light into the sky, and a star goes missing. This could be useful, he muses. The other ring does nothing that he can descern. He places the hat upon his head, and it gives him a headache. When it is removed he finds that his head is now the shape of the cap.

Gabriel returns to Trolka, and with threats on his tongue, persuades him to reveal the way to undo the curse of the hat. He must give 1000gp to the poor, no more than 10 to any one person. (The DM finds this amusing and wonders what Gabreil will do.) He finds his diamond ring is missing, and after untieing Trolka to steal his clothes, the ring is found on Trolka's finger. The finger is removed. Trolka is retied.

They then decide it is time to camp for the night. The decision on the ultimate fate of Trolka to be made in the morning.