The Mound of Hulathin
A maze of shattered masonry, Hulathin was once a jewel in the Empire of Nor?s crown. It was a mighty trade hub before the Great Quake of Bloodyear. By imperial decree the city was abandoned, for such disasters had visited it time and again, and the empire decided to heed the obvious will of the Gods.
For years the empire cordoned off the graveyard of thousands, until the civil war shattered the empire. The garrisons abandoned their posts to return to their homelands, and now the city lay open to the looter?s pick.
A small town supporting the ?recovery? efforts sprung up nearby, and it was there your company formed to harvest the lost treasures of an empire.
The earthquake was divine will, wasn?t it?
4-8! Players for a Play By Post D&D 3.5th Edition Game.
Play will start with 4 confirmed players, with additional being allowed to join as they become available.Posting:
I will do my d**nest to frequent posts. PCs MUST provide default actions with their characters to let me know how to handle their characters will react if their posts are too slow.
I may take liberties with PC's actions once I understand their PCs but will not place PCs in no-win situations. That will be up to the PCs
D&D 3.5 Edition
Following Books used:
Others at my discretion.
Random Selection- I will generate several sets of stat numbers whose value will remain unknown, you select which one. Once selected, you can arrange as desired. Starting Level:
2700gp unrestricted purchase. Somewhat typical D&D world with Boomtown (inflated) prices.
Wide open within limits already given on rulebooks. Rogues and Clerics should be present unless appropriate magic items have been purchased in quantity to provide healing and trap detection. Races:
Subject to negotiation - standard races preferred. Some races on Strolens _may_ be used, requiring negotiation. Since characters start at 3rd level, it is possible that races slightly more powerful than humans may be used. This of course will count against your character levels.Alignments:
Good or Neutral only. House Rules:
No Confirmation Roll for Critical hits. They are _supposed_ to be fluky.
Wizards may cast on the fly, but a casting roll against 5+Spell Level will be required, failing will blow a random spell currently memorized at the targeted level.Backgrounds:
Desirable, but no need to go overboard. Little interaction outside of the dungeon and the local boomtown is likely.