ATTAG is intended to run from level 1 to level 15 with the initial characters, after which a new campaign will begin using what happened in ATTAG to change the world (Think of this as Star Wars Episode I-III, with the intent of watching Episode IV – VI afterwards. You know, without the emo actor.) ATTAG will take place in the Eberron game setting.
Story Premise: Dannen Seff Falmir, once a famed adventurer, has been living in quiet obscurity for forty years, a hermit within his own home, his hard won fortune unused. Now ancient and infirm, he has turned up at the inn he once called home, and word has come to you that he is looking for help from new adventurers to go on one last quest for him. An ancient tablet he once found may be the key to far greater treasure then he has ever acquired, and to those who aid him, the reward shall be beyond imagining.
Game Style: This game will be a high adventure game. Black is Black, White is White, and fucking kill the big monster for loot. I prefer players to think outside the box and having fun over blind adherence to the rules, so if you get a “this-is-cool-but-can’t-work-in-D&D” idea, share it. Worst thing I’ll do is say no, best thing I may do is say “Cool. Make a SKILL check”. If you can figure out a way to deliver a payload of acid flasks to the dragon, SOMETHING should to happen. Just remember to tell me BEFORE you buy the flasks about what you want to try. It might save you some trouble (of the “the Black Dragon that is immune to acid mocks you” variety.)
Character Creation Information:
- Stats: Characters may use the 32 point build system from the DMG. The players will be adventurers, and as such should be more powerful then average.
- Weapon Proficiency: If they choose to do so, each character may take for free a proficiency in one weapon they cannot normally use, including exotic weapons. Iconic weapons are a mainstay of adventure, one that I prefer to encourage, even though I know I’ll probably end up with six Spiked Chain wielding damage monkeys. Maybe you can give your group a name. “Chain Gang,” or something.
- Permissible Books: I will permit the use of all Eberron books and all WotC branded books (PHB2, Unearthed Arcana, Races of Whatever, and so on.) This includes traits and flaws, as well as the retraining rules, from Unearthed. I can’t stop you from power gaming, but please, try to come up with something rather then find it online.
- Alignment: All players must be Neutral or Good. This is high adventure, their will not be a lot of morality games involved.
- Races: Any non-standard races (that is, any race not in the PHB or variant of a standard race) must get approval. I am generally permissive in such things, but I fully intend on getting a chance to look before saying yes.
- Classes: I highly recommend you have at least one of the following, based off my own GM tendencies: A healer, some sort of trap finder, some sort of magical damage dealer, and at least two people capable of melee combat.
- Psionics: I will be using the “Psionics/Magic are the same” concept in this game. So, for example, Anti-Magic Zones will also negate psionic abilities, spell resistance works against psionics, and so on. Sorry, I have enough to keep track of.
- Money: Take max money. I prefer my players start off with some decent equipment.
- Special Dispensation: I will bend rules and make shit up if it makes the game fun, and that applies to making characters. If their is something you would like to try, talk to me, and we’ll see what we can work out.