This current session is full, but there will be regular D&D nights running in this campaign, so join the D&D Fan Club to archive your character and talk about the next campaign session if you're interested. The Yarrow Maiden A Serendark Adventure Her name is Ballefane, born beneath a yellow moon on a night of rainless thunder. To those who see beyond the veil of time, her destiny is written. In eleven years and seven days she will find a cure to the Crimvale Plague - a great sickness that will come upon the land of Orveria. But her path has been broken. Kragtar Vold, a Kobold Cleric as cruel as he is delusional, has raided several settlements in the outlying territories and taken more than two dozen prisoners, among them the Pelor Sisterhood who have protected Ballefane all these years. The mad Kobold believes the Dragon God Tiamat speaks to him, and that, should he bathe the eggs of his nestlings in the blood of virgin priestesses, the reincarnation of his Shamanic ancestors will be achieved. Should this be so, the Kobold Clan will be the greatest threat to ever assail Orveria. The Yarrow Maiden's time is running out. But Kragatar has not reckoned on the eyes that are watching him. For beyond space and time, between the planes and amidst the heavens, the mysterious Castle Serendark has taken note of the Kobold transgressions. Now the guardians of this castle, together with their mortal champions, prepare to intervene to save Ballefane and correct the timeline. <IMG src=http://i94.photobucket.com/albums/l81/Asmodeus1845/Stories/Surrounded_by_redpeggy.jpg width="400"> This is the first adventure in the new Knights of the Serendark campaign, which will be a regular series of chat nights using the Roll20 virtual tabletop. The time of the sessions are TBA, and will be discussed here. The game is Version 3.5 rules and Newbie Friendly, meaning it will be a chance for newcomers to get to grips with the D&D system (the way I once did, by being tossed right into an encounter). Please join the D&D Fan Club if you wish to play this game, as it has many resources which we can use. - The starting level for this particular adventure is 3, and starting Experience Points are 3000. - Starting gold is 2000gp, and you may share wealth with other players if you wish. - Anyone who has a crapload of gold left, feel free to buy magic items. I can help you go through this if you want. The options are: (Move your mouse to reveal the content) The options are: (open) The options are: (close) - Magic Armour - just add the base price to the price of a normal shield/suit, then scroll down if you want to add even more fancy shit, like fire-proofing, spell-resistance, etc. - Magic Weapons - same again, just look for the base price and add this to a normal weapon cost, then scroll down if you want to enchant an unusual weapon or give it special abilities. - Potions - these should be quite affordable, and it's always good to have some healing potions on hand. - Rings - you might have to pool some money to get one of these. - Scrolls - some of these are quite cheap, but bear in mind the CASTER LEVEL shown on the third table on this page (right hand column). If you try to cast a spell that has a higher Caster Level than you, it has the potential to explode in your face. Also, non-magic characters with the Use Magic Device skill can attempt to use scrolls, but again with the "explode-and-die" prospect. - Staffs, Rods and Wands - expensive and fancy shit for you Wizards and Clerics. - Wondrous Items - for other random doodads. - If you have a character in the Club Archive from previous games, you may use this and retain what wealth they had (as long as it's no more than 3000gp) - Only classes and powers available on the SRD are permitted (except Psionics), as I do not own any books. - A quickstart character creation guide can be found here. - Please use the Iwaku Dicebox to roll your stats and second/third level hitpoints. Procedure is detailed in spoiler tags below. You may opt for ONE complete reroll of all 6 stats, but if you do this you must accept the second roll. The same goes for Hitpoint rolls. Dice Roll Procedure (Move your mouse to reveal the content) Dice Roll Procedure (open) Dice Roll Procedure (close) We'll be using the Dice Box for our rolls. It can be found here. When rolling stats, use the dice box for any rolls you have to make. The code is /roll _d_, with the first space being the number of dice, and the second space being the type of dice. For example /roll 1d6, /roll 1d20, etc. Both numbers are needed for the code to work. DO NOT USE A CAPITAL D. ONLY A LOWER CASE D WILL MAKE THE ROLLER WORK. All rolls must have a description posted first, so that anyone who reads the dice box can see what you're rolling for. You can make test rolls if you like. Just post the word "TEST" before you make the roll. I will be checking the dice box logs when I review your character sheets. Any rolls that don't fit what you've posted or don't have a description before them in the Dice Box will be assumed invalid and I will penalise you in-game for being a big cheating poopy head. - Don't forget Skill Synergy bonuses if you have them! - Your brief background must explain why the mysterious creatures of Castle Serendark decided to pick you up and why you decided to stay with them and serve their cause. - Alignment in this campaign will be VERY changeable, due to the nature of the energies running through the castle and how they affect mortal minds. So be prepared to roleplay some very different alignment swings during your time as a Knight.