The Adventurers Guild- ADnD 2e Welcome!!!
Welcome you have been recruited by the adventurers guild. The guild hall is a normative transitive plane that connects to any world. The guild appears when a job needs taken care of. The locals recall the guild hall as always being present in that location.
The hall has three stories, one of them below ground, in any place it resides, even temporarily. The hall is larger on the inside, and the basement level contains underdark stone, with the strange emanations, included. The top level is a few rooms but space for winged creatures.
This game will be a co-operative rotating DM game, where each DM may use any level appropriate module or adventure during their turn. They set the adventure and run the game as fully the DM, their individual PC can either participate or spend the down time in other activities.
Character creation will be based on an agreed upon array of stats arranged as desired.
The current array: 18, 17, 16, 15, 14, 13
Individual DMs will be able to ban or restrict aspects....
...currently banned are both psionics and guns.
Classes and Proficiencies and kits?
Classes as listed, however many of the OG classes did not list every weapon they can choose from for example the lasso and bola were not really listed for any of the classes, however one could argue that either would be appropriate for the bard or druid for example....
Proficiencies had weapon and a ration for some classes as well as non-weapon but you could also gain free ones from kits, and trade bonus languages for proficiencies...
This lead to many imbalances; so this too needs sorted out in fairness.
This message was last edited by the GM at 14:09, Wed 04 Oct 2023.