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Delve World: Zarquin

Starting a Character

General

The players are Semi-pros from all over the world recruited by a low-level flunky of the Cartel named Arno who wishes to keep a stable of Delvers for the prestige that might allow him to rise in the Cartel.

Thier will be some roleplaying outside of the delve and even some adventures that will take place outside of a delve with Ioun stone like devices captureing images for a Reality TV like approch for the Veiwing Orbs that Arno wants to poineer.

Players should all be of similar alignment as it would be best if they could get along. Likewise, at least part of your motivation must include a desire to be successful at Delving. (So if you want to restore your family's name or something, then becoming a great Delver must be part of your path to victory).

The game will take place primarily in Delves (dungeons). Players of outdoors oriented characters will probably not be happy. Likewise, while there will be some social interaction, it will not be a governing factor in the game - purchasing lots of social skills and feats may prove less than ideal.

You may use anything from the Core Rulebooks or from the published WOTC supplements for Third Edition. Ancestral feats and Oriental Adventures Classes and races are by approval. Anything else (like SS, AEG or Mongoose supplements) requires DM Approval. Non-standard races will be approved only rarely.

Characters start with maximum hits based on class and level.

Gold is as rolled + 50% (so fighters would get 5d4 * 10 * 1.5).

Everyone has 1000 experience which you can have garnered any reasonable way you would like.

House Rules

There are some new skills available, mostly in the knowledge area and similar to sports categories. You can take knowledge of professional, amateur, or recreational delvers, delvekeepers, or delveteams. You can also localize those to a specific team, delvekeeper or delver. Profession: Delver may also prove helpful in some cases. It basically covers rules and etiquette for delvers.

Gain 1 feat per level.

Feats and classes from any published source and beyond.

Each player starts with a small (2") crystal ball sent to them by Arno, called a Personal Dimensional Assistant. Each Orb contains a weak Information Elemental which can be sent off into the Ethereal Net to research information, place orders for delivery, channel in Spellcasts of popular entertainment, or even arrange for long distant transportation by way of the Ethereal Plain. Each player starts with 100 GP of credit with the main Zarquin Ethereal Servant and a free Planar Shift to the Zarquin Planar Terminal.

Of course you can’t take a personal Orb into a Delve.

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