[center] [h1]The Lost Lands[/h1][h3][i]Third Edition Dungeons and Dragons Adventure[/i][/h3] [/center] [i]It is uncertain how you found yourself here in this strange place. A moment earlier there was but a blinding light that erased all vision, more powerful and vibrant than anything else you had ever witnessed before. Whatever the source of its power, or even its mechanism, is unknown to you, but perhaps that is for the better. Looking around, you note your sworn comrades just as dazed and stupefied as you certainly are, seemingly no worse for wear outside of this, their bodies relaxing from their previous postures that suggested a battle was afoot, yet there is not an enemy to be found. In fact, there is nothing to be seen except for great, ever so faintly rolling stretches of empty grassland in all direction that sway with the soft breeze that accompanies this place. Memory eludes you, but there is no doubt that this was not where you were before; more strangely, you are near certain you have never ventured here previously. Recalling what you can, you remember only the core tenants of your person and that you had some great task set before you... but what was it? It was surely important enough that you should never have been able to forget it, but this disorienting turn of events leaves you with more questions than answers. What mystery had transpired cannot be undone now, although your task still calls out to your heart to see itself done. Time might reveal these questions with far more bizarre answers in store if your current state is any indication, that much is true. However, idleness is unlikely to conjure them quickly and might be counterproductive if your heart's urgency to pursue your now lost quest is any insight. Something must be done, starting with regrouping with your companions and pressing on into this great unknown before you. Wherever you are, perhaps even whenever you are, your adventure became far larger than you ever dreamt before.[/i] [hr][center][h3]Overview[/h3][/center] Set aside what you think you know of [i]Dungeons and Dragons'[/i] worlds of adventure and delve into a story where the party has, by some impossible means, found themselves into the various [i]Planes[/i]. While these realms might be familiar to you as a player, the characters in question who prove strangely amnesiac about anything other than dire information, are at a loss for understanding. No less, beware that your preconceptions might be erroneously placed; not everything might be just how even you remember it. Experience this adventure with an open mind and understanding that it is intended to be quite different by design and that there are particular expectations that do not generally arise or play a role in many campaigns. At its most elegant and simple, enjoy the adventure to discover what your adventure really is. The intent is to have no more than [i]five[/i] player characters, with a few specific rules about the game below. However, there is a [i]forty-eight hour[/i] posting limit, meaning that if you do not post on your turn within that allotted time, the Dungeon Master automatically assumes your character, acts on your behalf, and keeps the plot moving. This is most applicable to initiative order, but consistent offenders will more or less be relegated to non-player character status until it is acceptable to remove them from the plot. The more pressing rules beyond this are as follows; [list] [*]First, the edition being used is the [i]Third Edition of Dungeons and Dragons[/i], with all official, published supplement material available. Unofficial material will not be accepted. [*]Second, that the characters in question begin their adventure in the [i]Planes[/i] at 5th level, having been traveling their world together as an adventuring party for months if not years. The characters must know and trust one another, at least enough that they would credibly adventure with them. [*]Third, is that characters may be [i]any[/i] alignment, but they must validate it among the party. The added caveat to this is, that as the Dungeon Master I [i]strongly[/i] suggest that you do not play an evil alignment. It is assumed the player characters are largely neutral or good in alignment. [*]Fourth, the level of optimization is intended to be low-to-mild, with special scrutiny placed on classes that are notoriously powerful, such as clerics, druids, sorcerers and wizards, over those that are not. If you intend to submit a character and play, choose a theme or a few to go and act with, but be mature and credible with it. [*]Fifth, the characters are from a world of low magic, sword-and-sorcery fantasy, which is predominantly human with very few elves and dwarves, with fewer yet more unusual or exotic races. The game itself now takes place in a high fantasy setting of the [i]Planes[/i], where unusual and incredible things the characters cannot imagine have become possible. [*]Six, the characters do not begin the game with any magic items. Magic items are of incredible rarity and will only be rewarded if appropriate, not adhoc and random as they oft are. [*]Seven, the game will be played as close to the rules as possible without the introduction of house rules. A notable exception is that there are no multiclass character experience penalties. Do not assume usual house rules such as natural criticals on skill checks work, or that a defender wins on a tie. [*]Eight, if you are uncertain about something in regard with your character, ask rather than assume. You are required to create a [url=https://www.myth-weavers.com//]Myth Weavers[/url] account to maintain your character sheet there, in addition to submitting that link, and use the Guild's built in [url=http://www.roleplayerguild.com/campaigns]dice roller[/url] for your rolled actions. [*]Nine, be mature with your characters, play out their personality, and avoid deplorable clichés of fiction in general. The characters hail from a traditionalist, European, medieval style realm that has limited understanding or exercise of magic or exoticism. This means that while you can alter the flavor of a class and its abilities, you cannot alter the rules of it or the likely perception of your allies of it. [*]Ten, I retain the total powers of the Dungeon Master. I only ask that you trust my expertise and system mastery as well as my intent to tell a story. Yet, in the end, I will make final arbitrations as I need to or see fit to, but only after consideration; I am not one for whims. If you or your character are problematic or ill suited, I will be sure to inform you. [*]Eleven, expect that if and when I do change up the rules on something you are not expecting, such as planar traits, that it is not permanent or meant to be used against you. This adventure is meant to be serious enough, there is still a tremendously important quest unfinished, but lighthearted that the characters should eventually be finding themselves enjoying the unique experience with time. It goes without saying that the adventure will not be arbitrary, random, or illogical. [/list] [hr][center][h3]Mentions[/h3][/center] The following persons have previously mentioned interest and thus are allowed to announce their interest here as first-come, first-served. If they decline, their tentative slot is relieved and the next person in queue advances to it. If they do not answer this summons and interest check within the next three days, they are removed from their reservation, meaning that if you do have any interest at all, you should post here in the hopes that you are able to gain a slot. [list] [*]1st Slot - [@Caster] [*]2nd Slot - [@Big Dread] [*]3rd Slot - [@Zverda] [*]4th Slot - [@Mister] [*]5th Slot - Open [/list] [hr][center][h3]Intent[/h3][/center] The intent of this setting is to let five players go on a grand adventure and play with powerful magic they would not likely or regularly assume in the majority of Dungeons and Dragons campaigns, hence their already heroic level they begin at and the world they are thrust into. The explicit purpose of clouding their memories and the plot itself is to not only add an added element of excitement, but to also give the players motivation to do what it is they must do beyond being marooned on the [i]Planes[/i] with their party. The world, or worlds rather, are intended to be very sandbox-esque and open for exploration, but major portions of the story will be put into place; failing to meet them might have consequences and not everything will be recoverable. It is possible to "lose" this game, but that is not the objective. It should also be worthy of mention that for these player characters, such a journey is not even possible normally in the first place; the [i]Planes[/i] are more an abstract concept than a hard, define place as they are discovering them now. After all, they have been lost to the world for untold ages... [hr][center][h3]Closing[/h3][/center] If you have comments, concerns, discussion or questions, post them below.