Started spring 2008, with 4 players and Dungeon Master. A weekly Tuesday night group, with occasional extra Friday night sessions.
The very first session was May 13, 2008, and has followed with a weekly session since that date. The root of gameplay has been a solid mix of adventure, exploration, battle, problem solving and role-playing. There are a few running themes that appear on mostly every session, that of characters falling, and injuring others. The other is of being short of supplies, be it food, water, gold, weapons or needed equipment. The group is far from rich, or well equipped. *DM's note: this is the players' perspective only*
Woe be to any player who misses a session, on occurences certain characters have taken on almost schizophrenic personalities. Certainly these alter ego's are nothing like how the original player likes to play. These alter ego's are very fond of leather, oil, grease, and even a touch of unclad skin. These session have been likened to youthful teenagers and a competition of silliness, often ending in gut busting laughter.
| Player Characters | ||
|---|---|---|
| Active Falling Heroes | Class(es) | |
| Captain Vallaras | Elven calvalry comander from eastbrook | |
| Gamaliel | Gnome spellcaster, who has difficulty spitting things out | |
| Elventine Tanthris | Elven leader of ThunderRift | |
| Greywolf | Human Thief stolen from Eastbrook and thrown into Thunder Rift | |
| Appallonia "Apple" Blossom | A washed up mage, quick with a magic missile. | |
| Crailyn The Protector | A dwarven fighter/cleric who follows the god Clanggedin Silverbeard. | |
| Inactive / Retired | ||
| Tilan | Former ranger / Druid of the party, now a caretaker of the Falling Heroes house in Torlynn. | |
| Greysol | Fighter thief of Elven descent who could not handle the pressures of battle | |
| Deceased Heroes | ||
| Barty | Dwarven Cleric, new to the rift, seeking exit also. | |
| Tor | Fighter extraordinaire, with a penchant for single killing blows. | |
| Elendil | Ranger whom his skill is too good even for himself. | |
| Antreus Karvyne | Wizard / Cleric with a great proficiency of identifying magics of all types. | |
| Aida | Female Paladin in the company of Greywolf | |
| Non Player Characters | ||
|---|---|---|
| Active | ||
| Tambril Valtraev | Fighter who relies on distance attacks and avoiding enemy attacks. | |
| Inactive | ||
| Talorin Lockpicker | Halfling thief and friend of Antreus’ head cleric back in Eastbrook | |
| Volk | A Lupin rescued from the carnival by Tambril. He vanished into the vast Ganthin Forest, presumably to his people. | |
| Santhras | One of Elventine's friends who was rescued from the dungeon of Barrik's keep. He spent a couple of weeks with the party and then returned to his home. | |
| Deceased | ||
| Gunther Spellslinger | Exceptionally confident mage, who uses his magic ruthlessly | |
| Stormdancer | A wild, tattooed elf who has no ability to speak | |
| Lars | A warrior who was discovered face down in the snow outside Barrik's Keep and joined the group in hopes of finding his missing companions. He was killed and dismembered by were-rats after saving the party from certain death. | |
| Destroyed Clerics | ||
| Brother Thomas | A quiet pacifist Cleric of Melinir, who hated combat | |
| Corrin Rockcrusher | A haughty Dwarven Cleric, who loved gritty combat | |
| Granite Ironforge | Another Dwarven Cleric who loved even grittier combat | |
| Morvin Rustquencher | One mission wonder, fell to the Yugoloth | |
| Brother Trib | Smashed into utter oblivion by a giants morning star. | |
| Unamed Minotaur Cleric | He fell to the Dragon, and became a Hero | |
| OC | Other Cleric or Oeralius Claudius | |
Game Setting and Places of Note
The world is as of yet unnamed, although the campaign is referred to as the ThunderRift game. This name is derived from a basic D&D small scale setting in which the party is adventuring. It is unknown if it is within the known world, an alternate world or another plane altogether.
Even though the game system is 2nd Edition Advanced Dungeons and Dragons, the campaign does not use additional sourcebooks. Characters are fully generated from the Player Handbook with no kits being used. The spell system is altered slightly so that wizards gain bonus spells based on their intelligence in the same fashion clerics do for a high wisdom. Weapons do the greater of listed damages, rather than damage versus size, this also applies to the enemies.
Movement is a wholly new configuration, worthy of a read.
Weapon switching page. A new house rule concerning Weapon switching has been added.
Initiative is based loosely on individual initiative. All monsters and players roll individually. Actions go in order of lowest number. Ties are simultaneous. Multiple attacks occur First at rolled initiative and additionals at the completion of the round. Delaying your action to the end of round is allowed, though it results in a re-roll of initiative for successive combat rounds. (weapon speed, casting time and other modifiers are not used)