DunDraCon Game #102 - Cyberhell
Friday, February 17, at 6 PM in 163 for 8 hours, Room Map
GM: Matrox Lusch
System: Dungeons & Dragons 1st/3rd Hybrid
Players: 8, Players provide their own characters
Power Level: 10th-15th
Variations: Will accomidate 1st, 2nd, 3rd, 5th Ed chars
Rules Knowledge: Useful
Game Content: Mainstream
GM: Matrox Lusch
System: Dungeons & Dragons 1st/3rd Hybrid
Players: 8, Players provide their own characters
Power Level: 10th-15th
Variations: Will accomidate 1st, 2nd, 3rd, 5th Ed chars
Rules Knowledge: Useful
Game Content: Mainstream
Sigil,
center of the Multiverse, has vanished.
The Astral Plane has become
Evil-aligned and corrosive, literally dissolving the Mutiverse where
connections open at points in Outer Planes or Prime Material. Rumors
abound the Arch-Fiend Lucifer, Prince of Darkness and Evil, is free from
his icy, Inferno prison.
A band of heroes magically appears before an odd-looking, robed person who whispers,
'You must go DIRECTLY to Hell...'
Cyberhell
is inspired and skinned over portions of Geoffry O. Dale's 'Journey
through Malebolge' which is, in turn, Dale's modern imagining of his
old 1980 Judges Guild product, 'Inferno' - believed deadlier even than
the original 'Tomb of Horrors!' My 'skin' of Cyberhell is loosely based
on a home brewed scenario from the mid-1990s by my good friend Sick
Rick and his pal Deangul Bunsen Burner.
I will run the adventure with my own blended 1e/3e hybrid
rules which, in general, utilizes d6 'party' initiative, and
de-emphesizes skill checks in favor of race and class abilities.
Otherwise, the saving throws, magic, and combat rules are essentially
3rd/3.5 edition.
There is no need to update your character sheet
into a new rules version. In this game I'll mostly translate where
necessary on the fly into my hybrid rules. However, I will accommodate
3rd Ed. and 5th Ed. skills where appropriate, as well as potential
1st/2nd Ed. saving throws and abilities. The goal being to give
adventurers best possible chances versus an EXTREMELY deadly
environment.
Situationally, if you can pull an imaginative idea from any
set of rules that might save the party, we'll roll with it!
That
said, please make sure yours is a high-level character you yourself have
run, from 1st level to whatever. It may be that the character has
collected dust, but we'd like as least some memories as to the limits of
what your character can do existing somewhere in the old noggin.
Also,
please bring whatever rule books you use to run your character
including Players Handbook and DM's Guide. I will bring my old 1st Ed.
AD&D books, my 1e/3.5 Hybrid rules, and the 5th Ed. Basic Rules for
my own reference.
Lastly, please bring your own set of dice. A character miniature would be cool, but not required.
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