(Effectively cut and paste form the recruiting thread, since I really didn't want to retype all of it)<br/><br/>The city of Maj’Dul, Jewel of the Desert, has been a center of travelers, adventurers and fortune seekers for decades. Surrounded by the ruins of an ancient civilization, people arrive nearly daily to brave the dangers of the dunes and the tombs beneath them in search of fabulous wealth and glory.<br/><br/>However, something strange happened this… morning. The sun rose, and then… it stopped. Just above the horizon, at 6:43 AM. It’s just hanging there, frozen. All of the clocks stopped, too, magical and mechanical. They seem to be in perfect working order… they just don’t move on their own. Everything works just fine… but people aren’t arriving in the city. And anyone who leaves doesn’t come back.<br/><br/>It’s been like this for nearly three weeks, as far as we can tell. The city’s nearly in a panic. Food’s running low, though we’ve augmented our stores with magic. People are disappearing, and fights are breaking out in the street. We haven’t heard a word from the outside world.<br/><br/>And, in the quiet hours, you can hear something stirring, deep beneath the city, a low thud, like a massive creature’s heavy breathing.<br/><br/>***************<br/><br/>I’m looking for players for my campaign-in-planning, “In One Day.” Using the D&D v3.5 system, players will start at 4th level. I’m still debating as to what books I’ll allow, mostly because I’m still trying to read through all of the new ones I picked up. For now, I’ll probably stick to the books closest to the Core; the Complete series, Spell Compendium, PHB/DMG 2, as well as the basic core, although I’d be willing to consider a few others.<br/><br/>Players will be assumed to already be in the city, though already being acquainted before it opens isn’t a requirement. I’m looking to keep this low-mid level, so it’ll probably end around 8th level, if not sooner. It’ll be fairly dungeon-crawl, though with opportunities for social encounters. The entire campaign will take place in the city and the dungeon beneath it, so I’d recommend against anything mounted, or requiring wide, open, outdoors to be effective.<br/><br/>Sexiness level will be mostly player driven; this game’s partly testing grounds for my regular group, though that doesn’t mean I won’t give it my full attention here, but it does mean there’ll be little or no plot-related sexing.<br/><br/>*****<br/><br/>Knew I was forgetting something! Since you've already used it, 36 is a good point buy. No rolling stats, for the love of my sanity... not after my last game, where everyone just handed their dice to one player, since he was either blessed by the dice gods, or cheating (I'm still not sure)... not a single roll was less than 14, and he had more 18's than should be legal, even though I watched him make every single roll. Point buy is perfectly balanced and equal for everyone.<br/><br/>Starting cash is standard wealth for 4th level, which is 5,400 gp. I won't put an upper limit on max item price, simply because if you want to blow 5000 on a single item, be my guest. Someone else will be very glad to take it when you die, due to lack of other items. >_><br/><br/>Also, one thing I came up with, today, to reflect the nature of the world setting; a new skill, Use Mechanical Device. Class skill for rogues, rangers, bards, and their ilk, this skill allows the use of mechanical items found throughout. Also, if a magic user (arcane or divine) attempts to use a mechanical device, they will suffer a failure chance equal to 5% times the level of their highest known spell. A single rank (2 skill points) in this skill negates that penalty entirely. There are some synergies that can apply, but I won't list them, here.<br/><br/>Firearms are also available; Simple proficiency is all it takes to wield them, but they are single-shot, and have long reload times (3 full rounds for a pistol, 1 minute for a rifle or shotgun) Base damage is 1d8 for a pistol, 1d10 for a rifle, and a 1d10, 10' cone for the shotgun. They are also, if if hadn't guessed, mechanical devices, subject to the failure % listed above. They also pierce any non-magical armor and shield bonuses. Ammo, while it can't become magical, for fear of risking damage to the gun, can be crafted from different metals, allowing for DR bypassing. Ammo costs the same as arrows, for simplicity. Pistols will be 50gp, rifles 75, shotguns 85. Same cost for Masterworking them, +300gp. I'm not going to be particular about weight, but they're about the same as their bow equivalents.<br/><br/>I intend this to be difficult; not overwhelming, to the point that fleeing is the only solution, but challenging enough that I almost hope to inflict a casualty or two, during the game. I'll probably end up going soft, anyway, though... I have that nasty habit.