General Campaign Rules

Base Rules
We will be following the 3.5 edition rules of Dungeons and Dragons. Especially at the beginning we will use solely the rules from the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual I. As your characters advance in level, I may let you use rules from the supplementary handbooks, especially when it comes time to possibly begin taking levels in a Prestige Class.

Online Player's Handbook
D20 SRD

Multiclassing Rules

Character Creation
The party will start at level 1. Please use "The Floating Reroll" from the Dungeon Master's Guide, p. 169, for character creation rolls. You may begin with standard start package outlined in the Player's Handbook at the end of each character class description, or use the system for starting gold on p. 111 of the Player's Handbook to determine starting gold to buy more personalized equipment.

Sample Play Moment

Bob the Bard turned the corner and suddenly found himself nose to nose with a two-headed Ogre Mage! A glittering chain on his neck held a runic symbol—the same one that was on the door to this treasury!

DM
What do you want to do? The Ogre Mage is wearing an amulet with the same symbol that was on the door, and you're pretty sure that this means he just caught you looting his personal treasury. On the eleventeenth of Mayvember, I will continue the campaign whether or not all the players have posted a response.

Player
Since Wally the Wizard is right behind me still stuffing his pack with gold, I'll try diplomacy first and try to get him not to eat me.

Diplomacy Roll: 1 (roll) + 2 CHA = 3 total. You know, I don't think that's going to cut it. So I'll just attack.

Attack Roll: 14 (roll) + 1 STR + 2 BAB = 17 total.
Damage (flaming shortsword): 3 (roll) + 1 (STR) +5 (flaming) = 9 total.

When I make a new post, I will generally give you a few days to respond (I'm thinking 3 full days, so I'll start working on a new post on day 4), and will post when I will simply move on without you in each new grey box. In my last campaign, we had a player who didn't respond timely, and it bogged us down a bit. Just letting you know ahead of time that I plan to be pretty regular with posting. In that campaign we've averaged 1-2 posts a week, and that's what I would like to try to maintain with this campaign. However, these are not hard and fast rules necessarily. Life happens, but I just don't want us to get bogged down either.

Alignment
This campaign is for good or neutral aligned characters. An evil-aligned character would not fit in with the storyline as I have begun outlining it.

World Building
I would like the world to be build somewhat collaboratively. Allan will be creating a map for us based on my world ideas, and then I would like you to help "fill in the gaps," so to speak. That being said, I reserve the right, as DM, to make final decisions on world-building issues.

Dice
You can handle dice rolling however you want, whether using your own dice at home or a dice rolling app or online program or whatever. You are on the honor system in reporting your dice rolls accurately.

If you want to use an online program, here is one: Dungeons and Dragons Dice Roller

Because your characters would not know how they are doing at a particular task, the DM will roll for the following skills:
Appraise.
Hide.
Move Silently.
Sense Motive.

Combat
Combat will not be handled in a traditional manner with miniatures. I may use an online program to help me keep track of the combat situation, but in general the combat will be more story-based. I will try to give you enough information to make informed decisions, but will ask you for several rounds worth of actions at once. Otherwise combat would quickly get bogged down in the minute details, and that's not really fun, takes too long, and isn't what I hope the campaign is about.

Critical Hits
For critical hits, we will be using the in-house rule I've used before in my Dungeons and Dragons campaigns. Basically, if you roll a crit, you get the full damage of your weapon (and just the weapon, not its enchants or other abilities) and then add another roll.

For example, if Bob the Bard rolls a 19 with his +1 flaming shortsword (1d6, 19-20 crit, x2), then his damage will be 6 (full weapon damage) + 1d6 +1. An extra 1d6 would be rolled to add the fire damage.

If Fred the Fighter rolls a 20 with his greataxe (1d12, 20 crit, x3), then his damage will be 12 (full weapon damage) +2d12.

Upkeep
Once a month of game time has lapsed, the DM will ask you to pay upkeep. We will use this to simplify the gameplay and not have to worry about paying for inns, meals, etc. that can get tedious and bog down the story. This will include things like feed for mounts, animals, upkeep of clothing, food, etc. Here are the rules straight from p. 130 of the DMG:

Instead of worrying about meal prices, lodging, replacing torn clothing, and other miscellaneous costs, as well as to represent the kinds of costs that turn up in daily life that aren’t reflected on the tables in Chapter 7 of the Player’s Handbook, you can require each player to pay a monthly upkeep cost based on the lifestyle of the character.

The upkeep can be assumed to take into consideration every expense except the cost of specific adventuring equipment—even taxes. Ultimately, each player should choose the level of upkeep she’s willing to pay.

From most modest to priciest, the levels of upkeep are self- sufficient, meager, poor, common, good, and extravagant.

Self-Sufficient: Cost 2 gp per month. Even if you own your home (or live with someone else), raise your own food, make your own clothes, and so on, you occasionally need to purchase a new pair of shoes, pay a road toll, or buy staples such as salt. Common laborers earn about 3 gp per month, so they usually have to be self-sufficient just to survive.

Meager: Cost 5 gp per month. A meager upkeep assumes that you eat little (or hunt and gather a fair amount of your food in the wild) and sleep in flophouses and occasionally in the street or in the wild.

Poor: Cost 12 gp per month. Poor upkeep means providing for yourself from the most basic of travelers’ accommodations, which are nevertheless better than living on the street or in the woods.

Common: Cost 45 gp per month. You live in inns and eat tavern meals every day, a practice that quickly grows to be moderately expensive. This level of upkeep assumes the occasional night drinking in the tavern or a nice glass of wine with dinner.

Good: Cost 100 gp per month. You always stay in your own room at inns, and you eat healthy, solid meals with a glass of wine. You maintain a jaunty style with your clothing and try to keep yourself supplied with the good things in life.

Extravagant: Cost 200 gp per month. You buy and use only the best. You take the finest rooms in the finest inns, eat lavish meals with the best wines, attend and throw stunning parties, have regal clothing, and make flamboyant gestures through large expenditures. You may even own your own impressive home with servants.

Posting Rate
1. When the DM posts, he will an email to the players alerting them to the fact that their input is now required.

2. If a player does not post within 5 days of that email being sent, the DM will simply move ahead in the campaign without their input, and do his best to play their character.

3. If a player does not post within 5 days twice, that's a strike. After three strikes and the DM and the player will have a discussion on whether or not you should continue in the campaign.