A Far Away Dungeon

A Far Away Dungeon is the name of a campaign that uses a particular format, one that focuses on the tactical gaming side of Dungeons and Dragons. It is very RP light, and players are encouraged to work on team work and tactics rather than deep character development, in-game. Out of game, everyone is encouraged to create stories and art that enhances the game and describes your characters and their heroic adventures. ^_^

Background
Shadowbrook was a small village positioned at the northern end of a narrow, yet shallow, valley. It is one of the outermost settlements from the Imperial City-States, and until recently did not even have a garrison or officer assigned to it. That changed when recently an earthquake opened up several holes around the village, which led the elders to send word to the Governor of their region.

Investigation of the holes found that they opened up into a cavern system that connected to each other and something amazing, a huge underground complex, the size of a large city. Unsure of who built it, the first expedition found great wealth, as well as great disaster. Monsters and traps riddle the dungeon, and yet once word made it to the City-States, droves of adventurers made their way to Shadowbrook to make their fortune braving the depths of this forgotten city.

That was five years ago. Since then, the village is no more, its residents having been relocated as part of the Empire's efforts to profit from the underground dungeon city that took the name of Shadowbrook for itself. While many would set up camp and try their luck and wits in its treasure-filled halls, it is now a protected outpost, with a full garrison stationed there. Their purpose is two-fold, to keep unauthorized parties out, and more importantly, to keep any dangerous monsters in.

Your adventuring company has had the good fortune of having rescued the son of a well connected Senator, and was given permission to enter the Shadowbrook dungeon. After a week long voyage across the Bright Star Sea, and then a fortnight across land, you and your chartered fellows reach the valley. Reaching for your papers and the Imperial Seal, you make your way to the great wooden gates, standing between you and the wealth and knowledge of the ancients!

Player Details
Characters start at level 1, and must belong to a chartered adventuring company to enter Shadowbrook. Ideally, everyone would belong to the same company, but there will be reasons to do otherwise. Players can have as many characters as they want, but they all have to start at level 1.

The allowable character race is human. Other race may become available at a later time, perhaps for a player who has a certain amount of character levels. For right now, humans are the only allowable race.

Allowable character classes are Cleric, Fighter, Rogue and Wizard. The same rules apply as to races, maybe new ones will become available later on, but for now these are the allowable classes. Hybrid classes are not allowed, however, multi-class feats are allowed, as long as they are for one of the classes listed above.

Each starting character gets 100gp to purchase initial gear and equipment. They begin the game in Shadowbrook without any gold, besides what the company has in its coffers. Make sure to spend as much as possible before "entering" the game.

Each player has an initial starting character, they are the founders or the guild, or other high-profile adventurers. They start at 2nd level. They also start the game with a single magic item, up to level 4. This is in addition to what they purchase with their starting funds. Subsequent characters start at 1st level.

Composition bonuses
These are bonuses that are given for the game session/sortie, based on the composition of the party. Note, these bonuses stack. So, if you had a party with at least a Cleric, Fighter, Rogue and Wizard, you would gain a 20% XP bonus. Also, multi-class feats allow a character to qualify as their other class(es) for purposes of determining party composition.