The Gathering Shadow
- Collective World – Designed to be modular, the Gathering Shadow will be a multiple-DM game with various players taking turns in the DM’s seat. Taking on the DM’s role is purely voluntary so there is no pressure to do this if you don’t have a desire too. When a person is DM’ing there character is not present, generally being described as not being assigned to the mission. DM’s are discouraged from providing gear that suits their own character.
- It isn’t luck, it’s skill – Because of the rotating nature of the DM, and to encourage a less loot-centric mentality on missions the campaign will make use of inherent bonuses. Magic items will still exist and be available but this way there is less pressure on looting fallen foes.
- Dodge Fck, out get now!* – If the party becomes overwhelmed during an encounter any member of the group can call for a retreat. Doing so means all members of the party return to the safe-house and are restored to 1 hp if below that amount. However, in the haste to leave each character loses 1 magic item, chosen at random, which can then only be reclaimed through mission progression.
- Backgrounds and Themes – Each character should feel free to choose a generic background (one of those that gives two skill choices) and a character theme.
- The Sound of Silence – Because the campaign focuses on stealth and quick strikes the following status effects also prevent an opponent from sounding an alarm: Daze, Stun, Deafened. In addition shouting for help will be ruled as a free action that enemies can only perform on their turn.
- Quick and Quiet – To help with the idea of setting up combats and taking down enemies quickly any status effect applied to an enemy outside of combat, that doesn’t do damage, leaves the enemy and its allies unaware of the condition. This includes marks, shrouds, curses, quaries, etc. unless the effect clearly leaves a visual signature.
- I’m already ‘experienced’ – To help with the rotating DM organization planning, and to stress that avoiding combat is a viable option characters in the campaign won’t gain experience points. Instead the characters will level with successful missions under the assumption of ~1 level every two play sessions.