Starting 2/9/2012, we've split our huge group into 2 groups, each heading toward different adventures in the known world of Aereth (although actually, it turned out that Group 2 went somewhere beyond the map to Paul's part of the world). This is Group 2 on alternating Saturdays. On Feb. 3 we finished the final loose ends from the DragonFiend Pact 2nd level module, Dungeon Crawl Classics #11. Our characters are all 1st-3rd level. We may or may not be closed, the group is big enough for now. We may be open to new players in the future; always feel free to ask. But we got so many more new players that we had to make Group 3 for them, on the opposite Saturdays from this Group 2, so new players should check with Group 3, which is an entirely new campaign.
How to join the game: At least catch me at the game (before the game if possible), but ideally, if you can set up your character before the game, that would help. Feel free to discuss among the other players (e.g. via the discussions on this meetup group) to see who's playing what kind of character if that helps you decide what you want to play, and whether you prefer to roll up your own or if you might like me to roll up some optional sample characters to choose from. We now have a good variety of characters covering most of the standard classes, but players come and go, and sometimes even the regulars can't always make it to the game. So new players might check to see what we need, but of course let us know what you like to play. We're also open to other classes (be sure and bring the book they're in). I (your humble DungeonMaster) have been providing an NPC dwarf cleric of Thor for help with healing etc. since otherwise we hadn't always had a cleric show up. Of course if you want to run a cleric, that's fine too, but now you don't have to.
To roll up your character: Roll 24 d6's and arrange 3 of them under each of the standard 6 abilities S D C I W Ch however you want (if you don't have 24 d6's, roll and write down the numbers and arrange the numbers). Make sure to put 3 d6's under each of the 6 standard abilities, then ignore the remaining 6 dice. I'd prefer that all stats be at least 6, but if you really want to, you can have 1 stat below 6, as low as 3, but you'll really need to play that character accordingly ;) This method usually generates very nice numbers but not too ridiculous. If you get a lousy set of numbers, you can roll a 2nd time but then you're stuck with the results. Considering that the average roll should produce 4 6's, 4 5's, etc. to choose from (e.g. [masked]), that should be no problem. Then apply racial adjustments and fill in your character sheet as much as you can and bring it. Use the standard races, classes, money, and item costs in the D&D 3.5 Player's Handbook. I hope everyone has their own PH but at least enough to share without slowing down the game much. If you want to use a class, race, weapon, skill, feat, spell, or other feature in one of the other 3.5 books, then maybe; bring the book so I can check it out. I'll want to see all character sheets and approve them anyway, especially anything from Unearthed Arcana, I don't usually approve much from that book. Generally, no psionics, no poison, no level adjusted races, no gestalt characters, start with all 1st level characters with 0 XP. This may change a bit after we all get to higher levels. In case you pick an unusual race, no adjustments over +2, and all adjustments must add up to 0 or less. I'm not real picky about equipment and encumbrance, just don't get ridiculous.
I'm generally flexible and we're all in this to have fun, and we're off to a good start already :) See ya at our next game!
"Gned the Gnome", your humble Organizer
Note - some of the above info may be modified, since Paul is our DM for Group 2.
Small contributions to help keep our meetup group online and pay for modules are appreciated, thanks. :)