So I am going to DM a game, the dungeon is randomly generated and will be using 3.5e
For the basic information on 3.5e you can look it up here
We ill be using gestalt characters starting at level 1.
I need 4 players and you are welcome to use any material of 3.5e if you have any.
We will roll 5d6 for each stat you can use the best 3
Starting Gold for all is 100 gp
Max HP per HD
Skills:
Escape Artist/Tumble/Balance = Acrobatics
Jump/Climb/Swim =Athletics
Listen/Spot/Search = Perception
Gather Information is now part of Diplomacy
Forgery/Decipher Script/Speak Language =Linguistics
Hide/Open Lock/ Move Silently= Stealth
Handle Animal/Ride =Handle Animal
Vamir fall is broken as he lands in a pool of water,
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he takes 1/2 damage, I will be nice lol
If someone makes a perception DC 15 check they will notice something small and shiny at the bottom of the pit
BrokenBill hears a noise in the distance and runs back to find Vamir Silverwind lying at the bottom of a pit. BrokenBill then quickly fastens his rusty nails into the ground with his hammer and tie's his hemp rope to it and throw's it down the pit.
BrokenBill sets his backpack and gear down. He climbs down and helps Vamir Silverwind back up. Back at the top, BrokenBill offers Vamir Silverwind some of his ale (for luck) as he retrieves his hemp rope. Unfortunately the rusty nails are stuck and cannot be retrieved.
Vamir thanks BrokenBill for helping him out of the pit and also politely refuses the gnome's offer of ale. Swearing to not make the same mistake as before, he checks for any traps in the room.
Vamir doesn't see any traps
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BTW Here are some general rules
1. A combat round is roughly 6 seconds. You can take a move action, a standard action, and a swift or immediate action in that amount of time as well as a reasonable amount of free actions.
2. You can take 10 on most skill rolls if you have at least a minute of time where you are not in danger or 20 when you have at least 5 minutes. Some skill don't use these rules because they are based on longer time periods such as crafting or profession.
3. When something occurs that isn't covered in the skills I will make a general ability check.
4. You don't die at 0 HP but rather fall unconscious and start losing HP per round until you can roll a Fort save to stabilize. If you hit -10 your dead.
Also a side note, I will not make monsters exit their own rooms unless something draws their attention, I would suggest drawing your own map and understanding lighting rules. Usually when it gets dark it depends on the characters vision abilities. For instance most torches light 20 ft and low light vision doubles that for a character, dark vision usually has a limited range from the players position.
The tiles in most dnd settings are 5x5 feet so if I say a room is 15 x 20 its 3 by 4 tiles, I will always put width x length in that order