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I live in Europe and I am wanting to start or join an online D&D group over the net that plays in times friendly to Europe timezones.
Basically it would be nice to find or start an online gaming group for D&D that plays during GMT friendly hours.
I have had a couple of decades of experience playing D&D through all the versions.
I can be DM or player.Last Activity: Thursday, 13th November, 2014 12:32 PM
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[b]Overpopulation is a bad thing everywhere. In a recently (as in only a few 1oo years ago) settled continent where medicine and magic caused the masses to live healthier and longer but birth control was unheard of until recently, the few cities have become a nightmare to live in. [/b]
When humans, gnomes, halflings, dwarfs, orcs, gnolls, kobolds, goblinoids, lizardmen, and a few elves arrived on the continent they called New Light, they thought they had escaped overpopulation for a few 1000 years. They hoped to spread all over the continent, deal with the dangers, adapt to the environment and, eventually, adapt the environment to them as their people had done on other continents. But they had not counted on the ingenious population.
The fey folk, feline Mrrengar tribes, the musteloid Nehgie clans and the rat-like Nezumi nations were prepared for the new arrivals. As they could not make them turn back nor had the desire to kill them, they allowed each of the 10 races their own small area to settle, plus 3 areas where those who preferred to mix with other races could go. The native races, governed by a druid circle, wrongly thought that the new settlers would use their resources well and govern their own numbers. But nothing of the sort happened. Not only did they multiply as they used to, those settlements reachable by ship received more settlers from their home continent over time.
The settlements developed into giant cities barely controllable by their governments and full of intrigues and crime. against the wishes of the druid circle, some large roads were build to allow for better trade. A few smaller villages and strongholds, illegal outposts in the eyes of the druids, appeared as well. The first skirmishes between the New Nations, as they now called themselves, and the Old Nations happened, and eventually, it came to wars, and the New Nations also started squabbling among each other again.
A few decades ago, the Nezumi vanished almost over night. While the other native races were in uproar over it, the New Nations took it as a sign of their gods to claim the whole land. The exploration of the continent has thus started in all seriousness, and capable adventurers to do the task and root out the ever present ancient evil in the process are always welcome.
Campaign specific changes and restrictions:
Playable races are all the new settler races except the goblinoids. Drow and Duergar exist only as elves and dwarfs warped by evil and are thus not an option in this campaign.
Halflings in this campaign are more like Hobbits except that they do have a lot of people wanting to adventure at least once in their lives.
Clerics do not use bladed weapons other than knives and daggers, a habit they adapted from the local priests of various nature deities.
Elves are usually rather removed from their nature loving roots, although there is a "back to nature" movement.Last Activity: Monday, 25th June, 2012 05:28 PM
6 member(s)Latest Discussion:
Tried to post the map but...
Campaign World: The World of Greyhawk
Rule System: 3.5
This particular campaign consists of some of the greatest modules ever printed for D&D including the original Slave Lord modules (A1-A4), Against the Giants (G1-G3), Descent into the Depths of the Earth (D1-D2), Vault of he Drow (D3), and Q1 (Queen of the Demonweb Pits). Along the way we use several other classic modules to "fill in the gaps" between levels and plot; The Lost City (B4), Castle Amber (X2), White Plume Mountain (S2), and to end the campaign The Tomb of Horrors (S1).
The characters are a diverse group of individuals whom have all been thrown together by fate.
Hailing from different regions within the Kingdom of Keoland our heroes will forge a strong friendship in the face of adversity.
Our campaign begins with individual stories setting up each of the character's backgrounds and the individual reasons that find them in the port city of Gradsul aboard the merchant vessel "The Midnight Moon".
The heroes consist of;
- Gell Raith and Dench Barkfist: Identical twin Half-Orcs raised in a temple of Heironeous. Gell is a rogue who follows the ways of the god Dalt while his brother Dench is a monk who follows the teachings of Heironeous.
- The Vice-Baronet Sir Armidius Montose of Keoland: A Human (Suloise/Oeridian) paladin of the righteous god Heironeous.
- Kentos Zenton Human (Baklunish) barbarian/fighter worshiper of St. Cuthbert.
- Thayamor Rhys wood elf cleric of Corellon Larethain.
- Galena Wilenwine high elf ranger/fighter worshiper of Sehainine Monbow.
MIA & RIP...
- Wildberry: A Human (Rhennee) rogue worshiper of the goddess Geshtai. Wildberry was lost due to her own hyper-activeness. She left the group to explore on her own in the Lost City and fell prey to a room trap and was drowned / suffocated when the room filled with sand.
- Andoven Shortankard: Rock Gnome illusionist and worshiper of Garl Glitterold. Andoven was lost when he went off to find Wildberry. He was never found and is thought to have fallen to the hallucinogenic food-stuff of the local Cynidicean people native to the Lost City.
- Dunesbeer Hammersmith: A Human fighter who follows the mighty god Kord. At first thought killed by poisoned food in Castle Amber his spirit was reunited with his body. He has stayed behind to rally the Keolandish people into battling the forces of the Slave Lords.
- Tharyl Angudrim Malrah: Wood Elf ranger whose religious loyalty is divided between Ehlonna and Kurell. After being turned to stone in Castle Amber the statue that was once his body was shattered into dust leaving no body for his spirit to return to after the events of Castle Amber came to a close.
- Maglynn Tavain Ariali: Wood Elf druidess of Obad-Hi. She was murdered by an orc assassin in a temple of Gruumsh while battling the Slave Lords.
- Brewhop Palelager: Mountain Dwarf cleric of the god Pelor. He was murdered by an orc assassin in a temple of Gruumsh while battling the Slave Lords.
- Rion and Leilani Laethala,High Elf wizard and bard worshipers of Boccob were murdered by an orc assassin in a temple of Gruumsh while battling the Slave Lords.
- Raitheos Moonshadow: Half-Elf wizard (evoker) loyal to the teachings of the god of magic, Boccob Last seen being carried off by a bloody and enraged carnivorous ape at the Stockade of the Slave Lords.
You can follow the on-going adventures of these characters at our Facebook page... https://www.facebook.com/groups/nycdnd/Last Activity: Friday, 13th July, 2012 05:38 AM
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Prestige classes and multi-classing
England is split into 3 nations, Northumbria, Britannia and Wales. Set in a "real-world" system, magic is both rare and powerful. The legends of Arthur and his knights long to become real.Last Activity: Tuesday, 24th April, 2012 05:08 PM
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Fate is a web, each decision is a choice between strands, those who see the future can follow these starnds and may divine the most likely outcome. However every few centuries the future of the world rests on a one great event and that event will be shaped lies in the hands of a few special individuals. The paths of fate all converge into these crux-points and beyond them the future is black.Last Activity: Thursday, 26th April, 2012 04:40 PM
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The Worldbuilding community on EN World is home to anyone with a desire to create world from scratch, be it for a role-playing campaign, work of fiction, or simply to flex some creative muscle.
Anyone can join and use the wiki function to post descriptions of their world or ideas they're developing.Last Activity: Sunday, 16th November, 2014 12:56 PM
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Steam and soot darken the skies above the city of Flint, and winds sweeping across its majestic harbor blow the choking products of industrial forges into the fey rainforests that dot its knife-toothed mountains. Since the earliest ages when the people of Risur founded this city, they feared the capricious beings that hid in those fog-shrouded peaks, but now as the march of progress and the demands of national defense turn Flint into a garden for artifice and technology, the old faiths and rituals that kept the lurkers of the woods at bay are being abandoned.
The Unseen Court, the Great Hunt, and the many spirits of the land long ago conquered by Risur’s kings no longer receive tribute, but they cannot enter these new cities of steam and steel to demand their tithe. The impoverished workers who huddle in factory slums fear monsters of a different breed, shadowy children of this new urban labyrinth. Even their modern religions have no defenses against these fiends.
Times are turning. The skyseers – Risurs folk prophets since their homeland’s birth – witness omens in the starry wheels of heaven, and they warn that a new age is nigh. But what they cannot foresee, hidden beyond the steam and soot of the night sky, is the face of this coming era, the spirit of the age. The zeitgeist.
ZEITGEIST™ is an adventure path for D&D 4th Edition and PATHFINDER RPG, taking a party of heroes from Level 1 to Level 30 (D&D 4E) or 1st-20th Level (PATHFINDER), brought to you by the same people who created the critically-acclaimed War of the Burning Sky campaign saga and featuring the same level of intriguing plot, memorable NPCs , and a strong, immersive storyline.
In the ZEITGEIST™ campaign saga, your characters serve in the Homeland Constabulary of the nation of Risur, protecting the country and its citizens from foreign threats lurking within Risur’s borders. During missions of espionage and assassination, your duty will be to root out hostile spies and pursue international conspiracies. As you learn more of your homeland’s own secrets, however, your loyalties may be tested, may even be turned, and you may find that it is you whose hand controls the gears of the turning age.
For more information, see the [url=http://www.enworld.org/forum/showwiki.php?title=Campaigns:Fairmont+Zeitgeist+Ca mpaign]wiki[/url] for this campaign. Be sure to [url=http://youtu.be/8AGcSQUL5SE]watch the trailer[/url], too.Last Activity: Sunday, 3rd June, 2012 03:56 PM
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For the Star Wars Greenwood PtP Adventures!Last Activity: Wednesday, 21st January, 2015 09:19 PM
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Star Wars - Tales of the Old Republic [Gameplay Thread!]
Creative Mountain Games sold its first offering in December 2001 under the Open Game License.
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Keep up with the Grymvald Gazetteer (Campaign Setting) website - http://www.grymvald.com
The MF CMG (Medieval Fantasy Combat Miniatures Game) and MF WARS (Medieval Fantasy Wargame and Roleplaying System) website - http://www.mfwars.com
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Twitter @MarkCMG http://twitter.com/MarkCMGCategory: Publishers & CommercialLast Activity: Sunday, 18th January, 2015 06:36 PM
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April Showers of Savings
"During the closing years of the War of the Lance in Solamnia, more folk distinguished themselves than could be recorded in a lifetime. Still, a few names stand out in such relief from the immortalized list that they demand accounting." ~Arthon Galtus, Abbot of Swords, Knight Historian of Vingaard Keep, 382 ACLast Activity: Sunday, 11th January, 2015 07:12 AM
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At the edge of Known Space lies the frontier, a region of old Imperial worlds scattered among young, vigorous colonies and the remnants of decaying interstellar empires. Many ply the jumpspace routes in order to profit from trade, or engage in diplomacy, or any of a thousand other reasons. But there are surprises waiting in the silent spaces between the stars, and they wait for heroes to rise to the challenge.Last Activity: Friday, 9th January, 2015 07:54 PM
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