D&D 3.5 on OpenRPG, Sundays, need more players!

Arkhandus

First Post
Hey folks, I'm looking to recruit a few more players for my ongoing Sunday campaigns of 3.5 Dungeons & Dragons!

I run two of these games: Ark's Oerth Adventures runs from 10 am Pacific/6 pm GMT until 2 or 3 pm Pacific/10 or 11 pm GMT (I started it initially for players in Europe and thereabouts, who had difficulty finding a game), while T13K: Fall of the 14th Kingdom runs from 6 pm Pacific until 9 or 10 pm Pacific.

Ark's Oerth Adventures is set in the World of Greyhawk, currently the Archbarony of Ratik but the group will be traveling abroad as the game progresses. That game is currently at 3rd-level/ECL 3. 32 point buy for ability scores, as detailed in the Dungeon Master's Guide. Max HP for all levels, average starting gold for 3rd-level as indicated in the Dungeon Master's Guide. Three of the players in that game have had to drop out over the course of the first few months, so we find ourselves down to a modest number of active PCs (a bard, a druid, a fighter, a sorcerer, and an incarnate, who all have a tendency for nearly dying, so I added a temporary NPC cleric). This campaign will need one or two more players.

Various 3.5 and 3.0 D&D products are useable in this campaign, but there are a few books I ban outright (MIC, SC, BoED, BoVD, RC, and ToM, though I'm allowing a select few spells from the Spell Compendium on a case-by-case basis), and anything else outside the core rules is allowed only on a case-by-case basis (if you want to use a non-core race, class, spell, feat, power, item, or other rule, ask me first about that specific rules-bit). This campaign is a mix of 3.0/3.5 Dungeon Magazine adventures and custom adventures/side-treks of my own to connect them. There is an overall plotline but it will only become important in the later half of the game. Ark's Oerth Adventures will run to 20th-level or low-Epic levels. There are a few minor houserules in this campaign, just minor balance tweaks for a few classes, feats, spells, and powers.


T13K: Fall of the 14th Kingdom has been running for a year or two already, and the PCs are all around 8th-level now, so new PCs would be entering at ECL 8 or close enough. 32 point buy for ability scores as detailed in the DMG. Max HP for 1st and 2nd level, 75% of max HP from each additional Hit Die, rounded up on even-numbered levels and rounded down on odd-numbered levels. Average starting gold for 8th-level as noted in the DMG. This campaign is also a long-term game expected to run until 20th-level or the low-Epic levels.

This campaign is entirely custom adventures, based in part on what choices the PCs make and where they choose to go, but with an overarching plotline that is gradually steering them towards the central conflict approaching: will they fight to preserve the 14th Kingdom, or join the invaders in destroying the 14th Kingdom, or just try to take whatever riches and magic items they can in the chaos and escape the 14th Kingdom's collapse? So far the party is a mix of neutral and good PCs, more or less all foreigners with no stake in the 14th Kingdom (though that latter part could change), fairly mercenary and direct rather than taking the more political/investigative/covert adventure hooks I've presented. A lizardman blue dragon shaman, an elven sorceress, an elven evoker wizard, and a dark elven swashbuckler/lurk (the group has fluctuated over time, but these are the current PCs; the cleric's player has dropped out due to the late game-time and since he joined my earlier Sunday game, which works better for him, so the cleric is now a temporary NPC).

T13K: Fot14K needs two or three new players. Similar minor restrictions on useable books as with the other Sunday campaign. Similar minor houserule tweaks for a handful of classes, spells, feats, and powers. This campaign runs in a setting called The 13 Kingdoms, which has largely faded away from EN World and the rest of the Internet over the last few years, but a few groups still run with it. The T13K Setting Guide PDF was a free download, but the T13K website shut down a few years ago, so I can just e-mail the PDF to anyone who would like a copy. It is not entirely necessary for this particular campaign, but does have some custom races, feats, spells, items, and prestige classes related to The 13 Kingdoms, along with info on the deities, organizations, and nations of the main setting.

T13K is Open Game Content, and the base setting is kind of limited, but my Fall of the 14th Kingdom campaign takes place in a non-canonical region that isn't so limited (psionics, blade magic, and other wierd stuff is found in my custom addition to the setting). The 14th Kingdom is Rinkai Tsukari, a sort of Japan-equivalent in the setting, located on an eastern continent called Rusa. However, it's an immigrant country of refugees, exiles, heretics, escaped slaves, and other folk from the 13 Kingdoms, so Rinkai Tsukari has a lot of districts that are dominated by the quasi-European or quasi-Middle Eastern cultures of the 13 Kingdoms. PCs can hail from the mainland or the island nations, or might be natives of Rinkai Tsukari instead, at the players' option.


I can provide further information on either campaign if anyone is interested.
 

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A couple of questions:

I've not used OpenRPG. I currently play in another online (for me only, the rest are face-to-face) game using Maptool. How is it these days?

I don't know of T13K. If you're willing, would you send me the setting guide? My email is tharian at yahoo dot com.

Does RC mean Rule Compendium? I haven't played 3.5 in a while (the other game is using Pathfinder) so I'm not as current with the acronyms as I used to be.

For the Ark's game, are you using a particular version of the Greyhawk setting?

Thanks for your time.
 

I happened upon this post via google, (good old google...). Read your post and I am now quite interested. I have no online D&D experience, I've only ever played in person, so I have no knowledge of OpenRPG, but from what i have seen on their website it doesn't seem overly complicated. I do Have lots of experience in 3.5 D&D, however I have rarely deviated from the core rule books myself so the abbreviation for the books you have banned were lost on me.

If you would have me I would love to join your group, preferably the earlier campaign, for two reasons. I prefer starting at lower levels and it fits my time schedule better.

Cheers.
 

Hello!

I only use OpenRPG for my online gaming, but it's a free download (openrpg.com redirects to the new website for it), which requires downloading the Python programming-language support also found on the OpenRPG downloads page. So I don't know how it compares to MapTools, but basically it's a combination chat-room/map-board with a list of "Node" xml files on the side called the Game Tree. Rolls are handled by the program when typing the roll in square brackets, like [1d20+4+5] or [1d10+4+2d6].

The basic commands and operations are simple (typing /help and hitting Enter brings up the list of basic commands; emoting an action is done by typing /me followed by text, then the program simply replaces /me with your player-name or current alias when posting the emote in the chat; I can explain the Alias Tool when you're in the game-room or lobby). I run these campaigns on the OpenRPG Dev II server, which can be accessed by clicking on Browse Servers from one of the menus at the top of the OpenRPG window, then choosing the server you want and clicking Connect or Join or whatever.

The Nodes are used to build character sheets, rolling macros, and other things. Nodes can be shared by sending a copy to one or more other players in the same room, so I can send a character sheet node to anyone who needs one, and a campaign-info node as well. Opening a node just requires double-clicking on its icon (double-clicking the name just lets you change the Node's name). Nodes can be saved individually with a right-click command (and I recommend doing so, just in case), but the program automatically saves your current Game Tree upon closing (but not if you suffer an error that crashes the program, which isn't often).

The program is reasonably stable and quick, though it takes a minute to boot up, and you might occasionally get disconnected from a game-server if your Internet connection slows down badly, but can try reconnecting in a moment. Chat-logs, maps, or minis can be saved for later.

I'll e-mail you the T13K Setting Guide PDF, Tharian. My e-mail's also on Yahoo, and matches my EN World status.

RC is Rules Compendium, one of the books I don't have and don't allow use of in my games. Any rules disputes are hashed out by me and the players, then I decide how to rule in those situations. I'm not an RBDM but neither am I a pushover.

The "early" Sunday game is using the Living Greyhawk Gazeteer, so post-Greyhawk Wars. Ratik is in the Northern Alliance with the Frost Barbarians (Fruztii), but Baron Lexnol III is bedridden and his stepdaughter Evaleigh is Archbaroness, so Ratik and its Alliance are in a precarious position, which might be tested soon.
 


I'm not sure. I'll have to see who shows up this week, but I think we're full in both Sunday games.

I am starting recruitment on the OpenRPG forums, though, for a Saturday game of d20 Modern/Future with a fantasy setting (think Escaflowne or similar, with mecha and stuff of a more magical than technological origin). 4 or 5 pm Pacific time. Check those forums if interested (or drop by on OpenRPG during that timeslot on Saturdays and find me).
 

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