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.
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.