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04:51, 24th April 2024 (GMT+0)

IC: D&D 3.5 Island Hopping Adventure.

Posted by Undecided
Undecided
member, 20 posts
Wed 28 Mar 2018
at 18:36
  • msg #1

IC: D&D 3.5 Island Hopping Adventure

Hey everybody,

It's been a while since I've gotten to game and I've got a rough idea for a campaign that I'm looking to flesh out a bit.

Premise: A terrible blight has swept an island kingdom. The spread of failing crops throughout the kingdom is growing. The gods have more than forsaken the kingdom: the blight itself is said to have been wrought by an angry deity. Divinations have limited effect.  Extraplanar and other forms of magical travel no longer work the way it used to. Facing civil unrest and the prospect of widespread famine and death, the king has ordered three ships to be built to search the world for a solution. However, the seas hold their own dangers and the blight may not be the gravest threat facing the kingdom.

General structure: As the title suggests, I'm looking at making this into an island hopping adventure. I'm going to go for an episodic feel to each island while maintaining the overarching story. Probably going for mid-level characters (level ~10). I'm also considering a gestalt option, but we'll see.

Thoughts?
MaevenStromth
member, 21 posts
Wed 28 Mar 2018
at 18:39
  • msg #2

IC: D&D 3.5 Island Hopping Adventure

In reply to Undecided (msg # 1):

I'd be down to play but would need help with the mechanics as I currently only have 5th edition.

Any class restrictions? I'm guessing a cleric wouldn't play too well.
Rothos1
member, 515 posts
Wed 28 Mar 2018
at 18:47
  • msg #3

IC: D&D 3.5 Island Hopping Adventure

I'd do 3.5, sounds like psionics is available. Magic being wonky probably rules out clerics, Warlocks and those classes with tight divine ties.
sbodmann
member, 91 posts
Wed 28 Mar 2018
at 20:48
  • msg #4

IC: D&D 3.5 Island Hopping Adventure

So kind of Moana?

I've been keeping an eye out for a nautical campaign, so count me interested.
PartyAnchor
member, 2 posts
Wed 28 Mar 2018
at 20:58
  • msg #5

IC: D&D 3.5 Island Hopping Adventure

I have never been able to so much as run an aquatic game irl because my players hate everything to do with the mechanics in every system that we've touched. I would absolutely love the chance to delve into an oceanic/island hopping adventure in 3.5e. Gestalt would be even nicer because then you could throw in an aquatic build as a secondary to your primary focus. Very exciting concept for me.
jkeogh
member, 78 posts
Wed 28 Mar 2018
at 22:31
  • msg #6

IC: D&D 3.5 Island Hopping Adventure

In reply to Undecided (msg # 1):

This has a lot of potential and would love to hear more!
Undecided
member, 21 posts
Thu 29 Mar 2018
at 02:49
  • msg #7

Re: IC: D&D 3.5 Island Hopping Adventure

MaevenStromth:
In reply to Undecided (msg # 1):

I'd be down to play but would need help with the mechanics as I currently only have 5th edition.

Any class restrictions? I'm guessing a cleric wouldn't play too well.


Familiarity with the rules is helpful, but isn't necessary. Though, if we do go gestalt, it'll be rougher. I'm not leaning towards any class restrictions, except those requiring evil alignments.

Rothos1:
I'd do 3.5, sounds like psionics is available. Magic being wonky probably rules out clerics, Warlocks and those classes with tight divine ties.


I'm more leaning towards restricting/banning certain spells rather than classes, unless those classes rely on divination/extraplanar spells/abilities. Psionics are in, though I've never really used them.


sbodmann:
So kind of Moana?

I've been keeping an eye out for a nautical campaign, so count me interested.


Not sure about Moana. I was thinking maybe closer to Wind Waker, but I'm looking to emphasize the island exploration angle than the sea-faring one. Not to say I don't want to take advantage sea shenanigans.

PartyAnchor:
I have never been able to so much as run an aquatic game irl because my players hate everything to do with the mechanics in every system that we've touched. I would absolutely love the chance to delve into an oceanic/island hopping adventure in 3.5e. Gestalt would be even nicer because then you could throw in an aquatic build as a secondary to your primary focus. Very exciting concept for me.


I've never run an aquatic game either, but I've been digging the idea for a little while. I like gestalt for the added flexibility and as a way to grab abilities with otherwise limited use without sinking overall usefulness.

jkeogh:
In reply to Undecided (msg # 1):

This has a lot of potential and would love to hear more!


Thanks!

I think I've gotten enough interest to start drawing up something more solid. Extra thoughts are certainly welcome!
Ravidge
member, 34 posts
Thu 29 Mar 2018
at 03:38
  • msg #8

Re: IC: D&D 3.5 Island Hopping Adventure

this sounds like an awesome idea. Some Comments/thoughts:

As far as teleportation type spells go maybe rather than outright banning them make it so they are completely random? Maybe use a dice roll to determine different levels of success and failure from teleport to where I was trying to go as best, to I just teleported myself into a wall and now am dead at the worst. From there just rp what happens, rather than teleporting to safety at the back of the party you teleported to the middle of the enemy group.

technically summing magic as a whole could fall under Planar/travel magic so were you thinking of just getting rid of spells like teleport, gate, planar binding and so forth or also things like summon monster and other such spells too?
Undecided
member, 22 posts
Thu 29 Mar 2018
at 04:10
  • msg #9

Re: IC: D&D 3.5 Island Hopping Adventure

Ravidge:
this sounds like an awesome idea. Some Comments/thoughts:

As far as teleportation type spells go maybe rather than outright banning them make it so they are completely random? Maybe use a dice roll to determine different levels of success and failure from teleport to where I was trying to go as best, to I just teleported myself into a wall and now am dead at the worst. From there just rp what happens, rather than teleporting to safety at the back of the party you teleported to the middle of the enemy group.

technically summing magic as a whole could fall under Planar/travel magic so were you thinking of just getting rid of spells like teleport, gate, planar binding and so forth or also things like summon monster and other such spells too?


I'm not 100% yet. I've been toying with the randomization of certain spells/abilities; maybe short-range teleportation works fine, medium range is woefully inaccurate, and long range leads to Bad Things(tm) or otherwise fails. Likewise, I'm considering allowing the summon monster spells under similar conditions (weak ones work as normal, mid-range has some randomized chance of bad effect, stronger ones end with Bad Things(tm)). There are also some behind-the-scenes stuff I'm considering, but don't want to spoil for potential players.
Laditis
member, 25 posts
Fri 30 Mar 2018
at 14:57
  • msg #10

Re: IC: D&D 3.5 Island Hopping Adventure

I would like to get in. Maybe we will have to fight against pirates too?
Undecided
member, 23 posts
Sat 31 Mar 2018
at 01:44
  • msg #11

Re: IC: D&D 3.5 Island Hopping Adventure

Laditis:
I would like to get in. Maybe we will have to fight against pirates too?


Perhaps!

I've created the game, which can be accessed here. Since the game has been created (and a Player's Wanted Ad is next), please feel free to send me any thoughts via rMail or through the game itself.

Thanks everyone for your input!
This message was last edited by the user at 04:33, Sat 31 Mar 2018.
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