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LFP D&D 3.5 - DM Extraordinaire - Home Brew [Paid] - Doom On The Rise - Monday Nights 6-10 pm MT (Canada) Two Seats Open - 2nd Level Gestalt Game

Allow me to introduce myself… I’m John, DM extraordinaire (over 40,000 hours on R20). Feel free to check out my profile on r20. Jump to the juice and just email me -&nbsp; <a href="mailto:taibhsear71@gmail.com" rel="nofollow">taibhsear71@gmail.com</a> Or Discord if you prefer taibhsear #7908 I’ll give you a quick summary. I’m 52 and from Canada (Toronto originally but don’t hold that against me). I’ve been DMing since October 1991. I run D&amp;D 3.5 exclusively. Seriously, you can’t even pay me to play 5e anymore. I’ve run dozens of campaigns and games over the years and still love it. The vast majority of my content is homebrew and unique to my game although I have borrowed from many sources over the years. Doom On The Rise &nbsp;- This campaign will take place beyond The Red Line to the west of Himkaldur in and around Highside. A great evil has been brewing in Vragernash since the end of The War of Four Kingdoms. That evil is now stirring and lashing out. <a href="https://www.youtube.com/watch?v=U-BVutHWbOY&amp;list=PL_r6JrdKPLFUSHowAm6jI_HiHVFYAhDtP" rel="nofollow">https://www.youtube.com/watch?v=U-BVutHWbOY&amp;list=PL_r6JrdKPLFUSHowAm6jI_HiHVFYAhDtP</a> The Setting Depending on which game you join you may be in any one of many areas of Thera (the world). Most of my games have taken place in Multras, the primary human continent. Multras is split into five portions (east, west, north, south, and central) each with its own trade language (eastern common, western common, northern common, southern common, and central common), kingdoms, and empires. Some of these kingdoms resemble medieval European countries like France and Germany, and some are completely unique, like the Banite Theocracy of Kallum but they all have their own language and culture. Vaynyke (Vain-ike) is a large island (referred to as the Great Isle), nestled to the northwest of Multras. Vaynyke is dominated by a huge mountain range that separates the center (dwarven kingdoms) from the human coastal kingdoms. Vaynyke extends almost as far north as Northern Multras but is much more temperate due to its geological activity. The East Marches is a large archipelago to the east of Multras which is about 2400 miles across (it covers 40 degrees of latitude). It reaches from the tropics to the Arctic Circle, like Multras. Unlike Multras, this chain of interconnected islands is not dominated by humans. There are many areas ruled by them, but they are separated by vast stretches of wilderness filled with all manner of creatures both friendly and aggressive. Far to the west of Multras is the home of the elves. While the elves spread across Thera from its birth, the majority of them hail from Varanyr (Var-RAIN-nir). These are mostly sylvan elves who live off the land and seek to maintain their culture and traditions. They have a good relationship with the high elves of Varanyr, who they outnumber 100 to 1. To the south, across the maelstrom known as Umberlee’s Playground, is the dwarven homeland of Ardokhan (Ar-do-khan). The ocean around the equator is impassible by ships but it does not matter as Ardokhan has no ports, just sheer cliffs rising up from the ocean floor. There is but one mundane way to travel to and from Ardokhan and that is the great highway, a tunnel under the ocean that opens up in Southern Multras. The tunnel entrance has been held by the mountain dwarves for over five millennia. Flanking Ardokhan, are the goblin and orc savage lands of Krozago (Kro-ZAGO) and Bruhazavo (Bru-HA-zavo). Krozago is the homeland of the goblinoids and Bruhazavo is the heart of the orc horde. While neither race controls either of these continents entirely, their presence is unmistakable. &nbsp; <a href="https://app.roll20.net/lfg/listing/132228/doom-on-the-rise" rel="nofollow">https://app.roll20.net/lfg/listing/132228/doom-on-the-rise</a> I’m open to anything from slapstick Monty Hall farce to hardcore intense RP. I’ve done it all and I don’t care which style you like. We play to have fun. Some people like fart jokes and shaving dwarves’ beards while they are passed out while others wish to build a rich history and become a cannon feature of the world. Spoiler: There are a lot of cannon PCs both mine and other players in my world and I consult these players when you interact with their characters so you have no idea what’s coming down the line. Expectations &nbsp; I run open, sandbox, player-centric original content games. The main theme is established, and the story is there, but these are elements the players choose to engage and I let the players write their own tales. I'm indifferent about the outcome, which seems to surprise a lot of players. I don't care how the story unfolds, although I try to make the most dramatic things happen, the dice and the players' actions are the final arbiters. On that note, I roll everything openly. Secret checks are only rolled by players if they wish to conceal an action or outcome. Some of my games are based on themes and ideas I’ve come up with and others are picked by the players. I play many different styles of games. I’m open to basically anything. If you have an idea for a campaign don’t be afraid to present it. I make most of my own maps when I have time and make custom tokens for each player. I detail my loot with the players in mind. I roll randomly but I like juicy drops so I’m often inclined to pick the next thing on the table if it looks sweet. &nbsp; Rates &nbsp; Most games will be $20 (minimum) per session but games with fewer players (less than 5), longer games (6+ hours), and higher-level games will have increased costs. $4 per hour&nbsp; (with a group of 5) &nbsp; of gameplay (5th-9th level). $5 per hour&nbsp; (with a group of 5) &nbsp; of gameplay (10th-14th level). $6 per hour&nbsp; (with a group of 5) &nbsp; of gameplay (15th-19th). $7 per hour&nbsp; (with a group of 5) &nbsp; of gameplay (20th+). My games have no level limit and we continue on as long as the players wish to play. Payment is made via PayPal. Roll20 is not responsible for any payment transactions and cannot enforce any private arrangements. My noob game is free to play if you want to try it out and meet some of the other players. I can also run a session zero if you have a group and want to do a one-shot. Getting Started Before you contact me make sure: You are 18 or over. You’re willing to play D&amp;D for 4+ hours a week. You own a microphone of decent quality. You have Roll20 account. You have Discord account.
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We launched the game Monday night and what an absolute shit show. They started chained up in the Pit of Despair (strangely, I only realized recently that the name is from The Princess Bride) and Ian manages to break a nearby crate and pick his manacles. Unfortunately, he steps into the middle of the room, giving the zombie a clear line of sight of him. Unarmed, he engages the zombie. Round One: Learns undead don't take non-lethal damage, so punching is not an option. Round Two: Casts Caltrops to slow the zombie, but the zombie has DR5/S so one point of piercing damage doesn't affect him. Round Three: Badly wounded, he asks if the torches on the wall are removable. He grabs a torch and starts doing a little bit of damage to the zombie. Fortunately, in the first round, Cody raged to break his manacles. He failed, miserably. He also decided to attack the zombie and provoked, taking a critical hit and confirming (no one thought to luck down the crit in the hardest battle of the session), so he was badly wounded, only standing due to rage HP. In the next round, Jagat tries to grab the keys of the zombie, again provoking and loses most of his squishy 8 HP. He unlocks himself and tosses the keys to Cody before healing and moving up to help Ian. Cody gets free, grabs the other torch, and flanks the zombie. Jagat keeps Ian standing with healing while the two warriors VERY slowly plummet the 25 HP zombie 2-5 HP per round (DR5/S).
Surprisingly, the encounter with the two orc hunters goes over perfectly, They took some hits but handled the orcs in few rounds.
"Oh look, a locked door, I will unlock it and open it without searching for traps." I need a rune to put on the glyph door so the players know I didn't just "decide" to put a trap there... 3d8 is a lot of damage to do to a first-level Gestalt ranger/rogue, even more, when he's horribly wounded and I roll 20 points on the 3d8s.
Ian's ranger/rogue got a rude awakening when he was the last to gain consciousness in the overflow dungeon, chained to the wall.
Jagat learned how squishy his archivist/wizard was in comparison to the martial gestalt classes very quickly as one hit from a zombie almost dropped him.
Aterux really struggled with the open as he's a finesse two-handed fighter/barbarian and he had no weapons.
As they progress, things continue to get harder. They are very depleted of resources but they found the stairs to the second level. If they make good choices and have a little luck, they may escape the Pit of Despair unscathed.
Sean made a character to join and we are doing an extra session on Saturday because another game got canceled.