Dragon
Heist Campaign Game: D&D 5e Platform: Roll20 & Discord Discord contact info: mysticvhedd#6266 Suggested Player Experience: All levels Day/Timezone: Thursday at 8 pm EST/ 7 pm CST/ 6pm MST/ 5pm
PST Frequency: Game runs weekly session ($15 per session fee
applies) Please note that Roll20 is
not responsible for any payment transactions and cannot enforce any private
arrangements. Game
Link: <a href="https://app.roll20.net/join/10483715/A_SEug" rel="nofollow">https://app.roll20.net/join/10483715/A_SEug</a> Length of session: 3-4 hours Running Campaign on Session 8 2 seats open Introduction Welcome to Waterdeep,
the Crown of the North, where a wondrous tale of urban adventure is about to
unfold. Our story begins with the gathering of adventurers at the Yawning
Portal Inn and Tavern. Volothamp Geddarm, the famous explorer and raconteur,
has a quest for them—one that entangles the characters in a bitter conflict
between two nefarious organizations. If the adventurers complete his quest,
Volo rewards them handsomely. Yet a much greater prize lies hidden somewhere in
the City of Splendors, waiting to be claimed. Cache of Dragons In Waterdeep, a gold
coin is called a dragon. Before he was ousted from his position as the Open
Lord of Waterdeep, Dagult Neverember embezzled half a million dragons and hid
them in a secret vault. As a security precaution, he arranged for all knowledge
of the vault's location and defenses to be magically erased from his mind and
the minds of his subordinates. The wizard who performed the procedure trapped
this knowledge within an artifact called the Stone of Golorr. The wizard
disappeared shortly thereafter, and Dagult hid the stone in the Palace of
Waterdeep. The stone was stolen
and passed from one hand to another like a common jewel until it wound up in
the clutches of Xanathar. The Stone of Golorr is actually an aboleth
transformed by magic. In this inanimate state, the aboleth can read the mind of
any creature that attunes to the stone, as well as modify that creature's
memory. A creature attuned to the stone can also extract information from the
aboleth, including lore about the mysterious Neverember's Vault. War in the Streets Beneath the city
streets lurks a criminal underworld, its leader a beholder called Xanathar.
Hoping to gain a political foothold in Waterdeep, agents of the Zhentarim (also
known as the Black Network) recently tried to ally their organization with the
Xanathar Guild. The architect of this attempt was a clone of the wizard
Manshoon, a founder of the Black Network long thought dead. While the two sides
were negotiating in Xanathar's lair, the Stone ofGolorr suddenly disappeared
from where Xanathar had hidden it. The paranoid beholder accused the Black
Network of stealing it and slew the Zhentarim envoys who were present. When the
Zhents retaliated by attacking Xanathar Guild outposts, Xanathar took their
actions as confirmation of the Black Network's vile intentions. Now the bad
blood between the Zhentarim and Xanathar has begun to spill into the streets,
threatening peace throughout the city. The questions on
everyone's minds: Who actually stole the Stone of Golorr? And where is it now? Now
the hype is over, let us go over a few ground rules, shall we? Should you be a
kind and descent person, well you only need glance at them to recognize what I
am getting at… don’t be “that guy/girl”. About
the DM: I have been playing D&D since I was a
kid starting with 1st edition in 1982. Since then, I have played/Dmed all other
editions through the years. When it comes to House rules, I am 90%
collaborative, and will defer to group vote on incorporating them into our
game. Your encounters will be on a spectrum ranging from fairly beneath you to
a little too much for you. Do not count on an ever encounter being an even
match. If you choose not to run when I drop hints that the encounter might be a
bit too much for you, that choice is yours to deal with. Fair warning, no
punches will be pulled, and no decisions retconned! My
style is collaborative, as such, I will count on you to look thing up every now
and then. I have found this practice to be beneficial to group. Helping to
expose inexperienced players to more game knowledge and for veteran you have a
better understanding of your companion’s abilities. I have an excellent
understanding of RAW, however I am not a rules encyclopedia. (please see ground
rule 4)
The qualities I like to see in my players
are honesty, patience, and treating each other with kindness. My peeves are
meanness, cheating, using OOC knowledge/Meta-gaming. Specifically, if it feels
like you are playing other players' characters. Though I do encourage
thoughtful consideration (tactics and planning) I cannot allow indefinite
discussion… Something I refer to affectionally as "analysis
paralysis", at some point I will have to prod you for a decision to keep
the game moving. The guiding goal is
fun, and enjoyment. Think about character development as well as level
climbing. Your characters should make friends, enemies, and contacts. Work on
projects. Build things. Establish reputations. Etc