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LFP - DM Extraordinaire - The Wilds of Dulaguzik - 3.5 Home Brew [Paid] - Sundays 3-7 pm MT (Canada)

Allow me to introduce myself… I’m John, DM extraordinaire (over 25,000 hours on R20). Feel free to check out my profile on here or Star Playing. <a href="https://startplaying.games/game-master/taibhsear-dm-extraordinaire" rel="nofollow">https://startplaying.games/game-master/taibhsear-dm-extraordinaire</a> 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 50 and from Canada (Toronto originally but don’t hold that against me). I’ve been DMing since October of 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. The Wilds Dulaguzik&nbsp; &nbsp;- Set in the Brout (similar to Goliaths but based on half-giants from 2e Dark Sun) homeland of&nbsp; Dulaguzik,&nbsp; located in the East Marches, the campaign will revolve around their struggles to maintain their territorial borders and exploration of the area around it. Their home, in the high mountains of the small (500x500 miles) temperate island, is surrounded by hobgoblins, ogres, and giants. This is an open sandbox game so outside of the main story arc, the players will be free to pursue any goals they wish. Our start time on Sundays is 3 pm MT and we play until 7 pm MT. As some players have expressed a desire to play on Friday nights, I'm going to run a second version of this game on Fridays from 6 pm to 10 pm MT. 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; Current Games &nbsp; <a href="https://app.roll20.net/lfg/listing/306827/wilds-of-dulaguzik" rel="nofollow">https://app.roll20.net/lfg/listing/306827/wilds-of-dulaguzik</a> Your Game &nbsp;- If you have an idea for a game and a group interested in playing, let me know and I’ll see what I can do. I run for a minimum of 4 hours and up to 8. I prefer no more frequently than weekly but depending on the campaign I might be able to do it twice a week. 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. The Lost Empire &nbsp;- 10th level gestalt game Saturdays (2 pm to 10 pm MT) - There are 0 seats open at this table. The Lost Empire 2.0 &nbsp;- 5th level game Tuesdays (6 pm to 10 pm MT) - There 0 seats open at this table. Plane Escape &nbsp;- 14th level game Alternate Sundays (10 am to 10 pm MT window but scheduling varies) - 0 Seats Available. Dark Force Rising &nbsp;- 13th level game Alternate Sundays (10 am to 2 pm MT) - 0 Seats Available. East Marches Main Campaign &nbsp;- 10th level game - On hold, while a player is dealing with personal issues - 0 Seats available. Noobling Grotto &nbsp;- 1st to 6th game Tuesday Nights - (6 pm to 10 pm MT) - Drop-in game for new players - This game is on hold for now. Chaos in the East &nbsp;- 17th level game - Sundays (10 am to 2 pm MT) - Back on as of Oct 3 - 0 Seats Available. Seafaring &nbsp;- 22nd level game - Sundays (10 am - 2 pm MT) - Backup game when others fall through - 0 Seats Available. Embers of the North &nbsp;- 3rd level game - Double dog dumped as both of the above players are in it. The Splendor - Sunday Backup Game (10 am to 10 pm MT window but scheduling varies) - 0 Seats Available. &nbsp; Expectations &nbsp; I run open, sandbox, player-centric original content games. The main theme is established, 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' action 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; $3 per hour (with a group of 5) of gameplay (1st-4th level) minimum 4 hours. $3.50 per hour&nbsp; (with a group of 5) &nbsp; of gameplay (5th-9th level). $4 per hour&nbsp; (with a group of 5) &nbsp; of gameplay (10th-14th level). $5 per hour&nbsp; (with a group of 5) &nbsp; of gameplay (15th+). My games have no level limit and we continue on as long as the players wish to play. The highest we’ve made it to is 22nd level. While the PE game is only 14th level, they are already talking about epic level stuff (20+) and post epic stuff (30+). I have rules for both despite never really getting that high with players. 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. &nbsp; Getting Started &nbsp; Before you contact me make sure: &nbsp; 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.
Ottwarslyndanox has long been at odds with a small community of hobgoblins that live to the south of the forest that she considers her property. In her younger years, Ottwarslyndanox made direct raids on the settlement, but she was soundly repulsed each time. Now, though she is a much greater force to be reckoned with, she approaches her foes with more caution. She has learned not to expose herself to attack unless she is certain that she has the advantage over her foes. She has successfully driven the tribe of hill giants from her forest. A rare accomplishment for green dragons. Fortunately, for her, she managed to turn the hobgoblins against the giants which thinned both groups and she manage to pick off a couple of the hill giant hunters in surprise solo combats. When the hobgoblin attacked the giants, one night, she made her move. Under the cover of night, she managed to kill the last adult male hill giant while the hobgoblins slaughtered the women and children. Both groups took huge losses that night and she thought she had won but within a decade the hobgoblins had multiplied enough to come out of their caves and threaten her again. About two years ago she managed to kill the hobgoblin shaman who had kept her at bay for years but before she could deal a killer blow to the settlement, a new faction moved in and drove her back.&nbsp; Ottwarslyndanox has respect for spellcasters and magic in general, and she looks forward to the day she can cast much more powerful spells herself. She is always on the lookout for magic items that might give her an advantage, and she does nearly anything (short of parting with treasure) to acquire a new one.
The fire giants tend to keep to themselves but that won't be the situation forever. There's only so much space on this small island.
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Thanks to this article I can learn more. Expand my knowledge and abilities.&nbsp; jcpassociates
Kevin D. said: Thanks to this article I can learn more. Expand my knowledge and abilities. Awesome, glad to be of assistance. Let me know if you need any further help.
We are doing a session zero for this game on Sunday after we finish playing Dark Force Rising. It should be during the scheduled window but as this is our last DFR game with an open window, we may go later.
Jesse wants to play a druid with a baby roc as his animal companion. I really like the idea. Mechanically, it's no different than an eagle but he really wants a killer-looking bird to ride.
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Dire rhino cavalry was a huge success today. I think the players really enjoyed having such a challenging DPS to deal with in the game. Pandora had to take the brunt of the assault and it triggered her stalwart pack in the first round of combat.
I created some tokens to represent the different coloured pools for the players in the Plane Escape game. It was funny to see them try to figure out which pattern each pool represented.
Pandora and petrified Pandora
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The Lost Empire group should finish the tomb of helm today before they head to the Maze of the Master. I was kind of worried about prep but in hindsight, they have to deal with the Thrashar before they can move on. Even moving it will be challenging. The last party used mage hand to move it and just took the damage but that was a replica of the real artifact created by Orcus.
We had a late start and an early ending this week so they only made it to the final fight before we had to pack it in. I've thought every week for the last three weeks we'd finish the tomb that week but there's always something.
I think the brown looks better for the elder brain.
I just need to finish the upstairs, upload the map, do the DL, and populate the encounters before tonight's session...
Farant’s ghost refuses to believe that he’s a ghost. But if he’s brought his favorite old book, Kings of the Dusk, from his bedroom, he snaps out of his stupor long enough to help the characters. Here’s what he can share: Farant knows all of the things Radella knows. Farant knows that there is a strange black dagger hidden in the dungeon’s vault. He believes that this dagger is the cause for the curse on the manor.