4 of 6 seats filled, Session Zero tonight, party does need a healer type Format: Roll20 & Discord (audio only) Suggested player experience: intermediate Starting Character Level: 3 Day/Timezone: Sundays 7 pm EST/ 6 pm CST/ 5 pm MST/ 4pm PST Frequency: weekly, as desired ($20 per session fee) Length: 3- 4-hour games Contact info: Send me a friend request on Discord mysticvhedd#6266 Roll20 Link: <a href="https://app.roll20.net/join/14180408/7Fqj3g" rel="nofollow">https://app.roll20.net/join/14180408/7Fqj3g</a> Can You Change Fate? An epic Critical Role campaign for the world’s greatest roleplaying game. The greed of mortals has awakened a powerful entity long thought destroyed. For eons, this mighty champion of the gods has been imprisoned in the darkest depths of Exandria. His name has been forgotten, as have his heroic deeds. Languishing in despair, he calls out for new heroes to save him. Inspired by the campaigns of the hit series Critical Role, this adventure begins in the Wastes of Xhorhas and leads to the glimmering oasis-city of Ank’Harel on the continent of Marquet, and from there into a sunken realm of gloom, corruption, and sorrow known as the Netherdeep. Above it all, the red moon of Ruidus watches, twisting the fates of those who have the power to shape the course of history. Critical Role: Call of the Netherdeep contains seven chapters of thrilling adventure, new creatures and magic items, and a poster map of Ank’Harel. First major adventure module within Critical Role’s world of Exandria, taking players from levels 3-12. Multi-continental story that spans the scarred Wastes of Xhorhas, introduces the continent of Marquet, and eventually plunges players into the Netherdeep—a terrifying cross between the Far Realm and the deep ocean. Bursting with lore and all new art depicting Exandria. Includes new magic items and creatures and introduces new rival NPCs About Me as a DM: One thing I would say, I am not a Matt Mercer or Jeremy Crawford, they are in a class of their own. I am however, a very talented and capable storyteller that can roll with the punches and improvise such as this game demands! Here are some bullet points that will summarize my GM style: * Rules certainly do have their place, but they are not the and all and be all of the game. There is some area of gray and flexibility which allows for the "rule of cool". This is the exception, not the norm though. * Lots of great role play opportunities, I strive to include everyone, including the wall flowers (though nothing us forced/expected) * Challenging and engaging combat that don't always need to have a hack and slash solution. * Ambient sounds and Epic battle music (this is determined at session zero, it is a group consensus) * Quality storytelling that translates hundreds on pages worth of "campaign book" into vivid experiences for you to enjoy. * Details maps (some animated some not) for combat and roleplaying. * New player friendly, I am happy to teach you the game in a fun interactive way so you may play as you learn. You do not need to memorize all the rules or all your spells and which need verbal, somatic or material components. I focus on the fun first, we can work on building a good knowledge base as we go! * Actions have consequences, some of them are good and some are bad, one thing is to be crystal clear though: "I NEVER pull punches". Some of the most epic experiences I have at my tables are caused by the Dice Gods!!