Waterdeep Dragon Heist Is this a pay-to-play game This game will require payment to the Game Master at a rate of $15 per session. Roll20 is not responsible for any payment transactions and cannot enforce any private arrangements. TTRPG on VTT 5e D&amp;D on Roll20 Mature Content: 18+ High Fantasy Violence Beginner friendly: Yes Requirements: Decent internet/mic, DDB&nbsp; account&nbsp;if you prefer to roll with beyond20 Time and Date: Wednesdays 7pm Eastern standard time Character Level and Stats level&nbsp;2 Standard Array or point buy. All WoTC material is approved, but no races outside of the swordcoast will be permitted.&nbsp; # of sessions: This campaign will&nbsp;run approximately 6-8 months give or take depending on the party's decisions. Session run time 3-4 hours Number of Openings: 1&nbsp;seat available **Message mysticvhedd#6266 if you’re interested** Story: What makes a treasure? Waterdeep is a treasure. It’s in the name: the ‘Crown’ of the North. Too bad it’s a crown you can’t steal! That means it isn’t my type of treasure. You see, my type of treasure’s not in the name. Around here, they call my type of treasure the ‘dragon.’ Terrible name, if you ask me; you hear “dragon,” and you think, “Tymora’s Pockets, run!” You can’t pocket Tiamat’s children. My type of treasure’s defined by an action. You can steal my type of treasure. You can steal a gold ‘dragon.’ Dagult Neverember certainly did… stole half a million of them from the coffers of the people’s treasury. You can hide my type of ‘dragon’ too. Neverember hid the half-million gold ‘dragons’ he stole, and not even Xanathar knows where. Now, this city of treasure has turned into a Latanese powder-keg. The Crown threatens to explode over the stolen ‘dragons’ hidden within it. The question, my dear adventurers, isn’t just “why”—it’s “what?” What’s a treasure to you, and what do you plan to do with it? Best think over that question carefully, for I will let you in on another secret—as the City of Splendors melts over the gems of chaos that Neverember’s machinations set into the Crown of the North, deep below the Yawning Portal, another stolen treasure threatens this city’s wellbeing, and the Mad Mage’s machinations reach far deeper, far wider, than Neverember’s ever could… so tell me, what makes a treasure, and do you have what it takes to find it? GM Style: * I'll put it like this. The rules are guidelines. I reward creativity the most and love people using out-of-the-box thinking to solve problems. However, the Dice gods have the final say on whether that genius pays off or not. * “Rule of cool” is designed for narrative emphasis: the rules as written are still the norm. * Inclusive role-play opportunities: I love all playstyles at my table, so long as the cooperative nature of the game is a common denominator. * Challenging and engaging combat: you do not need to solve every situation with a hack-and-slash approach. * Quality storytelling: We aim to translate our deep familiarity with hundreds of page campaign materials into a vivid experience for you to enjoy. * Actions have consequences: some consequences are good, and some are bad, but for the sake of building immersion, I never “pull punches." We believe that some of our players' most memorable experiences at my tables are caused by the “Dice Gods! Game Link:&nbsp; <a href="https://app.roll20.net/join/15095383/jLzeBw" rel="nofollow">https://app.roll20.net/join/15095383/jLzeBw</a>