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LFP D&D 3.5 - DM Extraordinaire - Home Brew [Paid] - Far Realm Fear - Sunday Morning 10 am until 2 pm MT (Canada) Two Seats Open - 13th 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 and still love them. Most of my content is homebrew and unique to my game, although I have borrowed from many sources. Far Realm Fear &nbsp;- The players wanted to do something weird and different with a high body count.&nbsp; They wanted to do a gestalt game (two classes) and wanted to use +1 level-adjusted races. Extra feat and skills for base PHB races if you are not interested in the crazy shit. <a href="https://www.youtube.com/watch?v=D09Ch7kfRGk&amp;list=PL_r6JrdKPLFVMAO2PL_52BnffFUUjgmEh" rel="nofollow">https://www.youtube.com/watch?v=D09Ch7kfRGk&amp;list=PL_r6JrdKPLFVMAO2PL_52BnffFUUjgmEh</a> The Setting Depending on which game you join, you may be in one of many areas of Thera (the world). Most of my games have occurred 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 vast 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, most 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 one mundane way to travel to and from Ardokhan: 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/340279/far-realm-fear" rel="nofollow">https://app.roll20.net/lfg/listing/340279/far-realm-fear</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 everything and 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. Embers of the North &nbsp;- 13th level game -&nbsp; Friday Nights - (6:30 pm to 10:30 pm MT) - 1 Seat Available 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 many 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. When I have time, I make most of my own maps and 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.
The savant aboleth Iltharshub is a member of a council of four savant aboleths that rule the deep city of Yolinithili. Well served by ample slaves and loyal aboleth mages, Iltharshub spent large portions of its time sifting through the ancient memories of its ancestors. It was thus with great shock that it stumbled upon a memory of an ancient ruin from the primal empire—an aboleth laboratory located only a few dozen miles away in a forgotten section of deep underground waterways. Iltharshub pondered its memories of the ruins for several more days and came to realize that the building was constructed well enough that it likely survived the passage of eons. It decided there and then to claim the ruins and the fantastic treasures lost within for its own. It did not want to share any discoveries with its rivals on Yolinithili’s council, so it took only a single assistant and its most loyal and powerful bodyguard, a greater stone golem. It then set off to find the nameless ruins.
Sekarvu is a typical beholder. It spent much of its youth exploring underground realms and killing everything it found. One&nbsp; day, it came upon a large cavern filled with violet fungi. At the&nbsp; edge of the cavern, it found a small band of adventurers who&nbsp; had all but succumbed to the toxins of the fungi’s tendrils.&nbsp; They offered little resistance to Sekarvu as it approached and&nbsp; began to feed on their still-writhing bodies. With its first bite,&nbsp; the beholder’s life changed forever.
The&nbsp;Otyugh is a fun monster. It's not a significant challenge at any level, but it forces players to consider their tactics and exercise caution.
Froghemoth is a huge killing machine whose primary defense is its reach. Just getting close to it means taking a hit, and it doesn't give love taps.
The Fanglords are giving the party quite the run for their money. Amazing AC, and spellcasting abilities, and they can fight off melee attackers.
Everyone is much more cautious around illithids since they watched one pull Chua's brain out through his nose.
Master Zalpu set the party on their course to find the nexus point and seal the breach to the Far Realm.
Titus has embraced the Darkside now with his exalted brother's absence...
Chua, the tiny brass dragon, has learned a lot since he started his journey with these rat-catchers.
Lex continues to amass power and serve as the heart of the adventuring company.