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LFP D&D 3.5 - DM Extraordinaire - Home Brew [Paid] - Gangs of Myska - Wednesday Nights 6-10 pm MT (Canada) Three Seats Open - 6th Level Game

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 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. Gangs of Myska &nbsp;- The players decided they wanted to do something evil so I decided to try an urban street gang theme. The first chapter of the game (1-5 approximately) will be about them establishing themselves in the steady-state world before the inciting incident. <a href="https://www.youtube.com/watch?v=eZhgDj4Avfw&amp;list=PL_r6JrdKPLFUJNzD9QHCQZXloEi4wSQ7l" rel="nofollow">https://www.youtube.com/watch?v=eZhgDj4Avfw&amp;list=PL_r6JrdKPLFUJNzD9QHCQZXloEi4wSQ7l</a> 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. Still, they all have their own language and culture. 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 these continents entirely, their presence is unmistakable. &nbsp; <a href="https://app.roll20.net/lfg/listing/360535/~gangs-of-myska~" rel="nofollow">https://app.roll20.net/lfg/listing/360535/~gangs-of-myska~</a> 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 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' 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. 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; 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 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. 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.
Dean Liram Morrass of Rolia rules his district with an iron fist. As the gambling foreman of the Church of Mask in Myskon City, Liram does not take kindly to ANYONE under him interfering in or disrupting his nice little setup. Recently the gambling foreman of The Wild Wheel was accused of bribery and game fixing. He met with The Dean later that day and has never been seen again. His body has never been recovered either. It's unknown if he was reassigned or retired but rumour mill is spinning at top speed.
House Van Dune (Waukeen) &nbsp;Revenue: One of the oldest families in Myska, the Van Dunes can trace their lineage back to the founding of Myskon City and the royal court. Until quite recently, the Van Dunes were in textiles, mostly silks, although they started out dealing in simple agricultural products of their land (milk, beef, pork, wheat, and barley). They were a small but proud house until about 4 decades ago they branched out into silkworm farming. The house was on the rise from this most profitable venture and was beginning to integrate farming, processing, and manufacturing into one huge supply chain. They were expected to outpace all the other counts and start to rival some dukes in the coming decades before misfortune struck the family. In what seemed to be an illicit deal gone wrong, the count and the countess were killed. Their two oldest children Bernard and Dana are believed to have died as well, although Bernard’s face was beaten beyond recognition and Dana's body was never identified among the fallen. &nbsp;Count Beryl (51/61)
Viscount Bernard Van Dune (36), faked his death during the ambush. A skilled swordsman, he could retreat into one of the adjacent allies during the fighting. A Veiled One followed him into the ally to ensure there were no witnesses, and that's exactly what Bernard wanted: no one to see what he was about to do. After a short duel, Benard killed the Veiled One, beat his face to a bloody pulp with the basket hilt on his rapier, and then swapped clothes with him. He even left his family ring behind to ensure there was no doubt.
The Stallion of Interest is a rearing stallion carved from white marble, accented in obsidian, and awarded to the finest rider in the Black Knight Equestrian Tournament Marvion City every harvest. Each one is engraved with the year it was awarded. &nbsp; This one was awarded to Count Beryl Van Dune the year his second son was born. It was the only year he defeated Johann Munchdirger in the tournament. This was quite a sore spot for Johann, who had been undefeated for almost a decade before his terrible showing at this event. He went on to win the tournament five more times before retiring from the event. &nbsp; After the fall of House Van Dune, their estate was auctioned off, and Anton Rodemus became the new owner of the sculpture, which was sold with the castle. Anton often mocked Johann about having his missing trophy so when Anton was forced to sell off some of his assets at a local action, Olaf dove at the opportunity to pick up the prestigious trophy for a bargain price at the sale. &nbsp; Unknown to everyone, Bernard Van Dune (believed to be deceased) heard about the auction and attempted to outbid Olaf, but he couldn’t beat Olaf’s bid of 950gp for the trophy. Infuriated about losing the sculpture, Bernard turned to the church of Mask to acquire the sentimental item on his behalf. &nbsp; Unknown to the party, their older brother has hired them to recover the sculpture, and they are quite conflicted about turning over their father’s prized trophy to some random collector.
Rodolphus "Ralph" Van Dune bucked the noble trend from day one. He had no interest in politics and social maneuvering. He wanted to be an academic and attended Myskan Central University for five terms before the fall of his house forced his withdrawal for non-payment. Saddled with two teenage little brothers, Ralph worked as an alchemist to pay the bills. Unlike his little brother, he has no delusions of regaining his house's former glory. He does his best to avoid trouble, but Ivan and Paul make that practically impossible.
Ivan Van Dune (28) differs from his two brothers. He is completely obsessed with regaining his family's status and is willing to use any means necessary (and even some unnecessary means) to recover all that his family lost.
Paul Van Dune (26), is the youngest of the five Van Dune children and it shows. He also wishes to reclaim his house's former glory but would much rather maneuver his way to power than just carve a blood swath.
Zylvaras Shirome (83) - She never chose to marry. The eldest of three daughters born to the late Herdan Shirome, Zyl was too stubborn to give up the family name and marry, as it was her father’s wish that they continue to spread their influence. Her only brother, Fazorwyn, was too young and inexperienced to take over the family’s vast commercial empire when their father and mother were killed (possibly racially motivated/maybe religiously) during the coup riots.
House Rodemus (Rangore) Revenue: Wine (officially) and Moonsnow (illegally) Anton is a self-made man. He started out as a wine merchant, graduated to an importer, and eventually became a producer. About 15 years ago, he stumbled on the formula for Moonsnow, and his business dealings exploded in profitability.
Malte Wesburg (61) - Malte hates Johann Munchdirger because Johann stole his fiancé.