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LFP - D&D 3.5 - DM Extraordinaire - Home Brew [Paid] - Ember of the North - Friday Nights 6:30-10:30 pm MT (Canada) One Seat Open - 15th Level 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 it. Most of my content is homebrew and unique to my game, although I have borrowed from many sources over the years. Ember of the North &nbsp;-&nbsp; &nbsp;Sponsored by the church of Lathander, The Ember of the North is a military company that last served in the Great Orc War about a year ago. After the peace treaty was signed, they disbanded , but not all found their place in the post-war reality. Some &nbsp;fragments of this company reunite many months after the war has ended to take on a new adventure.&nbsp; Fate finds them all in the capital city of Ornvir when a new opportunity arises. <a href="https://www.youtube.com/watch?v=oqFXZ-2QDNE&amp;list=PL_r6JrdKPLFVJPQXkt7SMcZJVzCtygbt1" rel="nofollow">https://www.youtube.com/watch?v=oqFXZ-2QDNE&amp;list=PL_r6JrdKPLFVJPQXkt7SMcZJVzCtygbt1</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 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 unique, like the Banite Theocracy of Kallum, but they all have their language and culture. The East Marches is a large archipelago east of Multras, about 2400 miles across (covering 40 degrees of latitude). Like Multras, it reaches from the tropics to the Arctic Circle. Unlike Multras, this chain of interconnected islands is not dominated by humans. Although they rule many areas, they are separated by vast stretches of wilderness filled with all manner of creatures, both friendly and aggressive. 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. One mundane way to travel to and from Ardokhan 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/343132/embers-of-the-north" rel="nofollow">https://app.roll20.net/lfg/listing/343132/embers-of-the-north</a> Expectations &nbsp; I run open, sandbox, player-centric original content games. The main theme is established, and the story is there, but the players choose to engage in these elements, 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. Players only roll secret checks if they wish to conceal an action or outcome. 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 often 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 reached is 22nd level. While the PE game is only 14th level, they already talk 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.
Their search for The Eye of Gruumsh is progressing well. They have seen no signs of the orcs in the area they are searching, and they are confident they are close as many of the creatures in the mountain show signs of the corruption they believe The Eye would cause.
It looks like we are going to be making some changes with withdraw of Farence from the game.
The Fiendish Dire Otyughs were an interesting encounter during their search for The Eye of Gruumsh
Fiendish dire bulettes. That was a fun encounter. They weren't as tough as I thought, but they were impressive.
At the end of the grick cave, they found an exit to the surface. As they teleport in and out with Greater Teleport, it's not super important to them but what was outside the cave was. An entire brigade of orcs was set up in the valley.
My fiendish dire gricks weren't as impressive as I thought they would be because Xander ended up getting his minion to cast Greater Magic Weapon so he had a +5 weapon, which ate through their damage reduction quite well. On the plus side, they gave as good as they got, with five attacks each round and a ton of damage.
Orion strongly disliked the fiendish dire nothics guarding The Eye of Gruumsh. He force-walled one in a corner and force-caged three others. On the plus side, he's used up all his 7th-level spells so he won't have that option for the boss nothic.
Fiendish Dire Deepspawns are next up on the list of weird shit the DM is throwing at the party.
Duke Christor Valgir - Northern Duke from Myrehall &nbsp;- &nbsp;The patron of Lathander and The Embers of the North Company is an ambitious royal and the favourite nephew of the king and highest-ranking grandson of the Queen Mother. He's eager to see war break out between humans and the orcs as he has the largest standing army and thought the peace treaty was a mistake from the beginning.
The fiendish, dire assassin vine gave them a good run for their money and set up the tone for the dungeon ahead.