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LFP D&D 3.5 - DM Extraordinaire - Home Brew [Paid] - Doom On The Rise - Monday Nights 6-10 pm MT (Canada) Two Seats Open - 6th Level Gestalt Game

February 25 (2 weeks ago)

Allow me to introduce myself…

I’m John, DM extraordinaire (over 50,000 hours on R20). Feel free to check out my profile on r20.

Jump to the juice and just email me - taibhsear71@gmail.com

Or Discord if you prefer taibhsear #7908

I’ll give you a quick summary. I’m 54 and from Canada (Toronto originally, but don’t hold that against me). I’ve been DMing since October 1991. I run D&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.

Doom On The Rise - This campaign will take place beyond The Red Line to the west of Himkaldur in and around Highside. A great evil has been brewing in Vragernash since The War of Four Kingdoms ended. That evil is now stirring and lashing out.

https://www.youtube.com/watch?v=U-BVutHWbOY&list=PL_r6JrdKPLFUSHowAm6jI_HiHVFYAhDtP

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.

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.

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 primarily 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-save). 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. 

https://app.roll20.net/lfg/listing/132228/doom-on-the-rise

Expectations 

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. 

Rates 

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 (with a group of 5) of gameplay (5th-9th level).

$5 per hour (with a group of 5) of gameplay (10th-14th level).

$6 per hour (with a group of 5) of gameplay (15th-19th).

$7 per hour (with a group of 5) 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.

Getting Started

Before you contact me make sure:

You are 18 or over.

You’re willing to play D&D for 4+ hours a week.

You own a microphone of decent quality.

You have Roll20 account.

You have Discord account.

March 06 (1 week ago)

The source of the undead is a Thrashar pearl deep in the Helmite Tomb. They are not deep enough to see it yet.

March 07 (1 week ago)

The boneclaws were a great addition to this week session.

March 09 (1 week ago)

I made some custom juju zombies to break up the type of combat in the Lost Tomb of Helm. I'm going to detail some death knights too although I'm not sure they will be able to handle those.

March 10 (6 days ago)

They got close to the end of the tomb and found the final boss. They were low on resources and completely unprepared but they moved up and confronted the mage. They didn't manage to destroy him but they tested his defences and forced him to back down for a round while they fled.

March 11 (5 days ago)

I made some Dread Fighters using the Dread Warrior template because standard undead have 1/2 BAB, and their ACs are ridiculous. If I use level-appropriate wights, spectres, or shadows, they struggle to make the saves, and it's unfun for them to lose because they rolled low. I did Dread Fighters up to 11th level so far and made them archers, so I have some non-magical artillery.

I also fixed the ring from the Juju zombie, a DPS greatsword fighter. The ring was off centre, and I didn't notice until I saw it in-game.

March 13 (3 days ago)

The two vampire-spawns "living" in the tomb have been quite the nuance thus far, but hopefully, they will get to the source soon and destroy them all.

March 14 (2 days ago)

The ghasts are even more scary than ghouls

6:44PM (3 hours ago)

Edited 6:45PM (3 hours ago)

With the completion of the Helmite Tomb, the party is resuming its quest in the south. It's time for some random encounters on the road.