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LFP D&D 3.5 - DM Extraordinaire - Home Brew [Paid] - Forgotten City - Saturday 3-9 pm MT (Canada) Two Seats Open - 9th Level Gestalt Game

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 -&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 54 and from Canada (originally from Toronto, 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. Forgotten City &nbsp;-&nbsp; The Forgotten City is all that remains of an ancient kingdom in the northeastern part of the East Marches. Partially claimed by the swamp, the city was abandoned centuries ago. Who knows what treasures lie in its ruins...&nbsp; The saurians might know, but they won't tell. This game will explore the ruins of Jahelyx (Ja-hel-ix), the capital city of an ancient, failed human kingdom. 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 taken place on Multras, the primary human continent. Multras is divided 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, such as France and Germany, while others are entirely unique, like the Banite Theocracy of Kallum. However, they all have their own distinct&nbsp;language and culture. The East Marches is a large archipelago located to the east of Multras, spanning approximately 2,400 miles across (encompassing 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. They rule many areas, 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 birth, most hail from Varanyr (Var-RAIN-nir). These are primarily sylvan elves who live off the land and strive to preserve 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 mountain dwarves have held the tunnel entrance 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; <a href="https://app.roll20.net/lfg/listing/372810/the-forgotten-city" rel="nofollow">https://app.roll20.net/lfg/listing/372810/the-forgotten-city</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, while the players choose others. I play a variety of different game styles. 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 (fewer 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 payment transactions and cannot enforce private arrangements. Getting Started Before you contact me, make sure: You are 18 or over. You’re willing to play D&amp;D for four hours or more a week. You own a microphone of decent quality. You have a Roll20 account. You have a Discord account.
After finally clearing out The Tower of the Magistrate, they can move on to The Stadium of Blood. Hiding in the shadows of the ancient stadium is the&nbsp; Sepulchral Thief.
That sounds awesome — a 9th-level gestalt homebrew in the Forgotten City? Count me in! Love seeing dedicated DMs running creative setups like this. If anyone’s looking to team up or hang out with more gamers, check out our Apex Boosting Discord — great place to connect and share the grind!&nbsp;
Joe's new cleric/monk character. Dereck the Cleric.
"Stone golems? Wait, we aren't prepared to fight stone golems. This campaign has been nothing but undead for three levels." No, this campaign has been nothing but non-living creatures, since it's a drowned, ruined ancient city.
The grave hounds caught them off guard and made them quickly regret their choices.
With only one more floor to the Tower of the Magistrate, they are getting good at dealing with incorporeal-undead, like shadows and spectres. I might have to switch things up and throw them a few curve balls.
As they move into the city proper, they face all-new horrors, but there will also be some familiar traumas, like the Drowned.
Some of the wights have destructive retribution. Some don't, but you don't know if you'll get blasted with negative energy until they pop.
The boneclaws were a great addition to this week's session.
We had a short session yesterday, but they've moved on to the city proper and taken the wall.
&nbsp;Truly terrifying menace, the desiccator really screwed with them last session.&nbsp;