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LFP D&D 3.5 - DM Extraordinaire - Home Brew [Paid] - South Marches - Sunday 3-7 pm MT (Canada) Two Seats Open - 1st Level Game

Allow me to introduce myself… I’m John, DM extraordinaire (over 60,000 hours on R20). Feel free to check out my profile on r20. Jump to the juice and email me - <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 55 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 and still love them. Most of my content is homebrew and unique to my game, although I have borrowed from many sources. South Marches - As the title implies, this will be a West Marches-style game. Characters start at 1st level. They are single-classed and can mix and match with other players in the setting. The link below explains the West Marches style of play. <a href="https://www.youtube.com/watch?v=oGAC-gBoX9k&amp;t=1023s" rel="nofollow">https://www.youtube.com/watch?v=oGAC-gBoX9k&amp;t=1023s</a> The Setting This game takes 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 distinct languages and cultures. It is set in the kingdom of Myska, on the western edge of the eastern section of the continent. The kingdom's frontier lies to the south and borders the hills and mountains that drop into the ocean. There is only one port on the eastern coast due to the mountains and massive reefs. <a href="https://app.roll20.net/lfg/listing/444941/south-marches" rel="nofollow">https://app.roll20.net/lfg/listing/444941/south-marches</a> Expectations &nbsp; I run open, sandbox, player-centric original content games. The central theme is established, and the story is there, but these are elements the players choose to engage with, and I let the players write their own tales. I'm indifferent to the outcome, which surprises 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 rolled only by players who wish to conceal an action or outcome. 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 decent-quality microphone. You have a Roll20 account. You have a Discord account. 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 (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 as long as the players wish. Payment is made via PayPal. Roll20 is not responsible for any payment transactions and cannot enforce any private arrangements.
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This will be a classic D&amp;D game set in the frontier of Southern Myska, using the Keep on the Borderlands as the seed idea and growing out from there.
Johann Munchdirger (69) is the patriarch of House Munchdirger. Johann is not known for his style or grace, but he always has the last word. He used a similar tactic with his suppliers as Malte did, but instead of using cunning and guile to undermine them, he eliminated them in the most advantageous order. If Johann is knocking, someone isn’t coming home tonight. Johann Munchdirger set up the secret trade route through the South Marches, both as a smuggling option and as a lucrative merchant lane. He put his brother in charge once all the official arrangements were made.
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Olga, the most breathtaking young woman in Adria, had little control over the course of her life. She was pursued by Malte Wesburg when she was still a teenager. Their relationship remained a secret until Malte asked for her hand in marriage. She accepted his proposal, but when he approached her father to request her hand in marriage, Edwardo asked for some time to consider. Unknown to either Wilhelm or Edwardo, they had a tentative plan to unite their families through the marriage of Klaus Munchdirger (59) to Olga. The topic hadn’t been discussed in years. Klaus, who had been stationed in Devonshire as their foreign-market manager and had married there, was no longer a consideration. Wilhelm proposed Johann as a replacement, since he was getting a bit old to remain single. Edwardo wasn’t sure he was comfortable with the age difference, as Johann was 18 years older than Olga. Wilhelm sweetened the deal by agreeing to a lifelong exclusive trade agreement for Munchdirger beef and cattle, lasting as long as Olga or Johann lived. To Wilhelm, it was merely a minor sacrifice, and it enabled him to marry one of the most beautiful women in the city as his heir’s wife. He made sure that Klaus received his commission on any sales in Devonshire, but for Edwardo, moving surplus cattle and beef represented a lucrative market and an undeniable opportunity. He agreed to Wilhelm’s terms without informing Olga. Olga was devastated because she loved Malte, but she agreed to the proposal. She understood how crucial this union was for her father and family, but she wanted to be the one to tell Malte. Edwardo was okay with that, but he only gave her one day to inform him.
Olaf Munchdirger is the heir to House Munchdirger. Publicly, he appears warm, charming, and open. Olaf is the gentle front of House Munchdirger. This doesn't mean Olaf is soft, but his public persona is. Olaf excels at the one thing Johann struggles with: de-escalation. He steps forward when open violence isn’t the best course of action. He disarms opponents with his welcoming smile and calm approach to conflict. Privately, he is cold, precise, and deeply ambitious. Ironically, Olaf is also the one who steps up when something needs to be dealt with quietly and permanently. No one suspects Olaf because he eliminates them before they can discover his true intentions. He’s willing to negotiate and reach a mutually beneficial agreement, but he’s also prepared to walk away and handle problems quietly another day. Olaf is an exceptional spymaster with ties to every faction in Adria. He knows what most nobles, aristocrats, and royals plan long before it happens. He has no official role in House Munchdirger besides being the heir. He portrays himself as a wealthy firstborn living off his family’s name. In truth, Johann has supported his lazy routine because he has provided invaluable intelligence since he was a teenager. Olaf spends his days mingling, whether openly or in disguise, gathering information all over the capital. He moves through social circles like a black cat in the dark, invisibly observing and recording every secret he can uncover. He thoroughly enjoys mixing business with pleasure and is not above seducing women to gain leverage or intimate details he can use to his advantage. He runs the Skull Gang, but he doesn’t interact directly with any of its members. All of his interactions are through pages and written orders. The few who are active members of the Church of Bhaal know him from there but have no idea he is Ghostface. He rarely dons his iconic Ghostface mask for anything other than quick exchanges with gang members. It's one of his least-liked personas because the character has no personality beyond being the gang's mysterious patron. Olaf shows no loyalty to his father, yet he serves him perfectly, not out of devotion but out of patience. He is positioning himself to take control of House Munchdirger once Johann weakens. Every secret he uncovers is a step toward the throne. House Munchdirger will not fall apart when Johann dies; it will change and grow.