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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.
The only daughter of House Wesburg this generation, Lucia (23), has been through a lot. She's finally starting to recover and rejoin society. Her appearance at the Festival of Mask Ball was a sight for sore eyes, as she hadn't been very socially active until this year. Lucia technically inherited all of House Bruner’s wealth upon Boris’s death. However, the house name passed to Boris’s brother, Jacob Bruner. She controls the money but not the lineage. Her authority is financial, not dynastic. That’s a delicate position of power.
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Aewyn Galanodel is the fifth son of House Galanodel, an elven warrior house of Marathas. His elder brothers and sisters are acclaimed warriors who can fell ogres single-handedly, wizards who can decimate goblin platoons that try to close in the forests, and even archers of Corellon who are living siege weapons (all gross exaggerations, but they seem true to his uninitiated eye). Aewyn, however, has always been the black sheep of the family. He's never been good with violence. His aversion to combat cost him a lot of favour with his family. It wasn't until his brother returned grievously injured after being struck by a rock hurled by a stone giant that he found his calling. On the brink of death, his brother was taken to the most skilled healer they could find, who saved his life with a combination of spells and tonics. It took some time for him to fully recover, but seeing what a healer could do set Aewyn on his path. He petitioned that healer for months, constantly trying to win his favour so he would accept him as a student. After a relentless 3 years, the healer finally agreed to take him in and train him. When he returned to his family a decade after completing his training, they seemed impressed. They even told him that, with his skill, they could trust him with an important task: there was an outpost on the border that they had been asked to assist, and they were struggling to decide who to send. However, they felt a healer as skilled as he was would be perfect. The only caveat was that it would not be good for him to have a connection to his House, so they'd disinherit him to reduce the risk of kidnapping, political traps, and similar threats. Aewyn saw this for what it truly was: his family was not pleased with his vocation and was banishing him to a faraway land and disowning him. Despondent but not surprised, Aewyn agreed to his family's demands and made his way to the outpost, not even bothering to remember its name. His goal was to bring hope to the hopeless and restore faith when all seemed lost, as his mentor had done for his eldest brother. He'd make do wherever he went.
Lucien Lexicon was born in a modest river city, better known for trade and craftsmen than for great magical academies. His father worked as a record keeper for merchants moving goods along the canals, while his mother copied legal documents and contracts for local magistrates. They were not wealthy, but they lived comfortably enough that books were treated as treasured possessions rather than unattainable luxuries. As a child, Lucien showed little interest in sports, labour, or military life. Instead, he became fascinated by symbols, maps, and languages. He spent long hours reading shipping manifests, studying old ledgers, and trying to decipher faded markings on ancient crates arriving from distant ruins and forgotten kingdoms. His father encouraged his curiosity, often bringing home damaged records or unusual texts others would have discarded. His mother taught him careful penmanship and the importance of precision, habits that later shaped his meticulous approach to recording magical research. At thirteen, Lucien encountered a travelling wizard who had stopped in the city to seek obscure historical records. Lucien helped organize and translate several damaged texts, some of which were partially written in Draconic. Impressed by the boy’s patience and sharp memory, the wizard allowed him to assist with minor arcane tasks during his stay. What began as simple curiosity quickly became an obsession. Lucien did not attend a legendary academy, nor was he chosen by prophecy or gifted with an ancient bloodline. His training was practical and irregular. He copied scrolls for coin, catalogued magical curiosities for minor nobles, and spent years studying fragmented texts and incomplete theories. Over time, he came to be respected as a capable, intelligent, reliable, and unusually patient young scholar, though far from famous. During his studies, Lucien acquired a strange silver ring etched with nearly invisible Draconic markings. Whether it originally belonged to his old mentor or came from an abandoned collection of magical artifacts, even he cannot say for certain. As his magical knowledge grew, the ring became inseparable from his spellcasting. The runes occasionally seem to shift subtly in candlelight, almost as though reacting to his growing understanding of arcane theory. Now twenty-five, Lucien has begun travelling in earnest. Not for tragedy, revenge, or destiny, but because he believes true magical understanding cannot be found in libraries alone. Ancient ruins, forgotten vaults, dangerous roads, and firsthand encounters with the impossible offer lessons no book can fully teach. Lucien is not yet a great wizard, but he is intelligent, disciplined, and quietly ambitious. He fully intends to become one.
I started my new South Marches campaign today, for Emily, and she absolutely loved it. At 9:30, she was still trying to loot the goblin tomb before we wrapped it up, and she hadn't even taken a shower before bed. The boys had a blast, first watching Emily fail over and over, then they came to my office to "be" the monsters and "get" mommy. William saw Emily get trounced by a deadfall trap, so he ran to warn her where the "next" line on the map was, so she could avoid that trap. Then Michael joined in, quietly "There are so many traps in that hall." When it was time to go to bed, William complained that we hadn't started earlier, so he could see the end of the game.
Lyndsay's rogue got a lot of air time time while navigating the traps in the goblin tomb adventure.
Reneal was very grateful that the players managed to rescue his daughter before the goblins sacrificed her.