UPDATE: Game on hiatus for undefined period of time. Going on a bit of a break from DnD, thanks to all those who applied or played! Game Schedule -- PLAY ANYTIME YOU LIKE! Day Session 1 Session 2 Notes Monday 1 PM PDT - 4 PM PDT 9 PM PDT - 12 PM PDT Shortened game / Night game Tues-Thurs 1 PM PDT - 7 PM PDT 9 PM PDT - 12 PM PDT Regular game / Night game Friday 1 PM PDT - 4 PM PDT 9 PM PDT - 12 PM PDT Shortened game / Night game Weekends See Notes. See Notes. Weekend times vary! Log in the campaign to see if we're playing! --- INTRODUCTION Forgotten Realms 5E - Koltyr is an intense MMOTTRPG, where players will be pushed to the brink not only physically, but mentally and emotionally as well. The final product, a blend of both immersive storytelling, fierce combat, and Risk leads for some of the most exciting and entertaining gameplay you have ever seen in Dungeons and Dragons. The Story Flyers were sent out across the Sword Coast calling adventurers to island of Koltyr, a small tropical paradise located in the Korinn Archipellago. They advertised its great weather, treasure, and of course, adventure. The players were brought onto the island via Captain Bram and the S.S Swordcoast, the man funding and leading the expedition. Upon arriving to Northpoint, the crew's settlement on the island, the players were then guided to the Koltyr Beacon, a strange, neon-glowing obelisk built in the center of this town. They were asked to attune to it, and thus, were granted the power of the Reditum spell, allowing them to teleport back to the Beacon at their will. As the players ventured further into the island however, they soon encountered contact with goblins that fought fiercely for control of the island. It soon became clear what the players' goals were. Secure the island, and eliminate the goblin presence from it. A Typical Day on Koltyr New players will start at 1st Level with all their starting equipment and an extra feat in the town of Northpoint, the crew's settlement on the island. Various locations such as The Dusty Drinker and the Inn provide excellent social hotspots for meeting up with other players, learning about each other and the island, and forming parties. Anywhere between 1-2 scout parties will be sent out during a session, which is where most of the story and the combat will take place. Scout parties will be brought to the Island Map screen seen below. The aftermath of a massive enemy attack on the center of the island. RIP Freddy. ;-; The red hexes are captured enemy territories, while the blue ones are captured ally territories. The yellow and orange are surveillanced hexes, where any troop movements or odd activity will be reported. Failing to stealth into a yellow hex will essentially alert the enemy that you are coming. Players are responsible for taking charge to capture territories and pay for guards using their hard-earned GP. The enemy is active and offensive, so attacks on ally hexes will be relentless and powerful, so leaders will have to be vigilent both tactically and in combat to defend their territories. For those of you worried about OP-GMs, I intentionally gave myself a set number of troops along with bases to generate daily amounts of additional ones (ex. Worg training/breeding camp deploys 2 Worgs a day). Along with building camps, scouting enemy hexes, and capturing them, boss lairs and other special events can be found around the island to change the pace, which is also the source of nearly all magical items in this campaign. The Difference of One Player Forgotten Realms 5E - Koltyr emphasizes the great importance of teamwork, that some challenges cannot be tackled alone, and that only together, as a massive group, can victory be achieved. However, in the end, the difference between life and death often falls in the hands on one person, of one action, of one roll. Your actions WILL make a difference. That only leaves one last question. Are you ready for Koltyr?