
<a href="https://app.roll20.net/lfg/listing/98572/the-crystal-seed" rel="nofollow">https://app.roll20.net/lfg/listing/98572/the-crystal-seed</a> In the city of Whitestone, Gleaming Jewel of the North, there is a guild of protectors. The Gray Hunt has protected both city and continent countless times over the past century. They have stood fast against untold dangers, ever since the Defenders of Tal’dorei founded them. Ever present, Ever vigilant, Ever ready. And two months ago a call went out. In Tal’dorei and beyond, the Gray Hunt is recruiting. Something is coming. No one knows how they know when danger looms, but they always know. This campaign takes place approximately 100 years after the events of Critical Role. Characters will start at level 3, with already an adventure or two under their belts, drawn by the lure of prestige, glory and more. The Gray Hunt beckons. They have not actively recruited for over a decade, ever since a powerful necromancer and his undead army threatened the continent. You are from Exandria. An adventurer of some persuasion (actual proficiency in Persuasion not required). Level 3. Statistics generation are either: 27-point Point Buy or Standard Array (15-14-13-12-10-8). All official Wizards of the Coast books are allowed. So is UA material, in their latest version to date. Additionally, in the spirit of the setting, Matt Mercer’s homebrew content, namely the Blood Hunter, Gunslinger and Maestro are all allowed. Due to the nature and spirit of the setting I will not allow the Mystic class. This will be a RP heavy campaign I would say 70>30 Rp-combat split. This is not a game for brand new players. I am expecting a high level of commitment from my players as well as the ability to pay attention for 4 hours. If this sounds like your kind of game then head on over to the LFG listing.