Campaign Name: The Lady from Kara-Tur #Game Type: Paid Game Weekly 5E campaign to be run Sundays at 3:00 pm PT (Pacific Time). Typical session length of 3 hours, could go up to 4 hours if needed when everyone agrees. This is a long-term commitment as the campaign can extend over months or over a year. *This game will require payment to the Game Master at a rate of&nbsp; $ 10 &nbsp;per session &nbsp;through Paypal in advance of each session. &nbsp; Roll20 is not responsible for any payment transactions and cannot enforce any private arrangements.* &nbsp; # Players &nbsp; We currently have openings for 2 players. The party size will be 5 players in total.&nbsp; We start characters&nbsp; at 2 nd &nbsp;level. All players are welcome (either new to the game or experienced). &nbsp; #Technology required &nbsp; Of course, this is a Roll20 VTT campaign, so we will be using Roll20. Discord will be used for voice-only in-game call and off-game chats and calls as needed. &nbsp; #Roll20 Listing Link:&nbsp; <a href="https://app.roll20.net/lfg/listing/233443/the-lady-from-kara-tur-sundays-3pm-p" rel="nofollow">https://app.roll20.net/lfg/listing/233443/the-lady-from-kara-tur-sundays-3pm-p</a> &nbsp; # Campaign Description Situated at the start of the incredibly profitable Golden Way trading route, the city of Telflamm is the biggest trading station in the region, with most trade concerning the products of Kara-Tur which are in wide demand across Faerûn. Eastern silk, spices, smokepowder, and Long Jingand works of art, among others, pass through Telflamm to reach the rest of Faerûn. The city is also home to the biggest Thayan Enclave ever built, making the city a hub for the purchase of magic items. The Thayan Enclave in Telflamm was one of the first enclaves established by the Red Wizards of Thay and grew into their largest. The shops of the enclave sell all manner of imported items, but discounted magic items are their most popular merchandise. All this trade draws all types of people to this city so far east on Faerûn, and so far west from Kara-Tur, including adventurers like yourselves. In the Shou Town district of the city of Telflamm, the Kara-Turan presence gives you a glimpse of the far east culture: its architecture, the cuisine, and the people with their distinctive attire. They bring along small businesses from Kara-Tur with merchandise and their people. Comprising 25% of the city, it is a relatively big community. Along with all of this also come different organizations like the Yakuza, the Kensei, the Ninjas, the Samurai, and Wu Jen. They all get mixed with more western Faerûn organizations to create a unique web of mystery and intrigue. &nbsp; #Play Style The campaign is about 50%-60% combat (depending on how long the players take to end an encounter) and the rest is role-playing (see Character As Written below for details on role-playing). I try to use RAW and RAI while being fair to the decisions. Decisions apply equally to players, NPC’s, and creatures. Balance is very important in the game, but characters have to be wise and gauge risks. Creatures behave to their level of intelligence and survival standards. The objective of the game is to have fun. I encourage player feedback and open communication. We can discuss specific rules, like specific spell behavior, etc and the GM may ask for support materials to come with a decision. Once the GM makes a decision on a situation on a game session, the decision stands as final for that session although the GM may commission a further review of reference materials for later discussion and future rulings if deemed necessary. &nbsp; # Optional Rules Multiclass characters and Feats are allowed. Others as GM see fit. &nbsp; # Campaign Rules All races and classes are allowed. I encourage the players' creativity. You can use UA material as reviewed and approved by the GM. Home-brewed material is either material created by you as a player, the GM, or a third-party. You can use home-brewed classes as reviewed and approved by the GM. You can use Feats and Spells created by thrid-party publishers or home-brewed as reviewed and approved by the GM. Healing: All healing actions and spells can be performed as a Bonus Action. If you use a Bonus Action to cast a healing spell, you can still use your action to cast another spell. Neither of them has to be a cantrip in this special case only. &nbsp; # Character Creation &nbsp; Stats: You may roll 4d6 take higher 3 six times and arrange your ability scores as needed. If ran too low, you can then use either Point Buy or the Standard Array, whichever you prefer. Hit Points: At 1 st &nbsp;level, you take the maximum provided by your class hit die plus any applicable bonuses. When leveling up, roll for hit points. If you roll a number lower than the average, take the average, otherwise, take your roll. Add any modifiers to that result as usual. Starting Equipment: You get your Background and Class Starting Equipment plus extra money by rolling as if you had not selected starting equipment. Level: We start the campaign at level 2. Level your character to level 2. You may multiclass at this point if so desired. &nbsp; Back Story: You will work with the GM to use the background you choose, your classes and your ideas to work a back story for your character that fits into the start of the campaign. Character As Written (CAW): You will decide your character personality traits, ideals, bonds, flaws, and alignment. You will role-play your character according to these and your back story developing your character as you see fit. Exceptional role-playing may get you Inspiration from the GM. &nbsp; # About the Campaign This campaign has been previously play-tested for a year and a half now. &nbsp; # About the GM I started playing D&amp;D 40 years ago since the original Basic Set. I embraced 5E finding players here in Roll20. Now we do not have to depend on having players living near each other. I like to play 50% - 60% combat as I stick to the origins of strategic gameplay. I envision good role-playing as one being truthful to the Character As Written, which means, acting your character according to what you create as his backstory, personality traits, ideals, bonds, flaws and to a lesser degree, alignment. I believe that the ultimate goal of any D&amp;D session is to have fun. Being able to develop a character, the character's story as the adventure progresses, and following the hero or anti-hero path is what storytelling is about. &nbsp;