
Hi, I'm Virgil, a forever DM going on 25 years. DMing is a passion of mine. I find enjoyment in crafting a well balanced, entertaining, and consistent world for my players to adventure in. Player expression is paramount, but I also put an emphasis on verisimilitude and consequences having weight. I put a ton of effort into running my campaigns whether they be premade modules or custom settings and adventures. Players can expect battlemaps, dynamic lighting, music, sound effects (sparingly), voice acting, and curated art. I take care to weave character backgrounds into the campaign as well. Every character gets their time to shine. I'm looking for a group of experienced and consistent players that are looking to complete the campaign. Please be ready for the commitment. We'll be playing every Tuesday at 4pm Central for a minimum of 4 hours per session. House Rules For the sake of balance and to add a bit of difficulty I have several house rules listed here so you know if this game is for you. You can find them also on the games forum for later. Rules Variants - Potion Miscibility - Scroll Mishap - Wands don't recharge - Morale. Custom morale system modified from old school d&d editions (for enemies only). Setting up camp: Finding an appropriate spot and then setting up camp takes 1 hour. Bed Rolls: Sleeping without a Bed roll or tent requires a DC 10 Con save or awaken with 1 level of exhaustion. Tents/Makeshift Shelter: Sleeping in poor weather like rain, high winds, or snow, without a tent or makeshift shelter is impossible. You can rest the allotted time but do not gain any of the benefits of a long rest. If the weather is severe, each hour you are exposed to the elements make a Con save (DC dependent on weather severity) or incur a level of exhaustion. Goodberry: Only provides hp and doesn't provide sustenance. Wanderer: Outlander's Wanderer feature only grants advantage on survival checks for foraging. Foraging & Hunting: More detailed foraging rules added. Foraging and hunting for food requires proficiency in the survival skill. Appraisal: Appraising gemstones requires proficiency with jeweler's tools. Darkvision: Only Rock gnomes, Svirfneblin, and Drow, have darkvision. Holding breath in underwater combat: Con score x 3 in seconds. 1 level of exhaustion per round after. No Revivify: Revivify spell isn't available. Resurrection: The gods only grant ressurection in certain circumstances. Their reasons for granting or not granting a new life are their own, and often a complete mystery to mortals. There's a 40% chance when casting a ressurection spell, that the god granting the power will allow it. The chance of success can be increased by 5% for each companion that succeeds on a DC15 saving throw of their choice, while beseeching the clerics god to bring the deceased back to life. Intimidation: Strength bonus applies to intimidation. Quicker crafting: Crafting a magical item is done in 100gp increments and crafting a mundane item is done in 25gp increments. Drinking a potion is an action. Feeding a potion to someone else is an action. Charm Person & Friends: If the target failed its first save, when the spell ends, it has to make another save to realize that it was under the effect of the spell. If it makes that second save it becomes hostile, as described in the original rules. If it fails that second save, it's merely confused about what happened. The target can not be affected by this spell again for 24 hours. Illusory reality & Minor conjuration cannot be used to create spell components.